diff options
Diffstat (limited to 'modules')
-rw-r--r-- | modules/gdscript/editor/gdscript_highlighter.cpp | 61 | ||||
-rw-r--r-- | modules/gdscript/gdscript_parser.cpp | 4 | ||||
-rw-r--r-- | modules/gltf/editor/editor_scene_importer_blend.cpp | 2 | ||||
-rw-r--r-- | modules/gltf/editor/editor_scene_importer_blend.h | 4 | ||||
-rwxr-xr-x | modules/mono/build_scripts/build_assemblies.py | 8 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs | 348 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs | 2 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs | 3 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs | 2 | ||||
-rw-r--r-- | modules/mono/glue/runtime_interop.cpp | 5 | ||||
-rw-r--r-- | modules/mono/managed_callable.cpp | 6 | ||||
-rw-r--r-- | modules/mono/managed_callable.h | 3 | ||||
-rw-r--r-- | modules/multiplayer/scene_replication_interface.cpp | 5 | ||||
-rw-r--r-- | modules/navigation/nav_map.cpp | 1 |
14 files changed, 354 insertions, 100 deletions
diff --git a/modules/gdscript/editor/gdscript_highlighter.cpp b/modules/gdscript/editor/gdscript_highlighter.cpp index e0deea1106..8b27307d0c 100644 --- a/modules/gdscript/editor/gdscript_highlighter.cpp +++ b/modules/gdscript/editor/gdscript_highlighter.cpp @@ -43,26 +43,28 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l String prev_text = ""; int prev_column = 0; - bool prev_is_char = false; bool prev_is_digit = false; bool prev_is_binary_op = false; + bool in_keyword = false; bool in_word = false; bool in_number = false; - bool in_function_name = false; - bool in_lambda = false; - bool in_variable_declaration = false; - bool in_signal_declaration = false; - bool in_function_args = false; - bool in_member_variable = false; bool in_node_path = false; bool in_node_ref = false; bool in_annotation = false; bool in_string_name = false; bool is_hex_notation = false; bool is_bin_notation = false; + bool in_member_variable = false; + bool in_lambda = false; + + bool in_function_name = false; + bool in_function_args = false; + bool in_variable_declaration = false; + bool in_signal_declaration = false; bool expect_type = false; + Color keyword_color; Color color; @@ -241,16 +243,21 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l } } - // A bit of a hack, but couldn't come up with anything better. + // VERY hacky... but couldn't come up with anything better. if (j > 0 && (str[j] == '&' || str[j] == '^' || str[j] == '%' || str[j] == '+' || str[j] == '-' || str[j] == '~' || str[j] == '.')) { - if (prev_text == "true" || prev_text == "false" || prev_text == "self" || prev_text == "null" || prev_text == "PI" || prev_text == "TAU" || prev_text == "INF" || prev_text == "NAN") { - is_binary_op = true; - } else if (!keywords.has(prev_text)) { - int k = j - 1; - while (k > 0 && is_whitespace(str[k])) { - k--; - } - if (!is_symbol(str[k]) || str[k] == '"' || str[k] == '\'' || str[k] == ')' || str[k] == ']' || str[k] == '}') { + int to = j - 1; + // Find what the last text was (prev_text won't work if there's no whitespace, so we need to do it manually). + while (to > 0 && is_whitespace(str[to])) { + to--; + } + int from = to; + while (from > 0 && !is_symbol(str[from])) { + from--; + } + String word = str.substr(from + 1, to - from); + // Keywords need to be exceptions, except for keywords that represent a value. + if (word == "true" || word == "false" || word == "null" || word == "PI" || word == "TAU" || word == "INF" || word == "NAN" || word == "self" || word == "super" || !keywords.has(word)) { + if (!is_symbol(str[to]) || str[to] == '"' || str[to] == '\'' || str[to] == ')' || str[to] == ']' || str[to] == '}') { is_binary_op = true; } } @@ -285,16 +292,18 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l is_hex_notation = true; } else if (!