Clean up mesh include code and comments
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0c5f254956
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@ -382,7 +382,6 @@ Error ResourceImporterTextureAtlas::import_group_file(const String &p_group_file
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mesh_texture->set_mesh(mesh);
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texture = mesh_texture;
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//mesh
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}
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String save_path = p_base_paths[E.key] + ".res";
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@ -85,7 +85,6 @@ public:
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PHYSICS_3D_ACTIVE_OBJECTS,
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PHYSICS_3D_COLLISION_PAIRS,
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PHYSICS_3D_ISLAND_COUNT,
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//physics
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AUDIO_OUTPUT_LATENCY,
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MONITOR_MAX
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};
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@ -323,10 +323,8 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_ov
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#endif // _3D_DISABLED
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{
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if (!child->is_connected("tree_exiting", callable_mp(this, &AnimationPlayer::_node_removed))) {
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child->connect("tree_exiting", callable_mp(this, &AnimationPlayer::_node_removed).bind(child), CONNECT_ONESHOT);
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}
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if (!child->is_connected("tree_exiting", callable_mp(this, &AnimationPlayer::_node_removed))) {
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child->connect("tree_exiting", callable_mp(this, &AnimationPlayer::_node_removed).bind(child), CONNECT_ONESHOT);
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}
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TrackNodeCacheKey key;
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@ -375,7 +373,7 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim, Node *p_root_ov
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node_cache->init_rot = rest.basis.get_rotation_quaternion();
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node_cache->init_scale = rest.basis.get_scale();
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} else {
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// no property, just use spatialnode
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// Not a skeleton, the node can be accessed with the node_3d member.
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node_cache->skeleton = nullptr;
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}
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}
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@ -158,8 +158,8 @@
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#include "scene/resources/immediate_mesh.h"
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#include "scene/resources/label_settings.h"
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#include "scene/resources/material.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/mesh_data_tool.h"
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#include "scene/resources/multimesh.h"
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#include "scene/resources/navigation_mesh.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/particles_material.h"
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@ -260,7 +260,7 @@
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#include "scene/resources/fog_material.h"
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#include "scene/resources/importer_mesh.h"
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#include "scene/resources/mesh_library.h"
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#endif
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#endif // _3D_DISABLED
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static Ref<ResourceFormatSaverText> resource_saver_text;
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static Ref<ResourceFormatLoaderText> resource_loader_text;
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@ -575,7 +575,7 @@ void register_scene_types() {
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GDREGISTER_CLASS(NavigationObstacle3D);
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OS::get_singleton()->yield(); // may take time to init
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#endif
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#endif // _3D_DISABLED
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/* REGISTER SHADER */
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@ -765,10 +765,6 @@ void register_scene_types() {
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SceneTree::add_idle_callback(ParticlesMaterial::flush_changes);
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ParticlesMaterial::init_shaders();
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GDREGISTER_CLASS(ProceduralSkyMaterial);
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GDREGISTER_CLASS(PanoramaSkyMaterial);
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GDREGISTER_CLASS(PhysicalSkyMaterial);
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GDREGISTER_VIRTUAL_CLASS(Mesh);
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GDREGISTER_CLASS(ArrayMesh);
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GDREGISTER_CLASS(PlaceholderMesh);
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@ -796,6 +792,9 @@ void register_scene_types() {
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GDREGISTER_CLASS(StandardMaterial3D);
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GDREGISTER_CLASS(ORMMaterial3D);
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GDREGISTER_CLASS(PlaceholderMaterial);
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GDREGISTER_CLASS(ProceduralSkyMaterial);
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GDREGISTER_CLASS(PanoramaSkyMaterial);
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GDREGISTER_CLASS(PhysicalSkyMaterial);
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SceneTree::add_idle_callback(BaseMaterial3D::flush_changes);
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BaseMaterial3D::init_shaders();
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@ -824,7 +823,7 @@ void register_scene_types() {
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ClassDB::register_class<SkeletonModification3DStackHolder>();
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OS::get_singleton()->yield(); // may take time to init
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#endif
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#endif // _3D_DISABLED
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GDREGISTER_CLASS(PhysicsMaterial);
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GDREGISTER_CLASS(World3D);
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@ -1203,11 +1202,10 @@ void unregister_scene_types() {
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// StandardMaterial3D is not initialised when 3D is disabled, so it shouldn't be cleaned up either
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#ifndef _3D_DISABLED
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BaseMaterial3D::finish_shaders();
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#endif // _3D_DISABLED
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PhysicalSkyMaterial::cleanup_shader();
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PanoramaSkyMaterial::cleanup_shader();
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ProceduralSkyMaterial::cleanup_shader();
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#endif // _3D_DISABLED
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ParticlesMaterial::finish_shaders();
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CanvasItemMaterial::finish_shaders();
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@ -32,11 +32,10 @@
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#include "core/math/convex_hull.h"
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#include "core/templates/pair.h"
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#include "scene/resources/surface_tool.h"
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "scene/resources/convex_polygon_shape_3d.h"
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#include "surface_tool.h"
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#include <stdlib.h>
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Mesh::ConvexDecompositionFunc Mesh::convex_decomposition_function = nullptr;
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@ -169,9 +169,6 @@ public:
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void generate_debug_mesh_lines(Vector<Vector3> &r_lines);
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void generate_debug_mesh_indices(Vector<Vector3> &r_points);
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Ref<Shape3D> create_trimesh_shape() const;
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Ref<Shape3D> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
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Ref<Mesh> create_outline(float p_margin) const;
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void set_lightmap_size_hint(const Size2i &p_size);
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@ -214,6 +211,8 @@ public:
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static ConvexDecompositionFunc convex_decomposition_function;
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Vector<Ref<Shape3D>> convex_decompose(const ConvexDecompositionSettings &p_settings) const;
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Ref<Shape3D> create_convex_shape(bool p_clean = true, bool p_simplify = false) const;
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Ref<Shape3D> create_trimesh_shape() const;
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virtual int get_builtin_bind_pose_count() const;
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virtual Transform3D get_builtin_bind_pose(int p_index) const;
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@ -33,8 +33,8 @@
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#include "core/io/resource.h"
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#include "core/templates/rb_map.h"
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#include "mesh.h"
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#include "scene/3d/navigation_region_3d.h"
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#include "scene/resources/mesh.h"
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#include "shape_3d.h"
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class MeshLibrary : public Resource {
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@ -33,8 +33,6 @@
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#include "scene/resources/mesh.h"
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class Mesh;
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class NavigationMesh : public Resource {
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GDCLASS(NavigationMesh, Resource);
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@ -35,8 +35,8 @@
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#include "core/io/marshalls.h"
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#include "core/math/geometry_2d.h"
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#include "core/os/os.h"
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#include "mesh.h"
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#include "scene/resources/bit_map.h"
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#include "scene/resources/mesh.h"
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#include "servers/camera/camera_feed.h"
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int Texture2D::get_width() const {
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int ret;
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