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-rw-r--r--scene/3d/area.cpp4
-rw-r--r--scene/3d/area.h4
-rw-r--r--scene/3d/arvr_nodes.cpp14
-rw-r--r--scene/3d/arvr_nodes.h4
-rw-r--r--scene/3d/baked_lightmap.cpp86
-rw-r--r--scene/3d/baked_lightmap.h22
-rw-r--r--scene/3d/bone_attachment.cpp4
-rw-r--r--scene/3d/bone_attachment.h4
-rw-r--r--scene/3d/camera.cpp21
-rw-r--r--scene/3d/camera.h6
-rw-r--r--scene/3d/collision_object.cpp4
-rw-r--r--scene/3d/collision_object.h4
-rw-r--r--scene/3d/collision_polygon.cpp4
-rw-r--r--scene/3d/collision_polygon.h4
-rw-r--r--scene/3d/collision_shape.cpp4
-rw-r--r--scene/3d/collision_shape.h4
-rw-r--r--scene/3d/gi_probe.cpp4
-rw-r--r--scene/3d/gi_probe.h4
-rw-r--r--scene/3d/immediate_geometry.cpp4
-rw-r--r--scene/3d/immediate_geometry.h4
-rw-r--r--scene/3d/interpolated_camera.cpp4
-rw-r--r--scene/3d/interpolated_camera.h4
-rw-r--r--scene/3d/light.cpp4
-rw-r--r--scene/3d/light.h4
-rw-r--r--scene/3d/listener.cpp4
-rw-r--r--scene/3d/listener.h4
-rw-r--r--scene/3d/mesh_instance.cpp4
-rw-r--r--scene/3d/mesh_instance.h4
-rw-r--r--scene/3d/multimesh_instance.cpp4
-rw-r--r--scene/3d/multimesh_instance.h4
-rw-r--r--scene/3d/navigation.cpp4
-rw-r--r--scene/3d/navigation.h4
-rw-r--r--scene/3d/navigation_mesh.cpp4
-rw-r--r--scene/3d/navigation_mesh.h4
-rw-r--r--scene/3d/particles.cpp11
-rw-r--r--scene/3d/particles.h5
-rw-r--r--scene/3d/path.cpp4
-rw-r--r--scene/3d/path.h4
-rw-r--r--scene/3d/physics_body.cpp4
-rw-r--r--scene/3d/physics_body.h4
-rw-r--r--scene/3d/physics_joint.cpp4
-rw-r--r--scene/3d/physics_joint.h4
-rw-r--r--scene/3d/portal.cpp4
-rw-r--r--scene/3d/portal.h4
-rw-r--r--scene/3d/position_3d.cpp4
-rw-r--r--scene/3d/position_3d.h4
-rw-r--r--scene/3d/proximity_group.cpp4
-rw-r--r--scene/3d/proximity_group.h4
-rw-r--r--scene/3d/ray_cast.cpp4
-rw-r--r--scene/3d/ray_cast.h4
-rw-r--r--scene/3d/reflection_probe.cpp4
-rw-r--r--scene/3d/reflection_probe.h4
-rw-r--r--scene/3d/remote_transform.cpp4
-rw-r--r--scene/3d/remote_transform.h4
-rw-r--r--scene/3d/room_instance.cpp4
-rw-r--r--scene/3d/room_instance.h4
-rw-r--r--scene/3d/scenario_fx.cpp4
-rw-r--r--scene/3d/scenario_fx.h4
-rw-r--r--scene/3d/skeleton.cpp29
-rw-r--r--scene/3d/skeleton.h6
-rw-r--r--scene/3d/spatial.cpp96
-rw-r--r--scene/3d/spatial.h24
-rw-r--r--scene/3d/sprite_3d.cpp4
-rw-r--r--scene/3d/sprite_3d.h4
-rw-r--r--scene/3d/vehicle_body.cpp4
-rw-r--r--scene/3d/vehicle_body.h4
-rw-r--r--scene/3d/visibility_notifier.cpp4
-rw-r--r--scene/3d/visibility_notifier.h4
-rw-r--r--scene/3d/visual_instance.cpp4
-rw-r--r--scene/3d/visual_instance.h4
-rw-r--r--scene/3d/voxel_light_baker.cpp184
-rw-r--r--scene/3d/voxel_light_baker.h35
72 files changed, 475 insertions, 300 deletions
diff --git a/scene/3d/area.cpp b/scene/3d/area.cpp
index 422aa556f9..ad8bf7141a 100644
--- a/scene/3d/area.cpp
+++ b/scene/3d/area.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/area.h b/scene/3d/area.h
index 7ea97d0a8c..fa01a783f9 100644
--- a/scene/3d/area.h
+++ b/scene/3d/area.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/arvr_nodes.cpp b/scene/3d/arvr_nodes.cpp
index e1e0b9b1ce..001c58ea76 100644
--- a/scene/3d/arvr_nodes.cpp
+++ b/scene/3d/arvr_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -231,7 +231,7 @@ void ARVRController::_notification(int p_what) {
void ARVRController::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_controller_id", "controller_id"), &ARVRController::set_controller_id);
ClassDB::bind_method(D_METHOD("get_controller_id"), &ARVRController::get_controller_id);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "controller_id", PROPERTY_HINT_RANGE, "1,32,1"), "set_controller_id", "get_controller_id");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "controller_id", PROPERTY_HINT_RANGE, "0,32,1"), "set_controller_id", "get_controller_id");
ClassDB::bind_method(D_METHOD("get_controller_name"), &ARVRController::get_controller_name);
// passthroughs to information about our related joystick
@@ -251,7 +251,8 @@ void ARVRController::_bind_methods() {
};
void ARVRController::set_controller_id(int p_controller_id) {
- // we don't check any bounds here, this controller may not yet be active and just be a place holder until it is.
+ // We don't check any bounds here, this controller may not yet be active and just be a place holder until it is.
+ // Note that setting this to 0 means this node is not bound to a controller yet.
controller_id = p_controller_id;
};
@@ -420,7 +421,7 @@ void ARVRAnchor::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_anchor_id", "anchor_id"), &ARVRAnchor::set_anchor_id);
ClassDB::bind_method(D_METHOD("get_anchor_id"), &ARVRAnchor::get_anchor_id);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "anchor_id"), "set_anchor_id", "get_anchor_id");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "anchor_id", PROPERTY_HINT_RANGE, "0,32,1"), "set_anchor_id", "get_anchor_id");
ClassDB::bind_method(D_METHOD("get_anchor_name"), &ARVRAnchor::get_anchor_name);
ClassDB::bind_method(D_METHOD("get_is_active"), &ARVRAnchor::get_is_active);
@@ -430,7 +431,8 @@ void ARVRAnchor::_bind_methods() {
};
void ARVRAnchor::set_anchor_id(int p_anchor_id) {
- // we don't check any bounds here, this anchor may not yet be active and just be a place holder until it is.
+ // We don't check any bounds here, this anchor may not yet be active and just be a place holder until it is.
