Remove unused #if 0'ed code
This commit is contained in:
parent
79aaafc686
commit
4faaf6089a
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@ -557,15 +557,16 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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glGenTextures(1, &rpi->cubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, rpi->cubemap);
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#if 1
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//Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
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// Mobile hardware (PowerVR specially) prefers this approach,
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// the previous approach with manual lod levels kills the game.
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
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}
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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//Generate framebuffers for rendering
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// Generate framebuffers for rendering
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for (int i = 0; i < 6; i++) {
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glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
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glBindTexture(GL_TEXTURE_2D, rpi->color[i]);
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@ -576,34 +577,6 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
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ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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}
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#else
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int lod = 0;
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//the approach below is fatal for powervr
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// Set the initial (empty) mipmaps, all need to be set for this to work in GLES2, even if they won't be used later.
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while (size >= 1) {
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for (int i = 0; i < 6; i++) {
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glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
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if (size == rpi->current_resolution) {
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//adjust framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, _cube_side_enum[i], rpi->cubemap, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rpi->depth);
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#ifdef DEBUG_ENABLED
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
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#endif
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}
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}
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lod++;
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size >>= 1;
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}
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#endif
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -1206,32 +1206,21 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
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GLenum type = GL_UNSIGNED_BYTE;
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// Set the initial (empty) mipmaps
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#if 1
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//Mobile hardware (PowerVR specially) prefers this approach, the other one kills the game
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// Mobile hardware (PowerVR specially) prefers this approach,
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// the previous approach with manual lod levels kills the game.
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for (int i = 0; i < 6; i++) {
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glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, size, size, 0, format, type, NULL);
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}
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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//no filters for now
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// No filters for now
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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#else
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while (size >= 1) {
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for (int i = 0; i < 6; i++) {
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glTexImage2D(_cube_side_enum[i], lod, internal_format, size, size, 0, format, type, NULL);
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}
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lod++;
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size >>= 1;
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}
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#endif
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//framebuffer
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// Framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, resources.mipmap_blur_fbo);
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@ -339,8 +339,6 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
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RasterizerStorageGLES3::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target);
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ERR_FAIL_COND(!rt);
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#if 1
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Size2 win_size = OS::get_singleton()->get_window_size();
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if (rt->external.fbo != 0) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->external.fbo);
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@ -350,21 +348,6 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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glBlitFramebuffer(0, 0, rt->width, rt->height, p_screen_rect.position.x, win_size.height - p_screen_rect.position.y - p_screen_rect.size.height, p_screen_rect.position.x + p_screen_rect.size.width, win_size.height - p_screen_rect.position.y, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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#else
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canvas->canvas_begin();
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glDisable(GL_BLEND);
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glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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//glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
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canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
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glBindTexture(GL_TEXTURE_2D, 0);
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canvas->canvas_end();
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#endif
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}
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void RasterizerGLES3::output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
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@ -1146,47 +1146,6 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
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state.current_depth_draw = p_material->shader->spatial.depth_draw_mode;
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}
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#if 0
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//blend mode
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if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
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switch(p_material->shader->spatial.blend_mode) {
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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}
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state.current_blend_mode=p_material->shader->spatial.blend_mode;
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}
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#endif
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//material parameters
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state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
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@ -3007,16 +2966,6 @@ void RasterizerSceneGLES3::_setup_lights(RID *p_light_cull_result, int p_light_c
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li->light_index = state.spot_light_count;
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copymem(&state.spot_array_tmp[li->light_index * state.ubo_light_size], &ubo_data, state.ubo_light_size);
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state.spot_light_count++;
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#if 0
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if (li->light_ptr->shadow_enabled) {
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CameraMatrix bias;
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bias.set_light_bias();
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Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
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li->shadow_projection[0] = bias * li->projection * modelview;
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lights_use_shadow=true;
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}
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#endif
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} break;
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}
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@ -400,7 +400,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
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for (int i = 0; i < max_uniforms; i++) {
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r_gen_code.uniforms += uniform_defines[i];
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}
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#if 1
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// add up
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int offset = 0;
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for (int i = 0; i < uniform_sizes.size(); i++) {
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@ -420,45 +420,6 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
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if (r_gen_code.uniform_total_size % 16 != 0) { //UBO sizes must be multiples of 16
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r_gen_code.uniform_total_size += r_gen_code.uniform_total_size % 16;
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}
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#else
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// add up
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for (int i = 0; i < uniform_sizes.size(); i++) {
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if (i > 0) {
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int align = uniform_sizes[i - 1] % uniform_alignments[i];
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if (align != 0) {
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uniform_sizes[i - 1] += uniform_alignments[i] - align;
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}
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uniform_sizes[i] = uniform_sizes[i] + uniform_sizes[i - 1];
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}
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}
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//offset
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r_gen_code.uniform_offsets.resize(uniform_sizes.size());
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for (int i = 0; i < uniform_sizes.size(); i++) {
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if (i > 0)
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r_gen_code.uniform_offsets[i] = uniform_sizes[i - 1];
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else
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r_gen_code.uniform_offsets[i] = 0;
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}
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/*
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for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
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if (SL::is_sampler_type(E->get().type)) {
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continue;
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}
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}
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*/
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if (uniform_sizes.size()) {
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r_gen_code.uniform_total_size = uniform_sizes[uniform_sizes.size() - 1];
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} else {
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r_gen_code.uniform_total_size = 0;
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}
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#endif
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for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
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@ -1224,35 +1224,6 @@ in highp float dp_clip;
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#endif
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#if 0
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// need to save texture depth for this
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vec3 light_transmittance(float translucency,vec3 light_vec, vec3 normal, vec3 pos, float distance) {
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float scale = 8.25 * (1.0 - translucency) / subsurface_scatter_width;
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float d = scale * distance;
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/**
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* Armed with the thickness, we can now calculate the color by means of the
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* precalculated transmittance profile.