((str[j] == '-' || str[j] == '+') && str[j - 1] == 'e' && !prev_is_digit) && !(str[j] == '_' && (prev_is_digit || str[j - 1] == 'b' || str[j - 1] == 'x' || str[j - 1] == '.')) && - !((str[j] == 'e' || str[j] == '.') && (prev_is_digit || str[j - 1] == '_')) && + !(str[j] == 'e' && (prev_is_digit || str[j - 1] == '_')) && + !(str[j] == '.' && (prev_is_digit || (!prev_is_binary_op && (j > 0 && (str[j - 1] == '-' || str[j - 1] == '+' || str[j - 1] == '~'))))) && !((str[j] == '-' || str[j] == '+' || str[j] == '~') && !prev_is_binary_op && str[j - 1] != 'e')) { - /* 1st row of condition: '+' or '-' after scientific notation; - 2nd row of condition: '_' as a numeric separator; - 3rd row of condition: Scientific notation 'e' and floating points; - 4th row of condition: Multiple unary operators. */ + /* This condition continues Number highlighting in special cases. + 1st row: '+' or '-' after scientific notation; + 2nd row: '_' as a numeric separator; + 3rd row: Scientific notation 'e' and floating points; + 4th row: Floating points inside the number, or leading if after a unary mathematical operator; + 5th row: Multiple unary mathematical operators */ in_number = false; } - } else if ((str[j] == '-' || str[j] == '+' || str[j] == '~' || (str[j] == '.' && str[j + 1] != '.' && (j == 0 || (j > 0 && str[j - 1] != '.')))) && !is_binary_op) { - // Start a number from unary mathematical operators and floating points, except for '..' + } else if (!is_binary_op && (str[j] == '-' || str[j] == '+' || str[j] == '~' || (str[j] == '.' && str[j + 1] != '.' && (j == 0 || (j > 0 && str[j - 1] != '.'))))) { in_number = true; } @@ -316,7 +325,7 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l Color col = Color(); if (global_functions.has(word)) { // "assert" and "preload" are reserved, so highlight even if not followed by a bracket. - if (word == "assert" || word == "preload") { + if (word == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::ASSERT) || word == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::PRELOAD)) { col = global_function_color; } else { // For other global functions, check if followed by bracket. @@ -406,11 +415,11 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l in_function_args = false; } - if (expect_type && (prev_is_char || str[j] == '=')) { + if (expect_type && (prev_is_char || str[j] == '=') && str[j] != '[') { expect_type = false; } - if (j > 0 && str[j] == '>' && str[j - 1] == '-') { + if (j > 0 && str[j - 1] == '-' && str[j] == '>') { expect_type = true; } diff --git a/modules/gdscript/gdscript_parser.cpp b/modules/gdscript/gdscript_parser.cpp index b4da94e448..f1c841e9dc 100644 --- a/modules/gdscript/gdscript_parser.cpp +++ b/modules/gdscript/gdscript_parser.cpp @@ -2937,6 +2937,10 @@ GDScriptParser::ExpressionNode *GDScriptParser::parse_call(ExpressionNode *p_pre push_error(R"(Expected expression as the function argument.)"); } else { call->arguments.push_back(argument); + + if (argument->type == Node::IDENTIFIER && current.cursor_place == GDScriptTokenizer::CURSOR_BEGINNING) { + completion_context.type = COMPLETION_IDENTIFIER; + } } ct = COMPLETION_CALL_ARGUMENTS; } while (match(GDScriptTokenizer::Token::COMMA)); diff --git a/modules/gltf/editor/editor_scene_importer_blend.cpp b/modules/gltf/editor/editor_scene_importer_blend.cpp index ab52761e17..f79731dd22 100644 --- a/modules/gltf/editor/editor_scene_importer_blend.cpp +++ b/modules/gltf/editor/editor_scene_importer_blend.cpp @@ -261,7 +261,7 @@ void EditorSceneFormatImporterBlend::get_import_options(const