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-rw-r--r--servers/arvr/arvr_interface.cpp5
-rw-r--r--servers/arvr/arvr_interface.h5
-rw-r--r--servers/arvr/arvr_positional_tracker.cpp7
-rw-r--r--servers/arvr/arvr_positional_tracker.h5
-rw-r--r--servers/arvr_server.cpp68
-rw-r--r--servers/arvr_server.h27
-rw-r--r--servers/audio/audio_driver_dummy.cpp5
-rw-r--r--servers/audio/audio_driver_dummy.h5
-rw-r--r--servers/audio/audio_effect.cpp5
-rw-r--r--servers/audio/audio_effect.h5
-rw-r--r--servers/audio/audio_filter_sw.cpp8
-rw-r--r--servers/audio/audio_filter_sw.h5
-rw-r--r--servers/audio/audio_rb_resampler.cpp7
-rw-r--r--servers/audio/audio_rb_resampler.h5
-rw-r--r--servers/audio/audio_stream.cpp32
-rw-r--r--servers/audio/audio_stream.h16
-rw-r--r--servers/audio/effects/audio_effect_amplify.cpp5
-rw-r--r--servers/audio/effects/audio_effect_amplify.h5
-rw-r--r--servers/audio/effects/audio_effect_chorus.cpp5
-rw-r--r--servers/audio/effects/audio_effect_chorus.h5
-rw-r--r--servers/audio/effects/audio_effect_compressor.cpp7
-rw-r--r--servers/audio/effects/audio_effect_compressor.h5
-rw-r--r--servers/audio/effects/audio_effect_delay.cpp5
-rw-r--r--servers/audio/effects/audio_effect_delay.h5
-rw-r--r--servers/audio/effects/audio_effect_distortion.cpp5
-rw-r--r--servers/audio/effects/audio_effect_distortion.h5
-rw-r--r--servers/audio/effects/audio_effect_eq.cpp5
-rw-r--r--servers/audio/effects/audio_effect_eq.h5
-rw-r--r--servers/audio/effects/audio_effect_filter.cpp5
-rw-r--r--servers/audio/effects/audio_effect_filter.h5
-rw-r--r--servers/audio/effects/audio_effect_limiter.cpp5
-rw-r--r--servers/audio/effects/audio_effect_limiter.h5
-rw-r--r--servers/audio/effects/audio_effect_panner.cpp5
-rw-r--r--servers/audio/effects/audio_effect_panner.h5
-rw-r--r--servers/audio/effects/audio_effect_phaser.cpp5
-rw-r--r--servers/audio/effects/audio_effect_phaser.h5
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.cpp5
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.h5
-rw-r--r--servers/audio/effects/audio_effect_reverb.cpp9
-rw-r--r--servers/audio/effects/audio_effect_reverb.h5
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.cpp5
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.h5
-rw-r--r--servers/audio/effects/eq.cpp4
-rw-r--r--servers/audio/effects/eq.h4
-rw-r--r--servers/audio/effects/reverb.cpp4
-rw-r--r--servers/audio/effects/reverb.h4
-rw-r--r--servers/audio/reverb_sw.cpp5
-rw-r--r--servers/audio/reverb_sw.h5
-rw-r--r--servers/audio/voice_rb_sw.h5
-rw-r--r--servers/audio_server.cpp111
-rw-r--r--servers/audio_server.h15
-rw-r--r--servers/physics/area_pair_sw.cpp5
-rw-r--r--servers/physics/area_pair_sw.h5
-rw-r--r--servers/physics/area_sw.cpp5
-rw-r--r--servers/physics/area_sw.h5
-rw-r--r--servers/physics/body_pair_sw.cpp6
-rw-r--r--servers/physics/body_pair_sw.h5
-rw-r--r--servers/physics/body_sw.cpp5
-rw-r--r--servers/physics/body_sw.h16
-rw-r--r--servers/physics/broad_phase_basic.cpp5
-rw-r--r--servers/physics/broad_phase_basic.h5
-rw-r--r--servers/physics/broad_phase_octree.cpp5
-rw-r--r--servers/physics/broad_phase_octree.h5
-rw-r--r--servers/physics/broad_phase_sw.cpp5
-rw-r--r--servers/physics/broad_phase_sw.h5
-rw-r--r--servers/physics/collision_object_sw.cpp5
-rw-r--r--servers/physics/collision_object_sw.h8
-rw-r--r--servers/physics/collision_solver_sat.cpp5
-rw-r--r--servers/physics/collision_solver_sat.h5
-rw-r--r--servers/physics/collision_solver_sw.cpp9
-rw-r--r--servers/physics/collision_solver_sw.h5
-rw-r--r--servers/physics/constraint_sw.h10
-rw-r--r--servers/physics/gjk_epa.cpp5
-rw-r--r--servers/physics/gjk_epa.h5
-rw-r--r--servers/physics/joints/cone_twist_joint_sw.cpp4
-rw-r--r--servers/physics/joints/cone_twist_joint_sw.h4
-rw-r--r--servers/physics/joints/generic_6dof_joint_sw.cpp4
-rw-r--r--servers/physics/joints/generic_6dof_joint_sw.h4
-rw-r--r--servers/physics/joints/hinge_joint_sw.cpp4
-rw-r--r--servers/physics/joints/hinge_joint_sw.h4
-rw-r--r--servers/physics/joints/jacobian_entry_sw.h4
-rw-r--r--servers/physics/joints/pin_joint_sw.cpp4
-rw-r--r--servers/physics/joints/pin_joint_sw.h4
-rw-r--r--servers/physics/joints/slider_joint_sw.cpp4
-rw-r--r--servers/physics/joints/slider_joint_sw.h4
-rw-r--r--servers/physics/joints_sw.h5
-rw-r--r--servers/physics/physics_server_sw.cpp40
-rw-r--r--servers/physics/physics_server_sw.h10
-rw-r--r--servers/physics/shape_sw.cpp29
-rw-r--r--servers/physics/shape_sw.h11
-rw-r--r--servers/physics/space_sw.cpp7
-rw-r--r--servers/physics/space_sw.h7
-rw-r--r--servers/physics/step_sw.cpp5
-rw-r--r--servers/physics/step_sw.h5
-rw-r--r--servers/physics_2d/area_2d_sw.cpp5
-rw-r--r--servers/physics_2d/area_2d_sw.h5
-rw-r--r--servers/physics_2d/area_pair_2d_sw.cpp5
-rw-r--r--servers/physics_2d/area_pair_2d_sw.h5
-rw-r--r--servers/physics_2d/body_2d_sw.cpp5
-rw-r--r--servers/physics_2d/body_2d_sw.h5
-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp6
-rw-r--r--servers/physics_2d/body_pair_2d_sw.h5
-rw-r--r--servers/physics_2d/broad_phase_2d_basic.cpp5
-rw-r--r--servers/physics_2d/broad_phase_2d_basic.h5
-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.cpp5
-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.h5
-rw-r--r--servers/physics_2d/broad_phase_2d_sw.cpp5
-rw-r--r--servers/physics_2d/broad_phase_2d_sw.h5
-rw-r--r--servers/physics_2d/collision_object_2d_sw.cpp34
-rw-r--r--servers/physics_2d/collision_object_2d_sw.h10
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.cpp5
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.h5
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.cpp9
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.h5
-rw-r--r--servers/physics_2d/constraint_2d_sw.h10
-rw-r--r--servers/physics_2d/joints_2d_sw.cpp14
-rw-r--r--servers/physics_2d/joints_2d_sw.h5
-rw-r--r--servers/physics_2d/physics_2d_server_sw.cpp36
-rw-r--r--servers/physics_2d/physics_2d_server_sw.h10
-rw-r--r--servers/physics_2d/physics_2d_server_wrap_mt.cpp5
-rw-r--r--servers/physics_2d/physics_2d_server_wrap_mt.h12
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp20
-rw-r--r--servers/physics_2d/shape_2d_sw.h7
-rw-r--r--servers/physics_2d/space_2d_sw.cpp29
-rw-r--r--servers/physics_2d/space_2d_sw.h7
-rw-r--r--servers/physics_2d/step_2d_sw.cpp5
-rw-r--r--servers/physics_2d/step_2d_sw.h5
-rw-r--r--servers/physics_2d_server.cpp45
-rw-r--r--servers/physics_2d_server.h12
-rw-r--r--servers/physics_server.cpp32
-rw-r--r--servers/physics_server.h17
-rw-r--r--servers/register_server_types.cpp10
-rw-r--r--servers/register_server_types.h5
-rw-r--r--servers/server_wrap_mt_common.h4
-rw-r--r--servers/visual/rasterizer.cpp5
-rw-r--r--servers/visual/rasterizer.h22
-rw-r--r--servers/visual/shader_language.cpp186
-rw-r--r--servers/visual/shader_language.h7
-rw-r--r--servers/visual/shader_types.cpp14
-rw-r--r--servers/visual/shader_types.h5
-rw-r--r--servers/visual/visual_server_canvas.cpp54
-rw-r--r--servers/visual/visual_server_canvas.h18
-rw-r--r--servers/visual/visual_server_global.cpp5
-rw-r--r--servers/visual/visual_server_global.h5
-rw-r--r--servers/visual/visual_server_light_baker.cpp5
-rw-r--r--servers/visual/visual_server_light_baker.h5
-rw-r--r--servers/visual/visual_server_raster.cpp6
-rw-r--r--servers/visual/visual_server_raster.h17
-rw-r--r--servers/visual/visual_server_scene.cpp15
-rw-r--r--servers/visual/visual_server_scene.h7
-rw-r--r--servers/visual/visual_server_viewport.cpp53
-rw-r--r--servers/visual/visual_server_viewport.h8
-rw-r--r--servers/visual/visual_server_wrap_mt.cpp4
-rw-r--r--servers/visual/visual_server_wrap_mt.h18
-rw-r--r--servers/visual_server.cpp333
-rw-r--r--servers/visual_server.h38
156 files changed, 1517 insertions, 547 deletions
diff --git a/servers/arvr/arvr_interface.cpp b/servers/arvr/arvr_interface.cpp
index 458459a843..29478ee994 100644
--- a/servers/arvr/arvr_interface.cpp
+++ b/servers/arvr/arvr_interface.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "arvr_interface.h"
void ARVRInterface::_bind_methods() {
diff --git a/servers/arvr/arvr_interface.h b/servers/arvr/arvr_interface.h
index 1599c1a64f..0b922c5892 100644
--- a/servers/arvr/arvr_interface.h
+++ b/servers/arvr/arvr_interface.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef ARVR_INTERFACE_H
#define ARVR_INTERFACE_H
diff --git a/servers/arvr/arvr_positional_tracker.cpp b/servers/arvr/arvr_positional_tracker.cpp
index fb97d5b86b..c12d0bbc15 100644
--- a/servers/arvr/arvr_positional_tracker.cpp
+++ b/servers/arvr/arvr_positional_tracker.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* arvr_postional_tracker.cpp */
+/* arvr_positional_tracker.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "arvr_positional_tracker.h"
#include "core/os/input.h"
diff --git a/servers/arvr/arvr_positional_tracker.h b/servers/arvr/arvr_positional_tracker.h
index e450328a22..525e47a681 100644
--- a/servers/arvr/arvr_positional_tracker.h
+++ b/servers/arvr/arvr_positional_tracker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef ARVR_POSITIONAL_TRACKER_H
#define ARVR_POSITIONAL_TRACKER_H
diff --git a/servers/arvr_server.cpp b/servers/arvr_server.cpp
index df73040e1e..f48bedbdac 100644
--- a/servers/arvr_server.cpp
+++ b/servers/arvr_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -44,6 +44,7 @@ void ARVRServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_world_scale"), &ARVRServer::set_world_scale);
ClassDB::bind_method(D_METHOD("get_reference_frame"), &ARVRServer::get_reference_frame);
ClassDB::bind_method(D_METHOD("center_on_hmd", "rotation_mode", "keep_height"), &ARVRServer::center_on_hmd);
+ ClassDB::bind_method(D_METHOD("get_hmd_transform"), &ARVRServer::get_hmd_transform);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "world_scale"), "set_world_scale", "get_world_scale");
@@ -54,8 +55,15 @@ void ARVRServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_tracker_count"), &ARVRServer::get_tracker_count);
ClassDB::bind_method(D_METHOD("get_tracker", "idx"), &ARVRServer::get_tracker);
+ ClassDB::bind_method(D_METHOD("get_primary_interface"), &ARVRServer::get_primary_interface);
ClassDB::bind_method(D_METHOD("set_primary_interface", "interface"), &ARVRServer::set_primary_interface);
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "primary_interface"), "set_primary_interface", "get_primary_interface");
+
+ ClassDB::bind_method(D_METHOD("get_last_process_usec"), &ARVRServer::get_last_process_usec);
+ ClassDB::bind_method(D_METHOD("get_last_commit_usec"), &ARVRServer::get_last_commit_usec);
+ ClassDB::bind_method(D_METHOD("get_last_frame_usec"), &ARVRServer::get_last_frame_usec);
+
BIND_ENUM_CONSTANT(TRACKER_CONTROLLER);
BIND_ENUM_CONSTANT(TRACKER_BASESTATION);
BIND_ENUM_CONSTANT(TRACKER_ANCHOR);
@@ -67,11 +75,11 @@ void ARVRServer::_bind_methods() {
BIND_ENUM_CONSTANT(RESET_BUT_KEEP_TILT);
BIND_ENUM_CONSTANT(DONT_RESET_ROTATION);
- ADD_SIGNAL(MethodInfo("interface_added", PropertyInfo(Variant::STRING, "name")));
- ADD_SIGNAL(MethodInfo("interface_removed", PropertyInfo(Variant::STRING, "name")));
+ ADD_SIGNAL(MethodInfo("interface_added", PropertyInfo(Variant::STRING, "interface_name")));
+ ADD_SIGNAL(MethodInfo("interface_removed", PropertyInfo(Variant::STRING, "interface_name")));
- ADD_SIGNAL(MethodInfo("tracker_added", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id")));
- ADD_SIGNAL(MethodInfo("tracker_removed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id")));
+ ADD_SIGNAL(MethodInfo("tracker_added", PropertyInfo(Variant::STRING, "tracker_name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id")));
+ ADD_SIGNAL(MethodInfo("tracker_removed", PropertyInfo(Variant::STRING, "tracker_name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id")));
};
real_t ARVRServer::get_world_scale() const {
@@ -132,6 +140,14 @@ void ARVRServer::center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height)
};
};
+Transform ARVRServer::get_hmd_transform() {
+ Transform hmd_transform;
+ if (primary_interface != NULL) {
+ hmd_transform = primary_interface->get_transform_for_eye(ARVRInterface::EYE_MONO, hmd_transform);
+ };
+ return hmd_transform;
+};
+
void ARVRServer::add_interface(const Ref<ARVRInterface> &p_interface) {
ERR_FAIL_COND(p_interface.is_null());
@@ -143,8 +159,6 @@ void ARVRServer::add_interface(const Ref<ARVRInterface> &p_interface) {
};
};
- print_line("ARVR: Registered interface: " + p_interface->get_name());
-
interfaces.push_back(p_interface);
emit_signal("interface_added", p_interface->get_name());
};
@@ -212,7 +226,7 @@ Array ARVRServer::get_interfaces() const {
};
/*
- A little extra info on the tracker ids, these are unique per tracker type so we get soem consistency in recognising our trackers, specifically controllers.
+ A little extra info on the tracker ids, these are unique per tracker type so we get some consistency in recognising our trackers, specifically controllers.
The first controller that is turned of will get ID 1, the second will get ID 2, etc.
The magic happens when one of the controllers is turned off, say controller 1 turns off, controller 2 will remain controller 2, controller 3 will remain controller 3.
@@ -316,6 +330,42 @@ void ARVRServer::clear_primary_interface_if(const Ref<ARVRInterface> &p_primary_
};
};
+uint64_t ARVRServer::get_last_process_usec() {
+ return last_process_usec;
+};
+
+uint64_t ARVRServer::get_last_commit_usec() {
+ return last_commit_usec;
+};
+
+uint64_t ARVRServer::get_last_frame_usec() {
+ return last_frame_usec;
+};
+
+void ARVRServer::_process() {
+ /* called from visual_server_viewport.draw_viewports right before we start drawing our viewports */
+
+ /* mark for our frame timing */
+ last_process_usec = OS::get_singleton()->get_ticks_usec();
+
+ /* process all active interfaces */
+ for (int i = 0; i < interfaces.size(); i++) {
+ if (!interfaces[i].is_valid()) {
+ // ignore, not a valid reference
+ } else if (interfaces[i]->is_initialized()) {
+ interfaces[i]->process();
+ };
+ };
+};
+
+void ARVRServer::_mark_commit() {
+ /* time this */
+ last_commit_usec = OS::get_singleton()->get_ticks_usec();
+
+ /* now store our difference as we may overwrite last_process_usec before this is accessed */
+ last_frame_usec = last_commit_usec - last_process_usec;
+};
+
ARVRServer::ARVRServer() {
singleton = this;
world_scale = 1.0;
diff --git a/servers/arvr_server.h b/servers/arvr_server.h
index 0381e6e533..1f4d84fe19 100644
--- a/servers/arvr_server.h
+++ b/servers/arvr_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,6 +31,7 @@
#ifndef ARVR_SERVER_H
#define ARVR_SERVER_H
+#include "os/os.h"
#include "os/thread_safe.h"
#include "reference.h"
#include "rid.h"
@@ -49,7 +50,7 @@ class ARVRPositionalTracker;
Also each positioning tracker is accessible from here.
I've added some additional info into this header file that should move
- into the documention, I will do so when we're close to accepting this PR
+ into the documentation, I will do so when we're close to accepting this PR
or as a separate PR once this has been merged into the master branch.
**/
@@ -84,6 +85,10 @@ private:
Transform world_origin; /* our world origin point, maps a location in our virtual world to the origin point in our real world tracking volume */
Transform reference_frame; /* our reference frame */
+ uint64_t last_process_usec; /* for frame timing, usec when we did our processing */
+ uint64_t last_commit_usec; /* for frame timing, usec when we finished committing both eyes */
+ uint64_t last_frame_usec; /* time it took between process and commiting, we should probably average this over the last x frames */
+
protected:
static ARVRServer *singleton;
@@ -95,7 +100,7 @@ public:
/*
World scale allows you to specify a scale factor that is applied to all positioning vectors in our VR world in essence scaling up, or scaling down the world.
For stereoscopic rendering specifically this is very important to give an accurate sense of scale.
- Add controllers into the mix and an accurate mapping of real world movement to percieved virtual movement becomes very important.
+ Add controllers into the mix and an accurate mapping of real world movement to perceived virtual movement becomes very important.
Most VR platforms, and our assumption, is that 1 unit in our virtual world equates to 1 meter in the real mode.
This scale basically effects the unit size relationship to real world size.
@@ -112,7 +117,7 @@ public:
in relation to this point.
Note that the ARVROrigin spatial node in your scene automatically updates this property and it should be used instead of
- direct access to this property and it therefor is not available in GDScript
+ direct access to this property and it therefore is not available in GDScript
Note: this should not be used in AR and should be ignored by an AR based interface as it would throw what you're looking at in the real world
and in the virtual world out of sync
@@ -134,6 +139,11 @@ public:
void center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height);
/*
+ get_hmd_transform gets our hmd transform (centered between eyes) with most up to date tracking, relative to the origin
+ */
+ Transform get_hmd_transform();
+
+ /*
Interfaces are objects that 'glue' Godot to an AR or VR SDK such as the Oculus SDK, OpenVR, OpenHMD, etc.
