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-rw-r--r--scene/3d/area_3d.cpp286
-rw-r--r--scene/3d/area_3d.h82
-rw-r--r--scene/3d/audio_listener_3d.cpp65
-rw-r--r--scene/3d/audio_listener_3d.h64
-rw-r--r--scene/3d/audio_stream_player_3d.cpp310
-rw-r--r--scene/3d/audio_stream_player_3d.h78
-rw-r--r--scene/3d/bone_attachment_3d.cpp165
-rw-r--r--scene/3d/bone_attachment_3d.h84
-rw-r--r--scene/3d/camera_3d.cpp200
-rw-r--r--scene/3d/camera_3d.h88
-rw-r--r--scene/3d/collision_object_3d.cpp173
-rw-r--r--scene/3d/collision_object_3d.h83
-rw-r--r--scene/3d/collision_polygon_3d.cpp85
-rw-r--r--scene/3d/collision_polygon_3d.h62
-rw-r--r--scene/3d/collision_shape_3d.cpp98
-rw-r--r--scene/3d/collision_shape_3d.h69
-rw-r--r--scene/3d/cpu_particles_3d.cpp430
-rw-r--r--scene/3d/cpu_particles_3d.h82
-rw-r--r--scene/3d/decal.cpp133
-rw-r--r--scene/3d/decal.h77
-rw-r--r--scene/3d/fog_volume.cpp115
-rw-r--r--scene/3d/fog_volume.h73
-rw-r--r--scene/3d/gpu_particles_3d.cpp202
-rw-r--r--scene/3d/gpu_particles_3d.h97
-rw-r--r--scene/3d/gpu_particles_collision_3d.cpp446
-rw-r--r--scene/3d/gpu_particles_collision_3d.h131
-rw-r--r--scene/3d/importer_mesh_instance_3d.cpp58
-rw-r--r--scene/3d/importer_mesh_instance_3d.h65
-rw-r--r--scene/3d/joint_3d.cpp379
-rw-r--r--scene/3d/joint_3d.h96
-rw-r--r--scene/3d/label_3d.cpp1044
-rw-r--r--scene/3d/label_3d.h261
-rw-r--r--scene/3d/light_3d.cpp369
-rw-r--r--scene/3d/light_3d.h119
-rw-r--r--scene/3d/lightmap_gi.cpp422
-rw-r--r--scene/3d/lightmap_gi.h96
-rw-r--r--scene/3d/lightmap_probe.cpp58
-rw-r--r--scene/3d/lightmap_probe.h58
-rw-r--r--scene/3d/lightmapper.cpp58
-rw-r--r--scene/3d/lightmapper.h72
-rw-r--r--scene/3d/marker_3d.cpp (renamed from scene/3d/position_3d.cpp)81
-rw-r--r--scene/3d/marker_3d.h (renamed from scene/3d/position_3d.h)80
-rw-r--r--scene/3d/mesh_instance_3d.cpp157
-rw-r--r--scene/3d/mesh_instance_3d.h71
-rw-r--r--scene/3d/multimesh_instance_3d.cpp62
-rw-r--r--scene/3d/multimesh_instance_3d.h62
-rw-r--r--scene/3d/navigation_agent_3d.cpp737
-rw-r--r--scene/3d/navigation_agent_3d.h181
-rw-r--r--scene/3d/navigation_link_3d.cpp457
-rw-r--r--scene/3d/navigation_link_3d.h101
-rw-r--r--scene/3d/navigation_obstacle_3d.cpp191
-rw-r--r--scene/3d/navigation_obstacle_3d.h76
-rw-r--r--scene/3d/navigation_region_3d.cpp564
-rw-r--r--scene/3d/navigation_region_3d.h114
-rw-r--r--scene/3d/node_3d.cpp466
-rw-r--r--scene/3d/node_3d.h141
-rw-r--r--scene/3d/occluder_instance_3d.cpp632
-rw-r--r--scene/3d/occluder_instance_3d.h191
-rw-r--r--scene/3d/path_3d.cpp381
-rw-r--r--scene/3d/path_3d.h97
-rw-r--r--scene/3d/physics_body_3d.cpp1016
-rw-r--r--scene/3d/physics_body_3d.h158
-rw-r--r--scene/3d/ray_cast_3d.cpp105
-rw-r--r--scene/3d/ray_cast_3d.h74
-rw-r--r--scene/3d/reflection_probe.cpp130
-rw-r--r--scene/3d/reflection_probe.h81
-rw-r--r--scene/3d/remote_transform_3d.cpp71
-rw-r--r--scene/3d/remote_transform_3d.h68
-rw-r--r--scene/3d/shape_cast_3d.cpp651
-rw-r--r--scene/3d/shape_cast_3d.h144
-rw-r--r--scene/3d/skeleton_3d.cpp537
-rw-r--r--scene/3d/skeleton_3d.h146
-rw-r--r--scene/3d/skeleton_ik_3d.cpp111
-rw-r--r--scene/3d/skeleton_ik_3d.h70
-rw-r--r--scene/3d/soft_body_3d.cpp (renamed from scene/3d/soft_dynamic_body_3d.cpp)352
-rw-r--r--scene/3d/soft_body_3d.h (renamed from scene/3d/soft_dynamic_body_3d.h)91
-rw-r--r--scene/3d/spring_arm_3d.cpp86
-rw-r--r--scene/3d/spring_arm_3d.h66
-rw-r--r--scene/3d/sprite_3d.cpp1248
-rw-r--r--scene/3d/sprite_3d.h158
-rw-r--r--scene/3d/vehicle_body_3d.cpp104
-rw-r--r--scene/3d/vehicle_body_3d.h74
-rw-r--r--scene/3d/velocity_tracker_3d.cpp58
-rw-r--r--scene/3d/velocity_tracker_3d.h68
-rw-r--r--scene/3d/visible_on_screen_notifier_3d.cpp109
-rw-r--r--scene/3d/visible_on_screen_notifier_3d.h62
-rw-r--r--scene/3d/visual_instance_3d.cpp253
-rw-r--r--scene/3d/visual_instance_3d.h111
-rw-r--r--scene/3d/voxel_gi.cpp168
-rw-r--r--scene/3d/voxel_gi.h82
-rw-r--r--scene/3d/voxelizer.cpp87
-rw-r--r--scene/3d/voxelizer.h71
-rw-r--r--scene/3d/world_environment.cpp155
-rw-r--r--scene/3d/world_environment.h78
-rw-r--r--scene/3d/xr_nodes.cpp375
-rw-r--r--scene/3d/xr_nodes.h101
96 files changed, 12206 insertions, 6888 deletions
diff --git a/scene/3d/area_3d.cpp b/scene/3d/area_3d.cpp
index 5123a6eb6c..5901e38bb4 100644
--- a/scene/3d/area_3d.cpp
+++ b/scene/3d/area_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* area_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* area_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "area_3d.h"
@@ -51,13 +51,13 @@ bool Area3D::is_gravity_a_point() const {
return gravity_is_point;
}
-void Area3D::set_gravity_point_distance_scale(real_t p_scale) {
- gravity_distance_scale = p_scale;
- PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE, p_scale);
+void Area3D::set_gravity_point_unit_distance(real_t p_scale) {
+ gravity_point_unit_distance = p_scale;
+ PhysicsServer3D::get_singleton()->area_set_param(get_rid(), PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, p_scale);
}
-real_t Area3D::get_gravity_point_distance_scale() const {
- return gravity_distance_scale;
+real_t Area3D::get_gravity_point_unit_distance() const {
+ return gravity_point_unit_distance;
}
void Area3D::set_gravity_point_center(const Vector3 &p_center) {
@@ -175,7 +175,7 @@ void Area3D::_initialize_wind() {
Node3D *p_wind_source = Object::cast_to<Node3D>(get_node(wind_source_path));
ERR_FAIL_NULL(p_wind_source);
Transform3D global_transform = p_wind_source->get_transform();
- wind_direction = -global_transform.basis.get_axis(Vector3::AXIS_Z).normalized();
+ wind_direction = -global_transform.basis.get_column(Vector3::AXIS_Z).normalized();
wind_source = global_transform.origin;
temp_magnitude = wind_force_magnitude;
}
@@ -192,14 +192,14 @@ void Area3D::_body_enter_tree(ObjectID p_id) {
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
- Map<ObjectID, BodyState>::Element *E = body_map.find(p_id);
+ HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
ERR_FAIL_COND(!E);
- ERR_FAIL_COND(E->get().in_tree);
+ ERR_FAIL_COND(E->value.in_tree);
- E->get().in_tree = true;
+ E->value.in_tree = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
- for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
}
}
@@ -207,13 +207,13 @@ void Area3D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
- Map<ObjectID, BodyState>::Element *E = body_map.find(p_id);
+ HashMap<ObjectID, BodyState>::Iterator E = body_map.find(p_id);
ERR_FAIL_COND(!E);
- ERR_FAIL_COND(!E->get().in_tree);
- E->get().in_tree = false;
+ ERR_FAIL_COND(!E->value.in_tree);
+ E->value.in_tree = false;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
- for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].area_shape);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].area_shape);
}
}
@@ -224,47 +224,48 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
- Map<ObjectID, BodyState>::Element *E = body_map.find(objid);
+ HashMap<ObjectID, BodyState>::Iterator E = body_map.find(objid);
if (!body_in && !E) {
return; //likely removed from the tree
}
+ lock_callback();
locked = true;
if (body_in) {
if (!E) {
E = body_map.insert(objid, BodyState());
- E->get().rid = p_body;
- E->get().rc = 0;
- E->get().in_tree = node && node->is_inside_tree();
+ E->value.rid = p_body;
+ E->value.rc = 0;
+ E->value.in_tree = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree), make_binds(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree), make_binds(objid));
- if (E->get().in_tree) {
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree).bind(objid));
+ if (E->value.in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
}
}
- E->get().rc++;
+ E->value.rc++;
if (node) {
- E->get().shapes.insert(ShapePair(p_body_shape, p_area_shape));
+ E->value.shapes.insert(ShapePair(p_body_shape, p_area_shape));
}
- if (E->get().in_tree) {
+ if (E->value.in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_area_shape);
}
} else {
- E->get().rc--;
+ E->value.rc--;
if (node) {
- E->get().shapes.erase(ShapePair(p_body_shape, p_area_shape));
+ E->value.shapes.erase(ShapePair(p_body_shape, p_area_shape));
}
- bool in_tree = E->get().in_tree;
- if (E->get().rc == 0) {
- body_map.erase(E);
+ bool in_tree = E->value.in_tree;
+ if (E->value.rc == 0) {
+ body_map.remove(E);
if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_body_enter_tree));
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_body_exit_tree));
@@ -279,13 +280,14 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i
}
locked = false;
+ unlock_callback();
}
void Area3D::_clear_monitoring() {
ERR_FAIL_COND_MSG(locked, "This function can't be used during the in/out signal.");
{
- Map<ObjectID, BodyState> bmcopy = body_map;
+ HashMap<ObjectID, BodyState> bmcopy = body_map;
body_map.clear();
//disconnect all monitored stuff
@@ -314,7 +316,7 @@ void Area3D::_clear_monitoring() {
}
{
- Map<ObjectID, AreaState> bmcopy = area_map;
+ HashMap<ObjectID, AreaState> bmcopy = area_map;
area_map.clear();
//disconnect all monitored stuff
@@ -344,10 +346,14 @@ void Area3D::_clear_monitoring() {
}
void Area3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_EXIT_TREE) {
- _clear_monitoring();
- } else if (p_what == NOTIFICATION_ENTER_TREE) {
- _initialize_wind();
+ switch (p_what) {
+ case NOTIFICATION_EXIT_TREE: {
+ _clear_monitoring();
+ } break;
+
+ case NOTIFICATION_ENTER_TREE: {
+ _initialize_wind();
+ } break;
}
}
@@ -375,14 +381,14 @@ void Area3D::_area_enter_tree(ObjectID p_id) {
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
- Map<ObjectID, AreaState>::Element *E = area_map.find(p_id);
+ HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
ERR_FAIL_COND(!E);
- ERR_FAIL_COND(E->get().in_tree);
+ ERR_FAIL_COND(E->value.in_tree);
- E->get().in_tree = true;
+ E->value.in_tree = true;
emit_signal(SceneStringNames::get_singleton()->area_entered, node);
- for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->get().rid, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_entered, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
}
}
@@ -390,13 +396,13 @@ void Area3D::_area_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
- Map<ObjectID, AreaState>::Element *E = area_map.find(p_id);
+ HashMap<ObjectID, AreaState>::Iterator E = area_map.find(p_id);
ERR_FAIL_COND(!E);
- ERR_FAIL_COND(!E->get().in_tree);
- E->get().in_tree = false;
+ ERR_FAIL_COND(!E->value.in_tree);
+ E->value.in_tree = false;
emit_signal(SceneStringNames::get_singleton()->area_exited, node);
- for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->get().rid, node, E->get().shapes[i].area_shape, E->get().shapes[i].self_shape);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->area_shape_exited, E->value.rid, node, E->value.shapes[i].area_shape, E->value.shapes[i].self_shape);
}
}
@@ -407,47 +413,48 @@ void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
Object *obj = ObjectDB::get_instance(objid);
Node *node = Object::cast_to<Node>(obj);
- Map<ObjectID, AreaState>::Element *E = area_map.find(objid);
+ HashMap<ObjectID, AreaState>::Iterator E = area_map.find(objid);
if (!area_in && !E) {
return; //likely removed from the tree
}
+ lock_callback();
locked = true;
if (area_in) {
if (!E) {
E = area_map.insert(objid, AreaState());
- E->get().rid = p_area;
- E->get().rc = 0;
- E->get().in_tree = node && node->is_inside_tree();
+ E->value.rid = p_area;
+ E->value.rc = 0;
+ E->value.in_tree = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree), make_binds(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree), make_binds(objid));
- if (E->get().in_tree) {
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree).bind(objid));
+ if (E->value.in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_entered, node);
}
}
}
- E->get().rc++;
+ E->value.rc++;
if (node) {
- E->get().shapes.insert(AreaShapePair(p_area_shape, p_self_shape));
+ E->value.shapes.insert(AreaShapePair(p_area_shape, p_self_shape));
}
- if (!node || E->get().in_tree) {
+ if (!node || E->value.in_tree) {
emit_signal(SceneStringNames::get_singleton()->area_shape_entered, p_area, node, p_area_shape, p_self_shape);
}
} else {
- E->get().rc--;
+ E->value.rc--;
if (node) {
- E->get().shapes.erase(AreaShapePair(p_area_shape, p_self_shape));
+ E->value.shapes.erase(AreaShapePair(p_area_shape, p_self_shape));
}
- bool in_tree = E->get().in_tree;
- if (E->get().rc == 0) {
- area_map.erase(E);
+ bool in_tree = E->value.in_tree;
+ if (E->value.rc == 0) {
+ area_map.remove(E);
if (node) {
node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &Area3D::_area_enter_tree));
node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &Area3D::_area_exit_tree));
@@ -462,6 +469,7 @@ void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i
}
locked = false;
+ unlock_callback();
}
bool Area3D::is_monitoring() const {
@@ -469,22 +477,27 @@ bool Area3D::is_monitoring() const {
}
TypedArray<Node3D> Area3D::get_overlapping_bodies() const {
- ERR_FAIL_COND_V(!monitoring, Array());
- Array ret;
+ TypedArray<Node3D> ret;
+ ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping bodies when monitoring is off.");
ret.resize(body_map.size());
int idx = 0;
for (const KeyValue<ObjectID, BodyState> &E : body_map) {
Object *obj = ObjectDB::get_instance(E.key);
- if (!obj) {
- ret.resize(ret.size() - 1); //ops
- } else {
- ret[idx++] = obj;
+ if (obj) {
+ ret[idx] = obj;
+ idx++;
}
}
+ ret.resize(idx);
return ret;
}
+bool Area3D::has_overlapping_bodies() const {
+ ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping bodies when monitoring is off.");
+ return !body_map.is_empty();
+}
+
void Area3D::set_monitorable(bool p_enable) {
ERR_FAIL_COND_MSG(locked || (is_inside_tree() && PhysicsServer3D::get_singleton()->is_flushing_queries()), "Function blocked during in/out signal. Use set_deferred(\"monitorable\", true/false).");
@@ -502,38 +515,42 @@ bool Area3D::is_monitorable() const {
}
TypedArray<Area3D> Area3D::get_overlapping_areas() const {
- ERR_FAIL_COND_V(!monitoring, Array());
- Array ret;
+ TypedArray<Area3D> ret;
+ ERR_FAIL_COND_V_MSG(!monitoring, ret, "Can't find overlapping areas when monitoring is off.");
ret.resize(area_map.size());
int idx = 0;
for (const KeyValue<ObjectID, AreaState> &E : area_map) {
Object *obj = ObjectDB::get_instance(E.key);
- if (!obj) {
- ret.resize(ret.size() - 1); //ops
- } else {
- ret[idx++] = obj;
+ if (obj) {
+ ret[idx] = obj;
+ idx++;
}
}
-
+ ret.resize(idx);
return ret;
}
+bool Area3D::has_overlapping_areas() const {
+ ERR_FAIL_COND_V_MSG(!monitoring, false, "Can't find overlapping areas when monitoring is off.");
+ return !area_map.is_empty();
+}
+
bool Area3D::overlaps_area(Node *p_area) const {
ERR_FAIL_NULL_V(p_area, false);
- const Map<ObjectID, AreaState>::Element *E = area_map.find(p_area->get_instance_id());
+ HashMap<ObjectID, AreaState>::ConstIterator E = area_map.find(p_area->get_instance_id());
if (!E) {
return false;
}
- return E->get().in_tree;
+ return E->value.in_tree;
}
bool Area3D::overlaps_body(Node *p_body) const {
ERR_FAIL_NULL_V(p_body, false);
- const Map<ObjectID, BodyState>::Element *E = body_map.find(p_body->get_instance_id());
+ HashMap<ObjectID, BodyState>::ConstIterator E = body_map.find(p_body->get_instance_id());
if (!E) {
return false;
}
- return E->get().in_tree;
+ return E->value.in_tree;
}
void Area3D::set_audio_bus_override(bool p_override) {
@@ -565,11 +582,11 @@ bool Area3D::is_using_reverb_bus() const {
return use_reverb_bus;
}
-void Area3D::set_reverb_bus(const StringName &p_audio_bus) {
+void Area3D::set_reverb_bus_name(const StringName &p_audio_bus) {
reverb_bus = p_audio_bus;
}
-StringName Area3D::get_reverb_bus() const {
+StringName Area3D::get_reverb_bus_name() const {
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (AudioServer::get_singleton()->get_bus_name(i) == reverb_bus) {
return reverb_bus;
@@ -594,8 +611,8 @@ float Area3D::get_reverb_uniformity() const {
return reverb_uniformity;
}
-void Area3D::_validate_property(PropertyInfo &property) const {
- if (property.name == "audio_bus_name" || property.name == "reverb_bus_name") {
+void Area3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "audio_bus_name" || p_property.name == "reverb_bus_name") {
String options;
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (i > 0) {
@@ -605,32 +622,30 @@ void Area3D::_validate_property(PropertyInfo &property) const {
options += name;
}
- property.hint_string = options;
- } else if (property.name.begins_with("gravity") && property.name != "gravity_space_override") {
+ p_property.hint_string = options;
+ } else if (p_property.name.begins_with("gravity") && p_property.name != "gravity_space_override") {
if (gravity_space_override == SPACE_OVERRIDE_DISABLED) {
- property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
} else {
if (gravity_is_point) {
- if (property.name == "gravity_direction") {
- property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+ if (p_property.name == "gravity_direction") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
} else {
- if (property.name.begins_with("gravity_point_")) {
- property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+ if (p_property.name.begins_with("gravity_point_")) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
}
- } else if (property.name.begins_with("linear_damp") && property.name != "linear_damp_space_override") {
+ } else if (p_property.name.begins_with("linear_damp") && p_property.name != "linear_damp_space_override") {
if (linear_damp_space_override == SPACE_OVERRIDE_DISABLED) {
- property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- } else if (property.name.begins_with("angular_damp") && property.name != "angular_damp_space_override") {
+ } else if (p_property.name.begins_with("angular_damp") && p_property.name != "angular_damp_space_override") {
if (angular_damp_space_override == SPACE_OVERRIDE_DISABLED) {
- property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
-
- CollisionObject3D::_validate_property(property);
}
void Area3D::_bind_methods() {
@@ -640,8 +655,8 @@ void Area3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_gravity_is_point", "enable"), &Area3D::set_gravity_is_point);
ClassDB::bind_method(D_METHOD("is_gravity_a_point"), &Area3D::is_gravity_a_point);
- ClassDB::bind_method(D_METHOD("set_gravity_point_distance_scale", "distance_scale"), &Area3D::set_gravity_point_distance_scale);
- ClassDB::bind_method(D_METHOD("get_gravity_point_distance_scale"), &Area3D::get_gravity_point_distance_scale);
+ ClassDB::bind_method(D_METHOD("set_gravity_point_unit_distance", "distance_scale"), &Area3D::set_gravity_point_unit_distance);
+ ClassDB::bind_method(D_METHOD("get_gravity_point_unit_distance"), &Area3D::get_gravity_point_unit_distance);
ClassDB::bind_method(D_METHOD("set_gravity_point_center", "center"), &Area3D::set_gravity_point_center);
ClassDB::bind_method(D_METHOD("get_gravity_point_center"), &Area3D::get_gravity_point_center);
@@ -685,6 +700,9 @@ void Area3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_overlapping_bodies"), &Area3D::get_overlapping_bodies);
ClassDB::bind_method(D_METHOD("get_overlapping_areas"), &Area3D::get_overlapping_areas);
+ ClassDB::bind_method(D_METHOD("has_overlapping_bodies"), &Area3D::has_overlapping_bodies);
+ ClassDB::bind_method(D_METHOD("has_overlapping_areas"), &Area3D::has_overlapping_areas);
+
ClassDB::bind_method(D_METHOD("overlaps_body", "body"), &Area3D::overlaps_body);
ClassDB::bind_method(D_METHOD("overlaps_area", "area"), &Area3D::overlaps_area);
@@ -697,8 +715,8 @@ void Area3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_use_reverb_bus", "enable"), &Area3D::set_use_reverb_bus);
ClassDB::bind_method(D_METHOD("is_using_reverb_bus"), &Area3D::is_using_reverb_bus);
- ClassDB::bind_method(D_METHOD("set_reverb_bus", "name"), &Area3D::set_reverb_bus);
- ClassDB::bind_method(D_METHOD("get_reverb_bus"), &Area3D::get_reverb_bus);
+ ClassDB::bind_method(D_METHOD("set_reverb_bus_name", "name"), &Area3D::set_reverb_bus_name);
+ ClassDB::bind_method(D_METHOD("get_reverb_bus_name"), &Area3D::get_reverb_bus_name);
ClassDB::bind_method(D_METHOD("set_reverb_amount", "amount"), &Area3D::set_reverb_amount);
ClassDB::bind_method(D_METHOD("get_reverb_amount"), &Area3D::get_reverb_amount);
@@ -723,10 +741,10 @@ void Area3D::_bind_methods() {
ADD_GROUP("Gravity", "gravity_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gravity_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_space_override_mode", "get_gravity_space_override_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "gravity_point", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_gravity_is_point", "is_gravity_a_point");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_distance_scale", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp"), "set_gravity_point_distance_scale", "get_gravity_point_distance_scale");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_point_center"), "set_gravity_point_center", "get_gravity_point_center");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_point_unit_distance", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,exp,suffix:m"), "set_gravity_point_unit_distance", "get_gravity_point_unit_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_point_center", PROPERTY_HINT_NONE, "suffix:m"), "set_gravity_point_center", "get_gravity_point_center");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity_direction"), "set_gravity_direction", "get_gravity_direction");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, "-32,32,0.001,or_lesser,or_greater"), "set_gravity", "get_gravity");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity", PROPERTY_HINT_RANGE, U"-32,32,0.001,or_less,or_greater,suffix:m/s\u00B2"), "set_gravity", "get_gravity");
ADD_GROUP("Linear Damp", "linear_damp_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_space_override", PROPERTY_HINT_ENUM, "Disabled,Combine,Combine-Replace,Replace,Replace-Combine", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_linear_damp_space_override_mode", "get_linear_damp_space_override_mode");
@@ -746,8 +764,8 @@ void Area3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "audio_bus_name", PROPERTY_HINT_ENUM, ""), "set_audio_bus_name", "get_audio_bus_name");
ADD_GROUP("Reverb Bus", "reverb_bus_");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reverb_bus_enable"), "set_use_reverb_bus", "is_using_reverb_bus");
- ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "reverb_bus_name", PROPERTY_HINT_ENUM, ""), "set_reverb_bus", "get_reverb_bus");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "reverb_bus_enabled"), "set_use_reverb_bus", "is_using_reverb_bus");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "reverb_bus_name", PROPERTY_HINT_ENUM, ""), "set_reverb_bus_name", "get_reverb_bus_name");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_amount", "get_reverb_amount");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "reverb_bus_uniformity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_reverb_uniformity", "get_reverb_uniformity");
diff --git a/scene/3d/area_3d.h b/scene/3d/area_3d.h
index c2399985ff..607e0d2af8 100644
--- a/scene/3d/area_3d.h
+++ b/scene/3d/area_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* area_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* area_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef AREA_3D_H
#define AREA_3D_H
@@ -49,9 +49,9 @@ public:
private:
SpaceOverride gravity_space_override = SPACE_OVERRIDE_DISABLED;
Vector3 gravity_vec;
- real_t gravity;
+ real_t gravity = 0.0;
bool gravity_is_point = false;
- real_t gravity_distance_scale = 0.0;
+ real_t gravity_point_unit_distance = 0.0;
SpaceOverride linear_damp_space_override = SPACE_OVERRIDE_DISABLED;
SpaceOverride angular_damp_space_override = SPACE_OVERRIDE_DISABLED;
@@ -98,7 +98,7 @@ private:
VSet<ShapePair> shapes;
};
- Map<ObjectID, BodyState> body_map;
+ HashMap<ObjectID, BodyState> body_map;
void _area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape);
@@ -130,7 +130,7 @@ private:
VSet<AreaShapePair> shapes;
};
- Map<ObjectID, AreaState> area_map;
+ HashMap<ObjectID, AreaState> area_map;
void _clear_monitoring();
bool audio_bus_override = false;
@@ -141,13 +141,12 @@ private:
float reverb_amount = 0.0;
float reverb_uniformity = 0.0;
- void _validate_property(PropertyInfo &property) const override;
-
void _initialize_wind();
protected:
void _notification(int p_what);
static void _bind_methods();
+ void _validate_property(PropertyInfo &p_property) const;
public:
void set_gravity_space_override_mode(SpaceOverride p_mode);
@@ -156,8 +155,8 @@ public:
void set_gravity_is_point(bool p_enabled);
bool is_gravity_a_point() const;
- void set_gravity_point_distance_scale(real_t p_scale);
- real_t get_gravity_point_distance_scale() const;
+ void set_gravity_point_unit_distance(real_t p_scale);
+ real_t get_gravity_point_unit_distance() const;
void set_gravity_point_center(const Vector3 &p_center);
const Vector3 &get_gravity_point_center() const;
@@ -201,6 +200,9 @@ public:
TypedArray<Node3D> get_overlapping_bodies() const;
TypedArray<Area3D> get_overlapping_areas() const; //function for script
+ bool has_overlapping_bodies() const;
+ bool has_overlapping_areas() const;
+
bool overlaps_area(Node *p_area) const;
bool overlaps_body(Node *p_body) const;
@@ -213,8 +215,8 @@ public:
void set_use_reverb_bus(bool p_enable);
bool is_using_reverb_bus() const;
- void set_reverb_bus(const StringName &p_audio_bus);
- StringName get_reverb_bus() const;
+ void set_reverb_bus_name(const StringName &p_audio_bus);
+ StringName get_reverb_bus_name() const;
void set_reverb_amount(float p_amount);
float get_reverb_amount() const;
@@ -228,4 +230,4 @@ public:
VARIANT_ENUM_CAST(Area3D::SpaceOverride);
-#endif // AREA__H
+#endif // AREA_3D_H
diff --git a/scene/3d/audio_listener_3d.cpp b/scene/3d/audio_listener_3d.cpp
index 0eb7588958..437d840d5f 100644
--- a/scene/3d/audio_listener_3d.cpp
+++ b/scene/3d/audio_listener_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* audio_listener_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* audio_listener_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "audio_listener_3d.h"
@@ -68,7 +68,7 @@ bool AudioListener3D::_get(const StringName &p_name, Variant &r_ret) const {
}
void AudioListener3D::_get_property_list(List<PropertyInfo> *p_list) const {
- p_list->push_back(PropertyInfo(Variant::BOOL, "current"));
+ p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("current")));
}
void AudioListener3D::_update_listener() {
@@ -85,9 +85,11 @@ void AudioListener3D::_notification(int p_what) {
make_current();
}
} break;
+
case NOTIFICATION_TRANSFORM_CHANGED: {
_request_listener_update();
} break;
+
case NOTIFICATION_EXIT_WORLD: {
if (!get_tree()->is_node_being_edited(this)) {
if (is_current()) {
@@ -100,7 +102,6 @@ void AudioListener3D::_notification(int p_what) {
}
get_viewport()->_audio_listener_3d_remove(this);
-
} break;
}
}
@@ -137,8 +138,6 @@ bool AudioListener3D::is_current() const {
} else {
return current;
}
-
- return false;
}
void AudioListener3D::_bind_methods() {
diff --git a/scene/3d/audio_listener_3d.h b/scene/3d/audio_listener_3d.h
index ebc37673ed..4f7e6a6b48 100644
--- a/scene/3d/audio_listener_3d.h
+++ b/scene/3d/audio_listener_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* audio_listener_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* audio_listener_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
-#ifndef LISTENER_3D_H
-#define LISTENER_3D_H
+#ifndef AUDIO_LISTENER_3D_H
+#define AUDIO_LISTENER_3D_H
#include "scene/3d/node_3d.h"
@@ -67,4 +67,4 @@ public:
~AudioListener3D();
};
-#endif
+#endif // AUDIO_LISTENER_3D_H
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp
index 3b52974b8e..77bf15125e 100644
--- a/scene/3d/audio_stream_player_3d.cpp
+++ b/scene/3d/audio_stream_player_3d.cpp
@@ -1,35 +1,36 @@
-/*************************************************************************/
-/* audio_stream_player_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* audio_stream_player_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "audio_stream_player_3d.h"
+#include "core/config/project_settings.h"
#include "scene/3d/area_3d.h"
#include "scene/3d/audio_listener_3d.h"
#include "scene/3d/camera_3d.h"
@@ -148,7 +149,7 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p
if (uniformity > 0.0) {
float distance = listener_area_pos.length();
- float attenuation = Math::db2linear(_get_attenuation_db(distance));
+ float attenuation = Math::db_to_linear(_get_attenuation_db(distance));
// Determine the fraction of sound that would come from each speaker if they were all driven uniformly.
float center_val[3] = { 0.5f, 0.25f, 0.16666f };
@@ -161,12 +162,10 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p
rev_pos.y = 0;
rev_pos.normalize();
- if (channel_count >= 1) {
- // Stereo pair
- float c = rev_pos.x * 0.5 + 0.5;
- reverb_vol.write[0].l = 1.0 - c;
- reverb_vol.write[0].r = c;
- }
+ // Stereo pair.
+ float c = rev_pos.x * 0.5 + 0.5;
+ reverb_vol.write[0].l = 1.0 - c;
+ reverb_vol.write[0].r = c;
if (channel_count >= 3) {
// Center pair + Side pair
@@ -182,7 +181,6 @@ void AudioStreamPlayer3D::_calc_reverb_vol(Area3D *area, Vector3 listener_area_p
if (channel_count >= 4) {
// Rear pair
// FIXME: Not sure what math should be done here
- float c = rev_pos.x * 0.5 + 0.5;
reverb_vol.write[3].l = 1.0 - c;
reverb_vol.write[3].r = c;
}
@@ -212,12 +210,12 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
float att = 0;
switch (attenuation_model) {
case ATTENUATION_INVERSE_DISTANCE: {
- att = Math::linear2db(1.0 / ((p_distance / unit_size) + CMP_EPSILON));
+ att = Math::linear_to_db(1.0 / ((p_distance / unit_size) + CMP_EPSILON));
} break;
case ATTENUATION_INVERSE_SQUARE_DISTANCE: {
float d = (p_distance / unit_size);
d *= d;
- att = Math::linear2db(1.0 / (d + CMP_EPSILON));
+ att = Math::linear_to_db(1.0 / (d + CMP_EPSILON));
} break;
case ATTENUATION_LOGARITHMIC: {
att = -20 * Math::log(p_distance / unit_size + CMP_EPSILON);
@@ -230,7 +228,7 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
}
}
- att += unit_db;
+ att += volume_db;
if (att > max_db) {
att = max_db;
}
@@ -239,83 +237,90 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const {
}
void AudioStreamPlayer3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- velocity_tracker->reset(get_global_transform().origin);
- AudioServer::get_singleton()->add_listener_changed_callback(_listener_changed_cb, this);
- if (autoplay && !Engine::get_singleton()->is_editor_hint()) {
- play();
- }
- }
-
- if (p_what == NOTIFICATION_EXIT_TREE) {
- stop();
- AudioServer::get_singleton()->remove_listener_changed_callback(_listener_changed_cb, this);
- }
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ velocity_tracker->reset(get_global_transform().origin);
+ AudioServer::get_singleton()->add_listener_changed_callback(_listener_changed_cb, this);
+ if (autoplay && !Engine::get_singleton()->is_editor_hint()) {
+ play();
+ }
+ set_stream_paused(false);
+ } break;
- if (p_what == NOTIFICATION_PAUSED) {
- if (!can_process()) {
- // Node can't process so we start fading out to silence
+ case NOTIFICATION_EXIT_TREE: {
set_stream_paused(true);
- }
- }
-
- if (p_what == NOTIFICATION_UNPAUSED) {
- set_stream_paused(false);
- }
+ AudioServer::get_singleton()->remove_listener_changed_callback(_listener_changed_cb, this);
+ } break;
- if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
- if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
- velocity_tracker->update_position(get_global_transform().origin);
- }
- }
+ case NOTIFICATION_PREDELETE: {
+ stop();
+ } break;
- if (p_what == NOTIFICATION_INTERNAL_PHYSICS_PROCESS) {
- //update anything related to position first, if possible of course
- Vector<AudioFrame> volume_vector;
- if (setplay.get() > 0 || (active.is_set() && last_mix_count != AudioServer::get_singleton()->get_mix_count())) {
- volume_vector = _update_panning();
- }
+ case NOTIFICATION_PAUSED: {
+ if (!can_process()) {
+ // Node can't process so we start fading out to silence.
+ set_stream_paused(true);
+ }
+ } break;
- if (setplay.get() >= 0 && stream.is_valid()) {
- active.set();
- Ref<AudioStreamPlayback> new_playback = stream->instance_playback();
- ERR_FAIL_COND_MSG(new_playback.is_null(), "Failed to instantiate playback.");
- Map<StringName, Vector<AudioFrame>> bus_map;
- bus_map[_get_actual_bus()] = volume_vector;
- AudioServer::get_singleton()->start_playback_stream(new_playback, bus_map, setplay.get(), actual_pitch_scale, linear_attenuation, attenuation_filter_cutoff_hz);
- stream_playbacks.push_back(new_playback);
- setplay.set(-1);
- }
+ case NOTIFICATION_UNPAUSED: {
+ set_stream_paused(false);
+ } break;
- if (!stream_playbacks.is_empty() && active.is_set()) {
- // Stop playing if no longer active.
- Vector<Ref<AudioStreamPlayback>> playbacks_to_remove;
- for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
- if (playback.is_valid() && !AudioServer::get_singleton()->is_playback_active(playback) && !AudioServer::get_singleton()->is_playback_paused(playback)) {
- playbacks_to_remove.push_back(playback);
- }
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+ if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
+ velocity_tracker->update_position(get_global_transform().origin);
}
- // Now go through and remove playbacks that have finished. Removing elements from a Vector in a range based for is asking for trouble.
- for (Ref<AudioStreamPlayback> &playback : playbacks_to_remove) {
- stream_playbacks.erase(playback);
+ } break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ // Update anything related to position first, if possible of course.
+ Vector<AudioFrame> volume_vector;
+ if (setplay.get() > 0 || (active.is_set() && last_mix_count != AudioServer::get_singleton()->get_mix_count()) || force_update_panning) {
+ force_update_panning = false;
+ volume_vector = _update_panning();
}
- if (!playbacks_to_remove.is_empty() && stream_playbacks.is_empty()) {
- // This node is no longer actively playing audio.
- active.clear();
- set_physics_process_internal(false);
+
+ if (setplayback.is_valid() && setplay.get() >= 0) {
+ active.set();
+ HashMap<StringName, Vector<AudioFrame>> bus_map;
+ bus_map[_get_actual_bus()] = volume_vector;
+ AudioServer::get_singleton()->start_playback_stream(setplayback, bus_map, setplay.get(), actual_pitch_scale, linear_attenuation, attenuation_filter_cutoff_hz);
+ setplayback.unref();
+ setplay.set(-1);
}
- if (!playbacks_to_remove.is_empty()) {
- emit_signal(SNAME("finished"));
+
+ if (!stream_playbacks.is_empty() && active.is_set()) {
+ // Stop playing if no longer active.
+ Vector<Ref<AudioStreamPlayback>> playbacks_to_remove;
+ for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
+ if (playback.is_valid() && !AudioServer::get_singleton()->is_playback_active(playback) && !AudioServer::get_singleton()->is_playback_paused(playback)) {
+ playbacks_to_remove.push_back(playback);
+ }
+ }
+ // Now go through and remove playbacks that have finished. Removing elements from a Vector in a range based for is asking for trouble.
+ for (Ref<AudioStreamPlayback> &playback : playbacks_to_remove) {
+ stream_playbacks.erase(playback);
+ }
+ if (!playbacks_to_remove.is_empty() && stream_playbacks.is_empty()) {
+ // This node is no longer actively playing audio.
+ active.clear();
+ set_physics_process_internal(false);
+ }
+ if (!playbacks_to_remove.is_empty()) {
+ emit_signal(SNAME("finished"));
+ }
}
- }
- while (stream_playbacks.size() > max_polyphony) {
- AudioServer::get_singleton()->stop_playback_stream(stream_playbacks[0]);
- stream_playbacks.remove_at(0);
- }
+ while (stream_playbacks.size() > max_polyphony) {
+ AudioServer::get_singleton()->stop_playback_stream(stream_playbacks[0]);
+ stream_playbacks.remove_at(0);
+ }
+ } break;
}
}
+// Interacts with PhysicsServer3D, so can only be called during _physics_process
Area3D *AudioStreamPlayer3D::_get_overriding_area() {
//check if any area is diverting sound into a bus
Ref<World3D> world_3d = get_world_3d();
@@ -354,6 +359,7 @@ Area3D *AudioStreamPlayer3D::_get_overriding_area() {
return nullptr;
}
+// Interacts with PhysicsServer3D, so can only be called during _physics_process
StringName AudioStreamPlayer3D::_get_actual_bus() {
Area3D *overriding_area = _get_overriding_area();
if (overriding_area && overriding_area->is_overriding_audio_bus() && !overriding_area->is_using_reverb_bus()) {
@@ -362,6 +368,7 @@ StringName AudioStreamPlayer3D::_get_actual_bus() {
return bus;
}
+// Interacts with PhysicsServer3D, so can only be called during _physics_process
Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
Vector<AudioFrame> output_volume_vector;
output_volume_vector.resize(4);
@@ -385,7 +392,7 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
Ref<World3D> world_3d = get_world_3d();
ERR_FAIL_COND_V(world_3d.is_null(), output_volume_vector);
- Set<Camera3D *> cameras = world_3d->get_cameras();
+ HashSet<Camera3D *> cameras = world_3d->get_cameras();
cameras.insert(get_viewport()->get_camera_3d());
PhysicsDirectSpaceState3D *space_state = PhysicsServer3D::get_singleton()->space_get_direct_state(world_3d->get_space());
@@ -436,7 +443,7 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
}
}
- float multiplier = Math::db2linear(_get_attenuation_db(dist));
+ float multiplier = Math::db_to_linear(_get_attenuation_db(dist));
if (max_distance > 0) {
multiplier *= MAX(0, 1.0 - (dist / max_distance));
}
@@ -445,26 +452,27 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
if (emission_angle_enabled) {
Vector3 listenertopos = global_pos - listener_node->get_global_transform().origin;
- float c = listenertopos.normalized().dot(get_global_transform().basis.get_axis(2).normalized()); //it's z negative
- float angle = Math::rad2deg(Math::acos(c));
+ float c = listenertopos.normalized().dot(get_global_transform().basis.get_column(2).normalized()); //it's z negative
+ float angle = Math::rad_to_deg(Math::acos(c));
if (angle > emission_angle) {
db_att -= -emission_angle_filter_attenuation_db;
}
}
- linear_attenuation = Math::db2linear(db_att);
+ linear_attenuation = Math::db_to_linear(db_att);
for (Ref<AudioStreamPlayback> &playback : stream_playbacks) {
AudioServer::get_singleton()->set_playback_highshelf_params(playback, linear_attenuation, attenuation_filter_cutoff_hz);
}
- //TODO: The lower the second parameter (tightness) the more the sound will "enclose" the listener (more undirected / playing from
- // speakers not facing the source) - this could be made distance dependent.
- _calc_output_vol(local_pos.normalized(), 4.0, output_volume_vector);
+ // Bake in a constant factor here to allow the project setting defaults for 2d and 3d to be normalized to 1.0.
+ float tightness = cached_global_panning_strength * 2.0f;
+ tightness *= panning_strength;
+ _calc_output_vol(local_pos.normalized(), tightness, output_volume_vector);
for (unsigned int k = 0; k < 4; k++) {
output_volume_vector.write[k] = multiplier * output_volume_vector[k];
}
- Map<StringName, Vector<AudioFrame>> bus_volumes;
+ HashMap<StringName, Vector<AudioFrame>> bus_volumes;
if (area) {
if (area->is_overriding_audio_bus()) {
//override audio bus
@@ -472,7 +480,7 @@ Vector<AudioFrame> AudioStreamPlayer3D::_update_panning() {
}
if (area->is_using_reverb_bus()) {
- StringName reverb_bus_name = area->get_reverb_bus();
+ StringName reverb_bus_name = area->get_reverb_bus_name();
Vector<AudioFrame> reverb_vol;
_calc_reverb_vol(area, listener_area_pos, output_volume_vector, reverb_vol);
bus_volumes[reverb_bus_name] = reverb_vol;
@@ -525,16 +533,17 @@ Ref<AudioStream> AudioStreamPlayer3D::get_stream() const {
return stream;
}
-void AudioStreamPlayer3D::set_unit_db(float p_volume) {
- unit_db = p_volume;
+void AudioStreamPlayer3D::set_volume_db(float p_volume) {
+ volume_db = p_volume;
}
-float AudioStreamPlayer3D::get_unit_db() const {
- return unit_db;
+float AudioStreamPlayer3D::get_volume_db() const {
+ return volume_db;
}
void AudioStreamPlayer3D::set_unit_size(float p_volume) {
unit_size = p_volume;
+ update_gizmos();
}
float AudioStreamPlayer3D::get_unit_size() const {
@@ -566,14 +575,21 @@ void AudioStreamPlayer3D::play(float p_from_pos) {
if (stream->is_monophonic() && is_playing()) {
stop();
}
+ Ref<AudioStreamPlayback> stream_playback = stream->instantiate_playback();
+ ERR_FAIL_COND_MSG(stream_playback.is_null(), "Failed to instantiate playback.");
+
+ stream_playbacks.push_back(stream_playback);
+ setplayback = stream_playback;
setplay.set(p_from_pos);
active.set();
set_physics_process_internal(true);
}
void AudioStreamPlayer3D::seek(float p_seconds) {
- stop();
- play(p_seconds);
+ if (is_playing()) {
+ stop();
+ play(p_seconds);
+ }
}
void AudioStreamPlayer3D::stop() {
@@ -592,6 +608,9 @@ bool AudioStreamPlayer3D::is_playing() const {
return true;
}
}
+ if (setplay.get() >= 0) {
+ return true; // play() has been called this frame, but no playback exists just yet.
+ }
return false;
}
@@ -639,8 +658,8 @@ bool AudioStreamPlayer3D::_is_active() const {
return active.is_set();
}
-void AudioStreamPlayer3D::_validate_property(PropertyInfo &property) const {
- if (property.name == "bus") {
+void AudioStreamPlayer3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "bus") {
String options;
for (int i = 0; i < AudioServer::get_singleton()->get_bus_count(); i++) {
if (i > 0) {
@@ -650,10 +669,8 @@ void AudioStreamPlayer3D::_validate_property(PropertyInfo &property) const {
options += name;
}
- property.hint_string = options;
+ p_property.hint_string = options;
}
-
- Node3D::_validate_property(property);
}
void AudioStreamPlayer3D::_bus_layout_changed() {
@@ -663,6 +680,7 @@ void AudioStreamPlayer3D::_bus_layout_changed() {
void AudioStreamPlayer3D::set_max_distance(float p_metres) {
ERR_FAIL_COND(p_metres < 0.0);
max_distance = p_metres;
+ update_gizmos();
}
float AudioStreamPlayer3D::get_max_distance() const {
@@ -723,6 +741,7 @@ float AudioStreamPlayer3D::get_attenuation_filter_db() const {
void AudioStreamPlayer3D::set_attenuation_model(AttenuationModel p_model) {
ERR_FAIL_INDEX((int)p_model, 4);
attenuation_model = p_model;
+ update_gizmos();
}
AudioStreamPlayer3D::AttenuationModel AudioStreamPlayer3D::get_attenuation_model() const {
@@ -766,11 +785,13 @@ bool AudioStreamPlayer3D::get_stream_paused() const {
return false;
}
+bool AudioStreamPlayer3D::has_stream_playback() {
+ return !stream_playbacks.is_empty();
+}
+
Ref<AudioStreamPlayback> AudioStreamPlayer3D::get_stream_playback() {
- if (!stream_playbacks.is_empty()) {
- return stream_playbacks[stream_playbacks.size() - 1];
- }
- return nullptr;
+ ERR_FAIL_COND_V_MSG(stream_playbacks.is_empty(), Ref<AudioStreamPlayback>(), "Player is inactive. Call play() before requesting get_stream_playback().");
+ return stream_playbacks[stream_playbacks.size() - 1];
}
void AudioStreamPlayer3D::set_max_polyphony(int p_max_polyphony) {
@@ -783,12 +804,21 @@ int AudioStreamPlayer3D::get_max_polyphony() const {
return max_polyphony;
}
+void AudioStreamPlayer3D::set_panning_strength(float p_panning_strength) {
+ ERR_FAIL_COND_MSG(p_panning_strength < 0, "Panning strength must be a positive number.");
+ panning_strength = p_panning_strength;
+}
+
+float AudioStreamPlayer3D::get_panning_strength() const {
+ return panning_strength;
+}
+
void AudioStreamPlayer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_stream", "stream"), &AudioStreamPlayer3D::set_stream);
ClassDB::bind_method(D_METHOD("get_stream"), &AudioStreamPlayer3D::get_stream);
- ClassDB::bind_method(D_METHOD("set_unit_db", "unit_db"), &AudioStreamPlayer3D::set_unit_db);
- ClassDB::bind_method(D_METHOD("get_unit_db"), &AudioStreamPlayer3D::get_unit_db);
+ ClassDB::bind_method(D_METHOD("set_volume_db", "volume_db"), &AudioStreamPlayer3D::set_volume_db);
+ ClassDB::bind_method(D_METHOD("get_volume_db"), &AudioStreamPlayer3D::get_volume_db);
ClassDB::bind_method(D_METHOD("set_unit_size", "unit_size"), &AudioStreamPlayer3D::set_unit_size);
ClassDB::bind_method(D_METHOD("get_unit_size"), &AudioStreamPlayer3D::get_unit_size);
@@ -815,7 +845,7 @@ void AudioStreamPlayer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_playing", "enable"), &AudioStreamPlayer3D::_set_playing);
ClassDB::bind_method(D_METHOD("_is_active"), &AudioStreamPlayer3D::_is_active);
- ClassDB::bind_method(D_METHOD("set_max_distance", "metres"), &AudioStreamPlayer3D::set_max_distance);
+ ClassDB::bind_method(D_METHOD("set_max_distance", "meters"), &AudioStreamPlayer3D::set_max_distance);
ClassDB::bind_method(D_METHOD("get_max_distance"), &AudioStreamPlayer3D::get_max_distance);
ClassDB::bind_method(D_METHOD("set_area_mask", "mask"), &AudioStreamPlayer3D::set_area_mask);
@@ -848,28 +878,33 @@ void AudioStreamPlayer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_max_polyphony", "max_polyphony"), &AudioStreamPlayer3D::set_max_polyphony);
ClassDB::bind_method(D_METHOD("get_max_polyphony"), &AudioStreamPlayer3D::get_max_polyphony);
+ ClassDB::bind_method(D_METHOD("set_panning_strength", "panning_strength"), &AudioStreamPlayer3D::set_panning_strength);
+ ClassDB::bind_method(D_METHOD("get_panning_strength"), &AudioStreamPlayer3D::get_panning_strength);
+
+ ClassDB::bind_method(D_METHOD("has_stream_playback"), &AudioStreamPlayer3D::has_stream_playback);
ClassDB::bind_method(D_METHOD("get_stream_playback"), &AudioStreamPlayer3D::get_stream_playback);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "stream", PROPERTY_HINT_RESOURCE_TYPE, "AudioStream"), "set_stream", "get_stream");
ADD_PROPERTY(PropertyInfo(Variant::INT, "attenuation_model", PROPERTY_HINT_ENUM, "Inverse,Inverse Square,Logarithmic,Disabled"), "set_attenuation_model", "get_attenuation_model");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "unit_db", PROPERTY_HINT_RANGE, "-80,80"), "set_unit_db", "get_unit_db");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "volume_db", PROPERTY_HINT_RANGE, "-80,80,suffix:dB"), "set_volume_db", "get_volume_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "unit_size", PROPERTY_HINT_RANGE, "0.1,100,0.01,or_greater"), "set_unit_size", "get_unit_size");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_db", PROPERTY_HINT_RANGE, "-24,6"), "set_max_db", "get_max_db");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_db", PROPERTY_HINT_RANGE, "-24,6,suffix:dB"), "set_max_db", "get_max_db");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pitch_scale", PROPERTY_HINT_RANGE, "0.01,4,0.01,or_greater"), "set_pitch_scale", "get_pitch_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "_set_playing", "is_playing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoplay"), "set_autoplay", "is_autoplay_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "stream_paused", PROPERTY_HINT_NONE, ""), "set_stream_paused", "get_stream_paused");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,or_greater"), "set_max_distance", "get_max_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "0,4096,0.01,or_greater,suffix:m"), "set_max_distance", "get_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_polyphony", PROPERTY_HINT_NONE, ""), "set_max_polyphony", "get_max_polyphony");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "panning_strength", PROPERTY_HINT_RANGE, "0,3,0.01,or_greater"), "set_panning_strength", "get_panning_strength");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bus", PROPERTY_HINT_ENUM, ""), "set_bus", "get_bus");
ADD_PROPERTY(PropertyInfo(Variant::INT, "area_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_area_mask", "get_area_mask");
ADD_GROUP("Emission Angle", "emission_angle");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emission_angle_enabled"), "set_emission_angle_enabled", "is_emission_angle_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_angle_degrees", PROPERTY_HINT_RANGE, "0.1,90,0.1,degrees"), "set_emission_angle", "get_emission_angle");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_angle_filter_attenuation_db", PROPERTY_HINT_RANGE, "-80,0,0.1"), "set_emission_angle_filter_attenuation_db", "get_emission_angle_filter_attenuation_db");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_angle_filter_attenuation_db", PROPERTY_HINT_RANGE, "-80,0,0.1,suffix:dB"), "set_emission_angle_filter_attenuation_db", "get_emission_angle_filter_attenuation_db");
ADD_GROUP("Attenuation Filter", "attenuation_filter_");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation_filter_cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1"), "set_attenuation_filter_cutoff_hz", "get_attenuation_filter_cutoff_hz");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation_filter_db", PROPERTY_HINT_RANGE, "-80,0,0.1"), "set_attenuation_filter_db", "get_attenuation_filter_db");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation_filter_cutoff_hz", PROPERTY_HINT_RANGE, "1,20500,1,suffix:Hz"), "set_attenuation_filter_cutoff_hz", "get_attenuation_filter_cutoff_hz");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation_filter_db", PROPERTY_HINT_RANGE, "-80,0,0.1,suffix:dB"), "set_attenuation_filter_db", "get_attenuation_filter_db");
ADD_GROUP("Doppler", "doppler_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");
@@ -889,6 +924,7 @@ AudioStreamPlayer3D::AudioStreamPlayer3D() {
velocity_tracker.instantiate();
AudioServer::get_singleton()->connect("bus_layout_changed", callable_mp(this, &AudioStreamPlayer3D::_bus_layout_changed));
set_disable_scale(true);
+ cached_global_panning_strength = GLOBAL_GET("audio/general/3d_panning_strength");
}
AudioStreamPlayer3D::~AudioStreamPlayer3D() {
diff --git a/scene/3d/audio_stream_player_3d.h b/scene/3d/audio_stream_player_3d.h
index 53cdd2e630..bba8f10761 100644
--- a/scene/3d/audio_stream_player_3d.h
+++ b/scene/3d/audio_stream_player_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* audio_stream_player_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* audio_stream_player_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef AUDIO_STREAM_PLAYER_3D_H
#define AUDIO_STREAM_PLAYER_3D_H
@@ -69,9 +69,10 @@ private:
SafeFlag active{ false };
SafeNumeric<float> setplay{ -1.0 };
+ Ref<AudioStreamPlayback> setplayback;
AttenuationModel attenuation_model = ATTENUATION_INVERSE_DISTANCE;
- float unit_db = 0.0;
+ float volume_db = 0.0;
float unit_size = 10.0;
float max_db = 3.0;
float pitch_scale = 1.0;
@@ -82,12 +83,13 @@ private:
int max_polyphony = 1;
uint64_t last_mix_count = -1;
+ bool force_update_panning = false;
static void _calc_output_vol(const Vector3 &source_dir, real_t tightness, Vector<AudioFrame> &output);
void _calc_reverb_vol(Area3D *area, Vector3 listener_area_pos, Vector<AudioFrame> direct_path_vol, Vector<AudioFrame> &reverb_vol);
- static void _listener_changed_cb(void *self) { reinterpret_cast<AudioStreamPlayer3D *>(self)->_update_panning(); }
+ static void _listener_changed_cb(void *self) { reinterpret_cast<AudioStreamPlayer3D *>(self)->force_update_panning = true; }
void _set_playing(bool p_enable);
bool _is_active() const;
@@ -115,8 +117,11 @@ private:
float _get_attenuation_db(float p_distance) const;
+ float panning_strength = 1.0f;
+ float cached_global_panning_strength = 0.5f;
+
protected:
- void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
@@ -124,8 +129,8 @@ public:
void set_stream(Ref<AudioStream> p_stream);
Ref<AudioStream> get_stream() const;
- void set_unit_db(float p_volume);
- float get_unit_db() const;
+ void set_volume_db(float p_volume);
+ float get_volume_db() const;
void set_unit_size(float p_volume);
float get_unit_size() const;
@@ -181,6 +186,10 @@ public:
void set_stream_paused(bool p_pause);
bool get_stream_paused() const;
+ void set_panning_strength(float p_panning_strength);
+ float get_panning_strength() const;
+
+ bool has_stream_playback();
Ref<AudioStreamPlayback> get_stream_playback();
AudioStreamPlayer3D();
@@ -189,4 +198,5 @@ public:
VARIANT_ENUM_CAST(AudioStreamPlayer3D::AttenuationModel)
VARIANT_ENUM_CAST(AudioStreamPlayer3D::DopplerTracking)
+
#endif // AUDIO_STREAM_PLAYER_3D_H
diff --git a/scene/3d/bone_attachment_3d.cpp b/scene/3d/bone_attachment_3d.cpp
index 73a4dcd1f7..ba5ff02862 100644
--- a/scene/3d/bone_attachment_3d.cpp
+++ b/scene/3d/bone_attachment_3d.cpp
@@ -1,37 +1,37 @@
-/*************************************************************************/
-/* bone_attachment_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* bone_attachment_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "bone_attachment_3d.h"
-void BoneAttachment3D::_validate_property(PropertyInfo &property) const {
- if (property.name == "bone_name") {
+void BoneAttachment3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "bone_name") {
// Because it is a constant function, we cannot use the _get_skeleton_3d function.
const Skeleton3D *parent = nullptr;
if (use_external_skeleton) {
@@ -51,23 +51,17 @@ void BoneAttachment3D::_validate_property(PropertyInfo &property) const {
names += parent->get_bone_name(i);
}
- property.hint = PROPERTY_HINT_ENUM;
- property.hint_string = names;
+ p_property.hint = PROPERTY_HINT_ENUM;
+ p_property.hint_string = names;
} else {
- property.hint = PROPERTY_HINT_NONE;
- property.hint_string = "";
+ p_property.hint = PROPERTY_HINT_NONE;
+ p_property.hint_string = "";
}
}
-
- Node3D::_validate_property(property);
}
bool BoneAttachment3D::_set(const StringName &p_path, const Variant &p_value) {
- if (p_path == SNAME("override_pose")) {
- set_override_pose(p_value);
- } else if (p_path == SNAME("override_mode")) {
- set_override_mode(p_value);
- } else if (p_path == SNAME("use_external_skeleton")) {
+ if (p_path == SNAME("use_external_skeleton")) {
set_use_external_skeleton(p_value);
} else if (p_path == SNAME("external_skeleton")) {
set_external_skeleton(p_value);
@@ -77,11 +71,7 @@ bool BoneAttachment3D::_set(const StringName &p_path, const Variant &p_value) {
}
bool BoneAttachment3D::_get(const StringName &p_path, Variant &r_ret) const {
- if (p_path == SNAME("override_pose")) {
- r_ret = get_override_pose();
- } else if (p_path == SNAME("override_mode")) {
- r_ret = get_override_mode();
- } else if (p_path == SNAME("use_external_skeleton")) {
+ if (p_path == SNAME("use_external_skeleton")) {
r_ret = get_use_external_skeleton();
} else if (p_path == SNAME("external_skeleton")) {
r_ret = get_external_skeleton();
@@ -91,33 +81,28 @@ bool BoneAttachment3D::_get(const StringName &p_path, Variant &r_ret) const {
}
void BoneAttachment3D::_get_property_list(List<PropertyInfo> *p_list) const {
- p_list->push_back(PropertyInfo(Variant::BOOL, "override_pose", PROPERTY_HINT_NONE, ""));
- if (override_pose) {
- p_list->push_back(PropertyInfo(Variant::INT, "override_mode", PROPERTY_HINT_ENUM, "Global Pose Override, Local Pose Override, Custom Pose"));
- }
-
p_list->push_back(PropertyInfo(Variant::BOOL, "use_external_skeleton", PROPERTY_HINT_NONE, ""));
if (use_external_skeleton) {
p_list->push_back(PropertyInfo(Variant::NODE_PATH, "external_skeleton", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton3D"));
}
}
-TypedArray<String> BoneAttachment3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node3D::get_configuration_warnings();
+PackedStringArray BoneAttachment3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node3D::get_configuration_warnings();
if (use_external_skeleton) {
if (external_skeleton_node_cache.is_null()) {
- warnings.append(TTR("External Skeleton3D node not set! Please set a path to an external Skeleton3D node."));
+ warnings.push_back(RTR("External Skeleton3D node not set! Please set a path to an external Skeleton3D node."));
}
} else {
Skeleton3D *parent = Object::cast_to<Skeleton3D>(get_parent());
if (!parent) {
- warnings.append(TTR("Parent node is not a Skeleton3D node! Please use an external Skeleton3D if you intend to use the BoneAttachment3D without it being a child of a Skeleton3D node."));
+ warnings.push_back(RTR("Parent node is not a Skeleton3D node! Please use an external Skeleton3D if you intend to use the BoneAttachment3D without it being a child of a Skeleton3D node."));
}
}
if (bone_idx == -1) {
- warnings.append(TTR("BoneAttachment3D node is not bound to any bones! Please select a bone to attach this node."));
+ warnings.push_back(RTR("BoneAttachment3D node is not bound to any bones! Please select a bone to attach this node."));
}
return warnings;
@@ -210,14 +195,10 @@ void BoneAttachment3D::_transform_changed() {
Transform3D our_trans = get_transform();
if (use_external_skeleton) {
- our_trans = sk->world_transform_to_global_pose(get_global_transform());
+ our_trans = sk->get_global_transform().affine_inverse() * get_global_transform();
}
- if (override_mode == OVERRIDE_MODES::MODE_GLOBAL_POSE) {
- sk->set_bone_global_pose_override(bone_idx, our_trans, 1.0, true);
- } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
- sk->set_bone_local_pose_override(bone_idx, sk->global_pose_to_local_pose(bone_idx, our_trans), 1.0, true);
- }
+ sk->set_bone_global_pose_override(bone_idx, our_trans, 1.0, true);
}
}
@@ -269,11 +250,7 @@ void BoneAttachment3D::set_override_pose(bool p_override) {
if (!override_pose) {
Skeleton3D *sk = _get_skeleton3d();
if (sk) {
- if (override_mode == OVERRIDE_MODES::MODE_GLOBAL_POSE) {
- sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false);
- } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
- sk->set_bone_local_pose_override(bone_idx, Transform3D(), 0.0, false);
- }
+ sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false);
}
_transform_changed();
}
@@ -284,27 +261,6 @@ bool BoneAttachment3D::get_override_pose() const {
return override_pose;
}
-void BoneAttachment3D::set_override_mode(int p_mode) {
- if (override_pose) {
- Skeleton3D *sk = _get_skeleton3d();
- if (sk) {
- if (override_mode == OVERRIDE_MODES::MODE_GLOBAL_POSE) {
- sk->set_bone_global_pose_override(bone_idx, Transform3D(), 0.0, false);
- } else if (override_mode == OVERRIDE_MODES::MODE_LOCAL_POSE) {
- sk->set_bone_local_pose_override(bone_idx, Transform3D(), 0.0, false);
- }
- }
- override_mode = p_mode;
- _transform_changed();
- return;
- }
- override_mode = p_mode;
-}
-
-int BoneAttachment3D::get_override_mode() const {
- return override_mode;
-}
-
void BoneAttachment3D::set_use_external_skeleton(bool p_use_external) {
use_external_skeleton = p_use_external;
@@ -340,17 +296,20 @@ void BoneAttachment3D::_notification(int p_what) {
}
_check_bind();
} break;
+
case NOTIFICATION_EXIT_TREE: {
_check_unbind();
} break;
+
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
_transform_changed();
} break;
+
case NOTIFICATION_INTERNAL_PROCESS: {
if (_override_dirty) {
_override_dirty = false;
}
- }
+ } break;
}
}
@@ -360,7 +319,7 @@ void BoneAttachment3D::on_bone_pose_update(int p_bone_index) {
if (sk) {
if (!override_pose) {
if (use_external_skeleton) {
- set_global_transform(sk->global_pose_to_world_transform(sk->get_bone_global_pose(bone_idx)));
+ set_global_transform(sk->get_global_transform() * sk->get_bone_global_pose(bone_idx));
} else {
set_transform(sk->get_bone_global_pose(bone_idx));
}
@@ -373,6 +332,24 @@ void BoneAttachment3D::on_bone_pose_update(int p_bone_index) {
}
}
}
+#ifdef TOOLS_ENABLED
+void BoneAttachment3D::_notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map) {
+ const Skeleton3D *parent = nullptr;
+ if (use_external_skeleton) {
+ if (external_skeleton_node_cache.is_valid()) {
+ parent = Object::cast_to<Skeleton3D>(ObjectDB::get_instance(external_skeleton_node_cache));
+ }
+ } else {
+ parent = Object::cast_to<Skeleton3D>(get_parent());
+ }
+ if (parent && parent == p_skeleton) {
+ StringName bn = p_rename_map[bone_name];
+ if (bn) {
+ set_bone_name(bn);
+ }
+ }
+}
+#endif // TOOLS_ENABLED
BoneAttachment3D::BoneAttachment3D() {
}
@@ -388,14 +365,16 @@ void BoneAttachment3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_override_pose", "override_pose"), &BoneAttachment3D::set_override_pose);
ClassDB::bind_method(D_METHOD("get_override_pose"), &BoneAttachment3D::get_override_pose);
- ClassDB::bind_method(D_METHOD("set_override_mode", "override_mode"), &BoneAttachment3D::set_override_mode);
- ClassDB::bind_method(D_METHOD("get_override_mode"), &BoneAttachment3D::get_override_mode);
ClassDB::bind_method(D_METHOD("set_use_external_skeleton", "use_external_skeleton"), &BoneAttachment3D::set_use_external_skeleton);
ClassDB::bind_method(D_METHOD("get_use_external_skeleton"), &BoneAttachment3D::get_use_external_skeleton);
ClassDB::bind_method(D_METHOD("set_external_skeleton", "external_skeleton"), &BoneAttachment3D::set_external_skeleton);
ClassDB::bind_method(D_METHOD("get_external_skeleton"), &BoneAttachment3D::get_external_skeleton);
+#ifdef TOOLS_ENABLED
+ ClassDB::bind_method(D_METHOD("_notify_skeleton_bones_renamed"), &BoneAttachment3D::_notify_skeleton_bones_renamed);
+#endif // TOOLS_ENABLED
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "bone_name"), "set_bone_name", "get_bone_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bone_idx"), "set_bone_idx", "get_bone_idx");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_pose"), "set_override_pose", "get_override_pose");
}
diff --git a/scene/3d/bone_attachment_3d.h b/scene/3d/bone_attachment_3d.h
index 395dfde1d7..327cbaa0ab 100644
--- a/scene/3d/bone_attachment_3d.h
+++ b/scene/3d/bone_attachment_3d.h
@@ -1,37 +1,40 @@
-/*************************************************************************/
-/* bone_attachment_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef BONE_ATTACHMENT_H
-#define BONE_ATTACHMENT_H
+/**************************************************************************/
+/* bone_attachment_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef BONE_ATTACHMENT_3D_H
+#define BONE_ATTACHMENT_3D_H
#include "scene/3d/skeleton_3d.h"
+#ifdef TOOLS_ENABLED
+#include "scene/resources/bone_map.h"
+#endif // TOOLS_ENABLED
class BoneAttachment3D : public Node3D {
GDCLASS(BoneAttachment3D, Node3D);
@@ -41,14 +44,8 @@ class BoneAttachment3D : public Node3D {
int bone_idx = -1;
bool override_pose = false;
- int override_mode = 0;
bool _override_dirty = false;
- enum OVERRIDE_MODES {
- MODE_GLOBAL_POSE,
- MODE_LOCAL_POSE,
- };
-
bool use_external_skeleton = false;
NodePath external_skeleton_node;
ObjectID external_skeleton_node_cache;
@@ -61,16 +58,19 @@ class BoneAttachment3D : public Node3D {
Skeleton3D *_get_skeleton3d();
protected:
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
static void _bind_methods();
+#ifdef TOOLS_ENABLED
+ virtual void _notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map);
+#endif // TOOLS_ENABLED
public:
- virtual TypedArray<String> get_configuration_warnings() const override;
+ virtual PackedStringArray get_configuration_warnings() const override;
void set_bone_name(const String &p_name);
String get_bone_name() const;
@@ -80,8 +80,6 @@ public:
void set_override_pose(bool p_override);
bool get_override_pose() const;
- void set_override_mode(int p_mode);
- int get_override_mode() const;
void set_use_external_skeleton(bool p_external_skeleton);
bool get_use_external_skeleton() const;
@@ -93,4 +91,4 @@ public:
BoneAttachment3D();
};
-#endif // BONE_ATTACHMENT_H
+#endif // BONE_ATTACHMENT_3D_H
diff --git a/scene/3d/camera_3d.cpp b/scene/3d/camera_3d.cpp
index 55fa05d3fd..47eb1eaa40 100644
--- a/scene/3d/camera_3d.cpp
+++ b/scene/3d/camera_3d.cpp
@@ -1,37 +1,38 @@
-/*************************************************************************/
-/* camera_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* camera_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "camera_3d.h"
#include "collision_object_3d.h"
-#include "core/math/camera_matrix.h"
+#include "core/core_string_names.h"
+#include "core/math/projection.h"
#include "scene/main/viewport.h"
void Camera3D::_update_audio_listener_state() {
@@ -72,6 +73,15 @@ void Camera3D::_validate_property(PropertyInfo &p_property) const {
}
}
+ if (attributes.is_valid()) {
+ const CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
+ if (physical_attributes) {
+ if (p_property.name == "near" || p_property.name == "far" || p_property.name == "fov" || p_property.name == "keep_aspect") {
+ p_property.usage = PROPERTY_USAGE_READ_ONLY | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR;
+ }
+ }
+ }
+
Node3D::_validate_property(p_property);
}
@@ -82,12 +92,6 @@ void Camera3D::_update_camera() {
RenderingServer::get_singleton()->camera_set_transform(camera, get_camera_transform());
- // here goes listener stuff
- /*
- if (viewport_ptr && is_inside_scene() && is_current())
- get_viewport()->_camera_3d_transform_changed_notify();
- */
-
if (get_tree()->is_node_being_edited(this) || !is_current()) {
return;
}
@@ -109,13 +113,20 @@ void Camera3D::_notification(int p_what) {
viewport->_camera_3d_set(this);
}
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ viewport->connect(SNAME("size_changed"), callable_mp((Node3D *)this, &Camera3D::update_gizmos));
+ }
+#endif
} break;
+
case NOTIFICATION_TRANSFORM_CHANGED: {
_request_camera_update();
if (doppler_tracking != DOPPLER_TRACKING_DISABLED) {
velocity_tracker->update_position(get_global_transform().origin);
}
} break;
+
case NOTIFICATION_EXIT_WORLD: {
if (!get_tree()->is_node_being_edited(this)) {
if (is_current()) {
@@ -128,16 +139,22 @@ void Camera3D::_notification(int p_what) {
}
if (viewport) {
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ viewport->disconnect(SNAME("size_changed"), callable_mp((Node3D *)this, &Camera3D::update_gizmos));
+ }
+#endif
viewport->_camera_3d_remove(this);
viewport = nullptr;
}
-
} break;
+
case NOTIFICATION_BECAME_CURRENT: {
if (viewport) {
viewport->find_world_3d()->_register_camera(this);
}
} break;
+
case NOTIFICATION_LOST_CURRENT: {
if (viewport) {
viewport->find_world_3d()->_remove_camera(this);
@@ -148,8 +165,8 @@ void Camera3D::_notification(int p_what) {
Transform3D Camera3D::get_camera_transform() const {
Transform3D tr = get_global_transform().orthonormalized();
- tr.origin += tr.basis.get_axis(1) * v_offset;
- tr.origin += tr.basis.get_axis(0) * h_offset;
+ tr.origin += tr.basis.get_column(1) * v_offset;
+ tr.origin += tr.basis.get_column(0) * h_offset;
return tr;
}
@@ -201,7 +218,7 @@ void Camera3D::set_frustum(real_t p_size, Vector2 p_offset, real_t p_z_near, rea
update_gizmos();
}
-void Camera3D::set_projection(Camera3D::Projection p_mode) {
+void Camera3D::set_projection(ProjectionType p_mode) {
if (p_mode == PROJECTION_PERSPECTIVE || p_mode == PROJECTION_ORTHOGONAL || p_mode == PROJECTION_FRUSTUM) {
mode = p_mode;
_update_camera_mode();
@@ -221,8 +238,6 @@ void Camera3D::make_current() {
}
get_viewport()->_camera_3d_set(this);
-
- //get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,camera_group,"_camera_make_current",this);
}
void Camera3D::clear_current(bool p_enable_next) {
@@ -271,7 +286,7 @@ Vector3 Camera3D::project_local_ray_normal(const Point2 &p_pos) const {
if (mode == PROJECTION_ORTHOGONAL) {
ray = Vector3(0, 0, -1);
} else {
- CameraMatrix cm;
+ Projection cm;
cm.set_perspective(fov, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
Vector2 screen_he = cm.get_viewport_half_extents();
ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -near).normalized();
@@ -311,7 +326,7 @@ Vector3 Camera3D::project_ray_origin(const Point2 &p_pos) const {
bool Camera3D::is_position_behind(const Vector3 &p_pos) const {
Transform3D t = get_global_transform();
- Vector3 eyedir = -t.basis.get_axis(2).normalized();
+ Vector3 eyedir = -t.basis.get_column(2).normalized();
return eyedir.dot(p_pos - t.origin) < near;
}
@@ -320,7 +335,7 @@ Vector<Vector3> Camera3D::get_near_plane_points() const {
Size2 viewport_size = get_viewport()->get_visible_rect().size;
- CameraMatrix cm;
+ Projection cm;
if (mode == PROJECTION_ORTHOGONAL) {
cm.set_orthogonal(size, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
@@ -331,11 +346,13 @@ Vector<Vector3> Camera3D::get_near_plane_points() const {
Vector3 endpoints[8];
cm.get_endpoints(Transform3D(), endpoints);
- Vector<Vector3> points;
- points.push_back(Vector3());
- for (int i = 0; i < 4; i++) {
- points.push_back(endpoints[i + 4]);
- }
+ Vector<Vector3> points = {
+ Vector3(),
+ endpoints[4],
+ endpoints[5],
+ endpoints[6],
+ endpoints[7]
+ };
return points;
}
@@ -344,7 +361,7 @@ Point2 Camera3D::unproject_position(const Vector3 &p_pos) const {
Size2 viewport_size = get_viewport()->get_visible_rect().size;
- CameraMatrix cm;
+ Projection cm;
if (mode == PROJECTION_ORTHOGONAL) {
cm.set_orthogonal(size, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
@@ -372,7 +389,7 @@ Vector3 Camera3D::project_position(const Point2 &p_point, real_t p_z_depth) cons
}
Size2 viewport_size = get_viewport()->get_visible_rect().size;
- CameraMatrix cm;
+ Projection cm;
if (mode == PROJECTION_ORTHOGONAL) {
cm.set_orthogonal(size, viewport_size.aspect(), p_z_depth, far, keep_aspect == KEEP_WIDTH);
@@ -406,18 +423,44 @@ Ref<Environment> Camera3D::get_environment() const {
return environment;
}
-void Camera3D::set_effects(const Ref<CameraEffects> &p_effects) {
- effects = p_effects;
- if (effects.is_valid()) {
- RS::get_singleton()->camera_set_camera_effects(camera, effects->get_rid());
+void Camera3D::set_attributes(const Ref<CameraAttributes> &p_attributes) {
+ if (attributes.is_valid()) {
+ CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
+ if (physical_attributes) {
+ attributes->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Camera3D::_attributes_changed));
+ }
+ }
+
+ attributes = p_attributes;
+
+ if (attributes.is_valid()) {
+ CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
+ if (physical_attributes) {
+ attributes->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Camera3D::_attributes_changed));
+ _attributes_changed();
+ }
+
+ RS::get_singleton()->camera_set_camera_attributes(camera, attributes->get_rid());
} else {
- RS::get_singleton()->camera_set_camera_effects(camera, RID());
+ RS::get_singleton()->camera_set_camera_attributes(camera, RID());
}
- _update_camera_mode();
+
+ notify_property_list_changed();
}
-Ref<CameraEffects> Camera3D::get_effects() const {
- return effects;
+Ref<CameraAttributes> Camera3D::get_attributes() const {
+ return attributes;
+}
+
+void Camera3D::_attributes_changed() {
+ CameraAttributesPhysical *physical_attributes = Object::cast_to<CameraAttributesPhysical>(attributes.ptr());
+ ERR_FAIL_COND(!physical_attributes);
+
+ fov = physical_attributes->get_fov();
+ near = physical_attributes->get_near();
+ far = physical_attributes->get_far();
+ keep_aspect = KEEP_HEIGHT;
+ _update_camera_mode();
}
void Camera3D::set_keep_aspect_mode(KeepAspect p_aspect) {
@@ -477,21 +520,21 @@ void Camera3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_near", "near"), &Camera3D::set_near);
ClassDB::bind_method(D_METHOD("get_projection"), &Camera3D::get_projection);
ClassDB::bind_method(D_METHOD("set_projection", "mode"), &Camera3D::set_projection);
- ClassDB::bind_method(D_METHOD("set_h_offset", "ofs"), &Camera3D::set_h_offset);
+ ClassDB::bind_method(D_METHOD("set_h_offset", "offset"), &Camera3D::set_h_offset);
ClassDB::bind_method(D_METHOD("get_h_offset"), &Camera3D::get_h_offset);
- ClassDB::bind_method(D_METHOD("set_v_offset", "ofs"), &Camera3D::set_v_offset);
+ ClassDB::bind_method(D_METHOD("set_v_offset", "offset"), &Camera3D::set_v_offset);
ClassDB::bind_method(D_METHOD("get_v_offset"), &Camera3D::get_v_offset);
ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &Camera3D::set_cull_mask);
ClassDB::bind_method(D_METHOD("get_cull_mask"), &Camera3D::get_cull_mask);
ClassDB::bind_method(D_METHOD("set_environment", "env"), &Camera3D::set_environment);
ClassDB::bind_method(D_METHOD("get_environment"), &Camera3D::get_environment);
- ClassDB::bind_method(D_METHOD("set_effects", "env"), &Camera3D::set_effects);
- ClassDB::bind_method(D_METHOD("get_effects"), &Camera3D::get_effects);
+ ClassDB::bind_method(D_METHOD("set_attributes", "env"), &Camera3D::set_attributes);
+ ClassDB::bind_method(D_METHOD("get_attributes"), &Camera3D::get_attributes);
ClassDB::bind_method(D_METHOD("set_keep_aspect_mode", "mode"), &Camera3D::set_keep_aspect_mode);
ClassDB::bind_method(D_METHOD("get_keep_aspect_mode"), &Camera3D::get_keep_aspect_mode);
ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &Camera3D::set_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_doppler_tracking"), &Camera3D::get_doppler_tracking);
- ClassDB::bind_method(D_METHOD("get_frustum"), &Camera3D::get_frustum);
+ ClassDB::bind_method(D_METHOD("get_frustum"), &Camera3D::_get_frustum);
ClassDB::bind_method(D_METHOD("is_position_in_frustum", "world_point"), &Camera3D::is_position_in_frustum);
ClassDB::bind_method(D_METHOD("get_camera_rid"), &Camera3D::get_camera);
ClassDB::bind_method(D_METHOD("get_pyramid_shape_rid"), &Camera3D::get_pyramid_shape_rid);
@@ -504,17 +547,17 @@ void Camera3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "keep_aspect", PROPERTY_HINT_ENUM, "Keep Width,Keep Height"), "set_keep_aspect_mode", "get_keep_aspect_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_effects", "get_effects");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "h_offset"), "set_h_offset", "get_h_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset"), "set_v_offset", "get_v_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "attributes", PROPERTY_HINT_RESOURCE_TYPE, "CameraAttributesPractical,CameraAttributesPhysical"), "set_attributes", "get_attributes");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "h_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_h_offset", "get_h_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_v_offset", "get_v_offset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "doppler_tracking", PROPERTY_HINT_ENUM, "Disabled,Idle,Physics"), "set_doppler_tracking", "get_doppler_tracking");
ADD_PROPERTY(PropertyInfo(Variant::INT, "projection", PROPERTY_HINT_ENUM, "Perspective,Orthogonal,Frustum"), "set_projection", "get_projection");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "set_current", "is_current");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov", PROPERTY_HINT_RANGE, "1,179,0.1,degrees"), "set_fov", "get_fov");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size", PROPERTY_HINT_RANGE, "0.1,16384,0.01"), "set_size", "get_size");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frustum_offset"), "set_frustum_offset", "get_frustum_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "near", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater,exp"), "set_near", "get_near");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "far", PROPERTY_HINT_RANGE, "0.01,4000,0.01,or_greater,exp"), "set_far", "get_far");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size", PROPERTY_HINT_RANGE, "0.001,16384,0.001,or_greater,suffix:m"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frustum_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_frustum_offset", "get_frustum_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "near", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater,exp,suffix:m"), "set_near", "get_near");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "far", PROPERTY_HINT_RANGE, "0.01,4000,0.01,or_greater,exp,suffix:m"), "set_far", "get_far");
BIND_ENUM_CONSTANT(PROJECTION_PERSPECTIVE);
BIND_ENUM_CONSTANT(PROJECTION_ORTHOGONAL);
@@ -548,7 +591,7 @@ real_t Camera3D::get_far() const {
return far;
}
-Camera3D::Projection Camera3D::get_projection() const {
+Camera3D::ProjectionType Camera3D::get_projection() const {
return mode;
}
@@ -559,7 +602,7 @@ void Camera3D::set_fov(real_t p_fov) {
}
void Camera3D::set_size(real_t p_size) {
- ERR_FAIL_COND(p_size < 0.1 || p_size > 16384);
+ ERR_FAIL_COND(p_size <= CMP_EPSILON);
size = p_size;
_update_camera_mode();
}
@@ -611,7 +654,7 @@ Vector<Plane> Camera3D::get_frustum() const {
ERR_FAIL_COND_V(!is_inside_world(), Vector<Plane>());
Size2 viewport_size = get_viewport()->get_visible_rect().size;
- CameraMatrix cm;
+ Projection cm;
if (mode == PROJECTION_PERSPECTIVE) {
cm.set_perspective(fov, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH);
} else {
@@ -621,6 +664,11 @@ Vector<Plane> Camera3D::get_frustum() const {
return cm.get_projection_planes(get_camera_transform());
}
+TypedArray<Plane> Camera3D::_get_frustum() const {
+ Variant ret = get_frustum();
+ return ret;
+}
+
bool Camera3D::is_position_in_frustum(const Vector3 &p_position) const {
Vector<Plane> frustum = get_frustum();
for (int i = 0; i < frustum.size(); i++) {
@@ -696,8 +744,10 @@ Camera3D::Camera3D() {
}
Camera3D::~Camera3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(camera);
if (pyramid_shape.is_valid()) {
+ ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(pyramid_shape);
}
}
diff --git a/scene/3d/camera_3d.h b/scene/3d/camera_3d.h
index b5665814c7..420d0cb939 100644
--- a/scene/3d/camera_3d.h
+++ b/scene/3d/camera_3d.h
@@ -1,44 +1,46 @@
-/*************************************************************************/
-/* camera_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* camera_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef CAMERA_3D_H
#define CAMERA_3D_H
#include "scene/3d/node_3d.h"
#include "scene/3d/velocity_tracker_3d.h"
+#include "scene/resources/camera_attributes.h"
+#include "scene/resources/environment.h"
class Camera3D : public Node3D {
GDCLASS(Camera3D, Node3D);
public:
- enum Projection {
+ enum ProjectionType {
PROJECTION_PERSPECTIVE,
PROJECTION_ORTHOGONAL,
PROJECTION_FRUSTUM
@@ -60,13 +62,13 @@ private:
bool current = false;
Viewport *viewport = nullptr;
- Projection mode = PROJECTION_PERSPECTIVE;
+ ProjectionType mode = PROJECTION_PERSPECTIVE;
- real_t fov = 0.0;
+ real_t fov = 75.0;
real_t size = 1.0;
Vector2 frustum_offset;
- real_t near = 0.0;
- real_t far = 0.0;
+ real_t near = 0.05;
+ real_t far = 4000.0;
real_t v_offset = 0.0;
real_t h_offset = 0.0;
KeepAspect keep_aspect = KEEP_HEIGHT;
@@ -79,11 +81,13 @@ private:
uint32_t layers = 0xfffff;
Ref<Environment> environment;
- Ref<CameraEffects> effects;
+ Ref<CameraAttributes> attributes;
+ void _attributes_changed();
// void _camera_make_current(Node *p_camera);
friend class Viewport;
void _update_audio_listener_state();
+ TypedArray<Plane> _get_frustum() const;
DopplerTracking doppler_tracking = DOPPLER_TRACKING_DISABLED;
Ref<VelocityTracker3D> velocity_tracker;
@@ -97,7 +101,7 @@ protected:
void _update_camera_mode();
void _notification(int p_what);
- virtual void _validate_property(PropertyInfo &p_property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
@@ -110,7 +114,7 @@ public:
void set_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far);
void set_orthogonal(real_t p_size, real_t p_z_near, real_t p_z_far);
void set_frustum(real_t p_size, Vector2 p_offset, real_t p_z_near, real_t p_z_far);
- void set_projection(Camera3D::Projection p_mode);
+ void set_projection(Camera3D::ProjectionType p_mode);
void make_current();
void clear_current(bool p_enable_next = true);
@@ -125,7 +129,7 @@ public:
real_t get_near() const;
Vector2 get_frustum_offset() const;
- Projection get_projection() const;
+ ProjectionType get_projection() const;
void set_fov(real_t p_fov);
void set_size(real_t p_size);
@@ -156,8 +160,8 @@ public:
void set_environment(const Ref<Environment> &p_environment);
Ref<Environment> get_environment() const;
- void set_effects(const Ref<CameraEffects> &p_effects);
- Ref<CameraEffects> get_effects() const;
+ void set_attributes(const Ref<CameraAttributes> &p_effects);
+ Ref<CameraAttributes> get_attributes() const;
void set_keep_aspect_mode(KeepAspect p_aspect);
KeepAspect get_keep_aspect_mode() const;
@@ -179,8 +183,8 @@ public:
~Camera3D();
};
-VARIANT_ENUM_CAST(Camera3D::Projection);
+VARIANT_ENUM_CAST(Camera3D::ProjectionType);
VARIANT_ENUM_CAST(Camera3D::KeepAspect);
VARIANT_ENUM_CAST(Camera3D::DopplerTracking);
-#endif
+#endif // CAMERA_3D_H
diff --git a/scene/3d/collision_object_3d.cpp b/scene/3d/collision_object_3d.cpp
index df7c044f9e..19d1b83cab 100644
--- a/scene/3d/collision_object_3d.cpp
+++ b/scene/3d/collision_object_3d.cpp
@@ -1,35 +1,36 @@
-/*************************************************************************/
-/* collision_object_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* collision_object_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "collision_object_3d.h"
+#include "scene/resources/shape_3d.h"
#include "scene/scene_string_names.h"
void CollisionObject3D::_notification(int p_what) {
@@ -42,6 +43,11 @@ void CollisionObject3D::_notification(int p_what) {
}
_update_debug_shapes();
}
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ set_notify_local_transform(true); // Used for warnings and only in editor.
+ }
+#endif
} break;
case NOTIFICATION_EXIT_TREE: {
@@ -77,6 +83,14 @@ void CollisionObject3D::_notification(int p_what) {
_update_pickable();
} break;
+#ifdef TOOLS_ENABLED
+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ update_configuration_warnings();
+ }
+ } break;
+#endif
+
case NOTIFICATION_TRANSFORM_CHANGED: {
if (only_update_transform_changes) {
return;
@@ -99,10 +113,14 @@ void CollisionObject3D::_notification(int p_what) {
bool disabled = !is_enabled();
if (!disabled || (disable_mode != DISABLE_MODE_REMOVE)) {
- if (area) {
- PhysicsServer3D::get_singleton()->area_set_space(rid, RID());
+ if (callback_lock > 0) {
+ ERR_PRINT("Removing a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Remove with call_deferred() instead.");
} else {
- PhysicsServer3D::get_singleton()->body_set_space(rid, RID());
+ if (area) {
+ PhysicsServer3D::get_singleton()->area_set_space(rid, RID());
+ } else {
+ PhysicsServer3D::get_singleton()->body_set_space(rid, RID());
+ }
}
}
@@ -150,13 +168,13 @@ uint32_t CollisionObject3D::get_collision_mask() const {
void CollisionObject3D::set_collision_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
- uint32_t collision_layer = get_collision_layer();
+ uint32_t collision_layer_new = get_collision_layer();
if (p_value) {
- collision_layer |= 1 << (p_layer_number - 1);
+ collision_layer_new |= 1 << (p_layer_number - 1);
} else {
- collision_layer &= ~(1 << (p_layer_number - 1));
+ collision_layer_new &= ~(1 << (p_layer_number - 1));
}
- set_collision_layer(collision_layer);
+ set_collision_layer(collision_layer_new);
}
bool CollisionObject3D::get_collision_layer_value(int p_layer_number) const {
@@ -183,6 +201,17 @@ bool CollisionObject3D::get_collision_mask_value(int p_layer_number) const {
return get_collision_mask() & (1 << (p_layer_number - 1));
}
+void CollisionObject3D::set_collision_priority(real_t p_priority) {
+ collision_priority = p_priority;
+ if (!area) {
+ PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), p_priority);
+ }
+}
+
+real_t CollisionObject3D::get_collision_priority() const {
+ return collision_priority;
+}
+
void CollisionObject3D::set_disable_mode(DisableMode p_mode) {
if (disable_mode == p_mode) {
return;
@@ -211,10 +240,14 @@ void CollisionObject3D::_apply_disabled() {
switch (disable_mode) {
case DISABLE_MODE_REMOVE: {
if (is_inside_tree()) {
- if (area) {
- PhysicsServer3D::get_singleton()->area_set_space(rid, RID());
+ if (callback_lock > 0) {
+ ERR_PRINT("Disabling a CollisionObject node during a physics callback is not allowed and will cause undesired behavior. Disable with call_deferred() instead.");
} else {
- PhysicsServer3D::get_singleton()->body_set_space(rid, RID());
+ if (area) {
+ PhysicsServer3D::get_singleton()->area_set_space(rid, RID());
+ } else {
+ PhysicsServer3D::get_singleton()->body_set_space(rid, RID());
+ }
}
}
} break;
@@ -319,7 +352,7 @@ bool CollisionObject3D::_are_collision_shapes_visible() {
void CollisionObject3D::_update_shape_data(uint32_t p_owner) {
if (_are_collision_shapes_visible()) {
if (debug_shapes_to_update.is_empty()) {
- callable_mp(this, &CollisionObject3D::_update_debug_shapes).call_deferred({}, 0);
+ callable_mp(this, &CollisionObject3D::_update_debug_shapes).call_deferred();
}
debug_shapes_to_update.insert(p_owner);
}
@@ -328,9 +361,9 @@ void CollisionObject3D::_update_shape_data(uint32_t p_owner) {
void CollisionObject3D::_shape_changed(const Ref<Shape3D> &p_shape) {
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
ShapeData &shapedata = E.value;
- ShapeData::ShapeBase *shapes = shapedata.shapes.ptrw();
+ ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw();
for (int i = 0; i < shapedata.shapes.size(); i++) {
- ShapeData::ShapeBase &s = shapes[i];
+ ShapeData::ShapeBase &s = shape_bases[i];
if (s.shape == p_shape && s.debug_shape.is_valid()) {
Ref<Mesh> mesh = s.shape->get_debug_mesh();
RS::get_singleton()->instance_set_base(s.debug_shape, mesh->get_rid());
@@ -340,17 +373,19 @@ void CollisionObject3D::_shape_changed(const Ref<Shape3D> &p_shape) {
}
void CollisionObject3D::_update_debug_shapes() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+
if (!is_inside_tree()) {
debug_shapes_to_update.clear();
return;
}
- for (Set<uint32_t>::Element *shapedata_idx = debug_shapes_to_update.front(); shapedata_idx; shapedata_idx = shapedata_idx->next()) {
- if (shapes.has(shapedata_idx->get())) {
- ShapeData &shapedata = shapes[shapedata_idx->get()];
- ShapeData::ShapeBase *shapes = shapedata.shapes.ptrw();
+ for (const uint32_t &shapedata_idx : debug_shapes_to_update) {
+ if (shapes.has(shapedata_idx)) {
+ ShapeData &shapedata = shapes[shapedata_idx];
+ ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw();
for (int i = 0; i < shapedata.shapes.size(); i++) {
- ShapeData::ShapeBase &s = shapes[i];
+ ShapeData::ShapeBase &s = shape_bases[i];
if (s.shape.is_null() || shapedata.disabled) {
if (s.debug_shape.is_valid()) {
RS::get_singleton()->free(s.debug_shape);
@@ -365,8 +400,7 @@ void CollisionObject3D::_update_debug_shapes() {
RS::get_singleton()->instance_set_scenario(s.debug_shape, get_world_3d()->get_scenario());
if (!s.shape->is_connected("changed", callable_mp(this, &CollisionObject3D::_shape_changed))) {
- s.shape->connect("changed", callable_mp(this, &CollisionObject3D::_shape_changed),
- varray(s.shape), CONNECT_DEFERRED);
+ s.shape->connect("changed", callable_mp(this, &CollisionObject3D::_shape_changed).bind(s.shape), CONNECT_DEFERRED);
}
++debug_shapes_count;
@@ -382,11 +416,13 @@ void CollisionObject3D::_update_debug_shapes() {
}
void CollisionObject3D::_clear_debug_shapes() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
ShapeData &shapedata = E.value;
- ShapeData::ShapeBase *shapes = shapedata.shapes.ptrw();
+ ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptrw();
for (int i = 0; i < shapedata.shapes.size(); i++) {
- ShapeData::ShapeBase &s = shapes[i];
+ ShapeData::ShapeBase &s = shape_bases[i];
if (s.debug_shape.is_valid()) {
RS::get_singleton()->free(s.debug_shape);
s.debug_shape = RID();
@@ -404,9 +440,12 @@ void CollisionObject3D::_on_transform_changed() {
debug_shape_old_transform = get_global_transform();
for (KeyValue<uint32_t, ShapeData> &E : shapes) {
ShapeData &shapedata = E.value;
- const ShapeData::ShapeBase *shapes = shapedata.shapes.ptr();
+ if (shapedata.disabled) {
+ continue; // If disabled then there are no debug shapes to update.
+ }
+ const ShapeData::ShapeBase *shape_bases = shapedata.shapes.ptr();
for (int i = 0; i < shapedata.shapes.size(); i++) {
- RS::get_singleton()->instance_set_transform(shapes[i].debug_shape, debug_shape_old_transform * shapedata.xform);
+ RS::get_singleton()->instance_set_transform(shape_bases[i].debug_shape, debug_shape_old_transform * shapedata.xform);
}
}
}
@@ -430,6 +469,8 @@ void CollisionObject3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CollisionObject3D::get_collision_layer_value);
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CollisionObject3D::set_collision_mask_value);
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CollisionObject3D::get_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CollisionObject3D::set_collision_priority);
+ ClassDB::bind_method(D_METHOD("get_collision_priority"), &CollisionObject3D::get_collision_priority);
ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &CollisionObject3D::set_disable_mode);
ClassDB::bind_method(D_METHOD("get_disable_mode"), &CollisionObject3D::get_disable_mode);
ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &CollisionObject3D::set_ray_pickable);
@@ -454,16 +495,19 @@ void CollisionObject3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("shape_find_owner", "shape_index"), &CollisionObject3D::shape_find_owner);
GDVIRTUAL_BIND(_input_event, "camera", "event", "position", "normal", "shape_idx");
+ GDVIRTUAL_BIND(_mouse_enter);
+ GDVIRTUAL_BIND(_mouse_exit);
ADD_SIGNAL(MethodInfo("input_event", PropertyInfo(Variant::OBJECT, "camera", PROPERTY_HINT_RESOURCE_TYPE, "Node"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_RESOURCE_TYPE, "InputEvent"), PropertyInfo(Variant::VECTOR3, "position"), PropertyInfo(Variant::VECTOR3, "normal"), PropertyInfo(Variant::INT, "shape_idx")));
ADD_SIGNAL(MethodInfo("mouse_entered"));
ADD_SIGNAL(MethodInfo("mouse_exited"));
- ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,MakeStatic,KeepActive"), "set_disable_mode", "get_disable_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "disable_mode", PROPERTY_HINT_ENUM, "Remove,Make Static,Keep Active"), "set_disable_mode", "get_disable_mode");
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
ADD_GROUP("Input", "input_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "input_ray_pickable"), "set_ray_pickable", "is_ray_pickable");
@@ -484,7 +528,7 @@ uint32_t CollisionObject3D::create_shape_owner(Object *p_owner) {
id = shapes.back()->key() + 1;
}
- sd.owner = p_owner;
+ sd.owner_id = p_owner ? p_owner->get_instance_id() : ObjectID();
shapes[id] = sd;
@@ -530,8 +574,8 @@ void CollisionObject3D::get_shape_owners(List<uint32_t> *r_owners) {
}
}
-Array CollisionObject3D::_get_shape_owners() {
- Array ret;
+PackedInt32Array CollisionObject3D::_get_shape_owners() {
+ PackedInt32Array ret;
for (const KeyValue<uint32_t, ShapeData> &E : shapes) {
ret.push_back(E.key);
}
@@ -563,7 +607,7 @@ Transform3D CollisionObject3D::shape_owner_get_transform(uint32_t p_owner) const
Object *CollisionObject3D::shape_owner_get_owner(uint32_t p_owner) const {
ERR_FAIL_COND_V(!shapes.has(p_owner), nullptr);
- return shapes[p_owner].owner;
+ return ObjectDB::get_instance(shapes[p_owner].owner_id);
}
void CollisionObject3D::shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape) {
@@ -608,6 +652,7 @@ int CollisionObject3D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape
}
void CollisionObject3D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
ERR_FAIL_COND(!shapes.has(p_owner));
ERR_FAIL_INDEX(p_shape, shapes[p_owner].shapes.size());
@@ -685,11 +730,16 @@ bool CollisionObject3D::get_capture_input_on_drag() const {
return capture_input_on_drag;
}
-TypedArray<String> CollisionObject3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray CollisionObject3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (shapes.is_empty()) {
- warnings.push_back(TTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape3D or CollisionPolygon3D as a child to define its shape."));
+ warnings.push_back(RTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape3D or CollisionPolygon3D as a child to define its shape."));
+ }
+
+ Vector3 scale = get_transform().get_basis().get_scale();
+ if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) {
+ warnings.push_back(RTR("With a non-uniform scale this node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size in children collision shapes instead."));
}
return warnings;
@@ -703,5 +753,6 @@ CollisionObject3D::CollisionObject3D() {
}
CollisionObject3D::~CollisionObject3D() {
+ ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(rid);
}
diff --git a/scene/3d/collision_object_3d.h b/scene/3d/collision_object_3d.h
index f560753543..ebcbb39e0d 100644
--- a/scene/3d/collision_object_3d.h
+++ b/scene/3d/collision_object_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* collision_object_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* collision_object_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef COLLISION_OBJECT_3D_H
#define COLLISION_OBJECT_3D_H
@@ -47,17 +47,19 @@ public:
private:
uint32_t collision_layer = 1;
uint32_t collision_mask = 1;
+ real_t collision_priority = 1.0;
bool area = false;
RID rid;
+ uint32_t callback_lock = 0;
DisableMode disable_mode = DISABLE_MODE_REMOVE;
PhysicsServer3D::BodyMode body_mode = PhysicsServer3D::BODY_MODE_STATIC;
struct ShapeData {
- Object *owner = nullptr;
+ ObjectID owner_id;
Transform3D xform;
struct ShapeBase {
RID debug_shape;
@@ -71,14 +73,14 @@ private:
int total_subshapes = 0;
- Map<uint32_t, ShapeData> shapes;
+ RBMap<uint32_t, ShapeData> shapes;
bool only_update_transform_changes = false; // This is used for sync to physics.
bool capture_input_on_drag = false;
bool ray_pickable = true;
- Set<uint32_t> debug_shapes_to_update;
+ HashSet<uint32_t> debug_shapes_to_update;
int debug_shapes_count = 0;
Transform3D debug_shape_old_transform;
@@ -96,6 +98,12 @@ private:
protected:
CollisionObject3D(RID p_rid, bool p_area);
+ _FORCE_INLINE_ void lock_callback() { callback_lock++; }
+ _FORCE_INLINE_ void unlock_callback() {
+ ERR_FAIL_COND(callback_lock == 0);
+ callback_lock--;
+ }
+
void _notification(int p_what);
static void _bind_methods();
@@ -112,6 +120,8 @@ protected:
bool is_only_update_transform_changes_enabled() const;
GDVIRTUAL5(_input_event, Camera3D *, Ref<InputEvent>, Vector3, Vector3, int)
+ GDVIRTUAL0(_mouse_enter)
+ GDVIRTUAL0(_mouse_exit)
public:
void set_collision_layer(uint32_t p_layer);
uint32_t get_collision_layer() const;
@@ -125,13 +135,16 @@ public:
void set_collision_mask_value(int p_layer_number, bool p_value);
bool get_collision_mask_value(int p_layer_number) const;
+ void set_collision_priority(real_t p_priority);
+ real_t get_collision_priority() const;
+
void set_disable_mode(DisableMode p_mode);
DisableMode get_disable_mode() const;
uint32_t create_shape_owner(Object *p_owner);
void remove_shape_owner(uint32_t owner);
void get_shape_owners(List<uint32_t> *r_owners);
- Array _get_shape_owners();
+ PackedInt32Array _get_shape_owners();
void shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform);
Transform3D shape_owner_get_transform(uint32_t p_owner) const;
@@ -158,7 +171,7 @@ public:
_FORCE_INLINE_ RID get_rid() const { return rid; }
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
CollisionObject3D();
~CollisionObject3D();
@@ -166,4 +179,4 @@ public:
VARIANT_ENUM_CAST(CollisionObject3D::DisableMode);
-#endif // COLLISION_OBJECT__H
+#endif // COLLISION_OBJECT_3D_H
diff --git a/scene/3d/collision_polygon_3d.cpp b/scene/3d/collision_polygon_3d.cpp
index 7926175459..53a61c1368 100644
--- a/scene/3d/collision_polygon_3d.cpp
+++ b/scene/3d/collision_polygon_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* collision_polygon_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* collision_polygon_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "collision_polygon_3d.h"
@@ -93,18 +93,24 @@ void CollisionPolygon3D::_notification(int p_what) {
_update_in_shape_owner();
}
} break;
+
case NOTIFICATION_ENTER_TREE: {
if (parent) {
_update_in_shape_owner();
}
-
} break;
+
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (parent) {
_update_in_shape_owner(true);
}
-
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ update_configuration_warnings();
+ }
+#endif
} break;
+
case NOTIFICATION_UNPARENTED: {
if (parent) {
parent->remove_shape_owner(owner_id);
@@ -166,15 +172,20 @@ void CollisionPolygon3D::set_margin(real_t p_margin) {
}
}
-TypedArray<String> CollisionPolygon3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray CollisionPolygon3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
- warnings.push_back(TTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidDynamicBody3D, CharacterBody3D, etc. to give them a shape."));
+ warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node.\nPlease only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
}
if (polygon.is_empty()) {
- warnings.push_back(TTR("An empty CollisionPolygon3D has no effect on collision."));
+ warnings.push_back(RTR("An empty CollisionPolygon3D has no effect on collision."));
+ }
+
+ Vector3 scale = get_transform().get_basis().get_scale();
+ if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) {
+ warnings.push_back(RTR("A non-uniformly scaled CollisionPolygon3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change its polygon's vertices instead."));
}
return warnings;
@@ -199,10 +210,10 @@ void CollisionPolygon3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CollisionPolygon3D::_is_editable_3d_polygon);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth"), "set_depth", "get_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_NONE, "suffix:m"), "set_depth", "get_depth");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001,suffix:m"), "set_margin", "get_margin");
}
CollisionPolygon3D::CollisionPolygon3D() {
diff --git a/scene/3d/collision_polygon_3d.h b/scene/3d/collision_polygon_3d.h
index a24d485af2..3323664541 100644
--- a/scene/3d/collision_polygon_3d.h
+++ b/scene/3d/collision_polygon_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* collision_polygon_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* collision_polygon_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef COLLISION_POLYGON_3D_H
#define COLLISION_POLYGON_3D_H
@@ -74,9 +74,9 @@ public:
real_t get_margin() const;
void set_margin(real_t p_margin);
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
CollisionPolygon3D();
};
-#endif // COLLISION_POLYGON_H
+#endif // COLLISION_POLYGON_3D_H
diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp
index 773095b377..f1d918ad9b 100644
--- a/scene/3d/collision_shape_3d.cpp
+++ b/scene/3d/collision_shape_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* collision_shape_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* collision_shape_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "collision_shape_3d.h"
@@ -34,6 +34,7 @@
#include "physics_body_3d.h"
#include "scene/resources/concave_polygon_shape_3d.h"
#include "scene/resources/convex_polygon_shape_3d.h"
+#include "scene/resources/world_boundary_shape_3d.h"
void CollisionShape3D::make_convex_from_siblings() {
Node *p = get_parent();
@@ -62,9 +63,9 @@ void CollisionShape3D::make_convex_from_siblings() {
}
}
- Ref<ConvexPolygonShape3D> shape = memnew(ConvexPolygonShape3D);
- shape->set_points(vertices);
- set_shape(shape);
+ Ref<ConvexPolygonShape3D> shape_new = memnew(ConvexPolygonShape3D);
+ shape_new->set_points(vertices);
+ set_shape(shape_new);
}
void CollisionShape3D::_update_in_shape_owner(bool p_xform_only) {
@@ -87,16 +88,24 @@ void CollisionShape3D::_notification(int p_what) {
_update_in_shape_owner();
}
} break;
+
case NOTIFICATION_ENTER_TREE: {
if (parent) {
_update_in_shape_owner();
}
} break;
+
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (parent) {
_update_in_shape_owner(true);
}
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ update_configuration_warnings();
+ }
+#endif
} break;
+
case NOTIFICATION_UNPARENTED: {
if (parent) {
parent->remove_shape_owner(owner_id);
@@ -107,25 +116,32 @@ void CollisionShape3D::_notification(int p_what) {
}
}
-void CollisionShape3D::resource_changed(RES res) {
+void CollisionShape3D::resource_changed(Ref<Resource> res) {
update_gizmos();
}
-TypedArray<String> CollisionShape3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray CollisionShape3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
- warnings.push_back(TTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidDynamicBody3D, CharacterBody3D, etc. to give them a shape."));
+ warnings.push_back(RTR("CollisionShape3D only serves to provide a collision shape to a CollisionObject3D derived node.\nPlease only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
}
if (!shape.is_valid()) {
- warnings.push_back(TTR("A shape must be provided for CollisionShape3D to function. Please create a shape resource for it."));
+ warnings.push_back(RTR("A shape must be provided for CollisionShape3D to function. Please create a shape resource for it."));
+ }
+
+ if (shape.is_valid() && Object::cast_to<RigidBody3D>(get_parent())) {
+ if (Object::cast_to<ConcavePolygonShape3D>(*shape)) {
+ warnings.push_back(RTR("ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static."));
+ } else if (Object::cast_to<WorldBoundaryShape3D>(*shape)) {
+ warnings.push_back(RTR("WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static."));
+ }
}
- if (shape.is_valid() &&
- Object::cast_to<RigidDynamicBody3D>(get_parent()) &&
- Object::cast_to<ConcavePolygonShape3D>(*shape)) {
- warnings.push_back(TTR("ConcavePolygonShape3D doesn't support RigidDynamicBody3D in another mode than static."));
+ Vector3 scale = get_transform().get_basis().get_scale();
+ if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) {
+ warnings.push_back(RTR("A non-uniformly scaled CollisionShape3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size of its shape resource instead."));
}
return warnings;
diff --git a/scene/3d/collision_shape_3d.h b/scene/3d/collision_shape_3d.h
index bd5595f974..c43f1da39c 100644
--- a/scene/3d/collision_shape_3d.h
+++ b/scene/3d/collision_shape_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* collision_shape_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* collision_shape_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
-#ifndef COLLISION_SHAPE_H
-#define COLLISION_SHAPE_H
+#ifndef COLLISION_SHAPE_3D_H
+#define COLLISION_SHAPE_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/shape_3d.h"
@@ -37,14 +37,13 @@
class CollisionObject3D;
class CollisionShape3D : public Node3D {
GDCLASS(CollisionShape3D, Node3D);
- OBJ_CATEGORY("3D Physics Nodes");
Ref<Shape3D> shape;
uint32_t owner_id = 0;
CollisionObject3D *parent = nullptr;
- void resource_changed(RES res);
+ void resource_changed(Ref<Resource> res);
bool disabled = false;
protected:
@@ -63,10 +62,10 @@ public:
void set_disabled(bool p_disabled);
bool is_disabled() const;
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
CollisionShape3D();
~CollisionShape3D();
};
-#endif // BODY_VOLUME_H
+#endif // COLLISION_SHAPE_3D_H
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp
index e3d551d782..b9a161e476 100644
--- a/scene/3d/cpu_particles_3d.cpp
+++ b/scene/3d/cpu_particles_3d.cpp
@@ -1,48 +1,44 @@
-/*************************************************************************/
-/* cpu_particles_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* cpu_particles_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "cpu_particles_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/gpu_particles_3d.h"
#include "scene/main/viewport.h"
-#include "scene/resources/particles_material.h"
+#include "scene/resources/particle_process_material.h"
AABB CPUParticles3D::get_aabb() const {
return AABB();
}
-Vector<Face3> CPUParticles3D::get_faces(uint32_t p_usage_particle_flags) const {
- return Vector<Face3>();
-}
-
void CPUParticles3D::set_emitting(bool p_emitting) {
if (emitting == p_emitting) {
return;
@@ -168,6 +164,8 @@ void CPUParticles3D::set_mesh(const Ref<Mesh> &p_mesh) {
} else {
RS::get_singleton()->multimesh_set_mesh(multimesh, RID());
}
+
+ update_configuration_warnings();
}
Ref<Mesh> CPUParticles3D::get_mesh() const {
@@ -190,8 +188,8 @@ bool CPUParticles3D::get_fractional_delta() const {
return fractional_delta;
}
-TypedArray<String> CPUParticles3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray CPUParticles3D::get_configuration_warnings() const {
+ PackedStringArray warnings = GeometryInstance3D::get_configuration_warnings();
bool mesh_found = false;
bool anim_material_found = false;
@@ -210,11 +208,11 @@ TypedArray<String> CPUParticles3D::get_configuration_warnings() const {
anim_material_found = anim_material_found || (spat && spat->get_billboard_mode() == StandardMaterial3D::BILLBOARD_PARTICLES);
if (!mesh_found) {
- warnings.push_back(TTR("Nothing is visible because no mesh has been assigned."));
+ warnings.push_back(RTR("Nothing is visible because no mesh has been assigned."));
}
if (!anim_material_found && (get_param_max(PARAM_ANIM_SPEED) != 0.0 || get_param_max(PARAM_ANIM_OFFSET) != 0.0 || get_param_curve(PARAM_ANIM_SPEED).is_valid() || get_param_curve(PARAM_ANIM_OFFSET).is_valid())) {
- warnings.push_back(TTR("CPUParticles3D animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."));
+ warnings.push_back(RTR("CPUParticles3D animation requires the usage of a StandardMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."));
}
return warnings;
@@ -270,6 +268,8 @@ void CPUParticles3D::set_param_min(Parameter p_param, real_t p_value) {
if (parameters_min[p_param] > parameters_max[p_param]) {
set_param_max(p_param, p_value);
}
+
+ update_configuration_warnings();
}
real_t CPUParticles3D::get_param_min(Parameter p_param) const {
@@ -280,10 +280,13 @@ real_t CPUParticles3D::get_param_min(Parameter p_param) const {
void CPUParticles3D::set_param_max(Parameter p_param, real_t p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
+
parameters_max[p_param] = p_value;
if (parameters_min[p_param] > parameters_max[p_param]) {
set_param_min(p_param, p_value);
}
+
+ update_configuration_warnings();
}
real_t CPUParticles3D::get_param_max(Parameter p_param) const {
@@ -344,6 +347,8 @@ void CPUParticles3D::set_param_curve(Parameter p_param, const Ref<Curve> &p_curv
default: {
}
}
+
+ update_configuration_warnings();
}
Ref<Curve> CPUParticles3D::get_param_curve(Parameter p_param) const {
@@ -511,36 +516,34 @@ bool CPUParticles3D::get_split_scale() {
return split_scale;
}
-void CPUParticles3D::_validate_property(PropertyInfo &property) const {
- if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) {
- property.usage = PROPERTY_USAGE_NONE;
+void CPUParticles3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "emission_sphere_radius" && (emission_shape != EMISSION_SHAPE_SPHERE && emission_shape != EMISSION_SHAPE_SPHERE_SURFACE)) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if ((property.name == "emission_point_texture" || property.name == "emission_color_texture" || property.name == "emission_points") && (emission_shape != EMISSION_SHAPE_POINTS && (emission_shape != EMISSION_SHAPE_DIRECTED_POINTS))) {
- property.usage = PROPERTY_USAGE_NONE;
+ if ((p_property.name == "emission_point_texture" || p_property.name == "emission_color_texture" || p_property.name == "emission_points") && (emission_shape != EMISSION_SHAPE_POINTS && (emission_shape != EMISSION_SHAPE_DIRECTED_POINTS))) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "emission_normals" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "emission_normals" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("emission_ring_") && emission_shape != EMISSION_SHAPE_RING) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("emission_ring_") && emission_shape != EMISSION_SHAPE_RING) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("orbit_") && !particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("orbit_") && !particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name.begins_with("scale_curve_") && !split_scale) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name.begins_with("scale_curve_") && !split_scale) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
-
- Node3D::_validate_property(property);
}
static uint32_t idhash(uint32_t x) {
@@ -736,17 +739,17 @@ void CPUParticles3D::_particles_process(double p_delta) {
/*real_t tex_linear_velocity = 0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
- tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->interpolate(0);
+ tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->sample(0);
}*/
real_t tex_angle = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
- tex_angle = curve_parameters[PARAM_ANGLE]->interpolate(tv);
+ tex_angle = curve_parameters[PARAM_ANGLE]->sample(tv);
}
real_t tex_anim_offset = 0.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
- tex_anim_offset = curve_parameters[PARAM_ANGLE]->interpolate(tv);
+ tex_anim_offset = curve_parameters[PARAM_ANGLE]->sample(tv);
}
p.seed = Math::rand();
@@ -763,13 +766,13 @@ void CPUParticles3D::_particles_process(double p_delta) {
}
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
- real_t angle1_rad = Math::atan2(direction.y, direction.x) + Math::deg2rad((Math::randf() * 2.0 - 1.0) * spread);
+ real_t angle1_rad = Math::atan2(direction.y, direction.x) + Math::deg_to_rad((Math::randf() * 2.0 - 1.0) * spread);
Vector3 rot = Vector3(Math::cos(angle1_rad), Math::sin(angle1_rad), 0.0);
p.velocity = rot * Math::lerp(parameters_min[PARAM_INITIAL_LINEAR_VELOCITY], parameters_max[PARAM_INITIAL_LINEAR_VELOCITY], (real_t)Math::randf());
} else {
//initiate velocity spread in 3D
- real_t angle1_rad = Math::deg2rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * spread);
- real_t angle2_rad = Math::deg2rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * ((real_t)1.0 - flatness) * spread);
+ real_t angle1_rad = Math::deg_to_rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * spread);
+ real_t angle2_rad = Math::deg_to_rad((Math::randf() * (real_t)2.0 - (real_t)1.0) * ((real_t)1.0 - flatness) * spread);
Vector3 direction_xz = Vector3(Math::sin(angle1_rad), 0, Math::cos(angle1_rad));
Vector3 direction_yz = Vector3(0, Math::sin(angle2_rad), Math::cos(angle2_rad));
@@ -793,7 +796,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
}
real_t base_angle = tex_angle * Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand);
- p.custom[0] = Math::deg2rad(base_angle); //angle
+ p.custom[0] = Math::deg_to_rad(base_angle); //angle
p.custom[1] = 0.0; //phase
p.custom[2] = tex_anim_offset * Math::lerp(parameters_min[PARAM_ANIM_OFFSET], parameters_max[PARAM_ANIM_OFFSET], p.anim_offset_rand); //animation offset (0-1)
p.transform = Transform3D();
@@ -808,6 +811,13 @@ void CPUParticles3D::_particles_process(double p_delta) {
case EMISSION_SHAPE_SPHERE: {
real_t s = 2.0 * Math::randf() - 1.0;
real_t t = Math_TAU * Math::randf();
+ real_t x = Math::randf();
+ real_t radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
+ p.transform.origin = Vector3(0, 0, 0).lerp(Vector3(radius * Math::cos(t), radius * Math::sin(t), emission_sphere_radius * s), x);
+ } break;
+ case EMISSION_SHAPE_SPHERE_SURFACE: {
+ real_t s = 2.0 * Math::randf() - 1.0;
+ real_t t = Math_TAU * Math::randf();
real_t radius = emission_sphere_radius * Math::sqrt(1.0 - s * s);
p.transform.origin = Vector3(radius * Math::cos(t), radius * Math::sin(t), emission_sphere_radius * s);
} break;
@@ -830,8 +840,8 @@ void CPUParticles3D::_particles_process(double p_delta) {
Vector3 normal = emission_normals.get(random_idx);
Vector2 normal_2d(normal.x, normal.y);
Transform2D m2;
- m2.set_axis(0, normal_2d);
- m2.set_axis(1, normal_2d.orthogonal());
+ m2.columns[0] = normal_2d;
+ m2.columns[1] = normal_2d.orthogonal();
Vector2 velocity_2d(p.velocity.x, p.velocity.y);
velocity_2d = m2.basis_xform(velocity_2d);
p.velocity.x = velocity_2d.x;
@@ -842,9 +852,9 @@ void CPUParticles3D::_particles_process(double p_delta) {
Vector3 tangent = v0.cross(normal).normalized();
Vector3 bitangent = tangent.cross(normal).normalized();
Basis m3;
- m3.set_axis(0, tangent);
- m3.set_axis(1, bitangent);
- m3.set_axis(2, normal);
+ m3.set_column(0, tangent);
+ m3.set_column(1, bitangent);
+ m3.set_column(2, normal);
p.velocity = m3.xform(p.velocity);
}
}
@@ -857,7 +867,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
real_t ring_random_angle = Math::randf() * Math_TAU;
real_t ring_random_radius = Math::randf() * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;
Vector3 axis = emission_ring_axis.normalized();
- Vector3 ortho_axis = Vector3();
+ Vector3 ortho_axis;
if (axis == Vector3(1.0, 0.0, 0.0)) {
ortho_axis = Vector3(0.0, 1.0, 0.0).cross(axis);
} else {
@@ -897,53 +907,53 @@ void CPUParticles3D::_particles_process(double p_delta) {
real_t tex_linear_velocity = 1.0;
if (curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
- tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->interpolate(tv);
+ tex_linear_velocity = curve_parameters[PARAM_INITIAL_LINEAR_VELOCITY]->sample(tv);
}
real_t tex_orbit_velocity = 1.0;
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
if (curve_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
- tex_orbit_velocity = curve_parameters[PARAM_ORBIT_VELOCITY]->interpolate(tv);
+ tex_orbit_velocity = curve_parameters[PARAM_ORBIT_VELOCITY]->sample(tv);
}
}
real_t tex_angular_velocity = 1.0;
if (curve_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
- tex_angular_velocity = curve_parameters[PARAM_ANGULAR_VELOCITY]->interpolate(tv);
+ tex_angular_velocity = curve_parameters[PARAM_ANGULAR_VELOCITY]->sample(tv);
}
real_t tex_linear_accel = 1.0;
if (curve_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
- tex_linear_accel = curve_parameters[PARAM_LINEAR_ACCEL]->interpolate(tv);
+ tex_linear_accel = curve_parameters[PARAM_LINEAR_ACCEL]->sample(tv);
}
real_t tex_tangential_accel = 1.0;
if (curve_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
- tex_tangential_accel = curve_parameters[PARAM_TANGENTIAL_ACCEL]->interpolate(tv);
+ tex_tangential_accel = curve_parameters[PARAM_TANGENTIAL_ACCEL]->sample(tv);
}
real_t tex_radial_accel = 1.0;
if (curve_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
- tex_radial_accel = curve_parameters[PARAM_RADIAL_ACCEL]->interpolate(tv);
+ tex_radial_accel = curve_parameters[PARAM_RADIAL_ACCEL]->sample(tv);
}
real_t tex_damping = 1.0;
if (curve_parameters[PARAM_DAMPING].is_valid()) {
- tex_damping = curve_parameters[PARAM_DAMPING]->interpolate(tv);
+ tex_damping = curve_parameters[PARAM_DAMPING]->sample(tv);
}
real_t tex_angle = 1.0;
if (curve_parameters[PARAM_ANGLE].is_valid()) {
- tex_angle = curve_parameters[PARAM_ANGLE]->interpolate(tv);
+ tex_angle = curve_parameters[PARAM_ANGLE]->sample(tv);
}
real_t tex_anim_speed = 1.0;
if (curve_parameters[PARAM_ANIM_SPEED].is_valid()) {
- tex_anim_speed = curve_parameters[PARAM_ANIM_SPEED]->interpolate(tv);
+ tex_anim_speed = curve_parameters[PARAM_ANIM_SPEED]->sample(tv);
}
real_t tex_anim_offset = 1.0;
if (curve_parameters[PARAM_ANIM_OFFSET].is_valid()) {
- tex_anim_offset = curve_parameters[PARAM_ANIM_OFFSET]->interpolate(tv);
+ tex_anim_offset = curve_parameters[PARAM_ANIM_OFFSET]->sample(tv);
}
Vector3 force = gravity;
@@ -973,7 +983,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
real_t orbit_amount = tex_orbit_velocity * Math::lerp(parameters_min[PARAM_ORBIT_VELOCITY], parameters_max[PARAM_ORBIT_VELOCITY], rand_from_seed(alt_seed));
if (orbit_amount != 0.0) {
real_t ang = orbit_amount * local_delta * Math_TAU;
- // Not sure why the ParticlesMaterial code uses a clockwise rotation matrix,
+ // Not sure why the ParticleProcessMaterial code uses a clockwise rotation matrix,
// but we use -ang here to reproduce its behavior.
