diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/cpu_particles_2d.cpp | 2 | ||||
-rw-r--r-- | scene/2d/tile_map.cpp | 2 | ||||
-rw-r--r-- | scene/3d/skeleton.cpp | 2 | ||||
-rw-r--r-- | scene/animation/animation_player.cpp | 2 | ||||
-rw-r--r-- | scene/animation/skeleton_ik.cpp | 32 | ||||
-rw-r--r-- | scene/animation/skeleton_ik.h | 2 | ||||
-rw-r--r-- | scene/gui/container.cpp | 2 | ||||
-rw-r--r-- | scene/gui/text_edit.cpp | 4 | ||||
-rw-r--r-- | scene/register_scene_types.cpp | 1 | ||||
-rw-r--r-- | scene/resources/surface_tool.cpp | 2 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 79 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 28 |
12 files changed, 125 insertions, 33 deletions
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp index 721b52edaa..ff27e0a29a 100644 --- a/scene/2d/cpu_particles_2d.cpp +++ b/scene/2d/cpu_particles_2d.cpp @@ -978,7 +978,7 @@ void CPUParticles2D::_notification(int p_what) { if (p_what == NOTIFICATION_DRAW) { if (!redraw) - return; // dont add to render list + return; // don't add to render list RID texrid; if (texture.is_valid()) { diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp index b321bcf3ce..3dc0f46676 100644 --- a/scene/2d/tile_map.cpp +++ b/scene/2d/tile_map.cpp @@ -491,7 +491,7 @@ void TileMap::update_dirty_quadrants() { shape_idx++; #ifdef DEBUG_ENABLED } else { - print_error("The TileSet asigned to the TileMap " + get_name() + " has an invalid convex shape."); + print_error("The TileSet assigned to the TileMap " + get_name() + " has an invalid convex shape."); #endif } } diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index 15c089ec10..e192e040f2 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -162,7 +162,7 @@ void Skeleton::_update_process_order() { //now check process order int pass_count = 0; while (pass_count < len * len) { - //using bubblesort because of simplicity, it wont run every frame though. + //using bubblesort because of simplicity, it won't run every frame though. //bublesort worst case is O(n^2), and this may be an infinite loop if cyclic bool swapped = false; for (int i = 0; i < len; i++) { diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index ead3516116..a5955d57f7 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -1200,7 +1200,7 @@ void AnimationPlayer::play(const StringName &p_name, float p_custom_blend, float // Animation reset BUT played backwards, set position to the end c.current.pos = c.current.from->animation->get_length(); } else if (!p_from_end && c.current.pos == c.current.from->animation->get_length()) { - // Animation resumed but already ended, set position to the beggining + // Animation resumed but already ended, set position to the beginning c.current.pos = 0; } } diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp index 4da3e6ee28..06d6806f03 100644 --- a/scene/animation/skeleton_ik.cpp +++ b/scene/animation/skeleton_ik.cpp @@ -37,20 +37,20 @@ #ifndef _3D_DISABLED FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) { - for (int i = childs.size() - 1; 0 <= i; --i) { - if (p_bone_id == childs[i].bone) { - return &childs.write[i]; + for (int i = children.size() - 1; 0 <= i; --i) { + if (p_bone_id == children[i].bone) { + return &children.write[i]; } } return NULL; } FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) { - const int infant_child_id = childs.size(); - childs.resize(infant_child_id + 1); - childs.write[infant_child_id].bone = p_bone_id; - childs.write[infant_child_id].parent_item = this; - return &childs.write[infant_child_id]; + const int infant_child_id = children.size(); + children.resize(infant_child_id + 1); + children.write[infant_child_id].bone = p_bone_id; + children.write[infant_child_id].parent_item = this; + return &children.write[infant_child_id]; } /// Build a chain that starts from the root to tip @@ -144,8 +144,8 @@ void FabrikInverseKinematic::update_chain(const Skeleton *p_sk, ChainItem *p_cha p_chain_item->initial_transform = p_sk->get_bone_global_pose(p_chain_item->bone); p_chain_item->current_pos = p_chain_item->initial_transform.origin; - for (int i = p_chain_item->childs.size() - 1; 0 <= i; --i) { - update_chain(p_sk, &p_chain_item->childs.write[i]); + for (int i = p_chain_item->children.size() - 1; 0 <= i; --i) { + update_chain(p_sk, &p_chain_item->children.write[i]); } } @@ -210,9 +210,9 @@ void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_ while (sub_chain_root) { // Reach the tip sub_chain_root->current_pos = origin; - if (!sub_chain_root->childs.empty()) { + if (!sub_chain_root->children.empty()) { - ChainItem &child(sub_chain_root->childs.write[0]); + ChainItem &child(sub_chain_root->children.write[0]); // Is not tip // So calculate next origin location @@ -302,10 +302,10 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove Transform new_bone_pose(ci->initial_transform); new_bone_pose.origin = ci->current_pos; - if (!ci->childs.empty()) { + if (!ci->children.empty()) { /// Rotate basis - const Vector3 initial_ori((ci->childs[0].initial_transform.origin - ci->initial_transform.origin).normalized()); + const Vector3 initial_ori((ci->children[0].initial_transform.origin - ci->initial_transform.origin).normalized()); const Vector3 rot_axis(initial_ori.cross(ci->current_ori).normalized()); if (rot_axis[0] != 0 && rot_axis[1] != 0 && rot_axis[2] != 0) { @@ -322,8 +322,8 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove p_task->skeleton->set_bone_global_pose(ci->bone, new_bone_pose); - if (!ci->childs.empty()) - ci = &ci->childs.write[0]; + if (!ci->children.empty()) + ci = &ci->children.write[0]; else ci = NULL; } diff --git a/scene/animation/skeleton_ik.h b/scene/animation/skeleton_ik.h index 228184a2df..5d48b7be33 100644 --- a/scene/animation/skeleton_ik.h +++ b/scene/animation/skeleton_ik.h @@ -49,7 +49,7 @@ class FabrikInverseKinematic { struct ChainItem { - Vector<ChainItem> childs; + Vector<ChainItem> children; ChainItem *parent_item; // Bone info diff --git a/scene/gui/container.cpp b/scene/gui/container.cpp index 7f1ca58d58..1f9bfb9936 100644 --- a/scene/gui/container.cpp +++ b/scene/gui/container.cpp @@ -177,7 +177,7 @@ String Container::get_configuration_warning() const { if (warning != String()) { warning += "\n"; } - warning += TTR("Container by itself serves no purpose unless a script configures it's children placement behavior.\nIf you dont't intend to add a script, then please use a plain 'Control' node instead."); + warning += TTR("Container by itself serves no purpose unless a script configures it's children placement behavior.\nIf you don't intend to add a script, then please use a plain 'Control' node instead."); } return warning; } diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp index 71e84e974f..8acd28a2f4 100644 --- a/scene/gui/text_edit.cpp +++ b/scene/gui/text_edit.cpp @@ -3603,7 +3603,7 @@ void TextEdit::_insert_text(int p_line, int p_char, const String &p_text, int *r op.chain_forward = false; op.chain_backward = false; - //see if it shold just be set as current op + //see if it should just be set as current op if (current_op.type != op.type) { op.prev_version = get_version(); _push_current_op(); @@ -3654,7 +3654,7 @@ void TextEdit::_remove_text(int p_from_line, int p_from_column, int p_to_line, i op.chain_forward = false; op.chain_backward = false; - //see if it shold just be set as current op + //see if it should just be set as current op if (current_op.type != op.type) { op.prev_version = get_version(); _push_current_op(); diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 47f5b152f0..8bfb50c68d 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -523,6 +523,7 @@ void register_scene_types() { ClassDB::register_class<VisualShaderNodeCubeMapUniform>(); ClassDB::register_class<VisualShaderNodeIf>(); ClassDB::register_class<VisualShaderNodeSwitch>(); + ClassDB::register_class<VisualShaderNodeFresnel>(); ClassDB::register_class<ShaderMaterial>(); ClassDB::register_virtual_class<CanvasItem>(); diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp index 3ba43006a3..8c0497e91a 100644 --- a/scene/resources/surface_tool.cpp +++ b/scene/resources/surface_tool.cpp @@ -115,7 +115,7 @@ void SurfaceTool::add_vertex(const Vector3 &p_vertex) { //ensure vertices are the expected amount ERR_FAIL_COND(vtx.weights.size() != vtx.bones.size()); if (vtx.weights.size() < expected_vertices) { - //less than requred, fill + //less than required, fill for (int i = vtx.weights.size(); i < expected_vertices; i++) { vtx.weights.push_back(0); vtx.bones.push_back(0); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 9b8037965b..a44471a365 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -1192,7 +1192,7 @@ String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const { String VisualShaderNodeScalarFunc::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 { - static const char *scalar_func_id[FUNC_TRUNC + 1] = { + static const char *scalar_func_id[FUNC_ONEMINUS + 