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-rw-r--r--scene/resources/animation.cpp4
-rw-r--r--scene/resources/animation.h4
-rw-r--r--scene/resources/audio_stream_sample.cpp4
-rw-r--r--scene/resources/audio_stream_sample.h4
-rw-r--r--scene/resources/bit_map.cpp6
-rw-r--r--scene/resources/bit_map.h4
-rw-r--r--scene/resources/box_shape_3d.cpp30
-rw-r--r--scene/resources/box_shape_3d.h10
-rw-r--r--scene/resources/camera_effects.cpp4
-rw-r--r--scene/resources/camera_effects.h4
-rw-r--r--scene/resources/capsule_shape_2d.cpp4
-rw-r--r--scene/resources/capsule_shape_2d.h4
-rw-r--r--scene/resources/capsule_shape_3d.cpp4
-rw-r--r--scene/resources/capsule_shape_3d.h4
-rw-r--r--scene/resources/circle_shape_2d.cpp4
-rw-r--r--scene/resources/circle_shape_2d.h4
-rw-r--r--scene/resources/concave_polygon_shape_2d.cpp4
-rw-r--r--scene/resources/concave_polygon_shape_2d.h4
-rw-r--r--scene/resources/concave_polygon_shape_3d.cpp4
-rw-r--r--scene/resources/concave_polygon_shape_3d.h4
-rw-r--r--scene/resources/convex_polygon_shape_2d.cpp4
-rw-r--r--scene/resources/convex_polygon_shape_2d.h4
-rw-r--r--scene/resources/convex_polygon_shape_3d.cpp4
-rw-r--r--scene/resources/convex_polygon_shape_3d.h4
-rw-r--r--scene/resources/curve.cpp8
-rw-r--r--scene/resources/curve.h4
-rw-r--r--scene/resources/cylinder_shape_3d.cpp4
-rw-r--r--scene/resources/cylinder_shape_3d.h4
-rw-r--r--scene/resources/default_theme/default_theme.cpp163
-rw-r--r--scene/resources/default_theme/default_theme.h4
-rwxr-xr-xscene/resources/default_theme/xpmfix.sh2
-rw-r--r--scene/resources/environment.cpp4
-rw-r--r--scene/resources/environment.h4
-rw-r--r--scene/resources/font.cpp8
-rw-r--r--scene/resources/font.h4
-rw-r--r--scene/resources/gradient.cpp6
-rw-r--r--scene/resources/gradient.h6
-rw-r--r--scene/resources/height_map_shape_3d.cpp4
-rw-r--r--scene/resources/height_map_shape_3d.h4
-rw-r--r--scene/resources/line_shape_2d.cpp10
-rw-r--r--scene/resources/line_shape_2d.h4
-rw-r--r--scene/resources/material.cpp35
-rw-r--r--scene/resources/material.h11
-rw-r--r--scene/resources/mesh.cpp33
-rw-r--r--scene/resources/mesh.h10
-rw-r--r--scene/resources/mesh_data_tool.cpp6
-rw-r--r--scene/resources/mesh_data_tool.h4
-rw-r--r--scene/resources/mesh_library.cpp4
-rw-r--r--scene/resources/mesh_library.h4
-rw-r--r--scene/resources/multimesh.cpp4
-rw-r--r--scene/resources/multimesh.h4
-rw-r--r--scene/resources/navigation_mesh.cpp4
-rw-r--r--scene/resources/navigation_mesh.h4
-rw-r--r--scene/resources/packed_scene.cpp10
-rw-r--r--scene/resources/packed_scene.h4
-rw-r--r--scene/resources/particles_material.cpp6
-rw-r--r--scene/resources/particles_material.h6
-rw-r--r--scene/resources/physics_material.cpp4
-rw-r--r--scene/resources/physics_material.h4
-rw-r--r--scene/resources/polygon_path_finder.cpp4
-rw-r--r--scene/resources/polygon_path_finder.h4
-rw-r--r--scene/resources/primitive_meshes.cpp4
-rw-r--r--scene/resources/primitive_meshes.h4
-rw-r--r--scene/resources/ray_shape_2d.cpp4
-rw-r--r--scene/resources/ray_shape_2d.h4
-rw-r--r--scene/resources/ray_shape_3d.cpp4
-rw-r--r--scene/resources/ray_shape_3d.h4
-rw-r--r--scene/resources/rectangle_shape_2d.cpp28
-rw-r--r--scene/resources/rectangle_shape_2d.h10
-rw-r--r--scene/resources/resource_format_text.cpp4
-rw-r--r--scene/resources/resource_format_text.h4
-rw-r--r--scene/resources/segment_shape_2d.cpp4
-rw-r--r--scene/resources/segment_shape_2d.h4
-rw-r--r--scene/resources/shader.cpp4
-rw-r--r--scene/resources/shader.h4
-rw-r--r--scene/resources/shape_2d.cpp4
-rw-r--r--scene/resources/shape_2d.h4
-rw-r--r--scene/resources/shape_3d.cpp6
-rw-r--r--scene/resources/shape_3d.h4
-rw-r--r--scene/resources/skin.cpp4
-rw-r--r--scene/resources/skin.h4
-rw-r--r--scene/resources/sky.cpp4
-rw-r--r--scene/resources/sky.h4
-rw-r--r--scene/resources/sky_material.cpp4
-rw-r--r--scene/resources/sky_material.h10
-rw-r--r--scene/resources/sphere_shape_3d.cpp4
-rw-r--r--scene/resources/sphere_shape_3d.h4
-rw-r--r--scene/resources/style_box.cpp10
-rw-r--r--scene/resources/style_box.h6
-rw-r--r--scene/resources/surface_tool.cpp6
-rw-r--r--scene/resources/surface_tool.h8
-rw-r--r--scene/resources/syntax_highlighter.cpp6
-rw-r--r--scene/resources/syntax_highlighter.h4
-rw-r--r--scene/resources/text_file.cpp4
-rw-r--r--scene/resources/text_file.h4
-rw-r--r--scene/resources/text_line.cpp6
-rw-r--r--scene/resources/text_line.h4
-rw-r--r--scene/resources/text_paragraph.cpp229
-rw-r--r--scene/resources/text_paragraph.h22
-rw-r--r--scene/resources/texture.cpp25
-rw-r--r--scene/resources/texture.h6
-rw-r--r--scene/resources/theme.cpp4
-rw-r--r--scene/resources/theme.h4
-rw-r--r--scene/resources/tile_set.cpp4
-rw-r--r--scene/resources/tile_set.h4
-rw-r--r--scene/resources/video_stream.h4
-rw-r--r--scene/resources/visual_shader.cpp34
-rw-r--r--scene/resources/visual_shader.h5
-rw-r--r--scene/resources/visual_shader_nodes.cpp27
-rw-r--r--scene/resources/visual_shader_nodes.h53
-rw-r--r--scene/resources/visual_shader_sdf_nodes.cpp283
-rw-r--r--scene/resources/visual_shader_sdf_nodes.h132
-rw-r--r--scene/resources/world_2d.cpp14
-rw-r--r--scene/resources/world_2d.h4
-rw-r--r--scene/resources/world_3d.cpp12
-rw-r--r--scene/resources/world_3d.h4
-rw-r--r--scene/resources/world_margin_shape_3d.cpp4
-rw-r--r--scene/resources/world_margin_shape_3d.h4
118 files changed, 1164 insertions, 452 deletions
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index f4670ca850..796fe1d106 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/animation.h b/scene/resources/animation.h
index 650a54ebfc..fa374e6ad2 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/audio_stream_sample.cpp b/scene/resources/audio_stream_sample.cpp
index 600a859894..8fdb004e65 100644
--- a/scene/resources/audio_stream_sample.cpp
+++ b/scene/resources/audio_stream_sample.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/audio_stream_sample.h b/scene/resources/audio_stream_sample.h
index d91cdef57d..ba475c0888 100644
--- a/scene/resources/audio_stream_sample.h
+++ b/scene/resources/audio_stream_sample.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/bit_map.cpp b/scene/resources/bit_map.cpp
index d07447179d..dfb7a1fdfb 100644
--- a/scene/resources/bit_map.cpp
+++ b/scene/resources/bit_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -43,7 +43,7 @@ void BitMap::create(const Size2 &p_size) {
}
void BitMap::create_from_image_alpha(const Ref<Image> &p_image, float p_threshold) {
- ERR_FAIL_COND(p_image.is_null() || p_image->empty());
+ ERR_FAIL_COND(p_image.is_null() || p_image->is_empty());
Ref<Image> img = p_image->duplicate();
img->convert(Image::FORMAT_LA8);
ERR_FAIL_COND(img->get_format() != Image::FORMAT_LA8);
diff --git a/scene/resources/bit_map.h b/scene/resources/bit_map.h
index 56ff72c094..7414265cee 100644
--- a/scene/resources/bit_map.h
+++ b/scene/resources/bit_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/box_shape_3d.cpp b/scene/resources/box_shape_3d.cpp
index e1c8a377c0..fadbf21e43 100644
--- a/scene/resources/box_shape_3d.cpp
+++ b/scene/resources/box_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,8 +34,8 @@
Vector<Vector3> BoxShape3D::get_debug_mesh_lines() const {
Vector<Vector3> lines;
AABB aabb;
- aabb.position = -get_extents();
- aabb.size = aabb.position * -2;
+ aabb.position = -size / 2;
+ aabb.size = size;
for (int i = 0; i < 12; i++) {
Vector3 a, b;
@@ -48,33 +48,33 @@ Vector<Vector3> BoxShape3D::get_debug_mesh_lines() const {
}
real_t BoxShape3D::get_enclosing_radius() const {
- return extents.length();
+ return size.length() / 2;
}
void BoxShape3D::_update_shape() {
- PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), extents);
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), size / 2);
Shape3D::_update_shape();
}
-void BoxShape3D::set_extents(const Vector3 &p_extents) {
- extents = p_extents;
+void BoxShape3D::set_size(const Vector3 &p_size) {
+ size = p_size;
_update_shape();
notify_change_to_owners();
- _change_notify("extents");
+ _change_notify("size");
}
-Vector3 BoxShape3D::get_extents() const {
- return extents;
+Vector3 BoxShape3D::get_size() const {
+ return size;
}
void BoxShape3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &BoxShape3D::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &BoxShape3D::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxShape3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &BoxShape3D::get_size);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents"), "set_extents", "get_extents");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
}
BoxShape3D::BoxShape3D() :
Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_BOX)) {
- set_extents(Vector3(1, 1, 1));
+ set_size(Vector3(2, 2, 2));
}
diff --git a/scene/resources/box_shape_3d.h b/scene/resources/box_shape_3d.h
index fe634ce568..fce05d61ed 100644
--- a/scene/resources/box_shape_3d.h
+++ b/scene/resources/box_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,7 +35,7 @@
class BoxShape3D : public Shape3D {
GDCLASS(BoxShape3D, Shape3D);
- Vector3 extents;
+ Vector3 size;
protected:
static void _bind_methods();
@@ -43,8 +43,8 @@ protected:
virtual void _update_shape() override;
public:
- void set_extents(const Vector3 &p_extents);
- Vector3 get_extents() const;
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
virtual Vector<Vector3> get_debug_mesh_lines() const override;
virtual real_t get_enclosing_radius() const override;
diff --git a/scene/resources/camera_effects.cpp b/scene/resources/camera_effects.cpp
index 6b6ed51ed0..695b14939f 100644
--- a/scene/resources/camera_effects.cpp
+++ b/scene/resources/camera_effects.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/camera_effects.h b/scene/resources/camera_effects.h
index 9a26f3d0b2..cf12b6d3c0 100644
--- a/scene/resources/camera_effects.h
+++ b/scene/resources/camera_effects.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp
index e519970f38..6041f4a8b0 100644
--- a/scene/resources/capsule_shape_2d.cpp
+++ b/scene/resources/capsule_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/capsule_shape_2d.h b/scene/resources/capsule_shape_2d.h
index 1caa6c68b8..8c8c1b259b 100644
--- a/scene/resources/capsule_shape_2d.h
+++ b/scene/resources/capsule_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/capsule_shape_3d.cpp b/scene/resources/capsule_shape_3d.cpp
index 5da7f682e5..a0b454a00f 100644
--- a/scene/resources/capsule_shape_3d.cpp
+++ b/scene/resources/capsule_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/capsule_shape_3d.h b/scene/resources/capsule_shape_3d.h
index 432ca5654e..b5b8912445 100644
--- a/scene/resources/capsule_shape_3d.h
+++ b/scene/resources/capsule_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/circle_shape_2d.cpp b/scene/resources/circle_shape_2d.cpp
index dc1bf3b185..ba49587d9d 100644
--- a/scene/resources/circle_shape_2d.cpp
+++ b/scene/resources/circle_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/circle_shape_2d.h b/scene/resources/circle_shape_2d.h
index ac8757e781..a066b773ef 100644
--- a/scene/resources/circle_shape_2d.h
+++ b/scene/resources/circle_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/concave_polygon_shape_2d.cpp b/scene/resources/concave_polygon_shape_2d.cpp
index eecf8afa8f..3d6df3bb9c 100644
--- a/scene/resources/concave_polygon_shape_2d.cpp
+++ b/scene/resources/concave_polygon_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/concave_polygon_shape_2d.h b/scene/resources/concave_polygon_shape_2d.h
index df8cc9920f..98ae341e97 100644
--- a/scene/resources/concave_polygon_shape_2d.h
+++ b/scene/resources/concave_polygon_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/concave_polygon_shape_3d.cpp b/scene/resources/concave_polygon_shape_3d.cpp
index 7cbafcbc4d..358c99ad09 100644
--- a/scene/resources/concave_polygon_shape_3d.cpp
+++ b/scene/resources/concave_polygon_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/concave_polygon_shape_3d.h b/scene/resources/concave_polygon_shape_3d.h
index c17765b9ef..391459a3d7 100644
--- a/scene/resources/concave_polygon_shape_3d.h
+++ b/scene/resources/concave_polygon_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp
index 2b7531c630..656e064356 100644
--- a/scene/resources/convex_polygon_shape_2d.cpp
+++ b/scene/resources/convex_polygon_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/convex_polygon_shape_2d.h b/scene/resources/convex_polygon_shape_2d.h