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* (It can be precomputed into a texture, for maximum performance):
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*/
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float dd = -d * d;
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vec3 profile =
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vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
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vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
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vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
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vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
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vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
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vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
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/**
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* Using the profile, we finally approximate the transmitted lighting from
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* the back of the object:
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*/
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return profile * clamp(0.3 + dot(light_vec, normal),0.0,1.0);
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}
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#endif
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void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 binormal, vec3 tangent, vec3 albedo, vec3 transmission, float roughness, float metallic, float specular, float rim, float rim_tint, float clearcoat, float clearcoat_gloss, float anisotropy, float p_blob_intensity, inout vec3 diffuse_light, inout vec3 specular_light, inout float alpha) {
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vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
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@ -491,26 +491,6 @@ void AnimationBezierTrackEdit::_notification(int p_what) {
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}
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draw_rect(Rect2(bs_from, bs_to - bs_from), bs);
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}
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#if 0
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// KEYFAMES //
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{
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float scale = timeline->get_zoom_scale();
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int limit_end = get_size().width - timeline->get_buttons_width();
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for (int i = 0; i < animation->track_get_key_count(track); i++) {
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float offset = animation->track_get_key_time(track, i) - timeline->get_value();
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if (editor->is_key_selected(track, i) && editor->is_moving_selection()) {
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offset += editor->get_moving_selection_offset();
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}
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offset = offset * scale + limit;
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draw_key(i, scale, int(offset), editor->is_key_selected(track, i), limit, limit_end);
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}
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}
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#endif
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}
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}
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@ -4838,25 +4838,6 @@ struct _AnimMoveRestore {
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void AnimationTrackEditor::_clear_key_edit() {
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if (key_edit) {
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#if 0
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// going back seems like the most comfortable thing to do, but it results
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// in weird behaviors and crashes, because going back to animation editor
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// triggers the editor setting up again itself
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bool go_back = false;
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if (EditorNode::get_singleton()->get_inspector()->get_edited_object() == key_edit) {
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EditorNode::get_singleton()->push_item(NULL);
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go_back = true;
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}
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memdelete(key_edit);
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key_edit = NULL;
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if (go_back) {
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EditorNode::get_singleton()->get_inspector_dock()->go_back();
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}
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#else
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//if key edit is the object being inspected, remove it first
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if (EditorNode::get_singleton()->get_inspector()->get_edited_object() == key_edit ||
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EditorNode::get_singleton()->get_inspector()->get_edited_object() == multi_key_edit) {
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@ -4871,7 +4852,6 @@ void AnimationTrackEditor::_clear_key_edit() {
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memdelete(multi_key_edit);
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multi_key_edit = NULL;
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}
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#endif
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}
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}
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@ -32,18 +32,15 @@
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#include "core/io/resource_saver.h"
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#include "editor/editor_node.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/3d/collision_shape.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/navigation.h"
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#include "scene/3d/physics_body.h"
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#include "scene/3d/portal.h"
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#include "scene/3d/room_instance.h"
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#include "scene/3d/vehicle_body.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/box_shape.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/plane_shape.h"
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#include "scene/resources/ray_shape.h"
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#include "scene/resources/resource_format_text.h"
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@ -474,69 +474,6 @@ void SpriteEditor::_add_as_sibling_or_child(Node *p_own_node, Node *p_new_node)
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p_new_node->set_owner(this->get_tree()->get_edited_scene_root());
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}
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#if 0
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void SpriteEditor::_create_uv_lines() {
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Ref<Mesh> sprite = node->get_sprite();
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ERR_FAIL_COND(!sprite.is_valid());
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Set<SpriteEditorEdgeSort> edges;
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uv_lines.clear();
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for (int i = 0; i < sprite->get_surface_count(); i++) {
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if (sprite->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES)
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continue;
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Array a = sprite->surface_get_arrays(i);
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PoolVector<Vector2> uv = a[p_layer == 0 ? Mesh::ARRAY_TEX_UV : Mesh::ARRAY_TEX_UV2];
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if (uv.size() == 0) {
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err_dialog->set_text(TTR("Model has no UV in this layer"));