+ // Note that setting this to 0 means this node is not bound to an anchor yet.
anchor_id = p_anchor_id;
};
diff --git a/scene/3d/arvr_nodes.h b/scene/3d/arvr_nodes.h
index 6e940351f2..67fb658562 100644
--- a/scene/3d/arvr_nodes.h
+++ b/scene/3d/arvr_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp
index ae9834d95f..8c282a31b8 100644
--- a/scene/3d/baked_lightmap.cpp
+++ b/scene/3d/baked_lightmap.cpp
@@ -133,7 +133,7 @@ void BakedLightmapData::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_energy", "energy"), &BakedLightmapData::set_energy);
ClassDB::bind_method(D_METHOD("get_energy"), &BakedLightmapData::get_energy);
- ClassDB::bind_method(D_METHOD("add_user", "path", "lightmap"), &BakedLightmapData::add_user);
+ ClassDB::bind_method(D_METHOD("add_user", "path", "lightmap", "instance"), &BakedLightmapData::add_user);
ClassDB::bind_method(D_METHOD("get_user_count"), &BakedLightmapData::get_user_count);
ClassDB::bind_method(D_METHOD("get_user_path", "user_idx"), &BakedLightmapData::get_user_path);
ClassDB::bind_method(D_METHOD("get_user_lightmap", "user_idx"), &BakedLightmapData::get_user_lightmap);
@@ -165,20 +165,20 @@ BakedLightmap::BakeBeginFunc BakedLightmap::bake_begin_function = NULL;
BakedLightmap::BakeStepFunc BakedLightmap::bake_step_function = NULL;
BakedLightmap::BakeEndFunc BakedLightmap::bake_end_function = NULL;
-void BakedLightmap::set_bake_subdiv(Subdiv p_subdiv) {
- bake_subdiv = p_subdiv;
+void BakedLightmap::set_bake_cell_size(float p_cell_size) {
+ bake_cell_size = p_cell_size;
}
-BakedLightmap::Subdiv BakedLightmap::get_bake_subdiv() const {
- return bake_subdiv;
+float BakedLightmap::get_bake_cell_size() const {
+ return bake_cell_size;
}
-void BakedLightmap::set_capture_subdiv(Subdiv p_subdiv) {
- capture_subdiv = p_subdiv;
+void BakedLightmap::set_capture_cell_size(float p_cell_size) {
+ capture_cell_size = p_cell_size;
}
-BakedLightmap::Subdiv BakedLightmap::get_capture_subdiv() const {
- return capture_subdiv;
+float BakedLightmap::get_capture_cell_size() const {
+ return capture_cell_size;
}
void BakedLightmap::set_extents(const Vector3 &p_extents) {
@@ -327,11 +327,29 @@ BakedLightmap::BakeError BakedLightmap::bake(Node *p_from_node, bool p_create_vi
Ref<BakedLightmapData> new_light_data;
new_light_data.instance();
- static const int subdiv_value[SUBDIV_MAX] = { 8, 9, 10, 11 };
-
VoxelLightBaker baker;
- baker.begin_bake(subdiv_value[bake_subdiv], AABB(-extents, extents * 2.0));
+ int bake_subdiv;
+ int capture_subdiv;
+ AABB bake_bounds;
+ {
+ bake_bounds = AABB(-extents, extents * 2.0);
+ int subdiv = nearest_power_of_2_templated(int(bake_bounds.get_longest_axis_size() / bake_cell_size));
+ bake_bounds.size[bake_bounds.get_longest_axis_size()] = subdiv * bake_cell_size;
+ bake_subdiv = nearest_shift(subdiv) + 1;
+
+ capture_subdiv = bake_subdiv;
+ float css = bake_cell_size;
+ while (css < capture_cell_size && capture_subdiv > 2) {
+ capture_subdiv--;
+ css *= 2.0;
+ }
+
+ print_line("bake subdiv: " + itos(bake_subdiv));
+ print_line("capture subdiv: " + itos(capture_subdiv));
+ }
+
+ baker.begin_bake(bake_subdiv, bake_bounds);
List<PlotMesh> mesh_list;
List<PlotLight> light_list;
@@ -510,19 +528,19 @@ BakedLightmap::BakeError BakedLightmap::bake(Node *p_from_node, bool p_create_vi
}
}
- int csubdiv = subdiv_value[capture_subdiv];
AABB bounds = AABB(-extents, extents * 2);
- new_light_data->set_cell_subdiv(csubdiv);
+ new_light_data->set_cell_subdiv(capture_subdiv);
new_light_data->set_bounds(bounds);
- new_light_data->set_octree(baker.create_capture_octree(csubdiv));
+ new_light_data->set_octree(baker.create_capture_octree(capture_subdiv));
{
+ float bake_bound_size = bake_bounds.get_longest_axis_size();
Transform to_bounds;
- to_bounds.basis.scale(Vector3(bounds.get_longest_axis_size(), bounds.get_longest_axis_size(), bounds.get_longest_axis_size()));
+ to_bounds.basis.scale(Vector3(bake_bound_size, bake_bound_size, bake_bound_size));
to_bounds.origin = bounds.position;
Transform to_grid;
- to_grid.basis.scale(Vector3(1 << (csubdiv - 1), 1 << (csubdiv - 1), 1 << (csubdiv - 1)));
+ to_grid.basis.scale(Vector3(1 << (capture_subdiv - 1), 1 << (capture_subdiv - 1), 1 << (capture_subdiv - 1)));
Transform to_cell_space = to_grid * to_bounds.affine_inverse();
new_light_data->set_cell_space_transform(to_cell_space);
@@ -693,11 +711,11 @@ void BakedLightmap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_light_data", "data"), &BakedLightmap::set_light_data);
ClassDB::bind_method(D_METHOD("get_light_data"), &BakedLightmap::get_light_data);
- ClassDB::bind_method(D_METHOD("set_bake_subdiv", "bake_subdiv"), &BakedLightmap::set_bake_subdiv);
- ClassDB::bind_method(D_METHOD("get_bake_subdiv"), &BakedLightmap::get_bake_subdiv);
+ ClassDB::bind_method(D_METHOD("set_bake_cell_size", "bake_cell_size"), &BakedLightmap::set_bake_cell_size);
+ ClassDB::bind_method(D_METHOD("get_bake_cell_size"), &BakedLightmap::get_bake_cell_size);
- ClassDB::bind_method(D_METHOD("set_capture_subdiv", "capture_subdiv"), &BakedLightmap::set_capture_subdiv);
- ClassDB::bind_method(D_METHOD("get_capture_subdiv"), &BakedLightmap::get_capture_subdiv);
+ ClassDB::bind_method(D_METHOD("set_capture_cell_size", "capture_cell_size"), &BakedLightmap::set_capture_cell_size);
+ ClassDB::bind_method(D_METHOD("get_capture_cell_size"), &BakedLightmap::get_capture_cell_size);
ClassDB::bind_method(D_METHOD("set_bake_quality", "bake_quality"), &BakedLightmap::set_bake_quality);
ClassDB::bind_method(D_METHOD("get_bake_quality"), &BakedLightmap::get_bake_quality);
@@ -724,23 +742,20 @@ void BakedLightmap::_bind_methods() {
ClassDB::bind_method(D_METHOD("debug_bake"), &BakedLightmap::_debug_bake);
ClassDB::set_method_flags(get_class_static(), _scs_create("debug_bake"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "bake_subdiv", PROPERTY_HINT_ENUM, "128,256,512,1024"), "set_bake_subdiv", "get_bake_subdiv");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "capture_subdiv", PROPERTY_HINT_ENUM, "128,256,512"), "set_capture_subdiv", "get_capture_subdiv");
+ ADD_GROUP("Bake", "bake_");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bake_cell_size", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_bake_cell_size", "get_bake_cell_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bake_quality", PROPERTY_HINT_ENUM, "Low,Medium,High"), "set_bake_quality", "get_bake_quality");