*/
void add_interface(const Ref<ARVRInterface> &p_interface);
@@ -163,6 +173,13 @@ public:
ARVRPositionalTracker *get_tracker(int p_index) const;
ARVRPositionalTracker *find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const;
+ uint64_t get_last_process_usec();
+ uint64_t get_last_commit_usec();
+ uint64_t get_last_frame_usec();
+
+ void _process();
+ void _mark_commit();
+
ARVRServer();
~ARVRServer();
};
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp
index 1ae0e7b96b..1ca2334392 100644
--- a/servers/audio/audio_driver_dummy.cpp
+++ b/servers/audio/audio_driver_dummy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_driver_dummy.h"
#include "os/os.h"
diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h
index 90af1961b7..ba4f69edf4 100644
--- a/servers/audio/audio_driver_dummy.h
+++ b/servers/audio/audio_driver_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIO_DRIVER_DUMMY_H
#define AUDIO_DRIVER_DUMMY_H
diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp
index 2a9f991d3f..b061dad259 100644
--- a/servers/audio/audio_effect.cpp
+++ b/servers/audio/audio_effect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect.h"
AudioEffect::AudioEffect() {
diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h
index 3dbeb402eb..cf732d4bdd 100644
--- a/servers/audio/audio_effect.h
+++ b/servers/audio/audio_effect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECT_H
#define AUDIOEFFECT_H
diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp
index 477bc59b73..551ca01109 100644
--- a/servers/audio/audio_filter_sw.cpp
+++ b/servers/audio/audio_filter_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_filter_sw.h"
void AudioFilterSW::set_mode(Mode p_mode) {
@@ -57,8 +58,7 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
int sr_limit = (sampling_rate / 2) + 512;
double final_cutoff = (cutoff > sr_limit) ? sr_limit : cutoff;
- if (final_cutoff < 1) //avoid crapness
- final_cutoff = 1; //don't allow less than this
+ if (final_cutoff < 1) final_cutoff = 1; //don't allow less than this
double omega = 2.0 * Math_PI * final_cutoff / sampling_rate;
diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h
index 1c01e5f8da..4174f9bd51 100644
--- a/servers/audio/audio_filter_sw.h
+++ b/servers/audio/audio_filter_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIO_FILTER_SW_H
#define AUDIO_FILTER_SW_H
diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp
index b0b94a1f49..9faa4056c3 100644
--- a/servers/audio/audio_rb_resampler.cpp
+++ b/servers/audio/audio_rb_resampler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_rb_resampler.h"
#include "core/math/math_funcs.h"
#include "os/os.h"
@@ -40,7 +41,7 @@ int AudioRBResampler::get_channel_count() const {
return channels;
}
-// Linear interpolation based sample rate convertion (low quality)
+// Linear interpolation based sample rate conversion (low quality)
// Note that AudioStreamPlaybackResampled::mix has better algorithm,
// but it wasn't obvious to integrate that with VideoPlayer
template <int C>
diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h
index 08c7a5a668..6ef79c93fa 100644
--- a/servers/audio/audio_rb_resampler.h
+++ b/servers/audio/audio_rb_resampler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIO_RB_RESAMPLER_H
#define AUDIO_RB_RESAMPLER_H
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index 6048c47347..0ad30987e7 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_stream.h"
//////////////////////////////
@@ -45,9 +46,9 @@ void AudioStreamPlaybackResampled::_begin_resample() {
void AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
- float target_rate = AudioServer::get_singleton()->get_mix_rate() * p_rate_scale;
+ float target_rate = AudioServer::get_singleton()->get_mix_rate();
- uint64_t mix_increment = uint64_t((get_stream_sampling_rate() / double(target_rate)) * double(FP_LEN));
+ uint64_t mix_increment = uint64_t(((get_stream_sampling_rate() * p_rate_scale) / double(target_rate)) * double(FP_LEN));
for (int i = 0; i < p_frames; i++) {
@@ -90,6 +91,13 @@ void AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale,
}
////////////////////////////////
+void AudioStream::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("get_length"), &AudioStream::get_length);
+}
+
+////////////////////////////////
+
void AudioStreamRandomPitch::set_audio_stream(const Ref<AudioStream> &p_audio_stream) {
audio_stream = p_audio_stream;
@@ -135,6 +143,14 @@ String AudioStreamRandomPitch::get_stream_name() const {
return "RandomPitch";
}
+float AudioStreamRandomPitch::get_length() const {
+ if (audio_stream.is_valid()) {
+ return audio_stream->get_length();
+ }
+
+ return 0;
+}
+
void AudioStreamRandomPitch::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_audio_stream", "stream"), &AudioStreamRandomPitch::set_audio_stream);
@@ -208,14 +224,6 @@ void AudioStreamPlaybackRandomPitch::mix(AudioFrame *p_buffer, float p_rate_scal
}
}
-float AudioStreamPlaybackRandomPitch::get_length() const {
- if (playing.is_valid()) {
- return playing->get_length();
- }
-
- return 0;
-}
-
AudioStreamPlaybackRandomPitch::~AudioStreamPlaybackRandomPitch() {
random_pitch->playbacks.erase(this);
}
diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h
index dc931502b4..fda4fc2ccc 100644
--- a/servers/audio/audio_stream.h
+++ b/servers/audio/audio_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIO_STREAM_H
#define AUDIO_STREAM_H
@@ -49,8 +50,6 @@ public:
virtual void seek(float p_time) = 0;
virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) = 0;
-
- virtual float get_length() const = 0; //if supported, otherwise return 0
};
class AudioStreamPlaybackResampled : public AudioStreamPlayback {
@@ -84,9 +83,14 @@ class AudioStream : public Resource {
GDCLASS(AudioStream, Resource)
OBJ_SAVE_TYPE(AudioStream) //children are all saved as AudioStream, so they can be exchanged
+protected:
+ static void _bind_methods();
+
public:
virtual Ref<AudioStreamPlayback> instance_playback() = 0;
virtual String get_stream_name() const = 0;
+
+ virtual float get_length() const = 0; //if supported, otherwise return 0
};
class AudioStreamPlaybackRandomPitch;
@@ -113,6 +117,8 @@ public:
virtual Ref<AudioStreamPlayback> instance_playback();
virtual String get_stream_name() const;
+ virtual float get_length() const; //if supported, otherwise return 0
+
AudioStreamRandomPitch();
};
@@ -138,8 +144,6 @@ public:
virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
- virtual float get_length() const; //if supported, otherwise return 0
-
~AudioStreamPlaybackRandomPitch();
};
diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp
index 58da99ab85..9c8dfa8cb9 100644
--- a/servers/audio/effects/audio_effect_amplify.cpp
+++ b/servers/audio/effects/audio_effect_amplify.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_amplify.h"
void AudioEffectAmplifyInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h
index a4c2cbc2fd..1096dc04df 100644
--- a/servers/audio/effects/audio_effect_amplify.h
+++ b/servers/audio/effects/audio_effect_amplify.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTAMPLIFY_H
#define AUDIOEFFECTAMPLIFY_H
diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp
index cfcad24bb3..f2f554a09b 100644
--- a/servers/audio/effects/audio_effect_chorus.cpp
+++ b/servers/audio/effects/audio_effect_chorus.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_chorus.h"
#include "math_funcs.h"
#include "servers/audio_server.h"
diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h
index 47065c4dd5..a4646df7d7 100644
--- a/servers/audio/effects/audio_effect_chorus.h
+++ b/servers/audio/effects/audio_effect_chorus.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTCHORUS_H
#define AUDIOEFFECTCHORUS_H
diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp
index 420f279da0..8c70b51f8d 100644
--- a/servers/audio/effects/audio_effect_compressor.cpp
+++ b/servers/audio/effects/audio_effect_compressor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_compressor.h"
#include "servers/audio_server.h"
@@ -235,7 +236,7 @@ void AudioEffectCompressor::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "attack_us", PROPERTY_HINT_RANGE, "20,2000,1"), "set_attack_us", "get_attack_us");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "release_ms", PROPERTY_HINT_RANGE, "20,2000,1"), "set_release_ms", "get_release_ms");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "mix", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_mix", "get_mix");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "sidechain", PROPERTY_HINT_ENUM), "set_sidechain", "get_sidechain");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "sidechain", PROPERTY_HINT_ENUM), "set_sidechain", "get_sidechain");
}
AudioEffectCompressor::AudioEffectCompressor() {
diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h
index 5c76fb902a..ef11249415 100644
--- a/servers/audio/effects/audio_effect_compressor.h
+++ b/servers/audio/effects/audio_effect_compressor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTCOMPRESSOR_H
#define AUDIOEFFECTCOMPRESSOR_H
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index 59b6a8da2a..e3af898afa 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_delay.h"
#include "math_funcs.h"
#include "servers/audio_server.h"
diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h
index 50a32c94f6..f173bd6dfc 100644
--- a/servers/audio/effects/audio_effect_delay.h
+++ b/servers/audio/effects/audio_effect_delay.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTDELAY_H
#define AUDIOEFFECTDELAY_H
diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp
index 3e6280f033..c9ac0db644 100644
--- a/servers/audio/effects/audio_effect_distortion.cpp
+++ b/servers/audio/effects/audio_effect_distortion.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_distortion.h"
#include "math_funcs.h"
#include "servers/audio_server.h"
diff --git a/servers/audio/effects/audio_effect_distortion.h b/servers/audio/effects/audio_effect_distortion.h
index 7c04b4f98e..8d9ff1c03f 100644
--- a/servers/audio/effects/audio_effect_distortion.h
+++ b/servers/audio/effects/audio_effect_distortion.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTDISTORTION_H
#define AUDIOEFFECTDISTORTION_H
diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp
index dc0e00e9a3..a30fca4e8d 100644
--- a/servers/audio/effects/audio_effect_eq.cpp
+++ b/servers/audio/effects/audio_effect_eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_eq.h"
#include "servers/audio_server.h"
diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h
index 5d0c3d9729..c45fb753ea 100644
--- a/servers/audio/effects/audio_effect_eq.h
+++ b/servers/audio/effects/audio_effect_eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTEQ_H
#define AUDIOEFFECTEQ_H
diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp
index 95354230c6..75a43d2d41 100644
--- a/servers/audio/effects/audio_effect_filter.cpp
+++ b/servers/audio/effects/audio_effect_filter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_filter.h"
#include "servers/audio_server.h"
diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h
index 7fb5ba4c83..11978882bc 100644
--- a/servers/audio/effects/audio_effect_filter.h
+++ b/servers/audio/effects/audio_effect_filter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTFILTER_H
#define AUDIOEFFECTFILTER_H
diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp
index c50dd804f2..77454dc57b 100644
--- a/servers/audio/effects/audio_effect_limiter.cpp
+++ b/servers/audio/effects/audio_effect_limiter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_limiter.h"
void AudioEffectLimiterInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h
index 5fc54a2dd3..8077d2da23 100644
--- a/servers/audio/effects/audio_effect_limiter.h
+++ b/servers/audio/effects/audio_effect_limiter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIO_EFFECT_LIMITER_H
#define AUDIO_EFFECT_LIMITER_H
diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp
index 8b268ef9f7..6b6ca405e0 100644
--- a/servers/audio/effects/audio_effect_panner.cpp
+++ b/servers/audio/effects/audio_effect_panner.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_panner.h"
void AudioEffectPannerInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h
index 4739373485..cdab11c445 100644
--- a/servers/audio/effects/audio_effect_panner.h
+++ b/servers/audio/effects/audio_effect_panner.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTPANNER_H
#define AUDIOEFFECTPANNER_H
diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp
index fe362ef831..c0a9bd773d 100644
--- a/servers/audio/effects/audio_effect_phaser.cpp
+++ b/servers/audio/effects/audio_effect_phaser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_phaser.h"
#include "math_funcs.h"
#include "servers/audio_server.h"
diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h
index d77b44e738..96ba2b0abf 100644
--- a/servers/audio/effects/audio_effect_phaser.h
+++ b/servers/audio/effects/audio_effect_phaser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIO_EFFECT_PHASER_H
#define AUDIO_EFFECT_PHASER_H
diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp
index ec70e7b902..ddd0a0db6b 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.cpp
+++ b/servers/audio/effects/audio_effect_pitch_shift.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_pitch_shift.h"
#include "math_funcs.h"
diff --git a/servers/audio/effects/audio_effect_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h
index 10a72465dc..f1c78d752f 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.h
+++ b/servers/audio/effects/audio_effect_pitch_shift.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIO_EFFECT_PITCH_SHIFT_H
#define AUDIO_EFFECT_PITCH_SHIFT_H
diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp
index f5225bec96..162c0a1445 100644
--- a/servers/audio/effects/audio_effect_reverb.cpp
+++ b/servers/audio/effects/audio_effect_reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_reverb.h"
#include "servers/audio_server.h"
void AudioEffectReverbInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
@@ -95,7 +96,7 @@ void AudioEffectReverb::set_predelay_msec(float p_msec) {
void AudioEffectReverb::set_predelay_feedback(float p_feedback) {
- predelay_fb = p_feedback;
+ predelay_fb = CLAMP(p_feedback, 0, 0.98);
}
void AudioEffectReverb::set_room_size(float p_size) {
@@ -184,7 +185,7 @@ void AudioEffectReverb::_bind_methods() {
ADD_GROUP("Predelay", "predelay_");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "predelay_msec", PROPERTY_HINT_RANGE, "20,500,1"), "set_predelay_msec", "get_predelay_msec");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "predelay_feedback", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_predelay_msec", "get_predelay_msec");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "predelay_feedback", PROPERTY_HINT_RANGE, "0,0.98,0.01"), "set_predelay_feedback", "get_predelay_feedback");
ADD_GROUP("", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "room_size", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_room_size", "get_room_size");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_damping", "get_damping");
diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h
index 795d38d3d5..5646fd2238 100644
--- a/servers/audio/effects/audio_effect_reverb.h
+++ b/servers/audio/effects/audio_effect_reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTREVERB_H
#define AUDIOEFFECTREVERB_H
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp
index 1ee393f533..cf5228f8b6 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.cpp
+++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_effect_stereo_enhance.h"
#include "servers/audio_server.h"
void AudioEffectStereoEnhanceInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h
index f187fe50b3..13dd4ac042 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.h
+++ b/servers/audio/effects/audio_effect_stereo_enhance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIOEFFECTSTEREOENHANCE_H
#define AUDIOEFFECTSTEREOENHANCE_H
diff --git a/servers/audio/effects/eq.cpp b/servers/audio/effects/eq.cpp
index 05630e61ae..9ef41191f5 100644
--- a/servers/audio/effects/eq.cpp
+++ b/servers/audio/effects/eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/eq.h b/servers/audio/effects/eq.h
index 97dd4615d1..5c654529c3 100644
--- a/servers/audio/effects/eq.h
+++ b/servers/audio/effects/eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp
index 8e745f979a..5e31202e58 100644
--- a/servers/audio/effects/reverb.cpp
+++ b/servers/audio/effects/reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/effects/reverb.h b/servers/audio/effects/reverb.h
index 2fa21d68d5..c3d3873dcd 100644
--- a/servers/audio/effects/reverb.h
+++ b/servers/audio/effects/reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/reverb_sw.cpp b/servers/audio/reverb_sw.cpp
index e2bb04c213..52e7699deb 100644
--- a/servers/audio/reverb_sw.cpp
+++ b/servers/audio/reverb_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "reverb_sw.h"
#include "print_string.h"
#include "stdlib.h"
diff --git a/servers/audio/reverb_sw.h b/servers/audio/reverb_sw.h
index b91beea039..15f9a43183 100644
--- a/servers/audio/reverb_sw.h
+++ b/servers/audio/reverb_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef REVERB_SW_H
#define REVERB_SW_H
diff --git a/servers/audio/voice_rb_sw.h b/servers/audio/voice_rb_sw.h
index 6d9eb73860..42045428a8 100644
--- a/servers/audio/voice_rb_sw.h
+++ b/servers/audio/voice_rb_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VOICE_RB_SW_H
#define VOICE_RB_SW_H
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index a08733de87..b08e41301a 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "audio_server.h"
#include "io/resource_loader.h"
#include "os/file_access.h"
@@ -100,6 +101,18 @@ int AudioDriver::get_total_channels_by_speaker_mode(AudioDriver::SpeakerMode p_m
ERR_FAIL_V(2);
}
+Array AudioDriver::get_device_list() {
+ Array list;
+
+ list.push_back("Default");
+
+ return list;
+}
+
+String AudioDriver::get_device() {
+ return "Default";
+}
+
AudioDriver::AudioDriver() {
_last_mix_time = 0;
@@ -122,7 +135,6 @@ int AudioDriverManager::get_driver_count() {
}
void AudioDriverManager::initialize(int p_driver) {
- AudioDriver *driver;
int failed_driver = -1;
// Check if there is a selected driver
@@ -153,7 +165,7 @@ void AudioDriverManager::initialize(int p_driver) {
ERR_PRINT("AudioDriverManager: all drivers failed, falling back to dummy driver");
dummy_driver.set_singleton();
} else {
- ERR_PRINT("AudioDriverManager: dummy driver faild to init()");
+ ERR_PRINT("AudioDriverManager: dummy driver failed to init()");
}
}
@@ -172,6 +184,12 @@ void AudioServer::_driver_process(int p_frames, int32_t *p_buffer) {
int todo = p_frames;
+ if (channel_count != get_channel_count()) {
+ // Amount of channels changed due to a device change
+ // reinitialize the buses channels and buffers
+ init_channels_and_buffers();
+ }
+
while (todo) {
if (to_mix == 0) {
@@ -485,8 +503,8 @@ void AudioServer::set_bus_count(int p_count) {
}
buses[i] = memnew(Bus);
- buses[i]->channels.resize(get_channel_count());
- for (int j = 0; j < get_channel_count(); j++) {
+ buses[i]->channels.resize(channel_count);
+ for (int j = 0; j < channel_count; j++) {
buses[i]->channels[j].buffer.resize(buffer_size);
}
buses[i]->name = attempt;
@@ -518,6 +536,8 @@ void AudioServer::remove_bus(int p_index) {
memdelete(buses[p_index]);
buses.remove(p_index);
unlock();
+
+ emit_signal("bus_layout_changed");
}
void AudioServer::add_bus(int p_at_pos) {
@@ -555,8 +575,8 @@ void AudioServer::add_bus(int p_at_pos) {
}
Bus *bus = memnew(Bus);
- bus->channels.resize(get_channel_count());
- for (int j = 0; j < get_channel_count(); j++) {
+ bus->channels.resize(channel_count);
+ for (int j = 0; j < channel_count; j++) {
bus->channels[j].buffer.resize(buffer_size);
}
bus->name = attempt;
@@ -571,6 +591,8 @@ void AudioServer::add_bus(int p_at_pos) {
buses.push_back(bus);
else
buses.insert(p_at_pos, bus);
+
+ emit_signal("bus_layout_changed");
}
void AudioServer::move_bus(int p_bus, int p_to_pos) {
@@ -593,6 +615,8 @@ void AudioServer::move_bus(int p_bus, int p_to_pos) {
} else {
buses.insert(p_to_pos - 1, bus);
}
+
+ emit_signal("bus_layout_changed");
}
int AudioServer::get_bus_count() const {
@@ -854,17 +878,29 @@ bool AudioServer::is_bus_channel_active(int p_bus, int p_channel) const {
return buses[p_bus]->channels[p_channel].active;
}
+void AudioServer::init_channels_and_buffers() {
+ channel_count = get_channel_count();
+ temp_buffer.resize(channel_count);
+
+ for (int i = 0; i < temp_buffer.size(); i++) {
+ temp_buffer[i].resize(buffer_size);
+ }
+
+ for (int i = 0; i < buses.size(); i++) {
+ buses[i]->channels.resize(channel_count);
+ for (int j = 0; j < channel_count; j++) {
+ buses[i]->channels[j].buffer.resize(buffer_size);
+ }
+ }
+}
+
void AudioServer::init() {
channel_disable_threshold_db = GLOBAL_DEF("audio/channel_disable_threshold_db", -60.0);
channel_disable_frames = float(GLOBAL_DEF("audio/channel_disable_time", 2.0)) * get_mix_rate();
- buffer_size = 1024; //harcoded for now
-
- temp_buffer.resize(get_channel_count());
+ buffer_size = 1024; //hardcoded for now
- for (int i = 0; i < temp_buffer.size(); i++) {
- temp_buffer[i].resize(buffer_size);
- }
+ init_channels_and_buffers();
mix_count = 0;
set_bus_count(1);
@@ -892,15 +928,15 @@ void AudioServer::load_default_bus_layout() {
void AudioServer::finish() {
