make editor update by tracking changes in visualserverraster
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22d83bc9f6
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a6e9dc6153
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@ -1199,7 +1199,7 @@ RID RasterizerStorageGLES3::multimesh_get_mesh(RID p_multimesh) const{
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return RID();
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}
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AABB RasterizerStorageGLES3::multimesh_get_custom_aabb(RID p_multimesh,const AABB& p_aabb) const{
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AABB RasterizerStorageGLES3::multimesh_get_custom_aabb(RID p_multimesh) const{
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return AABB();
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}
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@ -1305,7 +1305,7 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton,int p_bo
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}
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Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone){
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Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone) const{
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return Transform();
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}
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@ -1313,7 +1313,7 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton,int p
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}
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Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone){
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Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const{
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return Matrix32();
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}
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@ -1419,7 +1419,7 @@ void RasterizerStorageGLES3::room_add_bounds(RID p_room, const DVector<Vector2>&
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}
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void RasterizerStorageGLES3::room_clear_bounds(){
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void RasterizerStorageGLES3::room_clear_bounds(RID p_room){
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}
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@ -249,7 +249,7 @@ public:
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virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
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virtual RID multimesh_get_mesh(RID p_multimesh) const;
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virtual AABB multimesh_get_custom_aabb(RID p_multimesh,const AABB& p_aabb) const;
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virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const;
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virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
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virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const;
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@ -282,9 +282,9 @@ public:
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virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
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virtual int skeleton_get_bone_count(RID p_skeleton) const;
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virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
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virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
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virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const;
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform);
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virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone);
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virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const;
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/* Light API */
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@ -321,7 +321,7 @@ public:
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virtual RID room_create();
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virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
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virtual void room_clear_bounds();
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virtual void room_clear_bounds(RID p_room);
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/* PORTAL API */
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@ -134,7 +134,7 @@ public:
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virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0;
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virtual RID multimesh_get_mesh(RID p_multimesh) const=0;
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virtual AABB multimesh_get_custom_aabb(RID p_multimesh,const AABB& p_aabb) const=0;
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virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const=0;
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virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
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virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const=0;