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err_dialog->popup_centered_minsize();
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return;
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}
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PoolVector<Vector2>::Read r = uv.read();
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PoolVector<int> indices = a[Mesh::ARRAY_INDEX];
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PoolVector<int>::Read ri;
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int ic;
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bool use_indices;
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if (indices.size()) {
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ic = indices.size();
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ri = indices.read();
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use_indices = true;
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} else {
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ic = uv.size();
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use_indices = false;
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}
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for (int j = 0; j < ic; j += 3) {
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for (int k = 0; k < 3; k++) {
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SpriteEditorEdgeSort edge;
|
||||
if (use_indices) {
|
||||
edge.a = r[ri[j + k]];
|
||||
edge.b = r[ri[j + ((k + 1) % 3)]];
|
||||
} else {
|
||||
edge.a = r[j + k];
|
||||
edge.b = r[j + ((k + 1) % 3)];
|
||||
}
|
||||
|
||||
if (edges.has(edge))
|
||||
continue;
|
||||
|
||||
uv_lines.push_back(edge.a);
|
||||
uv_lines.push_back(edge.b);
|
||||
edges.insert(edge);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
debug_uv_dialog->popup_centered_minsize();
|
||||
}
|
||||
#endif
|
||||
void SpriteEditor::_debug_uv_draw() {
|
||||
|
||||
Ref<Texture> tex = node->get_texture();
|
||||
|
|
|
@ -44,11 +44,9 @@
|
|||
#include "scene/3d/navigation_mesh.h"
|
||||
#include "scene/3d/particles.h"
|
||||
#include "scene/3d/physics_joint.h"
|
||||
#include "scene/3d/portal.h"
|
||||
#include "scene/3d/position_3d.h"
|
||||
#include "scene/3d/ray_cast.h"
|
||||
#include "scene/3d/reflection_probe.h"
|
||||
#include "scene/3d/room_instance.h"
|
||||
#include "scene/3d/soft_body.h"
|
||||
#include "scene/3d/spring_arm.h"
|
||||
#include "scene/3d/sprite_3d.h"
|
||||
|
@ -1951,112 +1949,6 @@ void PhysicalBoneSpatialGizmoPlugin::redraw(EditorSpatialGizmo *p_gizmo) {
|
|||
p_gizmo->add_lines(points, material);
|
||||
}
|
||||
|
||||
// FIXME: Kept as reference for reimplementation in 3.1+
|
||||
#if 0
|
||||
|
||||
void RoomSpatialGizmo::redraw() {
|
||||
|
||||
clear();
|
||||
Ref<RoomBounds> roomie = room->get_room();
|
||||
if (roomie.is_null())
|
||||
return;
|
||||
PoolVector<Face3> faces = roomie->get_geometry_hint();
|
||||
|
||||
Vector<Vector3> lines;
|
||||
int fc = faces.size();
|
||||
PoolVector<Face3>::Read r = faces.read();
|
||||
|
||||
Map<_EdgeKey, Vector3> edge_map;
|
||||
|
||||
for (int i = 0; i < fc; i++) {
|
||||
|
||||
Vector3 fn = r[i].get_plane().normal;
|
||||
|
||||
for (int j = 0; j < 3; j++) {
|
||||
|
||||
_EdgeKey ek;
|
||||
ek.from = r[i].vertex[j].snapped(Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON));
|
||||
ek.to = r[i].vertex[(j + 1) % 3].snapped(Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON));
|
||||
if (ek.from < ek.to)
|
||||
SWAP(ek.from, ek.to);
|
||||
|
||||
Map<_EdgeKey, Vector3>::Element *E = edge_map.find(ek);
|
||||
|
||||
if (E) {
|
||||
|
||||
if (E->get().dot(fn) > 0.9) {
|
||||
|
||||
E->get() = Vector3();
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
edge_map[ek] = fn;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (Map<_EdgeKey, Vector3>::Element *E = edge_map.front(); E; E = E->next()) {
|
||||
|
||||
if (E->get() != Vector3()) {
|
||||
lines.push_back(E->key().from);
|
||||
lines.push_back(E->key().to);
|
||||
}
|
||||
}
|
||||
|
||||
add_lines(lines, EditorSpatialGizmos::singleton->room_material);
|
||||
add_collision_segments(lines);
|
||||
}
|
||||
|
||||
RoomSpatialGizmo::RoomSpatialGizmo(Room *p_room) {
|
||||
|
||||
set_spatial_node(p_room);
|
||||
room = p_room;
|
||||
}
|
||||
|
||||
/////
|
||||
|
||||
void PortalSpatialGizmo::redraw() {
|
||||
|
||||
clear();
|
||||
|
||||
Vector<Point2> points = portal->get_shape();
|
||||
if (points.size() == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
Vector<Vector3> lines;
|
||||
|
||||
Vector3 center;
|
||||
for (int i = 0; i < points.size(); i++) {
|
||||
|
||||
Vector3 f;
|
||||
f.x = points[i].x;
|
||||
f.y = points[i].y;
|
||||
Vector3 fn;
|
||||
fn.x = points[(i + 1) % points.size()].x;
|
||||
fn.y = points[(i + 1) % points.size()].y;
|
||||
center += f;
|
||||
|
||||
lines.push_back(f);
|
||||
lines.push_back(fn);
|
||||
}
|
||||
|
||||
center /= points.size();
|
||||
lines.push_back(center);
|
||||
lines.push_back(center + Vector3(0, 0, 1));
|
||||
|
||||
add_lines(lines, EditorSpatialGizmos::singleton->portal_material);
|
||||
add_collision_segments(lines);
|
||||
}
|
||||
|
||||
PortalSpatialGizmo::PortalSpatialGizmo(Portal *p_portal) {
|
||||
|
||||
set_spatial_node(p_portal);
|
||||
portal = p_portal;
|
||||
}
|
||||
|
||||
#endif
|
||||
/////
|
||||
|
||||
RayCastSpatialGizmoPlugin::RayCastSpatialGizmoPlugin() {
|
||||
|
|
|
@ -160,19 +160,6 @@ public:
|
|||
PhysicalBoneSpatialGizmoPlugin();
|
||||
};
|
||||
|
||||
#if 0
|
||||
class PortalSpatialGizmo : public EditorSpatialGizmo {
|
||||
|
||||
GDCLASS(PortalSpatialGizmo, EditorSpatialGizmo);
|
||||
|
||||
Portal *portal;
|
||||
|
||||
public:
|
||||
void redraw();
|
||||
PortalSpatialGizmo(Portal *p_portal = NULL);
|
||||
};
|
||||
#endif
|
||||
|
||||
class RayCastSpatialGizmoPlugin : public EditorSpatialGizmoPlugin {
|
||||
|
||||
GDCLASS(RayCastSpatialGizmoPlugin, EditorSpatialGizmoPlugin);
|
||||
|
|
|
@ -28,11 +28,13 @@
|
|||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "pluginscript_instance.h"
|
||||
|
||||
// Godot imports
|
||||
#include "core/os/os.h"
|
||||
#include "core/variant.h"
|
||||
|
||||
// PluginScript imports
|
||||
#include "pluginscript_instance.h"
|
||||
#include "pluginscript_language.h"
|
||||
#include "pluginscript_script.h"
|
||||
|
||||
|
@ -89,51 +91,6 @@ Variant PluginScriptInstance::call(const StringName &p_method, const Variant **p
|
|||
return var_ret;
|
||||
}
|
||||
|
||||
#if 0 // TODO: Don't rely on default implementations provided by ScriptInstance ?
|
||||
void PluginScriptInstance::call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount) {
|
||||
|
||||
#if 0
|
||||
PluginScript *sptr=script.ptr();
|
||||
Variant::CallError ce;
|
||||
|
||||
while(sptr) {
|
||||
Map<StringName,GDFunction*>::Element *E = sptr->member_functions.find(p_method);
|
||||
if (E) {
|
||||
E->get()->call(this,p_args,p_argcount,ce);
|
||||
}
|
||||
sptr = sptr->_base;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
#if 0
|
||||
void PluginScriptInstance::_ml_call_reversed(PluginScript *sptr,const StringName& p_method,const Variant** p_args,int p_argcount) {
|
||||
|
||||
if (sptr->_base)
|
||||
_ml_call_reversed(sptr->_base,p_method,p_args,p_argcount);
|
||||
|
||||
Variant::CallError ce;
|
||||
|
||||
Map<StringName,GDFunction*>::Element *E = sptr->member_functions.find(p_method);
|
||||
if (E) {
|
||||
E->get()->call(this,p_args,p_argcount,ce);
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
void PluginScriptInstance::call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount) {
|
||||
|
||||
#if 0
|
||||
if (script.ptr()) {
|
||||
_ml_call_reversed(script.ptr(),p_method,p_args,p_argcount);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif // Multilevel stuff
|
||||
|
||||
void PluginScriptInstance::notification(int p_notification) {
|
||||
_desc->notification(_data, p_notification);
|
||||
}
|
||||
|
|
|
@ -33,6 +33,7 @@
|
|||
|
||||
// Godot imports
|
||||
#include "core/script_language.h"
|
||||
|
||||
// PluginScript imports
|
||||
#include <pluginscript/godot_pluginscript.h>
|
||||
|
||||
|
@ -60,13 +61,12 @@ public:
|
|||
virtual bool has_method(const StringName &p_method) const;
|
||||
|
||||
virtual Variant call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant::CallError &r_error);
|
||||
#if 0
|
||||
// Rely on default implementations provided by ScriptInstance for the moment.
|
||||
// Note that multilevel call could be removed in 3.0 release, so stay tuned
|
||||
// (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
|
||||
virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
|
||||
virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
|
||||
#endif
|
||||
|
||||
// Rely on default implementations provided by ScriptInstance for the moment.