ADD_PROPERTY(PropertyInfo(Variant::INT, "bake_mode", PROPERTY_HINT_ENUM, "ConeTrace,RayTrace"), "set_bake_mode", "get_bake_mode");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "propagation", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_propagation", "get_propagation");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "energy", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_energy", "get_energy");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hdr"), "set_hdr", "is_hdr");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bake_propagation", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_propagation", "get_propagation");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bake_energy", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_energy", "get_energy");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "bake_hdr"), "set_hdr", "is_hdr");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "bake_extents"), "set_extents", "get_extents");
+ ADD_GROUP("Capture", "capture_");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "capture_cell_size", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_capture_cell_size", "get_capture_cell_size");
+ ADD_GROUP("Data", "");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "image_path", PROPERTY_HINT_DIR), "set_image_path", "get_image_path");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents"), "set_extents", "get_extents");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "light_data", PROPERTY_HINT_RESOURCE_TYPE, "BakedIndirectLightData"), "set_light_data", "get_light_data");
- BIND_ENUM_CONSTANT(SUBDIV_128);
- BIND_ENUM_CONSTANT(SUBDIV_256);
- BIND_ENUM_CONSTANT(SUBDIV_512);
- BIND_ENUM_CONSTANT(SUBDIV_1024);
- BIND_ENUM_CONSTANT(SUBDIV_MAX);
-
BIND_ENUM_CONSTANT(BAKE_QUALITY_LOW);
BIND_ENUM_CONSTANT(BAKE_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(BAKE_QUALITY_HIGH);
@@ -757,8 +772,9 @@ void BakedLightmap::_bind_methods() {
BakedLightmap::BakedLightmap() {
extents = Vector3(10, 10, 10);
- bake_subdiv = SUBDIV_256;
- capture_subdiv = SUBDIV_128;
+ bake_cell_size = 0.25;
+ capture_cell_size = 0.5;
+
bake_quality = BAKE_QUALITY_MEDIUM;
bake_mode = BAKE_MODE_CONE_TRACE;
energy = 1;
diff --git a/scene/3d/baked_lightmap.h b/scene/3d/baked_lightmap.h
index 9e15f1bb10..9b53e41d73 100644
--- a/scene/3d/baked_lightmap.h
+++ b/scene/3d/baked_lightmap.h
@@ -61,15 +61,6 @@ class BakedLightmap : public VisualInstance {
GDCLASS(BakedLightmap, VisualInstance);
public:
- enum Subdiv {
- SUBDIV_128,
- SUBDIV_256,
- SUBDIV_512,
- SUBDIV_1024,
- SUBDIV_MAX
-
- };
-
enum BakeQuality {
BAKE_QUALITY_LOW,
BAKE_QUALITY_MEDIUM,
@@ -95,8 +86,8 @@ public:
typedef void (*BakeEndFunc)();
private:
- Subdiv bake_subdiv;
- Subdiv capture_subdiv;
+ float bake_cell_size;
+ float capture_cell_size;
Vector3 extents;
float propagation;
float energy;
@@ -148,11 +139,11 @@ public:
void set_light_data(const Ref<BakedLightmapData> &p_data);
Ref<BakedLightmapData> get_light_data() const;
- void set_bake_subdiv(Subdiv p_subdiv);
- Subdiv get_bake_subdiv() const;
+ void set_bake_cell_size(float p_cell_size);
+ float get_bake_cell_size() const;
- void set_capture_subdiv(Subdiv p_subdiv);
- Subdiv get_capture_subdiv() const;
+ void set_capture_cell_size(float p_cell_size);
+ float get_capture_cell_size() const;
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
@@ -182,7 +173,6 @@ public:
BakedLightmap();
};
-VARIANT_ENUM_CAST(BakedLightmap::Subdiv);
VARIANT_ENUM_CAST(BakedLightmap::BakeQuality);
VARIANT_ENUM_CAST(BakedLightmap::BakeMode);
VARIANT_ENUM_CAST(BakedLightmap::BakeError);
diff --git a/scene/3d/bone_attachment.cpp b/scene/3d/bone_attachment.cpp
index 2580b645e2..9e3b15461b 100644
--- a/scene/3d/bone_attachment.cpp
+++ b/scene/3d/bone_attachment.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/bone_attachment.h b/scene/3d/bone_attachment.h
index 159d16157a..57bc71a51f 100644
--- a/scene/3d/bone_attachment.h
+++ b/scene/3d/bone_attachment.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp
index 72c0b979af..840783c399 100644
--- a/scene/3d/camera.cpp
+++ b/scene/3d/camera.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -70,6 +70,9 @@ void Camera::_validate_property(PropertyInfo &p_property) const {
void Camera::_update_camera() {
+ if (!is_inside_tree())
+ return;
+
Transform tr = get_camera_transform();
tr.origin += tr.basis.get_axis(1) * v_offset;
tr.origin += tr.basis.get_axis(0) * h_offset;
@@ -81,7 +84,7 @@ void Camera::_update_camera() {
get_viewport()->_camera_transform_changed_notify();
*/
- if (!is_inside_tree() || get_tree()->is_node_being_edited(this) || !is_current())
+ if (get_tree()->is_node_being_edited(this) || !is_current())
return;
get_viewport()->_camera_transform_changed_notify();
@@ -407,15 +410,6 @@ Camera::KeepAspect Camera::get_keep_aspect_mode() const {
return keep_aspect;
}
-void Camera::set_vaspect(bool p_vaspect) {
- set_keep_aspect_mode(p_vaspect ? KEEP_WIDTH : KEEP_HEIGHT);
- _update_camera_mode();
-}
-
-bool Camera::get_vaspect() const {
- return keep_aspect == KEEP_HEIGHT;
-}
-
void Camera::set_doppler_tracking(DopplerTracking p_tracking) {
if (doppler_tracking == p_tracking)
@@ -468,14 +462,11 @@ void Camera::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_environment"), &Camera::get_environment);
ClassDB::bind_method(D_METHOD("set_keep_aspect_mode", "mode"), &Camera::set_keep_aspect_mode);
ClassDB::bind_method(D_METHOD("get_keep_aspect_mode"), &Camera::get_keep_aspect_mode);
- ClassDB::bind_method(D_METHOD("set_vaspect"), &Camera::set_vaspect);
- ClassDB::bind_method(D_METHOD("get_vaspect"), &Camera::get_vaspect);
ClassDB::bind_method(D_METHOD("set_doppler_tracking", "mode"), &Camera::set_doppler_tracking);
ClassDB::bind_method(D_METHOD("get_doppler_tracking"), &Camera::get_doppler_tracking);
//ClassDB::bind_method(D_METHOD("_camera_make_current"),&Camera::_camera_make_current );
ADD_PROPERTY(PropertyInfo(Variant::INT, "keep_aspect", PROPERTY_HINT_ENUM, "Keep Width,Keep Height"), "set_keep_aspect_mode", "get_keep_aspect_mode");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "vaspect"), "set_vaspect", "get_vaspect");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
diff --git a/scene/3d/camera.h b/scene/3d/camera.h
index 520afb962b..c24286ecc5 100644
--- a/scene/3d/camera.h
+++ b/scene/3d/camera.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -148,8 +148,6 @@ public:
void set_keep_aspect_mode(KeepAspect p_aspect);
KeepAspect get_keep_aspect_mode() const;
- void set_vaspect(bool p_vaspect);
- bool get_vaspect() const;
void set_v_offset(float p_offset);
float get_v_offset() const;
diff --git a/scene/3d/collision_object.cpp b/scene/3d/collision_object.cpp
index 7b4770e435..e591b17aa6 100644
--- a/scene/3d/collision_object.cpp
+++ b/scene/3d/collision_object.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_object.h b/scene/3d/collision_object.h
index ac35de697c..c1fed559c5 100644
--- a/scene/3d/collision_object.h
+++ b/scene/3d/collision_object.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_polygon.cpp b/scene/3d/collision_polygon.cpp
index a6d812efec..7d894a0544 100644