1] = { "sin($)", "cos($)", "tan($)", @@ -1223,7 +1223,8 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad "radians($)", "1.0/($)", "roundEven($)", - "trunc($)" + "trunc($)", + "1.0-$" }; return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; @@ -1251,7 +1252,7 @@ void VisualShaderNodeScalarFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function); - ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc"), "set_function", "get_function"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_SIN); BIND_ENUM_CONSTANT(FUNC_COS); @@ -1284,6 +1285,7 @@ void VisualShaderNodeScalarFunc::_bind_methods() { BIND_ENUM_CONSTANT(FUNC_RECIPROCAL); BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN); BIND_ENUM_CONSTANT(FUNC_TRUNC); + BIND_ENUM_CONSTANT(FUNC_ONEMINUS); } VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() { @@ -1319,7 +1321,7 @@ String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const { String VisualShaderNodeVectorFunc::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 { - static const char *vec_func_id[FUNC_TRUNC + 1] = { + static const char *vec_func_id[FUNC_ONEMINUS + 1] = { "normalize($)", "max(min($,vec3(1.0)),vec3(0.0))", "-($)", @@ -1353,7 +1355,8 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad "sqrt($)", "tan($)", "tanh($)", - "trunc($)" + "trunc($)", + "vec3(1.0, 1.0, 1.0)-$" }; String code; @@ -1405,7 +1408,7 @@ void VisualShaderNodeVectorFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function); - ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc"), "set_function", "get_function"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_NORMALIZE); BIND_ENUM_CONSTANT(FUNC_SATURATE); @@ -1441,6 +1444,7 @@ void VisualShaderNodeVectorFunc::_bind_methods() { BIND_ENUM_CONSTANT(FUNC_TAN); BIND_ENUM_CONSTANT(FUNC_TANH); BIND_ENUM_CONSTANT(FUNC_TRUNC); + BIND_ENUM_CONSTANT(FUNC_ONEMINUS); } VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() { @@ -3085,3 +3089,66 @@ VisualShaderNodeSwitch::VisualShaderNodeSwitch() { set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); } + +////////////// Fresnel + +String VisualShaderNodeFresnel::get_caption() const { + return "Fresnel"; +} + +int VisualShaderNodeFresnel::get_input_port_count() const { + return 4; +} + +VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_VECTOR; + case 1: + return PORT_TYPE_VECTOR; + case 2: + return PORT_TYPE_BOOLEAN; + case 3: + return PORT_TYPE_SCALAR; + default: + return PORT_TYPE_VECTOR; + } +} + +String VisualShaderNodeFresnel::get_input_port_name(int p_port) const { + switch (p_port) { + case 0: + return "normal"; + case 1: + return "view"; + case 2: + return "invert"; + case 3: + return "power"; + default: + return ""; + } +} + +int VisualShaderNodeFresnel::get_output_port_count() const { + return 1; +} + +VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeFresnel::get_output_port_name(int p_port) const { + return "result"; +} + +String VisualShaderNodeFresnel::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] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));"; +} + +VisualShaderNodeFresnel::VisualShaderNodeFresnel() { + set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); + set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); + set_input_port_default_value(2, false); + set_input_port_default_value(3, 1.0); +} diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 90c479bd48..852248b9b4 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -562,7 +562,8 @@ public: FUNC_RADIANS, FUNC_RECIPROCAL, FUNC_ROUNDEVEN, - FUNC_TRUNC + FUNC_TRUNC, + FUNC_ONEMINUS }; protected: @@ -635,7 +636,8 @@ public: FUNC_SQRT, FUNC_TAN, FUNC_TANH, - FUNC_TRUNC + FUNC_TRUNC, + FUNC_ONEMINUS }; protected: @@ -1484,4 +1486,26 @@ public: VisualShaderNodeSwitch(); }; +/////////////////////////////////////// +/// FRESNEL +/////////////////////////////////////// + +class VisualShaderNodeFresnel : public VisualShaderNode { + GDCLASS(VisualShaderNodeFresnel, VisualShaderNode) +public: + virtual String get_caption() const; + + virtual int get_input_port_count() const; + virtual PortType get_input_port_type(int p_port) const; + virtual String get_input_port_name(int p_port) const; + + virtual int get_output_port_count() const; + virtual PortType get_output_port_type(int p_port) const; + virtual String get_output_port_name(int p_port) const; + + 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; + + VisualShaderNodeFresnel(); +}; + #endif // VISUAL_SHADER_NODES_H |