+ for (int i = 0; i < AudioDriverManager::get_driver_count(); i++) {
+ AudioDriverManager::get_driver(i)->finish();
+ }
+
for (int i = 0; i < buses.size(); i++) {
memdelete(buses[i]);
}
buses.clear();
-
- for (int i = 0; i < AudioDriverManager::get_driver_count(); i++) {
- AudioDriverManager::get_driver(i)->finish();
- }
}
void AudioServer::update() {
@@ -1046,8 +1082,8 @@ void AudioServer::set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout) {
bus_map[bus->name] = bus;
buses[i] = bus;
- buses[i]->channels.resize(get_channel_count());
- for (int j = 0; j < get_channel_count(); j++) {
+ buses[i]->channels.resize(channel_count);
+ for (int j = 0; j < channel_count; j++) {
buses[i]->channels[j].buffer.resize(buffer_size);
}
_update_bus_effects(i);
@@ -1084,6 +1120,21 @@ Ref<AudioBusLayout> AudioServer::generate_bus_layout() const {
return state;
}
+Array AudioServer::get_device_list() {
+
+ return AudioDriver::get_singleton()->get_device_list();
+}
+
+String AudioServer::get_device() {
+
+ return AudioDriver::get_singleton()->get_device();
+}
+
+void AudioServer::set_device(String device) {
+
+ AudioDriver::get_singleton()->set_device(device);
+}
+
void AudioServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bus_count", "amount"), &AudioServer::set_bus_count);
@@ -1130,6 +1181,9 @@ void AudioServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_speaker_mode"), &AudioServer::get_speaker_mode);
ClassDB::bind_method(D_METHOD("get_mix_rate"), &AudioServer::get_mix_rate);
+ ClassDB::bind_method(D_METHOD("get_device_list"), &AudioServer::get_device_list);
+ ClassDB::bind_method(D_METHOD("get_device"), &AudioServer::get_device);
+ ClassDB::bind_method(D_METHOD("set_device"), &AudioServer::set_device);
ClassDB::bind_method(D_METHOD("set_bus_layout", "bus_layout"), &AudioServer::set_bus_layout);
ClassDB::bind_method(D_METHOD("generate_bus_layout"), &AudioServer::generate_bus_layout);
@@ -1148,6 +1202,7 @@ AudioServer::AudioServer() {
audio_data_max_mem = 0;
audio_data_lock = Mutex::create();
mix_frames = 0;
+ channel_count = 0;
to_mix = 0;
}
@@ -1267,16 +1322,16 @@ bool AudioBusLayout::_get(const StringName &p_name, Variant &r_ret) const {
void AudioBusLayout::_get_property_list(List<PropertyInfo> *p_list) const {
for (int i = 0; i < buses.size(); i++) {
- p_list->push_back(PropertyInfo(Variant::STRING, "bus/" + itos(i) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/solo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/mute", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/bypass_fx", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::REAL, "bus/" + itos(i) + "/volume_db", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::REAL, "bus/" + itos(i) + "/send", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
+ p_list->push_back(PropertyInfo(Variant::STRING, "bus/" + itos(i) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/solo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/mute", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/bypass_fx", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::REAL, "bus/" + itos(i) + "/volume_db", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::REAL, "bus/" + itos(i) + "/send", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
for (int j = 0; j < buses[i].effects.size(); j++) {
- p_list->push_back(PropertyInfo(Variant::OBJECT, "bus/" + itos(i) + "/effect/" + itos(j) + "/effect", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
- p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/effect/" + itos(j) + "/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
+ p_list->push_back(PropertyInfo(Variant::OBJECT, "bus/" + itos(i) + "/effect/" + itos(j) + "/effect", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
+ p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/effect/" + itos(j) + "/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL));
}
}
}
diff --git a/servers/audio_server.h b/servers/audio_server.h
index 55e9367308..af2668b69e 100644
--- a/servers/audio_server.h
+++ b/servers/audio_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AUDIO_SERVER_H
#define AUDIO_SERVER_H
@@ -69,6 +70,9 @@ public:
virtual void start() = 0;
virtual int get_mix_rate() const = 0;
virtual SpeakerMode get_speaker_mode() const = 0;
+ virtual Array get_device_list();
+ virtual String get_device();
+ virtual void set_device(String device) {}
virtual void lock() = 0;
virtual void unlock() = 0;
virtual void finish() = 0;
@@ -129,6 +133,7 @@ private:
float channel_disable_threshold_db;
uint32_t channel_disable_frames;
+ int channel_count;
int to_mix;
struct Bus {
@@ -185,6 +190,8 @@ private:
Mutex *audio_data_lock;
+ void init_channels_and_buffers();
+
void _mix_step();
struct CallbackItem {
@@ -296,6 +303,10 @@ public:
void set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout);
Ref<AudioBusLayout> generate_bus_layout() const;
+ Array get_device_list();
+ String get_device();
+ void set_device(String device);
+
AudioServer();
virtual ~AudioServer();
};
diff --git a/servers/physics/area_pair_sw.cpp b/servers/physics/area_pair_sw.cpp
index 3e8d148f08..d2fef0ab77 100644
--- a/servers/physics/area_pair_sw.cpp
+++ b/servers/physics/area_pair_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "area_pair_sw.h"
#include "collision_solver_sw.h"
diff --git a/servers/physics/area_pair_sw.h b/servers/physics/area_pair_sw.h
index 483f63284b..b66599dd11 100644
--- a/servers/physics/area_pair_sw.h
+++ b/servers/physics/area_pair_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AREA_PAIR_SW_H
#define AREA_PAIR_SW_H
diff --git a/servers/physics/area_sw.cpp b/servers/physics/area_sw.cpp
index 9615708f1d..8f9d4075b8 100644
--- a/servers/physics/area_sw.cpp
+++ b/servers/physics/area_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "area_sw.h"
#include "body_sw.h"
#include "space_sw.h"
diff --git a/servers/physics/area_sw.h b/servers/physics/area_sw.h
index 455c0b5c8b..ae19b0e04e 100644
--- a/servers/physics/area_sw.h
+++ b/servers/physics/area_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AREA_SW_H
#define AREA_SW_H
diff --git a/servers/physics/body_pair_sw.cpp b/servers/physics/body_pair_sw.cpp
index 80e0ad1b07..2a6a9e08ae 100644
--- a/servers/physics/body_pair_sw.cpp
+++ b/servers/physics/body_pair_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "body_pair_sw.h"
#include "collision_solver_sw.h"
@@ -77,6 +78,7 @@ void BodyPairSW::contact_added_callback(const Vector3 &p_point_A, const Vector3
contact.local_A = local_A;
contact.local_B = local_B;
contact.normal = (p_point_A - p_point_B).normalized();
+ contact.mass_normal = 0; // will be computed in setup()
// attempt to determine if the contact will be reused
real_t contact_recycle_radius = space->get_contact_recycle_radius();
diff --git a/servers/physics/body_pair_sw.h b/servers/physics/body_pair_sw.h
index 74fda60998..fd85d77718 100644
--- a/servers/physics/body_pair_sw.h
+++ b/servers/physics/body_pair_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BODY_PAIR_SW_H
#define BODY_PAIR_SW_H
diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp
index 7fa7f0a45d..cc9681193c 100644
--- a/servers/physics/body_sw.cpp
+++ b/servers/physics/body_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "body_sw.h"
#include "area_sw.h"
#include "space_sw.h"
diff --git a/servers/physics/body_sw.h b/servers/physics/body_sw.h
index b6aa76c70a..fd2ab16b84 100644
--- a/servers/physics/body_sw.h
+++ b/servers/physics/body_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BODY_SW_H
#define BODY_SW_H
@@ -244,12 +245,21 @@ public:
biased_angular_velocity += _inv_inertia_tensor.xform(p_j);
}
+ _FORCE_INLINE_ void add_central_force(const Vector3 &p_force) {
+
+ applied_force += p_force;
+ }
+
_FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_pos) {
applied_force += p_force;
applied_torque += p_pos.cross(p_force);
}
+ _FORCE_INLINE_ void add_torque(const Vector3 &p_torque) {
+ applied_torque += p_torque;
+ }
+
void set_active(bool p_active);
_FORCE_INLINE_ bool is_active() const { return active; }
@@ -400,7 +410,9 @@ public:
virtual void set_transform(const Transform &p_transform) { body->set_state(PhysicsServer::BODY_STATE_TRANSFORM, p_transform); }
virtual Transform get_transform() const { return body->get_transform(); }
+ virtual void add_central_force(const Vector3 &p_force) { body->add_central_force(p_force); }
virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos) { body->add_force(p_force, p_pos); }
+ virtual void add_torque(const Vector3 &p_torque) { body->add_torque(p_torque); }
virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) { body->apply_impulse(p_pos, p_j); }
virtual void apply_torque_impulse(const Vector3 &p_j) { body->apply_torque_impulse(p_j); }
diff --git a/servers/physics/broad_phase_basic.cpp b/servers/physics/broad_phase_basic.cpp
index e4eae09c61..52483a8b14 100644
--- a/servers/physics/broad_phase_basic.cpp
+++ b/servers/physics/broad_phase_basic.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "broad_phase_basic.h"
#include "list.h"
#include "print_string.h"
diff --git a/servers/physics/broad_phase_basic.h b/servers/physics/broad_phase_basic.h
index ee683ed840..47fcdb3060 100644
--- a/servers/physics/broad_phase_basic.h
+++ b/servers/physics/broad_phase_basic.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BROAD_PHASE_BASIC_H
#define BROAD_PHASE_BASIC_H
diff --git a/servers/physics/broad_phase_octree.cpp b/servers/physics/broad_phase_octree.cpp
index 3b18a270f0..7f43fbdb6a 100644
--- a/servers/physics/broad_phase_octree.cpp
+++ b/servers/physics/broad_phase_octree.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "broad_phase_octree.h"
#include "collision_object_sw.h"
diff --git a/servers/physics/broad_phase_octree.h b/servers/physics/broad_phase_octree.h
index f894d6ca5a..e7028eba98 100644
--- a/servers/physics/broad_phase_octree.h
+++ b/servers/physics/broad_phase_octree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BROAD_PHASE_OCTREE_H
#define BROAD_PHASE_OCTREE_H
diff --git a/servers/physics/broad_phase_sw.cpp b/servers/physics/broad_phase_sw.cpp
index 3e5b7e72c6..2a490c3e80 100644
--- a/servers/physics/broad_phase_sw.cpp
+++ b/servers/physics/broad_phase_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "broad_phase_sw.h"
BroadPhaseSW::CreateFunction BroadPhaseSW::create_func = NULL;
diff --git a/servers/physics/broad_phase_sw.h b/servers/physics/broad_phase_sw.h
index 5ad3f9a261..7559942cd4 100644
--- a/servers/physics/broad_phase_sw.h
+++ b/servers/physics/broad_phase_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BROAD_PHASE_SW_H
#define BROAD_PHASE_SW_H
diff --git a/servers/physics/collision_object_sw.cpp b/servers/physics/collision_object_sw.cpp
index ef7cd0780f..f7a58a9cf2 100644
--- a/servers/physics/collision_object_sw.cpp
+++ b/servers/physics/collision_object_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "collision_object_sw.h"
#include "servers/physics/physics_server_sw.h"
#include "space_sw.h"
diff --git a/servers/physics/collision_object_sw.h b/servers/physics/collision_object_sw.h
index 254947060b..dee28bb6df 100644
--- a/servers/physics/collision_object_sw.h
+++ b/servers/physics/collision_object_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef COLLISION_OBJECT_SW_H
#define COLLISION_OBJECT_SW_H
@@ -36,7 +37,8 @@
#include "shape_sw.h"
#ifdef DEBUG_ENABLED
-#define MAX_OBJECT_DISTANCE 10000000.0
+#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
+
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
#endif
diff --git a/servers/physics/collision_solver_sat.cpp b/servers/physics/collision_solver_sat.cpp
index f56d311a59..eefb0f0396 100644
--- a/servers/physics/collision_solver_sat.cpp
+++ b/servers/physics/collision_solver_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "collision_solver_sat.h"
#include "geometry.h"
diff --git a/servers/physics/collision_solver_sat.h b/servers/physics/collision_solver_sat.h
index efe9bc87ac..1d83d9889d 100644
--- a/servers/physics/collision_solver_sat.h
+++ b/servers/physics/collision_solver_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef COLLISION_SOLVER_SAT_H
#define COLLISION_SOLVER_SAT_H
diff --git a/servers/physics/collision_solver_sw.cpp b/servers/physics/collision_solver_sw.cpp
index a9431dc6d8..0037b9a862 100644
--- a/servers/physics/collision_solver_sw.cpp
+++ b/servers/physics/collision_solver_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "collision_solver_sw.h"
#include "collision_solver_sat.h"
@@ -89,6 +90,10 @@ bool CollisionSolverSW::solve_ray(const ShapeSW *p_shape_A, const Transform &p_t
return false;
Vector3 support_B = p_transform_B.xform(p);
+ if (ray->get_slips_on_slope()) {
+ Vector3 global_n = ai.basis.xform_inv(n).normalized();
+ support_B = support_A + (support_B - support_A).length() * global_n;
+ }
if (p_result_callback) {
if (p_swap_result)
diff --git a/servers/physics/collision_solver_sw.h b/servers/physics/collision_solver_sw.h
index a40b665ff0..cbcb6b850a 100644
--- a/servers/physics/collision_solver_sw.h
+++ b/servers/physics/collision_solver_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef COLLISION_SOLVER_SW_H
#define COLLISION_SOLVER_SW_H
diff --git a/servers/physics/constraint_sw.h b/servers/physics/constraint_sw.h
index 047513f635..41789600f6 100644
--- a/servers/physics/constraint_sw.h
+++ b/servers/physics/constraint_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef CONSTRAINT_SW_H
#define CONSTRAINT_SW_H
@@ -40,6 +41,7 @@ class ConstraintSW : public RID_Data {
ConstraintSW *island_next;
ConstraintSW *island_list_next;
int priority;
+ bool disabled_collisions_between_bodies;
RID self;
@@ -49,6 +51,7 @@ protected:
_body_count = p_body_count;
island_step = 0;
priority = 1;
+ disabled_collisions_between_bodies = true;
}
public:
@@ -70,6 +73,9 @@ public:
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
+ _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
+ _FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
+
virtual bool setup(real_t p_step) = 0;
virtual void solve(real_t p_step) = 0;
diff --git a/servers/physics/gjk_epa.cpp b/servers/physics/gjk_epa.cpp
index 0f03bd917a..a42b7ed82b 100644
--- a/servers/physics/gjk_epa.cpp
+++ b/servers/physics/gjk_epa.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "gjk_epa.h"
/* Disabling formatting for thirdparty code snippet */
diff --git a/servers/physics/gjk_epa.h b/servers/physics/gjk_epa.h
index 6d8539d365..f6d052608e 100644
--- a/servers/physics/gjk_epa.h
+++ b/servers/physics/gjk_epa.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef GJK_EPA_H
#define GJK_EPA_H
diff --git a/servers/physics/joints/cone_twist_joint_sw.cpp b/servers/physics/joints/cone_twist_joint_sw.cpp
index 617ce125b3..c06f27cc57 100644
--- a/servers/physics/joints/cone_twist_joint_sw.cpp
+++ b/servers/physics/joints/cone_twist_joint_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/cone_twist_joint_sw.h b/servers/physics/joints/cone_twist_joint_sw.h
index 0c722463be..3213562c3f 100644
--- a/servers/physics/joints/cone_twist_joint_sw.h
+++ b/servers/physics/joints/cone_twist_joint_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/generic_6dof_joint_sw.cpp b/servers/physics/joints/generic_6dof_joint_sw.cpp
index b8234be4d9..c95e5cef32 100644
--- a/servers/physics/joints/generic_6dof_joint_sw.cpp
+++ b/servers/physics/joints/generic_6dof_joint_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/generic_6dof_joint_sw.h b/servers/physics/joints/generic_6dof_joint_sw.h
index f6af0b1d6f..b350546c5d 100644
--- a/servers/physics/joints/generic_6dof_joint_sw.h
+++ b/servers/physics/joints/generic_6dof_joint_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/hinge_joint_sw.cpp b/servers/physics/joints/hinge_joint_sw.cpp
index 2edccc26c2..d660eba879 100644
--- a/servers/physics/joints/hinge_joint_sw.cpp
+++ b/servers/physics/joints/hinge_joint_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/hinge_joint_sw.h b/servers/physics/joints/hinge_joint_sw.h
index 8e0f9a4da0..cc8af3b370 100644
--- a/servers/physics/joints/hinge_joint_sw.h
+++ b/servers/physics/joints/hinge_joint_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/jacobian_entry_sw.h b/servers/physics/joints/jacobian_entry_sw.h
index 7aeb06ddd8..42c90c9ae9 100644
--- a/servers/physics/joints/jacobian_entry_sw.h
+++ b/servers/physics/joints/jacobian_entry_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/pin_joint_sw.cpp b/servers/physics/joints/pin_joint_sw.cpp
index ab2ab2299a..a094e6c5ae 100644
--- a/servers/physics/joints/pin_joint_sw.cpp
+++ b/servers/physics/joints/pin_joint_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/pin_joint_sw.h b/servers/physics/joints/pin_joint_sw.h
index f6c11c49b0..7d843f053c 100644
--- a/servers/physics/joints/pin_joint_sw.h
+++ b/servers/physics/joints/pin_joint_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/slider_joint_sw.cpp b/servers/physics/joints/slider_joint_sw.cpp
index 7777de0324..c0e9660b22 100644
--- a/servers/physics/joints/slider_joint_sw.cpp
+++ b/servers/physics/joints/slider_joint_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints/slider_joint_sw.h b/servers/physics/joints/slider_joint_sw.h
index 5079c65707..4df632d75f 100644
--- a/servers/physics/joints/slider_joint_sw.h
+++ b/servers/physics/joints/slider_joint_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics/joints_sw.h b/servers/physics/joints_sw.h
index 29581c7337..af27b1c25b 100644
--- a/servers/physics/joints_sw.h
+++ b/servers/physics/joints_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef JOINTS_SW_H
#define JOINTS_SW_H
diff --git a/servers/physics/physics_server_sw.cpp b/servers/physics/physics_server_sw.cpp
index 0a1d524839..f2dbb635f8 100644
--- a/servers/physics/physics_server_sw.cpp
+++ b/servers/physics/physics_server_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "physics_server_sw.h"
#include "broad_phase_basic.h"
@@ -794,12 +795,12 @@ void PhysicsServerSW::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_v
body->wakeup();
};
-void PhysicsServerSW::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool lock) {
+void PhysicsServerSW::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) {
BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND(!body);
- body->set_axis_lock(p_axis, lock);
+ body->set_axis_lock(p_axis, p_lock);
body->wakeup();
}
@@ -901,7 +902,7 @@ bool PhysicsServerSW::body_is_ray_pickable(RID p_body) const {
return body->is_ray_pickable();
}
-bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, MotionResult *r_result) {
+bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result) {
BodySW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body, false);
@@ -910,7 +911,7 @@ bool PhysicsServerSW::body_test_motion(RID p_body, const Transform &p_from, cons
_update_shapes();
- return body->get_space()->test_body_motion(body, p_from, p_motion, body->get_kinematic_margin(), r_result);
+ return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, body->get_kinematic_margin(), r_result);
}
PhysicsDirectBodyState *PhysicsServerSW::body_get_direct_state(RID p_body) {
@@ -1092,6 +1093,33 @@ int PhysicsServerSW::joint_get_solver_priority(RID p_joint) const {
return joint->get_priority();
}
+void PhysicsServerSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
+ JointSW *joint = joint_owner.get(p_joint);
+ ERR_FAIL_COND(!joint);
+
+ joint->disable_collisions_between_bodies(p_disable);
+
+ if (2 == joint->get_body_count()) {
+ BodySW *body_a = *joint->get_body_ptr();
+ BodySW *body_b = *(joint->get_body_ptr() + 1);
+
+ if (p_disable) {
+ body_add_collision_exception(body_a->get_self(), body_b->get_self());
+ body_add_collision_exception(body_b->get_self(), body_a->get_self());
+ } else {
+ body_remove_collision_exception(body_a->get_self(), body_b->get_self());
+ body_remove_collision_exception(body_b->get_self(), body_a->get_self());
+ }
+ }
+}
+
+bool PhysicsServerSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
+ JointSW *joint = joint_owner.get(p_joint);
+ ERR_FAIL_COND_V(!joint, true);
+
+ return joint->is_disabled_collisions_between_bodies();
+}
+
PhysicsServerSW::JointType PhysicsServerSW::joint_get_type(RID p_joint) const {
JointSW *joint = joint_owner.get(p_joint);
diff --git a/servers/physics/physics_server_sw.h b/servers/physics/physics_server_sw.h
index 71547f24c8..3f56ba26d0 100644
--- a/servers/physics/physics_server_sw.h
+++ b/servers/physics/physics_server_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef PHYSICS_SERVER_SW
#define PHYSICS_SERVER_SW
@@ -224,7 +225,7 @@ public:
virtual void body_set_ray_pickable(RID p_body, bool p_enable);
virtual bool body_is_ray_pickable(RID p_body) const;
- virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, MotionResult *r_result = NULL);
+ virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL);
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState *body_get_direct_state(RID p_body);
@@ -274,6 +275,9 @@ public:
virtual void joint_set_solver_priority(RID p_joint, int p_priority);
virtual int joint_get_solver_priority(RID p_joint) const;
+ virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable);
+ virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const;
+
/* MISC */
virtual void free(RID p_rid);
diff --git a/servers/physics/shape_sw.cpp b/servers/physics/shape_sw.cpp
index b204ff7a33..9d2e5e846d 100644
--- a/servers/physics/shape_sw.cpp
+++ b/servers/physics/shape_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "shape_sw.h"