Transform2D rot = Transform2D(-ang, Vector2());
Vector2 rotv = rot.basis_xform(Vector2(diff.x, diff.y));
@@ -997,7 +1007,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
}
real_t base_angle = (tex_angle)*Math::lerp(parameters_min[PARAM_ANGLE], parameters_max[PARAM_ANGLE], p.angle_rand);
base_angle += p.custom[1] * lifetime * tex_angular_velocity * Math::lerp(parameters_min[PARAM_ANGULAR_VELOCITY], parameters_max[PARAM_ANGULAR_VELOCITY], rand_from_seed(alt_seed));
- p.custom[0] = Math::deg2rad(base_angle); //angle
+ p.custom[0] = Math::deg_to_rad(base_angle); //angle
p.custom[2] = tex_anim_offset * Math::lerp(parameters_min[PARAM_ANIM_OFFSET], parameters_max[PARAM_ANIM_OFFSET], p.anim_offset_rand) + tv * tex_anim_speed * Math::lerp(parameters_min[PARAM_ANIM_SPEED], parameters_max[PARAM_ANIM_SPEED], rand_from_seed(alt_seed)); //angle
}
//apply color
@@ -1006,23 +1016,23 @@ void CPUParticles3D::_particles_process(double p_delta) {
Vector3 tex_scale = Vector3(1.0, 1.0, 1.0);
if (split_scale) {
if (scale_curve_x.is_valid()) {
- tex_scale.x = scale_curve_x->interpolate(tv);
+ tex_scale.x = scale_curve_x->sample(tv);
} else {
tex_scale.x = 1.0;
}
if (scale_curve_y.is_valid()) {
- tex_scale.y = scale_curve_y->interpolate(tv);
+ tex_scale.y = scale_curve_y->sample(tv);
} else {
tex_scale.y = 1.0;
}
if (scale_curve_z.is_valid()) {
- tex_scale.z = scale_curve_z->interpolate(tv);
+ tex_scale.z = scale_curve_z->sample(tv);
} else {
tex_scale.z = 1.0;
}
} else {
if (curve_parameters[PARAM_SCALE].is_valid()) {
- float tmp_scale = curve_parameters[PARAM_SCALE]->interpolate(tv);
+ float tmp_scale = curve_parameters[PARAM_SCALE]->sample(tv);
tex_scale.x = tmp_scale;
tex_scale.y = tmp_scale;
tex_scale.z = tmp_scale;
@@ -1031,7 +1041,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
real_t tex_hue_variation = 0.0;
if (curve_parameters[PARAM_HUE_VARIATION].is_valid()) {
- tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->interpolate(tv);
+ tex_hue_variation = curve_parameters[PARAM_HUE_VARIATION]->sample(tv);
}
real_t hue_rot_angle = (tex_hue_variation)*Math_TAU * Math::lerp(parameters_min[PARAM_HUE_VARIATION], parameters_max[PARAM_HUE_VARIATION], p.hue_rot_rand);
@@ -1065,33 +1075,33 @@ void CPUParticles3D::_particles_process(double p_delta) {
if (particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
- p.transform.basis.set_axis(1, p.velocity.normalized());
+ p.transform.basis.set_column(1, p.velocity.normalized());
} else {
- p.transform.basis.set_axis(1, p.transform.basis.get_axis(1));
+ p.transform.basis.set_column(1, p.transform.basis.get_column(1));
}
- p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
- p.transform.basis.set_axis(2, Vector3(0, 0, 1));
+ p.transform.basis.set_column(0, p.transform.basis.get_column(1).cross(p.transform.basis.get_column(2)).normalized());
+ p.transform.basis.set_column(2, Vector3(0, 0, 1));
} else {
- p.transform.basis.set_axis(0, Vector3(Math::cos(p.custom[0]), -Math::sin(p.custom[0]), 0.0));
- p.transform.basis.set_axis(1, Vector3(Math::sin(p.custom[0]), Math::cos(p.custom[0]), 0.0));
- p.transform.basis.set_axis(2, Vector3(0, 0, 1));
+ p.transform.basis.set_column(0, Vector3(Math::cos(p.custom[0]), -Math::sin(p.custom[0]), 0.0));
+ p.transform.basis.set_column(1, Vector3(Math::sin(p.custom[0]), Math::cos(p.custom[0]), 0.0));
+ p.transform.basis.set_column(2, Vector3(0, 0, 1));
}
} else {
//orient particle Y towards velocity
if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
if (p.velocity.length() > 0.0) {
- p.transform.basis.set_axis(1, p.velocity.normalized());
+ p.transform.basis.set_column(1, p.velocity.normalized());
} else {
- p.transform.basis.set_axis(1, p.transform.basis.get_axis(1).normalized());
+ p.transform.basis.set_column(1, p.transform.basis.get_column(1).normalized());
}
- if (p.transform.basis.get_axis(1) == p.transform.basis.get_axis(0)) {
- p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
- p.transform.basis.set_axis(2, p.transform.basis.get_axis(0).cross(p.transform.basis.get_axis(1)).normalized());
+ if (p.transform.basis.get_column(1) == p.transform.basis.get_column(0)) {
+ p.transform.basis.set_column(0, p.transform.basis.get_column(1).cross(p.transform.basis.get_column(2)).normalized());
+ p.transform.basis.set_column(2, p.transform.basis.get_column(0).cross(p.transform.basis.get_column(1)).normalized());
} else {
- p.transform.basis.set_axis(2, p.transform.basis.get_axis(0).cross(p.transform.basis.get_axis(1)).normalized());
- p.transform.basis.set_axis(0, p.transform.basis.get_axis(1).cross(p.transform.basis.get_axis(2)).normalized());
+ p.transform.basis.set_column(2, p.transform.basis.get_column(0).cross(p.transform.basis.get_column(1)).normalized());
+ p.transform.basis.set_column(0, p.transform.basis.get_column(1).cross(p.transform.basis.get_column(2)).normalized());
}
} else {
p.transform.basis.orthonormalize();
@@ -1156,7 +1166,7 @@ void CPUParticles3D::_update_particle_data_buffer() {
ERR_FAIL_NULL(get_viewport());
Camera3D *c = get_viewport()->get_camera_3d();
if (c) {
- Vector3 dir = c->get_global_transform().basis.get_axis(2); //far away to close
+ Vector3 dir = c->get_global_transform().basis.get_column(2); //far away to close
if (local_coords) {
// will look different from Particles in editor as this is based on the camera in the scenetree
@@ -1184,17 +1194,17 @@ void CPUParticles3D::_update_particle_data_buffer() {
}
if (r[idx].active) {
- ptr[0] = t.basis.elements[0][0];
- ptr[1] = t.basis.elements[0][1];
- ptr[2] = t.basis.elements[0][2];
+ ptr[0] = t.basis.rows[0][0];
+ ptr[1] = t.basis.rows[0][1];
+ ptr[2] = t.basis.rows[0][2];
ptr[3] = t.origin.x;
- ptr[4] = t.basis.elements[1][0];
- ptr[5] = t.basis.elements[1][1];
- ptr[6] = t.basis.elements[1][2];
+ ptr[4] = t.basis.rows[1][0];
+ ptr[5] = t.basis.rows[1][1];
+ ptr[6] = t.basis.rows[1][2];
ptr[7] = t.origin.y;
- ptr[8] = t.basis.elements[2][0];
- ptr[9] = t.basis.elements[2][1];
- ptr[10] = t.basis.elements[2][2];
+ ptr[8] = t.basis.rows[2][0];
+ ptr[9] = t.basis.rows[2][1];
+ ptr[10] = t.basis.rows[2][2];
ptr[11] = t.origin.z;
} else {
memset(ptr, 0, sizeof(Transform3D));
@@ -1251,87 +1261,89 @@ void CPUParticles3D::_update_render_thread() {
}
void CPUParticles3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- set_process_internal(emitting);
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ set_process_internal(emitting);
- // first update before rendering to avoid one frame delay after emitting starts
- if (emitting && (time == 0)) {
- _update_internal();
- }
- }
+ // first update before rendering to avoid one frame delay after emitting starts
+ if (emitting && (time == 0)) {
+ _update_internal();
+ }
+ } break;
- if (p_what == NOTIFICATION_EXIT_TREE) {
- _set_redraw(false);
- }
+ case NOTIFICATION_EXIT_TREE: {
+ _set_redraw(false);
+ } break;
- if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
- // first update before rendering to avoid one frame delay after emitting starts
- if (emitting && (time == 0)) {
+ case NOTIFICATION_VISIBILITY_CHANGED: {
+ // first update before rendering to avoid one frame delay after emitting starts
+ if (emitting && (time == 0)) {
+ _update_internal();
+ }
+ } break;
+
+ case NOTIFICATION_INTERNAL_PROCESS: {
_update_internal();
- }
- }
+ } break;
- if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
- _update_internal();
- }
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+ inv_emission_transform = get_global_transform().affine_inverse();
- if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
- inv_emission_transform = get_global_transform().affine_inverse();
+ if (!local_coords) {
+ int pc = particles.size();
+
+ float *w = particle_data.ptrw();
+ const Particle *r = particles.ptr();
+ float *ptr = w;
+
+ for (int i = 0; i < pc; i++) {
+ Transform3D t = inv_emission_transform * r[i].transform;
+
+ if (r[i].active) {
+ ptr[0] = t.basis.rows[0][0];
+ ptr[1] = t.basis.rows[0][1];
+ ptr[2] = t.basis.rows[0][2];
+ ptr[3] = t.origin.x;
+ ptr[4] = t.basis.rows[1][0];
+ ptr[5] = t.basis.rows[1][1];
+ ptr[6] = t.basis.rows[1][2];
+ ptr[7] = t.origin.y;
+ ptr[8] = t.basis.rows[2][0];
+ ptr[9] = t.basis.rows[2][1];
+ ptr[10] = t.basis.rows[2][2];
+ ptr[11] = t.origin.z;
+ } else {
+ memset(ptr, 0, sizeof(float) * 12);
+ }
- if (!local_coords) {
- int pc = particles.size();
-
- float *w = particle_data.ptrw();
- const Particle *r = particles.ptr();
- float *ptr = w;
-
- for (int i = 0; i < pc; i++) {
- Transform3D t = inv_emission_transform * r[i].transform;
-
- if (r[i].active) {
- ptr[0] = t.basis.elements[0][0];
- ptr[1] = t.basis.elements[0][1];
- ptr[2] = t.basis.elements[0][2];
- ptr[3] = t.origin.x;
- ptr[4] = t.basis.elements[1][0];
- ptr[5] = t.basis.elements[1][1];
- ptr[6] = t.basis.elements[1][2];
- ptr[7] = t.origin.y;
- ptr[8] = t.basis.elements[2][0];
- ptr[9] = t.basis.elements[2][1];
- ptr[10] = t.basis.elements[2][2];
- ptr[11] = t.origin.z;
- } else {
- memset(ptr, 0, sizeof(float) * 12);
+ ptr += 20;
}
- ptr += 20;
+ can_update.set();
}
-
- can_update.set();
- }
+ } break;
}
}
void CPUParticles3D::convert_from_particles(Node *p_particles) {
- GPUParticles3D *particles = Object::cast_to<GPUParticles3D>(p_particles);
- ERR_FAIL_COND_MSG(!particles, "Only GPUParticles3D nodes can be converted to CPUParticles3D.");
-
- set_emitting(particles->is_emitting());
- set_amount(particles->get_amount());
- set_lifetime(particles->get_lifetime());
- set_one_shot(particles->get_one_shot());
- set_pre_process_time(particles->get_pre_process_time());
- set_explosiveness_ratio(particles->get_explosiveness_ratio());
- set_randomness_ratio(particles->get_randomness_ratio());
- set_use_local_coordinates(particles->get_use_local_coordinates());
- set_fixed_fps(particles->get_fixed_fps());
- set_fractional_delta(particles->get_fractional_delta());
- set_speed_scale(particles->get_speed_scale());
- set_draw_order(DrawOrder(particles->get_draw_order()));
- set_mesh(particles->get_draw_pass_mesh(0));
-
- Ref<ParticlesMaterial> material = particles->get_process_material();
+ GPUParticles3D *gpu_particles = Object::cast_to<GPUParticles3D>(p_particles);
+ ERR_FAIL_COND_MSG(!gpu_particles, "Only GPUParticles3D nodes can be converted to CPUParticles3D.");
+
+ set_emitting(gpu_particles->is_emitting());
+ set_amount(gpu_particles->get_amount());
+ set_lifetime(gpu_particles->get_lifetime());
+ set_one_shot(gpu_particles->get_one_shot());
+ set_pre_process_time(gpu_particles->get_pre_process_time());
+ set_explosiveness_ratio(gpu_particles->get_explosiveness_ratio());
+ set_randomness_ratio(gpu_particles->get_randomness_ratio());
+ set_use_local_coordinates(gpu_particles->get_use_local_coordinates());
+ set_fixed_fps(gpu_particles->get_fixed_fps());
+ set_fractional_delta(gpu_particles->get_fractional_delta());
+ set_speed_scale(gpu_particles->get_speed_scale());
+ set_draw_order(DrawOrder(gpu_particles->get_draw_order()));
+ set_mesh(gpu_particles->get_draw_pass_mesh(0));
+
+ Ref<ParticleProcessMaterial> material = gpu_particles->get_process_material();
if (material.is_null()) {
return;
}
@@ -1352,14 +1364,14 @@ void CPUParticles3D::convert_from_particles(Node *p_particles) {
set_color_initial_ramp(gti->get_gradient());
}
- set_particle_flag(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, material->get_particle_flag(ParticlesMaterial::PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY));
- set_particle_flag(PARTICLE_FLAG_ROTATE_Y, material->get_particle_flag(ParticlesMaterial::PARTICLE_FLAG_ROTATE_Y));
- set_particle_flag(PARTICLE_FLAG_DISABLE_Z, material->get_particle_flag(ParticlesMaterial::PARTICLE_FLAG_DISABLE_Z));
+ set_particle_flag(PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY, material->get_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY));
+ set_particle_flag(PARTICLE_FLAG_ROTATE_Y, material->get_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_ROTATE_Y));
+ set_particle_flag(PARTICLE_FLAG_DISABLE_Z, material->get_particle_flag(ParticleProcessMaterial::PARTICLE_FLAG_DISABLE_Z));
set_emission_shape(EmissionShape(material->get_emission_shape()));
set_emission_sphere_radius(material->get_emission_sphere_radius());
set_emission_box_extents(material->get_emission_box_extents());
- Ref<CurveXYZTexture> scale3D = material->get_param_texture(ParticlesMaterial::PARAM_SCALE);
+ Ref<CurveXYZTexture> scale3D = material->get_param_texture(ParticleProcessMaterial::PARAM_SCALE);
if (scale3D.is_valid()) {
split_scale = true;
scale_curve_x = scale3D->get_curve_x();
@@ -1370,14 +1382,14 @@ void CPUParticles3D::convert_from_particles(Node *p_particles) {
set_gravity(material->get_gravity());
set_lifetime_randomness(material->get_lifetime_randomness());
-#define CONVERT_PARAM(m_param) \
- set_param_min(m_param, material->get_param_min(ParticlesMaterial::m_param)); \
- { \
- Ref<CurveTexture> ctex = material->get_param_texture(ParticlesMaterial::m_param); \
- if (ctex.is_valid()) \
- set_param_curve(m_param, ctex->get_curve()); \
- } \
- set_param_max(m_param, material->get_param_max(ParticlesMaterial::m_param));
+#define CONVERT_PARAM(m_param) \
+ set_param_min(m_param, material->get_param_min(ParticleProcessMaterial::m_param)); \
+ { \
+ Ref<CurveTexture> ctex = material->get_param_texture(ParticleProcessMaterial::m_param); \
+ if (ctex.is_valid()) \
+ set_param_curve(m_param, ctex->get_curve()); \
+ } \
+ set_param_max(m_param, material->get_param_max(ParticleProcessMaterial::m_param));
CONVERT_PARAM(PARAM_INITIAL_LINEAR_VELOCITY);
CONVERT_PARAM(PARAM_ANGULAR_VELOCITY);
@@ -1434,14 +1446,14 @@ void CPUParticles3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "emitting"), "set_emitting", "is_emitting");
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");
ADD_GROUP("Time", "");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,exp"), "set_lifetime", "get_lifetime");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,exp,suffix:s"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01,exp"), "set_pre_process_time", "get_pre_process_time");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01,exp,suffix:s"), "set_pre_process_time", "get_pre_process_time");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime_randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_lifetime_randomness", "get_lifetime_randomness");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1,suffix:FPS"), "set_fixed_fps", "get_fixed_fps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_GROUP("Drawing", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
@@ -1532,7 +1544,7 @@ void CPUParticles3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("convert_from_particles", "particles"), &CPUParticles3D::convert_from_particles);
ADD_GROUP("Emission Shape", "emission_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points,Ring", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_emission_shape", "get_emission_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Sphere Surface,Box,Points,Directed Points,Ring", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_emission_shape", "get_emission_shape");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01"), "set_emission_sphere_radius", "get_emission_sphere_radius");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "emission_points"), "set_emission_points", "get_emission_points");
@@ -1556,32 +1568,32 @@ void CPUParticles3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_min", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_min", "get_param_min", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "initial_velocity_max", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_max", "get_param_max", PARAM_INITIAL_LINEAR_VELOCITY);
ADD_GROUP("Angular Velocity", "angular_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_min", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ANGULAR_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_max", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ANGULAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_min", PROPERTY_HINT_RANGE, "-720,720,0.01,or_less,or_greater"), "set_param_min", "get_param_min", PARAM_ANGULAR_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_velocity_max", PROPERTY_HINT_RANGE, "-720,720,0.01,or_less,or_greater"), "set_param_max", "get_param_max", PARAM_ANGULAR_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGULAR_VELOCITY);
ADD_GROUP("Orbit Velocity", "orbit_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_min", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_ORBIT_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_max", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_ORBIT_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_min", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_less,or_greater"), "set_param_min", "get_param_min", PARAM_ORBIT_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "orbit_velocity_max", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_less,or_greater"), "set_param_max", "get_param_max", PARAM_ORBIT_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ORBIT_VELOCITY);
ADD_GROUP("Linear Accel", "linear_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_LINEAR_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_LINEAR_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_less,or_greater"), "set_param_min", "get_param_min", PARAM_LINEAR_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_less,or_greater"), "set_param_max", "get_param_max", PARAM_LINEAR_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_LINEAR_ACCEL);
ADD_GROUP("Radial Accel", "radial_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_RADIAL_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_RADIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_less,or_greater"), "set_param_min", "get_param_min", PARAM_RADIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "radial_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_less,or_greater"), "set_param_max", "get_param_max", PARAM_RADIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_RADIAL_ACCEL);
ADD_GROUP("Tangential Accel", "tangential_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_min", "get_param_min", PARAM_TANGENTIAL_ACCEL);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param_max", "get_param_max", PARAM_TANGENTIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_min", PROPERTY_HINT_RANGE, "-100,100,0.01,or_less,or_greater"), "set_param_min", "get_param_min", PARAM_TANGENTIAL_ACCEL);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "tangential_accel_max", PROPERTY_HINT_RANGE, "-100,100,0.01,or_less,or_greater"), "set_param_max", "get_param_max", PARAM_TANGENTIAL_ACCEL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_TANGENTIAL_ACCEL);
ADD_GROUP("Damping", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_min", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_param_min", "get_param_min", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "damping_max", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_param_max", "get_param_max", PARAM_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_DAMPING);
ADD_GROUP("Angle", "");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_min", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param_min", "get_param_min", PARAM_ANGLE);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_max", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater,degrees"), "set_param_max", "get_param_max", PARAM_ANGLE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_min", PROPERTY_HINT_RANGE, "-720,720,0.1,or_less,or_greater,degrees"), "set_param_min", "get_param_min", PARAM_ANGLE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angle_max", PROPERTY_HINT_RANGE, "-720,720,0.1,or_less,or_greater,degrees"), "set_param_max", "get_param_max", PARAM_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANGLE);
ADD_GROUP("Scale", "");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "scale_amount_min", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param_min", "get_param_min", PARAM_SCALE);
@@ -1601,11 +1613,11 @@ void CPUParticles3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_max", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_max", "get_param_max", PARAM_HUE_VARIATION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_HUE_VARIATION);
ADD_GROUP("Animation", "anim_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_min", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater,or_lesser"), "set_param_min", "get_param_min", PARAM_ANIM_SPEED);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_max", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater,or_lesser"), "set_param_max", "get_param_max", PARAM_ANIM_SPEED);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_min", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater,or_less"), "set_param_min", "get_param_min", PARAM_ANIM_SPEED);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_speed_max", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater,or_less"), "set_param_max", "get_param_max", PARAM_ANIM_SPEED);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_SPEED);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_min", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_min", "get_param_min", PARAM_ANIM_OFFSET);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_max", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_max", "get_param_max", PARAM_ANIM_OFFSET);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_min", PROPERTY_HINT_RANGE, "0,1,0.0001"), "set_param_min", "get_param_min", PARAM_ANIM_OFFSET);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "anim_offset_max", PROPERTY_HINT_RANGE, "0,1,0.0001"), "set_param_max", "get_param_max", PARAM_ANIM_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_param_curve", "get_param_curve", PARAM_ANIM_OFFSET);
BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY);
@@ -1629,6 +1641,7 @@ void CPUParticles3D::_bind_methods() {
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE);
+ BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE_SURFACE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
@@ -1688,5 +1701,6 @@ CPUParticles3D::CPUParticles3D() {
}
CPUParticles3D::~CPUParticles3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(multimesh);
}
diff --git a/scene/3d/cpu_particles_3d.h b/scene/3d/cpu_particles_3d.h
index bd736bdf24..40ea4e8cdf 100644
--- a/scene/3d/cpu_particles_3d.h
+++ b/scene/3d/cpu_particles_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* cpu_particles_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef CPU_PARTICLES_H
-#define CPU_PARTICLES_H
+/**************************************************************************/
+/* cpu_particles_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef CPU_PARTICLES_3D_H
+#define CPU_PARTICLES_3D_H
#include "scene/3d/visual_instance_3d.h"
@@ -71,6 +71,7 @@ public:
enum EmissionShape {
EMISSION_SHAPE_POINT,
EMISSION_SHAPE_SPHERE,
+ EMISSION_SHAPE_SPHERE_SURFACE,
EMISSION_SHAPE_BOX,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
@@ -137,7 +138,7 @@ private:
real_t randomness_ratio = 0.0;
double lifetime_randomness = 0.0;
double speed_scale = 1.0;
- bool local_coords = true;
+ bool local_coords = false;
int fixed_fps = 0;
bool fractional_delta = true;
@@ -155,7 +156,7 @@ private:
real_t spread = 45.0;
real_t flatness = 0.0;
- real_t parameters_min[PARAM_MAX];
+ real_t parameters_min[PARAM_MAX] = {};
real_t parameters_max[PARAM_MAX] = {};
Ref<Curve> curve_parameters[PARAM_MAX];
@@ -173,9 +174,9 @@ private:
Vector<Color> emission_colors;
int emission_point_count = 0;
Vector3 emission_ring_axis;
- real_t emission_ring_height;
- real_t emission_ring_radius;
- real_t emission_ring_inner_radius;
+ real_t emission_ring_height = 0.0;
+ real_t emission_ring_radius = 0.0;
+ real_t emission_ring_inner_radius = 0.0;
Ref<Curve> scale_curve_x;
Ref<Curve> scale_curve_y;
@@ -197,11 +198,10 @@ private:
protected:
static void _bind_methods();
void _notification(int p_what);
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
public:
AABB get_aabb() const override;
- Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
@@ -302,7 +302,7 @@ public:
void set_gravity(const Vector3 &p_gravity);
Vector3 get_gravity() const;
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
void restart();
@@ -317,4 +317,4 @@ VARIANT_ENUM_CAST(CPUParticles3D::Parameter)
VARIANT_ENUM_CAST(CPUParticles3D::ParticleFlags)
VARIANT_ENUM_CAST(CPUParticles3D::EmissionShape)
-#endif // CPU_PARTICLES_H
+#endif // CPU_PARTICLES_3D_H
diff --git a/scene/3d/decal.cpp b/scene/3d/decal.cpp
index dfac9055f5..6f2717fd41 100644
--- a/scene/3d/decal.cpp
+++ b/scene/3d/decal.cpp
@@ -1,43 +1,43 @@
-/*************************************************************************/
-/* decal.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* decal.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "decal.h"
-void Decal::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
- RS::get_singleton()->decal_set_extents(decal, p_extents);
+void Decal::set_size(const Vector3 &p_size) {
+ size = Vector3(MAX(0.001, p_size.x), MAX(0.001, p_size.y), MAX(0.001, p_size.z));
+ RS::get_singleton()->decal_set_size(decal, p_size);
update_gizmos();
}
-Vector3 Decal::get_extents() const {
- return extents;
+Vector3 Decal::get_size() const {
+ return size;
}
void Decal::set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture) {
@@ -72,7 +72,7 @@ real_t Decal::get_albedo_mix() const {
}
void Decal::set_upper_fade(real_t p_fade) {
- upper_fade = p_fade;
+ upper_fade = MAX(p_fade, 0.0);
RS::get_singleton()->decal_set_fade(decal, upper_fade, lower_fade);
}
@@ -81,7 +81,7 @@ real_t Decal::get_upper_fade() const {
}
void Decal::set_lower_fade(real_t p_fade) {
- lower_fade = p_fade;
+ lower_fade = MAX(p_fade, 0.0);
RS::get_singleton()->decal_set_fade(decal, upper_fade, lower_fade);
}
@@ -147,43 +147,42 @@ uint32_t Decal::get_cull_mask() const {
AABB Decal::get_aabb() const {
AABB aabb;
- aabb.position = -extents;
- aabb.size = extents * 2.0;
+ aabb.position = -size / 2;
+ aabb.size = size;
return aabb;
}
-Vector<Face3> Decal::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
+void Decal::_validate_property(PropertyInfo &p_property) const {
+ if (!distance_fade_enabled && (p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_length")) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
-void Decal::_validate_property(PropertyInfo &property) const {
- if (!distance_fade_enabled && (property.name == "distance_fade_begin" || property.name == "distance_fade_length")) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ if (p_property.name == "sorting_offset") {
+ p_property.usage = PROPERTY_USAGE_DEFAULT;
}
- VisualInstance3D::_validate_property(property);
}
-TypedArray<String> Decal::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray Decal::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (textures[TEXTURE_ALBEDO].is_null() && textures[TEXTURE_NORMAL].is_null() && textures[TEXTURE_ORM].is_null() && textures[TEXTURE_EMISSION].is_null()) {
- warnings.push_back(TTR("The decal has no textures loaded into any of its texture properties, and will therefore not be visible."));
+ warnings.push_back(RTR("The decal has no textures loaded into any of its texture properties, and will therefore not be visible."));
}
if ((textures[TEXTURE_NORMAL].is_valid() || textures[TEXTURE_ORM].is_valid()) && textures[TEXTURE_ALBEDO].is_null()) {
- warnings.push_back(TTR("The decal has a Normal and/or ORM texture, but no Albedo texture is set.\nAn Albedo texture with an alpha channel is required to blend the normal/ORM maps onto the underlying surface.\nIf you don't want the Albedo texture to be visible, set Albedo Mix to 0."));
+ warnings.push_back(RTR("The decal has a Normal and/or ORM texture, but no Albedo texture is set.\nAn Albedo texture with an alpha channel is required to blend the normal/ORM maps onto the underlying surface.\nIf you don't want the Albedo texture to be visible, set Albedo Mix to 0."));
}
if (cull_mask == 0) {
- warnings.push_back(TTR("The decal's Cull Mask has no bits enabled, which means the decal will not paint objects on any layer.\nTo resolve this, enable at least one bit in the Cull Mask property."));
+ warnings.push_back(RTR("The decal's Cull Mask has no bits enabled, which means the decal will not paint objects on any layer.\nTo resolve this, enable at least one bit in the Cull Mask property."));
}
return warnings;
}
void Decal::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &Decal::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &Decal::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &Decal::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &Decal::get_size);
ClassDB::bind_method(D_METHOD("set_texture", "type", "texture"), &Decal::set_texture);
ClassDB::bind_method(D_METHOD("get_texture", "type"), &Decal::get_texture);
@@ -218,12 +217,14 @@ void Decal::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &Decal::set_cull_mask);
ClassDB::bind_method(D_METHOD("get_cull_mask"), &Decal::get_cull_mask);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater"), "set_extents", "get_extents");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater,suffix:m"), "set_size", "get_size");
+
ADD_GROUP("Textures", "texture_");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_orm", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ORM);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_emission", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
+
ADD_GROUP("Parameters", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_emission_energy", "get_emission_energy");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
@@ -231,13 +232,16 @@ void Decal::_bind_methods() {
// A Normal Fade of 1.0 causes the decal to be invisible even if fully perpendicular to a surface.
// Due to this, limit Normal Fade to 0.999.
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_fade", PROPERTY_HINT_RANGE, "0,0.999,0.001"), "set_normal_fade", "get_normal_fade");
+
ADD_GROUP("Vertical Fade", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "upper_fade", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_upper_fade", "get_upper_fade");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lower_fade", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_lower_fade", "get_lower_fade");
+
ADD_GROUP("Distance Fade", "distance_fade_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin"), "set_distance_fade_begin", "get_distance_fade_begin");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length"), "set_distance_fade_length", "get_distance_fade_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_begin", "get_distance_fade_begin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_length", "get_distance_fade_length");
+
ADD_GROUP("Cull Mask", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
@@ -248,11 +252,30 @@ void Decal::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_MAX);
}
+#ifndef DISABLE_DEPRECATED
+bool Decal::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
+}
+
+bool Decal::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
Decal::Decal() {
decal = RenderingServer::get_singleton()->decal_create();
RS::get_singleton()->instance_set_base(get_instance(), decal);
}
Decal::~Decal() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(decal);
}
diff --git a/scene/3d/decal.h b/scene/3d/decal.h
index 740dd2c407..171b52815a 100644
--- a/scene/3d/decal.h
+++ b/scene/3d/decal.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* decal.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* decal.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef DECAL_H
#define DECAL_H
@@ -47,7 +47,7 @@ public:
private:
RID decal;
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 size = Vector3(2, 2, 2);
Ref<Texture2D> textures[TEXTURE_MAX];
real_t emission_energy = 1.0;
real_t albedo_mix = 1.0;
@@ -57,18 +57,22 @@ private:
real_t upper_fade = 0.3;
real_t lower_fade = 0.3;
bool distance_fade_enabled = false;
- real_t distance_fade_begin = 10.0;
- real_t distance_fade_length = 1.0;
+ real_t distance_fade_begin = 40.0;
+ real_t distance_fade_length = 10.0;
protected:
static void _bind_methods();
- void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
- virtual TypedArray<String> get_configuration_warnings() const override;
+ virtual PackedStringArray get_configuration_warnings() const override;
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
void set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture(DecalTexture p_type) const;
@@ -104,7 +108,6 @@ public:
uint32_t get_cull_mask() const;
virtual AABB get_aabb() const override;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
Decal();
~Decal();
diff --git a/scene/3d/fog_volume.cpp b/scene/3d/fog_volume.cpp
index 8d05254a25..9b0a7bb302 100644
--- a/scene/3d/fog_volume.cpp
+++ b/scene/3d/fog_volume.cpp
@@ -1,69 +1,87 @@
-/*************************************************************************/
-/* fog_volume.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* fog_volume.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "fog_volume.h"
+#include "scene/resources/environment.h"
///////////////////////////
void FogVolume::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &FogVolume::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &FogVolume::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &FogVolume::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &FogVolume::get_size);
ClassDB::bind_method(D_METHOD("set_shape", "shape"), &FogVolume::set_shape);
ClassDB::bind_method(D_METHOD("get_shape"), &FogVolume::get_shape);
ClassDB::bind_method(D_METHOD("set_material", "material"), &FogVolume::set_material);
ClassDB::bind_method(D_METHOD("get_material"), &FogVolume::get_material);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "shape", PROPERTY_HINT_ENUM, "Ellipsoid,Box,World"), "set_shape", "get_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "shape", PROPERTY_HINT_ENUM, "Ellipsoid (Local),Cone (Local),Cylinder (Local),Box (Local),World (Global)"), "set_shape", "get_shape");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "FogMaterial,ShaderMaterial"), "set_material", "get_material");
}
-void FogVolume::_validate_property(PropertyInfo &property) const {
- if (property.name == "extents" && shape == RS::FOG_VOLUME_SHAPE_WORLD) {
- property.usage = PROPERTY_USAGE_NONE;
+void FogVolume::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "size" && shape == RS::FOG_VOLUME_SHAPE_WORLD) {
+ p_property.usage = PROPERTY_USAGE_NONE;
return;
}
- VisualInstance3D::_validate_property(property);
}
-void FogVolume::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
- extents.x = MAX(0.0, extents.x);
- extents.y = MAX(0.0, extents.y);
- extents.z = MAX(0.0, extents.z);
- RS::get_singleton()->fog_volume_set_extents(_get_volume(), extents);
+#ifndef DISABLE_DEPRECATED
+bool FogVolume::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
+}
+
+bool FogVolume::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
+void FogVolume::set_size(const Vector3 &p_size) {
+ size = p_size;
+ size.x = MAX(0.0, size.x);
+ size.y = MAX(0.0, size.y);
+ size.z = MAX(0.0, size.z);
+ RS::get_singleton()->fog_volume_set_size(_get_volume(), size);
update_gizmos();
}
-Vector3 FogVolume::get_extents() const {
- return extents;
+Vector3 FogVolume::get_size() const {
+ return size;
}
void FogVolume::set_shape(RS::FogVolumeShape p_type) {
@@ -94,13 +112,13 @@ Ref<Material> FogVolume::get_material() const {
AABB FogVolume::get_aabb() const {
if (shape != RS::FOG_VOLUME_SHAPE_WORLD) {
- return AABB(-extents, extents * 2);
+ return AABB(-size / 2, size);
}
return AABB();
}
-TypedArray<String> FogVolume::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray FogVolume::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
Ref<Environment> environment = get_viewport()->find_world_3d()->get_environment();
@@ -118,5 +136,6 @@ FogVolume::FogVolume() {
}
FogVolume::~FogVolume() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(volume);
}
diff --git a/scene/3d/fog_volume.h b/scene/3d/fog_volume.h
index 68d5c58169..f7e861e3d0 100644
--- a/scene/3d/fog_volume.h
+++ b/scene/3d/fog_volume.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* fog_volume.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* fog_volume.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef FOG_VOLUME_H
#define FOG_VOLUME_H
@@ -40,7 +40,7 @@
class FogVolume : public VisualInstance3D {
GDCLASS(FogVolume, VisualInstance3D);
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 size = Vector3(2, 2, 2);
Ref<Material> material;
RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
@@ -49,11 +49,15 @@ class FogVolume : public VisualInstance3D {
protected:
_FORCE_INLINE_ RID _get_volume() { return volume; }
static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
void set_shape(RS::FogVolumeShape p_type);
RS::FogVolumeShape get_shape() const;
@@ -62,8 +66,7 @@ public:
Ref<Material> get_material() const;
virtual AABB get_aabb() const override;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
FogVolume();
~FogVolume();
diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp
index aaaa728838..a330b76ec7 100644
--- a/scene/3d/gpu_particles_3d.cpp
+++ b/scene/3d/gpu_particles_3d.cpp
@@ -1,45 +1,41 @@
-/*************************************************************************/
-/* gpu_particles_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* gpu_particles_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gpu_particles_3d.h"
-#include "scene/resources/particles_material.h"
+#include "scene/resources/particle_process_material.h"
AABB GPUParticles3D::get_aabb() const {
return AABB();
}
-Vector<Face3> GPUParticles3D::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
-
void GPUParticles3D::set_emitting(bool p_emitting) {
RS::get_singleton()->particles_set_emitting(particles, p_emitting);
@@ -180,22 +176,22 @@ void GPUParticles3D::set_draw_order(DrawOrder p_order) {
void GPUParticles3D::set_trail_enabled(bool p_enabled) {
trail_enabled = p_enabled;
- RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_length);
+ RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_lifetime);
update_configuration_warnings();
}
-void GPUParticles3D::set_trail_length(double p_seconds) {
+void GPUParticles3D::set_trail_lifetime(double p_seconds) {
ERR_FAIL_COND(p_seconds < 0.001);
- trail_length = p_seconds;
- RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_length);
+ trail_lifetime = p_seconds;
+ RS::get_singleton()->particles_set_trails(particles, trail_enabled, trail_lifetime);
}
bool GPUParticles3D::is_trail_enabled() const {
return trail_enabled;
}
-double GPUParticles3D::get_trail_length() const {
- return trail_length;
+double GPUParticles3D::get_trail_lifetime() const {
+ return trail_lifetime;
}
GPUParticles3D::DrawOrder GPUParticles3D::get_draw_order() const {
@@ -226,7 +222,7 @@ void GPUParticles3D::set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh) {
draw_passes.write[p_pass] = p_mesh;
if (Engine::get_singleton()->is_editor_hint() && draw_passes.write[p_pass].is_valid()) {
- draw_passes.write[p_pass]->connect("changed", callable_mp((Node *)this, &Node::update_configuration_warnings), varray(), CONNECT_DEFERRED);
+ draw_passes.write[p_pass]->connect("changed", callable_mp((Node *)this, &Node::update_configuration_warnings), CONNECT_DEFERRED);
}
RID mesh_rid;
@@ -273,12 +269,8 @@ bool GPUParticles3D::get_interpolate() const {
return interpolate;
}
-TypedArray<String> GPUParticles3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
-
- if (RenderingServer::get_singleton()->is_low_end()) {
- warnings.push_back(TTR("GPU-based particles are not supported by the OpenGL video driver.\nUse the CPUParticles3D node instead. You can use the \"Convert to CPUParticles3D\" option for this purpose."));
- }
+PackedStringArray GPUParticles3D::get_configuration_warnings() const {
+ PackedStringArray warnings = GeometryInstance3D::get_configuration_warnings();
bool meshes_found = false;
bool anim_material_found = false;
@@ -304,17 +296,17 @@ TypedArray<String> GPUParticles3D::get_configuration_warnings() const {
}
if (!meshes_found) {
- warnings.push_back(TTR("Nothing is visible because meshes have not been assigned to draw passes."));
+ warnings.push_back(RTR("Nothing is visible because meshes have not been assigned to draw passes."));
}
if (process_material.is_null()) {
- warnings.push_back(TTR("A material to process the particles is not assigned, so no behavior is imprinted."));
+ warnings.push_back(RTR("A material to process the particles is not assigned, so no behavior is imprinted."));
} else {
- const ParticlesMaterial *process = Object::cast_to<ParticlesMaterial>(process_material.ptr());
+ const ParticleProcessMaterial *process = Object::cast_to<ParticleProcessMaterial>(process_material.ptr());
if (!anim_material_found && process &&
- (process->get_param_max(ParticlesMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param_max(ParticlesMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
- process->get_param_texture(ParticlesMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticlesMaterial::PARAM_ANIM_OFFSET).is_valid())) {
- warnings.push_back(TTR("Particles animation requires the usage of a BaseMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."));
+ (process->get_param_max(ParticleProcessMaterial::PARAM_ANIM_SPEED) != 0.0 || process->get_param_max(ParticleProcessMaterial::PARAM_ANIM_OFFSET) != 0.0 ||
+ process->get_param_texture(ParticleProcessMaterial::PARAM_ANIM_SPEED).is_valid() || process->get_param_texture(ParticleProcessMaterial::PARAM_ANIM_OFFSET).is_valid())) {
+ warnings.push_back(RTR("Particles animation requires the usage of a BaseMaterial3D whose Billboard Mode is set to \"Particle Billboard\"."));
}
}
@@ -356,15 +348,15 @@ TypedArray<String> GPUParticles3D::get_configuration_warnings() const {
}
if (dp_count && skin.is_valid()) {
- warnings.push_back(TTR("Using Trail meshes with a skin causes Skin to override Trail poses. Suggest removing the Skin."));
+ warnings.push_back(RTR("Using Trail meshes with a skin causes Skin to override Trail poses. Suggest removing the Skin."));
} else if (dp_count == 0 && skin.is_null()) {
- warnings.push_back(TTR("Trails active, but neither Trail meshes or a Skin were found."));
+ warnings.push_back(RTR("Trails active, but neither Trail meshes or a Skin were found."));
} else if (dp_count > 1) {
- warnings.push_back(TTR("Only one Trail mesh is supported. If you want to use more than a single mesh, a Skin is needed (see documentation)."));
+ warnings.push_back(RTR("Only one Trail mesh is supported. If you want to use more than a single mesh, a Skin is needed (see documentation)."));
}
if ((dp_count || !skin.is_null()) && (missing_trails || no_materials)) {
- warnings.push_back(TTR("Trails enabled, but one or more mesh materials are either missing or not set for trails rendering."));
+ warnings.push_back(RTR("Trails enabled, but one or more mesh materials are either missing or not set for trails rendering."));
}
}
@@ -380,16 +372,14 @@ AABB GPUParticles3D::capture_aabb() const {
return RS::get_singleton()->particles_get_current_aabb(particles);
}
-void GPUParticles3D::_validate_property(PropertyInfo &property) const {
- if (property.name.begins_with("draw_pass_")) {
- int index = property.name.get_slicec('_', 2).to_int() - 1;
+void GPUParticles3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name.begins_with("draw_pass_")) {
+ int index = p_property.name.get_slicec('_', 2).to_int() - 1;
if (index >= draw_passes.size()) {
- property.usage = PROPERTY_USAGE_NONE;
+ p_property.usage = PROPERTY_USAGE_NONE;
return;
}
}
-
- GeometryInstance3D::_validate_property(property);
}
void GPUParticles3D::emit_particle(const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
@@ -423,38 +413,41 @@ NodePath GPUParticles3D::get_sub_emitter() const {
}
void GPUParticles3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_PAUSED || p_what == NOTIFICATION_UNPAUSED) {
- if (can_process()) {
- RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
- } else {
- RS::get_singleton()->particles_set_speed_scale(particles, 0);
- }
- }
-
- // Use internal process when emitting and one_shot is on so that when
- // the shot ends the editor can properly update
- if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
- if (one_shot && !is_emitting()) {
- notify_property_list_changed();
- set_process_internal(false);
- }
- }
+ switch (p_what) {
+ case NOTIFICATION_PAUSED:
+ case NOTIFICATION_UNPAUSED: {
+ if (can_process()) {
+ RS::get_singleton()->particles_set_speed_scale(particles, speed_scale);
+ } else {
+ RS::get_singleton()->particles_set_speed_scale(particles, 0);
+ }
+ } break;
+
+ // Use internal process when emitting and one_shot is on so that when
+ // the shot ends the editor can properly update.
+ case NOTIFICATION_INTERNAL_PROCESS: {
+ if (one_shot && !is_emitting()) {
+ notify_property_list_changed();
+ set_process_internal(false);
+ }
+ } break;
- if (p_what == NOTIFICATION_ENTER_TREE) {
- if (sub_emitter != NodePath()) {
- _attach_sub_emitter();
- }
- }
+ case NOTIFICATION_ENTER_TREE: {
+ if (sub_emitter != NodePath()) {
+ _attach_sub_emitter();
+ }
+ } break;
- if (p_what == NOTIFICATION_EXIT_TREE) {
- RS::get_singleton()->particles_set_subemitter(particles, RID());
- }
+ case NOTIFICATION_EXIT_TREE: {
+ RS::get_singleton()->particles_set_subemitter(particles, RID());
+ } break;
- if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
- // make sure particles are updated before rendering occurs if they were active before
- if (is_visible_in_tree() && !RS::get_singleton()->particles_is_inactive(particles)) {
- RS::get_singleton()->particles_request_process(particles);
- }
+ case NOTIFICATION_VISIBILITY_CHANGED: {
+ // Make sure particles are updated before rendering occurs if they were active before.
+ if (is_visible_in_tree() && !RS::get_singleton()->particles_is_inactive(particles)) {
+ RS::get_singleton()->particles_request_process(particles);
+ }
+ } break;
}
}
@@ -555,10 +548,10 @@ void GPUParticles3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("emit_particle", "xform", "velocity", "color", "custom", "flags"), &GPUParticles3D::emit_particle);
ClassDB::bind_method(D_METHOD("set_trail_enabled", "enabled"), &GPUParticles3D::set_trail_enabled);
- ClassDB::bind_method(D_METHOD("set_trail_length", "secs"), &GPUParticles3D::set_trail_length);
+ ClassDB::bind_method(D_METHOD("set_trail_lifetime", "secs"), &GPUParticles3D::set_trail_lifetime);
ClassDB::bind_method(D_METHOD("is_trail_enabled"), &GPUParticles3D::is_trail_enabled);
- ClassDB::bind_method(D_METHOD("get_trail_length"), &GPUParticles3D::get_trail_length);
+ ClassDB::bind_method(D_METHOD("get_trail_lifetime"), &GPUParticles3D::get_trail_lifetime);
ClassDB::bind_method(D_METHOD("set_transform_align", "align"), &GPUParticles3D::set_transform_align);
ClassDB::bind_method(D_METHOD("get_transform_align"), &GPUParticles3D::get_transform_align);
@@ -568,27 +561,27 @@ void GPUParticles3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "amount", PROPERTY_HINT_RANGE, "1,1000000,1,exp"), "set_amount", "get_amount");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "sub_emitter", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GPUParticles3D"), "set_sub_emitter", "get_sub_emitter");
ADD_GROUP("Time", "");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,exp"), "set_lifetime", "get_lifetime");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lifetime", PROPERTY_HINT_RANGE, "0.01,600.0,0.01,or_greater,exp,suffix:s"), "set_lifetime", "get_lifetime");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_shot"), "set_one_shot", "get_one_shot");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01,exp"), "set_pre_process_time", "get_pre_process_time");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "preprocess", PROPERTY_HINT_RANGE, "0.00,600.0,0.01,exp,suffix:s"), "set_pre_process_time", "get_pre_process_time");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "explosiveness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_explosiveness_ratio", "get_explosiveness_ratio");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "randomness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_randomness_ratio", "get_randomness_ratio");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1"), "set_fixed_fps", "get_fixed_fps");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_fps", PROPERTY_HINT_RANGE, "0,1000,1,suffix:FPS"), "set_fixed_fps", "get_fixed_fps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interpolate"), "set_interpolate", "get_interpolate");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fract_delta"), "set_fractional_delta", "get_fractional_delta");
ADD_GROUP("Collision", "collision_");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_base_size", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_collision_base_size", "get_collision_base_size");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_base_size", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater,suffix:m"), "set_collision_base_size", "get_collision_base_size");
ADD_GROUP("Drawing", "");
- ADD_PROPERTY(PropertyInfo(Variant::AABB, "visibility_aabb"), "set_visibility_aabb", "get_visibility_aabb");
+ ADD_PROPERTY(PropertyInfo(Variant::AABB, "visibility_aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_visibility_aabb", "get_visibility_aabb");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "local_coords"), "set_use_local_coordinates", "get_use_local_coordinates");
ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_order", PROPERTY_HINT_ENUM, "Index,Lifetime,Reverse Lifetime,View Depth"), "set_draw_order", "get_draw_order");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "transform_align", PROPERTY_HINT_ENUM, "Disabled,ZBillboard,YToVelocity,ZBillboardYToVelocity"), "set_transform_align", "get_transform_align");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "transform_align", PROPERTY_HINT_ENUM, "Disabled,Z-Billboard,Y to Velocity,Z-Billboard + Y to Velocity"), "set_transform_align", "get_transform_align");
ADD_GROUP("Trails", "trail_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trail_enabled"), "set_trail_enabled", "is_trail_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "trail_length_secs", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_trail_length", "get_trail_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "trail_lifetime", PROPERTY_HINT_RANGE, "0.01,10,0.01,or_greater,suffix:s"), "set_trail_lifetime", "get_trail_lifetime");
ADD_GROUP("Process Material", "");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticlesMaterial"), "set_process_material", "get_process_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "process_material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,ParticleProcessMaterial"), "set_process_material", "get_process_material");
ADD_GROUP("Draw Passes", "draw_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "draw_passes", PROPERTY_HINT_RANGE, "0," + itos(MAX_DRAW_PASSES) + ",1"), "set_draw_passes", "get_draw_passes");
for (int i = 0; i < MAX_DRAW_PASSES; i++) {
@@ -630,9 +623,9 @@ GPUParticles3D::GPUParticles3D() {
set_pre_process_time(0);
set_explosiveness_ratio(0);
set_randomness_ratio(0);
- set_trail_length(0.3);
+ set_trail_lifetime(0.3);
set_visibility_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8)));
- set_use_local_coordinates(true);
+ set_use_local_coordinates(false);
set_draw_passes(1);
set_draw_order(DRAW_ORDER_INDEX);
set_speed_scale(1);
@@ -641,5 +634,6 @@ GPUParticles3D::GPUParticles3D() {
}
GPUParticles3D::~GPUParticles3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(particles);
}
diff --git a/scene/3d/gpu_particles_3d.h b/scene/3d/gpu_particles_3d.h
index 54ae84628a..474f5500f8 100644
--- a/scene/3d/gpu_particles_3d.h
+++ b/scene/3d/gpu_particles_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* gpu_particles_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef PARTICLES_H
-#define PARTICLES_H
+/**************************************************************************/
+/* gpu_particles_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef GPU_PARTICLES_3D_H
+#define GPU_PARTICLES_3D_H
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/skin.h"
@@ -61,28 +61,28 @@ private:
RID particles;
bool one_shot;
- int amount;
- double lifetime;
- double pre_process_time;
- real_t explosiveness_ratio;
- real_t randomness_ratio;
- double speed_scale;
+ int amount = 0;
+ double lifetime = 0.0;
+ double pre_process_time = 0.0;
+ real_t explosiveness_ratio = 0.0;
+ real_t randomness_ratio = 0.0;
+ double speed_scale = 0.0;
AABB visibility_aabb;
- bool local_coords;
- int fixed_fps;
- bool fractional_delta;
+ bool local_coords = false;
+ int fixed_fps = 0;
+ bool fractional_delta = false;
bool interpolate = true;
NodePath sub_emitter;
real_t collision_base_size = 0.01;
bool trail_enabled = false;
- double trail_length = 0.3;
+ double trail_lifetime = 0.3;
TransformAlign transform_align = TRANSFORM_ALIGN_DISABLED;
Ref<Material> process_material;
- DrawOrder draw_order;
+ DrawOrder draw_order = DRAW_ORDER_INDEX;
Vector<Ref<Mesh>> draw_passes;
Ref<Skin> skin;
@@ -94,11 +94,10 @@ private:
protected:
static void _bind_methods();
void _notification(int p_what);
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
public:
AABB get_aabb() const override;
- Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
void set_emitting(bool p_emitting);
void set_amount(int p_amount);
@@ -113,7 +112,7 @@ public:
void set_speed_scale(double p_scale);
void set_collision_base_size(real_t p_ratio);
void set_trail_enabled(bool p_enabled);
- void set_trail_length(double p_seconds);
+ void set_trail_lifetime(double p_seconds);
bool is_emitting() const;
int get_amount() const;
@@ -128,7 +127,7 @@ public:
double get_speed_scale() const;
real_t get_collision_base_size() const;
bool is_trail_enabled() const;
- double get_trail_length() const;
+ double get_trail_lifetime() const;
void set_fixed_fps(int p_count);
int get_fixed_fps() const;
@@ -148,7 +147,7 @@ public:
void set_draw_pass_mesh(int p_pass, const Ref<Mesh> &p_mesh);
Ref<Mesh> get_draw_pass_mesh(int p_pass) const;
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
void set_sub_emitter(const NodePath &p_path);
NodePath get_sub_emitter() const;
@@ -180,4 +179,4 @@ VARIANT_ENUM_CAST(GPUParticles3D::DrawOrder)
VARIANT_ENUM_CAST(GPUParticles3D::TransformAlign)
VARIANT_ENUM_CAST(GPUParticles3D::EmitFlags)
-#endif // PARTICLES_H
+#endif // GPU_PARTICLES_3D_H
diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp
index 54fbc720ce..137d578291 100644
--- a/scene/3d/gpu_particles_collision_3d.cpp
+++ b/scene/3d/gpu_particles_collision_3d.cpp
@@ -1,35 +1,36 @@
-/*************************************************************************/
-/* gpu_particles_collision_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* gpu_particles_collision_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gpu_particles_collision_3d.h"
+#include "core/object/worker_thread_pool.h"
#include "mesh_instance_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/main/viewport.h"
@@ -57,6 +58,7 @@ GPUParticlesCollision3D::GPUParticlesCollision3D(RS::ParticlesCollisionType p_ty
}
GPUParticlesCollision3D::~GPUParticlesCollision3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(collision);
}
@@ -66,7 +68,7 @@ void GPUParticlesCollisionSphere3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesCollisionSphere3D::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesCollisionSphere3D::get_radius);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_radius", "get_radius");
}
void GPUParticlesCollisionSphere3D::set_radius(real_t p_radius) {
@@ -93,24 +95,42 @@ GPUParticlesCollisionSphere3D::~GPUParticlesCollisionSphere3D() {
///////////////////////////
void GPUParticlesCollisionBox3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionBox3D::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionBox3D::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &GPUParticlesCollisionBox3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &GPUParticlesCollisionBox3D::get_size);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_size", "get_size");
}
-void GPUParticlesCollisionBox3D::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
- RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
+#ifndef DISABLE_DEPRECATED
+bool GPUParticlesCollisionBox3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
+}
+
+bool GPUParticlesCollisionBox3D::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
+void GPUParticlesCollisionBox3D::set_size(const Vector3 &p_size) {
+ size = p_size;
+ RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), size / 2);
update_gizmos();
}
-Vector3 GPUParticlesCollisionBox3D::get_extents() const {
- return extents;
+Vector3 GPUParticlesCollisionBox3D::get_size() const {
+ return size;
}
AABB GPUParticlesCollisionBox3D::get_aabb() const {
- return AABB(-extents, extents * 2);
+ return AABB(-size / 2, size);
}
GPUParticlesCollisionBox3D::GPUParticlesCollisionBox3D() :
@@ -126,6 +146,10 @@ GPUParticlesCollisionBox3D::~GPUParticlesCollisionBox3D() {
void GPUParticlesCollisionSDF3D::_find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes) {
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node);
if (mi && mi->is_visible_in_tree()) {
+ if ((mi->get_layer_mask() & bake_mask) == 0) {
+ return;
+ }
+
Ref<Mesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
AABB aabb = mesh->get_aabb();
@@ -220,23 +244,23 @@ static _FORCE_INLINE_ real_t Vector3_dot2(const Vector3 &p_vec3) {
return p_vec3.dot(p_vec3);
}
-void GPUParticlesCollisionSDF3D::_find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance) {
+void GPUParticlesCollisionSDF3D::_find_closest_distance(const Vector3 &p_pos, const BVH *p_bvh, uint32_t p_bvh_cell, const Face3 *p_triangles, float p_thickness, float &r_closest_distance) {
if (p_bvh_cell & BVH::LEAF_BIT) {
p_bvh_cell &= BVH::LEAF_MASK; //remove bit
Vector3 point = p_pos;
- Plane p = triangles[p_bvh_cell].get_plane();
+ Plane p = p_triangles[p_bvh_cell].get_plane();
float d = p.distance_to(point);
float inside_d = 1e20;
- if (d < 0 && d > -thickness) {
+ if (d < 0 && d > -p_thickness) {
//inside planes, do this in 2D
- Vector3 x_axis = (triangles[p_bvh_cell].vertex[0] - triangles[p_bvh_cell].vertex[1]).normalized();
+ Vector3 x_axis = (p_triangles[p_bvh_cell].vertex[0] - p_triangles[p_bvh_cell].vertex[1]).normalized();
Vector3 y_axis = p.normal.cross(x_axis).normalized();
Vector2 points[3];
for (int i = 0; i < 3; i++) {
- points[i] = Vector2(x_axis.dot(triangles[p_bvh_cell].vertex[i]), y_axis.dot(triangles[p_bvh_cell].vertex[i]));
+ points[i] = Vector2(x_axis.dot(p_triangles[p_bvh_cell].vertex[i]), y_axis.dot(p_triangles[p_bvh_cell].vertex[i]));
}
Vector2 p2d = Vector2(x_axis.dot(point), y_axis.dot(point));
@@ -265,19 +289,19 @@ void GPUParticlesCollisionSDF3D::_find_closest_distance(const Vector3 &p_pos, co
//make sure distance to planes is not shorter if inside
if (inside_d < 0) {
inside_d = MAX(inside_d, d);
- inside_d = MAX(inside_d, -(thickness + d));
+ inside_d = MAX(inside_d, -(p_thickness + d));
}
- closest_distance = MIN(closest_distance, inside_d);
+ r_closest_distance = MIN(r_closest_distance, inside_d);
} else {
if (d < 0) {
- point -= p.normal * thickness; //flatten
+ point -= p.normal * p_thickness; //flatten
}
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
- Vector3 a = triangles[p_bvh_cell].vertex[0];
- Vector3 b = triangles[p_bvh_cell].vertex[1];
- Vector3 c = triangles[p_bvh_cell].vertex[2];
+ Vector3 a = p_triangles[p_bvh_cell].vertex[0];
+ Vector3 b = p_triangles[p_bvh_cell].vertex[1];
+ Vector3 c = p_triangles[p_bvh_cell].vertex[2];
Vector3 ba = b - a;
Vector3 pa = point - a;
@@ -295,28 +319,28 @@ void GPUParticlesCollisionSDF3D::_find_closest_distance(const Vector3 &p_pos, co
Vector3_dot2(ac * CLAMP(ac.dot(pc) / Vector3_dot2(ac), 0.0, 1.0) - pc))
: nor.dot(pa) * nor.dot(pa) / Vector3_dot2(nor));
- closest_distance = MIN(closest_distance, inside_d);
+ r_closest_distance = MIN(r_closest_distance, inside_d);
}
} else {
bool pass = true;
- if (!bvh[p_bvh_cell].bounds.has_point(p_pos)) {
+ if (!p_bvh[p_bvh_cell].bounds.has_point(p_pos)) {
//outside, find closest point
- Vector3 he = bvh[p_bvh_cell].bounds.size * 0.5;
- Vector3 center = bvh[p_bvh_cell].bounds.position + he;
+ Vector3 he = p_bvh[p_bvh_cell].bounds.size * 0.5;
+ Vector3 center = p_bvh[p_bvh_cell].bounds.position + he;
Vector3 rel = (p_pos - center).abs();
Vector3 closest(MIN(rel.x, he.x), MIN(rel.y, he.y), MIN(rel.z, he.z));
float d = rel.distance_to(closest);
- if (d >= closest_distance) {
+ if (d >= r_closest_distance) {
pass = false; //already closer than this aabb, discard
}
}
if (pass) {
- _find_closest_distance(p_pos, bvh, bvh[p_bvh_cell].children[0], triangles, thickness, closest_distance);
- _find_closest_distance(p_pos, bvh, bvh[p_bvh_cell].children[1], triangles, thickness, closest_distance);
+ _find_closest_distance(p_pos, p_bvh, p_bvh[p_bvh_cell].children[0], p_triangles, p_thickness, r_closest_distance);
+ _find_closest_distance(p_pos, p_bvh, p_bvh[p_bvh_cell].children[1], p_triangles, p_thickness, r_closest_distance);
}
}
}
@@ -339,22 +363,21 @@ void GPUParticlesCollisionSDF3D::_compute_sdf_z(uint32_t p_z, ComputeSDFParams *
}
void GPUParticlesCollisionSDF3D::_compute_sdf(ComputeSDFParams *params) {
- ThreadWorkPool work_pool;
- work_pool.init();
- work_pool.begin_work(params->size.z, this, &GPUParticlesCollisionSDF3D::_compute_sdf_z, params);
- while (!work_pool.is_done_dispatching()) {
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GPUParticlesCollisionSDF3D::_compute_sdf_z, params, params->size.z);
+ while (!WorkerThreadPool::get_singleton()->is_group_task_completed(group_task)) {
OS::get_singleton()->delay_usec(10000);
- bake_step_function(work_pool.get_work_index() * 100 / params->size.z, "Baking SDF");
+ if (bake_step_function) {
+ bake_step_function(WorkerThreadPool::get_singleton()->get_group_processed_element_count(group_task) * 100 / params->size.z, "Baking SDF");
+ }
}
- work_pool.end_work();
- work_pool.finish();
+ WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
}
Vector3i GPUParticlesCollisionSDF3D::get_estimated_cell_size() const {
static const int subdivs[RESOLUTION_MAX] = { 16, 32, 64, 128, 256, 512 };
int subdiv = subdivs[get_resolution()];
- AABB aabb(-extents, extents * 2);
+ AABB aabb(-size / 2, size);
float cell_size = aabb.get_longest_axis_size() / float(subdiv);
@@ -369,7 +392,7 @@ Ref<Image> GPUParticlesCollisionSDF3D::bake() {
static const int subdivs[RESOLUTION_MAX] = { 16, 32, 64, 128, 256, 512 };
int subdiv = subdivs[get_resolution()];
- AABB aabb(-extents, extents * 2);
+ AABB aabb(-size / 2, size);
float cell_size = aabb.get_longest_axis_size() / float(subdiv);
@@ -447,7 +470,7 @@ Ref<Image> GPUParticlesCollisionSDF3D::bake() {
//compute bvh
- ERR_FAIL_COND_V(faces.size() <= 1, Ref<Image>());
+ ERR_FAIL_COND_V_MSG(faces.size() <= 1, Ref<Image>(), "No faces detected during GPUParticlesCollisionSDF3D bake. Check whether there are visible meshes matching the bake mask within its extents.");
LocalVector<FacePos> face_pos;
@@ -471,15 +494,15 @@ Ref<Image> GPUParticlesCollisionSDF3D::bake() {
_create_bvh(bvh, face_pos.ptr(), face_pos.size(), faces.ptr(), th);
- Vector<uint8_t> data;
- data.resize(sdf_size.z * sdf_size.y * sdf_size.x * (int)sizeof(float));
+ Vector<uint8_t> cells_data;
+ cells_data.resize(sdf_size.z * sdf_size.y * sdf_size.x * (int)sizeof(float));
if (bake_step_function) {
bake_step_function(0, "Baking SDF");
}
ComputeSDFParams params;
- params.cells = (float *)data.ptrw();
+ params.cells = (float *)cells_data.ptrw();
params.size = sdf_size;
params.cell_size = cell_size;
params.cell_offset = aabb.position + Vector3(cell_size * 0.5, cell_size * 0.5, cell_size * 0.5);
@@ -488,9 +511,7 @@ Ref<Image> GPUParticlesCollisionSDF3D::bake() {
params.thickness = th;
_compute_sdf(&params);
- Ref<Image> ret;
- ret.instantiate();
- ret->create(sdf_size.x, sdf_size.y * sdf_size.z, false, Image::FORMAT_RF, data);
+ Ref<Image> ret = Image::create_from_data(sdf_size.x, sdf_size.y * sdf_size.z, false, Image::FORMAT_RF, cells_data);
ret->convert(Image::FORMAT_RH); //convert to half, save space
ret->set_meta("depth", sdf_size.z); //hack, make sure to add to the docs of this function
@@ -501,9 +522,19 @@ Ref<Image> GPUParticlesCollisionSDF3D::bake() {
return ret;
}
+PackedStringArray GPUParticlesCollisionSDF3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
+
+ if (bake_mask == 0) {
+ warnings.push_back(RTR("The Bake Mask has no bits enabled, which means baking will not produce any collision for this GPUParticlesCollisionSDF3D.\nTo resolve this, enable at least one bit in the Bake Mask property."));
+ }
+
+ return warnings;
+}
+
void GPUParticlesCollisionSDF3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionSDF3D::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionSDF3D::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &GPUParticlesCollisionSDF3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &GPUParticlesCollisionSDF3D::get_size);
ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionSDF3D::set_resolution);
ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionSDF3D::get_resolution);
@@ -514,9 +545,15 @@ void GPUParticlesCollisionSDF3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_thickness", "thickness"), &GPUParticlesCollisionSDF3D::set_thickness);
ClassDB::bind_method(D_METHOD("get_thickness"), &GPUParticlesCollisionSDF3D::get_thickness);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
+ ClassDB::bind_method(D_METHOD("set_bake_mask", "mask"), &GPUParticlesCollisionSDF3D::set_bake_mask);
+ ClassDB::bind_method(D_METHOD("get_bake_mask"), &GPUParticlesCollisionSDF3D::get_bake_mask);
+ ClassDB::bind_method(D_METHOD("set_bake_mask_value", "layer_number", "value"), &GPUParticlesCollisionSDF3D::set_bake_mask_value);
+ ClassDB::bind_method(D_METHOD("get_bake_mask_value", "layer_number"), &GPUParticlesCollisionSDF3D::get_bake_mask_value);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "16,32,64,128,256,512"), "set_resolution", "get_resolution");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "thickness", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_thickness", "get_thickness");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "thickness", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,suffix:m"), "set_thickness", "get_thickness");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "bake_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_bake_mask", "get_bake_mask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
BIND_ENUM_CONSTANT(RESOLUTION_16);
@@ -528,6 +565,24 @@ void GPUParticlesCollisionSDF3D::_bind_methods() {
BIND_ENUM_CONSTANT(RESOLUTION_MAX);
}
+#ifndef DISABLE_DEPRECATED
+bool GPUParticlesCollisionSDF3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
+}
+
+bool GPUParticlesCollisionSDF3D::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
void GPUParticlesCollisionSDF3D::set_thickness(float p_thickness) {
thickness = p_thickness;
}
@@ -536,14 +591,14 @@ float GPUParticlesCollisionSDF3D::get_thickness() const {
return thickness;
}
-void GPUParticlesCollisionSDF3D::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
- RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
+void GPUParticlesCollisionSDF3D::set_size(const Vector3 &p_size) {
+ size = p_size;
+ RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), size / 2);
update_gizmos();
}
-Vector3 GPUParticlesCollisionSDF3D::get_extents() const {
- return extents;
+Vector3 GPUParticlesCollisionSDF3D::get_size() const {
+ return size;
}
void GPUParticlesCollisionSDF3D::set_resolution(Resolution p_resolution) {
@@ -555,6 +610,31 @@ GPUParticlesCollisionSDF3D::Resolution GPUParticlesCollisionSDF3D::get_resolutio
return resolution;
}
+void GPUParticlesCollisionSDF3D::set_bake_mask(uint32_t p_mask) {
+ bake_mask = p_mask;
+ update_configuration_warnings();
+}
+
+uint32_t GPUParticlesCollisionSDF3D::get_bake_mask() const {
+ return bake_mask;
+}
+
+void GPUParticlesCollisionSDF3D::set_bake_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1 || p_layer_number > 20, vformat("The render layer number (%d) must be between 1 and 20 (inclusive).", p_layer_number));
+ uint32_t mask = get_bake_mask();
+ if (p_value) {
+ mask |= 1 << (p_layer_number - 1);
+ } else {
+ mask &= ~(1 << (p_layer_number - 1));
+ }
+ set_bake_mask(mask);
+}
+
+bool GPUParticlesCollisionSDF3D::get_bake_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1 || p_layer_number > 20, false, vformat("The render layer number (%d) must be between 1 and 20 (inclusive).", p_layer_number));
+ return bake_mask & (1 << (p_layer_number - 1));
+}
+
void GPUParticlesCollisionSDF3D::set_texture(const Ref<Texture3D> &p_texture) {
texture = p_texture;
RID tex = texture.is_valid() ? texture->get_rid() : RID();
@@ -566,7 +646,7 @@ Ref<Texture3D> GPUParticlesCollisionSDF3D::get_texture() const {
}
AABB GPUParticlesCollisionSDF3D::get_aabb() const {
- return AABB(-extents, extents * 2);
+ return AABB(-size / 2, size);
}
GPUParticlesCollisionSDF3D::BakeBeginFunc GPUParticlesCollisionSDF3D::bake_begin_function = nullptr;
@@ -584,53 +664,55 @@ GPUParticlesCollisionSDF3D::~GPUParticlesCollisionSDF3D() {
////////////////////////////
void GPUParticlesCollisionHeightField3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_INTERNAL_PROCESS) {
- if (update_mode == UPDATE_MODE_ALWAYS) {
- RS::get_singleton()->particles_collision_height_field_update(_get_collision());
- }
+ switch (p_what) {
+ case NOTIFICATION_INTERNAL_PROCESS: {
+ if (update_mode == UPDATE_MODE_ALWAYS) {
+ RS::get_singleton()->particles_collision_height_field_update(_get_collision());
+ }
- if (follow_camera_mode && get_viewport()) {
- Camera3D *cam = get_viewport()->get_camera_3d();
- if (cam) {
- Transform3D xform = get_global_transform();
- Vector3 x_axis = xform.basis.get_axis(Vector3::AXIS_X).normalized();
- Vector3 z_axis = xform.basis.get_axis(Vector3::AXIS_Z).normalized();
- float x_len = xform.basis.get_scale().x;
- float z_len = xform.basis.get_scale().z;
+ if (follow_camera_mode && get_viewport()) {
+ Camera3D *cam = get_viewport()->get_camera_3d();
+ if (cam) {
+ Transform3D xform = get_global_transform();
+ Vector3 x_axis = xform.basis.get_column(Vector3::AXIS_X).normalized();
+ Vector3 z_axis = xform.basis.get_column(Vector3::AXIS_Z).normalized();
+ float x_len = xform.basis.get_scale().x;
+ float z_len = xform.basis.get_scale().z;
- Vector3 cam_pos = cam->get_global_transform().origin;
- Transform3D new_xform = xform;
+ Vector3 cam_pos = cam->get_global_transform().origin;
+ Transform3D new_xform = xform;
- while (x_axis.dot(cam_pos - new_xform.origin) > x_len) {
- new_xform.origin += x_axis * x_len;
- }
- while (x_axis.dot(cam_pos - new_xform.origin) < -x_len) {
- new_xform.origin -= x_axis * x_len;
- }
+ while (x_axis.dot(cam_pos - new_xform.origin) > x_len) {
+ new_xform.origin += x_axis * x_len;
+ }
+ while (x_axis.dot(cam_pos - new_xform.origin) < -x_len) {
+ new_xform.origin -= x_axis * x_len;
+ }
- while (z_axis.dot(cam_pos - new_xform.origin) > z_len) {
- new_xform.origin += z_axis * z_len;
- }
- while (z_axis.dot(cam_pos - new_xform.origin) < -z_len) {
- new_xform.origin -= z_axis * z_len;
- }
+ while (z_axis.dot(cam_pos - new_xform.origin) > z_len) {
+ new_xform.origin += z_axis * z_len;
+ }
+ while (z_axis.dot(cam_pos - new_xform.origin) < -z_len) {
+ new_xform.origin -= z_axis * z_len;
+ }
- if (new_xform != xform) {
- set_global_transform(new_xform);
- RS::get_singleton()->particles_collision_height_field_update(_get_collision());
+ if (new_xform != xform) {
+ set_global_transform(new_xform);
+ RS::get_singleton()->particles_collision_height_field_update(_get_collision());
+ }
}
}
- }
- }
+ } break;
- if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
- RS::get_singleton()->particles_collision_height_field_update(_get_collision());
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+ RS::get_singleton()->particles_collision_height_field_update(_get_collision());
+ } break;
}
}
void GPUParticlesCollisionHeightField3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionHeightField3D::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionHeightField3D::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &GPUParticlesCollisionHeightField3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &GPUParticlesCollisionHeightField3D::get_size);
ClassDB::bind_method(D_METHOD("set_resolution", "resolution"), &GPUParticlesCollisionHeightField3D::set_resolution);
ClassDB::bind_method(D_METHOD("get_resolution"), &GPUParticlesCollisionHeightField3D::get_resolution);
@@ -638,18 +720,13 @@ void GPUParticlesCollisionHeightField3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_update_mode", "update_mode"), &GPUParticlesCollisionHeightField3D::set_update_mode);
ClassDB::bind_method(D_METHOD("get_update_mode"), &GPUParticlesCollisionHeightField3D::get_update_mode);
- ClassDB::bind_method(D_METHOD("set_follow_camera_mode", "enabled"), &GPUParticlesCollisionHeightField3D::set_follow_camera_mode);
- ClassDB::bind_method(D_METHOD("is_follow_camera_mode_enabled"), &GPUParticlesCollisionHeightField3D::is_follow_camera_mode_enabled);
+ ClassDB::bind_method(D_METHOD("set_follow_camera_enabled", "enabled"), &GPUParticlesCollisionHeightField3D::set_follow_camera_enabled);
+ ClassDB::bind_method(D_METHOD("is_follow_camera_enabled"), &GPUParticlesCollisionHeightField3D::is_follow_camera_enabled);
- ClassDB::bind_method(D_METHOD("set_follow_camera_push_ratio", "ratio"), &GPUParticlesCollisionHeightField3D::set_follow_camera_push_ratio);
- ClassDB::bind_method(D_METHOD("get_follow_camera_push_ratio"), &GPUParticlesCollisionHeightField3D::get_follow_camera_push_ratio);
-
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "256,512,1024,2048,4096,8192"), "set_resolution", "get_resolution");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "WhenMoved,Always"), "set_update_mode", "get_update_mode");
- ADD_GROUP("Follow Camera", "follow_camera_");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_camera_enabled"), "set_follow_camera_mode", "is_follow_camera_mode_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "follow_camera_push_ratio", PROPERTY_HINT_RANGE, "0.01,1,0.01"), "set_follow_camera_push_ratio", "get_follow_camera_push_ratio");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "256 (Fastest),512 (Fast),1024 (Average),2048 (Slow),4096 (Slower),8192 (Slowest)"), "set_resolution", "get_resolution");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "When Moved (Fast),Always (Slow)"), "set_update_mode", "get_update_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_camera_enabled"), "set_follow_camera_enabled", "is_follow_camera_enabled");
BIND_ENUM_CONSTANT(RESOLUTION_256);
BIND_ENUM_CONSTANT(RESOLUTION_512);
@@ -663,23 +740,33 @@ void GPUParticlesCollisionHeightField3D::_bind_methods() {
BIND_ENUM_CONSTANT(UPDATE_MODE_ALWAYS);
}
-void GPUParticlesCollisionHeightField3D::set_follow_camera_push_ratio(float p_follow_camera_push_ratio) {
- follow_camera_push_ratio = p_follow_camera_push_ratio;
+#ifndef DISABLE_DEPRECATED
+bool GPUParticlesCollisionHeightField3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
}
-float GPUParticlesCollisionHeightField3D::get_follow_camera_push_ratio() const {
- return follow_camera_push_ratio;
+bool GPUParticlesCollisionHeightField3D::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
}
+#endif // DISABLE_DEPRECATED
-void GPUParticlesCollisionHeightField3D::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
- RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
+void GPUParticlesCollisionHeightField3D::set_size(const Vector3 &p_size) {
+ size = p_size;
+ RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), size / 2);
update_gizmos();
RS::get_singleton()->particles_collision_height_field_update(_get_collision());
}
-Vector3 GPUParticlesCollisionHeightField3D::get_extents() const {
- return extents;
+Vector3 GPUParticlesCollisionHeightField3D::get_size() const {
+ return size;
}
void GPUParticlesCollisionHeightField3D::set_resolution(Resolution p_resolution) {
@@ -702,17 +789,17 @@ GPUParticlesCollisionHeightField3D::UpdateMode GPUParticlesCollisionHeightField3
return update_mode;
}
-void GPUParticlesCollisionHeightField3D::set_follow_camera_mode(bool p_enabled) {
+void GPUParticlesCollisionHeightField3D::set_follow_camera_enabled(bool p_enabled) {
follow_camera_mode = p_enabled;
set_process_internal(follow_camera_mode || update_mode == UPDATE_MODE_ALWAYS);
}
-bool GPUParticlesCollisionHeightField3D::is_follow_camera_mode_enabled() const {
+bool GPUParticlesCollisionHeightField3D::is_follow_camera_enabled() const {
return follow_camera_mode;
}
AABB GPUParticlesCollisionHeightField3D::get_aabb() const {
- return AABB(-extents, extents * 2);
+ return AABB(-size / 2, size);
}
GPUParticlesCollisionHeightField3D::GPUParticlesCollisionHeightField3D() :
@@ -775,7 +862,7 @@ void GPUParticlesAttractor3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_directionality", "amount"), &GPUParticlesAttractor3D::set_directionality);
ClassDB::bind_method(D_METHOD("get_directionality"), &GPUParticlesAttractor3D::get_directionality);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "-128,128,0.01,or_greater,or_lesser"), "set_strength", "get_strength");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "-128,128,0.01,or_greater,or_less"), "set_strength", "get_strength");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "attenuation", PROPERTY_HINT_EXP_EASING, "0,8,0.01"), "set_attenuation", "get_attenuation");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "directionality", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_directionality", "get_directionality");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
@@ -787,6 +874,7 @@ GPUParticlesAttractor3D::GPUParticlesAttractor3D(RS::ParticlesCollisionType p_ty
set_base(collision);
}
GPUParticlesAttractor3D::~GPUParticlesAttractor3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(collision);
}
@@ -796,7 +884,7 @@ void GPUParticlesAttractorSphere3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &GPUParticlesAttractorSphere3D::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &GPUParticlesAttractorSphere3D::get_radius);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_radius", "get_radius");
}
void GPUParticlesAttractorSphere3D::set_radius(real_t p_radius) {
@@ -823,24 +911,42 @@ GPUParticlesAttractorSphere3D::~GPUParticlesAttractorSphere3D() {
///////////////////////////
void GPUParticlesAttractorBox3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorBox3D::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorBox3D::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &GPUParticlesAttractorBox3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &GPUParticlesAttractorBox3D::get_size);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_size", "get_size");
+}
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
+#ifndef DISABLE_DEPRECATED
+bool GPUParticlesAttractorBox3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
}
-void GPUParticlesAttractorBox3D::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
- RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
+bool GPUParticlesAttractorBox3D::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
+void GPUParticlesAttractorBox3D::set_size(const Vector3 &p_size) {
+ size = p_size;
+ RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), size / 2);
update_gizmos();
}
-Vector3 GPUParticlesAttractorBox3D::get_extents() const {
- return extents;
+Vector3 GPUParticlesAttractorBox3D::get_size() const {
+ return size;
}
AABB GPUParticlesAttractorBox3D::get_aabb() const {
- return AABB(-extents, extents * 2);
+ return AABB(-size / 2, size);
}
GPUParticlesAttractorBox3D::GPUParticlesAttractorBox3D() :
@@ -853,24 +959,42 @@ GPUParticlesAttractorBox3D::~GPUParticlesAttractorBox3D() {
///////////////////////////
void GPUParticlesAttractorVectorField3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesAttractorVectorField3D::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesAttractorVectorField3D::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &GPUParticlesAttractorVectorField3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &GPUParticlesAttractorVectorField3D::get_size);
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &GPUParticlesAttractorVectorField3D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &GPUParticlesAttractorVectorField3D::get_texture);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_extents", "get_extents");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
}
-void GPUParticlesAttractorVectorField3D::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
- RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), extents);
+#ifndef DISABLE_DEPRECATED
+bool GPUParticlesAttractorVectorField3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
+}
+
+bool GPUParticlesAttractorVectorField3D::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
+void GPUParticlesAttractorVectorField3D::set_size(const Vector3 &p_size) {
+ size = p_size;
+ RS::get_singleton()->particles_collision_set_box_extents(_get_collision(), size / 2);
update_gizmos();
}
-Vector3 GPUParticlesAttractorVectorField3D::get_extents() const {
- return extents;
+Vector3 GPUParticlesAttractorVectorField3D::get_size() const {
+ return size;
}
void GPUParticlesAttractorVectorField3D::set_texture(const Ref<Texture3D> &p_texture) {
@@ -884,7 +1008,7 @@ Ref<Texture3D> GPUParticlesAttractorVectorField3D::get_texture() const {
}
AABB GPUParticlesAttractorVectorField3D::get_aabb() const {
- return AABB(-extents, extents * 2);
+ return AABB(-size / 2, size);
}
GPUParticlesAttractorVectorField3D::GPUParticlesAttractorVectorField3D() :
diff --git a/scene/3d/gpu_particles_collision_3d.h b/scene/3d/gpu_particles_collision_3d.h
index b6de1d83fc..1649320069 100644
--- a/scene/3d/gpu_particles_collision_3d.h
+++ b/scene/3d/gpu_particles_collision_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gpu_particles_collision_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* gpu_particles_collision_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef GPU_PARTICLES_COLLISION_3D_H
#define GPU_PARTICLES_COLLISION_3D_H
@@ -50,8 +50,6 @@ public:
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
-
~GPUParticlesCollision3D();
};
@@ -76,14 +74,18 @@ public:
class GPUParticlesCollisionBox3D : public GPUParticlesCollision3D {
GDCLASS(GPUParticlesCollisionBox3D, GPUParticlesCollision3D);
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 size = Vector3(2, 2, 2);
protected:
static void _bind_methods();
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
virtual AABB get_aabb() const override;
@@ -110,8 +112,9 @@ public:
typedef void (*BakeEndFunc)();
private:
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 size = Vector3(2, 2, 2);
Resolution resolution = RESOLUTION_64;
+ uint32_t bake_mask = 0xFFFFFFFF;
Ref<Texture3D> texture;
float thickness = 1.0;
@@ -155,23 +158,35 @@ private:
float thickness = 0.0;
};
- void _find_closest_distance(const Vector3 &p_pos, const BVH *bvh, uint32_t p_bvh_cell, const Face3 *triangles, float thickness, float &closest_distance);
+ void _find_closest_distance(const Vector3 &p_pos, const BVH *p_bvh, uint32_t p_bvh_cell, const Face3 *p_triangles, float p_thickness, float &r_closest_distance);
void _compute_sdf_z(uint32_t p_z, ComputeSDFParams *params);
void _compute_sdf(ComputeSDFParams *params);
protected:
static void _bind_methods();
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
+ virtual PackedStringArray get_configuration_warnings() const override;
+
void set_thickness(float p_thickness);
float get_thickness() const;
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
void set_resolution(Resolution p_resolution);
Resolution get_resolution() const;
+ void set_bake_mask(uint32_t p_mask);
+ uint32_t get_bake_mask() const;
+
+ void set_bake_mask_value(int p_layer_number, bool p_enable);
+ bool get_bake_mask_value(int p_layer_number) const;
+
void set_texture(const Ref<Texture3D> &p_texture);
Ref<Texture3D> get_texture() const;
@@ -210,20 +225,23 @@ public:
};
private:
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 size = Vector3(2, 2, 2);
Resolution resolution = RESOLUTION_1024;
bool follow_camera_mode = false;
- float follow_camera_push_ratio = 0.1;
UpdateMode update_mode = UPDATE_MODE_WHEN_MOVED;
protected:
void _notification(int p_what);
static void _bind_methods();
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
void set_resolution(Resolution p_resolution);
Resolution get_resolution() const;
@@ -231,11 +249,8 @@ public:
void set_update_mode(UpdateMode p_update_mode);
UpdateMode get_update_mode() const;
- void set_follow_camera_mode(bool p_enabled);
- bool is_follow_camera_mode_enabled() const;
-
- void set_follow_camera_push_ratio(float p_ratio);
- float get_follow_camera_push_ratio() const;
+ void set_follow_camera_enabled(bool p_enabled);
+ bool is_follow_camera_enabled() const;
virtual AABB get_aabb() const override;
@@ -274,8 +289,6 @@ public:
void set_directionality(real_t p_directionality);
real_t get_directionality() const;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override { return Vector<Face3>(); }
-
~GPUParticlesAttractor3D();
};
@@ -300,14 +313,18 @@ public:
class GPUParticlesAttractorBox3D : public GPUParticlesAttractor3D {
GDCLASS(GPUParticlesAttractorBox3D, GPUParticlesAttractor3D);
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 size = Vector3(2, 2, 2);
protected:
static void _bind_methods();
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
virtual AABB get_aabb() const override;
@@ -318,15 +335,19 @@ public:
class GPUParticlesAttractorVectorField3D : public GPUParticlesAttractor3D {
GDCLASS(GPUParticlesAttractorVectorField3D, GPUParticlesAttractor3D);
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 size = Vector3(2, 2, 2);
Ref<Texture3D> texture;
protected:
static void _bind_methods();
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
void set_texture(const Ref<Texture3D> &p_texture);
Ref<Texture3D> get_texture() const;
diff --git a/scene/3d/importer_mesh_instance_3d.cpp b/scene/3d/importer_mesh_instance_3d.cpp
index 7cd6a81532..d7cbe6d87c 100644
--- a/scene/3d/importer_mesh_instance_3d.cpp
+++ b/scene/3d/importer_mesh_instance_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* importer_mesh_instance_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* importer_mesh_instance_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "importer_mesh_instance_3d.h"
diff --git a/scene/3d/importer_mesh_instance_3d.h b/scene/3d/importer_mesh_instance_3d.h
index 3daf06771d..ea2a6cadbd 100644
--- a/scene/3d/importer_mesh_instance_3d.h
+++ b/scene/3d/importer_mesh_instance_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* importer_mesh_instance_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* importer_mesh_instance_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
-#ifndef SCENE_IMPORTER_MESH_INSTANCE_3D_H
-#define SCENE_IMPORTER_MESH_INSTANCE_3D_H
+#ifndef IMPORTER_MESH_INSTANCE_3D_H
+#define IMPORTER_MESH_INSTANCE_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/immediate_mesh.h"
@@ -61,4 +61,5 @@ public:
void set_skeleton_path(const NodePath &p_path);
NodePath get_skeleton_path() const;
};
-#endif
+
+#endif // IMPORTER_MESH_INSTANCE_3D_H
diff --git a/scene/3d/joint_3d.cpp b/scene/3d/joint_3d.cpp
index bd47ab3462..61f89648ee 100644
--- a/scene/3d/joint_3d.cpp
+++ b/scene/3d/joint_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* joint_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* joint_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "joint_3d.h"
@@ -49,6 +49,7 @@ void Joint3D::_disconnect_signals() {
void Joint3D::_body_exit_tree() {
_disconnect_signals();
_update_joint(true);
+ update_configuration_warnings();
}
void Joint3D::_update_joint(bool p_only_free) {
@@ -65,7 +66,6 @@ void Joint3D::_update_joint(bool p_only_free) {
if (p_only_free || !is_inside_tree()) {
PhysicsServer3D::get_singleton()->joint_clear(joint);
warning = String();
- update_configuration_warnings();
return;
}
@@ -76,15 +76,15 @@ void Joint3D::_update_joint(bool p_only_free) {
PhysicsBody3D *body_b = Object::cast_to<PhysicsBody3D>(node_b);
if (node_a && !body_a && node_b && !body_b) {
- warning = TTR("Node A and Node B must be PhysicsBody3Ds");
+ warning = RTR("Node A and Node B must be PhysicsBody3Ds");
} else if (node_a && !body_a) {
- warning = TTR("Node A must be a PhysicsBody3D");
+ warning = RTR("Node A must be a PhysicsBody3D");
} else if (node_b && !body_b) {
- warning = TTR("Node B must be a PhysicsBody3D");
+ warning = RTR("Node B must be a PhysicsBody3D");
} else if (!body_a && !body_b) {
- warning = TTR("Joint is not connected to any PhysicsBody3Ds");
+ warning = RTR("Joint is not connected to any PhysicsBody3Ds");
} else if (body_a == body_b) {
- warning = TTR("Node A and Node B must be different PhysicsBody3Ds");
+ warning = RTR("Node A and Node B must be different PhysicsBody3Ds");
} else {
warning = String();
}
@@ -124,7 +124,7 @@ void Joint3D::set_node_a(const NodePath &p_node_a) {
return;
}
- if (joint.is_valid()) {
+ if (is_configured()) {
_disconnect_signals();
}
@@ -141,7 +141,7 @@ void Joint3D::set_node_b(const NodePath &p_node_b) {
return;
}
- if (joint.is_valid()) {
+ if (is_configured()) {
_disconnect_signals();
}
@@ -166,14 +166,18 @@ int Joint3D::get_solver_priority() const {
void Joint3D::_notification(int p_what) {
switch (p_what) {
- case NOTIFICATION_READY: {
+ case NOTIFICATION_POST_ENTER_TREE: {
+ if (is_configured()) {
+ _disconnect_signals();
+ }
_update_joint();
} break;
+
case NOTIFICATION_EXIT_TREE: {
- if (joint.is_valid()) {
+ if (is_configured()) {
_disconnect_signals();
- _update_joint(true);
}
+ _update_joint(true);
} break;
}
}
@@ -182,6 +186,10 @@ void Joint3D::set_exclude_nodes_from_collision(bool p_enable) {
if (exclude_from_collision == p_enable) {
return;
}
+ if (is_configured()) {
+ _disconnect_signals();
+ }
+ _update_joint(true);
exclude_from_collision = p_enable;
_update_joint();
}
@@ -190,8 +198,8 @@ bool Joint3D::get_exclude_nodes_from_collision() const {
return exclude_from_collision;
}
-TypedArray<String> Joint3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node3D::get_configuration_warnings();
+PackedStringArray Joint3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node3D::get_configuration_warnings();
if (!warning.is_empty()) {
warnings.push_back(warning);
@@ -213,11 +221,11 @@ void Joint3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_exclude_nodes_from_collision", "enable"), &Joint3D::set_exclude_nodes_from_collision);
ClassDB::bind_method(D_METHOD("get_exclude_nodes_from_collision"), &Joint3D::get_exclude_nodes_from_collision);
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a");
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "nodes/node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "solver/priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_a", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_a", "get_node_a");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "node_b", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "PhysicsBody3D"), "set_node_b", "get_node_b");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "solver_priority", PROPERTY_HINT_RANGE, "1,8,1"), "set_solver_priority", "get_solver_priority");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision/exclude_nodes"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_nodes_from_collision"), "set_exclude_nodes_from_collision", "get_exclude_nodes_from_collision");
}
Joint3D::Joint3D() {
@@ -226,6 +234,7 @@ Joint3D::Joint3D() {
}
Joint3D::~Joint3D() {
+ ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(joint);
}
@@ -284,22 +293,6 @@ PinJoint3D::PinJoint3D() {
///////////////////////////////////
-void HingeJoint3D::_set_upper_limit(real_t p_limit) {
- set_param(PARAM_LIMIT_UPPER, Math::deg2rad(p_limit));
-}
-
-real_t HingeJoint3D::_get_upper_limit() const {
- return Math::rad2deg(get_param(PARAM_LIMIT_UPPER));
-}
-
-void HingeJoint3D::_set_lower_limit(real_t p_limit) {
- set_param(PARAM_LIMIT_LOWER, Math::deg2rad(p_limit));
-}
-
-real_t HingeJoint3D::_get_lower_limit() const {
- return Math::rad2deg(get_param(PARAM_LIMIT_LOWER));
-}
-
void HingeJoint3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &HingeJoint3D::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &HingeJoint3D::get_param);
@@ -307,23 +300,17 @@ void HingeJoint3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_flag", "flag", "enabled"), &HingeJoint3D::set_flag);
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &HingeJoint3D::get_flag);
- ClassDB::bind_method(D_METHOD("_set_upper_limit", "upper_limit"), &HingeJoint3D::_set_upper_limit);
- ClassDB::bind_method(D_METHOD("_get_upper_limit"), &HingeJoint3D::_get_upper_limit);
-
- ClassDB::bind_method(D_METHOD("_set_lower_limit", "lower_limit"), &HingeJoint3D::_set_lower_limit);
- ClassDB::bind_method(D_METHOD("_get_lower_limit"), &HingeJoint3D::_get_lower_limit);
-
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "params/bias", PROPERTY_HINT_RANGE, "0.00,0.99,0.01"), "set_param", "get_param", PARAM_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit/enable"), "set_flag", "get_flag", FLAG_USE_LIMIT);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit/upper", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_upper_limit", "_get_upper_limit");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit/lower", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_lower_limit", "_get_lower_limit");
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper", PROPERTY_HINT_RANGE, "-180,180,0.1,radians"), "set_param", "get_param", PARAM_LIMIT_UPPER);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower", PROPERTY_HINT_RANGE, "-180,180,0.1,radians"), "set_param", "get_param", PARAM_LIMIT_LOWER);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"), "set_param", "get_param", PARAM_LIMIT_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_SOFTNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param", "get_param", PARAM_LIMIT_RELAXATION);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "motor/enable"), "set_flag", "get_flag", FLAG_ENABLE_MOTOR);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/target_velocity", PROPERTY_HINT_RANGE, "-200,200,0.01,or_greater,or_lesser"), "set_param", "get_param", PARAM_MOTOR_TARGET_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/target_velocity", PROPERTY_HINT_RANGE, "-200,200,0.01,or_greater,or_less,suffix:m/s"), "set_param", "get_param", PARAM_MOTOR_TARGET_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "motor/max_impulse", PROPERTY_HINT_RANGE, "0.01,1024,0.01"), "set_param", "get_param", PARAM_MOTOR_MAX_IMPULSE);
BIND_ENUM_CONSTANT(PARAM_BIAS);
@@ -412,36 +399,12 @@ HingeJoint3D::HingeJoint3D() {
/////////////////////////////////////////////////
-//////////////////////////////////
-
-void SliderJoint3D::_set_upper_limit_angular(real_t p_limit_angular) {
- set_param(PARAM_ANGULAR_LIMIT_UPPER, Math::deg2rad(p_limit_angular));
-}
-
-real_t SliderJoint3D::_get_upper_limit_angular() const {
- return Math::rad2deg(get_param(PARAM_ANGULAR_LIMIT_UPPER));
-}
-
-void SliderJoint3D::_set_lower_limit_angular(real_t p_limit_angular) {
- set_param(PARAM_ANGULAR_LIMIT_LOWER, Math::deg2rad(p_limit_angular));
-}
-
-real_t SliderJoint3D::_get_lower_limit_angular() const {
- return Math::rad2deg(get_param(PARAM_ANGULAR_LIMIT_LOWER));
-}
-
void SliderJoint3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &SliderJoint3D::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &SliderJoint3D::get_param);
- ClassDB::bind_method(D_METHOD("_set_upper_limit_angular", "upper_limit_angular"), &SliderJoint3D::_set_upper_limit_angular);
- ClassDB::bind_method(D_METHOD("_get_upper_limit_angular"), &SliderJoint3D::_get_upper_limit_angular);
-
- ClassDB::bind_method(D_METHOD("_set_lower_limit_angular", "lower_limit_angular"), &SliderJoint3D::_set_lower_limit_angular);
- ClassDB::bind_method(D_METHOD("_get_lower_limit_angular"), &SliderJoint3D::_get_lower_limit_angular);
-
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/upper_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_UPPER);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/lower_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_LOWER);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/upper_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_UPPER);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/lower_distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,suffix:m"), "set_param", "get_param", PARAM_LINEAR_LIMIT_LOWER);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_SOFTNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_RESTITUTION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_LIMIT_DAMPING);
@@ -452,8 +415,8 @@ void SliderJoint3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_RESTITUTION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_ortho/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_LINEAR_ORTHOGONAL_DAMPING);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_upper_limit_angular", "_get_upper_limit_angular");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_lower_limit_angular", "_get_lower_limit_angular");
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_UPPER);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.1,radians"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_LOWER);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_SOFTNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_RESTITUTION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit/damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"), "set_param", "get_param", PARAM_ANGULAR_LIMIT_DAMPING);
@@ -554,34 +517,12 @@ SliderJoint3D::SliderJoint3D() {
//////////////////////////////////
-void ConeTwistJoint3D::_set_swing_span(real_t p_limit_angular) {
- set_param(PARAM_SWING_SPAN, Math::deg2rad(p_limit_angular));
-}
-
-real_t ConeTwistJoint3D::_get_swing_span() const {
- return Math::rad2deg(get_param(PARAM_SWING_SPAN));
-}
-
-void ConeTwistJoint3D::_set_twist_span(real_t p_limit_angular) {
- set_param(PARAM_TWIST_SPAN, Math::deg2rad(p_limit_angular));
-}
-
-real_t ConeTwistJoint3D::_get_twist_span() const {
- return Math::rad2deg(get_param(PARAM_TWIST_SPAN));
-}
-
void ConeTwistJoint3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ConeTwistJoint3D::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &ConeTwistJoint3D::get_param);
- ClassDB::bind_method(D_METHOD("_set_swing_span", "swing_span"), &ConeTwistJoint3D::_set_swing_span);
- ClassDB::bind_method(D_METHOD("_get_swing_span"), &ConeTwistJoint3D::_get_swing_span);
-
- ClassDB::bind_method(D_METHOD("_set_twist_span", "twist_span"), &ConeTwistJoint3D::_set_twist_span);
- ClassDB::bind_method(D_METHOD("_get_twist_span"), &ConeTwistJoint3D::_get_twist_span);
-
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "swing_span", PROPERTY_HINT_RANGE, "-180,180,0.1"), "_set_swing_span", "_get_swing_span");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1"), "_set_twist_span", "_get_twist_span");
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "swing_span", PROPERTY_HINT_RANGE, "-180,180,0.1,radians"), "set_param", "get_param", PARAM_SWING_SPAN);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1,radians"), "set_param", "get_param", PARAM_TWIST_SPAN);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"), "set_param", "get_param", PARAM_SOFTNESS);
@@ -612,8 +553,6 @@ real_t ConeTwistJoint3D::get_param(Param p_param) const {
void ConeTwistJoint3D::_configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) {
Transform3D gt = get_global_transform();
- //Vector3 cone_twistpos = gt.origin;
- //Vector3 cone_twistdir = gt.basis.get_axis(2);
Transform3D ainv = body_a->get_global_transform().affine_inverse();
@@ -644,73 +583,7 @@ ConeTwistJoint3D::ConeTwistJoint3D() {
/////////////////////////////////////////////////////////////////////
-void Generic6DOFJoint3D::_set_angular_hi_limit_x(real_t p_limit_angular) {
- set_param_x(PARAM_ANGULAR_UPPER_LIMIT, Math::deg2rad(p_limit_angular));
-}
-
-real_t Generic6DOFJoint3D::_get_angular_hi_limit_x() const {
- return Math::rad2deg(get_param_x(PARAM_ANGULAR_UPPER_LIMIT));
-}
-
-void Generic6DOFJoint3D::_set_angular_lo_limit_x(real_t p_limit_angular) {
- set_param_x(PARAM_ANGULAR_LOWER_LIMIT, Math::deg2rad(p_limit_angular));
-}
-
-real_t Generic6DOFJoint3D::_get_angular_lo_limit_x() const {
- return Math::rad2deg(get_param_x(PARAM_ANGULAR_LOWER_LIMIT));
-}
-
-void Generic6DOFJoint3D::_set_angular_hi_limit_y(real_t p_limit_angular) {
- set_param_y(PARAM_ANGULAR_UPPER_LIMIT, Math::deg2rad(p_limit_angular));
-}
-
-real_t Generic6DOFJoint3D::_get_angular_hi_limit_y() const {
- return Math::rad2deg(get_param_y(PARAM_ANGULAR_UPPER_LIMIT));
-}
-
-void Generic6DOFJoint3D::_set_angular_lo_limit_y(real_t p_limit_angular) {
- set_param_y(PARAM_ANGULAR_LOWER_LIMIT, Math::deg2rad(p_limit_angular));
-}
-
-real_t Generic6DOFJoint3D::_get_angular_lo_limit_y() const {
- return Math::rad2deg(get_param_y(PARAM_ANGULAR_LOWER_LIMIT));
-}
-
-void Generic6DOFJoint3D::_set_angular_hi_limit_z(real_t p_limit_angular) {
- set_param_z(PARAM_ANGULAR_UPPER_LIMIT, Math::deg2rad(p_limit_angular));
-}
-
-real_t Generic6DOFJoint3D::_get_angular_hi_limit_z() const {
- return Math::rad2deg(get_param_z(PARAM_ANGULAR_UPPER_LIMIT));
-}
-
-void Generic6DOFJoint3D::_set_angular_lo_limit_z(real_t p_limit_angular) {
- set_param_z(PARAM_ANGULAR_LOWER_LIMIT, Math::deg2rad(p_limit_angular));
-}
-
-real_t Generic6DOFJoint3D::_get_angular_lo_limit_z() const {
- return Math::rad2deg(get_param_z(PARAM_ANGULAR_LOWER_LIMIT));
-}
-
void Generic6DOFJoint3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_set_angular_hi_limit_x", "angle"), &Generic6DOFJoint3D::_set_angular_hi_limit_x);
- ClassDB::bind_method(D_METHOD("_get_angular_hi_limit_x"), &Generic6DOFJoint3D::_get_angular_hi_limit_x);
-
- ClassDB::bind_method(D_METHOD("_set_angular_lo_limit_x", "angle"), &Generic6DOFJoint3D::_set_angular_lo_limit_x);
- ClassDB::bind_method(D_METHOD("_get_angular_lo_limit_x"), &Generic6DOFJoint3D::_get_angular_lo_limit_x);
-
- ClassDB::bind_method(D_METHOD("_set_angular_hi_limit_y", "angle"), &Generic6DOFJoint3D::_set_angular_hi_limit_y);
- ClassDB::bind_method(D_METHOD("_get_angular_hi_limit_y"), &Generic6DOFJoint3D::_get_angular_hi_limit_y);
-
- ClassDB::bind_method(D_METHOD("_set_angular_lo_limit_y", "angle"), &Generic6DOFJoint3D::_set_angular_lo_limit_y);
- ClassDB::bind_method(D_METHOD("_get_angular_lo_limit_y"), &Generic6DOFJoint3D::_get_angular_lo_limit_y);
-
- ClassDB::bind_method(D_METHOD("_set_angular_hi_limit_z", "angle"), &Generic6DOFJoint3D::_set_angular_hi_limit_z);
- ClassDB::bind_method(D_METHOD("_get_angular_hi_limit_z"), &Generic6DOFJoint3D::_get_angular_hi_limit_z);
-
- ClassDB::bind_method(D_METHOD("_set_angular_lo_limit_z", "angle"), &Generic6DOFJoint3D::_set_angular_lo_limit_z);
- ClassDB::bind_method(D_METHOD("_get_angular_lo_limit_z"), &Generic6DOFJoint3D::_get_angular_lo_limit_z);
-
ClassDB::bind_method(D_METHOD("set_param_x", "param", "value"), &Generic6DOFJoint3D::set_param_x);
ClassDB::bind_method(D_METHOD("get_param_x", "param"), &Generic6DOFJoint3D::get_param_x);
@@ -729,89 +602,115 @@ void Generic6DOFJoint3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_flag_z", "flag", "value"), &Generic6DOFJoint3D::set_flag_z);
ClassDB::bind_method(D_METHOD("get_flag_z", "flag"), &Generic6DOFJoint3D::get_flag_z);
+ ADD_GROUP("Linear Limit", "linear_limit_");
+
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/upper_distance"), "set_param_x", "get_param_x", PARAM_LINEAR_UPPER_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/lower_distance"), "set_param_x", "get_param_x", PARAM_LINEAR_LOWER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_UPPER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_x", "get_param_x", PARAM_LINEAR_LOWER_LIMIT);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_LIMIT_SOFTNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_RESTITUTION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_LINEAR_DAMPING);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_UPPER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_y", "get_param_y", PARAM_LINEAR_LOWER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_LIMIT_SOFTNESS);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_RESTITUTION);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_DAMPING);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/upper_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_UPPER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/lower_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_param_z", "get_param_z", PARAM_LINEAR_LOWER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_LIMIT_SOFTNESS);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_RESTITUTION);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_DAMPING);
+
+ ADD_GROUP("Linear Motor", "linear_motor_");
+
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_MOTOR);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/target_velocity"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_x/force_limit"), "set_param_x", "get_param_x", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_MOTOR);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/force_limit"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_MOTOR);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/target_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/force_limit"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
+
+ ADD_GROUP("Linear Spring", "linear_spring_");
+
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_LINEAR_SPRING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_STIFFNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/damping"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_x/equilibrium_point"), "set_param_x", "get_param_x", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_SPRING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_STIFFNESS);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/damping"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_DAMPING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/equilibrium_point"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_SPRING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_STIFFNESS);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/damping"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_DAMPING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/equilibrium_point"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
+
+ ADD_GROUP("Angular Limit", "angular_limit_");
+
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_LIMIT);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_x/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_hi_limit_x", "_get_angular_hi_limit_x");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_x/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_lo_limit_x", "_get_angular_lo_limit_x");
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians"), "set_param_x", "get_param_x", PARAM_ANGULAR_UPPER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians"), "set_param_x", "get_param_x", PARAM_ANGULAR_LOWER_LIMIT);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_LIMIT_SOFTNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_RESTITUTION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_x", "get_param_x", PARAM_ANGULAR_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/force_limit"), "set_param_x", "get_param_x", PARAM_ANGULAR_FORCE_LIMIT);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_x/erp"), "set_param_x", "get_param_x", PARAM_ANGULAR_ERP);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_MOTOR);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/target_velocity"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/force_limit"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_SPRING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_STIFFNESS);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/damping"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/equilibrium_point"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/upper_distance"), "set_param_y", "get_param_y", PARAM_LINEAR_UPPER_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/lower_distance"), "set_param_y", "get_param_y", PARAM_LINEAR_LOWER_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_LIMIT_SOFTNESS);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_RESTITUTION);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_LINEAR_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_MOTOR);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/target_velocity"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_y/force_limit"), "set_param_y", "get_param_y", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_LINEAR_SPRING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_STIFFNESS);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/damping"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_y/equilibrium_point"), "set_param_y", "get_param_y", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_LIMIT);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_y/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_hi_limit_y", "_get_angular_hi_limit_y");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_y/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_lo_limit_y", "_get_angular_lo_limit_y");
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians"), "set_param_y", "get_param_y", PARAM_ANGULAR_UPPER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians"), "set_param_y", "get_param_y", PARAM_ANGULAR_LOWER_LIMIT);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_LIMIT_SOFTNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_RESTITUTION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_y", "get_param_y", PARAM_ANGULAR_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/force_limit"), "set_param_y", "get_param_y", PARAM_ANGULAR_FORCE_LIMIT);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_y/erp"), "set_param_y", "get_param_y", PARAM_ANGULAR_ERP);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_MOTOR);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/target_velocity"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/force_limit"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_SPRING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_STIFFNESS);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/damping"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/equilibrium_point"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/upper_distance"), "set_param_z", "get_param_z", PARAM_LINEAR_UPPER_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/lower_distance"), "set_param_z", "get_param_z", PARAM_LINEAR_LOWER_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_LIMIT_SOFTNESS);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_RESTITUTION);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_LINEAR_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_MOTOR);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/target_velocity"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_TARGET_VELOCITY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_motor_z/force_limit"), "set_param_z", "get_param_z", PARAM_LINEAR_MOTOR_FORCE_LIMIT);
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "linear_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_LINEAR_SPRING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_STIFFNESS);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/damping"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_DAMPING);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "linear_spring_z/equilibrium_point"), "set_param_z", "get_param_z", PARAM_LINEAR_SPRING_EQUILIBRIUM_POINT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_limit_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_LIMIT);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_z/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_hi_limit_z", "_get_angular_hi_limit_z");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_limit_z/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01"), "_set_angular_lo_limit_z", "_get_angular_lo_limit_z");
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/upper_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians"), "set_param_z", "get_param_z", PARAM_ANGULAR_UPPER_LIMIT);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/lower_angle", PROPERTY_HINT_RANGE, "-180,180,0.01,radians"), "set_param_z", "get_param_z", PARAM_ANGULAR_LOWER_LIMIT);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_LIMIT_SOFTNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_RESTITUTION);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"), "set_param_z", "get_param_z", PARAM_ANGULAR_DAMPING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/force_limit"), "set_param_z", "get_param_z", PARAM_ANGULAR_FORCE_LIMIT);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_limit_z/erp"), "set_param_z", "get_param_z", PARAM_ANGULAR_ERP);
+
+ ADD_GROUP("Angular Motor", "angular_motor_");
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_MOTOR);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/target_velocity"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_x/force_limit"), "set_param_x", "get_param_x", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_MOTOR);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/target_velocity"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_y/force_limit"), "set_param_y", "get_param_y", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
+
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_motor_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_MOTOR);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/target_velocity"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_TARGET_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_motor_z/force_limit"), "set_param_z", "get_param_z", PARAM_ANGULAR_MOTOR_FORCE_LIMIT);
+
+ ADD_GROUP("Angular Spring", "angular_spring_");
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_x/enabled"), "set_flag_x", "get_flag_x", FLAG_ENABLE_ANGULAR_SPRING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/stiffness"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_STIFFNESS);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/damping"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_DAMPING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_x/equilibrium_point"), "set_param_x", "get_param_x", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
+
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_y/enabled"), "set_flag_y", "get_flag_y", FLAG_ENABLE_ANGULAR_SPRING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/stiffness"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_STIFFNESS);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/damping"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_DAMPING);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_y/equilibrium_point"), "set_param_y", "get_param_y", PARAM_ANGULAR_SPRING_EQUILIBRIUM_POINT);
+
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "angular_spring_z/enabled"), "set_flag_z", "get_flag_z", FLAG_ENABLE_ANGULAR_SPRING);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/stiffness"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_STIFFNESS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "angular_spring_z/damping"), "set_param_z", "get_param_z", PARAM_ANGULAR_SPRING_DAMPING);
diff --git a/scene/3d/joint_3d.h b/scene/3d/joint_3d.h
index ea356ef3b7..cadd617153 100644
--- a/scene/3d/joint_3d.h
+++ b/scene/3d/joint_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* joint_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* joint_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef JOINT_3D_H
#define JOINT_3D_H
@@ -63,7 +63,7 @@ protected:
_FORCE_INLINE_ bool is_configured() const { return configured; }
public:
- virtual TypedArray<String> get_configuration_warnings() const override;
+ virtual PackedStringArray get_configuration_warnings() const override;
void set_node_a(const NodePath &p_node_a);
NodePath get_node_a() const;
@@ -136,12 +136,6 @@ protected:
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
static void _bind_methods();
- void _set_upper_limit(real_t p_limit);
- real_t _get_upper_limit() const;
-
- void _set_lower_limit(real_t p_limit);
- real_t _get_lower_limit() const;
-
public:
void set_param(Param p_param, real_t p_value);
real_t get_param(Param p_param) const;
@@ -188,12 +182,6 @@ public:
};
protected:
- void _set_upper_limit_angular(real_t p_limit_angular);
- real_t _get_upper_limit_angular() const;
-
- void _set_lower_limit_angular(real_t p_limit_angular);
- real_t _get_lower_limit_angular() const;
-
real_t params[PARAM_MAX];
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
static void _bind_methods();
@@ -221,12 +209,6 @@ public:
};
protected:
- void _set_swing_span(real_t p_limit_angular);
- real_t _get_swing_span() const;
-
- void _set_twist_span(real_t p_limit_angular);
- real_t _get_twist_span() const;
-
real_t params[PARAM_MAX];
virtual void _configure_joint(RID p_joint, PhysicsBody3D *body_a, PhysicsBody3D *body_b) override;
static void _bind_methods();
@@ -281,24 +263,6 @@ public:
};
protected:
- void _set_angular_hi_limit_x(real_t p_limit_angular);
- real_t _get_angular_hi_limit_x() const;
-
- void _set_angular_hi_limit_y(real_t p_limit_angular);
- real_t _get_angular_hi_limit_y() const;
-
- void _set_angular_hi_limit_z(real_t p_limit_angular);
- real_t _get_angular_hi_limit_z() const;
-
- void _set_angular_lo_limit_x(real_t p_limit_angular);
- real_t _get_angular_lo_limit_x() const;
-
- void _set_angular_lo_limit_y(real_t p_limit_angular);
- real_t _get_angular_lo_limit_y() const;
-
- void _set_angular_lo_limit_z(real_t p_limit_angular);
- real_t _get_angular_lo_limit_z() const;
-
real_t params_x[PARAM_MAX];
bool flags_x[FLAG_MAX];
real_t params_y[PARAM_MAX];
diff --git a/scene/3d/label_3d.cpp b/scene/3d/label_3d.cpp
new file mode 100644
index 0000000000..5fc36abb76
--- /dev/null
+++ b/scene/3d/label_3d.cpp
@@ -0,0 +1,1044 @@
+/**************************************************************************/
+/* label_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "label_3d.h"
+
+#include "core/core_string_names.h"
+#include "scene/main/viewport.h"
+#include "scene/resources/theme.h"
+#include "scene/scene_string_names.h"
+#include "scene/theme/theme_db.h"
+
+void Label3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &Label3D::set_horizontal_alignment);
+ ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &Label3D::get_horizontal_alignment);
+
+ ClassDB::bind_method(D_METHOD("set_vertical_alignment", "alignment"), &Label3D::set_vertical_alignment);
+ ClassDB::bind_method(D_METHOD("get_vertical_alignment"), &Label3D::get_vertical_alignment);
+
+ ClassDB::bind_method(D_METHOD("set_modulate", "modulate"), &Label3D::set_modulate);
+ ClassDB::bind_method(D_METHOD("get_modulate"), &Label3D::get_modulate);
+
+ ClassDB::bind_method(D_METHOD("set_outline_modulate", "modulate"), &Label3D::set_outline_modulate);
+ ClassDB::bind_method(D_METHOD("get_outline_modulate"), &Label3D::get_outline_modulate);
+
+ ClassDB::bind_method(D_METHOD("set_text", "text"), &Label3D::set_text);
+ ClassDB::bind_method(D_METHOD("get_text"), &Label3D::get_text);
+
+ ClassDB::bind_method(D_METHOD("set_text_direction", "direction"), &Label3D::set_text_direction);
+ ClassDB::bind_method(D_METHOD("get_text_direction"), &Label3D::get_text_direction);
+
+ ClassDB::bind_method(D_METHOD("set_language", "language"), &Label3D::set_language);
+ ClassDB::bind_method(D_METHOD("get_language"), &Label3D::get_language);
+
+ ClassDB::bind_method(D_METHOD("set_structured_text_bidi_override", "parser"), &Label3D::set_structured_text_bidi_override);
+ ClassDB::bind_method(D_METHOD("get_structured_text_bidi_override"), &Label3D::get_structured_text_bidi_override);
+
+ ClassDB::bind_method(D_METHOD("set_structured_text_bidi_override_options", "args"), &Label3D::set_structured_text_bidi_override_options);
+ ClassDB::bind_method(D_METHOD("get_structured_text_bidi_override_options"), &Label3D::get_structured_text_bidi_override_options);
+
+ ClassDB::bind_method(D_METHOD("set_uppercase", "enable"), &Label3D::set_uppercase);
+ ClassDB::bind_method(D_METHOD("is_uppercase"), &Label3D::is_uppercase);
+
+ ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Label3D::set_render_priority);
+ ClassDB::bind_method(D_METHOD("get_render_priority"), &Label3D::get_render_priority);
+
+ ClassDB::bind_method(D_METHOD("set_outline_render_priority", "priority"), &Label3D::set_outline_render_priority);
+ ClassDB::bind_method(D_METHOD("get_outline_render_priority"), &Label3D::get_outline_render_priority);
+
+ ClassDB::bind_method(D_METHOD("set_font", "font"), &Label3D::set_font);
+ ClassDB::bind_method(D_METHOD("get_font"), &Label3D::get_font);
+
+ ClassDB::bind_method(D_METHOD("set_font_size", "size"), &Label3D::set_font_size);
+ ClassDB::bind_method(D_METHOD("get_font_size"), &Label3D::get_font_size);
+
+ ClassDB::bind_method(D_METHOD("set_outline_size", "outline_size"), &Label3D::set_outline_size);
+ ClassDB::bind_method(D_METHOD("get_outline_size"), &Label3D::get_outline_size);
+
+ ClassDB::bind_method(D_METHOD("set_line_spacing", "line_spacing"), &Label3D::set_line_spacing);
+ ClassDB::bind_method(D_METHOD("get_line_spacing"), &Label3D::get_line_spacing);
+
+ ClassDB::bind_method(D_METHOD("set_autowrap_mode", "autowrap_mode"), &Label3D::set_autowrap_mode);
+ ClassDB::bind_method(D_METHOD("get_autowrap_mode"), &Label3D::get_autowrap_mode);
+
+ ClassDB::bind_method(D_METHOD("set_width", "width"), &Label3D::set_width);
+ ClassDB::bind_method(D_METHOD("get_width"), &Label3D::get_width);
+
+ ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &Label3D::set_pixel_size);
+ ClassDB::bind_method(D_METHOD("get_pixel_size"), &Label3D::get_pixel_size);
+
+ ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Label3D::set_offset);
+ ClassDB::bind_method(D_METHOD("get_offset"), &Label3D::get_offset);
+
+ ClassDB::bind_method(D_METHOD("set_draw_flag", "flag", "enabled"), &Label3D::set_draw_flag);
+ ClassDB::bind_method(D_METHOD("get_draw_flag", "flag"), &Label3D::get_draw_flag);
+
+ ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &Label3D::set_billboard_mode);
+ ClassDB::bind_method(D_METHOD("get_billboard_mode"), &Label3D::get_billboard_mode);
+
+ ClassDB::bind_method(D_METHOD("set_alpha_cut_mode", "mode"), &Label3D::set_alpha_cut_mode);
+ ClassDB::bind_method(D_METHOD("get_alpha_cut_mode"), &Label3D::get_alpha_cut_mode);
+
+ ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &Label3D::set_alpha_scissor_threshold);
+ ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &Label3D::get_alpha_scissor_threshold);
+
+ ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &Label3D::set_alpha_hash_scale);
+ ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &Label3D::get_alpha_hash_scale);
+
+ ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &Label3D::set_alpha_antialiasing);
+ ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &Label3D::get_alpha_antialiasing);
+
+ ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &Label3D::set_alpha_antialiasing_edge);
+ ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &Label3D::get_alpha_antialiasing_edge);
+
+ ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &Label3D::set_texture_filter);
+ ClassDB::bind_method(D_METHOD("get_texture_filter"), &Label3D::get_texture_filter);
+
+ ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &Label3D::generate_triangle_mesh);
+
+ ClassDB::bind_method(D_METHOD("_queue_update"), &Label3D::_queue_update);
+ ClassDB::bind_method(D_METHOD("_font_changed"), &Label3D::_font_changed);
+ ClassDB::bind_method(D_METHOD("_im_update"), &Label3D::_im_update);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001,suffix:m"), "set_pixel_size", "get_pixel_size");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
+
+ ADD_GROUP("Flags", "");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard"), "set_billboard_mode", "get_billboard_mode");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shaded"), "set_draw_flag", "get_draw_flag", FLAG_SHADED);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "double_sided"), "set_draw_flag", "get_draw_flag", FLAG_DOUBLE_SIDED);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_draw_flag", "get_draw_flag", FLAG_DISABLE_DEPTH_TEST);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_draw_flag", "get_draw_flag", FLAG_FIXED_SIZE);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass,Alpha Hash"), "set_alpha_cut_mode", "get_alpha_cut_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RS::MATERIAL_RENDER_PRIORITY_MIN) + "," + itos(RS::MATERIAL_RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "outline_render_priority", PROPERTY_HINT_RANGE, itos(RS::MATERIAL_RENDER_PRIORITY_MIN) + "," + itos(RS::MATERIAL_RENDER_PRIORITY_MAX) + ",1"), "set_outline_render_priority", "get_outline_render_priority");
+
+ ADD_GROUP("Text", "");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "outline_modulate"), "set_outline_modulate", "get_outline_modulate");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "text", PROPERTY_HINT_MULTILINE_TEXT, ""), "set_text", "get_text");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_font", "get_font");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "font_size", PROPERTY_HINT_RANGE, "1,256,1,or_greater,suffix:px"), "set_font_size", "get_font_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "outline_size", PROPERTY_HINT_RANGE, "0,127,1,suffix:px"), "set_outline_size", "get_outline_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "vertical_alignment", PROPERTY_HINT_ENUM, "Top,Center,Bottom"), "set_vertical_alignment", "get_vertical_alignment");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "line_spacing", PROPERTY_HINT_NONE, "suffix:px"), "set_line_spacing", "get_line_spacing");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "autowrap_mode", PROPERTY_HINT_ENUM, "Off,Arbitrary,Word,Word (Smart)"), "set_autowrap_mode", "get_autowrap_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width", PROPERTY_HINT_NONE, "suffix:px"), "set_width", "get_width");
+
+ ADD_GROUP("BiDi", "");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "text_direction", PROPERTY_HINT_ENUM, "Auto,Left-to-Right,Right-to-Left"), "set_text_direction", "get_text_direction");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "language", PROPERTY_HINT_LOCALE_ID, ""), "set_language", "get_language");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "structured_text_bidi_override", PROPERTY_HINT_ENUM, "Default,URI,File,Email,List,None,Custom"), "set_structured_text_bidi_override", "get_structured_text_bidi_override");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "structured_text_bidi_override_options"), "set_structured_text_bidi_override_options", "get_structured_text_bidi_override_options");
+
+ BIND_ENUM_CONSTANT(FLAG_SHADED);
+ BIND_ENUM_CONSTANT(FLAG_DOUBLE_SIDED);
+ BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
+ BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
+ BIND_ENUM_CONSTANT(FLAG_MAX);
+
+ BIND_ENUM_CONSTANT(ALPHA_CUT_DISABLED);
+ BIND_ENUM_CONSTANT(ALPHA_CUT_DISCARD);
+ BIND_ENUM_CONSTANT(ALPHA_CUT_OPAQUE_PREPASS);
+ BIND_ENUM_CONSTANT(ALPHA_CUT_HASH);
+}
+
+void Label3D::_validate_property(PropertyInfo &p_property) const {
+ if (
+ p_property.name == "material_override" ||
+ p_property.name == "material_overlay" ||
+ p_property.name == "lod_bias" ||
+ p_property.name == "gi_mode" ||
+ p_property.name == "gi_lightmap_scale") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if (p_property.name == "cast_shadow" && alpha_cut == ALPHA_CUT_DISABLED) {
+ // Alpha-blended materials can't cast shadows.