String &p_path, Li #define ADD_OPTION_ENUM(PATH, ENUM_HINT, VALUE) \ r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::INT, SNAME(PATH), PROPERTY_HINT_ENUM, ENUM_HINT), VALUE)); - ADD_OPTION_ENUM("blender/nodes/visible", "Visible Only,Renderable,All", BLEND_VISIBLE_ALL); + ADD_OPTION_ENUM("blender/nodes/visible", "All,Visible Only,Renderable", BLEND_VISIBLE_ALL); ADD_OPTION_BOOL("blender/nodes/punctual_lights", true); ADD_OPTION_BOOL("blender/nodes/cameras", true); ADD_OPTION_BOOL("blender/nodes/custom_properties", true); diff --git a/modules/gltf/editor/editor_scene_importer_blend.h b/modules/gltf/editor/editor_scene_importer_blend.h index dd1c1b9889..a1485ff82e 100644 --- a/modules/gltf/editor/editor_scene_importer_blend.h +++ b/modules/gltf/editor/editor_scene_importer_blend.h @@ -45,9 +45,9 @@ class EditorSceneFormatImporterBlend : public EditorSceneFormatImporter { public: enum { + BLEND_VISIBLE_ALL, BLEND_VISIBLE_VISIBLE_ONLY, - BLEND_VISIBLE_RENDERABLE, - BLEND_VISIBLE_ALL + BLEND_VISIBLE_RENDERABLE }; enum { BLEND_BONE_INFLUENCES_NONE, diff --git a/modules/mono/build_scripts/build_assemblies.py b/modules/mono/build_scripts/build_assemblies.py index d78a9c7db8..d28c3a0c3a 100755 --- a/modules/mono/build_scripts/build_assemblies.py +++ b/modules/mono/build_scripts/build_assemblies.py @@ -5,6 +5,7 @@ import os.path import shlex import subprocess from dataclasses import dataclass +from typing import Optional, List def find_dotnet_cli(): @@ -150,10 +151,7 @@ def find_any_msbuild_tool(mono_prefix): return None -def run_msbuild(tools: ToolsLocation, sln: str, msbuild_args: [str] = None): - if msbuild_args is None: - msbuild_args = [] - +def run_msbuild(tools: ToolsLocation, sln: str, msbuild_args: Optional[List[str]] = None): using_msbuild_mono = False # Preference order: dotnet CLI > Standalone MSBuild > Mono's MSBuild @@ -169,7 +167,7 @@ def run_msbuild(tools: ToolsLocation, sln: str, msbuild_args: [str] = None): args += [sln] - if len(msbuild_args) > 0: + if msbuild_args: args += msbuild_args print("Running MSBuild: ", " ".join(shlex.quote(arg) for arg in args), flush=True) diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs index fbd59d649f..9c3bc51c44 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs @@ -4,6 +4,21 @@ using System.Runtime.InteropServices; namespace Godot { /// <summary> + /// Specifies which order Euler angle rotations should be in. + /// When composing, the order is the same as the letters. When decomposing, + /// the order is reversed (ex: YXZ decomposes Z first, then X, and Y last). + /// </summary> + public enum EulerOrder + { + XYZ, + XZY, + YXZ, + YZX, + ZXY, + ZYX + }; + + /// <summary> /// 3×3 matrix used for 3D rotation and scale. /// Almost always used as an orthogonal basis for a Transform. /// @@ -244,50 +259,258 @@ namespace Godot } /// <summary> - /// Returns the basis's rotation in the form of Euler angles - /// (in the YXZ convention: when *decomposing*, first Z, then X, and Y last). - /// The returned vector contains the rotation angles in - /// the format (X angle, Y angle, Z angle). + /// Returns the basis's rotation in the form of Euler angles. + /// The Euler order depends on the [param order] parameter, + /// by default it uses the YXZ convention: when decomposing, + /// first Z, then X, and Y last. The returned vector contains + /// the rotation angles in the format (X angle, Y angle, Z angle). /// /// Consider using the <see cref="GetRotationQuaternion"/> method instead, which /// returns a <see cref="Quaternion"/> quaternion instead of Euler angles. /// </summary> + /// <param name="order">The Euler order to use. By default, use YXZ order (most common).