#include "geometry.h"
@@ -164,6 +165,10 @@ real_t RayShapeSW::get_length() const {
return length;
}
+bool RayShapeSW::get_slips_on_slope() const {
+ return slips_on_slope;
+}
+
void RayShapeSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
// don't think this will be even used
@@ -220,25 +225,31 @@ Vector3 RayShapeSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3();
}
-void RayShapeSW::_setup(real_t p_length) {
+void RayShapeSW::_setup(real_t p_length, bool p_slips_on_slope) {
length = p_length;
+ slips_on_slope = p_slips_on_slope;
configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
}
void RayShapeSW::set_data(const Variant &p_data) {
- _setup(p_data);
+ Dictionary d = p_data;
+ _setup(d["length"], d["slips_on_slope"]);
}
Variant RayShapeSW::get_data() const {
- return length;
+ Dictionary d;
+ d["length"] = length;
+ d["slips_on_slope"] = slips_on_slope;
+ return d;
}
RayShapeSW::RayShapeSW() {
length = 1;
+ slips_on_slope = false;
}
/********** SPHERE *************/
@@ -671,7 +682,7 @@ Vector3 CapsuleShapeSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 CapsuleShapeSW::get_moment_of_inertia(real_t p_mass) const {
- // use crappy AABB approximation
+ // use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
return Vector3(
@@ -942,7 +953,7 @@ Vector3 ConvexPolygonShapeSW::get_closest_point_to(const Vector3 &p_point) const
Vector3 ConvexPolygonShapeSW::get_moment_of_inertia(real_t p_mass) const {
- // use crappy AABB approximation
+ // use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
return Vector3(
@@ -1330,7 +1341,7 @@ void ConcavePolygonShapeSW::cull(const AABB &p_local_aabb, Callback p_callback,
Vector3 ConcavePolygonShapeSW::get_moment_of_inertia(real_t p_mass) const {
- // use crappy AABB approximation
+ // use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
return Vector3(
@@ -1593,7 +1604,7 @@ void HeightMapShapeSW::cull(const AABB &p_local_aabb, Callback p_callback, void
Vector3 HeightMapShapeSW::get_moment_of_inertia(real_t p_mass) const {
- // use crappy AABB approximation
+ // use bad AABB approximation
Vector3 extents = get_aabb().size * 0.5;
return Vector3(
diff --git a/servers/physics/shape_sw.h b/servers/physics/shape_sw.h
index 48832affc9..7be818b23c 100644
--- a/servers/physics/shape_sw.h
+++ b/servers/physics/shape_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef SHAPE_SW_H
#define SHAPE_SW_H
@@ -148,11 +149,13 @@ public:
class RayShapeSW : public ShapeSW {
real_t length;
+ bool slips_on_slope;
- void _setup(real_t p_length);
+ void _setup(real_t p_length, bool p_slips_on_slope);
public:
real_t get_length() const;
+ bool get_slips_on_slope() const;
virtual real_t get_area() const { return 0.0; }
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_RAY; }
@@ -237,7 +240,7 @@ public:
_FORCE_INLINE_ real_t get_height() const { return height; }
_FORCE_INLINE_ real_t get_radius() const { return radius; }
- virtual real_t get_area() { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
+ virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
virtual PhysicsServer::ShapeType get_type() const { return PhysicsServer::SHAPE_CAPSULE; }
diff --git a/servers/physics/space_sw.cpp b/servers/physics/space_sw.cpp
index 9de90fccb2..b604e5cdf6 100644
--- a/servers/physics/space_sw.cpp
+++ b/servers/physics/space_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "space_sw.h"
#include "collision_solver_sw.h"
@@ -540,7 +541,7 @@ int SpaceSW::_cull_aabb_for_body(BodySW *p_body, const AABB &p_aabb) {
return amount;
}
-bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result) {
+bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result) {
//give me back regular physics engine logic
//this is madness
diff --git a/servers/physics/space_sw.h b/servers/physics/space_sw.h
index a7c975fbf6..2452d6a187 100644
--- a/servers/physics/space_sw.h
+++ b/servers/physics/space_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef SPACE_SW_H
#define SPACE_SW_H
@@ -196,7 +197,7 @@ public:
void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; }
uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; }
- bool test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer::MotionResult *r_result);
+ bool test_body_motion(BodySW *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer::MotionResult *r_result);
SpaceSW();
~SpaceSW();
diff --git a/servers/physics/step_sw.cpp b/servers/physics/step_sw.cpp
index 76b097dda6..ad08cb6353 100644
--- a/servers/physics/step_sw.cpp
+++ b/servers/physics/step_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "step_sw.h"
#include "joints_sw.h"
diff --git a/servers/physics/step_sw.h b/servers/physics/step_sw.h
index 56acd8ac37..25e9fedf79 100644
--- a/servers/physics/step_sw.h
+++ b/servers/physics/step_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef STEP_SW_H
#define STEP_SW_H
diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/area_2d_sw.cpp
index d73619ba13..037c92bac6 100644
--- a/servers/physics_2d/area_2d_sw.cpp
+++ b/servers/physics_2d/area_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "area_2d_sw.h"
#include "body_2d_sw.h"
#include "space_2d_sw.h"
diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/area_2d_sw.h
index 622729bfe8..d2058ad5af 100644
--- a/servers/physics_2d/area_2d_sw.h
+++ b/servers/physics_2d/area_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AREA_2D_SW_H
#define AREA_2D_SW_H
diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/area_pair_2d_sw.cpp
index 9b43305a61..9d515d2183 100644
--- a/servers/physics_2d/area_pair_2d_sw.cpp
+++ b/servers/physics_2d/area_pair_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "area_pair_2d_sw.h"
#include "collision_solver_2d_sw.h"
diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/area_pair_2d_sw.h
index 4a046c5f55..243b99a79c 100644
--- a/servers/physics_2d/area_pair_2d_sw.h
+++ b/servers/physics_2d/area_pair_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef AREA_PAIR_2D_SW_H
#define AREA_PAIR_2D_SW_H
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index 2bdde244df..aa063d6c1e 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "body_2d_sw.h"
#include "area_2d_sw.h"
#include "physics_2d_server_sw.h"
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index f7c717a5c6..782adf3416 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BODY_2D_SW_H
#define BODY_2D_SW_H
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index b106b37db0..61c0e0063f 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "body_pair_2d_sw.h"
#include "collision_solver_2d_sw.h"
#include "space_2d_sw.h"
@@ -61,6 +62,7 @@ void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vecto
contact.local_B = local_B;
contact.reused = true;
contact.normal = (p_point_A - p_point_B).normalized();
+ contact.mass_normal = 0; // will be computed in setup()
// attempt to determine if the contact will be reused
diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/body_pair_2d_sw.h
index 4817ea72f6..e54a32fb46 100644
--- a/servers/physics_2d/body_pair_2d_sw.h
+++ b/servers/physics_2d/body_pair_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BODY_PAIR_2D_SW_H
#define BODY_PAIR_2D_SW_H
diff --git a/servers/physics_2d/broad_phase_2d_basic.cpp b/servers/physics_2d/broad_phase_2d_basic.cpp
index e15f47a946..067d86f474 100644
--- a/servers/physics_2d/broad_phase_2d_basic.cpp
+++ b/servers/physics_2d/broad_phase_2d_basic.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "broad_phase_2d_basic.h"
BroadPhase2DBasic::ID BroadPhase2DBasic::create(CollisionObject2DSW *p_object_, int p_subindex) {
diff --git a/servers/physics_2d/broad_phase_2d_basic.h b/servers/physics_2d/broad_phase_2d_basic.h
index 1e9a4280db..f0f0b3df88 100644
--- a/servers/physics_2d/broad_phase_2d_basic.h
+++ b/servers/physics_2d/broad_phase_2d_basic.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BROAD_PHASE_2D_BASIC_H
#define BROAD_PHASE_2D_BASIC_H
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.cpp b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
index db18995bee..1a5b2d5e3a 100644
--- a/servers/physics_2d/broad_phase_2d_hash_grid.cpp
+++ b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "broad_phase_2d_hash_grid.h"
#include "project_settings.h"
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.h b/servers/physics_2d/broad_phase_2d_hash_grid.h
index 8da72c5fe0..5188abc837 100644
--- a/servers/physics_2d/broad_phase_2d_hash_grid.h
+++ b/servers/physics_2d/broad_phase_2d_hash_grid.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BROAD_PHASE_2D_HASH_GRID_H
#define BROAD_PHASE_2D_HASH_GRID_H
diff --git a/servers/physics_2d/broad_phase_2d_sw.cpp b/servers/physics_2d/broad_phase_2d_sw.cpp
index d3840d570e..6e3dce000f 100644
--- a/servers/physics_2d/broad_phase_2d_sw.cpp
+++ b/servers/physics_2d/broad_phase_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "broad_phase_2d_sw.h"
BroadPhase2DSW::CreateFunction BroadPhase2DSW::create_func = NULL;
diff --git a/servers/physics_2d/broad_phase_2d_sw.h b/servers/physics_2d/broad_phase_2d_sw.h
index 7e7fc7d1da..80ae970624 100644
--- a/servers/physics_2d/broad_phase_2d_sw.h
+++ b/servers/physics_2d/broad_phase_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef BROAD_PHASE_2D_SW_H
#define BROAD_PHASE_2D_SW_H
diff --git a/servers/physics_2d/collision_object_2d_sw.cpp b/servers/physics_2d/collision_object_2d_sw.cpp
index b68fa14f4b..23084a4241 100644
--- a/servers/physics_2d/collision_object_2d_sw.cpp
+++ b/servers/physics_2d/collision_object_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "collision_object_2d_sw.h"
#include "space_2d_sw.h"
@@ -72,6 +73,27 @@ void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_
_shapes_changed();
}
+void CollisionObject2DSW::set_shape_as_disabled(int p_idx, bool p_disabled) {
+ ERR_FAIL_INDEX(p_idx, shapes.size());
+
+ CollisionObject2DSW::Shape &shape = shapes[p_idx];
+ if (shape.disabled == p_disabled)
+ return;
+
+ shape.disabled = p_disabled;
+
+ if (!space)
+ return;
+
+ if (p_disabled && shape.bpid != 0) {
+ space->get_broadphase()->remove(shape.bpid);
+ shape.bpid = 0;
+ _update_shapes();
+ } else if (!p_disabled && shape.bpid == 0) {
+ _update_shapes(); // automatically adds shape with bpid == 0
+ }
+}
+
void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) {
//remove a shape, all the times it appears
@@ -99,6 +121,7 @@ void CollisionObject2DSW::remove_shape(int p_index) {
shapes[p_index].shape->remove_owner(this);
shapes.remove(p_index);
+ _update_shapes();
_shapes_changed();
}
@@ -137,6 +160,10 @@ void CollisionObject2DSW::_update_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes[i];
+
+ if (s.disabled)
+ continue;
+
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i);
space->get_broadphase()->set_static(s.bpid, _static);
@@ -161,6 +188,9 @@ void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes[i];
+ if (s.disabled)
+ continue;
+
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i);
space->get_broadphase()->set_static(s.bpid, _static);
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h
index 627ba8ea15..ab3e219ac0 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/collision_object_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef COLLISION_OBJECT_2D_SW_H
#define COLLISION_OBJECT_2D_SW_H
@@ -135,10 +136,7 @@ public:
_FORCE_INLINE_ Transform2D get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space2DSW *get_space() const { return space; }
- _FORCE_INLINE_ void set_shape_as_disabled(int p_idx, bool p_disabled) {
- ERR_FAIL_INDEX(p_idx, shapes.size());
- shapes[p_idx].disabled = p_disabled;
- }
+ void set_shape_as_disabled(int p_idx, bool p_disabled);
_FORCE_INLINE_ bool is_shape_set_as_disabled(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
return shapes[p_idx].disabled;
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp
index bf8478d0b1..0d1ffca50d 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/collision_solver_2d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "collision_solver_2d_sat.h"
#include "geometry.h"
diff --git a/servers/physics_2d/collision_solver_2d_sat.h b/servers/physics_2d/collision_solver_2d_sat.h
index 520083c5fa..ba35c63fbc 100644
--- a/servers/physics_2d/collision_solver_2d_sat.h
+++ b/servers/physics_2d/collision_solver_2d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef COLLISION_SOLVER_2D_SAT_H
#define COLLISION_SOLVER_2D_SAT_H
diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/collision_solver_2d_sw.cpp
index d66b917bcd..efee98a35a 100644
--- a/servers/physics_2d/collision_solver_2d_sw.cpp
+++ b/servers/physics_2d/collision_solver_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "collision_solver_2d_sw.h"
#include "collision_solver_2d_sat.h"
@@ -94,6 +95,10 @@ bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Transf
}
Vector2 support_B = p_transform_B.xform(p);
+ if (ray->get_slips_on_slope()) {
+ Vector2 global_n = invb.basis_xform_inv(n).normalized();
+ support_B = support_A + (support_B - support_A).length() * global_n;
+ }
if (p_result_callback) {
if (p_swap_result)
diff --git a/servers/physics_2d/collision_solver_2d_sw.h b/servers/physics_2d/collision_solver_2d_sw.h
index 9f3d348e91..e39c41fb75 100644
--- a/servers/physics_2d/collision_solver_2d_sw.h
+++ b/servers/physics_2d/collision_solver_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef COLLISION_SOLVER_2D_SW_H
#define COLLISION_SOLVER_2D_SW_H
diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/constraint_2d_sw.h
index 252d0ee9b4..c1954935d3 100644
--- a/servers/physics_2d/constraint_2d_sw.h
+++ b/servers/physics_2d/constraint_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef CONSTRAINT_2D_SW_H
#define CONSTRAINT_2D_SW_H
@@ -39,6 +40,7 @@ class Constraint2DSW : public RID_Data {
uint64_t island_step;
Constraint2DSW *island_next;
Constraint2DSW *island_list_next;
+ bool disabled_collisions_between_bodies;
RID self;
@@ -47,6 +49,7 @@ protected:
_body_ptr = p_body_ptr;
_body_count = p_body_count;
island_step = 0;
+ disabled_collisions_between_bodies = true;
}
public:
@@ -65,6 +68,9 @@ public:
_FORCE_INLINE_ Body2DSW **get_body_ptr() const { return _body_ptr; }
_FORCE_INLINE_ int get_body_count() const { return _body_count; }
+ _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; }
+ _FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
+
virtual bool setup(real_t p_step) = 0;
virtual void solve(real_t p_step) = 0;
diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/joints_2d_sw.cpp
index caeb62d74f..d49c1b8376 100644
--- a/servers/physics_2d/joints_2d_sw.cpp
+++ b/servers/physics_2d/joints_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "joints_2d_sw.h"
#include "space_2d_sw.h"
@@ -145,14 +146,19 @@ bool PinJoint2DSW::setup(real_t p_step) {
return true;
}
+inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) {
+
+ return Vector2(p_other * p_vec.y, -p_other * p_vec.x);
+}
+
void PinJoint2DSW::solve(real_t p_step) {
// compute relative velocity
- Vector2 vA = A->get_linear_velocity() - rA.cross(A->get_angular_velocity());
+ Vector2 vA = A->get_linear_velocity() - custom_cross(rA, A->get_angular_velocity());
Vector2 rel_vel;
if (B)
- rel_vel = B->get_linear_velocity() - rB.cross(B->get_angular_velocity()) - vA;
+ rel_vel = B->get_linear_velocity() - custom_cross(rB, B->get_angular_velocity()) - vA;
else
rel_vel = -vA;
diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/joints_2d_sw.h
index 0e5e8012b6..e2002eef0d 100644
--- a/servers/physics_2d/joints_2d_sw.h
+++ b/servers/physics_2d/joints_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef JOINTS_2D_SW_H
#define JOINTS_2D_SW_H
diff --git a/servers/physics_2d/physics_2d_server_sw.cpp b/servers/physics_2d/physics_2d_server_sw.cpp
index 475a3fe3b3..a14fed8184 100644
--- a/servers/physics_2d/physics_2d_server_sw.cpp
+++ b/servers/physics_2d/physics_2d_server_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "physics_2d_server_sw.h"
#include "broad_phase_2d_basic.h"
#include "broad_phase_2d_hash_grid.h"
@@ -961,14 +962,14 @@ void Physics2DServerSW::body_set_pickable(RID p_body, bool p_pickable) {
body->set_pickable(p_pickable);
}
-bool Physics2DServerSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, MotionResult *r_result) {
+bool Physics2DServerSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, MotionResult *r_result) {
Body2DSW *body = body_owner.get(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
- return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result);
+ return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, p_margin, r_result);
}
Physics2DDirectBodyState *Physics2DServerSW::body_get_direct_state(RID p_body) {
@@ -1014,6 +1015,33 @@ real_t Physics2DServerSW::joint_get_param(RID p_joint, JointParam p_param) const
return 0;
}
+void Physics2DServerSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
+ Joint2DSW *joint = joint_owner.get(p_joint);
+ ERR_FAIL_COND(!joint);
+
+ joint->disable_collisions_between_bodies(p_disable);
+
+ if (2 == joint->get_body_count()) {
+ Body2DSW *body_a = *joint->get_body_ptr();
+ Body2DSW *body_b = *(joint->get_body_ptr() + 1);
+
+ if (p_disable) {
+ body_add_collision_exception(body_a->get_self(), body_b->get_self());
+ body_add_collision_exception(body_b->get_self(), body_a->get_self());
+ } else {
+ body_remove_collision_exception(body_a->get_self(), body_b->get_self());
+ body_remove_collision_exception(body_b->get_self(), body_a->get_self());
+ }
+ }
+}
+
+bool Physics2DServerSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
+ const Joint2DSW *joint = joint_owner.get(p_joint);
+ ERR_FAIL_COND_V(!joint, true);
+
+ return joint->is_disabled_collisions_between_bodies();
+}
+
RID Physics2DServerSW::pin_joint_create(const Vector2 &p_pos, RID p_body_a, RID p_body_b) {
Body2DSW *A = body_owner.get(p_body_a);
diff --git a/servers/physics_2d/physics_2d_server_sw.h b/servers/physics_2d/physics_2d_server_sw.h
index 171a0b7a81..036eb934e1 100644
--- a/servers/physics_2d/physics_2d_server_sw.h
+++ b/servers/physics_2d/physics_2d_server_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef PHYSICS_2D_SERVER_SW
#define PHYSICS_2D_SERVER_SW
@@ -231,7 +232,7 @@ public:
virtual void body_set_pickable(RID p_body, bool p_pickable);
- virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = NULL);
+ virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = NULL);
// this function only works on physics process, errors and returns null otherwise
virtual Physics2DDirectBodyState *body_get_direct_state(RID p_body);
@@ -241,6 +242,9 @@ public:
virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value);
virtual real_t joint_get_param(RID p_joint, JointParam p_param) const;
+ virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disabled);
+ virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const;
+
virtual RID pin_joint_create(const Vector2 &p_pos, RID p_body_a, RID p_body_b = RID());
virtual RID groove_joint_create(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b);
virtual RID damped_spring_joint_create(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID());
diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.cpp b/servers/physics_2d/physics_2d_server_wrap_mt.cpp
index 0e5bd82599..804b93ecd8 100644
--- a/servers/physics_2d/physics_2d_server_wrap_mt.cpp
+++ b/servers/physics_2d/physics_2d_server_wrap_mt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "physics_2d_server_wrap_mt.h"
#include "os/os.h"
diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.h b/servers/physics_2d/physics_2d_server_wrap_mt.h
index cbc316cb7a..a15e8bde8b 100644
--- a/servers/physics_2d/physics_2d_server_wrap_mt.h
+++ b/servers/physics_2d/physics_2d_server_wrap_mt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef PHYSICS2DSERVERWRAPMT_H
#define PHYSICS2DSERVERWRAPMT_H
@@ -244,10 +245,10 @@ public:
FUNC2(body_set_pickable, RID, bool);
- bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = NULL) {
+ bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin = 0.001, MotionResult *r_result = NULL) {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result);
+ return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r_result);
}
// this function only works on physics process, errors and returns null otherwise
@@ -262,6 +263,9 @@ public:
FUNC3(joint_set_param, RID, JointParam, real_t);
FUNC2RC(real_t, joint_get_param, RID, JointParam);
+ FUNC2(joint_disable_collisions_between_bodies, RID, const bool);
+ FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID);
+
///FUNC3RID(pin_joint,const Vector2&,RID,RID);
///FUNC5RID(groove_joint,const Vector2&,const Vector2&,const Vector2&,RID,RID);
///FUNC4RID(damped_spring_joint,const Vector2&,const Vector2&,RID,RID);
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index 20d0d38b17..2b0eab5999 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "shape_2d_sw.h"
#include "geometry.h"
@@ -183,13 +184,18 @@ real_t RayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale)
void RayShape2DSW::set_data(const Variant &p_data) {
- length = p_data;
+ Dictionary d = p_data;
+ length = d["length"];
+ slips_on_slope = d["slips_on_slope"];
configure(Rect2(0, 0, 0.001, length));
}
Variant RayShape2DSW::get_data() const {
- return length;
+ Dictionary d;
+ d["length"] = length;
+ d["slips_on_slope"] = slips_on_slope;
+ return d;
}
/*********************************************************/
@@ -588,7 +594,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec
for (int i = 0; i < point_count; i++) {
- //hmm crap.. no can do..
+ //hmm.. no can do..
/*
if (d.dot(points[i].normal)>=0)
continue;
@@ -1005,6 +1011,10 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, Callback p_callbac
stack[i]=0;
*/
+ if (segments.size() == 0 || points.size() == 0 || bvh.size() == 0) {
+ return;
+ }
+
int level = 0;
const Segment *segmentptr = &segments[0];
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h
index 0128f7ee70..d937301f3c 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/shape_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef SHAPE_2D_2DSW_H
#define SHAPE_2D_2DSW_H
@@ -196,9 +197,11 @@ public:
class RayShape2DSW : public Shape2DSW {
real_t length;
+ bool slips_on_slope;
public:
_FORCE_INLINE_ real_t get_length() const { return length; }
+ _FORCE_INLINE_ bool get_slips_on_slope() const { return slips_on_slope; }
virtual Physics2DServer::ShapeType get_type() const { return Physics2DServer::SHAPE_RAY; }
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 6de58cfbc0..503ca0af4a 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,11 +27,13 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "space_2d_sw.h"
#include "collision_solver_2d_sw.h"
#include "pair.h"
#include "physics_2d_server_sw.h"
+
_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask) {
return p_object->get_collision_layer() & p_collision_mask;
@@ -482,7 +484,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
return amount;
}
-bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, Physics2DServer::MotionResult *r_result) {
+bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, Physics2DServer::MotionResult *r_result) {
//give me back regular physics engine logic
//this is madness
@@ -549,6 +551,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
const CollisionObject2DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
+ if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
+ const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
+ if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
+ continue;
+ }
+ }
+
if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
@@ -637,6 +646,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
int col_shape_idx = intersection_query_subindex_results[i];
Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx);
+ if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
+ const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
+ if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
+ continue;
+ }
+ }
+
bool excluded = false;
for (int k = 0; k < excluded_shape_pair_count; k++) {
@@ -767,6 +783,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
const CollisionObject2DSW *col_obj = intersection_query_results[i];
int shape_idx = intersection_query_subindex_results[i];
+ if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
+ const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
+ if (p_infinite_inertia && Physics2DServer::BODY_MODE_STATIC != b->get_mode() && Physics2DServer::BODY_MODE_KINEMATIC != b->get_mode()) {
+ continue;
+ }
+ }
+
Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
bool excluded = false;
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h
index f41a0dbeb1..79349c46f3 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/space_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef SPACE_2D_SW_H
#define SPACE_2D_SW_H
@@ -181,7 +182,7 @@ public:
int get_collision_pairs() const { return collision_pairs; }
- bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, Physics2DServer::MotionResult *r_result);
+ bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, Physics2DServer::MotionResult *r_result);
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
_FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.empty(); }
diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/step_2d_sw.cpp
index 8d6adf004d..6108b885f0 100644
--- a/servers/physics_2d/step_2d_sw.cpp
+++ b/servers/physics_2d/step_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "step_2d_sw.h"
#include "os/os.h"
diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/step_2d_sw.h
index 41227d8e9a..4aa669d3a7 100644
--- a/servers/physics_2d/step_2d_sw.h
+++ b/servers/physics_2d/step_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef STEP_2D_SW_H
#define STEP_2D_SW_H
diff --git a/servers/physics_2d_server.cpp b/servers/physics_2d_server.cpp
index dad4711c07..fafc239c7f 100644
--- a/servers/physics_2d_server.cpp
+++ b/servers/physics_2d_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,7 +27,9 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "physics_2d_server.h"
+#include "core/method_bind_ext.gen.inc"
#include "core/project_settings.h"
#include "print_string.h"
@@ -107,6 +109,17 @@ void Physics2DDirectBodyState::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_step"), &Physics2DDirectBodyState::get_step);
ClassDB::bind_method(D_METHOD("integrate_forces"), &Physics2DDirectBodyState::integrate_forces);
ClassDB::bind_method(D_METHOD("get_space_state"), &Physics2DDirectBodyState::get_space_state);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "step"), "", "get_step");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "inverse_mass"), "", "get_inverse_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "inverse_inertia"), "", "get_inverse_inertia");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "total_angular_damp"), "", "get_total_angular_damp");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "total_linear_damp"), "", "get_total_linear_damp");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "total_gravity"), "", "get_total_gravity");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
}
Physics2DDirectBodyState::Physics2DDirectBodyState() {}
@@ -156,9 +169,9 @@ float Physics2DShapeQueryParameters::get_margin() const {
return margin;
}
-void Physics2DShapeQueryParameters::set_collision_mask(int p_collision_layer) {
+void Physics2DShapeQueryParameters::set_collision_mask(int p_collision_mask) {
- collision_mask = p_collision_layer;
+ collision_mask = p_collision_mask;
}
int Physics2DShapeQueryParameters::get_collision_mask() const {
@@ -203,6 +216,14 @@ void Physics2DShapeQueryParameters::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &Physics2DShapeQueryParameters::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &Physics2DShapeQueryParameters::get_exclude);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::_RID) + ":"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
+ //ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", ""); // FIXME: Lacks a getter
+ ADD_PROPERTY(PropertyInfo(Variant::_RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
}
Physics2DShapeQueryParameters::Physics2DShapeQueryParameters() {
@@ -435,6 +456,16 @@ void Physics2DTestMotionResult::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_collider_rid"), &Physics2DTestMotionResult::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider"), &Physics2DTestMotionResult::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &Physics2DTestMotionResult::get_collider_shape);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "", "get_motion");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_remainder"), "", "get_motion_remainder");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collision_point"), "", "get_collision_point");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collision_normal"), "", "get_collision_normal");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id", PROPERTY_HINT_OBJECT_ID), "", "get_collider_id");
+ ADD_PROPERTY(PropertyInfo(Variant::_RID, "collider_rid"), "", "get_collider_rid");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
}
Physics2DTestMotionResult::Physics2DTestMotionResult() {
@@ -446,12 +477,12 @@ Physics2DTestMotionResult::Physics2DTestMotionResult() {
///////////////////////////////////////
-bool Physics2DServer::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
+bool Physics2DServer::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
MotionResult *r = NULL;
if (p_result.is_valid())
r = p_result->get_result_ptr();
- return body_test_motion(p_body, p_from, p_motion, p_margin, r);
+ return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r);
}
void Physics2DServer::_bind_methods() {
@@ -568,7 +599,7 @@ void Physics2DServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_force_integration_callback", "body", "receiver", "method", "userdata"), &Physics2DServer::body_set_force_integration_callback, DEFVAL(Variant()));
- ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "margin", "result"), &Physics2DServer::_body_test_motion, DEFVAL(0.08), DEFVAL(Variant()));
+ ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result"), &Physics2DServer::_body_test_motion, DEFVAL(0.08), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &Physics2DServer::body_get_direct_state);
diff --git a/servers/physics_2d_server.h b/servers/physics_2d_server.h
index c57503f06e..ba5232f7fe 100644
--- a/servers/physics_2d_server.h
+++ b/servers/physics_2d_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef PHYSICS_2D_SERVER_H
#define PHYSICS_2D_SERVER_H
@@ -216,7 +217,7 @@ class Physics2DServer : public Object {
static Physics2DServer *singleton;
- virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
+ virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
protected:
static void _bind_methods();
@@ -478,7 +479,7 @@ public:
Variant collider_metadata;
};
- virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, float p_margin = 0.001, MotionResult *r_result = NULL) = 0;
+ virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.001, MotionResult *r_result = NULL) = 0;
/* JOINT API */
@@ -498,6 +499,9 @@ public:
virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value) = 0;
virtual real_t joint_get_param(RID p_joint, JointParam p_param) const = 0;
+ virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) = 0;
+ virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const = 0;
+
virtual RID pin_joint_create(const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) = 0;
virtual RID groove_joint_create(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) = 0;
virtual RID damped_spring_joint_create(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) = 0;
diff --git a/servers/physics_server.cpp b/servers/physics_server.cpp
index 2aef12f04c..08af26c24b 100644
--- a/servers/physics_server.cpp
+++ b/servers/physics_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "physics_server.h"
#include "core/project_settings.h"
#include "print_string.h"
@@ -91,9 +92,11 @@ void PhysicsDirectBodyState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsDirectBodyState::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsDirectBodyState::get_transform);
+ ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState::add_central_force);
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState::add_force);
+ ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState::add_torque);
ClassDB::bind_method(D_METHOD("apply_impulse", "position", "j"), &PhysicsDirectBodyState::apply_impulse);
- ClassDB::bind_method(D_METHOD("apply_torqe_impulse", "j"), &PhysicsDirectBodyState::apply_torque_impulse);
+ ClassDB::bind_method(D_METHOD("apply_torque_impulse", "j"), &PhysicsDirectBodyState::apply_torque_impulse);
ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState::set_sleep_state);
ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState::is_sleeping);
@@ -112,6 +115,19 @@ void PhysicsDirectBodyState::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_step"), &PhysicsDirectBodyState::get_step);
ClassDB::bind_method(D_METHOD("integrate_forces"), &PhysicsDirectBodyState::integrate_forces);
ClassDB::bind_method(D_METHOD("get_space_state"), &PhysicsDirectBodyState::get_space_state);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "step"), "", "get_step");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "inverse_mass"), "", "get_inverse_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "total_angular_damp"), "", "get_total_angular_damp");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "total_linear_damp"), "", "get_total_linear_damp");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inverse_inertia"), "", "get_inverse_inertia");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "total_gravity"), "", "get_total_gravity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass"), "", "get_center_of_mass");
+ ADD_PROPERTY(PropertyInfo(Variant::BASIS, "principal_inertia_axes"), "", "get_principal_inertia_axes");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
}
PhysicsDirectBodyState::PhysicsDirectBodyState() {}
@@ -197,6 +213,13 @@ void PhysicsShapeQueryParameters::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsShapeQueryParameters::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsShapeQueryParameters::get_exclude);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::_RID) + ":"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
+ //ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", ""); // FIXME: Lacks a getter
+ ADD_PROPERTY(PropertyInfo(Variant::_RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "transform"), "set_transform", "get_transform");
}
PhysicsShapeQueryParameters::PhysicsShapeQueryParameters() {
@@ -580,6 +603,8 @@ void PhysicsServer::_bind_methods() {
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_RESTITUTION);
BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_DAMPING);
+ BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY);
+ BIND_ENUM_CONSTANT(G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_LOWER_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_UPPER_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS);
@@ -593,6 +618,7 @@ void PhysicsServer::_bind_methods() {
BIND_ENUM_CONSTANT(G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT);
BIND_ENUM_CONSTANT(G6DOF_JOINT_FLAG_ENABLE_MOTOR);
+ BIND_ENUM_CONSTANT(G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR);
ClassDB::bind_method(D_METHOD("joint_get_type", "joint"), &PhysicsServer::joint_get_type);
diff --git a/servers/physics_server.h b/servers/physics_server.h
index 341d02eb87..6712bee8dc 100644
--- a/servers/physics_server.h
+++ b/servers/physics_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef PHYSICS_SERVER_H
#define PHYSICS_SERVER_H
@@ -62,7 +63,9 @@ public:
virtual void set_transform(const Transform &p_transform) = 0;
virtual Transform get_transform() const = 0;
+ virtual void add_central_force(const Vector3 &p_force) = 0;
virtual void add_force(const Vector3 &p_force, const Vector3 &p_pos) = 0;
+ virtual void add_torque(const Vector3 &p_torque) = 0;
virtual void apply_impulse(const Vector3 &p_pos, const Vector3 &p_j) = 0;
virtual void apply_torque_impulse(const Vector3 &p_j) = 0;
@@ -117,7 +120,7 @@ public:
void set_margin(float p_margin);
float get_margin() const;
- void set_collision_mask(int p_collision_layer);
+ void set_collision_mask(int p_collision_mask);
int get_collision_mask() const;
void set_exclude(const Vector<RID> &p_exclude);
@@ -471,7 +474,7 @@ public:
Variant collider_metadata;
};
- virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, MotionResult *r_result = NULL) = 0;
+ virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = NULL) = 0;
/* JOINT API */
@@ -490,6 +493,9 @@ public:
virtual void joint_set_solver_priority(RID p_joint, int p_priority) = 0;
virtual int joint_get_solver_priority(RID p_joint) const = 0;
+ virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) = 0;
+ virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const = 0;
+
virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) = 0;
enum PinJointParam {
@@ -588,6 +594,8 @@ public:
G6DOF_JOINT_LINEAR_LIMIT_SOFTNESS,
G6DOF_JOINT_LINEAR_RESTITUTION,
G6DOF_JOINT_LINEAR_DAMPING,
+ G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY,
+ G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT,
G6DOF_JOINT_ANGULAR_LOWER_LIMIT,
G6DOF_JOINT_ANGULAR_UPPER_LIMIT,
G6DOF_JOINT_ANGULAR_LIMIT_SOFTNESS,
@@ -605,6 +613,7 @@ public:
G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT,
G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT,
G6DOF_JOINT_FLAG_ENABLE_MOTOR,
+ G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR,
G6DOF_JOINT_FLAG_MAX
};
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index 99493afc40..1bad7e652b 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "register_server_types.h"
#include "engine.h"
#include "project_settings.h"
@@ -79,6 +80,7 @@ static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsag
ShaderTypes *shader_types = NULL;
PhysicsServer *_createGodotPhysicsCallback() {
+ WARN_PRINT("The GodotPhysics 3D physics engine is deprecated and will be removed in Godot 3.2. You should use the Bullet physics engine instead (configurable in your project settings).");
return memnew(PhysicsServerSW);
}
@@ -162,8 +164,8 @@ void register_server_types() {
GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT");
ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServerManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
- PhysicsServerManager::register_server("GodotPhysics", &_createGodotPhysicsCallback);
- PhysicsServerManager::set_default_server("GodotPhysics");
+ PhysicsServerManager::register_server("GodotPhysics - deprecated", &_createGodotPhysicsCallback);
+ PhysicsServerManager::set_default_server("GodotPhysics - deprecated");
}
void unregister_server_types() {
diff --git a/servers/register_server_types.h b/servers/register_server_types.h
index e53626ca30..0af41ae424 100644
--- a/servers/register_server_types.h
+++ b/servers/register_server_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef REGISTER_SERVER_TYPES_H
#define REGISTER_SERVER_TYPES_H
diff --git a/servers/server_wrap_mt_common.h b/servers/server_wrap_mt_common.h
index 0416dc6762..4681dd46f0 100644
--- a/servers/server_wrap_mt_common.h
+++ b/servers/server_wrap_mt_common.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/visual/rasterizer.cpp b/servers/visual/rasterizer.cpp
index fd594fa3ee..be46690e55 100644
--- a/servers/visual/rasterizer.cpp
+++ b/servers/visual/rasterizer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "rasterizer.h"
#include "os/os.h"
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 667a0f5742..8d8e9e693e 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef RASTERIZER_H
#define RASTERIZER_H
@@ -174,6 +175,7 @@ public:
virtual RID texture_create() = 0;
virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) = 0;
virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) = 0;
+ virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) = 0;
virtual Ref<Image> texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const = 0;
virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
virtual uint32_t texture_get_flags(RID p_texture) const = 0;
@@ -324,6 +326,7 @@ public:
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
+ virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
/* Light API */
@@ -512,6 +515,7 @@ public:
RENDER_TARGET_NO_3D,
RENDER_TARGET_NO_SAMPLING,
RENDER_TARGET_HDR,
+ RENDER_TARGET_KEEP_3D_LINEAR,
RENDER_TARGET_FLAG_MAX
};
@@ -734,6 +738,8 @@ public:
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
+ Vector<int> bones;
+ Vector<float> weights;
RID texture;
RID normal_map;
int count;
@@ -748,14 +754,16 @@ public:
struct CommandMesh : public Command {
RID mesh;
- RID skeleton;
+ RID texture;
+ RID normal_map;
CommandMesh() { type = TYPE_MESH; }
};
struct CommandMultiMesh : public Command {
RID multimesh;
- RID skeleton;
+ RID texture;
+ RID normal_map;
CommandMultiMesh() { type = TYPE_MULTIMESH; }
};
@@ -809,6 +817,8 @@ public:
mutable bool rect_dirty;
mutable Rect2 rect;
RID material;
+ RID skeleton;
+
Item *next;
struct CopyBackBuffer {
@@ -919,7 +929,7 @@ public:
case Item::Command::TYPE_MESH: {
const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
- AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, mesh->skeleton);
+ AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
@@ -1011,7 +1021,7 @@ public:
virtual void canvas_begin() = 0;
virtual void canvas_end() = 0;
- virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) = 0;
+ virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) = 0;
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
struct LightOccluderInstance : public RID_Data {
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 834505df9a..d399c548f3 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "shader_language.h"
#include "os/os.h"
#include "print_string.h"
@@ -123,6 +124,9 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
"TYPE_ISAMPLER2D",
"TYPE_USAMPLER2D",
"TYPE_SAMPLERCUBE",
+ "INTERPOLATION_FLAT",
+ "INTERPOLATION_NO_PERSPECTIVE",
+ "INTERPOLATION_SMOOTH",
"PRECISION_LOW",
"PRECISION_MID",
"PRECISION_HIGH",
@@ -334,6 +338,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
while (true) {
if (GETCHAR(0) == '\n') {
+ tk_line++;
char_idx++;
break;
}
@@ -1372,6 +1377,17 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "bvec4", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID } },
//builtins - trigonometry
+
+ { "radians", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
+ { "radians", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "radians", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "radians", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+
+ { "degrees", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
+ { "degrees", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "degrees", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "degrees", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+
{ "sin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
{ "sin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
{ "sin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
@@ -1421,6 +1437,21 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "tanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
{ "tanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+ { "asinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
+ { "asinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "asinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "asinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+
+ { "acosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
+ { "acosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "acosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "acosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+
+ { "atanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
