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-rw-r--r--scene/3d/area.cpp4
-rw-r--r--scene/3d/area.h4
-rw-r--r--scene/3d/arvr_nodes.cpp17
-rw-r--r--scene/3d/arvr_nodes.h4
-rw-r--r--scene/3d/audio_stream_player_3d.cpp4
-rw-r--r--scene/3d/audio_stream_player_3d.h4
-rw-r--r--scene/3d/baked_lightmap.cpp6
-rw-r--r--scene/3d/baked_lightmap.h4
-rw-r--r--scene/3d/bone_attachment.cpp4
-rw-r--r--scene/3d/bone_attachment.h4
-rw-r--r--scene/3d/camera.cpp23
-rw-r--r--scene/3d/camera.h4
-rw-r--r--scene/3d/collision_object.cpp4
-rw-r--r--scene/3d/collision_object.h4
-rw-r--r--scene/3d/collision_polygon.cpp6
-rw-r--r--scene/3d/collision_polygon.h4
-rw-r--r--scene/3d/collision_shape.cpp4
-rw-r--r--scene/3d/collision_shape.h4
-rw-r--r--scene/3d/cpu_particles.cpp10
-rw-r--r--scene/3d/cpu_particles.h5
-rw-r--r--scene/3d/gi_probe.cpp4
-rw-r--r--scene/3d/gi_probe.h4
-rw-r--r--scene/3d/immediate_geometry.cpp4
-rw-r--r--scene/3d/immediate_geometry.h4
-rw-r--r--scene/3d/interpolated_camera.cpp4
-rw-r--r--scene/3d/interpolated_camera.h4
-rw-r--r--scene/3d/light.cpp6
-rw-r--r--scene/3d/light.h4
-rw-r--r--scene/3d/listener.cpp4
-rw-r--r--scene/3d/listener.h4
-rw-r--r--scene/3d/mesh_instance.cpp11
-rw-r--r--scene/3d/mesh_instance.h5
-rw-r--r--scene/3d/multimesh_instance.cpp4
-rw-r--r--scene/3d/multimesh_instance.h4
-rw-r--r--scene/3d/navigation.cpp4
-rw-r--r--scene/3d/navigation.h4
-rw-r--r--scene/3d/navigation_mesh.cpp4
-rw-r--r--scene/3d/navigation_mesh.h4
-rw-r--r--scene/3d/particles.cpp4
-rw-r--r--scene/3d/particles.h4
-rw-r--r--scene/3d/path.cpp10
-rw-r--r--scene/3d/path.h4
-rw-r--r--scene/3d/physics_body.cpp177
-rw-r--r--scene/3d/physics_body.h25
-rw-r--r--scene/3d/physics_joint.cpp4
-rw-r--r--scene/3d/physics_joint.h4
-rw-r--r--scene/3d/portal.cpp232
-rw-r--r--scene/3d/portal.h88
-rw-r--r--scene/3d/position_3d.cpp4
-rw-r--r--scene/3d/position_3d.h4
-rw-r--r--scene/3d/proximity_group.cpp4
-rw-r--r--scene/3d/proximity_group.h4
-rw-r--r--scene/3d/ray_cast.cpp4
-rw-r--r--scene/3d/ray_cast.h4
-rw-r--r--scene/3d/reflection_probe.cpp4
-rw-r--r--scene/3d/reflection_probe.h4
-rw-r--r--scene/3d/remote_transform.cpp4
-rw-r--r--scene/3d/remote_transform.h4
-rw-r--r--scene/3d/room_instance.cpp164
-rw-r--r--scene/3d/room_instance.h81
-rw-r--r--scene/3d/skeleton.cpp69
-rw-r--r--scene/3d/skeleton.h8
-rw-r--r--scene/3d/soft_body.cpp44
-rw-r--r--scene/3d/soft_body.h7
-rw-r--r--scene/3d/spatial.cpp5
-rw-r--r--scene/3d/spatial.h4
-rw-r--r--scene/3d/spatial_velocity_tracker.cpp4
-rw-r--r--scene/3d/spatial_velocity_tracker.h4
-rw-r--r--scene/3d/spring_arm.cpp4
-rw-r--r--scene/3d/spring_arm.h4
-rw-r--r--scene/3d/sprite_3d.cpp4
-rw-r--r--scene/3d/sprite_3d.h4
-rw-r--r--scene/3d/vehicle_body.cpp4
-rw-r--r--scene/3d/vehicle_body.h4
-rw-r--r--scene/3d/visibility_notifier.cpp5
-rw-r--r--scene/3d/visibility_notifier.h4
-rw-r--r--scene/3d/visual_instance.cpp4
-rw-r--r--scene/3d/visual_instance.h4
-rw-r--r--scene/3d/voxel_light_baker.cpp8
-rw-r--r--scene/3d/voxel_light_baker.h4
-rw-r--r--scene/3d/world_environment.cpp4
-rw-r--r--scene/3d/world_environment.h4
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 */