--- a/scene/3d/collision_polygon.cpp
+++ b/scene/3d/collision_polygon.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_polygon.h b/scene/3d/collision_polygon.h
index 14d8c3aba6..b979057da1 100644
--- a/scene/3d/collision_polygon.h
+++ b/scene/3d/collision_polygon.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_shape.cpp b/scene/3d/collision_shape.cpp
index f49d89122d..b5f3a09c09 100644
--- a/scene/3d/collision_shape.cpp
+++ b/scene/3d/collision_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/collision_shape.h b/scene/3d/collision_shape.h
index 94621177cb..4728d3d5c1 100644
--- a/scene/3d/collision_shape.h
+++ b/scene/3d/collision_shape.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/gi_probe.cpp b/scene/3d/gi_probe.cpp
index 9c811a74bf..21e8a6e17a 100644
--- a/scene/3d/gi_probe.cpp
+++ b/scene/3d/gi_probe.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/gi_probe.h b/scene/3d/gi_probe.h
index 0858af0001..af3c854f1f 100644
--- a/scene/3d/gi_probe.h
+++ b/scene/3d/gi_probe.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/immediate_geometry.cpp b/scene/3d/immediate_geometry.cpp
index 092ed8f0b2..8d8c1b65fc 100644
--- a/scene/3d/immediate_geometry.cpp
+++ b/scene/3d/immediate_geometry.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/immediate_geometry.h b/scene/3d/immediate_geometry.h
index 1ff4e05e82..abcabf2c34 100644
--- a/scene/3d/immediate_geometry.h
+++ b/scene/3d/immediate_geometry.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/interpolated_camera.cpp b/scene/3d/interpolated_camera.cpp
index 3ff8317732..03f82e0e44 100644
--- a/scene/3d/interpolated_camera.cpp
+++ b/scene/3d/interpolated_camera.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/interpolated_camera.h b/scene/3d/interpolated_camera.h
index 26e7278c99..d74b13c214 100644
--- a/scene/3d/interpolated_camera.h
+++ b/scene/3d/interpolated_camera.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/light.cpp b/scene/3d/light.cpp
index 6eb2028d8e..04c1f9e3e8 100644
--- a/scene/3d/light.cpp
+++ b/scene/3d/light.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/light.h b/scene/3d/light.h
index 7ba25731d9..2639e47217 100644
--- a/scene/3d/light.h
+++ b/scene/3d/light.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/listener.cpp b/scene/3d/listener.cpp
index 51cf9fb89b..752a2059f5 100644
--- a/scene/3d/listener.cpp
+++ b/scene/3d/listener.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/listener.h b/scene/3d/listener.h
index 2c800443b4..db8dca8ce2 100644
--- a/scene/3d/listener.h
+++ b/scene/3d/listener.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/mesh_instance.cpp b/scene/3d/mesh_instance.cpp
index 1e52ccc6e0..cffcbd9a41 100644
--- a/scene/3d/mesh_instance.cpp
+++ b/scene/3d/mesh_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/mesh_instance.h b/scene/3d/mesh_instance.h
index 970a10aaf3..74041a46bc 100644
--- a/scene/3d/mesh_instance.h
+++ b/scene/3d/mesh_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/multimesh_instance.cpp b/scene/3d/multimesh_instance.cpp
index ce7b97be7f..a6a8d434fa 100644
--- a/scene/3d/multimesh_instance.cpp
+++ b/scene/3d/multimesh_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/multimesh_instance.h b/scene/3d/multimesh_instance.h
index 9b2b1ff9a7..312748b6f0 100644
--- a/scene/3d/multimesh_instance.h
+++ b/scene/3d/multimesh_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation.cpp b/scene/3d/navigation.cpp
index 78cf75e3b3..5d41fe576b 100644
--- a/scene/3d/navigation.cpp
+++ b/scene/3d/navigation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation.h b/scene/3d/navigation.h
index 134afa2278..a5a4deebcd 100644
--- a/scene/3d/navigation.h
+++ b/scene/3d/navigation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_mesh.cpp b/scene/3d/navigation_mesh.cpp
index 4fb12b8fac..3e548b8e8f 100644
--- a/scene/3d/navigation_mesh.cpp
+++ b/scene/3d/navigation_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/navigation_mesh.h b/scene/3d/navigation_mesh.h
index dd5ed79500..0a81e1c67b 100644
--- a/scene/3d/navigation_mesh.h
+++ b/scene/3d/navigation_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp
index b445ccc5a9..fda4647141 100644
--- a/scene/3d/particles.cpp
+++ b/scene/3d/particles.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -42,8 +42,7 @@ PoolVector<Face3> Particles::get_faces(uint32_t p_usage_flags) const {
void Particles::set_emitting(bool p_emitting) {
- emitting = p_emitting;
- VS::get_singleton()->particles_set_emitting(particles, emitting);
+ VS::get_singleton()->particles_set_emitting(particles, p_emitting);
}
void Particles::set_amount(int p_amount) {
@@ -63,7 +62,7 @@ void Particles::set_one_shot(bool p_one_shot) {
one_shot = p_one_shot;
VS::get_singleton()->particles_set_one_shot(particles, one_shot);
- if (!one_shot && emitting)
+ if (!one_shot && is_emitting())
VisualServer::get_singleton()->particles_restart(particles);
}
@@ -113,7 +112,7 @@ void Particles::set_speed_scale(float p_scale) {
bool Particles::is_emitting() const {
- return emitting;
+ return VS::get_singleton()->particles_get_emitting(particles);
}
int Particles::get_amount() const {
diff --git a/scene/3d/particles.h b/scene/3d/particles.h
index 5b8121e937..ebd2b6ce48 100644
--- a/scene/3d/particles.h
+++ b/scene/3d/particles.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -57,7 +57,6 @@ public:
private:
RID particles;
- bool emitting;
bool one_shot;
int amount;
float lifetime;
diff --git a/scene/3d/path.cpp b/scene/3d/path.cpp
index 65f20210e1..e0520fdb7c 100644
--- a/scene/3d/path.cpp
+++ b/scene/3d/path.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/path.h b/scene/3d/path.h
index 52760e0c75..7c3e0f35cc 100644
--- a/scene/3d/path.h
+++ b/scene/3d/path.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp
index c5f817d317..4c4e4bf1e6 100644
--- a/scene/3d/physics_body.cpp
+++ b/scene/3d/physics_body.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h
index 9d9feda0b2..f64733e707 100644
--- a/scene/3d/physics_body.h
+++ b/scene/3d/physics_body.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/physics_joint.cpp b/scene/3d/physics_joint.cpp
index 1d779d31fe..c36e684477 100644
--- a/scene/3d/physics_joint.cpp
+++ b/scene/3d/physics_joint.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/physics_joint.h b/scene/3d/physics_joint.h
index b94297da30..1520c40cdd 100644
--- a/scene/3d/physics_joint.h
+++ b/scene/3d/physics_joint.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/portal.cpp b/scene/3d/portal.cpp
index 4fde29aab9..35ef6fa2f1 100644
--- a/scene/3d/portal.cpp
+++ b/scene/3d/portal.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/portal.h b/scene/3d/portal.h
index a3a7956286..545dd61650 100644
--- a/scene/3d/portal.h