index 294157bec5..1813b608bd 100644
--- a/scene/resources/convex_polygon_shape_2d.h
+++ b/scene/resources/convex_polygon_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/convex_polygon_shape_3d.cpp b/scene/resources/convex_polygon_shape_3d.cpp
index 29549e1114..770d547231 100644
--- a/scene/resources/convex_polygon_shape_3d.cpp
+++ b/scene/resources/convex_polygon_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/convex_polygon_shape_3d.h b/scene/resources/convex_polygon_shape_3d.h
index f436d2f5d4..edd127c8f4 100644
--- a/scene/resources/convex_polygon_shape_3d.h
+++ b/scene/resources/convex_polygon_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/curve.cpp b/scene/resources/curve.cpp
index de076670cf..123c77a036 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -602,7 +602,7 @@ void Curve2D::remove_point(int p_index) {
}
void Curve2D::clear_points() {
- if (!points.empty()) {
+ if (!points.is_empty()) {
points.clear();
baked_cache_dirty = true;
emit_signal(CoreStringNames::get_singleton()->changed);
@@ -1087,7 +1087,7 @@ void Curve3D::remove_point(int p_index) {
}
void Curve3D::clear_points() {
- if (!points.empty()) {
+ if (!points.is_empty()) {
points.clear();
baked_cache_dirty = true;
emit_signal(CoreStringNames::get_singleton()->changed);
diff --git a/scene/resources/curve.h b/scene/resources/curve.h
index 6c5f4b7057..f33f3c5abe 100644
--- a/scene/resources/curve.h
+++ b/scene/resources/curve.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/cylinder_shape_3d.cpp b/scene/resources/cylinder_shape_3d.cpp
index bb8c27a60d..3e9cdca872 100644
--- a/scene/resources/cylinder_shape_3d.cpp
+++ b/scene/resources/cylinder_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/cylinder_shape_3d.h b/scene/resources/cylinder_shape_3d.h
index e579e1f7cf..93e8345727 100644
--- a/scene/resources/cylinder_shape_3d.h
+++ b/scene/resources/cylinder_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 7dbf53a43c..a0b65e9799 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -46,7 +46,7 @@ static TexCacheMap *tex_cache;
static float scale = 1;
template <class T>
-static Ref<StyleBoxTexture> make_stylebox(T p_src, float p_left, float p_top, float p_right, float p_botton, float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_botton = -1, bool p_draw_center = true) {
+static Ref<StyleBoxTexture> make_stylebox(T p_src, float p_left, float p_top, float p_right, float p_bottom, float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1, bool p_draw_center = true) {
Ref<ImageTexture> texture;
if (tex_cache->has(p_src)) {
@@ -66,11 +66,11 @@ static Ref<StyleBoxTexture> make_stylebox(T p_src, float p_left, float p_top, fl
style->set_texture(texture);
style->set_margin_size(SIDE_LEFT, p_left * scale);
style->set_margin_size(SIDE_RIGHT, p_right * scale);
- style->set_margin_size(SIDE_BOTTOM, p_botton * scale);
+ style->set_margin_size(SIDE_BOTTOM, p_bottom * scale);
style->set_margin_size(SIDE_TOP, p_top * scale);
style->set_default_margin(SIDE_LEFT, p_margin_left * scale);
style->set_default_margin(SIDE_RIGHT, p_margin_right * scale);
- style->set_default_margin(SIDE_BOTTOM, p_margin_botton * scale);
+ style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * scale);
style->set_default_margin(SIDE_TOP, p_margin_top * scale);
style->set_draw_center(p_draw_center);
@@ -88,11 +88,11 @@ static Ref<StyleBoxFlat> make_flat_stylebox(Color p_color, float p_margin_left =
return style;
}
-static Ref<StyleBoxTexture> sb_expand(Ref<StyleBoxTexture> p_sbox, float p_left, float p_top, float p_right, float p_botton) {
+static Ref<StyleBoxTexture> sb_expand(Ref<StyleBoxTexture> p_sbox, float p_left, float p_top, float p_right, float p_bottom) {
p_sbox->set_expand_margin_size(SIDE_LEFT, p_left * scale);
p_sbox->set_expand_margin_size(SIDE_TOP, p_top * scale);
p_sbox->set_expand_margin_size(SIDE_RIGHT, p_right * scale);
- p_sbox->set_expand_margin_size(SIDE_BOTTOM, p_botton * scale);
+ p_sbox->set_expand_margin_size(SIDE_BOTTOM, p_bottom * scale);
return p_sbox;
}
@@ -115,6 +115,7 @@ static Ref<Texture2D> flip_icon(Ref<Texture2D> p_texture, bool p_flip_y = false,
Ref<ImageTexture> texture(memnew(ImageTexture));
Ref<Image> img = p_texture->get_data();
+ img = img->duplicate();
if (p_flip_y) {
img->flip_y();
@@ -127,12 +128,12 @@ static Ref<Texture2D> flip_icon(Ref<Texture2D> p_texture, bool p_flip_y = false,
return texture;
}
-static Ref<StyleBox> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_botton = -1) {
+static Ref<StyleBox> make_empty_stylebox(float p_margin_left = -1, float p_margin_top = -1, float p_margin_right = -1, float p_margin_bottom = -1) {
Ref<StyleBox> style(memnew(StyleBoxEmpty));
style->set_default_margin(SIDE_LEFT, p_margin_left * scale);
style->set_default_margin(SIDE_RIGHT, p_margin_right * scale);
- style->set_default_margin(SIDE_BOTTOM, p_margin_botton * scale);
+ style->set_default_margin(SIDE_BOTTOM, p_margin_bottom * scale);
style->set_default_margin(SIDE_TOP, p_margin_top * scale);
return style;
@@ -146,12 +147,13 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
// Font Colors
Color control_font_color = Color(0.88, 0.88, 0.88);
- Color control_font_color_lower = Color(0.63, 0.63, 0.63);
- Color control_font_color_low = Color(0.69, 0.69, 0.69);
- Color control_font_color_hover = Color(0.94, 0.94, 0.94);
- Color control_font_color_disabled = Color(0.9, 0.9, 0.9, 0.2);
- Color control_font_color_pressed = Color(1, 1, 1);
- Color font_color_selection = Color(0.49, 0.49, 0.49);
+ Color control_font_lower_color = Color(0.63, 0.63, 0.63);
+ Color control_font_low_color = Color(0.69, 0.69, 0.69);
+ Color control_font_hover_color = Color(0.94, 0.94, 0.94);
+ Color control_font_disabled_color = Color(0.9, 0.9, 0.9, 0.2);
+ Color control_font_pressed_color = Color(1, 1, 1);
+
+ Color control_selection_color = Color(0.49, 0.49, 0.49);
// Panel
@@ -184,10 +186,17 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_constant("outline_size", "Button", 0 * scale);
theme->set_color("font_color", "Button", control_font_color);
- theme->set_color("font_color_pressed", "Button", control_font_color_pressed);
- theme->set_color("font_color_hover", "Button", control_font_color_hover);
- theme->set_color("font_color_disabled", "Button", control_font_color_disabled);
- theme->set_color("font_outline_modulate", "Button", Color(1, 1, 1));
+ theme->set_color("font_pressed_color", "Button", control_font_pressed_color);
+ theme->set_color("font_hover_color", "Button", control_font_hover_color);
+ theme->set_color("font_hover_pressed_color", "Button", control_font_pressed_color);
+ theme->set_color("font_disabled_color", "Button", control_font_disabled_color);
+ theme->set_color("font_outline_color", "Button", Color(1, 1, 1));
+
+ theme->set_color("icon_normal_color", "Button", Color(1, 1, 1, 1));
+ theme->set_color("icon_pressed_color", "Button", Color(1, 1, 1, 1));
+ theme->set_color("icon_hover_color", "Button", Color(1, 1, 1, 1));
+ theme->set_color("icon_hover_pressed_color", "Button", Color(1, 1, 1, 1));
+ theme->set_color("icon_disabled_color", "Button", Color(1, 1, 1, 1));
theme->set_constant("hseparation", "Button", 2 * scale);
@@ -199,8 +208,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "LinkButton", -1);
theme->set_color("font_color", "LinkButton", control_font_color);
- theme->set_color("font_color_pressed", "LinkButton", control_font_color_pressed);
- theme->set_color("font_color_hover", "LinkButton", control_font_color_hover);
+ theme->set_color("font_pressed_color", "LinkButton", control_font_pressed_color);
+ theme->set_color("font_hover_color", "LinkButton", control_font_hover_color);
theme->set_constant("underline_spacing", "LinkButton", 2 * scale);
@@ -216,9 +225,9 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "ColorPickerButton", -1);
theme->set_color("font_color", "ColorPickerButton", Color(1, 1, 1, 1));
- theme->set_color("font_color_pressed", "ColorPickerButton", Color(0.8, 0.8, 0.8, 1));
- theme->set_color("font_color_hover", "ColorPickerButton", Color(1, 1, 1, 1));
- theme->set_color("font_color_disabled", "ColorPickerButton", Color(0.9, 0.9, 0.9, 0.3));
+ theme->set_color("font_pressed_color", "ColorPickerButton", Color(0.8, 0.8, 0.8, 1));
+ theme->set_color("font_hover_color", "ColorPickerButton", Color(1, 1, 1, 1));
+ theme->set_color("font_disabled_color", "ColorPickerButton", Color(0.9, 0.9, 0.9, 0.3));
theme->set_constant("hseparation", "ColorPickerButton", 2 * scale);
@@ -253,9 +262,9 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "OptionButton", -1);
theme->set_color("font_color", "OptionButton", control_font_color);
- theme->set_color("font_color_pressed", "OptionButton", control_font_color_pressed);
- theme->set_color("font_color_hover", "OptionButton", control_font_color_hover);
- theme->set_color("font_color_disabled", "OptionButton", control_font_color_disabled);
+ theme->set_color("font_pressed_color", "OptionButton", control_font_pressed_color);
+ theme->set_color("font_hover_color", "OptionButton", control_font_hover_color);
+ theme->set_color("font_disabled_color", "OptionButton", control_font_disabled_color);
theme->set_constant("hseparation", "OptionButton", 2 * scale);
theme->set_constant("arrow_margin", "OptionButton", 2 * scale);
@@ -272,9 +281,9 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "MenuButton", -1);
theme->set_color("font_color", "MenuButton", control_font_color);
- theme->set_color("font_color_pressed", "MenuButton", control_font_color_pressed);
- theme->set_color("font_color_hover", "MenuButton", control_font_color_hover);
- theme->set_color("font_color_disabled", "MenuButton", Color(1, 1, 1, 0.3));
+ theme->set_color("font_pressed_color", "MenuButton", control_font_pressed_color);
+ theme->set_color("font_hover_color", "MenuButton", control_font_hover_color);
+ theme->set_color("font_disabled_color", "MenuButton", Color(1, 1, 1, 0.3));
theme->set_constant("hseparation", "MenuButton", 3 * scale);
@@ -307,10 +316,10 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "CheckBox", -1);
theme->set_color("font_color", "CheckBox", control_font_color);
- theme->set_color("font_color_pressed", "CheckBox", control_font_color_pressed);
- theme->set_color("font_color_hover", "CheckBox", control_font_color_hover);
- theme->set_color("font_color_hover_pressed", "CheckBox", control_font_color_pressed);
- theme->set_color("font_color_disabled", "CheckBox", control_font_color_disabled);
+ theme->set_color("font_pressed_color", "CheckBox", control_font_pressed_color);
+ theme->set_color("font_hover_color", "CheckBox", control_font_hover_color);
+ theme->set_color("font_hover_pressed_color", "CheckBox", control_font_pressed_color);
+ theme->set_color("font_disabled_color", "CheckBox", control_font_disabled_color);
theme->set_constant("hseparation", "CheckBox", 4 * scale);
theme->set_constant("check_vadjust", "CheckBox", 0 * scale);
@@ -344,10 +353,10 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "CheckButton", -1);
theme->set_color("font_color", "CheckButton", control_font_color);
- theme->set_color("font_color_pressed", "CheckButton", control_font_color_pressed);
- theme->set_color("font_color_hover", "CheckButton", control_font_color_hover);
- theme->set_color("font_color_hover_pressed", "CheckButton", control_font_color_pressed);
- theme->set_color("font_color_disabled", "CheckButton", control_font_color_disabled);
+ theme->set_color("font_pressed_color", "CheckButton", control_font_pressed_color);
+ theme->set_color("font_hover_color", "CheckButton", control_font_hover_color);
+ theme->set_color("font_hover_pressed_color", "CheckButton", control_font_pressed_color);
+ theme->set_color("font_disabled_color", "CheckButton", control_font_disabled_color);
theme->set_constant("hseparation", "CheckButton", 4 * scale);
theme->set_constant("check_vadjust", "CheckButton", 0 * scale);
@@ -359,8 +368,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "Label", -1);
theme->set_color("font_color", "Label", Color(1, 1, 1));
- theme->set_color("font_color_shadow", "Label", Color(0, 0, 0, 0));
- theme->set_color("font_outline_modulate", "Label", Color(1, 1, 1));
+ theme->set_color("font_shadow_color", "Label", Color(0, 0, 0, 0));
+ theme->set_color("font_outline_color", "Label", Color(1, 1, 1));
theme->set_constant("shadow_offset_x", "Label", 1 * scale);