|
||||
// Note that multilevel call could be removed in 3.0 release, so stay tuned
|
||||
// (see https://godotengine.org/qa/9244/can-override-the-_ready-and-_process-functions-child-classes)
|
||||
//virtual void call_multilevel(const StringName& p_method,const Variant** p_args,int p_argcount);
|
||||
//virtual void call_multilevel_reversed(const StringName& p_method,const Variant** p_args,int p_argcount);
|
||||
|
||||
virtual void notification(int p_notification);
|
||||
|
||||
|
|
|
@ -1550,10 +1550,8 @@ Variant GDScriptFunction::call(GDScriptInstance *p_instance, const Variant **p_a
|
|||
OPCODE_BREAK;
|
||||
}
|
||||
|
||||
// Enable for debugging
|
||||
#if 0
|
||||
#if 0 // Enable for debugging.
|
||||
default: {
|
||||
|
||||
err_text = "Illegal opcode " + itos(_code_ptr[ip]) + " at address " + itos(ip);
|
||||
OPCODE_BREAK;
|
||||
}
|
||||
|
|
|
@ -346,195 +346,6 @@ void Polygon2D::_notification(int p_what) {
|
|||
if (total_indices.size()) {
|
||||
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
|
||||
}
|
||||
|
||||
#if 0
|
||||
//use splits
|
||||
Vector<int> loop;
|
||||
int sc = splits.size();
|
||||
PoolVector<int>::Read r = splits.read();
|
||||
|
||||
|
||||
print_line("has splits, amount " + itos(splits.size()));
|
||||
Vector<Vector<int> > loops;
|
||||
|
||||
// find a point that can be used to begin, must not be in a split, and have to the left and right the same one
|
||||
// like this one -> x---o
|
||||
// \ / \ .
|
||||
// o---o
|
||||
int base_point = -1;
|
||||
{
|
||||
int current_point = -1;
|
||||
int base_point_prev_split = -1;
|
||||
|
||||
|
||||
for (int i = 0; i < points.size(); i++) {
|
||||
|
||||
//find if this point is in a split
|
||||
int split_index = -1;
|
||||
bool has_prev_split = false;
|
||||
int min_dist_to_end = 0x7FFFFFFF;
|
||||
|
||||
for (int j = 0; j < sc; j += 2) {
|
||||
|
||||
int split_pos = -1;
|
||||
int split_end = -1;
|
||||
|
||||
if (r[j + 0] == i) { //found split in first point
|
||||
split_pos = r[j + 0];
|
||||
split_end = r[j + 1];
|
||||
} else if (r[j + 1] == i) { //found split in second point
|
||||
split_pos = r[j + 1];
|
||||
split_end = r[j + 0];
|
||||
}
|
||||
|
||||
if (split_pos == split_end) {
|
||||
continue; //either nothing found or begin == end, this not a split in either case
|
||||
}
|
||||
|
||||
if (j == base_point_prev_split) {
|
||||
has_prev_split = true;
|
||||
}
|
||||
|
||||
//compute distance from split pos to split end in current traversal direction
|
||||
int dist_to_end = split_end > split_pos ? split_end - split_pos : (last - split_pos + split_end);
|
||||
|
||||
if (dist_to_end < min_dist_to_end) {
|
||||
//always keep the valid split with the least distance to the loop
|
||||
min_dist_to_end = dist_to_end;
|
||||
split_index = j;
|
||||
}
|
||||
}
|
||||
|
||||
if (split_index == -1) {
|
||||
current_point = i; //no split here, we are testing this point
|
||||
} else if (has_prev_split) {
|
||||
base_point = current_point; // there is a split and it contains the previous visited split, success
|
||||
break;
|
||||
} else {
|
||||
//invalidate current point and keep split
|
||||
current_point = -1;
|
||||
base_point_prev_split = split_index;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
print_line("found base point: " + itos(base_point));
|
||||
|
||||
if (base_point != -1) {
|
||||
|
||||
int point = base_point;
|
||||
int last = base_point;
|
||||
//go through all the points, find splits
|
||||
do {
|
||||
|
||||
int split;
|
||||
int last_dist_to_end = -1; //maximum valid distance to end
|
||||
|
||||
do {
|
||||
|
||||
loop.push_back(point); //push current point
|
||||
|
||||
split = -1;
|
||||
int end = -1;
|
||||
|
||||
int max_dist_to_end = 0;
|
||||
|
||||
//find if this point is in a split
|
||||
for (int j = 0; j < sc; j += 2) {
|
||||
|
||||
int split_pos = -1;
|
||||
int split_end = -1;
|
||||
|
||||
if (r[j + 0] == point) { //match first split index
|
||||
split_pos = r[j + 0];
|
||||
split_end = r[j + 1];
|
||||
} else if (r[j + 1] == point) { //match second split index
|
||||
split_pos = r[j + 1];
|
||||
split_end = r[j + 0];
|
||||
}
|
||||
|
||||
if (split_pos == split_end) {
|
||||
continue; //either nothing found or begin == end, this not a split in either case
|
||||
}
|
||||
|
||||
//compute distance from split pos to split end
|
||||
int dist_to_end = split_end > split_pos ? split_end - split_pos : (points.size() - split_pos + split_end);
|
||||
|
||||
if (last_dist_to_end != -1 && dist_to_end >= last_dist_to_end) {
|
||||
//distance must be shorter than in last iteration, means we've tested this before so ignore
|
||||
continue;
|
||||
} else if (dist_to_end > max_dist_to_end) {
|
||||
//always keep the valid point with the most distance (as long as it's valid)
|
||||
max_dist_to_end = dist_to_end;
|
||||
split = split_pos;
|
||||
end = split_end;
|
||||
}
|
||||
}
|
||||
|
||||
if (split != -1) {
|
||||
//found a split!
