diff options
Diffstat (limited to 'scene/3d')
82 files changed, 357 insertions, 891 deletions
diff --git a/scene/3d/area.cpp b/scene/3d/area.cpp index 77682abcb3..67f57a1aa3 100644 --- a/scene/3d/area.cpp +++ b/scene/3d/area.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 043d651e04..ca66f41f60 100644 --- a/scene/3d/area.h +++ b/scene/3d/area.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 4c0449b68e..8d1556ef1c 100644 --- a/scene/3d/arvr_nodes.cpp +++ b/scene/3d/arvr_nodes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -85,9 +85,8 @@ Vector3 ARVRCamera::project_local_ray_normal(const Point2 &p_pos) const { Vector3 ray; CameraMatrix cm = arvr_interface->get_projection_for_eye(ARVRInterface::EYE_MONO, viewport_size.aspect(), get_znear(), get_zfar()); - float screen_w, screen_h; - cm.get_viewport_size(screen_w, screen_h); - ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_w, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_h, -get_znear()).normalized(); + Vector2 screen_he = cm.get_viewport_half_extents(); + ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -get_znear()).normalized(); return ray; }; @@ -138,13 +137,12 @@ Vector3 ARVRCamera::project_position(const Point2 &p_point, float p_z_depth) con CameraMatrix cm = arvr_interface->get_projection_for_eye(ARVRInterface::EYE_MONO, viewport_size.aspect(), get_znear(), get_zfar()); - Size2 vp_size; - cm.get_viewport_size(vp_size.x, vp_size.y); + Vector2 vp_he = cm.get_viewport_half_extents(); Vector2 point; point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0; point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0; - point *= vp_size; + point *= vp_he; Vector3 p(point.x, point.y, -p_z_depth); @@ -295,7 +293,8 @@ int ARVRController::get_joystick_id() const { ARVRPositionalTracker *tracker = arvr_server->find_by_type_and_id(ARVRServer::TRACKER_CONTROLLER, controller_id); if (tracker == NULL) { - return 0; + // No tracker? no joystick id... (0 is our first joystick) + return -1; }; return tracker->get_joy_id(); diff --git a/scene/3d/arvr_nodes.h b/scene/3d/arvr_nodes.h index b647df70aa..44dfda15a6 100644 --- a/scene/3d/arvr_nodes.h +++ b/scene/3d/arvr_nodes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index 05ae281cc1..596ef78fb5 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/audio_stream_player_3d.h b/scene/3d/audio_stream_player_3d.h index 494aa70097..5b4c865475 100644 --- a/scene/3d/audio_stream_player_3d.h +++ b/scene/3d/audio_stream_player_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 4b1eccb40d..071afd1a69 100644 --- a/scene/3d/baked_lightmap.cpp +++ b/scene/3d/baked_lightmap.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -360,7 +360,7 @@ BakedLightmap::BakeError BakedLightmap::bake(Node *p_from_node, bool p_create_vi //check for valid save path DirAccessRef d = DirAccess::open(save_path); if (!d) { - ERR_PRINTS("Invalid Save Path '" + save_path + "'."); + ERR_PRINT("Invalid Save Path '" + save_path + "'."); return BAKE_ERROR_NO_SAVE_PATH; } } diff --git a/scene/3d/baked_lightmap.h b/scene/3d/baked_lightmap.h index 3a9f4cf01d..82354cc9f0 100644 --- a/scene/3d/baked_lightmap.h +++ b/scene/3d/baked_lightmap.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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.cpp b/scene/3d/bone_attachment.cpp index 0233029435..e94e174b92 100644 --- a/scene/3d/bone_attachment.cpp +++ b/scene/3d/bone_attachment.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 051e2b4c56..43c46dd759 100644 --- a/scene/3d/bone_attachment.h +++ b/scene/3d/bone_attachment.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 4d9bb69778..640189a26e 100644 --- a/scene/3d/camera.cpp +++ b/scene/3d/camera.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -291,9 +291,8 @@ Vector3 Camera::project_local_ray_normal(const Point2 &p_pos) const { } else { CameraMatrix cm; cm.set_perspective(fov, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH); - float screen_w, screen_h; - cm.get_viewport_size(screen_w, screen_h); - ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_w, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_h, -near).normalized(); + Vector2 screen_he = cm.get_viewport_half_extents(); + ray = Vector3(((cpos.x / viewport_size.width) * 2.0 - 1.0) * screen_he.x, ((1.0 - (cpos.y / viewport_size.height)) * 2.0 - 1.0) * screen_he.y, -near).normalized(); } return ray; @@ -390,26 +389,24 @@ Vector3 Camera::project_position(const Point2 &p_point, float p_z_depth) const { ERR_FAIL_COND_V_MSG(!is_inside_tree(), Vector3(), "Camera is not inside scene."); - if (p_z_depth == 0) { + if (p_z_depth == 0 && mode != PROJECTION_ORTHOGONAL) { return get_global_transform().origin; } - Size2 viewport_size = get_viewport()->get_visible_rect().size; CameraMatrix cm; if (mode == PROJECTION_ORTHOGONAL) - cm.set_orthogonal(size, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH); + cm.set_orthogonal(size, viewport_size.aspect(), p_z_depth, far, keep_aspect == KEEP_WIDTH); else - cm.set_perspective(fov, viewport_size.aspect(), near, far, keep_aspect == KEEP_WIDTH); + cm.set_perspective(fov, viewport_size.aspect(), p_z_depth, far, keep_aspect == KEEP_WIDTH); - Size2 vp_size; - cm.get_viewport_size(vp_size.x, vp_size.y); + Vector2 vp_he = cm.get_viewport_half_extents(); Vector2 point; point.x = (p_point.x / viewport_size.x) * 2.0 - 1.0; point.y = (1.0 - (p_point.y / viewport_size.y)) * 2.0 - 1.0; - point *= vp_size; + point *= vp_he; Vector3 p(point.x, point.y, -p_z_depth); @@ -583,12 +580,14 @@ Camera::Projection Camera::get_projection() const { } void Camera::set_fov(float p_fov) { + ERR_FAIL_COND(p_fov < 1 || p_fov > 179); fov = p_fov; _update_camera_mode(); _change_notify("fov"); } void Camera::set_size(float p_size) { + ERR_FAIL_COND(p_size < 0.1 || p_size > 16384); size = p_size; _update_camera_mode(); _change_notify("size"); diff --git a/scene/3d/camera.h b/scene/3d/camera.h index d81e097fc5..e215783a58 100644 --- a/scene/3d/camera.h +++ b/scene/3d/camera.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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.cpp b/scene/3d/collision_object.cpp index 735b393171..c067ef34a6 100644 --- a/scene/3d/collision_object.cpp +++ b/scene/3d/collision_object.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 90f370b6d4..572e73d51b 100644 --- a/scene/3d/collision_object.h +++ b/scene/3d/collision_object.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 37aa95fb43..cc07072962 100644 --- a/scene/3d/collision_polygon.cpp +++ b/scene/3d/collision_polygon.