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@ -167,9 +167,9 @@ public:
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virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false)=0;
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virtual int skeleton_get_bone_count(RID p_skeleton) const=0;
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virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0;
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virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone)=0;
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virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const =0;
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform)=0;
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virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone)=0;
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virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const=0;
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/* Light API */
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@ -206,7 +206,7 @@ public:
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virtual RID room_create()=0;
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virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform)=0;
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virtual void room_clear_bounds()=0;
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virtual void room_clear_bounds(RID p_room)=0;
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/* PORTAL API */
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File diff suppressed because it is too large
Load Diff
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@ -34,7 +34,9 @@
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#include "servers/visual/rasterizer.h"
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#include "allocators.h"
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#include "octree.h"
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#include "visual_server_global.h"
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#include "visual_server_viewport.h"
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#include "visual_server_canvas.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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@ -139,7 +141,7 @@ class VisualServerRaster : public VisualServer {
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Transform transform;
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Camera() {
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Camera() {
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visible_layers=0xFFFFFFFF;
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fov=60;
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@ -148,8 +150,8 @@ class VisualServerRaster : public VisualServer {
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size=1.0;
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vaspect=false;
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}
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};
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}
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};
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struct Instance;
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@ -580,188 +582,209 @@ class VisualServerRaster : public VisualServer {
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public:
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#define DISPLAY_CHANGED changes++;
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#define BIND0R(m_r,m_name) m_r m_name() { return BINDBASE->m_name(); }
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#define BIND1R(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
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#define BIND1RC(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
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#define BIND2RC(m_r,m_name,m_type1,m_type2) m_r m_name(m_type1 arg1,m_type2 arg2) const { return BINDBASE->m_name(arg1,arg2); }
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#define BIND3RC(m_r,m_name,m_type1,m_type2,m_type3) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) const { return BINDBASE->m_name(arg1,arg2,arg3); }
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#define BIND4RC(m_r,m_name,m_type1,m_type2,m_type3,m_type4) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) const { return BINDBASE->m_name(arg1,arg2,arg3,arg4); }
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#define BIND1(m_name,m_type1) void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
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#define BIND2(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2); }
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#define BIND2C(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) const { BINDBASE->m_name(arg1,arg2); }
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#define BIND3(m_name,m_type1,m_type2,m_type3) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3); }
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#define BIND4(m_name,m_type1,m_type2,m_type3,m_type4) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4); }
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#define BIND5(m_name,m_type1,m_type2,m_type3,m_type4,m_type5) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5); }