|
||||
int from = end;
|
||||
|
||||
//add points until last is reached
|
||||
while (true) {
|
||||
//find if point is in a split
|
||||
loop.push_back(from);
|
||||
|
||||
if (from == last) {
|
||||
break;
|
||||
}
|
||||
|
||||
from++;
|
||||
if (from >= points.size()) { //wrap if reached end
|
||||
from = 0;
|
||||
}
|
||||
|
||||
if (from == loop[0]) {
|
||||
break; //end because we reached split source
|
||||
}
|
||||
}
|
||||
|
||||
loops.push_back(loop); //done with this loop
|
||||
loop.clear();
|
||||
|
||||
last_dist_to_end = max_dist_to_end;
|
||||
last = end; //algorithm can safely finish in this split point
|
||||
}
|
||||
|
||||
} while (split != -1);
|
||||
|
||||
} while (point != last);
|
||||
}
|
||||
|
||||
if (loop.size() >=2 ) { //points remained
|
||||
//points remain
|
||||
loop.push_back(last); //no splits found, use last
|
||||
loops.push_back(loop);
|
||||
}
|
||||
|
||||
print_line("total loops: " + itos(loops.size()));
|
||||
|
||||
if (loops.size()) { //loops found
|
||||
Vector<int> indices;
|
||||
|
||||
for (int i = 0; i < loops.size(); i++) {
|
||||
Vector<int> loop = loops[i];
|
||||
Vector<Vector2> vertices;
|
||||
vertices.resize(loop.size());
|
||||
for (int j = 0; j < vertices.size(); j++) {
|
||||
vertices.write[j] = points[loop[j]];
|
||||
}
|
||||
Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
|
||||
int from = indices.size();
|
||||
indices.resize(from + sub_indices.size());
|
||||
for (int j = 0; j < sub_indices.size(); j++) {
|
||||
indices.write[from + j] = loop[sub_indices[j]];
|
||||
}
|
||||
}
|
||||
|
||||
VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
} break;
|
||||
|
|
|
@ -1,232 +0,0 @@
|
|||
/*************************************************************************/
|
||||
/* portal.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "portal.h"
|
||||
#include "core/project_settings.h"
|
||||
#include "scene/resources/surface_tool.h"
|
||||
#include "servers/visual_server.h"
|
||||
|
||||
// FIXME: This will be removed, kept as reference for new implementation
|
||||
#if 0
|
||||
bool Portal::_set(const StringName &p_name, const Variant &p_value) {
|
||||
|
||||
if (p_name == "shape") {
|
||||
PoolVector<float> src_coords = p_value;
|
||||
Vector<Point2> points;
|
||||
int src_coords_size = src_coords.size();
|
||||
ERR_FAIL_COND_V(src_coords_size % 2, false);
|
||||
points.resize(src_coords_size / 2);
|
||||
for (int i = 0; i < points.size(); i++) {
|
||||
|
||||
points[i].x = src_coords[i * 2 + 0];
|
||||
points[i].y = src_coords[i * 2 + 1];
|
||||
set_shape(points);
|
||||
}
|
||||
} else if (p_name == "enabled") {
|
||||
set_enabled(p_value);
|
||||
} else if (p_name == "disable_distance") {
|
||||
set_disable_distance(p_value);
|
||||
} else if (p_name == "disabled_color") {
|
||||
set_disabled_color(p_value);
|
||||
} else if (p_name == "connect_range") {
|
||||
set_connect_range(p_value);
|
||||
} else
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Portal::_get(const StringName &p_name, Variant &r_ret) const {
|
||||
|
||||
if (p_name == "shape") {
|
||||
Vector<Point2> points = get_shape();
|
||||
PoolVector<float> dst_coords;
|
||||
dst_coords.resize(points.size() * 2);
|
||||
|
||||
for (int i = 0; i < points.size(); i++) {
|
||||
|
||||
dst_coords.set(i * 2 + 0, points[i].x);
|
||||
dst_coords.set(i * 2 + 1, points[i].y);
|
||||
}
|
||||
|
||||
r_ret = dst_coords;
|
||||
} else if (p_name == "enabled") {
|
||||
r_ret = is_enabled();
|
||||
} else if (p_name == "disable_distance") {
|
||||
r_ret = get_disable_distance();
|
||||
} else if (p_name == "disabled_color") {
|
||||
r_ret = get_disabled_color();
|
||||
} else if (p_name == "connect_range") {
|
||||
r_ret = get_connect_range();
|
||||
} else
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void Portal::_get_property_list(List<PropertyInfo> *p_list) const {
|
||||
|
||||
p_list->push_back(PropertyInfo(Variant::POOL_REAL_ARRAY, "shape"));
|
||||
p_list->push_back(PropertyInfo(Variant::BOOL, "enabled"));
|
||||
p_list->push_back(PropertyInfo(Variant::REAL, "disable_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"));
|
||||
p_list->push_back(PropertyInfo(Variant::COLOR, "disabled_color"));
|
||||
p_list->push_back(PropertyInfo(Variant::REAL, "connect_range", PROPERTY_HINT_RANGE, "0.1,4096,0.01"));
|
||||
}
|
||||
|
||||
AABB Portal::get_aabb() const {
|
||||
|
||||
return aabb;
|
||||
}
|
||||
PoolVector<Face3> Portal::get_faces(uint32_t p_usage_flags) const {
|
||||
|
||||
if (!(p_usage_flags & FACES_ENCLOSING))
|
||||
return PoolVector<Face3>();
|
||||
|
||||
Vector<Point2> shape = get_shape();
|
||||
if (shape.size() == 0)
|
||||
return PoolVector<Face3>();
|
||||
|
||||
Vector2 center;
|
||||
for (int i = 0; i < shape.size(); i++) {
|
||||
|
||||
center += shape[i];
|
||||
}
|
||||
|
||||
PoolVector<Face3> ret;
|
||||
center /= shape.size();
|
||||
|
||||
for (int i = 0; i < shape.size(); i++) {
|
||||
|
||||
int n = (i + 1) % shape.size();
|
||||
|
||||
Face3 f;
|
||||
f.vertex[0] = Vector3(center.x, center.y, 0);
|
||||
f.vertex[1] = Vector3(shape[i].x, shape[i].y, 0);
|
||||
f.vertex[2] = Vector3(shape[n].x, shape[n].y, 0);
|
||||
ret.push_back(f);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Portal::set_shape(const Vector<Point2> &p_shape) {
|
||||
|
||||
VisualServer::get_singleton()->portal_set_shape(portal, p_shape);
|
||||
shape = p_shape;
|
||||
update_gizmo();
|
||||
}
|
||||
|
||||
Vector<Point2> Portal::get_shape() const {
|
||||
|
||||
return shape;
|
||||
}
|
||||
|
||||
void Portal::set_connect_range(float p_range) {
|
||||
|
||||
connect_range = p_range;
|
||||
//VisualServer::get_singleton()->portal_set_connect_range(portal,p_range);
|
||||
}
|
||||
|
||||
float Portal::get_connect_range() const {
|
||||
|
||||
return connect_range;
|
||||
}
|
||||
|
||||
void Portal::set_enabled(bool p_enabled) {
|
||||
|
||||
enabled = p_enabled;
|
||||
VisualServer::get_singleton()->portal_set_enabled(portal, enabled);
|
||||
}
|
||||
|
||||
bool Portal::is_enabled() const {
|
||||
|
||||