theme->set_constant("shadow_offset_y", "Label", 1 * scale);
@@ -378,12 +387,12 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "LineEdit", -1);
theme->set_color("font_color", "LineEdit", control_font_color);
- theme->set_color("font_color_selected", "LineEdit", Color(0, 0, 0));
- theme->set_color("font_color_uneditable", "LineEdit", Color(control_font_color.r, control_font_color.g, control_font_color.b, 0.5f));
- theme->set_color("cursor_color", "LineEdit", control_font_color_hover);
- theme->set_color("selection_color", "LineEdit", font_color_selection);
+ theme->set_color("font_selected_color", "LineEdit", Color(0, 0, 0));
+ theme->set_color("font_uneditable_color", "LineEdit", Color(control_font_color.r, control_font_color.g, control_font_color.b, 0.5f));
+ theme->set_color("cursor_color", "LineEdit", control_font_hover_color);
+ theme->set_color("selection_color", "LineEdit", control_selection_color);
theme->set_color("clear_button_color", "LineEdit", control_font_color);
- theme->set_color("clear_button_color_pressed", "LineEdit", control_font_color_pressed);
+ theme->set_color("clear_button_color_pressed", "LineEdit", control_font_pressed_color);
theme->set_constant("minimum_spaces", "LineEdit", 12 * scale);
@@ -397,8 +406,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font("font", "ProgressBar", Ref<Font>());
theme->set_font_size("font_size", "ProgressBar", -1);
- theme->set_color("font_color", "ProgressBar", control_font_color_hover);
- theme->set_color("font_color_shadow", "ProgressBar", Color(0, 0, 0));
+ theme->set_color("font_color", "ProgressBar", control_font_hover_color);
+ theme->set_color("font_shadow_color", "ProgressBar", Color(0, 0, 0));
// TextEdit
@@ -417,12 +426,12 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("completion_background_color", "TextEdit", Color(0.17, 0.16, 0.2));
theme->set_color("completion_selected_color", "TextEdit", Color(0.26, 0.26, 0.27));
theme->set_color("completion_existing_color", "TextEdit", Color(0.87, 0.87, 0.87, 0.13));
- theme->set_color("completion_scroll_color", "TextEdit", control_font_color_pressed);
+ theme->set_color("completion_scroll_color", "TextEdit", control_font_pressed_color);
theme->set_color("completion_font_color", "TextEdit", Color(0.67, 0.67, 0.67));
theme->set_color("font_color", "TextEdit", control_font_color);
- theme->set_color("font_color_selected", "TextEdit", Color(0, 0, 0));
- theme->set_color("font_color_readonly", "TextEdit", Color(control_font_color.r, control_font_color.g, control_font_color.b, 0.5f));
- theme->set_color("selection_color", "TextEdit", font_color_selection);
+ theme->set_color("font_selected_color", "TextEdit", Color(0, 0, 0));
+ theme->set_color("font_readonly_color", "TextEdit", Color(control_font_color.r, control_font_color.g, control_font_color.b, 0.5f));
+ theme->set_color("selection_color", "TextEdit", control_selection_color);
theme->set_color("mark_color", "TextEdit", Color(1.0, 0.4, 0.4, 0.4));
theme->set_color("code_folding_color", "TextEdit", Color(0.8, 0.8, 0.8, 0.8));
theme->set_color("current_line_color", "TextEdit", Color(0.25, 0.25, 0.26, 0.8));
@@ -457,12 +466,12 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("completion_background_color", "CodeEdit", Color(0.17, 0.16, 0.2));
theme->set_color("completion_selected_color", "CodeEdit", Color(0.26, 0.26, 0.27));
theme->set_color("completion_existing_color", "CodeEdit", Color(0.87, 0.87, 0.87, 0.13));
- theme->set_color("completion_scroll_color", "CodeEdit", control_font_color_pressed);
+ theme->set_color("completion_scroll_color", "CodeEdit", control_font_pressed_color);
theme->set_color("completion_font_color", "CodeEdit", Color(0.67, 0.67, 0.67));
theme->set_color("font_color", "CodeEdit", control_font_color);
- theme->set_color("font_color_selected", "CodeEdit", Color(0, 0, 0));
- theme->set_color("font_color_readonly", "CodeEdit", Color(control_font_color.r, control_font_color.g, control_font_color.b, 0.5f));
- theme->set_color("selection_color", "CodeEdit", font_color_selection);
+ theme->set_color("font_selected_color", "CodeEdit", Color(0, 0, 0));
+ theme->set_color("font_readonly_color", "CodeEdit", Color(control_font_color.r, control_font_color.g, control_font_color.b, 0.5f));
+ theme->set_color("selection_color", "CodeEdit", control_selection_color);
theme->set_color("mark_color", "CodeEdit", Color(1.0, 0.4, 0.4, 0.4));
theme->set_color("bookmark_color", "CodeEdit", Color(0.5, 0.64, 1, 0.8));
theme->set_color("breakpoint_color", "CodeEdit", Color(0.9, 0.29, 0.3));
@@ -598,10 +607,10 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "PopupMenu", -1);
theme->set_color("font_color", "PopupMenu", control_font_color);
- theme->set_color("font_color_accel", "PopupMenu", Color(0.7, 0.7, 0.7, 0.8));
- theme->set_color("font_color_disabled", "PopupMenu", Color(0.4, 0.4, 0.4, 0.8));
- theme->set_color("font_color_hover", "PopupMenu", control_font_color);
- theme->set_color("font_color_separator", "PopupMenu", control_font_color);
+ theme->set_color("font_accelerator_color", "PopupMenu", Color(0.7, 0.7, 0.7, 0.8));
+ theme->set_color("font_disabled_color", "PopupMenu", Color(0.4, 0.4, 0.4, 0.8));
+ theme->set_color("font_hover_color", "PopupMenu", control_font_color);
+ theme->set_color("font_separator_color", "PopupMenu", control_font_color);
theme->set_constant("hseparation", "PopupMenu", 4 * scale);
theme->set_constant("vseparation", "PopupMenu", 4 * scale);
@@ -671,12 +680,12 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "Tree", -1);
theme->set_color("title_button_color", "Tree", control_font_color);
- theme->set_color("font_color", "Tree", control_font_color_low);
- theme->set_color("font_color_selected", "Tree", control_font_color_pressed);
+ theme->set_color("font_color", "Tree", control_font_low_color);
+ theme->set_color("font_selected_color", "Tree", control_font_pressed_color);
theme->set_color("guide_color", "Tree", Color(0, 0, 0, 0.1));
theme->set_color("drop_position_color", "Tree", Color(1, 0.3, 0.2));
theme->set_color("relationship_line_color", "Tree", Color(0.27, 0.27, 0.27));
- theme->set_color("custom_button_font_highlight", "Tree", control_font_color_hover);
+ theme->set_color("custom_button_font_highlight", "Tree", control_font_hover_color);
theme->set_constant("hseparation", "Tree", 4 * scale);
theme->set_constant("vseparation", "Tree", 4 * scale);
@@ -701,8 +710,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font("font", "ItemList", Ref<Font>());
theme->set_font_size("font_size", "ItemList", -1);
- theme->set_color("font_color", "ItemList", control_font_color_lower);
- theme->set_color("font_color_selected", "ItemList", control_font_color_pressed);
+ theme->set_color("font_color", "ItemList", control_font_lower_color);
+ theme->set_color("font_selected_color", "ItemList", control_font_pressed_color);
theme->set_color("guide_color", "ItemList", Color(0, 0, 0, 0.1));
theme->set_stylebox("selected", "ItemList", item_selected_oof);
theme->set_stylebox("selected_focus", "ItemList", item_selected);
@@ -716,8 +725,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
tc_sb->set_expand_margin_size(SIDE_TOP, 2 * scale);
tc_sb->set_default_margin(SIDE_TOP, 8 * scale);
- theme->set_stylebox("tab_fg", "TabContainer", sb_expand(make_stylebox(tab_current_png, 4, 4, 4, 1, 16, 4, 16, 4), 2, 2, 2, 2));
- theme->set_stylebox("tab_bg", "TabContainer", sb_expand(make_stylebox(tab_behind_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
+ theme->set_stylebox("tab_selected", "TabContainer", sb_expand(make_stylebox(tab_current_png, 4, 4, 4, 1, 16, 4, 16, 4), 2, 2, 2, 2));
+ theme->set_stylebox("tab_unselected", "TabContainer", sb_expand(make_stylebox(tab_behind_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
theme->set_stylebox("tab_disabled", "TabContainer", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
theme->set_stylebox("panel", "TabContainer", tc_sb);
@@ -731,17 +740,17 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font("font", "TabContainer", Ref<Font>());
theme->set_font_size("font_size", "TabContainer", -1);
- theme->set_color("font_color_fg", "TabContainer", control_font_color_hover);
- theme->set_color("font_color_bg", "TabContainer", control_font_color_low);
- theme->set_color("font_color_disabled", "TabContainer", control_font_color_disabled);
+ theme->set_color("font_selected_color", "TabContainer", control_font_hover_color);
+ theme->set_color("font_unselected_color", "TabContainer", control_font_low_color);
+ theme->set_color("font_disabled_color", "TabContainer", control_font_disabled_color);
theme->set_constant("side_margin", "TabContainer", 8 * scale);
theme->set_constant("icon_separation", "TabContainer", 4 * scale);
// Tabs
- theme->set_stylebox("tab_fg", "Tabs", sb_expand(make_stylebox(tab_current_png, 4, 3, 4, 1, 16, 3, 16, 2), 2, 2, 2, 2));
- theme->set_stylebox("tab_bg", "Tabs", sb_expand(make_stylebox(tab_behind_png, 5, 4, 5, 1, 16, 5, 16, 2), 3, 3, 3, 3));
+ theme->set_stylebox("tab_selected", "Tabs", sb_expand(make_stylebox(tab_current_png, 4, 3, 4, 1, 16, 3, 16, 2), 2, 2, 2, 2));
+ theme->set_stylebox("tab_unselected", "Tabs", sb_expand(make_stylebox(tab_behind_png, 5, 4, 5, 1, 16, 5, 16, 2), 3, 3, 3, 3));
theme->set_stylebox("tab_disabled", "Tabs", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
theme->set_stylebox("panel", "Tabs", tc_sb);
theme->set_stylebox("button_pressed", "Tabs", make_stylebox(button_pressed_png, 4, 4, 4, 4));
@@ -756,9 +765,9 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font("font", "Tabs", Ref<Font>());
theme->set_font_size("font_size", "Tabs", -1);
- theme->set_color("font_color_fg", "Tabs", control_font_color_hover);
- theme->set_color("font_color_bg", "Tabs", control_font_color_low);
- theme->set_color("font_color_disabled", "Tabs", control_font_color_disabled);
+ theme->set_color("font_selected_color", "Tabs", control_font_hover_color);
+ theme->set_color("font_unselected_color", "Tabs", control_font_low_color);
+ theme->set_color("font_disabled_color", "Tabs", control_font_disabled_color);
theme->set_constant("hseparation", "Tabs", 4 * scale);
@@ -817,7 +826,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("font_size", "TooltipLabel", -1);
theme->set_color("font_color", "TooltipLabel", Color(0, 0, 0));
- theme->set_color("font_color_shadow", "TooltipLabel", Color(0, 0, 0, 0.1));
+ theme->set_color("font_shadow_color", "TooltipLabel", Color(0, 0, 0, 0.1));
theme->set_constant("shadow_offset_x", "TooltipLabel", 1);
theme->set_constant("shadow_offset_y", "TooltipLabel", 1);
@@ -840,10 +849,10 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_font_size("mono_font_size", "RichTextLabel", -1);
theme->set_color("default_color", "RichTextLabel", Color(1, 1, 1));
- theme->set_color("font_color_selected", "RichTextLabel", font_color_selection);
+ theme->set_color("font_selected_color", "RichTextLabel", Color(0, 0, 0));
theme->set_color("selection_color", "RichTextLabel", Color(0.1, 0.1, 1, 0.8));
- theme->set_color("font_color_shadow", "RichTextLabel", Color(0, 0, 0, 0));
+ theme->set_color("font_shadow_color", "RichTextLabel", Color(0, 0, 0, 0));
theme->set_constant("shadow_offset_x", "RichTextLabel", 1 * scale);
theme->set_constant("shadow_offset_y", "RichTextLabel", 1 * scale);
diff --git a/scene/resources/default_theme/default_theme.h b/scene/resources/default_theme/default_theme.h
index 46f89a9b50..a7b2bec5a4 100644
--- a/scene/resources/default_theme/default_theme.h
+++ b/scene/resources/default_theme/default_theme.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/default_theme/xpmfix.sh b/scene/resources/default_theme/xpmfix.sh
deleted file mode 100755
index a24dede3c9..0000000000
--- a/scene/resources/default_theme/xpmfix.sh
+++ /dev/null
@@ -1,2 +0,0 @@
-#!/bin/sh
-sed -i 's/static char/static const char/g' *.xpm
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index 32840dd373..b7b5f72fcd 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/environment.h b/scene/resources/environment.h
index a720f2cc47..1676a28b39 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/font.cpp b/scene/resources/font.cpp
index 791f260c0e..1c06d7b519 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -724,7 +724,7 @@ void Font::set_spacing(int p_type, int p_value) {
// Drawing string and string sizes, cached.