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -44,7 +44,7 @@ void CollisionPolygon::_build_polygon() { if (polygon.size() == 0) return; - Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon); + Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon_in_convex(polygon); if (decomp.size() == 0) return; diff --git a/scene/3d/collision_polygon.h b/scene/3d/collision_polygon.h index 04c00fc70f..9ecdc02697 100644 --- a/scene/3d/collision_polygon.h +++ b/scene/3d/collision_polygon.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 2b030641eb..bf2816fd41 100644 --- a/scene/3d/collision_shape.cpp +++ b/scene/3d/collision_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 98427b8590..3150a41ebf 100644 --- a/scene/3d/collision_shape.h +++ b/scene/3d/collision_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/cpu_particles.cpp b/scene/3d/cpu_particles.cpp index 86daabefd2..aa7a413548 100644 --- a/scene/3d/cpu_particles.cpp +++ b/scene/3d/cpu_particles.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -405,7 +405,7 @@ bool CPUParticles::get_particle_flag(Flags p_flag) const { } void CPUParticles::set_emission_shape(EmissionShape p_shape) { - + ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX); emission_shape = p_shape; } @@ -784,6 +784,9 @@ void CPUParticles::_particles_process(float p_delta) { p.base_color = emission_colors.get(random_idx); } } break; + case EMISSION_SHAPE_MAX: { // Max value for validity check. + break; + } } if (!local_coords) { @@ -1488,6 +1491,7 @@ void CPUParticles::_bind_methods() { BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX); BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS); BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS); + BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX); } CPUParticles::CPUParticles() { diff --git a/scene/3d/cpu_particles.h b/scene/3d/cpu_particles.h index 635265be7f..d5a549b976 100644 --- a/scene/3d/cpu_particles.h +++ b/scene/3d/cpu_particles.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -75,6 +75,7 @@ public: EMISSION_SHAPE_BOX, EMISSION_SHAPE_POINTS, EMISSION_SHAPE_DIRECTED_POINTS, + EMISSION_SHAPE_MAX }; private: diff --git a/scene/3d/gi_probe.cpp b/scene/3d/gi_probe.cpp index ce7bb25665..99bc78f5d2 100644 --- a/scene/3d/gi_probe.cpp +++ b/scene/3d/gi_probe.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 4badabbadf..7c58f862e4 100644 --- a/scene/3d/gi_probe.h +++ b/scene/3d/gi_probe.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 a555106bd8..0a1beaf3f4 100644 --- a/scene/3d/immediate_geometry.cpp +++ b/scene/3d/immediate_geometry.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 3467663dff..f45ebd6724 100644 --- a/scene/3d/immediate_geometry.h +++ b/scene/3d/immediate_geometry.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 d720dd117c..baf5ac4be6 100644 --- a/scene/3d/interpolated_camera.cpp +++ b/scene/3d/interpolated_camera.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 97100c9501..7b160c66fa 100644 --- a/scene/3d/interpolated_camera.h +++ b/scene/3d/interpolated_camera.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 85ee925248..593d0b95b7 100644 --- a/scene/3d/light.cpp +++ b/scene/3d/light.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -103,6 +103,8 @@ void Light::set_color(const Color &p_color) { color = p_color; VS::get_singleton()->light_set_color(light, p_color); + // The gizmo color depends on the light color, so update it. + update_gizmo(); } Color Light::get_color() const { diff --git a/scene/3d/light.h b/scene/3d/light.h index cc8675ead1..272ee8d7a9 100644 --- a/scene/3d/light.h +++ b/scene/3d/light.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 85e65e23f2..2779d14b57 100644 --- a/scene/3d/listener.cpp +++ b/scene/3d/listener.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 86451e7d99..287e67f31e 100644 --- a/scene/3d/listener.h +++ b/scene/3d/listener.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 50ca466df3..e14fa9e9af 100644 --- a/scene/3d/mesh_instance.cpp +++ b/scene/3d/mesh_instance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -154,10 +154,10 @@ void MeshInstance::_resolve_skeleton_path() { if (!skeleton_path.is_empty()) { Skeleton *skeleton = Object::cast_to<Skeleton>(get_node(skeleton_path)); if (skeleton) { - new_skin_reference = skeleton->register_skin(skin); - if (skin.is_null()) { + new_skin_reference = skeleton->register_skin(skin_internal); + if (skin_internal.is_null()) { //a skin was created for us - skin = new_skin_reference->get_skin(); + skin_internal = new_skin_reference->get_skin(); _change_notify(); } } @@ -173,6 +173,7 @@ void MeshInstance::_resolve_skeleton_path() { } void MeshInstance::set_skin(const Ref<Skin> &p_skin) { + skin_internal = p_skin; skin = p_skin; if (!is_inside_tree()) return; diff --git a/scene/3d/mesh_instance.h b/scene/3d/mesh_instance.h index 77ead75dd3..fd5f60a5d7 100644 --- a/scene/3d/mesh_instance.h +++ b/scene/3d/mesh_instance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -43,6 +43,7 @@ class MeshInstance : public GeometryInstance { protected: Ref<Mesh> mesh; Ref<Skin> skin; + Ref<Skin> skin_internal; Ref<SkinReference> skin_ref; NodePath skeleton_path; diff --git a/scene/3d/multimesh_instance.cpp b/scene/3d/multimesh_instance.cpp index d744a74859..245dbdaf58 100644 --- a/scene/3d/multimesh_instance.cpp +++ b/scene/3d/multimesh_instance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 ca69c73251..855bd54910 100644 --- a/scene/3d/multimesh_instance.h +++ b/scene/3d/multimesh_instance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 ba0460d47c..4a82fe0080 100644 --- a/scene/3d/navigation.cpp +++ b/scene/3d/navigation.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 f920d1d7f6..31dbc9d4b5 100644 --- a/scene/3d/navigation.h +++ b/scene/3d/navigation.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 496dc4b411..aaba91125e 100644 --- a/scene/3d/navigation_mesh.cpp +++ b/scene/3d/navigation_mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 d5de653e40..f9ab911bea 100644 --- a/scene/3d/navigation_mesh.h +++ b/scene/3d/navigation_mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 06b5613eb8..add563d991 100644 --- a/scene/3d/particles.cpp +++ b/scene/3d/particles.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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.h b/scene/3d/particles.h index 391491e8b8..69be7da29a 100644 --- a/scene/3d/particles.h +++ b/scene/3d/particles.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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.cpp b/scene/3d/path.cpp index 62684bd1e1..ac012de1ab 100644 --- a/scene/3d/path.cpp +++ b/scene/3d/path.