return enabled;
|
||||
}
|
||||
|
||||
void Portal::set_disable_distance(float p_distance) {
|
||||
|
||||
disable_distance = p_distance;
|
||||
VisualServer::get_singleton()->portal_set_disable_distance(portal, disable_distance);
|
||||
}
|
||||
float Portal::get_disable_distance() const {
|
||||
|
||||
return disable_distance;
|
||||
}
|
||||
|
||||
void Portal::set_disabled_color(const Color &p_disabled_color) {
|
||||
|
||||
disabled_color = p_disabled_color;
|
||||
VisualServer::get_singleton()->portal_set_disabled_color(portal, disabled_color);
|
||||
}
|
||||
|
||||
Color Portal::get_disabled_color() const {
|
||||
|
||||
return disabled_color;
|
||||
}
|
||||
|
||||
void Portal::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_shape", "points"), &Portal::set_shape);
|
||||
ClassDB::bind_method(D_METHOD("get_shape"), &Portal::get_shape);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_enabled", "enable"), &Portal::set_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_enabled"), &Portal::is_enabled);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_disable_distance", "distance"), &Portal::set_disable_distance);
|
||||
ClassDB::bind_method(D_METHOD("get_disable_distance"), &Portal::get_disable_distance);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_disabled_color", "color"), &Portal::set_disabled_color);
|
||||
ClassDB::bind_method(D_METHOD("get_disabled_color"), &Portal::get_disabled_color);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_connect_range", "range"), &Portal::set_connect_range);
|
||||
ClassDB::bind_method(D_METHOD("get_connect_range"), &Portal::get_connect_range);
|
||||
}
|
||||
|
||||
Portal::Portal() {
|
||||
|
||||
portal = VisualServer::get_singleton()->portal_create();
|
||||
Vector<Point2> points;
|
||||
points.push_back(Point2(-1, 1));
|
||||
points.push_back(Point2(1, 1));
|
||||
points.push_back(Point2(1, -1));
|
||||
points.push_back(Point2(-1, -1));
|
||||
set_shape(points); // default shape
|
||||
|
||||
set_connect_range(0.8);
|
||||
set_disable_distance(50);
|
||||
set_enabled(true);
|
||||
|
||||
set_base(portal);
|
||||
}
|
||||
|
||||
Portal::~Portal() {
|
||||
|
||||
VisualServer::get_singleton()->free(portal);
|
||||
}
|
||||
#endif
|
|
@ -1,88 +0,0 @@
|
|||
/*************************************************************************/
|
||||
/* portal.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef PORTAL_H
|
||||
#define PORTAL_H
|
||||
|
||||
#include "scene/3d/visual_instance.h"
|
||||
|
||||
/* Portal Logic:
|
||||
If a portal is placed next (very close to) a similar, opposing portal, they automatically connect,
|
||||
otherwise, a portal connects to the parent room
|
||||
*/
|
||||
// FIXME: This will be redone and replaced by area portals, left for reference
|
||||
// since a new class with this name will have to exist and want to reuse the gizmos
|
||||
#if 0
|
||||
class Portal : public VisualInstance {
|
||||
|
||||
GDCLASS(Portal, VisualInstance);
|
||||
|
||||
RID portal;
|
||||
Vector<Point2> shape;
|
||||
|
||||
bool enabled;
|
||||
float disable_distance;
|
||||
Color disabled_color;
|
||||
float connect_range;
|
||||
|
||||
AABB aabb;
|
||||
|
||||
protected:
|
||||
bool _set(const StringName &p_name, const Variant &p_value);
|
||||
bool _get(const StringName &p_name, Variant &r_ret) const;
|
||||
void _get_property_list(List<PropertyInfo> *p_list) const;
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual AABB get_aabb() const;
|
||||
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
|
||||
|
||||
void set_enabled(bool p_enabled);
|
||||
bool is_enabled() const;
|
||||
|
||||
void set_disable_distance(float p_distance);
|
||||
float get_disable_distance() const;
|
||||
|
||||
void set_disabled_color(const Color &p_disabled_color);
|
||||
Color get_disabled_color() const;
|
||||
|
||||
void set_shape(const Vector<Point2> &p_shape);
|
||||
Vector<Point2> get_shape() const;
|
||||
|
||||
void set_connect_range(float p_range);
|
||||
float get_connect_range() const;
|
||||
|
||||
Portal();
|
||||
~Portal();
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
|
@ -1,164 +0,0 @@
|
|||
/*************************************************************************/
|
||||
/* room_instance.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "room_instance.h"
|
||||
|
||||
#include "servers/visual_server.h"
|
||||
|
||||
// FIXME: Will be removed, kept as reference for new implementation
|
||||
#if 0
|
||||
#include "core/math/geometry.h"
|
||||
#include "core/project_settings.h"
|
||||
#include "scene/resources/surface_tool.h"
|
||||
|
||||
void Room::_notification(int p_what) {
|
||||
|
||||
switch (p_what) {
|
||||
case NOTIFICATION_ENTER_WORLD: {
|
||||
// go find parent level
|
||||
Node *parent_room = get_parent();
|
||||
level = 0;
|
||||
|
||||
while (parent_room) {
|
||||
|
||||
Room *r = Object::cast_to<Room>(parent_room);
|
||||
if (r) {
|
||||
|
||||
level = r->level + 1;
|
||||
break;
|
||||
}
|
||||
|
||||
parent_room = parent_room->get_parent();
|
||||
}
|
||||
|
||||
} break;
|
||||
case NOTIFICATION_TRANSFORM_CHANGED: {
|
||||
} break;
|
||||
case NOTIFICATION_EXIT_WORLD: {
|
||||
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
AABB Room::get_aabb() const {
|
||||
|
||||
if (room.is_null())
|
||||
return AABB();
|
||||
|
||||
return AABB();
|
||||
}
|
||||
|
||||
PoolVector<Face3> Room::get_faces(uint32_t p_usage_flags) const {
|
||||
|
||||
return PoolVector<Face3>();
|
||||
}
|
||||
|
||||
void Room::set_room(const Ref<RoomBounds> &p_room) {
|
||||
|
||||
room = p_room;
|
||||
update_gizmo();
|
||||
|
||||
if (room.is_valid()) {
|
||||
|
||||
set_base(room->get_rid());
|
||||
} else {
|
||||
set_base(RID());
|
||||
}
|
||||
|
||||
if (!is_inside_tree())
|
||||
return;
|
||||
|
||||
propagate_notification(NOTIFICATION_AREA_CHANGED);
|
||||
update_gizmo();
|
||||
}
|
||||
|
||||
Ref<RoomBounds> Room::get_room() const {
|
||||
|
||||
return room;
|
||||
}
|
||||
|
||||
void Room::_parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const {