+++ b/scene/3d/portal.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/position_3d.cpp b/scene/3d/position_3d.cpp
index d0df985ac4..955c54a008 100644
--- a/scene/3d/position_3d.cpp
+++ b/scene/3d/position_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/position_3d.h b/scene/3d/position_3d.h
index 8083c33196..59512ea108 100644
--- a/scene/3d/position_3d.h
+++ b/scene/3d/position_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/proximity_group.cpp b/scene/3d/proximity_group.cpp
index 2288d8b08b..7daf43aefd 100644
--- a/scene/3d/proximity_group.cpp
+++ b/scene/3d/proximity_group.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/proximity_group.h b/scene/3d/proximity_group.h
index d003d2f525..7c61c0f949 100644
--- a/scene/3d/proximity_group.h
+++ b/scene/3d/proximity_group.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/ray_cast.cpp b/scene/3d/ray_cast.cpp
index faeb18691a..962af4b244 100644
--- a/scene/3d/ray_cast.cpp
+++ b/scene/3d/ray_cast.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/ray_cast.h b/scene/3d/ray_cast.h
index 9fb1a1be67..c44fd907e5 100644
--- a/scene/3d/ray_cast.h
+++ b/scene/3d/ray_cast.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/reflection_probe.cpp b/scene/3d/reflection_probe.cpp
index 0e575ec152..b8fa50357a 100644
--- a/scene/3d/reflection_probe.cpp
+++ b/scene/3d/reflection_probe.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/reflection_probe.h b/scene/3d/reflection_probe.h
index 26f17fdcf9..742e4121f7 100644
--- a/scene/3d/reflection_probe.h
+++ b/scene/3d/reflection_probe.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/remote_transform.cpp b/scene/3d/remote_transform.cpp
index 8faf985b11..afb85f7314 100644
--- a/scene/3d/remote_transform.cpp
+++ b/scene/3d/remote_transform.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/remote_transform.h b/scene/3d/remote_transform.h
index 51a0bf35a3..5fc9b071b0 100644
--- a/scene/3d/remote_transform.h
+++ b/scene/3d/remote_transform.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/room_instance.cpp b/scene/3d/room_instance.cpp
index 47a7b8bfb9..94ad07c617 100644
--- a/scene/3d/room_instance.cpp
+++ b/scene/3d/room_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/room_instance.h b/scene/3d/room_instance.h
index 2b2f80a0c6..dc066c73c3 100644
--- a/scene/3d/room_instance.h
+++ b/scene/3d/room_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/scenario_fx.cpp b/scene/3d/scenario_fx.cpp
index 8102b3f15c..cefe3e46f3 100644
--- a/scene/3d/scenario_fx.cpp
+++ b/scene/3d/scenario_fx.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/scenario_fx.h b/scene/3d/scenario_fx.h
index acf6a18526..3a8a927f88 100644
--- a/scene/3d/scenario_fx.h
+++ b/scene/3d/scenario_fx.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp
index d0e0937eca..aaa378bb68 100644
--- a/scene/3d/skeleton.cpp
+++ b/scene/3d/skeleton.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -153,6 +153,24 @@ void Skeleton::_notification(int p_what) {
case NOTIFICATION_EXIT_WORLD: {
} break;
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+
+ if (dirty)
+ break; //will be eventually updated
+
+ //if moved, just update transforms
+ VisualServer *vs = VisualServer::get_singleton();
+ const Bone *bonesptr = bones.ptr();
+ int len = bones.size();
+ Transform global_transform = get_global_transform();
+ Transform global_transform_inverse = global_transform.affine_inverse();
+
+ for (int i = 0; i < len; i++) {
+
+ const Bone &b = bonesptr[i];
+ vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
+ }
+ } break;
case NOTIFICATION_UPDATE_SKELETON: {
VisualServer *vs = VisualServer::get_singleton();
@@ -180,6 +198,9 @@ void Skeleton::_notification(int p_what) {
rest_global_inverse_dirty = false;
}
+ Transform global_transform = get_global_transform();
+ Transform global_transform_inverse = global_transform.affine_inverse();
+
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[i];
@@ -239,7 +260,8 @@ void Skeleton::_notification(int p_what) {
}
}
- vs->skeleton_bone_set_transform(skeleton, i, b.pose_global * b.rest_global_inverse);
+ b.transform_final = b.pose_global * b.rest_global_inverse;
+ vs->skeleton_bone_set_transform(skeleton, i, global_transform * (b.transform_final * global_transform_inverse));
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {
@@ -543,6 +565,7 @@ Skeleton::Skeleton() {
rest_global_inverse_dirty = true;
dirty = false;
skeleton = VisualServer::get_singleton()->skeleton_create();
+ set_notify_transform(true);
}
Skeleton::~Skeleton() {
diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h
index fdc1100472..1b999d91c3 100644
--- a/scene/3d/skeleton.h
+++ b/scene/3d/skeleton.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -57,6 +57,8 @@ class Skeleton : public Spatial {
bool custom_pose_enable;
Transform custom_pose;
+ Transform transform_final;
+
List<uint32_t> nodes_bound;
Bone() {
diff --git a/scene/3d/spatial.cpp b/scene/3d/spatial.cpp
index d9f88ac693..a55c4a2cc5 100644
--- a/scene/3d/spatial.cpp
+++ b/scene/3d/spatial.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -555,30 +555,36 @@ bool Spatial::is_visible() const {
return data.visible;
}
-void Spatial::rotate(const Vector3 &p_normal, float p_radians) {
+void Spatial::rotate_object_local(const Vector3 &p_axis, float p_angle) {
+ Transform t = get_transform();
+ t.basis.rotate_local(p_axis, p_angle);
+ set_transform(t);
+}
+
+void Spatial::rotate(const Vector3 &p_axis, float p_angle) {
Transform t = get_transform();
- t.basis.rotate(p_normal, p_radians);
+ t.basis.rotate(p_axis, p_angle);
set_transform(t);
}
-void Spatial::rotate_x(float p_radians) {
+void Spatial::rotate_x(float p_angle) {
Transform t = get_transform();
- t.basis.rotate(Vector3(1, 0, 0), p_radians);
+ t.basis.rotate(Vector3(1, 0, 0), p_angle);
set_transform(t);
}
-void Spatial::rotate_y(float p_radians) {
+void Spatial::rotate_y(float p_angle) {
Transform t = get_transform();
- t.basis.rotate(Vector3(0, 1, 0), p_radians);
+ t.basis.rotate(Vector3(0, 1, 0), p_angle);
set_transform(t);
}
-void Spatial::rotate_z(float p_radians) {
+void Spatial::rotate_z(float p_angle) {
Transform t = get_transform();
- t.basis.rotate(Vector3(0, 0, 1), p_radians);
+ t.basis.rotate(Vector3(0, 0, 1), p_angle);
set_transform(t);
}
@@ -589,19 +595,45 @@ void Spatial::translate(const Vector3 &p_offset) {
set_transform(t);
}
+void Spatial::translate_object_local(const Vector3 &p_offset) {
+ Transform t = get_transform();
+
+ Transform s;
+ s.translate(p_offset);
+ set_transform(t * s);
+}
+
void Spatial::scale(const Vector3 &p_ratio) {
Transform t = get_transform();
t.basis.scale(p_ratio);
set_transform(t);
}
-void Spatial::global_rotate(const Vector3 &p_normal, float p_radians) {
- Basis rotation(p_normal, p_radians);