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+}
+
+void Label3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (!pending_update) {
+ _im_update();
+ }
+ Viewport *viewport = get_viewport();
+ ERR_FAIL_COND(!viewport);
+ viewport->connect("size_changed", callable_mp(this, &Label3D::_font_changed));
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
+ Viewport *viewport = get_viewport();
+ ERR_FAIL_COND(!viewport);
+ viewport->disconnect("size_changed", callable_mp(this, &Label3D::_font_changed));
+ } break;
+ case NOTIFICATION_TRANSLATION_CHANGED: {
+ String new_text = tr(text);
+ if (new_text == xl_text) {
+ return; // Nothing new.
+ }
+ xl_text = new_text;
+ dirty_text = true;
+ _queue_update();
+ } break;
+ }
+}
+
+void Label3D::_im_update() {
+ _shape();
+
+ triangle_mesh.unref();
+ update_gizmos();
+
+ pending_update = false;
+}
+
+void Label3D::_queue_update() {
+ if (pending_update) {
+ return;
+ }
+
+ pending_update = true;
+ call_deferred(SceneStringNames::get_singleton()->_im_update);
+}
+
+AABB Label3D::get_aabb() const {
+ return aabb;
+}
+
+Ref<TriangleMesh> Label3D::generate_triangle_mesh() const {
+ if (triangle_mesh.is_valid()) {
+ return triangle_mesh;
+ }
+
+ Ref<Font> font = _get_font_or_default();
+ if (font.is_null()) {
+ return Ref<TriangleMesh>();
+ }
+
+ Vector<Vector3> faces;
+ faces.resize(6);
+ Vector3 *facesw = faces.ptrw();
+
+ float total_h = 0.0;
+ float max_line_w = 0.0;
+ for (int i = 0; i < lines_rid.size(); i++) {
+ total_h += TS->shaped_text_get_size(lines_rid[i]).y + line_spacing;
+ max_line_w = MAX(max_line_w, TS->shaped_text_get_width(lines_rid[i]));
+ }
+
+ float vbegin = 0;
+ switch (vertical_alignment) {
+ case VERTICAL_ALIGNMENT_FILL:
+ case VERTICAL_ALIGNMENT_TOP: {
+ // Nothing.
+ } break;
+ case VERTICAL_ALIGNMENT_CENTER: {
+ vbegin = (total_h - line_spacing) / 2.0;
+ } break;
+ case VERTICAL_ALIGNMENT_BOTTOM: {
+ vbegin = (total_h - line_spacing);
+ } break;
+ }
+
+ Vector2 offset = Vector2(0, vbegin);
+ switch (horizontal_alignment) {
+ case HORIZONTAL_ALIGNMENT_LEFT:
+ break;
+ case HORIZONTAL_ALIGNMENT_FILL:
+ case HORIZONTAL_ALIGNMENT_CENTER: {
+ offset.x = -max_line_w / 2.0;
+ } break;
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
+ offset.x = -max_line_w;
+ } break;
+ }
+
+ Rect2 final_rect = Rect2(offset + lbl_offset, Size2(max_line_w, total_h));
+
+ if (final_rect.size.x == 0 || final_rect.size.y == 0) {
+ return Ref<TriangleMesh>();
+ }
+
+ real_t px_size = get_pixel_size();
+
+ Vector2 vertices[4] = {
+
+ (final_rect.position + Vector2(0, -final_rect.size.y)) * px_size,
+ (final_rect.position + Vector2(final_rect.size.x, -final_rect.size.y)) * px_size,
+ (final_rect.position + Vector2(final_rect.size.x, 0)) * px_size,
+ final_rect.position * px_size,
+
+ };
+
+ static const int indices[6] = {
+ 0, 1, 2,
+ 0, 2, 3
+ };
+
+ for (int j = 0; j < 6; j++) {
+ int i = indices[j];
+ Vector3 vtx;
+ vtx[0] = vertices[i][0];
+ vtx[1] = vertices[i][1];
+ facesw[j] = vtx;
+ }
+
+ triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
+ triangle_mesh->create(faces);
+
+ return triangle_mesh;
+}
+
+void Label3D::_generate_glyph_surfaces(const Glyph &p_glyph, Vector2 &r_offset, const Color &p_modulate, int p_priority, int p_outline_size) {
+ for (int j = 0; j < p_glyph.repeat; j++) {
+ Vector2 gl_of;
+ Vector2 gl_sz;
+ Rect2 gl_uv;
+ Size2 texs;
+ RID tex;
+
+ if (p_glyph.font_rid != RID()) {
+ tex = TS->font_get_glyph_texture_rid(p_glyph.font_rid, Vector2i(p_glyph.font_size, p_outline_size), p_glyph.index);
+ if (tex != RID()) {
+ gl_of = (TS->font_get_glyph_offset(p_glyph.font_rid, Vector2i(p_glyph.font_size, p_outline_size), p_glyph.index) + Vector2(p_glyph.x_off, p_glyph.y_off)) * pixel_size;
+ gl_sz = TS->font_get_glyph_size(p_glyph.font_rid, Vector2i(p_glyph.font_size, p_outline_size), p_glyph.index) * pixel_size;
+ gl_uv = TS->font_get_glyph_uv_rect(p_glyph.font_rid, Vector2i(p_glyph.font_size, p_outline_size), p_glyph.index);
+ texs = TS->font_get_glyph_texture_size(p_glyph.font_rid, Vector2i(p_glyph.font_size, p_outline_size), p_glyph.index);
+ }
+ } else {
+ gl_sz = TS->get_hex_code_box_size(p_glyph.font_size, p_glyph.index) * pixel_size;
+ gl_of = Vector2(0, -gl_sz.y);
+ }
+
+ bool msdf = TS->font_is_multichannel_signed_distance_field(p_glyph.font_rid);
+
+ SurfaceKey key = SurfaceKey(tex.get_id(), p_priority, p_outline_size);
+ if (!surfaces.has(key)) {
+ SurfaceData surf;
+ surf.material = RenderingServer::get_singleton()->material_create();
+ // Set defaults for material, names need to match up those in StandardMaterial3D
+ RS::get_singleton()->material_set_param(surf.material, "albedo", Color(1, 1, 1, 1));
+ RS::get_singleton()->material_set_param(surf.material, "specular", 0.5);
+ RS::get_singleton()->material_set_param(surf.material, "metallic", 0.0);
+ RS::get_singleton()->material_set_param(surf.material, "roughness", 1.0);
+ RS::get_singleton()->material_set_param(surf.material, "uv1_offset", Vector3(0, 0, 0));
+ RS::get_singleton()->material_set_param(surf.material, "uv1_scale", Vector3(1, 1, 1));
+ RS::get_singleton()->material_set_param(surf.material, "uv2_offset", Vector3(0, 0, 0));
+ RS::get_singleton()->material_set_param(surf.material, "uv2_scale", Vector3(1, 1, 1));
+ RS::get_singleton()->material_set_param(surf.material, "alpha_scissor_threshold", alpha_scissor_threshold);
+ RS::get_singleton()->material_set_param(surf.material, "alpha_hash_scale", alpha_hash_scale);
+ RS::get_singleton()->material_set_param(surf.material, "alpha_antialiasing_edge", alpha_antialiasing_edge);
+ if (msdf) {
+ RS::get_singleton()->material_set_param(surf.material, "msdf_pixel_range", TS->font_get_msdf_pixel_range(p_glyph.font_rid));
+ RS::get_singleton()->material_set_param(surf.material, "msdf_outline_size", p_outline_size);
+ }
+
+ BaseMaterial3D::Transparency mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA;
+ if (get_alpha_cut_mode() == ALPHA_CUT_DISCARD) {
+ mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_SCISSOR;
+ } else if (get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS) {
+ mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS;
+ } else if (get_alpha_cut_mode() == ALPHA_CUT_HASH) {
+ mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_HASH;
+ }
+
+ RID shader_rid;
+ StandardMaterial3D::get_material_for_2d(get_draw_flag(FLAG_SHADED), mat_transparency, get_draw_flag(FLAG_DOUBLE_SIDED), get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, msdf, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), texture_filter, alpha_antialiasing_mode, &shader_rid);
+
+ RS::get_singleton()->material_set_shader(surf.material, shader_rid);
+ RS::get_singleton()->material_set_param(surf.material, "texture_albedo", tex);
+ if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
+ RS::get_singleton()->material_set_render_priority(surf.material, p_priority);
+ } else {
+ surf.z_shift = p_priority * pixel_size;
+ }
+
+ surfaces[key] = surf;
+ }
+ SurfaceData &s = surfaces[key];
+
+ s.mesh_vertices.resize((s.offset + 1) * 4);
+ s.mesh_normals.resize((s.offset + 1) * 4);
+ s.mesh_tangents.resize((s.offset + 1) * 16);
+ s.mesh_colors.resize((s.offset + 1) * 4);
+ s.mesh_uvs.resize((s.offset + 1) * 4);
+
+ s.mesh_vertices.write[(s.offset * 4) + 3] = Vector3(r_offset.x + gl_of.x, r_offset.y - gl_of.y - gl_sz.y, s.z_shift);
+ s.mesh_vertices.write[(s.offset * 4) + 2] = Vector3(r_offset.x + gl_of.x + gl_sz.x, r_offset.y - gl_of.y - gl_sz.y, s.z_shift);
+ s.mesh_vertices.write[(s.offset * 4) + 1] = Vector3(r_offset.x + gl_of.x + gl_sz.x, r_offset.y - gl_of.y, s.z_shift);
+ s.mesh_vertices.write[(s.offset * 4) + 0] = Vector3(r_offset.x + gl_of.x, r_offset.y - gl_of.y, s.z_shift);
+
+ for (int i = 0; i < 4; i++) {
+ s.mesh_normals.write[(s.offset * 4) + i] = Vector3(0.0, 0.0, 1.0);
+ s.mesh_tangents.write[(s.offset * 16) + (i * 4) + 0] = 1.0;
+ s.mesh_tangents.write[(s.offset * 16) + (i * 4) + 1] = 0.0;
+ s.mesh_tangents.write[(s.offset * 16) + (i * 4) + 2] = 0.0;
+ s.mesh_tangents.write[(s.offset * 16) + (i * 4) + 3] = 1.0;
+ s.mesh_colors.write[(s.offset * 4) + i] = p_modulate;
+ s.mesh_uvs.write[(s.offset * 4) + i] = Vector2();
+
+ if (aabb == AABB()) {
+ aabb.position = s.mesh_vertices[(s.offset * 4) + i];
+ } else {
+ aabb.expand_to(s.mesh_vertices[(s.offset * 4) + i]);
+ }
+ }
+
+ if (tex != RID()) {
+ s.mesh_uvs.write[(s.offset * 4) + 3] = Vector2(gl_uv.position.x / texs.x, (gl_uv.position.y + gl_uv.size.y) / texs.y);
+ s.mesh_uvs.write[(s.offset * 4) + 2] = Vector2((gl_uv.position.x + gl_uv.size.x) / texs.x, (gl_uv.position.y + gl_uv.size.y) / texs.y);
+ s.mesh_uvs.write[(s.offset * 4) + 1] = Vector2((gl_uv.position.x + gl_uv.size.x) / texs.x, gl_uv.position.y / texs.y);
+ s.mesh_uvs.write[(s.offset * 4) + 0] = Vector2(gl_uv.position.x / texs.x, gl_uv.position.y / texs.y);
+ }
+
+ s.indices.resize((s.offset + 1) * 6);
+ s.indices.write[(s.offset * 6) + 0] = (s.offset * 4) + 0;
+ s.indices.write[(s.offset * 6) + 1] = (s.offset * 4) + 1;
+ s.indices.write[(s.offset * 6) + 2] = (s.offset * 4) + 2;
+ s.indices.write[(s.offset * 6) + 3] = (s.offset * 4) + 0;
+ s.indices.write[(s.offset * 6) + 4] = (s.offset * 4) + 2;
+ s.indices.write[(s.offset * 6) + 5] = (s.offset * 4) + 3;
+
+ s.offset++;
+ r_offset.x += p_glyph.advance * pixel_size;
+ }
+}
+
+void Label3D::_shape() {
+ // When a shaped text is invalidated by an external source, we want to reshape it.
+ if (!TS->shaped_text_is_ready(text_rid)) {
+ dirty_text = true;
+ }
+
+ for (const RID &line_rid : lines_rid) {
+ if (!TS->shaped_text_is_ready(line_rid)) {
+ dirty_lines = true;
+ break;
+ }
+ }
+
+ // Clear mesh.
+ RS::get_singleton()->mesh_clear(mesh);
+ aabb = AABB();
+
+ // Clear materials.
+ for (const KeyValue<SurfaceKey, SurfaceData> &E : surfaces) {
+ RenderingServer::get_singleton()->free(E.value.material);
+ }
+ surfaces.clear();
+
+ Ref<Font> font = _get_font_or_default();
+ ERR_FAIL_COND(font.is_null());
+
+ // Update text buffer.
+ if (dirty_text) {
+ TS->shaped_text_clear(text_rid);
+ TS->shaped_text_set_direction(text_rid, text_direction);
+
+ String txt = (uppercase) ? TS->string_to_upper(xl_text, language) : xl_text;
+ TS->shaped_text_add_string(text_rid, txt, font->get_rids(), font_size, font->get_opentype_features(), language);
+ for (int i = 0; i < TextServer::SPACING_MAX; i++) {
+ TS->shaped_text_set_spacing(text_rid, TextServer::SpacingType(i), font->get_spacing(TextServer::SpacingType(i)));
+ }
+
+ TypedArray<Vector3i> stt;
+ if (st_parser == TextServer::STRUCTURED_TEXT_CUSTOM) {
+ GDVIRTUAL_CALL(_structured_text_parser, st_args, txt, stt);
+ } else {
+ stt = TS->parse_structured_text(st_parser, st_args, txt);
+ }
+ TS->shaped_text_set_bidi_override(text_rid, stt);
+
+ dirty_text = false;
+ dirty_font = false;
+ dirty_lines = true;
+ } else if (dirty_font) {
+ int spans = TS->shaped_get_span_count(text_rid);
+ for (int i = 0; i < spans; i++) {
+ TS->shaped_set_span_update_font(text_rid, i, font->get_rids(), font_size, font->get_opentype_features());
+ }
+ for (int i = 0; i < TextServer::SPACING_MAX; i++) {
+ TS->shaped_text_set_spacing(text_rid, TextServer::SpacingType(i), font->get_spacing(TextServer::SpacingType(i)));
+ }
+
+ dirty_font = false;
+ dirty_lines = true;
+ }
+
+ if (dirty_lines) {
+ for (int i = 0; i < lines_rid.size(); i++) {
+ TS->free_rid(lines_rid[i]);
+ }
+ lines_rid.clear();
+
+ BitField<TextServer::LineBreakFlag> autowrap_flags = TextServer::BREAK_MANDATORY;
+ switch (autowrap_mode) {
+ case TextServer::AUTOWRAP_WORD_SMART:
+ autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_ADAPTIVE | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_WORD:
+ autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_ARBITRARY:
+ autowrap_flags = TextServer::BREAK_GRAPHEME_BOUND | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_OFF:
+ break;
+ }
+ autowrap_flags = autowrap_flags | TextServer::BREAK_TRIM_EDGE_SPACES;
+
+ PackedInt32Array line_breaks = TS->shaped_text_get_line_breaks(text_rid, width, 0, autowrap_flags);
+ float max_line_w = 0.0;
+ for (int i = 0; i < line_breaks.size(); i = i + 2) {
+ RID line = TS->shaped_text_substr(text_rid, line_breaks[i], line_breaks[i + 1] - line_breaks[i]);
+ max_line_w = MAX(max_line_w, TS->shaped_text_get_width(line));
+ lines_rid.push_back(line);
+ }
+
+ if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
+ for (int i = 0; i < lines_rid.size() - 1; i++) {
+ TS->shaped_text_fit_to_width(lines_rid[i], (width > 0) ? width : max_line_w, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
+ }
+ }
+ dirty_lines = false;
+ }
+
+ // Generate surfaces and materials.
+ float total_h = 0.0;
+ for (int i = 0; i < lines_rid.size(); i++) {
+ total_h += (TS->shaped_text_get_size(lines_rid[i]).y + line_spacing) * pixel_size;
+ }
+
+ float vbegin = 0.0;
+ switch (vertical_alignment) {
+ case VERTICAL_ALIGNMENT_FILL:
+ case VERTICAL_ALIGNMENT_TOP: {
+ // Nothing.
+ } break;
+ case VERTICAL_ALIGNMENT_CENTER: {
+ vbegin = (total_h - line_spacing * pixel_size) / 2.0;
+ } break;
+ case VERTICAL_ALIGNMENT_BOTTOM: {
+ vbegin = (total_h - line_spacing * pixel_size);
+ } break;
+ }
+
+ Vector2 offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
+ for (int i = 0; i < lines_rid.size(); i++) {
+ const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
+ int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
+ float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size;
+
+ switch (horizontal_alignment) {
+ case HORIZONTAL_ALIGNMENT_LEFT:
+ offset.x = 0.0;
+ break;
+ case HORIZONTAL_ALIGNMENT_FILL:
+ case HORIZONTAL_ALIGNMENT_CENTER: {
+ offset.x = -line_width / 2.0;
+ } break;
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
+ offset.x = -line_width;
+ } break;
+ }
+ offset.x += lbl_offset.x * pixel_size;
+ offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size;
+
+ if (outline_modulate.a != 0.0 && outline_size > 0) {
+ // Outline surfaces.
+ Vector2 ol_offset = offset;
+ for (int j = 0; j < gl_size; j++) {
+ _generate_glyph_surfaces(glyphs[j], ol_offset, outline_modulate, outline_render_priority, outline_size);
+ }
+ }
+
+ // Main text surfaces.
+ for (int j = 0; j < gl_size; j++) {
+ _generate_glyph_surfaces(glyphs[j], offset, modulate, render_priority);
+ }
+ offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size;
+ }
+
+ for (const KeyValue<SurfaceKey, SurfaceData> &E : surfaces) {
+ Array mesh_array;
+ mesh_array.resize(RS::ARRAY_MAX);
+ mesh_array[RS::ARRAY_VERTEX] = E.value.mesh_vertices;
+ mesh_array[RS::ARRAY_NORMAL] = E.value.mesh_normals;
+ mesh_array[RS::ARRAY_TANGENT] = E.value.mesh_tangents;
+ mesh_array[RS::ARRAY_COLOR] = E.value.mesh_colors;
+ mesh_array[RS::ARRAY_TEX_UV] = E.value.mesh_uvs;
+ mesh_array[RS::ARRAY_INDEX] = E.value.indices;
+
+ RS::SurfaceData sd;
+ RS::get_singleton()->mesh_create_surface_data_from_arrays(&sd, RS::PRIMITIVE_TRIANGLES, mesh_array);
+
+ sd.material = E.value.material;
+
+ RS::get_singleton()->mesh_add_surface(mesh, sd);
+ }
+}
+
+void Label3D::set_text(const String &p_string) {
+ text = p_string;
+ xl_text = tr(p_string);
+ dirty_text = true;
+ _queue_update();
+}
+
+String Label3D::get_text() const {
+ return text;
+}
+
+void Label3D::set_horizontal_alignment(HorizontalAlignment p_alignment) {
+ ERR_FAIL_INDEX((int)p_alignment, 4);
+ if (horizontal_alignment != p_alignment) {
+ if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
+ dirty_lines = true; // Reshape lines.
+ }
+ horizontal_alignment = p_alignment;
+ _queue_update();
+ }
+}
+
+HorizontalAlignment Label3D::get_horizontal_alignment() const {
+ return horizontal_alignment;
+}
+
+void Label3D::set_vertical_alignment(VerticalAlignment p_alignment) {
+ ERR_FAIL_INDEX((int)p_alignment, 4);
+ if (vertical_alignment != p_alignment) {
+ vertical_alignment = p_alignment;
+ _queue_update();
+ }
+}
+
+VerticalAlignment Label3D::get_vertical_alignment() const {
+ return vertical_alignment;
+}
+
+void Label3D::set_text_direction(TextServer::Direction p_text_direction) {
+ ERR_FAIL_COND((int)p_text_direction < -1 || (int)p_text_direction > 3);
+ if (text_direction != p_text_direction) {
+ text_direction = p_text_direction;
+ dirty_text = true;
+ _queue_update();
+ }
+}
+
+TextServer::Direction Label3D::get_text_direction() const {
+ return text_direction;
+}
+
+void Label3D::set_language(const String &p_language) {
+ if (language != p_language) {
+ language = p_language;
+ dirty_text = true;
+ _queue_update();
+ }
+}
+
+String Label3D::get_language() const {
+ return language;
+}
+
+void Label3D::set_structured_text_bidi_override(TextServer::StructuredTextParser p_parser) {
+ if (st_parser != p_parser) {
+ st_parser = p_parser;
+ dirty_text = true;
+ _queue_update();
+ }
+}
+
+TextServer::StructuredTextParser Label3D::get_structured_text_bidi_override() const {
+ return st_parser;
+}
+
+void Label3D::set_structured_text_bidi_override_options(Array p_args) {
+ if (st_args != p_args) {
+ st_args = p_args;
+ dirty_text = true;
+ _queue_update();
+ }
+}
+
+Array Label3D::get_structured_text_bidi_override_options() const {
+ return st_args;
+}
+
+void Label3D::set_uppercase(bool p_uppercase) {
+ if (uppercase != p_uppercase) {
+ uppercase = p_uppercase;
+ dirty_text = true;
+ _queue_update();
+ }
+}
+
+bool Label3D::is_uppercase() const {
+ return uppercase;
+}
+
+void Label3D::set_render_priority(int p_priority) {
+ ERR_FAIL_COND(p_priority < RS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
+ if (render_priority != p_priority) {
+ render_priority = p_priority;
+ _queue_update();
+ }
+}
+
+int Label3D::get_render_priority() const {
+ return render_priority;
+}
+
+void Label3D::set_outline_render_priority(int p_priority) {
+ ERR_FAIL_COND(p_priority < RS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
+ if (outline_render_priority != p_priority) {
+ outline_render_priority = p_priority;
+ _queue_update();
+ }
+}
+
+int Label3D::get_outline_render_priority() const {
+ return outline_render_priority;
+}
+
+void Label3D::_font_changed() {
+ dirty_font = true;
+ _queue_update();
+}
+
+void Label3D::set_font(const Ref<Font> &p_font) {
+ if (font_override != p_font) {
+ if (font_override.is_valid()) {
+ font_override->disconnect(CoreStringNames::get_singleton()->changed, Callable(this, "_font_changed"));
+ }
+ font_override = p_font;
+ dirty_font = true;
+ if (font_override.is_valid()) {
+ font_override->connect(CoreStringNames::get_singleton()->changed, Callable(this, "_font_changed"));
+ }
+ _queue_update();
+ }
+}
+
+Ref<Font> Label3D::get_font() const {
+ return font_override;
+}
+
+Ref<Font> Label3D::_get_font_or_default() const {
+ if (theme_font.is_valid()) {
+ theme_font->disconnect(CoreStringNames::get_singleton()->changed, Callable(const_cast<Label3D *>(this), "_font_changed"));
+ theme_font.unref();
+ }
+
+ if (font_override.is_valid()) {
+ return font_override;
+ }
+
+ // Check the project-defined Theme resource.
+ if (ThemeDB::get_singleton()->get_project_theme().is_valid()) {
+ List<StringName> theme_types;
+ ThemeDB::get_singleton()->get_project_theme()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
+
+ for (const StringName &E : theme_types) {
+ if (ThemeDB::get_singleton()->get_project_theme()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E)) {
+ Ref<Font> f = ThemeDB::get_singleton()->get_project_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E);
+ if (f.is_valid()) {
+ theme_font = f;
+ theme_font->connect(CoreStringNames::get_singleton()->changed, Callable(const_cast<Label3D *>(this), "_font_changed"));
+ }
+ return f;
+ }
+ }
+ }
+
+ // Lastly, fall back on the items defined in the default Theme, if they exist.
+ {
+ List<StringName> theme_types;
+ ThemeDB::get_singleton()->get_default_theme()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
+
+ for (const StringName &E : theme_types) {
+ if (ThemeDB::get_singleton()->get_default_theme()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E)) {
+ Ref<Font> f = ThemeDB::get_singleton()->get_default_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E);
+ if (f.is_valid()) {
+ theme_font = f;
+ theme_font->connect(CoreStringNames::get_singleton()->changed, Callable(const_cast<Label3D *>(this), "_font_changed"));
+ }
+ return f;
+ }
+ }
+ }
+
+ // If they don't exist, use any type to return the default/empty value.
+ Ref<Font> f = ThemeDB::get_singleton()->get_default_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", StringName());
+ if (f.is_valid()) {
+ theme_font = f;
+ theme_font->connect(CoreStringNames::get_singleton()->changed, Callable(const_cast<Label3D *>(this), "_font_changed"));
+ }
+ return f;
+}
+
+void Label3D::set_font_size(int p_size) {
+ if (font_size != p_size) {
+ font_size = p_size;
+ dirty_font = true;
+ _queue_update();
+ }
+}
+
+int Label3D::get_font_size() const {
+ return font_size;
+}
+
+void Label3D::set_outline_size(int p_size) {
+ if (outline_size != p_size) {
+ outline_size = p_size;
+ _queue_update();
+ }
+}
+
+int Label3D::get_outline_size() const {
+ return outline_size;
+}
+
+void Label3D::set_modulate(const Color &p_color) {
+ if (modulate != p_color) {
+ modulate = p_color;
+ _queue_update();
+ }
+}
+
+Color Label3D::get_modulate() const {
+ return modulate;
+}
+
+void Label3D::set_outline_modulate(const Color &p_color) {
+ if (outline_modulate != p_color) {
+ outline_modulate = p_color;
+ _queue_update();
+ }
+}
+
+Color Label3D::get_outline_modulate() const {
+ return outline_modulate;
+}
+
+void Label3D::set_autowrap_mode(TextServer::AutowrapMode p_mode) {
+ if (autowrap_mode != p_mode) {
+ autowrap_mode = p_mode;
+ dirty_lines = true;
+ _queue_update();
+ }
+}
+
+TextServer::AutowrapMode Label3D::get_autowrap_mode() const {
+ return autowrap_mode;
+}
+
+void Label3D::set_width(float p_width) {
+ if (width != p_width) {
+ width = p_width;
+ dirty_lines = true;
+ _queue_update();
+ }
+}
+
+float Label3D::get_width() const {
+ return width;
+}
+
+void Label3D::set_pixel_size(real_t p_amount) {
+ if (pixel_size != p_amount) {
+ pixel_size = p_amount;
+ _queue_update();
+ }
+}
+
+real_t Label3D::get_pixel_size() const {
+ return pixel_size;
+}
+
+void Label3D::set_offset(const Point2 &p_offset) {
+ if (lbl_offset != p_offset) {
+ lbl_offset = p_offset;
+ _queue_update();
+ }
+}
+
+Point2 Label3D::get_offset() const {
+ return lbl_offset;
+}
+
+void Label3D::set_line_spacing(float p_line_spacing) {
+ if (line_spacing != p_line_spacing) {
+ line_spacing = p_line_spacing;
+ _queue_update();
+ }
+}
+
+float Label3D::get_line_spacing() const {
+ return line_spacing;
+}
+
+void Label3D::set_draw_flag(DrawFlags p_flag, bool p_enable) {
+ ERR_FAIL_INDEX(p_flag, FLAG_MAX);
+ if (flags[p_flag] != p_enable) {
+ flags[p_flag] = p_enable;
+ _queue_update();
+ }
+}
+
+bool Label3D::get_draw_flag(DrawFlags p_flag) const {
+ ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
+ return flags[p_flag];
+}
+
+void Label3D::set_billboard_mode(StandardMaterial3D::BillboardMode p_mode) {
+ ERR_FAIL_INDEX(p_mode, 3);
+ if (billboard_mode != p_mode) {
+ billboard_mode = p_mode;
+ _queue_update();
+ }
+}
+
+StandardMaterial3D::BillboardMode Label3D::get_billboard_mode() const {
+ return billboard_mode;
+}
+
+void Label3D::set_alpha_cut_mode(AlphaCutMode p_mode) {
+ ERR_FAIL_INDEX(p_mode, ALPHA_CUT_MAX);
+ if (alpha_cut != p_mode) {
+ alpha_cut = p_mode;
+ _queue_update();
+ notify_property_list_changed();
+ }
+}
+
+void Label3D::set_texture_filter(StandardMaterial3D::TextureFilter p_filter) {
+ if (texture_filter != p_filter) {
+ texture_filter = p_filter;
+ _queue_update();
+ }
+}
+
+StandardMaterial3D::TextureFilter Label3D::get_texture_filter() const {
+ return texture_filter;
+}
+
+Label3D::AlphaCutMode Label3D::get_alpha_cut_mode() const {
+ return alpha_cut;
+}
+
+void Label3D::set_alpha_hash_scale(float p_hash_scale) {
+ if (alpha_hash_scale != p_hash_scale) {
+ alpha_hash_scale = p_hash_scale;
+ _queue_update();
+ }
+}
+
+float Label3D::get_alpha_hash_scale() const {
+ return alpha_hash_scale;
+}
+
+void Label3D::set_alpha_scissor_threshold(float p_threshold) {
+ if (alpha_scissor_threshold != p_threshold) {
+ alpha_scissor_threshold = p_threshold;
+ _queue_update();
+ }
+}
+
+float Label3D::get_alpha_scissor_threshold() const {
+ return alpha_scissor_threshold;
+}
+
+void Label3D::set_alpha_antialiasing(BaseMaterial3D::AlphaAntiAliasing p_alpha_aa) {
+ if (alpha_antialiasing_mode != p_alpha_aa) {
+ alpha_antialiasing_mode = p_alpha_aa;
+ _queue_update();
+ }
+}
+
+BaseMaterial3D::AlphaAntiAliasing Label3D::get_alpha_antialiasing() const {
+ return alpha_antialiasing_mode;
+}
+
+void Label3D::set_alpha_antialiasing_edge(float p_edge) {
+ if (alpha_antialiasing_edge != p_edge) {
+ alpha_antialiasing_edge = p_edge;
+ _queue_update();
+ }
+}
+
+float Label3D::get_alpha_antialiasing_edge() const {
+ return alpha_antialiasing_edge;
+}
+
+Label3D::Label3D() {
+ for (int i = 0; i < FLAG_MAX; i++) {
+ flags[i] = (i == FLAG_DOUBLE_SIDED);
+ }
+
+ text_rid = TS->create_shaped_text();
+
+ mesh = RenderingServer::get_singleton()->mesh_create();
+
+ // Disable shadow casting by default to improve performance and avoid unintended visual artifacts.
+ set_cast_shadows_setting(SHADOW_CASTING_SETTING_OFF);
+
+ // Label3D can't contribute to GI in any way, so disable it to improve performance.
+ set_gi_mode(GI_MODE_DISABLED);
+
+ set_base(mesh);
+}
+
+Label3D::~Label3D() {
+ for (int i = 0; i < lines_rid.size(); i++) {
+ TS->free_rid(lines_rid[i]);
+ }
+ lines_rid.clear();
+
+ TS->free_rid(text_rid);
+
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+ RenderingServer::get_singleton()->free(mesh);
+ for (KeyValue<SurfaceKey, SurfaceData> E : surfaces) {
+ RenderingServer::get_singleton()->free(E.value.material);
+ }
+ surfaces.clear();
+}
diff --git a/scene/3d/label_3d.h b/scene/3d/label_3d.h
new file mode 100644
index 0000000000..912f485354
--- /dev/null
+++ b/scene/3d/label_3d.h
@@ -0,0 +1,261 @@
+/**************************************************************************/
+/* label_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef LABEL_3D_H
+#define LABEL_3D_H
+
+#include "scene/3d/visual_instance_3d.h"
+#include "scene/resources/font.h"
+
+#include "servers/text_server.h"
+
+class Label3D : public GeometryInstance3D {
+ GDCLASS(Label3D, GeometryInstance3D);
+
+public:
+ enum DrawFlags {
+ FLAG_SHADED,
+ FLAG_DOUBLE_SIDED,
+ FLAG_DISABLE_DEPTH_TEST,
+ FLAG_FIXED_SIZE,
+ FLAG_MAX
+ };
+
+ enum AlphaCutMode {
+ ALPHA_CUT_DISABLED,
+ ALPHA_CUT_DISCARD,
+ ALPHA_CUT_OPAQUE_PREPASS,
+ ALPHA_CUT_HASH,
+ ALPHA_CUT_MAX
+ };
+
+private:
+ real_t pixel_size = 0.005;
+ bool flags[FLAG_MAX] = {};
+ AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED;
+ float alpha_scissor_threshold = 0.5;
+ float alpha_hash_scale = 1.0;
+ StandardMaterial3D::AlphaAntiAliasing alpha_antialiasing_mode = StandardMaterial3D::ALPHA_ANTIALIASING_OFF;
+ float alpha_antialiasing_edge = 0.0f;
+
+ AABB aabb;
+
+ mutable Ref<TriangleMesh> triangle_mesh;
+ RID mesh;
+ struct SurfaceData {
+ PackedVector3Array mesh_vertices;
+ PackedVector3Array mesh_normals;
+ PackedFloat32Array mesh_tangents;
+ PackedColorArray mesh_colors;
+ PackedVector2Array mesh_uvs;
+ PackedInt32Array indices;
+ int offset = 0;
+ float z_shift = 0.0;
+ RID material;
+ };
+
+ struct SurfaceKey {
+ uint64_t texture_id;
+ int32_t priority;
+ int32_t outline_size;
+
+ bool operator==(const SurfaceKey &p_b) const {
+ return (texture_id == p_b.texture_id) && (priority == p_b.priority) && (outline_size == p_b.outline_size);
+ }
+
+ SurfaceKey(uint64_t p_texture_id, int p_priority, int p_outline_size) {
+ texture_id = p_texture_id;
+ priority = p_priority;
+ outline_size = p_outline_size;
+ }
+ };
+
+ struct SurfaceKeyHasher {
+ _FORCE_INLINE_ static uint32_t hash(const SurfaceKey &p_a) {
+ return hash_murmur3_buffer(&p_a, sizeof(SurfaceKey));
+ }
+ };
+
+ HashMap<SurfaceKey, SurfaceData, SurfaceKeyHasher> surfaces;
+
+ HorizontalAlignment horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER;
+ VerticalAlignment vertical_alignment = VERTICAL_ALIGNMENT_CENTER;
+ String text;
+ String xl_text;
+ bool uppercase = false;
+
+ TextServer::AutowrapMode autowrap_mode = TextServer::AUTOWRAP_OFF;
+ float width = 500.0;
+
+ int font_size = 32;
+ Ref<Font> font_override;
+ mutable Ref<Font> theme_font;
+ Color modulate = Color(1, 1, 1, 1);
+ Point2 lbl_offset;
+ int outline_render_priority = -1;
+ int render_priority = 0;
+
+ int outline_size = 12;
+ Color outline_modulate = Color(0, 0, 0, 1);
+
+ float line_spacing = 0.f;
+
+ String language;
+ TextServer::Direction text_direction = TextServer::DIRECTION_AUTO;
+ TextServer::StructuredTextParser st_parser = TextServer::STRUCTURED_TEXT_DEFAULT;
+ Array st_args;
+
+ RID text_rid;
+ Vector<RID> lines_rid;
+
+ RID base_material;
+ StandardMaterial3D::BillboardMode billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED;
+ StandardMaterial3D::TextureFilter texture_filter = StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
+
+ bool pending_update = false;
+
+ bool dirty_lines = true;
+ bool dirty_font = true;
+ bool dirty_text = true;
+
+ void _generate_glyph_surfaces(const Glyph &p_glyph, Vector2 &r_offset, const Color &p_modulate, int p_priority = 0, int p_outline_size = 0);
+
+protected:
+ GDVIRTUAL2RC(TypedArray<Vector3i>, _structured_text_parser, Array, String)
+
+ void _notification(int p_what);
+
+ static void _bind_methods();
+
+ void _validate_property(PropertyInfo &p_property) const;
+
+ void _im_update();
+ void _font_changed();
+ void _queue_update();
+
+ void _shape();
+
+public:
+ void set_horizontal_alignment(HorizontalAlignment p_alignment);
+ HorizontalAlignment get_horizontal_alignment() const;
+
+ void set_vertical_alignment(VerticalAlignment p_alignment);
+ VerticalAlignment get_vertical_alignment() const;
+
+ void set_render_priority(int p_priority);
+ int get_render_priority() const;
+
+ void set_outline_render_priority(int p_priority);
+ int get_outline_render_priority() const;
+
+ void set_text(const String &p_string);
+ String get_text() const;
+
+ void set_text_direction(TextServer::Direction p_text_direction);
+ TextServer::Direction get_text_direction() const;
+
+ void set_language(const String &p_language);
+ String get_language() const;
+
+ void set_structured_text_bidi_override(TextServer::StructuredTextParser p_parser);
+ TextServer::StructuredTextParser get_structured_text_bidi_override() const;
+
+ void set_structured_text_bidi_override_options(Array p_args);
+ Array get_structured_text_bidi_override_options() const;
+
+ void set_uppercase(bool p_uppercase);
+ bool is_uppercase() const;
+
+ void set_font(const Ref<Font> &p_font);
+ Ref<Font> get_font() const;
+ Ref<Font> _get_font_or_default() const;
+
+ void set_font_size(int p_size);
+ int get_font_size() const;
+
+ void set_outline_size(int p_size);
+ int get_outline_size() const;
+
+ void set_line_spacing(float p_size);
+ float get_line_spacing() const;
+
+ void set_modulate(const Color &p_color);
+ Color get_modulate() const;
+
+ void set_outline_modulate(const Color &p_color);
+ Color get_outline_modulate() const;
+
+ void set_autowrap_mode(TextServer::AutowrapMode p_mode);
+ TextServer::AutowrapMode get_autowrap_mode() const;
+
+ void set_width(float p_width);
+ float get_width() const;
+
+ void set_pixel_size(real_t p_amount);
+ real_t get_pixel_size() const;
+
+ void set_offset(const Point2 &p_offset);
+ Point2 get_offset() const;
+
+ void set_draw_flag(DrawFlags p_flag, bool p_enable);
+ bool get_draw_flag(DrawFlags p_flag) const;
+
+ void set_alpha_cut_mode(AlphaCutMode p_mode);
+ AlphaCutMode get_alpha_cut_mode() const;
+
+ void set_alpha_scissor_threshold(float p_threshold);
+ float get_alpha_scissor_threshold() const;
+
+ void set_alpha_hash_scale(float p_hash_scale);
+ float get_alpha_hash_scale() const;
+
+ void set_alpha_antialiasing(BaseMaterial3D::AlphaAntiAliasing p_alpha_aa);
+ BaseMaterial3D::AlphaAntiAliasing get_alpha_antialiasing() const;
+
+ void set_alpha_antialiasing_edge(float p_edge);
+ float get_alpha_antialiasing_edge() const;
+
+ void set_billboard_mode(StandardMaterial3D::BillboardMode p_mode);
+ StandardMaterial3D::BillboardMode get_billboard_mode() const;
+
+ void set_texture_filter(StandardMaterial3D::TextureFilter p_filter);
+ StandardMaterial3D::TextureFilter get_texture_filter() const;
+
+ virtual AABB get_aabb() const override;
+ Ref<TriangleMesh> generate_triangle_mesh() const;
+
+ Label3D();
+ ~Label3D();
+};
+
+VARIANT_ENUM_CAST(Label3D::DrawFlags);
+VARIANT_ENUM_CAST(Label3D::AlphaCutMode);
+
+#endif // LABEL_3D_H
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index 0a0507207a..cca84c2b85 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -1,32 +1,34 @@
-/*************************************************************************/
-/* light_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* light_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "core/config/project_settings.h"
#include "light_3d.h"
@@ -74,6 +76,43 @@ bool Light3D::is_negative() const {
return negative;
}
+void Light3D::set_enable_distance_fade(bool p_enable) {
+ distance_fade_enabled = p_enable;
+ RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
+ notify_property_list_changed();
+}
+
+bool Light3D::is_distance_fade_enabled() const {
+ return distance_fade_enabled;
+}
+
+void Light3D::set_distance_fade_begin(real_t p_distance) {
+ distance_fade_begin = p_distance;
+ RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
+}
+
+real_t Light3D::get_distance_fade_begin() const {
+ return distance_fade_begin;
+}
+
+void Light3D::set_distance_fade_shadow(real_t p_distance) {
+ distance_fade_shadow = p_distance;
+ RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
+}
+
+real_t Light3D::get_distance_fade_shadow() const {
+ return distance_fade_shadow;
+}
+
+void Light3D::set_distance_fade_length(real_t p_length) {
+ distance_fade_length = p_length;
+ RS::get_singleton()->light_set_distance_fade(light, distance_fade_enabled, distance_fade_begin, distance_fade_shadow, distance_fade_length);
+}
+
+real_t Light3D::get_distance_fade_length() const {
+ return distance_fade_length;
+}
+
void Light3D::set_cull_mask(uint32_t p_cull_mask) {
cull_mask = p_cull_mask;
RS::get_singleton()->light_set_cull_mask(light, p_cull_mask);
@@ -85,7 +124,14 @@ uint32_t Light3D::get_cull_mask() const {
void Light3D::set_color(const Color &p_color) {
color = p_color;
- RS::get_singleton()->light_set_color(light, p_color);
+
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ Color combined = color.srgb_to_linear();
+ combined *= correlated_color.srgb_to_linear();
+ RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
+ } else {
+ RS::get_singleton()->light_set_color(light, color);
+ }
// The gizmo color depends on the light color, so update it.
update_gizmos();
}
@@ -94,15 +140,6 @@ Color Light3D::get_color() const {
return color;
}
-void Light3D::set_shadow_color(const Color &p_shadow_color) {
- shadow_color = p_shadow_color;
- RS::get_singleton()->light_set_shadow_color(light, p_shadow_color);
-}
-
-Color Light3D::get_shadow_color() const {
- return shadow_color;
-}
-
void Light3D::set_shadow_reverse_cull_face(bool p_enable) {
reverse_cull = p_enable;
RS::get_singleton()->light_set_reverse_cull_face_mode(light, reverse_cull);
@@ -120,16 +157,29 @@ AABB Light3D::get_aabb() const {
return AABB(Vector3(-1, -1, -1) * param[PARAM_RANGE], Vector3(2, 2, 2) * param[PARAM_RANGE]);
} else if (type == RenderingServer::LIGHT_SPOT) {
- real_t len = param[PARAM_RANGE];
- real_t size = Math::tan(Math::deg2rad(param[PARAM_SPOT_ANGLE])) * len;
- return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
+ real_t cone_slant_height = param[PARAM_RANGE];
+ real_t cone_angle_rad = Math::deg_to_rad(param[PARAM_SPOT_ANGLE]);
+
+ if (cone_angle_rad > Math_PI / 2.0) {
+ // Just return the AABB of an omni light if the spot angle is above 90 degrees.
+ return AABB(Vector3(-1, -1, -1) * cone_slant_height, Vector3(2, 2, 2) * cone_slant_height);
+ }
+
+ real_t size = Math::sin(cone_angle_rad) * cone_slant_height;
+ return AABB(Vector3(-size, -size, -cone_slant_height), Vector3(2 * size, 2 * size, cone_slant_height));
}
return AABB();
}
-Vector<Face3> Light3D::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
+PackedStringArray Light3D::get_configuration_warnings() const {
+ PackedStringArray warnings = VisualInstance3D::get_configuration_warnings();
+
+ if (!get_scale().is_equal_approx(Vector3(1, 1, 1))) {
+ warnings.push_back(RTR("A light's scale does not affect the visual size of the light."));
+ }
+
+ return warnings;
}
void Light3D::set_bake_mode(BakeMode p_mode) {
@@ -152,6 +202,61 @@ Ref<Texture2D> Light3D::get_projector() const {
return projector;
}
+void Light3D::owner_changed_notify() {
+ // For cases where owner changes _after_ entering tree (as example, editor editing).
+ _update_visibility();
+}
+
+// Temperature expressed in Kelvins. Valid range 1000 - 15000
+// First converts to CIE 1960 then to sRGB
+// As explained in the Filament documentation: https://google.github.io/filament/Filament.md.html#lighting/directlighting/lightsparameterization
+Color _color_from_temperature(float p_temperature) {
+ float T2 = p_temperature * p_temperature;
+ float u = (0.860117757f + 1.54118254e-4f * p_temperature + 1.28641212e-7f * T2) /
+ (1.0f + 8.42420235e-4f * p_temperature + 7.08145163e-7f * T2);
+ float v = (0.317398726f + 4.22806245e-5f * p_temperature + 4.20481691e-8f * T2) /
+ (1.0f - 2.89741816e-5f * p_temperature + 1.61456053e-7f * T2);
+
+ // Convert to xyY space.
+ float d = 1.0f / (2.0f * u - 8.0f * v + 4.0f);
+ float x = 3.0f * u * d;
+ float y = 2.0f * v * d;
+
+ // Convert to XYZ space
+ const float a = 1.0 / MAX(y, 1e-5f);
+ Vector3 xyz = Vector3(x * a, 1.0, (1.0f - x - y) * a);
+
+ // Convert from XYZ to sRGB(linear)
+ Vector3 linear = Vector3(3.2404542f * xyz.x - 1.5371385f * xyz.y - 0.4985314f * xyz.z,
+ -0.9692660f * xyz.x + 1.8760108f * xyz.y + 0.0415560f * xyz.z,
+ 0.0556434f * xyz.x - 0.2040259f * xyz.y + 1.0572252f * xyz.z);
+ linear /= MAX(1e-5f, linear[linear.max_axis_index()]);
+ // Normalize, clamp, and convert to sRGB.
+ return Color(linear.x, linear.y, linear.z).clamp().linear_to_srgb();
+}
+
+void Light3D::set_temperature(const float p_temperature) {
+ temperature = p_temperature;
+ if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ return;
+ }
+ correlated_color = _color_from_temperature(temperature);
+
+ Color combined = color.srgb_to_linear() * correlated_color.srgb_to_linear();
+
+ RS::get_singleton()->light_set_color(light, combined.linear_to_srgb());
+ // The gizmo color depends on the light color, so update it.
+ update_gizmos();
+}
+
+Color Light3D::get_correlated_color() const {
+ return correlated_color;
+}
+
+float Light3D::get_temperature() const {
+ return temperature;
+}
+
void Light3D::_update_visibility() {
if (!is_inside_tree()) {
return;
@@ -177,12 +282,11 @@ void Light3D::_update_visibility() {
}
void Light3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
- _update_visibility();
- }
-
- if (p_what == NOTIFICATION_ENTER_TREE) {
- _update_visibility();
+ switch (p_what) {
+ case NOTIFICATION_VISIBILITY_CHANGED:
+ case NOTIFICATION_ENTER_TREE: {
+ _update_visibility();
+ } break;
}
}
@@ -195,16 +299,25 @@ bool Light3D::is_editor_only() const {
return editor_only;
}
-void Light3D::_validate_property(PropertyInfo &property) const {
- if (!shadow && (property.name == "shadow_color" || property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur")) {
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+void Light3D::_validate_property(PropertyInfo &p_property) const {
+ if (!shadow && (p_property.name == "shadow_bias" || p_property.name == "shadow_normal_bias" || p_property.name == "shadow_reverse_cull_face" || p_property.name == "shadow_transmittance_bias" || p_property.name == "shadow_opacity" || p_property.name == "shadow_blur" || p_property.name == "distance_fade_shadow")) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if (get_light_type() != RS::LIGHT_DIRECTIONAL && property.name == "light_angular_distance") {
- // Angular distance is only used in DirectionalLight3D.
- property.usage = PROPERTY_USAGE_NONE;
+ if (get_light_type() != RS::LIGHT_DIRECTIONAL && (p_property.name == "light_angular_distance" || p_property.name == "light_intensity_lux")) {
+ // Angular distance and Light Intensity Lux are only used in DirectionalLight3D.
+ p_property.usage = PROPERTY_USAGE_NONE;
+ } else if (get_light_type() == RS::LIGHT_DIRECTIONAL && p_property.name == "light_intensity_lumens") {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+
+ if (!GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units") && (p_property.name == "light_intensity_lumens" || p_property.name == "light_intensity_lux" || p_property.name == "light_temperature")) {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+
+ if (!distance_fade_enabled && (p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length")) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- VisualInstance3D::_validate_property(property);
}
void Light3D::_bind_methods() {
@@ -223,47 +336,73 @@ void Light3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_cull_mask", "cull_mask"), &Light3D::set_cull_mask);
ClassDB::bind_method(D_METHOD("get_cull_mask"), &Light3D::get_cull_mask);
+ ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Light3D::set_enable_distance_fade);
+ ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Light3D::is_distance_fade_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Light3D::set_distance_fade_begin);
+ ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Light3D::get_distance_fade_begin);
+
+ ClassDB::bind_method(D_METHOD("set_distance_fade_shadow", "distance"), &Light3D::set_distance_fade_shadow);
+ ClassDB::bind_method(D_METHOD("get_distance_fade_shadow"), &Light3D::get_distance_fade_shadow);
+
+ ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Light3D::set_distance_fade_length);
+ ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Light3D::get_distance_fade_length);
+
ClassDB::bind_method(D_METHOD("set_color", "color"), &Light3D::set_color);
ClassDB::bind_method(D_METHOD("get_color"), &Light3D::get_color);
ClassDB::bind_method(D_METHOD("set_shadow_reverse_cull_face", "enable"), &Light3D::set_shadow_reverse_cull_face);
ClassDB::bind_method(D_METHOD("get_shadow_reverse_cull_face"), &Light3D::get_shadow_reverse_cull_face);
- ClassDB::bind_method(D_METHOD("set_shadow_color", "shadow_color"), &Light3D::set_shadow_color);
- ClassDB::bind_method(D_METHOD("get_shadow_color"), &Light3D::get_shadow_color);
-
ClassDB::bind_method(D_METHOD("set_bake_mode", "bake_mode"), &Light3D::set_bake_mode);
ClassDB::bind_method(D_METHOD("get_bake_mode"), &Light3D::get_bake_mode);
ClassDB::bind_method(D_METHOD("set_projector", "projector"), &Light3D::set_projector);
ClassDB::bind_method(D_METHOD("get_projector"), &Light3D::get_projector);
+ ClassDB::bind_method(D_METHOD("set_temperature", "temperature"), &Light3D::set_temperature);
+ ClassDB::bind_method(D_METHOD("get_temperature"), &Light3D::get_temperature);
+ ClassDB::bind_method(D_METHOD("get_correlated_color"), &Light3D::get_correlated_color);
+
ADD_GROUP("Light", "light_");
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lumens", PROPERTY_HINT_RANGE, "0,100000.0,0.01,or_greater,suffix:lm"), "set_param", "get_param", PARAM_INTENSITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_intensity_lux", PROPERTY_HINT_RANGE, "0,150000.0,0.01,or_greater,suffix:lx"), "set_param", "get_param", PARAM_INTENSITY);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "light_temperature", PROPERTY_HINT_RANGE, "1000,15000.0,1.0,suffix:k"), "set_temperature", "get_temperature");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "light_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_color", "get_color");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_ENERGY);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_ENERGY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_indirect_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_INDIRECT_ENERGY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_volumetric_fog_energy", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_VOLUMETRIC_FOG_ENERGY);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_projector", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_projector", "get_projector");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_param", "get_param", PARAM_SIZE);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01"), "set_param", "get_param", PARAM_SIZE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_size", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"), "set_param", "get_param", PARAM_SIZE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_angular_distance", PROPERTY_HINT_RANGE, "0,90,0.01,degrees"), "set_param", "get_param", PARAM_SIZE);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "light_negative"), "set_negative", "is_negative");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SPECULAR);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Dynamic,Static"), "set_bake_mode", "get_bake_mode");
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "light_specular", PROPERTY_HINT_RANGE, "0,16,0.001,or_greater"), "set_param", "get_param", PARAM_SPECULAR);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "light_bake_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI/SDFGI only)"), "set_bake_mode", "get_bake_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "light_cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
+
ADD_GROUP("Shadow", "shadow_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_enabled"), "set_shadow", "has_shadow");
- ADD_PROPERTY(PropertyInfo(Variant::COLOR, "shadow_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_shadow_color", "get_shadow_color");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BIAS);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_normal_bias", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_NORMAL_BIAS);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0.1,8,0.01"), "set_param", "get_param", PARAM_SHADOW_BLUR);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR);
+
+ ADD_GROUP("Distance Fade", "distance_fade_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_begin", "get_distance_fade_begin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_shadow", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_shadow", "get_distance_fade_shadow");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_distance_fade_length", "get_distance_fade_length");
+
ADD_GROUP("Editor", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editor_only"), "set_editor_only", "is_editor_only");
+
ADD_GROUP("", "");
BIND_ENUM_CONSTANT(PARAM_ENERGY);
BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
+ BIND_ENUM_CONSTANT(PARAM_VOLUMETRIC_FOG_ENERGY);
BIND_ENUM_CONSTANT(PARAM_SPECULAR);
BIND_ENUM_CONSTANT(PARAM_RANGE);
BIND_ENUM_CONSTANT(PARAM_SIZE);
@@ -278,14 +417,15 @@ void Light3D::_bind_methods() {
BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS);
BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE);
+ BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY);
BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR);
- BIND_ENUM_CONSTANT(PARAM_SHADOW_VOLUMETRIC_FOG_FADE);
BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS);
+ BIND_ENUM_CONSTANT(PARAM_INTENSITY);
BIND_ENUM_CONSTANT(PARAM_MAX);
BIND_ENUM_CONSTANT(BAKE_DISABLED);
- BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
BIND_ENUM_CONSTANT(BAKE_STATIC);
+ BIND_ENUM_CONSTANT(BAKE_DYNAMIC);
}
Light3D::Light3D(RenderingServer::LightType p_type) {
@@ -313,6 +453,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
set_param(PARAM_ENERGY, 1);
set_param(PARAM_INDIRECT_ENERGY, 1);
+ set_param(PARAM_VOLUMETRIC_FOG_ENERGY, 1);
set_param(PARAM_SPECULAR, 0.5);
set_param(PARAM_RANGE, 5);
set_param(PARAM_SIZE, 0);
@@ -325,12 +466,15 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5);
set_param(PARAM_SHADOW_FADE_START, 0.8);
set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
+ set_param(PARAM_SHADOW_OPACITY, 1.0);
set_param(PARAM_SHADOW_BLUR, 1.0);
- set_param(PARAM_SHADOW_BIAS, 0.03);
+ set_param(PARAM_SHADOW_BIAS, 0.1);
set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
- set_param(PARAM_SHADOW_VOLUMETRIC_FOG_FADE, 0.1);
set_param(PARAM_SHADOW_FADE_START, 1);
+ // For OmniLight3D and SpotLight3D, specified in Lumens.
+ set_param(PARAM_INTENSITY, 1000.0);
+ set_temperature(6500.0); // Nearly white.
set_disable_scale(true);
}
@@ -339,6 +483,7 @@ Light3D::Light3D() {
}
Light3D::~Light3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->instance_set_base(get_instance(), RID());
if (light.is_valid()) {
@@ -367,32 +512,36 @@ bool DirectionalLight3D::is_blend_splits_enabled() const {
return blend_splits;
}
-void DirectionalLight3D::set_sky_only(bool p_sky_only) {
- sky_only = p_sky_only;
- RS::get_singleton()->light_directional_set_sky_only(light, p_sky_only);
+void DirectionalLight3D::set_sky_mode(SkyMode p_mode) {
+ sky_mode = p_mode;
+ RS::get_singleton()->light_directional_set_sky_mode(light, RS::LightDirectionalSkyMode(p_mode));
}
-bool DirectionalLight3D::is_sky_only() const {
- return sky_only;
+DirectionalLight3D::SkyMode DirectionalLight3D::get_sky_mode() const {
+ return sky_mode;
}
-void DirectionalLight3D::_validate_property(PropertyInfo &property) const {
- if (shadow_mode == SHADOW_ORTHOGONAL && (property.name == "directional_shadow_split_1" || property.name == "directional_shadow_blend_splits")) {
+void DirectionalLight3D::_validate_property(PropertyInfo &p_property) const {
+ if (shadow_mode == SHADOW_ORTHOGONAL && (p_property.name == "directional_shadow_split_1" || p_property.name == "directional_shadow_blend_splits")) {
// Split 2 and split blending are only used with the PSSM 2 Splits and PSSM 4 Splits shadow modes.
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (property.name == "directional_shadow_split_2" || property.name == "directional_shadow_split_3")) {
+ if ((shadow_mode == SHADOW_ORTHOGONAL || shadow_mode == SHADOW_PARALLEL_2_SPLITS) && (p_property.name == "directional_shadow_split_2" || p_property.name == "directional_shadow_split_3")) {
// Splits 3 and 4 are only used with the PSSM 4 Splits shadow mode.
- property.usage = PROPERTY_USAGE_NO_EDITOR;
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
- if (property.name == "light_size" || property.name == "light_projector" || property.name == "light_specular") {
+ if (p_property.name == "light_size" || p_property.name == "light_projector" || p_property.name == "light_specular") {
// Not implemented in DirectionalLight3D (`light_size` is replaced by `light_angular_distance`).
- property.usage = PROPERTY_USAGE_NONE;
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- Light3D::_validate_property(property);
+ if (p_property.name == "distance_fade_enabled" || p_property.name == "distance_fade_begin" || p_property.name == "distance_fade_shadow" || p_property.name == "distance_fade_length") {
+ // Not relevant for DirectionalLight3D, as the light LOD system only pertains to point lights.
+ // For DirectionalLight3D, `directional_shadow_max_distance` can be used instead.
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
}
void DirectionalLight3D::_bind_methods() {
@@ -402,8 +551,8 @@ void DirectionalLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_splits", "enabled"), &DirectionalLight3D::set_blend_splits);
ClassDB::bind_method(D_METHOD("is_blend_splits_enabled"), &DirectionalLight3D::is_blend_splits_enabled);
- ClassDB::bind_method(D_METHOD("set_sky_only", "priority"), &DirectionalLight3D::set_sky_only);
- ClassDB::bind_method(D_METHOD("is_sky_only"), &DirectionalLight3D::is_sky_only);
+ ClassDB::bind_method(D_METHOD("set_sky_mode", "mode"), &DirectionalLight3D::set_sky_mode);
+ ClassDB::bind_method(D_METHOD("get_sky_mode"), &DirectionalLight3D::get_sky_mode);
ADD_GROUP("Directional Shadow", "directional_shadow_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "directional_shadow_mode", PROPERTY_HINT_ENUM, "Orthogonal (Fast),PSSM 2 Splits (Average),PSSM 4 Splits (Slow)"), "set_shadow_mode", "get_shadow_mode");
@@ -411,25 +560,31 @@ void DirectionalLight3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_2", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_2_OFFSET);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_split_3", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_SPLIT_3_OFFSET);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "directional_shadow_blend_splits"), "set_blend_splits", "is_blend_splits_enabled");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_fade_start", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_param", "get_param", PARAM_SHADOW_FADE_START);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_max_distance", PROPERTY_HINT_RANGE, "0,8192,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_MAX_DISTANCE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "directional_shadow_pancake_size", PROPERTY_HINT_RANGE, "0,1024,0.1,or_greater,exp"), "set_param", "get_param", PARAM_SHADOW_PANCAKE_SIZE);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_in_sky_only"), "set_sky_only", "is_sky_only");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sky_mode", PROPERTY_HINT_ENUM, "Light and Sky,Light Only,Sky Only"), "set_sky_mode", "get_sky_mode");
BIND_ENUM_CONSTANT(SHADOW_ORTHOGONAL);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_2_SPLITS);
BIND_ENUM_CONSTANT(SHADOW_PARALLEL_4_SPLITS);
+
+ BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_AND_SKY);
+ BIND_ENUM_CONSTANT(SKY_MODE_LIGHT_ONLY);
+ BIND_ENUM_CONSTANT(SKY_MODE_SKY_ONLY);
}
DirectionalLight3D::DirectionalLight3D() :
Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
set_param(PARAM_SHADOW_FADE_START, 0.8);
- // Increase the default shadow bias to better suit most scenes.
- set_param(PARAM_SHADOW_BIAS, 0.1);
+ // Increase the default shadow normal bias to better suit most scenes.
+ set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0);
+ set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun.
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
blend_splits = false;
+ set_sky_mode(SKY_MODE_LIGHT_AND_SKY);
}
void OmniLight3D::set_shadow_mode(ShadowMode p_mode) {
@@ -441,11 +596,11 @@ OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const {
return shadow_mode;
}
-TypedArray<String> OmniLight3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray OmniLight3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Light3D::get_configuration_warnings();
if (!has_shadow() && get_projector().is_valid()) {
- warnings.push_back(TTR("Projector texture only works with shadows active."));
+ warnings.push_back(RTR("Projector texture only works with shadows active."));
}
return warnings;
@@ -456,7 +611,7 @@ void OmniLight3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_shadow_mode"), &OmniLight3D::get_shadow_mode);
ADD_GROUP("Omni", "omni_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_RANGE, "0,4096,0.1,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "omni_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
ADD_PROPERTY(PropertyInfo(Variant::INT, "omni_shadow_mode", PROPERTY_HINT_ENUM, "Dual Paraboloid,Cube"), "set_shadow_mode", "get_shadow_mode");
@@ -467,19 +622,17 @@ void OmniLight3D::_bind_methods() {
OmniLight3D::OmniLight3D() :
Light3D(RenderingServer::LIGHT_OMNI) {
set_shadow_mode(SHADOW_CUBE);
- // Increase the default shadow biases to better suit most scenes.
- set_param(PARAM_SHADOW_BIAS, 0.2);
}
-TypedArray<String> SpotLight3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray SpotLight3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Light3D::get_configuration_warnings();
if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) {
- warnings.push_back(TTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."));
+ warnings.push_back(RTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows."));
}
if (!has_shadow() && get_projector().is_valid()) {
- warnings.push_back(TTR("Projector texture only works with shadows active."));
+ warnings.push_back(RTR("Projector texture only works with shadows active."));
}
return warnings;
@@ -487,8 +640,14 @@ TypedArray<String> SpotLight3D::get_configuration_warnings() const {
void SpotLight3D::_bind_methods() {
ADD_GROUP("Spot", "spot_");
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_RANGE, "0,4096,0.1,or_greater,exp"), "set_param", "get_param", PARAM_RANGE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_range", PROPERTY_HINT_RANGE, "0,4096,0.001,or_greater,exp,suffix:m"), "set_param", "get_param", PARAM_RANGE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_ATTENUATION);
- ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
+ ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
}
+
+SpotLight3D::SpotLight3D() :
+ Light3D(RenderingServer::LIGHT_SPOT) {
+ // Decrease the default shadow bias to better suit most scenes.
+ set_param(PARAM_SHADOW_BIAS, 0.03);
+}
diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h
index 93dc8155bb..d6eca8d8b6 100644
--- a/scene/3d/light_3d.h
+++ b/scene/3d/light_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* light_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* light_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef LIGHT_3D_H
#define LIGHT_3D_H
@@ -35,12 +35,12 @@
class Light3D : public VisualInstance3D {
GDCLASS(Light3D, VisualInstance3D);
- OBJ_CATEGORY("3D Light Nodes");
public:
enum Param {
PARAM_ENERGY = RS::LIGHT_PARAM_ENERGY,
PARAM_INDIRECT_ENERGY = RS::LIGHT_PARAM_INDIRECT_ENERGY,
+ PARAM_VOLUMETRIC_FOG_ENERGY = RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY,
PARAM_SPECULAR = RS::LIGHT_PARAM_SPECULAR,
PARAM_RANGE = RS::LIGHT_PARAM_RANGE,
PARAM_SIZE = RS::LIGHT_PARAM_SIZE,
@@ -55,40 +55,48 @@ public:
PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS,
PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS,
PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
+ PARAM_SHADOW_OPACITY = RS::LIGHT_PARAM_SHADOW_OPACITY,
PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR,
- PARAM_SHADOW_VOLUMETRIC_FOG_FADE = RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS,
+ PARAM_INTENSITY = RS::LIGHT_PARAM_INTENSITY,
PARAM_MAX = RS::LIGHT_PARAM_MAX
};
enum BakeMode {
BAKE_DISABLED,
+ BAKE_STATIC,
BAKE_DYNAMIC,
- BAKE_STATIC
};
private:
Color color;
real_t param[PARAM_MAX] = {};
- Color shadow_color;
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
uint32_t cull_mask = 0;
+ bool distance_fade_enabled = false;
+ real_t distance_fade_begin = 40.0;
+ real_t distance_fade_shadow = 50.0;
+ real_t distance_fade_length = 10.0;
RS::LightType type = RenderingServer::LIGHT_DIRECTIONAL;
bool editor_only = false;
void _update_visibility();
BakeMode bake_mode = BAKE_DYNAMIC;
Ref<Texture2D> projector;
+ Color correlated_color = Color(1.0, 1.0, 1.0);
+ float temperature = 6500.0;
// bind helpers
+ virtual void owner_changed_notify() override;
+
protected:
RID light;
static void _bind_methods();
void _notification(int p_what);
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
Light3D(RenderingServer::LightType p_type);
@@ -107,15 +115,24 @@ public:
void set_negative(bool p_enable);
bool is_negative() const;
+ void set_enable_distance_fade(bool p_enable);
+ bool is_distance_fade_enabled() const;
+
+ void set_distance_fade_begin(real_t p_distance);
+ real_t get_distance_fade_begin() const;
+
+ void set_distance_fade_shadow(real_t p_distance);
+ real_t get_distance_fade_shadow() const;
+
+ void set_distance_fade_length(real_t p_length);
+ real_t get_distance_fade_length() const;
+
void set_cull_mask(uint32_t p_cull_mask);
uint32_t get_cull_mask() const;
void set_color(const Color &p_color);
Color get_color() const;
- void set_shadow_color(const Color &p_shadow_color);
- Color get_shadow_color() const;
-
void set_shadow_reverse_cull_face(bool p_enable);
bool get_shadow_reverse_cull_face() const;
@@ -125,8 +142,12 @@ public:
void set_projector(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_projector() const;
+ void set_temperature(const float p_temperature);
+ float get_temperature() const;
+ Color get_correlated_color() const;
+
virtual AABB get_aabb() const override;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
+ virtual PackedStringArray get_configuration_warnings() const override;
Light3D();
~Light3D();
@@ -145,14 +166,20 @@ public:
SHADOW_PARALLEL_4_SPLITS,
};
+ enum SkyMode {
+ SKY_MODE_LIGHT_AND_SKY,
+ SKY_MODE_LIGHT_ONLY,
+ SKY_MODE_SKY_ONLY,
+ };
+
private:
bool blend_splits;
ShadowMode shadow_mode;
- bool sky_only = false;
+ SkyMode sky_mode = SKY_MODE_LIGHT_AND_SKY;
protected:
static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
public:
void set_shadow_mode(ShadowMode p_mode);
@@ -161,13 +188,14 @@ public:
void set_blend_splits(bool p_enable);
bool is_blend_splits_enabled() const;
- void set_sky_only(bool p_sky_only);
- bool is_sky_only() const;
+ void set_sky_mode(SkyMode p_mode);
+ SkyMode get_sky_mode() const;
DirectionalLight3D();
};
VARIANT_ENUM_CAST(DirectionalLight3D::ShadowMode)
+VARIANT_ENUM_CAST(DirectionalLight3D::SkyMode)
class OmniLight3D : public Light3D {
GDCLASS(OmniLight3D, Light3D);
@@ -189,7 +217,7 @@ public:
void set_shadow_mode(ShadowMode p_mode);
ShadowMode get_shadow_mode() const;
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
OmniLight3D();
};
@@ -203,10 +231,9 @@ protected:
static void _bind_methods();
public:
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
- SpotLight3D() :
- Light3D(RenderingServer::LIGHT_SPOT) {}
+ SpotLight3D();
};
#endif // LIGHT_3D_H
diff --git a/scene/3d/lightmap_gi.cpp b/scene/3d/lightmap_gi.cpp
index d97d33117a..b4387b0f3c 100644
--- a/scene/3d/lightmap_gi.cpp
+++ b/scene/3d/lightmap_gi.cpp
@@ -1,39 +1,43 @@
-/*************************************************************************/
-/* lightmap_gi.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* lightmap_gi.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "lightmap_gi.h"
+#include "core/config/project_settings.h"
#include "core/io/config_file.h"
#include "core/math/delaunay_3d.h"
#include "lightmap_probe.h"
#include "scene/3d/mesh_instance_3d.h"
+#include "scene/resources/camera_attributes.h"
+#include "scene/resources/environment.h"
+#include "scene/resources/sky.h"
void LightmapGIData::add_user(const NodePath &p_path, const Rect2 &p_uv_scale, int p_slice_index, int32_t p_sub_instance) {
User user;
@@ -73,7 +77,7 @@ void LightmapGIData::clear_users() {
}
void LightmapGIData::_set_user_data(const Array &p_data) {
- ERR_FAIL_COND(p_data.size() <= 0);
+ ERR_FAIL_COND(p_data.is_empty());
ERR_FAIL_COND((p_data.size() % 4) != 0);
for (int i = 0; i < p_data.size(); i += 4) {
@@ -92,6 +96,94 @@ Array LightmapGIData::_get_user_data() const {
return ret;
}
+void LightmapGIData::_set_light_textures_data(const Array &p_data) {
+ ERR_FAIL_COND(p_data.is_empty());
+
+ if (p_data.size() == 1) {
+ set_light_texture(p_data[0]);
+ } else {
+ Vector<Ref<Image>> images;
+ for (int i = 0; i < p_data.size(); i++) {
+ Ref<TextureLayered> texture = p_data[i];
+ ERR_FAIL_COND_MSG(texture.is_null(), vformat("Invalid TextureLayered at index %d.", i));
+ for (int j = 0; j < texture->get_layers(); j++) {
+ images.push_back(texture->get_layer_data(j));
+ }
+ }
+
+ Ref<Texture2DArray> combined_texture;
+ combined_texture.instantiate();
+
+ combined_texture->create_from_images(images);
+ set_light_texture(combined_texture);
+ }
+}
+
+Array LightmapGIData::_get_light_textures_data() const {
+ Array ret;
+ if (light_texture.is_null() || light_texture->get_layers() == 0) {
+ return ret;
+ }
+
+ Vector<Ref<Image>> images;
+ for (int i = 0; i < light_texture->get_layers(); i++) {
+ images.push_back(light_texture->get_layer_data(i));
+ }
+
+ int slice_count = images.size();
+ int slice_width = images[0]->get_width();
+ int slice_height = images[0]->get_height();
+
+ int slices_per_texture = Image::MAX_HEIGHT / slice_height;
+ int texture_count = Math::ceil(slice_count / (float)slices_per_texture);
+
+ ret.resize(texture_count);
+
+ String base_name = get_path().get_basename();
+
+ int last_count = slice_count % slices_per_texture;
+ for (int i = 0; i < texture_count; i++) {
+ int texture_slice_count = (i == texture_count - 1 && last_count != 0) ? last_count : slices_per_texture;
+
+ Ref<Image> texture_image = Image::create_empty(slice_width, slice_height * texture_slice_count, false, images[0]->get_format());
+
+ for (int j = 0; j < texture_slice_count; j++) {
+ texture_image->blit_rect(images[i * slices_per_texture + j], Rect2i(0, 0, slice_width, slice_height), Point2i(0, slice_height * j));
+ }
+
+ String texture_path = texture_count > 1 ? base_name + "_" + itos(i) + ".exr" : base_name + ".exr";
+
+ Ref<ConfigFile> config;
+ config.instantiate();
+
+ if (FileAccess::exists(texture_path + ".import")) {
+ config->load(texture_path + ".import");
+ }
+
+ config->set_value("remap", "importer", "2d_array_texture");
+ config->set_value("remap", "type", "CompressedTexture2DArray");
+ if (!config->has_section_key("params", "compress/mode")) {
+ // User may want another compression, so leave it be, but default to VRAM uncompressed.
+ config->set_value("params", "compress/mode", 3);
+ }
+ config->set_value("params", "compress/channel_pack", 1);
+ config->set_value("params", "mipmaps/generate", false);
+ config->set_value("params", "slices/horizontal", 1);
+ config->set_value("params", "slices/vertical", texture_slice_count);
+
+ config->save(texture_path + ".import");
+
+ Error err = texture_image->save_exr(texture_path, false);
+ ERR_FAIL_COND_V(err, ret);
+ ResourceLoader::import(texture_path);
+ Ref<TextureLayered> t = ResourceLoader::load(texture_path); //if already loaded, it will be updated on refocus?
+ ERR_FAIL_COND_V(t.is_null(), ret);
+ ret[i] = t;
+ }
+
+ return ret;
+}
+
RID LightmapGIData::get_rid() const {
return lightmap;
}
@@ -118,7 +210,7 @@ bool LightmapGIData::is_using_spherical_harmonics() const {
return uses_spherical_harmonics;
}
-void LightmapGIData::set_capture_data(const AABB &p_bounds, bool p_interior, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
+void LightmapGIData::set_capture_data(const AABB &p_bounds, bool p_interior, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree, float p_baked_exposure) {
if (p_points.size()) {
int pc = p_points.size();
ERR_FAIL_COND(pc * 9 != p_point_sh.size());
@@ -132,6 +224,8 @@ void LightmapGIData::set_capture_data(const AABB &p_bounds, bool p_interior, con
RS::get_singleton()->lightmap_set_probe_bounds(lightmap, AABB());
RS::get_singleton()->lightmap_set_probe_interior(lightmap, false);
}
+ RS::get_singleton()->lightmap_set_baked_exposure_normalization(lightmap, p_baked_exposure);
+ baked_exposure = p_baked_exposure;
interior = p_interior;
bounds = p_bounds;
}
@@ -160,6 +254,10 @@ bool LightmapGIData::is_interior() const {
return interior;
}
+float LightmapGIData::get_baked_exposure() const {
+ return baked_exposure;
+}
+
void LightmapGIData::_set_probe_data(const Dictionary &p_data) {
ERR_FAIL_COND(!p_data.has("bounds"));
ERR_FAIL_COND(!p_data.has("points"));
@@ -167,7 +265,8 @@ void LightmapGIData::_set_probe_data(const Dictionary &p_data) {
ERR_FAIL_COND(!p_data.has("bsp"));
ERR_FAIL_COND(!p_data.has("sh"));
ERR_FAIL_COND(!p_data.has("interior"));
- set_capture_data(p_data["bounds"], p_data["interior"], p_data["points"], p_data["sh"], p_data["tetrahedra"], p_data["bsp"]);
+ ERR_FAIL_COND(!p_data.has("baked_exposure"));
+ set_capture_data(p_data["bounds"], p_data["interior"], p_data["points"], p_data["sh"], p_data["tetrahedra"], p_data["bsp"], p_data["baked_exposure"]);
}
Dictionary LightmapGIData::_get_probe_data() const {
@@ -178,6 +277,7 @@ Dictionary LightmapGIData::_get_probe_data() const {
d["bsp"] = get_capture_bsp_tree();
d["sh"] = get_capture_sh();
d["interior"] = is_interior();
+ d["baked_exposure"] = get_baked_exposure();
return d;
}
@@ -188,6 +288,9 @@ void LightmapGIData::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_light_texture", "light_texture"), &LightmapGIData::set_light_texture);
ClassDB::bind_method(D_METHOD("get_light_texture"), &LightmapGIData::get_light_texture);
+ ClassDB::bind_method(D_METHOD("_set_light_textures_data", "data"), &LightmapGIData::_set_light_textures_data);
+ ClassDB::bind_method(D_METHOD("_get_light_textures_data"), &LightmapGIData::_get_light_textures_data);
+
ClassDB::bind_method(D_METHOD("set_uses_spherical_harmonics", "uses_spherical_harmonics"), &LightmapGIData::set_uses_spherical_harmonics);
ClassDB::bind_method(D_METHOD("is_using_spherical_harmonics"), &LightmapGIData::is_using_spherical_harmonics);
@@ -199,7 +302,8 @@ void LightmapGIData::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_probe_data", "data"), &LightmapGIData::_set_probe_data);
ClassDB::bind_method(D_METHOD("_get_probe_data"), &LightmapGIData::_get_probe_data);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_texture", PROPERTY_HINT_RESOURCE_TYPE, "TextureLayered"), "set_light_texture", "get_light_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_texture", PROPERTY_HINT_RESOURCE_TYPE, "TextureLayered", PROPERTY_USAGE_EDITOR), "set_light_texture", "get_light_texture"); // property usage default but no save
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "light_textures", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_light_textures_data", "_get_light_textures_data");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uses_spherical_harmonics", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_uses_spherical_harmonics", "is_using_spherical_harmonics");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "user_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_user_data", "_get_user_data");
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "probe_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_probe_data", "_get_probe_data");
@@ -210,6 +314,7 @@ LightmapGIData::LightmapGIData() {
}
LightmapGIData::~LightmapGIData() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(lightmap);
}
@@ -217,7 +322,7 @@ LightmapGIData::~LightmapGIData() {
void LightmapGI::_find_meshes_and_lights(Node *p_at_node, Vector<MeshesFound> &meshes, Vector<LightsFound> &lights, Vector<Vector3> &probes) {
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node);
- if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_BAKED && mi->is_visible_in_tree()) {
+ if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_STATIC && mi->is_visible_in_tree()) {
Ref<Mesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
bool all_have_uv2_and_normal = true;
@@ -318,12 +423,11 @@ void LightmapGI::_find_meshes_and_lights(Node *p_at_node, Vector<MeshesFound> &m
int LightmapGI::_bsp_get_simplex_side(const Vector<Vector3> &p_points, const LocalVector<BSPSimplex> &p_simplices, const Plane &p_plane, uint32_t p_simplex) const {
int over = 0;
int under = 0;
- int coplanar = 0;
const BSPSimplex &s = p_simplices[p_simplex];
for (int i = 0; i < 4; i++) {
const Vector3 v = p_points[s.vertices[i]];
- if (p_plane.has_point(v)) { //coplanar
- coplanar++;
+ if (p_plane.has_point(v)) {
+ // Coplanar.
} else if (p_plane.is_point_over(v)) {
over++;
} else {
@@ -352,8 +456,8 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector<Vector3> &p_points, const Loc
Plane best_plane;
float best_plane_score = -1.0;
- for (uint32_t i = 0; i < p_simplex_indices.size(); i++) {
- const BSPSimplex &s = p_simplices[p_simplex_indices[i]];
+ for (const int idx : p_simplex_indices) {
+ const BSPSimplex &s = p_simplices[idx];
for (int j = 0; j < 4; j++) {
uint32_t plane_index = s.planes[j];
if (planes_tested[plane_index] == node_index) {
@@ -381,8 +485,8 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector<Vector3> &p_points, const Loc
int over_count = 0;
int under_count = 0;
- for (uint32_t k = 0; k < p_simplex_indices.size(); k++) {
- int side = _bsp_get_simplex_side(p_points, p_simplices, plane, p_simplex_indices[k]);
+ for (const int &index : p_simplex_indices) {
+ int side = _bsp_get_simplex_side(p_points, p_simplices, plane, index);
if (side == -2) {
continue; //this simplex is invalid, skip for now
} else if (side < 0) {
@@ -420,8 +524,7 @@ int32_t LightmapGI::_compute_bsp_tree(const Vector<Vector3> &p_points, const Loc
LocalVector<int32_t> indices_under;
//split again, but add to list
- for (uint32_t i = 0; i < p_simplex_indices.size(); i++) {
- uint32_t index = p_simplex_indices[i];
+ for (const uint32_t index : p_simplex_indices) {
int side = _bsp_get_simplex_side(p_points, p_simplices, best_plane, index);
if (side == -2) {
@@ -573,7 +676,7 @@ void LightmapGI::_plot_triangle_into_octree(GenProbesOctree *p_cell, float p_cel
}
}
-void LightmapGI::_gen_new_positions_from_octree(const GenProbesOctree *p_cell, float p_cell_size, const Vector<Vector3> &probe_positions, LocalVector<Vector3> &new_probe_positions, HashMap<Vector3i, bool, Vector3iHash> &positions_used, const AABB &p_bounds) {
+void LightmapGI::_gen_new_positions_from_octree(const GenProbesOctree *p_cell, float p_cell_size, const Vector<Vector3> &probe_positions, LocalVector<Vector3> &new_probe_positions, HashMap<Vector3i, bool> &positions_used, const AABB &p_bounds) {
for (int i = 0; i < 8; i++) {
Vector3i pos = p_cell->offset;
if (i & 1) {
@@ -635,7 +738,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
bsud.to_percent = 0.8;
if (p_bake_step) {
- p_bake_step(0.0, TTR("Finding meshes, lights and probes"), p_bake_userdata, true);
+ p_bake_step(0.0, RTR("Finding meshes, lights and probes"), p_bake_userdata, true);
}
/* STEP 1, FIND MESHES, LIGHTS AND PROBES */
Vector<Lightmapper::MeshData> mesh_data;
@@ -655,17 +758,25 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
for (int m_i = 0; m_i < meshes_found.size(); m_i++) {
if (p_bake_step) {
float p = (float)(m_i) / meshes_found.size();
- p_bake_step(p * 0.1, vformat(TTR("Preparing geometry %d/%d"), m_i, meshes_found.size()), p_bake_userdata, false);
+ p_bake_step(p * 0.1, vformat(RTR("Preparing geometry %d/%d"), m_i, meshes_found.size()), p_bake_userdata, false);
}
MeshesFound &mf = meshes_found.write[m_i];
- Size2i lightmap_size = mf.mesh->get_lightmap_size_hint() * mf.lightmap_scale;
- Vector<RID> overrides;
+ Size2i lightmap_size = mf.mesh->get_lightmap_size_hint();
+
+ if (lightmap_size == Size2i(0, 0)) {
+ // TODO we should compute a size if no lightmap hint is set, as we did in 3.x.
+ // For now set to basic size to avoid crash.
+ lightmap_size = Size2i(64, 64);
+ }
+
+ lightmap_size *= mf.lightmap_scale;
+ TypedArray<RID> overrides;
overrides.resize(mf.overrides.size());
for (int i = 0; i < mf.overrides.size(); i++) {
if (mf.overrides[i].is_valid()) {
- overrides.write[i] = mf.overrides[i]->get_rid();
+ overrides[i] = mf.overrides[i]->get_rid();
}
}
TypedArray<Image> images = RS::get_singleton()->bake_render_uv2(mf.mesh->get_rid(), overrides, lightmap_size);
@@ -713,7 +824,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
}
md.albedo_on_uv2.instantiate();
- md.albedo_on_uv2->create(lightmap_size.width, lightmap_size.height, false, Image::FORMAT_RGBA8, albedom);
+ md.albedo_on_uv2->set_data(lightmap_size.width, lightmap_size.height, false, Image::FORMAT_RGBA8, albedom);
}
md.emission_on_uv2 = images[RS::BAKE_CHANNEL_EMISSION];
@@ -790,7 +901,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
/* STEP 2, CREATE PROBES */
if (p_bake_step) {
- p_bake_step(0.3, TTR("Creating probes"), p_bake_userdata, true);
+ p_bake_step(0.3, RTR("Creating probes"), p_bake_userdata, true);
}
//bounds need to include the user probes
@@ -832,7 +943,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
for (int i = 0; i < mesh_data.size(); i++) {
if (p_bake_step) {
float p = (float)(i) / mesh_data.size();
- p_bake_step(0.3 + p * 0.1, vformat(TTR("Creating probes from mesh %d/%d"), i, mesh_data.size()), p_bake_userdata, false);
+ p_bake_step(0.3 + p * 0.1, vformat(RTR("Creating probes from mesh %d/%d"), i, mesh_data.size()), p_bake_userdata, false);
}
for (int j = 0; j < mesh_data[i].points.size(); j += 3) {
@@ -842,7 +953,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
}
LocalVector<Vector3> new_probe_positions;
- HashMap<Vector3i, bool, Vector3iHash> positions_used;
+ HashMap<Vector3i, bool> positions_used;
for (uint32_t i = 0; i < 8; i++) { //insert bounding endpoints
Vector3i pos;
if (i & 1) {
@@ -866,14 +977,14 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
}
}
- for (uint32_t i = 0; i < new_probe_positions.size(); i++) {
- probes_found.push_back(new_probe_positions[i]);
+ for (const Vector3 &position : new_probe_positions) {
+ probes_found.push_back(position);
}
}
// Add everything to lightmapper
if (p_bake_step) {
- p_bake_step(0.4, TTR("Preparing Lightmapper"), p_bake_userdata, true);
+ p_bake_step(0.4, RTR("Preparing Lightmapper"), p_bake_userdata, true);
}
{
@@ -884,16 +995,28 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
Light3D *light = lights_found[i].light;
Transform3D xf = lights_found[i].xform;
- Color linear_color = light->get_color().to_linear();
+ Color linear_color = light->get_color().srgb_to_linear();
+ float energy = light->get_param(Light3D::PARAM_ENERGY);
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ energy *= light->get_param(Light3D::PARAM_INTENSITY);
+ linear_color *= light->get_correlated_color().srgb_to_linear();
+ }
+
if (Object::cast_to<DirectionalLight3D>(light)) {
DirectionalLight3D *l = Object::cast_to<DirectionalLight3D>(light);
- lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_axis(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_SIZE));
+ lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy, l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
} else if (Object::cast_to<OmniLight3D>(light)) {
OmniLight3D *l = Object::cast_to<OmniLight3D>(light);
- lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE));
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ energy *= (1.0 / (Math_PI * 4.0));
+ }
+ lightmapper->add_omni_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, linear_color, energy, l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
} else if (Object::cast_to<SpotLight3D>(light)) {
SpotLight3D *l = Object::cast_to<SpotLight3D>(light);
- lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_axis(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE));
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ energy *= (1.0 / Math_PI);
+ }
+ lightmapper->add_spot_light(light->get_bake_mode() == Light3D::BAKE_STATIC, xf.origin, -xf.basis.get_column(Vector3::AXIS_Z).normalized(), linear_color, energy, l->get_param(Light3D::PARAM_RANGE), l->get_param(Light3D::PARAM_ATTENUATION), l->get_param(Light3D::PARAM_SPOT_ANGLE), l->get_param(Light3D::PARAM_SPOT_ATTENUATION), l->get_param(Light3D::PARAM_SIZE), l->get_param(Light3D::PARAM_SHADOW_BLUR));
}
}
for (int i = 0; i < probes_found.size(); i++) {
@@ -907,7 +1030,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
// Add everything to lightmapper
if (environment_mode != ENVIRONMENT_MODE_DISABLED) {
if (p_bake_step) {
- p_bake_step(4.1, TTR("Preparing Environment"), p_bake_userdata, true);
+ p_bake_step(4.1, RTR("Preparing Environment"), p_bake_userdata, true);
}
environment_transform = get_global_transform().basis;
@@ -937,87 +1060,55 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
} break;
case ENVIRONMENT_MODE_CUSTOM_COLOR: {
environment_image.instantiate();
- environment_image->create(128, 64, false, Image::FORMAT_RGBAF);
+ environment_image->initialize_data(128, 64, false, Image::FORMAT_RGBAF);
Color c = environment_custom_color;
c.r *= environment_custom_energy;
c.g *= environment_custom_energy;
c.b *= environment_custom_energy;
- for (int i = 0; i < 128; i++) {
- for (int j = 0; j < 64; j++) {
- environment_image->set_pixel(i, j, c);
- }
- }
+ environment_image->fill(c);
} break;
}
}
- Lightmapper::BakeError bake_err = lightmapper->bake(Lightmapper::BakeQuality(bake_quality), use_denoiser, bounces, bias, max_texture_size, directional, Lightmapper::GenerateProbes(gen_probes), environment_image, environment_transform, _lightmap_bake_step_function, &bsud);
+ float exposure_normalization = 1.0;
+ if (camera_attributes.is_valid()) {
+ exposure_normalization = camera_attributes->get_exposure_multiplier();
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ exposure_normalization = camera_attributes->calculate_exposure_normalization();
+ }
+ }
+
+ Lightmapper::BakeError bake_err = lightmapper->bake(Lightmapper::BakeQuality(bake_quality), use_denoiser, bounces, bias, max_texture_size, directional, Lightmapper::GenerateProbes(gen_probes), environment_image, environment_transform, _lightmap_bake_step_function, &bsud, exposure_normalization);
if (bake_err == Lightmapper::BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES) {
return BAKE_ERROR_MESHES_INVALID;
}
- /* POSTBAKE: Save Textures */
+ /* POSTBAKE: Save Light Data */
- Ref<TextureLayered> texture;
+ Ref<LightmapGIData> gi_data;
+ if (get_light_data().is_valid()) {
+ gi_data = get_light_data();
+ set_light_data(Ref<LightmapGIData>()); //clear
+ gi_data->clear();
+ } else {
+ gi_data.instantiate();
+ }
+
+ Ref<Texture2DArray> texture;
{
Vector<Ref<Image>> images;
for (int i = 0; i < lightmapper->get_bake_texture_count(); i++) {
images.push_back(lightmapper->get_bake_texture(i));
}
- //we assume they are all the same, so let's create a large one for saving
- Ref<Image> large_image;
- large_image.instantiate();
-
- large_image->create(images[0]->get_width(), images[0]->get_height() * images.size(), false, images[0]->get_format());
-
- for (int i = 0; i < lightmapper->get_bake_texture_count(); i++) {
- large_image->blit_rect(images[i], Rect2(0, 0, images[i]->get_width(), images[i]->get_height()), Point2(0, images[i]->get_height() * i));
- }
-
- String base_path = p_image_data_path.get_basename() + ".exr";
- Ref<ConfigFile> config;
-
- config.instantiate();
- if (FileAccess::exists(base_path + ".import")) {
- config->load(base_path + ".import");
- }
-
- config->set_value("remap", "importer", "2d_array_texture");
- config->set_value("remap", "type", "StreamTexture2DArray");
- if (!config->has_section_key("params", "compress/mode")) {
- config->set_value("params", "compress/mode", 2); //user may want another compression, so leave it be
- }
- config->set_value("params", "compress/channel_pack", 1);
- config->set_value("params", "mipmaps/generate", false);
- config->set_value("params", "slices/horizontal", 1);
- config->set_value("params", "slices/vertical", images.size());
-
- config->save(base_path + ".import");
-
- Error err = large_image->save_exr(base_path, false);
- ERR_FAIL_COND_V(err, BAKE_ERROR_CANT_CREATE_IMAGE);
- ResourceLoader::import(base_path);
- Ref<Texture> t = ResourceLoader::load(base_path); //if already loaded, it will be updated on refocus?