Size2 Font::get_string_size(const String &p_text, int p_size) const {
- ERR_FAIL_COND_V(data.empty(), Size2());
+ ERR_FAIL_COND_V(data.is_empty(), Size2());
uint64_t hash = p_text.hash64();
hash = hash_djb2_one_64(p_size, hash);
@@ -746,7 +746,7 @@ Size2 Font::get_string_size(const String &p_text, int p_size) const {
}
Size2 Font::get_multiline_string_size(const String &p_text, float p_width, int p_size, uint8_t p_flags) const {
- ERR_FAIL_COND_V(data.empty(), Size2());
+ ERR_FAIL_COND_V(data.is_empty(), Size2());
uint64_t hash = p_text.hash64();
hash = hash_djb2_one_64(p_size, hash);
diff --git a/scene/resources/font.h b/scene/resources/font.h
index fe28e1aea5..086226c082 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/gradient.cpp b/scene/resources/gradient.cpp
index 6b41b97e45..b87235518f 100644
--- a/scene/resources/gradient.cpp
+++ b/scene/resources/gradient.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -47,7 +47,7 @@ Gradient::~Gradient() {
void Gradient::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_point", "offset", "color"), &Gradient::add_point);
- ClassDB::bind_method(D_METHOD("remove_point", "offset"), &Gradient::remove_point);
+ ClassDB::bind_method(D_METHOD("remove_point", "point"), &Gradient::remove_point);
ClassDB::bind_method(D_METHOD("set_offset", "point", "offset"), &Gradient::set_offset);
ClassDB::bind_method(D_METHOD("get_offset", "point"), &Gradient::get_offset);
diff --git a/scene/resources/gradient.h b/scene/resources/gradient.h
index e839909770..344a3fd283 100644
--- a/scene/resources/gradient.h
+++ b/scene/resources/gradient.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -82,7 +82,7 @@ public:
Vector<Color> get_colors() const;
_FORCE_INLINE_ Color get_color_at_offset(float p_offset) {
- if (points.empty()) {
+ if (points.is_empty()) {
return Color(0, 0, 0, 1);
}
diff --git a/scene/resources/height_map_shape_3d.cpp b/scene/resources/height_map_shape_3d.cpp
index 2ae47bcf3c..a32cc1c4df 100644
--- a/scene/resources/height_map_shape_3d.cpp
+++ b/scene/resources/height_map_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/height_map_shape_3d.h b/scene/resources/height_map_shape_3d.h
index 9ee8b49689..eda405fc06 100644
--- a/scene/resources/height_map_shape_3d.h
+++ b/scene/resources/height_map_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/line_shape_2d.cpp b/scene/resources/line_shape_2d.cpp
index 58653c5f4a..2b08c21c34 100644
--- a/scene/resources/line_shape_2d.cpp
+++ b/scene/resources/line_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,7 +36,7 @@
bool LineShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
Vector2 point = get_distance() * get_normal();
- Vector2 l[2][2] = { { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 }, { point, point + get_normal() * 30 } };
+ Vector2 l[2][2] = { { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }, { point, point + get_normal() * 30 } };
for (int i = 0; i < 2; i++) {
Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]);
@@ -77,7 +77,7 @@ real_t LineShape2D::get_distance() const {
void LineShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector2 point = get_distance() * get_normal();
- Vector2 l1[2] = { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 };
+ Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3);
Vector2 l2[2] = { point, point + get_normal() * 30 };
RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3);
@@ -86,7 +86,7 @@ void LineShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Rect2 LineShape2D::get_rect() const {
Vector2 point = get_distance() * get_normal();
- Vector2 l1[2] = { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 };
+ Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
Vector2 l2[2] = { point, point + get_normal() * 30 };
Rect2 rect;
rect.position = l1[0];
diff --git a/scene/resources/line_shape_2d.h b/scene/resources/line_shape_2d.h
index 7e67a8f67c..043be1eebe 100644
--- a/scene/resources/line_shape_2d.h
+++ b/scene/resources/line_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/material.cpp b/scene/resources/material.cpp
index 6e08af23f5..445c0d9677 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,6 +36,7 @@
#include "editor/editor_settings.h"
#endif
+#include "scene/main/scene_tree.h"
#include "scene/scene_string_names.h"
void Material::set_next_pass(const Ref<Material> &p_pass) {
@@ -80,6 +81,14 @@ void Material::_validate_property(PropertyInfo &property) const {
}
}
+void Material::inspect_native_shader_code() {
+ SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
+ RID shader = get_shader_rid();
+ if (st && shader.is_valid()) {
+ st->call_group("_native_shader_source_visualizer", "_inspect_shader", shader);
+ }
+}
+
void Material::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_next_pass", "next_pass"), &Material::set_next_pass);
ClassDB::bind_method(D_METHOD("get_next_pass"), &Material::get_next_pass);
@@ -87,6 +96,9 @@ void Material::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Material::set_render_priority);
ClassDB::bind_method(D_METHOD("get_render_priority"), &Material::get_render_priority);
+ ClassDB::bind_method(D_METHOD("inspect_native_shader_code"), &Material::inspect_native_shader_code);
+ ClassDB::set_method_flags(get_class_static(), _scs_create("inspect_native_shader_code"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
+
ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RENDER_PRIORITY_MIN) + "," + itos(RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "next_pass", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_next_pass", "get_next_pass");
@@ -260,6 +272,13 @@ Shader::Mode ShaderMaterial::get_shader_mode() const {
return Shader::MODE_SPATIAL;
}
}
+RID ShaderMaterial::get_shader_rid() const {
+ if (shader.is_valid()) {
+ return shader->get_rid();
+ } else {
+ return RID();
+ }
+}
ShaderMaterial::ShaderMaterial() {
}
@@ -969,11 +988,11 @@ void BaseMaterial3D::_update_shader() {
if (features[FEATURE_NORMAL_MAPPING]) {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += "\tNORMALMAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
+ code += "\tNORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n";
} else {
- code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
+ code += "\tNORMAL_MAP = texture(texture_normal,base_uv).rgb;\n";
}
- code += "\tNORMALMAP_DEPTH = normal_scale;\n";
+ code += "\tNORMAL_MAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_EMISSION]) {
@@ -1000,7 +1019,7 @@ void BaseMaterial3D::_update_shader() {
if (features[FEATURE_REFRACTION]) {
if (features[FEATURE_NORMAL_MAPPING]) {
- code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) );\n";
+ code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMAL_MAP.x + BINORMAL * NORMAL_MAP.y + NORMAL * NORMAL_MAP.z,NORMAL_MAP_DEPTH) );\n";
} else {
code += "\tvec3 ref_normal = NORMAL;\n";
}
@@ -1198,8 +1217,8 @@ void BaseMaterial3D::_update_shader() {
break; // Internal value, skip.
}
- code += "\tvec3 detail_norm = mix(NORMALMAP,detail_norm_tex.rgb,detail_tex.a);\n";
- code += "\tNORMALMAP = mix(NORMALMAP,detail_norm,detail_mask_tex.r);\n";
+ code += "\tvec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n";
+ code += "\tNORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n";
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
diff --git a/scene/resources/material.h b/scene/resources/material.h
index caf28eea18..0048b43c8b 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -47,6 +47,8 @@ class Material : public Resource {
Ref<Material> next_pass;
int render_priority;
+ void inspect_native_shader_code();
+
protected:
_FORCE_INLINE_ RID _get_material() const { return material; }
static void _bind_methods();
@@ -66,6 +68,7 @@ public:
int get_render_priority() const;
virtual RID get_rid() const override;
+ virtual RID get_shader_rid() const = 0;
virtual Shader::Mode get_shader_mode() const = 0;
Material();
@@ -100,6 +103,8 @@ public:
virtual Shader::Mode get_shader_mode() const override;
+ virtual RID get_shader_rid() const override;
+
ShaderMaterial();
~ShaderMaterial();
};
@@ -736,7 +741,7 @@ public:
static RID get_material_rid_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false);
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
virtual Shader::Mode get_shader_mode() const override;
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index f1c05b8014..e812ad3a01 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -74,7 +74,7 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
}
Array a = surface_get_arrays(i);
- ERR_FAIL_COND_V(a.empty(), Ref<TriangleMesh>());
+ ERR_FAIL_COND_V(a.is_empty(), Ref<TriangleMesh>());
int vc = surface_get_array_len(i);
Vector<Vector3> vertices = a[ARRAY_VERTEX];
@@ -226,7 +226,7 @@ Ref<Shape3D> Mesh::create_convex_shape() const {
for (int i = 0; i < get_surface_count(); i++) {
Array a = surface_get_arrays(i);
- ERR_FAIL_COND_V(a.empty(), Ref<ConvexPolygonShape3D>());
+ ERR_FAIL_COND_V(a.is_empty(), Ref<ConvexPolygonShape3D>());
Vector<Vector3> v = a[ARRAY_VERTEX];
vertices.append_array(v);
}
@@ -266,7 +266,7 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
}
Array a = surface_get_arrays(i);
- ERR_FAIL_COND_V(a.empty(), Ref<ArrayMesh>());
+ ERR_FAIL_COND_V(a.is_empty(), Ref<ArrayMesh>());
if (i == 0) {
arrays = a;
@@ -1350,7 +1350,7 @@ AABB ArrayMesh::get_custom_aabb() const {
return custom_aabb;
}
-void ArrayMesh::regen_normalmaps() {
+void ArrayMesh::regen_normal_maps() {
if (surfaces.size() == 0) {
return;
}
@@ -1565,6 +1565,19 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
return OK;
}
+void ArrayMesh::set_shadow_mesh(const Ref<ArrayMesh> &p_mesh) {
+ shadow_mesh = p_mesh;
+ if (shadow_mesh.is_valid()) {
+ RS::get_singleton()->mesh_set_shadow_mesh(mesh, shadow_mesh->get_rid());
+ } else {
+ RS::get_singleton()->mesh_set_shadow_mesh(mesh, RID());
+ }
+}
+
+Ref<ArrayMesh> ArrayMesh::get_shadow_mesh() const {
+ return shadow_mesh;
+}
+
void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &ArrayMesh::add_blend_shape);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &ArrayMesh::get_blend_shape_count);
@@ -1586,8 +1599,8 @@ void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_trimesh_shape"), &ArrayMesh::create_trimesh_shape);
ClassDB::bind_method(D_METHOD("create_convex_shape"), &ArrayMesh::create_convex_shape);
ClassDB::bind_method(D_METHOD("create_outline", "margin"), &ArrayMesh::create_outline);
- ClassDB::bind_method(D_METHOD("regen_normalmaps"), &ArrayMesh::regen_normalmaps);
- ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normalmaps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
+ ClassDB::bind_method(D_METHOD("regen_normal_maps"), &ArrayMesh::regen_normal_maps);
+ ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normal_maps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("lightmap_unwrap", "transform", "texel_size"), &ArrayMesh::lightmap_unwrap);
ClassDB::set_method_flags(get_class_static(), _scs_create("lightmap_unwrap"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("get_faces"), &ArrayMesh::get_faces);
@@ -1596,6 +1609,9 @@ void ArrayMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &ArrayMesh::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_custom_aabb"), &ArrayMesh::get_custom_aabb);
+ ClassDB::bind_method(D_METHOD("set_shadow_mesh", "mesh"), &ArrayMesh::set_shadow_mesh);
+ ClassDB::bind_method(D_METHOD("get_shadow_mesh"), &ArrayMesh::get_shadow_mesh);
+
ClassDB::bind_method(D_METHOD("_set_blend_shape_names", "blend_shape_names"), &ArrayMesh::_set_blend_shape_names);
ClassDB::bind_method(D_METHOD("_get_blend_shape_names"), &ArrayMesh::_get_blend_shape_names);
@@ -1606,6 +1622,7 @@ void ArrayMesh::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_surfaces", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_surfaces", "_get_surfaces");
ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_shape_mode", PROPERTY_HINT_ENUM, "Normalized,Relative"), "set_blend_shape_mode", "get_blend_shape_mode");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shadow_mesh", PROPERTY_HINT_RESOURCE_TYPE, "ArrayMesh"), "set_shadow_mesh", "get_shadow_mesh");
}
void ArrayMesh::reload_from_file() {
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index b7f60bf814..1fd45c880a 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -176,6 +176,7 @@ class ArrayMesh : public Mesh {
Array _get_surfaces() const;
void _set_surfaces(const Array &p_data);
+ Ref<ArrayMesh> shadow_mesh;
private:
struct Surface {
@@ -252,13 +253,16 @@ public:
AABB get_aabb() const override;
virtual RID get_rid() const override;
- void regen_normalmaps();
+ void regen_normal_maps();
Error lightmap_unwrap(const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
Error lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache, const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
virtual void reload_from_file() override;
+ void set_shadow_mesh(const Ref<ArrayMesh> &p_mesh);
+ Ref<ArrayMesh> get_shadow_mesh() const;
+
ArrayMesh();
~ArrayMesh();
diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp
index a5c360f123..1b82aca386 100644
--- a/scene/resources/mesh_data_tool.cpp
+++ b/scene/resources/mesh_data_tool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -43,7 +43,7 @@ Error MeshDataTool::create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surf
ERR_FAIL_COND_V(p_mesh->surface_get_primitive_type(p_surface) != Mesh::PRIMITIVE_TRIANGLES, ERR_INVALID_PARAMETER);
Array arrays = p_mesh->surface_get_arrays(p_surface);
- ERR_FAIL_COND_V(arrays.empty(), ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(arrays.is_empty(), ERR_INVALID_PARAMETER);
Vector<Vector3> varray = arrays[Mesh::ARRAY_VERTEX];
diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h
index bf9f0dd25f..d8b8d85900 100644
--- a/scene/resources/mesh_data_tool.h
+++ b/scene/resources/mesh_data_tool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/mesh_library.cpp b/scene/resources/mesh_library.cpp
index 09b0d4b038..96d3a5750e 100644
--- a/scene/resources/mesh_library.cpp
+++ b/scene/resources/mesh_library.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/mesh_library.h b/scene/resources/mesh_library.h
index 0d5fb3005b..5c302fcf08 100644
--- a/scene/resources/mesh_library.h
