diff options
Diffstat (limited to 'scene/3d')
96 files changed, 4729 insertions, 4083 deletions
diff --git a/scene/3d/area_3d.cpp b/scene/3d/area_3d.cpp index cefa9eceff..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) { @@ -230,6 +230,7 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i return; //likely removed from the tree } + lock_callback(); locked = true; if (body_in) { @@ -279,6 +280,7 @@ void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, i } locked = false; + unlock_callback(); } void Area3D::_clear_monitoring() { @@ -417,6 +419,7 @@ void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, i return; //likely removed from the tree } + lock_callback(); locked = true; if (area_in) { @@ -466,6 +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 { @@ -578,11 +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; @@ -651,8 +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); @@ -711,8 +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); @@ -737,7 +741,7 @@ 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::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, U"-32,32,0.001,or_less,or_greater,suffix:m/s\u00B2"), "set_gravity", "get_gravity"); @@ -760,8 +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 0f0bcc7ce0..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 @@ -51,7 +51,7 @@ private: Vector3 gravity_vec; 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; @@ -141,13 +141,12 @@ private: float reverb_amount = 0.0; float reverb_uniformity = 0.0; - void _validate_property(PropertyInfo &p_property) const; - 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; @@ -216,8 +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; diff --git a/scene/3d/audio_listener_3d.cpp b/scene/3d/audio_listener_3d.cpp index 4f3f403ab7..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" @@ -138,8 +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 44c49f526e..4f7e6a6b48 100644 --- a/scene/3d/audio_listener_3d.h +++ b/scene/3d/audio_listener_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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 AUDIO_LISTENER_3D_H #define AUDIO_LISTENER_3D_H diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index 21cf3bdb3b..436b936586 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -231,7 +231,7 @@ float AudioStreamPlayer3D::_get_attenuation_db(float p_distance) const { } } - att += unit_db; + att += volume_db; if (att > max_db) { att = max_db; } @@ -284,14 +284,12 @@ void AudioStreamPlayer3D::_notification(int p_what) { volume_vector = _update_panning(); } - if (setplay.get() >= 0 && stream.is_valid()) { + if (setplayback.is_valid() && setplay.get() >= 0) { active.set(); - Ref<AudioStreamPlayback> new_playback = stream->instantiate_playback(); - ERR_FAIL_COND_MSG(new_playback.is_null(), "Failed to instantiate playback."); HashMap<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); + 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); } @@ -485,7 +483,7 @@ 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; @@ -538,12 +536,12 @@ 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) { @@ -580,14 +578,21 @@ 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() { @@ -606,6 +611,9 @@ 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; } @@ -780,11 +788,13 @@ 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) { @@ -810,8 +820,8 @@ 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); @@ -838,7 +848,7 @@ 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); @@ -874,11 +884,12 @@ void AudioStreamPlayer3D::_bind_methods() { 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,suffix:dB"), "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,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"); @@ -916,7 +927,7 @@ 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 = ProjectSettings::get_singleton()->get("audio/general/3d_panning_strength"); + 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 ef48269544..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; @@ -117,7 +118,7 @@ private: float _get_attenuation_db(float p_distance) const; float panning_strength = 1.0f; - float cached_global_panning_strength = 1.0f; + float cached_global_panning_strength = 0.5f; protected: void _validate_property(PropertyInfo &p_property) const; @@ -128,8 +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; @@ -188,6 +189,7 @@ public: void set_panning_strength(float p_panning_strength); float get_panning_strength() const; + bool has_stream_playback(); Ref<AudioStreamPlayback> get_stream_playback(); AudioStreamPlayer3D(); diff --git a/scene/3d/bone_attachment_3d.cpp b/scene/3d/bone_attachment_3d.cpp index 7b0a6c7e3e..ba5ff02862 100644 --- a/scene/3d/bone_attachment_3d.cpp +++ b/scene/3d/bone_attachment_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -61,11 +61,7 @@ void BoneAttachment3D::_validate_property(PropertyInfo &p_property) const { } 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); @@ -75,11 +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(); @@ -89,11 +81,6 @@ 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")); @@ -208,14 +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); } } @@ -267,11 +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(); } @@ -282,27 +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; @@ -361,7 +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)); } @@ -375,7 +333,7 @@ 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, Ref<BoneMap> p_bone_map) { +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()) { @@ -385,7 +343,7 @@ void BoneAttachment3D::_notify_skeleton_bones_renamed(Node *p_base_scene, Skelet parent = Object::cast_to<Skeleton3D>(get_parent()); } if (parent && parent == p_skeleton) { - StringName bn = p_bone_map->find_profile_bone_name(bone_name); + StringName bn = p_rename_map[bone_name]; if (bn) { set_bone_name(bn); } @@ -407,8 +365,6 @@ 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); @@ -420,4 +376,5 @@ void BoneAttachment3D::_bind_methods() { 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 2db6ba6268..327cbaa0ab 100644 --- a/scene/3d/bone_attachment_3d.h +++ b/scene/3d/bone_attachment_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -44,14 +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; @@ -72,7 +66,7 @@ protected: static void _bind_methods(); #ifdef TOOLS_ENABLED - virtual void _notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Ref<BoneMap> p_bone_map); + virtual void _notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map); #endif // TOOLS_ENABLED public: @@ -86,8 +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; diff --git a/scene/3d/camera_3d.cpp b/scene/3d/camera_3d.cpp index 304e56326d..47eb1eaa40 100644 --- a/scene/3d/camera_3d.cpp +++ b/scene/3d/camera_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -112,6 +112,12 @@ void Camera3D::_notification(int p_what) { if (current || first_camera) { 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: { @@ -133,6 +139,11 @@ 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; } @@ -543,7 +554,7 @@ void Camera3D::_bind_methods() { 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, "0.001,16384,0.001,suffix:m"), "set_size", "get_size"); + 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"); @@ -591,7 +602,7 @@ void Camera3D::set_fov(real_t p_fov) { } void Camera3D::set_size(real_t p_size) { - ERR_FAIL_COND(p_size < 0.001 || p_size > 16384); + ERR_FAIL_COND(p_size <= CMP_EPSILON); size = p_size; _update_camera_mode(); } @@ -733,8 +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 f150a23e27..420d0cb939 100644 --- a/scene/3d/camera_3d.h +++ b/scene/3d/camera_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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 diff --git a/scene/3d/collision_object_3d.cpp b/scene/3d/collision_object_3d.cpp index c3c1c8ba36..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 { @@ -222,10 +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; @@ -330,7 +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_deferredp({}, 0); + callable_mp(this, &CollisionObject3D::_update_debug_shapes).call_deferred(); } debug_shapes_to_update.insert(p_owner); } @@ -339,9 +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()); @@ -351,6 +373,8 @@ 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; @@ -359,9 +383,9 @@ void CollisionObject3D::_update_debug_shapes() { for (const uint32_t &shapedata_idx : debug_shapes_to_update) { if (shapes.has(shapedata_idx)) { ShapeData &shapedata = shapes[shapedata_idx]; - 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.is_null() || shapedata.disabled) { if (s.debug_shape.is_valid()) { RS::get_singleton()->free(s.debug_shape); @@ -392,11 +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(); @@ -417,9 +443,9 @@ void CollisionObject3D::_on_transform_changed() { if (shapedata.disabled) { continue; // If disabled then there are no debug shapes to update. } - const ShapeData::ShapeBase *shapes = shapedata.shapes.ptr(); + 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); } } } @@ -626,6 +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()); @@ -710,6 +737,11 @@ PackedStringArray CollisionObject3D::get_configuration_warnings() const { 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; } @@ -721,5 +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 1406e6c698..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 @@ -52,6 +52,7 @@ private: bool area = false; RID rid; + uint32_t callback_lock = 0; DisableMode disable_mode = DISABLE_MODE_REMOVE; @@ -97,6 +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(); diff --git a/scene/3d/collision_polygon_3d.cpp b/scene/3d/collision_polygon_3d.cpp index 81b2c85de4..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" @@ -104,6 +104,11 @@ void CollisionPolygon3D::_notification(int p_what) { 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: { @@ -171,13 +176,18 @@ PackedStringArray CollisionPolygon3D::get_configuration_warnings() const { PackedStringArray warnings = Node::get_configuration_warnings(); if (!Object::cast_to<CollisionObject3D>(get_parent())) { - warnings.push_back(RTR("CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, 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(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; } diff --git a/scene/3d/collision_polygon_3d.h b/scene/3d/collision_polygon_3d.h index bbcea539b2..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 diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp index 7a0001bc6f..dbd50cfd19 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) { @@ -98,6 +99,11 @@ void CollisionShape3D::_notification(int p_what) { 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: { @@ -125,10 +131,17 @@ PackedStringArray CollisionShape3D::get_configuration_warnings() const { 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()) && - Object::cast_to<ConcavePolygonShape3D>(*shape)) { - warnings.push_back(RTR("ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static.")); + 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.")); + } + } + + 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 70653daa19..c43f1da39c 100644 --- a/scene/3d/collision_shape_3d.h +++ b/scene/3d/collision_shape_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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_3D_H #define COLLISION_SHAPE_3D_H diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp index ef373cf9ca..b9a161e476 100644 --- a/scene/3d/cpu_particles_3d.cpp +++ b/scene/3d/cpu_particles_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -867,7 +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 { @@ -1326,24 +1326,24 @@ void CPUParticles3D::_notification(int p_what) { } 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<ParticleProcessMaterial> 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; } @@ -1616,8 +1616,8 @@ void CPUParticles3D::_bind_methods() { 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); @@ -1701,5 +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 26c702172b..40ea4e8cdf 100644 --- a/scene/3d/cpu_particles_3d.h +++ b/scene/3d/cpu_particles_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -156,7 +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]; diff --git a/scene/3d/decal.cpp b/scene/3d/decal.cpp index fc442986a8..fbcb1c8f2c 100644 --- a/scene/3d/decal.cpp +++ b/scene/3d/decal.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -156,6 +156,10 @@ 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; } + + if (p_property.name == "sorting_offset") { + p_property.usage = PROPERTY_USAGE_DEFAULT; + } } PackedStringArray Decal::get_configuration_warnings() const { @@ -254,5 +258,6 @@ Decal::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 ab39350b75..5797a2f645 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 diff --git a/scene/3d/fog_volume.cpp b/scene/3d/fog_volume.cpp index 4606e70310..30dfb45836 100644 --- a/scene/3d/fog_volume.cpp +++ b/scene/3d/fog_volume.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -118,5 +118,6 @@ 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 d79836be0e..fa02834762 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 diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp index dbbf196f7a..a330b76ec7 100644 --- a/scene/3d/gpu_particles_3d.cpp +++ b/scene/3d/gpu_particles_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -176,22 +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 { @@ -272,10 +272,6 @@ bool GPUParticles3D::get_interpolate() const { PackedStringArray GPUParticles3D::get_configuration_warnings() const { PackedStringArray warnings = GeometryInstance3D::get_configuration_warnings(); - if (RenderingServer::get_singleton()->is_low_end()) { - warnings.push_back(RTR("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.")); - } - bool meshes_found = false; bool anim_material_found = false; @@ -552,10 +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); @@ -583,7 +579,7 @@ void GPUParticles3D::_bind_methods() { 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,suffix:s"), "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,ParticleProcessMaterial"), "set_process_material", "get_process_material"); ADD_GROUP("Draw Passes", "draw_"); @@ -627,7 +623,7 @@ 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(false); set_draw_passes(1); @@ -638,5 +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 ef92218e4d..474f5500f8 100644 --- a/scene/3d/gpu_particles_3d.h +++ b/scene/3d/gpu_particles_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -76,13 +76,13 @@ private: 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; @@ -112,7 +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; @@ -127,7 +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; diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp index d3f53d9c0d..d1f2dfb25f 100644 --- a/scene/3d/gpu_particles_collision_3d.cpp +++ b/scene/3d/gpu_particles_collision_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -58,6 +58,7 @@ GPUParticlesCollision3D::GPUParticlesCollision3D(RS::ParticlesCollisionType p_ty } GPUParticlesCollision3D::~GPUParticlesCollision3D() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->free(collision); } @@ -225,23 +226,23 @@ 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)); @@ -270,19 +271,19 @@ 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; @@ -300,28 +301,28 @@ 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); } } } @@ -347,7 +348,9 @@ void GPUParticlesCollisionSDF3D::_compute_sdf(ComputeSDFParams *params) { 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(WorkerThreadPool::get_singleton()->get_group_processed_element_count(group_task) * 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"); + } } WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); } @@ -473,15 +476,15 @@ 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); @@ -490,9 +493,7 @@ Ref<Image> GPUParticlesCollisionSDF3D::bake() { params.thickness = th; _compute_sdf(¶ms); - 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 @@ -532,7 +533,7 @@ void GPUParticlesCollisionSDF3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_bake_mask_value", "layer_number"), &GPUParticlesCollisionSDF3D::get_bake_mask_value); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_extents", "get_extents"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "16,32,64,128,256,512,suffix:px"), "set_resolution", "get_resolution"); + 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,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"); @@ -819,6 +820,7 @@ GPUParticlesAttractor3D::GPUParticlesAttractor3D(RS::ParticlesCollisionType p_ty set_base(collision); } GPUParticlesAttractor3D::~GPUParticlesAttractor3D() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->free(collision); } diff --git a/scene/3d/gpu_particles_collision_3d.h b/scene/3d/gpu_particles_collision_3d.h index 548552bb70..3c569ac73d 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 @@ -154,7 +154,7 @@ 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); 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 223b6fc80a..ea2a6cadbd 100644 --- a/scene/3d/importer_mesh_instance_3d.h +++ b/scene/3d/importer_mesh_instance_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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 IMPORTER_MESH_INSTANCE_3D_H #define IMPORTER_MESH_INSTANCE_3D_H diff --git a/scene/3d/joint_3d.cpp b/scene/3d/joint_3d.cpp index 1a18f43e7b..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" @@ -234,6 +234,7 @@ Joint3D::Joint3D() { } Joint3D::~Joint3D() { + ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); PhysicsServer3D::get_singleton()->free(joint); } diff --git a/scene/3d/joint_3d.h b/scene/3d/joint_3d.h index 5af427446f..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 diff --git a/scene/3d/label_3d.cpp b/scene/3d/label_3d.cpp index d977874911..b39ca43d2e 100644 --- a/scene/3d/label_3d.cpp +++ b/scene/3d/label_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* label_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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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" @@ -109,6 +109,15 @@ void Label3D::_bind_methods() { 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); @@ -127,8 +136,11 @@ void Label3D::_bind_methods() { 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"), "set_alpha_cut_mode", "get_alpha_cut_mode"); + 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"); @@ -162,6 +174,7 @@ void Label3D::_bind_methods() { 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 { @@ -283,14 +296,14 @@ Ref<TriangleMesh> Label3D::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 + Vector2(final_rect.size.x, -final_rect.size.y)) * 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 + 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, }; @@ -350,13 +363,24 @@ void Label3D::_generate_glyph_surfaces(const Glyph &p_glyph, Vector2 &r_offset, 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), true, 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, msdf, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), texture_filter, &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); @@ -436,17 +460,17 @@ void Label3D::_shape() { TS->shaped_text_clear(text_rid); TS->shaped_text_set_direction(text_rid, text_direction); - String text = (uppercase) ? TS->string_to_upper(xl_text, language) : xl_text; - TS->shaped_text_add_string(text_rid, text, font->get_rids(), font_size, font->get_opentype_features(), language); + 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<Vector2i> stt; + TypedArray<Vector3i> stt; if (st_parser == TextServer::STRUCTURED_TEXT_CUSTOM) { - GDVIRTUAL_CALL(_structured_text_parser, st_args, text, stt); + GDVIRTUAL_CALL(_structured_text_parser, st_args, txt, stt); } else { - stt = TS->parse_structured_text(st_parser, st_args, text); + stt = TS->parse_structured_text(st_parser, st_args, txt); } TS->shaped_text_set_bidi_override(text_rid, stt); @@ -906,7 +930,7 @@ StandardMaterial3D::BillboardMode Label3D::get_billboard_mode() const { } void Label3D::set_alpha_cut_mode(AlphaCutMode p_mode) { - ERR_FAIL_INDEX(p_mode, 3); + ERR_FAIL_INDEX(p_mode, ALPHA_CUT_MAX); if (alpha_cut != p_mode) { alpha_cut = p_mode; _queue_update(); @@ -929,6 +953,17 @@ 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; @@ -940,6 +975,28 @@ 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); @@ -966,6 +1023,7 @@ Label3D::~Label3D() { 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); diff --git a/scene/3d/label_3d.h b/scene/3d/label_3d.h index 3c9a758e6e..912f485354 100644 --- a/scene/3d/label_3d.h +++ b/scene/3d/label_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* label_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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -51,7 +51,9 @@ public: enum AlphaCutMode { ALPHA_CUT_DISABLED, ALPHA_CUT_DISCARD, - ALPHA_CUT_OPAQUE_PREPASS + ALPHA_CUT_OPAQUE_PREPASS, + ALPHA_CUT_HASH, + ALPHA_CUT_MAX }; private: @@ -59,6 +61,9 @@ private: 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; @@ -143,7 +148,7 @@ private: 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(Array, _structured_text_parser, Array, String) + GDVIRTUAL2RC(TypedArray<Vector3i>, _structured_text_parser, Array, String) void _notification(int p_what); @@ -228,6 +233,15 @@ public: 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; diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index 23fd091be6..cca84c2b85 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -157,14 +157,31 @@ 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::deg_to_rad(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(); } +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) { bake_mode = p_mode; RS::get_singleton()->light_set_bake_mode(light, RS::LightBakeMode(p_mode)); @@ -451,7 +468,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) { 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_FADE_START, 1); @@ -466,6 +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()) { @@ -561,8 +579,8 @@ 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; @@ -579,7 +597,7 @@ OmniLight3D::ShadowMode OmniLight3D::get_shadow_mode() const { } PackedStringArray OmniLight3D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); + PackedStringArray warnings = Light3D::get_configuration_warnings(); if (!has_shadow() && get_projector().is_valid()) { warnings.push_back(RTR("Projector texture only works with shadows active.")); @@ -604,12 +622,10 @@ 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); } PackedStringArray SpotLight3D::get_configuration_warnings() const { - PackedStringArray warnings = Node::get_configuration_warnings(); + PackedStringArray warnings = Light3D::get_configuration_warnings(); if (has_shadow() && get_param(PARAM_SPOT_ANGLE) >= 90.0) { warnings.push_back(RTR("A SpotLight3D with an angle wider than 90 degrees cannot cast shadows.")); @@ -629,3 +645,9 @@ void SpotLight3D::_bind_methods() { 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 8da45bee79..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 @@ -147,6 +147,7 @@ public: Color get_correlated_color() const; virtual AABB get_aabb() const override; + virtual PackedStringArray get_configuration_warnings() const override; Light3D(); ~Light3D(); @@ -232,8 +233,7 @@ protected: public: 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 cbcbac7b83..fb74cffc94 100644 --- a/scene/3d/lightmap_gi.cpp +++ b/scene/3d/lightmap_gi.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -145,10 +145,7 @@ Array LightmapGIData::_get_light_textures_data() const { 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; - texture_image.instantiate(); - - texture_image->create(slice_width, slice_height * texture_slice_count, false, images[0]->get_format()); + 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)); @@ -316,6 +313,7 @@ LightmapGIData::LightmapGIData() { } LightmapGIData::~LightmapGIData() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->free(lightmap); } @@ -457,8 +455,8 @@ 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) { @@ -486,8 +484,8 @@ 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) { @@ -525,8 +523,7 @@ 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) { @@ -765,7 +762,15 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa MeshesFound &mf = meshes_found.write[m_i]; - Size2i lightmap_size = mf.mesh->get_lightmap_size_hint() * mf.lightmap_scale; + 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++) { @@ -818,7 +823,7 @@ 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]; @@ -971,8 +976,8 @@ 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); } } @@ -1054,7 +1059,7 @@ 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; @@ -1081,13 +1086,13 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa /* POSTBAKE: Save Light Data */ - Ref<LightmapGIData> data; + Ref<LightmapGIData> gi_data; if (get_light_data().is_valid()) { - data = get_light_data(); + gi_data = get_light_data(); set_light_data(Ref<LightmapGIData>()); //clear - data->clear(); + gi_data->clear(); } else { - data.instantiate(); + gi_data.instantiate(); } Ref<Texture2DArray> texture; @@ -1101,8 +1106,8 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa texture->create_from_images(images); } - 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); @@ -1114,7 +1119,7 @@ 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); } { @@ -1213,8 +1218,8 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa 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) { @@ -1247,18 +1252,18 @@ 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, exposure_normalization); + 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 */ } - data->set_path(p_image_data_path); - Error err = ResourceSaver::save(data); + 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; } @@ -1286,9 +1291,9 @@ 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); @@ -1304,9 +1309,9 @@ 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); @@ -1540,6 +1545,8 @@ 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 1d282e92c8..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 @@ -124,6 +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, 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 5b5c6cf53a..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 diff --git a/scene/3d/marker_3d.cpp b/scene/3d/marker_3d.cpp index 3987172561..565f383e9a 100644 --- a/scene/3d/marker_3d.cpp +++ b/scene/3d/marker_3d.cpp @@ -1,34 +1,53 @@ -/*************************************************************************/ -/* marker_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 "marker_3d.h" +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/marker_3d.h b/scene/3d/marker_3d.h index 95caa101c5..af28c28961 100644 --- a/scene/3d/marker_3d.h +++ b/scene/3d/marker_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* marker_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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -36,7 +36,15 @@ class Marker3D : public Node3D { GDCLASS(Marker3D, Node3D); + real_t gizmo_extents = 0.25; + +protected: + static void _bind_methods(); + public: + void set_gizmo_extents(real_t p_extents); + real_t get_gizmo_extents() const; + Marker3D(); }; diff --git a/scene/3d/mesh_instance_3d.cpp b/scene/3d/mesh_instance_3d.cpp index b0503c9c02..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. @@ -50,6 +52,7 @@ bool MeshInstance3D::_set(const StringName &p_name, const Variant &p_value) { 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; } @@ -224,7 +227,7 @@ Node *MeshInstance3D::create_trimesh_collision_node() { return nullptr; } - Ref<Shape3D> shape = mesh->create_trimesh_shape(); + Ref<ConcavePolygonShape3D> shape = mesh->create_trimesh_shape(); if (shape.is_null()) { return nullptr; } @@ -254,7 +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; } @@ -320,6 +323,11 @@ void MeshInstance3D::_notification(int p_what) { case NOTIFICATION_ENTER_TREE: { _resolve_skeleton_path(); } break; + case NOTIFICATION_TRANSLATION_CHANGED: { + if (mesh.is_valid()) { + mesh->notification(NOTIFICATION_TRANSLATION_CHANGED); + } + } break; } } @@ -346,9 +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); @@ -356,9 +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>(); @@ -394,13 +402,13 @@ MeshInstance3D *MeshInstance3D::create_debug_tangents_node() { Vector<Vector3> lines; Vector<Color> colors; - Ref<Mesh> mesh = get_mesh(); - if (!mesh.is_valid()) { + 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]; diff --git a/scene/3d/mesh_instance_3d.h b/scene/3d/mesh_instance_3d.h index caf7d25616..4a6d7dd95d 100644 --- a/scene/3d/mesh_instance_3d.h +++ b/scene/3d/mesh_instance_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -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(); diff --git a/scene/3d/multimesh_instance_3d.cpp b/scene/3d/multimesh_instance_3d.cpp index d197388fad..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" diff --git a/scene/3d/multimesh_instance_3d.h b/scene/3d/multimesh_instance_3d.h index 2fa8dd965f..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 diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp index 39068fe83c..5db8611d72 100644 --- a/scene/3d/navigation_agent_3d.cpp +++ b/scene/3d/navigation_agent_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -74,29 +74,36 @@ void NavigationAgent3D::_bind_methods() { 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_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_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_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"); @@ -109,8 +116,27 @@ void NavigationAgent3D::_bind_methods() { 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"))); + +#ifdef DEBUG_ENABLED + 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", ""); + 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"); +#endif // DEBUG_ENABLED } void NavigationAgent3D::_notification(int p_what) { @@ -120,6 +146,12 @@ void NavigationAgent3D::_notification(int p_what) { // cannot use READY as ready does not get called if Node is readded 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: { @@ -142,6 +174,12 @@ void NavigationAgent3D::_notification(int p_what) { case NOTIFICATION_EXIT_TREE: { 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: { @@ -165,7 +203,7 @@ void NavigationAgent3D::_notification(int p_what) { } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - if (agent_parent) { + 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 @@ -173,6 +211,11 @@ void NavigationAgent3D::_notification(int p_what) { } _check_distance_to_target(); } +#ifdef DEBUG_ENABLED + if (debug_path_dirty) { + _update_debug_path(); + } +#endif // DEBUG_ENABLED } break; } } @@ -192,19 +235,36 @@ NavigationAgent3D::NavigationAgent3D() { 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_avoidance_enabled(bool p_enabled) { avoidance_enabled = p_enabled; if (avoidance_enabled) { - NavigationServer3D::get_singleton()->agent_set_callback(agent, this, "_avoidance_done"); + NavigationServer3D::get_singleton()->agent_set_callback(agent, callable_mp(this, &NavigationAgent3D::_avoidance_done)); } else { - NavigationServer3D::get_singleton()->agent_set_callback(agent, nullptr, "_avoidance_done"); + NavigationServer3D::get_singleton()->agent_set_callback(agent, Callable()); } } @@ -214,7 +274,8 @@ bool NavigationAgent3D::get_avoidance_enabled() const { void NavigationAgent3D::set_agent_parent(Node *p_agent_parent) { // 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, nullptr, "_avoidance_done"); + 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); @@ -223,6 +284,7 @@ void NavigationAgent3D::set_agent_parent(Node *p_agent_parent) { } else { NavigationServer3D::get_singleton()->agent_set_map(get_rid(), agent_parent->get_world_3d()->get_navigation_map()); } + // create new avoidance callback if enabled set_avoidance_enabled(avoidance_enabled); } else { @@ -261,6 +323,14 @@ bool NavigationAgent3D::get_navigation_layer_value(int p_layer_number) const { 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) { map_override = p_navigation_map; NavigationServer3D::get_singleton()->agent_set_map(agent, map_override); @@ -326,16 +396,17 @@ real_t NavigationAgent3D::get_path_max_distance() { return path_max_distance; } -void NavigationAgent3D::set_target_location(Vector3 p_location) { - target_location = p_location; +void NavigationAgent3D::set_target_position(Vector3 p_position) { + 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(); @@ -343,17 +414,13 @@ Vector3 NavigationAgent3D::get_next_location() { ERR_FAIL_COND_V_MSG(agent_parent == nullptr, Vector3(), "The agent has no parent."); return agent_parent->get_global_transform().origin; } 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); } } -const Vector<Vector3> &NavigationAgent3D::get_nav_path() const { - return navigation_result->get_path(); -} - 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_transform().origin.distance_to(target_position); } bool NavigationAgent3D::is_target_reached() const { @@ -361,7 +428,7 @@ 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() { @@ -369,7 +436,7 @@ 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(); @@ -415,6 +482,9 @@ 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; } @@ -431,12 +501,12 @@ void NavigationAgent3D::update_navigation() { 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(origin, segment); @@ -449,8 +519,9 @@ void NavigationAgent3D::update_navigation() { if (reload_path) { navigation_query->set_start_position(origin); - navigation_query->set_target_position(target_location); + 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); @@ -459,8 +530,11 @@ void NavigationAgent3D::update_navigation() { } 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")); } @@ -470,14 +544,59 @@ void NavigationAgent3D::update_navigation() { // Check if we can advance the navigation path if (navigation_finished == false) { - // Advances to the next far away location. + // Advances to the next far away position. const Vector<Vector3> &navigation_path = navigation_result->get_path(); - while (origin.distance_to(navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0)) < path_desired_distance) { - nav_path_index += 1; - if (nav_path_index == navigation_path.size()) { + 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; + } + + // 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; } @@ -495,8 +614,135 @@ void NavigationAgent3D::_request_repath() { 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//////////////////////////////////////////////////////////// + +#ifdef DEBUG_ENABLED +void NavigationAgent3D::set_debug_enabled(bool p_enabled) { + debug_enabled = p_enabled; + debug_path_dirty = true; +} + +bool NavigationAgent3D::get_debug_enabled() const { + return debug_enabled; +} + +void NavigationAgent3D::set_debug_use_custom(bool p_enabled) { + debug_use_custom = p_enabled; + debug_path_dirty = true; +} + +bool NavigationAgent3D::get_debug_use_custom() const { + return debug_use_custom; +} + +void NavigationAgent3D::set_debug_path_custom_color(Color p_color) { + debug_path_custom_color = p_color; + debug_path_dirty = true; +} + +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) { + debug_path_custom_point_size = p_point_size; + debug_path_dirty = true; +} + +float NavigationAgent3D::get_debug_path_custom_point_size() const { + return debug_path_custom_point_size; +} + +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 90ceab0242..98bf395d7c 100644 --- a/scene/3d/navigation_agent_3d.h +++ b/scene/3d/navigation_agent_3d.h @@ -1,41 +1,41 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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; -class NavigationPathQueryParameters3D; -class NavigationPathQueryResult3D; class NavigationAgent3D : public Node { GDCLASS(NavigationAgent3D, Node); @@ -48,6 +48,7 @@ class NavigationAgent3D : public Node { 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; @@ -61,10 +62,11 @@ class NavigationAgent3D : public Node { real_t path_max_distance = 3.0; - Vector3 target_location; + Vector3 target_position; + bool target_position_submitted = false; Ref<NavigationPathQueryParameters3D> navigation_query; Ref<NavigationPathQueryResult3D> navigation_result; - int nav_path_index = 0; + int navigation_path_index = 0; bool velocity_submitted = false; Vector3 prev_safe_velocity; /// The submitted target velocity @@ -74,6 +76,22 @@ class NavigationAgent3D : public Node { // No initialized on purpose uint32_t update_frame_id = 0; +#ifdef DEBUG_ENABLED + bool debug_enabled = false; + bool debug_path_dirty = true; + RID debug_path_instance; + Ref<ArrayMesh> debug_path_mesh; + 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); + 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(); void _notification(int p_what); @@ -97,6 +115,11 @@ public: 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; @@ -148,28 +171,46 @@ 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; - - Vector3 get_next_location(); + void set_target_position(Vector3 p_position); + Vector3 get_target_position() const; - const Vector<Vector3> &get_nav_path() const; + Vector3 get_next_path_position(); - int get_nav_path_index() const { - return nav_path_index; + Ref<NavigationPathQueryResult3D> get_current_navigation_result() const { + return navigation_result; + } + 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); PackedStringArray get_configuration_warnings() const override; +#ifdef DEBUG_ENABLED + 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; +#endif // DEBUG_ENABLED + private: void update_navigation(); void _request_repath(); diff --git a/scene/3d/navigation_link_3d.cpp b/scene/3d/navigation_link_3d.cpp index 78fe4754ea..f47fcfaf51 100644 --- a/scene/3d/navigation_link_3d.cpp +++ b/scene/3d/navigation_link_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_link_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_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" @@ -70,10 +70,10 @@ void NavigationLink3D::_update_debug_mesh() { Vector<Vector3> lines; // Draw line between the points. - lines.push_back(start_location); - lines.push_back(end_location); + lines.push_back(start_position); + lines.push_back(end_position); - // Draw start location search radius + // 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)); @@ -84,21 +84,21 @@ void NavigationLink3D::_update_debug_mesh() { // Draw axis-aligned circle switch (up_axis) { case Vector3::AXIS_X: - lines.append(start_location + Vector3(0, a.x, a.y)); - lines.append(start_location + Vector3(0, b.x, b.y)); + 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_location + Vector3(a.x, 0, a.y)); - lines.append(start_location + Vector3(b.x, 0, b.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_location + Vector3(a.x, a.y, 0)); - lines.append(start_location + Vector3(b.x, b.y, 0)); + lines.append(start_position + Vector3(a.x, a.y, 0)); + lines.append(start_position + Vector3(b.x, b.y, 0)); break; } } - // Draw end location search radius + // 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)); @@ -109,16 +109,16 @@ void NavigationLink3D::_update_debug_mesh() { // Draw axis-aligned circle switch (up_axis) { case Vector3::AXIS_X: - lines.append(end_location + Vector3(0, a.x, a.y)); - lines.append(end_location + Vector3(0, b.x, b.y)); + 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_location + Vector3(a.x, 0, a.y)); - lines.append(end_location + Vector3(b.x, 0, b.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_location + Vector3(a.x, a.y, 0)); - lines.append(end_location + Vector3(b.x, b.y, 0)); + lines.append(end_position + Vector3(a.x, a.y, 0)); + lines.append(end_position + Vector3(b.x, b.y, 0)); break; } } @@ -133,8 +133,8 @@ void NavigationLink3D::_update_debug_mesh() { 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_mut()->get_debug_navigation_link_connections_material(); - Ref<StandardMaterial3D> disabled_link_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_link_connections_disabled_material(); + 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()); @@ -157,11 +157,11 @@ void NavigationLink3D::_bind_methods() { 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_location", "location"), &NavigationLink3D::set_start_location); - ClassDB::bind_method(D_METHOD("get_start_location"), &NavigationLink3D::get_start_location); + 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_location", "location"), &NavigationLink3D::set_end_location); - ClassDB::bind_method(D_METHOD("get_end_location"), &NavigationLink3D::get_end_location); + 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_enter_cost", "enter_cost"), &NavigationLink3D::set_enter_cost); ClassDB::bind_method(D_METHOD("get_enter_cost"), &NavigationLink3D::get_enter_cost); @@ -172,12 +172,38 @@ void NavigationLink3D::_bind_methods() { 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_location"), "set_start_location", "get_start_location"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "end_location"), "set_end_location", "get_end_location"); + 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: { @@ -186,8 +212,8 @@ void NavigationLink3D::_notification(int p_what) { // Update global positions for the link. Transform3D gt = get_global_transform(); - NavigationServer3D::get_singleton()->link_set_start_location(link, gt.xform(start_location)); - NavigationServer3D::get_singleton()->link_set_end_location(link, gt.xform(end_location)); + 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 @@ -197,8 +223,8 @@ void NavigationLink3D::_notification(int p_what) { case NOTIFICATION_TRANSFORM_CHANGED: { // Update global positions for the link. Transform3D gt = get_global_transform(); - NavigationServer3D::get_singleton()->link_set_start_location(link, gt.xform(start_location)); - NavigationServer3D::get_singleton()->link_set_end_location(link, gt.xform(end_location)); + 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()) { @@ -221,14 +247,18 @@ void NavigationLink3D::_notification(int p_what) { 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); } @@ -258,10 +288,10 @@ void NavigationLink3D::set_enabled(bool p_enabled) { #ifdef DEBUG_ENABLED if (debug_instance.is_valid() && debug_mesh.is_valid()) { if (enabled) { - Ref<StandardMaterial3D> link_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_link_connections_material(); + 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_mut()->get_debug_navigation_link_connections_disabled_material(); + 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()); } } @@ -312,19 +342,19 @@ bool NavigationLink3D::get_navigation_layer_value(int p_layer_number) const { return get_navigation_layers() & (1 << (p_layer_number - 1)); } -void NavigationLink3D::set_start_location(Vector3 p_location) { - if (start_location.is_equal_approx(p_location)) { +void NavigationLink3D::set_start_position(Vector3 p_position) { + if (start_position.is_equal_approx(p_position)) { return; } - start_location = p_location; + start_position = p_position; if (!is_inside_tree()) { return; } Transform3D gt = get_global_transform(); - NavigationServer3D::get_singleton()->link_set_start_location(link, gt.xform(start_location)); + NavigationServer3D::get_singleton()->link_set_start_position(link, gt.xform(start_position)); #ifdef DEBUG_ENABLED _update_debug_mesh(); @@ -334,19 +364,19 @@ void NavigationLink3D::set_start_location(Vector3 p_location) { update_configuration_warnings(); } -void NavigationLink3D::set_end_location(Vector3 p_location) { - if (end_location.is_equal_approx(p_location)) { +void NavigationLink3D::set_end_position(Vector3 p_position) { + if (end_position.is_equal_approx(p_position)) { return; } - end_location = p_location; + end_position = p_position; if (!is_inside_tree()) { return; } Transform3D gt = get_global_transform(); - NavigationServer3D::get_singleton()->link_set_end_location(link, gt.xform(end_location)); + NavigationServer3D::get_singleton()->link_set_end_position(link, gt.xform(end_position)); #ifdef DEBUG_ENABLED _update_debug_mesh(); @@ -381,8 +411,8 @@ void NavigationLink3D::set_travel_cost(real_t p_travel_cost) { PackedStringArray NavigationLink3D::get_configuration_warnings() const { PackedStringArray warnings = Node::get_configuration_warnings(); - if (start_location.is_equal_approx(end_location)) { - warnings.push_back(RTR("NavigationLink3D start location should be different than the end location to be useful.")); + 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 index 1fc03546fa..5c9ec36189 100644 --- a/scene/3d/navigation_link_3d.h +++ b/scene/3d/navigation_link_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_link_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_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 @@ -37,11 +37,11 @@ class NavigationLink3D : public Node3D { GDCLASS(NavigationLink3D, Node3D); bool enabled = true; - RID link = RID(); + RID link; bool bidirectional = true; uint32_t navigation_layers = 1; - Vector3 end_location = Vector3(); - Vector3 start_location = Vector3(); + Vector3 end_position; + Vector3 start_position; real_t enter_cost = 0.0; real_t travel_cost = 1.0; @@ -56,6 +56,11 @@ 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(); @@ -72,11 +77,11 @@ public: 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_location(Vector3 p_location); - Vector3 get_start_location() const { return start_location; } + void set_start_position(Vector3 p_position); + Vector3 get_start_position() const { return start_position; } - void set_end_location(Vector3 p_location); - Vector3 get_end_location() const { return end_location; } + void set_end_position(Vector3 p_position); + Vector3 get_end_position() const { return end_position; } void set_enter_cost(real_t p_enter_cost); real_t get_enter_cost() const { return enter_cost; } diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp index 07d8cd9289..c706f55566 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" @@ -122,6 +122,7 @@ NavigationObstacle3D::NavigationObstacle3D() { } NavigationObstacle3D::~NavigationObstacle3D() { + ERR_FAIL_NULL(NavigationServer3D::get_singleton()); NavigationServer3D::get_singleton()->free(agent); agent = RID(); // Pointless } @@ -159,7 +160,7 @@ void NavigationObstacle3D::reevaluate_agent_radius() { real_t NavigationObstacle3D::estimate_agent_radius() const { 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)); @@ -173,7 +174,7 @@ 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."); @@ -181,10 +182,10 @@ real_t NavigationObstacle3D::estimate_agent_radius() const { } 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 diff --git a/scene/3d/navigation_obstacle_3d.h b/scene/3d/navigation_obstacle_3d.h index f242d2f99e..416b32c026 100644 --- a/scene/3d/navigation_obstacle_3d.h +++ b/scene/3d/navigation_obstacle_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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_3D_H #define NAVIGATION_OBSTACLE_3D_H diff --git a/scene/3d/navigation_region_3d.cpp b/scene/3d/navigation_region_3d.cpp index 06182d921c..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" @@ -55,10 +55,10 @@ void NavigationRegion3D::set_enabled(bool p_enabled) { 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_mut()->get_debug_navigation_geometry_face_disabled_material()->get_rid()); + 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_mut()->get_debug_navigation_geometry_edge_disabled_material()->get_rid()); + RS::get_singleton()->instance_set_surface_override_material(debug_instance, 1, NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_disabled_material()->get_rid()); } } } else { @@ -192,26 +192,26 @@ void NavigationRegion3D::_notification(int p_what) { } } -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); #ifdef DEBUG_ENABLED if (is_inside_tree() && NavigationServer3D::get_singleton()->get_debug_enabled()) { - if (navmesh.is_valid()) { + if (navigation_mesh.is_valid()) { _update_debug_mesh(); _update_debug_edge_connections_mesh(); } else { @@ -232,7 +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 { @@ -245,7 +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 { @@ -278,7 +278,7 @@ PackedStringArray NavigationRegion3D::get_configuration_warnings() const { PackedStringArray warnings = Node::get_configuration_warnings(); if (is_visible_in_tree() && is_inside_tree()) { - if (!navmesh.is_valid()) { + if (!navigation_mesh.is_valid()) { warnings.push_back(RTR("A NavigationMesh resource must be set or created for this node to work.")); } } @@ -287,7 +287,7 @@ PackedStringArray 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); @@ -308,9 +308,9 @@ void NavigationRegion3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_travel_cost"), &NavigationRegion3D::get_travel_cost); ClassDB::bind_method(D_METHOD("bake_navigation_mesh", "on_thread"), &NavigationRegion3D::bake_navigation_mesh, DEFVAL(true)); - ClassDB::bind_method(D_METHOD("_bake_finished", "nav_mesh"), &NavigationRegion3D::_bake_finished); + ClassDB::bind_method(D_METHOD("_bake_finished", "navigation_mesh"), &NavigationRegion3D::_bake_finished); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "navmesh", PROPERTY_HINT_RESOURCE_TYPE, "NavigationMesh"), "set_navigation_mesh", "get_navigation_mesh"); + 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, "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"); @@ -320,6 +320,25 @@ void NavigationRegion3D::_bind_methods() { 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(); @@ -339,27 +358,32 @@ void NavigationRegion3D::_navigation_map_changed(RID p_map) { 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_mut()->connect("map_changed", callable_mp(this, &NavigationRegion3D::_navigation_map_changed)); - NavigationServer3D::get_singleton_mut()->connect("navigation_debug_changed", callable_mp(this, &NavigationRegion3D::_update_debug_mesh)); - NavigationServer3D::get_singleton_mut()->connect("navigation_debug_changed", callable_mp(this, &NavigationRegion3D::_update_debug_edge_connections_mesh)); + 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_mut()->disconnect("map_changed", callable_mp(this, &NavigationRegion3D::_navigation_map_changed)); - NavigationServer3D::get_singleton_mut()->disconnect("navigation_debug_changed", callable_mp(this, &NavigationRegion3D::_update_debug_mesh)); - NavigationServer3D::get_singleton_mut()->disconnect("navigation_debug_changed", callable_mp(this, &NavigationRegion3D::_update_debug_edge_connections_mesh)); + 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); } @@ -390,7 +414,7 @@ void NavigationRegion3D::_update_debug_mesh() { return; } - if (!navmesh.is_valid()) { + if (!navigation_mesh.is_valid()) { if (debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(debug_instance, false); } @@ -410,12 +434,12 @@ void NavigationRegion3D::_update_debug_mesh() { 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 = navmesh->get_vertices(); + Vector<Vector3> vertices = navigation_mesh->get_vertices(); if (vertices.size() == 0) { return; } - int polygon_count = navmesh->get_polygon_count(); + int polygon_count = navigation_mesh->get_polygon_count(); if (polygon_count == 0) { return; } @@ -435,8 +459,8 @@ void NavigationRegion3D::_update_debug_mesh() { Color debug_navigation_geometry_face_color = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color(); - Ref<StandardMaterial3D> face_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_geometry_face_material(); - Ref<StandardMaterial3D> line_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_geometry_edge_material(); + 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; @@ -448,7 +472,7 @@ void NavigationRegion3D::_update_debug_mesh() { polygon_color.a = debug_navigation_geometry_face_color.a; } - Vector<int> polygon = navmesh->get_polygon(i); + Vector<int> polygon = navigation_mesh->get_polygon(i); face_vertex_array.push_back(vertices[polygon[0]]); face_vertex_array.push_back(vertices[polygon[1]]); @@ -494,10 +518,10 @@ void NavigationRegion3D::_update_debug_mesh() { 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_mut()->get_debug_navigation_geometry_face_disabled_material()->get_rid()); + 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_mut()->get_debug_navigation_geometry_edge_disabled_material()->get_rid()); + RS::get_singleton()->instance_set_surface_override_material(debug_instance, 1, NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_disabled_material()->get_rid()); } } } else { @@ -526,7 +550,7 @@ void NavigationRegion3D::_update_debug_edge_connections_mesh() { return; } - if (!navmesh.is_valid()) { + if (!navigation_mesh.is_valid()) { if (debug_edge_connections_instance.is_valid()) { RS::get_singleton()->instance_set_visible(debug_edge_connections_instance, false); } @@ -586,7 +610,7 @@ void NavigationRegion3D::_update_debug_edge_connections_mesh() { return; } - Ref<StandardMaterial3D> edge_connections_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_edge_connections_material(); + Ref<StandardMaterial3D> edge_connections_material = NavigationServer3D::get_singleton()->get_debug_navigation_edge_connections_material(); Array mesh_array; mesh_array.resize(Mesh::ARRAY_MAX); diff --git a/scene/3d/navigation_region_3d.h b/scene/3d/navigation_region_3d.h index 660538d314..d4045ae1ac 100644 --- a/scene/3d/navigation_region_3d.h +++ b/scene/3d/navigation_region_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -42,7 +42,7 @@ class NavigationRegion3D : public Node3D { uint32_t navigation_layers = 1; real_t enter_cost = 0.0; real_t travel_cost = 1.0; - Ref<NavigationMesh> navmesh; + Ref<NavigationMesh> navigation_mesh; Thread bake_thread; @@ -64,6 +64,11 @@ 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; @@ -82,13 +87,13 @@ public: 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; once done, automatically /// sets the new navigation mesh and emits a signal void bake_navigation_mesh(bool p_on_thread); - void _bake_finished(Ref<NavigationMesh> p_nav_mesh); + void _bake_finished(Ref<NavigationMesh> p_navigation_mesh); PackedStringArray get_configuration_warnings() const override; diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp index 12d2e66b41..66e8831d15 100644 --- a/scene/3d/node_3d.cpp +++ b/scene/3d/node_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -188,7 +188,7 @@ void Node3D::_notification(int p_what) { #ifdef TOOLS_ENABLED if (Engine::get_singleton()->is_editor_hint() && get_tree()->is_node_being_edited(this)) { - get_tree()->call_group_flags(SceneTree::GROUP_CALL_DEFERRED, SceneStringNames::get_singleton()->_spatial_editor_group, SceneStringNames::get_singleton()->_request_gizmo, this); + 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; @@ -251,14 +251,22 @@ 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(); - Basis new_basis = transform.get_basis(); - new_basis.set_euler(p_euler_rad); - transform.set_basis(new_basis); + 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_EULER_ROTATION_AND_SCALE; // Make rot/scale dirty. @@ -394,27 +402,25 @@ 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.euler_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_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(order); + data.euler_rotation = Basis::from_euler(data.euler_rotation, data.euler_rotation_order).get_euler_normalized(p_order); transform_changed = true; } else { data.dirty |= DIRTY_LOCAL_TRANSFORM; transform_changed = true; } - data.euler_rotation_order = order; + data.euler_rotation_order = p_order; if (transform_changed) { _propagate_transform_changed(this); @@ -425,8 +431,8 @@ void Node3D::set_rotation_order(RotationOrder p_order) { notify_property_list_changed(); // Will change the rotation property. } -Node3D::RotationOrder Node3D::get_rotation_order() const { - return RotationOrder(data.euler_rotation_order); +EulerOrder Node3D::get_rotation_order() const { + return data.euler_rotation_order; } void Node3D::set_rotation(const Vector3 &p_euler_rad) { @@ -444,6 +450,11 @@ void Node3D::set_rotation(const Vector3 &p_euler_rad) { } } +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_EULER_ROTATION_AND_SCALE) { // Update rotation only if rotation and scale are dirty, as scale will be overridden. @@ -471,6 +482,11 @@ Vector3 Node3D::get_rotation() const { return data.euler_rotation; } +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)); +} + Vector3 Node3D::get_scale() const { if (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE) { _update_rotation_and_scale(); @@ -486,7 +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, SceneStringNames::get_singleton()->_request_gizmo, this); + 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) { @@ -607,6 +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; } @@ -962,8 +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); @@ -979,8 +1005,10 @@ void Node3D::_bind_methods() { 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", "radians"), &Node3D::set_global_rotation); + 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); @@ -1044,18 +1072,12 @@ void Node3D::_bind_methods() { 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_GROUP("Transform", ""); 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,no_slider,suffix:m", PROPERTY_USAGE_EDITOR), "set_position", "get_position"); + 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_LINK, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale"); @@ -1065,6 +1087,7 @@ void Node3D::_bind_methods() { 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 90c7bc89ef..98bcab5fd4 100644 --- a/scene/3d/node_3d.h +++ b/scene/3d/node_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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 @@ -61,18 +61,9 @@ public: 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), Quaterinon/Scale and Euler Rotation/Scale. - // Transform and Quaterinon are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand). + // 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). @@ -96,10 +87,11 @@ private: 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 euler_rotation_order = Basis::EULER_ORDER_YXZ; + 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; @@ -178,21 +170,25 @@ 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); @@ -210,6 +206,7 @@ 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 + virtual void reparent(Node *p_parent, bool p_keep_global_transform = true) override; void set_disable_gizmos(bool p_enabled); void update_gizmos(); @@ -276,6 +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 4e1ed5654a..632b27953f 100644 --- a/scene/3d/occluder_instance_3d.cpp +++ b/scene/3d/occluder_instance_3d.cpp @@ -1,37 +1,38 @@ -/*************************************************************************/ -/* 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" @@ -138,6 +139,7 @@ Occluder3D::Occluder3D() { Occluder3D::~Occluder3D() { if (occluder.is_valid()) { + ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->free(occluder); } } @@ -533,11 +535,20 @@ void OccluderInstance3D::_bake_surface(const Transform3D &p_transform, Array p_s } if (!Math::is_zero_approx(p_simplification_dist) && SurfaceTool::simplify_func) { - float error_scale = SurfaceTool::simplify_scale_func((float *)vertices.ptr(), vertices.size(), sizeof(Vector3)); + 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); - uint32_t index_count = SurfaceTool::simplify_func((unsigned int *)indices.ptrw(), (unsigned int *)indices.ptr(), indices.size(), (float *)vertices.ptr(), vertices.size(), sizeof(Vector3), target_index_count, target_error, &error); + + 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, &error); + indices.resize(index_count); } diff --git a/scene/3d/occluder_instance_3d.h b/scene/3d/occluder_instance_3d.h index f507fee024..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 diff --git a/scene/3d/path_3d.cpp b/scene/3d/path_3d.cpp index 123a044b84..04ac01a085 100644 --- a/scene/3d/path_3d.cpp +++ b/scene/3d/path_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -40,6 +40,7 @@ Path3D::Path3D() { } Path3D::~Path3D() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); if (debug_instance.is_valid()) { RS::get_singleton()->free(debug_instance); } @@ -182,125 +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 = progress + bi; - real_t o_prev = progress - 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->sample_baked(progress, 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->sample_baked(o_next, cubic) - pos; - - // Try with the previous position - if (forward.length_squared() < CMP_EPSILON2) { - forward = pos - c->sample_baked(o_prev, cubic); - } - - if (forward.length_squared() < CMP_EPSILON2) { - forward = Vector3(0, 0, 1); - } else { - forward.normalize(); - } - - Vector3 up = c->sample_baked_up_vector(progress, true); - if (o_next < progress) { - Vector3 up1 = c->sample_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_columns(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; - if (p_update_xyz_rot && prev_offset != progress) { // Only update rotation if some parameter has changed - i.e. not on addition to scene tree. - real_t sample_distance = bi * 0.01; - Vector3 t_prev_pos_a = c->sample_baked(prev_offset - sample_distance, cubic); - Vector3 t_prev_pos_b = c->sample_baked(prev_offset + sample_distance, cubic); - Vector3 t_cur_pos_a = c->sample_baked(progress - sample_distance, cubic); - Vector3 t_cur_pos_b = c->sample_baked(progress + sample_distance, cubic); - Vector3 t_prev = (t_prev_pos_a - t_prev_pos_b).normalized(); - Vector3 t_cur = (t_cur_pos_a - t_cur_pos_b).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 - } + } 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 (likely(!Math::is_zero_approx(axis.length()))) { - t.rotate_basis(axis.normalized(), angle); - } - } + // Apply tilt *after* correct_posture + if (tilt_enabled) { + const real_t tilt = c->sample_baked_tilt(progress); - // do the additional tilting - real_t tilt_angle = c->sample_baked_tilt(progress); - 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 - } - - 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_local(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); } @@ -348,8 +255,8 @@ PackedStringArray PathFollow3D::get_configuration_warnings() const { if (!Object::cast_to<Path3D>(get_parent())) { 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) { + 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.")); } } @@ -358,6 +265,38 @@ PackedStringArray 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_progress", "progress"), &PathFollow3D::set_progress); ClassDB::bind_method(D_METHOD("get_progress"), &PathFollow3D::get_progress); @@ -380,6 +319,11 @@ 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); + 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"); @@ -387,6 +331,7 @@ void PathFollow3D::_bind_methods() { 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); @@ -397,7 +342,6 @@ void PathFollow3D::_bind_methods() { void PathFollow3D::set_progress(real_t p_progress) { ERR_FAIL_COND(!isfinite(p_progress)); - prev_offset = progress; progress = p_progress; if (path) { @@ -409,8 +353,6 @@ void PathFollow3D::set_progress(real_t p_progress) { if (!Math::is_zero_approx(p_progress) && Math::is_zero_approx(progress)) { progress = path_length; } - } else { - progress = CLAMP(progress, 0, path_length); } } @@ -476,3 +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 b161b12185..9fdcc0f0ef 100644 --- a/scene/3d/path_3d.h +++ b/scene/3d/path_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -72,14 +72,16 @@ public: ROTATION_ORIENTED }; + static Transform3D correct_posture(Transform3D p_transform, PathFollow3D::RotationMode p_rotation_mode); + private: Path3D *path = nullptr; - real_t prev_offset = 0.0; // Offset during the last _update_transform. 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); @@ -106,6 +108,9 @@ public: 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; diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 594e94644c..f4ab09cd9b 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", "distance", "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", "distance", "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("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); @@ -80,19 +80,19 @@ 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_distance, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) { - PhysicsServer3D::MotionParameters parameters(get_global_transform(), p_distance, 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; @@ -169,7 +169,7 @@ bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_ return colliding; } -bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distance, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, 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; @@ -181,7 +181,7 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_distan r = &temp_result; } - PhysicsServer3D::MotionParameters parameters(p_from, p_distance, p_margin); + PhysicsServer3D::MotionParameters parameters(p_from, p_motion, p_margin); parameters.recovery_as_collision = p_recovery_as_collision; return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), parameters, r); @@ -484,6 +484,8 @@ struct _RigidBodyInOut { }; void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { + lock_callback(); + set_ignore_transform_notification(true); set_global_transform(p_state->get_transform()); @@ -522,28 +524,28 @@ void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { //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); + int col_shape = p_state->get_contact_collider_shape(i); - HashMap<ObjectID, BodyState>::Iterator 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); + 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; } @@ -578,6 +580,8 @@ void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) { contact_monitor->locked = false; } + + unlock_callback(); } void RigidBody3D::_notification(int p_what) { @@ -973,12 +977,11 @@ TypedArray<Node3D> RigidBody3D::get_colliding_bodies() const { } PackedStringArray RigidBody3D::get_configuration_warnings() const { - Transform3D t = get_transform(); - - PackedStringArray warnings = Node::get_configuration_warnings(); + PackedStringArray warnings = CollisionObject3D::get_configuration_warnings(); - if (ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05) { - warnings.push_back(RTR("Size changes to RigidBody 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; @@ -1200,6 +1203,7 @@ bool CharacterBody3D::move_and_slide() { 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()) { @@ -1245,6 +1249,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo platform_rid = RID(); platform_object_id = ObjectID(); platform_velocity = Vector3(); + platform_angular_velocity = Vector3(); platform_ceiling_velocity = Vector3(); floor_normal = Vector3(); wall_normal = Vector3(); @@ -1264,6 +1269,7 @@ void CharacterBody3D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo for (int iteration = 0; iteration < max_slides; ++iteration) { PhysicsServer3D::MotionParameters parameters(get_global_transform(), motion, margin); 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); @@ -1340,7 +1346,7 @@ 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(); } @@ -1348,7 +1354,7 @@ 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; } @@ -1504,10 +1510,12 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) { 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); @@ -1562,7 +1570,7 @@ void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_ PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); parameters.max_collisions = 4; - parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection. + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. parameters.collide_separation_ray = true; PhysicsServer3D::MotionResult result; @@ -1598,7 +1606,7 @@ bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_f PhysicsServer3D::MotionParameters parameters(get_global_transform(), -up_direction * length, margin); parameters.max_collisions = 4; - parameters.recovery_as_collision = true; // Report margin recovery as collision to improve floor detection. + parameters.recovery_as_collision = true; // Also report collisions generated only from recovery. parameters.collide_separation_ray = true; PhysicsServer3D::MotionResult result; @@ -1705,6 +1713,7 @@ 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); } @@ -1777,6 +1786,10 @@ 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(); } @@ -1929,6 +1942,7 @@ void CharacterBody3D::_notification(int p_what) { platform_object_id = ObjectID(); motion_results.clear(); platform_velocity = Vector3(); + platform_angular_velocity = Vector3(); } break; } } @@ -1983,6 +1997,7 @@ 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); @@ -2214,21 +2229,22 @@ 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); } @@ -2270,33 +2286,34 @@ 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::deg_to_rad(real_t(p_value)); - if (j.is_valid()) { + 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::deg_to_rad(real_t(p_value)); - if (j.is_valid()) { + 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); } @@ -2344,39 +2361,40 @@ 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::deg_to_rad(real_t(p_value)); - if (j.is_valid()) { + 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::deg_to_rad(real_t(p_value)); - if (j.is_valid()) { + 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); } @@ -2427,63 +2445,64 @@ 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::deg_to_rad(real_t(p_value)); - if (j.is_valid()) { + 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::deg_to_rad(real_t(p_value)); - if (j.is_valid()) { + 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); } @@ -2568,130 +2587,130 @@ 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::deg_to_rad(real_t(p_value)); - if (j.is_valid()) { + 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::deg_to_rad(real_t(p_value)); - if (j.is_valid()) { + 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); } @@ -3355,6 +3374,7 @@ PhysicalBone3D::~PhysicalBone3D() { if (joint_data) { memdelete(joint_data); } + ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); PhysicsServer3D::get_singleton()->free(joint); } diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 4b874b91d9..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_distance, bool p_test_only = false, real_t p_margin = 0.001, bool p_recovery_as_collision = false, 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_distance, const Ref<KinematicCollision3D> &r_collision = Ref<KinematicCollision3D>(), real_t p_margin = 0.001, bool p_recovery_as_collision = false, 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; @@ -371,6 +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; @@ -423,6 +424,7 @@ private: Vector3 ceiling_normal; Vector3 last_motion; Vector3 platform_velocity; + Vector3 platform_angular_velocity; Vector3 platform_ceiling_velocity; Vector3 previous_position; Vector3 real_velocity; diff --git a/scene/3d/ray_cast_3d.cpp b/scene/3d/ray_cast_3d.cpp index a45ef52452..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" @@ -516,7 +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 eb5c3ee90a..e230d61628 100644 --- a/scene/3d/ray_cast_3d.h +++ b/scene/3d/ray_cast_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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 diff --git a/scene/3d/reflection_probe.cpp b/scene/3d/reflection_probe.cpp index bc3cc31963..606f6140cb 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" @@ -257,5 +257,6 @@ 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 5a5a3fe0bb..cb417c3eea 100644 --- a/scene/3d/reflection_probe.h +++ b/scene/3d/reflection_probe.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 diff --git a/scene/3d/remote_transform_3d.cpp b/scene/3d/remote_transform_3d.cpp index ff05e88241..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) { diff --git a/scene/3d/remote_transform_3d.h b/scene/3d/remote_transform_3d.h index cc83661f26..3841821dae 100644 --- a/scene/3d/remote_transform_3d.h +++ b/scene/3d/remote_transform_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 diff --git a/scene/3d/shape_cast_3d.cpp b/scene/3d/shape_cast_3d.cpp index e7d1a8ec7d..87361d6b38 100644 --- a/scene/3d/shape_cast_3d.cpp +++ b/scene/3d/shape_cast_3d.cpp @@ -1,37 +1,38 @@ -/*************************************************************************/ -/* shape_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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 "collision_object_3d.h" -#include "mesh_instance_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) { @@ -115,6 +116,7 @@ void ShapeCast3D::_bind_methods() { 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); @@ -282,6 +284,11 @@ Object *ShapeCast3D::get_collider(int p_idx) const { 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; @@ -312,25 +319,35 @@ void ShapeCast3D::resource_changed(Ref<Resource> p_res) { 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(); } - if (is_inside_tree() && get_tree()->is_debugging_collisions_hint()) { + 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(); } @@ -619,7 +636,7 @@ void ShapeCast3D::_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/shape_cast_3d.h b/scene/3d/shape_cast_3d.h index 2526d8d32c..344f1d3b8a 100644 --- a/scene/3d/shape_cast_3d.h +++ b/scene/3d/shape_cast_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shape_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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -77,6 +77,7 @@ class ShapeCast3D : public Node3D { protected: void _notification(int p_what); void _update_shapecast_state(); + void _shape_changed(); static void _bind_methods(); public: @@ -120,6 +121,7 @@ public: 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; diff --git a/scene/3d/skeleton_3d.cpp b/scene/3d/skeleton_3d.cpp index 85b2c5154b..1b46879079 100644 --- a/scene/3d/skeleton_3d.cpp +++ b/scene/3d/skeleton_3d.cpp @@ -1,39 +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 "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" @@ -58,10 +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); } @@ -70,13 +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; } @@ -113,13 +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; } @@ -162,14 +147,6 @@ void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const { 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); } @@ -330,24 +307,10 @@ void Skeleton3D::_notification(int p_what) { } } } - - if (modification_stack.is_valid()) { - execute_modifications(get_physics_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_physics_process); - } - } break; - - case NOTIFICATION_INTERNAL_PROCESS: { - if (modification_stack.is_valid()) { - execute_modifications(get_process_delta_time(), SkeletonModificationStack3D::EXECUTION_MODE::execution_mode_process); - } } break; - 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 @@ -395,99 +358,6 @@ 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; - } - _make_dirty(); -} - -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; -} - -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; -} - -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; -} - void Skeleton3D::set_motion_scale(float p_motion_scale) { if (p_motion_scale <= 0) { motion_scale = 1; @@ -503,6 +373,10 @@ float Skeleton3D::get_motion_scale() const { // Skeleton creation api +uint64_t Skeleton3D::get_version() const { + return version; +} + void Skeleton3D::add_bone(const String &p_name) { ERR_FAIL_COND(p_name.is_empty() || p_name.contains(":") || p_name.contains("/")); @@ -541,11 +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 { @@ -888,10 +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; + } } } } @@ -901,9 +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) { @@ -1066,23 +943,10 @@ void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) { b.global_rest = b.parent >= 0 ? bonesptr[b.parent].global_rest * b.rest : b.rest; } - 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 (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; } @@ -1098,100 +962,6 @@ void Skeleton3D::force_update_bone_children_transforms(int p_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); @@ -1202,6 +972,7 @@ 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); @@ -1241,23 +1012,12 @@ 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); 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); - // 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_show_rest_only", "enabled"), &Skeleton3D::set_show_rest_only); ClassDB::bind_method(D_METHOD("is_show_rest_only"), &Skeleton3D::is_show_rest_only); @@ -1269,11 +1029,6 @@ 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); - 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 diff --git a/scene/3d/skeleton_3d.h b/scene/3d/skeleton_3d.h index c2e9cfcced..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; @@ -64,8 +63,6 @@ public: ~SkinReference(); }; -class SkeletonModificationStack3D; - class Skeleton3D : public Node3D { GDCLASS(Skeleton3D, Node3D); @@ -104,17 +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; @@ -124,12 +112,7 @@ 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; } }; @@ -162,25 +145,13 @@ protected: 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; @@ -233,10 +204,6 @@ public: 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(); @@ -247,26 +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); diff --git a/scene/3d/skeleton_ik_3d.cpp b/scene/3d/skeleton_ik_3d.cpp index f0534c8099..75f54a925b 100644 --- a/scene/3d/skeleton_ik_3d.cpp +++ b/scene/3d/skeleton_ik_3d.cpp @@ -1,32 +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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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" @@ -249,6 +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 @@ -287,8 +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)); diff --git a/scene/3d/skeleton_ik_3d.h b/scene/3d/skeleton_ik_3d.h index 097df2c400..e77234021e 100644 --- a/scene/3d/skeleton_ik_3d.h +++ b/scene/3d/skeleton_ik_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 diff --git a/scene/3d/soft_body_3d.cpp b/scene/3d/soft_body_3d.cpp index 2466b71aea..e7e3084037 100644 --- a/scene/3d/soft_body_3d.cpp +++ b/scene/3d/soft_body_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* soft_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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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" @@ -302,14 +302,6 @@ void SoftBody3D::_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 } } @@ -368,7 +360,7 @@ void SoftBody3D::_bind_methods() { 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"); @@ -391,11 +383,6 @@ PackedStringArray SoftBody3D::get_configuration_warnings() const { warnings.push_back(RTR("This body will be ignored until you set a mesh.")); } - Transform3D t = get_transform(); - if ((ABS(t.basis.get_column(0).length() - 1.0) > 0.05 || ABS(t.basis.get_column(1).length() - 1.0) > 0.05 || ABS(t.basis.get_column(2).length() - 1.0) > 0.05)) { - warnings.push_back(RTR("Size changes to SoftBody3D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); - } - return warnings; } @@ -523,13 +510,13 @@ uint32_t SoftBody3D::get_collision_layer() const { 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 SoftBody3D::get_collision_layer_value(int p_layer_number) const { @@ -607,14 +594,14 @@ TypedArray<PhysicsBody3D> SoftBody3D::get_collision_exceptions() { 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 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()); } @@ -704,6 +691,7 @@ SoftBody3D::SoftBody3D() : SoftBody3D::~SoftBody3D() { memdelete(rendering_server_handler); + ERR_FAIL_NULL(PhysicsServer3D::get_singleton()); PhysicsServer3D::get_singleton()->free(physics_rid); } diff --git a/scene/3d/soft_body_3d.h b/scene/3d/soft_body_3d.h index 9ec1f18396..d81011006b 100644 --- a/scene/3d/soft_body_3d.h +++ b/scene/3d/soft_body_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* soft_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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 diff --git a/scene/3d/spring_arm_3d.cpp b/scene/3d/spring_arm_3d.cpp index f855fce318..9151fa9593 100644 --- a/scene/3d/spring_arm_3d.cpp +++ b/scene/3d/spring_arm_3d.cpp @@ -1,36 +1,37 @@ -/*************************************************************************/ -/* 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) { diff --git a/scene/3d/spring_arm_3d.h b/scene/3d/spring_arm_3d.h index 1a6f03abe4..c7e1da35f0 100644 --- a/scene/3d/spring_arm_3d.h +++ b/scene/3d/spring_arm_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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_3D_H #define SPRING_ARM_3D_H diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp index 4b83bcdfc4..59e4a0b718 100644 --- a/scene/3d/sprite_3d.cpp +++ b/scene/3d/sprite_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -118,14 +118,14 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, Color color = _get_color_accum(); - real_t pixel_size = get_pixel_size(); + real_t px_size = get_pixel_size(); // (2) Order vertices (0123) bottom-top in 2D / top-bottom in 3D. Vector2 vertices[4] = { - (final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size, - (final_rect.position + final_rect.size) * pixel_size, - (final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size, - final_rect.position * pixel_size, + (final_rect.position + Vector2(0, final_rect.size.y)) * px_size, + (final_rect.position + final_rect.size) * px_size, + (final_rect.position + Vector2(final_rect.size.x, 0)) * px_size, + final_rect.position * px_size, }; Vector2 src_tsize = p_texture->get_size(); @@ -156,34 +156,34 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, } Vector3 normal; - int axis = get_axis(); - normal[axis] = 1.0; + int ax = get_axis(); + normal[ax] = 1.0; Plane tangent; - if (axis == Vector3::AXIS_X) { + if (ax == Vector3::AXIS_X) { tangent = Plane(0, 0, -1, 1); } else { tangent = Plane(1, 0, 0, 1); } - int x_axis = ((axis + 1) % 3); - int y_axis = ((axis + 2) % 3); + int x_axis = ((ax + 1) % 3); + int y_axis = ((ax + 2) % 3); - if (axis != Vector3::AXIS_Z) { + if (ax != Vector3::AXIS_Z) { SWAP(x_axis, y_axis); for (int i = 0; i < 4; i++) { //uvs[i] = Vector2(1.0,1.0)-uvs[i]; //SWAP(vertices[i].x,vertices[i].y); - if (axis == Vector3::AXIS_Y) { + if (ax == Vector3::AXIS_Y) { vertices[i].y = -vertices[i].y; - } else if (axis == Vector3::AXIS_X) { + } else if (ax == Vector3::AXIS_X) { vertices[i].x = -vertices[i].x; } } } - AABB aabb; + AABB aabb_new; // Everything except position and UV is compressed. uint8_t *vertex_write_buffer = vertex_buffer.ptrw(); @@ -191,9 +191,7 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, uint32_t v_normal; { - Vector3 n = normal * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5); - - Vector2 res = n.octahedron_encode(); + 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; @@ -223,10 +221,10 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, vtx[x_axis] = vertices[i][0]; vtx[y_axis] = vertices[i][1]; if (i == 0) { - aabb.position = vtx; - aabb.size = Vector3(); + aabb_new.position = vtx; + aabb_new.size = Vector3(); } else { - aabb.expand_to(vtx); + aabb_new.expand_to(vtx); } float v_uv[2] = { (float)uvs[i].x, (float)uvs[i].y }; @@ -240,15 +238,33 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect, memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4); } - RID mesh = get_mesh(); - RS::get_singleton()->mesh_surface_update_vertex_region(mesh, 0, 0, vertex_buffer); - RS::get_singleton()->mesh_surface_update_attribute_region(mesh, 0, 0, attribute_buffer); + RID mesh_new = get_mesh(); + RS::get_singleton()->mesh_surface_update_vertex_region(mesh_new, 0, 0, vertex_buffer); + RS::get_singleton()->mesh_surface_update_attribute_region(mesh_new, 0, 0, attribute_buffer); + + RS::get_singleton()->mesh_set_custom_aabb(mesh_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); - RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb); - set_aabb(aabb); + 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), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, false, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), get_texture_filter(), &shader_rid); + 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; @@ -378,14 +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, }; @@ -435,7 +451,7 @@ 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_redraw(); } @@ -444,6 +460,50 @@ 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); // Cannot use BILLBOARD_PARTICLES. billboard_mode = p_mode; @@ -496,6 +556,18 @@ 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); @@ -521,7 +593,11 @@ void SpriteBase3D::_bind_methods() { 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"), "set_alpha_cut_mode", "get_alpha_cut_mode"); + 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"); @@ -535,6 +611,7 @@ void SpriteBase3D::_bind_methods() { 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() { @@ -552,7 +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", 0.5); mesh = RenderingServer::get_singleton()->mesh_create(); @@ -613,6 +689,7 @@ SpriteBase3D::SpriteBase3D() { } SpriteBase3D::~SpriteBase3D() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); RenderingServer::get_singleton()->free(mesh); RenderingServer::get_singleton()->free(material); } @@ -680,6 +757,7 @@ void Sprite3D::set_region_enabled(bool p_region) { region = p_region; _queue_redraw(); + notify_property_list_changed(); } bool Sprite3D::is_region_enabled() const { @@ -781,6 +859,10 @@ void Sprite3D::_validate_property(PropertyInfo &p_property) const { if (p_property.name == "frame_coords") { p_property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS; } + + if (!region && (p_property.name == "region_rect")) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } } void Sprite3D::_bind_methods() { @@ -810,7 +892,7 @@ void Sprite3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes"); ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "suffix:px", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords"); + 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", PROPERTY_HINT_NONE, "suffix:px"), "set_region_rect", "get_region_rect"); @@ -833,7 +915,7 @@ void AnimatedSprite3D::_draw() { return; } - Ref<Texture2D> texture = frames->get_frame(animation, frame); + Ref<Texture2D> texture = frames->get_frame_texture(animation, frame); if (texture.is_null()) { set_base(RID()); return; @@ -862,7 +944,6 @@ void AnimatedSprite3D::_validate_property(PropertyInfo &p_property) const { } if (p_property.name == "animation") { - p_property.hint = PROPERTY_HINT_ENUM; List<StringName> names; frames->get_animation_list(&names); names.sort_custom<StringName::AlphCompare>(); @@ -912,89 +993,123 @@ void AnimatedSprite3D::_validate_property(PropertyInfo &p_property) const { void AnimatedSprite3D::_notification(int p_what) { switch (p_what) { + case NOTIFICATION_READY: { + if (!Engine::get_singleton()->is_editor_hint() && !frames.is_null() && frames->has_animation(autoplay)) { + play(autoplay); + } + } break; + case NOTIFICATION_INTERNAL_PROCESS: { if (frames.is_null() || !frames->has_animation(animation)) { return; } - double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale); - if (speed == 0) { - return; // Do nothing. - } - int last_frame = frames->get_frame_count(animation) - 1; - double remaining = get_process_delta_time(); + int i = 0; while (remaining) { - if (timeout <= 0) { - timeout = _get_frame_duration(); + // 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 (!playing_backwards) { - // Forward. + if (speed == 0) { + return; // Do nothing. + } + + // 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(SceneStringNames::get_singleton()->animation_finished); + emit_signal("animation_looped"); } else { frame = last_frame; - if (!is_over) { - is_over = true; - emit_signal(SceneStringNames::get_singleton()->animation_finished); - } + pause(); + emit_signal(SceneStringNames::get_singleton()->animation_finished); + return; } } else { frame++; } - } else { - // Reversed. + _calc_frame_speed_scale(); + frame_progress = 0.0; + _queue_redraw(); + 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(SceneStringNames::get_singleton()->animation_finished); + emit_signal("animation_looped"); } else { frame = 0; - if (!is_over) { - is_over = true; - emit_signal(SceneStringNames::get_singleton()->animation_finished); - } + 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); } - - _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(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite3D::_res_changed)); } - + stop(); frames = p_frames; if (frames.is_valid()) { frames->connect(SceneStringNames::get_singleton()->changed, callable_mp(this, &AnimatedSprite3D::_res_changed)); - } - if (frames.is_null()) { - 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_redraw(); update_configuration_warnings(); + emit_signal("sprite_frames_changed"); } Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const { @@ -1002,55 +1117,63 @@ Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const { } void AnimatedSprite3D::set_frame(int p_frame) { + 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(); + 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(double p_speed_scale) { - if (speed_scale == p_speed_scale) { - return; - } - - double elapsed = _get_frame_duration() - timeout; - +void AnimatedSprite3D::set_speed_scale(float p_speed_scale) { speed_scale = p_speed_scale; - playing_backwards = signbit(speed_scale) != backwards; - - // We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed. - _reset_timeout(); - timeout -= elapsed; } -double AnimatedSprite3D::get_speed_scale() const { +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_null() || !frames->has_animation(animation)) { return Rect2(0, 0, 1, 1); @@ -1061,7 +1184,7 @@ Rect2 AnimatedSprite3D::get_item_rect() const { 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); @@ -1081,18 +1204,8 @@ Rect2 AnimatedSprite3D::get_item_rect() const { } void AnimatedSprite3D::_res_changed() { - set_frame(frame); - + set_frame_and_progress(frame, frame_progress); _queue_redraw(); -} - -void AnimatedSprite3D::set_playing(bool p_playing) { - if (playing == p_playing) { - return; - } - playing = p_playing; - _reset_timeout(); - set_process_internal(playing); notify_property_list_changed(); } @@ -1100,54 +1213,122 @@ bool AnimatedSprite3D::is_playing() const { return playing; } -void AnimatedSprite3D::play(const StringName &p_animation, bool p_backwards) { - backwards = p_backwards; - playing_backwards = signbit(speed_scale) != backwards; +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; +} + +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 = true; + custom_speed_scale = p_custom_scale; - if (p_animation) { - set_animation(p_animation); - if (frames.is_valid() && playing_backwards && get_frame() == 0) { - set_frame(frames->get_frame_count(p_animation) - 1); + 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(); +} + +void AnimatedSprite3D::play_backwards(const StringName &p_name) { + play(p_name, -1, true); +} + +void AnimatedSprite3D::_stop_internal(bool p_reset) { + playing = false; + if (p_reset) { + custom_speed_scale = 1.0; + set_frame_and_progress(0, 0.0); } + notify_property_list_changed(); + set_process_internal(false); +} - is_over = false; - set_playing(true); +void AnimatedSprite3D::pause() { + _stop_internal(false); } void AnimatedSprite3D::stop() { - set_playing(false); + _stop_internal(true); } double AnimatedSprite3D::_get_frame_duration() { if (frames.is_valid() && frames->has_animation(animation)) { - double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale); - if (speed > 0) { - return 1.0 / speed; - } + return frames->get_frame_duration(animation, frame); } - return 0.0; + 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; } - timeout = _get_frame_duration(); - is_over = false; -} + 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) { - ERR_FAIL_COND_MSG(frames == nullptr, vformat("There is no animation with name '%s'.", p_animation)); - ERR_FAIL_COND_MSG(!frames->get_animation_names().has(p_animation), vformat("There is no animation with name '%s'.", 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_redraw(); } @@ -1161,7 +1342,6 @@ PackedStringArray AnimatedSprite3D::get_configuration_warnings() const { if (frames.is_null()) { 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; } @@ -1176,35 +1356,58 @@ void AnimatedSprite3D::get_argument_options(const StringName &p_function, int p_ 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("set_autoplay", "name"), &AnimatedSprite3D::set_autoplay); + ClassDB::bind_method(D_METHOD("get_autoplay"), &AnimatedSprite3D::get_autoplay); + ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing); - ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite3D::play, DEFVAL(StringName()), DEFVAL(false)); + 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::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"); - ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing"); } AnimatedSprite3D::AnimatedSprite3D() { diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h index edc48c7b71..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 @@ -53,7 +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: @@ -85,6 +87,10 @@ private: 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; @@ -143,6 +149,18 @@ 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; @@ -209,24 +227,29 @@ class AnimatedSprite3D : public SpriteBase3D { GDCLASS(AnimatedSprite3D, SpriteBase3D); Ref<SpriteFrames> frames; + String autoplay; + bool playing = false; - bool playing_backwards = false; - bool backwards = false; StringName animation = "default"; int frame = 0; - float speed_scale = 1.0f; + float speed_scale = 1.0; + float custom_speed_scale = 1.0; bool centered = false; - bool is_over = false; - double timeout = 0.0; + real_t frame_speed_scale = 1.0; + real_t frame_progress = 0.0; void _res_changed(); double _get_frame_duration(); - void _reset_timeout(); + 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); @@ -236,20 +259,30 @@ public: void set_sprite_frames(const Ref<SpriteFrames> &p_frames); Ref<SpriteFrames> get_sprite_frames() const; - void play(const StringName &p_animation = StringName(), bool p_backwards = false); + 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(); - void set_playing(bool p_playing); 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_speed_scale(double p_speed_scale); - double get_speed_scale() 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; diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp index 36b5e61f45..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" diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h index a6a49ee88a..bf4bdfe67b 100644 --- a/scene/3d/vehicle_body_3d.h +++ b/scene/3d/vehicle_body_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 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 d3b92ab766..ed3abb264f 100644 --- a/scene/3d/velocity_tracker_3d.h +++ b/scene/3d/velocity_tracker_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 diff --git a/scene/3d/visible_on_screen_notifier_3d.cpp b/scene/3d/visible_on_screen_notifier_3d.cpp index bcf294e216..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" @@ -95,10 +95,12 @@ VisibleOnScreenNotifier3D::VisibleOnScreenNotifier3D() { 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); } ////////////////////////////////////// @@ -126,7 +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) { @@ -188,7 +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 60461569f4..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 diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp index e93ad5ecbf..8026b12c2b 100644 --- a/scene/3d/visual_instance_3d.cpp +++ b/scene/3d/visual_instance_3d.cpp @@ -1,47 +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_aabb() const { AABB ret; - if (GDVIRTUAL_CALL(_get_aabb, ret)) { - return ret; - } - return AABB(); -} - -AABB VisualInstance3D::get_transformed_aabb() const { - return get_global_transform().xform(get_aabb()); + GDVIRTUAL_CALL(_get_aabb, ret); + return ret; } void VisualInstance3D::_update_visibility() { @@ -80,10 +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); @@ -111,8 +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); @@ -120,11 +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("get_transformed_aabb"), &VisualInstance3D::get_transformed_aabb); + 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); 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) { @@ -143,11 +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()); } @@ -164,7 +191,7 @@ Ref<Material> GeometryInstance3D::get_material_overlay() const { return material_overlay; } -void GeometryInstance3D::set_transparecy(float p_transparency) { +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); } @@ -224,15 +251,20 @@ GeometryInstance3D::VisibilityRangeFadeMode GeometryInstance3D::get_visibility_r } 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; +#ifndef DISABLE_DEPRECATED if (s.begins_with("shader_uniforms/")) { - StringName name = s.replace("shader_uniforms/", ""); - instance_uniform_property_remap[p_name] = name; - return instance_uniform_property_remap.getptr(p_name); + 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; } @@ -255,7 +287,7 @@ 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; } @@ -278,13 +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_uniforms/" + pi.name; + pi.name = "instance_shader_parameters/" + pi.name; p_list->push_back(pi); } } @@ -323,9 +355,9 @@ void GeometryInstance3D::set_instance_shader_parameter(const StringName &p_name, if (p_value.get_type() == Variant::NIL) { 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_uniforms.erase(p_value); + instance_shader_parameters.erase(p_value); } else { - instance_uniforms[p_name] = 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_name, tex_id); @@ -339,8 +371,16 @@ Variant GeometryInstance3D::get_instance_shader_parameter(const StringName &p_na return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_name); } -void GeometryInstance3D::set_custom_aabb(AABB aabb) { - RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb); +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); +} + +AABB GeometryInstance3D::get_custom_aabb() const { + return custom_aabb; } void GeometryInstance3D::set_lightmap_scale(LightmapScale p_scale) { @@ -403,6 +443,12 @@ PackedStringArray GeometryInstance3D::get_configuration_warnings() const { 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); @@ -416,7 +462,7 @@ void GeometryInstance3D::_bind_methods() { 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); @@ -450,6 +496,7 @@ 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); @@ -459,6 +506,7 @@ void GeometryInstance3D::_bind_methods() { 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,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"); diff --git a/scene/3d/visual_instance_3d.h b/scene/3d/visual_instance_3d.h index 4755545516..ef0f7966e2 100644 --- a/scene/3d/visual_instance_3d.h +++ b/scene/3d/visual_instance_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 @@ -39,14 +39,15 @@ class VisualInstance3D : public Node3D { 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: @@ -60,8 +61,6 @@ public: RID get_instance() const; virtual AABB get_aabb() const; - virtual AABB get_transformed_aabb() const; // helper - void set_base(const RID &p_base); RID get_base() const; @@ -71,6 +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(); }; @@ -121,10 +126,11 @@ 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_STATIC; bool ignore_occlusion_culling = false; @@ -135,6 +141,7 @@ 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; + void _validate_property(PropertyInfo &p_property) const; static void _bind_methods(); @@ -142,7 +149,7 @@ 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); @@ -181,7 +188,8 @@ public: 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(); diff --git a/scene/3d/voxel_gi.cpp b/scene/3d/voxel_gi.cpp index c2728960ee..41dc27352f 100644 --- a/scene/3d/voxel_gi.cpp +++ b/scene/3d/voxel_gi.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -46,8 +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"]; @@ -64,9 +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 { @@ -77,9 +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; @@ -244,6 +242,7 @@ VoxelGIData::VoxelGIData() { } VoxelGIData::~VoxelGIData() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->free(probe); } @@ -435,10 +434,10 @@ 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) { @@ -447,13 +446,13 @@ void VoxelGI::bake(Node *p_from_node, bool p_create_visual_debug) { Vector<uint8_t> df = baker.get_sdf_3d_image(); - RS::get_singleton()->voxel_gi_set_baked_exposure_normalization(probe_data->get_rid(), exposure_normalization); + RS::get_singleton()->voxel_gi_set_baked_exposure_normalization(probe_data_new->get_rid(), exposure_normalization); - 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()); + probe_data_new->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()); - set_probe_data(probe_data); + 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 } @@ -503,7 +502,7 @@ void VoxelGI::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "subdiv", PROPERTY_HINT_ENUM, "64,128,256,512"), "set_subdiv", "get_subdiv"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_NONE, "suffix:m"), "set_extents", "get_extents"); 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_DO_NOT_SHARE_ON_DUPLICATE), "set_probe_data", "get_probe_data"); + 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); @@ -518,5 +517,6 @@ 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 fc10091d4f..ae348daf9e 100644 --- a/scene/3d/voxel_gi.h +++ b/scene/3d/voxel_gi.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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 diff --git a/scene/3d/voxelizer.cpp b/scene/3d/voxelizer.cpp index 6daa9e0aec..d169999de4 100644 --- a/scene/3d/voxelizer.cpp +++ b/scene/3d/voxelizer.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" diff --git a/scene/3d/voxelizer.h b/scene/3d/voxelizer.h index f5bb9af107..6ea1cfdbb0 100644 --- a/scene/3d/voxelizer.h +++ b/scene/3d/voxelizer.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 diff --git a/scene/3d/world_environment.cpp b/scene/3d/world_environment.cpp index 6cc5e9ef20..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" diff --git a/scene/3d/world_environment.h b/scene/3d/world_environment.h index cc46a06b4c..2809d2550a 100644 --- a/scene/3d/world_environment.h +++ b/scene/3d/world_environment.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* 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 diff --git a/scene/3d/xr_nodes.cpp b/scene/3d/xr_nodes.cpp index 4401d22f30..ac0a47d1a1 100644 --- a/scene/3d/xr_nodes.cpp +++ b/scene/3d/xr_nodes.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* 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" @@ -36,49 +36,37 @@ //////////////////////////////////////////////////////////////////////////////////////////////////// -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; +void XRCamera3D::_bind_tracker() { + XRServer *xr_server = XRServer::get_singleton(); + ERR_FAIL_NULL(xr_server); - 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; + 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()); + } + } +} + +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) { - 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)); - - Ref<XRPose> pose = tracker->get_pose(pose_name); - if (pose.is_valid()) { - set_transform(pose->get_adjusted_transform()); - } - } + _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(); } } @@ -213,6 +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() { @@ -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(); } @@ -441,15 +432,16 @@ PackedStringArray 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); 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() { @@ -458,8 +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)); } } @@ -468,8 +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(); @@ -485,14 +477,14 @@ void XRController3D::_button_released(const String &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(SNAME("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(SNAME("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 { @@ -505,7 +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); @@ -526,7 +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); @@ -582,11 +582,22 @@ Plane XRAnchor3D::get_plane() const { //////////////////////////////////////////////////////////////////////////////////////////////////// +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) { + 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.")); } } @@ -603,14 +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 { @@ -629,6 +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(); @@ -636,34 +697,47 @@ void XROrigin3D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { - set_process_internal(true); + 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; + if (!Engine::get_singleton()->is_editor_hint()) { + origin_nodes.erase(this); - 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(); + if (current) { + // We are no longer current + set_current(false); + } + } + } break; - // now apply this to our camera - tracked_camera->set_transform(t); + 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; } - // 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 (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 ef846cc3a3..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 @@ -48,8 +48,8 @@ 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); @@ -131,13 +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; + 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; @@ -180,7 +181,10 @@ 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); @@ -189,12 +193,12 @@ protected: public: PackedStringArray get_configuration_warnings() const override; - void set_tracked_camera(XRCamera3D *p_tracked_camera); - XRCamera3D *get_tracked_camera() const; - 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() {} }; |