- ERR_FAIL_COND_V(t.is_null(), BAKE_ERROR_CANT_CREATE_IMAGE);
- texture = t;
+ texture.instantiate();
+ texture->create_from_images(images);
}
- /* POSTBAKE: Save Light Data */
-
- Ref<LightmapGIData> data;
- if (get_light_data().is_valid()) {
- data = get_light_data();
- set_light_data(Ref<LightmapGIData>()); //clear
- data->clear();
- } else {
- data.instantiate();
- }
-
- data->set_light_texture(texture);
- data->set_uses_spherical_harmonics(directional);
+ gi_data->set_light_texture(texture);
+ gi_data->set_uses_spherical_harmonics(directional);
for (int i = 0; i < lightmapper->get_bake_mesh_count(); i++) {
Dictionary d = lightmapper->get_bake_mesh_userdata(i);
@@ -1029,7 +1120,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
Rect2 uv_scale = lightmapper->get_bake_mesh_uv_scale(i);
int slice_index = lightmapper->get_bake_mesh_texture_slice(i);
- data->add_user(np, uv_scale, slice_index, subindex);
+ gi_data->add_user(np, uv_scale, slice_index, subindex);
}
{
@@ -1050,7 +1141,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
//Obtain solved simplices
if (p_bake_step) {
- p_bake_step(0.8, TTR("Generating Probe Volumes"), p_bake_userdata, true);
+ p_bake_step(0.8, RTR("Generating Probe Volumes"), p_bake_userdata, true);
}
Vector<Delaunay3D::OutputSimplex> solved_simplices = Delaunay3D::tetrahedralize(points);
@@ -1105,7 +1196,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
//#define DEBUG_SIMPLICES_AS_OBJ_FILE
#ifdef DEBUG_SIMPLICES_AS_OBJ_FILE
{
- FileAccessRef f = FileAccess::open("res://bsp.obj", FileAccess::WRITE);
+ Ref<FileAccess> f = FileAccess::open("res://bsp.obj", FileAccess::WRITE);
for (uint32_t i = 0; i < bsp_simplices.size(); i++) {
f->store_line("o Simplex" + itos(i));
for (int j = 0; j < 4; j++) {
@@ -1122,19 +1213,18 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
f->store_line(vformat("f %d %d %d", 4 * i + face_order[j][0], 4 * i + face_order[j][1], 4 * i + face_order[j][2]));
}
}
- f->close();
}
#endif
LocalVector<BSPNode> bsp_nodes;
LocalVector<int32_t> planes_tested;
planes_tested.resize(bsp_planes.size());
- for (uint32_t i = 0; i < planes_tested.size(); i++) {
- planes_tested[i] = 0x7FFFFFFF;
+ for (int &index : planes_tested) {
+ index = 0x7FFFFFFF;
}
if (p_bake_step) {
- p_bake_step(0.9, TTR("Generating Probe Acceleration Structures"), p_bake_userdata, true);
+ p_bake_step(0.9, RTR("Generating Probe Acceleration Structures"), p_bake_userdata, true);
}
_compute_bsp_tree(points, bsp_planes, planes_tested, bsp_simplices, bsp_simplex_indices, bsp_nodes);
@@ -1154,7 +1244,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
}
//#define DEBUG_BSP_TREE
#ifdef DEBUG_BSP_TREE
- FileAccessRef f = FileAccess::open("res://bsp.txt", FileAccess::WRITE);
+ Ref<FileAccess> f = FileAccess::open("res://bsp.txt", FileAccess::WRITE);
for (uint32_t i = 0; i < bsp_nodes.size(); i++) {
f->store_line(itos(i) + " - plane: " + bsp_nodes[i].plane + " over: " + itos(bsp_nodes[i].over) + " under: " + itos(bsp_nodes[i].under));
}
@@ -1163,33 +1253,35 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
/* Obtain the colors from the images, they will be re-created as cubemaps on the server, depending on the driver */
- data->set_capture_data(bounds, interior, points, sh, tetrahedrons, bsp_array);
+ gi_data->set_capture_data(bounds, interior, points, sh, tetrahedrons, bsp_array, exposure_normalization);
/* Compute a BSP tree of the simplices, so it's easy to find the exact one */
}
- Error err = ResourceSaver::save(p_image_data_path, data);
- data->set_path(p_image_data_path);
+ gi_data->set_path(p_image_data_path);
+ Error err = ResourceSaver::save(gi_data);
if (err != OK) {
return BAKE_ERROR_CANT_CREATE_IMAGE;
}
- set_light_data(data);
+ set_light_data(gi_data);
return BAKE_ERROR_OK;
}
void LightmapGI::_notification(int p_what) {
- if (p_what == NOTIFICATION_POST_ENTER_TREE) {
- if (light_data.is_valid()) {
- _assign_lightmaps();
- }
- }
+ switch (p_what) {
+ case NOTIFICATION_POST_ENTER_TREE: {
+ if (light_data.is_valid()) {
+ _assign_lightmaps();
+ }
+ } break;
- if (p_what == NOTIFICATION_EXIT_TREE) {
- if (light_data.is_valid()) {
- _clear_lightmaps();
- }
+ case NOTIFICATION_EXIT_TREE: {
+ if (light_data.is_valid()) {
+ _clear_lightmaps();
+ }
+ } break;
}
}
@@ -1200,9 +1292,9 @@ void LightmapGI::_assign_lightmaps() {
Node *node = get_node(light_data->get_user_path(i));
int instance_idx = light_data->get_user_sub_instance(i);
if (instance_idx >= 0) {
- RID instance = node->call("get_bake_mesh_instance", instance_idx);
- if (instance.is_valid()) {
- RS::get_singleton()->instance_geometry_set_lightmap(instance, get_instance(), light_data->get_user_lightmap_uv_scale(i), light_data->get_user_lightmap_slice_index(i));
+ RID instance_id = node->call("get_bake_mesh_instance", instance_idx);
+ if (instance_id.is_valid()) {
+ RS::get_singleton()->instance_geometry_set_lightmap(instance_id, get_instance(), light_data->get_user_lightmap_uv_scale(i), light_data->get_user_lightmap_slice_index(i));
}
} else {
VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(node);
@@ -1218,9 +1310,9 @@ void LightmapGI::_clear_lightmaps() {
Node *node = get_node(light_data->get_user_path(i));
int instance_idx = light_data->get_user_sub_instance(i);
if (instance_idx >= 0) {
- RID instance = node->call("get_bake_mesh_instance", instance_idx);
- if (instance.is_valid()) {
- RS::get_singleton()->instance_geometry_set_lightmap(instance, RID(), Rect2(), 0);
+ RID instance_id = node->call("get_bake_mesh_instance", instance_idx);
+ if (instance_id.is_valid()) {
+ RS::get_singleton()->instance_geometry_set_lightmap(instance_id, RID(), Rect2(), 0);
}
} else {
VisualInstance3D *vi = Object::cast_to<VisualInstance3D>(node);
@@ -1265,10 +1357,6 @@ AABB LightmapGI::get_aabb() const {
return AABB();
}
-Vector<Face3> LightmapGI::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
-
void LightmapGI::set_use_denoiser(bool p_enable) {
use_denoiser = p_enable;
}
@@ -1345,7 +1433,8 @@ float LightmapGI::get_bias() const {
}
void LightmapGI::set_max_texture_size(int p_size) {
- ERR_FAIL_COND(p_size < 2048);
+ ERR_FAIL_COND_MSG(p_size < 2048, vformat("The LightmapGI maximum texture size supplied (%d) is too small. The minimum allowed value is 2048.", p_size));
+ ERR_FAIL_COND_MSG(p_size > 16384, vformat("The LightmapGI maximum texture size supplied (%d) is too large. The maximum allowed value is 16384.", p_size));
max_texture_size = p_size;
}
@@ -1361,17 +1450,24 @@ LightmapGI::GenerateProbes LightmapGI::get_generate_probes() const {
return gen_probes;
}
-void LightmapGI::_validate_property(PropertyInfo &property) const {
- if (property.name == "environment_custom_sky" && environment_mode != ENVIRONMENT_MODE_CUSTOM_SKY) {
- property.usage = PROPERTY_USAGE_NONE;
+void LightmapGI::set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes) {
+ camera_attributes = p_camera_attributes;
+}
+
+Ref<CameraAttributes> LightmapGI::get_camera_attributes() const {
+ return camera_attributes;
+}
+
+void LightmapGI::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "environment_custom_sky" && environment_mode != ENVIRONMENT_MODE_CUSTOM_SKY) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "environment_custom_color" && environment_mode != ENVIRONMENT_MODE_CUSTOM_COLOR) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "environment_custom_color" && environment_mode != ENVIRONMENT_MODE_CUSTOM_COLOR) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- if (property.name == "environment_custom_energy" && environment_mode != ENVIRONMENT_MODE_CUSTOM_COLOR && environment_mode != ENVIRONMENT_MODE_CUSTOM_SKY) {
- property.usage = PROPERTY_USAGE_NONE;
+ if (p_property.name == "environment_custom_energy" && environment_mode != ENVIRONMENT_MODE_CUSTOM_COLOR && environment_mode != ENVIRONMENT_MODE_CUSTOM_SKY) {
+ p_property.usage = PROPERTY_USAGE_NONE;
}
- VisualInstance3D::_validate_property(property);
}
void LightmapGI::_bind_methods() {
@@ -1414,6 +1510,9 @@ void LightmapGI::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_directional", "directional"), &LightmapGI::set_directional);
ClassDB::bind_method(D_METHOD("is_directional"), &LightmapGI::is_directional);
+ ClassDB::bind_method(D_METHOD("set_camera_attributes", "camera_attributes"), &LightmapGI::set_camera_attributes);
+ ClassDB::bind_method(D_METHOD("get_camera_attributes"), &LightmapGI::get_camera_attributes);
+
// ClassDB::bind_method(D_METHOD("bake", "from_node"), &LightmapGI::bake, DEFVAL(Variant()));
ADD_GROUP("Tweaks", "");
@@ -1423,12 +1522,13 @@ void LightmapGI::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interior"), "set_interior", "is_interior");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_denoiser"), "set_use_denoiser", "is_using_denoiser");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bias", PROPERTY_HINT_RANGE, "0.00001,0.1,0.00001,or_greater"), "set_bias", "get_bias");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "max_texture_size"), "set_max_texture_size", "get_max_texture_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_texture_size", PROPERTY_HINT_RANGE, "2048,16384,1"), "set_max_texture_size", "get_max_texture_size");
ADD_GROUP("Environment", "environment_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "environment_mode", PROPERTY_HINT_ENUM, "Disabled,Scene,Custom Sky,Custom Color"), "set_environment_mode", "get_environment_mode");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment_custom_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_environment_custom_sky", "get_environment_custom_sky");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "environment_custom_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_environment_custom_color", "get_environment_custom_color");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "environment_custom_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_environment_custom_energy", "get_environment_custom_energy");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_attributes", PROPERTY_HINT_RESOURCE_TYPE, "CameraAttributesPractical,CameraAttributesPhysical"), "set_camera_attributes", "get_camera_attributes");
ADD_GROUP("Gen Probes", "generate_probes_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "generate_probes_subdiv", PROPERTY_HINT_ENUM, "Disabled,4,8,16,32"), "set_generate_probes", "get_generate_probes");
ADD_GROUP("Data", "");
@@ -1446,6 +1546,8 @@ void LightmapGI::_bind_methods() {
BIND_ENUM_CONSTANT(GENERATE_PROBES_SUBDIV_32);
BIND_ENUM_CONSTANT(BAKE_ERROR_OK);
+ BIND_ENUM_CONSTANT(BAKE_ERROR_NO_SCENE_ROOT);
+ BIND_ENUM_CONSTANT(BAKE_ERROR_FOREIGN_DATA);
BIND_ENUM_CONSTANT(BAKE_ERROR_NO_LIGHTMAPPER);
BIND_ENUM_CONSTANT(BAKE_ERROR_NO_SAVE_PATH);
BIND_ENUM_CONSTANT(BAKE_ERROR_NO_MESHES);
diff --git a/scene/3d/lightmap_gi.h b/scene/3d/lightmap_gi.h
index 66acf4f487..40ff9e4cad 100644
--- a/scene/3d/lightmap_gi.h
+++ b/scene/3d/lightmap_gi.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* lightmap_gi.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* lightmap_gi.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef LIGHTMAP_GI_H
#define LIGHTMAP_GI_H
@@ -36,6 +36,9 @@
#include "scene/3d/lightmapper.h"
#include "scene/3d/visual_instance_3d.h"
+class Sky;
+class CameraAttributes;
+
class LightmapGIData : public Resource {
GDCLASS(LightmapGIData, Resource);
RES_BASE_EXTENSION("lmbake")
@@ -47,6 +50,7 @@ class LightmapGIData : public Resource {
RID lightmap;
AABB bounds;
+ float baked_exposure = 1.0;
struct User {
NodePath path;
@@ -61,6 +65,8 @@ class LightmapGIData : public Resource {
Array _get_user_data() const;
void _set_probe_data(const Dictionary &p_data);
Dictionary _get_probe_data() const;
+ void _set_light_textures_data(const Array &p_data);
+ Array _get_light_textures_data() const;
protected:
static void _bind_methods();
@@ -81,8 +87,9 @@ public:
bool is_using_spherical_harmonics() const;
bool is_interior() const;
+ float get_baked_exposure() const;
- void set_capture_data(const AABB &p_bounds, bool p_interior, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree);
+ void set_capture_data(const AABB &p_bounds, bool p_interior, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree, float p_baked_exposure);
PackedVector3Array get_capture_points() const;
PackedColorArray get_capture_sh() const;
PackedInt32Array get_capture_tetrahedra() const;
@@ -117,6 +124,8 @@ public:
enum BakeError {
BAKE_ERROR_OK,
+ BAKE_ERROR_NO_SCENE_ROOT,
+ BAKE_ERROR_FOREIGN_DATA,
BAKE_ERROR_NO_LIGHTMAPPER,
BAKE_ERROR_NO_SAVE_PATH,
BAKE_ERROR_NO_MESHES,
@@ -135,16 +144,17 @@ public:
private:
BakeQuality bake_quality = BAKE_QUALITY_MEDIUM;
bool use_denoiser = true;
- int bounces = 1;
+ int bounces = 3;
float bias = 0.0005;
int max_texture_size = 16384;
bool interior = false;
- EnvironmentMode environment_mode = ENVIRONMENT_MODE_DISABLED;
+ EnvironmentMode environment_mode = ENVIRONMENT_MODE_SCENE;
Ref<Sky> environment_custom_sky;
- Color environment_custom_color = Color(0.2, 0.7, 1.0);
+ Color environment_custom_color = Color(1, 1, 1);
float environment_custom_energy = 1.0;
bool directional = false;
- GenerateProbes gen_probes = GENERATE_PROBES_DISABLED;
+ GenerateProbes gen_probes = GENERATE_PROBES_SUBDIV_8;
+ Ref<CameraAttributes> camera_attributes;
Ref<LightmapGIData> light_data;
@@ -210,19 +220,11 @@ private:
}
};
- struct Vector3iHash {
- _FORCE_INLINE_ static uint32_t hash(const Vector3i &p_vtx) {
- uint32_t h = hash_djb2_one_32(p_vtx.x);
- h = hash_djb2_one_32(p_vtx.y, h);
- return hash_djb2_one_32(p_vtx.z, h);
- }
- };
-
void _plot_triangle_into_octree(GenProbesOctree *p_cell, float p_cell_size, const Vector3 *p_triangle);
- void _gen_new_positions_from_octree(const GenProbesOctree *p_cell, float p_cell_size, const Vector<Vector3> &probe_positions, LocalVector<Vector3> &new_probe_positions, HashMap<Vector3i, bool, Vector3iHash> &positions_used, const AABB &p_bounds);
+ void _gen_new_positions_from_octree(const GenProbesOctree *p_cell, float p_cell_size, const Vector<Vector3> &probe_positions, LocalVector<Vector3> &new_probe_positions, HashMap<Vector3i, bool> &positions_used, const AABB &p_bounds);
protected:
- void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
void _notification(int p_what);
@@ -266,8 +268,10 @@ public:
void set_generate_probes(GenerateProbes p_generate_probes);
GenerateProbes get_generate_probes() const;
+ void set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes);
+ Ref<CameraAttributes> get_camera_attributes() const;
+
AABB get_aabb() const override;
- Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
BakeError bake(Node *p_from_node, String p_image_data_path = "", Lightmapper::BakeStepFunc p_bake_step = nullptr, void *p_bake_userdata = nullptr);
LightmapGI();
@@ -278,4 +282,4 @@ VARIANT_ENUM_CAST(LightmapGI::GenerateProbes);
VARIANT_ENUM_CAST(LightmapGI::BakeError);
VARIANT_ENUM_CAST(LightmapGI::EnvironmentMode);
-#endif // BAKED_LIGHTMAP_H
+#endif // LIGHTMAP_GI_H
diff --git a/scene/3d/lightmap_probe.cpp b/scene/3d/lightmap_probe.cpp
index 641b0a4c48..d93f113e08 100644
--- a/scene/3d/lightmap_probe.cpp
+++ b/scene/3d/lightmap_probe.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* lightmap_probe.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* lightmap_probe.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "lightmap_probe.h"
diff --git a/scene/3d/lightmap_probe.h b/scene/3d/lightmap_probe.h
index 11b35451a1..7b16e14732 100644
--- a/scene/3d/lightmap_probe.h
+++ b/scene/3d/lightmap_probe.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* lightmap_probe.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* lightmap_probe.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef LIGHTMAP_PROBE_H
#define LIGHTMAP_PROBE_H
diff --git a/scene/3d/lightmapper.cpp b/scene/3d/lightmapper.cpp
index 8ab710d98f..0a71a73094 100644
--- a/scene/3d/lightmapper.cpp
+++ b/scene/3d/lightmapper.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* lightmapper.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* lightmapper.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "lightmapper.h"
diff --git a/scene/3d/lightmapper.h b/scene/3d/lightmapper.h
index f641c99ec1..018ed9485d 100644
--- a/scene/3d/lightmapper.h
+++ b/scene/3d/lightmapper.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* lightmapper.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* lightmapper.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef LIGHTMAPPER_H
#define LIGHTMAPPER_H
@@ -88,7 +88,9 @@ public:
instID(INVALID_GEOMETRY_ID) {}
/*! Tests if we hit something. */
- _FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
+ _FORCE_INLINE_ explicit operator bool() const {
+ return geomID != INVALID_GEOMETRY_ID;
+ }
public:
Vector3 org; //!< Ray origin + tnear
@@ -116,7 +118,7 @@ public:
virtual void set_mesh_alpha_texture(Ref<Image> p_alpha_texture, unsigned int p_id) = 0;
virtual void commit() = 0;
- virtual void set_mesh_filter(const Set<int> &p_mesh_ids) = 0;
+ virtual void set_mesh_filter(const HashSet<int> &p_mesh_ids) = 0;
virtual void clear_mesh_filter() = 0;
static Ref<LightmapRaycaster> create();
@@ -174,11 +176,11 @@ public:
};
virtual void add_mesh(const MeshData &p_mesh) = 0;
- virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) = 0;
- virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size) = 0;
- virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) = 0;
+ virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance, float p_shadow_blur) = 0;
+ virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) = 0;
+ virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) = 0;
virtual void add_probe(const Vector3 &p_position) = 0;
- virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr) = 0;
+ virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr, float p_exposure_normalization = 1.0) = 0;
virtual int get_bake_texture_count() const = 0;
virtual Ref<Image> get_bake_texture(int p_index) const = 0;
diff --git a/scene/3d/position_3d.cpp b/scene/3d/marker_3d.cpp
index 7dc1b1ace0..565f383e9a 100644
--- a/scene/3d/position_3d.cpp
+++ b/scene/3d/marker_3d.cpp
@@ -1,34 +1,53 @@
-/*************************************************************************/
-/* position_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* marker_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
-#include "position_3d.h"
+#include "marker_3d.h"
-Position3D::Position3D() {
+void Marker3D::set_gizmo_extents(real_t p_extents) {
+ if (Math::is_equal_approx(gizmo_extents, p_extents)) {
+ return;
+ }
+ gizmo_extents = p_extents;
+ update_gizmos();
+}
+
+real_t Marker3D::get_gizmo_extents() const {
+ return gizmo_extents;
+}
+
+void Marker3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_gizmo_extents", "extents"), &Marker3D::set_gizmo_extents);
+ ClassDB::bind_method(D_METHOD("get_gizmo_extents"), &Marker3D::get_gizmo_extents);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gizmo_extents", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater,suffix:m"), "set_gizmo_extents", "get_gizmo_extents");
+}
+
+Marker3D::Marker3D() {
}
diff --git a/scene/3d/position_3d.h b/scene/3d/marker_3d.h
index 5514399e6e..af28c28961 100644
--- a/scene/3d/position_3d.h
+++ b/scene/3d/marker_3d.h
@@ -1,43 +1,51 @@
-/*************************************************************************/
-/* position_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef POSITION_3D_H
-#define POSITION_3D_H
+/**************************************************************************/
+/* marker_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef MARKER_3D_H
+#define MARKER_3D_H
#include "scene/3d/node_3d.h"
-class Position3D : public Node3D {
- GDCLASS(Position3D, Node3D);
+class Marker3D : public Node3D {
+ GDCLASS(Marker3D, Node3D);
+
+ real_t gizmo_extents = 0.25;
+
+protected:
+ static void _bind_methods();
public:
- Position3D();
+ void set_gizmo_extents(real_t p_extents);
+ real_t get_gizmo_extents() const;
+
+ Marker3D();
};
-#endif // POSITION_3D_H
+#endif // MARKER_3D_H
diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp
index 58ff512130..10a7a4e78b 100644
--- a/scene/3d/mesh_instance_3d.cpp
+++ b/scene/3d/mesh_instance_3d.cpp
@@ -1,38 +1,40 @@
-/*************************************************************************/
-/* mesh_instance_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* mesh_instance_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "mesh_instance_3d.h"
#include "collision_shape_3d.h"
#include "core/core_string_names.h"
#include "physics_body_3d.h"
+#include "scene/resources/concave_polygon_shape_3d.h"
+#include "scene/resources/convex_polygon_shape_3d.h"
bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
//this is not _too_ bad performance wise, really. it only arrives here if the property was not set anywhere else.
@@ -42,14 +44,15 @@ bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) {
return false;
}
- Map<StringName, int>::Element *E = blend_shape_properties.find(p_name);
+ HashMap<StringName, int>::Iterator E = blend_shape_properties.find(p_name);
if (E) {
- set_blend_shape_value(E->get(), p_value);
+ set_blend_shape_value(E->value, p_value);
return true;
}
if (p_name.operator String().begins_with("surface_material_override/")) {
int idx = p_name.operator String().get_slicec('/', 1).to_int();
+
if (idx >= surface_override_materials.size() || idx < 0) {
return false;
}
@@ -66,9 +69,9 @@ bool MeshInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
return false;
}
- const Map<StringName, int>::Element *E = blend_shape_properties.find(p_name);
+ HashMap<StringName, int>::ConstIterator E = blend_shape_properties.find(p_name);
if (E) {
- r_ret = get_blend_shape_value(E->get());
+ r_ret = get_blend_shape_value(E->value);
return true;
}
@@ -97,7 +100,7 @@ void MeshInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
if (mesh.is_valid()) {
for (int i = 0; i < mesh->get_surface_count(); i++) {
- p_list->push_back(PropertyInfo(Variant::OBJECT, "surface_material_override/" + itos(i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
+ p_list->push_back(PropertyInfo(Variant::OBJECT, vformat("%s/%d", PNAME("surface_material_override"), i), PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE));
}
}
}
@@ -115,8 +118,8 @@ void MeshInstance3D::set_mesh(const Ref<Mesh> &p_mesh) {
if (mesh.is_valid()) {
mesh->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &MeshInstance3D::_mesh_changed));
- _mesh_changed();
set_base(mesh->get_rid());
+ _mesh_changed();
} else {
blend_shape_tracks.clear();
blend_shape_properties.clear();
@@ -219,24 +222,12 @@ AABB MeshInstance3D::get_aabb() const {
return AABB();
}
-Vector<Face3> MeshInstance3D::get_faces(uint32_t p_usage_flags) const {
- if (!(p_usage_flags & (FACES_SOLID | FACES_ENCLOSING))) {
- return Vector<Face3>();
- }
-
- if (mesh.is_null()) {
- return Vector<Face3>();
- }
-
- return mesh->get_faces();
-}
-
Node *MeshInstance3D::create_trimesh_collision_node() {
if (mesh.is_null()) {
return nullptr;
}
- Ref<Shape3D> shape = mesh->create_trimesh_shape();
+ Ref<ConcavePolygonShape3D> shape = mesh->create_trimesh_shape();
if (shape.is_null()) {
return nullptr;
}
@@ -266,7 +257,7 @@ Node *MeshInstance3D::create_convex_collision_node(bool p_clean, bool p_simplify
return nullptr;
}
- Ref<Shape3D> shape = mesh->create_convex_shape(p_clean, p_simplify);
+ Ref<ConvexPolygonShape3D> shape = mesh->create_convex_shape(p_clean, p_simplify);
if (shape.is_null()) {
return nullptr;
}
@@ -328,8 +319,15 @@ void MeshInstance3D::create_multiple_convex_collisions() {
}
void MeshInstance3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- _resolve_skeleton_path();
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ _resolve_skeleton_path();
+ } break;
+ case NOTIFICATION_TRANSLATION_CHANGED: {
+ if (mesh.is_valid()) {
+ mesh->notification(NOTIFICATION_TRANSLATION_CHANGED);
+ }
+ } break;
}
}
@@ -356,9 +354,9 @@ Ref<Material> MeshInstance3D::get_surface_override_material(int p_surface) const
}
Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
- Ref<Material> material_override = get_material_override();
- if (material_override.is_valid()) {
- return material_override;
+ Ref<Material> mat_override = get_material_override();
+ if (mat_override.is_valid()) {
+ return mat_override;
}
Ref<Material> surface_material = get_surface_override_material(p_surface);
@@ -366,9 +364,9 @@ Ref<Material> MeshInstance3D::get_active_material(int p_surface) const {
return surface_material;
}
- Ref<Mesh> mesh = get_mesh();
- if (mesh.is_valid()) {
- return mesh->surface_get_material(p_surface);
+ Ref<Mesh> m = get_mesh();
+ if (m.is_valid()) {
+ return m->surface_get_material(p_surface);
}
return Ref<Material>();
@@ -390,20 +388,27 @@ void MeshInstance3D::_mesh_changed() {
}
}
+ int surface_count = mesh->get_surface_count();
+ for (int surface_index = 0; surface_index < surface_count; ++surface_index) {
+ if (surface_override_materials[surface_index].is_valid()) {
+ RS::get_singleton()->instance_set_surface_override_material(get_instance(), surface_index, surface_override_materials[surface_index]->get_rid());
+ }
+ }
+
update_gizmos();
}
-void MeshInstance3D::create_debug_tangents() {
+MeshInstance3D *MeshInstance3D::create_debug_tangents_node() {
Vector<Vector3> lines;
Vector<Color> colors;
- Ref<Mesh> mesh = get_mesh();
- if (!mesh.is_valid()) {
- return;
+ Ref<Mesh> m = get_mesh();
+ if (!m.is_valid()) {
+ return nullptr;
}
- for (int i = 0; i < mesh->get_surface_count(); i++) {
- Array arrays = mesh->surface_get_arrays(i);
+ for (int i = 0; i < m->get_surface_count(); i++) {
+ Array arrays = m->surface_get_arrays(i);
ERR_CONTINUE(arrays.size() != Mesh::ARRAY_MAX);
Vector<Vector3> verts = arrays[Mesh::ARRAY_VERTEX];
@@ -460,15 +465,23 @@ void MeshInstance3D::create_debug_tangents() {
MeshInstance3D *mi = memnew(MeshInstance3D);
mi->set_mesh(am);
mi->set_name("DebugTangents");
- add_child(mi, true);
-#ifdef TOOLS_ENABLED
+ return mi;
+ }
- if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) {
- mi->set_owner(this);
- } else {
- mi->set_owner(get_owner());
- }
-#endif
+ return nullptr;
+}
+
+void MeshInstance3D::create_debug_tangents() {
+ MeshInstance3D *mi = create_debug_tangents_node();
+ if (!mi) {
+ return;
+ }
+
+ add_child(mi, true);
+ if (is_inside_tree() && this == get_tree()->get_edited_scene_root()) {
+ mi->set_owner(this);
+ } else {
+ mi->set_owner(get_owner());
}
}
@@ -498,8 +511,6 @@ void MeshInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blend_shape_value", "blend_shape_idx", "value"), &MeshInstance3D::set_blend_shape_value);
ClassDB::bind_method(D_METHOD("create_debug_tangents"), &MeshInstance3D::create_debug_tangents);
- ClassDB::set_method_flags("MeshInstance3D", "create_debug_tangents", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
-
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
ADD_GROUP("Skeleton", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
diff --git a/scene/3d/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h
index 03ee3cd608..4a6d7dd95d 100644
--- a/scene/3d/mesh_instance_3d.h
+++ b/scene/3d/mesh_instance_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* mesh_instance_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef MESH_INSTANCE_H
-#define MESH_INSTANCE_H
+/**************************************************************************/
+/* mesh_instance_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef MESH_INSTANCE_3D_H
+#define MESH_INSTANCE_3D_H
#include "core/templates/local_vector.h"
#include "scene/3d/visual_instance_3d.h"
@@ -47,7 +47,7 @@ protected:
NodePath skeleton_path = NodePath("..");
LocalVector<float> blend_shape_tracks;
- Map<StringName, int> blend_shape_properties;
+ HashMap<StringName, int> blend_shape_properties;
Vector<Ref<Material>> surface_override_materials;
void _mesh_changed();
@@ -57,6 +57,7 @@ protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
+ bool surface_index_0 = false;
void _notification(int p_what);
static void _bind_methods();
@@ -90,13 +91,13 @@ public:
Node *create_multiple_convex_collisions_node();
void create_multiple_convex_collisions();
+ MeshInstance3D *create_debug_tangents_node();
void create_debug_tangents();
virtual AABB get_aabb() const override;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
MeshInstance3D();
~MeshInstance3D();
};
-#endif
+#endif // MESH_INSTANCE_3D_H
diff --git a/scene/3d/multimesh_instance_3d.cpp b/scene/3d/multimesh_instance_3d.cpp
index 34b1e86435..2158005f5f 100644
--- a/scene/3d/multimesh_instance_3d.cpp
+++ b/scene/3d/multimesh_instance_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multimesh_instance_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* multimesh_instance_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "multimesh_instance_3d.h"
@@ -49,10 +49,6 @@ Ref<MultiMesh> MultiMeshInstance3D::get_multimesh() const {
return multimesh;
}
-Vector<Face3> MultiMeshInstance3D::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
-
AABB MultiMeshInstance3D::get_aabb() const {
if (multimesh.is_null()) {
return AABB();
diff --git a/scene/3d/multimesh_instance_3d.h b/scene/3d/multimesh_instance_3d.h
index d03b24eb4e..cd18281b91 100644
--- a/scene/3d/multimesh_instance_3d.h
+++ b/scene/3d/multimesh_instance_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* multimesh_instance_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* multimesh_instance_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef MULTIMESH_INSTANCE_3D_H
#define MULTIMESH_INSTANCE_3D_H
@@ -44,8 +44,6 @@ protected:
// bind helpers
public:
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
-
void set_multimesh(const Ref<MultiMesh> &p_multimesh);
Ref<MultiMesh> get_multimesh() const;
@@ -55,4 +53,4 @@ public:
~MultiMeshInstance3D();
};
-#endif // MULTIMESH_INSTANCE_H
+#endif // MULTIMESH_INSTANCE_3D_H
diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp
index e90971845e..5b5ad62d64 100644
--- a/scene/3d/navigation_agent_3d.cpp
+++ b/scene/3d/navigation_agent_3d.cpp
@@ -1,40 +1,47 @@
-/*************************************************************************/
-/* navigation_agent_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* navigation_agent_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "navigation_agent_3d.h"
+#include "scene/3d/navigation_link_3d.h"
#include "servers/navigation_server_3d.h"
void NavigationAgent3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &NavigationAgent3D::get_rid);
+ ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationAgent3D::set_avoidance_enabled);
+ ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationAgent3D::get_avoidance_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_path_desired_distance", "desired_distance"), &NavigationAgent3D::set_path_desired_distance);
+ ClassDB::bind_method(D_METHOD("get_path_desired_distance"), &NavigationAgent3D::get_path_desired_distance);
+
ClassDB::bind_method(D_METHOD("set_target_desired_distance", "desired_distance"), &NavigationAgent3D::set_target_desired_distance);
ClassDB::bind_method(D_METHOD("get_target_desired_distance"), &NavigationAgent3D::get_target_desired_distance);
@@ -47,8 +54,8 @@ void NavigationAgent3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_ignore_y", "ignore"), &NavigationAgent3D::set_ignore_y);
ClassDB::bind_method(D_METHOD("get_ignore_y"), &NavigationAgent3D::get_ignore_y);
- ClassDB::bind_method(D_METHOD("set_neighbor_dist", "neighbor_dist"), &NavigationAgent3D::set_neighbor_dist);
- ClassDB::bind_method(D_METHOD("get_neighbor_dist"), &NavigationAgent3D::get_neighbor_dist);
+ ClassDB::bind_method(D_METHOD("set_neighbor_distance", "neighbor_distance"), &NavigationAgent3D::set_neighbor_distance);
+ ClassDB::bind_method(D_METHOD("get_neighbor_distance"), &NavigationAgent3D::get_neighbor_distance);
ClassDB::bind_method(D_METHOD("set_max_neighbors", "max_neighbors"), &NavigationAgent3D::set_max_neighbors);
ClassDB::bind_method(D_METHOD("get_max_neighbors"), &NavigationAgent3D::get_max_neighbors);
@@ -62,146 +69,425 @@ void NavigationAgent3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_path_max_distance", "max_speed"), &NavigationAgent3D::set_path_max_distance);
ClassDB::bind_method(D_METHOD("get_path_max_distance"), &NavigationAgent3D::get_path_max_distance);
- ClassDB::bind_method(D_METHOD("set_target_location", "location"), &NavigationAgent3D::set_target_location);
- ClassDB::bind_method(D_METHOD("get_target_location"), &NavigationAgent3D::get_target_location);
- ClassDB::bind_method(D_METHOD("get_next_location"), &NavigationAgent3D::get_next_location);
+ ClassDB::bind_method(D_METHOD("set_navigation_layers", "navigation_layers"), &NavigationAgent3D::set_navigation_layers);
+ ClassDB::bind_method(D_METHOD("get_navigation_layers"), &NavigationAgent3D::get_navigation_layers);
+
+ ClassDB::bind_method(D_METHOD("set_navigation_layer_value", "layer_number", "value"), &NavigationAgent3D::set_navigation_layer_value);
+ ClassDB::bind_method(D_METHOD("get_navigation_layer_value", "layer_number"), &NavigationAgent3D::get_navigation_layer_value);
+
+ ClassDB::bind_method(D_METHOD("set_path_metadata_flags", "flags"), &NavigationAgent3D::set_path_metadata_flags);
+ ClassDB::bind_method(D_METHOD("get_path_metadata_flags"), &NavigationAgent3D::get_path_metadata_flags);
+
+ ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationAgent3D::set_navigation_map);
+ ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationAgent3D::get_navigation_map);
+
+ ClassDB::bind_method(D_METHOD("set_target_position", "position"), &NavigationAgent3D::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &NavigationAgent3D::get_target_position);
+
+ ClassDB::bind_method(D_METHOD("get_next_path_position"), &NavigationAgent3D::get_next_path_position);
ClassDB::bind_method(D_METHOD("distance_to_target"), &NavigationAgent3D::distance_to_target);
ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationAgent3D::set_velocity);
- ClassDB::bind_method(D_METHOD("get_nav_path"), &NavigationAgent3D::get_nav_path);
- ClassDB::bind_method(D_METHOD("get_nav_path_index"), &NavigationAgent3D::get_nav_path_index);
+ ClassDB::bind_method(D_METHOD("get_current_navigation_result"), &NavigationAgent3D::get_current_navigation_result);
+ ClassDB::bind_method(D_METHOD("get_current_navigation_path"), &NavigationAgent3D::get_current_navigation_path);
+ ClassDB::bind_method(D_METHOD("get_current_navigation_path_index"), &NavigationAgent3D::get_current_navigation_path_index);
ClassDB::bind_method(D_METHOD("is_target_reached"), &NavigationAgent3D::is_target_reached);
ClassDB::bind_method(D_METHOD("is_target_reachable"), &NavigationAgent3D::is_target_reachable);
ClassDB::bind_method(D_METHOD("is_navigation_finished"), &NavigationAgent3D::is_navigation_finished);
- ClassDB::bind_method(D_METHOD("get_final_location"), &NavigationAgent3D::get_final_location);
+ ClassDB::bind_method(D_METHOD("get_final_position"), &NavigationAgent3D::get_final_position);
ClassDB::bind_method(D_METHOD("_avoidance_done", "new_velocity"), &NavigationAgent3D::_avoidance_done);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_target_desired_distance", "get_target_desired_distance");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_radius", "get_radius");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent_height_offset", PROPERTY_HINT_RANGE, "-100.0,100,0.01"), "set_agent_height_offset", "get_agent_height_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "neighbor_dist", PROPERTY_HINT_RANGE, "0.1,10000,0.01"), "set_neighbor_dist", "get_neighbor_dist");
+ ADD_GROUP("Pathfinding", "");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_target_position", "get_target_position");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:m"), "set_path_desired_distance", "get_path_desired_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:m"), "set_target_desired_distance", "get_target_desired_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent_height_offset", PROPERTY_HINT_RANGE, "-100.0,100,0.01,suffix:m"), "set_agent_height_offset", "get_agent_height_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_max_distance", PROPERTY_HINT_RANGE, "0.01,100,0.1,suffix:m"), "set_path_max_distance", "get_path_max_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_layers", PROPERTY_HINT_LAYERS_3D_NAVIGATION), "set_navigation_layers", "get_navigation_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "path_metadata_flags", PROPERTY_HINT_FLAGS, "Include Types,Include RIDs,Include Owners"), "set_path_metadata_flags", "get_path_metadata_flags");
+
+ ADD_GROUP("Avoidance", "");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "avoidance_enabled"), "set_avoidance_enabled", "get_avoidance_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:m"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "neighbor_distance", PROPERTY_HINT_RANGE, "0.1,10000,0.01,suffix:m"), "set_neighbor_distance", "get_neighbor_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_neighbors", PROPERTY_HINT_RANGE, "1,10000,1"), "set_max_neighbors", "get_max_neighbors");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_horizon", PROPERTY_HINT_RANGE, "0.01,100,0.01"), "set_time_horizon", "get_time_horizon");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_speed", PROPERTY_HINT_RANGE, "0.1,10000,0.01"), "set_max_speed", "get_max_speed");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_max_distance", PROPERTY_HINT_RANGE, "0.01,100,0.1"), "set_path_max_distance", "get_path_max_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_horizon", PROPERTY_HINT_RANGE, "0.01,100,0.01,suffix:s"), "set_time_horizon", "get_time_horizon");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_speed", PROPERTY_HINT_RANGE, "0.1,10000,0.01,suffix:m/s"), "set_max_speed", "get_max_speed");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_y"), "set_ignore_y", "get_ignore_y");
ADD_SIGNAL(MethodInfo("path_changed"));
ADD_SIGNAL(MethodInfo("target_reached"));
+ ADD_SIGNAL(MethodInfo("waypoint_reached", PropertyInfo(Variant::DICTIONARY, "details")));
+ ADD_SIGNAL(MethodInfo("link_reached", PropertyInfo(Variant::DICTIONARY, "details")));
ADD_SIGNAL(MethodInfo("navigation_finished"));
ADD_SIGNAL(MethodInfo("velocity_computed", PropertyInfo(Variant::VECTOR3, "safe_velocity")));
+
+ ClassDB::bind_method(D_METHOD("set_debug_enabled", "enabled"), &NavigationAgent3D::set_debug_enabled);
+ ClassDB::bind_method(D_METHOD("get_debug_enabled"), &NavigationAgent3D::get_debug_enabled);
+ ClassDB::bind_method(D_METHOD("set_debug_use_custom", "enabled"), &NavigationAgent3D::set_debug_use_custom);
+ ClassDB::bind_method(D_METHOD("get_debug_use_custom"), &NavigationAgent3D::get_debug_use_custom);
+ ClassDB::bind_method(D_METHOD("set_debug_path_custom_color", "color"), &NavigationAgent3D::set_debug_path_custom_color);
+ ClassDB::bind_method(D_METHOD("get_debug_path_custom_color"), &NavigationAgent3D::get_debug_path_custom_color);
+ ClassDB::bind_method(D_METHOD("set_debug_path_custom_point_size", "point_size"), &NavigationAgent3D::set_debug_path_custom_point_size);
+ ClassDB::bind_method(D_METHOD("get_debug_path_custom_point_size"), &NavigationAgent3D::get_debug_path_custom_point_size);
+
+ ADD_GROUP("Debug", "debug_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_enabled"), "set_debug_enabled", "get_debug_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_use_custom"), "set_debug_use_custom", "get_debug_use_custom");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_path_custom_color"), "set_debug_path_custom_color", "get_debug_path_custom_color");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "debug_path_custom_point_size", PROPERTY_HINT_RANGE, "1,50,1,suffix:px"), "set_debug_path_custom_point_size", "get_debug_path_custom_point_size");
}
void NavigationAgent3D::_notification(int p_what) {
switch (p_what) {
- case NOTIFICATION_READY: {
- agent_parent = Object::cast_to<Node3D>(get_parent());
- if (agent_parent != nullptr) {
- // place agent on navigation map first or else the RVO agent callback creation fails silently later
- NavigationServer3D::get_singleton()->agent_set_map(get_rid(), agent_parent->get_world_3d()->get_navigation_map());
- NavigationServer3D::get_singleton()->agent_set_callback(agent, this, "_avoidance_done");
- }
+ case NOTIFICATION_POST_ENTER_TREE: {
+ // need to use POST_ENTER_TREE cause with normal ENTER_TREE not all required Nodes are ready.
+ // cannot use READY as ready does not get called if Node is re-added to SceneTree
+ set_agent_parent(get_parent());
set_physics_process_internal(true);
+
+#ifdef DEBUG_ENABLED
+ if (NavigationServer3D::get_singleton()->get_debug_enabled()) {
+ debug_path_dirty = true;
+ }
+#endif // DEBUG_ENABLED
+ } break;
+
+ case NOTIFICATION_PARENTED: {
+ if (is_inside_tree() && (get_parent() != agent_parent)) {
+ // only react to PARENTED notifications when already inside_tree and parent changed, e.g. users switch nodes around
+ // PARENTED notification fires also when Node is added in scripts to a parent
+ // this would spam transforms fails and world fails while Node is outside SceneTree
+ // when node gets reparented when joining the tree POST_ENTER_TREE takes care of this
+ set_agent_parent(get_parent());
+ set_physics_process_internal(true);
+ }
+ } break;
+
+ case NOTIFICATION_UNPARENTED: {
+ // if agent has no parent no point in processing it until reparented
+ set_agent_parent(nullptr);
+ set_physics_process_internal(false);
} break;
+
case NOTIFICATION_EXIT_TREE: {
- agent_parent = nullptr;
+ set_agent_parent(nullptr);
set_physics_process_internal(false);
+
+#ifdef DEBUG_ENABLED
+ if (debug_path_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_path_instance, false);
+ }
+#endif // DEBUG_ENABLED
+ } break;
+
+ case NOTIFICATION_PAUSED: {
+ if (agent_parent && !agent_parent->can_process()) {
+ map_before_pause = NavigationServer3D::get_singleton()->agent_get_map(get_rid());
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID());
+ } else if (agent_parent && agent_parent->can_process() && !(map_before_pause == RID())) {
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_before_pause);
+ map_before_pause = RID();
+ }
} break;
+
+ case NOTIFICATION_UNPAUSED: {
+ if (agent_parent && !agent_parent->can_process()) {
+ map_before_pause = NavigationServer3D::get_singleton()->agent_get_map(get_rid());
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID());
+ } else if (agent_parent && agent_parent->can_process() && !(map_before_pause == RID())) {
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_before_pause);
+ map_before_pause = RID();
+ }
+ } break;
+
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- if (agent_parent) {
- NavigationServer3D::get_singleton()->agent_set_position(agent, agent_parent->get_global_transform().origin);
+ if (agent_parent && target_position_submitted) {
+ if (avoidance_enabled) {
+ // agent_position on NavigationServer is avoidance only and has nothing to do with pathfinding
+ // no point in flooding NavigationServer queue with agent position updates that get send to the void if avoidance is not used
+ NavigationServer3D::get_singleton()->agent_set_position(agent, agent_parent->get_global_position());
+ }
_check_distance_to_target();
}
+#ifdef DEBUG_ENABLED
+ if (debug_path_dirty) {
+ _update_debug_path();
+ }
+#endif // DEBUG_ENABLED
} break;
}
}
NavigationAgent3D::NavigationAgent3D() {
agent = NavigationServer3D::get_singleton()->agent_create();
- set_neighbor_dist(50.0);
- set_max_neighbors(10);
- set_time_horizon(5.0);
- set_radius(1.0);
- set_max_speed(10.0);
- set_ignore_y(true);
+ NavigationServer3D::get_singleton()->agent_set_neighbor_distance(agent, neighbor_distance);
+ NavigationServer3D::get_singleton()->agent_set_max_neighbors(agent, max_neighbors);
+ NavigationServer3D::get_singleton()->agent_set_time_horizon(agent, time_horizon);
+ NavigationServer3D::get_singleton()->agent_set_radius(agent, radius);
+ NavigationServer3D::get_singleton()->agent_set_max_speed(agent, max_speed);
+ NavigationServer3D::get_singleton()->agent_set_ignore_y(agent, ignore_y);
+
+ // Preallocate query and result objects to improve performance.
+ navigation_query = Ref<NavigationPathQueryParameters3D>();
+ navigation_query.instantiate();
+
+ navigation_result = Ref<NavigationPathQueryResult3D>();
+ navigation_result.instantiate();
+
+#ifdef DEBUG_ENABLED
+ NavigationServer3D::get_singleton()->connect(SNAME("navigation_debug_changed"), callable_mp(this, &NavigationAgent3D::_navigation_debug_changed));
+#endif // DEBUG_ENABLED
}
NavigationAgent3D::~NavigationAgent3D() {
+ ERR_FAIL_NULL(NavigationServer3D::get_singleton());
NavigationServer3D::get_singleton()->free(agent);
agent = RID(); // Pointless
+
+#ifdef DEBUG_ENABLED
+ NavigationServer3D::get_singleton()->disconnect(SNAME("navigation_debug_changed"), callable_mp(this, &NavigationAgent3D::_navigation_debug_changed));
+
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+ if (debug_path_instance.is_valid()) {
+ RenderingServer::get_singleton()->free(debug_path_instance);
+ }
+ if (debug_path_mesh.is_valid()) {
+ RenderingServer::get_singleton()->free(debug_path_mesh->get_rid());
+ }
+#endif // DEBUG_ENABLED
}
-void NavigationAgent3D::set_target_desired_distance(real_t p_dd) {
- target_desired_distance = p_dd;
+void NavigationAgent3D::set_avoidance_enabled(bool p_enabled) {
+ if (avoidance_enabled == p_enabled) {
+ return;
+ }
+
+ avoidance_enabled = p_enabled;
+
+ if (avoidance_enabled) {
+ NavigationServer3D::get_singleton()->agent_set_callback(agent, callable_mp(this, &NavigationAgent3D::_avoidance_done));
+ } else {
+ NavigationServer3D::get_singleton()->agent_set_callback(agent, Callable());
+ }
+}
+
+bool NavigationAgent3D::get_avoidance_enabled() const {
+ return avoidance_enabled;
+}
+
+void NavigationAgent3D::set_agent_parent(Node *p_agent_parent) {
+ if (agent_parent == p_agent_parent) {
+ return;
+ }
+
+ // remove agent from any avoidance map before changing parent or there will be leftovers on the RVO map
+ NavigationServer3D::get_singleton()->agent_set_callback(agent, Callable());
+
+ if (Object::cast_to<Node3D>(p_agent_parent) != nullptr) {
+ // place agent on navigation map first or else the RVO agent callback creation fails silently later
+ agent_parent = Object::cast_to<Node3D>(p_agent_parent);
+ if (map_override.is_valid()) {
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_override);
+ } else {
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), agent_parent->get_world_3d()->get_navigation_map());
+ }
+
+ // create new avoidance callback if enabled
+ if (avoidance_enabled) {
+ NavigationServer3D::get_singleton()->agent_set_callback(agent, callable_mp(this, &NavigationAgent3D::_avoidance_done));
+ }
+ } else {
+ agent_parent = nullptr;
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID());
+ }
+}
+
+void NavigationAgent3D::set_navigation_layers(uint32_t p_navigation_layers) {
+ if (navigation_layers == p_navigation_layers) {
+ return;
+ }
+
+ navigation_layers = p_navigation_layers;
+
+ _request_repath();
+}
+
+uint32_t NavigationAgent3D::get_navigation_layers() const {
+ return navigation_layers;
+}
+
+void NavigationAgent3D::set_navigation_layer_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Navigation layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Navigation layer number must be between 1 and 32 inclusive.");
+ uint32_t _navigation_layers = get_navigation_layers();
+ if (p_value) {
+ _navigation_layers |= 1 << (p_layer_number - 1);
+ } else {
+ _navigation_layers &= ~(1 << (p_layer_number - 1));
+ }
+ set_navigation_layers(_navigation_layers);
+}
+
+bool NavigationAgent3D::get_navigation_layer_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Navigation layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Navigation layer number must be between 1 and 32 inclusive.");
+ return get_navigation_layers() & (1 << (p_layer_number - 1));
+}
+
+void NavigationAgent3D::set_path_metadata_flags(BitField<NavigationPathQueryParameters3D::PathMetadataFlags> p_path_metadata_flags) {
+ if (path_metadata_flags == p_path_metadata_flags) {
+ return;
+ }
+
+ path_metadata_flags = p_path_metadata_flags;
+}
+
+void NavigationAgent3D::set_navigation_map(RID p_navigation_map) {
+ if (map_override == p_navigation_map) {
+ return;
+ }
+
+ map_override = p_navigation_map;
+
+ NavigationServer3D::get_singleton()->agent_set_map(agent, map_override);
+ _request_repath();
+}
+
+RID NavigationAgent3D::get_navigation_map() const {
+ if (map_override.is_valid()) {
+ return map_override;
+ } else if (agent_parent != nullptr) {
+ return agent_parent->get_world_3d()->get_navigation_map();
+ }
+ return RID();
+}
+
+void NavigationAgent3D::set_path_desired_distance(real_t p_path_desired_distance) {
+ if (Math::is_equal_approx(path_desired_distance, p_path_desired_distance)) {
+ return;
+ }
+
+ path_desired_distance = p_path_desired_distance;
+}
+
+void NavigationAgent3D::set_target_desired_distance(real_t p_target_desired_distance) {
+ if (Math::is_equal_approx(target_desired_distance, p_target_desired_distance)) {
+ return;
+ }
+
+ target_desired_distance = p_target_desired_distance;
}
void NavigationAgent3D::set_radius(real_t p_radius) {
+ if (Math::is_equal_approx(radius, p_radius)) {
+ return;
+ }
+
radius = p_radius;
+
NavigationServer3D::get_singleton()->agent_set_radius(agent, radius);
}
-void NavigationAgent3D::set_agent_height_offset(real_t p_hh) {
- navigation_height_offset = p_hh;
+void NavigationAgent3D::set_agent_height_offset(real_t p_agent_height_offset) {
+ if (Math::is_equal_approx(navigation_height_offset, p_agent_height_offset)) {
+ return;
+ }
+
+ navigation_height_offset = p_agent_height_offset;
}
void NavigationAgent3D::set_ignore_y(bool p_ignore_y) {
+ if (ignore_y == p_ignore_y) {
+ return;
+ }
+
ignore_y = p_ignore_y;
+
NavigationServer3D::get_singleton()->agent_set_ignore_y(agent, ignore_y);
}
-void NavigationAgent3D::set_neighbor_dist(real_t p_dist) {
- neighbor_dist = p_dist;
- NavigationServer3D::get_singleton()->agent_set_neighbor_dist(agent, neighbor_dist);
+void NavigationAgent3D::set_neighbor_distance(real_t p_distance) {
+ if (Math::is_equal_approx(neighbor_distance, p_distance)) {
+ return;
+ }
+
+ neighbor_distance = p_distance;
+
+ NavigationServer3D::get_singleton()->agent_set_neighbor_distance(agent, neighbor_distance);
}
void NavigationAgent3D::set_max_neighbors(int p_count) {
+ if (max_neighbors == p_count) {
+ return;
+ }
+
max_neighbors = p_count;
+
NavigationServer3D::get_singleton()->agent_set_max_neighbors(agent, max_neighbors);
}
void NavigationAgent3D::set_time_horizon(real_t p_time) {
+ if (Math::is_equal_approx(time_horizon, p_time)) {
+ return;
+ }
+
time_horizon = p_time;
+
NavigationServer3D::get_singleton()->agent_set_time_horizon(agent, time_horizon);
}
void NavigationAgent3D::set_max_speed(real_t p_max_speed) {
+ if (Math::is_equal_approx(max_speed, p_max_speed)) {
+ return;
+ }
+
max_speed = p_max_speed;
+
NavigationServer3D::get_singleton()->agent_set_max_speed(agent, max_speed);
}
-void NavigationAgent3D::set_path_max_distance(real_t p_pmd) {
- path_max_distance = p_pmd;
+void NavigationAgent3D::set_path_max_distance(real_t p_path_max_distance) {
+ if (Math::is_equal_approx(path_max_distance, p_path_max_distance)) {
+ return;
+ }
+
+ path_max_distance = p_path_max_distance;
}
real_t NavigationAgent3D::get_path_max_distance() {
return path_max_distance;
}
-void NavigationAgent3D::set_target_location(Vector3 p_location) {
- target_location = p_location;
- navigation_path.clear();
- target_reached = false;
- navigation_finished = false;
- update_frame_id = 0;
+void NavigationAgent3D::set_target_position(Vector3 p_position) {
+ // Intentionally not checking for equality of the parameter, as we want to update the path even if the target position is the same in case the world changed.
+ // Revisit later when the navigation server can update the path without requesting a new path.
+
+ target_position = p_position;
+ target_position_submitted = true;
+
+ _request_repath();
}
-Vector3 NavigationAgent3D::get_target_location() const {
- return target_location;
+Vector3 NavigationAgent3D::get_target_position() const {
+ return target_position;
}
-Vector3 NavigationAgent3D::get_next_location() {
+Vector3 NavigationAgent3D::get_next_path_position() {
update_navigation();
+
+ const Vector<Vector3> &navigation_path = navigation_result->get_path();
if (navigation_path.size() == 0) {
ERR_FAIL_COND_V_MSG(agent_parent == nullptr, Vector3(), "The agent has no parent.");
- return agent_parent->get_global_transform().origin;
+ return agent_parent->get_global_position();
} else {
- return navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0);
+ return navigation_path[navigation_path_index] - Vector3(0, navigation_height_offset, 0);
}
}
real_t NavigationAgent3D::distance_to_target() const {
ERR_FAIL_COND_V_MSG(agent_parent == nullptr, 0.0, "The agent has no parent.");
- return agent_parent->get_global_transform().origin.distance_to(target_location);
+ return agent_parent->get_global_position().distance_to(target_position);
}
bool NavigationAgent3D::is_target_reached() const {
@@ -209,7 +495,7 @@ bool NavigationAgent3D::is_target_reached() const {
}
bool NavigationAgent3D::is_target_reachable() {
- return target_desired_distance >= get_final_location().distance_to(target_location);
+ return target_desired_distance >= get_final_position().distance_to(target_position);
}
bool NavigationAgent3D::is_navigation_finished() {
@@ -217,8 +503,10 @@ bool NavigationAgent3D::is_navigation_finished() {
return navigation_finished;
}
-Vector3 NavigationAgent3D::get_final_location() {
+Vector3 NavigationAgent3D::get_final_position() {
update_navigation();
+
+ const Vector<Vector3> &navigation_path = navigation_result->get_path();
if (navigation_path.size() == 0) {
return Vector3();
}
@@ -226,10 +514,15 @@ Vector3 NavigationAgent3D::get_final_location() {
}
void NavigationAgent3D::set_velocity(Vector3 p_velocity) {
+ // Intentionally not checking for equality of the parameter.
+ // We need to always submit the velocity to the navigation server, even when it is the same, in order to run avoidance every frame.
+ // Revisit later when the navigation server can update avoidance without users resubmitting the velocity.
+
target_velocity = p_velocity;
+ velocity_submitted = true;
+
NavigationServer3D::get_singleton()->agent_set_target_velocity(agent, target_velocity);
NavigationServer3D::get_singleton()->agent_set_velocity(agent, prev_safe_velocity);
- velocity_submitted = true;
}
void NavigationAgent3D::_avoidance_done(Vector3 p_new_velocity) {
@@ -244,11 +537,11 @@ void NavigationAgent3D::_avoidance_done(Vector3 p_new_velocity) {
emit_signal(SNAME("velocity_computed"), p_new_velocity);
}
-TypedArray<String> NavigationAgent3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray NavigationAgent3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (!Object::cast_to<Node3D>(get_parent())) {
- warnings.push_back(TTR("The NavigationAgent3D can be used only under a spatial node."));
+ warnings.push_back(RTR("The NavigationAgent3D can be used only under a Node3D inheriting parent node."));
}
return warnings;
@@ -261,30 +554,35 @@ void NavigationAgent3D::update_navigation() {
if (!agent_parent->is_inside_tree()) {
return;
}
+ if (!target_position_submitted) {
+ return;
+ }
if (update_frame_id == Engine::get_singleton()->get_physics_frames()) {
return;
}
update_frame_id = Engine::get_singleton()->get_physics_frames();
- Vector3 o = agent_parent->get_global_transform().origin;
+ Vector3 origin = agent_parent->get_global_position();
bool reload_path = false;
if (NavigationServer3D::get_singleton()->agent_is_map_changed(agent)) {
reload_path = true;
- } else if (navigation_path.size() == 0) {
+ } else if (navigation_result->get_path().size() == 0) {
reload_path = true;
} else {
// Check if too far from the navigation path
- if (nav_path_index > 0) {
+ if (navigation_path_index > 0) {
+ const Vector<Vector3> &navigation_path = navigation_result->get_path();
+
Vector3 segment[2];
- segment[0] = navigation_path[nav_path_index - 1];
- segment[1] = navigation_path[nav_path_index];
+ segment[0] = navigation_path[navigation_path_index - 1];
+ segment[1] = navigation_path[navigation_path_index];
segment[0].y -= navigation_height_offset;
segment[1].y -= navigation_height_offset;
- Vector3 p = Geometry3D::get_closest_point_to_segment(o, segment);
- if (o.distance_to(p) >= path_max_distance) {
+ Vector3 p = Geometry3D::get_closest_point_to_segment(origin, segment);
+ if (origin.distance_to(p) >= path_max_distance) {
// To faraway, reload path
reload_path = true;
}
@@ -292,25 +590,100 @@ void NavigationAgent3D::update_navigation() {
}
if (reload_path) {
- navigation_path = NavigationServer3D::get_singleton()->map_get_path(agent_parent->get_world_3d()->get_navigation_map(), o, target_location, true);
+ navigation_query->set_start_position(origin);
+ navigation_query->set_target_position(target_position);
+ navigation_query->set_navigation_layers(navigation_layers);
+ navigation_query->set_metadata_flags(path_metadata_flags);
+
+ if (map_override.is_valid()) {
+ navigation_query->set_map(map_override);
+ } else {
+ navigation_query->set_map(agent_parent->get_world_3d()->get_navigation_map());
+ }
+
+ NavigationServer3D::get_singleton()->query_path(navigation_query, navigation_result);
+#ifdef DEBUG_ENABLED
+ debug_path_dirty = true;
+#endif // DEBUG_ENABLED
navigation_finished = false;
- nav_path_index = 0;
+ navigation_path_index = 0;
emit_signal(SNAME("path_changed"));
}
- if (navigation_path.size() == 0) {
+ if (navigation_result->get_path().size() == 0) {
return;
}
// Check if we can advance the navigation path
if (navigation_finished == false) {
- // Advances to the next far away location.
- while (o.distance_to(navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0)) < target_desired_distance) {
- nav_path_index += 1;
- if (nav_path_index == navigation_path.size()) {
+ // Advances to the next far away position.
+ const Vector<Vector3> &navigation_path = navigation_result->get_path();
+ const Vector<int32_t> &navigation_path_types = navigation_result->get_path_types();
+ const TypedArray<RID> &navigation_path_rids = navigation_result->get_path_rids();
+ const Vector<int64_t> &navigation_path_owners = navigation_result->get_path_owner_ids();
+
+ while (origin.distance_to(navigation_path[navigation_path_index] - Vector3(0, navigation_height_offset, 0)) < path_desired_distance) {
+ Dictionary details;
+
+ const Vector3 waypoint = navigation_path[navigation_path_index];
+ details[SNAME("position")] = waypoint;
+
+ int waypoint_type = -1;
+ if (path_metadata_flags.has_flag(NavigationPathQueryParameters3D::PathMetadataFlags::PATH_METADATA_INCLUDE_TYPES)) {
+ const NavigationPathQueryResult3D::PathSegmentType type = NavigationPathQueryResult3D::PathSegmentType(navigation_path_types[navigation_path_index]);
+
+ details[SNAME("type")] = type;
+ waypoint_type = type;
+ }
+
+ if (path_metadata_flags.has_flag(NavigationPathQueryParameters3D::PathMetadataFlags::PATH_METADATA_INCLUDE_RIDS)) {
+ details[SNAME("rid")] = navigation_path_rids[navigation_path_index];
+ }
+
+ if (path_metadata_flags.has_flag(NavigationPathQueryParameters3D::PathMetadataFlags::PATH_METADATA_INCLUDE_OWNERS)) {
+ const ObjectID waypoint_owner_id = ObjectID(navigation_path_owners[navigation_path_index]);
+
+ // Get a reference to the owning object.
+ Object *owner = nullptr;
+ if (waypoint_owner_id.is_valid()) {
+ owner = ObjectDB::get_instance(waypoint_owner_id);
+ }
+
+ details[SNAME("owner")] = owner;
+
+ if (waypoint_type == NavigationPathQueryResult3D::PATH_SEGMENT_TYPE_LINK) {
+ const NavigationLink3D *navlink = Object::cast_to<NavigationLink3D>(owner);
+ if (navlink) {
+ Vector3 link_global_start_position = navlink->get_global_start_position();
+ Vector3 link_global_end_position = navlink->get_global_end_position();
+ if (waypoint.distance_to(link_global_start_position) < waypoint.distance_to(link_global_end_position)) {
+ details[SNAME("link_entry_position")] = link_global_start_position;
+ details[SNAME("link_exit_position")] = link_global_end_position;
+ } else {
+ details[SNAME("link_entry_position")] = link_global_end_position;
+ details[SNAME("link_exit_position")] = link_global_start_position;
+ }
+ }
+ }
+ }
+
+ // Emit a signal for the waypoint
+ emit_signal(SNAME("waypoint_reached"), details);
+
+ // Emit a signal if we've reached a navigation link
+ if (waypoint_type == NavigationPathQueryResult3D::PATH_SEGMENT_TYPE_LINK) {
+ emit_signal(SNAME("link_reached"), details);
+ }
+
+ // Move to the next waypoint on the list
+ navigation_path_index += 1;
+
+ // Check to see if we've finished our route
+ if (navigation_path_index == navigation_path.size()) {
_check_distance_to_target();
- nav_path_index -= 1;
+ navigation_path_index -= 1;
navigation_finished = true;
+ target_position_submitted = false;
emit_signal(SNAME("navigation_finished"));
break;
}
@@ -318,11 +691,169 @@ void NavigationAgent3D::update_navigation() {
}
}
+void NavigationAgent3D::_request_repath() {
+ navigation_result->reset();
+ target_reached = false;
+ navigation_finished = false;
+ update_frame_id = 0;
+}
+
void NavigationAgent3D::_check_distance_to_target() {
if (!target_reached) {
if (distance_to_target() < target_desired_distance) {
- emit_signal(SNAME("target_reached"));
target_reached = true;
+ emit_signal(SNAME("target_reached"));
}
}
}
+
+////////DEBUG////////////////////////////////////////////////////////////
+
+void NavigationAgent3D::set_debug_enabled(bool p_enabled) {
+#ifdef DEBUG_ENABLED
+ if (debug_enabled == p_enabled) {
+ return;
+ }
+
+ debug_enabled = p_enabled;
+ debug_path_dirty = true;
+#endif // DEBUG_ENABLED
+}
+
+bool NavigationAgent3D::get_debug_enabled() const {
+ return debug_enabled;
+}
+
+void NavigationAgent3D::set_debug_use_custom(bool p_enabled) {
+#ifdef DEBUG_ENABLED
+ if (debug_use_custom == p_enabled) {
+ return;
+ }
+
+ debug_use_custom = p_enabled;
+ debug_path_dirty = true;
+#endif // DEBUG_ENABLED
+}
+
+bool NavigationAgent3D::get_debug_use_custom() const {
+ return debug_use_custom;
+}
+
+void NavigationAgent3D::set_debug_path_custom_color(Color p_color) {
+#ifdef DEBUG_ENABLED
+ if (debug_path_custom_color == p_color) {
+ return;
+ }
+
+ debug_path_custom_color = p_color;
+ debug_path_dirty = true;
+#endif // DEBUG_ENABLED
+}
+
+Color NavigationAgent3D::get_debug_path_custom_color() const {
+ return debug_path_custom_color;
+}
+
+void NavigationAgent3D::set_debug_path_custom_point_size(float p_point_size) {
+#ifdef DEBUG_ENABLED
+ if (Math::is_equal_approx(debug_path_custom_point_size, p_point_size)) {
+ return;
+ }
+
+ debug_path_custom_point_size = p_point_size;
+ debug_path_dirty = true;
+#endif // DEBUG_ENABLED
+}
+
+float NavigationAgent3D::get_debug_path_custom_point_size() const {
+ return debug_path_custom_point_size;
+}
+
+#ifdef DEBUG_ENABLED
+void NavigationAgent3D::_navigation_debug_changed() {
+ debug_path_dirty = true;
+}
+
+void NavigationAgent3D::_update_debug_path() {
+ if (!debug_path_dirty) {
+ return;
+ }
+ debug_path_dirty = false;
+
+ if (!debug_path_instance.is_valid()) {
+ debug_path_instance = RenderingServer::get_singleton()->instance_create();
+ }
+
+ if (!debug_path_mesh.is_valid()) {
+ debug_path_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
+ }
+
+ debug_path_mesh->clear_surfaces();
+
+ if (!(debug_enabled && NavigationServer3D::get_singleton()->get_debug_navigation_enable_agent_paths())) {
+ return;
+ }
+
+ if (!(agent_parent && agent_parent->is_inside_tree())) {
+ return;
+ }
+
+ const Vector<Vector3> &navigation_path = navigation_result->get_path();
+
+ if (navigation_path.size() <= 1) {
+ return;
+ }
+
+ Vector<Vector3> debug_path_lines_vertex_array;
+
+ for (int i = 0; i < navigation_path.size() - 1; i++) {
+ debug_path_lines_vertex_array.push_back(navigation_path[i]);
+ debug_path_lines_vertex_array.push_back(navigation_path[i + 1]);
+ }
+
+ Array debug_path_lines_mesh_array;
+ debug_path_lines_mesh_array.resize(Mesh::ARRAY_MAX);
+ debug_path_lines_mesh_array[Mesh::ARRAY_VERTEX] = debug_path_lines_vertex_array;
+
+ debug_path_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, debug_path_lines_mesh_array);
+
+ Ref<StandardMaterial3D> debug_agent_path_line_material = NavigationServer3D::get_singleton()->get_debug_navigation_agent_path_line_material();
+ if (debug_use_custom) {
+ if (!debug_agent_path_line_custom_material.is_valid()) {
+ debug_agent_path_line_custom_material = debug_agent_path_line_material->duplicate();
+ }
+ debug_agent_path_line_custom_material->set_albedo(debug_path_custom_color);
+ debug_path_mesh->surface_set_material(0, debug_agent_path_line_custom_material);
+ } else {
+ debug_path_mesh->surface_set_material(0, debug_agent_path_line_material);
+ }
+
+ Vector<Vector3> debug_path_points_vertex_array;
+
+ for (int i = 0; i < navigation_path.size(); i++) {
+ debug_path_points_vertex_array.push_back(navigation_path[i]);
+ }
+
+ Array debug_path_points_mesh_array;
+ debug_path_points_mesh_array.resize(Mesh::ARRAY_MAX);
+ debug_path_points_mesh_array[Mesh::ARRAY_VERTEX] = debug_path_lines_vertex_array;
+
+ debug_path_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS, debug_path_points_mesh_array);
+
+ Ref<StandardMaterial3D> debug_agent_path_point_material = NavigationServer3D::get_singleton()->get_debug_navigation_agent_path_point_material();
+ if (debug_use_custom) {
+ if (!debug_agent_path_point_custom_material.is_valid()) {
+ debug_agent_path_point_custom_material = debug_agent_path_point_material->duplicate();
+ }
+ debug_agent_path_point_custom_material->set_albedo(debug_path_custom_color);
+ debug_agent_path_point_custom_material->set_point_size(debug_path_custom_point_size);
+ debug_path_mesh->surface_set_material(1, debug_agent_path_point_custom_material);
+ } else {
+ debug_path_mesh->surface_set_material(1, debug_agent_path_point_material);
+ }
+
+ RS::get_singleton()->instance_set_base(debug_path_instance, debug_path_mesh->get_rid());
+ RS::get_singleton()->instance_set_scenario(debug_path_instance, agent_parent->get_world_3d()->get_scenario());
+ RS::get_singleton()->instance_set_visible(debug_path_instance, agent_parent->is_visible_in_tree());
+}
+#endif // DEBUG_ENABLED
diff --git a/scene/3d/navigation_agent_3d.h b/scene/3d/navigation_agent_3d.h
index aebd5be7e4..072ca1d3e8 100644
--- a/scene/3d/navigation_agent_3d.h
+++ b/scene/3d/navigation_agent_3d.h
@@ -1,37 +1,39 @@
-/*************************************************************************/
-/* navigation_agent_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef NAVIGATION_AGENT_H
-#define NAVIGATION_AGENT_H
+/**************************************************************************/
+/* navigation_agent_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef NAVIGATION_AGENT_3D_H
+#define NAVIGATION_AGENT_3D_H
#include "scene/main/node.h"
+#include "servers/navigation/navigation_path_query_parameters_3d.h"
+#include "servers/navigation/navigation_path_query_result_3d.h"
class Node3D;
@@ -41,21 +43,29 @@ class NavigationAgent3D : public Node {
Node3D *agent_parent = nullptr;
RID agent;
+ RID map_before_pause;
+ RID map_override;
+ bool avoidance_enabled = false;
+ uint32_t navigation_layers = 1;
+ BitField<NavigationPathQueryParameters3D::PathMetadataFlags> path_metadata_flags = NavigationPathQueryParameters3D::PathMetadataFlags::PATH_METADATA_INCLUDE_ALL;
+
+ real_t path_desired_distance = 1.0;
real_t target_desired_distance = 1.0;
- real_t radius;
+ real_t radius = 1.0;
real_t navigation_height_offset = 0.0;
- bool ignore_y;
- real_t neighbor_dist;
- int max_neighbors;
- real_t time_horizon;
- real_t max_speed;
-
+ bool ignore_y = true;
+ real_t neighbor_distance = 50.0;
+ int max_neighbors = 10;
+ real_t time_horizon = 5.0;
+ real_t max_speed = 10.0;
real_t path_max_distance = 3.0;
- Vector3 target_location;
- Vector<Vector3> navigation_path;
- int nav_path_index;
+ Vector3 target_position;
+ bool target_position_submitted = false;
+ Ref<NavigationPathQueryParameters3D> navigation_query;
+ Ref<NavigationPathQueryResult3D> navigation_result;
+ int navigation_path_index = 0;
bool velocity_submitted = false;
Vector3 prev_safe_velocity;
/// The submitted target velocity
@@ -63,7 +73,25 @@ class NavigationAgent3D : public Node {
bool target_reached = false;
bool navigation_finished = true;
// No initialized on purpose
- uint32_t update_frame_id;
+ uint32_t update_frame_id = 0;
+
+ // Debug properties for exposed bindings
+ bool debug_enabled = false;
+ float debug_path_custom_point_size = 4.0;
+ bool debug_use_custom = false;
+ Color debug_path_custom_color = Color(1.0, 1.0, 1.0, 1.0);
+#ifdef DEBUG_ENABLED
+ // Debug properties internal only
+ bool debug_path_dirty = true;
+ RID debug_path_instance;
+ Ref<ArrayMesh> debug_path_mesh;
+ Ref<StandardMaterial3D> debug_agent_path_line_custom_material;
+ Ref<StandardMaterial3D> debug_agent_path_point_custom_material;
+
+private:
+ void _navigation_debug_changed();
+ void _update_debug_path();
+#endif // DEBUG_ENABLED
protected:
static void _bind_methods();
@@ -77,6 +105,30 @@ public:
return agent;
}
+ void set_avoidance_enabled(bool p_enabled);
+ bool get_avoidance_enabled() const;
+
+ void set_agent_parent(Node *p_agent_parent);
+
+ void set_navigation_layers(uint32_t p_navigation_layers);
+ uint32_t get_navigation_layers() const;
+
+ void set_navigation_layer_value(int p_layer_number, bool p_value);
+ bool get_navigation_layer_value(int p_layer_number) const;
+
+ void set_path_metadata_flags(BitField<NavigationPathQueryParameters3D::PathMetadataFlags> p_flags);
+ BitField<NavigationPathQueryParameters3D::PathMetadataFlags> get_path_metadata_flags() const {
+ return path_metadata_flags;
+ }
+
+ void set_navigation_map(RID p_navigation_map);
+ RID get_navigation_map() const;
+
+ void set_path_desired_distance(real_t p_dd);
+ real_t get_path_desired_distance() const {
+ return path_desired_distance;
+ }
+
void set_target_desired_distance(real_t p_dd);
real_t get_target_desired_distance() const {
return target_desired_distance;
@@ -97,9 +149,9 @@ public:
return ignore_y;
}
- void set_neighbor_dist(real_t p_dist);
- real_t get_neighbor_dist() const {
- return neighbor_dist;
+ void set_neighbor_distance(real_t p_distance);
+ real_t get_neighbor_distance() const {
+ return neighbor_distance;
}
void set_max_neighbors(int p_count);
@@ -120,33 +172,48 @@ public:
void set_path_max_distance(real_t p_pmd);
real_t get_path_max_distance();
- void set_target_location(Vector3 p_location);
- Vector3 get_target_location() const;
+ void set_target_position(Vector3 p_position);
+ Vector3 get_target_position() const;
- Vector3 get_next_location();
+ Vector3 get_next_path_position();
- Vector<Vector3> get_nav_path() const {
- return navigation_path;
+ Ref<NavigationPathQueryResult3D> get_current_navigation_result() const {
+ return navigation_result;
}
-
- int get_nav_path_index() const {
- return nav_path_index;
+ const Vector<Vector3> &get_current_navigation_path() const {
+ return navigation_result->get_path();
+ }
+ int get_current_navigation_path_index() const {
+ return navigation_path_index;
}
real_t distance_to_target() const;
bool is_target_reached() const;
bool is_target_reachable();
bool is_navigation_finished();
- Vector3 get_final_location();
+ Vector3 get_final_position();
void set_velocity(Vector3 p_velocity);
void _avoidance_done(Vector3 p_new_velocity);
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
+
+ void set_debug_enabled(bool p_enabled);
+ bool get_debug_enabled() const;
+
+ void set_debug_use_custom(bool p_enabled);
+ bool get_debug_use_custom() const;
+
+ void set_debug_path_custom_color(Color p_color);
+ Color get_debug_path_custom_color() const;
+
+ void set_debug_path_custom_point_size(float p_point_size);
+ float get_debug_path_custom_point_size() const;
private:
void update_navigation();
+ void _request_repath();
void _check_distance_to_target();
};
-#endif
+#endif // NAVIGATION_AGENT_3D_H
diff --git a/scene/3d/navigation_link_3d.cpp b/scene/3d/navigation_link_3d.cpp
new file mode 100644
index 0000000000..9c4b8e7905
--- /dev/null
+++ b/scene/3d/navigation_link_3d.cpp
@@ -0,0 +1,457 @@
+/**************************************************************************/
+/* navigation_link_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "navigation_link_3d.h"
+
+#include "mesh_instance_3d.h"
+#include "servers/navigation_server_3d.h"
+
+#ifdef DEBUG_ENABLED
+void NavigationLink3D::_update_debug_mesh() {
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ // don't update inside Editor as node 3d gizmo takes care of this
+ // as collisions and selections for Editor Viewport need to be updated
+ return;
+ }
+
+ if (!NavigationServer3D::get_singleton()->get_debug_enabled()) {
+ if (debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ }
+ return;
+ }
+
+ if (!debug_instance.is_valid()) {
+ debug_instance = RenderingServer::get_singleton()->instance_create();
+ }
+
+ if (!debug_mesh.is_valid()) {
+ debug_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
+ }
+
+ RID nav_map = get_world_3d()->get_navigation_map();
+ real_t search_radius = NavigationServer3D::get_singleton()->map_get_link_connection_radius(nav_map);
+ Vector3 up_vector = NavigationServer3D::get_singleton()->map_get_up(nav_map);
+ Vector3::Axis up_axis = up_vector.max_axis_index();
+
+ debug_mesh->clear_surfaces();
+
+ Vector<Vector3> lines;
+
+ // Draw line between the points.
+ lines.push_back(start_position);
+ lines.push_back(end_position);
+
+ // Draw start position search radius
+ for (int i = 0; i < 30; i++) {
+ // Create a circle
+ const float ra = Math::deg_to_rad((float)(i * 12));
+ const float rb = Math::deg_to_rad((float)((i + 1) * 12));
+ const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * search_radius;
+ const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * search_radius;
+
+ // Draw axis-aligned circle
+ switch (up_axis) {
+ case Vector3::AXIS_X:
+ lines.append(start_position + Vector3(0, a.x, a.y));
+ lines.append(start_position + Vector3(0, b.x, b.y));
+ break;
+ case Vector3::AXIS_Y:
+ lines.append(start_position + Vector3(a.x, 0, a.y));
+ lines.append(start_position + Vector3(b.x, 0, b.y));
+ break;
+ case Vector3::AXIS_Z:
+ lines.append(start_position + Vector3(a.x, a.y, 0));
+ lines.append(start_position + Vector3(b.x, b.y, 0));
+ break;
+ }
+ }
+
+ // Draw end position search radius
+ for (int i = 0; i < 30; i++) {
+ // Create a circle
+ const float ra = Math::deg_to_rad((float)(i * 12));
+ const float rb = Math::deg_to_rad((float)((i + 1) * 12));
+ const Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * search_radius;
+ const Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * search_radius;
+
+ // Draw axis-aligned circle
+ switch (up_axis) {
+ case Vector3::AXIS_X:
+ lines.append(end_position + Vector3(0, a.x, a.y));
+ lines.append(end_position + Vector3(0, b.x, b.y));
+ break;
+ case Vector3::AXIS_Y:
+ lines.append(end_position + Vector3(a.x, 0, a.y));
+ lines.append(end_position + Vector3(b.x, 0, b.y));
+ break;
+ case Vector3::AXIS_Z:
+ lines.append(end_position + Vector3(a.x, a.y, 0));
+ lines.append(end_position + Vector3(b.x, b.y, 0));
+ break;
+ }
+ }
+
+ Array mesh_array;
+ mesh_array.resize(Mesh::ARRAY_MAX);
+ mesh_array[Mesh::ARRAY_VERTEX] = lines;
+
+ debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, mesh_array);
+
+ RS::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
+ RS::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
+ RS::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
+
+ Ref<StandardMaterial3D> link_material = NavigationServer3D::get_singleton()->get_debug_navigation_link_connections_material();
+ Ref<StandardMaterial3D> disabled_link_material = NavigationServer3D::get_singleton()->get_debug_navigation_link_connections_disabled_material();
+
+ if (enabled) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 0, link_material->get_rid());
+ } else {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 0, disabled_link_material->get_rid());
+ }
+}
+#endif // DEBUG_ENABLED
+
+void NavigationLink3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &NavigationLink3D::set_enabled);
+ ClassDB::bind_method(D_METHOD("is_enabled"), &NavigationLink3D::is_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_bidirectional", "bidirectional"), &NavigationLink3D::set_bidirectional);
+ ClassDB::bind_method(D_METHOD("is_bidirectional"), &NavigationLink3D::is_bidirectional);
+
+ ClassDB::bind_method(D_METHOD("set_navigation_layers", "navigation_layers"), &NavigationLink3D::set_navigation_layers);
+ ClassDB::bind_method(D_METHOD("get_navigation_layers"), &NavigationLink3D::get_navigation_layers);
+
+ ClassDB::bind_method(D_METHOD("set_navigation_layer_value", "layer_number", "value"), &NavigationLink3D::set_navigation_layer_value);
+ ClassDB::bind_method(D_METHOD("get_navigation_layer_value", "layer_number"), &NavigationLink3D::get_navigation_layer_value);
+
+ ClassDB::bind_method(D_METHOD("set_start_position", "position"), &NavigationLink3D::set_start_position);
+ ClassDB::bind_method(D_METHOD("get_start_position"), &NavigationLink3D::get_start_position);
+
+ ClassDB::bind_method(D_METHOD("set_end_position", "position"), &NavigationLink3D::set_end_position);
+ ClassDB::bind_method(D_METHOD("get_end_position"), &NavigationLink3D::get_end_position);
+
+ ClassDB::bind_method(D_METHOD("set_global_start_position", "position"), &NavigationLink3D::set_global_start_position);
+ ClassDB::bind_method(D_METHOD("get_global_start_position"), &NavigationLink3D::get_global_start_position);
+
+ ClassDB::bind_method(D_METHOD("set_global_end_position", "position"), &NavigationLink3D::set_global_end_position);
+ ClassDB::bind_method(D_METHOD("get_global_end_position"), &NavigationLink3D::get_global_end_position);
+
+ ClassDB::bind_method(D_METHOD("set_enter_cost", "enter_cost"), &NavigationLink3D::set_enter_cost);
+ ClassDB::bind_method(D_METHOD("get_enter_cost"), &NavigationLink3D::get_enter_cost);
+
+ ClassDB::bind_method(D_METHOD("set_travel_cost", "travel_cost"), &NavigationLink3D::set_travel_cost);
+ ClassDB::bind_method(D_METHOD("get_travel_cost"), &NavigationLink3D::get_travel_cost);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bidirectional"), "set_bidirectional", "is_bidirectional");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_layers", PROPERTY_HINT_LAYERS_3D_NAVIGATION), "set_navigation_layers", "get_navigation_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "start_position"), "set_start_position", "get_start_position");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "end_position"), "set_end_position", "get_end_position");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "enter_cost"), "set_enter_cost", "get_enter_cost");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "travel_cost"), "set_travel_cost", "get_travel_cost");
+}
+
+#ifndef DISABLE_DEPRECATED
+bool NavigationLink3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "start_location") {
+ set_start_position(p_value);
+ return true;
+ }
+ if (p_name == "end_location") {
+ set_end_position(p_value);
+ return true;
+ }
+ return false;
+}
+
+bool NavigationLink3D::_get(const StringName &p_name, Variant &r_ret) const {
+ if (p_name == "start_location") {
+ r_ret = get_start_position();
+ return true;
+ }
+ if (p_name == "end_location") {
+ r_ret = get_end_position();
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
+void NavigationLink3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (enabled) {
+ NavigationServer3D::get_singleton()->link_set_map(link, get_world_3d()->get_navigation_map());
+
+ // Update global positions for the link.
+ Transform3D gt = get_global_transform();
+ NavigationServer3D::get_singleton()->link_set_start_position(link, gt.xform(start_position));
+ NavigationServer3D::get_singleton()->link_set_end_position(link, gt.xform(end_position));
+ }
+
+#ifdef DEBUG_ENABLED
+ _update_debug_mesh();
+#endif // DEBUG_ENABLED
+ } break;
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+ // Update global positions for the link.
+ Transform3D gt = get_global_transform();
+ NavigationServer3D::get_singleton()->link_set_start_position(link, gt.xform(start_position));
+ NavigationServer3D::get_singleton()->link_set_end_position(link, gt.xform(end_position));
+
+#ifdef DEBUG_ENABLED
+ if (is_inside_tree() && debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
+ }
+#endif // DEBUG_ENABLED
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
+ NavigationServer3D::get_singleton()->link_set_map(link, RID());
+
+#ifdef DEBUG_ENABLED
+ if (debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_scenario(debug_instance, RID());
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ }
+#endif // DEBUG_ENABLED
+ } break;
+ }
+}
+
+NavigationLink3D::NavigationLink3D() {
+ link = NavigationServer3D::get_singleton()->link_create();
+ NavigationServer3D::get_singleton()->link_set_owner_id(link, get_instance_id());
+
+ set_notify_transform(true);
+}
+
+NavigationLink3D::~NavigationLink3D() {
+ ERR_FAIL_NULL(NavigationServer3D::get_singleton());
+ NavigationServer3D::get_singleton()->free(link);
+ link = RID();
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+ if (debug_instance.is_valid()) {
+ RenderingServer::get_singleton()->free(debug_instance);
+ }
+ if (debug_mesh.is_valid()) {
+ RenderingServer::get_singleton()->free(debug_mesh->get_rid());
+ }
+#endif // DEBUG_ENABLED
+}
+
+void NavigationLink3D::set_enabled(bool p_enabled) {
+ if (enabled == p_enabled) {
+ return;
+ }
+
+ enabled = p_enabled;
+
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ if (enabled) {
+ NavigationServer3D::get_singleton()->link_set_map(link, get_world_3d()->get_navigation_map());
+ } else {
+ NavigationServer3D::get_singleton()->link_set_map(link, RID());
+ }
+
+#ifdef DEBUG_ENABLED
+ if (debug_instance.is_valid() && debug_mesh.is_valid()) {
+ if (enabled) {
+ Ref<StandardMaterial3D> link_material = NavigationServer3D::get_singleton()->get_debug_navigation_link_connections_material();
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 0, link_material->get_rid());
+ } else {
+ Ref<StandardMaterial3D> disabled_link_material = NavigationServer3D::get_singleton()->get_debug_navigation_link_connections_disabled_material();
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 0, disabled_link_material->get_rid());
+ }
+ }
+#endif // DEBUG_ENABLED
+
+ update_gizmos();
+}
+
+void NavigationLink3D::set_bidirectional(bool p_bidirectional) {
+ if (bidirectional == p_bidirectional) {
+ return;
+ }
+
+ bidirectional = p_bidirectional;
+
+ NavigationServer3D::get_singleton()->link_set_bidirectional(link, bidirectional);
+}
+
+void NavigationLink3D::set_navigation_layers(uint32_t p_navigation_layers) {
+ if (navigation_layers == p_navigation_layers) {
+ return;
+ }
+
+ navigation_layers = p_navigation_layers;
+
+ NavigationServer3D::get_singleton()->link_set_navigation_layers(link, navigation_layers);
+}
+
+void NavigationLink3D::set_navigation_layer_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Navigation layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Navigation layer number must be between 1 and 32 inclusive.");
+
+ uint32_t _navigation_layers = get_navigation_layers();
+
+ if (p_value) {
+ _navigation_layers |= 1 << (p_layer_number - 1);
+ } else {
+ _navigation_layers &= ~(1 << (p_layer_number - 1));
+ }
+
+ set_navigation_layers(_navigation_layers);
+}
+
+bool NavigationLink3D::get_navigation_layer_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Navigation layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Navigation layer number must be between 1 and 32 inclusive.");
+
+ return get_navigation_layers() & (1 << (p_layer_number - 1));
+}
+
+void NavigationLink3D::set_start_position(Vector3 p_position) {
+ if (start_position.is_equal_approx(p_position)) {
+ return;
+ }
+
+ start_position = p_position;
+
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ Transform3D gt = get_global_transform();
+ NavigationServer3D::get_singleton()->link_set_start_position(link, gt.xform(start_position));
+
+#ifdef DEBUG_ENABLED
+ _update_debug_mesh();
+#endif // DEBUG_ENABLED
+
+ update_gizmos();
+ update_configuration_warnings();
+}
+
+void NavigationLink3D::set_end_position(Vector3 p_position) {
+ if (end_position.is_equal_approx(p_position)) {
+ return;
+ }
+
+ end_position = p_position;
+
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ Transform3D gt = get_global_transform();
+ NavigationServer3D::get_singleton()->link_set_end_position(link, gt.xform(end_position));
+
+#ifdef DEBUG_ENABLED
+ _update_debug_mesh();
+#endif // DEBUG_ENABLED
+
+ update_gizmos();
+ update_configuration_warnings();
+}
+
+void NavigationLink3D::set_global_start_position(Vector3 p_position) {
+ if (is_inside_tree()) {
+ set_start_position(to_local(p_position));
+ } else {
+ set_start_position(p_position);
+ }
+}
+
+Vector3 NavigationLink3D::get_global_start_position() const {
+ if (is_inside_tree()) {
+ return to_global(start_position);
+ } else {
+ return start_position;
+ }
+}
+
+void NavigationLink3D::set_global_end_position(Vector3 p_position) {
+ if (is_inside_tree()) {
+ set_end_position(to_local(p_position));
+ } else {
+ set_end_position(p_position);
+ }
+}
+
+Vector3 NavigationLink3D::get_global_end_position() const {
+ if (is_inside_tree()) {
+ return to_global(end_position);
+ } else {
+ return end_position;
+ }
+}
+
+void NavigationLink3D::set_enter_cost(real_t p_enter_cost) {
+ ERR_FAIL_COND_MSG(p_enter_cost < 0.0, "The enter_cost must be positive.");
+ if (Math::is_equal_approx(enter_cost, p_enter_cost)) {
+ return;
+ }
+
+ enter_cost = p_enter_cost;
+
+ NavigationServer3D::get_singleton()->link_set_enter_cost(link, enter_cost);
+}
+
+void NavigationLink3D::set_travel_cost(real_t p_travel_cost) {
+ ERR_FAIL_COND_MSG(p_travel_cost < 0.0, "The travel_cost must be positive.");
+ if (Math::is_equal_approx(travel_cost, p_travel_cost)) {
+ return;
+ }
+
+ travel_cost = p_travel_cost;
+
+ NavigationServer3D::get_singleton()->link_set_travel_cost(link, travel_cost);
+}
+
+PackedStringArray NavigationLink3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
+
+ if (start_position.is_equal_approx(end_position)) {
+ warnings.push_back(RTR("NavigationLink3D start position should be different than the end position to be useful."));
+ }
+
+ return warnings;
+}
diff --git a/scene/3d/navigation_link_3d.h b/scene/3d/navigation_link_3d.h
new file mode 100644
index 0000000000..991f45c85d
--- /dev/null
+++ b/scene/3d/navigation_link_3d.h
@@ -0,0 +1,101 @@
+/**************************************************************************/
+/* navigation_link_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef NAVIGATION_LINK_3D_H
+#define NAVIGATION_LINK_3D_H
+
+#include "scene/3d/node_3d.h"
+
+class NavigationLink3D : public Node3D {
+ GDCLASS(NavigationLink3D, Node3D);
+
+ bool enabled = true;
+ RID link;
+ bool bidirectional = true;
+ uint32_t navigation_layers = 1;
+ Vector3 end_position;
+ Vector3 start_position;
+ real_t enter_cost = 0.0;
+ real_t travel_cost = 1.0;
+
+#ifdef DEBUG_ENABLED
+ RID debug_instance;
+ Ref<ArrayMesh> debug_mesh;
+
+ void _update_debug_mesh();
+#endif // DEBUG_ENABLED
+
+protected:
+ static void _bind_methods();
+ void _notification(int p_what);
+
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_ret) const;
+#endif // DISABLE_DEPRECATED
+
+public:
+ NavigationLink3D();
+ ~NavigationLink3D();
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const { return enabled; }
+
+ void set_bidirectional(bool p_bidirectional);
+ bool is_bidirectional() const { return bidirectional; }
+
+ void set_navigation_layers(uint32_t p_navigation_layers);
+ uint32_t get_navigation_layers() const { return navigation_layers; }
+
+ void set_navigation_layer_value(int p_layer_number, bool p_value);
+ bool get_navigation_layer_value(int p_layer_number) const;
+
+ void set_start_position(Vector3 p_position);
+ Vector3 get_start_position() const { return start_position; }
+
+ void set_end_position(Vector3 p_position);
+ Vector3 get_end_position() const { return end_position; }
+
+ void set_global_start_position(Vector3 p_position);
+ Vector3 get_global_start_position() const;
+
+ void set_global_end_position(Vector3 p_position);
+ Vector3 get_global_end_position() const;
+
+ void set_enter_cost(real_t p_enter_cost);
+ real_t get_enter_cost() const { return enter_cost; }
+
+ void set_travel_cost(real_t p_travel_cost);
+ real_t get_travel_cost() const { return travel_cost; }
+
+ PackedStringArray get_configuration_warnings() const override;
+};
+
+#endif // NAVIGATION_LINK_3D_H
diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp
index b1f6f0cf91..85b3c164cc 100644
--- a/scene/3d/navigation_obstacle_3d.cpp
+++ b/scene/3d/navigation_obstacle_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* navigation_obstacle_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* navigation_obstacle_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "navigation_obstacle_3d.h"
@@ -35,6 +35,11 @@
#include "servers/navigation_server_3d.h"
void NavigationObstacle3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_rid"), &NavigationObstacle3D::get_rid);
+
+ ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationObstacle3D::set_navigation_map);
+ ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationObstacle3D::get_navigation_map);
+
ClassDB::bind_method(D_METHOD("set_estimate_radius", "estimate_radius"), &NavigationObstacle3D::set_estimate_radius);
ClassDB::bind_method(D_METHOD("is_radius_estimated"), &NavigationObstacle3D::is_radius_estimated);
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle3D::set_radius);
@@ -54,28 +59,50 @@ void NavigationObstacle3D::_validate_property(PropertyInfo &p_property) const {
void NavigationObstacle3D::_notification(int p_what) {
switch (p_what) {
- case NOTIFICATION_READY: {
- initialize_agent();
- parent_node3d = Object::cast_to<Node3D>(get_parent());
- if (parent_node3d != nullptr) {
- // place agent on navigation map first or else the RVO agent callback creation fails silently later
- NavigationServer3D::get_singleton()->agent_set_map(get_rid(), parent_node3d->get_world_3d()->get_navigation_map());
- }
+ case NOTIFICATION_POST_ENTER_TREE: {
+ set_agent_parent(get_parent());
set_physics_process_internal(true);
} break;
+
case NOTIFICATION_EXIT_TREE: {
- parent_node3d = nullptr;
+ set_agent_parent(nullptr);
set_physics_process_internal(false);
} break;
+
case NOTIFICATION_PARENTED: {
- parent_node3d = Object::cast_to<Node3D>(get_parent());
- reevaluate_agent_radius();
+ if (is_inside_tree() && (get_parent() != parent_node3d)) {
+ set_agent_parent(get_parent());
+ set_physics_process_internal(true);
+ }
} break;
+
case NOTIFICATION_UNPARENTED: {
- parent_node3d = nullptr;
+ set_agent_parent(nullptr);
+ set_physics_process_internal(false);
} break;
+
+ case NOTIFICATION_PAUSED: {
+ if (parent_node3d && !parent_node3d->can_process()) {
+ map_before_pause = NavigationServer3D::get_singleton()->agent_get_map(get_rid());
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID());
+ } else if (parent_node3d && parent_node3d->can_process() && !(map_before_pause == RID())) {
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_before_pause);
+ map_before_pause = RID();
+ }
+ } break;
+
+ case NOTIFICATION_UNPAUSED: {
+ if (parent_node3d && !parent_node3d->can_process()) {
+ map_before_pause = NavigationServer3D::get_singleton()->agent_get_map(get_rid());
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID());
+ } else if (parent_node3d && parent_node3d->can_process() && !(map_before_pause == RID())) {
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_before_pause);
+ map_before_pause = RID();
+ }
+ } break;
+
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- if (parent_node3d) {
+ if (parent_node3d && parent_node3d->is_inside_tree()) {
NavigationServer3D::get_singleton()->agent_set_position(agent, parent_node3d->get_global_transform().origin);
PhysicsBody3D *rigid = Object::cast_to<PhysicsBody3D>(get_parent());
@@ -91,25 +118,32 @@ void NavigationObstacle3D::_notification(int p_what) {
NavigationObstacle3D::NavigationObstacle3D() {
agent = NavigationServer3D::get_singleton()->agent_create();
+ initialize_agent();
}
NavigationObstacle3D::~NavigationObstacle3D() {
+ ERR_FAIL_NULL(NavigationServer3D::get_singleton());
NavigationServer3D::get_singleton()->free(agent);
agent = RID(); // Pointless
}
-TypedArray<String> NavigationObstacle3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray NavigationObstacle3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (!Object::cast_to<Node3D>(get_parent())) {
- warnings.push_back(TTR("The NavigationObstacle3D only serves to provide collision avoidance to a spatial object."));
+ warnings.push_back(RTR("The NavigationObstacle3D only serves to provide collision avoidance to a Node3D inheriting parent object."));
+ }
+
+ if (Object::cast_to<StaticBody3D>(get_parent())) {
+ warnings.push_back(RTR("The NavigationObstacle3D is intended for constantly moving bodies like CharacterBody3D or RigidBody3D as it creates only an RVO avoidance radius and does not follow scene geometry exactly."
+ "\nNot constantly moving or complete static objects should be (re)baked to a NavigationMesh so agents can not only avoid them but also move along those objects outline at high detail"));
}
return warnings;
}
void NavigationObstacle3D::initialize_agent() {
- NavigationServer3D::get_singleton()->agent_set_neighbor_dist(agent, 0.0);
+ NavigationServer3D::get_singleton()->agent_set_neighbor_distance(agent, 0.0);
NavigationServer3D::get_singleton()->agent_set_max_neighbors(agent, 0);
NavigationServer3D::get_singleton()->agent_set_time_horizon(agent, 0.0);
NavigationServer3D::get_singleton()->agent_set_max_speed(agent, 0.0);
@@ -118,19 +152,19 @@ void NavigationObstacle3D::initialize_agent() {
void NavigationObstacle3D::reevaluate_agent_radius() {
if (!estimate_radius) {
NavigationServer3D::get_singleton()->agent_set_radius(agent, radius);
- } else if (parent_node3d) {
+ } else if (parent_node3d && parent_node3d->is_inside_tree()) {
NavigationServer3D::get_singleton()->agent_set_radius(agent, estimate_agent_radius());
}
}
real_t NavigationObstacle3D::estimate_agent_radius() const {
- if (parent_node3d) {
+ if (parent_node3d && parent_node3d->is_inside_tree()) {
// Estimate the radius of this physics body
- real_t radius = 0.0;
+ real_t max_radius = 0.0;
for (int i(0); i < parent_node3d->get_child_count(); i++) {
// For each collision shape
CollisionShape3D *cs = Object::cast_to<CollisionShape3D>(parent_node3d->get_child(i));
- if (cs) {
+ if (cs && cs->is_inside_tree()) {
// Take the distance between the Body center to the shape center
real_t r = cs->get_transform().origin.length();
if (cs->get_shape().is_valid()) {
@@ -140,28 +174,79 @@ real_t NavigationObstacle3D::estimate_agent_radius() const {
Vector3 s = cs->get_global_transform().basis.get_scale();
r *= MAX(s.x, MAX(s.y, s.z));
// Takes the biggest radius
- radius = MAX(radius, r);
+ max_radius = MAX(max_radius, r);
+ } else if (cs && !cs->is_inside_tree()) {
+ WARN_PRINT("A CollisionShape3D of the NavigationObstacle3D parent node was not inside the SceneTree when estimating the obstacle radius."
+ "\nMove the NavigationObstacle3D to a child position below any CollisionShape3D node of the parent node so the CollisionShape3D is already inside the SceneTree.");
}
}
Vector3 s = parent_node3d->get_global_transform().basis.get_scale();
- radius *= MAX(s.x, MAX(s.y, s.z));
+ max_radius *= MAX(s.x, MAX(s.y, s.z));
- if (radius > 0.0) {
- return radius;
+ if (max_radius > 0.0) {
+ return max_radius;
}
}
return 1.0; // Never a 0 radius
}
+void NavigationObstacle3D::set_agent_parent(Node *p_agent_parent) {
+ if (parent_node3d == p_agent_parent) {
+ return;
+ }
+
+ if (Object::cast_to<Node3D>(p_agent_parent) != nullptr) {
+ parent_node3d = Object::cast_to<Node3D>(p_agent_parent);
+ if (map_override.is_valid()) {
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), map_override);
+ } else {
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), parent_node3d->get_world_3d()->get_navigation_map());
+ }
+ reevaluate_agent_radius();
+ } else {
+ parent_node3d = nullptr;
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID());
+ }
+}
+
+void NavigationObstacle3D::set_navigation_map(RID p_navigation_map) {
+ if (map_override == p_navigation_map) {
+ return;
+ }
+
+ map_override = p_navigation_map;
+
+ NavigationServer3D::get_singleton()->agent_set_map(agent, map_override);
+}
+
+RID NavigationObstacle3D::get_navigation_map() const {
+ if (map_override.is_valid()) {
+ return map_override;
+ } else if (parent_node3d != nullptr) {
+ return parent_node3d->get_world_3d()->get_navigation_map();
+ }
+ return RID();
+}
+
void NavigationObstacle3D::set_estimate_radius(bool p_estimate_radius) {
+ if (estimate_radius == p_estimate_radius) {
+ return;
+ }
+
estimate_radius = p_estimate_radius;
+
notify_property_list_changed();
reevaluate_agent_radius();
}
void NavigationObstacle3D::set_radius(real_t p_radius) {
ERR_FAIL_COND_MSG(p_radius <= 0.0, "Radius must be greater than 0.");
+ if (Math::is_equal_approx(radius, p_radius)) {
+ return;
+ }
+
radius = p_radius;
+
reevaluate_agent_radius();
}
diff --git a/scene/3d/navigation_obstacle_3d.h b/scene/3d/navigation_obstacle_3d.h
index 542d603a0a..416b32c026 100644
--- a/scene/3d/navigation_obstacle_3d.h
+++ b/scene/3d/navigation_obstacle_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* navigation_obstacle_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* navigation_obstacle_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
-#ifndef NAVIGATION_OBSTACLE_H
-#define NAVIGATION_OBSTACLE_H
+#ifndef NAVIGATION_OBSTACLE_3D_H
+#define NAVIGATION_OBSTACLE_3D_H
#include "scene/3d/node_3d.h"
@@ -37,14 +37,17 @@ class NavigationObstacle3D : public Node {
GDCLASS(NavigationObstacle3D, Node);
Node3D *parent_node3d = nullptr;
+
RID agent;
+ RID map_before_pause;
+ RID map_override;
bool estimate_radius = true;
real_t radius = 1.0;
protected:
static void _bind_methods();
- void _validate_property(PropertyInfo &p_property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
public:
@@ -55,6 +58,11 @@ public:
return agent;
}
+ void set_agent_parent(Node *p_agent_parent);
+
+ void set_navigation_map(RID p_navigation_map);
+ RID get_navigation_map() const;
+
void set_estimate_radius(bool p_estimate_radius);
bool is_radius_estimated() const {
return estimate_radius;
@@ -64,7 +72,7 @@ public:
return radius;
}
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
private:
void initialize_agent();
@@ -72,4 +80,4 @@ private:
real_t estimate_agent_radius() const;
};
-#endif
+#endif // NAVIGATION_OBSTACLE_3D_H
diff --git a/scene/3d/navigation_region_3d.cpp b/scene/3d/navigation_region_3d.cpp
index 1e298e0137..22a6ec3517 100644
--- a/scene/3d/navigation_region_3d.cpp
+++ b/scene/3d/navigation_region_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* navigation_region_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* navigation_region_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "navigation_region_3d.h"
@@ -37,6 +37,7 @@ void NavigationRegion3D::set_enabled(bool p_enabled) {
if (enabled == p_enabled) {
return;
}
+
enabled = p_enabled;
if (!is_inside_tree()) {
@@ -49,14 +50,29 @@ void NavigationRegion3D::set_enabled(bool p_enabled) {
NavigationServer3D::get_singleton()->region_set_map(region, get_world_3d()->get_navigation_map());
}
- if (debug_view) {
- MeshInstance3D *dm = Object::cast_to<MeshInstance3D>(debug_view);
- if (is_enabled()) {
- dm->set_material_override(get_tree()->get_debug_navigation_material());
+#ifdef DEBUG_ENABLED
+ if (debug_instance.is_valid()) {
+ if (!is_enabled()) {
+ if (debug_mesh.is_valid()) {
+ if (debug_mesh->get_surface_count() > 0) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 0, NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_disabled_material()->get_rid());
+ }
+ if (debug_mesh->get_surface_count() > 1) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 1, NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_disabled_material()->get_rid());
+ }
+ }
} else {
- dm->set_material_override(get_tree()->get_debug_navigation_disabled_material());
+ if (debug_mesh.is_valid()) {
+ if (debug_mesh->get_surface_count() > 0) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 0, RID());
+ }
+ if (debug_mesh->get_surface_count() > 1) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 1, RID());
+ }
+ }
}
}
+#endif // DEBUG_ENABLED
update_gizmos();
}
@@ -65,15 +81,75 @@ bool NavigationRegion3D::is_enabled() const {
return enabled;
}
-void NavigationRegion3D::set_layers(uint32_t p_layers) {
- NavigationServer3D::get_singleton()->region_set_layers(region, p_layers);
+void NavigationRegion3D::set_navigation_layers(uint32_t p_navigation_layers) {
+ if (navigation_layers == p_navigation_layers) {
+ return;
+ }
+
+ navigation_layers = p_navigation_layers;
+
+ NavigationServer3D::get_singleton()->region_set_navigation_layers(region, navigation_layers);
+}
+
+uint32_t NavigationRegion3D::get_navigation_layers() const {
+ return navigation_layers;
+}
+
+void NavigationRegion3D::set_navigation_layer_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Navigation layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Navigation layer number must be between 1 and 32 inclusive.");
+
+ uint32_t _navigation_layers = get_navigation_layers();
+
+ if (p_value) {
+ _navigation_layers |= 1 << (p_layer_number - 1);
+ } else {
+ _navigation_layers &= ~(1 << (p_layer_number - 1));
+ }
+
+ set_navigation_layers(_navigation_layers);
+}
+
+bool NavigationRegion3D::get_navigation_layer_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Navigation layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Navigation layer number must be between 1 and 32 inclusive.");
+
+ return get_navigation_layers() & (1 << (p_layer_number - 1));
}
-uint32_t NavigationRegion3D::get_layers() const {
- return NavigationServer3D::get_singleton()->region_get_layers(region);
+void NavigationRegion3D::set_enter_cost(real_t p_enter_cost) {
+ ERR_FAIL_COND_MSG(p_enter_cost < 0.0, "The enter_cost must be positive.");
+ if (Math::is_equal_approx(enter_cost, p_enter_cost)) {
+ return;
+ }
+
+ enter_cost = p_enter_cost;
+
+ NavigationServer3D::get_singleton()->region_set_enter_cost(region, enter_cost);
}
-/////////////////////////////
+real_t NavigationRegion3D::get_enter_cost() const {
+ return enter_cost;
+}
+
+void NavigationRegion3D::set_travel_cost(real_t p_travel_cost) {
+ ERR_FAIL_COND_MSG(p_travel_cost < 0.0, "The travel_cost must be positive.");
+ if (Math::is_equal_approx(travel_cost, p_travel_cost)) {
+ return;
+ }
+
+ travel_cost = p_travel_cost;
+
+ NavigationServer3D::get_singleton()->region_set_travel_cost(region, travel_cost);
+}
+
+real_t NavigationRegion3D::get_travel_cost() const {
+ return travel_cost;
+}
+
+RID NavigationRegion3D::get_region_rid() const {
+ return region;
+}
void NavigationRegion3D::_notification(int p_what) {
switch (p_what) {
@@ -82,54 +158,72 @@ void NavigationRegion3D::_notification(int p_what) {
NavigationServer3D::get_singleton()->region_set_map(region, get_world_3d()->get_navigation_map());
}
- if (navmesh.is_valid() && get_tree()->is_debugging_navigation_hint()) {
- MeshInstance3D *dm = memnew(MeshInstance3D);
- dm->set_mesh(navmesh->get_debug_mesh());
- if (is_enabled()) {
- dm->set_material_override(get_tree()->get_debug_navigation_material());
- } else {
- dm->set_material_override(get_tree()->get_debug_navigation_disabled_material());
- }
- add_child(dm);
- debug_view = dm;
+#ifdef DEBUG_ENABLED
+ if (NavigationServer3D::get_singleton()->get_debug_enabled()) {
+ _update_debug_mesh();
}
+#endif // DEBUG_ENABLED
} break;
+
case NOTIFICATION_TRANSFORM_CHANGED: {
NavigationServer3D::get_singleton()->region_set_transform(region, get_global_transform());
+#ifdef DEBUG_ENABLED
+ if (is_inside_tree() && debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
+ }
+#endif // DEBUG_ENABLED
+
} break;
+
case NOTIFICATION_EXIT_TREE: {
NavigationServer3D::get_singleton()->region_set_map(region, RID());
- if (debug_view) {
- debug_view->queue_delete();
- debug_view = nullptr;
+#ifdef DEBUG_ENABLED
+ if (debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ }
+ if (debug_edge_connections_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_edge_connections_instance, false);
}
+#endif // DEBUG_ENABLED
} break;
}
}
-void NavigationRegion3D::set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh) {
- if (p_navmesh == navmesh) {
+void NavigationRegion3D::set_navigation_mesh(const Ref<NavigationMesh> &p_navigation_mesh) {
+ if (p_navigation_mesh == navigation_mesh) {
return;
}
- if (navmesh.is_valid()) {
- navmesh->disconnect("changed", callable_mp(this, &NavigationRegion3D::_navigation_changed));
+ if (navigation_mesh.is_valid()) {
+ navigation_mesh->disconnect("changed", callable_mp(this, &NavigationRegion3D::_navigation_changed));
}
- navmesh = p_navmesh;
+ navigation_mesh = p_navigation_mesh;
- if (navmesh.is_valid()) {
- navmesh->connect("changed", callable_mp(this, &NavigationRegion3D::_navigation_changed));
+ if (navigation_mesh.is_valid()) {
+ navigation_mesh->connect("changed", callable_mp(this, &NavigationRegion3D::_navigation_changed));
}
- NavigationServer3D::get_singleton()->region_set_navmesh(region, p_navmesh);
+ NavigationServer3D::get_singleton()->region_set_navigation_mesh(region, p_navigation_mesh);
- if (debug_view && navmesh.is_valid()) {
- Object::cast_to<MeshInstance3D>(debug_view)->set_mesh(navmesh->get_debug_mesh());
+#ifdef DEBUG_ENABLED
+ if (is_inside_tree() && NavigationServer3D::get_singleton()->get_debug_enabled()) {
+ if (navigation_mesh.is_valid()) {
+ _update_debug_mesh();
+ _update_debug_edge_connections_mesh();
+ } else {
+ if (debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ }
+ if (debug_edge_connections_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_edge_connections_instance, false);
+ }
+ }
}
+#endif // DEBUG_ENABLED
emit_signal(SNAME("navigation_mesh_changed"));
@@ -138,7 +232,7 @@ void NavigationRegion3D::set_navigation_mesh(const Ref<NavigationMesh> &p_navmes
}
Ref<NavigationMesh> NavigationRegion3D::get_navigation_mesh() const {
- return navmesh;
+ return navigation_mesh;
}
struct BakeThreadsArgs {
@@ -151,7 +245,7 @@ void _bake_navigation_mesh(void *p_user_data) {
if (args->nav_region->get_navigation_mesh().is_valid()) {
Ref<NavigationMesh> nav_mesh = args->nav_region->get_navigation_mesh()->duplicate();
- NavigationServer3D::get_singleton()->region_bake_navmesh(nav_mesh, args->nav_region);
+ NavigationServer3D::get_singleton()->region_bake_navigation_mesh(nav_mesh, args->nav_region);
args->nav_region->call_deferred(SNAME("_bake_finished"), nav_mesh);
memdelete(args);
} else {
@@ -161,13 +255,17 @@ void _bake_navigation_mesh(void *p_user_data) {
}
}
-void NavigationRegion3D::bake_navigation_mesh() {
+void NavigationRegion3D::bake_navigation_mesh(bool p_on_thread) {
ERR_FAIL_COND_MSG(bake_thread.is_started(), "Unable to start another bake request. The navigation mesh bake thread is already baking a navigation mesh.");
BakeThreadsArgs *args = memnew(BakeThreadsArgs);
args->nav_region = this;
- bake_thread.start(_bake_navigation_mesh, args);
+ if (p_on_thread) {
+ bake_thread.start(_bake_navigation_mesh, args);
+ } else {
+ _bake_navigation_mesh(args);
+ }
}
void NavigationRegion3D::_bake_finished(Ref<NavigationMesh> p_nav_mesh) {
@@ -176,12 +274,12 @@ void NavigationRegion3D::_bake_finished(Ref<NavigationMesh> p_nav_mesh) {
emit_signal(SNAME("bake_finished"));
}
-TypedArray<String> NavigationRegion3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray NavigationRegion3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (is_visible_in_tree() && is_inside_tree()) {
- if (!navmesh.is_valid()) {
- warnings.push_back(TTR("A NavigationMesh resource must be set or created for this node to work."));
+ if (!navigation_mesh.is_valid()) {
+ warnings.push_back(RTR("A NavigationMesh resource must be set or created for this node to work."));
}
}
@@ -189,39 +287,347 @@ TypedArray<String> NavigationRegion3D::get_configuration_warnings() const {
}
void NavigationRegion3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_navigation_mesh", "navmesh"), &NavigationRegion3D::set_navigation_mesh);
+ ClassDB::bind_method(D_METHOD("set_navigation_mesh", "navigation_mesh"), &NavigationRegion3D::set_navigation_mesh);
ClassDB::bind_method(D_METHOD("get_navigation_mesh"), &NavigationRegion3D::get_navigation_mesh);
ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &NavigationRegion3D::set_enabled);
ClassDB::bind_method(D_METHOD("is_enabled"), &NavigationRegion3D::is_enabled);
- ClassDB::bind_method(D_METHOD("set_layers", "layers"), &NavigationRegion3D::set_layers);
- ClassDB::bind_method(D_METHOD("get_layers"), &NavigationRegion3D::get_layers);
+ ClassDB::bind_method(D_METHOD("set_navigation_layers", "navigation_layers"), &NavigationRegion3D::set_navigation_layers);
+ ClassDB::bind_method(D_METHOD("get_navigation_layers"), &NavigationRegion3D::get_navigation_layers);
+
+ ClassDB::bind_method(D_METHOD("set_navigation_layer_value", "layer_number", "value"), &NavigationRegion3D::set_navigation_layer_value);
+ ClassDB::bind_method(D_METHOD("get_navigation_layer_value", "layer_number"), &NavigationRegion3D::get_navigation_layer_value);
+
+ ClassDB::bind_method(D_METHOD("get_region_rid"), &NavigationRegion3D::get_region_rid);
+
+ ClassDB::bind_method(D_METHOD("set_enter_cost", "enter_cost"), &NavigationRegion3D::set_enter_cost);
+ ClassDB::bind_method(D_METHOD("get_enter_cost"), &NavigationRegion3D::get_enter_cost);
- ClassDB::bind_method(D_METHOD("bake_navigation_mesh"), &NavigationRegion3D::bake_navigation_mesh);
- ClassDB::bind_method(D_METHOD("_bake_finished", "nav_mesh"), &NavigationRegion3D::_bake_finished);
+ ClassDB::bind_method(D_METHOD("set_travel_cost", "travel_cost"), &NavigationRegion3D::set_travel_cost);
+ ClassDB::bind_method(D_METHOD("get_travel_cost"), &NavigationRegion3D::get_travel_cost);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "navmesh", PROPERTY_HINT_RESOURCE_TYPE, "NavigationMesh"), "set_navigation_mesh", "get_navigation_mesh");
+ ClassDB::bind_method(D_METHOD("bake_navigation_mesh", "on_thread"), &NavigationRegion3D::bake_navigation_mesh, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("_bake_finished", "navigation_mesh"), &NavigationRegion3D::_bake_finished);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "navigation_mesh", PROPERTY_HINT_RESOURCE_TYPE, "NavigationMesh"), "set_navigation_mesh", "get_navigation_mesh");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_NAVIGATION), "set_layers", "get_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_layers", PROPERTY_HINT_LAYERS_3D_NAVIGATION), "set_navigation_layers", "get_navigation_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "enter_cost"), "set_enter_cost", "get_enter_cost");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "travel_cost"), "set_travel_cost", "get_travel_cost");
ADD_SIGNAL(MethodInfo("navigation_mesh_changed"));
ADD_SIGNAL(MethodInfo("bake_finished"));
}
+#ifndef DISABLE_DEPRECATED
+// Compatibility with earlier 4.0 betas.
+bool NavigationRegion3D::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "navmesh") {
+ set_navigation_mesh(p_value);
+ return true;
+ }
+ return false;
+}
+
+bool NavigationRegion3D::_get(const StringName &p_name, Variant &r_ret) const {
+ if (p_name == "navmesh") {
+ r_ret = get_navigation_mesh();
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
void NavigationRegion3D::_navigation_changed() {
update_gizmos();
update_configuration_warnings();
+
+#ifdef DEBUG_ENABLED
+ _update_debug_edge_connections_mesh();
+#endif // DEBUG_ENABLED
}
+#ifdef DEBUG_ENABLED
+void NavigationRegion3D::_navigation_map_changed(RID p_map) {
+ if (is_inside_tree() && p_map == get_world_3d()->get_navigation_map()) {
+ _update_debug_edge_connections_mesh();
+ }
+}
+#endif // DEBUG_ENABLED
+
NavigationRegion3D::NavigationRegion3D() {
set_notify_transform(true);
+
region = NavigationServer3D::get_singleton()->region_create();
+ NavigationServer3D::get_singleton()->region_set_owner_id(region, get_instance_id());
+ NavigationServer3D::get_singleton()->region_set_enter_cost(region, get_enter_cost());
+ NavigationServer3D::get_singleton()->region_set_travel_cost(region, get_travel_cost());
+
+#ifdef DEBUG_ENABLED
+ NavigationServer3D::get_singleton()->connect("map_changed", callable_mp(this, &NavigationRegion3D::_navigation_map_changed));
+ NavigationServer3D::get_singleton()->connect("navigation_debug_changed", callable_mp(this, &NavigationRegion3D::_update_debug_mesh));
+ NavigationServer3D::get_singleton()->connect("navigation_debug_changed", callable_mp(this, &NavigationRegion3D::_update_debug_edge_connections_mesh));
+#endif // DEBUG_ENABLED
}
NavigationRegion3D::~NavigationRegion3D() {
- if (navmesh.is_valid()) {
- navmesh->disconnect("changed", callable_mp(this, &NavigationRegion3D::_navigation_changed));
+ if (navigation_mesh.is_valid()) {
+ navigation_mesh->disconnect("changed", callable_mp(this, &NavigationRegion3D::_navigation_changed));
}
+ ERR_FAIL_NULL(NavigationServer3D::get_singleton());
NavigationServer3D::get_singleton()->free(region);
+
+#ifdef DEBUG_ENABLED
+ NavigationServer3D::get_singleton()->disconnect("map_changed", callable_mp(this, &NavigationRegion3D::_navigation_map_changed));
+ NavigationServer3D::get_singleton()->disconnect("navigation_debug_changed", callable_mp(this, &NavigationRegion3D::_update_debug_mesh));
+ NavigationServer3D::get_singleton()->disconnect("navigation_debug_changed", callable_mp(this, &NavigationRegion3D::_update_debug_edge_connections_mesh));
+
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+ if (debug_instance.is_valid()) {
+ RenderingServer::get_singleton()->free(debug_instance);
+ }
+ if (debug_mesh.is_valid()) {
+ RenderingServer::get_singleton()->free(debug_mesh->get_rid());
+ }
+ if (debug_edge_connections_instance.is_valid()) {
+ RenderingServer::get_singleton()->free(debug_edge_connections_instance);
+ }
+ if (debug_edge_connections_mesh.is_valid()) {
+ RenderingServer::get_singleton()->free(debug_edge_connections_mesh->get_rid());
+ }
+#endif // DEBUG_ENABLED
+}
+
+#ifdef DEBUG_ENABLED
+void NavigationRegion3D::_update_debug_mesh() {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ // don't update inside Editor as node 3d gizmo takes care of this
+ // as collisions and selections for Editor Viewport need to be updated
+ return;
+ }
+
+ if (!NavigationServer3D::get_singleton()->get_debug_enabled()) {
+ if (debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ }
+ return;
+ }
+
+ if (!navigation_mesh.is_valid()) {
+ if (debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ }
+ return;
+ }
+
+ if (!debug_instance.is_valid()) {
+ debug_instance = RenderingServer::get_singleton()->instance_create();
+ }
+
+ if (!debug_mesh.is_valid()) {
+ debug_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
+ }
+
+ debug_mesh->clear_surfaces();
+
+ bool enabled_geometry_face_random_color = NavigationServer3D::get_singleton()->get_debug_navigation_enable_geometry_face_random_color();
+ bool enabled_edge_lines = NavigationServer3D::get_singleton()->get_debug_navigation_enable_edge_lines();
+
+ Vector<Vector3> vertices = navigation_mesh->get_vertices();
+ if (vertices.size() == 0) {
+ return;
+ }
+
+ int polygon_count = navigation_mesh->get_polygon_count();
+ if (polygon_count == 0) {
+ return;
+ }
+
+ Vector<Vector3> face_vertex_array;
+ face_vertex_array.resize(polygon_count * 3);
+
+ Vector<Color> face_color_array;
+ if (enabled_geometry_face_random_color) {
+ face_color_array.resize(polygon_count * 3);
+ }
+
+ Vector<Vector3> line_vertex_array;
+ if (enabled_edge_lines) {
+ line_vertex_array.resize(polygon_count * 6);
+ }
+
+ Color debug_navigation_geometry_face_color = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color();
+
+ Ref<StandardMaterial3D> face_material = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_material();
+ Ref<StandardMaterial3D> line_material = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_material();
+
+ RandomPCG rand;
+ Color polygon_color = debug_navigation_geometry_face_color;
+
+ for (int i = 0; i < polygon_count; i++) {
+ if (enabled_geometry_face_random_color) {
+ // Generate the polygon color, slightly randomly modified from the settings one.