+++ b/scene/resources/mesh_library.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/multimesh.cpp b/scene/resources/multimesh.cpp
index f71cf383e5..050e398ca4 100644
--- a/scene/resources/multimesh.cpp
+++ b/scene/resources/multimesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/multimesh.h b/scene/resources/multimesh.h
index 16f5998a04..633d754b8e 100644
--- a/scene/resources/multimesh.h
+++ b/scene/resources/multimesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/navigation_mesh.cpp b/scene/resources/navigation_mesh.cpp
index e815da5d45..43c3ef4edc 100644
--- a/scene/resources/navigation_mesh.cpp
+++ b/scene/resources/navigation_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/navigation_mesh.h b/scene/resources/navigation_mesh.h
index b94f4408e1..693c4184bc 100644
--- a/scene/resources/navigation_mesh.h
+++ b/scene/resources/navigation_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index 09674f3465..794b281100 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -80,7 +80,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
Node **ret_nodes = (Node **)alloca(sizeof(Node *) * nc);
- bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.empty();
+ bool gen_node_path_cache = p_edit_state != GEN_EDIT_STATE_DISABLED && node_path_cache.is_empty();
Map<Ref<Resource>, Ref<Resource>> resources_local_to_scene;
@@ -603,7 +603,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
// Save the right type. If this node was created by an instance
// then flag that the node should not be created but reused
- if (pack_state_stack.empty()) {
+ if (pack_state_stack.is_empty()) {
//this node is not part of an instancing process, so save the type
nd.type = _nm_get_string(p_node->get_class(), name_map);
} else {
@@ -1349,7 +1349,7 @@ NodePath SceneState::get_node_path(int p_idx, bool p_for_parent) const {
sub_path.insert(0, base_path.get_name(i));
}
- if (sub_path.empty()) {
+ if (sub_path.is_empty()) {
return NodePath(".");
}
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index fce3891507..a31dcd8d39 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index e2f96c54cb..3aa9f9b3bc 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -646,7 +646,7 @@ void ParticlesMaterial::_update_shader() {
code += " for(int i=0;i<emit_count;i++) {\n";
code += " uint flags = FLAG_EMIT_POSITION|FLAG_EMIT_ROT_SCALE;\n";
code += " if (sub_emitter_keep_velocity) flags|=FLAG_EMIT_VELOCITY;\n";
- code += " emit_particle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
+ code += " emit_subparticle(TRANSFORM,VELOCITY,vec4(0.0),vec4(0.0),flags);\n";
code += " }";
}
diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h
index 7e8f05b706..49b48a01b7 100644
--- a/scene/resources/particles_material.h
+++ b/scene/resources/particles_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -340,7 +340,7 @@ public:
void set_sub_emitter_keep_velocity(bool p_enable);
bool get_sub_emitter_keep_velocity() const;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
virtual Shader::Mode get_shader_mode() const override;
diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp
index 59bf8c0e13..d65b0c8927 100644
--- a/scene/resources/physics_material.cpp
+++ b/scene/resources/physics_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/physics_material.h b/scene/resources/physics_material.h
index e9222ffa1b..dfb2d1480b 100644
--- a/scene/resources/physics_material.h
+++ b/scene/resources/physics_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp
index df98d4cfd4..f292140d6b 100644
--- a/scene/resources/polygon_path_finder.cpp
+++ b/scene/resources/polygon_path_finder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/polygon_path_finder.h b/scene/resources/polygon_path_finder.h
index 44a97b4294..410e1dba52 100644
--- a/scene/resources/polygon_path_finder.h
+++ b/scene/resources/polygon_path_finder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 06e181cb99..a6e9e7b5d2 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/primitive_meshes.h b/scene/resources/primitive_meshes.h
index 02aea9c5c8..d0ca4b10e7 100644
--- a/scene/resources/primitive_meshes.h
+++ b/scene/resources/primitive_meshes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/ray_shape_2d.cpp b/scene/resources/ray_shape_2d.cpp
index 67c4f84749..98fd160810 100644
--- a/scene/resources/ray_shape_2d.cpp
+++ b/scene/resources/ray_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/ray_shape_2d.h b/scene/resources/ray_shape_2d.h
index c8202ca16c..3570b7be52 100644
--- a/scene/resources/ray_shape_2d.h
+++ b/scene/resources/ray_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/ray_shape_3d.cpp b/scene/resources/ray_shape_3d.cpp
index 1705fb0f55..a332bb575f 100644
--- a/scene/resources/ray_shape_3d.cpp
+++ b/scene/resources/ray_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/ray_shape_3d.h b/scene/resources/ray_shape_3d.h
index a1a6702564..2c27d56c63 100644
--- a/scene/resources/ray_shape_3d.h
+++ b/scene/resources/ray_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/rectangle_shape_2d.cpp b/scene/resources/rectangle_shape_2d.cpp
index 949fddf2e7..a5b909c9a7 100644
--- a/scene/resources/rectangle_shape_2d.cpp
+++ b/scene/resources/rectangle_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,40 +33,40 @@
#include "servers/physics_server_2d.h"
#include "servers/rendering_server.h"
void RectangleShape2D::_update_shape() {
- PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), extents);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), size / 2);
emit_changed();
}
-void RectangleShape2D::set_extents(const Vector2 &p_extents) {
- extents = p_extents;
+void RectangleShape2D::set_size(const Vector2 &p_size) {
+ size = p_size;
_update_shape();
}
-Vector2 RectangleShape2D::get_extents() const {
- return extents;
+Vector2 RectangleShape2D::get_size() const {
+ return size;
}
void RectangleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
- RenderingServer::get_singleton()->canvas_item_add_rect(p_to_rid, Rect2(-extents, extents * 2.0), p_color);
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_to_rid, Rect2(-size / 2, size), p_color);
}
Rect2 RectangleShape2D::get_rect() const {
- return Rect2(-extents, extents * 2.0);
+ return Rect2(-size / 2, size);
}
real_t RectangleShape2D::get_enclosing_radius() const {
- return extents.length();
+ return size.length() / 2;
}
void RectangleShape2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_extents", "extents"), &RectangleShape2D::set_extents);
- ClassDB::bind_method(D_METHOD("get_extents"), &RectangleShape2D::get_extents);
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &RectangleShape2D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &RectangleShape2D::get_size);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "extents"), "set_extents", "get_extents");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
}
RectangleShape2D::RectangleShape2D() :
Shape2D(PhysicsServer2D::get_singleton()->rectangle_shape_create()) {
- extents = Vector2(10, 10);
+ size = Vector2(20, 20);
_update_shape();
}
diff --git a/scene/resources/rectangle_shape_2d.h b/scene/resources/rectangle_shape_2d.h
index 6efa7ab9c8..8d747c86af 100644
--- a/scene/resources/rectangle_shape_2d.h
+++ b/scene/resources/rectangle_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,15 +36,15 @@
class RectangleShape2D : public Shape2D {
GDCLASS(RectangleShape2D, Shape2D);
- Vector2 extents;
+ Vector2 size;
void _update_shape();
protected:
static void _bind_methods();
public:
- void set_extents(const Vector2 &p_extents);
- Vector2 get_extents() const;
+ void set_size(const Vector2 &p_size);
+ Vector2 get_size() const;
virtual void draw(const RID &p_to_rid, const Color &p_color) override;
virtual Rect2 get_rect() const override;
diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp
index 58645dbe65..433e3392e3 100644
--- a/scene/resources/resource_format_text.cpp
+++ b/scene/resources/resource_format_text.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/resource_format_text.h b/scene/resources/resource_format_text.h
index ca7b0b021f..e67a13d41a 100644
--- a/scene/resources/resource_format_text.h
+++ b/scene/resources/resource_format_text.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp
index b1001203a1..35439634f8 100644
--- a/scene/resources/segment_shape_2d.cpp
+++ b/scene/resources/segment_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/segment_shape_2d.h b/scene/resources/segment_shape_2d.h
index 31a61ea564..f218955061 100644
--- a/scene/resources/segment_shape_2d.h
+++ b/scene/resources/segment_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/shader.cpp b/scene/resources/shader.cpp
index 76d37eaa71..53f3dd1a4b 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/shader.h b/scene/resources/shader.h
index 0feaa179b2..a3f9330055 100644
--- a/scene/resources/shader.h
+++ b/scene/resources/shader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp
index 94cecc76eb..6f3897b0cd 100644
--- a/scene/resources/shape_2d.cpp
+++ b/scene/resources/shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/shape_2d.h b/scene/resources/shape_2d.h
index 495ffdd38b..f5814c42f8 100644
--- a/scene/resources/shape_2d.h
+++ b/scene/resources/shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/shape_3d.cpp b/scene/resources/shape_3d.cpp
index 59766f4f1f..5761a405ce 100644
--- a/scene/resources/shape_3d.cpp
+++ b/scene/resources/shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -66,7 +66,7 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
debug_mesh_cache = Ref<ArrayMesh>(memnew(ArrayMesh));
- if (!lines.empty()) {
+ if (!lines.is_empty()) {
//make mesh
Vector<Vector3> array;
array.resize(lines.size());
diff --git a/scene/resources/shape_3d.h b/scene/resources/shape_3d.h
index 5a9c2e3b9c..0644940fd4 100644
--- a/scene/resources/shape_3d.h
+++ b/scene/resources/shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/skin.cpp b/scene/resources/skin.cpp
index e88841a531..e2df965138 100644
--- a/scene/resources/skin.cpp
+++ b/scene/resources/skin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/skin.h b/scene/resources/skin.h
index e6ed4f1768..64fe24bbe4 100644
--- a/scene/resources/skin.h
+++ b/scene/resources/skin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/sky.cpp b/scene/resources/sky.cpp
index 7e32516f94..8fcd92bb89 100644
--- a/scene/resources/sky.cpp
+++ b/scene/resources/sky.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/sky.h b/scene/resources/sky.h
index 526ca94317..46f645a53d 100644
--- a/scene/resources/sky.h
+++ b/scene/resources/sky.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 05bb13a1e0..1cdabe4662 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/sky_material.h b/scene/resources/sky_material.h
index 5411994b7d..8fe015519d 100644
--- a/scene/resources/sky_material.h
+++ b/scene/resources/sky_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -89,7 +89,7 @@ public:
float get_sun_curve() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
ProceduralSkyMaterial();
~ProceduralSkyMaterial();
@@ -114,7 +114,7 @@ public:
Ref<Texture2D> get_panorama() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
PanoramaSkyMaterial();
~PanoramaSkyMaterial();
@@ -180,7 +180,7 @@ public:
Ref<Texture2D> get_night_sky() const;
virtual Shader::Mode get_shader_mode() const override;
- RID get_shader_rid() const;
+ virtual RID get_shader_rid() const override;
PhysicalSkyMaterial();
~PhysicalSkyMaterial();
diff --git a/scene/resources/sphere_shape_3d.cpp b/scene/resources/sphere_shape_3d.cpp
index 64e0a701b7..008cb3e1d6 100644
--- a/scene/resources/sphere_shape_3d.cpp
+++ b/scene/resources/sphere_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/sphere_shape_3d.h b/scene/resources/sphere_shape_3d.h
index 5cad67aea5..eddd2a2132 100644
--- a/scene/resources/sphere_shape_3d.h
+++ b/scene/resources/sphere_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/style_box.cpp b/scene/resources/style_box.cpp
index 0271edaff0..a9d8eeef1c 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -395,10 +395,10 @@ void StyleBoxFlat::set_corner_radius_all(int radius) {
emit_changed();
}
-void StyleBoxFlat::set_corner_radius_individual(const int radius_top_left, const int radius_top_right, const int radius_botton_right, const int radius_bottom_left) {
+void StyleBoxFlat::set_corner_radius_individual(const int radius_top_left, const int radius_top_right, const int radius_bottom_right, const int radius_bottom_left) {
corner_radius[0] = radius_top_left;
corner_radius[1] = radius_top_right;
- corner_radius[2] = radius_botton_right;
+ corner_radius[2] = radius_bottom_right;
corner_radius[3] = radius_bottom_left;
emit_changed();
@@ -687,7 +687,7 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
if (aa_on) {
for (int i = 0; i < 4; i++) {
if (border_width[i] > 0) {
- border_style_rect = border_style_rect.grow_margin((Side)i, -aa_size_grow);
+ border_style_rect = border_style_rect.grow_side((Side)i, -aa_size_grow);
}
}
}
diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h
index 52d3160d36..c133f0c825 100644
--- a/scene/resources/style_box.h
+++ b/scene/resources/style_box.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -183,7 +183,7 @@ public:
//CORNER
void set_corner_radius_all(int radius);
- void set_corner_radius_individual(const int radius_top_left, const int radius_top_right, const int radius_botton_right, const int radius_bottom_left);
+ void set_corner_radius_individual(const int radius_top_left, const int radius_top_right, const int radius_bottom_right, const int radius_bottom_left);
void set_corner_radius(Corner p_corner, const int radius);
int get_corner_radius(Corner p_corner) const;
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 50308d641a..dbf5268762 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,6 +35,8 @@
SurfaceTool::OptimizeVertexCacheFunc SurfaceTool::optimize_vertex_cache_func = nullptr;
SurfaceTool::SimplifyFunc SurfaceTool::simplify_func = nullptr;
+SurfaceTool::SimplifyScaleFunc SurfaceTool::simplify_scale_func = nullptr;
+SurfaceTool::SimplifySloppyFunc SurfaceTool::simplify_sloppy_func = nullptr;
bool SurfaceTool::Vertex::operator==(const Vertex &p_vertex) const {
if (vertex != p_vertex.vertex) {
diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h
index 0e60bfe389..ea6069e7c1 100644
--- a/scene/resources/surface_tool.h
+++ b/scene/resources/surface_tool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -78,6 +78,10 @@ public:
static OptimizeVertexCacheFunc optimize_vertex_cache_func;
typedef size_t (*SimplifyFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *r_error);
static SimplifyFunc simplify_func;
+ typedef float (*SimplifyScaleFunc)(const float *vertex_positions, size_t vertex_count, size_t vertex_positions_stride);
+ static SimplifyScaleFunc simplify_scale_func;
+ typedef size_t (*SimplifySloppyFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *out_result_error);
+ static SimplifySloppyFunc simplify_sloppy_func;
private:
struct VertexHasher {
diff --git a/scene/resources/syntax_highlighter.cpp b/scene/resources/syntax_highlighter.cpp
index e3e4373fa9..f3f881a774 100644
--- a/scene/resources/syntax_highlighter.cpp
+++ b/scene/resources/syntax_highlighter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -552,7 +552,7 @@ Dictionary CodeHighlighter::get_color_regions() const {
Dictionary r_color_regions;
for (int i = 0; i < color_regions.size(); i++) {
ColorRegion region = color_regions[i];
- r_color_regions[region.start_key + (region.end_key.empty() ? "" : " " + region.end_key)] = region.color;
+ r_color_regions[region.start_key + (region.end_key.is_empty() ? "" : " " + region.end_key)] = region.color;
}
return r_color_regions;
}
diff --git a/scene/resources/syntax_highlighter.h b/scene/resources/syntax_highlighter.h
index 62865920d3..c9db8e31a2 100644
--- a/scene/resources/syntax_highlighter.h
+++ b/scene/resources/syntax_highlighter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/text_file.cpp b/scene/resources/text_file.cpp
index e3bd5ce0ae..cf07003720 100644
--- a/scene/resources/text_file.cpp
+++ b/scene/resources/text_file.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/text_file.h b/scene/resources/text_file.h
index fa812b1e67..005075a218 100644
--- a/scene/resources/text_file.h
+++ b/scene/resources/text_file.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/text_line.cpp b/scene/resources/text_line.cpp
index cc9b6758b6..ed69c093cf 100644
--- a/scene/resources/text_line.cpp
+++ b/scene/resources/text_line.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -97,7 +97,7 @@ void TextLine::_bind_methods() {
void TextLine::_shape() {
if (dirty) {
- if (!tab_stops.empty()) {
+ if (!tab_stops.is_empty()) {
TS->shaped_text_tab_align(rid, tab_stops);
}
if (align == HALIGN_FILL) {
diff --git a/scene/resources/text_line.h b/scene/resources/text_line.h
index 6ed3558bd9..3e0a74a84b 100644
--- a/scene/resources/text_line.h
+++ b/scene/resources/text_line.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/text_paragraph.cpp b/scene/resources/text_paragraph.cpp
index fd6dd071eb..94957df510 100644
--- a/scene/resources/text_paragraph.cpp
+++ b/scene/resources/text_paragraph.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -55,6 +55,9 @@ void TextParagraph::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bidi_override", "override"), &TextParagraph::_set_bidi_override);
+ ClassDB::bind_method(D_METHOD("set_dropcap", "text", "fonts", "size", "dropcap_margins", "opentype_features", "language"), &TextParagraph::set_dropcap, DEFVAL(Rect2()), DEFVAL(Dictionary()), DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("clear_dropcap"), &TextParagraph::clear_dropcap);
+
ClassDB::bind_method(D_METHOD("add_string", "text", "fonts", "size", "opentype_features", "language"), &TextParagraph::add_string, DEFVAL(Dictionary()), DEFVAL(""));
ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextParagraph::add_object, DEFVAL(VALIGN_CENTER), DEFVAL(1));
ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextParagraph::resize_object, DEFVAL(VALIGN_CENTER));
@@ -81,6 +84,7 @@ void TextParagraph::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_rid"), &TextParagraph::get_rid);
ClassDB::bind_method(D_METHOD("get_line_rid", "line"), &TextParagraph::get_line_rid);
+ ClassDB::bind_method(D_METHOD("get_dropcap_rid"), &TextParagraph::get_dropcap_rid);
ClassDB::bind_method(D_METHOD("get_line_count"), &TextParagraph::get_line_count);
@@ -94,12 +98,18 @@ void TextParagraph::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_line_underline_position", "line"), &TextParagraph::get_line_underline_position);
ClassDB::bind_method(D_METHOD("get_line_underline_thickness", "line"), &TextParagraph::get_line_underline_thickness);
- ClassDB::bind_method(D_METHOD("draw", "canvas", "pos", "color"), &TextParagraph::draw, DEFVAL(Color(1, 1, 1)));
- ClassDB::bind_method(D_METHOD("draw_outline", "canvas", "outline_size", "color"), &TextParagraph::draw_outline, DEFVAL(1), DEFVAL(Color(1, 1, 1)));
+ ClassDB::bind_method(D_METHOD("get_dropcap_size"), &TextParagraph::get_dropcap_size);
+ ClassDB::bind_method(D_METHOD("get_dropcap_lines"), &TextParagraph::get_dropcap_lines);
+
+ ClassDB::bind_method(D_METHOD("draw", "canvas", "pos", "color", "dc_color"), &TextParagraph::draw, DEFVAL(Color(1, 1, 1)), DEFVAL(Color(1, 1, 1)));
+ ClassDB::bind_method(D_METHOD("draw_outline", "canvas", "pos", "outline_size", "color", "dc_color"), &TextParagraph::draw_outline, DEFVAL(1), DEFVAL(Color(1, 1, 1)), DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_line", "canvas", "pos", "line", "color"), &TextParagraph::draw_line, DEFVAL(Color(1, 1, 1)));
ClassDB::bind_method(D_METHOD("draw_line_outline", "canvas", "pos", "line", "outline_size", "color"), &TextParagraph::draw_line_outline, DEFVAL(1), DEFVAL(Color(1, 1, 1)));
+ ClassDB::bind_method(D_METHOD("draw_dropcap", "canvas", "pos", "color"), &TextParagraph::draw_dropcap, DEFVAL(Color(1, 1, 1)));
+ ClassDB::bind_method(D_METHOD("draw_dropcap_outline", "canvas", "pos", "outline_size", "color"), &TextParagraph::draw_dropcap_outline, DEFVAL(1), DEFVAL(Color(1, 1, 1)));
+
ClassDB::bind_method(D_METHOD("hit_test", "coords"), &TextParagraph::hit_test);
}
@@ -110,14 +120,50 @@ void TextParagraph::_shape_lines() {
}
lines.clear();
- if (!tab_stops.empty()) {
+ if (!tab_stops.is_empty()) {
TS->shaped_text_tab_align(rid, tab_stops);
}
- Vector<Vector2i> line_breaks = TS->shaped_text_get_line_breaks(rid, width, 0, flags);
+ float h_offset = 0.f;
+ float v_offset = 0.f;
+ int start = 0;
+ dropcap_lines = 0;
+
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).x + dropcap_margins.size.x + dropcap_margins.position.x;
+ v_offset = TS->shaped_text_get_size(dropcap_rid).y + dropcap_margins.size.y + dropcap_margins.position.y;
+ } else {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).y + dropcap_margins.size.y + dropcap_margins.position.y;
+ v_offset = TS->shaped_text_get_size(dropcap_rid).x + dropcap_margins.size.x + dropcap_margins.position.x;
+ }
+
+ if (h_offset > 0) {
+ // Dropcap, flow around.
+ Vector<Vector2i> line_breaks = TS->shaped_text_get_line_breaks(rid, width - h_offset, 0, flags);
+ for (int i = 0; i < line_breaks.size(); i++) {
+ RID line = TS->shaped_text_substr(rid, line_breaks[i].x, line_breaks[i].y - line_breaks[i].x);
+ float h = (TS->shaped_text_get_orientation(line) == TextServer::ORIENTATION_HORIZONTAL) ? TS->shaped_text_get_size(line).y : TS->shaped_text_get_size(line).x;
+ if (v_offset < h) {
+ TS->free(line);
+ break;
+ }
+ if (!tab_stops.is_empty()) {
+ TS->shaped_text_tab_align(line, tab_stops);
+ }
+ if (align == HALIGN_FILL && (line_breaks.size() == 1 || i < line_breaks.size() - 1)) {
+ TS->shaped_text_fit_to_width(line, width - h_offset, flags);
+ }
+ dropcap_lines++;
+ v_offset -= h;
+ start = line_breaks[i].y;
+ lines.push_back(line);
+ }
+ }
+ // Use fixed for the rest of lines.
+ Vector<Vector2i> line_breaks = TS->shaped_text_get_line_breaks(rid, width, start, flags);
for (int i = 0; i < line_breaks.size(); i++) {
RID line = TS->shaped_text_substr(rid, line_breaks[i].x, line_breaks[i].y - line_breaks[i].x);
- if (!tab_stops.empty()) {
+ if (!tab_stops.is_empty()) {
TS->shaped_text_tab_align(line, tab_stops);
}
if (align == HALIGN_FILL && (line_breaks.size() == 1 || i < line_breaks.size() - 1)) {
@@ -139,6 +185,10 @@ RID TextParagraph::get_line_rid(int p_line) const {
return lines[p_line];
}
+RID TextParagraph::get_dropcap_rid() const {
+ return dropcap_rid;
+}
+
void TextParagraph::clear() {
spacing_top = 0;
spacing_bottom = 0;
@@ -147,10 +197,12 @@ void TextParagraph::clear() {
}
lines.clear();
TS->shaped_text_clear(rid);
+ TS->shaped_text_clear(dropcap_rid);
}
void TextParagraph::set_preserve_invalid(bool p_enabled) {
TS->shaped_text_set_preserve_invalid(rid, p_enabled);
+ TS->shaped_text_set_preserve_invalid(dropcap_rid, p_enabled);
dirty_lines = true;
}
@@ -160,6 +212,7 @@ bool TextParagraph::get_preserve_invalid() const {
void TextParagraph::set_preserve_control(bool p_enabled) {
TS->shaped_text_set_preserve_control(rid, p_enabled);
+ TS->shaped_text_set_preserve_control(dropcap_rid, p_enabled);
dirty_lines = true;
}
@@ -169,6 +222,7 @@ bool TextParagraph::get_preserve_control() const {
void TextParagraph::set_direction(TextServer::Direction p_direction) {
TS->shaped_text_set_direction(rid, p_direction);
+ TS->shaped_text_set_direction(dropcap_rid, p_direction);
dirty_lines = true;
}
@@ -179,6 +233,7 @@ TextServer::Direction TextParagraph::get_direction() const {
void TextParagraph::set_orientation(TextServer::Orientation p_orientation) {
TS->shaped_text_set_orientation(rid, p_orientation);
+ TS->shaped_text_set_orientation(dropcap_rid, p_orientation);
dirty_lines = true;
}
@@ -187,6 +242,20 @@ TextServer::Orientation TextParagraph::get_orientation() const {
return TS->shaped_text_get_orientation(rid);
}
+bool TextParagraph::set_dropcap(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Rect2 &p_dropcap_margins, const Dictionary &p_opentype_features, const String &p_language) {
+ TS->shaped_text_clear(dropcap_rid);
+ dropcap_margins = p_dropcap_margins;
+ bool res = TS->shaped_text_add_string(dropcap_rid, p_text, p_fonts->get_rids(), p_size, p_opentype_features, p_language);
+ dirty_lines = true;
+ return res;
+}
+
+void TextParagraph::clear_dropcap() {
+ dropcap_margins = Rect2();
+ TS->shaped_text_clear(dropcap_rid);
+ dirty_lines = true;
+}
+
bool TextParagraph::add_string(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Dictionary &p_opentype_features, const String &p_language) {
bool res = TS->shaped_text_add_string(rid, p_text, p_fonts->get_rids(), p_size, p_opentype_features, p_language);
spacing_top = p_fonts->get_spacing(Font::SPACING_TOP);
@@ -359,16 +428,57 @@ float TextParagraph::get_line_underline_thickness(int p_line) const {
return TS->shaped_text_get_underline_thickness(lines[p_line]);
}
-void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_color) const {
+Size2 TextParagraph::get_dropcap_size() const {
+ return TS->shaped_text_get_size(dropcap_rid) + dropcap_margins.size + dropcap_margins.position;
+}
+
+int TextParagraph::get_dropcap_lines() const {
+ return dropcap_lines;
+}
+
+void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_color, const Color &p_dc_color) const {
const_cast<TextParagraph *>(this)->_shape_lines();
Vector2 ofs = p_pos;
+ float h_offset = 0.f;
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).x + dropcap_margins.size.x + dropcap_margins.position.x;
+ } else {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).y + dropcap_margins.size.y + dropcap_margins.position.y;
+ }
+
+ if (h_offset > 0) {
+ // Draw dropcap.
+ Vector2 dc_off = ofs;
+ if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ dc_off.x += width - h_offset;
+ } else {
+ dc_off.y += width - h_offset;
+ }
+ }
+ TS->shaped_text_draw(dropcap_rid, p_canvas, dc_off + Vector2(0, TS->shaped_text_get_ascent(dropcap_rid) + dropcap_margins.size.y + dropcap_margins.position.y / 2), -1, -1, p_dc_color);
+ }
+
for (int i = 0; i < lines.size(); i++) {
+ float l_width = width;
if (TS->shaped_text_get_orientation(lines[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x = p_pos.x;
ofs.y += TS->shaped_text_get_ascent(lines[i]) + spacing_top;
+ if (i <= dropcap_lines) {
+ if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
+ ofs.x -= h_offset;
+ }
+ l_width -= h_offset;
+ }
} else {
ofs.y = p_pos.y;
ofs.x += TS->shaped_text_get_ascent(lines[i]) + spacing_top;
+ if (i <= dropcap_lines) {
+ if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
+ ofs.x -= h_offset;
+ }
+ l_width -= h_offset;
+ }
}
float length = TS->shaped_text_get_width(lines[i]);
if (width > 0) {
@@ -378,16 +488,16 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo
break;
case HALIGN_CENTER: {
if (TS->shaped_text_get_orientation(lines[i]) == TextServer::ORIENTATION_HORIZONTAL) {
- ofs.x += Math::floor((width - length) / 2.0);
+ ofs.x += Math::floor((l_width - length) / 2.0);
} else {
- ofs.y += Math::floor((width - length) / 2.0);
+ ofs.y += Math::floor((l_width - length) / 2.0);
}
} break;
case HALIGN_RIGHT: {
if (TS->shaped_text_get_orientation(lines[i]) == TextServer::ORIENTATION_HORIZONTAL) {
- ofs.x += width - length;
+ ofs.x += l_width - length;
} else {
- ofs.y += width - length;
+ ofs.y += l_width - length;
}
} break;
}
@@ -398,7 +508,7 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo
} else {
clip_l = MAX(0, p_pos.y - ofs.y);
}
- TS->shaped_text_draw(lines[i], p_canvas, ofs, clip_l, clip_l + width, p_color);
+ TS->shaped_text_draw(lines[i], p_canvas, ofs, clip_l, clip_l + l_width, p_color);
if (TS->shaped_text_get_orientation(lines[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x = p_pos.x;
ofs.y += TS->shaped_text_get_descent(lines[i]) + spacing_bottom;
@@ -409,16 +519,50 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo
}
}
-void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_size, const Color &p_color) const {
+void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_size, const Color &p_color, const Color &p_dc_color) const {
const_cast<TextParagraph *>(this)->_shape_lines();
Vector2 ofs = p_pos;
+
+ float h_offset = 0.f;
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).x + dropcap_margins.size.x + dropcap_margins.position.x;
+ } else {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).y + dropcap_margins.size.y + dropcap_margins.position.y;
+ }
+
+ if (h_offset > 0) {
+ // Draw dropcap.
+ Vector2 dc_off = ofs;
+ if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ dc_off.x += width - h_offset;
+ } else {
+ dc_off.y += width - h_offset;
+ }
+ }
+ TS->shaped_text_draw_outline(dropcap_rid, p_canvas, dc_off + Vector2(dropcap_margins.position.x, TS->shaped_text_get_ascent(dropcap_rid) + dropcap_margins.position.y), -1, -1, p_outline_size, p_dc_color);
+ }
+
for (int i = 0; i < lines.size(); i++) {
+ float l_width = width;
if (TS->shaped_text_get_orientation(lines[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x = p_pos.x;
ofs.y += TS->shaped_text_get_ascent(lines[i]) + spacing_top;
+ if (i <= dropcap_lines) {
+ if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
+ ofs.x -= h_offset;
+ }
+ l_width -= h_offset;
+ }
} else {
ofs.y = p_pos.y;
ofs.x += TS->shaped_text_get_ascent(lines[i]) + spacing_top;
+ if (i <= dropcap_lines) {
+ if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
+ ofs.x -= h_offset;
+ }
+ l_width -= h_offset;
+ }
}
float length = TS->shaped_text_get_width(lines[i]);
if (width > 0) {
@@ -428,16 +572,16 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli
break;
case HALIGN_CENTER: {
if (TS->shaped_text_get_orientation(lines[i]) == TextServer::ORIENTATION_HORIZONTAL) {
- ofs.x += Math::floor((width - length) / 2.0);
+ ofs.x += Math::floor((l_width - length) / 2.0);
} else {
- ofs.y += Math::floor((width - length) / 2.0);
+ ofs.y += Math::floor((l_width - length) / 2.0);
}
} break;
case HALIGN_RIGHT: {
if (TS->shaped_text_get_orientation(lines[i]) == TextServer::ORIENTATION_HORIZONTAL) {
- ofs.x += width - length;
+ ofs.x += l_width - length;
} else {
- ofs.y += width - length;
+ ofs.y += l_width - length;
}
} break;
}
@@ -448,7 +592,7 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli
} else {
clip_l = MAX(0, p_pos.y - ofs.y);
}
- TS->shaped_text_draw_outline(lines[i], p_canvas, ofs, clip_l, clip_l + width, p_outline_size, p_color);
+ TS->shaped_text_draw_outline(lines[i], p_canvas, ofs, clip_l, clip_l + l_width, p_outline_size, p_color);
if (TS->shaped_text_get_orientation(lines[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x = p_pos.x;
ofs.y += TS->shaped_text_get_descent(lines[i]) + spacing_bottom;
@@ -485,11 +629,56 @@ int TextParagraph::hit_test(const Point2 &p_coords) const {
return TS->shaped_text_get_range(rid).y;
}
+void TextParagraph::draw_dropcap(RID p_canvas, const Vector2 &p_pos, const Color &p_color) const {
+ Vector2 ofs = p_pos;
+ float h_offset = 0.f;
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).x + dropcap_margins.size.x + dropcap_margins.position.x;
+ } else {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).y + dropcap_margins.size.y + dropcap_margins.position.y;
+ }
+
+ if (h_offset > 0) {
+ // Draw dropcap.
+ if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ ofs.x += width - h_offset;
+ } else {
+ ofs.y += width - h_offset;
+ }
+ }
+ TS->shaped_text_draw(dropcap_rid, p_canvas, ofs + Vector2(dropcap_margins.position.x, TS->shaped_text_get_ascent(dropcap_rid) + dropcap_margins.position.y), -1, -1, p_color);
+ }
+}
+
+void TextParagraph::draw_dropcap_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_size, const Color &p_color) const {
+ Vector2 ofs = p_pos;
+ float h_offset = 0.f;
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).x + dropcap_margins.size.x + dropcap_margins.position.x;
+ } else {
+ h_offset = TS->shaped_text_get_size(dropcap_rid).y + dropcap_margins.size.y + dropcap_margins.position.y;
+ }
+
+ if (h_offset > 0) {
+ // Draw dropcap.
+ if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
+ if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
+ ofs.x += width - h_offset;
+ } else {
+ ofs.y += width - h_offset;
+ }
+ }
+ TS->shaped_text_draw_outline(dropcap_rid, p_canvas, ofs + Vector2(dropcap_margins.position.x, TS->shaped_text_get_ascent(dropcap_rid) + dropcap_margins.position.y), -1, -1, p_outline_size, p_color);
+ }
+}
+
void TextParagraph::draw_line(RID p_canvas, const Vector2 &p_pos, int p_line, const Color &p_color) const {
const_cast<TextParagraph *>(this)->_shape_lines();
ERR_FAIL_COND(p_line < 0 || p_line >= lines.size());
Vector2 ofs = p_pos;
+
if (TS->shaped_text_get_orientation(lines[p_line]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.y += TS->shaped_text_get_ascent(lines[p_line]) + spacing_top;
} else {
@@ -521,6 +710,7 @@ TextParagraph::TextParagraph(const String &p_text, const Ref<Font> &p_fonts, int
TextParagraph::TextParagraph() {
rid = TS->create_shaped_text();
+ dropcap_rid = TS->create_shaped_text();
}
TextParagraph::~TextParagraph() {
@@ -529,4 +719,5 @@ TextParagraph::~TextParagraph() {
}
lines.clear();
TS->free(rid);
+ TS->free(dropcap_rid);
}
diff --git a/scene/resources/text_paragraph.h b/scene/resources/text_paragraph.h
index f7f49e9058..e58c157b01 100644
--- a/scene/resources/text_paragraph.h
+++ b/scene/resources/text_paragraph.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -39,6 +39,10 @@
class TextParagraph : public Reference {
GDCLASS(TextParagraph, Reference);
+ RID dropcap_rid;
+ int dropcap_lines = 0;
+ Rect2 dropcap_margins;
+
RID rid;
Vector<RID> lines;
int spacing_top = 0;
@@ -60,6 +64,7 @@ protected:
public:
RID get_rid() const;
RID get_line_rid(int p_line) const;
+ RID get_dropcap_rid() const;
void clear();
@@ -77,6 +82,9 @@ public:
void set_bidi_override(const Vector<Vector2i> &p_override);
+ bool set_dropcap(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Rect2 &p_dropcap_margins = Rect2(), const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "");
+ void clear_dropcap();
+
bool add_string(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "");
bool add_object(Variant p_key, const Size2 &p_size, VAlign p_inline_align = VALIGN_CENTER, int p_length = 1);
bool resize_object(Variant p_key, const Size2 &p_size, VAlign p_inline_align = VALIGN_CENTER);
@@ -108,12 +116,18 @@ public:
float get_line_underline_position(int p_line) const;
float get_line_underline_thickness(int p_line) const;
- void draw(RID p_canvas, const Vector2 &p_pos, const Color &p_color = Color(1, 1, 1)) const;
- void draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_size = 1, const Color &p_color = Color(1, 1, 1)) const;
+ Size2 get_dropcap_size() const;
+ int get_dropcap_lines() const;
+
+ void draw(RID p_canvas, const Vector2 &p_pos, const Color &p_color = Color(1, 1, 1), const Color &p_dc_color = Color(1, 1, 1)) const;
+ void draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_size = 1, const Color &p_color = Color(1, 1, 1), const Color &p_dc_color = Color(1, 1, 1)) const;
void draw_line(RID p_canvas, const Vector2 &p_pos, int p_line, const Color &p_color = Color(1, 1, 1)) const;
void draw_line_outline(RID p_canvas, const Vector2 &p_pos, int p_line, int p_outline_size = 1, const Color &p_color = Color(1, 1, 1)) const;
+ void draw_dropcap(RID p_canvas, const Vector2 &p_pos, const Color &p_color = Color(1, 1, 1)) const;
+ void draw_dropcap_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_size = 1, const Color &p_color = Color(1, 1, 1)) const;
+
int hit_test(const Point2 &p_coords) const;
void _set_bidi_override(const Array &p_override);
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 706b18d2b5..9a987ae8b1 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -371,8 +371,8 @@ Ref<Image> StreamTexture2D::load_image_from_file(FileAccess *f, int p_size_limit
img = Image::lossy_unpacker(pv);
}
- if (img.is_null() || img->empty()) {
- ERR_FAIL_COND_V(img.is_null() || img->empty(), Ref<Image>());
+ if (img.is_null() || img->is_empty()) {
+ ERR_FAIL_COND_V(img.is_null() || img->is_empty(), Ref<Image>());
}
if (first) {
@@ -548,7 +548,7 @@ Error StreamTexture2D::_load_data(const String &p_path, int &tw, int &th, int &t
memdelete(f);
- if (image.is_null() || image->empty()) {
+ if (image.is_null() || image->is_empty()) {
return ERR_CANT_OPEN;
}
@@ -924,7 +924,7 @@ Error StreamTexture3D::_load_data(const String &p_path, Vector<Ref<Image>> &r_da
for (int i = 0; i < (r_depth + mipmaps); i++) {
Ref<Image> image = StreamTexture2D::load_image_from_file(f, 0);
- ERR_FAIL_COND_V(image.is_null() || image->empty(), ERR_CANT_OPEN);
+ ERR_FAIL_COND_V(image.is_null() || image->is_empty(), ERR_CANT_OPEN);
if (i == 0) {
r_format = image->get_format();
r_width = image->get_width();
@@ -2136,20 +2136,11 @@ AnimatedTexture::AnimatedTexture() {
pause = false;
oneshot = false;
RenderingServer::get_singleton()->connect("frame_pre_draw", callable_mp(this, &AnimatedTexture::_update_proxy));
-
-#ifndef NO_THREADS
- rw_lock = RWLock::create();
-#else
- rw_lock = nullptr;
-#endif
}
AnimatedTexture::~AnimatedTexture() {
RS::get_singleton()->free(proxy);
RS::get_singleton()->free(proxy_ph);
- if (rw_lock) {
- memdelete(rw_lock);
- }
}
///////////////////////////////
@@ -2223,7 +2214,7 @@ Error ImageTextureLayered::create_from_images(Vector<Ref<Image>> p_images) {
"Cubemap array layers must be a multiple of 6");
}
- ERR_FAIL_COND_V(p_images[0].is_null() || p_images[0]->empty(), ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_images[0].is_null() || p_images[0]->is_empty(), ERR_INVALID_PARAMETER);
Image::Format new_format = p_images[0]->get_format();
int new_width = p_images[0]->get_width();
@@ -2361,7 +2352,7 @@ Error StreamTextureLayered::_load_data(const String &p_path, Vector<Ref<Image>>
for (uint32_t i = 0; i < layer_count; i++) {
Ref<Image> image = StreamTexture2D::load_image_from_file(f, p_size_limit);
- ERR_FAIL_COND_V(image.is_null() || image->empty(), ERR_CANT_OPEN);
+ ERR_FAIL_COND_V(image.is_null() || image->is_empty(), ERR_CANT_OPEN);
images.write[i] = image;
}
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index a8d8b785fa..83ef0c44ae 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -745,7 +745,7 @@ class AnimatedTexture : public Texture2D {
GDCLASS(AnimatedTexture, Texture2D);
//use readers writers lock for this, since its far more times read than written to
- RWLock *rw_lock;
+ RWLock rw_lock;
public:
enum {
diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp
index c8bfcdfab4..5279f59d77 100644
--- a/scene/resources/theme.cpp
+++ b/scene/resources/theme.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/theme.h b/scene/resources/theme.h
index ad05e0e2f5..c802ba2536 100644
--- a/scene/resources/theme.h
+++ b/scene/resources/theme.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 4581763e9c..ae536a2928 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/tile_set.h b/scene/resources/tile_set.h
index 79f1b4aa95..210520350f 100644
--- a/scene/resources/tile_set.h
+++ b/scene/resources/tile_set.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/video_stream.h b/scene/resources/video_stream.h
index 379ba53a34..f960f85521 100644
--- a/scene/resources/video_stream.h
+++ b/scene/resources/video_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 34129e35da..72724d5ee1 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,6 +33,7 @@
#include "core/templates/vmap.h"
#include "servers/rendering/shader_types.h"
#include "visual_shader_nodes.h"
+#include "visual_shader_sdf_nodes.h"
bool VisualShaderNode::is_simple_decl() const {
return simple_decl;
@@ -486,6 +487,22 @@ void VisualShader::remove_node(Type p_type, int p_id) {
_queue_update();
}
+void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
+ ERR_FAIL_INDEX(p_type, TYPE_MAX);
+ ERR_FAIL_COND(p_id < 2);
+ Graph *g = &graph[p_type];
+ ERR_FAIL_COND(!g->nodes.has(p_id));
+
+ if (g->nodes[p_id].node->get_class_name() == p_new_class) {
+ return;
+ }
+ VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(p_new_class));
+ vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
+ g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
+
+ _queue_update();
+}
+
bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
const Graph *g = &graph[p_type];
@@ -1605,6 +1622,7 @@ void VisualShader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
+ ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
@@ -2359,8 +2377,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
@@ -2386,8 +2404,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
// Canvas Item, Light
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
@@ -3124,7 +3142,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
_expression = _expression.replace("\n", "\n\t\t");
static Vector<String> pre_symbols;
- if (pre_symbols.empty()) {
+ if (pre_symbols.is_empty()) {
pre_symbols.push_back("\t");
pre_symbols.push_back(",");
pre_symbols.push_back(";");
@@ -3144,7 +3162,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
}
static Vector<String> post_symbols;
- if (post_symbols.empty()) {
+ if (post_symbols.is_empty()) {
post_symbols.push_back("\t");
post_symbols.push_back("\n");
post_symbols.push_back(",");
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index a38c2886e2..9396a53e8b 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -152,6 +152,7 @@ public:
int find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const;
void remove_node(Type p_type, int p_id);
+ void replace_node(Type p_type, int p_id, const StringName &p_new_class);
bool is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const;
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index a3358ea8c7..8b60c0a979 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,6 +30,11 @@
#include "visual_shader_nodes.h"
+////////////// Constants Base
+
+VisualShaderNodeConstant::VisualShaderNodeConstant() {
+}
+
////////////// Scalar(Float)
String VisualShaderNodeFloatConstant::get_caption() const {
@@ -480,7 +485,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