+void Spatial::scale_object_local(const Vector3 &p_scale) {
+ Transform t = get_transform();
+ t.basis.scale_local(p_scale);
+ set_transform(t);
+}
+
+void Spatial::global_rotate(const Vector3 &p_axis, float p_angle) {
+
+ Basis rotation(p_axis, p_angle);
Transform t = get_global_transform();
t.basis = rotation * t.basis;
set_global_transform(t);
}
+
+void Spatial::global_scale(const Vector3 &p_scale) {
+
+ Basis s;
+ s.set_scale(p_scale);
+
+ Transform t = get_global_transform();
+ t.basis = s * t.basis;
+ set_global_transform(t);
+}
+
void Spatial::global_translate(const Vector3 &p_offset) {
Transform t = get_global_transform();
t.origin += p_offset;
@@ -620,7 +652,7 @@ void Spatial::set_identity() {
set_transform(Transform());
}
-void Spatial::look_at(const Vector3 &p_target, const Vector3 &p_up_normal) {
+void Spatial::look_at(const Vector3 &p_target, const Vector3 &p_up) {
Transform lookat;
lookat.origin = get_global_transform().origin;
@@ -629,19 +661,19 @@ void Spatial::look_at(const Vector3 &p_target, const Vector3 &p_up_normal) {
ERR_FAIL();
}
- if (p_up_normal.cross(p_target - lookat.origin) == Vector3()) {
+ if (p_up.cross(p_target - lookat.origin) == Vector3()) {
ERR_EXPLAIN("Up vector and direction between node origin and target are aligned, look_at() failed");
ERR_FAIL();
}
- lookat = lookat.looking_at(p_target, p_up_normal);
+ lookat = lookat.looking_at(p_target, p_up);
set_global_transform(lookat);
}
-void Spatial::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up_normal) {
+void Spatial::look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up) {
Transform lookat;
lookat.origin = p_pos;
- lookat = lookat.looking_at(p_target, p_up_normal);
+ lookat = lookat.looking_at(p_target, p_up);
set_global_transform(lookat);
}
@@ -677,9 +709,9 @@ void Spatial::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_transform"), &Spatial::get_transform);
ClassDB::bind_method(D_METHOD("set_translation", "translation"), &Spatial::set_translation);
ClassDB::bind_method(D_METHOD("get_translation"), &Spatial::get_translation);
- ClassDB::bind_method(D_METHOD("set_rotation", "radians"), &Spatial::set_rotation);
+ ClassDB::bind_method(D_METHOD("set_rotation", "euler"), &Spatial::set_rotation);
ClassDB::bind_method(D_METHOD("get_rotation"), &Spatial::get_rotation);
- ClassDB::bind_method(D_METHOD("set_rotation_degrees", "degrees"), &Spatial::set_rotation_degrees);
+ ClassDB::bind_method(D_METHOD("set_rotation_degrees", "euler_degrees"), &Spatial::set_rotation_degrees);
ClassDB::bind_method(D_METHOD("get_rotation_degrees"), &Spatial::get_rotation_degrees);
ClassDB::bind_method(D_METHOD("set_scale", "scale"), &Spatial::set_scale);
ClassDB::bind_method(D_METHOD("get_scale"), &Spatial::get_scale);
@@ -711,22 +743,26 @@ void Spatial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_notify_transform", "enable"), &Spatial::set_notify_transform);
ClassDB::bind_method(D_METHOD("is_transform_notification_enabled"), &Spatial::is_transform_notification_enabled);
- void rotate(const Vector3 &p_normal, float p_radians);
- void rotate_x(float p_radians);
- void rotate_y(float p_radians);
- void rotate_z(float p_radians);
+ void rotate(const Vector3 &p_axis, float p_angle);
+ void rotate_x(float p_angle);
+ void rotate_y(float p_angle);
+ void rotate_z(float p_angle);
void translate(const Vector3 &p_offset);
void scale(const Vector3 &p_ratio);
- void global_rotate(const Vector3 &p_normal, float p_radians);
+ void global_rotate(const Vector3 &p_axis, float p_angle);
void global_translate(const Vector3 &p_offset);
- ClassDB::bind_method(D_METHOD("rotate", "normal", "radians"), &Spatial::rotate);
- ClassDB::bind_method(D_METHOD("global_rotate", "normal", "radians"), &Spatial::global_rotate);
- ClassDB::bind_method(D_METHOD("rotate_x", "radians"), &Spatial::rotate_x);
- ClassDB::bind_method(D_METHOD("rotate_y", "radians"), &Spatial::rotate_y);
- ClassDB::bind_method(D_METHOD("rotate_z", "radians"), &Spatial::rotate_z);
- ClassDB::bind_method(D_METHOD("translate", "offset"), &Spatial::translate);
+ ClassDB::bind_method(D_METHOD("rotate", "axis", "angle"), &Spatial::rotate);
+ ClassDB::bind_method(D_METHOD("global_rotate", "axis", "angle"), &Spatial::global_rotate);
+ ClassDB::bind_method(D_METHOD("global_scale", "scale"), &Spatial::global_scale);
ClassDB::bind_method(D_METHOD("global_translate", "offset"), &Spatial::global_translate);
+ ClassDB::bind_method(D_METHOD("rotate_object_local", "axis", "angle"), &Spatial::rotate_object_local);
+ ClassDB::bind_method(D_METHOD("scale_object_local", "scale"), &Spatial::scale_object_local);
+ ClassDB::bind_method(D_METHOD("translate_object_local", "offset"), &Spatial::translate_object_local);
+ ClassDB::bind_method(D_METHOD("rotate_x", "angle"), &Spatial::rotate_x);
+ ClassDB::bind_method(D_METHOD("rotate_y", "angle"), &Spatial::rotate_y);
+ ClassDB::bind_method(D_METHOD("rotate_z", "angle"), &Spatial::rotate_z);
+ ClassDB::bind_method(D_METHOD("translate", "offset"), &Spatial::translate);
ClassDB::bind_method(D_METHOD("orthonormalize"), &Spatial::orthonormalize);
ClassDB::bind_method(D_METHOD("set_identity"), &Spatial::set_identity);
diff --git a/scene/3d/spatial.h b/scene/3d/spatial.h
index 8f53b4a066..1c2e73d5ba 100644
--- a/scene/3d/spatial.h
+++ b/scene/3d/spatial.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -158,17 +158,23 @@ public:
Transform get_relative_transform(const Node *p_parent) const;
- void rotate(const Vector3 &p_normal, float p_radians);
- void rotate_x(float p_radians);
- void rotate_y(float p_radians);
- void rotate_z(float p_radians);
+ void rotate(const Vector3 &p_axis, float p_angle);
+ void rotate_x(float p_angle);
+ void rotate_y(float p_angle);
+ void rotate_z(float p_angle);
void translate(const Vector3 &p_offset);
void scale(const Vector3 &p_ratio);
- void global_rotate(const Vector3 &p_normal, float p_radians);
+
+ void rotate_object_local(const Vector3 &p_axis, float p_angle);
+ void scale_object_local(const Vector3 &p_scale);
+ void translate_object_local(const Vector3 &p_offset);
+
+ void global_rotate(const Vector3 &p_axis, float p_angle);
+ void global_scale(const Vector3 &p_scale);
void global_translate(const Vector3 &p_offset);
- void look_at(const Vector3 &p_target, const Vector3 &p_up_normal);
- void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up_normal);
+ void look_at(const Vector3 &p_target, const Vector3 &p_up);
+ void look_at_from_position(const Vector3 &p_pos, const Vector3 &p_target, const Vector3 &p_up);
Vector3 to_local(Vector3 p_global) const;
Vector3 to_global(Vector3 p_local) const;
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 2ecc445663..6bd673c7a2 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h
index d18553a504..0ec8f4d668 100644