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -253,7 +253,7 @@ void PathFollow::_validate_property(PropertyInfo &property) const { if (path && path->get_curve().is_valid()) max = path->get_curve()->get_baked_length(); - property.hint_string = "0," + rtos(max) + ",0.01,or_lesser"; + property.hint_string = "0," + rtos(max) + ",0.01,or_lesser,or_greater"; } } @@ -297,8 +297,8 @@ void PathFollow::_bind_methods() { ClassDB::bind_method(D_METHOD("set_loop", "loop"), &PathFollow::set_loop); ClassDB::bind_method(D_METHOD("has_loop"), &PathFollow::has_loop); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_lesser"), "set_offset", "get_offset"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_lesser", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_lesser,or_greater"), "set_offset", "get_offset"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_lesser,or_greater", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset"); ADD_PROPERTY(PropertyInfo(Variant::INT, "rotation_mode", PROPERTY_HINT_ENUM, "None,Y,XY,XYZ,Oriented"), "set_rotation_mode", "get_rotation_mode"); diff --git a/scene/3d/path.h b/scene/3d/path.h index 2a12c4a826..497913b925 100644 --- a/scene/3d/path.h +++ b/scene/3d/path.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 6049b6cdb4..a1a221b5bb 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1014,7 +1014,7 @@ void RigidBody::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "continuous_cd"), "set_use_continuous_collision_detection", "is_using_continuous_collision_detection"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); @@ -1140,7 +1140,7 @@ bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_in //so, if you pass 45 as limit, avoid numerical precision errors when angle is 45. #define FLOOR_ANGLE_THRESHOLD 0.01 -Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { +Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { Vector3 body_velocity = p_linear_velocity; Vector3 body_velocity_normal = body_velocity.normalized(); @@ -1151,23 +1151,15 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve } } - Vector3 current_floor_velocity = floor_velocity; - if (on_floor && on_floor_body.is_valid()) { - //this approach makes sure there is less delay between the actual body velocity and the one we saved - PhysicsDirectBodyState *bs = PhysicsServer::get_singleton()->body_get_direct_state(on_floor_body); - if (bs) { - current_floor_velocity = bs->get_linear_velocity(); - } - } - // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - Vector3 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); + Vector3 motion = (floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time()); on_floor = false; on_floor_body = RID(); on_ceiling = false; on_wall = false; colliders.clear(); + floor_normal = Vector3(); floor_velocity = Vector3(); while (p_max_slides) { @@ -1196,25 +1188,26 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve colliders.push_back(collision); motion = collision.remainder; - if (p_floor_direction == Vector3()) { + if (p_up_direction == Vector3()) { //all is a wall on_wall = true; } else { - if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor + if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor on_floor = true; + floor_normal = collision.normal; on_floor_body = collision.collider_rid; floor_velocity = collision.collider_vel; if (p_stop_on_slope) { - if ((body_velocity_normal + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) { + if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) { Transform gt = get_global_transform(); - gt.origin -= collision.travel.slide(p_floor_direction); + gt.origin -= collision.travel.slide(p_up_direction); set_global_transform(gt); return Vector3(); } } - } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling + } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling on_ceiling = true; } else { on_wall = true; @@ -1241,11 +1234,11 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve return body_velocity; } -Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { +Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) { bool was_on_floor = on_floor; - Vector3 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); + Vector3 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia); if (!was_on_floor || p_snap == Vector3()) { return ret; } @@ -1256,15 +1249,16 @@ Vector3 KinematicBody::move_and_slide_with_snap(const Vector3 &p_linear_velocity if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { bool apply = true; - if (p_floor_direction != Vector3()) { - if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) { + if (p_up_direction != Vector3()) { + if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) { on_floor = true; + floor_normal = col.normal; on_floor_body = col.collider_rid; floor_velocity = col.collider_vel; if (p_stop_on_slope) { // move and collide may stray the object a bit because of pre un-stucking, // so only ensure that motion happens on floor direction in this case. - col.travel = col.travel.project(p_floor_direction); + col.travel = col.travel.project(p_up_direction); } } else { apply = false; //snapped with floor direction, but did not snap to a floor, do not snap. @@ -1293,6 +1287,11 @@ bool KinematicBody::is_on_ceiling() const { return on_ceiling; } +Vector3 KinematicBody::get_floor_normal() const { + + return floor_normal; +} + Vector3 KinematicBody::get_floor_velocity() const { return floor_velocity; @@ -1401,14 +1400,15 @@ void KinematicBody::_notification(int p_what) { void KinematicBody::_bind_methods() { ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); - ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); + ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); + ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody::move_and_slide_with_snap, DEFVAL(Vector3(0, 0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true)); ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody::test_move, DEFVAL(true)); ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody::is_on_ceiling); ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody::is_on_wall); + ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody::get_floor_normal); ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody::get_floor_velocity); ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &KinematicBody::set_axis_lock); @@ -1554,6 +1554,32 @@ bool PhysicalBone::JointData::_get(const StringName &p_name, Variant &r_ret) con void PhysicalBone::JointData::_get_property_list(List<PropertyInfo> *p_list) const { } +void PhysicalBone::apply_central_impulse(const Vector3 &p_impulse) { + PhysicsServer::get_singleton()->body_apply_central_impulse(get_rid(), p_impulse); +} + +void PhysicalBone::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) { + PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse); +} + +void PhysicalBone::reset_physics_simulation_state() { + if (simulate_physics) { + _start_physics_simulation(); + } else { + _stop_physics_simulation(); + } +} + +void PhysicalBone::reset_to_rest_position() { + if (parent_skeleton) { + if (-1 == bone_id) { + set_global_transform(parent_skeleton->get_global_transform() * body_offset); + } else { + set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset); + } + } +} + bool PhysicalBone::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { if (JointData::_set(p_name, p_value, j)) { return true; @@ -2159,7 +2185,7 @@ void PhysicalBone::_notification(int p_what) { parent_skeleton = find_skeleton_parent(get_parent()); update_bone_id(); reset_to_rest_position(); - _reset_physics_simulation_state(); + reset_physics_simulation_state(); if (!joint.is_valid() && joint_data) { _reload_joint(); } @@ -2216,6 +2242,9 @@ void PhysicalBone::_direct_state_changed(Object *p_state) { } void PhysicalBone::_bind_methods() { + ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicalBone::apply_central_impulse); + ClassDB::bind_method(D_METHOD("apply_impulse", "position", "impulse"), &PhysicalBone::apply_impulse); + ClassDB::bind_method(D_METHOD("_direct_state_changed"), &PhysicalBone::_direct_state_changed); ClassDB::bind_method(D_METHOD("set_joint_type", "joint_type"), &PhysicalBone::set_joint_type); @@ -2227,8 +2256,6 @@ void PhysicalBone::_bind_methods() { ClassDB::bind_method(D_METHOD("set_body_offset", "offset"), &PhysicalBone::set_body_offset); ClassDB::bind_method(D_METHOD("get_body_offset"), &PhysicalBone::get_body_offset); - ClassDB::bind_method(D_METHOD("is_static_body"), &PhysicalBone::is_static_body); - ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone::get_simulate_physics); ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone::is_simulating_physics); @@ -2497,26 +2524,13 @@ const Transform &PhysicalBone::get_joint_offset() const { return joint_offset; } -void PhysicalBone::set_static_body(bool p_static) { - - static_body = p_static; - - set_as_toplevel(!static_body); - - _reset_physics_simulation_state(); -} - -bool PhysicalBone::is_static_body() { - return static_body; -} - void PhysicalBone::set_simulate_physics(bool p_simulate) { if (simulate_physics == p_simulate) { return; } simulate_physics = p_simulate; - _reset_physics_simulation_state(); + reset_physics_simulation_state(); } bool PhysicalBone::get_simulate_physics() { @@ -2524,7 +2538,7 @@ bool PhysicalBone::get_simulate_physics() { } bool PhysicalBone::is_simulating_physics() { - return _internal_simulate_physics && !_internal_static_body; + return _internal_simulate_physics; } void PhysicalBone::set_bone_name(const String &p_name) { @@ -2607,8 +2621,6 @@ PhysicalBone::PhysicalBone() : #endif joint_data(NULL), parent_skeleton(NULL), - static_body(false), - _internal_static_body(false), simulate_physics(false), _internal_simulate_physics(false), bone_id(-1), @@ -2618,8 +2630,7 @@ PhysicalBone::PhysicalBone() : friction(1), gravity_scale(1) { - set_static_body(static_body); - _reset_physics_simulation_state(); + reset_physics_simulation_state(); } PhysicalBone::~PhysicalBone() { @@ -2646,8 +2657,7 @@ void PhysicalBone::update_bone_id() { parent_skeleton->bind_physical_bone_to_bone(bone_id, this); _fix_joint_offset(); - _internal_static_body = !static_body; // Force staticness reset - _reset_staticness_state(); + reset_physics_simulation_state(); } } @@ -2669,49 +2679,6 @@ void PhysicalBone::update_offset() { #endif } -void PhysicalBone::reset_to_rest_position() { - if (parent_skeleton) { - if (-1 == bone_id) { - set_global_transform(parent_skeleton->get_global_transform() * body_offset); - } else { - set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset); - } - } -} - -void PhysicalBone::_reset_physics_simulation_state() { - if (simulate_physics && !static_body) { - _start_physics_simulation(); - } else { - _stop_physics_simulation(); - } - - _reset_staticness_state(); -} - -void PhysicalBone::_reset_staticness_state() { - - if (parent_skeleton && -1 != bone_id) { - if (static_body && simulate_physics) { // With this check I'm sure the position of this body is updated only when it's necessary - - if (_internal_static_body) { - return; - } - - parent_skeleton->bind_child_node_to_bone(bone_id, this); - _internal_static_body = true; - } else { - - if (!_internal_static_body) { - return; - } - - parent_skeleton->unbind_child_node_from_bone(bone_id, this); - _internal_static_body = false; - } - } -} - void PhysicalBone::_start_physics_simulation() { if (_internal_simulate_physics || !parent_skeleton) { return; @@ -2721,17 +2688,27 @@ void PhysicalBone::_start_physics_simulation() { PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); + set_as_toplevel(true); _internal_simulate_physics = true; } void PhysicalBone::_stop_physics_simulation() { - if (!_internal_simulate_physics || !parent_skeleton) { + if (!parent_skeleton) { return; } - PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC); - PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0); - PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0); - PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); - parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false); - _internal_simulate_physics = false; + if (parent_skeleton->get_animate_physical_bones()) { + PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC); + PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); + PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); + } else { + PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC); + PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0); + PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0); + } + if (_internal_simulate_physics) { + PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); + parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false); + set_as_toplevel(false); + _internal_simulate_physics = false; + } } diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index 0967cb9cd5..6a1e803eaf 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -300,6 +300,7 @@ private: float margin; + Vector3 floor_normal; Vector3 floor_velocity; RID on_floor_body; bool on_floor; @@ -330,11 +331,12 @@ public: void set_safe_margin(float p_margin); float get_safe_margin() const; - Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); - Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); + Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); + Vector3 move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction = Vector3(0, 0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; + Vector3 get_floor_normal() const; Vector3 get_floor_velocity() const; int get_slide_count() const; @@ -560,8 +562,6 @@ private: Skeleton *parent_skeleton; Transform body_offset; Transform body_offset_inverse; - bool static_body; - bool _internal_static_body; bool