+ polygon_color.set_hsv(debug_navigation_geometry_face_color.get_h() + rand.random(-1.0, 1.0) * 0.1, debug_navigation_geometry_face_color.get_s(), debug_navigation_geometry_face_color.get_v() + rand.random(-1.0, 1.0) * 0.2);
+ polygon_color.a = debug_navigation_geometry_face_color.a;
+ }
+
+ Vector<int> polygon = navigation_mesh->get_polygon(i);
+
+ face_vertex_array.push_back(vertices[polygon[0]]);
+ face_vertex_array.push_back(vertices[polygon[1]]);
+ face_vertex_array.push_back(vertices[polygon[2]]);
+ if (enabled_geometry_face_random_color) {
+ face_color_array.push_back(polygon_color);
+ face_color_array.push_back(polygon_color);
+ face_color_array.push_back(polygon_color);
+ }
+
+ if (enabled_edge_lines) {
+ line_vertex_array.push_back(vertices[polygon[0]]);
+ line_vertex_array.push_back(vertices[polygon[1]]);
+ line_vertex_array.push_back(vertices[polygon[1]]);
+ line_vertex_array.push_back(vertices[polygon[2]]);
+ line_vertex_array.push_back(vertices[polygon[2]]);
+ line_vertex_array.push_back(vertices[polygon[0]]);
+ }
+ }
+
+ Array face_mesh_array;
+ face_mesh_array.resize(Mesh::ARRAY_MAX);
+ face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
+ if (enabled_geometry_face_random_color) {
+ face_mesh_array[Mesh::ARRAY_COLOR] = face_color_array;
+ }
+ debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array);
+ debug_mesh->surface_set_material(0, face_material);
+
+ if (enabled_edge_lines) {
+ Array line_mesh_array;
+ line_mesh_array.resize(Mesh::ARRAY_MAX);
+ line_mesh_array[Mesh::ARRAY_VERTEX] = line_vertex_array;
+ debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, line_mesh_array);
+ debug_mesh->surface_set_material(1, line_material);
+ }
+
+ RS::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
+ if (is_inside_tree()) {
+ RS::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
+ RS::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
+ }
+ if (!is_enabled()) {
+ if (debug_mesh.is_valid()) {
+ if (debug_mesh->get_surface_count() > 0) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 0, NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_disabled_material()->get_rid());
+ }
+ if (debug_mesh->get_surface_count() > 1) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 1, NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_disabled_material()->get_rid());
+ }
+ }
+ } else {
+ if (debug_mesh.is_valid()) {
+ if (debug_mesh->get_surface_count() > 0) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 0, RID());
+ }
+ if (debug_mesh->get_surface_count() > 1) {
+ RS::get_singleton()->instance_set_surface_override_material(debug_instance, 1, RID());
+ }
+ }
+ }
+}
+#endif // DEBUG_ENABLED
+
+#ifdef DEBUG_ENABLED
+void NavigationRegion3D::_update_debug_edge_connections_mesh() {
+ if (!NavigationServer3D::get_singleton()->get_debug_enabled()) {
+ if (debug_edge_connections_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_edge_connections_instance, false);
+ }
+ return;
+ }
+
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ if (!navigation_mesh.is_valid()) {
+ if (debug_edge_connections_instance.is_valid()) {
+ RS::get_singleton()->instance_set_visible(debug_edge_connections_instance, false);
+ }
+ return;
+ }
+
+ if (!debug_edge_connections_instance.is_valid()) {
+ debug_edge_connections_instance = RenderingServer::get_singleton()->instance_create();
+ }
+
+ if (!debug_edge_connections_mesh.is_valid()) {
+ debug_edge_connections_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
+ }
+
+ debug_edge_connections_mesh->clear_surfaces();
+
+ float edge_connection_margin = NavigationServer3D::get_singleton()->map_get_edge_connection_margin(get_world_3d()->get_navigation_map());
+ float half_edge_connection_margin = edge_connection_margin * 0.5;
+ int connections_count = NavigationServer3D::get_singleton()->region_get_connections_count(region);
+
+ if (connections_count == 0) {
+ RS::get_singleton()->instance_set_visible(debug_edge_connections_instance, false);
+ return;
+ }
+
+ Vector<Vector3> vertex_array;
+ vertex_array.resize(connections_count * 6);
+
+ for (int i = 0; i < connections_count; i++) {
+ Vector3 connection_pathway_start = NavigationServer3D::get_singleton()->region_get_connection_pathway_start(region, i);
+ Vector3 connection_pathway_end = NavigationServer3D::get_singleton()->region_get_connection_pathway_end(region, i);
+
+ Vector3 direction_start_end = connection_pathway_start.direction_to(connection_pathway_end);
+ Vector3 direction_end_start = connection_pathway_end.direction_to(connection_pathway_start);
+
+ Vector3 start_right_dir = direction_start_end.cross(Vector3(0, 1, 0));
+ Vector3 start_left_dir = -start_right_dir;
+
+ Vector3 end_right_dir = direction_end_start.cross(Vector3(0, 1, 0));
+ Vector3 end_left_dir = -end_right_dir;
+
+ Vector3 left_start_pos = connection_pathway_start + (start_left_dir * half_edge_connection_margin);
+ Vector3 right_start_pos = connection_pathway_start + (start_right_dir * half_edge_connection_margin);
+ Vector3 left_end_pos = connection_pathway_end + (end_right_dir * half_edge_connection_margin);
+ Vector3 right_end_pos = connection_pathway_end + (end_left_dir * half_edge_connection_margin);
+
+ vertex_array.push_back(right_end_pos);
+ vertex_array.push_back(left_start_pos);
+ vertex_array.push_back(right_start_pos);
+
+ vertex_array.push_back(left_end_pos);
+ vertex_array.push_back(right_end_pos);
+ vertex_array.push_back(right_start_pos);
+ }
+
+ if (vertex_array.size() == 0) {
+ return;
+ }
+
+ Ref<StandardMaterial3D> edge_connections_material = NavigationServer3D::get_singleton()->get_debug_navigation_edge_connections_material();
+
+ Array mesh_array;
+ mesh_array.resize(Mesh::ARRAY_MAX);
+ mesh_array[Mesh::ARRAY_VERTEX] = vertex_array;
+
+ debug_edge_connections_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, mesh_array);
+ debug_edge_connections_mesh->surface_set_material(0, edge_connections_material);
+
+ RS::get_singleton()->instance_set_base(debug_edge_connections_instance, debug_edge_connections_mesh->get_rid());
+ RS::get_singleton()->instance_set_visible(debug_edge_connections_instance, is_visible_in_tree());
+ if (is_inside_tree()) {
+ RS::get_singleton()->instance_set_scenario(debug_edge_connections_instance, get_world_3d()->get_scenario());
+ }
+
+ bool enable_edge_connections = NavigationServer3D::get_singleton()->get_debug_navigation_enable_edge_connections();
+ if (!enable_edge_connections) {
+ RS::get_singleton()->instance_set_visible(debug_edge_connections_instance, false);
+ }
}
+#endif // DEBUG_ENABLED
diff --git a/scene/3d/navigation_region_3d.h b/scene/3d/navigation_region_3d.h
index 1a50bb5f64..d4045ae1ac 100644
--- a/scene/3d/navigation_region_3d.h
+++ b/scene/3d/navigation_region_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* navigation_region_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef NAVIGATION_REGION_H
-#define NAVIGATION_REGION_H
+/**************************************************************************/
+/* navigation_region_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef NAVIGATION_REGION_3D_H
+#define NAVIGATION_REGION_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/navigation_mesh.h"
@@ -39,36 +39,66 @@ class NavigationRegion3D : public Node3D {
bool enabled = true;
RID region;
- Ref<NavigationMesh> navmesh;
+ uint32_t navigation_layers = 1;
+ real_t enter_cost = 0.0;
+ real_t travel_cost = 1.0;
+ Ref<NavigationMesh> navigation_mesh;
- Node *debug_view = nullptr;
Thread bake_thread;
void _navigation_changed();
+#ifdef DEBUG_ENABLED
+ RID debug_instance;
+ RID debug_edge_connections_instance;
+ Ref<ArrayMesh> debug_mesh;
+ Ref<ArrayMesh> debug_edge_connections_mesh;
+
+private:
+ void _update_debug_mesh();
+ void _update_debug_edge_connections_mesh();
+ void _navigation_map_changed(RID p_map);
+#endif // DEBUG_ENABLED
+
protected:
void _notification(int p_what);
static void _bind_methods();
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_ret) const;
+#endif // DISABLE_DEPRECATED
+
public:
void set_enabled(bool p_enabled);
bool is_enabled() const;
- void set_layers(uint32_t p_layers);
- uint32_t get_layers() const;
+ void set_navigation_layers(uint32_t p_navigation_layers);
+ uint32_t get_navigation_layers() const;
+
+ void set_navigation_layer_value(int p_layer_number, bool p_value);
+ bool get_navigation_layer_value(int p_layer_number) const;
+
+ RID get_region_rid() const;
+
+ void set_enter_cost(real_t p_enter_cost);
+ real_t get_enter_cost() const;
+
+ void set_travel_cost(real_t p_travel_cost);
+ real_t get_travel_cost() const;
- void set_navigation_mesh(const Ref<NavigationMesh> &p_navmesh);
+ void set_navigation_mesh(const Ref<NavigationMesh> &p_navigation_mesh);
Ref<NavigationMesh> get_navigation_mesh() const;
- /// Bakes the navigation mesh in a dedicated thread; once done, automatically
+ /// Bakes the navigation mesh; once done, automatically
/// sets the new navigation mesh and emits a signal
- void bake_navigation_mesh();
- void _bake_finished(Ref<NavigationMesh> p_nav_mesh);
+ void bake_navigation_mesh(bool p_on_thread);
+ void _bake_finished(Ref<NavigationMesh> p_navigation_mesh);
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
NavigationRegion3D();
~NavigationRegion3D();
};
-#endif // NAVIGATION_REGION_H
+#endif // NAVIGATION_REGION_3D_H
diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp
index 2a611d9ce7..66e8831d15 100644
--- a/scene/3d/node_3d.cpp
+++ b/scene/3d/node_3d.cpp
@@ -1,38 +1,39 @@
-/*************************************************************************/
-/* node_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* node_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "node_3d.h"
#include "core/object/message_queue.h"
#include "scene/3d/visual_instance_3d.h"
#include "scene/main/viewport.h"
+#include "scene/property_utils.h"
#include "scene/scene_string_names.h"
/*
@@ -84,9 +85,20 @@ void Node3D::_notify_dirty() {
}
void Node3D::_update_local_transform() const {
- data.local_transform.basis.set_euler_scale(data.rotation, data.scale);
+ // This function is called when the local transform (data.local_transform) is dirty and the right value is contained in the Euler rotation and scale.
- data.dirty &= ~DIRTY_LOCAL;
+ data.local_transform.basis.set_euler_scale(data.euler_rotation, data.scale, data.euler_rotation_order);
+
+ data.dirty &= ~DIRTY_LOCAL_TRANSFORM;
+}
+
+void Node3D::_update_rotation_and_scale() const {
+ // This function is called when the Euler rotation (data.euler_rotation) is dirty and the right value is contained in the local transform
+
+ data.scale = data.local_transform.basis.get_scale();
+ data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
+
+ data.dirty &= ~DIRTY_EULER_ROTATION_AND_SCALE;
}
void Node3D::_propagate_transform_changed(Node3D *p_origin) {
@@ -109,7 +121,7 @@ void Node3D::_propagate_transform_changed(Node3D *p_origin) {
#endif
get_tree()->xform_change_list.add(&xform_change);
}
- data.dirty |= DIRTY_GLOBAL;
+ data.dirty |= DIRTY_GLOBAL_TRANSFORM;
data.children_lock--;
}
@@ -133,18 +145,18 @@ void Node3D::_notification(int p_what) {
if (data.top_level && !Engine::get_singleton()->is_editor_hint()) {
if (data.parent) {
data.local_transform = data.parent->get_global_transform() * get_transform();
- data.dirty = DIRTY_VECTORS; //global is always dirty upon entering a scene
+ data.dirty = DIRTY_EULER_ROTATION_AND_SCALE; // As local transform was updated, rot/scale should be dirty.
}
data.top_level_active = true;
}
- data.dirty |= DIRTY_GLOBAL; //global is always dirty upon entering a scene
+ data.dirty |= DIRTY_GLOBAL_TRANSFORM; // Global is always dirty upon entering a scene.
_notify_dirty();
notification(NOTIFICATION_ENTER_WORLD);
_update_visibility_parent(true);
-
} break;
+
case NOTIFICATION_EXIT_TREE: {
notification(NOTIFICATION_EXIT_WORLD, true);
if (xform_change.in_list()) {
@@ -158,6 +170,7 @@ void Node3D::_notification(int p_what) {
data.top_level_active = false;
_update_visibility_parent(true);
} break;
+
case NOTIFICATION_ENTER_WORLD: {
data.inside_world = true;
data.viewport = nullptr;
@@ -172,22 +185,14 @@ void Node3D::_notification(int p_what) {
if (get_script_instance()) {
get_script_instance()->call(SceneStringNames::get_singleton()->_enter_world);
}
+
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && get_tree()->is_node_being_edited(this)) {
- get_tree()->call_group_flags(0, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this);
- if (!data.gizmos_disabled) {
- for (int i = 0; i < data.gizmos.size(); i++) {
- data.gizmos.write[i]->create();
- if (is_visible_in_tree()) {
- data.gizmos.write[i]->redraw();
- }
- data.gizmos.write[i]->transform();
- }
- }
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringNames::get_singleton()->_spatial_editor_group, SNAME("_request_gizmo_for_id"), get_instance_id());
}
#endif
-
} break;
+
case NOTIFICATION_EXIT_WORLD: {
#ifdef TOOLS_ENABLED
clear_gizmos();
@@ -199,7 +204,6 @@ void Node3D::_notification(int p_what) {
data.viewport = nullptr;
data.inside_world = false;
-
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
@@ -209,9 +213,6 @@ void Node3D::_notification(int p_what) {
}
#endif
} break;
-
- default: {
- }
}
}
@@ -219,12 +220,57 @@ void Node3D::set_basis(const Basis &p_basis) {
set_transform(Transform3D(p_basis, data.local_transform.origin));
}
void Node3D::set_quaternion(const Quaternion &p_quaternion) {
- set_transform(Transform3D(Basis(p_quaternion), data.local_transform.origin));
+ if (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE) {
+ // We need the scale part, so if these are dirty, update it
+ data.scale = data.local_transform.basis.get_scale();
+ data.dirty &= ~DIRTY_EULER_ROTATION_AND_SCALE;
+ }
+ data.local_transform.basis = Basis(p_quaternion, data.scale);
+ // Rotscale should not be marked dirty because that would cause precision loss issues with the scale. Instead reconstruct rotation now.
+ data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
+
+ data.dirty = DIRTY_NONE;
+
+ _propagate_transform_changed(this);
+ if (data.notify_local_transform) {
+ notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ }
+}
+
+Vector3 Node3D::get_global_position() const {
+ return get_global_transform().get_origin();
+}
+
+void Node3D::set_global_position(const Vector3 &p_position) {
+ Transform3D transform = get_global_transform();
+ transform.set_origin(p_position);
+ set_global_transform(transform);
+}
+
+Vector3 Node3D::get_global_rotation() const {
+ return get_global_transform().get_basis().get_euler();
+}
+
+Vector3 Node3D::get_global_rotation_degrees() const {
+ Vector3 radians = get_global_rotation();
+ return Vector3(Math::rad_to_deg(radians.x), Math::rad_to_deg(radians.y), Math::rad_to_deg(radians.z));
+}
+
+void Node3D::set_global_rotation(const Vector3 &p_euler_rad) {
+ Transform3D transform = get_global_transform();
+ transform.basis = Basis::from_euler(p_euler_rad);
+ set_global_transform(transform);
+}
+
+void Node3D::set_global_rotation_degrees(const Vector3 &p_euler_degrees) {
+ Vector3 radians(Math::deg_to_rad(p_euler_degrees.x), Math::deg_to_rad(p_euler_degrees.y), Math::deg_to_rad(p_euler_degrees.z));
+ set_global_rotation(radians);
}
void Node3D::set_transform(const Transform3D &p_transform) {
data.local_transform = p_transform;
- data.dirty |= DIRTY_VECTORS;
+ data.dirty = DIRTY_EULER_ROTATION_AND_SCALE; // Make rot/scale dirty.
+
_propagate_transform_changed(this);
if (data.notify_local_transform) {
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
@@ -234,8 +280,13 @@ void Node3D::set_transform(const Transform3D &p_transform) {
Basis Node3D::get_basis() const {
return get_transform().basis;
}
+
Quaternion Node3D::get_quaternion() const {
- return Quaternion(get_transform().basis);
+ if (data.dirty & DIRTY_LOCAL_TRANSFORM) {
+ _update_local_transform();
+ }
+
+ return data.local_transform.basis.get_rotation_quaternion();
}
void Node3D::set_global_transform(const Transform3D &p_transform) {
@@ -247,7 +298,7 @@ void Node3D::set_global_transform(const Transform3D &p_transform) {
}
Transform3D Node3D::get_transform() const {
- if (data.dirty & DIRTY_LOCAL) {
+ if (data.dirty & DIRTY_LOCAL_TRANSFORM) {
_update_local_transform();
}
@@ -256,8 +307,8 @@ Transform3D Node3D::get_transform() const {
Transform3D Node3D::get_global_transform() const {
ERR_FAIL_COND_V(!is_inside_tree(), Transform3D());
- if (data.dirty & DIRTY_GLOBAL) {
- if (data.dirty & DIRTY_LOCAL) {
+ if (data.dirty & DIRTY_GLOBAL_TRANSFORM) {
+ if (data.dirty & DIRTY_LOCAL_TRANSFORM) {
_update_local_transform();
}
@@ -271,7 +322,7 @@ Transform3D Node3D::get_global_transform() const {
data.global_transform.basis.orthonormalize();
}
- data.dirty &= ~DIRTY_GLOBAL;
+ data.dirty &= ~DIRTY_GLOBAL_TRANSFORM;
}
return data.global_transform;
@@ -296,8 +347,9 @@ Node3D *Node3D::get_parent_node_3d() const {
}
Transform3D Node3D::get_relative_transform(const Node *p_parent) const {
- if (p_parent == this)
+ if (p_parent == this) {
return Transform3D();
+ }
ERR_FAIL_COND_V(!data.parent, Transform3D());
@@ -320,7 +372,29 @@ void Node3D::set_rotation_edit_mode(RotationEditMode p_mode) {
if (data.rotation_edit_mode == p_mode) {
return;
}
+
+ bool transform_changed = false;
+ if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && !(data.dirty & DIRTY_LOCAL_TRANSFORM)) {
+ data.local_transform.orthogonalize();
+ transform_changed = true;
+ }
+
data.rotation_edit_mode = p_mode;
+
+ if (p_mode == ROTATION_EDIT_MODE_EULER && (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE)) {
+ // If going to Euler mode, ensure that vectors are _not_ dirty, else the retrieved value may be wrong.
+ // Otherwise keep what is there, so switching back and forth between modes does not break the vectors.
+
+ _update_rotation_and_scale();
+ }
+
+ if (transform_changed) {
+ _propagate_transform_changed(this);
+ if (data.notify_local_transform) {
+ notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ }
+ }
+
notify_property_list_changed();
}
@@ -328,55 +402,68 @@ Node3D::RotationEditMode Node3D::get_rotation_edit_mode() const {
return data.rotation_edit_mode;
}
-void Node3D::set_rotation_order(RotationOrder p_order) {
- Basis::EulerOrder order = Basis::EulerOrder(p_order);
-
- if (data.rotation_order == order) {
+void Node3D::set_rotation_order(EulerOrder p_order) {
+ if (data.euler_rotation_order == p_order) {
return;
}
- ERR_FAIL_INDEX(int32_t(order), 6);
+ ERR_FAIL_INDEX(int32_t(p_order), 6);
+ bool transform_changed = false;
- if (data.dirty & DIRTY_VECTORS) {
- data.rotation = data.local_transform.basis.get_euler_normalized(order);
- data.scale = data.local_transform.basis.get_scale();
- data.dirty &= ~DIRTY_VECTORS;
+ if (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE) {
+ _update_rotation_and_scale();
+ } else if (data.dirty & DIRTY_LOCAL_TRANSFORM) {
+ data.euler_rotation = Basis::from_euler(data.euler_rotation, data.euler_rotation_order).get_euler_normalized(p_order);
+ transform_changed = true;
} else {
- data.rotation = Basis::from_euler(data.rotation, data.rotation_order).get_euler_normalized(order);
+ data.dirty |= DIRTY_LOCAL_TRANSFORM;
+ transform_changed = true;
}
- data.rotation_order = order;
- //changing rotation order should not affect transform
+ data.euler_rotation_order = p_order;
- notify_property_list_changed(); //will change rotation
+ if (transform_changed) {
+ _propagate_transform_changed(this);
+ if (data.notify_local_transform) {
+ notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
+ }
+ }
+ notify_property_list_changed(); // Will change the rotation property.
}
-Node3D::RotationOrder Node3D::get_rotation_order() const {
- return RotationOrder(data.rotation_order);
+EulerOrder Node3D::get_rotation_order() const {
+ return data.euler_rotation_order;
}
void Node3D::set_rotation(const Vector3 &p_euler_rad) {
- if (data.dirty & DIRTY_VECTORS) {
+ if (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE) {
+ // Update scale only if rotation and scale are dirty, as rotation will be overridden.
data.scale = data.local_transform.basis.get_scale();
- data.dirty &= ~DIRTY_VECTORS;
+ data.dirty &= ~DIRTY_EULER_ROTATION_AND_SCALE;
}
- data.rotation = p_euler_rad;
- data.dirty |= DIRTY_LOCAL;
+ data.euler_rotation = p_euler_rad;
+ data.dirty = DIRTY_LOCAL_TRANSFORM;
_propagate_transform_changed(this);
if (data.notify_local_transform) {
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
}
}
+void Node3D::set_rotation_degrees(const Vector3 &p_euler_degrees) {
+ Vector3 radians(Math::deg_to_rad(p_euler_degrees.x), Math::deg_to_rad(p_euler_degrees.y), Math::deg_to_rad(p_euler_degrees.z));
+ set_rotation(radians);
+}
+
void Node3D::set_scale(const Vector3 &p_scale) {
- if (data.dirty & DIRTY_VECTORS) {
- data.rotation = data.local_transform.basis.get_euler_normalized(data.rotation_order);
- data.dirty &= ~DIRTY_VECTORS;
+ if (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE) {
+ // Update rotation only if rotation and scale are dirty, as scale will be overridden.
+ data.euler_rotation = data.local_transform.basis.get_euler_normalized(data.euler_rotation_order);
+ data.dirty &= ~DIRTY_EULER_ROTATION_AND_SCALE;
}
data.scale = p_scale;
- data.dirty |= DIRTY_LOCAL;
+ data.dirty = DIRTY_LOCAL_TRANSFORM;
_propagate_transform_changed(this);
if (data.notify_local_transform) {
notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
@@ -388,22 +475,21 @@ Vector3 Node3D::get_position() const {
}
Vector3 Node3D::get_rotation() const {
- if (data.dirty & DIRTY_VECTORS) {
- data.scale = data.local_transform.basis.get_scale();
- data.rotation = data.local_transform.basis.get_euler_normalized(data.rotation_order);
-
- data.dirty &= ~DIRTY_VECTORS;
+ if (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE) {
+ _update_rotation_and_scale();
}
- return data.rotation;
+ return data.euler_rotation;
}
-Vector3 Node3D::get_scale() const {
- if (data.dirty & DIRTY_VECTORS) {
- data.scale = data.local_transform.basis.get_scale();
- data.rotation = data.local_transform.basis.get_euler_normalized(data.rotation_order);
+Vector3 Node3D::get_rotation_degrees() const {
+ Vector3 radians = get_rotation();
+ return Vector3(Math::rad_to_deg(radians.x), Math::rad_to_deg(radians.y), Math::rad_to_deg(radians.z));
+}
- data.dirty &= ~DIRTY_VECTORS;
+Vector3 Node3D::get_scale() const {
+ if (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE) {
+ _update_rotation_and_scale();
}
return data.scale;
@@ -416,6 +502,7 @@ void Node3D::update_gizmos() {
}
if (data.gizmos.is_empty()) {
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringNames::get_singleton()->_spatial_editor_group, SNAME("_request_gizmo_for_id"), get_instance_id());
return;
}
if (data.gizmos_dirty) {
@@ -433,7 +520,7 @@ void Node3D::set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transfor
}
if (Engine::get_singleton()->is_editor_hint() && get_tree()->is_node_being_edited(this)) {
- get_tree()->call_group_flags(0, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_set_subgizmo_selection, this, p_gizmo, p_id, p_transform);
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_set_subgizmo_selection, this, p_gizmo, p_id, p_transform);
}
#endif
}
@@ -449,14 +536,13 @@ void Node3D::clear_subgizmo_selection() {
}
if (Engine::get_singleton()->is_editor_hint() && get_tree()->is_node_being_edited(this)) {
- get_tree()->call_group_flags(0, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_clear_subgizmo_selection, this);
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_clear_subgizmo_selection, this);
}
#endif
}
void Node3D::add_gizmo(Ref<Node3DGizmo> p_gizmo) {
#ifdef TOOLS_ENABLED
-
if (data.gizmos_disabled || p_gizmo.is_null()) {
return;
}
@@ -474,7 +560,6 @@ void Node3D::add_gizmo(Ref<Node3DGizmo> p_gizmo) {
void Node3D::remove_gizmo(Ref<Node3DGizmo> p_gizmo) {
#ifdef TOOLS_ENABLED
-
int idx = data.gizmos.find(p_gizmo);
if (idx != -1) {
p_gizmo->free();
@@ -492,8 +577,8 @@ void Node3D::clear_gizmos() {
#endif
}
-Array Node3D::get_gizmos_bind() const {
- Array ret;
+TypedArray<Node3DGizmo> Node3D::get_gizmos_bind() const {
+ TypedArray<Node3DGizmo> ret;
#ifdef TOOLS_ENABLED
for (int i = 0; i < data.gizmos.size(); i++) {
@@ -506,10 +591,8 @@ Array Node3D::get_gizmos_bind() const {
Vector<Ref<Node3DGizmo>> Node3D::get_gizmos() const {
#ifdef TOOLS_ENABLED
-
return data.gizmos;
#else
-
return Vector<Ref<Node3DGizmo>>();
#endif
}
@@ -540,6 +623,14 @@ void Node3D::set_disable_gizmos(bool p_enabled) {
#endif
}
+void Node3D::reparent(Node *p_parent, bool p_keep_global_transform) {
+ Transform3D temp = get_global_transform();
+ Node::reparent(p_parent);
+ if (p_keep_global_transform) {
+ set_global_transform(temp);
+ }
+}
+
void Node3D::set_disable_scale(bool p_enabled) {
data.disable_scale = p_enabled;
}
@@ -561,7 +652,6 @@ void Node3D::set_as_top_level(bool p_enabled) {
data.top_level = p_enabled;
data.top_level_active = p_enabled;
-
} else {
data.top_level = p_enabled;
}
@@ -581,6 +671,7 @@ Ref<World3D> Node3D::get_world_3d() const {
void Node3D::_propagate_visibility_changed() {
notification(NOTIFICATION_VISIBILITY_CHANGED);
emit_signal(SceneStringNames::get_singleton()->visibility_changed);
+
#ifdef TOOLS_ENABLED
if (!data.gizmos.is_empty()) {
data.gizmos_dirty = true;
@@ -597,33 +688,30 @@ void Node3D::_propagate_visibility_changed() {
}
void Node3D::show() {
- if (data.visible) {
- return;
- }
-
- data.visible = true;
-
- if (!is_inside_tree()) {
- return;
- }
-
- _propagate_visibility_changed();
+ set_visible(true);
}
void Node3D::hide() {
- if (!data.visible) {
+ set_visible(false);
+}
+
+void Node3D::set_visible(bool p_visible) {
+ if (data.visible == p_visible) {
return;
}
- data.visible = false;
+ data.visible = p_visible;
if (!is_inside_tree()) {
return;
}
-
_propagate_visibility_changed();
}
+bool Node3D::is_visible() const {
+ return data.visible;
+}
+
bool Node3D::is_visible_in_tree() const {
const Node3D *s = this;
@@ -637,18 +725,6 @@ bool Node3D::is_visible_in_tree() const {
return true;
}
-void Node3D::set_visible(bool p_visible) {
- if (p_visible) {
- show();
- } else {
- hide();
- }
-}
-
-bool Node3D::is_visible() const {
- return data.visible;
-}
-
void Node3D::rotate_object_local(const Vector3 &p_axis, real_t p_angle) {
Transform3D t = get_transform();
t.basis.rotate_local(p_axis, p_angle);
@@ -681,7 +757,7 @@ void Node3D::rotate_z(real_t p_angle) {
void Node3D::translate(const Vector3 &p_offset) {
Transform3D t = get_transform();
- t.translate(p_offset);
+ t.translate_local(p_offset);
set_transform(t);
}
@@ -689,7 +765,7 @@ void Node3D::translate_object_local(const Vector3 &p_offset) {
Transform3D t = get_transform();
Transform3D s;
- s.translate(p_offset);
+ s.translate_local(p_offset);
set_transform(t * s);
}
@@ -734,14 +810,15 @@ void Node3D::set_identity() {
}
void Node3D::look_at(const Vector3 &p_target, const Vector3 &p_up) {
+ ERR_FAIL_COND_MSG(!is_inside_tree(), "Node not inside tree. Use look_at_from_position() instead.");
Vector3 origin = get_global_transform().origin;
look_at_from_position(origin, p_target, p_up);
}
void Node3D::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) {
ERR_FAIL_COND_MSG(p_pos.is_equal_approx(p_target), "Node origin and target are in the same position, look_at() failed.");
- ERR_FAIL_COND_MSG(p_up.is_equal_approx(Vector3()), "The up vector can't be zero, look_at() failed.");
- ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos).is_equal_approx(Vector3()), "Up vector and direction between node origin and target are aligned, look_at() failed.");
+ ERR_FAIL_COND_MSG(p_up.is_zero_approx(), "The up vector can't be zero, look_at() failed.");
+ ERR_FAIL_COND_MSG(p_up.cross(p_target - p_pos).is_zero_approx(), "Up vector and direction between node origin and target are aligned, look_at() failed.");
Transform3D lookat = Transform3D(Basis::looking_at(p_target - p_pos, p_up), p_pos);
Vector3 original_scale = get_scale();
@@ -757,16 +834,16 @@ Vector3 Node3D::to_global(Vector3 p_local) const {
return get_global_transform().xform(p_local);
}
-void Node3D::set_notify_transform(bool p_enable) {
- data.notify_transform = p_enable;
+void Node3D::set_notify_transform(bool p_enabled) {
+ data.notify_transform = p_enabled;
}
bool Node3D::is_transform_notification_enabled() const {
return data.notify_transform;
}
-void Node3D::set_notify_local_transform(bool p_enable) {
- data.notify_local_transform = p_enable;
+void Node3D::set_notify_local_transform(bool p_enabled) {
+ data.notify_local_transform = p_enabled;
}
bool Node3D::is_local_transform_notification_enabled() const {
@@ -827,22 +904,81 @@ NodePath Node3D::get_visibility_parent() const {
return visibility_parent_path;
}
-void Node3D::_validate_property(PropertyInfo &property) const {
- if (data.rotation_edit_mode != ROTATION_EDIT_MODE_BASIS && property.name == "basis") {
- property.usage = 0;
+void Node3D::_validate_property(PropertyInfo &p_property) const {
+ if (data.rotation_edit_mode != ROTATION_EDIT_MODE_BASIS && p_property.name == "basis") {
+ p_property.usage = 0;
+ }
+ if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && p_property.name == "scale") {
+ p_property.usage = 0;
}
- if (data.rotation_edit_mode == ROTATION_EDIT_MODE_BASIS && property.name == "scale") {
- property.usage = 0;
+ if (data.rotation_edit_mode != ROTATION_EDIT_MODE_QUATERNION && p_property.name == "quaternion") {
+ p_property.usage = 0;
}
- if (data.rotation_edit_mode != ROTATION_EDIT_MODE_QUATERNION && property.name == "quaternion") {
- property.usage = 0;
+ if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && p_property.name == "rotation") {
+ p_property.usage = 0;
}
- if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && property.name == "rotation") {
- property.usage = 0;
+ if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && p_property.name == "rotation_order") {
+ p_property.usage = 0;
}
- if (data.rotation_edit_mode != ROTATION_EDIT_MODE_EULER && property.name == "rotation_order") {
- property.usage = 0;
+}
+
+bool Node3D::_property_can_revert(const StringName &p_name) const {
+ if (p_name == "basis") {
+ return true;
+ } else if (p_name == "scale") {
+ return true;
+ } else if (p_name == "quaternion") {
+ return true;
+ } else if (p_name == "rotation") {
+ return true;
+ } else if (p_name == "position") {
+ return true;
+ }
+ return false;
+}
+
+bool Node3D::_property_get_revert(const StringName &p_name, Variant &r_property) const {
+ bool valid = false;
+
+ if (p_name == "basis") {
+ Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
+ if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
+ r_property = Transform3D(variant).get_basis();
+ } else {
+ r_property = Basis();
+ }
+ } else if (p_name == "scale") {
+ Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
+ if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
+ r_property = Transform3D(variant).get_basis().get_scale();
+ } else {
+ r_property = Vector3(1.0, 1.0, 1.0);
+ }
+ } else if (p_name == "quaternion") {
+ Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
+ if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
+ r_property = Quaternion(Transform3D(variant).get_basis().get_rotation_quaternion());
+ } else {
+ r_property = Quaternion();
+ }
+ } else if (p_name == "rotation") {
+ Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
+ if (valid && variant.get_type() == Variant::Type::TRANSFORM3D) {
+ r_property = Transform3D(variant).get_basis().get_euler_normalized(data.euler_rotation_order);
+ } else {
+ r_property = Vector3();
+ }
+ } else if (p_name == "position") {
+ Variant variant = PropertyUtils::get_property_default_value(this, "transform", &valid);
+ if (valid) {
+ r_property = Transform3D(variant).get_origin();
+ } else {
+ r_property = Vector3();
+ }
+ } else {
+ return false;
}
+ return true;
}
void Node3D::_bind_methods() {
@@ -850,8 +986,10 @@ void Node3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_transform"), &Node3D::get_transform);
ClassDB::bind_method(D_METHOD("set_position", "position"), &Node3D::set_position);
ClassDB::bind_method(D_METHOD("get_position"), &Node3D::get_position);
- ClassDB::bind_method(D_METHOD("set_rotation", "euler"), &Node3D::set_rotation);
+ ClassDB::bind_method(D_METHOD("set_rotation", "euler_radians"), &Node3D::set_rotation);
ClassDB::bind_method(D_METHOD("get_rotation"), &Node3D::get_rotation);
+ ClassDB::bind_method(D_METHOD("set_rotation_degrees", "euler_degrees"), &Node3D::set_rotation_degrees);
+ ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Node3D::get_rotation_degrees);
ClassDB::bind_method(D_METHOD("set_rotation_order", "order"), &Node3D::set_rotation_order);
ClassDB::bind_method(D_METHOD("get_rotation_order"), &Node3D::get_rotation_order);
ClassDB::bind_method(D_METHOD("set_rotation_edit_mode", "edit_mode"), &Node3D::set_rotation_edit_mode);
@@ -862,8 +1000,16 @@ void Node3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_quaternion"), &Node3D::get_quaternion);
ClassDB::bind_method(D_METHOD("set_basis", "basis"), &Node3D::set_basis);
ClassDB::bind_method(D_METHOD("get_basis"), &Node3D::get_basis);
+
ClassDB::bind_method(D_METHOD("set_global_transform", "global"), &Node3D::set_global_transform);
ClassDB::bind_method(D_METHOD("get_global_transform"), &Node3D::get_global_transform);
+ ClassDB::bind_method(D_METHOD("set_global_position", "position"), &Node3D::set_global_position);
+ ClassDB::bind_method(D_METHOD("get_global_position"), &Node3D::get_global_position);
+ ClassDB::bind_method(D_METHOD("set_global_rotation", "euler_radians"), &Node3D::set_global_rotation);
+ ClassDB::bind_method(D_METHOD("get_global_rotation"), &Node3D::get_global_rotation);
+ ClassDB::bind_method(D_METHOD("set_global_rotation_degrees", "euler_degrees"), &Node3D::set_global_rotation_degrees);
+ ClassDB::bind_method(D_METHOD("get_global_rotation_degrees"), &Node3D::get_global_rotation_degrees);
+
ClassDB::bind_method(D_METHOD("get_parent_node_3d"), &Node3D::get_parent_node_3d);
ClassDB::bind_method(D_METHOD("set_ignore_transform_notification", "enabled"), &Node3D::set_ignore_transform_notification);
ClassDB::bind_method(D_METHOD("set_as_top_level", "enable"), &Node3D::set_as_top_level);
@@ -920,30 +1066,28 @@ void Node3D::_bind_methods() {
BIND_CONSTANT(NOTIFICATION_ENTER_WORLD);
BIND_CONSTANT(NOTIFICATION_EXIT_WORLD);
BIND_CONSTANT(NOTIFICATION_VISIBILITY_CHANGED);
+ BIND_CONSTANT(NOTIFICATION_LOCAL_TRANSFORM_CHANGED);
BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_EULER);
BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_QUATERNION);
BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_BASIS);
- BIND_ENUM_CONSTANT(ROTATION_ORDER_XYZ);
- BIND_ENUM_CONSTANT(ROTATION_ORDER_XZY);
- BIND_ENUM_CONSTANT(ROTATION_ORDER_YXZ);
- BIND_ENUM_CONSTANT(ROTATION_ORDER_YZX);
- BIND_ENUM_CONSTANT(ROTATION_ORDER_ZXY);
- BIND_ENUM_CONSTANT(ROTATION_ORDER_ZYX);
-
- //ADD_PROPERTY( PropertyInfo(Variant::TRANSFORM3D,"transform/global",PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR ), "set_global_transform", "get_global_transform") ;
ADD_GROUP("Transform", "");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "global_transform", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_transform", "get_global_transform");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position", PROPERTY_HINT_RANGE, "-99999,99999,0,or_greater,or_lesser,noslider,suffix:m", PROPERTY_USAGE_EDITOR), "set_position", "get_position");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_lesser,or_greater,radians", PROPERTY_USAGE_EDITOR), "set_rotation", "get_rotation");
- ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "quaternion", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_quaternion", "get_quaternion");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NO_EDITOR), "set_transform", "get_transform");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "global_transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NONE), "set_global_transform", "get_global_transform");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position", PROPERTY_HINT_RANGE, "-99999,99999,0.001,or_greater,or_less,hide_slider,suffix:m", PROPERTY_USAGE_EDITOR), "set_position", "get_position");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_less,or_greater,radians", PROPERTY_USAGE_EDITOR), "set_rotation", "get_rotation");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_rotation_degrees", "get_rotation_degrees");
+ ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "quaternion", PROPERTY_HINT_HIDE_QUATERNION_EDIT, "", PROPERTY_USAGE_EDITOR), "set_quaternion", "get_quaternion");
ADD_PROPERTY(PropertyInfo(Variant::BASIS, "basis", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_basis", "get_basis");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_LINK, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale");
ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_edit_mode", PROPERTY_HINT_ENUM, "Euler,Quaternion,Basis"), "set_rotation_edit_mode", "get_rotation_edit_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_order", PROPERTY_HINT_ENUM, "XYZ,XZY,YXZ,YZX,ZXY,ZYX"), "set_rotation_order", "get_rotation_order");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "top_level"), "set_as_top_level", "is_set_as_top_level");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_transform", "get_transform");
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_position", "get_global_position");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation", "get_global_rotation");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "set_global_rotation_degrees", "get_global_rotation_degrees");
ADD_GROUP("Visibility", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "visible"), "set_visible", "is_visible");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "visibility_parent", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "GeometryInstance3D"), "set_visibility_parent", "get_visibility_parent");
diff --git a/scene/3d/node_3d.h b/scene/3d/node_3d.h
index 31f7d45797..98bcab5fd4 100644
--- a/scene/3d/node_3d.h
+++ b/scene/3d/node_3d.h
@@ -1,37 +1,38 @@
-/*************************************************************************/
-/* node_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* node_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef NODE_3D_H
#define NODE_3D_H
#include "scene/main/node.h"
+#include "scene/resources/world_3d.h"
class Node3DGizmo : public RefCounted {
GDCLASS(Node3DGizmo, RefCounted);
@@ -49,39 +50,49 @@ public:
class Node3D : public Node {
GDCLASS(Node3D, Node);
- OBJ_CATEGORY("3D");
public:
+ // Edit mode for the rotation.
+ // THIS MODE ONLY AFFECTS HOW DATA IS EDITED AND SAVED
+ // IT DOES _NOT_ AFFECT THE TRANSFORM LOGIC (see comment in TransformDirty).
enum RotationEditMode {
ROTATION_EDIT_MODE_EULER,
ROTATION_EDIT_MODE_QUATERNION,
ROTATION_EDIT_MODE_BASIS,
};
- enum RotationOrder {
- ROTATION_ORDER_XYZ,
- ROTATION_ORDER_XZY,
- ROTATION_ORDER_YXZ,
- ROTATION_ORDER_YZX,
- ROTATION_ORDER_ZXY,
- ROTATION_ORDER_ZYX
- };
-
private:
+ // For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
+ // Transform and Quaternion are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand).
+ // Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users
+ // editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support
+ // "redundant" rotations for animation interpolation, like going from 0 to 720 degrees).
+ //
+ // As such, the system works in a way where if the local transform is set (via transform/basis/quaternion), the EULER rotation and scale becomes dirty.
+ // It will remain dirty until reading back is attempted (for performance reasons). Likewise, if the Euler rotation scale are set, the local transform
+ // will become dirty (and again, will not become valid again until read).
+ //
+ // All this is transparent from outside the Node3D API, which allows everything to works by calling these functions in exchange.
+ //
+ // Additionally, setting either transform, quaternion, Euler rotation or scale makes the global transform dirty, which will be updated when read again.
+ //
+ // NOTE: Again, RotationEditMode is _independent_ of this mechanism, it is only meant to expose the right set of properties for editing (editor) and saving
+ // (to scene, in order to keep the same values and avoid data loss on conversions). It has zero influence in the logic described above.
enum TransformDirty {
DIRTY_NONE = 0,
- DIRTY_VECTORS = 1,
- DIRTY_LOCAL = 2,
- DIRTY_GLOBAL = 4
+ DIRTY_EULER_ROTATION_AND_SCALE = 1,
+ DIRTY_LOCAL_TRANSFORM = 2,
+ DIRTY_GLOBAL_TRANSFORM = 4
};
mutable SelfList<Node> xform_change;
+ // This Data struct is to avoid namespace pollution in derived classes.
struct Data {
mutable Transform3D global_transform;
mutable Transform3D local_transform;
- mutable Basis::EulerOrder rotation_order = Basis::EULER_ORDER_YXZ;
- mutable Vector3 rotation;
+ mutable EulerOrder euler_rotation_order = EulerOrder::YXZ;
+ mutable Vector3 euler_rotation;
mutable Vector3 scale = Vector3(1, 1, 1);
mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER;
@@ -131,11 +142,15 @@ protected:
_FORCE_INLINE_ void set_ignore_transform_notification(bool p_ignore) { data.ignore_notification = p_ignore; }
_FORCE_INLINE_ void _update_local_transform() const;
+ _FORCE_INLINE_ void _update_rotation_and_scale() const;
void _notification(int p_what);
static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
+
+ bool _property_can_revert(const StringName &p_name) const;
+ bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
public:
enum {
@@ -155,16 +170,26 @@ public:
void set_rotation_edit_mode(RotationEditMode p_mode);
RotationEditMode get_rotation_edit_mode() const;
- void set_rotation_order(RotationOrder p_order);
+ void set_rotation_order(EulerOrder p_order);
void set_rotation(const Vector3 &p_euler_rad);
+ void set_rotation_degrees(const Vector3 &p_euler_degrees);
void set_scale(const Vector3 &p_scale);
+ void set_global_position(const Vector3 &p_position);
+ void set_global_rotation(const Vector3 &p_euler_rad);
+ void set_global_rotation_degrees(const Vector3 &p_euler_degrees);
+
Vector3 get_position() const;
- RotationOrder get_rotation_order() const;
+ EulerOrder get_rotation_order() const;
Vector3 get_rotation() const;
+ Vector3 get_rotation_degrees() const;
Vector3 get_scale() const;
+ Vector3 get_global_position() const;
+ Vector3 get_global_rotation() const;
+ Vector3 get_global_rotation_degrees() const;
+
void set_transform(const Transform3D &p_transform);
void set_basis(const Basis &p_basis);
void set_quaternion(const Quaternion &p_quaternion);
@@ -181,23 +206,24 @@ public:
virtual void set_transform_gizmo_visible(bool p_enabled) { data.transform_gizmo_visible = p_enabled; };
virtual bool is_transform_gizmo_visible() const { return data.transform_gizmo_visible; };
#endif
-
- void set_as_top_level(bool p_enabled);
- bool is_set_as_top_level() const;
-
- void set_disable_scale(bool p_enabled);
- bool is_scale_disabled() const;
+ virtual void reparent(Node *p_parent, bool p_keep_global_transform = true) override;
void set_disable_gizmos(bool p_enabled);
void update_gizmos();
void set_subgizmo_selection(Ref<Node3DGizmo> p_gizmo, int p_id, Transform3D p_transform = Transform3D());
void clear_subgizmo_selection();
Vector<Ref<Node3DGizmo>> get_gizmos() const;
- Array get_gizmos_bind() const;
+ TypedArray<Node3DGizmo> get_gizmos_bind() const;
void add_gizmo(Ref<Node3DGizmo> p_gizmo);
void remove_gizmo(Ref<Node3DGizmo> p_gizmo);
void clear_gizmos();
+ void set_as_top_level(bool p_enabled);
+ bool is_set_as_top_level() const;
+
+ void set_disable_scale(bool p_enabled);
+ bool is_scale_disabled() const;
+
_FORCE_INLINE_ bool is_inside_world() const { return data.inside_world; }
Transform3D get_relative_transform(const Node *p_parent) const;
@@ -223,19 +249,19 @@ public:
Vector3 to_local(Vector3 p_global) const;
Vector3 to_global(Vector3 p_local) const;
- void set_notify_transform(bool p_enable);
+ void set_notify_transform(bool p_enabled);
bool is_transform_notification_enabled() const;
- void set_notify_local_transform(bool p_enable);
+ void set_notify_local_transform(bool p_enabled);
bool is_local_transform_notification_enabled() const;
void orthonormalize();
void set_identity();
void set_visible(bool p_visible);
- bool is_visible() const;
void show();
void hide();
+ bool is_visible() const;
bool is_visible_in_tree() const;
void force_update_transform();
@@ -247,6 +273,5 @@ public:
};
VARIANT_ENUM_CAST(Node3D::RotationEditMode)
-VARIANT_ENUM_CAST(Node3D::RotationOrder)
#endif // NODE_3D_H
diff --git a/scene/3d/occluder_instance_3d.cpp b/scene/3d/occluder_instance_3d.cpp
index e0e2eae4a5..594580a205 100644
--- a/scene/3d/occluder_instance_3d.cpp
+++ b/scene/3d/occluder_instance_3d.cpp
@@ -1,70 +1,56 @@
-/*************************************************************************/
-/* occluder_instance_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* occluder_instance_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "occluder_instance_3d.h"
+
+#include "core/config/project_settings.h"
#include "core/core_string_names.h"
+#include "core/io/marshalls.h"
+#include "core/math/geometry_2d.h"
+#include "core/math/triangulate.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
+#include "scene/resources/importer_mesh.h"
+#include "scene/resources/surface_tool.h"
+
+#ifdef TOOLS_ENABLED
+#include "editor/editor_node.h"
+#endif
RID Occluder3D::get_rid() const {
- if (!occluder.is_valid()) {
- occluder = RS::get_singleton()->occluder_create();
- RS::get_singleton()->occluder_set_mesh(occluder, vertices, indices);
- }
return occluder;
}
-void Occluder3D::set_vertices(PackedVector3Array p_vertices) {
- vertices = p_vertices;
- if (occluder.is_valid()) {
- RS::get_singleton()->occluder_set_mesh(occluder, vertices, indices);
- }
- _update_changes();
-}
-
-PackedVector3Array Occluder3D::get_vertices() const {
- return vertices;
-}
-
-void Occluder3D::set_indices(PackedInt32Array p_indices) {
- indices = p_indices;
- if (occluder.is_valid()) {
- RS::get_singleton()->occluder_set_mesh(occluder, vertices, indices);
- }
- _update_changes();
-}
-
-PackedInt32Array Occluder3D::get_indices() const {
- return indices;
-}
+void Occluder3D::_update() {
+ _update_arrays(vertices, indices);
-void Occluder3D::_update_changes() {
aabb = AABB();
const Vector3 *ptr = vertices.ptr();
@@ -75,9 +61,18 @@ void Occluder3D::_update_changes() {
debug_lines.clear();
debug_mesh.unref();
+ RS::get_singleton()->occluder_set_mesh(occluder, vertices, indices);
emit_changed();
}
+PackedVector3Array Occluder3D::get_vertices() const {
+ return vertices;
+}
+
+PackedInt32Array Occluder3D::get_indices() const {
+ return indices;
+}
+
Vector<Vector3> Occluder3D::get_debug_lines() const {
if (!debug_lines.is_empty()) {
return debug_lines;
@@ -87,14 +82,18 @@ Vector<Vector3> Occluder3D::get_debug_lines() const {
return Vector<Vector3>();
}
+ const Vector3 *vertices_ptr = vertices.ptr();
+ debug_lines.resize(indices.size() / 3 * 6);
+ Vector3 *line_ptr = debug_lines.ptrw();
+ int line_i = 0;
for (int i = 0; i < indices.size() / 3; i++) {
for (int j = 0; j < 3; j++) {
int a = indices[i * 3 + j];
int b = indices[i * 3 + (j + 1) % 3];
ERR_FAIL_INDEX_V_MSG(a, vertices.size(), Vector<Vector3>(), "Occluder indices are out of range.");
ERR_FAIL_INDEX_V_MSG(b, vertices.size(), Vector<Vector3>(), "Occluder indices are out of range.");
- debug_lines.push_back(vertices[a]);
- debug_lines.push_back(vertices[b]);
+ line_ptr[line_i++] = vertices_ptr[a];
+ line_ptr[line_i++] = vertices_ptr[b];
}
}
return debug_lines;
@@ -105,7 +104,7 @@ Ref<ArrayMesh> Occluder3D::get_debug_mesh() const {
return debug_mesh;
}
- if (indices.size() % 3 != 0) {
+ if (vertices.is_empty() || indices.is_empty() || indices.size() % 3 != 0) {
return debug_mesh;
}
@@ -123,25 +122,310 @@ AABB Occluder3D::get_aabb() const {
return aabb;
}
-void Occluder3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &Occluder3D::set_vertices);
- ClassDB::bind_method(D_METHOD("get_vertices"), &Occluder3D::get_vertices);
-
- ClassDB::bind_method(D_METHOD("set_indices", "indices"), &Occluder3D::set_indices);
- ClassDB::bind_method(D_METHOD("get_indices"), &Occluder3D::get_indices);
+void Occluder3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_POSTINITIALIZE: {
+ _update();
+ } break;
+ }
+}
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "vertices", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_vertices", "get_vertices");
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "indices", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_indices", "get_indices");
+void Occluder3D::_bind_methods() {
}
Occluder3D::Occluder3D() {
+ occluder = RS::get_singleton()->occluder_create();
}
Occluder3D::~Occluder3D() {
if (occluder.is_valid()) {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(occluder);
}
}
+
+/////////////////////////////////////////////////
+
+void ArrayOccluder3D::set_arrays(PackedVector3Array p_vertices, PackedInt32Array p_indices) {
+ vertices = p_vertices;
+ indices = p_indices;
+ _update();
+}
+
+void ArrayOccluder3D::set_vertices(PackedVector3Array p_vertices) {
+ vertices = p_vertices;
+ _update();
+}
+
+void ArrayOccluder3D::set_indices(PackedInt32Array p_indices) {
+ indices = p_indices;
+ _update();
+}
+
+void ArrayOccluder3D::_update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
+ r_vertices = vertices;
+ r_indices = indices;
+}
+
+void ArrayOccluder3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_arrays", "vertices", "indices"), &ArrayOccluder3D::set_arrays);
+
+ ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &ArrayOccluder3D::set_vertices);
+ ClassDB::bind_method(D_METHOD("get_vertices"), &ArrayOccluder3D::get_vertices);
+
+ ClassDB::bind_method(D_METHOD("set_indices", "indices"), &ArrayOccluder3D::set_indices);
+ ClassDB::bind_method(D_METHOD("get_indices"), &ArrayOccluder3D::get_indices);
+
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "vertices", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_vertices", "get_vertices");
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "indices", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_indices", "get_indices");
+}
+
+ArrayOccluder3D::ArrayOccluder3D() {
+}
+
+ArrayOccluder3D::~ArrayOccluder3D() {
+}
+
+/////////////////////////////////////////////////
+
+void QuadOccluder3D::set_size(const Size2 &p_size) {
+ if (size == p_size) {
+ return;
+ }
+
+ size = p_size.max(Size2());
+ _update();
+}
+
+Size2 QuadOccluder3D::get_size() const {
+ return size;
+}
+
+void QuadOccluder3D::_update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
+ Size2 _size = Size2(size.x / 2.0f, size.y / 2.0f);
+
+ r_vertices = {
+ Vector3(-_size.x, -_size.y, 0),
+ Vector3(-_size.x, _size.y, 0),
+ Vector3(_size.x, _size.y, 0),
+ Vector3(_size.x, -_size.y, 0),
+ };
+
+ r_indices = {
+ 0, 1, 2,
+ 0, 2, 3
+ };
+}
+
+void QuadOccluder3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &QuadOccluder3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &QuadOccluder3D::get_size);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
+}
+
+QuadOccluder3D::QuadOccluder3D() {
+}
+
+QuadOccluder3D::~QuadOccluder3D() {
+}
+
+/////////////////////////////////////////////////
+
+void BoxOccluder3D::set_size(const Vector3 &p_size) {
+ if (size == p_size) {
+ return;
+ }
+
+ size = Vector3(MAX(p_size.x, 0.0f), MAX(p_size.y, 0.0f), MAX(p_size.z, 0.0f));
+ _update();
+}
+
+Vector3 BoxOccluder3D::get_size() const {
+ return size;
+}
+
+void BoxOccluder3D::_update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
+ Vector3 _size = Vector3(size.x / 2.0f, size.y / 2.0f, size.z / 2.0f);
+
+ r_vertices = {
+ // front
+ Vector3(-_size.x, -_size.y, _size.z),
+ Vector3(_size.x, -_size.y, _size.z),
+ Vector3(_size.x, _size.y, _size.z),
+ Vector3(-_size.x, _size.y, _size.z),
+ // back
+ Vector3(-_size.x, -_size.y, -_size.z),
+ Vector3(_size.x, -_size.y, -_size.z),
+ Vector3(_size.x, _size.y, -_size.z),
+ Vector3(-_size.x, _size.y, -_size.z),
+ };
+
+ r_indices = {
+ // front
+ 0, 1, 2,
+ 2, 3, 0,
+ // right
+ 1, 5, 6,
+ 6, 2, 1,
+ // back
+ 7, 6, 5,
+ 5, 4, 7,
+ // left
+ 4, 0, 3,
+ 3, 7, 4,
+ // bottom
+ 4, 5, 1,
+ 1, 0, 4,
+ // top
+ 3, 2, 6,
+ 6, 7, 3
+ };
+}
+
+void BoxOccluder3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxOccluder3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &BoxOccluder3D::get_size);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
+}
+
+BoxOccluder3D::BoxOccluder3D() {
+}
+
+BoxOccluder3D::~BoxOccluder3D() {
+}
+
+/////////////////////////////////////////////////
+
+void SphereOccluder3D::set_radius(float p_radius) {
+ if (radius == p_radius) {
+ return;
+ }
+
+ radius = MAX(p_radius, 0.0f);
+ _update();
+}
+
+float SphereOccluder3D::get_radius() const {
+ return radius;
+}
+
+void SphereOccluder3D::_update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
+ r_vertices.resize((RINGS + 2) * (RADIAL_SEGMENTS + 1));
+ int vertex_i = 0;
+ Vector3 *vertex_ptr = r_vertices.ptrw();
+
+ r_indices.resize((RINGS + 1) * RADIAL_SEGMENTS * 6);
+ int idx_i = 0;
+ int *idx_ptr = r_indices.ptrw();
+
+ int current_row = 0;
+ int previous_row = 0;
+ int point = 0;
+ for (int j = 0; j <= (RINGS + 1); j++) {
+ float v = j / float(RINGS + 1);
+ float w = Math::sin(Math_PI * v);
+ float y = Math::cos(Math_PI * v);
+ for (int i = 0; i <= RADIAL_SEGMENTS; i++) {
+ float u = i / float(RADIAL_SEGMENTS);
+
+ float x = Math::cos(u * Math_TAU);
+ float z = Math::sin(u * Math_TAU);
+ vertex_ptr[vertex_i++] = Vector3(x * w, y, z * w) * radius;
+
+ if (i > 0 && j > 0) {
+ idx_ptr[idx_i++] = previous_row + i - 1;
+ idx_ptr[idx_i++] = previous_row + i;
+ idx_ptr[idx_i++] = current_row + i - 1;
+
+ idx_ptr[idx_i++] = previous_row + i;
+ idx_ptr[idx_i++] = current_row + i;
+ idx_ptr[idx_i++] = current_row + i - 1;
+ }
+
+ point++;
+ }
+
+ previous_row = current_row;
+ current_row = point;
+ }
+}
+
+void SphereOccluder3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereOccluder3D::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &SphereOccluder3D::get_radius);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_NONE, "suffix:m"), "set_radius", "get_radius");
+}
+
+SphereOccluder3D::SphereOccluder3D() {
+}
+
+SphereOccluder3D::~SphereOccluder3D() {
+}
+
+/////////////////////////////////////////////////
+
+void PolygonOccluder3D::set_polygon(const Vector<Vector2> &p_polygon) {
+ polygon = p_polygon;
+ _update();
+}
+
+Vector<Vector2> PolygonOccluder3D::get_polygon() const {
+ return polygon;
+}
+
+void PolygonOccluder3D::_update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
+ if (polygon.size() < 3) {
+ r_vertices.clear();
+ r_indices.clear();
+ return;
+ }
+
+ Vector<Point2> occluder_polygon = polygon;
+ if (Triangulate::get_area(occluder_polygon) > 0) {
+ occluder_polygon.reverse();
+ }
+
+ Vector<int> occluder_indices = Geometry2D::triangulate_polygon(occluder_polygon);
+
+ if (occluder_indices.size() < 3) {
+ r_vertices.clear();
+ r_indices.clear();
+ ERR_FAIL_MSG("Failed to triangulate PolygonOccluder3D. Make sure the polygon doesn't have any intersecting edges.");
+ }
+
+ r_vertices.resize(occluder_polygon.size());
+ Vector3 *vertex_ptr = r_vertices.ptrw();
+ const Vector2 *polygon_ptr = occluder_polygon.ptr();
+ for (int i = 0; i < occluder_polygon.size(); i++) {
+ vertex_ptr[i] = Vector3(polygon_ptr[i].x, polygon_ptr[i].y, 0.0);
+ }
+
+ r_indices.resize(occluder_indices.size());
+ memcpy(r_indices.ptrw(), occluder_indices.ptr(), occluder_indices.size() * sizeof(int));
+}
+
+bool PolygonOccluder3D::_has_editable_3d_polygon_no_depth() const {
+ return false;
+}
+
+void PolygonOccluder3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &PolygonOccluder3D::set_polygon);
+ ClassDB::bind_method(D_METHOD("get_polygon"), &PolygonOccluder3D::get_polygon);
+
+ ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &PolygonOccluder3D::_has_editable_3d_polygon_no_depth);
+
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
+}
+
+PolygonOccluder3D::PolygonOccluder3D() {
+}
+
+PolygonOccluder3D::~PolygonOccluder3D() {
+}
+
/////////////////////////////////////////////////
AABB OccluderInstance3D::get_aabb() const {
@@ -151,10 +435,6 @@ AABB OccluderInstance3D::get_aabb() const {
return AABB();
}
-Vector<Face3> OccluderInstance3D::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
-
void OccluderInstance3D::set_occluder(const Ref<Occluder3D> &p_occluder) {
if (occluder == p_occluder) {
return;
@@ -175,6 +455,13 @@ void OccluderInstance3D::set_occluder(const Ref<Occluder3D> &p_occluder) {
update_gizmos();
update_configuration_warnings();
+
+#ifdef TOOLS_ENABLED
+ // PolygonOccluder3D is edited via an editor plugin, this ensures the plugin is shown/hidden when necessary
+ if (Engine::get_singleton()->is_editor_hint()) {
+ EditorNode::get_singleton()->call_deferred(SNAME("edit_current"));
+ }
+#endif
}
void OccluderInstance3D::_occluder_changed() {
@@ -195,6 +482,14 @@ uint32_t OccluderInstance3D::get_bake_mask() const {
return bake_mask;
}
+void OccluderInstance3D::set_bake_simplification_distance(float p_dist) {
+ bake_simplification_dist = MAX(p_dist, 0.0f);
+}
+
+float OccluderInstance3D::get_bake_simplification_distance() const {
+ return bake_simplification_dist;
+}
+
void OccluderInstance3D::set_bake_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Render layer number must be between 1 and 20 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 20, "Render layer number must be between 1 and 20 inclusive.");
@@ -221,6 +516,57 @@ bool OccluderInstance3D::_bake_material_check(Ref<Material> p_material) {
return true;
}
+void OccluderInstance3D::_bake_surface(const Transform3D &p_transform, Array p_surface_arrays, Ref<Material> p_material, float p_simplification_dist, PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
+ if (!_bake_material_check(p_material)) {
+ return;
+ }
+ ERR_FAIL_COND_MSG(p_surface_arrays.size() != Mesh::ARRAY_MAX, "Invalid surface array.");
+
+ PackedVector3Array vertices = p_surface_arrays[Mesh::ARRAY_VERTEX];
+ PackedInt32Array indices = p_surface_arrays[Mesh::ARRAY_INDEX];
+
+ if (vertices.size() == 0 || indices.size() == 0) {
+ return;
+ }
+
+ Vector3 *vertices_ptr = vertices.ptrw();
+ for (int j = 0; j < vertices.size(); j++) {
+ vertices_ptr[j] = p_transform.xform(vertices_ptr[j]);
+ }
+
+ if (!Math::is_zero_approx(p_simplification_dist) && SurfaceTool::simplify_func) {
+ Vector<float> vertices_f32 = vector3_to_float32_array(vertices.ptr(), vertices.size());
+
+ float error_scale = SurfaceTool::simplify_scale_func(vertices_f32.ptr(), vertices.size(), sizeof(float) * 3);
+ float target_error = p_simplification_dist / error_scale;
+ float error = -1.0f;
+ int target_index_count = MIN(indices.size(), 36);
+
+ const int simplify_options = SurfaceTool::SIMPLIFY_LOCK_BORDER;
+
+ uint32_t index_count = SurfaceTool::simplify_func(
+ (unsigned int *)indices.ptrw(),
+ (unsigned int *)indices.ptr(),
+ indices.size(),
+ vertices_f32.ptr(), vertices.size(), sizeof(float) * 3,
+ target_index_count, target_error, simplify_options, &error);
+ indices.resize(index_count);
+ }
+
+ SurfaceTool::strip_mesh_arrays(vertices, indices);
+
+ int vertex_offset = r_vertices.size();
+ r_vertices.resize(vertex_offset + vertices.size());
+ memcpy(r_vertices.ptrw() + vertex_offset, vertices.ptr(), vertices.size() * sizeof(Vector3));
+
+ int index_offset = r_indices.size();
+ r_indices.resize(index_offset + indices.size());
+ int *idx_ptr = r_indices.ptrw();
+ for (int j = 0; j < indices.size(); j++) {
+ idx_ptr[index_offset + j] = vertex_offset + indices[j];
+ }
+}
+
void OccluderInstance3D::_bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_node);
if (mi && mi->is_visible_in_tree()) {
@@ -243,58 +589,76 @@ void OccluderInstance3D::_bake_node(Node *p_node, PackedVector3Array &r_vertices
Transform3D global_to_local = get_global_transform().affine_inverse() * mi->get_global_transform();
for (int i = 0; i < mesh->get_surface_count(); i++) {
- if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
- continue;
- }
+ _bake_surface(global_to_local, mesh->surface_get_arrays(i), mi->get_active_material(i), bake_simplification_dist, r_vertices, r_indices);
+ }
+ }
+ }
- if (mi->get_surface_override_material(i).is_valid()) {
- if (!_bake_material_check(mi->get_surface_override_material(i))) {
- continue;
- }
- } else {
- if (!_bake_material_check(mesh->surface_get_material(i))) {
- continue;
- }
- }
+ for (int i = 0; i < p_node->get_child_count(); i++) {
+ Node *child = p_node->get_child(i);
+ if (!child->get_owner()) {
+ continue; // may be a helper
+ }
- Array arrays = mesh->surface_get_arrays(i);
+ _bake_node(child, r_vertices, r_indices);
+ }
+}
- int vertex_offset = r_vertices.size();
- PackedVector3Array vertices = arrays[Mesh::ARRAY_VERTEX];
- r_vertices.resize(r_vertices.size() + vertices.size());
+void OccluderInstance3D::bake_single_node(const Node3D *p_node, float p_simplification_distance, PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
+ ERR_FAIL_COND(!p_node);
- Vector3 *vtx_ptr = r_vertices.ptrw();
- for (int j = 0; j < vertices.size(); j++) {
- vtx_ptr[vertex_offset + j] = global_to_local.xform(vertices[j]);
- }
+ Transform3D xform = p_node->is_inside_tree() ? p_node->get_global_transform() : p_node->get_transform();
- int index_offset = r_indices.size();
- PackedInt32Array indices = arrays[Mesh::ARRAY_INDEX];
- r_indices.resize(r_indices.size() + indices.size());
+ const MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_node);
+ if (mi) {
+ Ref<Mesh> mesh = mi->get_mesh();
+ bool valid = true;
- int *idx_ptr = r_indices.ptrw();
- for (int j = 0; j < indices.size(); j++) {
- idx_ptr[index_offset + j] = vertex_offset + indices[j];
- }
+ if (mesh.is_null()) {
+ valid = false;
+ }
+
+ if (valid && !_bake_material_check(mi->get_material_override())) {
+ valid = false;
+ }
+
+ if (valid) {
+ for (int i = 0; i < mesh->get_surface_count(); i++) {
+ _bake_surface(xform, mesh->surface_get_arrays(i), mi->get_active_material(i), p_simplification_distance, r_vertices, r_indices);
}
}
}
- for (int i = 0; i < p_node->get_child_count(); i++) {
- Node *child = p_node->get_child(i);
- if (!child->get_owner()) {
- continue; //maybe a helper
+ const ImporterMeshInstance3D *imi = Object::cast_to<ImporterMeshInstance3D>(p_node);
+ if (imi) {
+ Ref<ImporterMesh> mesh = imi->get_mesh();
+ bool valid = true;
+
+ if (mesh.is_null()) {
+ valid = false;
}
- _bake_node(child, r_vertices, r_indices);
+ if (valid) {
+ for (int i = 0; i < mesh->get_surface_count(); i++) {
+ Ref<Material> material = imi->get_surface_material(i);
+ if (material.is_null()) {
+ material = mesh->get_surface_material(i);
+ }
+ _bake_surface(xform, mesh->get_surface_arrays(i), material, p_simplification_distance, r_vertices, r_indices);
+ }
+ }
}
}
-OccluderInstance3D::BakeError OccluderInstance3D::bake(Node *p_from_node, String p_occluder_path) {
+OccluderInstance3D::BakeError OccluderInstance3D::bake_scene(Node *p_from_node, String p_occluder_path) {
if (p_occluder_path.is_empty()) {
if (get_occluder().is_null()) {
return BAKE_ERROR_NO_SAVE_PATH;
}
+ p_occluder_path = get_occluder()->get_path();
+ if (!p_occluder_path.is_resource_file()) {
+ return BAKE_ERROR_NO_SAVE_PATH;
+ }
}
PackedVector3Array vertices;
@@ -306,55 +670,85 @@ OccluderInstance3D::BakeError OccluderInstance3D::bake(Node *p_from_node, String
return BAKE_ERROR_NO_MESHES;
}
- Ref<Occluder3D> occ;
+ Ref<ArrayOccluder3D> occ;
if (get_occluder().is_valid()) {
occ = get_occluder();
- } else {
+ set_occluder(Ref<Occluder3D>()); // clear
+ }
+
+ if (occ.is_null()) {
occ.instantiate();
- occ->set_path(p_occluder_path);
}
- occ->set_vertices(vertices);
- occ->set_indices(indices);
+ occ->set_arrays(vertices, indices);
+
+ Error err = ResourceSaver::save(occ, p_occluder_path);
+
+ if (err != OK) {
+ return BAKE_ERROR_CANT_SAVE;
+ }
+
+ occ->set_path(p_occluder_path);
set_occluder(occ);
return BAKE_ERROR_OK;
}
-TypedArray<String> OccluderInstance3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray OccluderInstance3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (!bool(GLOBAL_GET("rendering/occlusion_culling/use_occlusion_culling"))) {
- warnings.push_back(TTR("Occlusion culling is disabled in the Project Settings, which means occlusion culling won't be performed in the root viewport.\nTo resolve this, open the Project Settings and enable Rendering > Occlusion Culling > Use Occlusion Culling."));
+ warnings.push_back(RTR("Occlusion culling is disabled in the Project Settings, which means occlusion culling won't be performed in the root viewport.\nTo resolve this, open the Project Settings and enable Rendering > Occlusion Culling > Use Occlusion Culling."));
}
if (bake_mask == 0) {
- warnings.push_back(TTR("The Bake Mask has no bits enabled, which means baking will not produce any occluder meshes for this OccluderInstance3D.\nTo resolve this, enable at least one bit in the Bake Mask property."));
+ warnings.push_back(RTR("The Bake Mask has no bits enabled, which means baking will not produce any occluder meshes for this OccluderInstance3D.\nTo resolve this, enable at least one bit in the Bake Mask property."));
}
if (occluder.is_null()) {
- warnings.push_back(TTR("No occluder mesh is defined in the Occluder property, so no occlusion culling will be performed using this OccluderInstance3D.\nTo resolve this, select the OccluderInstance3D then use the Bake Occluders button at the top of the 3D editor viewport."));
- } else if (occluder->get_vertices().size() < 3) {
- // Using the "New Occluder" dropdown button won't result in a correct occluder,
- // so warn the user about this.
- warnings.push_back(TTR("The occluder mesh has less than 3 vertices, so no occlusion culling will be performed using this OccluderInstance3D.\nTo generate a proper occluder mesh, select the OccluderInstance3D then use the Bake Occluders button at the top of the 3D editor viewport."));
+ warnings.push_back(RTR("No occluder mesh is defined in the Occluder property, so no occlusion culling will be performed using this OccluderInstance3D.\nTo resolve this, set the Occluder property to one of the primitive occluder types or bake the scene meshes by selecting the OccluderInstance3D and pressing the Bake Occluders button at the top of the 3D editor viewport."));
+ } else {
+ Ref<ArrayOccluder3D> arr_occluder = occluder;
+ if (arr_occluder.is_valid() && arr_occluder->get_indices().size() < 3) {
+ // Setting a new ArrayOccluder3D from the inspector will create an empty occluder,
+ // so warn the user about this.
+ warnings.push_back(RTR("The occluder mesh has less than 3 vertices, so no occlusion culling will be performed using this OccluderInstance3D.\nTo generate a proper occluder mesh, select the OccluderInstance3D then use the Bake Occluders button at the top of the 3D editor viewport."));
+ }
+ Ref<PolygonOccluder3D> poly_occluder = occluder;
+ if (poly_occluder.is_valid() && poly_occluder->get_polygon().size() < 3) {
+ warnings.push_back(RTR("The polygon occluder has less than 3 vertices, so no occlusion culling will be performed using this OccluderInstance3D.\nVertices can be added in the inspector or using the polygon editing tools at the top of the 3D editor viewport."));
+ }
}
return warnings;
}
+bool OccluderInstance3D::_is_editable_3d_polygon() const {
+ return Ref<PolygonOccluder3D>(occluder).is_valid();
+}
+
+Ref<Resource> OccluderInstance3D::_get_editable_3d_polygon_resource() const {
+ return occluder;
+}
+
void OccluderInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bake_mask", "mask"), &OccluderInstance3D::set_bake_mask);
ClassDB::bind_method(D_METHOD("get_bake_mask"), &OccluderInstance3D::get_bake_mask);
ClassDB::bind_method(D_METHOD("set_bake_mask_value", "layer_number", "value"), &OccluderInstance3D::set_bake_mask_value);
ClassDB::bind_method(D_METHOD("get_bake_mask_value", "layer_number"), &OccluderInstance3D::get_bake_mask_value);
+ ClassDB::bind_method(D_METHOD("set_bake_simplification_distance", "simplification_distance"), &OccluderInstance3D::set_bake_simplification_distance);
+ ClassDB::bind_method(D_METHOD("get_bake_simplification_distance"), &OccluderInstance3D::get_bake_simplification_distance);
ClassDB::bind_method(D_METHOD("set_occluder", "occluder"), &OccluderInstance3D::set_occluder);
ClassDB::bind_method(D_METHOD("get_occluder"), &OccluderInstance3D::get_occluder);
+ ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &OccluderInstance3D::_is_editable_3d_polygon);
+ ClassDB::bind_method(D_METHOD("_get_editable_3d_polygon_resource"), &OccluderInstance3D::_get_editable_3d_polygon_resource);
+
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "occluder", PROPERTY_HINT_RESOURCE_TYPE, "Occluder3D"), "set_occluder", "get_occluder");
ADD_GROUP("Bake", "bake_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bake_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_bake_mask", "get_bake_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bake_simplification_distance", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,suffix:m"), "set_bake_simplification_distance", "get_bake_simplification_distance");
}
OccluderInstance3D::OccluderInstance3D() {
diff --git a/scene/3d/occluder_instance_3d.h b/scene/3d/occluder_instance_3d.h
index 8a8d4c9af4..f607877e8f 100644
--- a/scene/3d/occluder_instance_3d.h
+++ b/scene/3d/occluder_instance_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* occluder_instance_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* occluder_instance_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef OCCLUDER_INSTANCE_3D_H
#define OCCLUDER_INSTANCE_3D_H
@@ -37,24 +37,23 @@ class Occluder3D : public Resource {
GDCLASS(Occluder3D, Resource);
RES_BASE_EXTENSION("occ");
- mutable RID occluder;
- mutable Ref<ArrayMesh> debug_mesh;
- mutable Vector<Vector3> debug_lines;
- AABB aabb;
-
+ RID occluder;
PackedVector3Array vertices;
PackedInt32Array indices;
+ AABB aabb;
- void _update_changes();
+ mutable Ref<ArrayMesh> debug_mesh;
+ mutable Vector<Vector3> debug_lines;
protected:
+ void _update();
+ virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) = 0;
+
static void _bind_methods();
+ void _notification(int p_what);
public:
- void set_vertices(PackedVector3Array p_vertices);
PackedVector3Array get_vertices() const;
-
- void set_indices(PackedInt32Array p_indices);
PackedInt32Array get_indices() const;
Vector<Vector3> get_debug_lines() const;
@@ -63,7 +62,102 @@ public:
virtual RID get_rid() const override;
Occluder3D();
- ~Occluder3D();
+ virtual ~Occluder3D();
+};
+
+class ArrayOccluder3D : public Occluder3D {
+ GDCLASS(ArrayOccluder3D, Occluder3D);
+
+ PackedVector3Array vertices;
+ PackedInt32Array indices;
+
+protected:
+ virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
+ static void _bind_methods();
+
+public:
+ void set_arrays(PackedVector3Array p_vertices, PackedInt32Array p_indices);
+ void set_vertices(PackedVector3Array p_vertices);
+ void set_indices(PackedInt32Array p_indices);
+
+ ArrayOccluder3D();
+ ~ArrayOccluder3D();
+};
+
+class QuadOccluder3D : public Occluder3D {
+ GDCLASS(QuadOccluder3D, Occluder3D);
+
+private:
+ Size2 size = Vector2(1.0f, 1.0f);
+
+protected:
+ virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
+ static void _bind_methods();
+
+public:
+ Size2 get_size() const;
+ void set_size(const Size2 &p_size);
+
+ QuadOccluder3D();
+ ~QuadOccluder3D();
+};
+
+class BoxOccluder3D : public Occluder3D {
+ GDCLASS(BoxOccluder3D, Occluder3D);
+
+private:
+ Vector3 size = Vector3(1.0f, 1.0f, 1.0f);
+
+protected:
+ virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
+ static void _bind_methods();
+
+public:
+ Vector3 get_size() const;
+ void set_size(const Vector3 &p_size);
+
+ BoxOccluder3D();
+ ~BoxOccluder3D();
+};
+
+class SphereOccluder3D : public Occluder3D {
+ GDCLASS(SphereOccluder3D, Occluder3D);
+
+private:
+ static constexpr int RINGS = 7;
+ static constexpr int RADIAL_SEGMENTS = 7;
+ float radius = 1.0f;
+
+protected:
+ virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
+ static void _bind_methods();
+
+public:
+ float get_radius() const;
+ void set_radius(float p_radius);
+
+ SphereOccluder3D();
+ ~SphereOccluder3D();
+};
+
+class PolygonOccluder3D : public Occluder3D {
+ GDCLASS(PolygonOccluder3D, Occluder3D);
+
+private:
+ Vector<Vector2> polygon;
+
+ bool _has_editable_3d_polygon_no_depth() const;
+
+protected:
+ virtual void _update_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) override;
+ static void _bind_methods();
+
+public:
+ void set_polygon(const Vector<Vector2> &p_polygon);
+ Vector<Vector2> get_polygon() const;
+
+ PolygonOccluder3D();
+ ~PolygonOccluder3D();
};
class OccluderInstance3D : public VisualInstance3D {
@@ -72,40 +166,49 @@ class OccluderInstance3D : public VisualInstance3D {
private:
Ref<Occluder3D> occluder;
uint32_t bake_mask = 0xFFFFFFFF;
+ float bake_simplification_dist = 0.1f;
void _occluder_changed();
- bool _bake_material_check(Ref<Material> p_material);
+ static bool _bake_material_check(Ref<Material> p_material);
+ static void _bake_surface(const Transform3D &p_transform, Array p_surface_arrays, Ref<Material> p_material, float p_simplification_dist, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
void _bake_node(Node *p_node, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
+ bool _is_editable_3d_polygon() const;
+ Ref<Resource> _get_editable_3d_polygon_resource() const;
+
protected:
static void _bind_methods();
public:
- virtual TypedArray<String> get_configuration_warnings() const override;
+ virtual PackedStringArray get_configuration_warnings() const override;
enum BakeError {
BAKE_ERROR_OK,
BAKE_ERROR_NO_SAVE_PATH,
BAKE_ERROR_NO_MESHES,
+ BAKE_ERROR_CANT_SAVE,
};
void set_occluder(const Ref<Occluder3D> &p_occluder);
Ref<Occluder3D> get_occluder() const;
virtual AABB get_aabb() const override;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
void set_bake_mask(uint32_t p_mask);
uint32_t get_bake_mask() const;
+ void set_bake_simplification_distance(float p_dist);
+ float get_bake_simplification_distance() const;
+
void set_bake_mask_value(int p_layer_number, bool p_enable);
bool get_bake_mask_value(int p_layer_number) const;
- BakeError bake(Node *p_from_node, String p_occluder_path = "");
+ BakeError bake_scene(Node *p_from_node, String p_occluder_path = "");
+ static void bake_single_node(const Node3D *p_node, float p_simplification_distance, PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
OccluderInstance3D();
~OccluderInstance3D();
};
-#endif
+#endif // OCCLUDER_INSTANCE_3D_H
diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp
index 6e1c9ef781..04ac01a085 100644
--- a/scene/3d/path_3d.cpp
+++ b/scene/3d/path_3d.cpp
@@ -1,36 +1,120 @@
-/*************************************************************************/
-/* path_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* path_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "path_3d.h"
+Path3D::Path3D() {
+ SceneTree *st = SceneTree::get_singleton();
+ if (st && st->is_debugging_paths_hint()) {
+ debug_instance = RS::get_singleton()->instance_create();
+ set_notify_transform(true);
+ _update_debug_mesh();
+ }
+}
+
+Path3D::~Path3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+ if (debug_instance.is_valid()) {
+ RS::get_singleton()->free(debug_instance);
+ }
+ if (debug_mesh.is_valid()) {
+ RS::get_singleton()->free(debug_mesh->get_rid());
+ }
+}
+
void Path3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ SceneTree *st = SceneTree::get_singleton();
+ if (st && st->is_debugging_paths_hint()) {
+ _update_debug_mesh();
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ SceneTree *st = SceneTree::get_singleton();
+ if (st && st->is_debugging_paths_hint()) {
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ }
+ } break;
+
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+ if (is_inside_tree() && debug_instance.is_valid()) {
+ RS::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
+ }
+ } break;
+ }
+}
+
+void Path3D::_update_debug_mesh() {
+ SceneTree *st = SceneTree::get_singleton();
+ if (!(st && st->is_debugging_paths_hint())) {
+ return;
+ }
+
+ if (!debug_mesh.is_valid()) {
+ debug_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
+ }
+
+ if (!(curve.is_valid())) {
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ return;
+ }
+ if (curve->get_point_count() < 2) {
+ RS::get_singleton()->instance_set_visible(debug_instance, false);
+ return;
+ }
+
+ Vector<Vector3> vertex_array;
+
+ for (int i = 1; i < curve->get_point_count(); i++) {
+ Vector3 line_end = curve->get_point_position(i);
+ Vector3 line_start = curve->get_point_position(i - 1);
+ vertex_array.push_back(line_start);
+ vertex_array.push_back(line_end);
+ }
+
+ Array mesh_array;
+ mesh_array.resize(Mesh::ARRAY_MAX);
+ mesh_array[Mesh::ARRAY_VERTEX] = vertex_array;
+
+ debug_mesh->clear_surfaces();
+ debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, mesh_array);
+
+ RS::get_singleton()->instance_set_base(debug_instance, debug_mesh->get_rid());
+ RS::get_singleton()->mesh_surface_set_material(debug_mesh->get_rid(), 0, st->get_debug_paths_material()->get_rid());
+ if (is_inside_tree()) {
+ RS::get_singleton()->instance_set_scenario(debug_instance, get_world_3d()->get_scenario());
+ RS::get_singleton()->instance_set_transform(debug_instance, get_global_transform());
+ RS::get_singleton()->instance_set_visible(debug_instance, is_visible_in_tree());
+ }
}
void Path3D::_curve_changed() {
@@ -51,6 +135,10 @@ void Path3D::_curve_changed() {
}
}
}
+ SceneTree *st = SceneTree::get_singleton();
+ if (st && st->is_debugging_paths_hint()) {
+ _update_debug_mesh();
+ }
}
void Path3D::set_curve(const Ref<Curve3D> &p_curve) {
@@ -95,121 +183,31 @@ void PathFollow3D::_update_transform(bool p_update_xyz_rot) {
if (bl == 0.0) {
return;
}
- real_t bi = c->get_bake_interval();
- real_t o_next = offset + bi;
- real_t o_prev = offset - bi;
-
- if (loop) {
- o_next = Math::fposmod(o_next, bl);
- o_prev = Math::fposmod(o_prev, bl);
- } else if (rotation_mode == ROTATION_ORIENTED) {
- if (o_next >= bl) {
- o_next = bl;
- }
- if (o_prev <= 0) {
- o_prev = 0;
- }
- }
- Vector3 pos = c->interpolate_baked(offset, cubic);
- Transform3D t = get_transform();
- // Vector3 pos_offset = Vector3(h_offset, v_offset, 0); not used in all cases
- // will be replaced by "Vector3(h_offset, v_offset, 0)" where it was formerly used
-
- if (rotation_mode == ROTATION_ORIENTED) {
- Vector3 forward = c->interpolate_baked(o_next, cubic) - pos;
-
- // Try with the previous position
- if (forward.length_squared() < CMP_EPSILON2) {
- forward = pos - c->interpolate_baked(o_prev, cubic);
- }
-
- if (forward.length_squared() < CMP_EPSILON2) {
- forward = Vector3(0, 0, 1);
- } else {
- forward.normalize();
- }
-
- Vector3 up = c->interpolate_baked_up_vector(offset, true);
-
- if (o_next < offset) {
- Vector3 up1 = c->interpolate_baked_up_vector(o_next, true);
- Vector3 axis = up.cross(up1);
-
- if (axis.length_squared() < CMP_EPSILON2) {
- axis = forward;
- } else {
- axis.normalize();
- }
-
- up.rotate(axis, up.angle_to(up1) * 0.5f);
- }
-
- Vector3 scale = t.basis.get_scale();
- Vector3 sideways = up.cross(forward).normalized();
- up = forward.cross(sideways).normalized();
-
- t.basis.set(sideways, up, forward);
- t.basis.scale_local(scale);
-
- t.origin = pos + sideways * h_offset + up * v_offset;
- } else if (rotation_mode != ROTATION_NONE) {
- // perform parallel transport
- //
- // see C. Dougan, The Parallel Transport Frame, Game Programming Gems 2 for example
- // for a discussion about why not Frenet frame.
+ Transform3D t;
+ if (rotation_mode == ROTATION_NONE) {
+ Vector3 pos = c->sample_baked(progress, cubic);
t.origin = pos;
+ } else {
+ t = c->sample_baked_with_rotation(progress, cubic, false);
+ Vector3 forward = t.basis.get_column(2); // Retain tangent for applying tilt
+ t = PathFollow3D::correct_posture(t, rotation_mode);
- if (p_update_xyz_rot && delta_offset != 0) { // Only update rotation if some parameter has changed - i.e. not on addition to scene tree.
- Vector3 t_prev = (pos - c->interpolate_baked(offset - delta_offset, cubic)).normalized();
- Vector3 t_cur = (c->interpolate_baked(offset + delta_offset, cubic) - pos).normalized();
-
- Vector3 axis = t_prev.cross(t_cur);
- real_t dot = t_prev.dot(t_cur);
- real_t angle = Math::acos(CLAMP(dot, -1, 1));
-
- if (likely(!Math::is_zero_approx(angle))) {
- if (rotation_mode == ROTATION_Y) {
- // assuming we're referring to global Y-axis. is this correct?
- axis.x = 0;
- axis.z = 0;
- } else if (rotation_mode == ROTATION_XY) {
- axis.z = 0;
- } else if (rotation_mode == ROTATION_XYZ) {
- // all components are allowed
- }
-
- if (likely(!Math::is_zero_approx(axis.length()))) {
- t.rotate_basis(axis.normalized(), angle);
- }
- }
-
- // do the additional tilting
- real_t tilt_angle = c->interpolate_baked_tilt(offset);
- Vector3 tilt_axis = t_cur; // not sure what tilt is supposed to do, is this correct??
-
- if (likely(!Math::is_zero_approx(Math::abs(tilt_angle)))) {
- if (rotation_mode == ROTATION_Y) {
- tilt_axis.x = 0;
- tilt_axis.z = 0;
- } else if (rotation_mode == ROTATION_XY) {
- tilt_axis.z = 0;
- } else if (rotation_mode == ROTATION_XYZ) {
- // all components are allowed
- }
+ // Apply tilt *after* correct_posture
+ if (tilt_enabled) {
+ const real_t tilt = c->sample_baked_tilt(progress);
- if (likely(!Math::is_zero_approx(tilt_axis.length()))) {
- t.rotate_basis(tilt_axis.normalized(), tilt_angle);
- }
- }
+ const Basis twist(forward, tilt);
+ t.basis = twist * t.basis;
}
-
- t.translate(Vector3(h_offset, v_offset, 0));
- } else {
- t.origin = pos + Vector3(h_offset, v_offset, 0);
}
+ Vector3 scale = get_transform().basis.get_scale();
+
+ t.translate_local(Vector3(h_offset, v_offset, 0));
+ t.basis.scale_local(scale);
+
set_transform(t);
}
@@ -223,8 +221,8 @@ void PathFollow3D::_notification(int p_what) {
_update_transform(false);
}
}
-
} break;
+
case NOTIFICATION_EXIT_TREE: {
path = nullptr;
} break;
@@ -239,28 +237,27 @@ bool PathFollow3D::get_cubic_interpolation() const {
return cubic;
}
-void PathFollow3D::_validate_property(PropertyInfo &property) const {
- if (property.name == "offset") {
+void PathFollow3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "offset") {
real_t max = 10000;
if (path && path->get_curve().is_valid()) {
max = path->get_curve()->get_baked_length();
}
- property.hint_string = "0," + rtos(max) + ",0.01,or_lesser,or_greater";
+ p_property.hint_string = "0," + rtos(max) + ",0.01,or_less,or_greater";
}
- Node3D::_validate_property(property);
}
-TypedArray<String> PathFollow3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray PathFollow3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (is_visible_in_tree() && is_inside_tree()) {
if (!Object::cast_to<Path3D>(get_parent())) {
- warnings.push_back(TTR("PathFollow3D only works when set as a child of a Path3D node."));
+ warnings.push_back(RTR("PathFollow3D only works when set as a child of a Path3D node."));
} else {
- Path3D *path = Object::cast_to<Path3D>(get_parent());
- if (path->get_curve().is_valid() && !path->get_curve()->is_up_vector_enabled() && rotation_mode == ROTATION_ORIENTED) {
- warnings.push_back(TTR("PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its parent Path3D's Curve resource."));
+ Path3D *p = Object::cast_to<Path3D>(get_parent());
+ if (p->get_curve().is_valid() && !p->get_curve()->is_up_vector_enabled() && rotation_mode == ROTATION_ORIENTED) {
+ warnings.push_back(RTR("PathFollow3D's ROTATION_ORIENTED requires \"Up Vector\" to be enabled in its parent Path3D's Curve resource."));
}
}
}
@@ -268,9 +265,41 @@ TypedArray<String> PathFollow3D::get_configuration_warnings() const {
return warnings;
}
+Transform3D PathFollow3D::correct_posture(Transform3D p_transform, PathFollow3D::RotationMode p_rotation_mode) {
+ Transform3D t = p_transform;
+
+ // Modify frame according to rotation mode.
+ if (p_rotation_mode == PathFollow3D::ROTATION_NONE) {
+ // Clear rotation.
+ t.basis = Basis();
+ } else if (p_rotation_mode == PathFollow3D::ROTATION_ORIENTED) {
+ // Y-axis always straight up.
+ Vector3 up(0.0, 1.0, 0.0);
+ Vector3 forward = t.basis.get_column(2);
+
+ t.basis = Basis::looking_at(-forward, up);
+ } else {
+ // Lock some euler axes.
+ Vector3 euler = t.basis.get_euler_normalized(EulerOrder::YXZ);
+ if (p_rotation_mode == PathFollow3D::ROTATION_Y) {
+ // Only Y-axis allowed.
+ euler[0] = 0;
+ euler[2] = 0;
+ } else if (p_rotation_mode == PathFollow3D::ROTATION_XY) {
+ // XY allowed.
+ euler[2] = 0;
+ }
+
+ Basis locked = Basis::from_euler(euler, EulerOrder::YXZ);
+ t.basis = locked;
+ }
+
+ return t;
+}
+
void PathFollow3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_offset", "offset"), &PathFollow3D::set_offset);
- ClassDB::bind_method(D_METHOD("get_offset"), &PathFollow3D::get_offset);
+ ClassDB::bind_method(D_METHOD("set_progress", "progress"), &PathFollow3D::set_progress);
+ ClassDB::bind_method(D_METHOD("get_progress"), &PathFollow3D::get_progress);
ClassDB::bind_method(D_METHOD("set_h_offset", "h_offset"), &PathFollow3D::set_h_offset);
ClassDB::bind_method(D_METHOD("get_h_offset"), &PathFollow3D::get_h_offset);
@@ -278,8 +307,8 @@ void PathFollow3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_v_offset", "v_offset"), &PathFollow3D::set_v_offset);
ClassDB::bind_method(D_METHOD("get_v_offset"), &PathFollow3D::get_v_offset);
- ClassDB::bind_method(D_METHOD("set_unit_offset", "unit_offset"), &PathFollow3D::set_unit_offset);
- ClassDB::bind_method(D_METHOD("get_unit_offset"), &PathFollow3D::get_unit_offset);
+ ClassDB::bind_method(D_METHOD("set_progress_ratio", "ratio"), &PathFollow3D::set_progress_ratio);
+ ClassDB::bind_method(D_METHOD("get_progress_ratio"), &PathFollow3D::get_progress_ratio);
ClassDB::bind_method(D_METHOD("set_rotation_mode", "rotation_mode"), &PathFollow3D::set_rotation_mode);
ClassDB::bind_method(D_METHOD("get_rotation_mode"), &PathFollow3D::get_rotation_mode);
@@ -290,13 +319,19 @@ void PathFollow3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_loop", "loop"), &PathFollow3D::set_loop);
ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow3D::has_loop);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_lesser,or_greater"), "set_offset", "get_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_lesser,or_greater", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "h_offset"), "set_h_offset", "get_h_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset"), "set_v_offset", "get_v_offset");
+ ClassDB::bind_method(D_METHOD("set_tilt_enabled", "enabled"), &PathFollow3D::set_tilt_enabled);
+ ClassDB::bind_method(D_METHOD("is_tilt_enabled"), &PathFollow3D::is_tilt_enabled);
+
+ ClassDB::bind_static_method("PathFollow3D", D_METHOD("correct_posture", "transform", "rotation_mode"), &PathFollow3D::correct_posture);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "progress", PROPERTY_HINT_RANGE, "0,10000,0.01,or_less,or_greater,suffix:m"), "set_progress", "get_progress");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "progress_ratio", PROPERTY_HINT_RANGE, "0,1,0.0001,or_less,or_greater", PROPERTY_USAGE_EDITOR), "set_progress_ratio", "get_progress_ratio");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "h_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_h_offset", "get_h_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "v_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_v_offset", "get_v_offset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ,Oriented"), "set_rotation_mode", "get_rotation_mode");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cubic_interp"), "set_cubic_interpolation", "get_cubic_interpolation");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tilt_enabled"), "set_tilt_enabled", "is_tilt_enabled");
BIND_ENUM_CONSTANT(ROTATION_NONE);
BIND_ENUM_CONSTANT(ROTATION_Y);
@@ -305,21 +340,19 @@ void PathFollow3D::_bind_methods() {
BIND_ENUM_CONSTANT(ROTATION_ORIENTED);
}
-void PathFollow3D::set_offset(real_t p_offset) {
- delta_offset = p_offset - offset;
- offset = p_offset;
+void PathFollow3D::set_progress(real_t p_progress) {
+ ERR_FAIL_COND(!isfinite(p_progress));
+ progress = p_progress;
if (path) {
if (path->get_curve().is_valid()) {
real_t path_length = path->get_curve()->get_baked_length();
- if (loop) {
- offset = Math::fposmod(offset, path_length);
- if (!Math::is_zero_approx(p_offset) && Math::is_zero_approx(offset)) {
- offset = path_length;
+ if (loop && path_length) {
+ progress = Math::fposmod(progress, path_length);
+ if (!Math::is_zero_approx(p_progress) && Math::is_zero_approx(progress)) {
+ progress = path_length;
}
- } else {
- offset = CLAMP(offset, 0, path_length);
}
}
@@ -349,19 +382,19 @@ real_t PathFollow3D::get_v_offset() const {
return v_offset;
}
-real_t PathFollow3D::get_offset() const {
- return offset;
+real_t PathFollow3D::get_progress() const {
+ return progress;
}
-void PathFollow3D::set_unit_offset(real_t p_unit_offset) {
+void PathFollow3D::set_progress_ratio(real_t p_ratio) {
if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) {
- set_offset(p_unit_offset * path->get_curve()->get_baked_length());
+ set_progress(p_ratio * path->get_curve()->get_baked_length());
}
}
-real_t PathFollow3D::get_unit_offset() const {
+real_t PathFollow3D::get_progress_ratio() const {
if (path && path->get_curve().is_valid() && path->get_curve()->get_baked_length()) {
- return get_offset() / path->get_curve()->get_baked_length();
+ return get_progress() / path->get_curve()->get_baked_length();
} else {
return 0;
}
@@ -385,3 +418,11 @@ void PathFollow3D::set_loop(bool p_loop) {
bool PathFollow3D::has_loop() const {
return loop;
}
+
+void PathFollow3D::set_tilt_enabled(bool p_enable) {
+ tilt_enabled = p_enable;
+}
+
+bool PathFollow3D::is_tilt_enabled() const {
+ return tilt_enabled;
+}
diff --git a/scene/3d/path_3d.h b/scene/3d/path_3d.h
index 32ca5a1beb..9fdcc0f0ef 100644
--- a/scene/3d/path_3d.h
+++ b/scene/3d/path_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* path_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef PATH_H
-#define PATH_H
+/**************************************************************************/
+/* path_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef PATH_3D_H
+#define PATH_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/curve.h"
@@ -41,15 +41,23 @@ class Path3D : public Node3D {
void _curve_changed();
+ RID debug_instance;
+ Ref<ArrayMesh> debug_mesh;
+
+private:
+ void _update_debug_mesh();
+
protected:
void _notification(int p_what);
+
static void _bind_methods();
public:
void set_curve(const Ref<Curve3D> &p_curve);
Ref<Curve3D> get_curve() const;
- Path3D() {}
+ Path3D();
+ ~Path3D();
};
class PathFollow3D : public Node3D {
@@ -64,27 +72,29 @@ public:
ROTATION_ORIENTED
};
+ static Transform3D correct_posture(Transform3D p_transform, PathFollow3D::RotationMode p_rotation_mode);
+
private:
Path3D *path = nullptr;
- real_t delta_offset = 0.0; // Change in offset since last _update_transform.
- real_t offset = 0.0;
+ real_t progress = 0.0;
real_t h_offset = 0.0;
real_t v_offset = 0.0;
bool cubic = true;
bool loop = true;
+ bool tilt_enabled = true;
RotationMode rotation_mode = ROTATION_XYZ;
void _update_transform(bool p_update_xyz_rot = true);
protected:
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
public:
- void set_offset(real_t p_offset);
- real_t get_offset() const;
+ void set_progress(real_t p_progress);
+ real_t get_progress() const;
void set_h_offset(real_t p_h_offset);
real_t get_h_offset() const;
@@ -92,23 +102,26 @@ public:
void set_v_offset(real_t p_v_offset);
real_t get_v_offset() const;
- void set_unit_offset(real_t p_unit_offset);
- real_t get_unit_offset() const;
+ void set_progress_ratio(real_t p_ratio);
+ real_t get_progress_ratio() const;
void set_loop(bool p_loop);
bool has_loop() const;
+ void set_tilt_enabled(bool p_enable);
+ bool is_tilt_enabled() const;
+
void set_rotation_mode(RotationMode p_rotation_mode);
RotationMode get_rotation_mode() const;
void set_cubic_interpolation(bool p_enable);
bool get_cubic_interpolation() const;
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
PathFollow3D() {}
};
VARIANT_ENUM_CAST(PathFollow3D::RotationMode);
-#endif // PATH_H
+#endif // PATH_3D_H
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index b3192a5bb5..c8cfcf7d7a 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* physics_body_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* physics_body_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "physics_body_3d.h"
@@ -34,8 +34,8 @@
#include "scene/scene_string_names.h"
void PhysicsBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1));
- ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("move_and_collide", "motion", "test_only", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("test_move", "from", "motion", "collision", "safe_margin", "recovery_as_collision", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(false), DEFVAL(1));
ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock);
ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock);
@@ -80,28 +80,27 @@ TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() {
void PhysicsBody3D::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
- ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
+ ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D).");
PhysicsServer3D::get_singleton()->body_add_collision_exception(get_rid(), collision_object->get_rid());
}
void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
- ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
+ ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D).");
PhysicsServer3D::get_singleton()->body_remove_collision_exception(get_rid(), collision_object->get_rid());
}
-Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_linear_velocity, bool p_test_only, real_t p_margin, int p_max_collisions) {
- // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
- double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
-
- PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_linear_velocity * delta, p_margin);
+Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
+ PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_motion, p_margin);
parameters.max_collisions = p_max_collisions;
+ parameters.recovery_as_collision = p_recovery_as_collision;
PhysicsServer3D::MotionResult result;
+
if (move_and_collide(parameters, result, p_test_only)) {
// Create a new instance when the cached reference is invalid or still in use in script.
- if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) {
+ if (motion_cache.is_null() || motion_cache->get_reference_count() > 1) {
motion_cache.instantiate();
motion_cache->owner = this;
}
@@ -170,7 +169,7 @@ bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_
return colliding;
}
-bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_linear_velocity, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, int p_max_collisions) {
+bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {
ERR_FAIL_COND_V(!is_inside_tree(), false);
PhysicsServer3D::MotionResult *r = nullptr;
@@ -182,19 +181,10 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_linear
r = &temp_result;
}
- // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
- double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time();
-
- PhysicsServer3D::MotionParameters parameters(p_from, p_linear_velocity * delta, p_margin);
+ PhysicsServer3D::MotionParameters parameters(p_from, p_motion, p_margin);
+ parameters.recovery_as_collision = p_recovery_as_collision;
- bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
-
- if (colliding) {
- // Don't report collision when the whole motion is done.
- return (r->collision_safe_fraction < 1.0);
- } else {
- return false;
- }
+ return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r);
}
void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {
@@ -271,8 +261,8 @@ void StaticBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_physics_material_override"), &StaticBody3D::get_physics_material_override);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_constant_linear_velocity", "get_constant_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity", PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s"), "set_constant_angular_velocity", "get_constant_angular_velocity");
}
StaticBody3D::StaticBody3D(PhysicsServer3D::BodyMode p_mode) :
@@ -327,11 +317,6 @@ void AnimatableBody3D::_update_kinematic_motion() {
}
}
-void AnimatableBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- AnimatableBody3D *body = (AnimatableBody3D *)p_instance;
- body->_body_state_changed(p_state);
-}
-
void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
linear_velocity = p_state->get_linear_velocity();
angular_velocity = p_state->get_angular_velocity();
@@ -348,6 +333,11 @@ void AnimatableBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
}
void AnimatableBody3D::_notification(int p_what) {
+#ifdef TOOLS_ENABLED
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+#endif
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
last_valid_transform = get_global_transform();
@@ -383,54 +373,54 @@ void AnimatableBody3D::_bind_methods() {
AnimatableBody3D::AnimatableBody3D() :
StaticBody3D(PhysicsServer3D::BODY_MODE_KINEMATIC) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &AnimatableBody3D::_body_state_changed));
}
-void RigidDynamicBody3D::_body_enter_tree(ObjectID p_id) {
+void RigidBody3D::_body_enter_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
ERR_FAIL_COND(!contact_monitor);
- Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
+ HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
- ERR_FAIL_COND(E->get().in_tree);
+ ERR_FAIL_COND(E->value.in_tree);
- E->get().in_tree = true;
+ E->value.in_tree = true;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
- for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_entered, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
}
contact_monitor->locked = false;
}
-void RigidDynamicBody3D::_body_exit_tree(ObjectID p_id) {
+void RigidBody3D::_body_exit_tree(ObjectID p_id) {
Object *obj = ObjectDB::get_instance(p_id);
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!node);
ERR_FAIL_COND(!contact_monitor);
- Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(p_id);
+ HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(p_id);
ERR_FAIL_COND(!E);
- ERR_FAIL_COND(!E->get().in_tree);
- E->get().in_tree = false;
+ ERR_FAIL_COND(!E->value.in_tree);
+ E->value.in_tree = false;
contact_monitor->locked = true;
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
- for (int i = 0; i < E->get().shapes.size(); i++) {
- emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->get().rid, node, E->get().shapes[i].body_shape, E->get().shapes[i].local_shape);
+ for (int i = 0; i < E->value.shapes.size(); i++) {
+ emit_signal(SceneStringNames::get_singleton()->body_shape_exited, E->value.rid, node, E->value.shapes[i].body_shape, E->value.shapes[i].local_shape);
}
contact_monitor->locked = false;
}
-void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
+void RigidBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape) {
bool body_in = p_status == 1;
ObjectID objid = p_instance;
@@ -438,52 +428,52 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
Node *node = Object::cast_to<Node>(obj);
ERR_FAIL_COND(!contact_monitor);
- Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(objid);
+ HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(objid);
ERR_FAIL_COND(!body_in && !E);
if (body_in) {
if (!E) {
E = contact_monitor->body_map.insert(objid, BodyState());
- E->get().rid = p_body;
- //E->get().rc=0;
- E->get().in_tree = node && node->is_inside_tree();
+ E->value.rid = p_body;
+ //E->value.rc=0;
+ E->value.in_tree = node && node->is_inside_tree();
if (node) {
- node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree), make_binds(objid));
- node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree), make_binds(objid));
- if (E->get().in_tree) {
+ node->connect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree).bind(objid));
+ node->connect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree).bind(objid));
+ if (E->value.in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_entered, node);
}
}
}
- //E->get().rc++;
+ //E->value.rc++;
if (node) {
- E->get().shapes.insert(ShapePair(p_body_shape, p_local_shape));
+ E->value.shapes.insert(ShapePair(p_body_shape, p_local_shape));
}
- if (E->get().in_tree) {
+ if (E->value.in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_entered, p_body, node, p_body_shape, p_local_shape);
}
} else {
- //E->get().rc--;
+ //E->value.rc--;
if (node) {
- E->get().shapes.erase(ShapePair(p_body_shape, p_local_shape));
+ E->value.shapes.erase(ShapePair(p_body_shape, p_local_shape));
}
- bool in_tree = E->get().in_tree;
+ bool in_tree = E->value.in_tree;
- if (E->get().shapes.is_empty()) {
+ if (E->value.shapes.is_empty()) {
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
if (in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_exited, node);
}
}
- contact_monitor->body_map.erase(E);
+ contact_monitor->body_map.remove(E);
}
if (node && in_tree) {
emit_signal(SceneStringNames::get_singleton()->body_shape_exited, p_body, obj, p_body_shape, p_local_shape);
@@ -491,19 +481,16 @@ void RigidDynamicBody3D::_body_inout(int p_status, const RID &p_body, ObjectID p
}
}
-struct _RigidDynamicBodyInOut {
+struct _RigidBodyInOut {
RID rid;
ObjectID id;
int shape = 0;
int local_shape = 0;
};
-void RigidDynamicBody3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- RigidDynamicBody3D *body = (RigidDynamicBody3D *)p_instance;
- body->_body_state_changed(p_state);
-}
+void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
+ lock_callback();
-void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
set_ignore_transform_notification(true);
set_global_transform(p_state->get_transform());
@@ -534,43 +521,41 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
}
}
- _RigidDynamicBodyInOut *toadd = (_RigidDynamicBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidDynamicBodyInOut));
- int toadd_count = 0; //state->get_contact_count();
- RigidDynamicBody3D_RemoveAction *toremove = (RigidDynamicBody3D_RemoveAction *)alloca(rc * sizeof(RigidDynamicBody3D_RemoveAction));
+ _RigidBodyInOut *toadd = (_RigidBodyInOut *)alloca(p_state->get_contact_count() * sizeof(_RigidBodyInOut));
+ int toadd_count = 0;
+ RigidBody3D_RemoveAction *toremove = (RigidBody3D_RemoveAction *)alloca(rc * sizeof(RigidBody3D_RemoveAction));
int toremove_count = 0;
//put the ones to add
for (int i = 0; i < p_state->get_contact_count(); i++) {
- RID rid = p_state->get_contact_collider(i);
- ObjectID obj = p_state->get_contact_collider_id(i);
+ RID col_rid = p_state->get_contact_collider(i);
+ ObjectID col_obj = p_state->get_contact_collider_id(i);
int local_shape = p_state->get_contact_local_shape(i);
- int shape = p_state->get_contact_collider_shape(i);
-
- //bool found=false;
+ int col_shape = p_state->get_contact_collider_shape(i);
- Map<ObjectID, BodyState>::Element *E = contact_monitor->body_map.find(obj);
+ HashMap<ObjectID, BodyState>::Iterator E = contact_monitor->body_map.find(col_obj);
if (!E) {
- toadd[toadd_count].rid = rid;
+ toadd[toadd_count].rid = col_rid;
toadd[toadd_count].local_shape = local_shape;
- toadd[toadd_count].id = obj;
- toadd[toadd_count].shape = shape;
+ toadd[toadd_count].id = col_obj;
+ toadd[toadd_count].shape = col_shape;
toadd_count++;
continue;
}
- ShapePair sp(shape, local_shape);
- int idx = E->get().shapes.find(sp);
+ ShapePair sp(col_shape, local_shape);
+ int idx = E->value.shapes.find(sp);
if (idx == -1) {
- toadd[toadd_count].rid = rid;
+ toadd[toadd_count].rid = col_rid;
toadd[toadd_count].local_shape = local_shape;
- toadd[toadd_count].id = obj;
- toadd[toadd_count].shape = shape;
+ toadd[toadd_count].id = col_obj;
+ toadd[toadd_count].shape = col_shape;
toadd_count++;
continue;
}
- E->get().shapes[idx].tagged = true;
+ E->value.shapes[idx].tagged = true;
}
//put the ones to remove
@@ -600,14 +585,16 @@ void RigidDynamicBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state)
contact_monitor->locked = false;
}
+
+ unlock_callback();
}
-void RigidDynamicBody3D::_notification(int p_what) {
+void RigidBody3D::_notification(int p_what) {
#ifdef TOOLS_ENABLED
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
if (Engine::get_singleton()->is_editor_hint()) {
- set_notify_local_transform(true); //used for warnings and only in editor
+ set_notify_local_transform(true); // Used for warnings and only in editor.