|
||||
|
||||
const VisualInstance *vi = Object::cast_to<VisualInstance>(p_node);
|
||||
|
||||
if (vi) {
|
||||
PoolVector<Face3> faces = vi->get_faces(FACES_ENCLOSING);
|
||||
|
||||
if (faces.size()) {
|
||||
int old_len = all_faces.size();
|
||||
all_faces.resize(all_faces.size() + faces.size());
|
||||
int new_len = all_faces.size();
|
||||
PoolVector<Face3>::Write all_facesw = all_faces.write();
|
||||
Face3 *all_facesptr = all_facesw.ptr();
|
||||
|
||||
PoolVector<Face3>::Read facesr = faces.read();
|
||||
const Face3 *facesptr = facesr.ptr();
|
||||
|
||||
Transform tr = vi->get_relative_transform(this);
|
||||
|
||||
for (int i = old_len; i < new_len; i++) {
|
||||
|
||||
Face3 f = facesptr[i - old_len];
|
||||
for (int j = 0; j < 3; j++)
|
||||
f.vertex[j] = tr.xform(f.vertex[j]);
|
||||
all_facesptr[i] = f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < p_node->get_child_count(); i++) {
|
||||
|
||||
_parse_node_faces(all_faces, p_node->get_child(i));
|
||||
}
|
||||
}
|
||||
|
||||
void Room::_bounds_changed() {
|
||||
|
||||
update_gizmo();
|
||||
}
|
||||
|
||||
void Room::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_room", "room"), &Room::set_room);
|
||||
ClassDB::bind_method(D_METHOD("get_room"), &Room::get_room);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "room/room", PROPERTY_HINT_RESOURCE_TYPE, "Area"), "set_room", "get_room");
|
||||
}
|
||||
|
||||
Room::Room() {
|
||||
|
||||
// sound_enabled=false;
|
||||
|
||||
level = 0;
|
||||
}
|
||||
|
||||
Room::~Room() {
|
||||
}
|
||||
#endif
|
|
@ -1,81 +0,0 @@
|
|||
/*************************************************************************/
|
||||
/* room_instance.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef ROOM_INSTANCE_H
|
||||
#define ROOM_INSTANCE_H
|
||||
|
||||
#include "scene/3d/visual_instance.h"
|
||||
#include "scene/resources/room.h"
|
||||
|
||||
/* RoomInstance Logic:
|
||||
a) Instances that belong to the room are drawn only if the room is visible (seen through portal, or player inside)
|
||||
b) Instances that don't belong to any room are considered to belong to the root room (RID empty)
|
||||
c) "dynamic" Instances are assigned to the rooms their AABB touch
|
||||
|
||||
*/
|
||||
|
||||
// FIXME: this will be removed, left for reference
|
||||
#if 0
|
||||
|
||||
class Room : public VisualInstance {
|
||||
|
||||
GDCLASS(Room, VisualInstance);
|
||||
|
||||
public:
|
||||
private:
|
||||
Ref<RoomBounds> room;
|
||||
|
||||
int level;
|
||||
void _parse_node_faces(PoolVector<Face3> &all_faces, const Node *p_node) const;
|
||||
|
||||
void _bounds_changed();
|
||||
|
||||
protected:
|
||||
void _notification(int p_what);
|
||||
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
enum {
|
||||
// used to notify portals that the room in which they are has changed.
|
||||
NOTIFICATION_AREA_CHANGED = 60
|
||||
};
|
||||
|
||||
virtual AABB get_aabb() const;
|
||||
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
|
||||
|
||||
void set_room(const Ref<RoomBounds> &p_room);
|
||||
Ref<RoomBounds> get_room() const;
|
||||
|
||||
Room();
|
||||
~Room();
|
||||
};
|
||||
#endif
|
||||
#endif // ROOM_INSTANCE_H
|
|
@ -29,6 +29,7 @@
|
|||
/*************************************************************************/
|
||||
|
||||
#include "voxel_light_baker.h"
|
||||
|
||||
#include "core/os/os.h"
|
||||
#include "core/os/threaded_array_processor.h"
|
||||
|
||||
|
@ -2118,8 +2119,7 @@ Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh
|
|||
}
|
||||
}
|
||||
|
||||
// Enable for debugging
|
||||
#if 0
|
||||
#if 0 // Enable for debugging.
|
||||
{
|
||||
PoolVector<uint8_t> img;
|
||||
int ls = lightmap.size();
|
||||
|
|
|
@ -29,6 +29,7 @@
|
|||
/*************************************************************************/
|
||||
|
||||
#include "animation_blend_tree.h"
|
||||
|
||||
#include "scene/scene_string_names.h"
|
||||
|
||||
void AnimationNodeAnimation::set_animation(const StringName &p_name) {
|
||||
|
@ -718,21 +719,6 @@ String AnimationNodeTransition::get_input_caption(int p_input) const {
|
|||
return inputs[p_input].name;
|
||||
}
|
||||
|
||||
#if 0
|
||||
Ref<AnimationNodeBlendTree> tree = get_parent();
|
||||
|
||||
if (tree.is_valid() && current >= 0) {
|
||||
prev = current;
|
||||
prev_xfading = xfade;
|
||||
time = 0;
|
||||
current = p_current;
|
||||
switched = true;
|
||||
_change_notify("current");
|
||||
} else {
|
||||
current = p_current;
|
||||
}
|
||||
#endif
|
||||
|
||||
void AnimationNodeTransition::set_cross_fade_time(float p_fade) {
|
||||
xfade = p_fade;
|
||||
}
|
||||
|
|
|
@ -194,13 +194,11 @@
|
|||
#include "scene/3d/path.h"
|
||||
#include "scene/3d/physics_body.h"
|
||||
#include "scene/3d/physics_joint.h"
|
||||
#include "scene/3d/portal.h"
|
||||
#include "scene/3d/position_3d.h"
|
||||
#include "scene/3d/proximity_group.h"
|
||||
#include "scene/3d/ray_cast.h"
|
||||
#include "scene/3d/reflection_probe.h"
|
||||
#include "scene/3d/remote_transform.h"
|
||||
#include "scene/3d/room_instance.h"
|
||||
#include "scene/3d/skeleton.h"
|
||||
#include "scene/3d/soft_body.h"
|
||||
#include "scene/3d/spring_arm.h"
|
||||
|
|
|
@ -1,70 +0,0 @@
|
|||
/*************************************************************************/
|
||||
/* room.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "room.h"
|
||||
|
||||
#include "servers/visual_server.h"
|
||||
|
||||
// FIXME: Left for reference for reimplementation using Area
|
||||
#if 0
|
||||
RID RoomBounds::get_rid() const {
|
||||
|
||||
return area;
|
||||
}
|
||||
|
||||
void RoomBounds::set_geometry_hint(const PoolVector<Face3> &p_geometry_hint) {
|
||||
|
||||
geometry_hint = p_geometry_hint;
|
||||
}
|
||||
|
||||
PoolVector<Face3> RoomBounds::get_geometry_hint() const {
|
||||
|
||||
return geometry_hint;
|
||||
}
|
||||
|
||||
void RoomBounds::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_geometry_hint", "triangles"), &RoomBounds::set_geometry_hint);
|
||||
ClassDB::bind_method(D_METHOD("get_geometry_hint"), &RoomBounds::get_geometry_hint);