simulate_physics; bool _internal_simulate_physics; int bone_id; @@ -611,9 +611,6 @@ public: void set_body_offset(const Transform &p_offset); const Transform &get_body_offset() const; - void set_static_body(bool p_static); - bool is_static_body(); - void set_simulate_physics(bool p_simulate); bool get_simulate_physics(); bool is_simulating_physics(); @@ -636,16 +633,18 @@ public: void set_gravity_scale(real_t p_gravity_scale); real_t get_gravity_scale() const; + void apply_central_impulse(const Vector3 &p_impulse); + void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse); + + void reset_physics_simulation_state(); + void reset_to_rest_position(); + PhysicalBone(); ~PhysicalBone(); private: void update_bone_id(); void update_offset(); - void reset_to_rest_position(); - - void _reset_physics_simulation_state(); - void _reset_staticness_state(); void _start_physics_simulation(); void _stop_physics_simulation(); diff --git a/scene/3d/physics_joint.cpp b/scene/3d/physics_joint.cpp index c261ed3aeb..eacc6bcc0f 100644 --- a/scene/3d/physics_joint.cpp +++ b/scene/3d/physics_joint.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 f6df920314..d03dbac392 100644 --- a/scene/3d/physics_joint.h +++ b/scene/3d/physics_joint.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 deleted file mode 100644 index f5163dfcdd..0000000000 --- a/scene/3d/portal.cpp +++ /dev/null @@ -1,232 +0,0 @@ -/*************************************************************************/ -/* portal.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 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 "portal.h" -#include "core/project_settings.h" -#include "scene/resources/surface_tool.h" -#include "servers/visual_server.h" - -// FIXME: This will be removed, kept as reference for new implementation -#if 0 -bool Portal::_set(const StringName &p_name, const Variant &p_value) { - - if (p_name == "shape") { - PoolVector<float> src_coords = p_value; - Vector<Point2> points; - int src_coords_size = src_coords.size(); - ERR_FAIL_COND_V(src_coords_size % 2, false); - points.resize(src_coords_size / 2); - for (int i = 0; i < points.size(); i++) { - - points[i].x = src_coords[i * 2 + 0]; - points[i].y = src_coords[i * 2 + 1]; - set_shape(points); - } - } else if (p_name == "enabled") { - set_enabled(p_value); - } else if (p_name == "disable_distance") { - set_disable_distance(p_value); - } else if (p_name == "disabled_color") { - set_disabled_color(p_value); - } else if (p_name == "connect_range") { - set_connect_range(p_value); - } else - return false; - - return true; -} - -bool Portal::_get(const StringName &p_name, Variant &r_ret) const { - - if (p_name == "shape") { - Vector<Point2> points = get_shape(); - PoolVector<float> dst_coords; - dst_coords.resize(points.size() * 2); - - for (int i = 0; i < points.size(); i++) { - - dst_coords.set(i * 2 + 0, points[i].x); - dst_coords.set(i * 2 + 1, points[i].y); - } - - r_ret = dst_coords; - } else if (p_name == "enabled") { - r_ret = is_enabled(); - } else if (p_name == "disable_distance") { - r_ret = get_disable_distance(); - } else if (p_name == "disabled_color") { - r_ret = get_disabled_color(); - } else if (p_name == "connect_range") { - r_ret = get_connect_range(); - } else - return false; - return true; -} - -void Portal::_get_property_list(List<PropertyInfo> *p_list) const { - - p_list->push_back(PropertyInfo(Variant::POOL_REAL_ARRAY, "shape")); - p_list->push_back(PropertyInfo(Variant::BOOL, "enabled")); - p_list->push_back(PropertyInfo(Variant::REAL, "disable_distance", PROPERTY_HINT_RANGE, "0,4096,0.01")); - p_list->push_back(PropertyInfo(Variant::COLOR, "disabled_color")); - p_list->push_back(PropertyInfo(Variant::REAL, "connect_range", PROPERTY_HINT_RANGE, "0.1,4096,0.01")); -} - -AABB Portal::get_aabb() const { - - return aabb; -} -PoolVector<Face3> Portal::get_faces(uint32_t p_usage_flags) const { - - if (!(p_usage_flags & FACES_ENCLOSING)) - return PoolVector<Face3>(); - - Vector<Point2> shape = get_shape(); - if (shape.size() == 0) - return PoolVector<Face3>(); - - Vector2 center; - for (int i = 0; i < shape.size(); i++) { - - center += shape[i]; - } - - PoolVector<Face3> ret; - center /= shape.size(); - - for (int i = 0; i < shape.size(); i++) { - - int n = (i + 1) % shape.size(); - - Face3 f; - f.vertex[0] = Vector3(center.x, center.y, 0); - f.vertex[1] = Vector3(shape[i].x, shape[i].y, 0); - f.vertex[2] = Vector3(shape[n].x, shape[n].y, 0); - ret.push_back(f); - } - - return ret; -} - -void Portal::set_shape(const Vector<Point2> &p_shape) { - - VisualServer::get_singleton()->portal_set_shape(portal, p_shape); - shape = p_shape; - update_gizmo(); -} - -Vector<Point2> Portal::get_shape() const { - - return shape; -} - -void Portal::set_connect_range(float p_range) { - - connect_range = p_range; - //VisualServer::get_singleton()->portal_set_connect_range(portal,p_range); -} - -float Portal::get_connect_range() const { - - return connect_range; -} - -void Portal::set_enabled(bool p_enabled) { - - enabled = p_enabled; - VisualServer::get_singleton()->portal_set_enabled(portal, enabled); -} - -bool Portal::is_enabled() const { - - return enabled; -} - -void Portal::set_disable_distance(float p_distance) { - - disable_distance = p_distance; - VisualServer::get_singleton()->portal_set_disable_distance(portal, disable_distance); -} -float Portal::get_disable_distance() const { - - return disable_distance; -} - -void Portal::set_disabled_color(const Color &p_disabled_color) { - - disabled_color = p_disabled_color; - VisualServer::get_singleton()->portal_set_disabled_color(portal, disabled_color); -} - -Color Portal::get_disabled_color() const { - - return disabled_color; -} - -void Portal::_bind_methods() { - - ClassDB::bind_method(D_METHOD("set_shape", "points"), &Portal::set_shape); - ClassDB::bind_method(D_METHOD("get_shape"), &Portal::get_shape); - - ClassDB::bind_method(D_METHOD("set_enabled", "enable"), &Portal::set_enabled); - ClassDB::bind_method(D_METHOD("is_enabled"), &Portal::is_enabled); - - ClassDB::bind_method(D_METHOD("set_disable_distance", "distance"), &Portal::set_disable_distance); - ClassDB::bind_method(D_METHOD("get_disable_distance"), &Portal::get_disable_distance); - - ClassDB::bind_method(D_METHOD("set_disabled_color", "color"), &Portal::set_disabled_color); - ClassDB::bind_method(D_METHOD("get_disabled_color"), &Portal::get_disabled_color); - - ClassDB::bind_method(D_METHOD("set_connect_range", "range"), &Portal::set_connect_range); - ClassDB::bind_method(D_METHOD("get_connect_range"), &Portal::get_connect_range); -} - -Portal::Portal() { - - portal = VisualServer::get_singleton()->portal_create(); - Vector<Point2> points; - points.push_back(Point2(-1, 1)); - points.push_back(Point2(1, 1)); - points.push_back(Point2(1, -1)); - points.push_back(Point2(-1, -1)); - set_shape(points); // default shape - - set_connect_range(0.8); - set_disable_distance(50); - set_enabled(true); - - set_base(portal); -} - -Portal::~Portal() { - - VisualServer::get_singleton()->free(portal); -} -#endif diff --git a/scene/3d/portal.h b/scene/3d/portal.h deleted file mode 100644 index 04af3a750c..0000000000 --- a/scene/3d/portal.h +++ /dev/null @@ -1,88 +0,0 @@ -/*************************************************************************/ -/* portal.