+ { "atanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "atanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "atanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+
//builtins - exponential
{ "pow", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID } },
{ "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID } },
@@ -1434,6 +1465,14 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "log", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
{ "log", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
{ "log", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+ { "exp2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
+ { "exp2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "exp2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "exp2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+ { "log2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
+ { "log2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "log2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "log2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
{ "sqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
{ "sqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
{ "sqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
@@ -1453,11 +1492,6 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "abs", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID } },
{ "abs", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID } },
- { "abs", TYPE_UINT, { TYPE_UINT, TYPE_VOID } },
- { "abs", TYPE_UVEC2, { TYPE_UVEC2, TYPE_VOID } },
- { "abs", TYPE_UVEC3, { TYPE_UVEC3, TYPE_VOID } },
- { "abs", TYPE_UVEC4, { TYPE_UVEC4, TYPE_VOID } },
-
{ "sign", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
{ "sign", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
{ "sign", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
@@ -1480,6 +1514,10 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "round", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
{ "round", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
{ "round", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
+ { "roundEven", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
+ { "roundEven", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "roundEven", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "roundEven", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } },
{ "ceil", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } },
{ "ceil", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } },
{ "ceil", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } },
@@ -1568,7 +1606,7 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID } },
{ "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID } },
{ "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_BOOL, TYPE_VOID } },
- { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_BVEC3, TYPE_VOID } },
+ { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_BVEC4, TYPE_VOID } },
{ "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID } },
{ "step", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID } },
@@ -1601,10 +1639,10 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "floatBitsToInt", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID } },
{ "floatBitsToInt", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID } },
- { "floatBitsToUInt", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID } },
- { "floatBitsToUInt", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID } },
- { "floatBitsToUInt", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID } },
- { "floatBitsToUInt", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID } },
+ { "floatBitsToUint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID } },
+ { "floatBitsToUint", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "floatBitsToUint", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "floatBitsToUint", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID } },
{ "intBitsToFloat", TYPE_FLOAT, { TYPE_INT, TYPE_VOID } },
{ "intBitsToFloat", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID } },
@@ -2169,6 +2207,37 @@ ShaderLanguage::DataType ShaderLanguage::get_scalar_type(DataType p_type) {
return scalar_types[p_type];
}
+int ShaderLanguage::get_cardinality(DataType p_type) {
+ static const int cardinality_table[] = {
+ 0,
+ 1,
+ 2,
+ 3,
+ 4,
+ 1,
+ 2,
+ 3,
+ 4,
+ 1,
+ 2,
+ 3,
+ 4,
+ 1,
+ 2,
+ 3,
+ 4,
+ 2,
+ 3,
+ 4,
+ 1,
+ 1,
+ 1,
+ 1,
+ };
+
+ return cardinality_table[p_type];
+}
+
bool ShaderLanguage::_get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier) {
identifier = StringName();
@@ -2639,7 +2708,6 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return NULL;
}
- bool index_valid = false;
DataType member_type = TYPE_VOID;
switch (expr->get_datatype()) {
@@ -2658,7 +2726,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
_set_error("Only integer constants are allowed as index at the moment");
return NULL;
}
- index_valid = true;
+
switch (expr->get_datatype()) {
case TYPE_BVEC2: member_type = TYPE_BOOL; break;
case TYPE_VEC2: member_type = TYPE_FLOAT; break;
@@ -2683,7 +2751,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
_set_error("Only integer constants are allowed as index at the moment");
return NULL;
}
- index_valid = true;
+
switch (expr->get_datatype()) {
case TYPE_BVEC3: member_type = TYPE_BOOL; break;
case TYPE_VEC3: member_type = TYPE_FLOAT; break;
@@ -2707,7 +2775,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
_set_error("Only integer constants are allowed as index at the moment");
return NULL;
}
- index_valid = true;
+
switch (expr->get_datatype()) {
case TYPE_BVEC4: member_type = TYPE_BOOL; break;
case TYPE_VEC4: member_type = TYPE_FLOAT; break;
@@ -2722,11 +2790,6 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
}
- if (!index_valid) {
- _set_error("Invalid index");
- return NULL;
- }
-
OperatorNode *op = alloc_node<OperatorNode>();
op->op = OP_INDEX;
op->return_cache = member_type;
@@ -2928,7 +2991,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
expr_pos++;
if (expr_pos == expression.size()) {
//can happen..
- _set_error("Unexpected end of expression..");
+ _set_error("Unexpected end of expression...");
return NULL;
}
}
@@ -2965,12 +3028,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else if (is_ternary) {
if (next_op < 1 || next_op >= (expression.size() - 1)) {
- _set_error("Parser bug..");
+ _set_error("Parser bug...");
ERR_FAIL_V(NULL);
}
if (next_op + 2 >= expression.size() || !expression[next_op + 2].is_op || expression[next_op + 2].op != OP_SELECT_ELSE) {
- _set_error("Mising matching ':' for select operator");
+ _set_error("Missing matching ':' for select operator");
return NULL;
}
@@ -3001,7 +3064,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else {
if (next_op < 1 || next_op >= (expression.size() - 1)) {
- _set_error("Parser bug..");
+ _set_error("Parser bug...");
ERR_FAIL_V(NULL);
}
@@ -3010,7 +3073,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (expression[next_op - 1].is_op) {
- _set_error("Parser bug..");
+ _set_error("Parser bug...");
ERR_FAIL_V(NULL);
}
@@ -3026,7 +3089,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
// can be followed by a unary op in a valid combination,
// due to how precedence works, unaries will always disappear first
- _set_error("Parser bug..");
+ _set_error("Parser bug...");
}
op->arguments.push_back(expression[next_op - 1].node); //expression goes as left
@@ -3079,9 +3142,18 @@ ShaderLanguage::Node *ShaderLanguage::_reduce_expression(BlockNode *p_block, Sha
if (get_scalar_type(cn->datatype) == base) {
- for (int j = 0; j < cn->values.size(); j++) {
- values.push_back(cn->values[j]);
- }
+ int cardinality = get_cardinality(op->arguments[i]->get_datatype());
+ if (cn->values.size() == cardinality) {
+
+ for (int j = 0; j < cn->values.size(); j++) {
+ values.push_back(cn->values[j]);
+ }
+ } else if (cn->values.size() == 1) {
+
+ for (int j = 0; j < cardinality; j++) {
+ values.push_back(cn->values[0]);
+ }
+ } // else: should be filtered by the parser as it's an invalid constructor
} else if (get_scalar_type(cn->datatype) == cn->datatype) {
ConstantNode::Value v;
@@ -3175,7 +3247,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
precision = get_token_precision(tk.type);
tk = _get_token();
if (!is_token_nonvoid_datatype(tk.type)) {
- _set_error("Expected datatype after precission");
+ _set_error("Expected datatype after precision");
return ERR_PARSE_ERROR;
}
}
@@ -3208,8 +3280,6 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
var.precision = precision;
var.line = tk_line;
- p_block->variables[name] = var;
-
VariableDeclarationNode::Declaration decl;
decl.name = name;
@@ -3218,7 +3288,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
tk = _get_token();
if (tk.type == TK_OP_ASSIGN) {
- //variable creted with assignment! must parse an expression
+ //variable created with assignment! must parse an expression
Node *n = _parse_and_reduce_expression(p_block, p_builtin_types);
if (!n)
return ERR_PARSE_ERROR;
@@ -3232,6 +3302,8 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
tk = _get_token();
}
+ p_block->variables[name] = var;
+
vardecl->declarations.push_back(decl);
if (tk.type == TK_COMMA) {
@@ -3473,7 +3545,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
if (!p_can_break) {
//all is good
- _set_error("Contiuning is not allowed here");
+ _set_error("Continuing is not allowed here");
}
ControlFlowNode *flow = alloc_node<ControlFlowNode>();
@@ -3624,7 +3696,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
_set_error("void datatype not allowed here");
return ERR_PARSE_ERROR;
}
- if (!uniform && type < TYPE_FLOAT && type > TYPE_VEC4) { // FIXME: always false! should it be || instead?
+
+ if (!uniform && (type < TYPE_FLOAT || type > TYPE_VEC4)) {
_set_error("Invalid type for varying, only float,vec2,vec3,vec4 allowed.");
return ERR_PARSE_ERROR;
}
@@ -3659,26 +3732,6 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
//todo parse default value
tk = _get_token();
- if (tk.type == TK_OP_ASSIGN) {
-
- Node *expr = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
- if (!expr)
- return ERR_PARSE_ERROR;
- if (expr->type != Node::TYPE_CONSTANT) {
- _set_error("Expected constant expression after '='");
- return ERR_PARSE_ERROR;
- }
-
- ConstantNode *cn = static_cast<ConstantNode *>(expr);
-
- uniform.default_value.resize(cn->values.size());
-
- if (!convert_constant(cn, uniform.type, uniform.default_value.ptrw())) {
- _set_error("Can't convert constant to " + get_datatype_name(uniform.type));
- return ERR_PARSE_ERROR;
- }
- tk = _get_token();
- }
if (tk.type == TK_COLON) {
//hint
@@ -3794,6 +3847,27 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
+ if (tk.type == TK_OP_ASSIGN) {
+
+ Node *expr = _parse_and_reduce_expression(NULL, Map<StringName, BuiltInInfo>());
+ if (!expr)
+ return ERR_PARSE_ERROR;
+ if (expr->type != Node::TYPE_CONSTANT) {
+ _set_error("Expected constant expression after '='");
+ return ERR_PARSE_ERROR;
+ }
+
+ ConstantNode *cn = static_cast<ConstantNode *>(expr);
+
+ uniform.default_value.resize(cn->values.size());
+
+ if (!convert_constant(cn, uniform.type, uniform.default_value.ptrw())) {
+ _set_error("Can't convert constant to " + get_datatype_name(uniform.type));
+ return ERR_PARSE_ERROR;
+ }
+ tk = _get_token();
+ }
+
shader->uniforms[name] = uniform;
if (tk.type != TK_SEMICOLON) {
diff --git a/servers/visual/shader_language.h b/servers/visual/shader_language.h
index 4cf8560990..720511e18d 100644
--- a/servers/visual/shader_language.h
+++ b/servers/visual/shader_language.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef SHADER_LANGUAGE_H
#define SHADER_LANGUAGE_H
@@ -424,6 +425,7 @@ public:
FunctionNode() {
type = TYPE_FUNCTION;
+ return_type = TYPE_VOID;
return_precision = PRECISION_DEFAULT;
can_discard = false;
}
@@ -531,6 +533,7 @@ public:
static bool convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value = NULL);
static DataType get_scalar_type(DataType p_type);
+ static int get_cardinality(DataType p_type);
static bool is_scalar_type(DataType p_type);
static bool is_sampler_type(DataType p_type);
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 96f981ab5e..95193f7a8f 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "shader_types.h"
const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(VS::ShaderMode p_mode) {
@@ -172,6 +173,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform");
shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords");
+ shader_modes[VS::SHADER_SPATIAL].modes.insert("shadows_disabled");
+
shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_lighting");
/************ CANVAS ITEM **************************/
@@ -206,7 +209,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
@@ -217,9 +220,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_SHADOW"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
@@ -231,6 +233,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_sub");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_mul");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_premul_alpha");
+ shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("blend_disabled");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("unshaded");
shader_modes[VS::SHADER_CANVAS_ITEM].modes.insert("light_only");
@@ -253,7 +256,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
- shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force");
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity");
shader_modes[VS::SHADER_PARTICLES].modes.insert("keep_data");
diff --git a/servers/visual/shader_types.h b/servers/visual/shader_types.h
index 725217ba2e..1f43ff9c92 100644
--- a/servers/visual/shader_types.h
+++ b/servers/visual/shader_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef SHADERTYPES_H
#define SHADERTYPES_H
diff --git a/servers/visual/visual_server_canvas.cpp b/servers/visual/visual_server_canvas.cpp
index 532546c5fa..6439ba8509 100644
--- a/servers/visual/visual_server_canvas.cpp
+++ b/servers/visual/visual_server_canvas.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "visual_server_canvas.h"
#include "visual_server_global.h"
#include "visual_server_viewport.h"
@@ -45,7 +46,7 @@ void VisualServerCanvas::_render_canvas_item_tree(Item *p_canvas_item, const Tra
for (int i = 0; i < z_range; i++) {
if (!z_list[i])
continue;
- VSG::canvas_render->canvas_render_items(z_list[i], VS::CANVAS_ITEM_Z_MIN + i, p_modulate, p_lights);
+ VSG::canvas_render->canvas_render_items(z_list[i], VS::CANVAS_ITEM_Z_MIN + i, p_modulate, p_lights, p_transform);
}
}
@@ -102,9 +103,9 @@ void VisualServerCanvas::_render_canvas_item(Item *p_canvas_item, const Transfor
}
if (ci->z_relative)
- p_z = CLAMP(p_z + ci->z, VS::CANVAS_ITEM_Z_MIN, VS::CANVAS_ITEM_Z_MAX);
+ p_z = CLAMP(p_z + ci->z_index, VS::CANVAS_ITEM_Z_MIN, VS::CANVAS_ITEM_Z_MAX);
else
- p_z = ci->z;
+ p_z = ci->z_index;
for (int i = 0; i < child_item_count; i++) {
@@ -213,7 +214,7 @@ void VisualServerCanvas::render_canvas(Canvas *p_canvas, const Transform2D &p_tr
_light_mask_canvas_items(VS::CANVAS_ITEM_Z_MIN + i, z_list[i], p_masked_lights);
}
- VSG::canvas_render->canvas_render_items(z_list[i], VS::CANVAS_ITEM_Z_MIN + i, p_canvas->modulate, p_lights);
+ VSG::canvas_render->canvas_render_items(z_list[i], VS::CANVAS_ITEM_Z_MIN + i, p_canvas->modulate, p_lights, p_transform);
}
} else {
@@ -439,13 +440,17 @@ void VisualServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Point
if (p_antialiased) {
pline->line_colors.push_back(Color(1, 1, 1, 1));
}
- }
- if (p_colors.size() == 1) {
+ } else if (p_colors.size() == 1) {
pline->triangle_colors = p_colors;
pline->line_colors = p_colors;
} else {
- pline->triangle_colors.resize(pline->triangles.size());
- pline->line_colors.resize(pline->lines.size());
+ if (p_colors.size() != p_points.size()) {
+ pline->triangle_colors.push_back(p_colors[0]);
+ pline->line_colors.push_back(p_colors[0]);
+ } else {
+ pline->triangle_colors.resize(pline->triangles.size());
+ pline->line_colors.resize(pline->lines.size());
+ }
}
for (int i = 0; i < p_points.size(); i++) {
@@ -689,7 +694,7 @@ void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2
canvas_item->commands.push_back(polygon);
}
-void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, int p_count, RID p_normal_map) {
+void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count, RID p_normal_map) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
@@ -697,6 +702,8 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
int ps = p_points.size();
ERR_FAIL_COND(!p_colors.empty() && p_colors.size() != ps && p_colors.size() != 1);
ERR_FAIL_COND(!p_uvs.empty() && p_uvs.size() != ps);
+ ERR_FAIL_COND(!p_bones.empty() && p_bones.size() != ps * 4);
+ ERR_FAIL_COND(!p_weights.empty() && p_weights.size() != ps * 4);
Vector<int> indices = p_indices;
@@ -721,6 +728,8 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
polygon->points = p_points;
polygon->uvs = p_uvs;
polygon->colors = p_colors;
+ polygon->bones = p_bones;
+ polygon->weights = p_weights;
polygon->indices = indices;
polygon->count = count;
polygon->antialiased = false;
@@ -741,7 +750,7 @@ void VisualServerCanvas::canvas_item_add_set_transform(RID p_item, const Transfo
canvas_item->commands.push_back(tr);
}
-void VisualServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton) {
+void VisualServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture, RID p_normal_map) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
@@ -749,7 +758,8 @@ void VisualServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID
Item::CommandMesh *m = memnew(Item::CommandMesh);
ERR_FAIL_COND(!m);
m->mesh = p_mesh;
- m->skeleton = p_skeleton;
+ m->texture = p_texture;
+ m->normal_map = p_normal_map;
canvas_item->commands.push_back(m);
}
@@ -773,7 +783,7 @@ void VisualServerCanvas::canvas_item_add_particles(RID p_item, RID p_particles,
canvas_item->commands.push_back(part);
}
-void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton) {
+void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture, RID p_normal_map) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
@@ -781,7 +791,8 @@ void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p
Item::CommandMultiMesh *mm = memnew(Item::CommandMultiMesh);
ERR_FAIL_COND(!mm);
mm->multimesh = p_mesh;
- mm->skeleton = p_skeleton;
+ mm->texture = p_texture;
+ mm->normal_map = p_normal_map;
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(mm);
@@ -805,14 +816,14 @@ void VisualServerCanvas::canvas_item_set_sort_children_by_y(RID p_item, bool p_e
canvas_item->sort_y = p_enable;
}
-void VisualServerCanvas::canvas_item_set_z(RID p_item, int p_z) {
+void VisualServerCanvas::canvas_item_set_z_index(RID p_item, int p_z) {
ERR_FAIL_COND(p_z < VS::CANVAS_ITEM_Z_MIN || p_z > VS::CANVAS_ITEM_Z_MAX);
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
- canvas_item->z = p_z;
+ canvas_item->z_index = p_z;
}
void VisualServerCanvas::canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) {
@@ -821,6 +832,15 @@ void VisualServerCanvas::canvas_item_set_z_as_relative_to_parent(RID p_item, boo
canvas_item->z_relative = p_enable;
}
+
+void VisualServerCanvas::canvas_item_attach_skeleton(RID p_item, RID p_skeleton) {
+
+ Item *canvas_item = canvas_item_owner.getornull(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->skeleton = p_skeleton;
+}
+
void VisualServerCanvas::canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
diff --git a/servers/visual/visual_server_canvas.h b/servers/visual/visual_server_canvas.h
index 3143ac847f..4d9398a17e 100644
--- a/servers/visual/visual_server_canvas.h
+++ b/servers/visual/visual_server_canvas.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VISUALSERVERCANVAS_H
#define VISUALSERVERCANVAS_H
@@ -39,7 +40,7 @@ public:
RID parent; // canvas it belongs to
List<Item *>::Element *E;
- int z;
+ int z_index;
bool z_relative;
bool sort_y;
Color modulate;
@@ -53,7 +54,7 @@ public:
Item() {
children_order_dirty = true;
E = NULL;
- z = 0;
+ z_index = 0;
modulate = Color(1, 1, 1, 1);
self_modulate = Color(1, 1, 1, 1);
sort_y = false;
@@ -180,16 +181,17 @@ public:
void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, VS::NinePatchAxisMode p_x_axis_mode = VS::NINE_PATCH_STRETCH, VS::NinePatchAxisMode p_y_axis_mode = VS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID());
void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID());
void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false);
- void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
- void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton = RID());
- void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton = RID());
+ void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
+ void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
+ void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal, int p_h_frames, int p_v_frames);
void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform);
void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
- void canvas_item_set_z(RID p_item, int p_z);
+ void canvas_item_set_z_index(RID p_item, int p_z);
void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect);
+ void canvas_item_attach_skeleton(RID p_item, RID p_skeleton);
void canvas_item_clear(RID p_item);
void canvas_item_set_draw_index(RID p_item, int p_index);
diff --git a/servers/visual/visual_server_global.cpp b/servers/visual/visual_server_global.cpp
index 1c86fb0264..61a8951f75 100644
--- a/servers/visual/visual_server_global.cpp
+++ b/servers/visual/visual_server_global.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "visual_server_global.h"
RasterizerStorage *VisualServerGlobals::storage = NULL;
diff --git a/servers/visual/visual_server_global.h b/servers/visual/visual_server_global.h
index c65abc75f8..b4888dfd50 100644
--- a/servers/visual/visual_server_global.h
+++ b/servers/visual/visual_server_global.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VISUALSERVERGLOBAL_H
#define VISUALSERVERGLOBAL_H
diff --git a/servers/visual/visual_server_light_baker.cpp b/servers/visual/visual_server_light_baker.cpp
index 88a0c8166f..ed87e84a03 100644
--- a/servers/visual/visual_server_light_baker.cpp
+++ b/servers/visual/visual_server_light_baker.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "visual_server_light_baker.h"
VisualServerLightBaker::VisualServerLightBaker() {
diff --git a/servers/visual/visual_server_light_baker.h b/servers/visual/visual_server_light_baker.h
index 173dbd9e19..77472d0994 100644
--- a/servers/visual/visual_server_light_baker.h
+++ b/servers/visual/visual_server_light_baker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VISUALSERVERLIGHTBAKER_H