</param> /// <returns>A <see cref="Vector3"/> representing the basis rotation in Euler angles.</returns> - public Vector3 GetEuler() + public Vector3 GetEuler(EulerOrder order = EulerOrder.YXZ) { - Basis m = Orthonormalized(); - - Vector3 euler; - euler.z = 0.0f; - - real_t mzy = m.Row1[2]; - - if (mzy < 1.0f) + switch (order) { - if (mzy > -1.0f) + case EulerOrder.XYZ: { - euler.x = Mathf.Asin(-mzy); - euler.y = Mathf.Atan2(m.Row0[2], m.Row2[2]); - euler.z = Mathf.Atan2(m.Row1[0], m.Row1[1]); + // Euler angles in XYZ convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz -cy*sz sy + // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx + // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy + Vector3 euler; + real_t sy = Row0[2]; + if (sy < (1.0f - Mathf.Epsilon)) + { + if (sy > -(1.0f - Mathf.Epsilon)) + { + // is this a pure Y rotation? + if (Row1[0] == 0 && Row0[1] == 0 && Row1[2] == 0 && Row2[1] == 0 && Row1[1] == 1) + { + // return the simplest form (human friendlier in editor and scripts) + euler.x = 0; + euler.y = Mathf.Atan2(Row0[2], Row0[0]); + euler.z = 0; + } + else + { + euler.x = Mathf.Atan2(-Row1[2], Row2[2]); + euler.y = Mathf.Asin(sy); + euler.z = Mathf.Atan2(-Row0[1], Row0[0]); + } + } + else + { + euler.x = Mathf.Atan2(Row2[1], Row1[1]); + euler.y = -Mathf.Tau / 4.0f; + euler.z = 0.0f; + } + } + else + { + euler.x = Mathf.Atan2(Row2[1], Row1[1]); + euler.y = Mathf.Tau / 4.0f; + euler.z = 0.0f; + } + return euler; } - else + case EulerOrder.XZY: { - euler.x = Mathf.Pi * 0.5f; - euler.y = -Mathf.Atan2(-m.Row0[1], m.Row0[0]); + // Euler angles in XZY convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cz*cy -sz cz*sy + // sx*sy+cx*cy*sz cx*cz cx*sz*sy-cy*sx + // cy*sx*sz cz*sx cx*cy+sx*sz*sy + Vector3 euler; + real_t sz = Row0[1]; + if (sz < (1.0f - Mathf.Epsilon)) + { + if (sz > -(1.0f - Mathf.Epsilon)) + { + euler.x = Mathf.Atan2(Row2[1], Row1[1]); + euler.y = Mathf.Atan2(Row0[2], Row0[0]); + euler.z = Mathf.Asin(-sz); + } + else + { + // It's -1 + euler.x = -Mathf.Atan2(Row1[2], Row2[2]); + euler.y = 0.0f; + euler.z = Mathf.Tau / 4.0f; + } + } + else + { + // It's 1 + euler.x = -Mathf.Atan2(Row1[2], Row2[2]); + euler.y = 0.0f; + euler.z = -Mathf.Tau / 4.0f; + } + return euler; } - } - else - { - euler.x = -Mathf.Pi * 0.5f; - euler.y = -Mathf.Atan2(-m.Row0[1], m.Row0[0]); - } + case EulerOrder.YXZ: + { + // Euler angles in YXZ convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz+sy*sx*sz cz*sy*sx-cy*sz cx*sy + // cx*sz cx*cz -sx + // cy*sx*sz-cz*sy cy*cz*sx+sy*sz cy*cx + Vector3 euler; + real_t m12 = Row1[2]; + if (m12 < (1 - Mathf.Epsilon)) + { + if (m12 > -(1 - Mathf.Epsilon)) + { + // is this a pure X rotation? + if (Row1[0] == 0 && Row0[1] == 0 && Row0[2] == 0 && Row2[0] == 0 && Row0[0] == 1) + { + // return the simplest form (human friendlier in editor and scripts) + euler.x = Mathf.Atan2(-m12, Row1[1]); + euler.y = 0; + euler.z = 0; + } + else + { + euler.x = Mathf.Asin(-m12); + euler.y = Mathf.Atan2(Row0[2], Row2[2]); + euler.z = Mathf.Atan2(Row1[0], Row1[1]); + } + } + else + { // m12 == -1 + euler.x = Mathf.Tau / 4.0f; + euler.y = Mathf.Atan2(Row0[1], Row0[0]); + euler.z = 0; + } + } + else + { // m12 == 1 + euler.x = -Mathf.Tau / 4.0f; + euler.y = -Mathf.Atan2(Row0[1], Row0[0]); + euler.z = 0; + } - return euler; + return euler; + } + case EulerOrder.YZX: + { + // Euler angles in YZX convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz sy*sx-cy*cx*sz cx*sy+cy*sz*sx + // sz cz*cx -cz*sx + // -cz*sy cy*sx+cx*sy*sz cy*cx-sy*sz*sx + Vector3 euler; + real_t sz = Row1[0]; + if (sz < (1.0f - Mathf.Epsilon)) + { + if (sz > -(1.0f - Mathf.Epsilon)) + { + euler.x = Mathf.Atan2(-Row1[2], Row1[1]); + euler.y = Mathf.Atan2(-Row2[0], Row0[0]); + euler.z = Mathf.Asin(sz); + } + else + { + // It's -1 + euler.x = Mathf.Atan2(Row2[1], Row2[2]); + euler.y = 0.0f; + euler.z = -Mathf.Tau / 4.0f; + } + } + else + { + // It's 1 + euler.x = Mathf.Atan2(Row2[1], Row2[2]); + euler.y = 0.0f; + euler.z = Mathf.Tau / 4.0f; + } + return euler; + } + case EulerOrder.ZXY: + { + // Euler angles in ZXY convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cz*cy-sz*sx*sy -cx*sz cz*sy+cy*sz*sx + // cy*sz+cz*sx*sy cz*cx sz*sy-cz*cy*sx + // -cx*sy sx cx*cy + Vector3 euler; + real_t sx = Row2[1]; + if (sx < (1.0f - Mathf.Epsilon)) + { + if (sx > -(1.0f - Mathf.Epsilon)) + { + euler.x = Mathf.Asin(sx); + euler.y = Mathf.Atan2(-Row2[0], Row2[2]); + euler.z = Mathf.Atan2(-Row0[1], Row1[1]); + } + else + { + // It's -1 + euler.x = -Mathf.Tau / 4.0f; + euler.y = Mathf.Atan2(Row0[2], Row0[0]); + euler.z = 0; + } + } + else + { + // It's 1 + euler.x = Mathf.Tau / 4.0f; + euler.y = Mathf.Atan2(Row0[2], Row0[0]); + euler.z = 0; + } + return euler; + } + case EulerOrder.ZYX: + { + // Euler angles in ZYX convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cz*cy cz*sy*sx-cx*sz sz*sx+cz*cx*cy + // cy*sz cz*cx+sz*sy*sx cx*sz*sy-cz*sx + // -sy cy*sx cy*cx + Vector3 euler; + real_t sy = Row2[0]; + if (sy < (1.0f - Mathf.Epsilon)) + { + if (sy > -(1.0f - Mathf.Epsilon)) + { + euler.x = Mathf.Atan2(Row2[1], Row2[2]); + euler.y = Mathf.Asin(-sy); + euler.z = Mathf.Atan2(Row1[0], Row0[0]); + } + else + { + // It's -1 + euler.x = 0; + euler.y = Mathf.Tau / 4.0f; + euler.z = -Mathf.Atan2(Row0[1], Row1[1]); + } + } + else + { + // It's 1 + euler.x = 0; + euler.y = -Mathf.Tau / 4.0f; + euler.z = -Mathf.Atan2(Row0[1], Row1[1]); + } + return euler; + } + default: + throw new ArgumentOutOfRangeException(nameof(order)); + } } /// <summary> /// Returns the basis's rotation in the form of a quaternion. - /// See <see cref="GetEuler()"/> if you need Euler angles, but keep in + /// See <see cref="GetEuler"/> if you need Euler angles, but keep in /// mind that quaternions should generally be preferred to Euler angles. /// </summary> /// <returns>A <see cref="Quaternion"/> representing the basis's rotation.</returns> @@ -712,35 +935,6 @@ namespace Godot } /// <summary> - /// Constructs a pure rotation basis matrix from the given Euler angles - /// (in the YXZ convention: when *composing*, first Y, then X, and Z last), - /// given in the vector format as (X angle, Y angle, Z angle). - /// - /// Consider using the <see cref="Basis(Quaternion)"/> constructor instead, which - /// uses a <see cref="Quaternion"/> quaternion instead of Euler angles. - /// </summary> - /// <param name="eulerYXZ">The Euler angles to create the basis from.</param> - public Basis(Vector3 eulerYXZ) - { - real_t c; - real_t s; - - c = Mathf.Cos(eulerYXZ.x); - s = Mathf.Sin(eulerYXZ.x); - var xmat = new Basis(1, 0, 0, 0, c, -s, 0, s, c); - - c = Mathf.Cos(eulerYXZ.y); - s = Mathf.Sin(eulerYXZ.y); - var ymat = new Basis(c, 0, s, 0, 1, 0, -s, 0, c); - - c = Mathf.Cos(eulerYXZ.z); - s = Mathf.Sin(eulerYXZ.z); - var zmat = new Basis(c, -s, 0, s, c, 0, 0, 0, 1); - - this = ymat * xmat * zmat; - } - - /// <summary> /// Constructs a pure rotation basis matrix, rotated around the given <paramref name="axis"/> /// by <paramref name="angle"/> (in radians). The axis must be a normalized vector. /// </summary> @@ -800,6 +994,46 @@ namespace Godot } /// <summary> + /// Constructs a Basis matrix from Euler angles in the specified rotation order. By default, use YXZ order (most common). + /// </summary> + /// <param name="euler">The Euler angles to use.</param> + /// <param name="order">The order to compose the Euler angles.</param> + public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.YXZ) + { + real_t c, s; + + c = Mathf.Cos(euler.x); + s = Mathf.Sin(euler.x); + Basis xmat = new Basis(new Vector3(1, 0, 0), new Vector3(0, c, s), new Vector3(0, -s, c)); + + c = Mathf.Cos(euler.y); + s = Mathf.Sin(euler.y); + Basis ymat = new Basis(new Vector3(c, 0, -s), new Vector3(0, 1, 0), new Vector3(s, 0, c)); + + c = Mathf.Cos(euler.z); + s = Mathf.Sin(euler.z); + Basis zmat = new Basis(new Vector3(c, s, 0), new Vector3(-s, c, 0), new Vector3(0, 0, 1)); + + switch (order) + { + case EulerOrder.XYZ: + return xmat * ymat * zmat; + case EulerOrder.XZY: + return xmat * zmat * ymat; + case EulerOrder.YXZ: + return ymat * xmat * zmat; + case EulerOrder.YZX: + return ymat * zmat * xmat; + case EulerOrder.ZXY: + return zmat * xmat * ymat; + case EulerOrder.ZYX: + return zmat * ymat * xmat; + default: + throw new ArgumentOutOfRangeException(nameof(order)); + } + } + + /// <summary> /// Constructs a pure scale basis matrix with no rotation or shearing. /// The scale values are set as the main diagonal of the matrix, /// and all of the other parts of the matrix are zero. diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs index 1b7f5158fd..bdedd2e87a 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Callable.cs @@ -72,7 +72,7 @@ namespace Godot /// <param name="delegate">Delegate method that will be called.</param> public Callable(Delegate @delegate) { - _target = null; + _target = @delegate?.Target as Object; _method = null; _delegate = @delegate; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs index 140fc167ba..76b186cd15 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/Marshaling.cs @@ -721,8 +721,9 @@ namespace Godot.NativeInterop if (p_managed_callable.Delegate != null) { var gcHandle = CustomGCHandle.AllocStrong(p_managed_callable.Delegate); + IntPtr objectPtr = p_managed_callable.Target != null ? Object.GetPtr(p_managed_callable.Target) : IntPtr.Zero; NativeFuncs.godotsharp_callable_new_with_delegate( - GCHandle.ToIntPtr(gcHandle), out godot_callable callable); + GCHandle.ToIntPtr(gcHandle), objectPtr, out godot_callable callable); return callable; } else diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs index bd00611383..20ede9f0dd 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/NativeInterop/NativeFuncs.cs @@ -141,7 +141,7 @@ namespace Godot.NativeInterop public static partial void godotsharp_packed_string_array_add(ref godot_packed_string_array r_dest, in godot_string p_element); - public static partial void godotsharp_callable_new_with_delegate(IntPtr p_delegate_handle, + public static partial void godotsharp_callable_new_with_delegate(IntPtr p_delegate_handle, IntPtr p_object, out godot_callable r_callable); internal static partial godot_bool godotsharp_callable_get_data_for_marshalling(in godot_callable p_callable, diff --git a/modules/mono/glue/runtime_interop.cpp b/modules/mono/glue/runtime_interop.cpp index 276701cdaa..2717b945f6 100644 --- a/modules/mono/glue/runtime_interop.cpp +++ b/modules/mono/glue/runtime_interop.cpp @@ -447,9 +447,10 @@ void godotsharp_packed_string_array_add(PackedStringArray *r_dest, const String r_dest->append(*p_element); } -void godotsharp_callable_new_with_delegate(GCHandleIntPtr p_delegate_handle, Callable *r_callable) { +void godotsharp_callable_new_with_delegate(GCHandleIntPtr p_delegate_handle, const Object *p_object, Callable *r_callable) { // TODO: Use pooling for ManagedCallable instances. - CallableCustom *managed_callable = memnew(ManagedCallable(p_delegate_handle)); + ObjectID objid = p_object ? p_object->get_instance_id() : ObjectID(); + CallableCustom *managed_callable = memnew(ManagedCallable(p_delegate_handle, objid)); memnew_placement(r_callable, Callable(managed_callable)); } diff --git a/modules/mono/managed_callable.cpp b/modules/mono/managed_callable.cpp index 9305dc645a..0c2c533090 100644 --- a/modules/mono/managed_callable.cpp +++ b/modules/mono/managed_callable.cpp @@ -79,7 +79,9 @@ CallableCustom::CompareLessFunc ManagedCallable::get_compare_less_func() const { } ObjectID ManagedCallable::get_object() const { - // TODO: If the delegate target extends Godot.Object, use that instead! + if (object_id != ObjectID()) { + return object_id; + } return CSharpLanguage::get_singleton()->get_managed_callable_middleman()->get_instance_id(); } @@ -104,7 +106,7 @@ void ManagedCallable::release_delegate_handle() { // Why you do this clang-format... /* clang-format off */ -ManagedCallable::ManagedCallable(GCHandleIntPtr p_delegate_handle) : delegate_handle(p_delegate_handle) { +ManagedCallable::ManagedCallable(GCHandleIntPtr p_delegate_handle, ObjectID p_object_id) : delegate_handle(p_delegate_handle), object_id(p_object_id) { #ifdef GD_MONO_HOT_RELOAD { MutexLock lock(instances_mutex); diff --git a/modules/mono/managed_callable.h b/modules/mono/managed_callable.h index aa3344f4d5..26cd164fb6 100644 --- a/modules/mono/managed_callable.h +++ b/modules/mono/managed_callable.h @@ -40,6 +40,7 @@ class ManagedCallable : public CallableCustom { friend class CSharpLanguage; GCHandleIntPtr delegate_handle; + ObjectID object_id; #ifdef GD_MONO_HOT_RELOAD SelfList<ManagedCallable> self_instance = this; @@ -66,7 +67,7 @@ public: void release_delegate_handle(); - ManagedCallable(GCHandleIntPtr p_delegate_handle); + ManagedCallable(GCHandleIntPtr p_delegate_handle, ObjectID p_object_id); ~ManagedCallable(); }; diff --git a/modules/multiplayer/scene_replication_interface.cpp b/modules/multiplayer/scene_replication_interface.cpp index 6e3dbfab47..53d8e82dfc 100644 --- a/modules/multiplayer/scene_replication_interface.cpp +++ b/modules/multiplayer/scene_replication_interface.cpp @@ -125,9 +125,12 @@ Error SceneReplicationInterface::on_replication_start(Object *p_obj, Variant p_c MultiplayerSynchronizer *sync = Object::cast_to<MultiplayerSynchronizer>(p_config.get_validated_object()); ERR_FAIL_COND_V(!sync, ERR_INVALID_PARAMETER); + const ObjectID oid = node->get_instance_id(); + MultiplayerSpawner *spawner = rep_state->get_spawner(oid); + ERR_FAIL_COND_V_MSG(spawner && spawner->get_multiplayer_authority() != sync->get_multiplayer_authority(), ERR_INVALID_PARAMETER, "The authority of the MultiplayerSynchronizer \"" + String(sync->get_path()) + "\" differs from the authority of its \"root_node\" spawner and will not sync. Change the \"root_node\" of the MultiplayerSynchronizer to be a child of the scene root instead."); + // Add to synchronizer list and setup visibility. rep_state->config_add_sync(node, sync); - const ObjectID oid = node->get_instance_id(); sync->connect("visibility_changed", callable_mp(this, &SceneReplicationInterface::_visibility_changed).bind(oid)); if (multiplayer->has_multiplayer_peer() && sync->is_multiplayer_authority()) { _update_sync_visibility(0, oid); diff --git a/modules/navigation/nav_map.cpp b/modules/navigation/nav_map.cpp index 394c32f20d..83862e1e34 100644 --- a/modules/navigation/nav_map.cpp +++ b/modules/navigation/nav_map.cpp @@ -238,6 +238,7 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p to_visit.clear(); to_visit.push_back(0); least_cost_id = 0; + prev_least_cost_id = -1; reachable_end = nullptr; |