|
||||
|
||||
//ADD_PROPERTY( PropertyInfo( Variant::DICTIONARY, "bounds"), "set_bounds","get_bounds") ;
|
||||
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "geometry_hint"), "set_geometry_hint", "get_geometry_hint");
|
||||
}
|
||||
|
||||
RoomBounds::RoomBounds() {
|
||||
|
||||
area = VisualServer::get_singleton()->room_create();
|
||||
}
|
||||
|
||||
RoomBounds::~RoomBounds() {
|
||||
|
||||
VisualServer::get_singleton()->free(area);
|
||||
}
|
||||
#endif
|
|
@ -1,62 +0,0 @@
|
|||
/*************************************************************************/
|
||||
/* room.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef ROOM_BOUNDS_H
|
||||
#define ROOM_BOUNDS_H
|
||||
|
||||
#include "core/math/bsp_tree.h"
|
||||
#include "core/resource.h"
|
||||
|
||||
// FIXME: left for reference but will be removed when portals are reimplemented using Area
|
||||
#if 0
|
||||
|
||||
class RoomBounds : public Resource {
|
||||
|
||||
GDCLASS(RoomBounds, Resource);
|
||||
RES_BASE_EXTENSION("room");
|
||||
|
||||
RID area;
|
||||
PoolVector<Face3> geometry_hint;
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual RID get_rid() const;
|
||||
|
||||
void set_geometry_hint(const PoolVector<Face3> &p_geometry_hint);
|
||||
PoolVector<Face3> get_geometry_hint() const;
|
||||
|
||||
RoomBounds();
|
||||
~RoomBounds();
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif // ROOM_H
|
|
@ -247,18 +247,6 @@ private:
|
|||
|
||||
void _mix_step();
|
||||
|
||||
#if 0
|
||||
struct AudioInBlock {
|
||||
|
||||
Ref<AudioStreamSample> audio_stream;
|
||||
int current_position;
|
||||
bool loops;
|
||||
};
|
||||
|
||||
Map<StringName, AudioInBlock *> audio_in_block_map;
|
||||
Vector<AudioInBlock *> audio_in_blocks;
|
||||
#endif
|
||||
|
||||
struct CallbackItem {
|
||||
|
||||
AudioCallback callback;
|
||||
|
|
|
@ -531,11 +531,10 @@ public:
|
|||
BIND2(scenario_set_fallback_environment, RID, RID)
|
||||
|
||||
/* INSTANCING API */
|
||||
// from can be mesh, light, area and portal so far.
|
||||
BIND0R(RID, instance_create)
|
||||
|
||||
BIND2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
|
||||
BIND2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
|
||||
BIND2(instance_set_base, RID, RID)
|
||||
BIND2(instance_set_scenario, RID, RID)
|
||||
BIND2(instance_set_layer_mask, RID, uint32_t)
|
||||
BIND2(instance_set_transform, RID, const Transform &)
|
||||
BIND2(instance_attach_object_instance_id, RID, ObjectID)
|
||||
|
|
|
@ -29,10 +29,13 @@
|
|||
/*************************************************************************/
|
||||
|
||||
#include "visual_server_scene.h"
|
||||
|
||||
#include "core/os/os.h"
|
||||
#include "visual_server_globals.h"
|
||||
#include "visual_server_raster.h"
|
||||
|
||||
#include <new>
|
||||
|
||||
/* CAMERA API */
|
||||
|
||||
RID VisualServerScene::camera_create() {
|
||||
|
@ -314,7 +317,6 @@ void VisualServerScene::_instance_queue_update(Instance *p_instance, bool p_upda
|
|||
_instance_update_list.add(&p_instance->update_item);
|
||||
}
|
||||
|
||||
// from can be mesh, light, area and portal so far.
|
||||
RID VisualServerScene::instance_create() {
|
||||
|
||||
Instance *instance = memnew(Instance);
|
||||
|
|
|
@ -55,22 +55,6 @@ public:
|
|||
|
||||
static VisualServerScene *singleton;
|
||||
|
||||
// FIXME: Kept as reference for future implementation
|
||||
#if 0
|
||||
struct Portal {
|
||||
|
||||
bool enabled;
|
||||
float disable_distance;
|
||||
Color disable_color;
|
||||
float connect_range;
|
||||
Vector<Point2> shape;
|
||||
Rect2 bounds;
|
||||
|
||||
|
||||
Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
|
||||
};
|
||||
#endif
|
||||
|
||||
/* CAMERA API */
|
||||
|
||||
struct Camera : public RID_Data {
|
||||
|
@ -450,11 +434,10 @@ public:
|
|||
|
||||
RID_Owner<Instance> instance_owner;
|
||||
|
||||
// from can be mesh, light, area and portal so far.
|
||||
virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
|
||||
virtual RID instance_create();
|
||||
|
||||
virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
|
||||
virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
|
||||
virtual void instance_set_base(RID p_instance, RID p_base);
|
||||
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
|
||||
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
|
||||
virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
|
||||
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
|
||||
|
|
|
@ -453,11 +453,10 @@ public:
|
|||
FUNC2(scenario_set_fallback_environment, RID, RID)
|
||||
|
||||
/* INSTANCING API */
|
||||
// from can be mesh, light, area and portal so far.
|
||||
FUNCRID(instance)
|
||||
|
||||
FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
|
||||
FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
|
||||
FUNC2(instance_set_base, RID, RID)
|
||||
FUNC2(instance_set_scenario, RID, RID)
|
||||
FUNC2(instance_set_layer_mask, RID, uint32_t)
|
||||
FUNC2(instance_set_transform, RID, const Transform &)
|
||||
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
|
||||
|
|
|
@ -813,11 +813,10 @@ public:
|
|||
|
||||
virtual RID instance_create2(RID p_base, RID p_scenario);
|
||||
|
||||
//virtual RID instance_create(RID p_base,RID p_scenario)=0; // from can be mesh, light, area and portal so far.
|
||||
virtual RID instance_create() = 0; // from can be mesh, light, poly, area and portal so far.
|
||||
virtual RID instance_create() = 0;
|
||||
|
||||
virtual void instance_set_base(RID p_instance, RID p_base) = 0; // from can be mesh, light, poly, area and portal so far.
|
||||
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; // from can be mesh, light, poly, area and portal so far.
|
||||
virtual void instance_set_base(RID p_instance, RID p_base) = 0;
|
||||
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
|
||||
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
|
||||
virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
|
||||
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
|
||||
|
|
Loading…
Reference in New Issue