#define VISUALSERVERLIGHTBAKER_H
diff --git a/servers/visual/visual_server_raster.cpp b/servers/visual/visual_server_raster.cpp
index 7bb7d04fcd..fca3126604 100644
--- a/servers/visual/visual_server_raster.cpp
+++ b/servers/visual/visual_server_raster.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "visual_server_raster.h"
#include "default_mouse_cursor.xpm"
@@ -204,4 +205,5 @@ VisualServerRaster::~VisualServerRaster() {
memdelete(VSG::canvas);
memdelete(VSG::viewport);
memdelete(VSG::rasterizer);
+ memdelete(VSG::scene);
}
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 9b19aa0eff..8f19de9f8b 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VISUAL_SERVER_RASTER_H
#define VISUAL_SERVER_RASTER_H
@@ -147,6 +148,7 @@ public:
BIND0R(RID, texture_create)
BIND5(texture_allocate, RID, int, int, Image::Format, uint32_t)
BIND3(texture_set_data, RID, const Ref<Image> &, CubeMapSide)
+ BIND10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, CubeMapSide)
BIND2RC(Ref<Image>, texture_get_data, RID, CubeMapSide)
BIND2(texture_set_flags, RID, uint32_t)
BIND1RC(uint32_t, texture_get_flags, RID)
@@ -284,6 +286,7 @@ public:
BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
+ BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
/* Light API */
@@ -449,6 +452,7 @@ public:
BIND2(viewport_set_hide_canvas, RID, bool)
BIND2(viewport_set_disable_environment, RID, bool)
BIND2(viewport_set_disable_3d, RID, bool)
+ BIND2(viewport_set_keep_3d_linear, RID, bool)
BIND2(viewport_attach_camera, RID, RID)
BIND2(viewport_set_scenario, RID, RID)
@@ -579,16 +583,17 @@ public:
BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
BIND7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
- BIND8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
- BIND3(canvas_item_add_mesh, RID, const RID &, RID)
- BIND3(canvas_item_add_multimesh, RID, RID, RID)
+ BIND10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
+ BIND4(canvas_item_add_mesh, RID, const RID &, RID, RID)
+ BIND4(canvas_item_add_multimesh, RID, RID, RID, RID)
BIND6(canvas_item_add_particles, RID, RID, RID, RID, int, int)
BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
BIND2(canvas_item_add_clip_ignore, RID, bool)
BIND2(canvas_item_set_sort_children_by_y, RID, bool)
- BIND2(canvas_item_set_z, RID, int)
+ BIND2(canvas_item_set_z_index, RID, int)
BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
+ BIND2(canvas_item_attach_skeleton, RID, RID)
BIND1(canvas_item_clear, RID)
BIND2(canvas_item_set_draw_index, RID, int)
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index 22be2f6ff9..04dcde1365 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "visual_server_scene.h"
#include "os/os.h"
#include "visual_server_global.h"
@@ -658,7 +659,6 @@ void VisualServerScene::instance_set_use_lightmap(RID p_instance, RID p_lightmap
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
- ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
if (instance->lightmap_capture) {
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(((Instance *)instance->lightmap_capture)->base_data);
@@ -730,6 +730,11 @@ void VisualServerScene::instance_set_exterior(RID p_instance, bool p_enabled) {
}
void VisualServerScene::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
+ Instance *instance = instance_owner.get(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->extra_margin = p_margin;
+ _instance_queue_update(instance, true, false);
}
Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
@@ -2091,7 +2096,7 @@ bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int
_render_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
} else {
- //do roughness postprocess step until it belives it's done
+ //do roughness postprocess step until it believes it's done
return VSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
}
@@ -3297,6 +3302,7 @@ bool VisualServerScene::free(RID p_rid) {
Instance *instance = instance_owner.get(p_rid);
+ instance_set_use_lightmap(p_rid, RID(), RID());
instance_set_scenario(p_rid, RID());
instance_set_base(p_rid, RID());
instance_geometry_set_material_override(p_rid, RID());
@@ -3332,6 +3338,7 @@ VisualServerScene::~VisualServerScene() {
#ifndef NO_THREADS
probe_bake_thread_exit = true;
+ probe_bake_sem->post();
Thread::wait_to_finish(probe_bake_thread);
memdelete(probe_bake_thread);
memdelete(probe_bake_sem);
diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h
index 689e06de93..109cdf711c 100644
--- a/servers/visual/visual_server_scene.h
+++ b/servers/visual/visual_server_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VISUALSERVERSCENE_H
#define VISUALSERVERSCENE_H
@@ -456,7 +457,7 @@ public:
virtual void instance_set_visible(RID p_instance, bool p_visible);
virtual void instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap);
- virtual void instance_set_custom_aabb(RID p_insatnce, AABB aabb);
+ virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
virtual void instance_set_exterior(RID p_instance, bool p_enabled);
diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp
index fbf593f5b9..dcc270ca5e 100644
--- a/servers/visual/visual_server_viewport.cpp
+++ b/servers/visual/visual_server_viewport.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "visual_server_viewport.h"
#include "project_settings.h"
@@ -177,11 +178,14 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
VSG::rasterizer->restore_render_target();
if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer > scenario_canvas_max_layer) {
+ Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
- if (can_draw_3d) {
- VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
- } else {
+ if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
+ } else if (p_viewport->use_arvr && arvr_interface.is_valid()) {
+ VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
+ } else {
+ VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
}
scenario_draw_canvas_bg = false;
}
@@ -209,11 +213,14 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
i++;
if (scenario_draw_canvas_bg && E->key().layer >= scenario_canvas_max_layer) {
+ Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
- if (can_draw_3d) {
- VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
- } else {
+ if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
+ } else if (p_viewport->use_arvr && arvr_interface.is_valid()) {
+ VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
+ } else {
+ VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
}
scenario_draw_canvas_bg = false;
@@ -221,11 +228,14 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
}
if (scenario_draw_canvas_bg) {
+ Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
- if (can_draw_3d) {
- VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
- } else {
+ if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
+ } else if (p_viewport->use_arvr && arvr_interface.is_valid()) {
+ VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
+ } else {
+ VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
}
scenario_draw_canvas_bg = false;
@@ -238,10 +248,9 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
void VisualServerViewport::draw_viewports() {
// get our arvr interface in case we need it
Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
- if (arvr_interface.is_valid()) {
- // update our positioning information as late as possible...
- arvr_interface->process();
- }
+
+ // process all our active interfaces
+ ARVRServer::get_singleton()->_process();
clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
@@ -285,6 +294,9 @@ void VisualServerViewport::draw_viewports() {
_draw_viewport(vp, ARVRInterface::EYE_RIGHT);
arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
}
+
+ // and for our frame timing, mark when we've finished commiting our eyes
+ ARVRServer::get_singleton()->_mark_commit();
} else {
VSG::rasterizer->set_current_render_target(vp->render_target);
@@ -450,6 +462,15 @@ void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disabl
//this should be just for disabling rendering of 3D, to actually disable it, set usage
}
+void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) {
+
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->keep_3d_linear = p_keep_3d_linear;
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear);
+}
+
void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
@@ -504,7 +525,7 @@ void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, b
ERR_FAIL_COND(!viewport);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
- viewport->transparent_bg = true;
+ viewport->transparent_bg = p_enabled;
}
void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
diff --git a/servers/visual/visual_server_viewport.h b/servers/visual/visual_server_viewport.h
index 8db6eda133..c0c83c0450 100644
--- a/servers/visual/visual_server_viewport.h
+++ b/servers/visual/visual_server_viewport.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
@@ -63,6 +64,7 @@ public:
bool disable_environment;
bool disable_3d;
bool disable_3d_by_usage;
+ bool keep_3d_linear;
RID shadow_atlas;
int shadow_atlas_size;
@@ -109,6 +111,7 @@ public:
shadow_atlas_size = 0;
disable_3d = false;
disable_3d_by_usage = false;
+ keep_3d_linear = false;
debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
for (int i = 0; i < VS::VIEWPORT_RENDER_INFO_MAX; i++) {
render_info[i] = 0;
@@ -163,6 +166,7 @@ public:
void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
void viewport_set_disable_environment(RID p_viewport, bool p_disable);
void viewport_set_disable_3d(RID p_viewport, bool p_disable);
+ void viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear);
void viewport_attach_camera(RID p_viewport, RID p_camera);
void viewport_set_scenario(RID p_viewport, RID p_scenario);
diff --git a/servers/visual/visual_server_wrap_mt.cpp b/servers/visual/visual_server_wrap_mt.cpp
index e55b7a9309..094e2794ed 100644
--- a/servers/visual/visual_server_wrap_mt.cpp
+++ b/servers/visual/visual_server_wrap_mt.cpp
@@ -5,7 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -26,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "visual_server_wrap_mt.h"
#include "os/os.h"
#include "project_settings.h"
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
index a350cc1809..19bb58f3ad 100644
--- a/servers/visual/visual_server_wrap_mt.h
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -5,7 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -26,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VISUAL_SERVER_WRAP_MT_H
#define VISUAL_SERVER_WRAP_MT_H
@@ -82,6 +84,7 @@ public:
FUNCRID(texture)
FUNC5(texture_allocate, RID, int, int, Image::Format, uint32_t)
FUNC3(texture_set_data, RID, const Ref<Image> &, CubeMapSide)
+ FUNC10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, CubeMapSide)
FUNC2RC(Ref<Image>, texture_get_data, RID, CubeMapSide)
FUNC2(texture_set_flags, RID, uint32_t)
FUNC1RC(uint32_t, texture_get_flags, RID)
@@ -219,6 +222,7 @@ public:
FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
+ FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
/* Light API */
@@ -375,6 +379,7 @@ public:
FUNC2(viewport_set_hide_canvas, RID, bool)
FUNC2(viewport_set_disable_environment, RID, bool)
FUNC2(viewport_set_disable_3d, RID, bool)
+ FUNC2(viewport_set_keep_3d_linear, RID, bool)
FUNC2(viewport_attach_camera, RID, RID)
FUNC2(viewport_set_scenario, RID, RID)
@@ -392,7 +397,7 @@ public:
FUNC2(viewport_set_hdr, RID, bool)
FUNC2(viewport_set_usage, RID, ViewportUsage)
- //this passes directly to avoid stalling, but it's pretty dangerous, so dont call after freeing a viewport
+ //this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
return visual_server->viewport_get_render_info(p_viewport, p_info);
}
@@ -496,16 +501,17 @@ public:
FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
- FUNC8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
- FUNC3(canvas_item_add_mesh, RID, const RID &, RID)
- FUNC3(canvas_item_add_multimesh, RID, RID, RID)
+ FUNC10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
+ FUNC4(canvas_item_add_mesh, RID, const RID &, RID, RID)
+ FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
FUNC6(canvas_item_add_particles, RID, RID, RID, RID, int, int)
FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
FUNC2(canvas_item_add_clip_ignore, RID, bool)
FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
- FUNC2(canvas_item_set_z, RID, int)
+ FUNC2(canvas_item_set_z_index, RID, int)
FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
+ FUNC2(canvas_item_attach_skeleton, RID, RID)
FUNC1(canvas_item_clear, RID)
FUNC2(canvas_item_set_draw_index, RID, int)
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp
index 42ecb82a46..f8b34f7df9 100644
--- a/servers/visual_server.cpp
+++ b/servers/visual_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#include "visual_server.h"
#include "method_bind_ext.gen.inc"
@@ -87,6 +88,40 @@ Array VisualServer::_shader_get_param_list_bind(RID p_shader) const {
return convert_property_list(&l);
}
+static Array to_array(const Vector<ObjectID> &ids) {
+ Array a;
+ a.resize(ids.size());
+ for (int i = 0; i < ids.size(); ++i) {
+ a[i] = ids[i];
+ }
+ return a;
+}
+
+Array VisualServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const {
+
+ Vector<ObjectID> ids = instances_cull_aabb(p_aabb, p_scenario);
+ return to_array(ids);
+}
+
+Array VisualServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
+
+ Vector<ObjectID> ids = instances_cull_ray(p_from, p_to, p_scenario);
+ return to_array(ids);
+}
+
+Array VisualServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const {
+
+ Vector<Plane> planes;
+ for (int i = 0; i < p_convex.size(); ++i) {
+ Variant v = p_convex[i];
+ ERR_FAIL_COND_V(v.get_type() != Variant::PLANE, Array());
+ planes.push_back(v);
+ }
+
+ Vector<ObjectID> ids = instances_cull_convex(planes, p_scenario);
+ return to_array(ids);
+}
+
RID VisualServer::get_test_texture() {
if (test_texture.is_valid()) {
@@ -179,9 +214,9 @@ RID VisualServer::_make_test_cube() {
for (int k = 0; k < 3; k++) {
if (i < 3)
- face_points[j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
+ face_points[j][(i + k) % 3] = v[k];
else
- face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
+ face_points[3 - j][(i + k) % 3] = -v[k];
}
normal_points[j] = Vector3();
normal_points[j][i % 3] = (i >= 3 ? -1 : 1);
@@ -440,9 +475,9 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
for (int i = 0; i < p_vertex_array_len; i++) {
int8_t vector[4] = {
- CLAMP(src[i].x * 127, -128, 127),
- CLAMP(src[i].y * 127, -128, 127),
- CLAMP(src[i].z * 127, -128, 127),
+ (int8_t)CLAMP(src[i].x * 127, -128, 127),
+ (int8_t)CLAMP(src[i].y * 127, -128, 127),
+ (int8_t)CLAMP(src[i].z * 127, -128, 127),
0,
};
@@ -475,10 +510,10 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
for (int i = 0; i < p_vertex_array_len; i++) {
uint8_t xyzw[4] = {
- CLAMP(src[i * 4 + 0] * 127, -128, 127),
- CLAMP(src[i * 4 + 1] * 127, -128, 127),
- CLAMP(src[i * 4 + 2] * 127, -128, 127),
- CLAMP(src[i * 4 + 3] * 127, -128, 127)
+ (uint8_t)CLAMP(src[i * 4 + 0] * 127, -128, 127),
+ (uint8_t)CLAMP(src[i * 4 + 1] * 127, -128, 127),
+ (uint8_t)CLAMP(src[i * 4 + 2] * 127, -128, 127),
+ (uint8_t)CLAMP(src[i * 4 + 3] * 127, -128, 127)
};
copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4);
@@ -677,7 +712,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER);
- /* determine wether using 16 or 32 bits indices */
+ /* determine whether using 16 or 32 bits indices */
PoolVector<int>::Read read = indices.read();
const int *src = read.ptr();
@@ -711,7 +746,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
if (first) {
for (int i = 0; i < total_bones; i++) {
- r_bone_aabb[i].size == Vector3(-1, -1, -1); //negative means unused
+ r_bone_aabb[i].size = Vector3(-1, -1, -1); //negative means unused
}
}
@@ -942,7 +977,7 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_prim
ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
break;
}
- /* determine wether using 16 or 32 bits indices */
+ /* determine whether using 16 or 32 bits indices */
if (array_len >= (1 << 16)) {
elem_size = 4;
@@ -1110,7 +1145,7 @@ Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector<uint8_
ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
break;
}
- /* determine wether using 16 or 32 bits indices */
+ /* determine whether using 16 or 32 bits indices */
if (p_vertex_len >= (1 << 16)) {
elem_size = 4;
@@ -1396,7 +1431,7 @@ Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector<uint8_
} break;
case VS::ARRAY_INDEX: {
- /* determine wether using 16 or 32 bits indices */
+ /* determine whether using 16 or 32 bits indices */
PoolVector<uint8_t>::Read ir = p_index_data.read();
@@ -1483,10 +1518,17 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("force_sync"), &VisualServer::sync);
ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers"), &VisualServer::draw, DEFVAL(true));
+ // "draw" and "sync" are deprecated duplicates of "force_draw" and "force_sync"
+ // FIXME: Add deprecation messages using GH-4397 once available, and retire
+ // once the warnings have been enabled for a full release cycle
+ ClassDB::bind_method(D_METHOD("sync"), &VisualServer::sync);
+ ClassDB::bind_method(D_METHOD("draw", "swap_buffers"), &VisualServer::draw, DEFVAL(true));
+
ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create);
ClassDB::bind_method(D_METHOD("texture_create_from_image", "image", "flags"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT));
ClassDB::bind_method(D_METHOD("texture_allocate", "texture", "width", "height", "format", "flags"), &VisualServer::texture_allocate, DEFVAL(TEXTURE_FLAGS_DEFAULT));
ClassDB::bind_method(D_METHOD("texture_set_data", "texture", "image", "cube_side"), &VisualServer::texture_set_data, DEFVAL(CUBEMAP_LEFT));
+ ClassDB::bind_method(D_METHOD("texture_set_data_partial", "texture", "image", "src_x", "src_y", "src_w", "src_h", "dst_x", "dst_y", "dst_mip", "cube_side"), &VisualServer::texture_set_data_partial, DEFVAL(CUBEMAP_LEFT));
ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "cube_side"), &VisualServer::texture_get_data, DEFVAL(CUBEMAP_LEFT));
ClassDB::bind_method(D_METHOD("texture_set_flags", "texture", "flags"), &VisualServer::texture_set_flags);
ClassDB::bind_method(D_METHOD("texture_get_flags", "texture"), &VisualServer::texture_get_flags);
@@ -1545,7 +1587,141 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &VisualServer::mesh_get_custom_aabb);
ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &VisualServer::mesh_clear);
- // TODO: multimesh_*, immediate_*, skeleton_*, light_*, reflection_probe_*, gi_probe_*, particles_*, camera_*
+ ClassDB::bind_method(D_METHOD("multimesh_allocate", "multimesh", "instances", "transform_format", "color_format"), &VisualServer::multimesh_allocate);
+ ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &VisualServer::multimesh_get_instance_count);
+ ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &VisualServer::multimesh_set_mesh);
+ ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform);
+ ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform_2d);
+ ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &VisualServer::multimesh_instance_set_color);
+ ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &VisualServer::multimesh_get_mesh);
+ ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &VisualServer::multimesh_get_aabb);
+ ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform);
+ ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform_2d);
+ ClassDB::bind_method(D_METHOD("multimesh_instance_get_color", "multimesh", "index"), &VisualServer::multimesh_instance_get_color);
+ ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &VisualServer::multimesh_set_visible_instances);
+ ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &VisualServer::multimesh_get_visible_instances);
+
+ ClassDB::bind_method(D_METHOD("immediate_create"), &VisualServer::immediate_create);
+ ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &VisualServer::immediate_begin, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &VisualServer::immediate_vertex);
+ ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &VisualServer::immediate_vertex_2d);
+ ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &VisualServer::immediate_normal);
+ ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &VisualServer::immediate_tangent);
+ ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &VisualServer::immediate_color);
+ ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &VisualServer::immediate_uv);
+ ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &VisualServer::immediate_uv2);
+ ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &VisualServer::immediate_end);
+ ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &VisualServer::immediate_clear);
+ ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &VisualServer::immediate_set_material);
+ ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &VisualServer::immediate_get_material);
+
+ ClassDB::bind_method(D_METHOD("skeleton_create"), &VisualServer::skeleton_create);
+ ClassDB::bind_method(D_METHOD("skeleton_allocate", "skeleton", "bones", "is_2d_skeleton"), &VisualServer::skeleton_allocate, DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &VisualServer::skeleton_get_bone_count);
+ ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform);
+ ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform);
+ ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform_2d);
+ ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform_2d);
+
+ ClassDB::bind_method(D_METHOD("directional_light_create"), &VisualServer::directional_light_create);
+ ClassDB::bind_method(D_METHOD("omni_light_create"), &VisualServer::omni_light_create);
+ ClassDB::bind_method(D_METHOD("spot_light_create"), &VisualServer::spot_light_create);
+
+ ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &VisualServer::light_set_color);
+ ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &VisualServer::light_set_param);
+ ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &VisualServer::light_set_shadow);
+ ClassDB::bind_method(D_METHOD("light_set_shadow_color", "light", "color"), &VisualServer::light_set_shadow_color);
+ ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &VisualServer::light_set_projector);
+ ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &VisualServer::light_set_negative);
+ ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &VisualServer::light_set_cull_mask);
+ ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &VisualServer::light_set_reverse_cull_face_mode);
+
+ ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &VisualServer::light_omni_set_shadow_mode);
+ ClassDB::bind_method(D_METHOD("light_omni_set_shadow_detail", "light", "detail"), &VisualServer::light_omni_set_shadow_detail);
+
+ ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &VisualServer::light_directional_set_shadow_mode);
+ ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &VisualServer::light_directional_set_blend_splits);
+ ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &VisualServer::light_directional_set_shadow_depth_range_mode);
+
+ ClassDB::bind_method(D_METHOD("reflection_probe_create"), &VisualServer::reflection_probe_create);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &VisualServer::reflection_probe_set_update_mode);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_intensity", "probe", "intensity"), &VisualServer::reflection_probe_set_intensity);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient", "probe", "color"), &VisualServer::reflection_probe_set_interior_ambient);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_energy", "probe", "energy"), &VisualServer::reflection_probe_set_interior_ambient_energy);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_probe_contribution", "probe", "contrib"), &VisualServer::reflection_probe_set_interior_ambient_probe_contribution);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &VisualServer::reflection_probe_set_max_distance);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &VisualServer::reflection_probe_set_extents);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &VisualServer::reflection_probe_set_origin_offset);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &VisualServer::reflection_probe_set_as_interior);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &VisualServer::reflection_probe_set_enable_box_projection);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &VisualServer::reflection_probe_set_enable_shadows);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &VisualServer::reflection_probe_set_cull_mask);
+
+ ClassDB::bind_method(D_METHOD("gi_probe_create"), &VisualServer::gi_probe_create);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &VisualServer::gi_probe_set_bounds);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &VisualServer::gi_probe_get_bounds);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &VisualServer::gi_probe_set_cell_size);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &VisualServer::gi_probe_get_cell_size);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "xform"), &VisualServer::gi_probe_set_to_cell_xform);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform"), &VisualServer::gi_probe_get_to_cell_xform);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "data"), &VisualServer::gi_probe_set_dynamic_data);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data"), &VisualServer::gi_probe_get_dynamic_data);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "range"), &VisualServer::gi_probe_set_dynamic_range);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range"), &VisualServer::gi_probe_get_dynamic_range);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "energy"), &VisualServer::gi_probe_set_energy);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_energy"), &VisualServer::gi_probe_get_energy);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "bias"), &VisualServer::gi_probe_set_bias);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_bias"), &VisualServer::gi_probe_get_bias);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "bias"), &VisualServer::gi_probe_set_normal_bias);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias"), &VisualServer::gi_probe_get_normal_bias);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "propagation"), &VisualServer::gi_probe_set_propagation);
+ ClassDB::bind_method(D_METHOD("gi_probe_get_propagation"), &VisualServer::gi_probe_get_propagation);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "enable"), &VisualServer::gi_probe_set_interior);
+ ClassDB::bind_method(D_METHOD("gi_probe_is_interior"), &VisualServer::gi_probe_is_interior);
+ ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "enable"), &VisualServer::gi_probe_set_compress);
+ ClassDB::bind_method(D_METHOD("gi_probe_is_compressed"), &VisualServer::gi_probe_is_compressed);
+
+ ClassDB::bind_method(D_METHOD("lightmap_capture_create"), &VisualServer::lightmap_capture_create);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &VisualServer::lightmap_capture_set_bounds);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &VisualServer::lightmap_capture_get_bounds);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &VisualServer::lightmap_capture_set_octree);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &VisualServer::lightmap_capture_set_octree_cell_transform);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &VisualServer::lightmap_capture_get_octree_cell_transform);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &VisualServer::lightmap_capture_set_octree_cell_subdiv);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &VisualServer::lightmap_capture_get_octree_cell_subdiv);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &VisualServer::lightmap_capture_get_octree);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &VisualServer::lightmap_capture_set_energy);
+ ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &VisualServer::lightmap_capture_get_energy);
+
+ ClassDB::bind_method(D_METHOD("particles_create"), &VisualServer::particles_create);
+ ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &VisualServer::particles_set_emitting);
+ ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &VisualServer::particles_get_emitting);
+ ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &VisualServer::particles_set_amount);
+ ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &VisualServer::particles_set_lifetime);
+ ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &VisualServer::particles_set_one_shot);
+ ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &VisualServer::particles_set_pre_process_time);
+ ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &VisualServer::particles_set_explosiveness_ratio);
+ ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &VisualServer::particles_set_randomness_ratio);
+ ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &VisualServer::particles_set_custom_aabb);
+ ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &VisualServer::particles_set_speed_scale);
+ ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &VisualServer::particles_set_use_local_coordinates);
+ ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &VisualServer::particles_set_process_material);
+ ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &VisualServer::particles_set_fixed_fps);
+ ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &VisualServer::particles_set_fractional_delta);
+ ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &VisualServer::particles_restart);
+ ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &VisualServer::particles_set_draw_order);
+ ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &VisualServer::particles_set_draw_passes);
+ ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &VisualServer::particles_set_draw_pass_mesh);
+ ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &VisualServer::particles_get_current_aabb);
+ ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &VisualServer::particles_set_emission_transform);
+
+ ClassDB::bind_method(D_METHOD("camera_create"), &VisualServer::camera_create);
+ ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &VisualServer::camera_set_perspective);
+ ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &VisualServer::camera_set_orthogonal);
+ ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &VisualServer::camera_set_transform);
+ ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &VisualServer::camera_set_cull_mask);
+ ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &VisualServer::camera_set_environment);
+ ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &VisualServer::camera_set_use_vertical_aspect);
ClassDB::bind_method(D_METHOD("viewport_create"), &VisualServer::viewport_create);
ClassDB::bind_method(D_METHOD("viewport_set_use_arvr", "viewport", "use_arvr"), &VisualServer::viewport_set_use_arvr);
@@ -1578,7 +1754,55 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &VisualServer::viewport_get_render_info);
ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &VisualServer::viewport_set_debug_draw);
- // TODO: environment_*, scenario_*, instance_*
+ ClassDB::bind_method(D_METHOD("environment_create"), &VisualServer::environment_create);
+ ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &VisualServer::environment_set_background);
+ ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &VisualServer::environment_set_sky);
+ ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &VisualServer::environment_set_sky_custom_fov);
+ ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color);
+ ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy);
+ ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer);
+ ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "energy", "sky_contibution"), &VisualServer::environment_set_ambient_light, DEFVAL(1.0), DEFVAL(0.0));
+ ClassDB::bind_method(D_METHOD("environment_set_dof_blur_near", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_near);
+ ClassDB::bind_method(D_METHOD("environment_set_dof_blur_far", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_far);
+ ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "bicubic_upscale"), &VisualServer::environment_set_glow);
+ ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &VisualServer::environment_set_tonemap);
+ ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment);
+ ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance", "roughness"), &VisualServer::environment_set_ssr);
+ ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "color", "quality", "blur", "bilateral_sharpness"), &VisualServer::environment_set_ssao);
+ ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &VisualServer::environment_set_fog);
+ ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_curve", "transmit", "transmit_curve"), &VisualServer::environment_set_fog_depth);
+ ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &VisualServer::environment_set_fog_height);
+
+ ClassDB::bind_method(D_METHOD("scenario_create"), &VisualServer::scenario_create);
+ ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &VisualServer::scenario_set_debug);
+ ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &VisualServer::scenario_set_environment);
+ ClassDB::bind_method(D_METHOD("scenario_set_reflection_atlas_size", "scenario", "p_size", "subdiv"), &VisualServer::scenario_set_reflection_atlas_size);
+ ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &VisualServer::scenario_set_fallback_environment);
+
+ ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &VisualServer::instance_create2);
+ ClassDB::bind_method(D_METHOD("instance_create"), &VisualServer::instance_create);
+ ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &VisualServer::instance_set_base);
+ ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &VisualServer::instance_set_scenario);
+ ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &VisualServer::instance_set_layer_mask);
+ ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &VisualServer::instance_set_transform);
+ ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &VisualServer::instance_attach_object_instance_id);
+ ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &VisualServer::instance_set_blend_shape_weight);
+ ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &VisualServer::instance_set_surface_material);
+ ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &VisualServer::instance_set_visible);
+ ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap"), &VisualServer::instance_set_use_lightmap);
+ ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &VisualServer::instance_set_custom_aabb);
+ ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &VisualServer::instance_attach_skeleton);
+ ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &VisualServer::instance_set_exterior);
+ ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &VisualServer::instance_set_extra_visibility_margin);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &VisualServer::instance_geometry_set_flag);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod);
+
+ ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &VisualServer::_instances_cull_aabb_bind, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &VisualServer::_instances_cull_ray_bind, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &VisualServer::_instances_cull_convex_bind, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("canvas_create"), &VisualServer::canvas_create);
ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &VisualServer::canvas_set_item_mirroring);
@@ -1605,13 +1829,13 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &VisualServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &VisualServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "texture", "count", "normal_map"), &VisualServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "skeleton"), &VisualServer::canvas_item_add_mesh, DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "skeleton"), &VisualServer::canvas_item_add_multimesh, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "texture", "normal_map"), &VisualServer::canvas_item_add_mesh, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &VisualServer::canvas_item_add_multimesh, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map", "h_frames", "v_frames"), &VisualServer::canvas_item_add_particles);
ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &VisualServer::canvas_item_add_set_transform);
ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &VisualServer::canvas_item_add_clip_ignore);
ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &VisualServer::canvas_item_set_sort_children_by_y);
- ClassDB::bind_method(D_METHOD("canvas_item_set_z", "item", "z"), &VisualServer::canvas_item_set_z);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &VisualServer::canvas_item_set_z_index);
ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &VisualServer::canvas_item_set_z_as_relative_to_parent);
ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &VisualServer::canvas_item_set_copy_to_backbuffer);
ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &VisualServer::canvas_item_clear);
@@ -1655,11 +1879,9 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("black_bars_set_margins", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_margins);
ClassDB::bind_method(D_METHOD("black_bars_set_images", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_images);
- ClassDB::bind_method(D_METHOD("free", "rid"), &VisualServer::free);
+ ClassDB::bind_method(D_METHOD("free_rid", "rid"), &VisualServer::free); // shouldn't conflict with Object::free()
ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &VisualServer::request_frame_drawn_callback);
- ClassDB::bind_method(D_METHOD("draw", "swap_buffers"), &VisualServer::draw, DEFVAL(true));
- ClassDB::bind_method(D_METHOD("sync"), &VisualServer::sync);
ClassDB::bind_method(D_METHOD("has_changed"), &VisualServer::has_changed);
ClassDB::bind_method(D_METHOD("init"), &VisualServer::init);
ClassDB::bind_method(D_METHOD("finish"), &VisualServer::finish);
@@ -1774,6 +1996,17 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE);
BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
+ BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
+ BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
+ BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_VERTICAL);
+ BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL);
+
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED);
+
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE);
@@ -1824,6 +2057,14 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(INSTANCE_MAX);
BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
+ BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
+ BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
+
+ BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
+ BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
+ BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
+ BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
+
BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH);
BIND_ENUM_CONSTANT(NINE_PATCH_TILE);
BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT);
@@ -1858,6 +2099,50 @@ void VisualServer::_bind_methods() {
BIND_ENUM_CONSTANT(FEATURE_SHADERS);
BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);
+ BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
+ BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
+ BIND_ENUM_CONSTANT(MULTIMESH_COLOR_NONE);
+ BIND_ENUM_CONSTANT(MULTIMESH_COLOR_8BIT);
+ BIND_ENUM_CONSTANT(MULTIMESH_COLOR_FLOAT);
+
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
+
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);
+
+ BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
+ BIND_ENUM_CONSTANT(ENV_BG_COLOR);
+ BIND_ENUM_CONSTANT(ENV_BG_SKY);
+ BIND_ENUM_CONSTANT(ENV_BG_COLOR_SKY);
+ BIND_ENUM_CONSTANT(ENV_BG_CANVAS);
+ BIND_ENUM_CONSTANT(ENV_BG_KEEP);
+ BIND_ENUM_CONSTANT(ENV_BG_MAX);
+
+ BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_LOW);
+ BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_MEDIUM);
+ BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_HIGH);
+
+ BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
+ BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
+ BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
+ BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
+
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARDT);
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
+ BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
+
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
+
+ BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
+ BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
+ BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
+ BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3);
+
ADD_SIGNAL(MethodInfo("frame_drawn_in_thread"));
}
diff --git a/servers/visual_server.h b/servers/visual_server.h
index e45b18b066..65d0f07a43 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VISUAL_SERVER_H
#define VISUAL_SERVER_H
@@ -108,6 +109,7 @@ public:
RID texture_create_from_image(const Ref<Image> &p_image, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); // helper
virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT) = 0;
virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, CubeMapSide p_cube_side = CUBEMAP_LEFT) = 0;
+ virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, CubeMapSide p_cube_side = CUBEMAP_LEFT) = 0;
virtual Ref<Image> texture_get_data(RID p_texture, CubeMapSide p_cube_side = CUBEMAP_LEFT) const = 0;
virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
virtual uint32_t texture_get_flags(RID p_texture) const = 0;
@@ -350,6 +352,7 @@ public:
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
+ virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
/* Light API */
@@ -590,6 +593,7 @@ public:
virtual void viewport_set_hide_canvas(RID p_viewport, bool p_hide) = 0;
virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0;
virtual void viewport_set_disable_3d(RID p_viewport, bool p_disable) = 0;
+ virtual void viewport_set_keep_3d_linear(RID p_viewport, bool p_disable) = 0;
virtual void viewport_attach_camera(RID p_viewport, RID p_camera) = 0;
virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0;
@@ -784,6 +788,10 @@ public:
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
+ Array _instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario = RID()) const;
+ Array _instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
+ Array _instances_cull_convex_bind(const Array &p_convex, RID p_scenario = RID()) const;
+
enum InstanceFlags {
INSTANCE_FLAG_USE_BAKED_LIGHT,
INSTANCE_FLAG_MAX
@@ -840,17 +848,19 @@ public:
virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false) = 0;
- virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
- virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton = RID()) = 0;
- virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton = RID()) = 0;
+ virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
+ virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
+ virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, int p_h_frames, int p_v_frames) = 0;
virtual void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) = 0;
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0;
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0;
- virtual void canvas_item_set_z(RID p_item, int p_z) = 0;
+ virtual void canvas_item_set_z_index(RID p_item, int p_z) = 0;
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) = 0;
+ virtual void canvas_item_attach_skeleton(RID p_item, RID p_skeleton) = 0;
+
virtual void canvas_item_clear(RID p_item) = 0;
virtual void canvas_item_set_draw_index(RID p_item, int p_index) = 0;
@@ -1011,6 +1021,22 @@ VARIANT_ENUM_CAST(VisualServer::CanvasLightShadowFilter);
VARIANT_ENUM_CAST(VisualServer::CanvasOccluderPolygonCullMode);
VARIANT_ENUM_CAST(VisualServer::RenderInfo);
VARIANT_ENUM_CAST(VisualServer::Features);
+VARIANT_ENUM_CAST(VisualServer::MultimeshTransformFormat);
+VARIANT_ENUM_CAST(VisualServer::MultimeshColorFormat);
+VARIANT_ENUM_CAST(VisualServer::LightOmniShadowMode);
+VARIANT_ENUM_CAST(VisualServer::LightOmniShadowDetail);
+VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowMode);
+VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowDepthRangeMode);
+VARIANT_ENUM_CAST(VisualServer::ReflectionProbeUpdateMode);
+VARIANT_ENUM_CAST(VisualServer::ParticlesDrawOrder);
+VARIANT_ENUM_CAST(VisualServer::EnvironmentBG);
+VARIANT_ENUM_CAST(VisualServer::EnvironmentDOFBlurQuality);
+VARIANT_ENUM_CAST(VisualServer::EnvironmentGlowBlendMode);
+VARIANT_ENUM_CAST(VisualServer::EnvironmentToneMapper);
+VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOQuality);
+VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOBlur);
+VARIANT_ENUM_CAST(VisualServer::InstanceFlags);
+VARIANT_ENUM_CAST(VisualServer::ShadowCastingSetting);
//typedef VisualServer VS; // makes it easier to use
#define VS VisualServer