case TYPE_COLOR:
u += " : hint_albedo";
break;
- case TYPE_NORMALMAP:
+ case TYPE_NORMAL_MAP:
u += " : hint_normal";
break;
}
@@ -780,7 +785,7 @@ void VisualShaderNodeTexture::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_PORT);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
+ BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
}
VisualShaderNodeTexture::VisualShaderNodeTexture() {
@@ -1181,7 +1186,7 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade
case TYPE_COLOR:
u += " : hint_albedo";
break;
- case TYPE_NORMALMAP:
+ case TYPE_NORMAL_MAP:
u += " : hint_normal";
break;
}
@@ -1310,7 +1315,7 @@ void VisualShaderNodeCubemap::_bind_methods() {
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
+ BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
}
VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
@@ -4350,7 +4355,7 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
code += " : hint_albedo;\n";
}
break;
- case TYPE_NORMALMAP:
+ case TYPE_NORMAL_MAP:
code += " : hint_normal;\n";
break;
case TYPE_ANISO:
@@ -4431,7 +4436,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
+ BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
BIND_ENUM_CONSTANT(TYPE_ANISO);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
@@ -4608,7 +4613,7 @@ String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mod
else
code += " : hint_albedo;\n";
break;
- case TYPE_NORMALMAP:
+ case TYPE_NORMAL_MAP:
code += " : hint_normal;\n";
break;
case TYPE_ANISO:
@@ -4676,7 +4681,7 @@ String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, Vi
else
code += " : hint_albedo;\n";
break;
- case TYPE_NORMALMAP:
+ case TYPE_NORMAL_MAP:
code += " : hint_normal;\n";
break;
case TYPE_ANISO:
@@ -4746,7 +4751,7 @@ String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, Visu
code += " : hint_albedo;\n";
}
break;
- case TYPE_NORMALMAP:
+ case TYPE_NORMAL_MAP:
code += " : hint_normal;\n";
break;
case TYPE_ANISO:
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 4b39c76388..e968bbae25 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,8 +37,27 @@
/// CONSTANTS
///////////////////////////////////////
-class VisualShaderNodeFloatConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeFloatConstant, VisualShaderNode);
+class VisualShaderNodeConstant : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeConstant, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override = 0;
+
+ virtual int get_input_port_count() const override = 0;
+ virtual PortType get_input_port_type(int p_port) const override = 0;
+ virtual String get_input_port_name(int p_port) const override = 0;
+
+ virtual int get_output_port_count() const override = 0;
+ virtual PortType get_output_port_type(int p_port) const override = 0;
+ virtual String get_output_port_name(int p_port) const override = 0;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override = 0;
+
+ VisualShaderNodeConstant();
+};
+
+class VisualShaderNodeFloatConstant : public VisualShaderNodeConstant {
+ GDCLASS(VisualShaderNodeFloatConstant, VisualShaderNodeConstant);
float constant = 0.0f;
protected:
@@ -67,8 +86,8 @@ public:
///////////////////////////////////////
-class VisualShaderNodeIntConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeIntConstant, VisualShaderNode);
+class VisualShaderNodeIntConstant : public VisualShaderNodeConstant {
+ GDCLASS(VisualShaderNodeIntConstant, VisualShaderNodeConstant);
int constant = 0;
protected:
@@ -97,8 +116,8 @@ public:
///////////////////////////////////////
-class VisualShaderNodeBooleanConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode);
+class VisualShaderNodeBooleanConstant : public VisualShaderNodeConstant {
+ GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNodeConstant);
bool constant = false;
protected:
@@ -127,8 +146,8 @@ public:
///////////////////////////////////////
-class VisualShaderNodeColorConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode);
+class VisualShaderNodeColorConstant : public VisualShaderNodeConstant {
+ GDCLASS(VisualShaderNodeColorConstant, VisualShaderNodeConstant);
Color constant = Color(1, 1, 1, 1);
protected:
@@ -157,8 +176,8 @@ public:
///////////////////////////////////////
-class VisualShaderNodeVec3Constant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode);
+class VisualShaderNodeVec3Constant : public VisualShaderNodeConstant {
+ GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNodeConstant);
Vector3 constant;
protected:
@@ -187,8 +206,8 @@ public:
///////////////////////////////////////
-class VisualShaderNodeTransformConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode);
+class VisualShaderNodeTransformConstant : public VisualShaderNodeConstant {
+ GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNodeConstant);
Transform constant;
protected:
@@ -236,7 +255,7 @@ public:
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
- TYPE_NORMALMAP,
+ TYPE_NORMAL_MAP,
};
private:
@@ -412,7 +431,7 @@ public:
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
- TYPE_NORMALMAP
+ TYPE_NORMAL_MAP
};
private:
@@ -1834,7 +1853,7 @@ public:
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
- TYPE_NORMALMAP,
+ TYPE_NORMAL_MAP,
TYPE_ANISO,
};
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
new file mode 100644
index 0000000000..d25e32b070
--- /dev/null
+++ b/scene/resources/visual_shader_sdf_nodes.cpp
@@ -0,0 +1,283 @@
+/*************************************************************************/
+/* visual_shader_sdf_nodes.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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 "visual_shader_sdf_nodes.h"
+
+// VisualShaderNodeSDFToScreenUV
+
+String VisualShaderNodeSDFToScreenUV::get_caption() const {
+ return "SDFToScreenUV";
+}
+
+int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
+}
+
+// VisualShaderNodeScreenUVToSDF
+
+String VisualShaderNodeScreenUVToSDF::get_caption() const {
+ return "ScreenUVToSDF";
+}
+
+int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
+ return "uv";
+}
+
+int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "default";
+ }
+ return "";
+}
+
+String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
+}
+
+// VisualShaderNodeTextureSDF
+
+String VisualShaderNodeTextureSDF::get_caption() const {
+ return "TextureSDF";
+}
+
+int VisualShaderNodeTextureSDF::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeTextureSDF::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
+}
+
+VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
+}
+
+// VisualShaderNodeTextureSDFNormal
+
+String VisualShaderNodeTextureSDFNormal::get_caption() const {
+ return "TextureSDFNormal";
+}
+
+int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
+}
+
+// VisualShaderNodeSDFRaymarch
+
+String VisualShaderNodeSDFRaymarch::get_caption() const {
+ return "SDFRaymarch";
+}
+
+int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
+ if (p_port == 0 || p_port == 1) {
+ return PORT_TYPE_VECTOR;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "from_pos";
+ } else if (p_port == 1) {
+ return "to_pos";
+ }
+ return String();
+}
+
+int VisualShaderNodeSDFRaymarch::get_output_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const {
+ if (p_port == 0) {
+ return PORT_TYPE_SCALAR;
+ } else if (p_port == 1) {
+ return PORT_TYPE_BOOLEAN;
+ } else if (p_port == 2) {
+ return PORT_TYPE_VECTOR;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "distance";
+ } else if (p_port == 1) {
+ return "hit";
+ } else if (p_port == 2) {
+ return "end_pos";
+ }
+ return String();
+}
+
+String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+
+ code += "\t{\n";
+
+ if (p_input_vars[0] == String()) {
+ code += "\t\tvec2 __from_pos = vec2(0.0f);\n";
+ } else {
+ code += "\t\tvec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
+ }
+
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec2 __to_pos = vec2(0.0f);\n";
+ } else {
+ code += "\t\tvec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
+ }
+
+ code += "\n\t\tvec2 __at = __from_pos;\n";
+ code += "\t\tfloat __max_dist = distance(__from_pos, __to_pos);\n";
+ code += "\t\tvec2 __dir = normalize(__to_pos - __from_pos);\n\n";
+
+ code += "\t\tfloat __accum = 0.0f;\n";
+ code += "\t\twhile(__accum < __max_dist) {\n";
+ code += "\t\t\tfloat __d = texture_sdf(__at);\n";
+ code += "\t\t\t__accum += __d;\n";
+ code += "\t\t\tif (__d < 0.01f) {\n";
+ code += "\t\t\t\tbreak;\n";
+ code += "\t\t\t}\n";
+ code += "\t\t\t__at += __d * __dir;\n";
+ code += "\t\t}\n";
+
+ code += "\t\tfloat __dist = min(__max_dist, __accum);\n";
+ code += "\t\t" + p_output_vars[0] + " = __dist;\n";
+ code += "\t\t" + p_output_vars[1] + " = __accum < __max_dist;\n";
+ code += "\t\t" + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
+
+ code += "\t}\n";
+
+ return code;
+}
+
+VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
+ simple_decl = false;
+}
diff --git a/scene/resources/visual_shader_sdf_nodes.h b/scene/resources/visual_shader_sdf_nodes.h
new file mode 100644
index 0000000000..0fcf5ec0b5
--- /dev/null
+++ b/scene/resources/visual_shader_sdf_nodes.h
@@ -0,0 +1,132 @@
+/*************************************************************************/
+/* visual_shader_sdf_nodes.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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 VISUAL_SHADER_SDF_NODES_H
+#define VISUAL_SHADER_SDF_NODES_H
+
+#include "scene/resources/visual_shader.h"
+
+class VisualShaderNodeSDFToScreenUV : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeSDFToScreenUV, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeSDFToScreenUV();
+};
+
+class VisualShaderNodeScreenUVToSDF : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeScreenUVToSDF, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String get_input_port_default_hint(int p_port) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeScreenUVToSDF();
+};
+
+class VisualShaderNodeTextureSDF : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeTextureSDF, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeTextureSDF();
+};
+
+class VisualShaderNodeTextureSDFNormal : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeTextureSDFNormal, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeTextureSDFNormal();
+};
+
+class VisualShaderNodeSDFRaymarch : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeSDFRaymarch, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ VisualShaderNodeSDFRaymarch();
+};
+
+#endif // VISUAL_SHADER_SDF_NODES_H
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index 41d3fe20be..cadbd93fed 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -111,7 +111,7 @@ struct SpatialIndexer2D {
ERR_CONTINUE(!E);
if (E->get().notifiers[p_notifier].dec() == 0) {
E->get().notifiers.erase(p_notifier);
- if (E->get().notifiers.empty()) {
+ if (E->get().notifiers.is_empty()) {
cells.erase(E);
}
}
@@ -156,7 +156,7 @@ struct SpatialIndexer2D {
}
}
- while (!removed.empty()) {
+ while (!removed.is_empty()) {
p_notifier->_exit_viewport(removed.front()->get());
removed.pop_front();
}
@@ -189,7 +189,7 @@ struct SpatialIndexer2D {
removed.push_back(E->key());
}
- while (!removed.empty()) {
+ while (!removed.is_empty()) {
removed.front()->get()->_exit_viewport(p_viewport);
removed.pop_front();
}
@@ -271,12 +271,12 @@ struct SpatialIndexer2D {
}
}
- while (!added.empty()) {
+ while (!added.is_empty()) {
added.front()->get()->_enter_viewport(E->key());
added.pop_front();
}
- while (!removed.empty()) {
+ while (!removed.is_empty()) {
E->get().notifiers.erase(removed.front()->get());
removed.front()->get()->_exit_viewport(E->key());
removed.pop_front();
diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h
index 11614f9aa4..ae13367421 100644
--- a/scene/resources/world_2d.h
+++ b/scene/resources/world_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/world_3d.cpp b/scene/resources/world_3d.cpp
index b8fb3825ce..9c0317454b 100644
--- a/scene/resources/world_3d.cpp
+++ b/scene/resources/world_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -97,7 +97,7 @@ struct SpatialIndexer {
}
}
- while (!removed.empty()) {
+ while (!removed.is_empty()) {
p_notifier->_exit_camera(removed.front()->get());
removed.pop_front();
}
@@ -125,7 +125,7 @@ struct SpatialIndexer {
removed.push_back(E->key());
}
- while (!removed.empty()) {
+ while (!removed.is_empty()) {
removed.front()->get()->_exit_camera(p_camera);
removed.pop_front();
}
@@ -175,12 +175,12 @@ struct SpatialIndexer {
}
}
- while (!added.empty()) {
+ while (!added.is_empty()) {
added.front()->get()->_enter_camera(E->key());
added.pop_front();
}
- while (!removed.empty()) {
+ while (!removed.is_empty()) {
E->get().notifiers.erase(removed.front()->get());
removed.front()->get()->_exit_camera(E->key());
removed.pop_front();
diff --git a/scene/resources/world_3d.h b/scene/resources/world_3d.h
index 93e9c72e59..3d6c33997e 100644
--- a/scene/resources/world_3d.h
+++ b/scene/resources/world_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/world_margin_shape_3d.cpp b/scene/resources/world_margin_shape_3d.cpp
index 0936fcc657..79cbb3bbe0 100644
--- a/scene/resources/world_margin_shape_3d.cpp
+++ b/scene/resources/world_margin_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (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/resources/world_margin_shape_3d.h b/scene/resources/world_margin_shape_3d.h
index 8099592d80..00417c4408 100644
--- a/scene/resources/world_margin_shape_3d.h
+++ b/scene/resources/world_margin_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */