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-rw-r--r--scene/3d/area_3d.cpp90
-rw-r--r--scene/3d/area_3d.h71
-rw-r--r--scene/3d/audio_listener_3d.cpp60
-rw-r--r--scene/3d/audio_listener_3d.h58
-rw-r--r--scene/3d/audio_stream_player_3d.cpp113
-rw-r--r--scene/3d/audio_stream_player_3d.h68
-rw-r--r--scene/3d/bone_attachment_3d.cpp119
-rw-r--r--scene/3d/bone_attachment_3d.h68
-rw-r--r--scene/3d/camera_3d.cpp75
-rw-r--r--scene/3d/camera_3d.h58
-rw-r--r--scene/3d/collision_object_3d.cpp129
-rw-r--r--scene/3d/collision_object_3d.h65
-rw-r--r--scene/3d/collision_polygon_3d.cpp70
-rw-r--r--scene/3d/collision_polygon_3d.h58
-rw-r--r--scene/3d/collision_shape_3d.cpp85
-rw-r--r--scene/3d/collision_shape_3d.h58
-rw-r--r--scene/3d/cpu_particles_3d.cpp101
-rw-r--r--scene/3d/cpu_particles_3d.h60
-rw-r--r--scene/3d/decal.cpp63
-rw-r--r--scene/3d/decal.h58
-rw-r--r--scene/3d/fog_volume.cpp59
-rw-r--r--scene/3d/fog_volume.h58
-rw-r--r--scene/3d/gpu_particles_3d.cpp83
-rw-r--r--scene/3d/gpu_particles_3d.h66
-rw-r--r--scene/3d/gpu_particles_collision_3d.cpp112
-rw-r--r--scene/3d/gpu_particles_collision_3d.h60
-rw-r--r--scene/3d/importer_mesh_instance_3d.cpp58
-rw-r--r--scene/3d/importer_mesh_instance_3d.h58
-rw-r--r--scene/3d/joint_3d.cpp59
-rw-r--r--scene/3d/joint_3d.h58
-rw-r--r--scene/3d/label_3d.cpp142
-rw-r--r--scene/3d/label_3d.h76
-rw-r--r--scene/3d/light_3d.cpp100
-rw-r--r--scene/3d/light_3d.h62
-rw-r--r--scene/3d/lightmap_gi.cpp133
-rw-r--r--scene/3d/lightmap_gi.h60
-rw-r--r--scene/3d/lightmap_probe.cpp58
-rw-r--r--scene/3d/lightmap_probe.h58
-rw-r--r--scene/3d/lightmapper.cpp58
-rw-r--r--scene/3d/lightmapper.h58
-rw-r--r--scene/3d/marker_3d.cpp77
-rw-r--r--scene/3d/marker_3d.h66
-rw-r--r--scene/3d/mesh_instance_3d.cpp90
-rw-r--r--scene/3d/mesh_instance_3d.h59
-rw-r--r--scene/3d/multimesh_instance_3d.cpp58
-rw-r--r--scene/3d/multimesh_instance_3d.h58
-rw-r--r--scene/3d/navigation_agent_3d.cpp372
-rw-r--r--scene/3d/navigation_agent_3d.h123
-rw-r--r--scene/3d/navigation_link_3d.cpp168
-rw-r--r--scene/3d/navigation_link_3d.h77
-rw-r--r--scene/3d/navigation_obstacle_3d.cpp69
-rw-r--r--scene/3d/navigation_obstacle_3d.h58
-rw-r--r--scene/3d/navigation_region_3d.cpp152
-rw-r--r--scene/3d/navigation_region_3d.h69
-rw-r--r--scene/3d/node_3d.cpp129
-rw-r--r--scene/3d/node_3d.h84
-rw-r--r--scene/3d/occluder_instance_3d.cpp73
-rw-r--r--scene/3d/occluder_instance_3d.h58
-rw-r--r--scene/3d/path_3d.cpp240
-rw-r--r--scene/3d/path_3d.h65
-rw-r--r--scene/3d/physics_body_3d.cpp226
-rw-r--r--scene/3d/physics_body_3d.h64
-rw-r--r--scene/3d/ray_cast_3d.cpp60
-rw-r--r--scene/3d/ray_cast_3d.h58
-rw-r--r--scene/3d/reflection_probe.cpp59
-rw-r--r--scene/3d/reflection_probe.h58
-rw-r--r--scene/3d/remote_transform_3d.cpp62
-rw-r--r--scene/3d/remote_transform_3d.h58
-rw-r--r--scene/3d/shape_cast_3d.cpp85
-rw-r--r--scene/3d/shape_cast_3d.h60
-rw-r--r--scene/3d/skeleton_3d.cpp341
-rw-r--r--scene/3d/skeleton_3d.h113
-rw-r--r--scene/3d/skeleton_ik_3d.cpp81
-rw-r--r--scene/3d/skeleton_ik_3d.h58
-rw-r--r--scene/3d/soft_body_3d.cpp86
-rw-r--r--scene/3d/soft_body_3d.h58
-rw-r--r--scene/3d/spring_arm_3d.cpp59
-rw-r--r--scene/3d/spring_arm_3d.h58
-rw-r--r--scene/3d/sprite_3d.cpp559
-rw-r--r--scene/3d/sprite_3d.h115
-rw-r--r--scene/3d/vehicle_body_3d.cpp58
-rw-r--r--scene/3d/vehicle_body_3d.h58
-rw-r--r--scene/3d/velocity_tracker_3d.cpp58
-rw-r--r--scene/3d/velocity_tracker_3d.h58
-rw-r--r--scene/3d/visible_on_screen_notifier_3d.cpp68
-rw-r--r--scene/3d/visible_on_screen_notifier_3d.h58
-rw-r--r--scene/3d/visual_instance_3d.cpp164
-rw-r--r--scene/3d/visual_instance_3d.h82
-rw-r--r--scene/3d/voxel_gi.cpp88
-rw-r--r--scene/3d/voxel_gi.h58
-rw-r--r--scene/3d/voxelizer.cpp58
-rw-r--r--scene/3d/voxelizer.h58
-rw-r--r--scene/3d/world_environment.cpp58
-rw-r--r--scene/3d/world_environment.h58
-rw-r--r--scene/3d/xr_nodes.cpp282
-rw-r--r--scene/3d/xr_nodes.h82
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(&params);
- Ref<Image> ret;
- ret.instantiate();
- ret->create(sdf_size.x, sdf_size.y * sdf_size.z, false, Image::FORMAT_RF, data);
+ Ref<Image> ret = Image::create_from_data(sdf_size.x, sdf_size.y * sdf_size.z, false, Image::FORMAT_RF, cells_data);
ret->convert(Image::FORMAT_RH); //convert to half, save space
ret->set_meta("depth", sdf_size.z); //hack, make sure to add to the docs of this function
@@ -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() {}
};