--- a/scene/3d/sprite_3d.h
+++ b/scene/3d/sprite_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp
index 2e3e179a7b..d9918c0b62 100644
--- a/scene/3d/vehicle_body.cpp
+++ b/scene/3d/vehicle_body.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h
index c642eb61b8..b4420e95e7 100644
--- a/scene/3d/vehicle_body.h
+++ b/scene/3d/vehicle_body.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/visibility_notifier.cpp b/scene/3d/visibility_notifier.cpp
index 47144c4b78..e6c660bad7 100644
--- a/scene/3d/visibility_notifier.cpp
+++ b/scene/3d/visibility_notifier.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/visibility_notifier.h b/scene/3d/visibility_notifier.h
index fc06cf5aec..ae17939e12 100644
--- a/scene/3d/visibility_notifier.h
+++ b/scene/3d/visibility_notifier.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/visual_instance.cpp b/scene/3d/visual_instance.cpp
index b92e7ead04..7497f35d29 100644
--- a/scene/3d/visual_instance.cpp
+++ b/scene/3d/visual_instance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/visual_instance.h b/scene/3d/visual_instance.h
index 5827f1e1fb..34f035c9f8 100644
--- a/scene/3d/visual_instance.h
+++ b/scene/3d/visual_instance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index 96ac5e8a05..e1717a56f3 100644
--- a/scene/3d/voxel_light_baker.cpp
+++ b/scene/3d/voxel_light_baker.cpp
@@ -1,5 +1,39 @@
+/*************************************************************************/
+/* voxel_light_baker.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 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_light_baker.h"
#include "os/os.h"
+#include "os/threaded_array_processor.h"
+
+#include <stdlib.h>
+
#define FINDMINMAX(x0, x1, x2, min, max) \
min = max = x0; \
if (x1 < min) min = x1; \
@@ -183,14 +217,23 @@ static bool fast_tri_box_overlap(const Vector3 &boxcenter, const Vector3 boxhalf
return true; /* box and triangle overlaps */
}
-static _FORCE_INLINE_ Vector2 get_uv(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv) {
+static _FORCE_INLINE_ void get_uv_and_normal(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv, const Vector3 *p_normal, Vector2 &r_uv, Vector3 &r_normal) {
- if (p_pos.distance_squared_to(p_vtx[0]) < CMP_EPSILON2)
- return p_uv[0];
- if (p_pos.distance_squared_to(p_vtx[1]) < CMP_EPSILON2)
- return p_uv[1];
- if (p_pos.distance_squared_to(p_vtx[2]) < CMP_EPSILON2)
- return p_uv[2];
+ if (p_pos.distance_squared_to(p_vtx[0]) < CMP_EPSILON2) {
+ r_uv = p_uv[0];
+ r_normal = p_normal[0];
+ return;
+ }
+ if (p_pos.distance_squared_to(p_vtx[1]) < CMP_EPSILON2) {
+ r_uv = p_uv[1];
+ r_normal = p_normal[1];
+ return;
+ }
+ if (p_pos.distance_squared_to(p_vtx[2]) < CMP_EPSILON2) {
+ r_uv = p_uv[2];
+ r_normal = p_normal[2];
+ return;
+ }
Vector3 v0 = p_vtx[1] - p_vtx[0];
Vector3 v1 = p_vtx[2] - p_vtx[0];
@@ -202,16 +245,20 @@ static _FORCE_INLINE_ Vector2 get_uv(const Vector3 &p_pos, const Vector3 *p_vtx,
float d20 = v2.dot(v0);
float d21 = v2.dot(v1);
float denom = (d00 * d11 - d01 * d01);
- if (denom == 0)
- return p_uv[0];
+ if (denom == 0) {
+ r_uv = p_uv[0];
+ r_normal = p_normal[0];
+ return;
+ }
float v = (d11 * d20 - d01 * d21) / denom;
float w = (d00 * d21 - d01 * d20) / denom;
float u = 1.0f - v - w;
- return p_uv[0] * u + p_uv[1] * v + p_uv[2] * w;
+ r_uv = p_uv[0] * u + p_uv[1] * v + p_uv[2] * w;
+ r_normal = (p_normal[0] * u + p_normal[1] * v + p_normal[2] * w).normalized();
}
-void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb) {
+void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector3 *p_normal, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb) {
if (p_level == cell_subdiv - 1) {
//plot the face by guessing it's albedo and emission value
@@ -289,7 +336,11 @@ void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p
intersection = Face3(p_vtx[0], p_vtx[1], p_vtx[2]).get_closest_point_to(intersection);
- Vector2 uv = get_uv(intersection, p_vtx, p_uv);
+ Vector2 uv;
+ Vector3 lnormal;
+ get_uv_and_normal(intersection, p_vtx, p_uv, p_normal, uv, lnormal);
+ if (lnormal == Vector3()) //just in case normal as nor provided
+ lnormal = normal;
int uv_x = CLAMP(Math::fposmod(uv.x, 1.0f) * bake_texture_size, 0, bake_texture_size - 1);
int uv_y = CLAMP(Math::fposmod(uv.y, 1.0f) * bake_texture_size, 0, bake_texture_size - 1);
@@ -304,7 +355,7 @@ void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p
emission_accum.g += p_material.emission[ofs].g;
emission_accum.b += p_material.emission[ofs].b;
- normal_accum += normal;
+ normal_accum += lnormal;
alpha += 1.0;
}
@@ -316,7 +367,11 @@ void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p
Face3 f(p_vtx[0], p_vtx[1], p_vtx[2]);
Vector3 inters = f.get_closest_point_to(p_aabb.position + p_aabb.size * 0.5);
- Vector2 uv = get_uv(inters, p_vtx, p_uv);
+ Vector3 lnormal;
+ Vector2 uv;
+ get_uv_and_normal(inters, p_vtx, p_uv, p_normal, uv, normal);
+ if (lnormal == Vector3()) //just in case normal as nor provided
+ lnormal = normal;
int uv_x = CLAMP(Math::fposmod(uv.x, 1.0f) * bake_texture_size, 0, bake_texture_size - 1);
int uv_y = CLAMP(Math::fposmod(uv.y, 1.0f) * bake_texture_size, 0, bake_texture_size - 1);
@@ -334,7 +389,7 @@ void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p
emission_accum.g = p_material.emission[ofs].g * alpha;
emission_accum.b = p_material.emission[ofs].b * alpha;
- normal_accum *= alpha;
+ normal_accum = lnormal * alpha;
} else {
@@ -415,7 +470,7 @@ void VoxelLightBaker::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p
bake_cells[child_idx].level = p_level + 1;
}
- _plot_face(bake_cells[p_idx].childs[i], p_level + 1, nx, ny, nz, p_vtx, p_uv, p_material, aabb);
+ _plot_face(bake_cells[p_idx].childs[i], p_level + 1, nx, ny, nz, p_vtx, p_normal, p_uv, p_material, aabb);
}
}
}
@@ -539,9 +594,12 @@ void VoxelLightBaker::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, con
PoolVector<Vector3>::Read vr = vertices.read();
PoolVector<Vector2> uv = a[Mesh::ARRAY_TEX_UV];
PoolVector<Vector2>::Read uvr;
+ PoolVector<Vector3> normals = a[Mesh::ARRAY_NORMAL];
+ PoolVector<Vector3>::Read nr;
PoolVector<int> index = a[Mesh::ARRAY_INDEX];
bool read_uv = false;
+ bool read_normals = false;
if (uv.size()) {
@@ -549,6 +607,11 @@ void VoxelLightBaker::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, con
read_uv = true;
}
+ if (normals.size()) {
+ read_normals = true;
+ nr = normals.read();
+ }
+
if (index.size()) {
int facecount = index.size() / 3;
@@ -558,6 +621,7 @@ void VoxelLightBaker::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, con
Vector3 vtxs[3];
Vector2 uvs[3];
+ Vector3 normal[3];
for (int k = 0; k < 3; k++) {
vtxs[k] = p_xform.xform(vr[ir[j * 3 + k]]);
@@ -569,11 +633,17 @@ void VoxelLightBaker::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, con