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 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 PORTAL_H -#define PORTAL_H - -#include "scene/3d/visual_instance.h" - -/* Portal Logic: - If a portal is placed next (very close to) a similar, opposing portal, they automatically connect, - otherwise, a portal connects to the parent room -*/ -// FIXME: This will be redone and replaced by area portals, left for reference -// since a new class with this name will have to exist and want to reuse the gizmos -#if 0 -class Portal : public VisualInstance { - - GDCLASS(Portal, VisualInstance); - - RID portal; - Vector<Point2> shape; - - bool enabled; - float disable_distance; - Color disabled_color; - float connect_range; - - AABB aabb; - -protected: - bool _set(const StringName &p_name, const Variant &p_value); - bool _get(const StringName &p_name, Variant &r_ret) const; - void _get_property_list(List<PropertyInfo> *p_list) const; - - static void _bind_methods(); - -public: - virtual AABB get_aabb() const; - virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; - - void set_enabled(bool p_enabled); - bool is_enabled() const; - - void set_disable_distance(float p_distance); - float get_disable_distance() const; - - void set_disabled_color(const Color &p_disabled_color); - Color get_disabled_color() const; - - void set_shape(const Vector<Point2> &p_shape); - Vector<Point2> get_shape() const; - - void set_connect_range(float p_range); - float get_connect_range() const; - - Portal(); - ~Portal(); -}; - -#endif -#endif diff --git a/scene/3d/position_3d.cpp b/scene/3d/position_3d.cpp index 18de105eee..e63c588e28 100644 --- a/scene/3d/position_3d.cpp +++ b/scene/3d/position_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 21361592d1..cd5080c95a 100644 --- a/scene/3d/position_3d.h +++ b/scene/3d/position_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 96dc3304f2..2e1478b1cf 100644 --- a/scene/3d/proximity_group.cpp +++ b/scene/3d/proximity_group.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 bd11e31031..9ff8853178 100644 --- a/scene/3d/proximity_group.h +++ b/scene/3d/proximity_group.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 30eed8f1a7..fbe3cd7a3e 100644 --- a/scene/3d/ray_cast.cpp +++ b/scene/3d/ray_cast.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 43d55adb98..5cebfe3ac2 100644 --- a/scene/3d/ray_cast.h +++ b/scene/3d/ray_cast.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 c34771d9f1..2a5a84741f 100644 --- a/scene/3d/reflection_probe.cpp +++ b/scene/3d/reflection_probe.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 48d65b79f7..28ca680e9f 100644 --- a/scene/3d/reflection_probe.h +++ b/scene/3d/reflection_probe.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 76b0b0c92f..983af7a9ec 100644 --- a/scene/3d/remote_transform.cpp +++ b/scene/3d/remote_transform.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 07e01284e5..02e448832f 100644 --- a/scene/3d/remote_transform.h +++ b/scene/3d/remote_transform.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 deleted file mode 100644 index 073fe4f1da..0000000000 --- a/scene/3d/room_instance.cpp +++ /dev/null @@ -1,164 +0,0 @@ -/*************************************************************************/ -/* room_instance.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 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 "room_instance.h" - -#include "servers/visual_server.h" - -// FIXME: Will be removed, kept as reference for new implementation -#if 0 -#include "core/math/geometry.h" -#include "core/project_settings.h" -#include "scene/resources/surface_tool.h" - -void Room::_notification(int p_what) { - - switch (p_what) { - case NOTIFICATION_ENTER_WORLD: { - // go find parent level - Node *parent_room = get_parent(); - level = 0; - - while (parent_room) { - - Room *r = Object::cast_to<Room>(parent_room); - if (r) { - - level = r->level + 1; - break; - } - - parent_room = parent_room->get_parent(); - } - - } break; - case NOTIFICATION_TRANSFORM_CHANGED: { - } break; - case NOTIFICATION_EXIT_WORLD: { - - } break; - } -} - -AABB Room::get_aabb() const { - - if (room.is_null()) - return AABB(); - - return AABB(); -} - -PoolVector<Face3> Room::get_faces(uint32_t p_usage_flags) const { - - return PoolVector<Face3>(); -} - -void Room::set_room(const Ref<RoomBounds> &p_room) { - - room = p_room; - update_gizmo(); - - if (room.is_valid()) { - - set_base(room->get_rid()); - } else { - set_base(RID()); - } - - if (!is_inside_tree()) - return; - - propagate_notification(NOTIFICATION_AREA_CHANGED); - update_gizmo(); -} - -Ref<RoomBounds> Room::get_room() const { - - return room; -} - -void Room::_parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const { - - const VisualInstance *vi = Object::cast_to<VisualInstance>(p_node); - - if (vi) { - PoolVector<Face3> faces = vi->get_faces(FACES_ENCLOSING); - - if (faces.size()) { - int old_len = all_faces.size(); - all_faces.resize(all_faces.size() + faces.size()); - int new_len = all_faces.size(); - PoolVector<Face3>::Write all_facesw = all_faces.write(); - Face3 *all_facesptr = all_facesw.ptr(); - - PoolVector<Face3>::Read facesr = faces.read(); - const Face3 *facesptr = facesr.ptr(); - - Transform tr = vi->get_relative_transform(this); - - for (int i = old_len; i < new_len; i++) { - - Face3 f = facesptr[i - old_len]; - for (int j = 0; j < 3; j++) - f.vertex[j] = tr.xform(f.vertex[j]); - all_facesptr[i] = f; - } - } - } - - for (int i = 0; i < p_node->get_child_count(); i++) { - - _parse_node_faces(all_faces, p_node->get_child(i)); - } -} - -void Room::_bounds_changed() { - - update_gizmo(); -} - -void Room::_bind_methods() { - - ClassDB::bind_method(D_METHOD("set_room", "room"), &Room::set_room); - ClassDB::bind_method(D_METHOD("get_room"), &Room::get_room); - - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "room/room", PROPERTY_HINT_RESOURCE_TYPE, "Area"), "set_room", "get_room"); -} - -Room::Room() { - - // sound_enabled=false; - - level = 0; -} - -Room::~Room() { -} -#endif diff --git a/scene/3d/room_instance.h b/scene/3d/room_instance.h deleted file mode 100644 index 01efde53c9..0000000000 --- a/scene/3d/room_instance.h +++ /dev/null @@ -1,81 +0,0 @@ -/*************************************************************************/ -/* room_instance.