}
} break;
@@ -620,7 +607,7 @@ void RigidDynamicBody3D::_notification(int p_what) {
#endif
}
-void RigidDynamicBody3D::_apply_body_mode() {
+void RigidBody3D::_apply_body_mode() {
if (freeze) {
switch (freeze_mode) {
case FREEZE_MODE_STATIC: {
@@ -631,13 +618,13 @@ void RigidDynamicBody3D::_apply_body_mode() {
} break;
}
} else if (lock_rotation) {
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID_LINEAR);
} else {
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
}
}
-void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
+void RigidBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
if (p_lock_rotation == lock_rotation) {
return;
}
@@ -646,11 +633,11 @@ void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) {
_apply_body_mode();
}
-bool RigidDynamicBody3D::is_lock_rotation_enabled() const {
+bool RigidBody3D::is_lock_rotation_enabled() const {
return lock_rotation;
}
-void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
+void RigidBody3D::set_freeze_enabled(bool p_freeze) {
if (p_freeze == freeze) {
return;
}
@@ -659,11 +646,11 @@ void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) {
_apply_body_mode();
}
-bool RigidDynamicBody3D::is_freeze_enabled() const {
+bool RigidBody3D::is_freeze_enabled() const {
return freeze;
}
-void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
+void RigidBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
if (p_freeze_mode == freeze_mode) {
return;
}
@@ -672,21 +659,21 @@ void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) {
_apply_body_mode();
}
-RigidDynamicBody3D::FreezeMode RigidDynamicBody3D::get_freeze_mode() const {
+RigidBody3D::FreezeMode RigidBody3D::get_freeze_mode() const {
return freeze_mode;
}
-void RigidDynamicBody3D::set_mass(real_t p_mass) {
+void RigidBody3D::set_mass(real_t p_mass) {
ERR_FAIL_COND(p_mass <= 0);
mass = p_mass;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_MASS, mass);
}
-real_t RigidDynamicBody3D::get_mass() const {
+real_t RigidBody3D::get_mass() const {
return mass;
}
-void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
+void RigidBody3D::set_inertia(const Vector3 &p_inertia) {
ERR_FAIL_COND(p_inertia.x < 0);
ERR_FAIL_COND(p_inertia.y < 0);
ERR_FAIL_COND(p_inertia.z < 0);
@@ -695,11 +682,11 @@ void RigidDynamicBody3D::set_inertia(const Vector3 &p_inertia) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_INERTIA, inertia);
}
-const Vector3 &RigidDynamicBody3D::get_inertia() const {
+const Vector3 &RigidBody3D::get_inertia() const {
return inertia;
}
-void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
+void RigidBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
if (center_of_mass_mode == p_mode) {
return;
}
@@ -721,11 +708,11 @@ void RigidDynamicBody3D::set_center_of_mass_mode(CenterOfMassMode p_mode) {
}
}
-RigidDynamicBody3D::CenterOfMassMode RigidDynamicBody3D::get_center_of_mass_mode() const {
+RigidBody3D::CenterOfMassMode RigidBody3D::get_center_of_mass_mode() const {
return center_of_mass_mode;
}
-void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
+void RigidBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
if (center_of_mass == p_center_of_mass) {
return;
}
@@ -736,106 +723,106 @@ void RigidDynamicBody3D::set_center_of_mass(const Vector3 &p_center_of_mass) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS, center_of_mass);
}
-const Vector3 &RigidDynamicBody3D::get_center_of_mass() const {
+const Vector3 &RigidBody3D::get_center_of_mass() const {
return center_of_mass;
}
-void RigidDynamicBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
+void RigidBody3D::set_physics_material_override(const Ref<PhysicsMaterial> &p_physics_material_override) {
if (physics_material_override.is_valid()) {
- if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics))) {
- physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
+ if (physics_material_override->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics))) {
+ physics_material_override->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
}
}
physics_material_override = p_physics_material_override;
if (physics_material_override.is_valid()) {
- physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidDynamicBody3D::_reload_physics_characteristics));
+ physics_material_override->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &RigidBody3D::_reload_physics_characteristics));
}
_reload_physics_characteristics();
}
-Ref<PhysicsMaterial> RigidDynamicBody3D::get_physics_material_override() const {
+Ref<PhysicsMaterial> RigidBody3D::get_physics_material_override() const {
return physics_material_override;
}
-void RigidDynamicBody3D::set_gravity_scale(real_t p_gravity_scale) {
+void RigidBody3D::set_gravity_scale(real_t p_gravity_scale) {
gravity_scale = p_gravity_scale;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE, gravity_scale);
}
-real_t RigidDynamicBody3D::get_gravity_scale() const {
+real_t RigidBody3D::get_gravity_scale() const {
return gravity_scale;
}
-void RigidDynamicBody3D::set_linear_damp_mode(DampMode p_mode) {
+void RigidBody3D::set_linear_damp_mode(DampMode p_mode) {
linear_damp_mode = p_mode;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE, linear_damp_mode);
}
-RigidDynamicBody3D::DampMode RigidDynamicBody3D::get_linear_damp_mode() const {
+RigidBody3D::DampMode RigidBody3D::get_linear_damp_mode() const {
return linear_damp_mode;
}
-void RigidDynamicBody3D::set_angular_damp_mode(DampMode p_mode) {
+void RigidBody3D::set_angular_damp_mode(DampMode p_mode) {
angular_damp_mode = p_mode;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE, angular_damp_mode);
}
-RigidDynamicBody3D::DampMode RigidDynamicBody3D::get_angular_damp_mode() const {
+RigidBody3D::DampMode RigidBody3D::get_angular_damp_mode() const {
return angular_damp_mode;
}
-void RigidDynamicBody3D::set_linear_damp(real_t p_linear_damp) {
+void RigidBody3D::set_linear_damp(real_t p_linear_damp) {
ERR_FAIL_COND(p_linear_damp < 0.0);
linear_damp = p_linear_damp;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_LINEAR_DAMP, linear_damp);
}
-real_t RigidDynamicBody3D::get_linear_damp() const {
+real_t RigidBody3D::get_linear_damp() const {
return linear_damp;
}
-void RigidDynamicBody3D::set_angular_damp(real_t p_angular_damp) {
+void RigidBody3D::set_angular_damp(real_t p_angular_damp) {
ERR_FAIL_COND(p_angular_damp < 0.0);
angular_damp = p_angular_damp;
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP, angular_damp);
}
-real_t RigidDynamicBody3D::get_angular_damp() const {
+real_t RigidBody3D::get_angular_damp() const {
return angular_damp;
}
-void RigidDynamicBody3D::set_axis_velocity(const Vector3 &p_axis) {
+void RigidBody3D::set_axis_velocity(const Vector3 &p_axis) {
Vector3 axis = p_axis.normalized();
linear_velocity -= axis * axis.dot(linear_velocity);
linear_velocity += p_axis;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-void RigidDynamicBody3D::set_linear_velocity(const Vector3 &p_velocity) {
+void RigidBody3D::set_linear_velocity(const Vector3 &p_velocity) {
linear_velocity = p_velocity;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
}
-Vector3 RigidDynamicBody3D::get_linear_velocity() const {
+Vector3 RigidBody3D::get_linear_velocity() const {
return linear_velocity;
}
-void RigidDynamicBody3D::set_angular_velocity(const Vector3 &p_velocity) {
+void RigidBody3D::set_angular_velocity(const Vector3 &p_velocity) {
angular_velocity = p_velocity;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
}
-Vector3 RigidDynamicBody3D::get_angular_velocity() const {
+Vector3 RigidBody3D::get_angular_velocity() const {
return angular_velocity;
}
-Basis RigidDynamicBody3D::get_inverse_inertia_tensor() const {
+Basis RigidBody3D::get_inverse_inertia_tensor() const {
return inverse_inertia_tensor;
}
-void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
+void RigidBody3D::set_use_custom_integrator(bool p_enable) {
if (custom_integrator == p_enable) {
return;
}
@@ -844,102 +831,108 @@ void RigidDynamicBody3D::set_use_custom_integrator(bool p_enable) {
PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
}
-bool RigidDynamicBody3D::is_using_custom_integrator() {
+bool RigidBody3D::is_using_custom_integrator() {
return custom_integrator;
}
-void RigidDynamicBody3D::set_sleeping(bool p_sleeping) {
+void RigidBody3D::set_sleeping(bool p_sleeping) {
sleeping = p_sleeping;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_SLEEPING, sleeping);
}
-void RigidDynamicBody3D::set_can_sleep(bool p_active) {
+void RigidBody3D::set_can_sleep(bool p_active) {
can_sleep = p_active;
PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_CAN_SLEEP, p_active);
}
-bool RigidDynamicBody3D::is_able_to_sleep() const {
+bool RigidBody3D::is_able_to_sleep() const {
return can_sleep;
}
-bool RigidDynamicBody3D::is_sleeping() const {
+bool RigidBody3D::is_sleeping() const {
return sleeping;
}
-void RigidDynamicBody3D::set_max_contacts_reported(int p_amount) {
+void RigidBody3D::set_max_contacts_reported(int p_amount) {
max_contacts_reported = p_amount;
PhysicsServer3D::get_singleton()->body_set_max_contacts_reported(get_rid(), p_amount);
}
-int RigidDynamicBody3D::get_max_contacts_reported() const {
+int RigidBody3D::get_max_contacts_reported() const {
return max_contacts_reported;
}
-void RigidDynamicBody3D::apply_central_impulse(const Vector3 &p_impulse) {
+int RigidBody3D::get_contact_count() const {
+ PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid());
+ ERR_FAIL_NULL_V(bs, 0);
+ return bs->get_contact_count();
+}
+
+void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+void RigidBody3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_apply_impulse(get_rid(), p_impulse, p_position);
}
-void RigidDynamicBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
+void RigidBody3D::apply_torque_impulse(const Vector3 &p_impulse) {
PhysicsServer3D::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse);
}
-void RigidDynamicBody3D::apply_central_force(const Vector3 &p_force) {
+void RigidBody3D::apply_central_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_apply_central_force(get_rid(), p_force);
}
-void RigidDynamicBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
+void RigidBody3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_apply_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody3D::apply_torque(const Vector3 &p_torque) {
+void RigidBody3D::apply_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_apply_torque(get_rid(), p_torque);
}
-void RigidDynamicBody3D::add_constant_central_force(const Vector3 &p_force) {
+void RigidBody3D::add_constant_central_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_add_constant_central_force(get_rid(), p_force);
}
-void RigidDynamicBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
+void RigidBody3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) {
PhysicsServer3D *singleton = PhysicsServer3D::get_singleton();
singleton->body_add_constant_force(get_rid(), p_force, p_position);
}
-void RigidDynamicBody3D::add_constant_torque(const Vector3 &p_torque) {
+void RigidBody3D::add_constant_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_add_constant_torque(get_rid(), p_torque);
}
-void RigidDynamicBody3D::set_constant_force(const Vector3 &p_force) {
+void RigidBody3D::set_constant_force(const Vector3 &p_force) {
PhysicsServer3D::get_singleton()->body_set_constant_force(get_rid(), p_force);
}
-Vector3 RigidDynamicBody3D::get_constant_force() const {
+Vector3 RigidBody3D::get_constant_force() const {
return PhysicsServer3D::get_singleton()->body_get_constant_force(get_rid());
}
-void RigidDynamicBody3D::set_constant_torque(const Vector3 &p_torque) {
+void RigidBody3D::set_constant_torque(const Vector3 &p_torque) {
PhysicsServer3D::get_singleton()->body_set_constant_torque(get_rid(), p_torque);
}
-Vector3 RigidDynamicBody3D::get_constant_torque() const {
+Vector3 RigidBody3D::get_constant_torque() const {
return PhysicsServer3D::get_singleton()->body_get_constant_torque(get_rid());
}
-void RigidDynamicBody3D::set_use_continuous_collision_detection(bool p_enable) {
+void RigidBody3D::set_use_continuous_collision_detection(bool p_enable) {
ccd = p_enable;
PhysicsServer3D::get_singleton()->body_set_enable_continuous_collision_detection(get_rid(), p_enable);
}
-bool RigidDynamicBody3D::is_using_continuous_collision_detection() const {
+bool RigidBody3D::is_using_continuous_collision_detection() const {
return ccd;
}
-void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
+void RigidBody3D::set_contact_monitor(bool p_enabled) {
if (p_enabled == is_contact_monitor_enabled()) {
return;
}
@@ -953,8 +946,8 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
Node *node = Object::cast_to<Node>(obj);
if (node) {
- node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidDynamicBody3D::_body_enter_tree));
- node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidDynamicBody3D::_body_exit_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_entered, callable_mp(this, &RigidBody3D::_body_enter_tree));
+ node->disconnect(SceneStringNames::get_singleton()->tree_exiting, callable_mp(this, &RigidBody3D::_body_exit_tree));
}
}
@@ -966,14 +959,14 @@ void RigidDynamicBody3D::set_contact_monitor(bool p_enabled) {
}
}
-bool RigidDynamicBody3D::is_contact_monitor_enabled() const {
+bool RigidBody3D::is_contact_monitor_enabled() const {
return contact_monitor != nullptr;
}
-Array RigidDynamicBody3D::get_colliding_bodies() const {
- ERR_FAIL_COND_V(!contact_monitor, Array());
+TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const {
+ ERR_FAIL_COND_V(!contact_monitor, TypedArray<Node3D>());
- Array ret;
+ TypedArray<Node3D> ret;
ret.resize(contact_monitor->body_map.size());
int idx = 0;
for (const KeyValue<ObjectID, BodyState> &E : contact_monitor->body_map) {
@@ -988,118 +981,118 @@ Array RigidDynamicBody3D::get_colliding_bodies() const {
return ret;
}
-TypedArray<String> RigidDynamicBody3D::get_configuration_warnings() const {
- Transform3D t = get_transform();
-
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray RigidBody3D::get_configuration_warnings() const {
+ PackedStringArray warnings = CollisionObject3D::get_configuration_warnings();
- if (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05) {
- warnings.push_back(TTR("Size changes to RigidDynamicBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ Vector3 scale = get_transform().get_basis().get_scale();
+ if (ABS(scale.x - 1.0) > 0.05 || ABS(scale.y - 1.0) > 0.05 || ABS(scale.z - 1.0) > 0.05) {
+ warnings.push_back(RTR("Scale changes to RigidBody3D will be overridden by the physics engine when running.\nPlease change the size in children collision shapes instead."));
}
return warnings;
}
-void RigidDynamicBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody3D::set_mass);
- ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody3D::get_mass);
+void RigidBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidBody3D::set_mass);
+ ClassDB::bind_method(D_METHOD("get_mass"), &RigidBody3D::get_mass);
- ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidDynamicBody3D::set_inertia);
- ClassDB::bind_method(D_METHOD("get_inertia"), &RigidDynamicBody3D::get_inertia);
+ ClassDB::bind_method(D_METHOD("set_inertia", "inertia"), &RigidBody3D::set_inertia);
+ ClassDB::bind_method(D_METHOD("get_inertia"), &RigidBody3D::get_inertia);
- ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidDynamicBody3D::set_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidDynamicBody3D::get_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass_mode", "mode"), &RigidBody3D::set_center_of_mass_mode);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass_mode"), &RigidBody3D::get_center_of_mass_mode);
- ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidDynamicBody3D::set_center_of_mass);
- ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidDynamicBody3D::get_center_of_mass);
+ ClassDB::bind_method(D_METHOD("set_center_of_mass", "center_of_mass"), &RigidBody3D::set_center_of_mass);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &RigidBody3D::get_center_of_mass);
- ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidDynamicBody3D::set_physics_material_override);
- ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidDynamicBody3D::get_physics_material_override);
+ ClassDB::bind_method(D_METHOD("set_physics_material_override", "physics_material_override"), &RigidBody3D::set_physics_material_override);
+ ClassDB::bind_method(D_METHOD("get_physics_material_override"), &RigidBody3D::get_physics_material_override);
- ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidDynamicBody3D::set_linear_velocity);
- ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidDynamicBody3D::get_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &RigidBody3D::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &RigidBody3D::get_linear_velocity);
- ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidDynamicBody3D::set_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidDynamicBody3D::get_angular_velocity);
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &RigidBody3D::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &RigidBody3D::get_angular_velocity);
- ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidDynamicBody3D::get_inverse_inertia_tensor);
+ ClassDB::bind_method(D_METHOD("get_inverse_inertia_tensor"), &RigidBody3D::get_inverse_inertia_tensor);
- ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidDynamicBody3D::set_gravity_scale);
- ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidDynamicBody3D::get_gravity_scale);
+ ClassDB::bind_method(D_METHOD("set_gravity_scale", "gravity_scale"), &RigidBody3D::set_gravity_scale);
+ ClassDB::bind_method(D_METHOD("get_gravity_scale"), &RigidBody3D::get_gravity_scale);
- ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidDynamicBody3D::set_linear_damp_mode);
- ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidDynamicBody3D::get_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("set_linear_damp_mode", "linear_damp_mode"), &RigidBody3D::set_linear_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_linear_damp_mode"), &RigidBody3D::get_linear_damp_mode);
- ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidDynamicBody3D::set_angular_damp_mode);
- ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidDynamicBody3D::get_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("set_angular_damp_mode", "angular_damp_mode"), &RigidBody3D::set_angular_damp_mode);
+ ClassDB::bind_method(D_METHOD("get_angular_damp_mode"), &RigidBody3D::get_angular_damp_mode);
- ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidDynamicBody3D::set_linear_damp);
- ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidDynamicBody3D::get_linear_damp);
+ ClassDB::bind_method(D_METHOD("set_linear_damp", "linear_damp"), &RigidBody3D::set_linear_damp);
+ ClassDB::bind_method(D_METHOD("get_linear_damp"), &RigidBody3D::get_linear_damp);
- ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidDynamicBody3D::set_angular_damp);
- ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidDynamicBody3D::get_angular_damp);
+ ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &RigidBody3D::set_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_angular_damp"), &RigidBody3D::get_angular_damp);
- ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidDynamicBody3D::set_max_contacts_reported);
- ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidDynamicBody3D::get_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("set_max_contacts_reported", "amount"), &RigidBody3D::set_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_max_contacts_reported"), &RigidBody3D::get_max_contacts_reported);
+ ClassDB::bind_method(D_METHOD("get_contact_count"), &RigidBody3D::get_contact_count);
- ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidDynamicBody3D::set_use_custom_integrator);
- ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidDynamicBody3D::is_using_custom_integrator);
+ ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &RigidBody3D::set_use_custom_integrator);
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &RigidBody3D::is_using_custom_integrator);
- ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidDynamicBody3D::set_contact_monitor);
- ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidDynamicBody3D::is_contact_monitor_enabled);
+ ClassDB::bind_method(D_METHOD("set_contact_monitor", "enabled"), &RigidBody3D::set_contact_monitor);
+ ClassDB::bind_method(D_METHOD("is_contact_monitor_enabled"), &RigidBody3D::is_contact_monitor_enabled);
- ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidDynamicBody3D::set_use_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidDynamicBody3D::is_using_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("set_use_continuous_collision_detection", "enable"), &RigidBody3D::set_use_continuous_collision_detection);
+ ClassDB::bind_method(D_METHOD("is_using_continuous_collision_detection"), &RigidBody3D::is_using_continuous_collision_detection);
- ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidDynamicBody3D::set_axis_velocity);
+ ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody3D::set_axis_velocity);
- ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidDynamicBody3D::apply_central_impulse);
- ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidDynamicBody3D::apply_impulse, Vector3());
- ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidDynamicBody3D::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &RigidBody3D::apply_central_impulse);
+ ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &RigidBody3D::apply_impulse, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody3D::apply_torque_impulse);
- ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidDynamicBody3D::apply_central_force);
- ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidDynamicBody3D::apply_force, Vector3());
- ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidDynamicBody3D::apply_torque);
+ ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &RigidBody3D::apply_central_force);
+ ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &RigidBody3D::apply_force, Vector3());
+ ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &RigidBody3D::apply_torque);
- ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidDynamicBody3D::add_constant_central_force);
- ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidDynamicBody3D::add_constant_force, Vector3());
- ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidDynamicBody3D::add_constant_torque);
+ ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &RigidBody3D::add_constant_central_force);
+ ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &RigidBody3D::add_constant_force, Vector3());
+ ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &RigidBody3D::add_constant_torque);
- ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidDynamicBody3D::set_constant_force);
- ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidDynamicBody3D::get_constant_force);
+ ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &RigidBody3D::set_constant_force);
+ ClassDB::bind_method(D_METHOD("get_constant_force"), &RigidBody3D::get_constant_force);
- ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidDynamicBody3D::set_constant_torque);
- ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidDynamicBody3D::get_constant_torque);
+ ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &RigidBody3D::set_constant_torque);
+ ClassDB::bind_method(D_METHOD("get_constant_torque"), &RigidBody3D::get_constant_torque);
- ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidDynamicBody3D::set_sleeping);
- ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidDynamicBody3D::is_sleeping);
+ ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody3D::set_sleeping);
+ ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody3D::is_sleeping);
- ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody3D::set_can_sleep);
- ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody3D::is_able_to_sleep);
+ ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidBody3D::set_can_sleep);
+ ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidBody3D::is_able_to_sleep);
- ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody3D::set_lock_rotation_enabled);
- ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody3D::is_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidBody3D::set_lock_rotation_enabled);
+ ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidBody3D::is_lock_rotation_enabled);
- ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody3D::set_freeze_enabled);
- ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody3D::is_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidBody3D::set_freeze_enabled);
+ ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidBody3D::is_freeze_enabled);
- ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody3D::set_freeze_mode);
- ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody3D::get_freeze_mode);
+ ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidBody3D::set_freeze_mode);
+ ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidBody3D::get_freeze_mode);
- ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody3D::get_colliding_bodies);
+ ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody3D::get_colliding_bodies);
GDVIRTUAL_BIND(_integrate_forces, "state");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, U"0,1000,0.01,or_greater,exp,suffix:kg\u22C5m\u00B2"), "set_inertia", "get_inertia");
ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_lesser,or_greater"), "set_center_of_mass", "get_center_of_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass", PROPERTY_HINT_RANGE, "-10,10,0.01,or_less,or_greater,suffix:m"), "set_center_of_mass", "get_center_of_mass");
ADD_LINKED_PROPERTY("center_of_mass_mode", "center_of_mass");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
@@ -1107,11 +1100,11 @@ void RigidDynamicBody3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode");
ADD_GROUP("Linear", "linear_");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
ADD_GROUP("Angular", "angular_");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity", PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
ADD_GROUP("Constant Forces", "constant_");
@@ -1134,27 +1127,26 @@ void RigidDynamicBody3D::_bind_methods() {
BIND_ENUM_CONSTANT(DAMP_MODE_REPLACE);
}
-void RigidDynamicBody3D::_validate_property(PropertyInfo &property) const {
+void RigidBody3D::_validate_property(PropertyInfo &p_property) const {
if (center_of_mass_mode != CENTER_OF_MASS_MODE_CUSTOM) {
- if (property.name == "center_of_mass") {
- property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+ if (p_property.name == "center_of_mass") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
- PhysicsBody3D::_validate_property(property);
}
-RigidDynamicBody3D::RigidDynamicBody3D() :
- PhysicsBody3D(PhysicsServer3D::BODY_MODE_DYNAMIC) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
+RigidBody3D::RigidBody3D() :
+ PhysicsBody3D(PhysicsServer3D::BODY_MODE_RIGID) {
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &RigidBody3D::_body_state_changed));
}
-RigidDynamicBody3D::~RigidDynamicBody3D() {
+RigidBody3D::~RigidBody3D() {
if (contact_monitor) {
memdelete(contact_monitor);
}
}
-void RigidDynamicBody3D::_reload_physics_characteristics() {
+void RigidBody3D::_reload_physics_characteristics() {
if (physics_material_override.is_null()) {
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_BOUNCE, 0);
PhysicsServer3D::get_singleton()->body_set_param(get_rid(), PhysicsServer3D::BODY_PARAM_FRICTION, 1);
@@ -1175,7 +1167,7 @@ bool CharacterBody3D::move_and_slide() {
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
- motion_velocity[i] = 0.0;
+ velocity[i] = 0.0;
}
}
@@ -1187,9 +1179,9 @@ bool CharacterBody3D::move_and_slide() {
if ((collision_state.floor || collision_state.wall) && platform_rid.is_valid()) {
bool excluded = false;
if (collision_state.floor) {
- excluded = (moving_platform_floor_layers & platform_layer) == 0;
+ excluded = (platform_floor_layers & platform_layer) == 0;
} else if (collision_state.wall) {
- excluded = (moving_platform_wall_layers & platform_layer) == 0;
+ excluded = (platform_wall_layers & platform_layer) == 0;
}
if (!excluded) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
@@ -1214,8 +1206,10 @@ bool CharacterBody3D::move_and_slide() {
last_motion = Vector3();
- if (!current_platform_velocity.is_equal_approx(Vector3())) {
+ if (!current_platform_velocity.is_zero_approx()) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), current_platform_velocity * delta, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
+
parameters.exclude_bodies.insert(platform_rid);
if (platform_object_id.is_valid()) {
parameters.exclude_objects.insert(platform_object_id);
@@ -1233,19 +1227,19 @@ bool CharacterBody3D::move_and_slide() {
if (motion_mode == MOTION_MODE_GROUNDED) {
_move_and_slide_grounded(delta, was_on_floor);
} else {
- _move_and_slide_free(delta);
+ _move_and_slide_floating(delta);
}
// Compute real velocity.
real_velocity = get_position_delta() / delta;
- if (moving_platform_apply_velocity_on_leave != PLATFORM_VEL_ON_LEAVE_NEVER) {
+ if (platform_on_leave != PLATFORM_ON_LEAVE_DO_NOTHING) {
// Add last platform velocity when just left a moving platform.
if (!collision_state.floor && !collision_state.wall) {
- if (moving_platform_apply_velocity_on_leave == PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY && current_platform_velocity.dot(up_direction) < 0) {
+ if (platform_on_leave == PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY && current_platform_velocity.dot(up_direction) < 0) {
current_platform_velocity = current_platform_velocity.slide(up_direction);
}
- motion_velocity += current_platform_velocity;
+ velocity += current_platform_velocity;
}
}
@@ -1253,13 +1247,14 @@ bool CharacterBody3D::move_and_slide() {
}
void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) {
- Vector3 motion = motion_velocity * p_delta;
+ Vector3 motion = velocity * p_delta;
Vector3 motion_slide_up = motion.slide(up_direction);
Vector3 prev_floor_normal = floor_normal;
platform_rid = RID();
platform_object_id = ObjectID();
platform_velocity = Vector3();
+ platform_angular_velocity = Vector3();
platform_ceiling_velocity = Vector3();
floor_normal = Vector3();
wall_normal = Vector3();
@@ -1273,12 +1268,13 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// If the platform's ceiling push down the body.
bool apply_ceiling_velocity = false;
bool first_slide = true;
- bool vel_dir_facing_up = motion_velocity.dot(up_direction) > 0;
+ bool vel_dir_facing_up = velocity.dot(up_direction) > 0;
Vector3 total_travel;
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
- parameters.max_collisions = 4;
+ parameters.max_collisions = 6; // There can be 4 collisions between 2 walls + 2 more for the floor.
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
PhysicsServer3D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
@@ -1293,32 +1289,32 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
CollisionState result_state;
_set_collision_direction(result, result_state);
- // If we hit a ceiling platform, we set the vertical motion_velocity to at least the platform one.
+ // If we hit a ceiling platform, we set the vertical velocity to at least the platform one.
if (collision_state.ceiling && platform_ceiling_velocity != Vector3() && platform_ceiling_velocity.dot(up_direction) < 0) {
// If ceiling sliding is on, only apply when the ceiling is flat or when the motion is upward.
if (!slide_on_ceiling || motion.dot(up_direction) < 0 || (ceiling_normal + up_direction).length() < 0.01) {
apply_ceiling_velocity = true;
Vector3 ceiling_vertical_velocity = up_direction * up_direction.dot(platform_ceiling_velocity);
- Vector3 motion_vertical_velocity = up_direction * up_direction.dot(motion_velocity);
+ Vector3 motion_vertical_velocity = up_direction * up_direction.dot(velocity);
if (motion_vertical_velocity.dot(up_direction) > 0 || ceiling_vertical_velocity.length_squared() > motion_vertical_velocity.length_squared()) {
- motion_velocity = ceiling_vertical_velocity + motion_velocity.slide(up_direction);
+ velocity = ceiling_vertical_velocity + velocity.slide(up_direction);
}
}
}
- if (collision_state.floor && floor_stop_on_slope && (motion_velocity.normalized() + up_direction).length() < 0.01) {
+ if (collision_state.floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
Transform3D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) {
gt.origin -= result.travel;
}
set_global_transform(gt);
- motion_velocity = Vector3();
+ velocity = Vector3();
motion = Vector3();
last_motion = Vector3();
break;
}
- if (result.remainder.is_equal_approx(Vector3())) {
+ if (result.remainder.is_zero_approx()) {
motion = Vector3();
break;
}
@@ -1355,7 +1351,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
motion = motion.slide(up_direction);
result.travel = Vector3();
} else {
- // Travel is too high to be safely cancelled, we take it into account.
+ // Travel is too high to be safely canceled, we take it into account.
result.travel = result.travel.slide(up_direction);
motion = motion.normalized() * result.travel.length();
}
@@ -1363,7 +1359,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Determines if you are on the ground, and limits the possibility of climbing on the walls because of the approximations.
_snap_on_floor(true, false);
} else {
- // If the movement is not cancelled we only keep the remaining.
+ // If the movement is not canceled we only keep the remaining.
motion = result.remainder;
}
@@ -1373,11 +1369,11 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Scales the horizontal velocity according to the wall slope.
if (vel_dir_facing_up) {
- Vector3 slide_motion = motion_velocity.slide(result.collisions[0].normal);
- // Keeps the vertical motion from motion_velocity and add the horizontal motion of the projection.
- motion_velocity = up_direction * up_direction.dot(motion_velocity) + slide_motion.slide(up_direction);
+ Vector3 slide_motion = velocity.slide(result.collisions[0].normal);
+ // Keeps the vertical motion from velocity and add the horizontal motion of the projection.
+ velocity = up_direction * up_direction.dot(velocity) + slide_motion.slide(up_direction);
} else {
- motion_velocity = motion_velocity.slide(forward);
+ velocity = velocity.slide(forward);
}
// Allow only lateral motion along previous floor when already on floor.
@@ -1407,7 +1403,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (stop_all_motion) {
motion = Vector3();
- motion_velocity = Vector3();
+ velocity = Vector3();
}
}
}
@@ -1418,7 +1414,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
real_t motion_angle = Math::abs(Math::acos(-horizontal_normal.dot(motion_slide_up.normalized())));
if (motion_angle < wall_min_slide_angle) {
motion = up_direction * motion.dot(up_direction);
- motion_velocity = up_direction * motion_velocity.dot(up_direction);
+ velocity = up_direction * velocity.dot(up_direction);
apply_default_sliding = false;
}
@@ -1431,7 +1427,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
const PhysicsServer3D::MotionCollision &collision = result.collisions[0];
Vector3 slide_motion = result.remainder.slide(collision.normal);
- if (collision_state.floor && !collision_state.wall) {
+ if (collision_state.floor && !collision_state.wall && !motion_slide_up.is_zero_approx()) {
// Slide using the intersection between the motion plane and the floor plane,
// in order to keep the direction intact.
real_t motion_length = slide_motion.length();
@@ -1443,7 +1439,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
slide_motion *= motion_length;
}
- if (slide_motion.dot(motion_velocity) > 0.0) {
+ if (slide_motion.dot(velocity) > 0.0) {
motion = slide_motion;
} else {
motion = Vector3();
@@ -1452,10 +1448,10 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (slide_on_ceiling && result_state.ceiling) {
// Apply slide only in the direction of the input motion, otherwise just stop to avoid jittering when moving against a wall.
if (vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(collision.normal);
+ velocity = velocity.slide(collision.normal);
} else {
// Avoid acceleration in slope when falling.
- motion_velocity = up_direction * up_direction.dot(motion_velocity);
+ velocity = up_direction * up_direction.dot(velocity);
}
}
}
@@ -1463,7 +1459,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
else {
motion = result.remainder;
if (result_state.ceiling && !slide_on_ceiling && vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(up_direction);
+ velocity = velocity.slide(up_direction);
motion = motion.slide(up_direction);
}
}
@@ -1472,7 +1468,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
total_travel += result.travel;
// Apply Constant Speed.
- if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_equal_approx(Vector3())) {
+ if (p_was_on_floor && floor_constant_speed && can_apply_constant_speed && collision_state.floor && !motion.is_zero_approx()) {
Vector3 travel_slide_up = total_travel.slide(up_direction);
motion = motion.normalized() * MAX(0, (motion_slide_up.length() - travel_slide_up.length()));
}
@@ -1495,7 +1491,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
collided = true;
}
- if (!collided || motion.is_equal_approx(Vector3())) {
+ if (!collided || motion.is_zero_approx()) {
break;
}
@@ -1508,21 +1504,23 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
// Reset the gravity accumulation when touching the ground.
if (collision_state.floor && !vel_dir_facing_up) {
- motion_velocity = motion_velocity.slide(up_direction);
+ velocity = velocity.slide(up_direction);
}
}
-void CharacterBody3D::_move_and_slide_free(double p_delta) {
- Vector3 motion = motion_velocity * p_delta;
+void CharacterBody3D::_move_and_slide_floating(double p_delta) {
+ Vector3 motion = velocity * p_delta;
platform_rid = RID();
platform_object_id = ObjectID();
floor_normal = Vector3();
platform_velocity = Vector3();
+ platform_angular_velocity = Vector3();
bool first_slide = true;
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin);
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
PhysicsServer3D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, false);
@@ -1535,12 +1533,12 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
CollisionState result_state;
_set_collision_direction(result, result_state);
- if (result.remainder.is_equal_approx(Vector3())) {
+ if (result.remainder.is_zero_approx()) {
motion = Vector3();
break;
}
- if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-motion_velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
+ if (wall_min_slide_angle != 0 && Math::acos(wall_normal.dot(-velocity.normalized())) < wall_min_slide_angle + FLOOR_ANGLE_THRESHOLD) {
motion = Vector3();
if (result.travel.length() < margin + CMP_EPSILON) {
Transform3D gt = get_global_transform();
@@ -1554,12 +1552,12 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
motion = result.remainder.slide(wall_normal);
}
- if (motion.dot(motion_velocity) <= 0.0) {
+ if (motion.dot(velocity) <= 0.0) {
motion = Vector3();
}
}
- if (!collided || motion.is_equal_approx(Vector3())) {
+ if (!collided || motion.is_zero_approx()) {
break;
}
@@ -1567,8 +1565,8 @@ void CharacterBody3D::_move_and_slide_free(double p_delta) {
}
}
-void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
- if (collision_state.floor || !was_on_floor || vel_dir_facing_up) {
+void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
return;
}
@@ -1577,6 +1575,7 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.max_collisions = 4;
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.collide_separation_ray = true;
PhysicsServer3D::MotionResult result;
@@ -1602,8 +1601,8 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
}
}
-bool CharacterBody3D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
- if (up_direction == Vector3() || collision_state.floor || !was_on_floor || vel_dir_facing_up) {
+bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
return false;
}
@@ -1612,6 +1611,7 @@ bool CharacterBody3D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facin
PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin);
parameters.max_collisions = 4;
+ parameters.recovery_as_collision = true; // Also report collisions generated only from recovery.
parameters.collide_separation_ray = true;
PhysicsServer3D::MotionResult result;
@@ -1718,6 +1718,7 @@ void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision
platform_rid = p_collision.collider;
platform_object_id = p_collision.collider_id;
platform_velocity = p_collision.collider_velocity;
+ platform_angular_velocity = p_collision.collider_angular_velocity;
platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid);
}
@@ -1729,12 +1730,12 @@ real_t CharacterBody3D::get_safe_margin() const {
return margin;
}
-const Vector3 &CharacterBody3D::get_motion_velocity() const {
- return motion_velocity;
+const Vector3 &CharacterBody3D::get_velocity() const {
+ return velocity;
}
-void CharacterBody3D::set_motion_velocity(const Vector3 &p_velocity) {
- motion_velocity = p_velocity;
+void CharacterBody3D::set_velocity(const Vector3 &p_velocity) {
+ velocity = p_velocity;
}
bool CharacterBody3D::is_on_floor() const {
@@ -1790,6 +1791,10 @@ const Vector3 &CharacterBody3D::get_platform_velocity() const {
return platform_velocity;
}
+const Vector3 &CharacterBody3D::get_platform_angular_velocity() const {
+ return platform_angular_velocity;
+}
+
Vector3 CharacterBody3D::get_linear_velocity() const {
return get_real_velocity();
}
@@ -1810,7 +1815,7 @@ Ref<KinematicCollision3D> CharacterBody3D::_get_slide_collision(int p_bounce) {
}
// Create a new instance when the cached reference is invalid or still in use in script.
- if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->reference_get_count() > 1) {
+ if (slide_colliders[p_bounce].is_null() || slide_colliders[p_bounce]->get_reference_count() > 1) {
slide_colliders.write[p_bounce].instantiate();
slide_colliders.write[p_bounce]->owner = this;
}
@@ -1858,20 +1863,20 @@ void CharacterBody3D::set_slide_on_ceiling_enabled(bool p_enabled) {
slide_on_ceiling = p_enabled;
}
-uint32_t CharacterBody3D::get_moving_platform_floor_layers() const {
- return moving_platform_floor_layers;
+uint32_t CharacterBody3D::get_platform_floor_layers() const {
+ return platform_floor_layers;
}
-void CharacterBody3D::set_moving_platform_floor_layers(uint32_t p_exclude_layers) {
- moving_platform_floor_layers = p_exclude_layers;
+void CharacterBody3D::set_platform_floor_layers(uint32_t p_exclude_layers) {
+ platform_floor_layers = p_exclude_layers;
}
-uint32_t CharacterBody3D::get_moving_platform_wall_layers() const {
- return moving_platform_wall_layers;
+uint32_t CharacterBody3D::get_platform_wall_layers() const {
+ return platform_wall_layers;
}
-void CharacterBody3D::set_moving_platform_wall_layers(uint32_t p_exclude_layers) {
- moving_platform_wall_layers = p_exclude_layers;
+void CharacterBody3D::set_platform_wall_layers(uint32_t p_exclude_layers) {
+ platform_wall_layers = p_exclude_layers;
}
void CharacterBody3D::set_motion_mode(MotionMode p_mode) {
@@ -1882,12 +1887,12 @@ CharacterBody3D::MotionMode CharacterBody3D::get_motion_mode() const {
return motion_mode;
}
-void CharacterBody3D::set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_apply_velocity) {
- moving_platform_apply_velocity_on_leave = p_on_leave_apply_velocity;
+void CharacterBody3D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) {
+ platform_on_leave = p_on_leave_apply_velocity;
}
-CharacterBody3D::MovingPlatformApplyVelocityOnLeave CharacterBody3D::get_moving_platform_apply_velocity_on_leave() const {
- return moving_platform_apply_velocity_on_leave;
+CharacterBody3D::PlatformOnLeave CharacterBody3D::get_platform_on_leave() const {
+ return platform_on_leave;
}
int CharacterBody3D::get_max_slides() const {
@@ -1929,7 +1934,7 @@ const Vector3 &CharacterBody3D::get_up_direction() const {
}
void CharacterBody3D::set_up_direction(const Vector3 &p_up_direction) {
- ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Free motion mode instead.");
+ ERR_FAIL_COND_MSG(p_up_direction == Vector3(), "up_direction can't be equal to Vector3.ZERO, consider using Floating motion mode instead.");
up_direction = p_up_direction.normalized();
}
@@ -1942,6 +1947,7 @@ void CharacterBody3D::_notification(int p_what) {
platform_object_id = ObjectID();
motion_results.clear();
platform_velocity = Vector3();
+ platform_angular_velocity = Vector3();
} break;
}
}
@@ -1949,10 +1955,10 @@ void CharacterBody3D::_notification(int p_what) {
void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_slide"), &CharacterBody3D::move_and_slide);
- ClassDB::bind_method(D_METHOD("set_motion_velocity", "motion_velocity"), &CharacterBody3D::set_motion_velocity);
- ClassDB::bind_method(D_METHOD("get_motion_velocity"), &CharacterBody3D::get_motion_velocity);
+ ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &CharacterBody3D::set_velocity);
+ ClassDB::bind_method(D_METHOD("get_velocity"), &CharacterBody3D::get_velocity);
- ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &CharacterBody3D::set_safe_margin);
+ ClassDB::bind_method(D_METHOD("set_safe_margin", "margin"), &CharacterBody3D::set_safe_margin);
ClassDB::bind_method(D_METHOD("get_safe_margin"), &CharacterBody3D::get_safe_margin);
ClassDB::bind_method(D_METHOD("is_floor_stop_on_slope_enabled"), &CharacterBody3D::is_floor_stop_on_slope_enabled);
ClassDB::bind_method(D_METHOD("set_floor_stop_on_slope_enabled", "enabled"), &CharacterBody3D::set_floor_stop_on_slope_enabled);
@@ -1963,10 +1969,10 @@ void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_slide_on_ceiling_enabled", "enabled"), &CharacterBody3D::set_slide_on_ceiling_enabled);
ClassDB::bind_method(D_METHOD("is_slide_on_ceiling_enabled"), &CharacterBody3D::is_slide_on_ceiling_enabled);
- ClassDB::bind_method(D_METHOD("set_moving_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_moving_platform_floor_layers);
- ClassDB::bind_method(D_METHOD("get_moving_platform_floor_layers"), &CharacterBody3D::get_moving_platform_floor_layers);
- ClassDB::bind_method(D_METHOD("set_moving_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_moving_platform_wall_layers);
- ClassDB::bind_method(D_METHOD("get_moving_platform_wall_layers"), &CharacterBody3D::get_moving_platform_wall_layers);
+ ClassDB::bind_method(D_METHOD("set_platform_floor_layers", "exclude_layer"), &CharacterBody3D::set_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("get_platform_floor_layers"), &CharacterBody3D::get_platform_floor_layers);
+ ClassDB::bind_method(D_METHOD("set_platform_wall_layers", "exclude_layer"), &CharacterBody3D::set_platform_wall_layers);
+ ClassDB::bind_method(D_METHOD("get_platform_wall_layers"), &CharacterBody3D::get_platform_wall_layers);
ClassDB::bind_method(D_METHOD("get_max_slides"), &CharacterBody3D::get_max_slides);
ClassDB::bind_method(D_METHOD("set_max_slides", "max_slides"), &CharacterBody3D::set_max_slides);
@@ -1980,8 +1986,8 @@ void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_up_direction", "up_direction"), &CharacterBody3D::set_up_direction);
ClassDB::bind_method(D_METHOD("set_motion_mode", "mode"), &CharacterBody3D::set_motion_mode);
ClassDB::bind_method(D_METHOD("get_motion_mode"), &CharacterBody3D::get_motion_mode);
- ClassDB::bind_method(D_METHOD("set_moving_platform_apply_velocity_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_moving_platform_apply_velocity_on_leave);
- ClassDB::bind_method(D_METHOD("get_moving_platform_apply_velocity_on_leave"), &CharacterBody3D::get_moving_platform_apply_velocity_on_leave);
+ ClassDB::bind_method(D_METHOD("set_platform_on_leave", "on_leave_apply_velocity"), &CharacterBody3D::set_platform_on_leave);
+ ClassDB::bind_method(D_METHOD("get_platform_on_leave"), &CharacterBody3D::get_platform_on_leave);
ClassDB::bind_method(D_METHOD("is_on_floor"), &CharacterBody3D::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_floor_only"), &CharacterBody3D::is_on_floor_only);
@@ -1996,44 +2002,47 @@ void CharacterBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_real_velocity"), &CharacterBody3D::get_real_velocity);
ClassDB::bind_method(D_METHOD("get_floor_angle", "up_direction"), &CharacterBody3D::get_floor_angle, DEFVAL(Vector3(0.0, 1.0, 0.0)));
ClassDB::bind_method(D_METHOD("get_platform_velocity"), &CharacterBody3D::get_platform_velocity);
+ ClassDB::bind_method(D_METHOD("get_platform_angular_velocity"), &CharacterBody3D::get_platform_angular_velocity);
ClassDB::bind_method(D_METHOD("get_slide_collision_count"), &CharacterBody3D::get_slide_collision_count);
ClassDB::bind_method(D_METHOD("get_slide_collision", "slide_idx"), &CharacterBody3D::_get_slide_collision);
ClassDB::bind_method(D_METHOD("get_last_slide_collision"), &CharacterBody3D::_get_last_slide_collision);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Free", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "motion_mode", PROPERTY_HINT_ENUM, "Grounded,Floating", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_motion_mode", "get_motion_mode");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "up_direction"), "set_up_direction", "get_up_direction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slide_on_ceiling"), "set_slide_on_ceiling_enabled", "is_slide_on_ceiling_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "motion_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_motion_velocity", "get_motion_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "suffix:m/s", PROPERTY_USAGE_NO_EDITOR), "set_velocity", "get_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_slides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_max_slides", "get_max_slides");
- ADD_GROUP("Free Mode", "free_mode_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wall_min_slide_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians", PROPERTY_USAGE_DEFAULT), "set_wall_min_slide_angle", "get_wall_min_slide_angle");
+
ADD_GROUP("Floor", "floor_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_stop_on_slope"), "set_floor_stop_on_slope_enabled", "is_floor_stop_on_slope_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_constant_speed"), "set_floor_constant_speed_enabled", "is_floor_constant_speed_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "floor_block_on_wall"), "set_floor_block_on_wall_enabled", "is_floor_block_on_wall_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_max_angle", PROPERTY_HINT_RANGE, "0,180,0.1,radians"), "set_floor_max_angle", "get_floor_max_angle");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_floor_snap_length", "get_floor_snap_length");
- ADD_GROUP("Moving platform", "moving_platform");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_apply_velocity_on_leave", PROPERTY_HINT_ENUM, "Always,Upward Only,Never", PROPERTY_USAGE_DEFAULT), "set_moving_platform_apply_velocity_on_leave", "get_moving_platform_apply_velocity_on_leave");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_floor_layers", "get_moving_platform_floor_layers");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "moving_platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_moving_platform_wall_layers", "get_moving_platform_wall_layers");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision/safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001"), "set_safe_margin", "get_safe_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "floor_snap_length", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,suffix:m"), "set_floor_snap_length", "get_floor_snap_length");
+
+ ADD_GROUP("Moving Platform", "platform_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_on_leave", PROPERTY_HINT_ENUM, "Add Velocity,Add Upward Velocity,Do Nothing", PROPERTY_USAGE_DEFAULT), "set_platform_on_leave", "get_platform_on_leave");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_floor_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_floor_layers", "get_platform_floor_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "platform_wall_layers", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_platform_wall_layers", "get_platform_wall_layers");
+
+ ADD_GROUP("Collision", "");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_margin", PROPERTY_HINT_RANGE, "0.001,256,0.001,suffix:m"), "set_safe_margin", "get_safe_margin");
BIND_ENUM_CONSTANT(MOTION_MODE_GROUNDED);
- BIND_ENUM_CONSTANT(MOTION_MODE_FREE);
+ BIND_ENUM_CONSTANT(MOTION_MODE_FLOATING);
- BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_ALWAYS);
- BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY);
- BIND_ENUM_CONSTANT(PLATFORM_VEL_ON_LEAVE_NEVER);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_VELOCITY);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY);
+ BIND_ENUM_CONSTANT(PLATFORM_ON_LEAVE_DO_NOTHING);
}
-void CharacterBody3D::_validate_property(PropertyInfo &property) const {
- if (motion_mode == MOTION_MODE_FREE) {
- if (property.name.begins_with("floor_") || property.name == "up_direction" || property.name == "slide_on_ceiling") {
- property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+void CharacterBody3D::_validate_property(PropertyInfo &p_property) const {
+ if (motion_mode == MOTION_MODE_FLOATING) {
+ if (p_property.name.begins_with("floor_") || p_property.name == "up_direction" || p_property.name == "slide_on_ceiling") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
- PhysicsBody3D::_validate_property(property);
}
CharacterBody3D::CharacterBody3D() :
@@ -2062,6 +2071,10 @@ int KinematicCollision3D::get_collision_count() const {
return result.collision_count;
}
+real_t KinematicCollision3D::get_depth() const {
+ return result.collision_depth;
+}
+
Vector3 KinematicCollision3D::get_position(int p_collision_index) const {
ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
return result.collisions[p_collision_index].position;
@@ -2132,6 +2145,7 @@ Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const
void KinematicCollision3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_travel"), &KinematicCollision3D::get_travel);
ClassDB::bind_method(D_METHOD("get_remainder"), &KinematicCollision3D::get_remainder);
+ ClassDB::bind_method(D_METHOD("get_depth"), &KinematicCollision3D::get_depth);
ClassDB::bind_method(D_METHOD("get_collision_count"), &KinematicCollision3D::get_collision_count);
ClassDB::bind_method(D_METHOD("get_position", "collision_index"), &KinematicCollision3D::get_position, DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_normal", "collision_index"), &KinematicCollision3D::get_normal, DEFVAL(0));
@@ -2166,6 +2180,37 @@ void PhysicalBone3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_po
PhysicsServer3D::get_singleton()->body_apply_impulse(get_rid(), p_impulse, p_position);
}
+void PhysicalBone3D::set_linear_velocity(const Vector3 &p_velocity) {
+ linear_velocity = p_velocity;
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY, linear_velocity);
+}
+
+Vector3 PhysicalBone3D::get_linear_velocity() const {
+ return linear_velocity;
+}
+
+void PhysicalBone3D::set_angular_velocity(const Vector3 &p_velocity) {
+ angular_velocity = p_velocity;
+ PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY, angular_velocity);
+}
+
+Vector3 PhysicalBone3D::get_angular_velocity() const {
+ return angular_velocity;
+}
+
+void PhysicalBone3D::set_use_custom_integrator(bool p_enable) {
+ if (custom_integrator == p_enable) {
+ return;
+ }
+
+ custom_integrator = p_enable;
+ PhysicsServer3D::get_singleton()->body_set_omit_force_integration(get_rid(), p_enable);
+}
+
+bool PhysicalBone3D::is_using_custom_integrator() {
+ return custom_integrator;
+}
+
void PhysicalBone3D::reset_physics_simulation_state() {
if (simulate_physics) {
_start_physics_simulation();
@@ -2189,21 +2234,22 @@ bool PhysicalBone3D::PinJointData::_set(const StringName &p_name, const Variant
return true;
}
+ bool is_valid_pin = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_PIN;
if ("joint_constraints/bias" == p_name) {
bias = p_value;
- if (j.is_valid()) {
+ if (is_valid_pin) {
PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_BIAS, bias);
}
} else if ("joint_constraints/damping" == p_name) {
damping = p_value;
- if (j.is_valid()) {
+ if (is_valid_pin) {
PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_DAMPING, damping);
}
} else if ("joint_constraints/impulse_clamp" == p_name) {
impulse_clamp = p_value;
- if (j.is_valid()) {
+ if (is_valid_pin) {
PhysicsServer3D::get_singleton()->pin_joint_set_param(j, PhysicsServer3D::PIN_JOINT_IMPULSE_CLAMP, impulse_clamp);
}
@@ -2235,9 +2281,9 @@ bool PhysicalBone3D::PinJointData::_get(const StringName &p_name, Variant &r_ret
void PhysicalBone3D::PinJointData::_get_property_list(List<PropertyInfo> *p_list) const {
JointData::_get_property_list(p_list);
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/damping", PROPERTY_HINT_RANGE, "0.01,8.0,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/impulse_clamp", PROPERTY_HINT_RANGE, "0.0,64.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/bias"), PROPERTY_HINT_RANGE, "0.01,0.99,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/damping"), PROPERTY_HINT_RANGE, "0.01,8.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/impulse_clamp"), PROPERTY_HINT_RANGE, "0.0,64.0,0.01"));
}
bool PhysicalBone3D::ConeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
@@ -2245,33 +2291,34 @@ bool PhysicalBone3D::ConeJointData::_set(const StringName &p_name, const Variant
return true;
}
+ bool is_valid_cone = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_CONE_TWIST;
if ("joint_constraints/swing_span" == p_name) {
- swing_span = Math::deg2rad(real_t(p_value));
- if (j.is_valid()) {
+ swing_span = Math::deg_to_rad(real_t(p_value));
+ if (is_valid_cone) {
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN, swing_span);
}
} else if ("joint_constraints/twist_span" == p_name) {
- twist_span = Math::deg2rad(real_t(p_value));
- if (j.is_valid()) {
+ twist_span = Math::deg_to_rad(real_t(p_value));
+ if (is_valid_cone) {
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_TWIST_SPAN, twist_span);
}
} else if ("joint_constraints/bias" == p_name) {
bias = p_value;
- if (j.is_valid()) {
+ if (is_valid_cone) {
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_BIAS, bias);
}
} else if ("joint_constraints/softness" == p_name) {
softness = p_value;
- if (j.is_valid()) {
+ if (is_valid_cone) {
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_SOFTNESS, softness);
}
} else if ("joint_constraints/relaxation" == p_name) {
relaxation = p_value;
- if (j.is_valid()) {
+ if (is_valid_cone) {
PhysicsServer3D::get_singleton()->cone_twist_joint_set_param(j, PhysicsServer3D::CONE_TWIST_JOINT_RELAXATION, relaxation);
}
@@ -2288,9 +2335,9 @@ bool PhysicalBone3D::ConeJointData::_get(const StringName &p_name, Variant &r_re
}
if ("joint_constraints/swing_span" == p_name) {
- r_ret = Math::rad2deg(swing_span);
+ r_ret = Math::rad_to_deg(swing_span);
} else if ("joint_constraints/twist_span" == p_name) {
- r_ret = Math::rad2deg(twist_span);
+ r_ret = Math::rad_to_deg(twist_span);
} else if ("joint_constraints/bias" == p_name) {
r_ret = bias;
} else if ("joint_constraints/softness" == p_name) {
@@ -2307,11 +2354,11 @@ bool PhysicalBone3D::ConeJointData::_get(const StringName &p_name, Variant &r_re
void PhysicalBone3D::ConeJointData::_get_property_list(List<PropertyInfo> *p_list) const {
JointData::_get_property_list(p_list);
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/swing_span", PROPERTY_HINT_RANGE, "-180,180,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/twist_span", PROPERTY_HINT_RANGE, "-40000,40000,0.1,or_lesser,or_greater"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/bias", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/relaxation", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/swing_span"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/twist_span"), PROPERTY_HINT_RANGE, "-40000,40000,0.1,or_less,or_greater"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/bias"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/relaxation"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
}
bool PhysicalBone3D::HingeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
@@ -2319,39 +2366,40 @@ bool PhysicalBone3D::HingeJointData::_set(const StringName &p_name, const Varian
return true;
}
+ bool is_valid_hinge = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_HINGE;
if ("joint_constraints/angular_limit_enabled" == p_name) {
angular_limit_enabled = p_value;
- if (j.is_valid()) {
+ if (is_valid_hinge) {
PhysicsServer3D::get_singleton()->hinge_joint_set_flag(j, PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT, angular_limit_enabled);
}
} else if ("joint_constraints/angular_limit_upper" == p_name) {
- angular_limit_upper = Math::deg2rad(real_t(p_value));
- if (j.is_valid()) {
+ angular_limit_upper = Math::deg_to_rad(real_t(p_value));
+ if (is_valid_hinge) {
PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_UPPER, angular_limit_upper);
}
} else if ("joint_constraints/angular_limit_lower" == p_name) {
- angular_limit_lower = Math::deg2rad(real_t(p_value));
- if (j.is_valid()) {
+ angular_limit_lower = Math::deg_to_rad(real_t(p_value));
+ if (is_valid_hinge) {
PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_LOWER, angular_limit_lower);
}
} else if ("joint_constraints/angular_limit_bias" == p_name) {
angular_limit_bias = p_value;
- if (j.is_valid()) {
+ if (is_valid_hinge) {
PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_BIAS, angular_limit_bias);
}
} else if ("joint_constraints/angular_limit_softness" == p_name) {
angular_limit_softness = p_value;
- if (j.is_valid()) {
+ if (is_valid_hinge) {
PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_SOFTNESS, angular_limit_softness);
}
} else if ("joint_constraints/angular_limit_relaxation" == p_name) {
angular_limit_relaxation = p_value;
- if (j.is_valid()) {
+ if (is_valid_hinge) {
PhysicsServer3D::get_singleton()->hinge_joint_set_param(j, PhysicsServer3D::HINGE_JOINT_LIMIT_RELAXATION, angular_limit_relaxation);
}
@@ -2370,9 +2418,9 @@ bool PhysicalBone3D::HingeJointData::_get(const StringName &p_name, Variant &r_r
if ("joint_constraints/angular_limit_enabled" == p_name) {
r_ret = angular_limit_enabled;
} else if ("joint_constraints/angular_limit_upper" == p_name) {
- r_ret = Math::rad2deg(angular_limit_upper);
+ r_ret = Math::rad_to_deg(angular_limit_upper);
} else if ("joint_constraints/angular_limit_lower" == p_name) {
- r_ret = Math::rad2deg(angular_limit_lower);
+ r_ret = Math::rad_to_deg(angular_limit_lower);
} else if ("joint_constraints/angular_limit_bias" == p_name) {
r_ret = angular_limit_bias;
} else if ("joint_constraints/angular_limit_softness" == p_name) {
@@ -2389,12 +2437,12 @@ bool PhysicalBone3D::HingeJointData::_get(const StringName &p_name, Variant &r_r
void PhysicalBone3D::HingeJointData::_get_property_list(List<PropertyInfo> *p_list) const {
JointData::_get_property_list(p_list);
- p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/angular_limit_enabled"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_bias", PROPERTY_HINT_RANGE, "0.01,0.99,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_relaxation", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::BOOL, PNAME("joint_constraints/angular_limit_enabled")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_bias"), PROPERTY_HINT_RANGE, "0.01,0.99,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_relaxation"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
}
bool PhysicalBone3D::SliderJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
@@ -2402,63 +2450,64 @@ bool PhysicalBone3D::SliderJointData::_set(const StringName &p_name, const Varia
return true;
}
+ bool is_valid_slider = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_SLIDER;
if ("joint_constraints/linear_limit_upper" == p_name) {
linear_limit_upper = p_value;
- if (j.is_valid()) {
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER, linear_limit_upper);
}
} else if ("joint_constraints/linear_limit_lower" == p_name) {
linear_limit_lower = p_value;
- if (j.is_valid()) {
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_LOWER, linear_limit_lower);
}
} else if ("joint_constraints/linear_limit_softness" == p_name) {
linear_limit_softness = p_value;
- if (j.is_valid()) {
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_SOFTNESS, linear_limit_softness);
}
} else if ("joint_constraints/linear_limit_restitution" == p_name) {
linear_limit_restitution = p_value;
- if (j.is_valid()) {
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_RESTITUTION, linear_limit_restitution);
}
} else if ("joint_constraints/linear_limit_damping" == p_name) {
linear_limit_damping = p_value;
- if (j.is_valid()) {
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_DAMPING, linear_limit_restitution);
}
} else if ("joint_constraints/angular_limit_upper" == p_name) {
- angular_limit_upper = Math::deg2rad(real_t(p_value));
- if (j.is_valid()) {
+ angular_limit_upper = Math::deg_to_rad(real_t(p_value));
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_UPPER, angular_limit_upper);
}
} else if ("joint_constraints/angular_limit_lower" == p_name) {
- angular_limit_lower = Math::deg2rad(real_t(p_value));
- if (j.is_valid()) {
+ angular_limit_lower = Math::deg_to_rad(real_t(p_value));
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_LOWER, angular_limit_lower);
}
} else if ("joint_constraints/angular_limit_softness" == p_name) {
angular_limit_softness = p_value;
- if (j.is_valid()) {
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness);
}
} else if ("joint_constraints/angular_limit_restitution" == p_name) {
angular_limit_restitution = p_value;
- if (j.is_valid()) {
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_SOFTNESS, angular_limit_softness);
}
} else if ("joint_constraints/angular_limit_damping" == p_name) {
angular_limit_damping = p_value;
- if (j.is_valid()) {
+ if (is_valid_slider) {
PhysicsServer3D::get_singleton()->slider_joint_set_param(j, PhysicsServer3D::SLIDER_JOINT_ANGULAR_LIMIT_DAMPING, angular_limit_damping);
}
@@ -2485,9 +2534,9 @@ bool PhysicalBone3D::SliderJointData::_get(const StringName &p_name, Variant &r_
} else if ("joint_constraints/linear_limit_damping" == p_name) {
r_ret = linear_limit_damping;
} else if ("joint_constraints/angular_limit_upper" == p_name) {
- r_ret = Math::rad2deg(angular_limit_upper);
+ r_ret = Math::rad_to_deg(angular_limit_upper);
} else if ("joint_constraints/angular_limit_lower" == p_name) {
- r_ret = Math::rad2deg(angular_limit_lower);
+ r_ret = Math::rad_to_deg(angular_limit_lower);
} else if ("joint_constraints/angular_limit_softness" == p_name) {
r_ret = angular_limit_softness;
} else if ("joint_constraints/angular_limit_restitution" == p_name) {
@@ -2504,17 +2553,17 @@ bool PhysicalBone3D::SliderJointData::_get(const StringName &p_name, Variant &r_
void PhysicalBone3D::SliderJointData::_get_property_list(List<PropertyInfo> *p_list) const {
JointData::_get_property_list(p_list);
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_upper"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_lower"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/linear_limit_damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_upper")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_lower")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_restitution"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/linear_limit_damping"), PROPERTY_HINT_RANGE, "0,16.0,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_softness", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_restitution", PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/angular_limit_damping", PROPERTY_HINT_RANGE, "0,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_restitution"), PROPERTY_HINT_RANGE, "0.01,16.0,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, PNAME("joint_constraints/angular_limit_damping"), PROPERTY_HINT_RANGE, "0,16.0,0.01"));
}
bool PhysicalBone3D::SixDOFJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {
@@ -2543,130 +2592,130 @@ bool PhysicalBone3D::SixDOFJointData::_set(const StringName &p_name, const Varia
}
String var_name = path.get_slicec('/', 2);
-
+ bool is_valid_6dof = j.is_valid() && PhysicsServer3D::get_singleton()->joint_get_type(j) == PhysicsServer3D::JOINT_TYPE_6DOF;
if ("linear_limit_enabled" == var_name) {
axis_data[axis].linear_limit_enabled = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT, axis_data[axis].linear_limit_enabled);
}
} else if ("linear_limit_upper" == var_name) {
axis_data[axis].linear_limit_upper = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_UPPER_LIMIT, axis_data[axis].linear_limit_upper);
}
} else if ("linear_limit_lower" == var_name) {
axis_data[axis].linear_limit_lower = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT, axis_data[axis].linear_limit_lower);
}
} else if ("linear_limit_softness" == var_name) {
axis_data[axis].linear_limit_softness = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS, axis_data[axis].linear_limit_softness);
}
} else if ("linear_spring_enabled" == var_name) {
axis_data[axis].linear_spring_enabled = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING, axis_data[axis].linear_spring_enabled);
}
} else if ("linear_spring_stiffness" == var_name) {
axis_data[axis].linear_spring_stiffness = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS, axis_data[axis].linear_spring_stiffness);
}
} else if ("linear_spring_damping" == var_name) {
axis_data[axis].linear_spring_damping = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING, axis_data[axis].linear_spring_damping);
}
} else if ("linear_equilibrium_point" == var_name) {
axis_data[axis].linear_equilibrium_point = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].linear_equilibrium_point);
}
} else if ("linear_restitution" == var_name) {
axis_data[axis].linear_restitution = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_RESTITUTION, axis_data[axis].linear_restitution);
}
} else if ("linear_damping" == var_name) {
axis_data[axis].linear_damping = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_LINEAR_DAMPING, axis_data[axis].linear_damping);
}
} else if ("angular_limit_enabled" == var_name) {
axis_data[axis].angular_limit_enabled = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT, axis_data[axis].angular_limit_enabled);
}
} else if ("angular_limit_upper" == var_name) {
- axis_data[axis].angular_limit_upper = Math::deg2rad(real_t(p_value));
- if (j.is_valid()) {
+ axis_data[axis].angular_limit_upper = Math::deg_to_rad(real_t(p_value));
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_UPPER_LIMIT, axis_data[axis].angular_limit_upper);
}
} else if ("angular_limit_lower" == var_name) {
- axis_data[axis].angular_limit_lower = Math::deg2rad(real_t(p_value));
- if (j.is_valid()) {
+ axis_data[axis].angular_limit_lower = Math::deg_to_rad(real_t(p_value));
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LOWER_LIMIT, axis_data[axis].angular_limit_lower);
}
} else if ("angular_limit_softness" == var_name) {
axis_data[axis].angular_limit_softness = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS, axis_data[axis].angular_limit_softness);
}
} else if ("angular_restitution" == var_name) {
axis_data[axis].angular_restitution = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_RESTITUTION, axis_data[axis].angular_restitution);
}
} else if ("angular_damping" == var_name) {
axis_data[axis].angular_damping = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_DAMPING, axis_data[axis].angular_damping);
}
} else if ("erp" == var_name) {
axis_data[axis].erp = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_ERP, axis_data[axis].erp);
}
} else if ("angular_spring_enabled" == var_name) {
axis_data[axis].angular_spring_enabled = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_flag(j, axis, PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING, axis_data[axis].angular_spring_enabled);
}
} else if ("angular_spring_stiffness" == var_name) {
axis_data[axis].angular_spring_stiffness = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS, axis_data[axis].angular_spring_stiffness);
}
} else if ("angular_spring_damping" == var_name) {
axis_data[axis].angular_spring_damping = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING, axis_data[axis].angular_spring_damping);
}
} else if ("angular_equilibrium_point" == var_name) {
axis_data[axis].angular_equilibrium_point = p_value;
- if (j.is_valid()) {
+ if (is_valid_6dof) {
PhysicsServer3D::get_singleton()->generic_6dof_joint_set_param(j, axis, PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT, axis_data[axis].angular_equilibrium_point);
}
@@ -2727,9 +2776,9 @@ bool PhysicalBone3D::SixDOFJointData::_get(const StringName &p_name, Variant &r_
} else if ("angular_limit_enabled" == var_name) {
r_ret = axis_data[axis].angular_limit_enabled;
} else if ("angular_limit_upper" == var_name) {
- r_ret = Math::rad2deg(axis_data[axis].angular_limit_upper);
+ r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_upper);
} else if ("angular_limit_lower" == var_name) {
- r_ret = Math::rad2deg(axis_data[axis].angular_limit_lower);
+ r_ret = Math::rad_to_deg(axis_data[axis].angular_limit_lower);
} else if ("angular_limit_softness" == var_name) {
r_ret = axis_data[axis].angular_limit_softness;
} else if ("angular_restitution" == var_name) {
@@ -2754,29 +2803,30 @@ bool PhysicalBone3D::SixDOFJointData::_get(const StringName &p_name, Variant &r_
}
void PhysicalBone3D::SixDOFJointData::_get_property_list(List<PropertyInfo> *p_list) const {
- const StringName axis_names[] = { "x", "y", "z" };
+ const StringName axis_names[] = { PNAME("x"), PNAME("y"), PNAME("z") };
for (int i = 0; i < 3; ++i) {
- p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/linear_limit_enabled"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_limit_upper"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_limit_lower"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_limit_softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
- p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/linear_spring_enabled"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_spring_stiffness"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_spring_damping"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_equilibrium_point"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/linear_damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
- p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/angular_limit_enabled"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_limit_upper", PROPERTY_HINT_RANGE, "-180,180,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_limit_lower", PROPERTY_HINT_RANGE, "-180,180,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_limit_softness", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_restitution", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_damping", PROPERTY_HINT_RANGE, "0.01,16,0.01"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/erp"));
- p_list->push_back(PropertyInfo(Variant::BOOL, "joint_constraints/" + axis_names[i] + "/angular_spring_enabled"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_spring_stiffness"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_spring_damping"));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "joint_constraints/" + axis_names[i] + "/angular_equilibrium_point"));
+ const String prefix = vformat("%s/%s/", PNAME("joint_constraints"), axis_names[i]);
+ p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_limit_enabled")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_upper")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_lower")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("linear_spring_enabled")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_spring_stiffness")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_spring_damping")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_equilibrium_point")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_restitution"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("linear_damping"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_limit_enabled")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_upper"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_lower"), PROPERTY_HINT_RANGE, "-180,180,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_limit_softness"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_restitution"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_damping"), PROPERTY_HINT_RANGE, "0.01,16,0.01"));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("erp")));
+ p_list->push_back(PropertyInfo(Variant::BOOL, prefix + PNAME("angular_spring_enabled")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_spring_stiffness")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_spring_damping")));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, prefix + PNAME("angular_equilibrium_point")));
}
}
@@ -2823,9 +2873,9 @@ void PhysicalBone3D::_get_property_list(List<PropertyInfo> *p_list) const {
names += parent->get_bone_name(i);
}
- p_list->push_back(PropertyInfo(Variant::STRING_NAME, "bone_name", PROPERTY_HINT_ENUM, names));
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name"), PROPERTY_HINT_ENUM, names));
} else {
- p_list->push_back(PropertyInfo(Variant::STRING_NAME, "bone_name"));
+ p_list->push_back(PropertyInfo(Variant::STRING_NAME, PNAME("bone_name")));
}
if (joint_data) {
@@ -2864,16 +2914,16 @@ void PhysicalBone3D::_notification(int p_what) {
}
}
-void PhysicalBone3D::_body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state) {
- PhysicalBone3D *bone = (PhysicalBone3D *)p_instance;
- bone->_body_state_changed(p_state);
-}
-
void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
if (!simulate_physics || !_internal_simulate_physics) {
return;
}
+ linear_velocity = p_state->get_linear_velocity();
+ angular_velocity = p_state->get_angular_velocity();
+
+ GDVIRTUAL_CALL(_integrate_forces, p_state);
+
/// Update bone transform.
Transform3D global_transform(p_state->get_transform());
@@ -2936,24 +2986,38 @@ void PhysicalBone3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_angular_damp", "angular_damp"), &PhysicalBone3D::set_angular_damp);
ClassDB::bind_method(D_METHOD("get_angular_damp"), &PhysicalBone3D::get_angular_damp);
+ ClassDB::bind_method(D_METHOD("set_linear_velocity", "linear_velocity"), &PhysicalBone3D::set_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_linear_velocity"), &PhysicalBone3D::get_linear_velocity);
+
+ ClassDB::bind_method(D_METHOD("set_angular_velocity", "angular_velocity"), &PhysicalBone3D::set_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_angular_velocity"), &PhysicalBone3D::get_angular_velocity);
+
+ ClassDB::bind_method(D_METHOD("set_use_custom_integrator", "enable"), &PhysicalBone3D::set_use_custom_integrator);
+ ClassDB::bind_method(D_METHOD("is_using_custom_integrator"), &PhysicalBone3D::is_using_custom_integrator);
+
ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &PhysicalBone3D::set_can_sleep);
ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &PhysicalBone3D::is_able_to_sleep);
+ GDVIRTUAL_BIND(_integrate_forces, "state");
+
ADD_GROUP("Joint", "joint_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "joint_type", PROPERTY_HINT_ENUM, "None,PinJoint,ConeJoint,HingeJoint,SliderJoint,6DOFJoint"), "set_joint_type", "get_joint_type");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset"), "set_joint_offset", "get_joint_offset");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "joint_rotation", PROPERTY_HINT_RANGE, "-360,360,0.01,or_lesser,or_greater,radians"), "set_joint_rotation", "get_joint_rotation");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "joint_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_joint_offset", "get_joint_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "joint_rotation", PROPERTY_HINT_RANGE, "-360,360,0.01,or_less,or_greater,radians"), "set_joint_rotation", "get_joint_rotation");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "body_offset"), "set_body_offset", "get_body_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "body_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_body_offset", "get_body_offset");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp,suffix:kg"), "set_mass", "get_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gravity_scale", PROPERTY_HINT_RANGE, "-10,10,0.01"), "set_gravity_scale", "get_gravity_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
ADD_PROPERTY(PropertyInfo(Variant::INT, "linear_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_linear_damp_mode", "get_linear_damp_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp");
ADD_PROPERTY(PropertyInfo(Variant::INT, "angular_damp_mode", PROPERTY_HINT_ENUM, "Combine,Replace"), "set_angular_damp_mode", "get_angular_damp_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_angular_damp", "get_angular_damp");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity", PROPERTY_HINT_NONE, "suffix:m/s"), "set_linear_velocity", "get_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity", PROPERTY_HINT_NONE, U"radians,suffix:\u00B0/s"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
BIND_ENUM_CONSTANT(DAMP_MODE_COMBINE);
@@ -3315,6 +3379,7 @@ PhysicalBone3D::~PhysicalBone3D() {
if (joint_data) {
memdelete(joint_data);
}
+ ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(joint);
}
@@ -3363,10 +3428,11 @@ void PhysicalBone3D::_start_physics_simulation() {
return;
}
reset_to_rest_position();
- set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC);
+ set_body_mode(PhysicsServer3D::BODY_MODE_RIGID);
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), this, _body_state_changed_callback);
+ PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), callable_mp(this, &PhysicalBone3D::_body_state_changed));
set_as_top_level(true);
_internal_simulate_physics = true;
}
@@ -3379,13 +3445,15 @@ void PhysicalBone3D::_stop_physics_simulation() {
set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC);
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer());
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask());
+ PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), get_collision_priority());
} else {
set_body_mode(PhysicsServer3D::BODY_MODE_STATIC);
PhysicsServer3D::get_singleton()->body_set_collision_layer(get_rid(), 0);
PhysicsServer3D::get_singleton()->body_set_collision_mask(get_rid(), 0);
+ PhysicsServer3D::get_singleton()->body_set_collision_priority(get_rid(), 1.0);
}
if (_internal_simulate_physics) {
- PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), nullptr, nullptr);
+ PhysicsServer3D::get_singleton()->body_set_state_sync_callback(get_rid(), Callable());
parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false);
set_as_top_level(false);
_internal_simulate_physics = false;
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index e37b841117..92d4726bb5 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* physics_body_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* physics_body_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef PHYSICS_BODY_3D_H
#define PHYSICS_BODY_3D_H
@@ -50,11 +50,11 @@ protected:
uint16_t locked_axis = 0;
- Ref<KinematicCollision3D> _move(const Vector3 &p_linear_velocity, bool p_test_only = false, real_t p_margin = 0.001, int p_max_collisions = 1);
+ Ref<KinematicCollision3D> _move(const Vector3 &p_motion, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
public:
bool move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only = false, bool p_cancel_sliding = true);
- bool test_move(const Transform3D &p_from, const Vector3 &p_linear_velocity, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, int p_max_collisions = 1);
+ bool test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, int p_max_collisions = 1);
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock);
bool get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const;
@@ -129,8 +129,8 @@ private:
bool is_sync_to_physics_enabled() const;
};
-class RigidDynamicBody3D : public PhysicsBody3D {
- GDCLASS(RigidDynamicBody3D, PhysicsBody3D);
+class RigidBody3D : public PhysicsBody3D {
+ GDCLASS(RigidBody3D, PhysicsBody3D);
public:
enum FreezeMode {
@@ -198,7 +198,7 @@ private:
tagged = false;
}
};
- struct RigidDynamicBody3D_RemoveAction {
+ struct RigidBody3D_RemoveAction {
RID rid;
ObjectID body_id;
ShapePair pair;
@@ -212,7 +212,7 @@ private:
struct ContactMonitor {
bool locked = false;
- Map<ObjectID, BodyState> body_map;
+ HashMap<ObjectID, BodyState> body_map;
};
ContactMonitor *contact_monitor = nullptr;
@@ -226,7 +226,7 @@ protected:
void _notification(int p_what);
static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
@@ -300,11 +300,12 @@ public:
void set_max_contacts_reported(int p_amount);
int get_max_contacts_reported() const;
+ int get_contact_count() const;
void set_use_continuous_collision_detection(bool p_enable);
bool is_using_continuous_collision_detection() const;
- Array get_colliding_bodies() const;
+ TypedArray<Node3D> get_colliding_bodies() const;
void apply_central_impulse(const Vector3 &p_impulse);
void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3());
@@ -324,18 +325,18 @@ public:
void set_constant_torque(const Vector3 &p_torque);
Vector3 get_constant_torque() const;
- virtual TypedArray<String> get_configuration_warnings() const override;
+ virtual PackedStringArray get_configuration_warnings() const override;
- RigidDynamicBody3D();
- ~RigidDynamicBody3D();
+ RigidBody3D();
+ ~RigidBody3D();
private:
void _reload_physics_characteristics();
};
-VARIANT_ENUM_CAST(RigidDynamicBody3D::FreezeMode);
-VARIANT_ENUM_CAST(RigidDynamicBody3D::CenterOfMassMode);
-VARIANT_ENUM_CAST(RigidDynamicBody3D::DampMode);
+VARIANT_ENUM_CAST(RigidBody3D::FreezeMode);
+VARIANT_ENUM_CAST(RigidBody3D::CenterOfMassMode);
+VARIANT_ENUM_CAST(RigidBody3D::DampMode);
class KinematicCollision3D;
@@ -345,17 +346,17 @@ class CharacterBody3D : public PhysicsBody3D {
public:
enum MotionMode {
MOTION_MODE_GROUNDED,
- MOTION_MODE_FREE,
+ MOTION_MODE_FLOATING,
};
- enum MovingPlatformApplyVelocityOnLeave {
- PLATFORM_VEL_ON_LEAVE_ALWAYS,
- PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY,
- PLATFORM_VEL_ON_LEAVE_NEVER,
+ enum PlatformOnLeave {
+ PLATFORM_ON_LEAVE_ADD_VELOCITY,
+ PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY,
+ PLATFORM_ON_LEAVE_DO_NOTHING,
};
bool move_and_slide();
- const Vector3 &get_motion_velocity() const;
- void set_motion_velocity(const Vector3 &p_velocity);
+ const Vector3 &get_velocity() const;
+ void set_velocity(const Vector3 &p_velocity);
bool is_on_floor() const;
bool is_on_floor_only() const;
@@ -370,6 +371,7 @@ public:
const Vector3 &get_real_velocity() const;
real_t get_floor_angle(const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
const Vector3 &get_platform_velocity() const;
+ const Vector3 &get_platform_angular_velocity() const;
virtual Vector3 get_linear_velocity() const override;
@@ -382,7 +384,7 @@ public:
private:
real_t margin = 0.001;
MotionMode motion_mode = MOTION_MODE_GROUNDED;
- MovingPlatformApplyVelocityOnLeave moving_platform_apply_velocity_on_leave = PLATFORM_VEL_ON_LEAVE_ALWAYS;
+ PlatformOnLeave platform_on_leave = PLATFORM_ON_LEAVE_ADD_VELOCITY;
union CollisionState {
uint32_t state = 0;
struct {
@@ -410,18 +412,19 @@ private:
int platform_layer = 0;
RID platform_rid;
ObjectID platform_object_id;
- uint32_t moving_platform_floor_layers = UINT32_MAX;
- uint32_t moving_platform_wall_layers = 0;
+ uint32_t platform_floor_layers = UINT32_MAX;
+ uint32_t platform_wall_layers = 0;
real_t floor_snap_length = 0.1;
- real_t floor_max_angle = Math::deg2rad((real_t)45.0);
- real_t wall_min_slide_angle = Math::deg2rad((real_t)15.0);
+ real_t floor_max_angle = Math::deg_to_rad((real_t)45.0);
+ real_t wall_min_slide_angle = Math::deg_to_rad((real_t)15.0);
Vector3 up_direction = Vector3(0.0, 1.0, 0.0);
- Vector3 motion_velocity;
+ Vector3 velocity;
Vector3 floor_normal;
Vector3 wall_normal;
Vector3 ceiling_normal;
Vector3 last_motion;
Vector3 platform_velocity;
+ Vector3 platform_angular_velocity;
Vector3 platform_ceiling_velocity;
Vector3 previous_position;
Vector3 real_velocity;
@@ -456,38 +459,38 @@ private:
real_t get_wall_min_slide_angle() const;
void set_wall_min_slide_angle(real_t p_radians);
- uint32_t get_moving_platform_floor_layers() const;
- void set_moving_platform_floor_layers(const uint32_t p_exclude_layer);
+ uint32_t get_platform_floor_layers() const;
+ void set_platform_floor_layers(const uint32_t p_exclude_layer);
- uint32_t get_moving_platform_wall_layers() const;
- void set_moving_platform_wall_layers(const uint32_t p_exclude_layer);
+ uint32_t get_platform_wall_layers() const;
+ void set_platform_wall_layers(const uint32_t p_exclude_layer);
void set_motion_mode(MotionMode p_mode);
MotionMode get_motion_mode() const;
- void set_moving_platform_apply_velocity_on_leave(MovingPlatformApplyVelocityOnLeave p_on_leave_velocity);
- MovingPlatformApplyVelocityOnLeave get_moving_platform_apply_velocity_on_leave() const;
+ void set_platform_on_leave(PlatformOnLeave p_on_leave_velocity);
+ PlatformOnLeave get_platform_on_leave() const;
- void _move_and_slide_free(double p_delta);
+ void _move_and_slide_floating(double p_delta);
void _move_and_slide_grounded(double p_delta, bool p_was_on_floor);
Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision3D> _get_last_slide_collision();
const Vector3 &get_up_direction() const;
- bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
+ bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
void set_up_direction(const Vector3 &p_up_direction);
void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
- void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
+ void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
protected:
void _notification(int p_what);
static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
};
VARIANT_ENUM_CAST(CharacterBody3D::MotionMode);
-VARIANT_ENUM_CAST(CharacterBody3D::MovingPlatformApplyVelocityOnLeave);
+VARIANT_ENUM_CAST(CharacterBody3D::PlatformOnLeave);
class KinematicCollision3D : public RefCounted {
GDCLASS(KinematicCollision3D, RefCounted);
@@ -504,6 +507,7 @@ public:
Vector3 get_travel() const;
Vector3 get_remainder() const;
int get_collision_count() const;
+ real_t get_depth() const;
Vector3 get_position(int p_collision_index = 0) const;
Vector3 get_normal(int p_collision_index = 0) const;
real_t get_angle(int p_collision_index = 0, const Vector3 &p_up_direction = Vector3(0.0, 1.0, 0.0)) const;
@@ -662,9 +666,13 @@ private:
real_t bounce = 0.0;
real_t mass = 1.0;
real_t friction = 1.0;
+ Vector3 linear_velocity;
+ Vector3 angular_velocity;
real_t gravity_scale = 1.0;
bool can_sleep = true;
+ bool custom_integrator = false;
+
DampMode linear_damp_mode = DAMP_MODE_COMBINE;
DampMode angular_damp_mode = DAMP_MODE_COMBINE;
@@ -676,6 +684,7 @@ protected:
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
void _notification(int p_what);
+ GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *)
static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state);
void _body_state_changed(PhysicsDirectBodyState3D *p_state);
@@ -691,6 +700,15 @@ private:
public:
void _on_bone_parent_changed();
+ void set_linear_velocity(const Vector3 &p_velocity);
+ Vector3 get_linear_velocity() const override;
+
+ void set_angular_velocity(const Vector3 &p_velocity);
+ Vector3 get_angular_velocity() const override;
+
+ void set_use_custom_integrator(bool p_enable);
+ bool is_using_custom_integrator();
+
#ifdef TOOLS_ENABLED
void _set_gizmo_move_joint(bool p_move_joint);
virtual Transform3D get_global_gizmo_transform() const override;
@@ -700,7 +718,9 @@ public:
const JointData *get_joint_data() const;
Skeleton3D *find_skeleton_parent();
- int get_bone_id() const { return bone_id; }
+ int get_bone_id() const {
+ return bone_id;
+ }
void set_joint_type(JointType p_joint_type);
JointType get_joint_type() const;
@@ -768,4 +788,4 @@ private:
VARIANT_ENUM_CAST(PhysicalBone3D::JointType);
VARIANT_ENUM_CAST(PhysicalBone3D::DampMode);
-#endif // PHYSICS_BODY__H
+#endif // PHYSICS_BODY_3D_H
diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp
index d2ba6809b3..c4e1f8e8d1 100644
--- a/scene/3d/ray_cast_3d.cpp
+++ b/scene/3d/ray_cast_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* ray_cast_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* ray_cast_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "ray_cast_3d.h"
@@ -88,6 +88,10 @@ Object *RayCast3D::get_collider() const {
return ObjectDB::get_instance(against);
}
+RID RayCast3D::get_collider_rid() const {
+ return against_rid;
+}
+
int RayCast3D::get_collider_shape() const {
return against_shape;
}
@@ -171,8 +175,8 @@ void RayCast3D::_notification(int p_what) {
exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
}
}
-
} break;
+
case NOTIFICATION_EXIT_TREE: {
if (enabled) {
set_physics_process_internal(false);
@@ -181,8 +185,8 @@ void RayCast3D::_notification(int p_what) {
if (debug_shape) {
_clear_debug_shape();
}
-
} break;
+
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (!enabled) {
break;
@@ -193,7 +197,6 @@ void RayCast3D::_notification(int p_what) {
if (prev_collision_state != collided && get_tree()->is_debugging_collisions_hint()) {
_update_debug_shape_material(true);
}
-
} break;
}
}
@@ -225,12 +228,14 @@ void RayCast3D::_update_raycast_state() {
if (dss->intersect_ray(ray_params, rr)) {
collided = true;
against = rr.collider_id;
+ against_rid = rr.rid;
collision_point = rr.position;
collision_normal = rr.normal;
against_shape = rr.shape;
} else {
collided = false;
against = ObjectID();
+ against_rid = RID();
against_shape = 0;
}
}
@@ -243,30 +248,29 @@ void RayCast3D::add_exception_rid(const RID &p_rid) {
exclude.insert(p_rid);
}
-void RayCast3D::add_exception(const Object *p_object) {
- ERR_FAIL_NULL(p_object);
- const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
- if (!co) {
- return;
- }
- add_exception_rid(co->get_rid());
+void RayCast3D::add_exception(const CollisionObject3D *p_node) {
+ ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
+ add_exception_rid(p_node->get_rid());
}
void RayCast3D::remove_exception_rid(const RID &p_rid) {
exclude.erase(p_rid);
}
-void RayCast3D::remove_exception(const Object *p_object) {
- ERR_FAIL_NULL(p_object);
- const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
- if (!co) {
- return;
- }
- remove_exception_rid(co->get_rid());
+void RayCast3D::remove_exception(const CollisionObject3D *p_node) {
+ ERR_FAIL_NULL_MSG(p_node, "The passed Node must be an instance of CollisionObject3D.");
+ remove_exception_rid(p_node->get_rid());
}
void RayCast3D::clear_exceptions() {
exclude.clear();
+
+ if (exclude_parent_body && is_inside_tree()) {
+ CollisionObject3D *parent = Object::cast_to<CollisionObject3D>(get_parent());
+ if (parent) {
+ exclude.insert(parent->get_rid());
+ }
+ }
}
void RayCast3D::set_collide_with_areas(bool p_enabled) {
@@ -304,6 +308,7 @@ void RayCast3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("force_raycast_update"), &RayCast3D::force_raycast_update);
ClassDB::bind_method(D_METHOD("get_collider"), &RayCast3D::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_rid"), &RayCast3D::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &RayCast3D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_point"), &RayCast3D::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal"), &RayCast3D::get_collision_normal);
@@ -342,7 +347,7 @@ void RayCast3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position"), "set_target_position", "get_target_position");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled");
@@ -355,7 +360,7 @@ void RayCast3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "debug_shape_thickness", PROPERTY_HINT_RANGE, "1,5"), "set_debug_shape_thickness", "get_debug_shape_thickness");
}
-float RayCast3D::get_debug_shape_thickness() const {
+int RayCast3D::get_debug_shape_thickness() const {
return debug_shape_thickness;
}
@@ -384,7 +389,7 @@ void RayCast3D::_update_debug_shape_vertices() {
}
}
-void RayCast3D::set_debug_shape_thickness(const float p_debug_shape_thickness) {
+void RayCast3D::set_debug_shape_thickness(const int p_debug_shape_thickness) {
debug_shape_thickness = p_debug_shape_thickness;
update_gizmos();
@@ -511,7 +516,7 @@ void RayCast3D::_clear_debug_shape() {
MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
if (mi->is_inside_tree()) {
- mi->queue_delete();
+ mi->queue_free();
} else {
memdelete(mi);
}
diff --git a/scene/3d/ray_cast_3d.h b/scene/3d/ray_cast_3d.h
index a580afe8db..e230d61628 100644
--- a/scene/3d/ray_cast_3d.h
+++ b/scene/3d/ray_cast_3d.h
@@ -1,50 +1,53 @@
-/*************************************************************************/
-/* ray_cast_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* ray_cast_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef RAY_CAST_3D_H
#define RAY_CAST_3D_H
#include "scene/3d/node_3d.h"
+class CollisionObject3D;
+
class RayCast3D : public Node3D {
GDCLASS(RayCast3D, Node3D);
bool enabled = true;
bool collided = false;
ObjectID against;
+ RID against_rid;
int against_shape = 0;
Vector3 collision_point;
Vector3 collision_normal;
Vector3 target_position = Vector3(0, -1, 0);
- Set<RID> exclude;
+ HashSet<RID> exclude;
uint32_t collision_mask = 1;
bool exclude_parent_body = true;
@@ -105,23 +108,24 @@ public:
Ref<StandardMaterial3D> get_debug_material();
- float get_debug_shape_thickness() const;
- void set_debug_shape_thickness(const float p_debug_thickness);
+ int get_debug_shape_thickness() const;
+ void set_debug_shape_thickness(const int p_debug_thickness);
void force_raycast_update();
bool is_colliding() const;
Object *get_collider() const;
+ RID get_collider_rid() const;
int get_collider_shape() const;
Vector3 get_collision_point() const;
Vector3 get_collision_normal() const;
void add_exception_rid(const RID &p_rid);
- void add_exception(const Object *p_object);
+ void add_exception(const CollisionObject3D *p_node);
void remove_exception_rid(const RID &p_rid);
- void remove_exception(const Object *p_object);
+ void remove_exception(const CollisionObject3D *p_node);
void clear_exceptions();
RayCast3D();
};
-#endif // RAY_CAST_H
+#endif // RAY_CAST_3D_H
diff --git a/scene/3d/reflection_probe.cpp b/scene/3d/reflection_probe.cpp
index be655e71db..62202c0b1b 100644
--- a/scene/3d/reflection_probe.cpp
+++ b/scene/3d/reflection_probe.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* reflection_probe.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* reflection_probe.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "reflection_probe.h"
@@ -85,38 +85,40 @@ float ReflectionProbe::get_mesh_lod_threshold() const {
return mesh_lod_threshold;
}
-void ReflectionProbe::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
+void ReflectionProbe::set_size(const Vector3 &p_size) {
+ size = p_size;
for (int i = 0; i < 3; i++) {
- if (extents[i] < 0.01) {
- extents[i] = 0.01;
+ float half_size = size[i] / 2;
+ if (half_size < 0.01) {
+ half_size = 0.01;
}
- if (extents[i] - 0.01 < ABS(origin_offset[i])) {
- origin_offset[i] = SIGN(origin_offset[i]) * (extents[i] - 0.01);
+ if (half_size - 0.01 < ABS(origin_offset[i])) {
+ origin_offset[i] = SIGN(origin_offset[i]) * (half_size - 0.01);
}
}
- RS::get_singleton()->reflection_probe_set_extents(probe, extents);
+ RS::get_singleton()->reflection_probe_set_size(probe, size);
RS::get_singleton()->reflection_probe_set_origin_offset(probe, origin_offset);
update_gizmos();
}
-Vector3 ReflectionProbe::get_extents() const {
- return extents;
+Vector3 ReflectionProbe::get_size() const {
+ return size;
}
-void ReflectionProbe::set_origin_offset(const Vector3 &p_extents) {
- origin_offset = p_extents;
+void ReflectionProbe::set_origin_offset(const Vector3 &p_offset) {
+ origin_offset = p_offset;
for (int i = 0; i < 3; i++) {
- if (extents[i] - 0.01 < ABS(origin_offset[i])) {
- origin_offset[i] = SIGN(origin_offset[i]) * (extents[i] - 0.01);
+ float half_size = size[i] / 2;
+ if (half_size - 0.01 < ABS(origin_offset[i])) {
+ origin_offset[i] = SIGN(origin_offset[i]) * (half_size - 0.01);
}
}
- RS::get_singleton()->reflection_probe_set_extents(probe, extents);
+ RS::get_singleton()->reflection_probe_set_size(probe, size);
RS::get_singleton()->reflection_probe_set_origin_offset(probe, origin_offset);
update_gizmos();
@@ -174,21 +176,16 @@ ReflectionProbe::UpdateMode ReflectionProbe::get_update_mode() const {
AABB ReflectionProbe::get_aabb() const {
AABB aabb;
aabb.position = -origin_offset;
- aabb.size = origin_offset + extents;
+ aabb.size = origin_offset + size / 2;
return aabb;
}
-Vector<Face3> ReflectionProbe::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
-
-void ReflectionProbe::_validate_property(PropertyInfo &property) const {
- if (property.name == "interior/ambient_color" || property.name == "interior/ambient_color_energy") {
+void ReflectionProbe::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "ambient_color" || p_property.name == "ambient_color_energy") {
if (ambient_mode != AMBIENT_COLOR) {
- property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
- VisualInstance3D::_validate_property(property);
}
void ReflectionProbe::_bind_methods() {
@@ -210,8 +207,8 @@ void ReflectionProbe::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh_lod_threshold", "ratio"), &ReflectionProbe::set_mesh_lod_threshold);
ClassDB::bind_method(D_METHOD("get_mesh_lod_threshold"), &ReflectionProbe::get_mesh_lod_threshold);
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &ReflectionProbe::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &ReflectionProbe::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &ReflectionProbe::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &ReflectionProbe::get_size);
ClassDB::bind_method(D_METHOD("set_origin_offset", "origin_offset"), &ReflectionProbe::set_origin_offset);
ClassDB::bind_method(D_METHOD("get_origin_offset"), &ReflectionProbe::get_origin_offset);
@@ -233,9 +230,9 @@ void ReflectionProbe::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "update_mode", PROPERTY_HINT_ENUM, "Once (Fast),Always (Slow)"), "set_update_mode", "get_update_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_intensity", "get_intensity");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "0,16384,0.1,or_greater,exp"), "set_max_distance", "get_max_distance");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents"), "set_extents", "get_extents");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "origin_offset"), "set_origin_offset", "get_origin_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_distance", PROPERTY_HINT_RANGE, "0,16384,0.1,or_greater,exp,suffix:m"), "set_max_distance", "get_max_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "origin_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_origin_offset", "get_origin_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "box_projection"), "set_enable_box_projection", "is_box_projection_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interior"), "set_as_interior", "is_set_as_interior");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enable_shadows"), "set_enable_shadows", "are_shadows_enabled");
@@ -255,6 +252,24 @@ void ReflectionProbe::_bind_methods() {
BIND_ENUM_CONSTANT(AMBIENT_COLOR);
}
+#ifndef DISABLE_DEPRECATED
+bool ReflectionProbe::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
+}
+
+bool ReflectionProbe::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
ReflectionProbe::ReflectionProbe() {
probe = RenderingServer::get_singleton()->reflection_probe_create();
RS::get_singleton()->instance_set_base(get_instance(), probe);
@@ -262,5 +277,6 @@ ReflectionProbe::ReflectionProbe() {
}
ReflectionProbe::~ReflectionProbe() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(probe);
}
diff --git a/scene/3d/reflection_probe.h b/scene/3d/reflection_probe.h
index d0643496a4..738277ad39 100644
--- a/scene/3d/reflection_probe.h
+++ b/scene/3d/reflection_probe.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* reflection_probe.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef REFLECTIONPROBE_H
-#define REFLECTIONPROBE_H
+/**************************************************************************/
+/* reflection_probe.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef REFLECTION_PROBE_H
+#define REFLECTION_PROBE_H
#include "scene/3d/visual_instance_3d.h"
@@ -52,7 +52,7 @@ private:
RID probe;
float intensity = 1.0;
float max_distance = 0.0;
- Vector3 extents = Vector3(10, 10, 10);
+ Vector3 size = Vector3(20, 20, 20);
Vector3 origin_offset = Vector3(0, 0, 0);
bool box_projection = false;
bool enable_shadows = false;
@@ -67,7 +67,11 @@ private:
protected:
static void _bind_methods();
- void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
void set_intensity(float p_intensity);
@@ -91,10 +95,10 @@ public:
void set_mesh_lod_threshold(float p_pixels);
float get_mesh_lod_threshold() const;
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
- void set_origin_offset(const Vector3 &p_extents);
+ void set_origin_offset(const Vector3 &p_offset);
Vector3 get_origin_offset() const;
void set_as_interior(bool p_enable);
@@ -113,7 +117,6 @@ public:
UpdateMode get_update_mode() const;
virtual AABB get_aabb() const override;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
ReflectionProbe();
~ReflectionProbe();
@@ -122,4 +125,4 @@ public:
VARIANT_ENUM_CAST(ReflectionProbe::AmbientMode);
VARIANT_ENUM_CAST(ReflectionProbe::UpdateMode);
-#endif // REFLECTIONPROBE_H
+#endif // REFLECTION_PROBE_H
diff --git a/scene/3d/remote_transform_3d.cpp b/scene/3d/remote_transform_3d.cpp
index 2770b6f40c..fe309a82f8 100644
--- a/scene/3d/remote_transform_3d.cpp
+++ b/scene/3d/remote_transform_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* remote_transform_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* remote_transform_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "remote_transform_3d.h"
@@ -68,7 +68,7 @@ void RemoteTransform3D::_update_remote() {
Transform3D our_trans = get_global_transform();
if (update_remote_rotation) {
- n->set_rotation(our_trans.basis.get_euler_normalized(Basis::EulerOrder(n->get_rotation_order())));
+ n->set_rotation(our_trans.basis.get_euler_normalized(EulerOrder(n->get_rotation_order())));
}
if (update_remote_scale) {
@@ -90,7 +90,7 @@ void RemoteTransform3D::_update_remote() {
Transform3D our_trans = get_transform();
if (update_remote_rotation) {
- n->set_rotation(our_trans.basis.get_euler_normalized(Basis::EulerOrder(n->get_rotation_order())));
+ n->set_rotation(our_trans.basis.get_euler_normalized(EulerOrder(n->get_rotation_order())));
}
if (update_remote_scale) {
@@ -111,8 +111,8 @@ void RemoteTransform3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
_update_cache();
-
} break;
+
case NOTIFICATION_TRANSFORM_CHANGED: {
if (!is_inside_tree()) {
break;
@@ -121,7 +121,6 @@ void RemoteTransform3D::_notification(int p_what) {
if (cache.is_valid()) {
_update_remote();
}
-
} break;
}
}
@@ -179,11 +178,11 @@ void RemoteTransform3D::force_update_cache() {
_update_cache();
}
-TypedArray<String> RemoteTransform3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray RemoteTransform3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (!has_node(remote_node) || !Object::cast_to<Node3D>(get_node(remote_node))) {
- warnings.push_back(TTR("The \"Remote Path\" property must point to a valid Node3D or Node3D-derived node to work."));
+ warnings.push_back(RTR("The \"Remote Path\" property must point to a valid Node3D or Node3D-derived node to work."));
}
return warnings;
diff --git a/scene/3d/remote_transform_3d.h b/scene/3d/remote_transform_3d.h
index 03bb253578..3841821dae 100644
--- a/scene/3d/remote_transform_3d.h
+++ b/scene/3d/remote_transform_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* remote_transform_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef REMOTETRANSFORM_H
-#define REMOTETRANSFORM_H
+/**************************************************************************/
+/* remote_transform_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef REMOTE_TRANSFORM_3D_H
+#define REMOTE_TRANSFORM_3D_H
#include "scene/3d/node_3d.h"
@@ -70,9 +70,9 @@ public:
void force_update_cache();
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
RemoteTransform3D();
};
-#endif // REMOTETRANSFORM_H
+#endif // REMOTE_TRANSFORM_3D_H
diff --git a/scene/3d/shape_cast_3d.cpp b/scene/3d/shape_cast_3d.cpp
new file mode 100644
index 0000000000..87361d6b38
--- /dev/null
+++ b/scene/3d/shape_cast_3d.cpp
@@ -0,0 +1,651 @@
+/**************************************************************************/
+/* shape_cast_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "shape_cast_3d.h"
+
+#include "core/core_string_names.h"
+#include "scene/3d/collision_object_3d.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/resources/concave_polygon_shape_3d.h"
+
+void ShapeCast3D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ _update_debug_shape_vertices();
+ }
+ if (enabled && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(true);
+ } else {
+ set_physics_process_internal(false);
+ }
+
+ if (get_tree()->is_debugging_collisions_hint()) {
+ _update_debug_shape();
+ }
+
+ if (Object::cast_to<CollisionObject3D>(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
+ }
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ if (enabled) {
+ set_physics_process_internal(false);
+ }
+
+ if (debug_shape) {
+ _clear_debug_shape();
+ }
+ } break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ if (!enabled) {
+ break;
+ }
+
+ bool prev_collision_state = collided;
+ _update_shapecast_state();
+ if (get_tree()->is_debugging_collisions_hint()) {
+ if (prev_collision_state != collided) {
+ _update_debug_shape_material(true);
+ }
+ if (collided) {
+ _update_debug_shape();
+ }
+ if (prev_collision_state == collided && !collided) {
+ _update_debug_shape();
+ }
+ }
+ } break;
+ }
+}
+
+void ShapeCast3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &ShapeCast3D::resource_changed);
+
+ ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &ShapeCast3D::set_enabled);
+ ClassDB::bind_method(D_METHOD("is_enabled"), &ShapeCast3D::is_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_shape", "shape"), &ShapeCast3D::set_shape);
+ ClassDB::bind_method(D_METHOD("get_shape"), &ShapeCast3D::get_shape);
+
+ ClassDB::bind_method(D_METHOD("set_target_position", "local_point"), &ShapeCast3D::set_target_position);
+ ClassDB::bind_method(D_METHOD("get_target_position"), &ShapeCast3D::get_target_position);
+
+ ClassDB::bind_method(D_METHOD("set_margin", "margin"), &ShapeCast3D::set_margin);
+ ClassDB::bind_method(D_METHOD("get_margin"), &ShapeCast3D::get_margin);
+
+ ClassDB::bind_method(D_METHOD("set_max_results", "max_results"), &ShapeCast3D::set_max_results);
+ ClassDB::bind_method(D_METHOD("get_max_results"), &ShapeCast3D::get_max_results);
+
+ ClassDB::bind_method(D_METHOD("is_colliding"), &ShapeCast3D::is_colliding);
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &ShapeCast3D::get_collision_count);
+
+ ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast3D::force_shapecast_update);
+
+ ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast3D::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast3D::get_collider_rid);
+ ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast3D::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast3D::get_collision_point);
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast3D::get_collision_normal);
+
+ ClassDB::bind_method(D_METHOD("get_closest_collision_safe_fraction"), &ShapeCast3D::get_closest_collision_safe_fraction);
+ ClassDB::bind_method(D_METHOD("get_closest_collision_unsafe_fraction"), &ShapeCast3D::get_closest_collision_unsafe_fraction);
+
+ ClassDB::bind_method(D_METHOD("add_exception_rid", "rid"), &ShapeCast3D::add_exception_rid);
+ ClassDB::bind_method(D_METHOD("add_exception", "node"), &ShapeCast3D::add_exception);
+
+ ClassDB::bind_method(D_METHOD("remove_exception_rid", "rid"), &ShapeCast3D::remove_exception_rid);
+ ClassDB::bind_method(D_METHOD("remove_exception", "node"), &ShapeCast3D::remove_exception);
+
+ ClassDB::bind_method(D_METHOD("clear_exceptions"), &ShapeCast3D::clear_exceptions);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &ShapeCast3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &ShapeCast3D::get_collision_mask);
+
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &ShapeCast3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &ShapeCast3D::get_collision_mask_value);
+
+ ClassDB::bind_method(D_METHOD("set_exclude_parent_body", "mask"), &ShapeCast3D::set_exclude_parent_body);
+ ClassDB::bind_method(D_METHOD("get_exclude_parent_body"), &ShapeCast3D::get_exclude_parent_body);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &ShapeCast3D::set_collide_with_areas);
+ ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &ShapeCast3D::is_collide_with_areas_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &ShapeCast3D::set_collide_with_bodies);
+ ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &ShapeCast3D::is_collide_with_bodies_enabled);
+
+ ClassDB::bind_method(D_METHOD("_get_collision_result"), &ShapeCast3D::_get_collision_result);
+
+ ClassDB::bind_method(D_METHOD("set_debug_shape_custom_color", "debug_shape_custom_color"), &ShapeCast3D::set_debug_shape_custom_color);
+ ClassDB::bind_method(D_METHOD("get_debug_shape_custom_color"), &ShapeCast3D::get_debug_shape_custom_color);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "is_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "exclude_parent"), "set_exclude_parent_body", "get_exclude_parent_body");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "target_position", PROPERTY_HINT_NONE, "suffix:m"), "set_target_position", "get_target_position");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01,suffix:m"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_results"), "set_max_results", "get_max_results");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "collision_result", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "", "_get_collision_result");
+
+ ADD_GROUP("Collide With", "collide_with");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_areas", "is_collide_with_areas_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collide_with_bodies", "is_collide_with_bodies_enabled");
+
+ ADD_GROUP("Debug Shape", "debug_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_shape_custom_color"), "set_debug_shape_custom_color", "get_debug_shape_custom_color");
+}
+
+PackedStringArray ShapeCast3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node3D::get_configuration_warnings();
+
+ if (shape.is_null()) {
+ warnings.push_back(RTR("This node cannot interact with other objects unless a Shape3D is assigned."));
+ }
+ if (shape.is_valid() && Object::cast_to<ConcavePolygonShape3D>(*shape)) {
+ warnings.push_back(RTR("ShapeCast3D does not support ConcavePolygonShape3Ds. Collisions will not be reported."));
+ }
+ return warnings;
+}
+
+void ShapeCast3D::set_enabled(bool p_enabled) {
+ enabled = p_enabled;
+ update_gizmos();
+
+ if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(p_enabled);
+ }
+ if (!p_enabled) {
+ collided = false;
+ }
+
+ if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
+ if (p_enabled) {
+ _update_debug_shape();
+ } else {
+ _clear_debug_shape();
+ }
+ }
+}
+
+bool ShapeCast3D::is_enabled() const {
+ return enabled;
+}
+
+void ShapeCast3D::set_target_position(const Vector3 &p_point) {
+ target_position = p_point;
+ if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
+ _update_debug_shape();
+ }
+ update_gizmos();
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ if (is_inside_tree()) {
+ _update_debug_shape_vertices();
+ }
+ } else if (debug_shape) {
+ _update_debug_shape();
+ }
+}
+
+Vector3 ShapeCast3D::get_target_position() const {
+ return target_position;
+}
+
+void ShapeCast3D::set_margin(real_t p_margin) {
+ margin = p_margin;
+}
+
+real_t ShapeCast3D::get_margin() const {
+ return margin;
+}
+
+void ShapeCast3D::set_max_results(int p_max_results) {
+ max_results = p_max_results;
+}
+
+int ShapeCast3D::get_max_results() const {
+ return max_results;
+}
+
+void ShapeCast3D::set_collision_mask(uint32_t p_mask) {
+ collision_mask = p_mask;
+}
+
+uint32_t ShapeCast3D::get_collision_mask() const {
+ return collision_mask;
+}
+
+void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
+ if (p_value) {
+ mask |= 1 << (p_layer_number - 1);
+ } else {
+ mask &= ~(1 << (p_layer_number - 1));
+ }
+ set_collision_mask(mask);
+}
+
+bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
+}
+
+int ShapeCast3D::get_collision_count() const {
+ return result.size();
+}
+
+bool ShapeCast3D::is_colliding() const {
+ return collided;
+}
+
+Object *ShapeCast3D::get_collider(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), nullptr, "No collider found.");
+
+ if (result[p_idx].collider_id.is_null()) {
+ return nullptr;
+ }
+ return ObjectDB::get_instance(result[p_idx].collider_id);
+}
+
+RID ShapeCast3D::get_collider_rid(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
+ return result[p_idx].rid;
+}
+
+int ShapeCast3D::get_collider_shape(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
+ return result[p_idx].shape;
+}
+
+Vector3 ShapeCast3D::get_collision_point(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision point found.");
+ return result[p_idx].point;
+}
+
+Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), Vector3(), "No collision normal found.");
+ return result[p_idx].normal;
+}
+
+real_t ShapeCast3D::get_closest_collision_safe_fraction() const {
+ return collision_safe_fraction;
+}
+
+real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {
+ return collision_unsafe_fraction;
+}
+
+void ShapeCast3D::resource_changed(Ref<Resource> p_res) {
+ if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) {
+ _update_debug_shape();
+ }
+ update_gizmos();
+}
+
+void ShapeCast3D::_shape_changed() {
+ update_gizmos();
+ bool is_editor = Engine::get_singleton()->is_editor_hint();
+ if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
+ _update_debug_shape();
+ }
+}
+
+void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {
+ if (p_shape == shape) {
+ return;
+ }
+ if (!shape.is_null()) {
+ shape->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &ShapeCast3D::_shape_changed));
+ shape->unregister_owner(this);
+ }
+ shape = p_shape;
+ if (!shape.is_null()) {
+ shape->register_owner(this);
+ shape->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &ShapeCast3D::_shape_changed));
+ }
+ if (p_shape.is_valid()) {
+ shape_rid = shape->get_rid();
+ }
+
+ bool is_editor = Engine::get_singleton()->is_editor_hint();
+ if (is_inside_tree() && (is_editor || get_tree()->is_debugging_collisions_hint())) {
+ _update_debug_shape();
+ }
+ update_gizmos();
+ update_configuration_warnings();
+}
+
+Ref<Shape3D> ShapeCast3D::get_shape() const {
+ return shape;
+}
+
+void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {
+ if (exclude_parent_body == p_exclude_parent_body) {
+ return;
+ }
+ exclude_parent_body = p_exclude_parent_body;
+
+ if (!is_inside_tree()) {
+ return;
+ }
+ if (Object::cast_to<CollisionObject3D>(get_parent())) {
+ if (exclude_parent_body) {
+ exclude.insert(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
+ } else {
+ exclude.erase(Object::cast_to<CollisionObject3D>(get_parent())->get_rid());
+ }
+ }
+}
+
+bool ShapeCast3D::get_exclude_parent_body() const {
+ return exclude_parent_body;
+}
+
+void ShapeCast3D::_update_shapecast_state() {
+ result.clear();
+
+ ERR_FAIL_COND_MSG(shape.is_null(), "Null reference to shape. ShapeCast3D requires a Shape3D to sweep for collisions.");
+
+ Ref<World3D> w3d = get_world_3d();
+ ERR_FAIL_COND(w3d.is_null());
+
+ PhysicsDirectSpaceState3D *dss = PhysicsServer3D::get_singleton()->space_get_direct_state(w3d->get_space());
+ ERR_FAIL_COND(!dss);
+
+ Transform3D gt = get_global_transform();
+
+ PhysicsDirectSpaceState3D::ShapeParameters params;
+ params.shape_rid = shape_rid;
+ params.transform = gt;
+ params.motion = gt.basis.xform(target_position);
+ params.margin = margin;
+ params.exclude = exclude;
+ params.collision_mask = collision_mask;
+ params.collide_with_bodies = collide_with_bodies;
+ params.collide_with_areas = collide_with_areas;
+
+ collision_safe_fraction = 0.0;
+ collision_unsafe_fraction = 0.0;
+
+ if (target_position != Vector3()) {
+ dss->cast_motion(params, collision_safe_fraction, collision_unsafe_fraction);
+ if (collision_unsafe_fraction < 1.0) {
+ // Move shape transform to the point of impact,
+ // so we can collect contact info at that point.
+ gt.set_origin(gt.get_origin() + params.motion * (collision_unsafe_fraction + CMP_EPSILON));
+ params.transform = gt;
+ }
+ }
+ // Regardless of whether the shape is stuck or it's moved along
+ // the motion vector, we'll only consider static collisions from now on.
+ params.motion = Vector3();
+
+ bool intersected = true;
+ while (intersected && result.size() < max_results) {
+ PhysicsDirectSpaceState3D::ShapeRestInfo info;
+ intersected = dss->rest_info(params, &info);
+ if (intersected) {
+ result.push_back(info);
+ params.exclude.insert(info.rid);
+ }
+ }
+ collided = !result.is_empty();
+}
+
+void ShapeCast3D::force_shapecast_update() {
+ _update_shapecast_state();
+}
+
+void ShapeCast3D::add_exception_rid(const RID &p_rid) {
+ exclude.insert(p_rid);
+}
+
+void ShapeCast3D::add_exception(const Object *p_object) {
+ ERR_FAIL_NULL(p_object);
+ const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
+ if (!co) {
+ return;
+ }
+ add_exception_rid(co->get_rid());
+}
+
+void ShapeCast3D::remove_exception_rid(const RID &p_rid) {
+ exclude.erase(p_rid);
+}
+
+void ShapeCast3D::remove_exception(const Object *p_object) {
+ ERR_FAIL_NULL(p_object);
+ const CollisionObject3D *co = Object::cast_to<CollisionObject3D>(p_object);
+ if (!co) {
+ return;
+ }
+ remove_exception_rid(co->get_rid());
+}
+
+void ShapeCast3D::clear_exceptions() {
+ exclude.clear();
+}
+
+void ShapeCast3D::set_collide_with_areas(bool p_clip) {
+ collide_with_areas = p_clip;
+}
+
+bool ShapeCast3D::is_collide_with_areas_enabled() const {
+ return collide_with_areas;
+}
+
+void ShapeCast3D::set_collide_with_bodies(bool p_clip) {
+ collide_with_bodies = p_clip;
+}
+
+bool ShapeCast3D::is_collide_with_bodies_enabled() const {
+ return collide_with_bodies;
+}
+
+Array ShapeCast3D::_get_collision_result() const {
+ Array ret;
+
+ for (int i = 0; i < result.size(); ++i) {
+ const PhysicsDirectSpaceState3D::ShapeRestInfo &sri = result[i];
+
+ Dictionary col;
+ col["point"] = sri.point;
+ col["normal"] = sri.normal;
+ col["rid"] = sri.rid;
+ col["collider"] = ObjectDB::get_instance(sri.collider_id);
+ col["collider_id"] = sri.collider_id;
+ col["shape"] = sri.shape;
+ col["linear_velocity"] = sri.linear_velocity;
+
+ ret.push_back(col);
+ }
+ return ret;
+}
+
+void ShapeCast3D::_update_debug_shape_vertices() {
+ debug_shape_vertices.clear();
+ debug_line_vertices.clear();
+
+ if (!shape.is_null()) {
+ debug_shape_vertices.append_array(shape->get_debug_mesh_lines());
+ for (int i = 0; i < debug_shape_vertices.size(); i++) {
+ debug_shape_vertices.set(i, debug_shape_vertices[i] + Vector3(target_position * get_closest_collision_safe_fraction()));
+ }
+ }
+
+ if (target_position == Vector3()) {
+ return;
+ }
+
+ debug_line_vertices.push_back(Vector3());
+ debug_line_vertices.push_back(target_position);
+}
+
+const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {
+ return debug_shape_vertices;
+}
+
+const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {
+ return debug_line_vertices;
+}
+
+void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {
+ debug_shape_custom_color = p_color;
+ if (debug_material.is_valid()) {
+ _update_debug_shape_material();
+ }
+}
+
+Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {
+ _update_debug_shape_material();
+ return debug_material;
+}
+
+const Color &ShapeCast3D::get_debug_shape_custom_color() const {
+ return debug_shape_custom_color;
+}
+
+void ShapeCast3D::_create_debug_shape() {
+ _update_debug_shape_material();
+
+ Ref<ArrayMesh> mesh = memnew(ArrayMesh);
+
+ MeshInstance3D *mi = memnew(MeshInstance3D);
+ mi->set_mesh(mesh);
+
+ add_child(mi);
+ debug_shape = mi;
+}
+
+void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {
+ if (!debug_material.is_valid()) {
+ Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
+ debug_material = material;
+
+ material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ // Use double-sided rendering so that the RayCast can be seen if the camera is inside.
+ material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
+ material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
+ }
+
+ Color color = debug_shape_custom_color;
+ if (color == Color(0.0, 0.0, 0.0)) {
+ // Use the default debug shape color defined in the Project Settings.