}
}
+ if (read_normals) {
+ for (int k = 0; k < 3; k++) {
+ normal[k] = nr[ir[j * 3 + k]];
+ }
+ }
+
//test against original bounds
if (!fast_tri_box_overlap(original_bounds.position + original_bounds.size * 0.5, original_bounds.size * 0.5, vtxs))
continue;
//plot
- _plot_face(0, 0, 0, 0, 0, vtxs, uvs, material, po2_bounds);
+ _plot_face(0, 0, 0, 0, 0, vtxs, normal, uvs, material, po2_bounds);
}
} else {
@@ -584,6 +654,7 @@ void VoxelLightBaker::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, con
Vector3 vtxs[3];
Vector2 uvs[3];
+ Vector3 normal[3];
for (int k = 0; k < 3; k++) {
vtxs[k] = p_xform.xform(vr[j * 3 + k]);
@@ -595,11 +666,17 @@ void VoxelLightBaker::plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, con
}
}
+ if (read_normals) {
+ for (int k = 0; k < 3; k++) {
+ normal[k] = nr[j * 3 + k];
+ }
+ }
+
//test against original bounds
if (!fast_tri_box_overlap(original_bounds.position + original_bounds.size * 0.5, original_bounds.size * 0.5, vtxs))
continue;
//plot face
- _plot_face(0, 0, 0, 0, 0, vtxs, uvs, material, po2_bounds);
+ _plot_face(0, 0, 0, 0, 0, vtxs, normal, uvs, material, po2_bounds);
}
}
}
@@ -1600,15 +1677,13 @@ Vector3 VoxelLightBaker::_compute_pixel_light_at_pos(const Vector3 &p_pos, const
return accum;
}
-uint32_t xorshiftstate[] = { 123 }; // anything non-zero will do here
-
-_ALWAYS_INLINE_ uint32_t xorshift32() {
+_ALWAYS_INLINE_ uint32_t xorshift32(uint32_t *state) {
/* Algorithm "xor" from p. 4 of Marsaglia, "Xorshift RNGs" */
- uint32_t x = xorshiftstate[0];
+ uint32_t x = *state;
x ^= x << 13;
x ^= x >> 17;
x ^= x << 5;
- xorshiftstate[0] = x;
+ *state = x;
return x;
}
@@ -1634,20 +1709,22 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
const Light *light = bake_light.ptr();
const Cell *cells = bake_cells.ptr();
+ uint32_t local_rng_state = rand(); //needs to be fixed again
+
for (int i = 0; i < samples; i++) {
- float random_angle1 = (((xorshift32() % 65535) / 65535.0) * 2.0 - 1.0) * spread;
+ float random_angle1 = (((xorshift32(&local_rng_state) % 65535) / 65535.0) * 2.0 - 1.0) * spread;
Vector3 axis(0, sin(random_angle1), cos(random_angle1));
- float random_angle2 = ((xorshift32() % 65535) / 65535.0) * Math_PI * 2.0;
+ float random_angle2 = ((xorshift32(&local_rng_state) % 65535) / 65535.0) * Math_PI * 2.0;
Basis rot(Vector3(0, 0, 1), random_angle2);
axis = rot.xform(axis);
Vector3 direction = normal_xform.xform(axis).normalized();
- Vector3 pos = p_pos + Vector3(0.5, 0.5, 0.5) + direction * bias;
-
Vector3 advance = direction * _get_normal_advance(direction);
+ Vector3 pos = p_pos /*+ Vector3(0.5, 0.5, 0.5)*/ + advance * bias;
+
uint32_t cell = CHILD_EMPTY;
while (cell == CHILD_EMPTY) {
@@ -1709,12 +1786,35 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
accum.y += light[cell].accum[i][1] * amount;
accum.z += light[cell].accum[i][2] * amount;
}
+ accum.x += cells[cell].emission[0];
+ accum.y += cells[cell].emission[1];
+ accum.z += cells[cell].emission[2];
}
}
+ // Make sure we don't reset this thread's RNG state
+
return accum / samples;
}
+void VoxelLightBaker::_lightmap_bake_point(uint32_t p_x, LightMap *p_line) {
+
+ LightMap *pixel = &p_line[p_x];
+ if (pixel->pos == Vector3())
+ return;
+ //print_line("pos: " + pixel->pos + " normal " + pixel->normal);
+ switch (bake_mode) {
+ case BAKE_MODE_CONE_TRACE: {
+ pixel->light = _compute_pixel_light_at_pos(pixel->pos, pixel->normal) * energy;
+ } break;
+ case BAKE_MODE_RAY_TRACE: {
+ pixel->light = _compute_ray_trace_at_pos(pixel->pos, pixel->normal) * energy;
+ } break;
+ // pixel->light = Vector3(1, 1, 1);
+ //}
+ }
+}
+
Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh, LightMapData &r_lightmap, bool (*p_bake_time_func)(void *, float, float), void *p_bake_time_ud) {
//transfer light information to a lightmap
@@ -1758,6 +1858,7 @@ Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh
Vector3 vertex[3];
Vector3 normal[3];
Vector2 uv[3];
+
for (int j = 0; j < 3; j++) {
int idx = ic ? ir[i * 3 + j] : i * 3 + j;
vertex[j] = xform.xform(vr[idx]);
@@ -1768,39 +1869,18 @@ Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh
_plot_triangle(uv, vertex, normal, lightmap.ptrw(), width, height);
}
}
- //step 3 perform voxel cone trace on lightmap pixels
+ //step 3 perform voxel cone trace on lightmap pixels
{
LightMap *lightmap_ptr = lightmap.ptrw();
uint64_t begin_time = OS::get_singleton()->get_ticks_usec();
volatile int lines = 0;
+ // make sure our OS-level rng is seeded
+
for (int i = 0; i < height; i++) {
- //print_line("bake line " + itos(i) + " / " + itos(height));
-#ifdef _OPENMP
-#pragma omp parallel for schedule(dynamic, 1)
-#endif
- for (int j = 0; j < width; j++) {
-
- //if (i == 125 && j == 280) {
-
- LightMap *pixel = &lightmap_ptr[i * width + j];
- if (pixel->pos == Vector3())
- continue; //unused, skipe
-
- //print_line("pos: " + pixel->pos + " normal " + pixel->normal);
- switch (bake_mode) {
- case BAKE_MODE_CONE_TRACE: {
- pixel->light = _compute_pixel_light_at_pos(pixel->pos, pixel->normal) * energy;
- } break;
- case BAKE_MODE_RAY_TRACE: {
- pixel->light = _compute_ray_trace_at_pos(pixel->pos, pixel->normal) * energy;
- } break;
- // pixel->light = Vector3(1, 1, 1);
- //}
- }
- }
+ thread_process_array(width, this, &VoxelLightBaker::_lightmap_bake_point, &lightmap_ptr[i * width]);
lines = MAX(lines, i); //for multithread
if (p_bake_time_func) {
diff --git a/scene/3d/voxel_light_baker.h b/scene/3d/voxel_light_baker.h
index 6dee2ee69b..d270a26a2a 100644
--- a/scene/3d/voxel_light_baker.h
+++ b/scene/3d/voxel_light_baker.h
@@ -1,3 +1,33 @@
+/*************************************************************************/
+/* voxel_light_baker.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
#ifndef VOXEL_LIGHT_BAKER_H
#define VOXEL_LIGHT_BAKER_H
@@ -99,7 +129,8 @@ private:
Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
MaterialCache _get_material_cache(Ref<Material> p_material);
- void _plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb);
+
+ void _plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector3 *p_normal, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb);
void _fixup_plot(int p_idx, int p_level);
void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx, DebugMode p_mode);
void _check_init_light();
@@ -119,6 +150,8 @@ private:
_FORCE_INLINE_ Vector3 _compute_pixel_light_at_pos(const Vector3 &p_pos, const Vector3 &p_normal);
_FORCE_INLINE_ Vector3 _compute_ray_trace_at_pos(const Vector3 &p_pos, const Vector3 &p_normal);
+ void _lightmap_bake_point(uint32_t p_x, LightMap *p_line);
+
public:
void begin_bake(int p_subdiv, const AABB &p_bounds);
void plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material> > &p_materials, const Ref<Material> &p_override_material);