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 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 ROOM_INSTANCE_H -#define ROOM_INSTANCE_H - -#include "scene/3d/visual_instance.h" -#include "scene/resources/room.h" - -/* RoomInstance Logic: - a) Instances that belong to the room are drawn only if the room is visible (seen through portal, or player inside) - b) Instances that don't belong to any room are considered to belong to the root room (RID empty) - c) "dynamic" Instances are assigned to the rooms their AABB touch - -*/ - -// FIXME: this will be removed, left for reference -#if 0 - -class Room : public VisualInstance { - - GDCLASS(Room, VisualInstance); - -public: -private: - Ref<RoomBounds> room; - - int level; - void _parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const; - - void _bounds_changed(); - -protected: - void _notification(int p_what); - - static void _bind_methods(); - -public: - enum { - // used to notify portals that the room in which they are has changed. - NOTIFICATION_AREA_CHANGED = 60 - }; - - virtual AABB get_aabb() const; - virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const; - - void set_room(const Ref<RoomBounds> &p_room); - Ref<RoomBounds> get_room() const; - - Room(); - ~Room(); -}; -#endif -#endif // ROOM_INSTANCE_H diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index ae79b4eebf..4089e0c23b 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,6 +32,7 @@ #include "core/message_queue.h" +#include "core/engine.h" #include "core/project_settings.h" #include "scene/3d/physics_body.h" #include "scene/resources/surface_tool.h" @@ -181,7 +182,7 @@ void Skeleton::_update_process_order() { if (bonesptr[i].parent >= len) { //validate this just in case - ERR_PRINTS("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent)); + ERR_PRINT("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent)); bonesptr[i].parent = -1; } order[i] = i; @@ -332,6 +333,27 @@ void Skeleton::_notification(int p_what) { dirty = false; } break; + +#ifndef _3D_DISABLED + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + // This is active only if the skeleton animates the physical bones + // and the state of the bone is not active. + if (animate_physical_bones) { + for (int i = 0; i < bones.size(); i += 1) { + if (bones[i].physical_bone) { + if (bones[i].physical_bone->is_simulating_physics() == false) { + bones[i].physical_bone->reset_to_rest_position(); + } + } + } + } + } break; + case NOTIFICATION_READY: { + if (Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } + } break; +#endif } } @@ -584,6 +606,27 @@ void Skeleton::localize_rests() { #ifndef _3D_DISABLED +void Skeleton::set_animate_physical_bones(bool p_animate) { + animate_physical_bones = p_animate; + + if (Engine::get_singleton()->is_editor_hint() == false) { + bool sim = false; + for (int i = 0; i < bones.size(); i += 1) { + if (bones[i].physical_bone) { + bones[i].physical_bone->reset_physics_simulation_state(); + if (bones[i].physical_bone->is_simulating_physics()) { + sim = true; + } + } + } + set_physics_process_internal(sim == false && p_animate); + } +} + +bool Skeleton::get_animate_physical_bones() const { + return animate_physical_bones; +} + void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) { ERR_FAIL_INDEX(p_bone, bones.size()); ERR_FAIL_COND(bones[p_bone].physical_bone); @@ -653,12 +696,14 @@ void _pb_stop_simulation(Node *p_node) { PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node); if (pb) { pb->set_simulate_physics(false); - pb->set_static_body(false); } } void Skeleton::physical_bones_stop_simulation() { _pb_stop_simulation(this); + if (Engine::get_singleton()->is_editor_hint() == false && animate_physical_bones) { + set_physics_process_internal(true); + } } void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) { @@ -669,24 +714,17 @@ void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node); if (pb) { - bool sim = false; for (int i = p_sim_bones.size() - 1; 0 <= i; --i) { if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) { - sim = true; + pb->set_simulate_physics(true); break; } } - - pb->set_simulate_physics(true); - if (sim) { - pb->set_static_body(false); - } else { - pb->set_static_body(true); - } } } void Skeleton::physical_bones_start_simulation_on(const Array &p_bones) { + set_physics_process_internal(false); Vector<int> sim_bones; if (p_bones.size() <= 0) { @@ -836,11 +874,15 @@ void Skeleton::_bind_methods() { #ifndef _3D_DISABLED + ClassDB::bind_method(D_METHOD("set_animate_physical_bones"), &Skeleton::set_animate_physical_bones); + ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton::get_animate_physical_bones); + ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation); ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array())); ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception); ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones"); #endif // _3D_DISABLED BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON); @@ -848,6 +890,7 @@ void Skeleton::_bind_methods() { Skeleton::Skeleton() { + animate_physical_bones = true; dirty = false; process_order_dirty = true; } diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h index 824d9567fa..9599510850 100644 --- a/scene/3d/skeleton.h +++ b/scene/3d/skeleton.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -115,6 +115,7 @@ private: } }; + bool animate_physical_bones; Vector<Bone> bones; Vector<int> process_order; bool process_order_dirty; @@ -199,6 +200,9 @@ public: #ifndef _3D_DISABLED // Physical bone API + void set_animate_physical_bones(bool p_animate); + bool get_animate_physical_bones() const; + void bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone); void unbind_physical_bone_from_bone(int p_bone); diff --git a/scene/3d/soft_body.cpp b/scene/3d/soft_body.cpp index 6883da7f6d..435bef7247 100644 --- a/scene/3d/soft_body.cpp +++ b/scene/3d/soft_body.