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Diffstat (limited to 'scene/3d/sprite_3d.cpp')
-rw-r--r--scene/3d/sprite_3d.cpp54
1 files changed, 27 insertions, 27 deletions
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 4b83bcdfc4..cc69a1cc51 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -118,14 +118,14 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect,
Color color = _get_color_accum();
- real_t pixel_size = get_pixel_size();
+ real_t px_size = get_pixel_size();
// (2) Order vertices (0123) bottom-top in 2D / top-bottom in 3D.
Vector2 vertices[4] = {
- (final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
- (final_rect.position + final_rect.size) * pixel_size,
- (final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
- final_rect.position * pixel_size,
+ (final_rect.position + Vector2(0, final_rect.size.y)) * px_size,
+ (final_rect.position + final_rect.size) * px_size,
+ (final_rect.position + Vector2(final_rect.size.x, 0)) * px_size,
+ final_rect.position * px_size,
};
Vector2 src_tsize = p_texture->get_size();
@@ -156,34 +156,34 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect,
}
Vector3 normal;
- int axis = get_axis();
- normal[axis] = 1.0;
+ int ax = get_axis();
+ normal[ax] = 1.0;
Plane tangent;
- if (axis == Vector3::AXIS_X) {
+ if (ax == Vector3::AXIS_X) {
tangent = Plane(0, 0, -1, 1);
} else {
tangent = Plane(1, 0, 0, 1);
}
- int x_axis = ((axis + 1) % 3);
- int y_axis = ((axis + 2) % 3);
+ int x_axis = ((ax + 1) % 3);
+ int y_axis = ((ax + 2) % 3);
- if (axis != Vector3::AXIS_Z) {
+ if (ax != Vector3::AXIS_Z) {
SWAP(x_axis, y_axis);
for (int i = 0; i < 4; i++) {
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
//SWAP(vertices[i].x,vertices[i].y);
- if (axis == Vector3::AXIS_Y) {
+ if (ax == Vector3::AXIS_Y) {
vertices[i].y = -vertices[i].y;
- } else if (axis == Vector3::AXIS_X) {
+ } else if (ax == Vector3::AXIS_X) {
vertices[i].x = -vertices[i].x;
}
}
}
- AABB aabb;
+ AABB aabb_new;
// Everything except position and UV is compressed.
uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
@@ -223,10 +223,10 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect,
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
if (i == 0) {
- aabb.position = vtx;
- aabb.size = Vector3();
+ aabb_new.position = vtx;
+ aabb_new.size = Vector3();
} else {
- aabb.expand_to(vtx);
+ aabb_new.expand_to(vtx);
}
float v_uv[2] = { (float)uvs[i].x, (float)uvs[i].y };
@@ -240,12 +240,12 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect,
memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4);
}
- RID mesh = get_mesh();
- RS::get_singleton()->mesh_surface_update_vertex_region(mesh, 0, 0, vertex_buffer);
- RS::get_singleton()->mesh_surface_update_attribute_region(mesh, 0, 0, attribute_buffer);
+ RID mesh_new = get_mesh();
+ RS::get_singleton()->mesh_surface_update_vertex_region(mesh_new, 0, 0, vertex_buffer);
+ RS::get_singleton()->mesh_surface_update_attribute_region(mesh_new, 0, 0, attribute_buffer);
- RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
- set_aabb(aabb);
+ RS::get_singleton()->mesh_set_custom_aabb(mesh_new, aabb_new);
+ set_aabb(aabb_new);
RID shader_rid;
StandardMaterial3D::get_material_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, false, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), get_texture_filter(), &shader_rid);
@@ -378,14 +378,14 @@ Ref<TriangleMesh> SpriteBase3D::generate_triangle_mesh() const {
return Ref<TriangleMesh>();
}
- real_t pixel_size = get_pixel_size();
+ real_t px_size = get_pixel_size();
Vector2 vertices[4] = {
- (final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
- (final_rect.position + final_rect.size) * pixel_size,
- (final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
- final_rect.position * pixel_size,
+ (final_rect.position + Vector2(0, final_rect.size.y)) * px_size,
+ (final_rect.position + final_rect.size) * px_size,
+ (final_rect.position + Vector2(final_rect.size.x, 0)) * px_size,
+ final_rect.position * px_size,
};