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#define BIND6(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6); }
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#define BIND7(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7); }
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#define BIND8(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8); }
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#define BIND10(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9,m_type10) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9,m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9,arg10); }
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//from now on, calls forwarded to this singleton
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#define BINDBASE VSG::storage
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/* TEXTURE API */
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virtual RID texture_create();
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virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT);
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virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT);
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virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const;
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virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ;
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virtual uint32_t texture_get_flags(RID p_texture) const;
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virtual Image::Format texture_get_format(RID p_texture) const;
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virtual uint32_t texture_get_width(RID p_texture) const;
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virtual uint32_t texture_get_height(RID p_texture) const;
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virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
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BIND0R(RID,texture_create)
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BIND5(texture_allocate,RID,int,int,Image::Format,uint32_t)
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BIND3(texture_set_data,RID,const Image&,CubeMapSide)
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BIND2RC(Image,texture_get_data,RID,CubeMapSide)
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BIND2(texture_set_flags,RID,uint32_t)
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BIND1RC(uint32_t,texture_get_flags,RID)
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BIND1RC(Image::Format,texture_get_format,RID)
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BIND1RC(uint32_t,texture_get_width,RID)
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BIND1RC(uint32_t,texture_get_height,RID)
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BIND3(texture_set_size_override,RID,int,int)
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virtual void texture_set_path(RID p_texture,const String& p_path);
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virtual String texture_get_path(RID p_texture) const;
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BIND2(texture_set_path,RID,const String&)
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BIND1RC(String,texture_get_path,RID)
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BIND1(texture_set_shrink_all_x2_on_set_data,bool)
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BIND1(texture_debug_usage,List<TextureInfo>*)
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virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
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virtual void texture_debug_usage(List<TextureInfo> *r_info);
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/* SHADER API */
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BIND1R(RID,shader_create,ShaderMode)
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virtual RID shader_create(ShaderMode p_mode=SHADER_SPATIAL);
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virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
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virtual ShaderMode shader_get_mode(RID p_shader) const;
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BIND2(shader_set_mode,RID,ShaderMode)
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BIND1RC(ShaderMode,shader_get_mode,RID)
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virtual void shader_set_code(RID p_shader, const String& p_code);
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virtual String shader_get_code(RID p_shader) const;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
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BIND2(shader_set_code,RID,const String&)
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BIND1RC(String,shader_get_code,RID)
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virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
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virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
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BIND2C(shader_get_param_list,RID, List<PropertyInfo> *)
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BIND3(shader_set_default_texture_param,RID,const StringName&,RID)
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BIND2RC(RID,shader_get_default_texture_param,RID,const StringName&)
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/* COMMON MATERIAL API */
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virtual RID material_create();
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BIND0R(RID,material_create)
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virtual void material_set_shader(RID p_shader_material, RID p_shader);
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virtual RID material_get_shader(RID p_shader_material) const;
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BIND2(material_set_shader,RID,RID)
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BIND1RC(RID,material_get_shader,RID)
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virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
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virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
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BIND3(material_set_param,RID, const StringName&, const Variant& )
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BIND2RC(Variant,material_get_param,RID, const StringName& )
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/* MESH API */
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virtual RID mesh_create();
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BIND0R(RID,mesh_create)
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virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >());
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BIND8(mesh_add_surface,RID,uint32_t,PrimitiveType,const DVector<uint8_t>&,int ,const DVector<uint8_t>& ,int ,const Vector<DVector<uint8_t> >& )
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virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
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virtual int mesh_get_morph_target_count(RID p_mesh) const;
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BIND2(mesh_set_morph_target_count,RID,int)
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BIND1RC(int,mesh_get_morph_target_count,RID)
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virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode);
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virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
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BIND2(mesh_set_morph_target_mode,RID,MorphTargetMode)
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BIND1RC(MorphTargetMode, mesh_get_morph_target_mode,RID )
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
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BIND3(mesh_surface_set_material,RID, int , RID )
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BIND2RC(RID,mesh_surface_get_material,RID, int )
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virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
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virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
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BIND2RC(int,mesh_surface_get_array_len,RID,int)
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BIND2RC(int,mesh_surface_get_array_index_len,RID,int)
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virtual DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
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virtual DVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
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BIND2RC(DVector<uint8_t>,mesh_surface_get_array,RID,int)
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BIND2RC(DVector<uint8_t>,mesh_surface_get_index_array,RID, int)
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BIND2RC(uint32_t,mesh_surface_get_format,RID,int)
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BIND2RC(PrimitiveType,mesh_surface_get_primitive_type,RID,int)
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virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
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virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
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BIND2(mesh_remove_surface,RID,int)
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BIND1RC(int,mesh_get_surface_count,RID)
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virtual void mesh_remove_surface(RID p_mesh,int p_index);
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virtual int mesh_get_surface_count(RID p_mesh) const;
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BIND2(mesh_set_custom_aabb,RID,const AABB&)
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BIND1RC(AABB,mesh_get_custom_aabb,RID)
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virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
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virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
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virtual void mesh_clear(RID p_mesh);
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BIND1(mesh_clear,RID)
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/* MULTIMESH API */
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virtual RID multimesh_create();
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BIND0R(RID,multimesh_create)
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virtual void multimesh_allocate(RID p_multimesh,int p_instances,MultimeshTransformFormat p_transform_format,MultimeshColorFormat p_color_format,bool p_gen_aabb=true);
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virtual int multimesh_get_instance_count(RID p_multimesh) const;
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BIND5(multimesh_allocate,RID,int,MultimeshTransformFormat,MultimeshColorFormat,bool)
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BIND1RC(int,multimesh_get_instance_count,RID)
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virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
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virtual void multimesh_set_custom_aabb(RID p_multimesh,const AABB& p_aabb);
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virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
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virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform);
|
||||
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
|
||||
BIND2(multimesh_set_mesh,RID,RID)
|
||||
BIND2(multimesh_set_custom_aabb,RID,const AABB&)
|
||||
BIND3(multimesh_instance_set_transform,RID,int,const Transform&)
|
||||
BIND3(multimesh_instance_set_transform_2d,RID,int,const Matrix32& )
|
||||
BIND3(multimesh_instance_set_color,RID,int,const Color&)
|
||||
|
||||
virtual RID multimesh_get_mesh(RID p_multimesh) const;
|
||||
virtual AABB multimesh_get_custom_aabb(RID p_multimesh,const AABB& p_aabb) const;
|
||||
BIND1RC(RID,multimesh_get_mesh,RID)
|
||||
BIND1RC(AABB,multimesh_get_custom_aabb,RID)
|
||||
|
||||
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
|
||||
virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const;
|
||||
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
|
||||
BIND2RC(Transform,multimesh_instance_get_transform,RID,int )
|
||||
BIND2RC(Matrix32,multimesh_instance_get_transform_2d,RID,int)
|
||||
BIND2RC(Color,multimesh_instance_get_color,RID,int)
|
||||
|
||||
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
|
||||
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
|
||||
BIND2(multimesh_set_visible_instances,RID,int)
|
||||
BIND1RC(int,multimesh_get_visible_instances,RID)
|
||||
|
||||
|
||||
/* IMMEDIATE API */
|
||||
|
||||
virtual RID immediate_create();
|
||||
virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID());
|
||||
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
|
||||
virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex);
|
||||
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
|
||||
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
|
||||
virtual void immediate_color(RID p_immediate,const Color& p_color);
|
||||
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
|
||||
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
|
||||
virtual void immediate_end(RID p_immediate);
|
||||
virtual void immediate_clear(RID p_immediate);
|
||||
virtual void immediate_set_material(RID p_immediate,RID p_material);
|
||||
virtual RID immediate_get_material(RID p_immediate) const;
|
||||
BIND0R(RID,immediate_create)
|
||||
BIND3(immediate_begin,RID,PrimitiveType,RID)
|
||||
BIND2(immediate_vertex,RID,const Vector3&)
|
||||
BIND2(immediate_vertex_2d,RID,const Vector3&)
|
||||
BIND2(immediate_normal,RID,const Vector3&)
|
||||
BIND2(immediate_tangent,RID,const Plane&)
|
||||
BIND2(immediate_color,RID,const Color&)
|
||||
BIND2(immediate_uv,RID,const Vector2& )
|
||||
BIND2(immediate_uv2,RID,const Vector2&)
|
||||
BIND1(immediate_end,RID)
|
||||
BIND1(immediate_clear,RID)
|
||||
BIND2(immediate_set_material,RID ,RID )
|
||||
BIND1RC(RID,immediate_get_material,RID)
|
||||
|
||||
/* SKELETON API */
|
||||
|
||||
virtual RID skeleton_create();
|
||||
virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
|
||||
virtual int skeleton_get_bone_count(RID p_skeleton) const;
|
||||
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
|
||||
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
|
||||
virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform);
|
||||
virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone);
|
||||
BIND0R(RID,skeleton_create)
|
||||
BIND3(skeleton_allocate,RID,int,bool)
|
||||
BIND1RC(int,skeleton_get_bone_count,RID)
|
||||
BIND3(skeleton_bone_set_transform,RID,int,const Transform&)
|
||||
BIND2RC(Transform,skeleton_bone_get_transform,RID,int)
|
||||
BIND3(skeleton_bone_set_transform_2d,RID,int, const Matrix32& )
|
||||
BIND2RC(Matrix32,skeleton_bone_get_transform_2d,RID,int)
|
||||
|
||||
/* Light API */
|
||||
|
||||
virtual RID light_create(LightType p_type);
|
||||
BIND1R(RID,light_create,LightType)
|
||||
|
||||
virtual void light_set_color(RID p_light,const Color& p_color);
|
||||
virtual void light_set_param(RID p_light,LightParam p_param,float p_value);
|
||||
virtual void light_set_shadow(RID p_light,bool p_enabled);
|
||||
virtual void light_set_projector(RID p_light,RID p_texture);
|
||||
virtual void light_set_attenuation_texure(RID p_light,RID p_texture);
|
||||
virtual void light_set_negative(RID p_light,bool p_enable);
|
||||
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask);
|
||||
virtual void light_set_shader(RID p_light,RID p_shader);
|
||||
BIND2(light_set_color,RID,const Color&)
|
||||
BIND3(light_set_param,RID ,LightParam ,float )
|
||||
BIND2(light_set_shadow,RID ,bool )
|
||||
BIND2(light_set_projector,RID,RID )
|
||||
BIND2(light_set_attenuation_texure,RID,RID )
|
||||
BIND2(light_set_negative,RID,bool )
|
||||
BIND2(light_set_cull_mask,RID ,uint32_t )
|
||||
BIND2(light_set_shader,RID ,RID )
|
||||
|
||||
|
||||
virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode);
|
||||
BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
|
||||
|
||||
/* PROBE API */
|
||||
|
||||
virtual RID reflection_probe_create();
|
||||
BIND0R(RID,reflection_probe_create)
|
||||
|
||||
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
|
||||
virtual void reflection_probe_set_clip(RID p_probe, float p_near, float p_far);
|
||||
virtual void reflection_probe_set_min_blend_distance(RID p_probe, float p_distance);
|
||||
virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents);
|
||||
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset);
|
||||
virtual void reflection_probe_set_enable_parallax_correction(RID p_probe, bool p_enable);
|
||||
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
|
||||
virtual void reflection_probe_set_hide_skybox(RID p_probe, bool p_hide);
|
||||
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
|
||||
BIND2(reflection_probe_set_intensity,RID, float )
|
||||
BIND3(reflection_probe_set_clip,RID, float , float )
|
||||
BIND2(reflection_probe_set_min_blend_distance,RID, float )
|
||||
BIND2(reflection_probe_set_extents,RID, const Vector3& )
|
||||
BIND2(reflection_probe_set_origin_offset,RID, const Vector3& )
|
||||
BIND2(reflection_probe_set_enable_parallax_correction,RID, bool )
|
||||
BIND2(reflection_probe_set_resolution,RID, int )
|
||||
BIND2(reflection_probe_set_hide_skybox,RID, bool )
|
||||
BIND2(reflection_probe_set_cull_mask,RID, uint32_t )
|
||||
|
||||
|
||||
/* ROOM API */
|
||||
|
||||
virtual RID room_create();
|
||||
virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
|
||||
virtual void room_clear_bounds();
|
||||
BIND0R(RID,room_create)
|
||||
BIND4(room_add_bounds,RID, const DVector<Vector2>& ,float ,const Transform& )
|
||||
BIND1(room_clear_bounds,RID)
|
||||
|
||||
/* PORTAL API */
|
||||
|
||||
// portals are only (x/y) points, forming a convex shape, which its clockwise
|
||||
// order points outside. (z is 0);
|
||||
|
||||
virtual RID portal_create();
|
||||
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
|
||||
virtual void portal_set_enabled(RID p_portal, bool p_enabled);
|
||||
virtual void portal_set_disable_distance(RID p_portal, float p_distance);
|
||||
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
|
||||
BIND0R(RID,portal_create)
|
||||
BIND2(portal_set_shape,RID , const Vector<Point2>& )
|
||||
BIND2(portal_set_enabled,RID , bool )
|
||||
BIND2(portal_set_disable_distance,RID , float )
|
||||
BIND2(portal_set_disabled_color,RID , const Color& )
|
||||
|
||||
/* CAMERA API */
|
||||
|
||||
|
@ -773,40 +796,44 @@ public:
|
|||
virtual void camera_set_environment(RID p_camera,RID p_env);
|
||||
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
|
||||
|
||||
#undef BINDBASE
|
||||
//from now on, calls forwarded to this singleton
|
||||
#define BINDBASE VSG::viewport
|
||||
|
||||
/* VIEWPORT TARGET API */
|
||||
|
||||
virtual RID viewport_create();
|
||||
BIND0R(RID,viewport_create)
|
||||
|
||||
virtual void viewport_set_size(RID p_viewport,int p_width,int p_height);
|
||||
BIND3(viewport_set_size,RID,int ,int )
|
||||
|
||||
virtual void viewport_set_active(RID p_viewport,bool p_active);
|
||||
BIND2(viewport_set_active,RID ,bool )
|
||||
|
||||
virtual void viewport_set_clear_mode(RID p_viewport,ViewportClearMode p_clear_mode);
|
||||
BIND2(viewport_set_clear_mode,RID,ViewportClearMode )
|
||||
|
||||
virtual void viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect=Rect2(),int p_screen=0);
|
||||
virtual void viewport_detach(RID p_viewport);
|
||||
BIND3(viewport_attach_to_screen,RID ,const Rect2& ,int )
|
||||
BIND1(viewport_detach,RID)
|
||||
|
||||
virtual void viewport_set_update_mode(RID p_viewport,ViewportUpdateMode p_mode);
|
||||
virtual void viewport_set_vflip(RID p_viewport,bool p_enable);
|
||||
BIND2(viewport_set_update_mode,RID,ViewportUpdateMode )
|
||||
BIND2(viewport_set_vflip,RID,bool)
|
||||
|
||||
|
||||
virtual RID viewport_get_texture(RID p_viewport) const;
|
||||
virtual Image viewport_capture(RID p_viewport) const;
|
||||
BIND1RC(RID,viewport_get_texture,RID )
|
||||
BIND1RC(Image,viewport_capture,RID )
|
||||
|
||||
virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
|
||||
virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
|
||||
virtual void viewport_set_disable_environment(RID p_viewport,bool p_disable);
|
||||
BIND2(viewport_set_hide_scenario,RID,bool )
|
||||
BIND2(viewport_set_hide_canvas,RID,bool )
|
||||
BIND2(viewport_set_disable_environment,RID,bool )
|
||||
|
||||
virtual void viewport_attach_camera(RID p_viewport,RID p_camera);
|
||||
virtual void viewport_set_scenario(RID p_viewport,RID p_scenario);
|
||||
virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas);
|
||||
virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas);
|
||||
virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset);
|
||||
virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
|
||||
BIND2(viewport_attach_camera,RID,RID )
|
||||
BIND2(viewport_set_scenario,RID,RID )
|
||||
BIND2(viewport_attach_canvas,RID,RID )
|
||||
|
||||
virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
|
||||
virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
|
||||
BIND2(viewport_remove_canvas,RID,RID )
|
||||
BIND3(viewport_set_canvas_transform,RID ,RID ,const Matrix32& )
|
||||
BIND2(viewport_set_transparent_background,RID ,bool )
|
||||
|
||||
BIND2(viewport_set_global_canvas_transform,RID,const Matrix32& )
|
||||
BIND3(viewport_set_canvas_layer,RID ,RID ,int )
|
||||
|
||||
|
||||
/* ENVIRONMENT API */
|
||||
|
@ -872,93 +899,99 @@ public:
|
|||
virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin);
|
||||
virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance);
|
||||
|
||||
|
||||
#undef BINDBASE
|
||||
//from now on, calls forwarded to this singleton
|
||||
#define BINDBASE VSG::canvas
|
||||
|
||||
/* CANVAS (2D) */
|
||||
|
||||
virtual RID canvas_create();
|
||||
virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
|
||||
virtual void canvas_set_modulate(RID p_canvas,const Color& p_color);
|
||||
BIND0R(RID,canvas_create)
|
||||
BIND3(canvas_set_item_mirroring,RID ,RID ,const Point2& )
|
||||
BIND2(canvas_set_modulate,RID,const Color&)
|
||||
|
||||
|
||||
virtual RID canvas_item_create();
|
||||
virtual void canvas_item_set_parent(RID p_item,RID p_parent);
|
||||
BIND0R(RID,canvas_item_create)
|
||||
BIND2(canvas_item_set_parent,RID ,RID)
|
||||
|
||||
virtual void canvas_item_set_visible(RID p_item,bool p_visible);
|
||||
virtual void canvas_item_set_light_mask(RID p_item,int p_mask);
|
||||
BIND2(canvas_item_set_visible,RID,bool )
|
||||
BIND2(canvas_item_set_light_mask,RID,int )
|
||||
|
||||
virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
|
||||
virtual void canvas_item_set_clip(RID p_item, bool p_clip);
|
||||
virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
|
||||
virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
|
||||
virtual void canvas_item_set_modulate(RID p_item, const Color& p_color);
|
||||
virtual void canvas_item_set_self_modulate(RID p_item, const Color& p_color);
|
||||
BIND2(canvas_item_set_transform,RID, const Matrix32& )
|
||||
BIND2(canvas_item_set_clip,RID, bool )
|
||||
BIND2(canvas_item_set_distance_field_mode,RID, bool )
|
||||
BIND3(canvas_item_set_custom_rect,RID, bool ,const Rect2& )
|
||||
BIND2(canvas_item_set_modulate,RID, const Color& )
|
||||
BIND2(canvas_item_set_self_modulate,RID, const Color& )
|
||||
|
||||
virtual void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable);
|
||||
BIND2(canvas_item_set_draw_behind_parent,RID, bool )
|
||||
|
||||
|
||||
virtual void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0,bool p_antialiased=false);
|
||||
virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
|
||||
virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
|
||||
virtual void canvas_item_add_texture_rect(RID p_item, const Rect2& p_rect, RID p_texture,bool p_tile=false,const Color& p_modulate=Color(1,1,1),bool p_transpose=false);
|
||||
virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2& p_rect, RID p_texture,const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1),bool p_transpose=false);
|
||||
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));
|
||||
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);
|
||||
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());
|
||||
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);
|
||||
virtual void canvas_item_add_mesh(RID p_item, const RID& p_mesh,RID p_skeleton=RID());
|
||||
virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh,RID p_skeleton=RID());
|
||||
virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
|
||||
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
|
||||
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
|
||||
virtual void canvas_item_set_z(RID p_item, int p_z);
|
||||
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
|
||||
virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable,const Rect2& p_rect);
|
||||
BIND6(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float ,bool )
|
||||
BIND3(canvas_item_add_rect,RID, const Rect2& , const Color& )
|
||||
BIND4(canvas_item_add_circle,RID, const Point2& , float ,const Color& )
|
||||
BIND6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color& ,bool )
|
||||
BIND6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color& ,bool )
|
||||
BIND10(canvas_item_add_nine_patch,RID, const Rect2& , const Rect2& , RID ,const Vector2& , const Vector2& ,NinePatchAxisMode , NinePatchAxisMode,bool ,const Color& )
|
||||
BIND6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float )
|
||||
BIND5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID )
|
||||
BIND7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int)
|
||||
BIND3(canvas_item_add_mesh,RID, const RID& ,RID )
|
||||
BIND3(canvas_item_add_multimesh,RID, RID ,RID )
|
||||
BIND2(canvas_item_add_set_transform,RID,const Matrix32& )
|
||||
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_as_relative_to_parent,RID, bool )
|
||||
BIND3(canvas_item_set_copy_to_backbuffer,RID, bool ,const Rect2& )
|
||||
|
||||
virtual void canvas_item_clear(RID p_item);
|
||||
virtual void canvas_item_set_draw_index(RID p_item,int p_index);
|
||||
BIND1(canvas_item_clear,RID )
|
||||
BIND2(canvas_item_set_draw_index,RID,int)
|
||||
|
||||
virtual void canvas_item_set_material(RID p_item, RID p_material);
|
||||
BIND2(canvas_item_set_material,RID, RID )
|
||||
|
||||
virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
|
||||
|
||||
virtual RID canvas_light_create();
|
||||
virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
|
||||
virtual void canvas_light_set_enabled(RID p_light, bool p_enabled);
|
||||
virtual void canvas_light_set_scale(RID p_light, float p_scale);
|
||||
virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
|
||||
virtual void canvas_light_set_texture(RID p_light, RID p_texture);
|
||||
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
|
||||
virtual void canvas_light_set_color(RID p_light, const Color& p_color);
|
||||
virtual void canvas_light_set_height(RID p_light, float p_height);
|
||||
virtual void canvas_light_set_energy(RID p_light, float p_energy);
|
||||
virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
|
||||
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer);
|
||||
virtual void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
|
||||
virtual void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);
|
||||
|
||||
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode);
|
||||
BIND2(canvas_item_set_use_parent_material,RID, bool )
|
||||
|
||||
|
||||
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
|
||||
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
|
||||
virtual void canvas_light_set_shadow_gradient_length(RID p_light, float p_length);
|
||||
virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter);
|
||||
virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color);
|
||||
BIND0R(RID,canvas_light_create)
|
||||
BIND2(canvas_light_attach_to_canvas,RID,RID )
|
||||
BIND2(canvas_light_set_enabled,RID, bool )
|
||||
BIND2(canvas_light_set_scale,RID, float )
|
||||
BIND2(canvas_light_set_transform,RID, const Matrix32& )
|
||||
BIND2(canvas_light_set_texture,RID, RID )
|
||||
BIND2(canvas_light_set_texture_offset,RID, const Vector2& )
|
||||
BIND2(canvas_light_set_color,RID, const Color& )
|
||||
BIND2(canvas_light_set_height,RID, float )
|
||||
BIND2(canvas_light_set_energy,RID, float )
|
||||
BIND3(canvas_light_set_z_range,RID, int ,int )
|
||||
BIND3(canvas_light_set_layer_range,RID, int ,int )
|
||||
BIND2(canvas_light_set_item_cull_mask,RID, int )
|
||||
BIND2(canvas_light_set_item_shadow_cull_mask,RID, int )
|
||||
|
||||
BIND2(canvas_light_set_mode,RID, CanvasLightMode )
|
||||
|
||||
BIND2(canvas_light_set_shadow_enabled,RID, bool )
|
||||
BIND2(canvas_light_set_shadow_buffer_size,RID, int )
|
||||
BIND2(canvas_light_set_shadow_gradient_length,RID, float )
|
||||
BIND2(canvas_light_set_shadow_filter,RID, CanvasLightShadowFilter )
|
||||
BIND2(canvas_light_set_shadow_color,RID, const Color& )
|
||||
|
||||
|
||||
|
||||
virtual RID canvas_light_occluder_create();
|
||||
virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas);
|
||||
virtual void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled);
|
||||
virtual void canvas_light_occluder_set_polygon(RID p_occluder,RID p_polygon);
|
||||
virtual void canvas_light_occluder_set_transform(RID p_occluder,const Matrix32& p_xform);
|
||||
virtual void canvas_light_occluder_set_light_mask(RID p_occluder,int p_mask);
|
||||
|
||||
virtual RID canvas_occluder_polygon_create();
|
||||
virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const DVector<Vector2>& p_shape,bool p_closed);
|
||||
virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector<Vector2>& p_shape);
|
||||
BIND0R(RID,canvas_light_occluder_create)
|
||||
BIND2(canvas_light_occluder_attach_to_canvas,RID,RID )
|
||||
BIND2(canvas_light_occluder_set_enabled,RID,bool )
|
||||
BIND2(canvas_light_occluder_set_polygon,RID,RID )
|
||||
BIND2(canvas_light_occluder_set_transform,RID,const Matrix32& )
|
||||
BIND2(canvas_light_occluder_set_light_mask,RID,int )
|
||||
|
||||
|
||||
virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,CanvasOccluderPolygonCullMode p_mode);
|
||||
BIND0R(RID,canvas_occluder_polygon_create)
|
||||
BIND3(canvas_occluder_polygon_set_shape,RID,const DVector<Vector2>& ,bool)
|
||||
BIND2(canvas_occluder_polygon_set_shape_as_lines,RID ,const DVector<Vector2>&)
|
||||
|
||||
|
||||
BIND2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode)
|
||||
|
||||
|
||||
/* CURSOR */
|
||||
|
@ -1005,6 +1038,24 @@ public:
|
|||
VisualServerRaster();
|
||||
~VisualServerRaster();
|
||||
|
||||
#undef DISPLAY_CHANGED
|
||||
|
||||
#undef BIND0R
|
||||
#undef BIND1RC
|
||||
#undef BIND2RC
|
||||
#undef BIND3RC
|
||||
#undef BIND4RC
|
||||
|
||||
#undef BIND1
|
||||
#undef BIND2
|
||||
#undef BIND3
|
||||
#undef BIND4
|
||||
#undef BIND5
|
||||
#undef BIND6
|
||||
#undef BIND7
|
||||
#undef BIND8
|
||||
#undef BIND10
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -288,7 +288,7 @@ public:
|
|||
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0;
|
||||
|
||||
virtual RID multimesh_get_mesh(RID p_multimesh) const=0;
|
||||
virtual AABB multimesh_get_custom_aabb(RID p_multimesh,const AABB& p_aabb) const=0;
|
||||
virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const=0;
|
||||
|
||||
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
|
||||
virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const=0;
|
||||
|
@ -320,9 +320,9 @@ public:
|
|||
virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false)=0;
|
||||
virtual int skeleton_get_bone_count(RID p_skeleton) const=0;
|
||||
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0;
|
||||
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone)=0;
|
||||
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 Matrix32& p_transform)=0;
|
||||
virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone)=0;
|
||||
virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone)const =0;
|
||||
|
||||
/* Light API */
|
||||
|
||||
|
@ -392,7 +392,7 @@ public:
|
|||
|
||||
virtual RID room_create()=0;
|
||||
virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform)=0;
|
||||
virtual void room_clear_bounds()=0;
|
||||
virtual void room_clear_bounds(RID p_room)=0;
|
||||
|
||||
/* PORTAL API */
|
||||
|
||||
|
|
Loading…
Reference in New Issue