+ color = get_tree()->get_debug_collisions_color();
+ }
+
+ if (p_check_collision && collided) {
+ if ((color.get_h() < 0.055 || color.get_h() > 0.945) && color.get_s() > 0.5 && color.get_v() > 0.5) {
+ // If base color is already quite reddish, highlight collision with green color
+ color = Color(0.0, 1.0, 0.0, color.a);
+ } else {
+ // Else, highlight collision with red color
+ color = Color(1.0, 0, 0, color.a);
+ }
+ }
+
+ Ref<StandardMaterial3D> material = static_cast<Ref<StandardMaterial3D>>(debug_material);
+ material->set_albedo(color);
+}
+
+void ShapeCast3D::_update_debug_shape() {
+ if (!enabled) {
+ return;
+ }
+
+ if (!debug_shape) {
+ _create_debug_shape();
+ }
+
+ _update_debug_shape_vertices();
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+
+ MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
+ Ref<ArrayMesh> mesh = mi->get_mesh();
+ if (!mesh.is_valid()) {
+ return;
+ }
+
+ mesh->clear_surfaces();
+
+ Array a;
+ a.resize(Mesh::ARRAY_MAX);
+
+ uint32_t flags = 0;
+ int surface_count = 0;
+
+ if (!debug_shape_vertices.is_empty()) {
+ a[Mesh::ARRAY_VERTEX] = debug_shape_vertices;
+ mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
+ mesh->surface_set_material(surface_count, debug_material);
+ ++surface_count;
+ }
+
+ if (!debug_line_vertices.is_empty()) {
+ a[Mesh::ARRAY_VERTEX] = debug_line_vertices;
+ mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, a, Array(), Dictionary(), flags);
+ mesh->surface_set_material(surface_count, debug_material);
+ ++surface_count;
+ }
+}
+
+void ShapeCast3D::_clear_debug_shape() {
+ if (!debug_shape) {
+ return;
+ }
+
+ MeshInstance3D *mi = static_cast<MeshInstance3D *>(debug_shape);
+ if (mi->is_inside_tree()) {
+ mi->queue_free();
+ } else {
+ memdelete(mi);
+ }
+
+ debug_shape = nullptr;
+}
+
+ShapeCast3D::~ShapeCast3D() {
+ if (!shape.is_null()) {
+ shape->unregister_owner(this);
+ }
+}
diff --git a/scene/3d/shape_cast_3d.h b/scene/3d/shape_cast_3d.h
new file mode 100644
index 0000000000..344f1d3b8a
--- /dev/null
+++ b/scene/3d/shape_cast_3d.h
@@ -0,0 +1,144 @@
+/**************************************************************************/
+/* shape_cast_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef SHAPE_CAST_3D_H
+#define SHAPE_CAST_3D_H
+
+#include "scene/3d/node_3d.h"
+#include "scene/resources/shape_3d.h"
+
+class ShapeCast3D : public Node3D {
+ GDCLASS(ShapeCast3D, Node3D);
+
+ bool enabled = true;
+ void resource_changed(Ref<Resource> p_res);
+
+ Ref<Shape3D> shape;
+ RID shape_rid;
+ Vector3 target_position = Vector3(0, -1, 0);
+
+ HashSet<RID> exclude;
+ real_t margin = 0.0;
+ uint32_t collision_mask = 1;
+ bool exclude_parent_body = true;
+ bool collide_with_areas = false;
+ bool collide_with_bodies = true;
+
+ Node *debug_shape = nullptr;
+ Ref<Material> debug_material;
+ Color debug_shape_custom_color = Color(0.0, 0.0, 0.0);
+ Vector<Vector3> debug_shape_vertices;
+ Vector<Vector3> debug_line_vertices;
+
+ void _create_debug_shape();
+ void _update_debug_shape();
+ void _update_debug_shape_material(bool p_check_collision = false);
+ void _update_debug_shape_vertices();
+ void _clear_debug_shape();
+
+ // Result
+ int max_results = 32;
+ Vector<PhysicsDirectSpaceState3D::ShapeRestInfo> result;
+ bool collided = false;
+ real_t collision_safe_fraction = 1.0;
+ real_t collision_unsafe_fraction = 1.0;
+
+ Array _get_collision_result() const;
+
+ ~ShapeCast3D();
+
+protected:
+ void _notification(int p_what);
+ void _update_shapecast_state();
+ void _shape_changed();
+ static void _bind_methods();
+
+public:
+ void set_collide_with_areas(bool p_clip);
+ bool is_collide_with_areas_enabled() const;
+
+ void set_collide_with_bodies(bool p_clip);
+ bool is_collide_with_bodies_enabled() const;
+
+ void set_enabled(bool p_enabled);
+ bool is_enabled() const;
+
+ void set_shape(const Ref<Shape3D> &p_shape);
+ Ref<Shape3D> get_shape() const;
+
+ void set_target_position(const Vector3 &p_point);
+ Vector3 get_target_position() const;
+
+ void set_margin(real_t p_margin);
+ real_t get_margin() const;
+
+ void set_max_results(int p_max_results);
+ int get_max_results() const;
+
+ void set_collision_mask(uint32_t p_mask);
+ uint32_t get_collision_mask() const;
+
+ void set_collision_mask_value(int p_layer_number, bool p_value);
+ bool get_collision_mask_value(int p_layer_number) const;
+
+ void set_exclude_parent_body(bool p_exclude_parent_body);
+ bool get_exclude_parent_body() const;
+
+ const Color &get_debug_shape_custom_color() const;
+ void set_debug_shape_custom_color(const Color &p_color);
+
+ const Vector<Vector3> &get_debug_shape_vertices() const;
+ const Vector<Vector3> &get_debug_line_vertices() const;
+
+ Ref<StandardMaterial3D> get_debug_material();
+
+ int get_collision_count() const;
+ Object *get_collider(int p_idx) const;
+ RID get_collider_rid(int p_idx) const;
+ int get_collider_shape(int p_idx) const;
+ Vector3 get_collision_point(int p_idx) const;
+ Vector3 get_collision_normal(int p_idx) const;
+
+ real_t get_closest_collision_safe_fraction() const;
+ real_t get_closest_collision_unsafe_fraction() const;
+
+ void force_shapecast_update();
+ bool is_colliding() const;
+
+ void add_exception_rid(const RID &p_rid);
+ void add_exception(const Object *p_object);
+ void remove_exception_rid(const RID &p_rid);
+ void remove_exception(const Object *p_object);
+ void clear_exceptions();
+
+ virtual PackedStringArray get_configuration_warnings() const override;
+};
+
+#endif // SHAPE_CAST_3D_H
diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp
index 3957a1653f..1b46879079 100644
--- a/scene/3d/skeleton_3d.cpp
+++ b/scene/3d/skeleton_3d.cpp
@@ -1,40 +1,38 @@
-/*************************************************************************/
-/* skeleton_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* skeleton_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "skeleton_3d.h"
#include "core/object/message_queue.h"
#include "core/variant/type_info.h"
-#include "editor/plugins/skeleton_3d_editor_plugin.h"
#include "scene/3d/physics_body_3d.h"
-#include "scene/resources/skeleton_modification_3d.h"
#include "scene/resources/surface_tool.h"
#include "scene/scene_string_names.h"
@@ -46,7 +44,6 @@ void SkinReference::_skin_changed() {
}
void SkinReference::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_skin_changed"), &SkinReference::_skin_changed);
ClassDB::bind_method(D_METHOD("get_skeleton"), &SkinReference::get_skeleton);
ClassDB::bind_method(D_METHOD("get_skin"), &SkinReference::get_skin);
}
@@ -60,10 +57,10 @@ Ref<Skin> SkinReference::get_skin() const {
}
SkinReference::~SkinReference() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
if (skeleton_node) {
skeleton_node->skin_bindings.erase(this);
}
-
RS::get_singleton()->free(skeleton);
}
@@ -72,13 +69,6 @@ SkinReference::~SkinReference() {
bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
-#ifndef _3D_DISABLED
- if (path.begins_with("modification_stack")) {
- set_modification_stack(p_value);
- return true;
- }
-#endif //_3D_DISABLED
-
if (!path.begins_with("bones/")) {
return false;
}
@@ -115,13 +105,6 @@ bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {
bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
String path = p_path;
-#ifndef _3D_DISABLED
- if (path.begins_with("modification_stack")) {
- r_ret = modification_stack;
- return true;
- }
-#endif //_3D_DISABLED
-
if (!path.begins_with("bones/")) {
return false;
}
@@ -154,62 +137,52 @@ bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {
void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < bones.size(); i++) {
- String prep = "bones/" + itos(i) + "/";
- p_list->push_back(PropertyInfo(Variant::STRING, prep + "name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
- p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
- p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + "rest", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
- p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
- p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
- p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + "rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
- p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + "scale", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ const String prep = vformat("%s/%d/", PNAME("bones"), i);
+ p_list->push_back(PropertyInfo(Variant::STRING, prep + PNAME("name"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::INT, prep + PNAME("parent"), PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::TRANSFORM3D, prep + PNAME("rest"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::BOOL, prep + PNAME("enabled"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + PNAME("position"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::QUATERNION, prep + PNAME("rotation"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, prep + PNAME("scale"), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
-#ifndef _3D_DISABLED
- p_list->push_back(
- PropertyInfo(Variant::OBJECT, "modification_stack",
- PROPERTY_HINT_RESOURCE_TYPE,
- "SkeletonModificationStack3D",
- PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
-#endif //_3D_DISABLED
-
for (PropertyInfo &E : *p_list) {
_validate_property(E);
}
}
-void Skeleton3D::_validate_property(PropertyInfo &property) const {
- PackedStringArray split = property.name.split("/");
+void Skeleton3D::_validate_property(PropertyInfo &p_property) const {
+ PackedStringArray split = p_property.name.split("/");
if (split.size() == 3 && split[0] == "bones") {
if (split[2] == "rest") {
- property.usage |= PROPERTY_USAGE_READ_ONLY;
+ p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
if (is_show_rest_only()) {
if (split[2] == "enabled") {
- property.usage |= PROPERTY_USAGE_READ_ONLY;
+ p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
if (split[2] == "position") {
- property.usage |= PROPERTY_USAGE_READ_ONLY;
+ p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
if (split[2] == "rotation") {
- property.usage |= PROPERTY_USAGE_READ_ONLY;
+ p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
if (split[2] == "scale") {
- property.usage |= PROPERTY_USAGE_READ_ONLY;
+ p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
} else if (!is_bone_enabled(split[1].to_int())) {
if (split[2] == "position") {
- property.usage |= PROPERTY_USAGE_READ_ONLY;
+ p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
if (split[2] == "rotation") {
- property.usage |= PROPERTY_USAGE_READ_ONLY;
+ p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
if (split[2] == "scale") {
- property.usage |= PROPERTY_USAGE_READ_ONLY;
+ p_property.usage |= PROPERTY_USAGE_READ_ONLY;
}
}
}
-
- Node3D::_validate_property(property);
}
void Skeleton3D::_update_process_order() {
@@ -264,19 +237,19 @@ void Skeleton3D::_notification(int p_what) {
force_update_all_bone_transforms();
// Update skins.
- for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
- const Skin *skin = E->get()->skin.operator->();
- RID skeleton = E->get()->skeleton;
+ for (SkinReference *E : skin_bindings) {
+ const Skin *skin = E->skin.operator->();
+ RID skeleton = E->skeleton;
uint32_t bind_count = skin->get_bind_count();
- if (E->get()->bind_count != bind_count) {
+ if (E->bind_count != bind_count) {
RS::get_singleton()->skeleton_allocate_data(skeleton, bind_count);
- E->get()->bind_count = bind_count;
- E->get()->skin_bone_indices.resize(bind_count);
- E->get()->skin_bone_indices_ptrs = E->get()->skin_bone_indices.ptrw();
+ E->bind_count = bind_count;
+ E->skin_bone_indices.resize(bind_count);
+ E->skin_bone_indices_ptrs = E->skin_bone_indices.ptrw();
}
- if (E->get()->skeleton_version != version) {
+ if (E->skeleton_version != version) {
for (uint32_t i = 0; i < bind_count; i++) {
StringName bind_name = skin->get_bind_name(i);
@@ -285,7 +258,7 @@ void Skeleton3D::_notification(int p_what) {
bool found = false;
for (int j = 0; j < len; j++) {
if (bonesptr[j].name == bind_name) {
- E->get()->skin_bone_indices_ptrs[i] = j;
+ E->skin_bone_indices_ptrs[i] = j;
found = true;
break;
}
@@ -293,76 +266,51 @@ void Skeleton3D::_notification(int p_what) {
if (!found) {
ERR_PRINT("Skin bind #" + itos(i) + " contains named bind '" + String(bind_name) + "' but Skeleton3D has no bone by that name.");
- E->get()->skin_bone_indices_ptrs[i] = 0;
+ E->skin_bone_indices_ptrs[i] = 0;
}
} else if (skin->get_bind_bone(i) >= 0) {
int bind_index = skin->get_bind_bone(i);
if (bind_index >= len) {
ERR_PRINT("Skin bind #" + itos(i) + " contains bone index bind: " + itos(bind_index) + " , which is greater than the skeleton bone count: " + itos(len) + ".");
- E->get()->skin_bone_indices_ptrs[i] = 0;
+ E->skin_bone_indices_ptrs[i] = 0;
} else {
- E->get()->skin_bone_indices_ptrs[i] = bind_index;
+ E->skin_bone_indices_ptrs[i] = bind_index;
}
} else {
ERR_PRINT("Skin bind #" + itos(i) + " does not contain a name nor a bone index.");
- E->get()->skin_bone_indices_ptrs[i] = 0;
+ E->skin_bone_indices_ptrs[i] = 0;
}
}
- E->get()->skeleton_version = version;
+ E->skeleton_version = version;
}
for (uint32_t i = 0; i < bind_count; i++) {
- uint32_t bone_index = E->get()->skin_bone_indices_ptrs[i];
+ uint32_t bone_index = E->skin_bone_indices_ptrs[i];
ERR_CONTINUE(bone_index >= (uint32_t)len);
rs->skeleton_bone_set_transform(skeleton, i, bonesptr[bone_index].pose_global * skin->get_bind_pose(i));
}
}
-
-#ifdef TOOLS_ENABLED
emit_signal(SceneStringNames::get_singleton()->pose_updated);
-#endif // TOOLS_ENABLED
-
} break;
#ifndef _3D_DISABLED
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
// This is active only if the skeleton animates the physical bones
// and the state of the bone is not active.
- if (Engine::get_singleton()->is_editor_hint()) {
- if (animate_physical_bones) {
- for (int i = 0; i < bones.size(); i += 1) {
- if (bones[i].physical_bone) {
- if (bones[i].physical_bone->is_simulating_physics() == false) {
- bones[i].physical_bone->reset_to_rest_position();
- }
+ if (animate_physical_bones) {
+ for (int i = 0; i < bones.size(); i += 1) {
+ if (bones[i].physical_bone) {
+ if (bones[i].physical_bone->is_simulating_physics() == false) {
+ bones[i].physical_bone->reset_to_rest_position();
}
}
}
}
-
- if (modification_stack.is_valid()) {
- execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_physics_process);
- }
-
} break;
-#endif // _3D_DISABLED
-
-#ifndef _3D_DISABLED
- case NOTIFICATION_INTERNAL_PROCESS: {
- if (modification_stack.is_valid()) {
- execute_modifications(get_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_process);
- }
- } break;
-#endif // _3D_DISABLED
-
-#ifndef _3D_DISABLED
case NOTIFICATION_READY: {
- set_physics_process_internal(true);
- set_process_internal(true);
-
- if (modification_stack.is_valid()) {
- set_modification_stack(modification_stack);
+ if (Engine::get_singleton()->is_editor_hint()) {
+ set_physics_process_internal(true);
}
} break;
#endif // _3D_DISABLED
@@ -410,103 +358,27 @@ Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {
return bones[p_bone].pose_global_no_override;
}
-void Skeleton3D::clear_bones_local_pose_override() {
- for (int i = 0; i < bones.size(); i += 1) {
- bones.write[i].local_pose_override_amount = 0;
+void Skeleton3D::set_motion_scale(float p_motion_scale) {
+ if (p_motion_scale <= 0) {
+ motion_scale = 1;
+ ERR_FAIL_MSG("Motion scale must be larger than 0.");
}
- _make_dirty();
+ motion_scale = p_motion_scale;
}
-void Skeleton3D::set_bone_local_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX(p_bone, bone_size);
- bones.write[p_bone].local_pose_override_amount = p_amount;
- bones.write[p_bone].local_pose_override = p_pose;
- bones.write[p_bone].local_pose_override_reset = !p_persistent;
- _make_dirty();
-}
-
-Transform3D Skeleton3D::get_bone_local_pose_override(int p_bone) const {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
- return bones[p_bone].local_pose_override;
+float Skeleton3D::get_motion_scale() const {
+ ERR_FAIL_COND_V(motion_scale <= 0, 1);
+ return motion_scale;
}
-void Skeleton3D::update_bone_rest_forward_vector(int p_bone, bool p_force_update) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX(p_bone, bone_size);
-
- if (bones[p_bone].rest_bone_forward_vector.length_squared() > 0 && p_force_update == false) {
- update_bone_rest_forward_axis(p_bone, p_force_update);
- }
-
- // If it is a child/leaf bone...
- if (get_bone_parent(p_bone) > 0) {
- bones.write[p_bone].rest_bone_forward_vector = bones[p_bone].rest.origin.normalized();
- } else {
- // If it has children...
- Vector<int> child_bones = get_bone_children(p_bone);
- if (child_bones.size() > 0) {
- Vector3 combined_child_dir = Vector3(0, 0, 0);
- for (int i = 0; i < child_bones.size(); i++) {
- combined_child_dir += bones[child_bones[i]].rest.origin.normalized();
- }
- combined_child_dir = combined_child_dir / child_bones.size();
- bones.write[p_bone].rest_bone_forward_vector = combined_child_dir.normalized();
- } else {
- WARN_PRINT_ONCE("Cannot calculate forward direction for bone " + itos(p_bone));
- WARN_PRINT_ONCE("Assuming direction of (0, 1, 0) for bone");
- bones.write[p_bone].rest_bone_forward_vector = Vector3(0, 1, 0);
- }
- }
- update_bone_rest_forward_axis(p_bone, p_force_update);
-}
-
-void Skeleton3D::update_bone_rest_forward_axis(int p_bone, bool p_force_update) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX(p_bone, bone_size);
- if (bones[p_bone].rest_bone_forward_axis > -1 && p_force_update == false) {
- return;
- }
-
- Vector3 forward_axis_absolute = bones[p_bone].rest_bone_forward_vector.abs();
- if (forward_axis_absolute.x > forward_axis_absolute.y && forward_axis_absolute.x > forward_axis_absolute.z) {
- if (bones[p_bone].rest_bone_forward_vector.x > 0) {
- bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_X_FORWARD;
- } else {
- bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_X_FORWARD;
- }
- } else if (forward_axis_absolute.y > forward_axis_absolute.x && forward_axis_absolute.y > forward_axis_absolute.z) {
- if (bones[p_bone].rest_bone_forward_vector.y > 0) {
- bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_Y_FORWARD;
- } else {
- bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_Y_FORWARD;
- }
- } else {
- if (bones[p_bone].rest_bone_forward_vector.z > 0) {
- bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_Z_FORWARD;
- } else {
- bones.write[p_bone].rest_bone_forward_axis = BONE_AXIS_NEGATIVE_Z_FORWARD;
- }
- }
-}
-
-Vector3 Skeleton3D::get_bone_axis_forward_vector(int p_bone) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX_V(p_bone, bone_size, Vector3(0, 0, 0));
- return bones[p_bone].rest_bone_forward_vector;
-}
+// Skeleton creation api
-int Skeleton3D::get_bone_axis_forward_enum(int p_bone) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
- return bones[p_bone].rest_bone_forward_axis;
+uint64_t Skeleton3D::get_version() const {
+ return version;
}
-// Skeleton creation api
-
void Skeleton3D::add_bone(const String &p_name) {
- ERR_FAIL_COND(p_name.is_empty() || p_name.find(":") != -1 || p_name.find("/") != -1);
+ ERR_FAIL_COND(p_name.is_empty() || p_name.contains(":") || p_name.contains("/"));
for (int i = 0; i < bones.size(); i++) {
ERR_FAIL_COND(bones[i].name == p_name);
@@ -517,6 +389,7 @@ void Skeleton3D::add_bone(const String &p_name) {
bones.push_back(b);
process_order_dirty = true;
version++;
+ rest_dirty = true;
_make_dirty();
update_gizmos();
}
@@ -542,11 +415,12 @@ void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {
for (int i = 0; i < bone_size; i++) {
if (i != p_bone) {
- ERR_FAIL_COND(bones[i].name == p_name);
+ ERR_FAIL_COND_MSG(bones[i].name == p_name, "Skeleton3D: '" + get_name() + "', bone name: '" + p_name + "' is already exist.");
}
}
bones.write[p_bone].name = p_name;
+ version++;
}
bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {
@@ -575,6 +449,7 @@ void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {
bones.write[p_bone].parent = p_parent;
process_order_dirty = true;
+ rest_dirty = true;
_make_dirty();
}
@@ -593,56 +468,32 @@ void Skeleton3D::unparent_bone_and_rest(int p_bone) {
bones.write[p_bone].parent = -1;
process_order_dirty = true;
+ rest_dirty = true;
_make_dirty();
}
int Skeleton3D::get_bone_parent(int p_bone) const {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone, bone_size, -1);
-
+ if (process_order_dirty) {
+ const_cast<Skeleton3D *>(this)->_update_process_order();
+ }
return bones[p_bone].parent;
}
-Vector<int> Skeleton3D::get_bone_children(int p_bone) {
+Vector<int> Skeleton3D::get_bone_children(int p_bone) const {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone, bone_size, Vector<int>());
+ if (process_order_dirty) {
+ const_cast<Skeleton3D *>(this)->_update_process_order();
+ }
return bones[p_bone].child_bones;
}
-void Skeleton3D::set_bone_children(int p_bone, Vector<int> p_children) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX(p_bone, bone_size);
- bones.write[p_bone].child_bones = p_children;
-
- process_order_dirty = true;
- _make_dirty();
-}
-
-void Skeleton3D::add_bone_child(int p_bone, int p_child) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX(p_bone, bone_size);
- bones.write[p_bone].child_bones.push_back(p_child);
-
- process_order_dirty = true;
- _make_dirty();
-}
-
-void Skeleton3D::remove_bone_child(int p_bone, int p_child) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX(p_bone, bone_size);
-
- int child_idx = bones[p_bone].child_bones.find(p_child);
- if (child_idx >= 0) {
- bones.write[p_bone].child_bones.remove_at(child_idx);
- } else {
- WARN_PRINT("Cannot remove child bone: Child bone not found.");
+Vector<int> Skeleton3D::get_parentless_bones() const {
+ if (process_order_dirty) {
+ const_cast<Skeleton3D *>(this)->_update_process_order();
}
-
- process_order_dirty = true;
- _make_dirty();
-}
-
-Vector<int> Skeleton3D::get_parentless_bones() {
return parentless_bones;
}
@@ -651,6 +502,7 @@ void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {
ERR_FAIL_INDEX(p_bone, bone_size);
bones.write[p_bone].rest = p_rest;
+ rest_dirty = true;
_make_dirty();
}
Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
@@ -659,6 +511,14 @@ Transform3D Skeleton3D::get_bone_rest(int p_bone) const {
return bones[p_bone].rest;
}
+Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
+ if (rest_dirty) {
+ const_cast<Skeleton3D *>(this)->notification(NOTIFICATION_UPDATE_SKELETON);
+ }
+ return bones[p_bone].global_rest;
+}
void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {
const int bone_size = bones.size();
@@ -743,6 +603,20 @@ Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {
return bones[p_bone].pose_scale;
}
+void Skeleton3D::reset_bone_pose(int p_bone) {
+ const int bone_size = bones.size();
+ ERR_FAIL_INDEX(p_bone, bone_size);
+ set_bone_pose_position(p_bone, bones[p_bone].rest.origin);
+ set_bone_pose_rotation(p_bone, bones[p_bone].rest.basis.get_rotation_quaternion());
+ set_bone_pose_scale(p_bone, bones[p_bone].rest.basis.get_scale());
+}
+
+void Skeleton3D::reset_bone_poses() {
+ for (int i = 0; i < bones.size(); i++) {
+ reset_bone_pose(i);
+ }
+}
+
Transform3D Skeleton3D::get_bone_pose(int p_bone) const {
const int bone_size = bones.size();
ERR_FAIL_INDEX_V(p_bone, bone_size, Transform3D());
@@ -760,8 +634,6 @@ void Skeleton3D::_make_dirty() {
}
void Skeleton3D::localize_rests() {
- _update_process_order();
-
Vector<int> bones_to_process = get_parentless_bones();
while (bones_to_process.size() > 0) {
int current_bone_idx = bones_to_process[0];
@@ -891,10 +763,14 @@ void _pb_start_simulation(const Skeleton3D *p_skeleton, Node *p_node, const Vect
PhysicalBone3D *pb = Object::cast_to<PhysicalBone3D>(p_node);
if (pb) {
- for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
- if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
- pb->set_simulate_physics(true);
- break;
+ if (p_sim_bones.is_empty()) { // If no bones is specified, activate ragdoll on full body.
+ pb->set_simulate_physics(true);
+ } else {
+ for (int i = p_sim_bones.size() - 1; 0 <= i; --i) {
+ if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) {
+ pb->set_simulate_physics(true);
+ break;
+ }
}
}
}
@@ -904,9 +780,7 @@ void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName>
set_physics_process_internal(false);
Vector<int> sim_bones;
- if (p_bones.size() <= 0) {
- sim_bones.push_back(0); // If no bones is specified, activate ragdoll on full body.
- } else {
+ if (p_bones.size() > 0) {
sim_bones.resize(p_bones.size());
int c = 0;
for (int i = sim_bones.size() - 1; 0 <= i; --i) {
@@ -953,7 +827,6 @@ Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
skin.instantiate();
skin->set_bind_count(bones.size());
- _update_process_order(); // Just in case.
// Pose changed, rebuild cache of inverses.
const Bone *bonesptr = bones.ptr();
@@ -993,9 +866,9 @@ Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {
Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
ERR_FAIL_COND_V(p_skin.is_null(), Ref<SkinReference>());
- for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
- if (E->get()->skin == p_skin) {
- return Ref<SkinReference>(E->get());
+ for (const SkinReference *E : skin_bindings) {
+ if (E->skin == p_skin) {
+ return Ref<SkinReference>(E);
}
}
@@ -1010,7 +883,7 @@ Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {
skin_bindings.insert(skin_ref.operator->());
- skin_ref->skin->connect("changed", Callable(skin_ref.operator->(), "_skin_changed"));
+ skin_ref->skin->connect("changed", callable_mp(skin_ref.operator->(), &SkinReference::_skin_changed));
_make_dirty(); // Skin needs to be updated, so update skeleton.
@@ -1066,24 +939,14 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
b.pose_global_no_override = b.pose_global;
}
}
-
- if (b.local_pose_override_amount >= CMP_EPSILON) {
- Transform3D override_local_pose;
- if (b.parent >= 0) {
- override_local_pose = bonesptr[b.parent].pose_global * b.local_pose_override;
- } else {
- override_local_pose = b.local_pose_override;
- }
- b.pose_global = b.pose_global.interpolate_with(override_local_pose, b.local_pose_override_amount);
+ if (rest_dirty) {
+ b.global_rest = b.parent >= 0 ? bonesptr[b.parent].global_rest * b.rest : b.rest;
}
if (b.global_pose_override_amount >= CMP_EPSILON) {
b.pose_global = b.pose_global.interpolate_with(b.global_pose_override, b.global_pose_override_amount);
}
- if (b.local_pose_override_reset) {
- b.local_pose_override_amount = 0.0;
- }
if (b.global_pose_override_reset) {
b.global_pose_override_amount = 0.0;
}
@@ -1096,102 +959,9 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {
emit_signal(SceneStringNames::get_singleton()->bone_pose_changed, current_bone_idx);
}
+ rest_dirty = false;
}
-// Helper functions
-
-Transform3D Skeleton3D::global_pose_to_world_transform(Transform3D p_global_pose) {
- return get_global_transform() * p_global_pose;
-}
-
-Transform3D Skeleton3D::world_transform_to_global_pose(Transform3D p_world_transform) {
- return get_global_transform().affine_inverse() * p_world_transform;
-}
-
-Transform3D Skeleton3D::global_pose_to_local_pose(int p_bone_idx, Transform3D p_global_pose) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform3D());
- if (bones[p_bone_idx].parent >= 0) {
- int parent_bone_idx = bones[p_bone_idx].parent;
- Transform3D conversion_transform = get_bone_global_pose(parent_bone_idx).affine_inverse();
- return conversion_transform * p_global_pose;
- } else {
- return p_global_pose;
- }
-}
-
-Transform3D Skeleton3D::local_pose_to_global_pose(int p_bone_idx, Transform3D p_local_pose) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Transform3D());
- if (bones[p_bone_idx].parent >= 0) {
- int parent_bone_idx = bones[p_bone_idx].parent;
- return bones[parent_bone_idx].pose_global * p_local_pose;
- } else {
- return p_local_pose;
- }
-}
-
-Basis Skeleton3D::global_pose_z_forward_to_bone_forward(int p_bone_idx, Basis p_basis) {
- const int bone_size = bones.size();
- ERR_FAIL_INDEX_V(p_bone_idx, bone_size, Basis());
- Basis return_basis = p_basis;
-
- if (bones[p_bone_idx].rest_bone_forward_axis < 0) {
- update_bone_rest_forward_vector(p_bone_idx, true);
- }
-
- if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_X_FORWARD) {
- return_basis.rotate_local(Vector3(0, 1, 0), (Math_PI / 2.0));
- } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_X_FORWARD) {
- return_basis.rotate_local(Vector3(0, 1, 0), -(Math_PI / 2.0));
- } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_Y_FORWARD) {
- return_basis.rotate_local(Vector3(1, 0, 0), -(Math_PI / 2.0));
- } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_Y_FORWARD) {
- return_basis.rotate_local(Vector3(1, 0, 0), (Math_PI / 2.0));
- } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_Z_FORWARD) {
- // Do nothing!
- } else if (bones[p_bone_idx].rest_bone_forward_axis == BONE_AXIS_NEGATIVE_Z_FORWARD) {
- return_basis.rotate_local(Vector3(0, 0, 1), Math_PI);
- }
-
- return return_basis;
-}
-
-// Modifications
-
-#ifndef _3D_DISABLED
-
-void Skeleton3D::set_modification_stack(Ref<SkeletonModificationStack3D> p_stack) {
- if (modification_stack.is_valid()) {
- modification_stack->is_setup = false;
- modification_stack->set_skeleton(nullptr);
- }
-
- modification_stack = p_stack;
- if (modification_stack.is_valid()) {
- modification_stack->set_skeleton(this);
- modification_stack->setup();
- }
-}
-Ref<SkeletonModificationStack3D> Skeleton3D::get_modification_stack() {
- return modification_stack;
-}
-
-void Skeleton3D::execute_modifications(real_t p_delta, int p_execution_mode) {
- if (!modification_stack.is_valid()) {
- return;
- }
-
- // Needed to avoid the issue where the stack looses reference to the skeleton when the scene is saved.
- if (modification_stack->skeleton != this) {
- modification_stack->set_skeleton(this);
- }
-
- modification_stack->execute(p_delta, p_execution_mode);
-}
-
-#endif // _3D_DISABLED
-
void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_bone", "name"), &Skeleton3D::add_bone);
ClassDB::bind_method(D_METHOD("find_bone", "name"), &Skeleton3D::find_bone);
@@ -1202,18 +972,17 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bone_parent", "bone_idx", "parent_idx"), &Skeleton3D::set_bone_parent);
ClassDB::bind_method(D_METHOD("get_bone_count"), &Skeleton3D::get_bone_count);
+ ClassDB::bind_method(D_METHOD("get_version"), &Skeleton3D::get_version);
ClassDB::bind_method(D_METHOD("unparent_bone_and_rest", "bone_idx"), &Skeleton3D::unparent_bone_and_rest);
ClassDB::bind_method(D_METHOD("get_bone_children", "bone_idx"), &Skeleton3D::get_bone_children);
- ClassDB::bind_method(D_METHOD("set_bone_children", "bone_idx", "bone_children"), &Skeleton3D::set_bone_children);
- ClassDB::bind_method(D_METHOD("add_bone_child", "bone_idx", "child_bone_idx"), &Skeleton3D::add_bone_child);
- ClassDB::bind_method(D_METHOD("remove_bone_child", "bone_idx", "child_bone_idx"), &Skeleton3D::remove_bone_child);
ClassDB::bind_method(D_METHOD("get_parentless_bones"), &Skeleton3D::get_parentless_bones);
ClassDB::bind_method(D_METHOD("get_bone_rest", "bone_idx"), &Skeleton3D::get_bone_rest);
ClassDB::bind_method(D_METHOD("set_bone_rest", "bone_idx", "rest"), &Skeleton3D::set_bone_rest);
+ ClassDB::bind_method(D_METHOD("get_bone_global_rest", "bone_idx"), &Skeleton3D::get_bone_global_rest);
ClassDB::bind_method(D_METHOD("create_skin_from_rest_transforms"), &Skeleton3D::create_skin_from_rest_transforms);
ClassDB::bind_method(D_METHOD("register_skin", "skin"), &Skeleton3D::register_skin);
@@ -1231,6 +1000,9 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_pose_rotation", "bone_idx"), &Skeleton3D::get_bone_pose_rotation);
ClassDB::bind_method(D_METHOD("get_bone_pose_scale", "bone_idx"), &Skeleton3D::get_bone_pose_scale);
+ ClassDB::bind_method(D_METHOD("reset_bone_pose", "bone_idx"), &Skeleton3D::reset_bone_pose);
+ ClassDB::bind_method(D_METHOD("reset_bone_poses"), &Skeleton3D::reset_bone_poses);
+
ClassDB::bind_method(D_METHOD("is_bone_enabled", "bone_idx"), &Skeleton3D::is_bone_enabled);
ClassDB::bind_method(D_METHOD("set_bone_enabled", "bone_idx", "enabled"), &Skeleton3D::set_bone_enabled, DEFVAL(true));
@@ -1240,19 +1012,11 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bone_global_pose", "bone_idx"), &Skeleton3D::get_bone_global_pose);
ClassDB::bind_method(D_METHOD("get_bone_global_pose_no_override", "bone_idx"), &Skeleton3D::get_bone_global_pose_no_override);
- ClassDB::bind_method(D_METHOD("clear_bones_local_pose_override"), &Skeleton3D::clear_bones_local_pose_override);
- ClassDB::bind_method(D_METHOD("set_bone_local_pose_override", "bone_idx", "pose", "amount", "persistent"), &Skeleton3D::set_bone_local_pose_override, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("get_bone_local_pose_override", "bone_idx"), &Skeleton3D::get_bone_local_pose_override);
-
ClassDB::bind_method(D_METHOD("force_update_all_bone_transforms"), &Skeleton3D::force_update_all_bone_transforms);
ClassDB::bind_method(D_METHOD("force_update_bone_child_transform", "bone_idx"), &Skeleton3D::force_update_bone_children_transforms);
- // Helper functions
- ClassDB::bind_method(D_METHOD("global_pose_to_world_transform", "global_pose"), &Skeleton3D::global_pose_to_world_transform);
- ClassDB::bind_method(D_METHOD("world_transform_to_global_pose", "world_transform"), &Skeleton3D::world_transform_to_global_pose);
- ClassDB::bind_method(D_METHOD("global_pose_to_local_pose", "bone_idx", "global_pose"), &Skeleton3D::global_pose_to_local_pose);
- ClassDB::bind_method(D_METHOD("local_pose_to_global_pose", "bone_idx", "local_pose"), &Skeleton3D::local_pose_to_global_pose);
- ClassDB::bind_method(D_METHOD("global_pose_z_forward_to_bone_forward", "bone_idx", "basis"), &Skeleton3D::global_pose_z_forward_to_bone_forward);
+ ClassDB::bind_method(D_METHOD("set_motion_scale", "motion_scale"), &Skeleton3D::set_motion_scale);
+ ClassDB::bind_method(D_METHOD("get_motion_scale"), &Skeleton3D::get_motion_scale);
ClassDB::bind_method(D_METHOD("set_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only);
ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only);
@@ -1265,20 +1029,13 @@ void Skeleton3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton3D::physical_bones_add_collision_exception);
ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton3D::physical_bones_remove_collision_exception);
- // Modifications
- ClassDB::bind_method(D_METHOD("set_modification_stack", "modification_stack"), &Skeleton3D::set_modification_stack);
- ClassDB::bind_method(D_METHOD("get_modification_stack"), &Skeleton3D::get_modification_stack);
- ClassDB::bind_method(D_METHOD("execute_modifications", "delta", "execution_mode"), &Skeleton3D::execute_modifications);
-
-#ifndef _3D_DISABLED
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "motion_scale", PROPERTY_HINT_RANGE, "0.001,10,0.001,or_greater"), "set_motion_scale", "get_motion_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "show_rest_only"), "set_show_rest_only", "is_show_rest_only");
+#ifndef _3D_DISABLED
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones");
#endif // _3D_DISABLED
-#ifdef TOOLS_ENABLED
ADD_SIGNAL(MethodInfo("pose_updated"));
-#endif // TOOLS_ENABLED
-
ADD_SIGNAL(MethodInfo("bone_pose_changed", PropertyInfo(Variant::INT, "bone_idx")));
ADD_SIGNAL(MethodInfo("bone_enabled_changed", PropertyInfo(Variant::INT, "bone_idx")));
ADD_SIGNAL(MethodInfo("show_rest_only_changed"));
@@ -1291,7 +1048,7 @@ Skeleton3D::Skeleton3D() {
Skeleton3D::~Skeleton3D() {
// Some skins may remain bound.
- for (Set<SkinReference *>::Element *E = skin_bindings.front(); E; E = E->next()) {
- E->get()->skeleton_node = nullptr;
+ for (SkinReference *E : skin_bindings) {
+ E->skeleton_node = nullptr;
}
}
diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h
index 80ff2a1f79..3df909d936 100644
--- a/scene/3d/skeleton_3d.h
+++ b/scene/3d/skeleton_3d.h
@@ -1,38 +1,37 @@
-/*************************************************************************/
-/* skeleton_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* skeleton_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef SKELETON_3D_H
#define SKELETON_3D_H
#include "scene/3d/node_3d.h"
-#include "scene/resources/skeleton_modification_3d.h"
#include "scene/resources/skin.h"
typedef int BoneId;
@@ -44,26 +43,26 @@ class SkinReference : public RefCounted {
GDCLASS(SkinReference, RefCounted)
friend class Skeleton3D;
- Skeleton3D *skeleton_node;
+ Skeleton3D *skeleton_node = nullptr;
RID skeleton;
Ref<Skin> skin;
uint32_t bind_count = 0;
uint64_t skeleton_version = 0;
Vector<uint32_t> skin_bone_indices;
- uint32_t *skin_bone_indices_ptrs;
- void _skin_changed();
+ uint32_t *skin_bone_indices_ptrs = nullptr;
protected:
static void _bind_methods();
public:
+ // Public for use with callable_mp.
+ void _skin_changed();
+
RID get_skeleton() const;
Ref<Skin> get_skin() const;
~SkinReference();
};
-class SkeletonModificationStack3D;
-
class Skeleton3D : public Node3D {
GDCLASS(Skeleton3D, Node3D);
@@ -77,6 +76,7 @@ private:
int parent;
Transform3D rest;
+ Transform3D global_rest;
_FORCE_INLINE_ void update_pose_cache() {
if (pose_cache_dirty) {
@@ -101,17 +101,8 @@ private:
PhysicalBone3D *physical_bone = nullptr;
PhysicalBone3D *cache_parent_physical_bone = nullptr;
- real_t local_pose_override_amount;
- bool local_pose_override_reset;
- Transform3D local_pose_override;
-
Vector<int> child_bones;
- // The forward direction vector and rest bone forward axis are cached because they do not change
- // 99% of the time, but recalculating them can be expensive on models with many bones.
- Vector3 rest_bone_forward_vector;
- int rest_bone_forward_axis = -1;
-
Bone() {
parent = -1;
enabled = true;
@@ -121,29 +112,26 @@ private:
physical_bone = nullptr;
cache_parent_physical_bone = nullptr;
#endif // _3D_DISABLED
- local_pose_override_amount = 0;
- local_pose_override_reset = false;
child_bones = Vector<int>();
-
- rest_bone_forward_vector = Vector3(0, 0, 0);
- rest_bone_forward_axis = -1;
}
};
- Set<SkinReference *> skin_bindings;
+ HashSet<SkinReference *> skin_bindings;
void _skin_changed();
bool animate_physical_bones = true;
Vector<Bone> bones;
- bool process_order_dirty;
+ bool process_order_dirty = false;
Vector<int> parentless_bones;
void _make_dirty();
bool dirty = false;
+ bool rest_dirty = false;
bool show_rest_only = false;
+ float motion_scale = 1.0;
uint64_t version = 1;
@@ -153,29 +141,17 @@ protected:
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
void _get_property_list(List<PropertyInfo> *p_list) const;
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
-#ifndef _3D_DISABLED
- Ref<SkeletonModificationStack3D> modification_stack;
-#endif // _3D_DISABLED
-
public:
- enum Bone_Forward_Axis {
- BONE_AXIS_X_FORWARD = 0,
- BONE_AXIS_Y_FORWARD = 1,
- BONE_AXIS_Z_FORWARD = 2,
- BONE_AXIS_NEGATIVE_X_FORWARD = 3,
- BONE_AXIS_NEGATIVE_Y_FORWARD = 4,
- BONE_AXIS_NEGATIVE_Z_FORWARD = 5,
- };
-
enum {
NOTIFICATION_UPDATE_SKELETON = 50
};
// skeleton creation api
+ uint64_t get_version() const;
void add_bone(const String &p_name);
int find_bone(const String &p_name) const;
String get_bone_name(int p_bone) const;
@@ -188,16 +164,14 @@ public:
void unparent_bone_and_rest(int p_bone);
- Vector<int> get_bone_children(int p_bone);
- void set_bone_children(int p_bone, Vector<int> p_children);
- void add_bone_child(int p_bone, int p_child);
- void remove_bone_child(int p_bone, int p_child);
- Vector<int> get_parentless_bones();
+ Vector<int> get_bone_children(int p_bone) const;
+ Vector<int> get_parentless_bones() const;
int get_bone_count() const;
void set_bone_rest(int p_bone, const Transform3D &p_rest);
Transform3D get_bone_rest(int p_bone) const;
+ Transform3D get_bone_global_rest(int p_bone) const;
Transform3D get_bone_global_pose(int p_bone) const;
Transform3D get_bone_global_pose_no_override(int p_bone) const;
@@ -208,6 +182,9 @@ public:
bool is_show_rest_only() const;
void clear_bones();
+ void set_motion_scale(float p_motion_scale);
+ float get_motion_scale() const;
+
// posing api
void set_bone_pose_position(int p_bone, const Vector3 &p_position);
@@ -220,14 +197,13 @@ public:
Quaternion get_bone_pose_rotation(int p_bone) const;
Vector3 get_bone_pose_scale(int p_bone) const;
+ void reset_bone_pose(int p_bone);
+ void reset_bone_poses();
+
void clear_bones_global_pose_override();
Transform3D get_bone_global_pose_override(int p_bone) const;
void set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
- void clear_bones_local_pose_override();
- Transform3D get_bone_local_pose_override(int p_bone) const;
- void set_bone_local_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent = false);
-
void localize_rests(); // used for loaders and tools
Ref<Skin> create_skin_from_rest_transforms();
@@ -238,26 +214,6 @@ public:
void force_update_all_bone_transforms();
void force_update_bone_children_transforms(int bone_idx);
- void update_bone_rest_forward_vector(int p_bone, bool p_force_update = false);
- void update_bone_rest_forward_axis(int p_bone, bool p_force_update = false);
- Vector3 get_bone_axis_forward_vector(int p_bone);
- int get_bone_axis_forward_enum(int p_bone);
-
- // Helper functions
- Transform3D global_pose_to_world_transform(Transform3D p_global_pose);
- Transform3D world_transform_to_global_pose(Transform3D p_transform);
- Transform3D global_pose_to_local_pose(int p_bone_idx, Transform3D p_global_pose);
- Transform3D local_pose_to_global_pose(int p_bone_idx, Transform3D p_local_pose);
-
- Basis global_pose_z_forward_to_bone_forward(int p_bone_idx, Basis p_basis);
-
- // Modifications
-#ifndef _3D_DISABLED
- Ref<SkeletonModificationStack3D> get_modification_stack();
- void set_modification_stack(Ref<SkeletonModificationStack3D> p_stack);
- void execute_modifications(real_t p_delta, int p_execution_mode);
-#endif // _3D_DISABLED
-
// Physical bone API
void set_animate_physical_bones(bool p_enabled);
@@ -285,4 +241,4 @@ public:
~Skeleton3D();
};
-#endif
+#endif // SKELETON_3D_H
diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp
index 6089c785a2..75f54a925b 100644
--- a/scene/3d/skeleton_ik_3d.cpp
+++ b/scene/3d/skeleton_ik_3d.cpp
@@ -1,36 +1,32 @@
-/*************************************************************************/
-/* skeleton_ik_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-/**
- * @author AndreaCatania
- */
+/**************************************************************************/
+/* skeleton_ik_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "skeleton_ik_3d.h"
@@ -144,7 +140,7 @@ void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet, Vec
}
}
-void FabrikInverseKinematic::solve_simple_backwards(Chain &r_chain, bool p_solve_magnet) {
+void FabrikInverseKinematic::solve_simple_backwards(const Chain &r_chain, bool p_solve_magnet) {
if (p_solve_magnet && !r_chain.middle_chain_item) {
return;
}
@@ -253,6 +249,26 @@ void FabrikInverseKinematic::make_goal(Task *p_task, const Transform3D &p_invers
}
}
+static Vector3 get_bone_axis_forward_vector(Skeleton3D *skeleton, int p_bone) {
+ // If it is a child/leaf bone...
+ if (skeleton->get_bone_parent(p_bone) > 0) {
+ return skeleton->get_bone_rest(p_bone).origin.normalized();
+ }
+ // If it has children...
+ Vector<int> child_bones = skeleton->get_bone_children(p_bone);
+ if (child_bones.size() == 0) {
+ WARN_PRINT_ONCE("Cannot calculate forward direction for bone " + itos(p_bone));
+ WARN_PRINT_ONCE("Assuming direction of (0, 1, 0) for bone");
+ return Vector3(0, 1, 0);
+ }
+ Vector3 combined_child_dir = Vector3(0, 0, 0);
+ for (int i = 0; i < child_bones.size(); i++) {
+ combined_child_dir += skeleton->get_bone_rest(child_bones[i]).origin.normalized();
+ }
+ combined_child_dir = combined_child_dir / child_bones.size();
+ return combined_child_dir.normalized();
+}
+
void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {
if (blending_delta <= 0.01f) {
// Before skipping, make sure we undo the global pose overrides
@@ -291,8 +307,7 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove
new_bone_pose.origin = ci->current_pos;
if (!ci->children.is_empty()) {
- p_task->skeleton->update_bone_rest_forward_vector(ci->bone);
- Vector3 forward_vector = p_task->skeleton->get_bone_axis_forward_vector(ci->bone);
+ Vector3 forward_vector = get_bone_axis_forward_vector(p_task->skeleton, ci->bone);
// Rotate the bone towards the next bone in the chain:
new_bone_pose.basis.rotate_to_align(forward_vector, new_bone_pose.origin.direction_to(ci->children[0].current_pos));
@@ -333,8 +348,8 @@ void FabrikInverseKinematic::_update_chain(const Skeleton3D *p_sk, ChainItem *p_
}
}
-void SkeletonIK3D::_validate_property(PropertyInfo &property) const {
- if (property.name == "root_bone" || property.name == "tip_bone") {
+void SkeletonIK3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "root_bone" || p_property.name == "tip_bone") {
if (skeleton) {
String names("--,");
for (int i = 0; i < skeleton->get_bone_count(); i++) {
@@ -344,15 +359,13 @@ void SkeletonIK3D::_validate_property(PropertyInfo &property) const {
names += skeleton->get_bone_name(i);
}
- property.hint = PROPERTY_HINT_ENUM;
- property.hint_string = names;
+ p_property.hint = PROPERTY_HINT_ENUM;
+ p_property.hint_string = names;
} else {
- property.hint = PROPERTY_HINT_NONE;
- property.hint_string = "";
+ p_property.hint = PROPERTY_HINT_NONE;
+ p_property.hint_string = "";
}
}
-
- Node::_validate_property(property);
}
void SkeletonIK3D::_bind_methods() {
@@ -395,12 +408,12 @@ void SkeletonIK3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "root_bone"), "set_root_bone", "get_root_bone");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "tip_bone"), "set_tip_bone", "get_tip_bone");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "interpolation", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_interpolation", "get_interpolation");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "target"), "set_target_transform", "get_target_transform");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "target", PROPERTY_HINT_NONE, "suffix:m"), "set_target_transform", "get_target_transform");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_tip_basis"), "set_override_tip_basis", "is_override_tip_basis");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_magnet"), "set_use_magnet", "is_using_magnet");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet"), "set_magnet_position", "get_magnet_position");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "magnet", PROPERTY_HINT_NONE, "suffix:m"), "set_magnet_position", "get_magnet_position");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "target_node"), "set_target_node", "get_target_node");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min_distance"), "set_min_distance", "get_min_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min_distance", PROPERTY_HINT_NONE, "suffix:m"), "set_min_distance", "get_min_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max_iterations"), "set_max_iterations", "get_max_iterations");
}
@@ -411,14 +424,14 @@ void SkeletonIK3D::_notification(int p_what) {
set_process_priority(1);
reload_chain();
} break;
+
case NOTIFICATION_INTERNAL_PROCESS: {
if (target_node_override) {
reload_goal();
}
-
_solve_chain();
-
} break;
+
case NOTIFICATION_EXIT_TREE: {
reload_chain();
} break;
diff --git a/scene/3d/skeleton_ik_3d.h b/scene/3d/skeleton_ik_3d.h
index 3ced5c49d3..e77234021e 100644
--- a/scene/3d/skeleton_ik_3d.h
+++ b/scene/3d/skeleton_ik_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* skeleton_ik_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef SKELETON_IK_H
-#define SKELETON_IK_H
+/**************************************************************************/
+/* skeleton_ik_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef SKELETON_IK_3D_H
+#define SKELETON_IK_3D_H
#ifndef _3D_DISABLED
@@ -103,7 +103,7 @@ private:
static void solve_simple(Task *p_task, bool p_solve_magnet, Vector3 p_origin_pos);
/// Special solvers that solve only chains with one end effector
- static void solve_simple_backwards(Chain &r_chain, bool p_solve_magnet);
+ static void solve_simple_backwards(const Chain &r_chain, bool p_solve_magnet);
static void solve_simple_forwards(Chain &r_chain, bool p_solve_magnet, Vector3 p_origin_pos);
public:
@@ -137,7 +137,7 @@ class SkeletonIK3D : public Node {
FabrikInverseKinematic::Task *task = nullptr;
protected:
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
static void _bind_methods();
virtual void _notification(int p_what);
@@ -192,4 +192,4 @@ private:
#endif // _3D_DISABLED
-#endif // SKELETON_IK_H
+#endif // SKELETON_IK_3D_H
diff --git a/scene/3d/soft_dynamic_body_3d.cpp b/scene/3d/soft_body_3d.cpp
index 8ee777bcbf..e7e3084037 100644
--- a/scene/3d/soft_dynamic_body_3d.cpp
+++ b/scene/3d/soft_body_3d.cpp
@@ -1,40 +1,40 @@
-/*************************************************************************/
-/* soft_dynamic_body_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "soft_dynamic_body_3d.h"
+/**************************************************************************/
+/* soft_body_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "soft_body_3d.h"
#include "scene/3d/physics_body_3d.h"
-SoftDynamicBodyRenderingServerHandler::SoftDynamicBodyRenderingServerHandler() {}
+SoftBodyRenderingServerHandler::SoftBodyRenderingServerHandler() {}
-void SoftDynamicBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
+void SoftBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
clear();
ERR_FAIL_COND(!p_mesh.is_valid());
@@ -56,7 +56,7 @@ void SoftDynamicBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) {
offset_normal = surface_offsets[RS::ARRAY_NORMAL];
}
-void SoftDynamicBodyRenderingServerHandler::clear() {
+void SoftBodyRenderingServerHandler::clear() {
buffer.resize(0);
stride = 0;
offset_vertices = 0;
@@ -66,48 +66,57 @@ void SoftDynamicBodyRenderingServerHandler::clear() {
mesh = RID();
}
-void SoftDynamicBodyRenderingServerHandler::open() {
+void SoftBodyRenderingServerHandler::open() {
write_buffer = buffer.ptrw();
}
-void SoftDynamicBodyRenderingServerHandler::close() {
+void SoftBodyRenderingServerHandler::close() {
write_buffer = nullptr;
}
-void SoftDynamicBodyRenderingServerHandler::commit_changes() {
+void SoftBodyRenderingServerHandler::commit_changes() {
RS::get_singleton()->mesh_surface_update_vertex_region(mesh, surface, 0, buffer);
}
-void SoftDynamicBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
+void SoftBodyRenderingServerHandler::set_vertex(int p_vertex_id, const void *p_vector3) {
memcpy(&write_buffer[p_vertex_id * stride + offset_vertices], p_vector3, sizeof(float) * 3);
}
-void SoftDynamicBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
- memcpy(&write_buffer[p_vertex_id * stride + offset_normal], p_vector3, sizeof(float) * 3);
+void SoftBodyRenderingServerHandler::set_normal(int p_vertex_id, const void *p_vector3) {
+ // Store normal vector in A2B10G10R10 format.
+ Vector3 n;
+ memcpy(&n, p_vector3, sizeof(Vector3));
+ n *= Vector3(0.5, 0.5, 0.5);
+ n += Vector3(0.5, 0.5, 0.5);
+ Vector2 res = n.octahedron_encode();
+ uint32_t value = 0;
+ value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
+ value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
+ memcpy(&write_buffer[p_vertex_id * stride + offset_normal], &value, sizeof(uint32_t));
}
-void SoftDynamicBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
+void SoftBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) {
RS::get_singleton()->mesh_set_custom_aabb(mesh, p_aabb);
}
-SoftDynamicBody3D::PinnedPoint::PinnedPoint() {
+SoftBody3D::PinnedPoint::PinnedPoint() {
}
-SoftDynamicBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
+SoftBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) {
point_index = obj_tocopy.point_index;
spatial_attachment_path = obj_tocopy.spatial_attachment_path;
spatial_attachment = obj_tocopy.spatial_attachment;
offset = obj_tocopy.offset;
}
-void SoftDynamicBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
+void SoftBody3D::PinnedPoint::operator=(const PinnedPoint &obj) {
point_index = obj.point_index;
spatial_attachment_path = obj.spatial_attachment_path;
spatial_attachment = obj.spatial_attachment;
offset = obj.offset;
}
-void SoftDynamicBody3D::_update_pickable() {
+void SoftBody3D::_update_pickable() {
if (!is_inside_tree()) {
return;
}
@@ -115,7 +124,7 @@ void SoftDynamicBody3D::_update_pickable() {
PhysicsServer3D::get_singleton()->soft_body_set_ray_pickable(physics_rid, pickable);
}
-bool SoftDynamicBody3D::_set(const StringName &p_name, const Variant &p_value) {
+bool SoftBody3D::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
String which = name.get_slicec('/', 0);
@@ -132,7 +141,7 @@ bool SoftDynamicBody3D::_set(const StringName &p_name, const Variant &p_value) {
return false;
}
-bool SoftDynamicBody3D::_get(const StringName &p_name, Variant &r_ret) const {
+bool SoftBody3D::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
String which = name.get_slicec('/', 0);
@@ -159,19 +168,20 @@ bool SoftDynamicBody3D::_get(const StringName &p_name, Variant &r_ret) const {
return false;
}
-void SoftDynamicBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
+void SoftBody3D::_get_property_list(List<PropertyInfo> *p_list) const {
const int pinned_points_indices_size = pinned_points.size();
- p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "pinned_points"));
+ p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, PNAME("pinned_points")));
for (int i = 0; i < pinned_points_indices_size; ++i) {
- p_list->push_back(PropertyInfo(Variant::INT, "attachments/" + itos(i) + "/point_index"));
- p_list->push_back(PropertyInfo(Variant::NODE_PATH, "attachments/" + itos(i) + "/spatial_attachment_path"));
- p_list->push_back(PropertyInfo(Variant::VECTOR3, "attachments/" + itos(i) + "/offset"));
+ const String prefix = vformat("%s/%d/", PNAME("attachments"), i);
+ p_list->push_back(PropertyInfo(Variant::INT, prefix + PNAME("point_index")));
+ p_list->push_back(PropertyInfo(Variant::NODE_PATH, prefix + PNAME("spatial_attachment_path")));
+ p_list->push_back(PropertyInfo(Variant::VECTOR3, prefix + PNAME("offset")));
}
}
-bool SoftDynamicBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
+bool SoftBody3D::_set_property_pinned_points_indices(const Array &p_indices) {
const int p_indices_size = p_indices.size();
{ // Remove the pined points on physics server that will be removed by resize
@@ -200,7 +210,7 @@ bool SoftDynamicBody3D::_set_property_pinned_points_indices(const Array &p_indic
return true;
}
-bool SoftDynamicBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
+bool SoftBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) {
if (pinned_points.size() <= p_item) {
return false;
}
@@ -219,7 +229,7 @@ bool SoftDynamicBody3D::_set_property_pinned_points_attachment(int p_item, const
return true;
}
-bool SoftDynamicBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
+bool SoftBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const {
if (pinned_points.size() <= p_item) {
return false;
}
@@ -238,7 +248,7 @@ bool SoftDynamicBody3D::_get_property_pinned_points(int p_item, const String &p_
return true;
}
-void SoftDynamicBody3D::_notification(int p_what) {
+void SoftBody3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
if (Engine::get_singleton()->is_editor_hint()) {
@@ -292,73 +302,65 @@ void SoftDynamicBody3D::_notification(int p_what) {
_prepare_physics_server();
}
} break;
-
-#ifdef TOOLS_ENABLED
- case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
- if (Engine::get_singleton()->is_editor_hint()) {
- update_configuration_warnings();
- }
- } break;
-#endif
}
}
-void SoftDynamicBody3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftDynamicBody3D::get_physics_rid);
+void SoftBody3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_physics_rid"), &SoftBody3D::get_physics_rid);
- ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftDynamicBody3D::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftDynamicBody3D::get_collision_mask);
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &SoftBody3D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &SoftBody3D::get_collision_mask);
- ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftDynamicBody3D::set_collision_layer);
- ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftDynamicBody3D::get_collision_layer);
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &SoftBody3D::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &SoftBody3D::get_collision_layer);
- ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_mask_value);
- ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftDynamicBody3D::get_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &SoftBody3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &SoftBody3D::get_collision_mask_value);
- ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftDynamicBody3D::set_collision_layer_value);
- ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftDynamicBody3D::get_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &SoftBody3D::set_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &SoftBody3D::get_collision_layer_value);
- ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftDynamicBody3D::set_parent_collision_ignore);
- ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftDynamicBody3D::get_parent_collision_ignore);
+ ClassDB::bind_method(D_METHOD("set_parent_collision_ignore", "parent_collision_ignore"), &SoftBody3D::set_parent_collision_ignore);
+ ClassDB::bind_method(D_METHOD("get_parent_collision_ignore"), &SoftBody3D::get_parent_collision_ignore);
- ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftDynamicBody3D::set_disable_mode);
- ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftDynamicBody3D::get_disable_mode);
+ ClassDB::bind_method(D_METHOD("set_disable_mode", "mode"), &SoftBody3D::set_disable_mode);
+ ClassDB::bind_method(D_METHOD("get_disable_mode"), &SoftBody3D::get_disable_mode);
- ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftDynamicBody3D::get_collision_exceptions);
- ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftDynamicBody3D::add_collision_exception_with);
- ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftDynamicBody3D::remove_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &SoftBody3D::get_collision_exceptions);
+ ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &SoftBody3D::add_collision_exception_with);
+ ClassDB::bind_method(D_METHOD("remove_collision_exception_with", "body"), &SoftBody3D::remove_collision_exception_with);
- ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftDynamicBody3D::set_simulation_precision);
- ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftDynamicBody3D::get_simulation_precision);
+ ClassDB::bind_method(D_METHOD("set_simulation_precision", "simulation_precision"), &SoftBody3D::set_simulation_precision);
+ ClassDB::bind_method(D_METHOD("get_simulation_precision"), &SoftBody3D::get_simulation_precision);
- ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftDynamicBody3D::set_total_mass);
- ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftDynamicBody3D::get_total_mass);
+ ClassDB::bind_method(D_METHOD("set_total_mass", "mass"), &SoftBody3D::set_total_mass);
+ ClassDB::bind_method(D_METHOD("get_total_mass"), &SoftBody3D::get_total_mass);
- ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftDynamicBody3D::set_linear_stiffness);
- ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftDynamicBody3D::get_linear_stiffness);
+ ClassDB::bind_method(D_METHOD("set_linear_stiffness", "linear_stiffness"), &SoftBody3D::set_linear_stiffness);
+ ClassDB::bind_method(D_METHOD("get_linear_stiffness"), &SoftBody3D::get_linear_stiffness);
- ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftDynamicBody3D::set_pressure_coefficient);
- ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftDynamicBody3D::get_pressure_coefficient);
+ ClassDB::bind_method(D_METHOD("set_pressure_coefficient", "pressure_coefficient"), &SoftBody3D::set_pressure_coefficient);
+ ClassDB::bind_method(D_METHOD("get_pressure_coefficient"), &SoftBody3D::get_pressure_coefficient);
- ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftDynamicBody3D::set_damping_coefficient);
- ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftDynamicBody3D::get_damping_coefficient);
+ ClassDB::bind_method(D_METHOD("set_damping_coefficient", "damping_coefficient"), &SoftBody3D::set_damping_coefficient);
+ ClassDB::bind_method(D_METHOD("get_damping_coefficient"), &SoftBody3D::get_damping_coefficient);
- ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftDynamicBody3D::set_drag_coefficient);
- ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftDynamicBody3D::get_drag_coefficient);
+ ClassDB::bind_method(D_METHOD("set_drag_coefficient", "drag_coefficient"), &SoftBody3D::set_drag_coefficient);
+ ClassDB::bind_method(D_METHOD("get_drag_coefficient"), &SoftBody3D::get_drag_coefficient);
- ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftDynamicBody3D::get_point_transform);
+ ClassDB::bind_method(D_METHOD("get_point_transform", "point_index"), &SoftBody3D::get_point_transform);
- ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftDynamicBody3D::pin_point, DEFVAL(NodePath()));
- ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftDynamicBody3D::is_point_pinned);
+ ClassDB::bind_method(D_METHOD("set_point_pinned", "point_index", "pinned", "attachment_path"), &SoftBody3D::pin_point, DEFVAL(NodePath()));
+ ClassDB::bind_method(D_METHOD("is_point_pinned", "point_index"), &SoftBody3D::is_point_pinned);
- ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftDynamicBody3D::set_ray_pickable);
- ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftDynamicBody3D::is_ray_pickable);
+ ClassDB::bind_method(D_METHOD("set_ray_pickable", "ray_pickable"), &SoftBody3D::set_ray_pickable);
+ ClassDB::bind_method(D_METHOD("is_ray_pickable"), &SoftBody3D::is_ray_pickable);
ADD_GROUP("Collision", "collision_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "parent_collision_ignore", PROPERTY_HINT_PROPERTY_OF_VARIANT_TYPE, "Parent collision object"), "set_parent_collision_ignore", "get_parent_collision_ignore");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "parent_collision_ignore", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "CollisionObject3D"), "set_parent_collision_ignore", "get_parent_collision_ignore");
ADD_PROPERTY(PropertyInfo(Variant::INT, "simulation_precision", PROPERTY_HINT_RANGE, "1,100,1"), "set_simulation_precision", "get_simulation_precision");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_mass", PROPERTY_HINT_RANGE, "0.01,10000,1"), "set_total_mass", "get_total_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_stiffness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_linear_stiffness", "get_linear_stiffness");
@@ -374,22 +376,17 @@ void SoftDynamicBody3D::_bind_methods() {
BIND_ENUM_CONSTANT(DISABLE_MODE_KEEP_ACTIVE);
}
-TypedArray<String> SoftDynamicBody3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray SoftBody3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (mesh.is_null()) {
- warnings.push_back(TTR("This body will be ignored until you set a mesh."));
- }
-
- Transform3D t = get_transform();
- if ((ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) {
- warnings.push_back(TTR("Size changes to SoftDynamicBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
+ warnings.push_back(RTR("This body will be ignored until you set a mesh."));
}
return warnings;
}
-void SoftDynamicBody3D::_update_physics_server() {
+void SoftBody3D::_update_physics_server() {
if (!simulation_started) {
return;
}
@@ -405,7 +402,7 @@ void SoftDynamicBody3D::_update_physics_server() {
}
}
-void SoftDynamicBody3D::_draw_soft_mesh() {
+void SoftBody3D::_draw_soft_mesh() {
if (mesh.is_null()) {
return;
}
@@ -417,8 +414,8 @@ void SoftDynamicBody3D::_draw_soft_mesh() {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
}
- if (!rendering_server_handler.is_ready(mesh_rid)) {
- rendering_server_handler.prepare(mesh_rid, 0);
+ if (!rendering_server_handler->is_ready(mesh_rid)) {
+ rendering_server_handler->prepare(mesh_rid, 0);
/// Necessary in order to render the mesh correctly (Soft body nodes are in global space)
simulation_started = true;
@@ -428,14 +425,14 @@ void SoftDynamicBody3D::_draw_soft_mesh() {
_update_physics_server();
- rendering_server_handler.open();
- PhysicsServer3D::get_singleton()->soft_body_update_rendering_server(physics_rid, &rendering_server_handler);
- rendering_server_handler.close();
+ rendering_server_handler->open();
+ PhysicsServer3D::get_singleton()->soft_body_update_rendering_server(physics_rid, rendering_server_handler);
+ rendering_server_handler->close();
- rendering_server_handler.commit_changes();
+ rendering_server_handler->commit_changes();
}
-void SoftDynamicBody3D::_prepare_physics_server() {
+void SoftBody3D::_prepare_physics_server() {
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
if (mesh.is_valid()) {
@@ -455,22 +452,22 @@ void SoftDynamicBody3D::_prepare_physics_server() {
mesh_rid = mesh->get_rid();
}
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, mesh_rid);
- RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
+ RS::get_singleton()->connect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
} else {
PhysicsServer3D::get_singleton()->soft_body_set_mesh(physics_rid, RID());
- if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh))) {
- RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftDynamicBody3D::_draw_soft_mesh));
+ if (RS::get_singleton()->is_connected("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh))) {
+ RS::get_singleton()->disconnect("frame_pre_draw", callable_mp(this, &SoftBody3D::_draw_soft_mesh));
}
}
}
-void SoftDynamicBody3D::_become_mesh_owner() {
+void SoftBody3D::_become_mesh_owner() {
Vector<Ref<Material>> copy_materials;
copy_materials.append_array(surface_override_materials);
ERR_FAIL_COND(!mesh->get_surface_count());
- // Get current mesh array and create new mesh array with necessary flag for SoftDynamicBody
+ // Get current mesh array and create new mesh array with necessary flag for SoftBody
Array surface_arrays = mesh->surface_get_arrays(0);
Array surface_blend_arrays = mesh->surface_get_blend_shape_arrays(0);
Dictionary surface_lods = mesh->surface_get_lods(0);
@@ -492,43 +489,43 @@ void SoftDynamicBody3D::_become_mesh_owner() {
owned_mesh = soft_mesh->get_rid();
}
-void SoftDynamicBody3D::set_collision_mask(uint32_t p_mask) {
+void SoftBody3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
PhysicsServer3D::get_singleton()->soft_body_set_collision_mask(physics_rid, p_mask);
}
-uint32_t SoftDynamicBody3D::get_collision_mask() const {
+uint32_t SoftBody3D::get_collision_mask() const {
return collision_mask;
}
-void SoftDynamicBody3D::set_collision_layer(uint32_t p_layer) {
+void SoftBody3D::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
PhysicsServer3D::get_singleton()->soft_body_set_collision_layer(physics_rid, p_layer);
}
-uint32_t SoftDynamicBody3D::get_collision_layer() const {
+uint32_t SoftBody3D::get_collision_layer() const {
return collision_layer;
}
-void SoftDynamicBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
+void SoftBody3D::set_collision_layer_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
- uint32_t collision_layer = get_collision_layer();
+ uint32_t collision_layer_new = get_collision_layer();
if (p_value) {
- collision_layer |= 1 << (p_layer_number - 1);
+ collision_layer_new |= 1 << (p_layer_number - 1);
} else {
- collision_layer &= ~(1 << (p_layer_number - 1));
+ collision_layer_new &= ~(1 << (p_layer_number - 1));
}
- set_collision_layer(collision_layer);
+ set_collision_layer(collision_layer_new);
}
-bool SoftDynamicBody3D::get_collision_layer_value(int p_layer_number) const {
+bool SoftBody3D::get_collision_layer_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_layer() & (1 << (p_layer_number - 1));
}
-void SoftDynamicBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
+void SoftBody3D::set_collision_mask_value(int p_layer_number, bool p_value) {
ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
uint32_t mask = get_collision_mask();
@@ -540,13 +537,13 @@ void SoftDynamicBody3D::set_collision_mask_value(int p_layer_number, bool p_valu
set_collision_mask(mask);
}
-bool SoftDynamicBody3D::get_collision_mask_value(int p_layer_number) const {
+bool SoftBody3D::get_collision_mask_value(int p_layer_number) const {
ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
return get_collision_mask() & (1 << (p_layer_number - 1));
}
-void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
+void SoftBody3D::set_disable_mode(DisableMode p_mode) {
if (disable_mode == p_mode) {
return;
}
@@ -558,33 +555,33 @@ void SoftDynamicBody3D::set_disable_mode(DisableMode p_mode) {
}
}
-SoftDynamicBody3D::DisableMode SoftDynamicBody3D::get_disable_mode() const {
+SoftBody3D::DisableMode SoftBody3D::get_disable_mode() const {
return disable_mode;
}
-void SoftDynamicBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
+void SoftBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) {
parent_collision_ignore = p_parent_collision_ignore;
}
-const NodePath &SoftDynamicBody3D::get_parent_collision_ignore() const {
+const NodePath &SoftBody3D::get_parent_collision_ignore() const {
return parent_collision_ignore;
}
-void SoftDynamicBody3D::set_pinned_points_indices(Vector<SoftDynamicBody3D::PinnedPoint> p_pinned_points_indices) {
+void SoftBody3D::set_pinned_points_indices(Vector<SoftBody3D::PinnedPoint> p_pinned_points_indices) {
pinned_points = p_pinned_points_indices;
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
pin_point(p_pinned_points_indices[i].point_index, true);
}
}
-Vector<SoftDynamicBody3D::PinnedPoint> SoftDynamicBody3D::get_pinned_points_indices() {
+Vector<SoftBody3D::PinnedPoint> SoftBody3D::get_pinned_points_indices() {
return pinned_points;
}
-Array SoftDynamicBody3D::get_collision_exceptions() {
+TypedArray<PhysicsBody3D> SoftBody3D::get_collision_exceptions() {
List<RID> exceptions;
PhysicsServer3D::get_singleton()->soft_body_get_collision_exceptions(physics_rid, &exceptions);
- Array ret;
+ TypedArray<PhysicsBody3D> ret;
for (const RID &body : exceptions) {
ObjectID instance_id = PhysicsServer3D::get_singleton()->body_get_object_instance_id(body);
Object *obj = ObjectDB::get_instance(instance_id);
@@ -594,77 +591,77 @@ Array SoftDynamicBody3D::get_collision_exceptions() {
return ret;
}
-void SoftDynamicBody3D::add_collision_exception_with(Node *p_node) {
+void SoftBody3D::add_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
- ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
+ ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D).");
PhysicsServer3D::get_singleton()->soft_body_add_collision_exception(physics_rid, collision_object->get_rid());
}
-void SoftDynamicBody3D::remove_collision_exception_with(Node *p_node) {
+void SoftBody3D::remove_collision_exception_with(Node *p_node) {
ERR_FAIL_NULL(p_node);
CollisionObject3D *collision_object = Object::cast_to<CollisionObject3D>(p_node);
- ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two CollisionObject3Ds.");
+ ERR_FAIL_COND_MSG(!collision_object, "Collision exception only works between two nodes that inherit from CollisionObject3D (such as Area3D or PhysicsBody3D).");
PhysicsServer3D::get_singleton()->soft_body_remove_collision_exception(physics_rid, collision_object->get_rid());
}
-int SoftDynamicBody3D::get_simulation_precision() {
+int SoftBody3D::get_simulation_precision() {
return PhysicsServer3D::get_singleton()->soft_body_get_simulation_precision(physics_rid);
}
-void SoftDynamicBody3D::set_simulation_precision(int p_simulation_precision) {
+void SoftBody3D::set_simulation_precision(int p_simulation_precision) {
PhysicsServer3D::get_singleton()->soft_body_set_simulation_precision(physics_rid, p_simulation_precision);
}
-real_t SoftDynamicBody3D::get_total_mass() {
+real_t SoftBody3D::get_total_mass() {
return PhysicsServer3D::get_singleton()->soft_body_get_total_mass(physics_rid);
}
-void SoftDynamicBody3D::set_total_mass(real_t p_total_mass) {
+void SoftBody3D::set_total_mass(real_t p_total_mass) {
PhysicsServer3D::get_singleton()->soft_body_set_total_mass(physics_rid, p_total_mass);
}
-void SoftDynamicBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
+void SoftBody3D::set_linear_stiffness(real_t p_linear_stiffness) {
PhysicsServer3D::get_singleton()->soft_body_set_linear_stiffness(physics_rid, p_linear_stiffness);
}
-real_t SoftDynamicBody3D::get_linear_stiffness() {
+real_t SoftBody3D::get_linear_stiffness() {
return PhysicsServer3D::get_singleton()->soft_body_get_linear_stiffness(physics_rid);
}
-real_t SoftDynamicBody3D::get_pressure_coefficient() {
+real_t SoftBody3D::get_pressure_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_pressure_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
+void SoftBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_pressure_coefficient(physics_rid, p_pressure_coefficient);
}
-real_t SoftDynamicBody3D::get_damping_coefficient() {
+real_t SoftBody3D::get_damping_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_damping_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
+void SoftBody3D::set_damping_coefficient(real_t p_damping_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_damping_coefficient(physics_rid, p_damping_coefficient);
}
-real_t SoftDynamicBody3D::get_drag_coefficient() {
+real_t SoftBody3D::get_drag_coefficient() {
return PhysicsServer3D::get_singleton()->soft_body_get_drag_coefficient(physics_rid);
}
-void SoftDynamicBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
+void SoftBody3D::set_drag_coefficient(real_t p_drag_coefficient) {
PhysicsServer3D::get_singleton()->soft_body_set_drag_coefficient(physics_rid, p_drag_coefficient);
}
-Vector3 SoftDynamicBody3D::get_point_transform(int p_point_index) {
+Vector3 SoftBody3D::get_point_transform(int p_point_index) {
return PhysicsServer3D::get_singleton()->soft_body_get_point_global_position(physics_rid, p_point_index);
}
-void SoftDynamicBody3D::pin_point_toggle(int p_point_index) {
+void SoftBody3D::pin_point_toggle(int p_point_index) {
pin_point(p_point_index, !(-1 != _has_pinned_point(p_point_index)));
}
-void SoftDynamicBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
+void SoftBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path) {
_pin_point_on_physics_server(p_point_index, pin);
if (pin) {
_add_pinned_point(p_point_index, p_spatial_attachment_path);
@@ -673,33 +670,36 @@ void SoftDynamicBody3D::pin_point(int p_point_index, bool pin, const NodePath &p
}
}
-bool SoftDynamicBody3D::is_point_pinned(int p_point_index) const {
+bool SoftBody3D::is_point_pinned(int p_point_index) const {
return -1 != _has_pinned_point(p_point_index);
}
-void SoftDynamicBody3D::set_ray_pickable(bool p_ray_pickable) {
+void SoftBody3D::set_ray_pickable(bool p_ray_pickable) {
ray_pickable = p_ray_pickable;
_update_pickable();
}
-bool SoftDynamicBody3D::is_ray_pickable() const {
+bool SoftBody3D::is_ray_pickable() const {
return ray_pickable;
}
-SoftDynamicBody3D::SoftDynamicBody3D() :
+SoftBody3D::SoftBody3D() :
physics_rid(PhysicsServer3D::get_singleton()->soft_body_create()) {
+ rendering_server_handler = memnew(SoftBodyRenderingServerHandler);
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id());
}
-SoftDynamicBody3D::~SoftDynamicBody3D() {
+SoftBody3D::~SoftBody3D() {
+ memdelete(rendering_server_handler);
+ ERR_FAIL_NULL(PhysicsServer3D::get_singleton());
PhysicsServer3D::get_singleton()->free(physics_rid);
}
-void SoftDynamicBody3D::_make_cache_dirty() {
+void SoftBody3D::_make_cache_dirty() {
pinned_points_cache_dirty = true;
}
-void SoftDynamicBody3D::_update_cache_pin_points_datas() {
+void SoftBody3D::_update_cache_pin_points_datas() {
if (!pinned_points_cache_dirty) {
return;
}
@@ -712,17 +712,17 @@ void SoftDynamicBody3D::_update_cache_pin_points_datas() {
w[i].spatial_attachment = Object::cast_to<Node3D>(get_node(w[i].spatial_attachment_path));
}
if (!w[i].spatial_attachment) {
- ERR_PRINT("Node3D node not defined in the pinned point, this is undefined behavior for SoftDynamicBody3D!");
+ ERR_PRINT("Node3D node not defined in the pinned point, this is undefined behavior for SoftBody3D!");
}
}
}
-void SoftDynamicBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
+void SoftBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) {
PhysicsServer3D::get_singleton()->soft_body_pin_point(physics_rid, p_point_index, pin);
}
-void SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
- SoftDynamicBody3D::PinnedPoint *pinned_point;
+void SoftBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path) {
+ SoftBody3D::PinnedPoint *pinned_point;
if (-1 == _get_pinned_point(p_point_index, pinned_point)) {
// Create new
PinnedPoint pp;
@@ -747,7 +747,7 @@ void SoftDynamicBody3D::_add_pinned_point(int p_point_index, const NodePath &p_s
}
}
-void SoftDynamicBody3D::_reset_points_offsets() {
+void SoftBody3D::_reset_points_offsets() {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
@@ -769,25 +769,25 @@ void SoftDynamicBody3D::_reset_points_offsets() {
}
}
-void SoftDynamicBody3D::_remove_pinned_point(int p_point_index) {
+void SoftBody3D::_remove_pinned_point(int p_point_index) {
const int id(_has_pinned_point(p_point_index));
if (-1 != id) {
pinned_points.remove_at(id);
}
}
-int SoftDynamicBody3D::_get_pinned_point(int p_point_index, SoftDynamicBody3D::PinnedPoint *&r_point) const {
+int SoftBody3D::_get_pinned_point(int p_point_index, SoftBody3D::PinnedPoint *&r_point) const {
const int id = _has_pinned_point(p_point_index);
if (-1 == id) {
r_point = nullptr;
return -1;
} else {
- r_point = const_cast<SoftDynamicBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
+ r_point = const_cast<SoftBody3D::PinnedPoint *>(&pinned_points.ptr()[id]);
return id;
}
}
-int SoftDynamicBody3D::_has_pinned_point(int p_point_index) const {
+int SoftBody3D::_has_pinned_point(int p_point_index) const {
const PinnedPoint *r = pinned_points.ptr();
for (int i = pinned_points.size() - 1; 0 <= i; --i) {
if (p_point_index == r[i].point_index) {
diff --git a/scene/3d/soft_dynamic_body_3d.h b/scene/3d/soft_body_3d.h
index c30ec701c7..d81011006b 100644
--- a/scene/3d/soft_dynamic_body_3d.h
+++ b/scene/3d/soft_body_3d.h
@@ -1,43 +1,44 @@
-/*************************************************************************/
-/* soft_dynamic_body_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef SOFT_DYNAMIC_BODY_H
-#define SOFT_DYNAMIC_BODY_H
+/**************************************************************************/
+/* soft_body_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef SOFT_BODY_3D_H
+#define SOFT_BODY_3D_H
#include "scene/3d/mesh_instance_3d.h"
#include "servers/physics_server_3d.h"
-class SoftDynamicBody3D;
+class PhysicsBody3D;
+class SoftBody3D;
-class SoftDynamicBodyRenderingServerHandler : public RenderingServerHandler {
- friend class SoftDynamicBody3D;
+class SoftBodyRenderingServerHandler : public PhysicsServer3DRenderingServerHandler {
+ friend class SoftBody3D;
RID mesh;
int surface = 0;
@@ -49,7 +50,7 @@ class SoftDynamicBodyRenderingServerHandler : public RenderingServerHandler {
uint8_t *write_buffer = nullptr;
private:
- SoftDynamicBodyRenderingServerHandler();
+ SoftBodyRenderingServerHandler();
bool is_ready(RID p_mesh_rid) const { return mesh.is_valid() && mesh == p_mesh_rid; }
void prepare(RID p_mesh_rid, int p_surface);
void clear();
@@ -63,8 +64,8 @@ public:
void set_aabb(const AABB &p_aabb) override;
};
-class SoftDynamicBody3D : public MeshInstance3D {
- GDCLASS(SoftDynamicBody3D, MeshInstance3D);
+class SoftBody3D : public MeshInstance3D {
+ GDCLASS(SoftBody3D, MeshInstance3D);
public:
enum DisableMode {
@@ -84,7 +85,7 @@ public:
};
private:
- SoftDynamicBodyRenderingServerHandler rendering_server_handler;
+ SoftBodyRenderingServerHandler *rendering_server_handler = nullptr;
RID physics_rid;
@@ -124,7 +125,7 @@ protected:
void _notification(int p_what);
static void _bind_methods();
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
public:
RID get_physics_rid() const { return physics_rid; }
@@ -168,7 +169,7 @@ public:
void set_drag_coefficient(real_t p_drag_coefficient);
real_t get_drag_coefficient();
- Array get_collision_exceptions();
+ TypedArray<PhysicsBody3D> get_collision_exceptions();
void add_collision_exception_with(Node *p_node);
void remove_collision_exception_with(Node *p_node);
@@ -181,8 +182,8 @@ public:
void set_ray_pickable(bool p_ray_pickable);
bool is_ray_pickable() const;
- SoftDynamicBody3D();
- ~SoftDynamicBody3D();
+ SoftBody3D();
+ ~SoftBody3D();
private:
void _make_cache_dirty();
@@ -197,6 +198,6 @@ private:
int _has_pinned_point(int p_point_index) const;
};
-VARIANT_ENUM_CAST(SoftDynamicBody3D::DisableMode);
+VARIANT_ENUM_CAST(SoftBody3D::DisableMode);
-#endif // SOFT_DYNAMIC_BODY_H
+#endif // SOFT_BODY_3D_H
diff --git a/scene/3d/spring_arm_3d.cpp b/scene/3d/spring_arm_3d.cpp
index e0cd44e05b..9151fa9593 100644
--- a/scene/3d/spring_arm_3d.cpp
+++ b/scene/3d/spring_arm_3d.cpp
@@ -1,51 +1,55 @@
-/*************************************************************************/
-/* spring_arm_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* spring_arm_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "spring_arm_3d.h"
+
#include "scene/3d/camera_3d.h"
+#include "scene/resources/shape_3d.h"
void SpringArm3D::_notification(int p_what) {
switch (p_what) {
- case NOTIFICATION_ENTER_TREE:
+ case NOTIFICATION_ENTER_TREE: {
if (!Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(true);
}
- break;
- case NOTIFICATION_EXIT_TREE:
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
if (!Engine::get_singleton()->is_editor_hint()) {
set_physics_process_internal(false);
}
- break;
- case NOTIFICATION_INTERNAL_PHYSICS_PROCESS:
+ } break;
+
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
process_spring();
- break;
+ } break;
}
}
@@ -70,8 +74,8 @@ void SpringArm3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spring_length"), "set_length", "get_length");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spring_length", PROPERTY_HINT_NONE, "suffix:m"), "set_length", "get_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_NONE, "suffix:m"), "set_margin", "get_margin");
}
real_t SpringArm3D::get_length() const {
@@ -185,14 +189,14 @@ void SpringArm3D::process_spring() {
}
current_spring_length = spring_length * motion_delta;
- Transform3D childs_transform;
- childs_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta);
+ Transform3D child_transform;
+ child_transform.origin = get_global_transform().origin + cast_direction * (spring_length * motion_delta);
for (int i = get_child_count() - 1; 0 <= i; --i) {
Node3D *child = Object::cast_to<Node3D>(get_child(i));
if (child) {
- childs_transform.basis = child->get_global_transform().basis;
- child->set_global_transform(childs_transform);
+ child_transform.basis = child->get_global_transform().basis;
+ child->set_global_transform(child_transform);
}
}
}
diff --git a/scene/3d/spring_arm_3d.h b/scene/3d/spring_arm_3d.h
index b247ea1707..c7e1da35f0 100644
--- a/scene/3d/spring_arm_3d.h
+++ b/scene/3d/spring_arm_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* spring_arm_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* spring_arm_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
-#ifndef SPRING_ARM_H
-#define SPRING_ARM_H
+#ifndef SPRING_ARM_3D_H
+#define SPRING_ARM_3D_H
#include "scene/3d/node_3d.h"
@@ -37,7 +37,7 @@ class SpringArm3D : public Node3D {
GDCLASS(SpringArm3D, Node3D);
Ref<Shape3D> shape;
- Set<RID> excluded_objects;
+ HashSet<RID> excluded_objects;
real_t spring_length = 1.0;
real_t current_spring_length = 0.0;
bool keep_child_basis = false;
@@ -68,4 +68,4 @@ private:
void process_spring();
};
-#endif
+#endif // SPRING_ARM_3D_H
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 2b4ddce0e2..59e4a0b718 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -1,36 +1,35 @@
-/*************************************************************************/
-/* sprite_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* sprite_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "sprite_3d.h"
-#include "core/core_string_names.h"
#include "scene/scene_string_names.h"
Color SpriteBase3D::_get_color_accum() {
@@ -58,7 +57,7 @@ void SpriteBase3D::_propagate_color_changed() {
}
color_dirty = true;
- _queue_update();
+ _queue_redraw();
for (SpriteBase3D *&E : children) {
E->_propagate_color_changed();
@@ -66,29 +65,223 @@ void SpriteBase3D::_propagate_color_changed() {
}
void SpriteBase3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- if (!pending_update) {
- _im_update();
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (!pending_update) {
+ _im_update();
+ }
+
+ parent_sprite = Object::cast_to<SpriteBase3D>(get_parent());
+ if (parent_sprite) {
+ pI = parent_sprite->children.push_back(this);
+ }
+ } break;
+
+ case NOTIFICATION_EXIT_TREE: {
+ if (parent_sprite) {
+ parent_sprite->children.erase(pI);
+ pI = nullptr;
+ parent_sprite = nullptr;
+ }
+ } break;
+ }
+}
+
+void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, Rect2 p_src_rect) {
+ ERR_FAIL_COND(p_texture.is_null());
+
+ Rect2 final_rect;
+ Rect2 final_src_rect;
+ if (!p_texture->get_rect_region(p_dst_rect, p_src_rect, final_rect, final_src_rect)) {
+ return;
+ }
+
+ if (final_rect.size.x == 0 || final_rect.size.y == 0) {
+ return;
+ }
+
+ // 2D: 3D plane (axes match exactly when `axis == Vector3::AXIS_Z`):
+ // -X+ -X+
+ // - +
+ // Y +--------+ +--------+ +--------+ Y +--------+
+ // + | +--+ | | | (2) | | - | 0--1 |
+ // | |ab| | (1) | +--+ | (3) | 3--2 | | |ab| |
+ // | |cd| | --> | |ab| | --> | |cd| | <==> | |cd| |
+ // | +--+ | | |cd| | | |ab| | | 3--2 |
+ // | | | +--+ | | 0--1 | | |
+ // +--------+ +--------+ +--------+ +--------+
+
+ // (1) Y-wise shift `final_rect` within `p_dst_rect` so after inverting Y
+ // axis distances between top/bottom borders will be preserved (so for
+ // example AtlasTextures with vertical margins will look the same in 2D/3D).
+ final_rect.position.y = (p_dst_rect.position.y + p_dst_rect.size.y) - ((final_rect.position.y + final_rect.size.y) - p_dst_rect.position.y);
+
+ Color color = _get_color_accum();
+
+ 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)) * 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();
+
+ // Properly setup UVs for impostor textures (AtlasTexture).
+ Ref<AtlasTexture> atlas_tex = p_texture;
+ if (atlas_tex != nullptr) {
+ src_tsize[0] = atlas_tex->get_atlas()->get_width();
+ src_tsize[1] = atlas_tex->get_atlas()->get_height();
+ }
+
+ // (3) Assign UVs (abcd) according to the vertices order (bottom-top in 2D / top-bottom in 3D).
+ Vector2 uvs[4] = {
+ final_src_rect.position / src_tsize,
+ (final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
+ (final_src_rect.position + final_src_rect.size) / src_tsize,
+ (final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
+ };
+
+ if (is_flipped_h()) {
+ SWAP(uvs[0], uvs[1]);
+ SWAP(uvs[2], uvs[3]);
+ }
+
+ if (is_flipped_v()) {
+ SWAP(uvs[0], uvs[3]);
+ SWAP(uvs[1], uvs[2]);
+ }
+
+ Vector3 normal;
+ int ax = get_axis();
+ normal[ax] = 1.0;
+
+ Plane tangent;
+ if (ax == Vector3::AXIS_X) {
+ tangent = Plane(0, 0, -1, 1);
+ } else {
+ tangent = Plane(1, 0, 0, 1);
+ }
+
+ int x_axis = ((ax + 1) % 3);
+ int y_axis = ((ax + 2) % 3);
+
+ 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 (ax == Vector3::AXIS_Y) {
+ vertices[i].y = -vertices[i].y;
+ } else if (ax == Vector3::AXIS_X) {
+ vertices[i].x = -vertices[i].x;
+ }
}
+ }
+
+ AABB aabb_new;
+
+ // Everything except position and UV is compressed.
+ uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
+ uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
+
+ uint32_t v_normal;
+ {
+ Vector2 res = normal.octahedron_encode();
+ uint32_t value = 0;
+ value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
+ value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
+
+ v_normal = value;
+ }
+ uint32_t v_tangent;
+ {
+ Plane t = tangent;
+ Vector2 res = t.normal.octahedron_tangent_encode(t.d);
+ uint32_t value = 0;
+ value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
+ value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
+
+ v_tangent = value;
+ }
- parent_sprite = Object::cast_to<SpriteBase3D>(get_parent());
- if (parent_sprite) {
- pI = parent_sprite->children.push_back(this);
+ uint8_t v_color[4] = {
+ uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
+ };
+
+ for (int i = 0; i < 4; i++) {
+ Vector3 vtx;
+ vtx[x_axis] = vertices[i][0];
+ vtx[y_axis] = vertices[i][1];
+ if (i == 0) {
+ aabb_new.position = vtx;
+ aabb_new.size = Vector3();
+ } else {
+ aabb_new.expand_to(vtx);
}
+
+ float v_uv[2] = { (float)uvs[i].x, (float)uvs[i].y };
+ memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_TEX_UV]], v_uv, 8);
+
+ float v_vertex[3] = { (float)vtx.x, (float)vtx.y, (float)vtx.z };
+
+ memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
+ memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
+ memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
+ memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4);
}
- if (p_what == NOTIFICATION_EXIT_TREE) {
- if (parent_sprite) {
- parent_sprite->children.erase(pI);
- pI = nullptr;
- parent_sprite = nullptr;
+ 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_new, aabb_new);
+ set_aabb(aabb_new);
+
+ RS::get_singleton()->material_set_param(get_material(), "alpha_scissor_threshold", alpha_scissor_threshold);
+ RS::get_singleton()->material_set_param(get_material(), "alpha_hash_scale", alpha_hash_scale);
+ RS::get_singleton()->material_set_param(get_material(), "alpha_antialiasing_edge", alpha_antialiasing_edge);
+
+ BaseMaterial3D::Transparency mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_DISABLED;
+ if (get_draw_flag(FLAG_TRANSPARENT)) {
+ if (get_alpha_cut_mode() == ALPHA_CUT_DISCARD) {
+ mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_SCISSOR;
+ } else if (get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS) {
+ mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS;
+ } else if (get_alpha_cut_mode() == ALPHA_CUT_HASH) {
+ mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA_HASH;
+ } else {
+ mat_transparency = BaseMaterial3D::Transparency::TRANSPARENCY_ALPHA;
}
}
+
+ RID shader_rid;
+ StandardMaterial3D::get_material_for_2d(get_draw_flag(FLAG_SHADED), mat_transparency, get_draw_flag(FLAG_DOUBLE_SIDED), 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(), alpha_antialiasing_mode, &shader_rid);
+
+ if (last_shader != shader_rid) {
+ RS::get_singleton()->material_set_shader(get_material(), shader_rid);
+ last_shader = shader_rid;
+ }
+ if (last_texture != p_texture->get_rid()) {
+ RS::get_singleton()->material_set_param(get_material(), "texture_albedo", p_texture->get_rid());
+ last_texture = p_texture->get_rid();
+ }
+ if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
+ RS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
+ RS::get_singleton()->mesh_surface_set_material(mesh, 0, get_material());
+ }
}
void SpriteBase3D::set_centered(bool p_center) {
centered = p_center;
- _queue_update();
+ _queue_redraw();
}
bool SpriteBase3D::is_centered() const {
@@ -97,7 +290,7 @@ bool SpriteBase3D::is_centered() const {
void SpriteBase3D::set_offset(const Point2 &p_offset) {
offset = p_offset;
- _queue_update();
+ _queue_redraw();
}
Point2 SpriteBase3D::get_offset() const {
@@ -106,7 +299,7 @@ Point2 SpriteBase3D::get_offset() const {
void SpriteBase3D::set_flip_h(bool p_flip) {
hflip = p_flip;
- _queue_update();
+ _queue_redraw();
}
bool SpriteBase3D::is_flipped_h() const {
@@ -115,7 +308,7 @@ bool SpriteBase3D::is_flipped_h() const {
void SpriteBase3D::set_flip_v(bool p_flip) {
vflip = p_flip;
- _queue_update();
+ _queue_redraw();
}
bool SpriteBase3D::is_flipped_v() const {
@@ -125,35 +318,36 @@ bool SpriteBase3D::is_flipped_v() const {
void SpriteBase3D::set_modulate(const Color &p_color) {
modulate = p_color;
_propagate_color_changed();
- _queue_update();
+ _queue_redraw();
}
Color SpriteBase3D::get_modulate() const {
return modulate;
}
-void SpriteBase3D::set_pixel_size(real_t p_amount) {
- pixel_size = p_amount;
- _queue_update();
+void SpriteBase3D::set_render_priority(int p_priority) {
+ ERR_FAIL_COND(p_priority < RS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
+ render_priority = p_priority;
+ _queue_redraw();
}
-real_t SpriteBase3D::get_pixel_size() const {
- return pixel_size;
+int SpriteBase3D::get_render_priority() const {
+ return render_priority;
}
-void SpriteBase3D::set_opacity(float p_amount) {
- opacity = p_amount;
- _queue_update();
+void SpriteBase3D::set_pixel_size(real_t p_amount) {
+ pixel_size = p_amount;
+ _queue_redraw();
}
-float SpriteBase3D::get_opacity() const {
- return opacity;
+real_t SpriteBase3D::get_pixel_size() const {
+ return pixel_size;
}
void SpriteBase3D::set_axis(Vector3::Axis p_axis) {
ERR_FAIL_INDEX(p_axis, 3);
axis = p_axis;
- _queue_update();
+ _queue_redraw();
}
Vector3::Axis SpriteBase3D::get_axis() const {
@@ -168,7 +362,8 @@ void SpriteBase3D::_im_update() {
//texture->draw_rect_region(ci,dst_rect,src_rect,modulate);
}
-void SpriteBase3D::_queue_update() {
+void SpriteBase3D::_queue_redraw() {
+ // The 3D equivalent of CanvasItem.queue_redraw().
if (pending_update) {
return;
}
@@ -184,10 +379,6 @@ AABB SpriteBase3D::get_aabb() const {
return aabb;
}
-Vector<Face3> SpriteBase3D::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
-
Ref<TriangleMesh> SpriteBase3D::generate_triangle_mesh() const {
if (triangle_mesh.is_valid()) {
return triangle_mesh;
@@ -203,14 +394,14 @@ 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,
};
@@ -251,7 +442,7 @@ Ref<TriangleMesh> SpriteBase3D::generate_triangle_mesh() const {
void SpriteBase3D::set_draw_flag(DrawFlags p_flag, bool p_enable) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enable;
- _queue_update();
+ _queue_redraw();
}
bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const {
@@ -260,25 +451,80 @@ bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const {
}
void SpriteBase3D::set_alpha_cut_mode(AlphaCutMode p_mode) {
- ERR_FAIL_INDEX(p_mode, 3);
+ ERR_FAIL_INDEX(p_mode, ALPHA_CUT_MAX);
alpha_cut = p_mode;
- _queue_update();
+ _queue_redraw();
}
SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const {
return alpha_cut;
}
+void SpriteBase3D::set_alpha_hash_scale(float p_hash_scale) {
+ if (alpha_hash_scale != p_hash_scale) {
+ alpha_hash_scale = p_hash_scale;
+ _queue_redraw();
+ }
+}
+
+float SpriteBase3D::get_alpha_hash_scale() const {
+ return alpha_hash_scale;
+}
+
+void SpriteBase3D::set_alpha_scissor_threshold(float p_threshold) {
+ if (alpha_scissor_threshold != p_threshold) {
+ alpha_scissor_threshold = p_threshold;
+ _queue_redraw();
+ }
+}
+
+float SpriteBase3D::get_alpha_scissor_threshold() const {
+ return alpha_scissor_threshold;
+}
+
+void SpriteBase3D::set_alpha_antialiasing(BaseMaterial3D::AlphaAntiAliasing p_alpha_aa) {
+ if (alpha_antialiasing_mode != p_alpha_aa) {
+ alpha_antialiasing_mode = p_alpha_aa;
+ _queue_redraw();
+ }
+}
+
+BaseMaterial3D::AlphaAntiAliasing SpriteBase3D::get_alpha_antialiasing() const {
+ return alpha_antialiasing_mode;
+}
+
+void SpriteBase3D::set_alpha_antialiasing_edge(float p_edge) {
+ if (alpha_antialiasing_edge != p_edge) {
+ alpha_antialiasing_edge = p_edge;
+ _queue_redraw();
+ }
+}
+
+float SpriteBase3D::get_alpha_antialiasing_edge() const {
+ return alpha_antialiasing_edge;
+}
+
void SpriteBase3D::set_billboard_mode(StandardMaterial3D::BillboardMode p_mode) {
- ERR_FAIL_INDEX(p_mode, 3);
+ ERR_FAIL_INDEX(p_mode, 3); // Cannot use BILLBOARD_PARTICLES.
billboard_mode = p_mode;
- _queue_update();
+ _queue_redraw();
}
StandardMaterial3D::BillboardMode SpriteBase3D::get_billboard_mode() const {
return billboard_mode;
}
+void SpriteBase3D::set_texture_filter(StandardMaterial3D::TextureFilter p_filter) {
+ if (texture_filter != p_filter) {
+ texture_filter = p_filter;
+ _queue_redraw();
+ }
+}
+
+StandardMaterial3D::TextureFilter SpriteBase3D::get_texture_filter() const {
+ return texture_filter;
+}
+
void SpriteBase3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &SpriteBase3D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &SpriteBase3D::is_centered);
@@ -295,8 +541,8 @@ void SpriteBase3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_modulate", "modulate"), &SpriteBase3D::set_modulate);
ClassDB::bind_method(D_METHOD("get_modulate"), &SpriteBase3D::get_modulate);
- ClassDB::bind_method(D_METHOD("set_opacity", "opacity"), &SpriteBase3D::set_opacity);
- ClassDB::bind_method(D_METHOD("get_opacity"), &SpriteBase3D::get_opacity);
+ ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &SpriteBase3D::set_render_priority);
+ ClassDB::bind_method(D_METHOD("get_render_priority"), &SpriteBase3D::get_render_priority);
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &SpriteBase3D::set_pixel_size);
ClassDB::bind_method(D_METHOD("get_pixel_size"), &SpriteBase3D::get_pixel_size);
@@ -310,38 +556,62 @@ void SpriteBase3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_alpha_cut_mode", "mode"), &SpriteBase3D::set_alpha_cut_mode);
ClassDB::bind_method(D_METHOD("get_alpha_cut_mode"), &SpriteBase3D::get_alpha_cut_mode);
+ ClassDB::bind_method(D_METHOD("set_alpha_scissor_threshold", "threshold"), &SpriteBase3D::set_alpha_scissor_threshold);
+ ClassDB::bind_method(D_METHOD("get_alpha_scissor_threshold"), &SpriteBase3D::get_alpha_scissor_threshold);
+
+ ClassDB::bind_method(D_METHOD("set_alpha_hash_scale", "threshold"), &SpriteBase3D::set_alpha_hash_scale);
+ ClassDB::bind_method(D_METHOD("get_alpha_hash_scale"), &SpriteBase3D::get_alpha_hash_scale);
+
+ ClassDB::bind_method(D_METHOD("set_alpha_antialiasing", "alpha_aa"), &SpriteBase3D::set_alpha_antialiasing);
+ ClassDB::bind_method(D_METHOD("get_alpha_antialiasing"), &SpriteBase3D::get_alpha_antialiasing);
+
+ ClassDB::bind_method(D_METHOD("set_alpha_antialiasing_edge", "edge"), &SpriteBase3D::set_alpha_antialiasing_edge);
+ ClassDB::bind_method(D_METHOD("get_alpha_antialiasing_edge"), &SpriteBase3D::get_alpha_antialiasing_edge);
+
ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpriteBase3D::set_billboard_mode);
ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpriteBase3D::get_billboard_mode);
+ ClassDB::bind_method(D_METHOD("set_texture_filter", "mode"), &SpriteBase3D::set_texture_filter);
+ ClassDB::bind_method(D_METHOD("get_texture_filter"), &SpriteBase3D::get_texture_filter);
+
ClassDB::bind_method(D_METHOD("get_item_rect"), &SpriteBase3D::get_item_rect);
ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &SpriteBase3D::generate_triangle_mesh);
- ClassDB::bind_method(D_METHOD("_queue_update"), &SpriteBase3D::_queue_update);
ClassDB::bind_method(D_METHOD("_im_update"), &SpriteBase3D::_im_update);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_opacity", "get_opacity");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001"), "set_pixel_size", "get_pixel_size");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001,suffix:m"), "set_pixel_size", "get_pixel_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X-Axis,Y-Axis,Z-Axis"), "set_axis", "get_axis");
ADD_GROUP("Flags", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard"), "set_billboard_mode", "get_billboard_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transparent"), "set_draw_flag", "get_draw_flag", FLAG_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shaded"), "set_draw_flag", "get_draw_flag", FLAG_SHADED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "double_sided"), "set_draw_flag", "get_draw_flag", FLAG_DOUBLE_SIDED);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode", "get_alpha_cut_mode");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "no_depth_test"), "set_draw_flag", "get_draw_flag", FLAG_DISABLE_DEPTH_TEST);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_draw_flag", "get_draw_flag", FLAG_FIXED_SIZE);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass,Alpha Hash"), "set_alpha_cut_mode", "get_alpha_cut_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_hash_scale", PROPERTY_HINT_RANGE, "0,2,0.01"), "set_alpha_hash_scale", "get_alpha_hash_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_antialiasing_mode", PROPERTY_HINT_ENUM, "Disabled,Alpha Edge Blend,Alpha Edge Clip"), "set_alpha_antialiasing", "get_alpha_antialiasing");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_antialiasing_edge", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_antialiasing_edge", "get_alpha_antialiasing_edge");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RS::MATERIAL_RENDER_PRIORITY_MIN) + "," + itos(RS::MATERIAL_RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
BIND_ENUM_CONSTANT(FLAG_TRANSPARENT);
BIND_ENUM_CONSTANT(FLAG_SHADED);
BIND_ENUM_CONSTANT(FLAG_DOUBLE_SIDED);
+ BIND_ENUM_CONSTANT(FLAG_DISABLE_DEPTH_TEST);
+ BIND_ENUM_CONSTANT(FLAG_FIXED_SIZE);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(ALPHA_CUT_DISABLED);
BIND_ENUM_CONSTANT(ALPHA_CUT_DISCARD);
BIND_ENUM_CONSTANT(ALPHA_CUT_OPAQUE_PREPASS);
+ BIND_ENUM_CONSTANT(ALPHA_CUT_HASH);
}
SpriteBase3D::SpriteBase3D() {
@@ -350,7 +620,7 @@ SpriteBase3D::SpriteBase3D() {
}
material = RenderingServer::get_singleton()->material_create();
- // Set defaults for material, names need to match up those in StandardMaterial3D
+ // Set defaults for material, names need to match up those in StandardMaterial3D.
RS::get_singleton()->material_set_param(material, "albedo", Color(1, 1, 1, 1));
RS::get_singleton()->material_set_param(material, "specular", 0.5);
RS::get_singleton()->material_set_param(material, "metallic", 0.0);
@@ -359,7 +629,6 @@ SpriteBase3D::SpriteBase3D() {
RS::get_singleton()->material_set_param(material, "uv1_scale", Vector3(1, 1, 1));
RS::get_singleton()->material_set_param(material, "uv2_offset", Vector3(0, 0, 0));
RS::get_singleton()->material_set_param(material, "uv2_scale", Vector3(1, 1, 1));
- RS::get_singleton()->material_set_param(material, "alpha_scissor_threshold", 0.98);
mesh = RenderingServer::get_singleton()->mesh_create();
@@ -376,7 +645,7 @@ SpriteBase3D::SpriteBase3D() {
mesh_colors.resize(4);
mesh_uvs.resize(4);
- // create basic mesh and store format information
+ // Create basic mesh and store format information.
for (int i = 0; i < 4; i++) {
mesh_normals.write[i] = Vector3(0.0, 0.0, 0.0);
mesh_tangents.write[i * 4 + 0] = 0.0;
@@ -420,6 +689,7 @@ SpriteBase3D::SpriteBase3D() {
}
SpriteBase3D::~SpriteBase3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(mesh);
RenderingServer::get_singleton()->free(material);
}
@@ -430,7 +700,7 @@ void Sprite3D::_draw() {
if (get_base() != get_mesh()) {
set_base(get_mesh());
}
- if (!texture.is_valid()) {
+ if (texture.is_null()) {
set_base(RID());
return;
}
@@ -447,170 +717,17 @@ void Sprite3D::_draw() {
}
Size2 frame_size = base_rect.size / Size2(hframes, vframes);
- Point2 frame_offset = Point2(frame % hframes, frame / hframes);
- frame_offset *= frame_size;
+ Point2 frame_offset = Point2(frame % hframes, frame / hframes) * frame_size;
- Point2 dest_offset = get_offset();
+ Point2 dst_offset = get_offset();
if (is_centered()) {
- dest_offset -= frame_size / 2;
+ dst_offset -= frame_size / 2.0f;
}
Rect2 src_rect(base_rect.position + frame_offset, frame_size);
- Rect2 final_dst_rect(dest_offset, frame_size);
- Rect2 final_rect;
- Rect2 final_src_rect;
- if (!texture->get_rect_region(final_dst_rect, src_rect, final_rect, final_src_rect)) {
- return;
- }
-
- if (final_rect.size.x == 0 || final_rect.size.y == 0) {
- return;
- }
-
- Color color = _get_color_accum();
- color.a *= get_opacity();
-
- real_t pixel_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,
-
- };
-
- Vector2 src_tsize = tsize;
-
- // Properly setup UVs for impostor textures (AtlasTexture).
- Ref<AtlasTexture> atlas_tex = texture;
- if (atlas_tex != nullptr) {
- src_tsize[0] = atlas_tex->get_atlas()->get_width();
- src_tsize[1] = atlas_tex->get_atlas()->get_height();
- }
-
- Vector2 uvs[4] = {
- final_src_rect.position / src_tsize,
- (final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
- (final_src_rect.position + final_src_rect.size) / src_tsize,
- (final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
- };
-
- if (is_flipped_h()) {
- SWAP(uvs[0], uvs[1]);
- SWAP(uvs[2], uvs[3]);
- }
-
- if (is_flipped_v()) {
- SWAP(uvs[0], uvs[3]);
- SWAP(uvs[1], uvs[2]);
- }
-
- Vector3 normal;
- int axis = get_axis();
- normal[axis] = 1.0;
-
- Plane tangent;
- if (axis == 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);
-
- if (axis != 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) {
- vertices[i].y = -vertices[i].y;
- } else if (axis == Vector3::AXIS_X) {
- vertices[i].x = -vertices[i].x;
- }
- }
- }
-
- AABB aabb;
-
- // Everything except position and UV is compressed
- uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
- uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
-
- uint32_t v_normal;
- {
- Vector3 n = normal * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
-
- uint32_t value = 0;
- value |= CLAMP(int(n.x * 1023.0), 0, 1023);
- value |= CLAMP(int(n.y * 1023.0), 0, 1023) << 10;
- value |= CLAMP(int(n.z * 1023.0), 0, 1023) << 20;
-
- v_normal = value;
- }
- uint32_t v_tangent;
- {
- Plane t = tangent;
- uint32_t value = 0;
- value |= CLAMP(int((t.normal.x * 0.5 + 0.5) * 1023.0), 0, 1023);
- value |= CLAMP(int((t.normal.y * 0.5 + 0.5) * 1023.0), 0, 1023) << 10;
- value |= CLAMP(int((t.normal.z * 0.5 + 0.5) * 1023.0), 0, 1023) << 20;
- if (t.d > 0) {
- value |= 3 << 30;
- }
- v_tangent = value;
- }
-
- uint8_t v_color[4] = {
- uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
- uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
- uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
- uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
- };
-
- for (int i = 0; i < 4; i++) {
- Vector3 vtx;
- vtx[x_axis] = vertices[i][0];
- vtx[y_axis] = vertices[i][1];
- if (i == 0) {
- aabb.position = vtx;
- aabb.size = Vector3();
- } else {
- aabb.expand_to(vtx);
- }
-
- float v_uv[2] = { (float)uvs[i].x, (float)uvs[i].y };
- memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_TEX_UV]], v_uv, 8);
+ Rect2 dst_rect(dst_offset, frame_size);
- float v_vertex[3] = { (float)vtx.x, (float)vtx.y, (float)vtx.z };
-
- memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
- memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
- memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
- 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);
-
- RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
- set_aabb(aabb);
-
- 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, &shader_rid);
- if (last_shader != shader_rid) {
- RS::get_singleton()->material_set_shader(get_material(), shader_rid);
- last_shader = shader_rid;
- }
- if (last_texture != texture->get_rid()) {
- RS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
- last_texture = texture->get_rid();
- }
+ draw_texture_rect(texture, dst_rect, src_rect);
}
void Sprite3D::set_texture(const Ref<Texture2D> &p_texture) {
@@ -618,13 +735,14 @@ void Sprite3D::set_texture(const Ref<Texture2D> &p_texture) {
return;
}
if (texture.is_valid()) {
- texture->disconnect(CoreStringNames::get_singleton()->changed, Callable(this, "_queue_update"));
+ texture->disconnect(SceneStringNames::get_singleton()->changed, callable_mp((SpriteBase3D *)this, &Sprite3D::_queue_redraw));
}
texture = p_texture;
if (texture.is_valid()) {
- texture->connect(CoreStringNames::get_singleton()->changed, Callable(this, "_queue_update"));
+ texture->connect(SceneStringNames::get_singleton()->changed, callable_mp((SpriteBase3D *)this, &Sprite3D::_queue_redraw));
}
- _queue_update();
+
+ _queue_redraw();
emit_signal(SceneStringNames::get_singleton()->texture_changed);
}
@@ -638,7 +756,8 @@ void Sprite3D::set_region_enabled(bool p_region) {
}
region = p_region;
- _queue_update();
+ _queue_redraw();
+ notify_property_list_changed();
}
bool Sprite3D::is_region_enabled() const {
@@ -649,7 +768,7 @@ void Sprite3D::set_region_rect(const Rect2 &p_region_rect) {
bool changed = region_rect != p_region_rect;
region_rect = p_region_rect;
if (region && changed) {
- _queue_update();
+ _queue_redraw();
}
}
@@ -662,7 +781,7 @@ void Sprite3D::set_frame(int p_frame) {
frame = p_frame;
- _queue_update();
+ _queue_redraw();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
@@ -685,7 +804,7 @@ Vector2i Sprite3D::get_frame_coords() const {
void Sprite3D::set_vframes(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
vframes = p_amount;
- _queue_update();
+ _queue_redraw();
notify_property_list_changed();
}
@@ -696,7 +815,7 @@ int Sprite3D::get_vframes() const {
void Sprite3D::set_hframes(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
hframes = p_amount;
- _queue_update();
+ _queue_redraw();
notify_property_list_changed();
}
@@ -708,10 +827,6 @@ Rect2 Sprite3D::get_item_rect() const {
if (texture.is_null()) {
return Rect2(0, 0, 1, 1);
}
- /*
- if (texture.is_null())
- return CanvasItem::get_item_rect();
- */
Size2 s;
@@ -734,18 +849,20 @@ Rect2 Sprite3D::get_item_rect() const {
return Rect2(ofs, s);
}
-void Sprite3D::_validate_property(PropertyInfo &property) const {
- if (property.name == "frame") {
- property.hint = PROPERTY_HINT_RANGE;
- property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
- property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
+void Sprite3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "frame") {
+ p_property.hint = PROPERTY_HINT_RANGE;
+ p_property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
+ p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
- if (property.name == "frame_coords") {
- property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
+ if (p_property.name == "frame_coords") {
+ p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
- SpriteBase3D::_validate_property(property);
+ if (!region && (p_property.name == "region_rect")) {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
}
void Sprite3D::_bind_methods() {
@@ -778,7 +895,7 @@ void Sprite3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords");
ADD_GROUP("Region", "region_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region_enabled", "is_region_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect");
+ ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect", PROPERTY_HINT_NONE, "suffix:px"), "set_region_rect", "get_region_rect");
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("texture_changed"));
@@ -794,22 +911,14 @@ void AnimatedSprite3D::_draw() {
set_base(get_mesh());
}
- if (frames.is_null()) {
- return;
- }
-
- if (frame < 0) {
- return;
- }
-
- if (!frames->has_animation(animation)) {
+ if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
- Ref<Texture2D> texture = frames->get_frame(animation, frame);
- if (!texture.is_valid()) {
+ Ref<Texture2D> texture = frames->get_frame_texture(animation, frame);
+ if (texture.is_null()) {
set_base(RID());
- return; //no texuture no life
+ return;
}
Size2 tsize = texture->get_size();
if (tsize.x == 0 || tsize.y == 0) {
@@ -826,270 +935,181 @@ void AnimatedSprite3D::_draw() {
Rect2 dst_rect(ofs, tsize);
- Rect2 final_rect;
- Rect2 final_src_rect;
- if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect)) {
- return;
- }
-
- if (final_rect.size.x == 0 || final_rect.size.y == 0) {
- return;
- }
-
- Color color = _get_color_accum();
- color.a *= get_opacity();
-
- real_t pixel_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,
-
- };
-
- Vector2 src_tsize = tsize;
-
- // Properly setup UVs for impostor textures (AtlasTexture).
- Ref<AtlasTexture> atlas_tex = texture;
- if (atlas_tex != nullptr) {
- src_tsize[0] = atlas_tex->get_atlas()->get_width();
- src_tsize[1] = atlas_tex->get_atlas()->get_height();
- }
-
- Vector2 uvs[4] = {
- final_src_rect.position / src_tsize,
- (final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
- (final_src_rect.position + final_src_rect.size) / src_tsize,
- (final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
- };
-
- if (is_flipped_h()) {
- SWAP(uvs[0], uvs[1]);
- SWAP(uvs[2], uvs[3]);
- }
- if (is_flipped_v()) {
- SWAP(uvs[0], uvs[3]);
- SWAP(uvs[1], uvs[2]);
- }
-
- Vector3 normal;
- int axis = get_axis();
- normal[axis] = 1.0;
-
- Plane tangent;
- if (axis == 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);
-
- if (axis != 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) {
- vertices[i].y = -vertices[i].y;
- } else if (axis == Vector3::AXIS_X) {
- vertices[i].x = -vertices[i].x;
- }
- }
- }
-
- AABB aabb;
-
- // Everything except position and UV is compressed
- uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
- uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
-
- uint32_t v_normal;
- {
- Vector3 n = normal * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
-
- uint32_t value = 0;
- value |= CLAMP(int(n.x * 1023.0), 0, 1023);
- value |= CLAMP(int(n.y * 1023.0), 0, 1023) << 10;
- value |= CLAMP(int(n.z * 1023.0), 0, 1023) << 20;
-
- v_normal = value;
- }
- uint32_t v_tangent;
- {
- Plane t = tangent;
- uint32_t value = 0;
- value |= CLAMP(int((t.normal.x * 0.5 + 0.5) * 1023.0), 0, 1023);
- value |= CLAMP(int((t.normal.y * 0.5 + 0.5) * 1023.0), 0, 1023) << 10;
- value |= CLAMP(int((t.normal.z * 0.5 + 0.5) * 1023.0), 0, 1023) << 20;
- if (t.d > 0) {
- value |= 3 << 30;
- }
- v_tangent = value;
- }
-
- uint8_t v_color[4] = {
- uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
- uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
- uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
- uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
- };
-
- for (int i = 0; i < 4; i++) {
- Vector3 vtx;
- vtx[x_axis] = vertices[i][0];
- vtx[y_axis] = vertices[i][1];
- if (i == 0) {
- aabb.position = vtx;
- aabb.size = Vector3();
- } else {
- aabb.expand_to(vtx);
- }
-
- float v_uv[2] = { (float)uvs[i].x, (float)uvs[i].y };
- memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_TEX_UV]], v_uv, 8);
-
- float v_vertex[3] = { (float)vtx.x, (float)vtx.y, (float)vtx.z };
- memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
- memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
- memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
- 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);
-
- RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
- set_aabb(aabb);
-
- 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, &shader_rid);
- if (last_shader != shader_rid) {
- RS::get_singleton()->material_set_shader(get_material(), shader_rid);
- last_shader = shader_rid;
- }
- if (last_texture != texture->get_rid()) {
- RS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
- last_texture = texture->get_rid();
- }
+ draw_texture_rect(texture, dst_rect, src_rect);
}
-void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
+void AnimatedSprite3D::_validate_property(PropertyInfo &p_property) const {
if (!frames.is_valid()) {
return;
}
- if (property.name == "animation") {
- property.hint = PROPERTY_HINT_ENUM;
+
+ if (p_property.name == "animation") {
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
+ bool is_first_element = true;
- for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
- if (E->prev()) {
- property.hint_string += ",";
+ for (const StringName &E : names) {
+ if (!is_first_element) {
+ p_property.hint_string += ",";
+ } else {
+ is_first_element = false;
}
- property.hint_string += String(E->get());
- if (animation == E->get()) {
+ p_property.hint_string += String(E);
+ if (animation == E) {
current_found = true;
}
}
if (!current_found) {
- if (property.hint_string.is_empty()) {
- property.hint_string = String(animation);
+ if (p_property.hint_string.is_empty()) {
+ p_property.hint_string = String(animation);
} else {
- property.hint_string = String(animation) + "," + property.hint_string;
+ p_property.hint_string = String(animation) + "," + p_property.hint_string;
}
}
+ return;
}
- if (property.name == "frame") {
- property.hint = PROPERTY_HINT_RANGE;
- if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
- property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
+ if (p_property.name == "frame") {
+ if (playing) {
+ p_property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY;
+ return;
}
- property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
- }
- SpriteBase3D::_validate_property(property);
+ p_property.hint = PROPERTY_HINT_RANGE;
+ if (frames->has_animation(animation) && frames->get_frame_count(animation) > 0) {
+ p_property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
+ } else {
+ // Avoid an error, `hint_string` is required for `PROPERTY_HINT_RANGE`.
+ p_property.hint_string = "0,0,1";
+ }
+ p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
+ }
}
void AnimatedSprite3D::_notification(int p_what) {
switch (p_what) {
- case NOTIFICATION_INTERNAL_PROCESS: {
- if (frames.is_null()) {
- return;
- }
- if (!frames->has_animation(animation)) {
- return;
- }
- if (frame < 0) {
- return;
+ case NOTIFICATION_READY: {
+ if (!Engine::get_singleton()->is_editor_hint() && !frames.is_null() && frames->has_animation(autoplay)) {
+ play(autoplay);
}
+ } break;
- float speed = frames->get_animation_speed(animation);
- if (speed == 0) {
- return; //do nothing
+ case NOTIFICATION_INTERNAL_PROCESS: {
+ if (frames.is_null() || !frames->has_animation(animation)) {
+ return;
}
double remaining = get_process_delta_time();
-
+ int i = 0;
while (remaining) {
- if (timeout <= 0) {
- timeout = 1.0 / speed;
+ // Animation speed may be changed by animation_finished or frame_changed signals.
+ double speed = frames->get_animation_speed(animation) * speed_scale * custom_speed_scale * frame_speed_scale;
+ double abs_speed = Math::abs(speed);
+
+ if (speed == 0) {
+ return; // Do nothing.
+ }
- int fc = frames->get_frame_count(animation);
- if (frame >= fc - 1) {
- if (frames->get_animation_loop(animation)) {
- frame = 0;
+ // Frame count may be changed by animation_finished or frame_changed signals.
+ int fc = frames->get_frame_count(animation);
+
+ int last_frame = fc - 1;
+ if (!signbit(speed)) {
+ // Forwards.
+ if (frame_progress >= 1.0) {
+ if (frame >= last_frame) {
+ if (frames->get_animation_loop(animation)) {
+ frame = 0;
+ emit_signal("animation_looped");
+ } else {
+ frame = last_frame;
+ pause();
+ emit_signal(SceneStringNames::get_singleton()->animation_finished);
+ return;
+ }
} else {
- frame = fc - 1;
+ frame++;
}
- emit_signal(SceneStringNames::get_singleton()->animation_finished);
- } else {
- frame++;
+ _calc_frame_speed_scale();
+ frame_progress = 0.0;
+ _queue_redraw();
+ emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
-
- _queue_update();
- emit_signal(SceneStringNames::get_singleton()->frame_changed);
+ double to_process = MIN((1.0 - frame_progress) / abs_speed, remaining);
+ frame_progress += to_process * abs_speed;
+ remaining -= to_process;
+ } else {
+ // Backwards.
+ if (frame_progress <= 0) {
+ if (frame <= 0) {
+ if (frames->get_animation_loop(animation)) {
+ frame = last_frame;
+ emit_signal("animation_looped");
+ } else {
+ frame = 0;
+ pause();
+ emit_signal(SceneStringNames::get_singleton()->animation_finished);
+ return;
+ }
+ } else {
+ frame--;
+ }
+ _calc_frame_speed_scale();
+ frame_progress = 1.0;
+ _queue_redraw();
+ emit_signal(SceneStringNames::get_singleton()->frame_changed);
+ }
+ double to_process = MIN(frame_progress / abs_speed, remaining);
+ frame_progress -= to_process * abs_speed;
+ remaining -= to_process;
}
- double to_process = MIN(timeout, remaining);
- remaining -= to_process;
- timeout -= to_process;
+ i++;
+ if (i > fc) {
+ return; // Prevents freezing if to_process is each time much less than remaining.
+ }
}
} break;
}
}
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
+ if (frames == p_frames) {
+ return;
+ }
+
if (frames.is_valid()) {
- frames->disconnect("changed", Callable(this, "_res_changed"));
+ frames->disconnect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite3D::_res_changed));
}
+ stop();
frames = p_frames;
if (frames.is_valid()) {
- frames->connect("changed", Callable(this, "_res_changed"));
- }
+ frames->connect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite3D::_res_changed));
- if (!frames.is_valid()) {
- frame = 0;
- } else {
- set_frame(frame);
+ List<StringName> al;
+ frames->get_animation_list(&al);
+ if (al.size() == 0) {
+ set_animation(StringName());
+ set_autoplay(String());
+ } else {
+ if (!frames->has_animation(animation)) {
+ set_animation(al[0]);
+ }
+ if (!frames->has_animation(autoplay)) {
+ set_autoplay(String());
+ }
+ }
}
notify_property_list_changed();
- _reset_timeout();
- _queue_update();
+ _queue_redraw();
update_configuration_warnings();
+ emit_signal("sprite_frames_changed");
}
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {
@@ -1097,42 +1117,74 @@ Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {
}
void AnimatedSprite3D::set_frame(int p_frame) {
- if (!frames.is_valid()) {
+ set_frame_and_progress(p_frame, signbit(get_playing_speed()) ? 1.0 : 0.0);
+}
+
+int AnimatedSprite3D::get_frame() const {
+ return frame;
+}
+
+void AnimatedSprite3D::set_frame_progress(real_t p_progress) {
+ frame_progress = p_progress;
+}
+
+real_t AnimatedSprite3D::get_frame_progress() const {
+ return frame_progress;
+}
+
+void AnimatedSprite3D::set_frame_and_progress(int p_frame, real_t p_progress) {
+ if (frames.is_null()) {
return;
}
- if (frames->has_animation(animation)) {
- int limit = frames->get_frame_count(animation);
- if (p_frame >= limit)
- p_frame = limit - 1;
- }
+ bool has_animation = frames->has_animation(animation);
+ int end_frame = has_animation ? MAX(0, frames->get_frame_count(animation) - 1) : 0;
+ bool is_changed = frame != p_frame;
if (p_frame < 0) {
- p_frame = 0;
+ frame = 0;
+ } else if (has_animation && p_frame > end_frame) {
+ frame = end_frame;
+ } else {
+ frame = p_frame;
}
- if (frame == p_frame) {
- return;
- }
+ _calc_frame_speed_scale();
+ frame_progress = p_progress;
- frame = p_frame;
- _reset_timeout();
- _queue_update();
+ if (!is_changed) {
+ return; // No change, don't redraw.
+ }
+ _queue_redraw();
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
-int AnimatedSprite3D::get_frame() const {
- return frame;
+void AnimatedSprite3D::set_speed_scale(float p_speed_scale) {
+ speed_scale = p_speed_scale;
+}
+
+float AnimatedSprite3D::get_speed_scale() const {
+ return speed_scale;
+}
+
+float AnimatedSprite3D::get_playing_speed() const {
+ if (!playing) {
+ return 0;
+ }
+ return speed_scale * custom_speed_scale;
}
Rect2 AnimatedSprite3D::get_item_rect() const {
- if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
+ if (frames.is_null() || !frames->has_animation(animation)) {
+ return Rect2(0, 0, 1, 1);
+ }
+ if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2(0, 0, 1, 1);
}
Ref<Texture2D> t;
if (animation) {
- t = frames->get_frame(animation, frame);
+ t = frames->get_frame_texture(animation, frame);
}
if (t.is_null()) {
return Rect2(0, 0, 1, 1);
@@ -1152,106 +1204,210 @@ Rect2 AnimatedSprite3D::get_item_rect() const {
}
void AnimatedSprite3D::_res_changed() {
- set_frame(frame);
- _queue_update();
+ set_frame_and_progress(frame, frame_progress);
+ _queue_redraw();
+ notify_property_list_changed();
+}
+
+bool AnimatedSprite3D::is_playing() const {
+ return playing;
+}
+
+void AnimatedSprite3D::set_autoplay(const String &p_name) {
+ if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
+ WARN_PRINT("Setting autoplay after the node has been added to the scene has no effect.");
+ }
+
+ autoplay = p_name;
}
-void AnimatedSprite3D::_set_playing(bool p_playing) {
- if (playing == p_playing) {
+String AnimatedSprite3D::get_autoplay() const {
+ return autoplay;
+}
+
+void AnimatedSprite3D::play(const StringName &p_name, float p_custom_scale, bool p_from_end) {
+ StringName name = p_name;
+
+ if (name == StringName()) {
+ name = animation;
+ }
+
+ ERR_FAIL_COND_MSG(frames == nullptr, vformat("There is no animation with name '%s'.", name));
+ ERR_FAIL_COND_MSG(!frames->get_animation_names().has(name), vformat("There is no animation with name '%s'.", name));
+
+ if (frames->get_frame_count(name) == 0) {
return;
}
- playing = p_playing;
- _reset_timeout();
- set_process_internal(playing);
+
+ playing = true;
+ custom_speed_scale = p_custom_scale;
+
+ int end_frame = MAX(0, frames->get_frame_count(animation) - 1);
+ if (name != animation) {
+ animation = name;
+ if (p_from_end) {
+ set_frame_and_progress(end_frame, 1.0);
+ } else {
+ set_frame_and_progress(0, 0.0);
+ }
+ emit_signal("animation_changed");
+ } else {
+ bool is_backward = signbit(speed_scale * custom_speed_scale);
+ if (p_from_end && is_backward && frame == 0 && frame_progress <= 0.0) {
+ set_frame_and_progress(end_frame, 1.0);
+ } else if (!p_from_end && !is_backward && frame == end_frame && frame_progress >= 1.0) {
+ set_frame_and_progress(0, 0.0);
+ }
+ }
+
+ set_process_internal(true);
+ notify_property_list_changed();
+ _queue_redraw();
}
-bool AnimatedSprite3D::_is_playing() const {
- return playing;
+void AnimatedSprite3D::play_backwards(const StringName &p_name) {
+ play(p_name, -1, true);
}
-void AnimatedSprite3D::play(const StringName &p_animation) {
- if (p_animation) {
- set_animation(p_animation);
+void AnimatedSprite3D::_stop_internal(bool p_reset) {
+ playing = false;
+ if (p_reset) {
+ custom_speed_scale = 1.0;
+ set_frame_and_progress(0, 0.0);
}
- _set_playing(true);
+ notify_property_list_changed();
+ set_process_internal(false);
+}
+
+void AnimatedSprite3D::pause() {
+ _stop_internal(false);
}
void AnimatedSprite3D::stop() {
- _set_playing(false);
+ _stop_internal(true);
}
-bool AnimatedSprite3D::is_playing() const {
- return playing;
+double AnimatedSprite3D::_get_frame_duration() {
+ if (frames.is_valid() && frames->has_animation(animation)) {
+ return frames->get_frame_duration(animation, frame);
+ }
+ return 1.0;
}
-void AnimatedSprite3D::_reset_timeout() {
- if (!playing) {
+void AnimatedSprite3D::_calc_frame_speed_scale() {
+ frame_speed_scale = 1.0 / _get_frame_duration();
+}
+
+void AnimatedSprite3D::set_animation(const StringName &p_name) {
+ if (animation == p_name) {
return;
}
- if (frames.is_valid() && frames->has_animation(animation)) {
- float speed = frames->get_animation_speed(animation);
- if (speed > 0) {
- timeout = 1.0 / speed;
- } else {
- timeout = 0;
- }
- } else {
- timeout = 0;
+ animation = p_name;
+
+ emit_signal("animation_changed");
+
+ if (frames == nullptr) {
+ animation = StringName();
+ stop();
+ ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name));
}
-}
-void AnimatedSprite3D::set_animation(const StringName &p_animation) {
- if (animation == p_animation) {
+ int frame_count = frames->get_frame_count(animation);
+ if (animation == StringName() || frame_count == 0) {
+ stop();
return;
+ } else if (!frames->get_animation_names().has(animation)) {
+ animation = StringName();
+ stop();
+ ERR_FAIL_MSG(vformat("There is no animation with name '%s'.", p_name));
+ }
+
+ if (signbit(get_playing_speed())) {
+ set_frame_and_progress(frame_count - 1, 1.0);
+ } else {
+ set_frame_and_progress(0, 0.0);
}
- animation = p_animation;
- _reset_timeout();
- set_frame(0);
notify_property_list_changed();
- _queue_update();
+ _queue_redraw();
}
StringName AnimatedSprite3D::get_animation() const {
return animation;
}
-TypedArray<String> AnimatedSprite3D::get_configuration_warnings() const {
- TypedArray<String> warnings = SpriteBase3D::get_configuration_warnings();
+PackedStringArray AnimatedSprite3D::get_configuration_warnings() const {
+ PackedStringArray warnings = SpriteBase3D::get_configuration_warnings();
if (frames.is_null()) {
- warnings.push_back(TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite3D to display frames."));
+ warnings.push_back(RTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite3D to display frames."));
}
-
return warnings;
}
+void AnimatedSprite3D::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
+ if (p_idx == 0 && p_function == "play" && frames.is_valid()) {
+ List<StringName> al;
+ frames->get_animation_list(&al);
+ for (const StringName &name : al) {
+ r_options->push_back(String(name).quote());
+ }
+ }
+ Node::get_argument_options(p_function, p_idx, r_options);
+}
+
+#ifndef DISABLE_DEPRECATED
+bool AnimatedSprite3D::_set(const StringName &p_name, const Variant &p_value) {
+ if ((p_name == SNAME("frames"))) {
+ set_sprite_frames(p_value);
+ return true;
+ }
+ return false;
+}
+#endif
void AnimatedSprite3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite3D::set_sprite_frames);
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite3D::get_sprite_frames);
- ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite3D::set_animation);
+ ClassDB::bind_method(D_METHOD("set_animation", "name"), &AnimatedSprite3D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite3D::get_animation);
- ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite3D::_set_playing);
- ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite3D::_is_playing);
+ ClassDB::bind_method(D_METHOD("set_autoplay", "name"), &AnimatedSprite3D::set_autoplay);
+ ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimatedSprite3D::get_autoplay);
- ClassDB::bind_method(D_METHOD("play", "anim"), &AnimatedSprite3D::play, DEFVAL(StringName()));
- ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing);
+ ClassDB::bind_method(D_METHOD("play", "name", "custom_speed", "from_end"), &AnimatedSprite3D::play, DEFVAL(StringName()), DEFVAL(1.0), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("play_backwards", "name"), &AnimatedSprite3D::play_backwards, DEFVAL(StringName()));
+ ClassDB::bind_method(D_METHOD("pause"), &AnimatedSprite3D::pause);
+ ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop);
+
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite3D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite3D::get_frame);
+ ClassDB::bind_method(D_METHOD("set_frame_progress", "progress"), &AnimatedSprite3D::set_frame_progress);
+ ClassDB::bind_method(D_METHOD("get_frame_progress"), &AnimatedSprite3D::get_frame_progress);
+
+ ClassDB::bind_method(D_METHOD("set_frame_and_progress", "frame", "progress"), &AnimatedSprite3D::set_frame_and_progress);
+
+ ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite3D::set_speed_scale);
+ ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite3D::get_speed_scale);
+ ClassDB::bind_method(D_METHOD("get_playing_speed"), &AnimatedSprite3D::get_playing_speed);
+
ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite3D::_res_changed);
+ ADD_SIGNAL(MethodInfo("sprite_frames_changed"));
+ ADD_SIGNAL(MethodInfo("animation_changed"));
ADD_SIGNAL(MethodInfo("frame_changed"));
+ ADD_SIGNAL(MethodInfo("animation_looped"));
ADD_SIGNAL(MethodInfo("animation_finished"));
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sprite_frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation", PROPERTY_HINT_ENUM, ""), "set_animation", "get_animation");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "autoplay", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_autoplay", "get_autoplay");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frame_progress", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_frame_progress", "get_frame_progress");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed_scale"), "set_speed_scale", "get_speed_scale");
}
AnimatedSprite3D::AnimatedSprite3D() {
diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h
index 6a61219edf..1eb1211951 100644
--- a/scene/3d/sprite_3d.h
+++ b/scene/3d/sprite_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* sprite_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* sprite_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef SPRITE_3D_H
#define SPRITE_3D_H
@@ -44,6 +44,8 @@ public:
FLAG_TRANSPARENT,
FLAG_SHADED,
FLAG_DOUBLE_SIDED,
+ FLAG_DISABLE_DEPTH_TEST,
+ FLAG_FIXED_SIZE,
FLAG_MAX
};
@@ -51,7 +53,9 @@ public:
enum AlphaCutMode {
ALPHA_CUT_DISABLED,
ALPHA_CUT_DISCARD,
- ALPHA_CUT_OPAQUE_PREPASS
+ ALPHA_CUT_OPAQUE_PREPASS,
+ ALPHA_CUT_HASH,
+ ALPHA_CUT_MAX
};
private:
@@ -69,7 +73,7 @@ private:
bool vflip = false;
Color modulate = Color(1, 1, 1, 1);
- float opacity = 1.0;
+ int render_priority = 0;
Vector3::Axis axis = Vector3::AXIS_Z;
real_t pixel_size = 0.01;
@@ -78,9 +82,17 @@ private:
RID mesh;
RID material;
+ RID last_shader;
+ RID last_texture;
+
bool flags[FLAG_MAX] = {};
AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED;
+ float alpha_scissor_threshold = 0.5;
+ float alpha_hash_scale = 1.0;
+ StandardMaterial3D::AlphaAntiAliasing alpha_antialiasing_mode = StandardMaterial3D::ALPHA_ANTIALIASING_OFF;
+ float alpha_antialiasing_edge = 0.0f;
StandardMaterial3D::BillboardMode billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED;
+ StandardMaterial3D::TextureFilter texture_filter = StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
bool pending_update = false;
void _im_update();
@@ -91,6 +103,7 @@ protected:
void _notification(int p_what);
static void _bind_methods();
virtual void _draw() = 0;
+ void draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, Rect2 p_src_rect);
_FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
_FORCE_INLINE_ RID &get_mesh() { return mesh; }
_FORCE_INLINE_ RID &get_material() { return material; }
@@ -98,12 +111,12 @@ protected:
uint32_t mesh_surface_offsets[RS::ARRAY_MAX];
PackedByteArray vertex_buffer;
PackedByteArray attribute_buffer;
- uint32_t vertex_stride;
- uint32_t attrib_stride;
- uint32_t skin_stride;
- uint32_t mesh_surface_format;
+ uint32_t vertex_stride = 0;
+ uint32_t attrib_stride = 0;
+ uint32_t skin_stride = 0;
+ uint32_t mesh_surface_format = 0;
- void _queue_update();
+ void _queue_redraw();
public:
void set_centered(bool p_center);
@@ -118,12 +131,12 @@ public:
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
+ void set_render_priority(int p_priority);
+ int get_render_priority() const;
+
void set_modulate(const Color &p_color);
Color get_modulate() const;
- void set_opacity(float p_amount);
- float get_opacity() const;
-
void set_pixel_size(real_t p_amount);
real_t get_pixel_size() const;
@@ -135,13 +148,29 @@ public:
void set_alpha_cut_mode(AlphaCutMode p_mode);
AlphaCutMode get_alpha_cut_mode() const;
+
+ void set_alpha_scissor_threshold(float p_threshold);
+ float get_alpha_scissor_threshold() const;
+
+ void set_alpha_hash_scale(float p_hash_scale);
+ float get_alpha_hash_scale() const;
+
+ void set_alpha_antialiasing(BaseMaterial3D::AlphaAntiAliasing p_alpha_aa);
+ BaseMaterial3D::AlphaAntiAliasing get_alpha_antialiasing() const;
+
+ void set_alpha_antialiasing_edge(float p_edge);
+ float get_alpha_antialiasing_edge() const;
+
void set_billboard_mode(StandardMaterial3D::BillboardMode p_mode);
StandardMaterial3D::BillboardMode get_billboard_mode() const;
+ void set_texture_filter(StandardMaterial3D::TextureFilter p_filter);
+ StandardMaterial3D::TextureFilter get_texture_filter() const;
+
virtual Rect2 get_item_rect() const = 0;
virtual AABB get_aabb() const override;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
+
Ref<TriangleMesh> generate_triangle_mesh() const;
SpriteBase3D();
@@ -160,14 +189,11 @@ class Sprite3D : public SpriteBase3D {
int vframes = 1;
int hframes = 1;
- RID last_shader;
- RID last_texture;
-
protected:
virtual void _draw() override;
static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
public:
void set_texture(const Ref<Texture2D> &p_texture);
@@ -201,46 +227,68 @@ class AnimatedSprite3D : public SpriteBase3D {
GDCLASS(AnimatedSprite3D, SpriteBase3D);
Ref<SpriteFrames> frames;
+ String autoplay;
+
bool playing = false;
StringName animation = "default";
int frame = 0;
+ float speed_scale = 1.0;
+ float custom_speed_scale = 1.0;
bool centered = false;
- double timeout = 0.0;
+ real_t frame_speed_scale = 1.0;
+ real_t frame_progress = 0.0;
void _res_changed();
- void _reset_timeout();
- void _set_playing(bool p_playing);
- bool _is_playing() const;
-
- RID last_shader;
- RID last_texture;
+ double _get_frame_duration();
+ void _calc_frame_speed_scale();
+ void _stop_internal(bool p_reset);
protected:
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+#endif
virtual void _draw() override;
static void _bind_methods();
void _notification(int p_what);
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
public:
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
- void play(const StringName &p_animation = StringName());
+ void play(const StringName &p_name = StringName(), float p_custom_scale = 1.0, bool p_from_end = false);
+ void play_backwards(const StringName &p_name = StringName());
+ void pause();
void stop();
+
bool is_playing() const;
- void set_animation(const StringName &p_animation);
+ void set_animation(const StringName &p_name);
StringName get_animation() const;
+ void set_autoplay(const String &p_name);
+ String get_autoplay() const;
+
void set_frame(int p_frame);
int get_frame() const;
+ void set_frame_progress(real_t p_progress);
+ real_t get_frame_progress() const;
+
+ void set_frame_and_progress(int p_frame, real_t p_progress);
+
+ void set_speed_scale(float p_speed_scale);
+ float get_speed_scale() const;
+ float get_playing_speed() const;
+
virtual Rect2 get_item_rect() const override;
- virtual TypedArray<String> get_configuration_warnings() const override;
+ virtual PackedStringArray get_configuration_warnings() const override;
+ virtual void get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const override;
+
AnimatedSprite3D();
};
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index a5fd3a7dd0..36c00665fc 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* vehicle_body_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* vehicle_body_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "vehicle_body_3d.h"
@@ -40,7 +40,7 @@ public:
Vector3 m_0MinvJt;
Vector3 m_1MinvJt;
//Optimization: can be stored in the w/last component of one of the vectors
- real_t m_Adiag;
+ real_t m_Adiag = 0.0;
real_t getDiagonal() const { return m_Adiag; }
@@ -90,8 +90,8 @@ void VehicleWheel3D::_notification(int p_what) {
cb->wheels.push_back(this);
m_chassisConnectionPointCS = get_transform().origin;
- m_wheelDirectionCS = -get_transform().basis.get_axis(Vector3::AXIS_Y).normalized();
- m_wheelAxleCS = get_transform().basis.get_axis(Vector3::AXIS_X).normalized();
+ m_wheelDirectionCS = -get_transform().basis.get_column(Vector3::AXIS_Y).normalized();
+ m_wheelAxleCS = get_transform().basis.get_column(Vector3::AXIS_X).normalized();
} break;
case NOTIFICATION_EXIT_TREE: {
@@ -105,20 +105,18 @@ void VehicleWheel3D::_notification(int p_what) {
}
}
-TypedArray<String> VehicleWheel3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray VehicleWheel3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (!Object::cast_to<VehicleBody3D>(get_parent())) {
- warnings.push_back(TTR("VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please use it as a child of a VehicleBody3D."));
+ warnings.push_back(RTR("VehicleWheel3D serves to provide a wheel system to a VehicleBody3D. Please use it as a child of a VehicleBody3D."));
}
return warnings;
}
void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) {
- if (m_raycastInfo.m_isInContact)
-
- {
+ if (m_raycastInfo.m_isInContact) {
real_t project = m_raycastInfo.m_contactNormalWS.dot(m_raycastInfo.m_wheelDirectionWS);
Vector3 chassis_velocity_at_contactPoint;
Vector3 relpos = m_raycastInfo.m_contactPointWS - s->get_transform().origin;
@@ -135,11 +133,7 @@ void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) {
m_suspensionRelativeVelocity = projVel * inv;
m_clippedInvContactDotSuspension = inv;
}
-
- }
-
- else // Not in contact : position wheel in a nice (rest length) position
- {
+ } else { // Not in contact : position wheel in a nice (rest length) position
m_raycastInfo.m_suspensionLength = m_suspensionRestLength;
m_suspensionRelativeVelocity = real_t(0.0);
m_raycastInfo.m_contactNormalWS = -m_raycastInfo.m_wheelDirectionWS;
@@ -280,21 +274,21 @@ void VehicleWheel3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_steering"), &VehicleWheel3D::get_steering);
ADD_GROUP("Per-Wheel Motion", "");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, "-1024,1024.0,0.01,or_greater"), "set_engine_force", "get_engine_force");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_brake", "get_brake");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180.0,0.01"), "set_steering", "get_steering");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, U"-1024,1024.0,0.01,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_engine_force", "get_engine_force");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, U"0.0,1.0,0.01,suffix:kg\u22C5m/s\u00B2 (N)"), "set_brake", "get_brake");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180.0,0.01,radians"), "set_steering", "get_steering");
ADD_GROUP("VehicleBody3D Motion", "");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_traction"), "set_use_as_traction", "is_used_as_traction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_as_steering"), "set_use_as_steering", "is_used_as_steering");
ADD_GROUP("Wheel", "wheel_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_roll_influence"), "set_roll_influence", "get_roll_influence");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_radius"), "set_radius", "get_radius");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_rest_length"), "set_suspension_rest_length", "get_suspension_rest_length");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_radius", PROPERTY_HINT_NONE, "suffix:m"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_rest_length", PROPERTY_HINT_NONE, "suffix:m"), "set_suspension_rest_length", "get_suspension_rest_length");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wheel_friction_slip"), "set_friction_slip", "get_friction_slip");
ADD_GROUP("Suspension", "suspension_");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_travel"), "set_suspension_travel", "get_suspension_travel");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_travel", PROPERTY_HINT_NONE, "suffix:m"), "set_suspension_travel", "get_suspension_travel");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_stiffness"), "set_suspension_stiffness", "get_suspension_stiffness");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_max_force"), "set_suspension_max_force", "get_suspension_max_force");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "suspension_max_force", PROPERTY_HINT_NONE, U"suffix:kg\u22C5m/s\u00B2 (N)"), "set_suspension_max_force", "get_suspension_max_force");
ADD_GROUP("Damping", "damping_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_compression"), "set_damping_compression", "get_damping_compression");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_relaxation"), "set_damping_relaxation", "get_damping_relaxation");
@@ -690,7 +684,7 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) {
Basis wheelBasis0 = wheelInfo.m_worldTransform.basis; //get_global_transform().basis;
- m_axle.write[i] = wheelBasis0.get_axis(Vector3::AXIS_X);
+ m_axle.write[i] = wheelBasis0.get_column(Vector3::AXIS_X);
//m_axle[i] = wheelInfo.m_raycastInfo.m_wheelAxleWS;
const Vector3 &surfNormalWS = wheelInfo.m_raycastInfo.m_contactNormalWS;
@@ -813,7 +807,7 @@ void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) {
}
void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
- RigidDynamicBody3D::_body_state_changed(p_state);
+ RigidBody3D::_body_state_changed(p_state);
real_t step = p_state->get_step();
@@ -924,9 +918,9 @@ void VehicleBody3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_steering"), &VehicleBody3D::get_steering);
ADD_GROUP("Motion", "");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, "-1024,1024.0,0.01,or_greater"), "set_engine_force", "get_engine_force");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_brake", "get_brake");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180.0,0.01"), "set_steering", "get_steering");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "engine_force", PROPERTY_HINT_RANGE, U"-1024,1024.0,0.01,or_greater,suffix:kg\u22C5m/s\u00B2 (N)"), "set_engine_force", "get_engine_force");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "brake", PROPERTY_HINT_RANGE, U"0.0,1.0,0.01,suffix:kg\u22C5m/s\u00B2 (N)"), "set_brake", "get_brake");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "steering", PROPERTY_HINT_RANGE, "-180,180.0,0.01,radians"), "set_steering", "get_steering");
}
VehicleBody3D::VehicleBody3D() {
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h
index d2371d819b..bf4bdfe67b 100644
--- a/scene/3d/vehicle_body_3d.h
+++ b/scene/3d/vehicle_body_3d.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* vehicle_body_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef VEHICLE_BODY_H
-#define VEHICLE_BODY_H
+/**************************************************************************/
+/* vehicle_body_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef VEHICLE_BODY_3D_H
+#define VEHICLE_BODY_3D_H
#include "scene/3d/physics_body_3d.h"
@@ -147,13 +147,13 @@ public:
void set_steering(real_t p_steering);
real_t get_steering() const;
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
VehicleWheel3D();
};
-class VehicleBody3D : public RigidDynamicBody3D {
- GDCLASS(VehicleBody3D, RigidDynamicBody3D);
+class VehicleBody3D : public RigidBody3D {
+ GDCLASS(VehicleBody3D, RigidBody3D);
real_t engine_force = 0.0;
real_t brake = 0.0;
@@ -162,7 +162,7 @@ class VehicleBody3D : public RigidDynamicBody3D {
real_t m_steeringValue = 0.0;
real_t m_currentVehicleSpeedKmHour = 0.0;
- Set<RID> exclude;
+ HashSet<RID> exclude;
Vector<Vector3> m_forwardWS;
Vector<Vector3> m_axle;
@@ -210,4 +210,4 @@ public:
VehicleBody3D();
};
-#endif // VEHICLE_BODY_H
+#endif // VEHICLE_BODY_3D_H
diff --git a/scene/3d/velocity_tracker_3d.cpp b/scene/3d/velocity_tracker_3d.cpp
index 5bfe519440..4d1d80402b 100644
--- a/scene/3d/velocity_tracker_3d.cpp
+++ b/scene/3d/velocity_tracker_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* velocity_tracker_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* velocity_tracker_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "velocity_tracker_3d.h"
diff --git a/scene/3d/velocity_tracker_3d.h b/scene/3d/velocity_tracker_3d.h
index 7fdcacc9c1..ed3abb264f 100644
--- a/scene/3d/velocity_tracker_3d.h
+++ b/scene/3d/velocity_tracker_3d.h
@@ -1,41 +1,39 @@
-/*************************************************************************/
-/* velocity_tracker_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef SPATIAL_VELOCITY_TRACKER_H
-#define SPATIAL_VELOCITY_TRACKER_H
+/**************************************************************************/
+/* velocity_tracker_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef VELOCITY_TRACKER_3D_H
+#define VELOCITY_TRACKER_3D_H
#include "scene/3d/node_3d.h"
class VelocityTracker3D : public RefCounted {
- GDCLASS(VelocityTracker3D, RefCounted);
-
struct PositionHistory {
uint64_t frame = 0;
Vector3 position;
@@ -58,4 +56,4 @@ public:
VelocityTracker3D();
};
-#endif // SPATIAL_VELOCITY_TRACKER_H
+#endif // VELOCITY_TRACKER_3D_H
diff --git a/scene/3d/visible_on_screen_notifier_3d.cpp b/scene/3d/visible_on_screen_notifier_3d.cpp
index 44d2a3e03f..afddfdb749 100644
--- a/scene/3d/visible_on_screen_notifier_3d.cpp
+++ b/scene/3d/visible_on_screen_notifier_3d.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* visible_on_screen_notifier_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* visible_on_screen_notifier_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "visible_on_screen_notifier_3d.h"
@@ -71,8 +71,11 @@ bool VisibleOnScreenNotifier3D::is_on_screen() const {
}
void VisibleOnScreenNotifier3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_EXIT_TREE) {
- on_screen = false;
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE:
+ case NOTIFICATION_EXIT_TREE: {
+ on_screen = false;
+ } break;
}
}
@@ -80,26 +83,24 @@ void VisibleOnScreenNotifier3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_aabb", "rect"), &VisibleOnScreenNotifier3D::set_aabb);
ClassDB::bind_method(D_METHOD("is_on_screen"), &VisibleOnScreenNotifier3D::is_on_screen);
- ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb"), "set_aabb", "get_aabb");
+ ADD_PROPERTY(PropertyInfo(Variant::AABB, "aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_aabb", "get_aabb");
ADD_SIGNAL(MethodInfo("screen_entered"));
ADD_SIGNAL(MethodInfo("screen_exited"));
}
-Vector<Face3> VisibleOnScreenNotifier3D::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
-
VisibleOnScreenNotifier3D::VisibleOnScreenNotifier3D() {
RID notifier = RS::get_singleton()->visibility_notifier_create();
RS::get_singleton()->visibility_notifier_set_aabb(notifier, aabb);
RS::get_singleton()->visibility_notifier_set_callbacks(notifier, callable_mp(this, &VisibleOnScreenNotifier3D::_visibility_enter), callable_mp(this, &VisibleOnScreenNotifier3D::_visibility_exit));
set_base(notifier);
}
+
VisibleOnScreenNotifier3D::~VisibleOnScreenNotifier3D() {
- RID base = get_base();
+ RID base_old = get_base();
set_base(RID());
- RS::get_singleton()->free(base);
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
+ RS::get_singleton()->free(base_old);
}
//////////////////////////////////////
@@ -127,7 +128,7 @@ void VisibleOnScreenEnabler3D::set_enable_node_path(NodePath p_path) {
return;
}
enable_node_path = p_path;
- if (is_inside_tree()) {
+ if (is_inside_tree() && !Engine::get_singleton()->is_editor_hint()) {
node_id = ObjectID();
Node *node = get_node(enable_node_path);
if (node) {
@@ -161,21 +162,23 @@ void VisibleOnScreenEnabler3D::_update_enable_mode(bool p_enable) {
}
}
void VisibleOnScreenEnabler3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- if (Engine::get_singleton()->is_editor_hint()) {
- return;
- }
+ switch (p_what) {
+ case NOTIFICATION_ENTER_TREE: {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
- node_id = ObjectID();
- Node *node = get_node(enable_node_path);
- if (node) {
- node_id = node->get_instance_id();
- node->set_process_mode(PROCESS_MODE_DISABLED);
- }
- }
+ node_id = ObjectID();
+ Node *node = get_node(enable_node_path);
+ if (node) {
+ node_id = node->get_instance_id();
+ node->set_process_mode(PROCESS_MODE_DISABLED);
+ }
+ } break;
- if (p_what == NOTIFICATION_EXIT_TREE) {
- node_id = ObjectID();
+ case NOTIFICATION_EXIT_TREE: {
+ node_id = ObjectID();
+ } break;
}
}
@@ -187,7 +190,7 @@ void VisibleOnScreenEnabler3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_enable_node_path"), &VisibleOnScreenEnabler3D::get_enable_node_path);
ADD_GROUP("Enabling", "enable_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "enable_mode", PROPERTY_HINT_ENUM, "Inherit,Always,WhenPaused"), "set_enable_mode", "get_enable_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "enable_mode", PROPERTY_HINT_ENUM, "Inherit,Always,When Paused"), "set_enable_mode", "get_enable_mode");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "enable_node_path"), "set_enable_node_path", "get_enable_node_path");
BIND_ENUM_CONSTANT(ENABLE_MODE_INHERIT);
diff --git a/scene/3d/visible_on_screen_notifier_3d.h b/scene/3d/visible_on_screen_notifier_3d.h
index 852c7e2ed3..7115de536f 100644
--- a/scene/3d/visible_on_screen_notifier_3d.h
+++ b/scene/3d/visible_on_screen_notifier_3d.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* visible_on_screen_notifier_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* visible_on_screen_notifier_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef VISIBLE_ON_SCREEN_NOTIFIER_3D_H
#define VISIBLE_ON_SCREEN_NOTIFIER_3D_H
@@ -57,8 +57,6 @@ public:
virtual AABB get_aabb() const override;
bool is_on_screen() const;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
-
VisibleOnScreenNotifier3D();
~VisibleOnScreenNotifier3D();
};
@@ -98,4 +96,4 @@ public:
VARIANT_ENUM_CAST(VisibleOnScreenEnabler3D::EnableMode);
-#endif // VISIBILITY_NOTIFIER_H
+#endif // VISIBLE_ON_SCREEN_NOTIFIER_3D_H
diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp
index 13729db618..8026b12c2b 100644
--- a/scene/3d/visual_instance_3d.cpp
+++ b/scene/3d/visual_instance_3d.cpp
@@ -1,39 +1,42 @@
-/*************************************************************************/
-/* visual_instance_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* visual_instance_3d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "visual_instance_3d.h"
+#include "core/core_string_names.h"
#include "scene/scene_string_names.h"
-AABB VisualInstance3D::get_transformed_aabb() const {
- return get_global_transform().xform(get_aabb());
+AABB VisualInstance3D::get_aabb() const {
+ AABB ret;
+ GDVIRTUAL_CALL(_get_aabb, ret);
+ return ret;
}
void VisualInstance3D::_update_visibility() {
@@ -47,27 +50,21 @@ void VisualInstance3D::_update_visibility() {
void VisualInstance3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
- // CHECK SKELETON => moving skeleton attaching logic to MeshInstance
- /*
- Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
- if (skeleton)
- RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
- */
ERR_FAIL_COND(get_world_3d().is_null());
RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario());
_update_visibility();
-
} break;
+
case NOTIFICATION_TRANSFORM_CHANGED: {
Transform3D gt = get_global_transform();
RenderingServer::get_singleton()->instance_set_transform(instance, gt);
} break;
+
case NOTIFICATION_EXIT_WORLD: {
RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
- //RS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
-
} break;
+
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_visibility();
} break;
@@ -78,10 +75,6 @@ RID VisualInstance3D::get_instance() const {
return instance;
}
-RID VisualInstance3D::_get_visual_instance_rid() const {
- return instance;
-}
-
void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
layers = p_mask;
RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
@@ -109,8 +102,31 @@ bool VisualInstance3D::get_layer_mask_value(int p_layer_number) const {
return layers & (1 << (p_layer_number - 1));
}
+void VisualInstance3D::set_sorting_offset(float p_offset) {
+ sorting_offset = p_offset;
+ RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
+}
+
+float VisualInstance3D::get_sorting_offset() const {
+ return sorting_offset;
+}
+
+void VisualInstance3D::set_sorting_use_aabb_center(bool p_enabled) {
+ sorting_use_aabb_center = p_enabled;
+ RenderingServer::get_singleton()->instance_set_pivot_data(instance, sorting_offset, sorting_use_aabb_center);
+}
+
+bool VisualInstance3D::is_sorting_use_aabb_center() const {
+ return sorting_use_aabb_center;
+}
+
+void VisualInstance3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "sorting_offset" || p_property.name == "sorting_use_aabb_center") {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+}
+
void VisualInstance3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance3D::_get_visual_instance_rid);
ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base);
ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base);
ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance3D::get_instance);
@@ -118,10 +134,17 @@ void VisualInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask);
ClassDB::bind_method(D_METHOD("set_layer_mask_value", "layer_number", "value"), &VisualInstance3D::set_layer_mask_value);
ClassDB::bind_method(D_METHOD("get_layer_mask_value", "layer_number"), &VisualInstance3D::get_layer_mask_value);
+ ClassDB::bind_method(D_METHOD("set_sorting_offset", "offset"), &VisualInstance3D::set_sorting_offset);
+ ClassDB::bind_method(D_METHOD("get_sorting_offset"), &VisualInstance3D::get_sorting_offset);
+ ClassDB::bind_method(D_METHOD("set_sorting_use_aabb_center", "enabled"), &VisualInstance3D::set_sorting_use_aabb_center);
+ ClassDB::bind_method(D_METHOD("is_sorting_use_aabb_center"), &VisualInstance3D::is_sorting_use_aabb_center);
- ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance3D::get_transformed_aabb);
-
+ GDVIRTUAL_BIND(_get_aabb);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
+
+ ADD_GROUP("Sorting", "sorting_");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sorting_offset"), "set_sorting_offset", "get_sorting_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sorting_use_aabb_center"), "set_sorting_use_aabb_center", "is_sorting_use_aabb_center");
}
void VisualInstance3D::set_base(const RID &p_base) {
@@ -140,11 +163,18 @@ VisualInstance3D::VisualInstance3D() {
}
VisualInstance3D::~VisualInstance3D() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RenderingServer::get_singleton()->free(instance);
}
void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
+ if (material_override.is_valid()) {
+ material_override->disconnect(CoreStringNames::get_singleton()->property_list_changed, callable_mp((Object *)this, &Object::notify_property_list_changed));
+ }
material_override = p_material;
+ if (material_override.is_valid()) {
+ material_override->connect(CoreStringNames::get_singleton()->property_list_changed, callable_mp((Object *)this, &Object::notify_property_list_changed));
+ }
RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
}
@@ -152,7 +182,16 @@ Ref<Material> GeometryInstance3D::get_material_override() const {
return material_override;
}
-void GeometryInstance3D::set_transparecy(float p_transparency) {
+void GeometryInstance3D::set_material_overlay(const Ref<Material> &p_material) {
+ material_overlay = p_material;
+ RS::get_singleton()->instance_geometry_set_material_overlay(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
+}
+
+Ref<Material> GeometryInstance3D::get_material_overlay() const {
+ return material_overlay;
+}
+
+void GeometryInstance3D::set_transparency(float p_transparency) {
transparency = CLAMP(p_transparency, 0.0f, 1.0f);
RS::get_singleton()->instance_geometry_set_transparency(get_instance(), transparency);
}
@@ -211,19 +250,21 @@ GeometryInstance3D::VisibilityRangeFadeMode GeometryInstance3D::get_visibility_r
return visibility_range_fade_mode;
}
-void GeometryInstance3D::_notification(int p_what) {
-}
-
const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringName p_name) const {
- StringName *r = instance_uniform_property_remap.getptr(p_name);
+ StringName *r = instance_shader_parameter_property_remap.getptr(p_name);
if (!r) {
String s = p_name;
- if (s.begins_with("shader_params/")) {
- StringName name = s.replace("shader_params/", "");
- instance_uniform_property_remap[p_name] = name;
- return instance_uniform_property_remap.getptr(p_name);
+#ifndef DISABLE_DEPRECATED
+ if (s.begins_with("shader_uniforms/")) {
+ s = s.replace("shader_uniforms/", "instance_shader_parameters/");
+ }
+#endif // DISABLE_DEPRECATED
+ if (s.begins_with("instance_shader_parameters/")) {
+ StringName pname = StringName(s);
+ StringName name = s.replace("instance_shader_parameters/", "");
+ instance_shader_parameter_property_remap[pname] = name;
+ return instance_shader_parameter_property_remap.getptr(pname);
}
-
return nullptr;
}
@@ -233,12 +274,12 @@ const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringNa
bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value) {
const StringName *r = _instance_uniform_get_remap(p_name);
if (r) {
- set_shader_instance_uniform(*r, p_value);
+ set_instance_shader_parameter(*r, p_value);
return true;
}
#ifndef DISABLE_DEPRECATED
if (p_name == SceneStringNames::get_singleton()->use_in_baked_light && bool(p_value)) {
- set_gi_mode(GI_MODE_BAKED);
+ set_gi_mode(GI_MODE_STATIC);
return true;
}
@@ -246,14 +287,14 @@ bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value)
set_gi_mode(GI_MODE_DYNAMIC);
return true;
}
-#endif
+#endif // DISABLE_DEPRECATED
return false;
}
bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
const StringName *r = _instance_uniform_get_remap(p_name);
if (r) {
- r_ret = get_shader_instance_uniform(*r);
+ r_ret = get_instance_shader_parameter(*r);
return true;
}
@@ -269,13 +310,13 @@ void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
if (def_value.get_type() != Variant::NIL) {
has_def_value = true;
}
- if (instance_uniforms.has(pi.name)) {
+ if (instance_shader_parameters.has(pi.name)) {
pi.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | (has_def_value ? (PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED) : PROPERTY_USAGE_NONE);
} else {
pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : PROPERTY_USAGE_NONE); //do not save if not changed
}
- pi.name = "shader_params/" + pi.name;
+ pi.name = "instance_shader_parameters/" + pi.name;
p_list->push_back(pi);
}
}
@@ -310,28 +351,36 @@ float GeometryInstance3D::get_lod_bias() const {
return lod_bias;
}
-void GeometryInstance3D::set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value) {
+void GeometryInstance3D::set_instance_shader_parameter(const StringName &p_name, const Variant &p_value) {
if (p_value.get_type() == Variant::NIL) {
- Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), p_uniform);
- RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, def_value);
- instance_uniforms.erase(p_value);
+ Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), p_name);
+ RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, def_value);
+ instance_shader_parameters.erase(p_value);
} else {
- instance_uniforms[p_uniform] = p_value;
+ instance_shader_parameters[p_name] = p_value;
if (p_value.get_type() == Variant::OBJECT) {
RID tex_id = p_value;
- RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, tex_id);
+ RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, tex_id);
} else {
- RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, p_value);
+ RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_name, p_value);
}
}
}
-Variant GeometryInstance3D::get_shader_instance_uniform(const StringName &p_uniform) const {
- return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_uniform);
+Variant GeometryInstance3D::get_instance_shader_parameter(const StringName &p_name) const {
+ return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_name);
+}
+
+void GeometryInstance3D::set_custom_aabb(AABB p_aabb) {
+ if (p_aabb == custom_aabb) {
+ return;
+ }
+ custom_aabb = p_aabb;
+ RS::get_singleton()->instance_set_custom_aabb(get_instance(), custom_aabb);
}
-void GeometryInstance3D::set_custom_aabb(AABB aabb) {
- RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
+AABB GeometryInstance3D::get_custom_aabb() const {
+ return custom_aabb;
}
void GeometryInstance3D::set_lightmap_scale(LightmapScale p_scale) {
@@ -349,7 +398,7 @@ void GeometryInstance3D::set_gi_mode(GIMode p_mode) {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
} break;
- case GI_MODE_BAKED: {
+ case GI_MODE_STATIC: {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, true);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
@@ -376,35 +425,44 @@ bool GeometryInstance3D::is_ignoring_occlusion_culling() {
return ignore_occlusion_culling;
}
-TypedArray<String> GeometryInstance3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray GeometryInstance3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (!Math::is_zero_approx(visibility_range_end) && visibility_range_end <= visibility_range_begin) {
- warnings.push_back(TTR("The GeometryInstance3D visibility range's End distance is set to a non-zero value, but is lower than the Begin distance.\nThis means the GeometryInstance3D will never be visible.\nTo resolve this, set the End distance to 0 or to a value greater than the Begin distance."));
+ warnings.push_back(RTR("The GeometryInstance3D visibility range's End distance is set to a non-zero value, but is lower than the Begin distance.\nThis means the GeometryInstance3D will never be visible.\nTo resolve this, set the End distance to 0 or to a value greater than the Begin distance."));
}
if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_begin) && Math::is_zero_approx(visibility_range_begin_margin)) {
- warnings.push_back(TTR("The GeometryInstance3D is configured to fade in smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range Begin Margin above 0."));
+ warnings.push_back(RTR("The GeometryInstance3D is configured to fade in smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range Begin Margin above 0."));
}
if ((visibility_range_fade_mode == VISIBILITY_RANGE_FADE_SELF || visibility_range_fade_mode == VISIBILITY_RANGE_FADE_DEPENDENCIES) && !Math::is_zero_approx(visibility_range_end) && Math::is_zero_approx(visibility_range_end_margin)) {
- warnings.push_back(TTR("The GeometryInstance3D is configured to fade out smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range End Margin above 0."));
+ warnings.push_back(RTR("The GeometryInstance3D is configured to fade out smoothly over distance, but the fade transition distance is set to 0.\nTo resolve this, increase Visibility Range End Margin above 0."));
}
return warnings;
}
+void GeometryInstance3D::_validate_property(PropertyInfo &p_property) const {
+ if (p_property.name == "sorting_offset" || p_property.name == "sorting_use_aabb_center") {
+ p_property.usage = PROPERTY_USAGE_DEFAULT;
+ }
+}
+
void GeometryInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance3D::set_material_override);
ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance3D::get_material_override);
+ ClassDB::bind_method(D_METHOD("set_material_overlay", "material"), &GeometryInstance3D::set_material_overlay);
+ ClassDB::bind_method(D_METHOD("get_material_overlay"), &GeometryInstance3D::get_material_overlay);
+
ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance3D::set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance3D::get_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("set_lod_bias", "bias"), &GeometryInstance3D::set_lod_bias);
ClassDB::bind_method(D_METHOD("get_lod_bias"), &GeometryInstance3D::get_lod_bias);
- ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &GeometryInstance3D::set_transparecy);
+ ClassDB::bind_method(D_METHOD("set_transparency", "transparency"), &GeometryInstance3D::set_transparency);
ClassDB::bind_method(D_METHOD("get_transparency"), &GeometryInstance3D::get_transparency);
ClassDB::bind_method(D_METHOD("set_visibility_range_end_margin", "distance"), &GeometryInstance3D::set_visibility_range_end_margin);
@@ -422,8 +480,8 @@ void GeometryInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_visibility_range_fade_mode", "mode"), &GeometryInstance3D::set_visibility_range_fade_mode);
ClassDB::bind_method(D_METHOD("get_visibility_range_fade_mode"), &GeometryInstance3D::get_visibility_range_fade_mode);
- ClassDB::bind_method(D_METHOD("set_shader_instance_uniform", "uniform", "value"), &GeometryInstance3D::set_shader_instance_uniform);
- ClassDB::bind_method(D_METHOD("get_shader_instance_uniform", "uniform"), &GeometryInstance3D::get_shader_instance_uniform);
+ ClassDB::bind_method(D_METHOD("set_instance_shader_parameter", "name", "value"), &GeometryInstance3D::set_instance_shader_parameter);
+ ClassDB::bind_method(D_METHOD("get_instance_shader_parameter", "name"), &GeometryInstance3D::get_instance_shader_parameter);
ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin);
ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin);
@@ -438,27 +496,30 @@ void GeometryInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_ignoring_occlusion_culling"), &GeometryInstance3D::is_ignoring_occlusion_culling);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb);
+ ClassDB::bind_method(D_METHOD("get_custom_aabb"), &GeometryInstance3D::get_custom_aabb);
ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
ADD_GROUP("Geometry", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_override", "get_material_override");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_overlay", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_overlay", "get_material_overlay");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "transparency", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_transparency", "get_transparency");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01,suffix:m"), "set_extra_cull_margin", "get_extra_cull_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_custom_aabb", "get_custom_aabb");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling");
+
ADD_GROUP("Global Illumination", "gi_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Baked,Dynamic"), "set_gi_mode", "get_gi_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI only)"), "set_gi_mode", "get_gi_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, String::utf8("1×,2×,4×,8×")), "set_lightmap_scale", "get_lightmap_scale");
ADD_GROUP("Visibility Range", "visibility_range_");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_begin", "get_visibility_range_begin");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_begin_margin", "get_visibility_range_begin_margin");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_end", "get_visibility_range_end");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_end_margin", "get_visibility_range_end_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_begin", "get_visibility_range_begin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_begin_margin", "get_visibility_range_begin_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_end", "get_visibility_range_end");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01,or_greater,suffix:m"), "set_visibility_range_end_margin", "get_visibility_range_end_margin");
ADD_PROPERTY(PropertyInfo(Variant::INT, "visibility_range_fade_mode", PROPERTY_HINT_ENUM, "Disabled,Self,Dependencies"), "set_visibility_range_fade_mode", "get_visibility_range_fade_mode");
- //ADD_SIGNAL( MethodInfo("visibility_changed"));
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
@@ -466,7 +527,7 @@ void GeometryInstance3D::_bind_methods() {
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
BIND_ENUM_CONSTANT(GI_MODE_DISABLED);
- BIND_ENUM_CONSTANT(GI_MODE_BAKED);
+ BIND_ENUM_CONSTANT(GI_MODE_STATIC);
BIND_ENUM_CONSTANT(GI_MODE_DYNAMIC);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
@@ -481,5 +542,13 @@ void GeometryInstance3D::_bind_methods() {
}
GeometryInstance3D::GeometryInstance3D() {
- //RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
+}
+
+GeometryInstance3D::~GeometryInstance3D() {
+ if (material_overlay.is_valid()) {
+ set_material_overlay(Ref<Material>());
+ }
+ if (material_override.is_valid()) {
+ set_material_override(Ref<Material>());
+ }
}
diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h
index b08f54b3ec..ef0f7966e2 100644
--- a/scene/3d/visual_instance_3d.h
+++ b/scene/3d/visual_instance_3d.h
@@ -1,54 +1,55 @@
-/*************************************************************************/
-/* visual_instance_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef VISUAL_INSTANCE_H
-#define VISUAL_INSTANCE_H
+/**************************************************************************/
+/* visual_instance_3d.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef VISUAL_INSTANCE_3D_H
+#define VISUAL_INSTANCE_3D_H
#include "scene/3d/node_3d.h"
class VisualInstance3D : public Node3D {
GDCLASS(VisualInstance3D, Node3D);
- OBJ_CATEGORY("3D Visual Nodes");
RID base;
RID instance;
uint32_t layers = 1;
-
- RID _get_visual_instance_rid() const;
+ float sorting_offset = 0.0;
+ bool sorting_use_aabb_center = true;
protected:
void _update_visibility();
void _notification(int p_what);
static void _bind_methods();
+ void _validate_property(PropertyInfo &p_property) const;
+ GDVIRTUAL0RC(AABB, _get_aabb)
public:
enum GetFacesFlags {
FACES_SOLID = 1, // solid geometry
@@ -58,10 +59,7 @@ public:
};
RID get_instance() const;
- virtual AABB get_aabb() const = 0;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
-
- virtual AABB get_transformed_aabb() const; // helper
+ virtual AABB get_aabb() const;
void set_base(const RID &p_base);
RID get_base() const;
@@ -72,6 +70,12 @@ public:
void set_layer_mask_value(int p_layer_number, bool p_enable);
bool get_layer_mask_value(int p_layer_number) const;
+ void set_sorting_offset(float p_offset);
+ float get_sorting_offset() const;
+
+ void set_sorting_use_aabb_center(bool p_enabled);
+ bool is_sorting_use_aabb_center() const;
+
VisualInstance3D();
~VisualInstance3D();
};
@@ -89,7 +93,7 @@ public:
enum GIMode {
GI_MODE_DISABLED,
- GI_MODE_BAKED,
+ GI_MODE_STATIC,
GI_MODE_DYNAMIC
};
@@ -110,6 +114,7 @@ public:
private:
ShadowCastingSetting shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
Ref<Material> material_override;
+ Ref<Material> material_overlay;
float visibility_range_begin = 0.0;
float visibility_range_end = 0.0;
@@ -121,12 +126,13 @@ private:
float lod_bias = 1.0;
- mutable HashMap<StringName, Variant> instance_uniforms;
- mutable HashMap<StringName, StringName> instance_uniform_property_remap;
+ mutable HashMap<StringName, Variant> instance_shader_parameters;
+ mutable HashMap<StringName, StringName> instance_shader_parameter_property_remap;
float extra_cull_margin = 0.0;
+ AABB custom_aabb;
LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X;
- GIMode gi_mode = GI_MODE_DISABLED;
+ GIMode gi_mode = GI_MODE_STATIC;
bool ignore_occlusion_culling = false;
const StringName *_instance_uniform_get_remap(const StringName p_name) const;
@@ -135,15 +141,15 @@ protected:
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
+ void _validate_property(PropertyInfo &p_property) const;
- void _notification(int p_what);
static void _bind_methods();
public:
void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
ShadowCastingSetting get_cast_shadows_setting() const;
- void set_transparecy(float p_transparency);
+ void set_transparency(float p_transparency);
float get_transparency() const;
void set_visibility_range_begin(float p_dist);
@@ -164,6 +170,9 @@ public:
void set_material_override(const Ref<Material> &p_material);
Ref<Material> get_material_override() const;
+ void set_material_overlay(const Ref<Material> &p_material);
+ Ref<Material> get_material_overlay() const;
+
void set_extra_cull_margin(float p_margin);
float get_extra_cull_margin() const;
@@ -176,16 +185,18 @@ public:
void set_lightmap_scale(LightmapScale p_scale);
LightmapScale get_lightmap_scale() const;
- void set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value);
- Variant get_shader_instance_uniform(const StringName &p_uniform) const;
+ void set_instance_shader_parameter(const StringName &p_name, const Variant &p_value);
+ Variant get_instance_shader_parameter(const StringName &p_name) const;
- void set_custom_aabb(AABB aabb);
+ void set_custom_aabb(AABB p_aabb);
+ AABB get_custom_aabb() const;
void set_ignore_occlusion_culling(bool p_enabled);
bool is_ignoring_occlusion_culling();
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
GeometryInstance3D();
+ virtual ~GeometryInstance3D();
};
VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
@@ -193,4 +204,4 @@ VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale);
VARIANT_ENUM_CAST(GeometryInstance3D::GIMode);
VARIANT_ENUM_CAST(GeometryInstance3D::VisibilityRangeFadeMode);
-#endif
+#endif // VISUAL_INSTANCE_3D_H
diff --git a/scene/3d/voxel_gi.cpp b/scene/3d/voxel_gi.cpp
index 35ac1792e9..36a877246e 100644
--- a/scene/3d/voxel_gi.cpp
+++ b/scene/3d/voxel_gi.cpp
@@ -1,37 +1,40 @@
-/*************************************************************************/
-/* voxel_gi.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* voxel_gi.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "voxel_gi.h"
+#include "core/config/project_settings.h"
+#include "core/core_string_names.h"
#include "mesh_instance_3d.h"
#include "multimesh_instance_3d.h"
+#include "scene/resources/camera_attributes.h"
#include "voxelizer.h"
void VoxelGIData::_set_data(const Dictionary &p_data) {
@@ -43,8 +46,8 @@ void VoxelGIData::_set_data(const Dictionary &p_data) {
ERR_FAIL_COND(!p_data.has("level_counts"));
ERR_FAIL_COND(!p_data.has("to_cell_xform"));
- AABB bounds = p_data["bounds"];
- Vector3 octree_size = p_data["octree_size"];
+ AABB bounds_new = p_data["bounds"];
+ Vector3 octree_size_new = p_data["octree_size"];
Vector<uint8_t> octree_cells = p_data["octree_cells"];
Vector<uint8_t> octree_data = p_data["octree_data"];
@@ -61,9 +64,9 @@ void VoxelGIData::_set_data(const Dictionary &p_data) {
octree_df = img->get_data();
}
Vector<int> octree_levels = p_data["level_counts"];
- Transform3D to_cell_xform = p_data["to_cell_xform"];
+ Transform3D to_cell_xform_new = p_data["to_cell_xform"];
- allocate(to_cell_xform, bounds, octree_size, octree_cells, octree_data, octree_df, octree_levels);
+ allocate(to_cell_xform_new, bounds_new, octree_size_new, octree_cells, octree_data, octree_df, octree_levels);
}
Dictionary VoxelGIData::_get_data() const {
@@ -74,9 +77,7 @@ Dictionary VoxelGIData::_get_data() const {
d["octree_cells"] = get_octree_cells();
d["octree_data"] = get_data_cells();
if (otsize != Vector3i()) {
- Ref<Image> img;
- img.instantiate();
- img->create(otsize.x * otsize.y, otsize.z, false, Image::FORMAT_L8, get_distance_field());
+ Ref<Image> img = Image::create_from_data(otsize.x * otsize.y, otsize.z, false, Image::FORMAT_L8, get_distance_field());
Vector<uint8_t> df_png = img->save_png_to_buffer();
ERR_FAIL_COND_V(df_png.size() == 0, Dictionary());
d["octree_df_png"] = df_png;
@@ -236,11 +237,30 @@ void VoxelGIData::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interior"), "set_interior", "is_interior");
}
+#ifndef DISABLE_DEPRECATED
+bool VoxelGI::_set(const StringName &p_name, const Variant &p_value) {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ set_size((Vector3)p_value * 2);
+ return true;
+ }
+ return false;
+}
+
+bool VoxelGI::_get(const StringName &p_name, Variant &r_property) const {
+ if (p_name == "extents") { // Compatibility with Godot 3.x.
+ r_property = size / 2;
+ return true;
+ }
+ return false;
+}
+#endif // DISABLE_DEPRECATED
+
VoxelGIData::VoxelGIData() {
probe = RS::get_singleton()->voxel_gi_create();
}
VoxelGIData::~VoxelGIData() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(probe);
}
@@ -271,25 +291,34 @@ VoxelGI::Subdiv VoxelGI::get_subdiv() const {
return subdiv;
}
-void VoxelGI::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
+void VoxelGI::set_size(const Vector3 &p_size) {
+ // Prevent very small size dimensions as these breaks baking if other size dimensions are set very high.
+ size = Vector3(MAX(1.0, p_size.x), MAX(1.0, p_size.y), MAX(1.0, p_size.z));
update_gizmos();
}
-Vector3 VoxelGI::get_extents() const {
- return extents;
+Vector3 VoxelGI::get_size() const {
+ return size;
+}
+
+void VoxelGI::set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes) {
+ camera_attributes = p_camera_attributes;
+}
+
+Ref<CameraAttributes> VoxelGI::get_camera_attributes() const {
+ return camera_attributes;
}
void VoxelGI::_find_meshes(Node *p_at_node, List<PlotMesh> &plot_meshes) {
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node);
- if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_BAKED && mi->is_visible_in_tree()) {
+ if (mi && mi->get_gi_mode() == GeometryInstance3D::GI_MODE_STATIC && mi->is_visible_in_tree()) {
Ref<Mesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
AABB aabb = mesh->get_aabb();
Transform3D xf = get_global_transform().affine_inverse() * mi->get_global_transform();
- if (AABB(-extents, extents * 2).intersects(xf.xform(aabb))) {
+ if (AABB(-size / 2, size).intersects(xf.xform(aabb))) {
PlotMesh pm;
pm.local_xform = xf;
pm.mesh = mesh;
@@ -317,7 +346,7 @@ void VoxelGI::_find_meshes(Node *p_at_node, List<PlotMesh> &plot_meshes) {
Transform3D xf = get_global_transform().affine_inverse() * (s->get_global_transform() * mxf);
- if (AABB(-extents, extents * 2).intersects(xf.xform(aabb))) {
+ if (AABB(-size / 2, size).intersects(xf.xform(aabb))) {
PlotMesh pm;
pm.local_xform = xf;
pm.mesh = mesh;
@@ -341,7 +370,7 @@ Vector3i VoxelGI::get_estimated_cell_size() const {
static const int subdiv_value[SUBDIV_MAX] = { 6, 7, 8, 9 };
int cell_subdiv = subdiv_value[subdiv];
int axis_cell_size[3];
- AABB bounds = AABB(-extents, extents * 2.0);
+ AABB bounds = AABB(-size / 2, size);
int longest_axis = bounds.get_longest_axis_index();
axis_cell_size[longest_axis] = 1 << cell_subdiv;
@@ -369,9 +398,17 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {
p_from_node = p_from_node ? p_from_node : get_parent();
ERR_FAIL_NULL(p_from_node);
+ float exposure_normalization = 1.0;
+ if (camera_attributes.is_valid()) {
+ exposure_normalization = camera_attributes->get_exposure_multiplier();
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ exposure_normalization = camera_attributes->calculate_exposure_normalization();
+ }
+ }
+
Voxelizer baker;
- baker.begin_bake(subdiv_value[subdiv], AABB(-extents, extents * 2.0));
+ baker.begin_bake(subdiv_value[subdiv], AABB(-size / 2, size), exposure_normalization);
List<PlotMesh> mesh_list;
@@ -415,10 +452,10 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {
#endif
} else {
- Ref<VoxelGIData> probe_data = get_probe_data();
+ Ref<VoxelGIData> probe_data_new = get_probe_data();
- if (probe_data.is_null()) {
- probe_data.instantiate();
+ if (probe_data_new.is_null()) {
+ probe_data_new.instantiate();
}
if (bake_step_function) {
@@ -427,11 +464,13 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) {
Vector<uint8_t> df = baker.get_sdf_3d_image();
- probe_data->allocate(baker.get_to_cell_space_xform(), AABB(-extents, extents * 2.0), baker.get_voxel_gi_octree_size(), baker.get_voxel_gi_octree_cells(), baker.get_voxel_gi_data_cells(), df, baker.get_voxel_gi_level_cell_count());
+ RS::get_singleton()->voxel_gi_set_baked_exposure_normalization(probe_data_new->get_rid(), exposure_normalization);
- set_probe_data(probe_data);
+ probe_data_new->allocate(baker.get_to_cell_space_xform(), AABB(-size / 2, size), baker.get_voxel_gi_octree_size(), baker.get_voxel_gi_octree_cells(), baker.get_voxel_gi_data_cells(), df, baker.get_voxel_gi_level_cell_count());
+
+ set_probe_data(probe_data_new);
#ifdef TOOLS_ENABLED
- probe_data->set_edited(true); //so it gets saved
+ probe_data_new->set_edited(true); //so it gets saved
#endif
}
@@ -447,20 +486,16 @@ void VoxelGI::_debug_bake() {
}
AABB VoxelGI::get_aabb() const {
- return AABB(-extents, extents * 2);
-}
-
-Vector<Face3> VoxelGI::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
+ return AABB(-size / 2, size);
}
-TypedArray<String> VoxelGI::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray VoxelGI::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (RenderingServer::get_singleton()->is_low_end()) {
- warnings.push_back(TTR("VoxelGIs are not supported by the OpenGL video driver.\nUse a LightmapGI instead."));
+ warnings.push_back(RTR("VoxelGIs are not supported by the OpenGL video driver.\nUse a LightmapGI instead."));
} else if (probe_data.is_null()) {
- warnings.push_back(TTR("No VoxelGI data set, so this node is disabled. Bake static objects to enable GI."));
+ warnings.push_back(RTR("No VoxelGI data set, so this node is disabled. Bake static objects to enable GI."));
}
return warnings;
}
@@ -472,16 +507,20 @@ void VoxelGI::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_subdiv", "subdiv"), &VoxelGI::set_subdiv);
ClassDB::bind_method(D_METHOD("get_subdiv"), &VoxelGI::get_subdiv);
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &VoxelGI::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &VoxelGI::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &VoxelGI::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &VoxelGI::get_size);
+
+ ClassDB::bind_method(D_METHOD("set_camera_attributes", "camera_attributes"), &VoxelGI::set_camera_attributes);
+ ClassDB::bind_method(D_METHOD("get_camera_attributes"), &VoxelGI::get_camera_attributes);
ClassDB::bind_method(D_METHOD("bake", "from_node", "create_visual_debug"), &VoxelGI::bake, DEFVAL(Variant()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("debug_bake"), &VoxelGI::_debug_bake);
ClassDB::set_method_flags(get_class_static(), _scs_create("debug_bake"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdiv", PROPERTY_HINT_ENUM, "64,128,256,512"), "set_subdiv", "get_subdiv");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents"), "set_extents", "get_extents");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "VoxelGIData", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE), "set_probe_data", "get_probe_data");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_attributes", PROPERTY_HINT_RESOURCE_TYPE, "CameraAttributesPractical,CameraAttributesPhysical"), "set_camera_attributes", "get_camera_attributes");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "data", PROPERTY_HINT_RESOURCE_TYPE, "VoxelGIData", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ALWAYS_DUPLICATE), "set_probe_data", "get_probe_data");
BIND_ENUM_CONSTANT(SUBDIV_64);
BIND_ENUM_CONSTANT(SUBDIV_128);
@@ -496,5 +535,6 @@ VoxelGI::VoxelGI() {
}
VoxelGI::~VoxelGI() {
+ ERR_FAIL_NULL(RenderingServer::get_singleton());
RS::get_singleton()->free(voxel_gi);
}
diff --git a/scene/3d/voxel_gi.h b/scene/3d/voxel_gi.h
index 3678bd4f3b..d276186dd1 100644
--- a/scene/3d/voxel_gi.h
+++ b/scene/3d/voxel_gi.h
@@ -1,38 +1,40 @@
-/*************************************************************************/
-/* voxel_gi.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* voxel_gi.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef VOXEL_GI_H
#define VOXEL_GI_H
#include "scene/3d/visual_instance_3d.h"
+class CameraAttributes;
+
class VoxelGIData : public Resource {
GDCLASS(VoxelGIData, Resource);
@@ -49,9 +51,9 @@ class VoxelGIData : public Resource {
float energy = 1.0;
float bias = 1.5;
float normal_bias = 0.0;
- float propagation = 0.7;
+ float propagation = 0.5;
bool interior = false;
- bool use_two_bounces = false;
+ bool use_two_bounces = true;
protected:
static void _bind_methods();
@@ -116,7 +118,8 @@ private:
RID voxel_gi;
Subdiv subdiv = SUBDIV_128;
- Vector3 extents = Vector3(10, 10, 10);
+ Vector3 size = Vector3(20, 20, 20);
+ Ref<CameraAttributes> camera_attributes;
struct PlotMesh {
Ref<Material> override_material;
@@ -130,6 +133,10 @@ private:
protected:
static void _bind_methods();
+#ifndef DISABLE_DEPRECATED
+ bool _set(const StringName &p_name, const Variant &p_value);
+ bool _get(const StringName &p_name, Variant &r_property) const;
+#endif // DISABLE_DEPRECATED
public:
static BakeBeginFunc bake_begin_function;
@@ -142,16 +149,19 @@ public:
void set_subdiv(Subdiv p_subdiv);
Subdiv get_subdiv() const;
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
+
+ void set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes);
+ Ref<CameraAttributes> get_camera_attributes() const;
+
Vector3i get_estimated_cell_size() const;
void bake(Node *p_from_node = nullptr, bool p_create_visual_debug = false);
virtual AABB get_aabb() const override;
- virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
VoxelGI();
~VoxelGI();
diff --git a/scene/3d/voxelizer.cpp b/scene/3d/voxelizer.cpp
index f56e3caa4b..d169999de4 100644
--- a/scene/3d/voxelizer.cpp
+++ b/scene/3d/voxelizer.cpp
@@ -1,35 +1,37 @@
-/*************************************************************************/
-/* voxelizer.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* voxelizer.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "voxelizer.h"
+#include "core/config/project_settings.h"
+
static _FORCE_INLINE_ void get_uv_and_normal(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv, const Vector3 *p_normal, Vector2 &r_uv, Vector3 &r_normal) {
if (p_pos.is_equal_approx(p_vtx[0])) {
r_uv = p_uv[0];
@@ -323,8 +325,8 @@ Vector<Color> Voxelizer::_get_bake_texture(Ref<Image> p_image, const Color &p_co
}
Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material) {
- //this way of obtaining materials is inaccurate and also does not support some compressed formats very well
- Ref<StandardMaterial3D> mat = p_material;
+ // This way of obtaining materials is inaccurate and also does not support some compressed formats very well.
+ Ref<BaseMaterial3D> mat = p_material;
Ref<Material> material = mat; //hack for now
@@ -335,7 +337,7 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
MaterialCache mc;
if (mat.is_valid()) {
- Ref<Texture2D> albedo_tex = mat->get_texture(StandardMaterial3D::TEXTURE_ALBEDO);
+ Ref<Texture2D> albedo_tex = mat->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
Ref<Image> img_albedo;
if (albedo_tex.is_valid()) {
@@ -345,10 +347,13 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
mc.albedo = _get_bake_texture(img_albedo, Color(1, 1, 1), mat->get_albedo()); // no albedo texture, color is additive
}
- Ref<Texture2D> emission_tex = mat->get_texture(StandardMaterial3D::TEXTURE_EMISSION);
+ Ref<Texture2D> emission_tex = mat->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
Color emission_col = mat->get_emission();
- float emission_energy = mat->get_emission_energy();
+ float emission_energy = mat->get_emission_energy_multiplier() * exposure_normalization;
+ if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
+ emission_energy *= mat->get_emission_intensity();
+ }
Ref<Image> img_emission;
@@ -356,7 +361,7 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
img_emission = emission_tex->get_image();
}
- if (mat->get_emission_operator() == StandardMaterial3D::EMISSION_OP_ADD) {
+ if (mat->get_emission_operator() == BaseMaterial3D::EMISSION_OP_ADD) {
mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
} else {
mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
@@ -592,7 +597,6 @@ void Voxelizer::_fixup_plot(int p_idx, int p_level) {
bake_cells.write[p_idx].albedo[2] = 0;
float alpha_average = 0;
- int children_found = 0;
for (int i = 0; i < 8; i++) {
uint32_t child = bake_cells[p_idx].children[i];
@@ -603,18 +607,17 @@ void Voxelizer::_fixup_plot(int p_idx, int p_level) {
_fixup_plot(child, p_level + 1);
alpha_average += bake_cells[child].alpha;
-
- children_found++;
}
bake_cells.write[p_idx].alpha = alpha_average / 8.0;
}
}
-void Voxelizer::begin_bake(int p_subdiv, const AABB &p_bounds) {
+void Voxelizer::begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization) {
sorted = false;
original_bounds = p_bounds;
cell_subdiv = p_subdiv;
+ exposure_normalization = p_exposure_normalization;
bake_cells.resize(1);
material_cache.clear();
@@ -777,8 +780,8 @@ Vector<int> Voxelizer::get_voxel_gi_level_cell_count() const {
/* dt of 1d function using squared distance */
static void edt(float *f, int stride, int n) {
float *d = (float *)alloca(sizeof(float) * n + sizeof(int) * n + sizeof(float) * (n + 1));
- int *v = (int *)&(d[n]);
- float *z = (float *)&v[n];
+ int *v = reinterpret_cast<int *>(&(d[n]));
+ float *z = reinterpret_cast<float *>(&v[n]);
int k = 0;
v[0] = 0;
@@ -872,7 +875,7 @@ Vector<uint8_t> Voxelizer::get_sdf_3d_image() const {
if (d == 0) {
w[i] = 0;
} else {
- w[i] = MIN(d, 254) + 1;
+ w[i] = MIN(d, 254u) + 1;
}
}
}
diff --git a/scene/3d/voxelizer.h b/scene/3d/voxelizer.h
index dc7569d17c..6ea1cfdbb0 100644
--- a/scene/3d/voxelizer.h
+++ b/scene/3d/voxelizer.h
@@ -1,35 +1,35 @@
-/*************************************************************************/
-/* voxelizer.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef VOXEL_LIGHT_BAKER_H
-#define VOXEL_LIGHT_BAKER_H
+/**************************************************************************/
+/* voxelizer.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef VOXELIZER_H
+#define VOXELIZER_H
#include "scene/resources/multimesh.h"
@@ -86,7 +86,8 @@ private:
Vector<Color> emission;
};
- Map<Ref<Material>, MaterialCache> material_cache;
+ HashMap<Ref<Material>, MaterialCache> material_cache;
+ float exposure_normalization = 1.0;
AABB original_bounds;
AABB po2_bounds;
int axis_cell_size[3] = {};
@@ -111,7 +112,7 @@ private:
void _sort();
public:
- void begin_bake(int p_subdiv, const AABB &p_bounds);
+ void begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization);
void plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material);
void end_bake();
@@ -129,4 +130,4 @@ public:
Voxelizer();
};
-#endif // VOXEL_LIGHT_BAKER_H
+#endif // VOXELIZER_H
diff --git a/scene/3d/world_environment.cpp b/scene/3d/world_environment.cpp
index 98f28a8cff..4687c84734 100644
--- a/scene/3d/world_environment.cpp
+++ b/scene/3d/world_environment.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* world_environment.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* world_environment.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "world_environment.h"
@@ -34,27 +34,32 @@
#include "scene/main/window.h"
void WorldEnvironment::_notification(int p_what) {
- if (p_what == Node3D::NOTIFICATION_ENTER_WORLD || p_what == Node3D::NOTIFICATION_ENTER_TREE) {
- if (environment.is_valid()) {
- add_to_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
- _update_current_environment();
- }
-
- if (camera_effects.is_valid()) {
- add_to_group("_world_camera_effects_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
- _update_current_camera_effects();
- }
-
- } else if (p_what == Node3D::NOTIFICATION_EXIT_WORLD || p_what == Node3D::NOTIFICATION_EXIT_TREE) {
- if (environment.is_valid()) {
- remove_from_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
- _update_current_environment();
- }
-
- if (camera_effects.is_valid()) {
- remove_from_group("_world_camera_effects_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
- _update_current_camera_effects();
- }
+ switch (p_what) {
+ case Node3D::NOTIFICATION_ENTER_WORLD:
+ case Node3D::NOTIFICATION_ENTER_TREE: {
+ if (environment.is_valid()) {
+ add_to_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
+ _update_current_environment();
+ }
+
+ if (camera_attributes.is_valid()) {
+ add_to_group("_world_camera_attributes_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
+ _update_current_camera_attributes();
+ }
+ } break;
+
+ case Node3D::NOTIFICATION_EXIT_WORLD:
+ case Node3D::NOTIFICATION_EXIT_TREE: {
+ if (environment.is_valid()) {
+ remove_from_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
+ _update_current_environment();
+ }
+
+ if (camera_attributes.is_valid()) {
+ remove_from_group("_world_camera_attributes_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
+ _update_current_camera_attributes();
+ }
+ } break;
}
}
@@ -66,18 +71,18 @@ void WorldEnvironment::_update_current_environment() {
} else {
get_viewport()->find_world_3d()->set_environment(Ref<Environment>());
}
- get_tree()->call_group("_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()), "update_configuration_warnings");
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_world_environment_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()), "update_configuration_warnings");
}
-void WorldEnvironment::_update_current_camera_effects() {
- WorldEnvironment *first = Object::cast_to<WorldEnvironment>(get_tree()->get_first_node_in_group("_world_camera_effects_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id())));
+void WorldEnvironment::_update_current_camera_attributes() {
+ WorldEnvironment *first = Object::cast_to<WorldEnvironment>(get_tree()->get_first_node_in_group("_world_camera_attributes_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id())));
if (first) {
- get_viewport()->find_world_3d()->set_camera_effects(first->camera_effects);
+ get_viewport()->find_world_3d()->set_camera_attributes(first->camera_attributes);
} else {
- get_viewport()->find_world_3d()->set_camera_effects(Ref<CameraEffects>());
+ get_viewport()->find_world_3d()->set_camera_attributes(Ref<CameraAttributes>());
}
- get_tree()->call_group("_world_camera_effects_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()), "update_configuration_warnings");
+ get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, "_world_camera_attributes_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()), "update_configuration_warnings");
}
void WorldEnvironment::set_environment(const Ref<Environment> &p_environment) {
@@ -105,36 +110,36 @@ Ref<Environment> WorldEnvironment::get_environment() const {
return environment;
}
-void WorldEnvironment::set_camera_effects(const Ref<CameraEffects> &p_camera_effects) {
- if (camera_effects == p_camera_effects) {
+void WorldEnvironment::set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes) {
+ if (camera_attributes == p_camera_attributes) {
return;
}
- if (is_inside_tree() && camera_effects.is_valid() && get_viewport()->find_world_3d()->get_camera_effects() == camera_effects) {
- remove_from_group("_world_camera_effects_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
+ if (is_inside_tree() && camera_attributes.is_valid() && get_viewport()->find_world_3d()->get_camera_attributes() == camera_attributes) {
+ remove_from_group("_world_camera_attributes_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
}
- camera_effects = p_camera_effects;
- if (is_inside_tree() && camera_effects.is_valid()) {
- add_to_group("_world_camera_effects_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
+ camera_attributes = p_camera_attributes;
+ if (is_inside_tree() && camera_attributes.is_valid()) {
+ add_to_group("_world_camera_attributes_" + itos(get_viewport()->find_world_3d()->get_scenario().get_id()));
}
if (is_inside_tree()) {
- _update_current_camera_effects();
+ _update_current_camera_attributes();
} else {
update_configuration_warnings();
}
}
-Ref<CameraEffects> WorldEnvironment::get_camera_effects() const {
- return camera_effects;
+Ref<CameraAttributes> WorldEnvironment::get_camera_attributes() const {
+ return camera_attributes;
}
-TypedArray<String> WorldEnvironment::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray WorldEnvironment::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
- if (!environment.is_valid() && !camera_effects.is_valid()) {
- warnings.push_back(TTR("To have any visible effect, WorldEnvironment requires its \"Environment\" property to contain an Environment, its \"Camera Effects\" property to contain a CameraEffects resource, or both."));
+ if (!environment.is_valid() && !camera_attributes.is_valid()) {
+ warnings.push_back(RTR("To have any visible effect, WorldEnvironment requires its \"Environment\" property to contain an Environment, its \"Camera Attributes\" property to contain a CameraAttributes resource, or both."));
}
if (!is_inside_tree()) {
@@ -145,8 +150,8 @@ TypedArray<String> WorldEnvironment::get_configuration_warnings() const {
warnings.push_back(("Only the first Environment has an effect in a scene (or set of instantiated scenes)."));
}
- if (camera_effects.is_valid() && get_viewport()->find_world_3d()->get_camera_effects() != camera_effects) {
- warnings.push_back(TTR("Only one WorldEnvironment is allowed per scene (or set of instantiated scenes)."));
+ if (camera_attributes.is_valid() && get_viewport()->find_world_3d()->get_camera_attributes() != camera_attributes) {
+ warnings.push_back(RTR("Only one WorldEnvironment is allowed per scene (or set of instantiated scenes)."));
}
return warnings;
@@ -157,9 +162,9 @@ void WorldEnvironment::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_environment"), &WorldEnvironment::get_environment);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
- ClassDB::bind_method(D_METHOD("set_camera_effects", "env"), &WorldEnvironment::set_camera_effects);
- ClassDB::bind_method(D_METHOD("get_camera_effects"), &WorldEnvironment::get_camera_effects);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_effects", PROPERTY_HINT_RESOURCE_TYPE, "CameraEffects"), "set_camera_effects", "get_camera_effects");
+ ClassDB::bind_method(D_METHOD("set_camera_attributes", "camera_attributes"), &WorldEnvironment::set_camera_attributes);
+ ClassDB::bind_method(D_METHOD("get_camera_attributes"), &WorldEnvironment::get_camera_attributes);
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "camera_attributes", PROPERTY_HINT_RESOURCE_TYPE, "CameraAttributesPractical,CameraAttributesPhysical"), "set_camera_attributes", "get_camera_attributes");
}
WorldEnvironment::WorldEnvironment() {
diff --git a/scene/3d/world_environment.h b/scene/3d/world_environment.h
index 8dbb57364c..2809d2550a 100644
--- a/scene/3d/world_environment.h
+++ b/scene/3d/world_environment.h
@@ -1,48 +1,48 @@
-/*************************************************************************/
-/* world_environment.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef SCENARIO_FX_H
-#define SCENARIO_FX_H
+/**************************************************************************/
+/* world_environment.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#ifndef WORLD_ENVIRONMENT_H
+#define WORLD_ENVIRONMENT_H
#include "scene/main/node.h"
-#include "scene/resources/camera_effects.h"
+#include "scene/resources/camera_attributes.h"
#include "scene/resources/environment.h"
class WorldEnvironment : public Node {
GDCLASS(WorldEnvironment, Node);
Ref<Environment> environment;
- Ref<CameraEffects> camera_effects;
+ Ref<CameraAttributes> camera_attributes;
void _update_current_environment();
- void _update_current_camera_effects();
+ void _update_current_camera_attributes();
protected:
void _notification(int p_what);
@@ -52,12 +52,12 @@ public:
void set_environment(const Ref<Environment> &p_environment);
Ref<Environment> get_environment() const;
- void set_camera_effects(const Ref<CameraEffects> &p_camera_effects);
- Ref<CameraEffects> get_camera_effects() const;
+ void set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes);
+ Ref<CameraAttributes> get_camera_attributes() const;
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
WorldEnvironment();
};
-#endif
+#endif // WORLD_ENVIRONMENT_H
diff --git a/scene/3d/xr_nodes.cpp b/scene/3d/xr_nodes.cpp
index a054f35d2e..ac0a47d1a1 100644
--- a/scene/3d/xr_nodes.cpp
+++ b/scene/3d/xr_nodes.cpp
@@ -1,82 +1,72 @@
-/*************************************************************************/
-/* xr_nodes.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* xr_nodes.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "xr_nodes.h"
+#include "core/config/project_settings.h"
#include "scene/main/viewport.h"
#include "servers/xr/xr_interface.h"
////////////////////////////////////////////////////////////////////////////////////////////////////
-void XRCamera3D::_notification(int p_what) {
- switch (p_what) {
- case NOTIFICATION_ENTER_TREE: {
- // need to find our XROrigin3D parent and let it know we're its camera!
- XROrigin3D *origin = Object::cast_to<XROrigin3D>(get_parent());
- if (origin != nullptr) {
- origin->set_tracked_camera(this);
- }
- }; break;
- case NOTIFICATION_EXIT_TREE: {
- // need to find our XROrigin3D parent and let it know we're no longer its camera!
- XROrigin3D *origin = Object::cast_to<XROrigin3D>(get_parent());
- if (origin != nullptr && origin->get_tracked_camera() == this) {
- origin->set_tracked_camera(nullptr);
- }
- }; break;
- };
-};
-
-void XRCamera3D::_changed_tracker(const StringName p_tracker_name, int p_tracker_type) {
- if (p_tracker_name == tracker_name) {
- XRServer *xr_server = XRServer::get_singleton();
- ERR_FAIL_NULL(xr_server);
+void XRCamera3D::_bind_tracker() {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
- tracker = xr_server->get_tracker(p_tracker_name);
- if (tracker.is_valid()) {
- tracker->connect("pose_changed", callable_mp(this, &XRCamera3D::_pose_changed));
+ tracker = xr_server->get_tracker(tracker_name);
+ if (tracker.is_valid()) {
+ tracker->connect("pose_changed", callable_mp(this, &XRCamera3D::_pose_changed));
- Ref<XRPose> pose = tracker->get_pose(pose_name);
- if (pose.is_valid()) {
- set_transform(pose->get_adjusted_transform());
- }
+ Ref<XRPose> pose = tracker->get_pose(pose_name);
+ if (pose.is_valid()) {
+ set_transform(pose->get_adjusted_transform());
}
}
}
+void XRCamera3D::_unbind_tracker() {
+ if (tracker.is_valid()) {
+ tracker->disconnect("pose_changed", callable_mp(this, &XRCamera3D::_pose_changed));
+ }
+ tracker.unref();
+}
+
+void XRCamera3D::_changed_tracker(const StringName p_tracker_name, int p_tracker_type) {
+ if (p_tracker_name == tracker_name) {
+ _bind_tracker();
+ }
+}
+
void XRCamera3D::_removed_tracker(const StringName p_tracker_name, int p_tracker_type) {
if (p_tracker_name == tracker_name) {
- if (tracker.is_valid()) {
- tracker->disconnect("pose_changed", callable_mp(this, &XRCamera3D::_pose_changed));
- }
- tracker.unref();
+ _unbind_tracker();
}
}
@@ -86,14 +76,14 @@ void XRCamera3D::_pose_changed(const Ref<XRPose> &p_pose) {
}
}
-TypedArray<String> XRCamera3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray XRCamera3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (is_visible() && is_inside_tree()) {
// must be child node of XROrigin3D!
XROrigin3D *origin = Object::cast_to<XROrigin3D>(get_parent());
if (origin == nullptr) {
- warnings.push_back(TTR("XRCamera3D must have an XROrigin3D node as its parent."));
+ warnings.push_back(RTR("XRCamera3D must have an XROrigin3D node as its parent."));
};
}
@@ -118,7 +108,7 @@ Vector3 XRCamera3D::project_local_ray_normal(const Point2 &p_pos) const {
Vector3 ray;
// Just use the first view, if multiple views are supported this function has no good result
- CameraMatrix cm = xr_interface->get_projection_for_view(0, viewport_size.aspect(), get_near(), get_far());
+ Projection cm = xr_interface->get_projection_for_view(0, viewport_size.aspect(), get_near(), get_far());
Vector2 screen_he = cm.get_viewport_half_extents();
ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -get_near()).normalized();
@@ -141,7 +131,7 @@ Point2 XRCamera3D::unproject_position(const Vector3 &p_pos) const {
Size2 viewport_size = get_viewport()->get_visible_rect().size;
// Just use the first view, if multiple views are supported this function has no good result
- CameraMatrix cm = xr_interface->get_projection_for_view(0, viewport_size.aspect(), get_near(), get_far());
+ Projection cm = xr_interface->get_projection_for_view(0, viewport_size.aspect(), get_near(), get_far());
Plane p(get_camera_transform().xform_inv(p_pos), 1.0);
@@ -171,7 +161,7 @@ Vector3 XRCamera3D::project_position(const Point2 &p_point, real_t p_z_depth) co
Size2 viewport_size = get_viewport()->get_visible_rect().size;
// Just use the first view, if multiple views are supported this function has no good result
- CameraMatrix cm = xr_interface->get_projection_for_view(0, viewport_size.aspect(), get_near(), get_far());
+ Projection cm = xr_interface->get_projection_for_view(0, viewport_size.aspect(), get_near(), get_far());
Vector2 vp_he = cm.get_viewport_half_extents();
@@ -200,7 +190,7 @@ Vector<Plane> XRCamera3D::get_frustum() const {
Size2 viewport_size = get_viewport()->get_visible_rect().size;
// TODO Just use the first view for now, this is mostly for debugging so we may look into using our combined projection here.
- CameraMatrix cm = xr_interface->get_projection_for_view(0, viewport_size.aspect(), get_near(), get_far());
+ Projection cm = xr_interface->get_projection_for_view(0, viewport_size.aspect(), get_near(), get_far());
return cm.get_projection_planes(get_camera_transform());
};
@@ -211,6 +201,9 @@ XRCamera3D::XRCamera3D() {
xr_server->connect("tracker_added", callable_mp(this, &XRCamera3D::_changed_tracker));
xr_server->connect("tracker_updated", callable_mp(this, &XRCamera3D::_changed_tracker));
xr_server->connect("tracker_removed", callable_mp(this, &XRCamera3D::_removed_tracker));
+
+ // check if our tracker already exists and if so, bind it...
+ _bind_tracker();
}
XRCamera3D::~XRCamera3D() {
@@ -242,27 +235,25 @@ void XRNode3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("trigger_haptic_pulse", "action_name", "frequency", "amplitude", "duration_sec", "delay_sec"), &XRNode3D::trigger_haptic_pulse);
};
-void XRNode3D::_validate_property(PropertyInfo &property) const {
+void XRNode3D::_validate_property(PropertyInfo &p_property) const {
XRServer *xr_server = XRServer::get_singleton();
ERR_FAIL_NULL(xr_server);
- if (property.name == "tracker") {
+ if (p_property.name == "tracker") {
PackedStringArray names = xr_server->get_suggested_tracker_names();
String hint_string;
for (const String &name : names) {
hint_string += name + ",";
}
- property.hint_string = hint_string;
- } else if (property.name == "pose") {
+ p_property.hint_string = hint_string;
+ } else if (p_property.name == "pose") {
PackedStringArray names = xr_server->get_suggested_pose_names(tracker_name);
String hint_string;
for (const String &name : names) {
hint_string += name + ",";
}
- property.hint_string = hint_string;
+ p_property.hint_string = hint_string;
}
-
- Node3D::_validate_property(property);
}
void XRNode3D::set_tracker(const StringName p_tracker_name) {
@@ -372,7 +363,7 @@ void XRNode3D::_unbind_tracker() {
}
void XRNode3D::_changed_tracker(const StringName p_tracker_name, int p_tracker_type) {
- if (p_tracker_name == p_tracker_name) {
+ if (tracker_name == p_tracker_name) {
// just in case unref our current tracker
_unbind_tracker();
@@ -382,7 +373,7 @@ void XRNode3D::_changed_tracker(const StringName p_tracker_name, int p_tracker_t
}
void XRNode3D::_removed_tracker(const StringName p_tracker_name, int p_tracker_type) {
- if (p_tracker_name == p_tracker_name) {
+ if (tracker_name == p_tracker_name) {
// unref our tracker, it's no longer available
_unbind_tracker();
}
@@ -414,22 +405,22 @@ XRNode3D::~XRNode3D() {
xr_server->disconnect("tracker_removed", callable_mp(this, &XRNode3D::_removed_tracker));
}
-TypedArray<String> XRNode3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+PackedStringArray XRNode3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (is_visible() && is_inside_tree()) {
// must be child node of XROrigin!
XROrigin3D *origin = Object::cast_to<XROrigin3D>(get_parent());
if (origin == nullptr) {
- warnings.push_back(TTR("XRController3D must have an XROrigin3D node as its parent."));
+ warnings.push_back(RTR("XRController3D must have an XROrigin3D node as its parent."));
}
if (tracker_name == "") {
- warnings.push_back(TTR("No tracker name is set."));
+ warnings.push_back(RTR("No tracker name is set."));
}
if (pose_name == "") {
- warnings.push_back(TTR("No pose is set."));
+ warnings.push_back(RTR("No pose is set."));
}
}
@@ -441,20 +432,16 @@ TypedArray<String> XRNode3D::get_configuration_warnings() const {
void XRController3D::_bind_methods() {
// passthroughs to information about our related joystick
ClassDB::bind_method(D_METHOD("is_button_pressed", "name"), &XRController3D::is_button_pressed);
- ClassDB::bind_method(D_METHOD("get_value", "name"), &XRController3D::get_value);
- ClassDB::bind_method(D_METHOD("get_axis", "name"), &XRController3D::get_axis);
+ ClassDB::bind_method(D_METHOD("get_input", "name"), &XRController3D::get_input);
+ ClassDB::bind_method(D_METHOD("get_float", "name"), &XRController3D::get_float);
+ ClassDB::bind_method(D_METHOD("get_vector2", "name"), &XRController3D::get_vector2);
ClassDB::bind_method(D_METHOD("get_tracker_hand"), &XRController3D::get_tracker_hand);
- ClassDB::bind_method(D_METHOD("get_rumble"), &XRController3D::get_rumble);
- ClassDB::bind_method(D_METHOD("set_rumble", "rumble"), &XRController3D::set_rumble);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rumble", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_rumble", "get_rumble");
- ADD_PROPERTY_DEFAULT("rumble", 0.0);
-
ADD_SIGNAL(MethodInfo("button_pressed", PropertyInfo(Variant::STRING, "name")));
ADD_SIGNAL(MethodInfo("button_released", PropertyInfo(Variant::STRING, "name")));
- ADD_SIGNAL(MethodInfo("input_value_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::FLOAT, "value")));
- ADD_SIGNAL(MethodInfo("input_axis_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::VECTOR2, "value")));
+ ADD_SIGNAL(MethodInfo("input_float_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::FLOAT, "value")));
+ ADD_SIGNAL(MethodInfo("input_vector2_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::VECTOR2, "value")));
};
void XRController3D::_bind_tracker() {
@@ -463,8 +450,8 @@ void XRController3D::_bind_tracker() {
// bind to input signals
tracker->connect("button_pressed", callable_mp(this, &XRController3D::_button_pressed));
tracker->connect("button_released", callable_mp(this, &XRController3D::_button_released));
- tracker->connect("input_value_changed", callable_mp(this, &XRController3D::_input_value_changed));
- tracker->connect("input_axis_changed", callable_mp(this, &XRController3D::_input_axis_changed));
+ tracker->connect("input_float_changed", callable_mp(this, &XRController3D::_input_float_changed));
+ tracker->connect("input_vector2_changed", callable_mp(this, &XRController3D::_input_vector2_changed));
}
}
@@ -473,8 +460,8 @@ void XRController3D::_unbind_tracker() {
// unbind input signals
tracker->disconnect("button_pressed", callable_mp(this, &XRController3D::_button_pressed));
tracker->disconnect("button_released", callable_mp(this, &XRController3D::_button_released));
- tracker->disconnect("input_value_changed", callable_mp(this, &XRController3D::_input_value_changed));
- tracker->disconnect("input_axis_changed", callable_mp(this, &XRController3D::_input_axis_changed));
+ tracker->disconnect("input_float_changed", callable_mp(this, &XRController3D::_input_float_changed));
+ tracker->disconnect("input_vector2_changed", callable_mp(this, &XRController3D::_input_vector2_changed));
}
XRNode3D::_unbind_tracker();
@@ -482,22 +469,22 @@ void XRController3D::_unbind_tracker() {
void XRController3D::_button_pressed(const String &p_name) {
// just pass it on...
- emit_signal("button_pressed", p_name);
+ emit_signal(SNAME("button_pressed"), p_name);
}
void XRController3D::_button_released(const String &p_name) {
// just pass it on...
- emit_signal("button_released", p_name);
+ emit_signal(SNAME("button_released"), p_name);
}
-void XRController3D::_input_value_changed(const String &p_name, float p_value) {
+void XRController3D::_input_float_changed(const String &p_name, float p_value) {
// just pass it on...
- emit_signal("input_value_changed", p_name, p_value);
+ emit_signal(SNAME("input_float_changed"), p_name, p_value);
}
-void XRController3D::_input_axis_changed(const String &p_name, Vector2 p_value) {
+void XRController3D::_input_vector2_changed(const String &p_name, Vector2 p_value) {
// just pass it on...
- emit_signal("input_axis_changed", p_name, p_value);
+ emit_signal(SNAME("input_vector2_changed"), p_name, p_value);
}
bool XRController3D::is_button_pressed(const StringName &p_name) const {
@@ -510,7 +497,15 @@ bool XRController3D::is_button_pressed(const StringName &p_name) const {
}
}
-float XRController3D::get_value(const StringName &p_name) const {
+Variant XRController3D::get_input(const StringName &p_name) const {
+ if (tracker.is_valid()) {
+ return tracker->get_input(p_name);
+ } else {
+ return Variant();
+ }
+}
+
+float XRController3D::get_float(const StringName &p_name) const {
if (tracker.is_valid()) {
// Inputs should already be of the correct type, our XR runtime handles conversions between raw input and the desired type, but just in case we convert
Variant input = tracker->get_input(p_name);
@@ -531,7 +526,7 @@ float XRController3D::get_value(const StringName &p_name) const {
}
}
-Vector2 XRController3D::get_axis(const StringName &p_name) const {
+Vector2 XRController3D::get_vector2(const StringName &p_name) const {
if (tracker.is_valid()) {
// Inputs should already be of the correct type, our XR runtime handles conversions between raw input and the desired type, but just in case we convert
Variant input = tracker->get_input(p_name);
@@ -556,20 +551,6 @@ Vector2 XRController3D::get_axis(const StringName &p_name) const {
}
}
-real_t XRController3D::get_rumble() const {
- if (!tracker.is_valid()) {
- return 0.0;
- }
-
- return tracker->get_rumble();
-}
-
-void XRController3D::set_rumble(real_t p_rumble) {
- if (tracker.is_valid()) {
- tracker->set_rumble(p_rumble);
- }
-}
-
XRPositionalTracker::TrackerHand XRController3D::get_tracker_hand() const {
// get our XRServer
if (!tracker.is_valid()) {
@@ -594,25 +575,36 @@ Plane XRAnchor3D::get_plane() const {
Vector3 location = get_position();
Basis orientation = get_transform().basis;
- Plane plane(orientation.get_axis(1).normalized(), location);
+ Plane plane(orientation.get_column(1).normalized(), location);
return plane;
}
////////////////////////////////////////////////////////////////////////////////////////////////////
-TypedArray<String> XROrigin3D::get_configuration_warnings() const {
- TypedArray<String> warnings = Node::get_configuration_warnings();
+Vector<XROrigin3D *> XROrigin3D::origin_nodes;
+
+PackedStringArray XROrigin3D::get_configuration_warnings() const {
+ PackedStringArray warnings = Node::get_configuration_warnings();
if (is_visible() && is_inside_tree()) {
- if (tracked_camera == nullptr) {
- warnings.push_back(TTR("XROrigin3D requires an XRCamera3D child node."));
+ bool has_camera = false;
+ for (int i = 0; !has_camera && i < get_child_count(); i++) {
+ XRCamera3D *camera = Object::cast_to<XRCamera3D>(get_child(i));
+ if (camera) {
+ // found it!
+ has_camera = true;
+ }
+ }
+
+ if (!has_camera) {
+ warnings.push_back(RTR("XROrigin3D requires an XRCamera3D child node."));
}
}
- bool xr_enabled = GLOBAL_GET("rendering/xr/enabled");
+ bool xr_enabled = GLOBAL_GET("xr/shaders/enabled");
if (!xr_enabled) {
- warnings.push_back(TTR("XR is not enabled in rendering project settings. Stereoscopic output is not supported unless this is enabled."));
+ warnings.push_back(RTR("XR is not enabled in rendering project settings. Stereoscopic output is not supported unless this is enabled."));
}
return warnings;
@@ -622,14 +614,10 @@ void XROrigin3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_world_scale", "world_scale"), &XROrigin3D::set_world_scale);
ClassDB::bind_method(D_METHOD("get_world_scale"), &XROrigin3D::get_world_scale);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "world_scale"), "set_world_scale", "get_world_scale");
-}
-
-void XROrigin3D::set_tracked_camera(XRCamera3D *p_tracked_camera) {
- tracked_camera = p_tracked_camera;
-}
-XRCamera3D *XROrigin3D::get_tracked_camera() const {
- return tracked_camera;
+ ClassDB::bind_method(D_METHOD("set_current", "enabled"), &XROrigin3D::set_current);
+ ClassDB::bind_method(D_METHOD("is_current"), &XROrigin3D::is_current);
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "current"), "set_current", "is_current");
}
real_t XROrigin3D::get_world_scale() const {
@@ -648,6 +636,60 @@ void XROrigin3D::set_world_scale(real_t p_world_scale) {
xr_server->set_world_scale(p_world_scale);
}
+void XROrigin3D::_set_current(bool p_enabled, bool p_update_others) {
+ // We run this logic even if current already equals p_enabled as we may have set this previously before we entered our tree.
+ // This is then called a second time on NOTIFICATION_ENTER_TREE where we actually process activating this origin node.
+ current = p_enabled;
+
+ if (!is_inside_tree() || Engine::get_singleton()->is_editor_hint()) {
+ return;
+ }
+
+ // Notify us of any transform changes
+ set_notify_local_transform(current);
+ set_notify_transform(current);
+
+ // update XRServer with our current position
+ if (current) {
+ XRServer *xr_server = XRServer::get_singleton();
+ ERR_FAIL_NULL(xr_server);
+
+ xr_server->set_world_origin(get_global_transform());
+ }
+
+ // Check if we need to update our other origin nodes accordingly
+ if (p_update_others) {
+ if (current) {
+ for (int i = 0; i < origin_nodes.size(); i++) {
+ if (origin_nodes[i] != this && origin_nodes[i]->current) {
+ origin_nodes[i]->_set_current(false, false);
+ }
+ }
+ } else {
+ // We no longer have a current origin so find the first one we can make current
+ for (int i = 0; i < origin_nodes.size(); i++) {
+ if (origin_nodes[i] != this) {
+ origin_nodes[i]->_set_current(true, false);
+ return; // we are done.
+ }
+ }
+ }
+ }
+}
+
+void XROrigin3D::set_current(bool p_enabled) {
+ _set_current(p_enabled, true);
+}
+
+bool XROrigin3D::is_current() const {
+ if (Engine::get_singleton()->is_editor_hint()) {
+ // return as is
+ return current;
+ } else {
+ return current && is_inside_tree();
+ }
+}
+
void XROrigin3D::_notification(int p_what) {
// get our XRServer
XRServer *xr_server = XRServer::get_singleton();
@@ -655,34 +697,47 @@ void XROrigin3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
- set_process_internal(true);
- }; break;
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ if (origin_nodes.is_empty()) {
+ // first entry always becomes current
+ current = true;
+ }
+
+ origin_nodes.push_back(this);
+
+ if (current) {
+ // set this again so we do whatever setup is needed.
+ set_current(true);
+ }
+ }
+ } break;
+
case NOTIFICATION_EXIT_TREE: {
- set_process_internal(false);
- }; break;
- case NOTIFICATION_INTERNAL_PROCESS: {
- // set our world origin to our node transform
- xr_server->set_world_origin(get_global_transform());
-
- // check if we have a primary interface
- Ref<XRInterface> xr_interface = xr_server->get_primary_interface();
- if (xr_interface.is_valid() && tracked_camera != nullptr) {
- // get our positioning transform for our headset
- Transform3D t = xr_interface->get_camera_transform();
-
- // now apply this to our camera
- tracked_camera->set_transform(t);
- };
- }; break;
- default:
- break;
- };
-
- // send our notification to all active XE interfaces, they may need to react to it also
- for (int i = 0; i < xr_server->get_interface_count(); i++) {
- Ref<XRInterface> interface = xr_server->get_interface(i);
- if (interface.is_valid() && interface->is_initialized()) {
- interface->notification(p_what);
+ if (!Engine::get_singleton()->is_editor_hint()) {
+ origin_nodes.erase(this);
+
+ if (current) {
+ // We are no longer current
+ set_current(false);
+ }
+ }
+ } break;
+
+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED:
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+ if (current && !Engine::get_singleton()->is_editor_hint()) {
+ xr_server->set_world_origin(get_global_transform());
+ }
+ } break;
+ }
+
+ if (current) {
+ // send our notification to all active XE interfaces, they may need to react to it also
+ for (int i = 0; i < xr_server->get_interface_count(); i++) {
+ Ref<XRInterface> interface = xr_server->get_interface(i);
+ if (interface.is_valid() && interface->is_initialized()) {
+ interface->notification(p_what);
+ }
}
}
}
diff --git a/scene/3d/xr_nodes.h b/scene/3d/xr_nodes.h
index 8e1ef1a4fb..6e56aa28de 100644
--- a/scene/3d/xr_nodes.h
+++ b/scene/3d/xr_nodes.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* xr_nodes.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* xr_nodes.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef XR_NODES_H
#define XR_NODES_H
@@ -34,13 +34,10 @@
#include "scene/3d/camera_3d.h"
#include "servers/xr/xr_positional_tracker.h"
-/**
- @author Bastiaan Olij <mux213@gmail.com>
-**/
-
/*
XRCamera is a subclass of camera which will register itself with its parent XROrigin and as a result is automatically positioned
*/
+
class XRCamera3D : public Camera3D {
GDCLASS(XRCamera3D, Camera3D);
@@ -51,14 +48,14 @@ protected:
StringName pose_name = "default";
Ref<XRPositionalTracker> tracker;
- void _notification(int p_what);
-
+ void _bind_tracker();
+ void _unbind_tracker();
void _changed_tracker(const StringName p_tracker_name, int p_tracker_type);
void _removed_tracker(const StringName p_tracker_name, int p_tracker_type);
void _pose_changed(const Ref<XRPose> &p_pose);
public:
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
virtual Vector3 project_local_ray_normal(const Point2 &p_pos) const override;
virtual Point2 unproject_position(const Vector3 &p_pos) const override;
@@ -96,7 +93,7 @@ protected:
void _pose_changed(const Ref<XRPose> &p_pose);
public:
- virtual void _validate_property(PropertyInfo &property) const override;
+ void _validate_property(PropertyInfo &p_property) const;
void set_tracker(const StringName p_tracker_name);
StringName get_tracker() const;
@@ -110,7 +107,7 @@ public:
Ref<XRPose> get_pose();
- TypedArray<String> get_configuration_warnings() const override;
+ PackedStringArray get_configuration_warnings() const override;
XRNode3D();
~XRNode3D();
@@ -134,16 +131,14 @@ protected:
void _button_pressed(const String &p_name);
void _button_released(const String &p_name);
- void _input_value_changed(const String &p_name, float p_value);
- void _input_axis_changed(const String &p_name, Vector2 p_value);
+ void _input_float_changed(const String &p_name, float p_value);
+ void _input_vector2_changed(const String &p_name, Vector2 p_value);
public:
bool is_button_pressed(const StringName &p_name) const;
- float get_value(const StringName &p_name) const;
- Vector2 get_axis(const StringName &p_name) const;
-
- real_t get_rumble() const;
- void set_rumble(real_t p_rumble);
+ Variant get_input(const StringName &p_name) const;
+ float get_float(const StringName &p_name) const;
+ Vector2 get_vector2(const StringName &p_name) const;
XRPositionalTracker::TrackerHand get_tracker_hand() const;
@@ -181,27 +176,31 @@ public:
Our camera and controllers will always be child nodes and thus place relative to this origin point.
This node will automatically locate any camera child nodes and update its position while our XRController3D node will handle tracked controllers.
*/
+
class XROrigin3D : public Node3D {
GDCLASS(XROrigin3D, Node3D);
private:
- XRCamera3D *tracked_camera = nullptr;
+ bool current = false;
+ static Vector<XROrigin3D *> origin_nodes; // all origin nodes in tree
+
+ void _set_current(bool p_enabled, bool p_update_others);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
- TypedArray<String> get_configuration_warnings() const override;
-
- void set_tracked_camera(XRCamera3D *p_tracked_camera);
- XRCamera3D *get_tracked_camera() const;
+ PackedStringArray get_configuration_warnings() const override;
real_t get_world_scale() const;
void set_world_scale(real_t p_world_scale);
+ void set_current(bool p_enabled);
+ bool is_current() const;
+
XROrigin3D() {}
~XROrigin3D() {}
};
-#endif /* XR_NODES_H */
+#endif // XR_NODES_H