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -247,7 +247,7 @@ bool SoftBody::_get_property_pinned_points(int p_item, const String &p_what, Var } void SoftBody::_changed_callback(Object *p_changed, const char *p_prop) { - update_physics_server(); + prepare_physics_server(); _reset_points_offsets(); #ifdef TOOLS_ENABLED if (p_changed == this) { @@ -267,7 +267,7 @@ void SoftBody::_notification(int p_what) { RID space = get_world()->get_space(); PhysicsServer::get_singleton()->soft_body_set_space(physics_rid, space); - update_physics_server(); + prepare_physics_server(); } break; case NOTIFICATION_READY: { if (!parent_collision_ignore.is_empty()) @@ -290,21 +290,6 @@ void SoftBody::_notification(int p_what) { set_notify_transform(true); } break; - case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - - if (!simulation_started) - return; - - _update_cache_pin_points_datas(); - // Submit bone attachment - const int pinned_points_indices_size = pinned_points.size(); - PoolVector<PinnedPoint>::Read r = pinned_points.read(); - for (int i = 0; i < pinned_points_indices_size; ++i) { - if (r[i].spatial_attachment) { - PhysicsServer::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, r[i].spatial_attachment->get_global_transform().xform(r[i].offset)); - } - } - } break; case NOTIFICATION_VISIBILITY_CHANGED: { _update_pickable(); @@ -421,6 +406,21 @@ String SoftBody::get_configuration_warning() const { return warning; } +void SoftBody::_update_physics_server() { + if (!simulation_started) + return; + + _update_cache_pin_points_datas(); + // Submit bone attachment + const int pinned_points_indices_size = pinned_points.size(); + PoolVector<PinnedPoint>::Read r = pinned_points.read(); + for (int i = 0; i < pinned_points_indices_size; ++i) { + if (r[i].spatial_attachment) { + PhysicsServer::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, r[i].spatial_attachment->get_global_transform().xform(r[i].offset)); + } + } +} + void SoftBody::_draw_soft_mesh() { if (get_mesh().is_null()) return; @@ -435,6 +435,8 @@ void SoftBody::_draw_soft_mesh() { call_deferred("set_transform", Transform()); } + _update_physics_server(); + visual_server_handler.open(); PhysicsServer::get_singleton()->soft_body_update_visual_server(physics_rid, &visual_server_handler); visual_server_handler.close(); @@ -442,7 +444,7 @@ void SoftBody::_draw_soft_mesh() { visual_server_handler.commit_changes(); } -void SoftBody::update_physics_server() { +void SoftBody::prepare_physics_server() { if (Engine::get_singleton()->is_editor_hint()) { @@ -706,8 +708,6 @@ SoftBody::SoftBody() : ray_pickable(true) { PhysicsServer::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id()); - //set_notify_transform(true); - set_physics_process_internal(true); } SoftBody::~SoftBody() { diff --git a/scene/3d/soft_body.h b/scene/3d/soft_body.h index ee455f8dab..800db12594 100644 --- a/scene/3d/soft_body.h +++ b/scene/3d/soft_body.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -116,10 +116,11 @@ protected: virtual String get_configuration_warning() const; protected: + void _update_physics_server(); void _draw_soft_mesh(); public: - void update_physics_server(); + void prepare_physics_server(); void become_mesh_owner(); void set_collision_mask(uint32_t p_mask); diff --git a/scene/3d/spatial.cpp b/scene/3d/spatial.cpp index 043d5d5548..f1911348ce 100644 --- a/scene/3d/spatial.cpp +++ b/scene/3d/spatial.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -125,6 +125,7 @@ void Spatial::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { + ERR_FAIL_COND(!get_tree()); Node *p = get_parent(); if (p) diff --git a/scene/3d/spatial.h b/scene/3d/spatial.h index eea2696767..9d4705700b 100644 --- a/scene/3d/spatial.h +++ b/scene/3d/spatial.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/spatial_velocity_tracker.cpp b/scene/3d/spatial_velocity_tracker.cpp index 97517be53b..ec1bb1f991 100644 --- a/scene/3d/spatial_velocity_tracker.cpp +++ b/scene/3d/spatial_velocity_tracker.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/spatial_velocity_tracker.h b/scene/3d/spatial_velocity_tracker.h index 8260cf3f06..92b527b93c 100644 --- a/scene/3d/spatial_velocity_tracker.h +++ b/scene/3d/spatial_velocity_tracker.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/spring_arm.cpp b/scene/3d/spring_arm.cpp index f3665d251b..bce0535d64 100644 --- a/scene/3d/spring_arm.cpp +++ b/scene/3d/spring_arm.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/spring_arm.h b/scene/3d/spring_arm.h index 35df56f06e..1a12370564 100644 --- a/scene/3d/spring_arm.h +++ b/scene/3d/spring_arm.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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.cpp b/scene/3d/sprite_3d.cpp index adcd80b0ab..a4c81b864d 100644 --- a/scene/3d/sprite_3d.cpp +++ b/scene/3d/sprite_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 065931de84..ddbade147c 100644 --- a/scene/3d/sprite_3d.h +++ b/scene/3d/sprite_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 98e68cfbda..92b17d5056 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 914bfd54bd..c05ea30f94 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 3014432d59..510442dc1c 100644 --- a/scene/3d/visibility_notifier.cpp +++ b/scene/3d/visibility_notifier.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -240,7 +240,6 @@ void VisibilityEnabler::_node_removed(Node *p_node) { if (!visible) _change_node_state(p_node, true); - p_node->disconnect(SceneStringNames::get_singleton()->tree_exiting, this, "_node_removed"); nodes.erase(p_node); } diff --git a/scene/3d/visibility_notifier.h b/scene/3d/visibility_notifier.h index ff4424300c..71fdfdb78c 100644 --- a/scene/3d/visibility_notifier.h +++ b/scene/3d/visibility_notifier.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 d1de0c56a7..4574dfac5f 100644 --- a/scene/3d/visual_instance.cpp +++ b/scene/3d/visual_instance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 63d15680aa..f115748952 100644 --- a/scene/3d/visual_instance.h +++ b/scene/3d/visual_instance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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 3235953730..c1ec59d49f 100644 --- a/scene/3d/voxel_light_baker.cpp +++ b/scene/3d/voxel_light_baker.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -29,6 +29,7 @@ /*************************************************************************/ #include "voxel_light_baker.h" + #include "core/os/os.h" #include "core/os/threaded_array_processor.h" @@ -2118,8 +2119,7 @@ Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh } } -// Enable for debugging -#if 0 +#if 0 // Enable for debugging. { PoolVector<uint8_t> img; int ls = lightmap.size(); diff --git a/scene/3d/voxel_light_baker.h b/scene/3d/voxel_light_baker.h index 2e2efc62ff..7e78a19830 100644 --- a/scene/3d/voxel_light_baker.h +++ b/scene/3d/voxel_light_baker.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/world_environment.cpp b/scene/3d/world_environment.cpp index 8d46b4161d..c8d7382e81 100644 --- a/scene/3d/world_environment.cpp +++ b/scene/3d/world_environment.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (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/world_environment.h b/scene/3d/world_environment.h index 656e16371f..6e89fe8517 100644 --- a/scene/3d/world_environment.h +++ b/scene/3d/world_environment.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ |