Merge branch 'master' of github.com:okamstudio/godot

This commit is contained in:
Anton Yabchinskiy 2015-01-10 22:29:17 +03:00
commit b6c5cb1064
87 changed files with 1831 additions and 410 deletions

1
.gitignore vendored
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@ -12,6 +12,7 @@ drivers/gles2/shaders/*.h
modules/register_module_types.cpp
core/version.h
core/method_bind.inc
core/method_bind_ext.inc
core/script_encryption_key.cpp
core/global_defaults.cpp
tools/editor/register_exporters.cpp

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@ -738,6 +738,26 @@ static void _disassemble_class(const Ref<GDScript>& p_class,const Vector<String>
incr=4+argc;
} break;
case GDFunction::OPCODE_YIELD: {
txt+=" yield ";
incr=1;
} break;
case GDFunction::OPCODE_YIELD_SIGNAL: {
txt+=" yield_signal ";
txt+=DADDR(1);
txt+=",";
txt+=DADDR(2);
incr=3;
} break;
case GDFunction::OPCODE_YIELD_RESUME: {
txt+=" yield resume: ";
txt+=DADDR(1);
incr=2;
} break;
case GDFunction::OPCODE_JUMP: {
txt+=" jump ";

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@ -642,7 +642,7 @@ void _OS::_bind_methods() {
ObjectTypeDB::bind_method(_MD("has_touchscreen_ui_hint"),&_OS::has_touchscreen_ui_hint);
ObjectTypeDB::bind_method(_MD("set_window_title","title"),&_OS::set_window_title);
ObjectTypeDB::bind_method(_MD("set_low_processor_usage_mode","enable"),&_OS::set_low_processor_usage_mode);
ObjectTypeDB::bind_method(_MD("is_in_low_processor_usage_mode"),&_OS::is_in_low_processor_usage_mode);

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@ -225,7 +225,7 @@ Color Color::inverted() const {
Color Color::contrasted() const {
Color c=*this;
c.contrasted();
c.contrast();
return c;
}

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@ -48,7 +48,7 @@ typedef signed short int16_t;
typedef unsigned int uint32_t;
typedef signed int int32_t;
typedef long long int64_t;
typedef unsigned long long int64_t;
typedef unsigned long long uint64_t;
#else
#include <stdint.h>
#endif

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@ -27,7 +27,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "keyboard.h"
#include "os/os.h"
struct _KeyCodeText {
int code;
@ -354,7 +354,105 @@ int find_keycode(const String& p_code) {
}
int latin_keyboard_keycode_convert(int p_keycode){
struct _KeyCodeReplace {
int from;
int to;
};
static const _KeyCodeReplace _keycode_replace_qwertz[]={
{KEY_Y,KEY_Z},
{KEY_Z,KEY_Y},
{0,0}
};
static const _KeyCodeReplace _keycode_replace_azerty[]={
{KEY_W,KEY_Z},
{KEY_Z,KEY_W},
{KEY_A,KEY_Q},
{KEY_Q,KEY_A},
{KEY_SEMICOLON,KEY_M},
{KEY_M,KEY_SEMICOLON},
{0,0}
};
static const _KeyCodeReplace _keycode_replace_qzerty[]={
{KEY_W,KEY_Z},
{KEY_Z,KEY_W},
{KEY_SEMICOLON,KEY_M},
{KEY_M,KEY_SEMICOLON},
{0,0}
};
static const _KeyCodeReplace _keycode_replace_dvorak[]={
{KEY_UNDERSCORE,KEY_BRACELEFT},
{KEY_EQUAL,KEY_BRACERIGHT},
{KEY_Q,KEY_APOSTROPHE},
{KEY_W,KEY_COMMA},
{KEY_E,KEY_PERIOD},
{KEY_R,KEY_P},
{KEY_T,KEY_Y},
{KEY_Y,KEY_F},
{KEY_U,KEY_G},
{KEY_I,KEY_C},
{KEY_O,KEY_R},
{KEY_P,KEY_L},
{KEY_BRACELEFT,KEY_SLASH},
{KEY_BRACERIGHT,KEY_EQUAL},
{KEY_A,KEY_A},
{KEY_S,KEY_O},
{KEY_D,KEY_E},
{KEY_F,KEY_U},
{KEY_G,KEY_I},
{KEY_H,KEY_D},
{KEY_J,KEY_H},
{KEY_K,KEY_T},
{KEY_L,KEY_N},
{KEY_SEMICOLON,KEY_S},
{KEY_APOSTROPHE,KEY_UNDERSCORE},
{KEY_Z,KEY_SEMICOLON},
{KEY_X,KEY_Q},
{KEY_C,KEY_J},
{KEY_V,KEY_K},
{KEY_B,KEY_X},
{KEY_N,KEY_B},
{KEY_M,KEY_M},
{KEY_COMMA,KEY_W},
{KEY_PERIOD,KEY_V},
{KEY_SLASH,KEY_Z},
{0,0}
};
static const _KeyCodeReplace _keycode_replace_neo[]={
{0,0}
};
int latin_keyboard_keycode_convert(int p_keycode) {
const _KeyCodeReplace *kcr=NULL;
switch(OS::get_singleton()->get_latin_keyboard_variant()) {
case OS::LATIN_KEYBOARD_QWERTY: return p_keycode; break;
case OS::LATIN_KEYBOARD_QWERTZ: kcr=_keycode_replace_qwertz; break;
case OS::LATIN_KEYBOARD_AZERTY: kcr=_keycode_replace_azerty; break;
case OS::LATIN_KEYBOARD_QZERTY: kcr=_keycode_replace_qzerty; break;
case OS::LATIN_KEYBOARD_DVORAK: kcr=_keycode_replace_dvorak; break;
case OS::LATIN_KEYBOARD_NEO: kcr=_keycode_replace_neo; break;
default: return p_keycode;
}
if (!kcr) {
return p_keycode;
}
while(kcr->from) {
if (kcr->from==p_keycode)
return kcr->to;
kcr++;
}
return p_keycode;
}

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@ -1545,13 +1545,15 @@ void RasterizerGLES2::shader_set_default_texture_param(RID p_shader, const Strin
Shader *shader=shader_owner.get(p_shader);
ERR_FAIL_COND(!shader);
ERR_FAIL_COND(!texture_owner.owns(p_texture));
ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
if (p_texture.is_valid())
shader->default_textures[p_name]=p_texture;
else
shader->default_textures.erase(p_name);
_shader_make_dirty(shader);
}
RID RasterizerGLES2::shader_get_default_texture_param(RID p_shader, const StringName& p_name) const{
@ -1606,6 +1608,7 @@ void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_par
material->shader_version=0; //get default!
} else {
E->get().value=p_value;
E->get().inuse=true;
}
} else {
@ -1613,6 +1616,7 @@ void RasterizerGLES2::material_set_param(RID p_material, const StringName& p_par
ud.index=-1;
ud.value=p_value;
ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
ud.inuse=true;
material->shader_params[p_param]=ud; //may be got at some point, or erased
}
@ -1644,7 +1648,7 @@ Variant RasterizerGLES2::material_get_param(RID p_material, const StringName& p_
}
if (material->shader_params.has(p_param))
if (material->shader_params.has(p_param) && material->shader_params[p_param].inuse)
return material->shader_params[p_param].value;
else
return Variant();
@ -4876,31 +4880,46 @@ _FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_
Material::UniformData ud;
bool keep=true;
bool keep=true; //keep material value
bool has_old = old_mparams.has(E->key());
bool old_inuse=has_old && old_mparams[E->key()].inuse;
if (!old_mparams.has(E->key()))
if (!has_old || !old_inuse)
keep=false;
else if (old_mparams[E->key()].value.get_type()!=E->value().default_value.get_type()) {
if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
//type changed between old and new
/*if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
keep=false;
} else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
keep=false;*/
//value is invalid because type differs and default is not null
if (E->value().default_value.get_type()!=Variant::NIL)
keep=false;
}
ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
if (keep) {
ud.value=old_mparams[E->key()].value;
//print_line("KEEP: "+String(E->key()));
} else {
ud.value=E->value().default_value;
if (ud.istexture && p_material->shader_cache->default_textures.has(E->key()))
ud.value=p_material->shader_cache->default_textures[E->key()];
else
ud.value=E->value().default_value;
old_inuse=false; //if reverted to default, obviously did not work
//print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
//if (old_mparams.has(E->key()))
// print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
}
ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
ud.index=idx++;
ud.inuse=old_inuse;
mparams[E->key()]=ud;
}
@ -5021,23 +5040,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
E->get().value=RID(); //nullify, invalid texture
rid=RID();
}
} else {
}
if (!rid.is_valid()) {
//use from default textures
Map<StringName,RID>::Element *F=p_material->shader_cache->default_textures.find(E->key());
if (F) {
t=texture_owner.get(F->get());
if (!t) {
p_material->shader_cache->default_textures.erase(E->key());
}
}
}
glActiveTexture(GL_TEXTURE0+texcoord);
glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
if (t) {
@ -5061,12 +5065,6 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
}
for (Map<StringName,RID>::Element *E=p_material->shader_cache->default_textures.front();E;E=E->next()) {
if (p_material->shader_params.has(E->key()))
continue;
}
if (p_material->shader_cache->has_texscreen && framebuffer.active) {
material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));

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@ -241,6 +241,7 @@ class RasterizerGLES2 : public Rasterizer {
struct UniformData {
bool inuse;
bool istexture;
Variant value;
int index;

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@ -131,6 +131,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
SL::BlockNode *bnode=(SL::BlockNode*)p_node;
//variables
code+="{"ENDL;
for(Map<StringName,SL::DataType>::Element *E=bnode->variables.front();E;E=E->next()) {
code+=_mktab(p_level)+_typestr(E->value())+" "+replace_string(E->key())+";"ENDL;
@ -141,6 +142,7 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
code+=_mktab(p_level)+dump_node_code(bnode->statements[i],p_level)+";"ENDL;
}
code+="}"ENDL;
} break;
case SL::Node::TYPE_VARIABLE: {
@ -676,6 +678,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
//mode_replace_table[1]["POSITION"]="IN_POSITION";
mode_replace_table[1]["NORMAL"]="normal";
mode_replace_table[1]["TANGENT"]="tangent";
mode_replace_table[1]["POSITION"]="gl_Position";
mode_replace_table[1]["BINORMAL"]="binormal";
mode_replace_table[1]["NORMALMAP"]="normalmap";
mode_replace_table[1]["NORMALMAP_DEPTH"]="normaldepth";

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@ -64,10 +64,10 @@ Error ResourceSaverPNG::save(const String &p_path,const RES& p_resource,uint32_t
text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"filter=true\n":"filter=false\n";
}
if (global_mipmaps!=bool(texture->get_flags()&Texture::FLAG_MIPMAPS)) {
text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"gen_mipmaps=true\n":"gen_mipmaps=false\n";
text+=bool(texture->get_flags()&Texture::FLAG_MIPMAPS)?"gen_mipmaps=true\n":"gen_mipmaps=false\n";
}
if (global_repeat!=bool(texture->get_flags()&Texture::FLAG_REPEAT)) {
text+=bool(texture->get_flags()&Texture::FLAG_FILTER)?"repeat=true\n":"repeat=false\n";
text+=bool(texture->get_flags()&Texture::FLAG_REPEAT)?"repeat=true\n":"repeat=false\n";
}
if (bool(texture->get_flags()&Texture::FLAG_ANISOTROPIC_FILTER)) {
text+="anisotropic=true\n";

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@ -70,7 +70,7 @@ if env["platform"] == "iphone":
env_theora.Append(CPPFLAGS=["-D_IOS", "-D__ARM_NEON__", "-fstrict-aliasing", "-fmessage-length=210", "-fdiagnostics-show-note-include-stack", "-fmacro-backtrace-limit=0", "-fcolor-diagnostics", "-Wno-trigraphs", "-fpascal-strings", "-fvisibility=hidden", "-fvisibility-inlines-hidden"])
env_theora.Append(CPPFLAGS=["-D_LIB", "-D__THEORA"]) # removed -D_YUV_C
env_theora.Append(CPPFLAGS=["-D_YUV_LIBYUV", "-DLIBYUV_NEON"])
env_theora.Append(CPPFLAGS=["-D_YUV_LIBYUV"])
#env_theora.Append(CPPFLAGS=["-D_YUV_C"])
if env["platform"] == "iphone":

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@ -528,7 +528,7 @@ int GDCompiler::_parse_expression(CodeGen& codegen,const GDParser::Node *p_expre
int ret = _parse_expression(codegen,on->arguments[i],slevel);
if (ret<0)
return ret;
if (ret&GDFunction::ADDR_TYPE_STACK<<GDFunction::ADDR_BITS) {
if (ret&(GDFunction::ADDR_TYPE_STACK<<GDFunction::ADDR_BITS)) {
slevel++;
codegen.alloc_stack(slevel);
}

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@ -820,7 +820,7 @@ Variant GDFunction::call(GDInstance *p_instance, const Variant **p_args, int p_a
gdfs->state.stack.resize(alloca_size);
//copy variant stack
for(int i=0;i<_stack_size;i++) {
memnew_placement(&stack[sizeof(Variant)*i],Variant(stack[i]));
memnew_placement(&gdfs->state.stack[sizeof(Variant)*i],Variant(stack[i]));
}
gdfs->state.stack_size=_stack_size;
gdfs->state.self=self;

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@ -1222,9 +1222,9 @@ GridMapEditor::GridMapEditor(EditorNode *p_editor) {
options->get_popup()->add_item("Cursor Rotate X",MENU_OPTION_CURSOR_ROTATE_X,KEY_A);
options->get_popup()->add_item("Cursor Rotate Y",MENU_OPTION_CURSOR_ROTATE_Y,KEY_S);
options->get_popup()->add_item("Cursor Rotate Z",MENU_OPTION_CURSOR_ROTATE_Z,KEY_D);
options->get_popup()->add_item("Cursor Back Rotate X",MENU_OPTION_CURSOR_ROTATE_X,KEY_ALT+KEY_A);
options->get_popup()->add_item("Cursor Back Rotate Y",MENU_OPTION_CURSOR_ROTATE_Y,KEY_ALT+KEY_S);
options->get_popup()->add_item("Cursor Back Rotate Z",MENU_OPTION_CURSOR_ROTATE_Z,KEY_ALT+KEY_D);
options->get_popup()->add_item("Cursor Back Rotate X",MENU_OPTION_CURSOR_ROTATE_X,KEY_MASK_SHIFT+KEY_A);
options->get_popup()->add_item("Cursor Back Rotate Y",MENU_OPTION_CURSOR_ROTATE_Y,KEY_MASK_SHIFT+KEY_S);
options->get_popup()->add_item("Cursor Back Rotate Z",MENU_OPTION_CURSOR_ROTATE_Z,KEY_MASK_SHIFT+KEY_D);
options->get_popup()->add_item("Cursor Clear Rotation",MENU_OPTION_CURSOR_CLEAR_ROTATION,KEY_W);
options->get_popup()->add_separator();
options->get_popup()->add_check_item("Duplicate Selects",MENU_OPTION_DUPLICATE_SELECTS);

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@ -78,7 +78,7 @@ def configure(env):
env.Append(LIBS=['pthread'])
#env.Append(CPPFLAGS=['-F/Developer/SDKs/MacOSX10.4u.sdk/System/Library/Frameworks', '-isysroot', '/Developer/SDKs/MacOSX10.4u.sdk', '-mmacosx-version-min=10.4'])
#env.Append(LINKFLAGS=['-mmacosx-version-min=10.4', '-isysroot', '/Developer/SDKs/MacOSX10.4u.sdk', '-Wl,-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk'])
env.Append(LINKFLAGS=['-framework', 'Cocoa', '-framework', 'OpenGL', '-framework', 'AGL', '-framework', 'AudioUnit','-lz'])
env.Append(LINKFLAGS=['-framework', 'Cocoa', '-framework', 'Carbon', '-framework', 'OpenGL', '-framework', 'AGL', '-framework', 'AudioUnit','-lz'])
if (env["CXX"]=="clang++"):
env.Append(CPPFLAGS=['-DTYPED_METHOD_BIND'])

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@ -156,6 +156,8 @@ public:
virtual String get_executable_path() const;
virtual LatinKeyboardVariant get_latin_keyboard_variant() const;
virtual void move_window_to_foreground();
void run();

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@ -27,6 +27,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#import <Cocoa/Cocoa.h>
#include <Carbon/Carbon.h>
#include <IOKit/IOKitLib.h>
#include <IOKit/IOCFPlugIn.h>
#include <IOKit/hid/IOHIDLib.h>
@ -694,7 +696,7 @@ static int translateKey(unsigned int key)
ev.type=InputEvent::KEY;
ev.key.pressed=true;
ev.key.mod=translateFlags([event modifierFlags]);
ev.key.scancode = translateKey([event keyCode]);
ev.key.scancode = latin_keyboard_keycode_convert(translateKey([event keyCode]));
ev.key.echo = [event isARepeat];
NSString* characters = [event characters];
@ -740,7 +742,7 @@ static int translateKey(unsigned int key)
ev.type=InputEvent::KEY;
ev.key.pressed=false;
ev.key.mod=translateFlags([event modifierFlags]);
ev.key.scancode = translateKey([event keyCode]);
ev.key.scancode = latin_keyboard_keycode_convert(translateKey([event keyCode]));
OS_OSX::singleton->push_input(ev);
@ -835,12 +837,25 @@ void OS_OSX::initialize_core() {
}
static bool keyboard_layout_dirty = true;
static void keyboardLayoutChanged(CFNotificationCenterRef center, void *observer, CFStringRef name, const void *object, CFDictionaryRef userInfo) {
keyboard_layout_dirty = true;
}
void OS_OSX::initialize(const VideoMode& p_desired,int p_video_driver,int p_audio_driver) {
/*** OSX INITIALIZATION ***/
/*** OSX INITIALIZATION ***/
/*** OSX INITIALIZATION ***/
keyboard_layout_dirty = true;
// Register to be notified on keyboard layout changes
CFNotificationCenterAddObserver(CFNotificationCenterGetDistributedCenter(),
NULL, keyboardLayoutChanged,
kTISNotifySelectedKeyboardInputSourceChanged, NULL,
CFNotificationSuspensionBehaviorDeliverImmediately);
window_delegate = [[GodotWindowDelegate alloc] init];
// Don't use accumulation buffer support; it's not accelerated
@ -1007,6 +1022,8 @@ void OS_OSX::initialize(const VideoMode& p_desired,int p_video_driver,int p_audi
}
void OS_OSX::finalize() {
CFNotificationCenterRemoveObserver(CFNotificationCenterGetDistributedCenter(), NULL, kTISNotifySelectedKeyboardInputSourceChanged, NULL);
}
void OS_OSX::set_main_loop( MainLoop * p_main_loop ) {
@ -1241,6 +1258,83 @@ String OS_OSX::get_executable_path() const {
}
// Returns string representation of keys, if they are printable.
//
static NSString *createStringForKeys(const CGKeyCode *keyCode, int length) {
TISInputSourceRef currentKeyboard = TISCopyCurrentKeyboardInputSource();
if (!currentKeyboard)
return nil;
CFDataRef layoutData = (CFDataRef)TISGetInputSourceProperty(currentKeyboard, kTISPropertyUnicodeKeyLayoutData);
if (!layoutData)
return nil;
const UCKeyboardLayout *keyboardLayout = (const UCKeyboardLayout *)CFDataGetBytePtr(layoutData);
OSStatus err;
CFMutableStringRef output = CFStringCreateMutable(NULL, 0);
for (int i=0; i<length; ++i) {
UInt32 keysDown = 0;
UniChar chars[4];
UniCharCount realLength;
err = UCKeyTranslate(keyboardLayout,
keyCode[i],
kUCKeyActionDisplay,
0,
LMGetKbdType(),
kUCKeyTranslateNoDeadKeysBit,
&keysDown,
sizeof(chars) / sizeof(chars[0]),
&realLength,
chars);
if (err != noErr) {
CFRelease(output);
return nil;
}
CFStringAppendCharacters(output, chars, 1);
}
//CFStringUppercase(output, NULL);
return (NSString *)output;
}
OS::LatinKeyboardVariant OS_OSX::get_latin_keyboard_variant() const {
static LatinKeyboardVariant layout = LATIN_KEYBOARD_QWERTY;
if (keyboard_layout_dirty) {
layout = LATIN_KEYBOARD_QWERTY;
CGKeyCode keys[] = {kVK_ANSI_Q, kVK_ANSI_W, kVK_ANSI_E, kVK_ANSI_R, kVK_ANSI_T, kVK_ANSI_Y};
NSString *test = createStringForKeys(keys, 6);
if ([test isEqualToString:@"qwertz"]) {
layout = LATIN_KEYBOARD_QWERTZ;
} else if ([test isEqualToString:@"azerty"]) {
layout = LATIN_KEYBOARD_AZERTY;
} else if ([test isEqualToString:@"qzerty"]) {
layout = LATIN_KEYBOARD_QZERTY;
} else if ([test isEqualToString:@"',.pyf"]) {
layout = LATIN_KEYBOARD_DVORAK;
} else if ([test isEqualToString:@"xvlcwk"]) {
layout = LATIN_KEYBOARD_NEO;
}
[test release];
keyboard_layout_dirty = false;
return layout;
}
return layout;
}
void OS_OSX::process_events() {

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@ -73,14 +73,25 @@ real_t Area2D::get_gravity() const{
return gravity;
}
void Area2D::set_density(real_t p_density){
void Area2D::set_linear_damp(real_t p_linear_damp){
density=p_density;
Physics2DServer::get_singleton()->area_set_param(get_rid(),Physics2DServer::AREA_PARAM_DENSITY,p_density);
linear_damp=p_linear_damp;
Physics2DServer::get_singleton()->area_set_param(get_rid(),Physics2DServer::AREA_PARAM_LINEAR_DAMP,p_linear_damp);
}
real_t Area2D::get_density() const{
real_t Area2D::get_linear_damp() const{
return density;
return linear_damp;
}
void Area2D::set_angular_damp(real_t p_angular_damp){
angular_damp=p_angular_damp;
Physics2DServer::get_singleton()->area_set_param(get_rid(),Physics2DServer::AREA_PARAM_ANGULAR_DAMP,p_angular_damp);
}
real_t Area2D::get_angular_damp() const{
return angular_damp;
}
void Area2D::set_priority(real_t p_priority){
@ -314,8 +325,11 @@ void Area2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_gravity","gravity"),&Area2D::set_gravity);
ObjectTypeDB::bind_method(_MD("get_gravity"),&Area2D::get_gravity);
ObjectTypeDB::bind_method(_MD("set_density","density"),&Area2D::set_density);
ObjectTypeDB::bind_method(_MD("get_density"),&Area2D::get_density);
ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&Area2D::set_linear_damp);
ObjectTypeDB::bind_method(_MD("get_linear_damp"),&Area2D::get_linear_damp);
ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&Area2D::set_angular_damp);
ObjectTypeDB::bind_method(_MD("get_angular_damp"),&Area2D::get_angular_damp);
ObjectTypeDB::bind_method(_MD("set_priority","priority"),&Area2D::set_priority);
ObjectTypeDB::bind_method(_MD("get_priority"),&Area2D::get_priority);
@ -337,7 +351,8 @@ void Area2D::_bind_methods() {
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"gravity_point"),_SCS("set_gravity_is_point"),_SCS("is_gravity_a_point"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"gravity_vec"),_SCS("set_gravity_vector"),_SCS("get_gravity_vector"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity",PROPERTY_HINT_RANGE,"-1024,1024,0.01"),_SCS("set_gravity"),_SCS("get_gravity"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"density",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_density"),_SCS("get_density"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"linear_damp",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"angular_damp",PROPERTY_HINT_RANGE,"0,1024,0.001"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"priority",PROPERTY_HINT_RANGE,"0,128,1"),_SCS("set_priority"),_SCS("get_priority"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"monitoring"),_SCS("set_enable_monitoring"),_SCS("is_monitoring_enabled"));
@ -349,7 +364,8 @@ Area2D::Area2D() : CollisionObject2D(Physics2DServer::get_singleton()->area_crea
set_gravity(98);;
set_gravity_vector(Vector2(0,1));
gravity_is_point=false;
density=0.1;
linear_damp=0.1;
angular_damp=1;
locked=false;
priority=0;
monitoring=false;

View File

@ -49,7 +49,8 @@ private:
Vector2 gravity_vec;
real_t gravity;
bool gravity_is_point;
real_t density;
real_t linear_damp;
real_t angular_damp;
int priority;
bool monitoring;
bool locked;
@ -104,8 +105,11 @@ public:
void set_gravity(real_t p_gravity);
real_t get_gravity() const;
void set_density(real_t p_density);
real_t get_density() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
void set_priority(real_t p_priority);
real_t get_priority() const;

View File

@ -496,6 +496,42 @@ real_t RigidBody2D::get_bounce() const{
return bounce;
}
void RigidBody2D::set_gravity_scale(real_t p_gravity_scale){
gravity_scale=p_gravity_scale;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_GRAVITY_SCALE,gravity_scale);
}
real_t RigidBody2D::get_gravity_scale() const{
return gravity_scale;
}
void RigidBody2D::set_linear_damp(real_t p_linear_damp){
ERR_FAIL_COND(p_linear_damp<-1);
linear_damp=p_linear_damp;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_LINEAR_DAMP,linear_damp);
}
real_t RigidBody2D::get_linear_damp() const{
return linear_damp;
}
void RigidBody2D::set_angular_damp(real_t p_angular_damp){
ERR_FAIL_COND(p_angular_damp<-1);
angular_damp=p_angular_damp;
Physics2DServer::get_singleton()->body_set_param(get_rid(),Physics2DServer::BODY_PARAM_ANGULAR_DAMP,angular_damp);
}
real_t RigidBody2D::get_angular_damp() const{
return angular_damp;
}
void RigidBody2D::set_axis_velocity(const Vector2& p_axis) {
Vector2 v = state? state->get_linear_velocity() : linear_velocity;
@ -683,6 +719,15 @@ void RigidBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_bounce","bounce"),&RigidBody2D::set_bounce);
ObjectTypeDB::bind_method(_MD("get_bounce"),&RigidBody2D::get_bounce);
ObjectTypeDB::bind_method(_MD("set_gravity_scale","gravity_scale"),&RigidBody2D::set_gravity_scale);
ObjectTypeDB::bind_method(_MD("get_gravity_scale"),&RigidBody2D::get_gravity_scale);
ObjectTypeDB::bind_method(_MD("set_linear_damp","linear_damp"),&RigidBody2D::set_linear_damp);
ObjectTypeDB::bind_method(_MD("get_linear_damp"),&RigidBody2D::get_linear_damp);
ObjectTypeDB::bind_method(_MD("set_angular_damp","angular_damp"),&RigidBody2D::set_angular_damp);
ObjectTypeDB::bind_method(_MD("get_angular_damp"),&RigidBody2D::get_angular_damp);
ObjectTypeDB::bind_method(_MD("set_linear_velocity","linear_velocity"),&RigidBody2D::set_linear_velocity);
ObjectTypeDB::bind_method(_MD("get_linear_velocity"),&RigidBody2D::get_linear_velocity);
@ -726,6 +771,7 @@ void RigidBody2D::_bind_methods() {
ADD_PROPERTY( PropertyInfo(Variant::REAL,"weight",PROPERTY_HINT_EXP_RANGE,"0.01,65535,0.01",PROPERTY_USAGE_EDITOR),_SCS("set_weight"),_SCS("get_weight"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"friction",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_friction"),_SCS("get_friction"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"bounce",PROPERTY_HINT_RANGE,"0,1,0.01"),_SCS("set_bounce"),_SCS("get_bounce"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"gravity_scale",PROPERTY_HINT_RANGE,"-128,128,0.01"),_SCS("set_gravity_scale"),_SCS("get_gravity_scale"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"custom_integrator"),_SCS("set_use_custom_integrator"),_SCS("is_using_custom_integrator"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"continuous_cd",PROPERTY_HINT_ENUM,"Disabled,Cast Ray,Cast Shape"),_SCS("set_continuous_collision_detection_mode"),_SCS("get_continuous_collision_detection_mode"));
ADD_PROPERTY( PropertyInfo(Variant::INT,"contacts_reported"),_SCS("set_max_contacts_reported"),_SCS("get_max_contacts_reported"));
@ -734,6 +780,8 @@ void RigidBody2D::_bind_methods() {
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"can_sleep"),_SCS("set_can_sleep"),_SCS("is_able_to_sleep"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"velocity/linear"),_SCS("set_linear_velocity"),_SCS("get_linear_velocity"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"velocity/angular"),_SCS("set_angular_velocity"),_SCS("get_angular_velocity"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/linear",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_linear_damp"),_SCS("get_linear_damp"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"damp_override/angular",PROPERTY_HINT_RANGE,"-1,128,0.01"),_SCS("set_angular_damp"),_SCS("get_angular_damp"));
ADD_SIGNAL( MethodInfo("body_enter_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
ADD_SIGNAL( MethodInfo("body_exit_shape",PropertyInfo(Variant::INT,"body_id"),PropertyInfo(Variant::OBJECT,"body"),PropertyInfo(Variant::INT,"body_shape"),PropertyInfo(Variant::INT,"local_shape")));
@ -758,6 +806,11 @@ RigidBody2D::RigidBody2D() : PhysicsBody2D(Physics2DServer::BODY_MODE_RIGID) {
bounce=0;
mass=1;
friction=1;
gravity_scale=1;
linear_damp=-1;
angular_damp=-1;
max_contacts_reported=0;
state=NULL;

View File

@ -119,6 +119,9 @@ private:
real_t bounce;
real_t mass;
real_t friction;
real_t gravity_scale;
real_t linear_damp;
real_t angular_damp;
Vector2 linear_velocity;
real_t angular_velocity;
@ -198,6 +201,15 @@ public:
void set_bounce(real_t p_bounce);
real_t get_bounce() const;
void set_gravity_scale(real_t p_gravity_scale);
real_t get_gravity_scale() const;
void set_linear_damp(real_t p_linear_damp);
real_t get_linear_damp() const;
void set_angular_damp(real_t p_angular_damp);
real_t get_angular_damp() const;
void set_linear_velocity(const Vector2& p_velocity);
Vector2 get_linear_velocity() const;

View File

@ -1,5 +1,6 @@
#include "graph_edit.h"
#include "os/input.h"
#include "os/keyboard.h"
bool GraphEditFilter::has_point(const Point2& p_point) const {
return ge->_filter_input(p_point);
@ -53,7 +54,7 @@ void GraphEdit::disconnect_node(const StringName& p_from, int p_from_port,const
}
}
void GraphEdit::get_connection_list(List<Connection> *r_connections) {
void GraphEdit::get_connection_list(List<Connection> *r_connections) const {
*r_connections=connections;
}
@ -88,7 +89,6 @@ void GraphEdit::_update_scroll() {
updating=true;
Rect2 screen;
screen.size=get_size();
for(int i=0;i<get_child_count();i++) {
GraphNode *gn=get_child(i)->cast_to<GraphNode>();
@ -101,6 +101,10 @@ void GraphEdit::_update_scroll() {
screen = screen.merge(r);
}
screen.pos-=get_size();
screen.size+=get_size()*2.0;
h_scroll->set_min(screen.pos.x);
h_scroll->set_max(screen.pos.x+screen.size.x);
h_scroll->set_page(get_size().x);
@ -265,6 +269,37 @@ void GraphEdit::_top_layer_input(const InputEvent& p_ev) {
Vector2 pos = gn->get_connection_input_pos(j)+gn->get_pos();
if (pos.distance_to(mpos)<grab_r) {
if (right_disconnects) {
//check disconnect
for (List<Connection>::Element*E=connections.front();E;E=E->next()) {
if (E->get().to==gn->get_name() && E->get().to_port==j) {
Node*fr = get_node(String(E->get().from));
if (fr && fr->cast_to<GraphNode>()) {
connecting_from=E->get().from;
connecting_index=E->get().from_port;
connecting_out=true;
connecting_type=fr->cast_to<GraphNode>()->get_connection_output_type(E->get().from_port);
connecting_color=fr->cast_to<GraphNode>()->get_connection_output_color(E->get().from_port);
connecting_target=false;
connecting_to=pos;
emit_signal("disconnection_request",E->get().from,E->get().from_port,E->get().to,E->get().to_port);
fr = get_node(String(connecting_from)); //maybe it was erased
if (fr && fr->cast_to<GraphNode>()) {
connecting=true;
}
return;
}
}
}
}
connecting=true;
connecting_from=gn->get_name();
connecting_index=j;
@ -461,7 +496,7 @@ void GraphEdit::_top_layer_draw() {
void GraphEdit::_input_event(const InputEvent& p_ev) {
if (p_ev.type==InputEvent::MOUSE_MOTION && p_ev.mouse_motion.button_mask&BUTTON_MASK_MIDDLE) {
if (p_ev.type==InputEvent::MOUSE_MOTION && (p_ev.mouse_motion.button_mask&BUTTON_MASK_MIDDLE || (p_ev.mouse_motion.button_mask&BUTTON_MASK_LEFT && Input::get_singleton()->is_key_pressed(KEY_SPACE)))) {
h_scroll->set_val( h_scroll->get_val() - p_ev.mouse_motion.relative_x );
v_scroll->set_val( v_scroll->get_val() - p_ev.mouse_motion.relative_y );
}
@ -474,11 +509,41 @@ void GraphEdit::clear_connections() {
}
void GraphEdit::set_right_disconnects(bool p_enable) {
right_disconnects=p_enable;
}
bool GraphEdit::is_right_disconnects_enabled() const{
return right_disconnects;
}
Array GraphEdit::_get_connection_list() const {
List<Connection> conns;
get_connection_list(&conns);
Array arr;
for(List<Connection>::Element *E=conns.front();E;E=E->next()) {
Dictionary d;
d["from"]=E->get().from;
d["from_port"]=E->get().from_port;
d["to"]=E->get().to;
d["to_port"]=E->get().to_port;
arr.push_back(d);
}
return arr;
}
void GraphEdit::_bind_methods() {
ObjectTypeDB::bind_method(_MD("connect_node:Error","from","from_port","to","to_port"),&GraphEdit::connect_node);
ObjectTypeDB::bind_method(_MD("is_node_connected","from","from_port","to","to_port"),&GraphEdit::is_node_connected);
ObjectTypeDB::bind_method(_MD("disconnect_node","from","from_port","to","to_port"),&GraphEdit::disconnect_node);
ObjectTypeDB::bind_method(_MD("get_connection_list"),&GraphEdit::_get_connection_list);
ObjectTypeDB::bind_method(_MD("set_right_disconnects","enable"),&GraphEdit::set_right_disconnects);
ObjectTypeDB::bind_method(_MD("is_right_disconnects_enabled"),&GraphEdit::is_right_disconnects_enabled);
ObjectTypeDB::bind_method(_MD("_graph_node_moved"),&GraphEdit::_graph_node_moved);
ObjectTypeDB::bind_method(_MD("_graph_node_raised"),&GraphEdit::_graph_node_raised);
@ -489,9 +554,12 @@ void GraphEdit::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_input_event"),&GraphEdit::_input_event);
ADD_SIGNAL(MethodInfo("connection_request",PropertyInfo(Variant::STRING,"from"),PropertyInfo(Variant::INT,"from_slot"),PropertyInfo(Variant::STRING,"to"),PropertyInfo(Variant::INT,"to_slot")));
ADD_SIGNAL(MethodInfo("disconnection_request",PropertyInfo(Variant::STRING,"from"),PropertyInfo(Variant::INT,"from_slot"),PropertyInfo(Variant::STRING,"to"),PropertyInfo(Variant::INT,"to_slot")));
}
GraphEdit::GraphEdit() {
top_layer=NULL;
top_layer=memnew(GraphEditFilter(this));
@ -511,6 +579,7 @@ GraphEdit::GraphEdit() {
top_layer->add_child(v_scroll);
updating=false;
connecting=false;
right_disconnects=false;
h_scroll->connect("value_changed", this,"_scroll_moved");
v_scroll->connect("value_changed", this,"_scroll_moved");

View File

@ -51,6 +51,7 @@ private:
bool right_disconnects;
bool updating;
List<Connection> connections;
@ -68,6 +69,8 @@ private:
void _top_layer_draw();
void _update_scroll_offset();
Array _get_connection_list() const;
friend class GraphEditFilter;
bool _filter_input(const Point2& p_point);
protected:
@ -84,7 +87,11 @@ public:
void disconnect_node(const StringName& p_from, int p_from_port,const StringName& p_to,int p_to_port);
void clear_connections();
void get_connection_list(List<Connection> *r_connections);
GraphEditFilter *get_top_layer() const { return top_layer; }
void get_connection_list(List<Connection> *r_connections) const;
void set_right_disconnects(bool p_enable);
bool is_right_disconnects_enabled() const;
GraphEdit();

View File

@ -1,4 +1,5 @@
#include "graph_node.h"
#include "method_bind_ext.inc"
bool GraphNode::_set(const StringName& p_name, const Variant& p_value) {
@ -38,9 +39,8 @@ bool GraphNode::_set(const StringName& p_name, const Variant& p_value) {
bool GraphNode::_get(const StringName& p_name,Variant &r_ret) const{
print_line("get "+p_name.operator String());
if (!p_name.operator String().begins_with("slot/")) {
print_line("no begins");
return false;
}
@ -68,7 +68,6 @@ bool GraphNode::_get(const StringName& p_name,Variant &r_ret) const{
else
return false;
print_line("ask for: "+p_name.operator String()+" get: "+String(r_ret));
return true;
}
void GraphNode::_get_property_list( List<PropertyInfo> *p_list) const{
@ -540,6 +539,30 @@ void GraphNode::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_title"),&GraphNode::get_title);
ObjectTypeDB::bind_method(_MD("_input_event"),&GraphNode::_input_event);
ObjectTypeDB::bind_method(_MD("set_slot","idx","enable_left","type_left","color_left","enable_right","type_right","color_right"),&GraphNode::set_slot);
ObjectTypeDB::bind_method(_MD("clear_slot","idx"),&GraphNode::clear_slot);
ObjectTypeDB::bind_method(_MD("clear_all_slots","idx"),&GraphNode::clear_all_slots);
ObjectTypeDB::bind_method(_MD("is_slot_enabled_left","idx"),&GraphNode::is_slot_enabled_left);
ObjectTypeDB::bind_method(_MD("get_slot_type_left","idx"),&GraphNode::get_slot_type_left);
ObjectTypeDB::bind_method(_MD("get_slot_color_left","idx"),&GraphNode::get_slot_color_left);
ObjectTypeDB::bind_method(_MD("is_slot_enabled_right","idx"),&GraphNode::is_slot_enabled_right);
ObjectTypeDB::bind_method(_MD("get_slot_type_right","idx"),&GraphNode::get_slot_type_right);
ObjectTypeDB::bind_method(_MD("get_slot_color_right","idx"),&GraphNode::get_slot_color_right);
ObjectTypeDB::bind_method(_MD("set_offset","offset"),&GraphNode::set_offset);
ObjectTypeDB::bind_method(_MD("get_offset"),&GraphNode::get_offset);
ObjectTypeDB::bind_method(_MD("get_connection_output_count"),&GraphNode::get_connection_output_count);
ObjectTypeDB::bind_method(_MD("get_connection_input_count"),&GraphNode::get_connection_input_count);
ObjectTypeDB::bind_method(_MD("get_connection_output_pos","idx"),&GraphNode::get_connection_output_pos);
ObjectTypeDB::bind_method(_MD("get_connection_output_type","idx"),&GraphNode::get_connection_output_type);
ObjectTypeDB::bind_method(_MD("get_connection_output_color","idx"),&GraphNode::get_connection_output_color);
ObjectTypeDB::bind_method(_MD("get_connection_input_pos","idx"),&GraphNode::get_connection_input_pos);
ObjectTypeDB::bind_method(_MD("get_connection_input_type","idx"),&GraphNode::get_connection_input_type);
ObjectTypeDB::bind_method(_MD("get_connection_input_color","idx"),&GraphNode::get_connection_input_color);
ObjectTypeDB::bind_method(_MD("set_show_close_button","show"),&GraphNode::set_show_close_button);
ObjectTypeDB::bind_method(_MD("is_close_button_visible"),&GraphNode::is_close_button_visible);

View File

@ -1293,106 +1293,108 @@ void TextEdit::_input_event(const InputEvent& p_input_event) {
break;
bool valid=true;
if (k.mod.command || k.mod.alt || k.mod.meta)
if (k.mod.command || k.mod.meta)
valid=false;
if (valid) {
if (k.scancode==KEY_UP) {
if (!k.mod.alt) {
if (k.scancode==KEY_UP) {
if (completion_index>0) {
completion_index--;
if (completion_index>0) {
completion_index--;
completion_current=completion_options[completion_index];
update();
}
accept_event();
return;
}
if (k.scancode==KEY_DOWN) {
if (completion_index<completion_options.size()-1) {
completion_index++;
completion_current=completion_options[completion_index];
update();
}
accept_event();
return;
}
if (k.scancode==KEY_PAGEUP) {
completion_index-=get_constant("completion_lines");
if (completion_index<0)
completion_index=0;
completion_current=completion_options[completion_index];
update();
accept_event();
return;
}
accept_event();
return;
}
if (k.scancode==KEY_DOWN) {
if (k.scancode==KEY_PAGEDOWN) {
if (completion_index<completion_options.size()-1) {
completion_index++;
completion_index+=get_constant("completion_lines");
if (completion_index>=completion_options.size())
completion_index=completion_options.size()-1;
completion_current=completion_options[completion_index];
update();
accept_event();
return;
}
accept_event();
return;
}
if (k.scancode==KEY_PAGEUP) {
if (k.scancode==KEY_HOME) {
completion_index-=get_constant("completion_lines");
if (completion_index<0)
completion_index=0;
completion_current=completion_options[completion_index];
update();
accept_event();
return;
}
if (k.scancode==KEY_PAGEDOWN) {
completion_index+=get_constant("completion_lines");
if (completion_index>=completion_options.size())
completion_index=completion_options.size()-1;
completion_current=completion_options[completion_index];
update();
accept_event();
return;
}
if (k.scancode==KEY_HOME) {
completion_index=0;
completion_current=completion_options[completion_index];
update();
accept_event();
return;
}
if (k.scancode==KEY_END) {
completion_index=completion_options.size()-1;
completion_current=completion_options[completion_index];
update();
accept_event();
return;
}
if (k.scancode==KEY_DOWN) {
if (completion_index<completion_options.size()-1) {
completion_index++;
completion_current=completion_options[completion_index];
update();
accept_event();
return;
}
accept_event();
return;
}
if (k.scancode==KEY_RETURN || k.scancode==KEY_TAB) {
if (k.scancode==KEY_END) {
_confirm_completion();
accept_event();
return;
}
if (k.scancode==KEY_BACKSPACE) {
backspace_at_cursor();
_update_completion_candidates();
accept_event();
return;
}
completion_index=completion_options.size()-1;
completion_current=completion_options[completion_index];
update();
accept_event();
return;
}
if (k.scancode==KEY_SHIFT) {
accept_event();
return;
if (k.scancode==KEY_DOWN) {
if (completion_index<completion_options.size()-1) {
completion_index++;
completion_current=completion_options[completion_index];
update();
}
accept_event();
return;
}
if (k.scancode==KEY_RETURN || k.scancode==KEY_TAB) {
_confirm_completion();
accept_event();
return;
}
if (k.scancode==KEY_BACKSPACE) {
backspace_at_cursor();
_update_completion_candidates();
accept_event();
return;
}
if (k.scancode==KEY_SHIFT) {
accept_event();
return;
}
}
if (k.unicode>32) {
@ -1972,7 +1974,7 @@ void TextEdit::_input_event(const InputEvent& p_input_event) {
} break;
case KEY_U:{
if (!k.mod.command || k.mod.shift || k.mod.alt) {
if (!k.mod.command || k.mod.shift) {
scancode_handled=false;
break;
}
@ -2018,7 +2020,7 @@ void TextEdit::_input_event(const InputEvent& p_input_event) {
}
}
*/
if (!scancode_handled && !k.mod.command && !k.mod.alt) { //for german kbds
if (!scancode_handled && !k.mod.command) { //for german kbds
if (k.unicode>=32) {

View File

@ -134,7 +134,7 @@ Vector2 Curve2D::interpolate(int p_index, float p_offset) const {
Vector2 Curve2D::interpolatef(real_t p_findex) const {
if (p_findex>0)
if (p_findex<0)
p_findex=0;
else if (p_findex>=points.size())
p_findex=points.size();
@ -485,7 +485,7 @@ Vector2 Curve2D::interpolate(int p_index, float p_offset) const {
Vector2 Curve2D::interpolatef(real_t p_findex) const {
if (p_findex>0)
if (p_findex<0)
p_findex=0;
else if (p_findex>=points.size())
p_findex=points.size();
@ -956,7 +956,7 @@ Vector3 Curve3D::interpolate(int p_index, float p_offset) const {
Vector3 Curve3D::interpolatef(real_t p_findex) const {
if (p_findex>0)
if (p_findex<0)
p_findex=0;
else if (p_findex>=points.size())
p_findex=points.size();

View File

@ -144,10 +144,13 @@ void Shader::_set_code(const Dictionary& p_string) {
void Shader::set_default_texture_param(const StringName& p_param,const Ref<Texture>& p_texture) {
if (p_texture.is_valid())
if (p_texture.is_valid()) {
default_textures[p_param]=p_texture;
else
VS::get_singleton()->shader_set_default_texture_param(shader,p_param,p_texture->get_rid());
} else {
default_textures.erase(p_param);
VS::get_singleton()->shader_set_default_texture_param(shader,p_param,RID());
}
}
Ref<Texture> Shader::get_default_texture_param(const StringName& p_param) const{

View File

@ -27,8 +27,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shader_graph.h"
#include "scene/scene_string_names.h"
//todo
//-RGB ops
//-mostrar error de conexion
Array ShaderGraph::_get_node_list(ShaderType p_type) const {
@ -57,6 +59,91 @@ Array ShaderGraph::_get_connections(ShaderType p_type) const {
return arr;
}
void ShaderGraph::_set_data(const Dictionary &p_data) {
Dictionary d=p_data;
ERR_FAIL_COND(!d.has("shaders"));
Array sh=d["shaders"];
ERR_FAIL_COND(sh.size()!=3);
for(int t=0;t<3;t++) {
Array data=sh[t];
ERR_FAIL_COND((data.size()%6)!=0);
shader[t].node_map.clear();
for(int i=0;i<data.size();i+=6) {
Node n;
n.id=data[i+0];
n.type=NodeType(int(data[i+1]));
n.pos=data[i+2];
n.param1=data[i+3];
n.param2=data[i+4];
Array conns=data[i+5];
ERR_FAIL_COND((conns.size()%3)!=0);
for(int j=0;j<conns.size();j+=3) {
SourceSlot ss;
int ls=conns[j+0];
ss.id=conns[j+1];
ss.slot=conns[j+2];
n.connections[ls]=ss;
}
shader[t].node_map[n.id]=n;
}
}
_update_shader();
}
Dictionary ShaderGraph::_get_data() const {
Array sh;
for(int i=0;i<3;i++) {
Array data;
int ec = shader[i].node_map.size();
data.resize(ec*6);
int idx=0;
for (Map<int,Node>::Element*E=shader[i].node_map.front();E;E=E->next()) {
data[idx+0]=E->key();
data[idx+1]=E->get().type;
data[idx+2]=E->get().pos;
data[idx+3]=E->get().param1;
data[idx+4]=E->get().param2;
Array conns;
conns.resize(E->get().connections.size()*3);
int idx2=0;
for(Map<int,SourceSlot>::Element*F=E->get().connections.front();F;F=F->next()) {
conns[idx2+0]=F->key();
conns[idx2+1]=F->get().id;
conns[idx2+2]=F->get().slot;
idx2+=3;
}
data[idx+5]=conns;
idx+=6;
}
sh.push_back(data);
}
Dictionary data;
data["shaders"]=sh;
return data;
}
ShaderGraph::GraphError ShaderGraph::get_graph_error(ShaderType p_type) const {
ERR_FAIL_INDEX_V(p_type,3,GRAPH_OK);
return shader[p_type].error;
}
void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_update_shader"),&ShaderGraph::_update_shader);
@ -100,9 +187,9 @@ void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_set_op","shader_type","id","op"),&ShaderGraph::vec_scalar_op_node_set_op);
ObjectTypeDB::bind_method(_MD("vec_scalar_op_node_get_op","shader_type","id"),&ShaderGraph::vec_scalar_op_node_get_op);
ObjectTypeDB::bind_method(_MD("rgb_op_node_set_op","shader_type","id","op","c"),&ShaderGraph::rgb_op_node_set_op);
ObjectTypeDB::bind_method(_MD("rgb_op_node_set_op","shader_type","id","op"),&ShaderGraph::rgb_op_node_set_op);
ObjectTypeDB::bind_method(_MD("rgb_op_node_get_op","shader_type","id"),&ShaderGraph::rgb_op_node_get_op);
ObjectTypeDB::bind_method(_MD("rgb_op_node_get_c","shader_type","id"),&ShaderGraph::rgb_op_node_get_c);
ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_set_no_translation","shader_type","id","disable"),&ShaderGraph::xform_vec_mult_node_set_no_translation);
ObjectTypeDB::bind_method(_MD("xform_vec_mult_node_get_no_translation","shader_type","id"),&ShaderGraph::xform_vec_mult_node_get_no_translation);
@ -147,6 +234,11 @@ void ShaderGraph::_bind_methods() {
ObjectTypeDB::bind_method(_MD("node_set_state","shader_type","id","state"),&ShaderGraph::node_set_state);
ObjectTypeDB::bind_method(_MD("node_get_state:var","shader_type","id"),&ShaderGraph::node_get_state);
ObjectTypeDB::bind_method(_MD("_set_data"),&ShaderGraph::_set_data);
ObjectTypeDB::bind_method(_MD("_get_data"),&ShaderGraph::_get_data);
ADD_PROPERTY( PropertyInfo(Variant::DICTIONARY,"_data",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR), _SCS("_set_data"),_SCS("_get_data"));
//void get_connections(ShaderType p_which,List<Connection> *p_connections) const;
@ -271,6 +363,8 @@ void ShaderGraph::_bind_methods() {
BIND_CONSTANT( VEC_FUNC_HSV2RGB );
BIND_CONSTANT( VEC_MAX_FUNC );
ADD_SIGNAL(MethodInfo("updated"));
#if 0
ObjectTypeDB::bind_method(_MD("node_add"),&ShaderGraph::node_add );
@ -347,7 +441,7 @@ void ShaderGraph::_bind_methods() {
}
String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base) {
String ShaderGraph::_find_unique_name(const String& p_base) {
@ -358,15 +452,19 @@ String ShaderGraph::_find_unique_name(ShaderType p_which, const String& p_base)
tocmp+="_"+itos(idx);
}
bool valid=true;
for (Map<int,Node>::Element *E=shader[p_which].node_map.front();E;E=E->next()) {
if (E->get().type!=NODE_SCALAR_INPUT && E->get().type!=NODE_VEC_INPUT && E->get().type==NODE_RGB_INPUT && E->get().type==NODE_XFORM_INPUT && E->get().type==NODE_TEXTURE_INPUT && E->get().type==NODE_CUBEMAP_INPUT)
continue;
String name = E->get().param1;
if (name==tocmp) {
valid=false;
for(int i=0;i<3;i++) {
if (!valid)
break;
}
for (Map<int,Node>::Element *E=shader[i].node_map.front();E;E=E->next()) {
if (E->get().type!=NODE_SCALAR_INPUT && E->get().type!=NODE_VEC_INPUT && E->get().type==NODE_RGB_INPUT && E->get().type==NODE_XFORM_INPUT && E->get().type==NODE_TEXTURE_INPUT && E->get().type==NODE_CUBEMAP_INPUT)
continue;
String name = E->get().param1;
if (name==tocmp) {
valid=false;
break;
}
}
}
if (!valid) {
@ -424,12 +522,12 @@ void ShaderGraph::node_add(ShaderType p_type, NodeType p_node_type,int p_id) {
case NODE_XFORM_TO_VEC: {} break; // 3 scalar input: {} break; 1 vec3 output
case NODE_SCALAR_INTERP: {} break; // scalar interpolation (with optional curve)
case NODE_VEC_INTERP: {} break; // vec3 interpolation (with optional curve)
case NODE_SCALAR_INPUT: {node.param1=_find_unique_name(p_type,"Scalar"); node.param2=0;} break; // scalar uniform (assignable in material)
case NODE_VEC_INPUT: {node.param1=_find_unique_name(p_type,"Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material)
case NODE_RGB_INPUT: {node.param1=_find_unique_name(p_type,"Color");node.param2=Color();} break; // color uniform (assignable in material)
case NODE_XFORM_INPUT: {node.param1=_find_unique_name(p_type,"XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material)
case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name(p_type,"Tex"); } break; // texture input (assignable in material)
case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name(p_type,"Cube"); } break; // cubemap input (assignable in material)
case NODE_SCALAR_INPUT: {node.param1=_find_unique_name("Scalar"); node.param2=0;} break; // scalar uniform (assignable in material)
case NODE_VEC_INPUT: {node.param1=_find_unique_name("Vec3");node.param2=Vector3();} break; // vec3 uniform (assignable in material)
case NODE_RGB_INPUT: {node.param1=_find_unique_name("Color");node.param2=Color();} break; // color uniform (assignable in material)
case NODE_XFORM_INPUT: {node.param1=_find_unique_name("XForm"); node.param2=Transform();} break; // mat4 uniform (assignable in material)
case NODE_TEXTURE_INPUT: {node.param1=_find_unique_name("Tex"); } break; // texture input (assignable in material)
case NODE_CUBEMAP_INPUT: {node.param1=_find_unique_name("Cube"); } break; // cubemap input (assignable in material)
case NODE_OUTPUT: {} break; // output (shader type dependent)
case NODE_COMMENT: {} break; // comment
case NODE_TYPE_MAX: {};
@ -479,7 +577,7 @@ void ShaderGraph::node_remove(ShaderType p_type,int p_id) {
}
shader[p_type].node_map.erase(p_id);
print_line("erased node, amount left: "+itos(shader[p_type].node_map.size()));
_request_update();
}
@ -545,7 +643,6 @@ bool ShaderGraph::is_node_connected(ShaderType p_type,int p_src_id,int p_src_slo
void ShaderGraph::disconnect_node(ShaderType p_type,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {
ERR_FAIL_INDEX(p_type,3);
print_line("** dsisconnect");
SourceSlot ts;
ts.id=p_src_id;
ts.slot=p_src_slot;
@ -782,14 +879,14 @@ ShaderGraph::VecScalarOp ShaderGraph::vec_scalar_op_node_get_op(ShaderType p_typ
}
void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op,float p_c){
void ShaderGraph::rgb_op_node_set_op(ShaderType p_type,float p_id,RGBOp p_op){
ERR_FAIL_INDEX(p_type,3);
ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND(n.type!=NODE_RGB_OP);
n.param1=p_op;
n.param2=p_c;
_request_update();
}
@ -803,15 +900,7 @@ ShaderGraph::RGBOp ShaderGraph::rgb_op_node_get_op(ShaderType p_type,float p_id)
return RGBOp(op);
}
float ShaderGraph::rgb_op_node_get_c(ShaderType p_type,float p_id) const{
ERR_FAIL_INDEX_V(p_type,3,0);
ERR_FAIL_COND_V(!shader[p_type].node_map.has(p_id),0);
const Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND_V(n.type!=NODE_RGB_OP,0);
return n.param2;
}
void ShaderGraph::xform_vec_mult_node_set_no_translation(ShaderType p_type,int p_id,bool p_no_translation){
@ -839,7 +928,9 @@ void ShaderGraph::scalar_func_node_set_function(ShaderType p_type,int p_id,Scala
ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND(n.type!=NODE_SCALAR_FUNC);
n.param1=p_func;
int func = p_func;
ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC);
n.param1=func;
_request_update();
}
@ -859,7 +950,9 @@ void ShaderGraph::vec_func_node_set_function(ShaderType p_type,int p_id,VecFunc
ERR_FAIL_COND(!shader[p_type].node_map.has(p_id));
Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND(n.type!=NODE_VEC_FUNC);
n.param1=p_func;
int func = p_func;
ERR_FAIL_INDEX(func,VEC_MAX_FUNC);
n.param1=func;
_request_update();
@ -881,8 +974,9 @@ void ShaderGraph::input_node_set_name(ShaderType p_type,int p_id,const String& p
ERR_FAIL_COND(!p_name.is_valid_identifier());
Node& n = shader[p_type].node_map[p_id];
ERR_FAIL_COND(n.type!=NODE_SCALAR_INPUT && n.type!=NODE_VEC_INPUT && n.type==NODE_RGB_INPUT && n.type==NODE_XFORM_INPUT && n.type==NODE_TEXTURE_INPUT && n.type==NODE_CUBEMAP_INPUT);
n.param1="";
n.param1=_find_unique_name(p_type,p_name);
n.param1=_find_unique_name(p_name);
_request_update();
}
@ -1097,59 +1191,74 @@ ShaderGraph::~ShaderGraph() {
const ShaderGraph::InOutParamInfo ShaderGraph::inout_param_info[]={
//material vertex in
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","SRC_VERTEX",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","SRC_NORMAL",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","SRC_TANGENT",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"BinormalF","SRC_BINORMALF",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"ModelviewMatrix","MODELVIEW_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"InstanceID","INSTANCE_ID",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","SRC_VERTEX","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","SRC_NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","SRC_TANGENT","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"BinormalF","SRC_BINORMALF","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","SRC_COLOR","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","SRC_ALPHA","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","SRC_UV","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","SRC_UV2","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"WorldMatrix","WORLD_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"ProjectionMatrix","PROJECTION_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"ModelviewMatrix","MODELVIEW_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"InstanceID","INSTANCE_ID","",SLOT_TYPE_SCALAR,SLOT_IN},
//material vertex out
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV","UV",".xy",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"UV2","UV2",".xy",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"SpecExp","SPEC_EXP","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_VERTEX,"PointSize","POINT_SIZE","",SLOT_TYPE_SCALAR,SLOT_OUT},
//pixel vertex in
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","UV",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Time","TIME",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Vertex","VERTEX","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Position","POSITION.xyz","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","IN_NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Tangent","TANGENT","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Binormal","BINORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV","vec3(UV,0);","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UV2","UV2","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"UVScreen","SCREEN_UV","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"PointCoord","POINT_COORD","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Color","COLOR.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Alpha","COLOR.a","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"InvCameraMatrix","INV_CAMERA_MATRIX","",SLOT_TYPE_XFORM,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var1","VAR1.rgb","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Var2","VAR2.rgb","",SLOT_TYPE_VEC,SLOT_IN},
//pixel vertex out
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Diffuse","DIFFUSE_OUT","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"DiffuseAlpha","ALPHA_OUT","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"SpecularExp","SPECULAR","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Emission","EMISSION","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Glow","GLOW","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMap","NORMALMAP","",SLOT_TYPE_VEC,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"NormalMapDepth","NORMALMAP_DEPTH","",SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,"Discard","DISCARD",">0.5",SLOT_TYPE_SCALAR,SLOT_OUT},
//light in
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Normal","NORMAL","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDir","LIGHT_DIR","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightDiffuse","LIGHT_DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"LightSpecular","LIGHT_SPECULAR","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"EyeVec","EYE_VEC","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Diffuse","DIFFUSE","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Specular","SPECULAR","",SLOT_TYPE_VEC,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"SpecExp","SPECULAR_EXP","",SLOT_TYPE_SCALAR,SLOT_IN},
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"ShadeParam","SHADE_PARAM","",SLOT_TYPE_SCALAR,SLOT_IN},
//light out
{MODE_MATERIAL,SHADER_TYPE_LIGHT,"Light","LIGHT","",SLOT_TYPE_VEC,SLOT_OUT},
//end
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
{MODE_MATERIAL,SHADER_TYPE_FRAGMENT,NULL,NULL,NULL,SLOT_TYPE_SCALAR,SLOT_OUT},
};
@ -1174,17 +1283,17 @@ const ShaderGraph::NodeSlotInfo ShaderGraph::node_slot_info[]= {
{NODE_SCALAR_CONST,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, //scalar constant
{NODE_VEC_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, //vec3 constant
{NODE_RGB_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, //rgb constant (shows a color picker instead)
{NODE_RGB_CONST,{SLOT_MAX},{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX}}, //rgb constant (shows a color picker instead)
{NODE_XFORM_CONST,{SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // 4x4 matrix constant
{NODE_TIME,{SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // time in seconds
{NODE_SCREEN_TEX,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // screen texture sampler (takes UV) (only usable in fragment shader)
{NODE_SCALAR_OP,{SLOT_TYPE_SCALAR,SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // scalar vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_SCALAR_OP,{SLOT_TYPE_VEC,SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_TYPE_SCALAR},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_RGB_OP,{SLOT_TYPE_VEC,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vec3 vs scalar op (mul,{SLOT_MAX},{SLOT_MAX}}, add,{SLOT_MAX},{SLOT_MAX}}, div,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_XFORM_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_XFORM,SLOT_MAX}}, // mat4 x mat4
{NODE_XFORM_VEC_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 mult (with no-translation option)
{NODE_XFORM_VEC_INV_MULT,{SLOT_TYPE_XFORM,SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 inverse mult (with no-translation option)
{NODE_XFORM_VEC_INV_MULT,{SLOT_TYPE_VEC,SLOT_TYPE_XFORM,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // mat4 x vec3 inverse mult (with no-translation option)
{NODE_SCALAR_FUNC,{SLOT_TYPE_SCALAR,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // scalar function (sin,{SLOT_MAX},{SLOT_MAX}}, cos,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_FUNC,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_VEC,SLOT_MAX}}, // vector function (normalize,{SLOT_MAX},{SLOT_MAX}}, negate,{SLOT_MAX},{SLOT_MAX}}, reciprocal,{SLOT_MAX},{SLOT_MAX}}, rgb2hsv,{SLOT_MAX},{SLOT_MAX}}, hsv2rgb,{SLOT_MAX},{SLOT_MAX}}, etc,{SLOT_MAX},{SLOT_MAX}}, etc)
{NODE_VEC_LEN,{SLOT_TYPE_VEC,SLOT_MAX},{SLOT_TYPE_SCALAR,SLOT_MAX}}, // vec3 length
@ -1315,6 +1424,7 @@ ShaderGraph::SlotType ShaderGraph::get_node_input_slot_type(Mode p_mode, ShaderT
if (nsi->type==p_type) {
for(int i=0;i<NodeSlotInfo::MAX_INS;i++) {
if (nsi->ins[i]==SLOT_MAX)
break;
if (i==p_idx)
@ -1381,6 +1491,14 @@ void ShaderGraph::_update_shader() {
String code[3];
List<StringName> names;
get_default_texture_param_list(&names);
for (List<StringName>::Element *E=names.front();E;E=E->next()) {
set_default_texture_param(E->get(),Ref<Texture>());
}
for(int i=0;i<3;i++) {
int idx=0;
@ -1437,11 +1555,13 @@ void ShaderGraph::_update_shader() {
bool failed=false;
if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);";
code[i]+="float ALPHA_OUT=0;";
code[i]+="vec3 DIFFUSE_OUT=vec3(0,0,0);\n";
code[i]+="float ALPHA_OUT=0;\n";
}
Map<String,String> inputs_xlate;
Map<String,String> input_names_xlate;
Set<String> inputs_used;
for(int j=0;j<order.size();j++) {
@ -1458,6 +1578,7 @@ void ShaderGraph::_update_shader() {
String vname=("nd"+itos(n->id)+"sl"+itos(idx));
inputs_xlate[vname]=String(typestr[iop->slot_type])+" "+vname+"="+iop->variable+";\n";
input_names_xlate[vname]=iop->variable;
idx++;
}
iop++;
@ -1476,7 +1597,7 @@ void ShaderGraph::_update_shader() {
String iname=("nd"+itos(n->connections[idx].id)+"sl"+itos(n->connections[idx].slot));
if (node_get_type(ShaderType(i),n->connections[idx].id)==NODE_INPUT)
inputs_used.insert(iname);
code[i]+=String(iop->variable)+"="+iname+";\n";
code[i]+=String(iop->variable)+"="+iname+String(iop->postfix)+";\n";
if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL && String(iop->name)=="DiffuseAlpha")
use_alpha=true;
}
@ -1488,8 +1609,7 @@ void ShaderGraph::_update_shader() {
if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
if (use_alpha) {
code[i]+="DIFFUSE_ALPHA.rgb=DIFFUSE_OUT;\n";
code[i]+="DIFFUSE_ALPHA.a=ALPHA_OUT;\n";
code[i]+="DIFFUSE_ALPHA=vec4(DIFFUSE_OUT,ALPHA_OUT);\n";
} else {
code[i]+="DIFFUSE=DIFFUSE_OUT;\n";
}
@ -1506,13 +1626,19 @@ void ShaderGraph::_update_shader() {
}
String iname="nd"+itos(n->connections[k].id)+"sl"+itos(n->connections[k].slot);
inputs.push_back(iname);
if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT)
if (node_get_type(ShaderType(i),n->connections[k].id)==NODE_INPUT) {
inputs_used.insert(iname);
}
}
if (failed)
break;
if (n->type==NODE_TEXTURE_INPUT || n->type==NODE_CUBEMAP_INPUT) {
set_default_texture_param(n->param1,n->param2);
}
_add_node_code(ShaderType(i),n,inputs,code[i]);
}
@ -1521,13 +1647,33 @@ void ShaderGraph::_update_shader() {
if (failed)
continue;
for(Set<String>::Element *E=inputs_used.front();E;E=E->next()) {
ERR_CONTINUE( !inputs_xlate.has(E->get()));
code[i]=inputs_xlate[E->get()]+code[i];
String name=input_names_xlate[E->get()];
if (i==SHADER_TYPE_VERTEX && get_mode()==MODE_MATERIAL) {
if (name==("SRC_COLOR"))
code[i]="vec3 SRC_COLOR=COLOR.rgb;\n"+code[i];
if (name==("SRC_ALPHA"))
code[i]="float SRC_ALPHA=COLOR.a;\n"+code[i];
if (name==("SRC_UV"))
code[i]="vec3 SRC_UV=vec3(UV,0);\n"+code[i];
if (name==("SRC_UV2"))
code[i]="float SRC_UV2=vec3(UV2,0);\n"+code[i];
} else if (i==SHADER_TYPE_FRAGMENT && get_mode()==MODE_MATERIAL) {
if (name==("IN_NORMAL"))
code[i]="vec3 IN_NORMAL=NORMAL;\n"+code[i];
}
}
shader[i].error=GRAPH_OK;
print_line("ShADER: "+code[i]);
}
bool all_ok=true;
@ -1540,8 +1686,9 @@ void ShaderGraph::_update_shader() {
set_code(code[0],code[1],code[2]);
}
//do shader here
print_line("UPDATING SHADER");
_pending_update_shader=false;
emit_signal(SceneStringNames::get_singleton()->updated);
}
void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<String>& p_inputs,String& code) {
@ -1549,6 +1696,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
const char *typestr[4]={"float","vec3","mat4","texture"};
#define OUTNAME(id,slot) (String(typestr[get_node_output_slot_type(get_mode(),p_type,p_node->type,slot)])+" "+("nd"+itos(id)+"sl"+itos(slot)))
#define OUTVAR(id,slot) ("nd"+itos(id)+"sl"+itos(slot))
switch(p_node->type) {
@ -1568,6 +1716,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
case NODE_RGB_CONST: {
Color col = p_node->param1;
code+=OUTNAME(p_node->id,0)+"=vec3("+rtos(col.r)+","+rtos(col.g)+","+rtos(col.b)+");\n";
code+=OUTNAME(p_node->id,1)+"="+rtos(col.a)+";\n";
}break;
case NODE_XFORM_CONST: {
@ -1626,16 +1775,94 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
int op = p_node->param1;
String optxt;
switch(op) {
case VEC_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break;
case VEC_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break;
case VEC_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
case VEC_SCALAR_OP_MUL: optxt = p_inputs[0]+"*"+p_inputs[1]+";"; break;
case VEC_SCALAR_OP_DIV: optxt = p_inputs[0]+"/"+p_inputs[1]+";"; break;
case VEC_SCALAR_OP_POW: optxt = "pow("+p_inputs[0]+","+p_inputs[1]+");"; break;
}
code+=OUTNAME(p_node->id,0)+"="+optxt+"\n";
}break;
case NODE_RGB_OP: {
int op = p_node->param1;
static const char*axisn[3]={"x","y","z"};
switch(op) {
case RGB_OP_SCREEN: {
code += OUTNAME(p_node->id,0)+"=vec3(1.0)-(vec3(1.0)-"+p_inputs[0]+")*(vec3(1.0)-"+p_inputs[1]+");\n";
} break;
case RGB_OP_DIFFERENCE: {
code += OUTNAME(p_node->id,0)+"=abs("+p_inputs[0]+"-"+p_inputs[1]+");\n";
} break;
case RGB_OP_DARKEN: {
code += OUTNAME(p_node->id,0)+"=min("+p_inputs[0]+","+p_inputs[1]+");\n";
} break;
case RGB_OP_LIGHTEN: {
code += OUTNAME(p_node->id,0)+"=max("+p_inputs[0]+","+p_inputs[1]+");\n";
} break;
case RGB_OP_OVERLAY: {
code += OUTNAME(p_node->id,0)+";\n";
for(int i=0;i<3;i++) {
code += "{\n";
code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
code += "\tif (base < 0.5) {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = 2.0 * base * blend;\n";
code += "\t} else {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
code += "\t}\n";
code += "}\n";
}
} break;
case RGB_OP_DODGE: {
code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+")/(vec3(1.0)-"+p_inputs[1]+");\n";
} break;
case RGB_OP_BURN: {
code += OUTNAME(p_node->id,0)+"=vec3(1.0)-(vec3(1.0)-"+p_inputs[0]+")/("+p_inputs[1]+");\n";
} break;
case RGB_OP_SOFT_LIGHT: {
code += OUTNAME(p_node->id,0)+";\n";
for(int i=0;i<3;i++) {
code += "{\n";
code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
code += "\tif (base < 0.5) {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (base * (blend+0.5));\n";
code += "\t} else {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (1 - (1-base) * (1-(blend-0.5)));\n";
code += "\t}\n";
code += "}\n";
}
} break;
case RGB_OP_HARD_LIGHT: {
code += OUTNAME(p_node->id,0)+";\n";
for(int i=0;i<3;i++) {
code += "{\n";
code += "\tfloat base="+p_inputs[0]+"."+axisn[i]+";\n";
code += "\tfloat blend="+p_inputs[1]+"."+axisn[i]+";\n";
code += "\tif (base < 0.5) {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (base * (2*blend));\n";
code += "\t} else {\n";
code += "\t\t"+OUTVAR(p_node->id,0)+"."+axisn[i]+" = (1 - (1-base) * (1-2*(blend-0.5)));\n";
code += "\t}\n";
code += "}\n";
}
} break;
}
}break;
case NODE_XFORM_MULT: {
@ -1646,26 +1873,85 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
bool no_translation = p_node->param1;
if (no_translation) {
code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",0);\n";
code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",0)).xyz;\n";
} else {
code += OUTNAME(p_node->id,0)+"="+p_inputs[0]+"*vec4("+p_inputs[1]+",1);\n";
code += OUTNAME(p_node->id,0)+"=("+p_inputs[0]+"*vec4("+p_inputs[1]+",1)).xyz;\n";
}
}break;
case NODE_XFORM_VEC_INV_MULT: {
bool no_translation = p_node->param1;
if (no_translation) {
code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",0);\n";
code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",0)).xyz;\n";
} else {
code += OUTNAME(p_node->id,0)+"="+p_inputs[1]+"*vec4("+p_inputs[0]+",1);\n";
code += OUTNAME(p_node->id,0)+"=("+p_inputs[1]+"*vec4("+p_inputs[0]+",1)).xyz;\n";
}
}break;
case NODE_SCALAR_FUNC: {
static const char*scalar_func_id[SCALAR_MAX_FUNC]={
"sin($)",
"cos($)",
"tan($)",
"asin($)",
"acos($)",
"atan($)",
"sinh($)",
"cosh($)",
"tanh($)",
"log($)",
"exp($)",
"sqrt($)",
"abs($)",
"sign($)",
"floor($)",
"round($)",
"ceil($)",
"frac($)",
"min(max($,0),1)",
"-($)",
};
int func = p_node->param1;
ERR_FAIL_INDEX(func,SCALAR_MAX_FUNC);
code += OUTNAME(p_node->id,0)+"="+String(scalar_func_id[func]).replace("$",p_inputs[0])+";\n";
}break;
} break;
case NODE_VEC_FUNC: {
static const char*vec_func_id[VEC_MAX_FUNC]={
"normalize($)",
"max(min($,vec3(1,1,1)),vec3(0,0,0))",
"-($)",
"1.0/($)",
"",
"",
};
int func = p_node->param1;
ERR_FAIL_INDEX(func,VEC_MAX_FUNC);
if (func==VEC_FUNC_RGB2HSV) {
code += OUTNAME(p_node->id,0)+";\n";
code+="{\n";
code+="\tvec3 c = "+p_inputs[0]+";\n";
code+="\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
code+="\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
code+="\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
code+="\tfloat d = q.x - min(q.w, q.y);\n";
code+="\tfloat e = 1.0e-10;\n";
code+="\t"+OUTVAR(p_node->id,0)+"=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
code+="}\n";
} else if (func==VEC_FUNC_HSV2RGB) {
code += OUTNAME(p_node->id,0)+";\n";;
code+="{\n";
code+="\tvec3 c = "+p_inputs[0]+";\n";
code+="\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
code+="\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
code+="\t"+OUTVAR(p_node->id,0)+"=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
code+="}\n";
} else {
code += OUTNAME(p_node->id,0)+"="+String(vec_func_id[func]).replace("$",p_inputs[0])+";\n";
}
}break;
case NODE_VEC_LEN: {
@ -1744,7 +2030,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
}break;
case NODE_TEXTURE_INPUT: {
String name = p_node->param1;
String rname="_read_tex"+itos(p_node->id);
String rname="rt_read_tex"+itos(p_node->id);
code +="uniform texture "+name+";";
code +="vec4 "+rname+"=tex("+name+","+p_inputs[0]+".xy);\n";
code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n";
@ -1755,7 +2041,7 @@ void ShaderGraph::_add_node_code(ShaderType p_type,Node *p_node,const Vector<Str
String name = p_node->param1;
code +="uniform cubemap "+name+";";
String rname="_read_tex"+itos(p_node->id);
String rname="rt_read_tex"+itos(p_node->id);
code +="vec4 "+rname+"=texcube("+name+","+p_inputs[0]+".xy);\n";
code += OUTNAME(p_node->id,0)+"="+rname+".rgb;\n";
code += OUTNAME(p_node->id,1)+"="+rname+".a;\n";

View File

@ -115,7 +115,7 @@ public:
private:
String _find_unique_name(ShaderType p_which, const String& p_base);
String _find_unique_name(const String& p_base);
struct SourceSlot {
@ -151,6 +151,7 @@ private:
ShaderType shader_type;
const char *name;
const char *variable;
const char *postfix;
SlotType slot_type;
SlotDir dir;
};
@ -175,6 +176,9 @@ private:
Array _get_node_list(ShaderType p_type) const;
Array _get_connections(ShaderType p_type) const;
void _set_data(const Dictionary& p_data);
Dictionary _get_data() const;
protected:
static void _bind_methods();
@ -263,9 +267,8 @@ public:
RGB_MAX_OP
};
void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op,float p_c);
void rgb_op_node_set_op(ShaderType p_which,float p_id,RGBOp p_op);
RGBOp rgb_op_node_get_op(ShaderType p_which,float p_id) const;
float rgb_op_node_get_c(ShaderType p_which,float p_id) const;
void xform_vec_mult_node_set_no_translation(ShaderType p_which,int p_id,bool p_no_translation);
bool xform_vec_mult_node_get_no_translation(ShaderType p_which,int p_id) const;
@ -345,6 +348,8 @@ public:
Variant node_get_state(ShaderType p_type, int p_node) const;
void node_set_state(ShaderType p_type, int p_id, const Variant& p_state);
GraphError get_graph_error(ShaderType p_type) const;
static int get_type_input_count(NodeType p_type);
static int get_type_output_count(NodeType p_type);
static SlotType get_type_input_type(NodeType p_type,int p_idx);
@ -384,6 +389,7 @@ VARIANT_ENUM_CAST( ShaderGraph::VecScalarOp );
VARIANT_ENUM_CAST( ShaderGraph::RGBOp );
VARIANT_ENUM_CAST( ShaderGraph::ScalarFunc );
VARIANT_ENUM_CAST( ShaderGraph::VecFunc );
VARIANT_ENUM_CAST( ShaderGraph::GraphError );
class MaterialShaderGraph : public ShaderGraph {

View File

@ -364,12 +364,12 @@ World2D::World2D() {
Physics2DServer::get_singleton()->space_set_active(space,true);
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY,GLOBAL_DEF("physics_2d/default_gravity",98));
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_GRAVITY_VECTOR,GLOBAL_DEF("physics_2d/default_gravity_vector",Vector2(0,1)));
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_DENSITY,GLOBAL_DEF("physics_2d/default_density",0.1));
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_LINEAR_DAMP,GLOBAL_DEF("physics_2d/default_density",0.1));
Physics2DServer::get_singleton()->area_set_param(space,Physics2DServer::AREA_PARAM_ANGULAR_DAMP,GLOBAL_DEF("physics_2d/default_density",1));
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS,1.0);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONTACT_MAX_SEPARATION,1.5);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,0.3);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,2);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,20);
Physics2DServer::get_singleton()->space_set_param(space,Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,0.2);
indexer = memnew( SpatialIndexer2D );

View File

@ -67,6 +67,7 @@ SceneStringNames::SceneStringNames() {
idle=StaticCString::create("idle");
iteration=StaticCString::create("iteration");
update=StaticCString::create("update");
updated=StaticCString::create("updated");
_get_gizmo_geometry=StaticCString::create("_get_gizmo_geometry");
_can_gizmo_scale=StaticCString::create("_can_gizmo_scale");

View File

@ -63,6 +63,7 @@ public:
StringName idle;
StringName iteration;
StringName update;
StringName updated;
StringName line_separation;

View File

@ -172,6 +172,53 @@ void BodyPairSW::validate_contacts() {
}
}
bool BodyPairSW::_test_ccd(float p_step,BodySW *p_A, int p_shape_A,const Transform& p_xform_A,BodySW *p_B, int p_shape_B,const Transform& p_xform_B) {
Vector3 motion = p_A->get_linear_velocity()*p_step;
real_t mlen = motion.length();
if (mlen<CMP_EPSILON)
return false;
Vector3 mnormal = motion / mlen;
real_t min,max;
p_A->get_shape(p_shape_A)->project_range(mnormal,p_xform_A,min,max);
bool fast_object = mlen > (max-min)*0.3; //going too fast in that direction
if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
return false;
}
//cast a segment from support in motion normal, in the same direction of motion by motion length
//support is the worst case collision point, so real collision happened before
int a;
Vector3 s=p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform(mnormal).normalized());
Vector3 from = p_xform_A.xform(s);
Vector3 to = from + motion;
Transform from_inv = p_xform_B.affine_inverse();
Vector3 local_from = from_inv.xform(from-mnormal*mlen*0.1); //start from a little inside the bounding box
Vector3 local_to = from_inv.xform(to);
Vector3 rpos,rnorm;
if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from,local_to,rpos,rnorm)) {
return false;
}
//shorten the linear velocity so it does not hit, but gets close enough, next frame will hit softly or soft enough
Vector3 hitpos = p_xform_B.xform(rpos);
float newlen = hitpos.distance_to(from)-(max-min)*0.01;
p_A->set_linear_velocity((mnormal*newlen)/p_step);
return true;
}
bool BodyPairSW::setup(float p_step) {
//cannot collide
@ -198,8 +245,21 @@ bool BodyPairSW::setup(float p_step) {
bool collided = CollisionSolverSW::solve_static(shape_A_ptr,xform_A,shape_B_ptr,xform_B,_contact_added_callback,this,&sep_axis);
this->collided=collided;
if (!collided)
if (!collided) {
//test ccd (currently just a raycast)
if (A->is_continuous_collision_detection_enabled() && A->get_mode()>PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC) {
_test_ccd(p_step,A,shape_A,xform_A,B,shape_B,xform_B);
}
if (B->is_continuous_collision_detection_enabled() && B->get_mode()>PhysicsServer::BODY_MODE_KINEMATIC && A->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC) {
_test_ccd(p_step,B,shape_B,xform_B,A,shape_A,xform_A);
}
return false;
}

View File

@ -82,6 +82,7 @@ class BodyPairSW : public ConstraintSW {
void contact_added_callback(const Vector3& p_point_A,const Vector3& p_point_B);
void validate_contacts();
bool _test_ccd(float p_step,BodySW *p_A, int p_shape_A,const Transform& p_xform_A,BodySW *p_B, int p_shape_B,const Transform& p_xform_B);
SpaceSW *space;

View File

@ -99,7 +99,8 @@ void Area2DSW::set_param(Physics2DServer::AreaParameter p_param, const Variant&
case Physics2DServer::AREA_PARAM_GRAVITY_VECTOR: gravity_vector=p_value; ; break;
case Physics2DServer::AREA_PARAM_GRAVITY_IS_POINT: gravity_is_point=p_value; ; break;
case Physics2DServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: point_attenuation=p_value; ; break;
case Physics2DServer::AREA_PARAM_DENSITY: density=p_value; ; break;
case Physics2DServer::AREA_PARAM_LINEAR_DAMP: linear_damp=p_value; ; break;
case Physics2DServer::AREA_PARAM_ANGULAR_DAMP: angular_damp=p_value; ; break;
case Physics2DServer::AREA_PARAM_PRIORITY: priority=p_value; ; break;
}
@ -114,7 +115,8 @@ Variant Area2DSW::get_param(Physics2DServer::AreaParameter p_param) const {
case Physics2DServer::AREA_PARAM_GRAVITY_VECTOR: return gravity_vector;
case Physics2DServer::AREA_PARAM_GRAVITY_IS_POINT: return gravity_is_point;
case Physics2DServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION: return point_attenuation;
case Physics2DServer::AREA_PARAM_DENSITY: return density;
case Physics2DServer::AREA_PARAM_LINEAR_DAMP: return linear_damp;
case Physics2DServer::AREA_PARAM_ANGULAR_DAMP: return angular_damp;
case Physics2DServer::AREA_PARAM_PRIORITY: return priority;
}
@ -181,7 +183,8 @@ Area2DSW::Area2DSW() : CollisionObject2DSW(TYPE_AREA), monitor_query_list(this),
gravity_is_point=false;
point_attenuation=1;
density=0.1;
angular_damp=1.0;
linear_damp=0.1;
priority=0;
monitor_callback_id=0;

View File

@ -47,7 +47,8 @@ class Area2DSW : public CollisionObject2DSW{
Vector2 gravity_vector;
bool gravity_is_point;
float point_attenuation;
float density;
float linear_damp;
float angular_damp;
int priority;
ObjectID monitor_callback_id;
@ -128,8 +129,11 @@ public:
_FORCE_INLINE_ void set_point_attenuation(float p_point_attenuation) { point_attenuation=p_point_attenuation; }
_FORCE_INLINE_ float get_point_attenuation() const { return point_attenuation; }
_FORCE_INLINE_ void set_density(float p_density) { density=p_density; }
_FORCE_INLINE_ float get_density() const { return density; }
_FORCE_INLINE_ void set_linear_damp(float p_linear_damp) { linear_damp=p_linear_damp; }
_FORCE_INLINE_ float get_linear_damp() const { return linear_damp; }
_FORCE_INLINE_ void set_angular_damp(float p_angular_damp) { angular_damp=p_angular_damp; }
_FORCE_INLINE_ float get_angular_damp() const { return angular_damp; }
_FORCE_INLINE_ void set_priority(int p_priority) { priority=p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }

View File

@ -156,6 +156,17 @@ void Body2DSW::set_param(Physics2DServer::BodyParameter p_param, float p_value)
_update_inertia();
} break;
case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale=p_value;
} break;
case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
linear_damp=p_value;
} break;
case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
angular_damp=p_value;
} break;
default:{}
}
}
@ -174,6 +185,17 @@ float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
case Physics2DServer::BODY_PARAM_MASS: {
return mass;
} break;
case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
} break;
case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
return linear_damp;
} break;
case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
return angular_damp;
} break;
default:{}
}
@ -362,6 +384,8 @@ void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
} else {
gravity = p_area->get_gravity_vector() * p_area->get_gravity();
}
gravity*=gravity_scale;
}
void Body2DSW::integrate_forces(real_t p_step) {
@ -385,7 +409,16 @@ void Body2DSW::integrate_forces(real_t p_step) {
}
_compute_area_gravity(current_area);
density=current_area->get_density();
if (angular_damp>=0)
area_angular_damp=angular_damp;
else
area_angular_damp=current_area->get_angular_damp();
if (linear_damp>=0)
area_linear_damp=linear_damp;
else
area_linear_damp=current_area->get_linear_damp();
Vector2 motion;
bool do_motion=false;
@ -414,12 +447,12 @@ void Body2DSW::integrate_forces(real_t p_step) {
force+=applied_force;
real_t torque=applied_torque;
real_t damp = 1.0 - p_step * density;
real_t damp = 1.0 - p_step * area_linear_damp;
if (damp<0) // reached zero in the given time
damp=0;
real_t angular_damp = 1.0 - p_step * density * get_space()->get_body_angular_velocity_damp_ratio();
real_t angular_damp = 1.0 - p_step * area_angular_damp;
if (angular_damp<0) // reached zero in the given time
angular_damp=0;
@ -608,8 +641,12 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
island_list_next=NULL;
_set_static(false);
first_time_kinematic=false;
density=0;
linear_damp=-1;
angular_damp=-1;
area_angular_damp=0;
area_linear_damp=0;
contact_count=0;
gravity_scale=1.0;
still_time=0;
continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;

View File

@ -47,6 +47,10 @@ class Body2DSW : public CollisionObject2DSW {
Vector2 linear_velocity;
real_t angular_velocity;
real_t linear_damp;
real_t angular_damp;
real_t gravity_scale;
real_t mass;
real_t bounce;
real_t friction;
@ -55,7 +59,8 @@ class Body2DSW : public CollisionObject2DSW {
real_t _inv_inertia;
Vector2 gravity;
real_t density;
real_t area_linear_damp;
real_t area_angular_damp;
real_t still_time;
@ -219,8 +224,10 @@ public:
_FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
_FORCE_INLINE_ Vector2 get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_density() const { return density; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }
_FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; }
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);
@ -306,7 +313,8 @@ public:
real_t step;
virtual Vector2 get_total_gravity() const { return body->get_gravity(); } // get gravity vector working on this body space/area
virtual float get_total_density() const { return body->get_density(); } // get density of this body space/area
virtual float get_total_angular_damp() const { return body->get_angular_damp(); } // get density of this body space/area
virtual float get_total_linear_damp() const { return body->get_linear_damp(); } // get density of this body space/area
virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space

View File

@ -190,7 +190,7 @@ bool BodyPair2DSW::_test_ccd(float p_step,Body2DSW *p_A, int p_shape_A,const Mat
p_A->get_shape(p_shape_A)->project_rangev(mnormal,p_xform_A,min,max);
bool fast_object = mlen > (max-min)*0.3; //going too fast in that direction
if (fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis
return false;
}

View File

@ -607,7 +607,6 @@ void Space2DSW::set_param(Physics2DServer::SpaceParameter p_param, real_t p_valu
case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: body_linear_velocity_sleep_treshold=p_value; break;
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: body_angular_velocity_sleep_treshold=p_value; break;
case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep=p_value; break;
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: body_angular_velocity_damp_ratio=p_value; break;
case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: constraint_bias=p_value; break;
}
}
@ -622,7 +621,6 @@ real_t Space2DSW::get_param(Physics2DServer::SpaceParameter p_param) const {
case Physics2DServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD: return body_linear_velocity_sleep_treshold;
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD: return body_angular_velocity_sleep_treshold;
case Physics2DServer::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep;
case Physics2DServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: return body_angular_velocity_damp_ratio;
case Physics2DServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: return constraint_bias;
}
return 0;
@ -664,7 +662,6 @@ Space2DSW::Space2DSW() {
body_linear_velocity_sleep_treshold=0.01;
body_angular_velocity_sleep_treshold=(8.0 / 180.0 * Math_PI);
body_time_to_sleep=0.5;
body_angular_velocity_damp_ratio=15;
broadphase = BroadPhase2DSW::create_func();

View File

@ -93,7 +93,6 @@ class Space2DSW {
float body_linear_velocity_sleep_treshold;
float body_angular_velocity_sleep_treshold;
float body_time_to_sleep;
float body_angular_velocity_damp_ratio;
bool locked;
@ -142,7 +141,7 @@ public:
_FORCE_INLINE_ real_t get_body_linear_velocity_sleep_treshold() const { return body_linear_velocity_sleep_treshold; }
_FORCE_INLINE_ real_t get_body_angular_velocity_sleep_treshold() const { return body_angular_velocity_sleep_treshold; }
_FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; }
_FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; }
void update();

View File

@ -39,20 +39,24 @@ void Physics2DDirectBodyState::integrate_forces() {
real_t av = get_angular_velocity();
float damp = 1.0 - step * get_total_density();
float damp = 1.0 - step * get_total_linear_damp();
if (damp<0) // reached zero in the given time
damp=0;
lv*=damp;
damp = 1.0 - step * get_total_angular_damp();
if (damp<0) // reached zero in the given time
damp=0;
av*=damp;
set_linear_velocity(lv);
set_angular_velocity(av);
}
Object* Physics2DDirectBodyState::get_contact_collider_object(int p_contact_idx) const {
@ -70,7 +74,8 @@ Physics2DServer * Physics2DServer::get_singleton() {
void Physics2DDirectBodyState::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_total_gravity"),&Physics2DDirectBodyState::get_total_gravity);
ObjectTypeDB::bind_method(_MD("get_total_density"),&Physics2DDirectBodyState::get_total_density);
ObjectTypeDB::bind_method(_MD("get_total_linear_damp"),&Physics2DDirectBodyState::get_total_linear_damp);
ObjectTypeDB::bind_method(_MD("get_total_angular_damp"),&Physics2DDirectBodyState::get_total_angular_damp);
ObjectTypeDB::bind_method(_MD("get_inverse_mass"),&Physics2DDirectBodyState::get_inverse_mass);
ObjectTypeDB::bind_method(_MD("get_inverse_inertia"),&Physics2DDirectBodyState::get_inverse_inertia);
@ -538,7 +543,8 @@ void Physics2DServer::_bind_methods() {
BIND_CONSTANT( AREA_PARAM_GRAVITY_VECTOR );
BIND_CONSTANT( AREA_PARAM_GRAVITY_IS_POINT );
BIND_CONSTANT( AREA_PARAM_GRAVITY_POINT_ATTENUATION );
BIND_CONSTANT( AREA_PARAM_DENSITY );
BIND_CONSTANT( AREA_PARAM_LINEAR_DAMP);
BIND_CONSTANT( AREA_PARAM_ANGULAR_DAMP);
BIND_CONSTANT( AREA_PARAM_PRIORITY );
BIND_CONSTANT( AREA_SPACE_OVERRIDE_COMBINE );
@ -553,6 +559,9 @@ void Physics2DServer::_bind_methods() {
BIND_CONSTANT( BODY_PARAM_BOUNCE );
BIND_CONSTANT( BODY_PARAM_FRICTION );
BIND_CONSTANT( BODY_PARAM_MASS );
BIND_CONSTANT( BODY_PARAM_GRAVITY_SCALE );
BIND_CONSTANT( BODY_PARAM_LINEAR_DAMP);
BIND_CONSTANT( BODY_PARAM_ANGULAR_DAMP);
BIND_CONSTANT( BODY_PARAM_MAX );
BIND_CONSTANT( BODY_STATE_TRANSFORM );

View File

@ -43,7 +43,8 @@ protected:
public:
virtual Vector2 get_total_gravity() const=0; // get gravity vector working on this body space/area
virtual float get_total_density() const=0; // get density of this body space/area
virtual float get_total_linear_damp() const=0; // get density of this body space/area
virtual float get_total_angular_damp() const=0; // get density of this body space/area
virtual float get_inverse_mass() const=0; // get the mass
virtual real_t get_inverse_inertia() const=0; // get density of this body space
@ -277,7 +278,6 @@ public:
SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_TRESHOLD,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_TRESHOLD,
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
};
@ -301,7 +301,8 @@ public:
AREA_PARAM_GRAVITY_VECTOR,
AREA_PARAM_GRAVITY_IS_POINT,
AREA_PARAM_GRAVITY_POINT_ATTENUATION,
AREA_PARAM_DENSITY,
AREA_PARAM_LINEAR_DAMP,
AREA_PARAM_ANGULAR_DAMP,
AREA_PARAM_PRIORITY
};
@ -401,6 +402,9 @@ public:
BODY_PARAM_BOUNCE,
BODY_PARAM_FRICTION,
BODY_PARAM_MASS, ///< unused for static, always infinite
BODY_PARAM_GRAVITY_SCALE,
BODY_PARAM_LINEAR_DAMP,
BODY_PARAM_ANGULAR_DAMP,
BODY_PARAM_MAX,
};
@ -414,7 +418,7 @@ public:
BODY_STATE_LINEAR_VELOCITY,
BODY_STATE_ANGULAR_VELOCITY,
BODY_STATE_SLEEPING,
BODY_STATE_CAN_SLEEP
BODY_STATE_CAN_SLEEP,
};
virtual void body_set_state(RID p_body, BodyState p_state, const Variant& p_variant)=0;

View File

@ -768,16 +768,20 @@ const ShaderLanguage::IntrinsicFuncDef ShaderLanguage::intrinsic_func_defs[]={
//constructors
{"bool",TYPE_BOOL,{TYPE_BOOL,TYPE_VOID}},
{"float",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}},
{"vec2",TYPE_VEC2,{TYPE_FLOAT,TYPE_VOID}},
{"vec2",TYPE_VEC2,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
{"vec3",TYPE_VEC3,{TYPE_FLOAT,TYPE_VOID}},
{"vec3",TYPE_VEC3,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
{"vec3",TYPE_VEC3,{TYPE_VEC2,TYPE_FLOAT,TYPE_VOID}},
{"vec3",TYPE_VEC3,{TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}},
{"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_VOID}},
{"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
{"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC2,TYPE_FLOAT,TYPE_VOID}},
{"vec4",TYPE_VEC4,{TYPE_VEC2,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
{"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}},
{"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}},
{"vec4",TYPE_VEC4,{TYPE_VEC3,TYPE_FLOAT,TYPE_VOID}},
{"vec4",TYPE_VEC4,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
{"mat3",TYPE_MAT3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}},
{"mat4",TYPE_MAT4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
//intrinsics - trigonometry
@ -856,6 +860,9 @@ const ShaderLanguage::IntrinsicFuncDef ShaderLanguage::intrinsic_func_defs[]={
{"clamp",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
{"clamp",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}},
{"clamp",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}},
{"clamp",TYPE_VEC2,{TYPE_VEC2,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
{"clamp",TYPE_VEC3,{TYPE_VEC3,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
{"clamp",TYPE_VEC4,{TYPE_VEC4,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
{"mix",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}},
{"mix",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_FLOAT,TYPE_VOID}},
{"mix",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VEC2,TYPE_VOID}},
@ -1047,7 +1054,7 @@ const ShaderLanguage::BuiltinsDef ShaderLanguage::vertex_builtins_defs[]={
const ShaderLanguage::BuiltinsDef ShaderLanguage::fragment_builtins_defs[]={
{ "VERTEX", TYPE_VEC3},
{ "POSITION", TYPE_VEC3},
{ "POSITION", TYPE_VEC4},
{ "NORMAL", TYPE_VEC3},
{ "TANGENT", TYPE_VEC3},
{ "BINORMAL", TYPE_VEC3},
@ -1210,9 +1217,25 @@ ShaderLanguage::Node* ShaderLanguage::validate_function_call(Parser&parser, Oper
Variant data;
switch(p_func->return_cache) {
case TYPE_FLOAT: data = cdata[0]; break;
case TYPE_VEC2: data = Vector2(cdata[0],cdata[1]); break;
case TYPE_VEC3: data = Vector3(cdata[0],cdata[1],cdata[2]); break;
case TYPE_VEC4: data = Plane(cdata[0],cdata[1],cdata[2],cdata[3]); break;
case TYPE_VEC2:
if (cdata.size()==1)
data = Vector2(cdata[0],cdata[0]);
else
data = Vector2(cdata[0],cdata[1]);
break;
case TYPE_VEC3:
if (cdata.size()==1)
data = Vector3(cdata[0],cdata[0],cdata[0]);
else
data = Vector3(cdata[0],cdata[1],cdata[2]);
break;
case TYPE_VEC4:
if (cdata.size()==1)
data = Plane(cdata[0],cdata[0],cdata[0],cdata[0]);
else
data = Plane(cdata[0],cdata[1],cdata[2],cdata[3]);
break;
}
cn->datatype=p_func->return_cache;

View File

@ -14,10 +14,8 @@ if (env["tools"]!="no"):
SConscript('doc/SCsub')
SConscript('pck/SCsub')
lib = env.Library("tool",env.tool_sources)
env.Prepend(LIBS=[lib])
lib = env.Library("tool",env.tool_sources)
env.Prepend(LIBS=[lib])

View File

@ -978,6 +978,15 @@ void EditorNode::_dialog_action(String p_file) {
}
} break;
case FILE_SAVE_AND_RUN: {
if (file->get_mode()==FileDialog::MODE_SAVE_FILE) {
_save_scene(p_file);
_run(false);
}
} break;
case FILE_EXPORT_MESH_LIBRARY: {
Ref<MeshLibrary> ml;
@ -1391,13 +1400,10 @@ void EditorNode::_run(bool p_current,const String& p_custom) {
}
if (scene->get_filename()=="") {
current_option=-1;
//accept->get_cancel()->hide();
accept->get_ok()->set_text("I see..");
accept->set_text("Scene has never been saved. Save before running!");
accept->popup_centered(Size2(300,70));;
/**/
_menu_option_confirm(FILE_SAVE_BEFORE_RUN, false);
return;
}
@ -1664,6 +1670,18 @@ void EditorNode::_menu_option_confirm(int p_option,bool p_confirmed) {
} break;
case FILE_SAVE_BEFORE_RUN: {
if (!p_confirmed) {
accept->get_ok()->set_text("Yes");
accept->set_text("This scene has never been saved. Save before running?");
accept->popup_centered(Size2(300, 70));
break;
}
_menu_option(FILE_SAVE_AS_SCENE);
_menu_option_confirm(FILE_SAVE_AND_RUN, true);
} break;
case FILE_DUMP_STRINGS: {
Node *scene = edited_scene;

View File

@ -108,6 +108,8 @@ class EditorNode : public Node {
FILE_OPEN_SCENE,
FILE_SAVE_SCENE,
FILE_SAVE_AS_SCENE,
FILE_SAVE_BEFORE_RUN,
FILE_SAVE_AND_RUN,
FILE_IMPORT_SUBSCENE,
FILE_EXPORT_PROJECT,
FILE_EXPORT_MESH_LIBRARY,

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View File

@ -2888,7 +2888,7 @@ CanvasItemEditor::CanvasItemEditor(EditorNode *p_editor) {
p->add_separator();
p->add_item("Copy Pose",ANIM_COPY_POSE);
p->add_item("Paste Pose",ANIM_PASTE_POSE);
p->add_item("Clear Pose",ANIM_CLEAR_POSE,KEY_MASK_ALT|KEY_K);
p->add_item("Clear Pose",ANIM_CLEAR_POSE,KEY_MASK_SHIFT|KEY_K);
value_dialog = memnew( AcceptDialog );
value_dialog->set_title("Set a Value");

View File

@ -1578,7 +1578,7 @@ ScriptEditor::ScriptEditor(EditorNode *p_editor) {
menu_hb->add_child(file_menu);
file_menu->set_text("File");
file_menu->get_popup()->add_item("Open",FILE_OPEN);
file_menu->get_popup()->add_item("Save",FILE_SAVE,KEY_MASK_ALT|KEY_S);
file_menu->get_popup()->add_item("Save",FILE_SAVE,KEY_MASK_ALT|KEY_MASK_CMD|KEY_S);
file_menu->get_popup()->add_item("Save As..",FILE_SAVE_AS);
file_menu->get_popup()->add_item("Save All",FILE_SAVE_ALL,KEY_MASK_CMD|KEY_MASK_SHIFT|KEY_S);
file_menu->get_popup()->connect("item_pressed", this,"_menu_option");

View File

@ -200,7 +200,7 @@ void ShaderGraphView::_vec_input_changed(double p_value, int p_id,Array p_arr){
}
void ShaderGraphView::_xform_input_changed(int p_id, Node *p_button){
print_line("XFIC");
ToolButton *tb = p_button->cast_to<ToolButton>();
ped_popup->set_pos(tb->get_global_pos()+Vector2(0,tb->get_size().height));
ped_popup->set_size(tb->get_size());
@ -383,6 +383,41 @@ void ShaderGraphView::_connection_request(const String& p_from, int p_from_slot,
ur->commit_action();
}
void ShaderGraphView::_disconnection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot) {
UndoRedo *ur=EditorNode::get_singleton()->get_undo_redo();
int from_idx=-1;
int to_idx=-1;
for (Map<int,GraphNode*>::Element *E=node_map.front();E;E=E->next()) {
if (p_from==E->get()->get_name())
from_idx=E->key();
if (p_to==E->get()->get_name())
to_idx=E->key();
}
ERR_FAIL_COND(from_idx==-1);
ERR_FAIL_COND(to_idx==-1);
if (!graph->is_node_connected(type,from_idx,p_from_slot,to_idx,p_to_slot))
return; //nothing to disconnect
ur->create_action("Disconnect Graph Nodes");
List<ShaderGraph::Connection> conns;
graph->get_node_connections(type,&conns);
//disconnect/reconnect dependencies
ur->add_do_method(graph.ptr(),"disconnect_node",type,from_idx,p_from_slot,to_idx,p_to_slot);
ur->add_undo_method(graph.ptr(),"connect_node",type,from_idx,p_from_slot,to_idx,p_to_slot);
ur->add_do_method(this,"_update_graph");
ur->add_undo_method(this,"_update_graph");
ur->commit_action();
}
void ShaderGraphView::_node_removed(int p_id) {
@ -410,7 +445,7 @@ void ShaderGraphView::_node_removed(int p_id) {
void ShaderGraphView::_node_moved(const Vector2& p_from, const Vector2& p_to,int p_id) {
print_line("moved from "+p_from+" to "+p_to);
ERR_FAIL_COND(!node_map.has(p_id));
UndoRedo *ur=EditorNode::get_singleton()->get_undo_redo();
ur->create_action("Move Shader Graph Node");
@ -433,8 +468,8 @@ void ShaderGraphView::_create_node(int p_id) {
GraphNode *gn = memnew( GraphNode );
gn->set_show_close_button(true);
Color typecol[4]={
Color(0.2,1,0.2),
Color(0.7,0.1,1),
Color(0.9,0.4,1),
Color(0.8,1,0.2),
Color(1,0.2,0.2),
Color(0,1,1)
};
@ -710,14 +745,9 @@ void ShaderGraphView::_create_node(int p_id) {
} break; // mat4 x mat4
case ShaderGraph::NODE_XFORM_VEC_MULT:
case ShaderGraph::NODE_XFORM_VEC_INV_MULT: {
if (graph->node_get_type(type,p_id)==ShaderGraph::NODE_XFORM_VEC_INV_MULT)
gn->set_title("XFVecMult");
else
gn->set_title("XFVecInvMult");
case ShaderGraph::NODE_XFORM_VEC_MULT: {
gn->set_title("XFVecMult");
Button *button = memnew( Button("RotOnly"));
button->set_toggle_mode(true);
@ -739,6 +769,32 @@ void ShaderGraphView::_create_node(int p_id) {
gn->set_slot(1,true,ShaderGraph::SLOT_TYPE_XFORM,typecol[ShaderGraph::SLOT_TYPE_XFORM],true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC]);
gn->set_slot(2,true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC],false,0,Color());
} break;
case ShaderGraph::NODE_XFORM_VEC_INV_MULT: {
gn->set_title("XFVecInvMult");
Button *button = memnew( Button("RotOnly"));
button->set_toggle_mode(true);
button->set_pressed(graph->xform_vec_mult_node_get_no_translation(type,p_id));
button->connect("toggled",this,"_xform_inv_rev_changed",varray(p_id));
gn->add_child(button);
gn->add_child( memnew(Label("vec")));
HBoxContainer *hbc = memnew( HBoxContainer );
hbc->add_constant_override("separation",0);
hbc->add_child( memnew(Label("xf")));
hbc->add_spacer();
Label *l = memnew(Label("out"));
l->set_align(Label::ALIGN_RIGHT);
hbc->add_child( l);
gn->add_child(hbc);
gn->set_slot(1,true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC],false,0,Color());
gn->set_slot(2,true,ShaderGraph::SLOT_TYPE_XFORM,typecol[ShaderGraph::SLOT_TYPE_XFORM],true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC]);
} break; // mat4 x vec3 inverse mult (with no-translation option)
case ShaderGraph::NODE_SCALAR_FUNC: {
@ -967,7 +1023,7 @@ void ShaderGraphView::_create_node(int p_id) {
gn->set_slot(0,true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC],true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC]);
gn->set_slot(1,true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC],false,0,Color());
gn->set_slot(2,true,ShaderGraph::SLOT_TYPE_VEC,typecol[ShaderGraph::SLOT_TYPE_VEC],false,0,Color());
gn->set_slot(2,true,ShaderGraph::SLOT_TYPE_SCALAR,typecol[ShaderGraph::SLOT_TYPE_SCALAR],false,0,Color());
} break; // vec3 interpolation (with optional curve)
case ShaderGraph::NODE_SCALAR_INPUT: {
@ -1157,7 +1213,7 @@ void ShaderGraphView::_create_node(int p_id) {
graph_edit->add_child(gn);
node_map[p_id]=gn;
gn->set_offset(graph->node_get_pos(type,p_id));
print_line("NODE "+itos(p_id)+" OFS "+gn->get_offset());
}
@ -1180,7 +1236,7 @@ void ShaderGraphView::_update_graph() {
List<int> nl;
graph->get_node_list(type,&nl);
print_line("graph nodes: "+itos(nl.size()));
for(List<int>::Element *E=nl.front();E;E=E->next()) {
_create_node(E->get());
@ -1199,11 +1255,29 @@ void ShaderGraphView::_update_graph() {
}
void ShaderGraphView::_sg_updated() {
if (!graph.is_valid())
return;
switch(graph->get_graph_error(type)) {
case ShaderGraph::GRAPH_OK: status->set_text(""); break;
case ShaderGraph::GRAPH_ERROR_CYCLIC: status->set_text("Error: Cyclic Connection Link"); break;
case ShaderGraph::GRAPH_ERROR_MISSING_CONNECTIONS: status->set_text("Error: Missing Input Connections"); break;
}
}
void ShaderGraphView::set_graph(Ref<ShaderGraph> p_graph){
print_line("GRAPH EDIT: "+itos(p_graph.is_valid()));
if (graph.is_valid()) {
graph->disconnect("updated",this,"_sg_updated");
}
graph=p_graph;
if (graph.is_valid()) {
graph->connect("updated",this,"_sg_updated");
}
_update_graph();
_sg_updated();
}
@ -1262,6 +1336,7 @@ void ShaderGraphView::_bind_methods() {
ObjectTypeDB::bind_method("_move_node",&ShaderGraphView::_move_node);
ObjectTypeDB::bind_method("_node_removed",&ShaderGraphView::_node_removed);
ObjectTypeDB::bind_method("_connection_request",&ShaderGraphView::_connection_request);
ObjectTypeDB::bind_method("_disconnection_request",&ShaderGraphView::_disconnection_request);
ObjectTypeDB::bind_method("_scalar_const_changed",&ShaderGraphView::_scalar_const_changed);
ObjectTypeDB::bind_method("_vec_const_changed",&ShaderGraphView::_vec_const_changed);
@ -1286,6 +1361,7 @@ void ShaderGraphView::_bind_methods() {
ObjectTypeDB::bind_method("_cube_edited",&ShaderGraphView::_cube_edited);
ObjectTypeDB::bind_method("_comment_edited",&ShaderGraphView::_comment_edited);
ObjectTypeDB::bind_method("_sg_updated",&ShaderGraphView::_sg_updated);
}
ShaderGraphView::ShaderGraphView(ShaderGraph::ShaderType p_type) {
@ -1295,8 +1371,15 @@ ShaderGraphView::ShaderGraphView(ShaderGraph::ShaderType p_type) {
block_update=false;
ped_popup = memnew( CustomPropertyEditor );
graph_edit->add_child(ped_popup);
status = memnew( Label );
graph_edit->get_top_layer()->add_child(status);
status->set_pos(Vector2(5,5));
status->add_color_override("font_color_shadow",Color(0,0,0));
status->add_color_override("font_color",Color(1,0.4,0.3));
status->add_constant_override("shadow_as_outline",1);
status->add_constant_override("shadow_offset_x",2);
status->add_constant_override("shadow_offset_y",2);
status->set_text("");
}
@ -1318,6 +1401,22 @@ void ShaderGraphEditor::_add_node(int p_type) {
void ShaderGraphEditor::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_TREE) {
for(int i=0;i<ShaderGraph::NODE_TYPE_MAX;i++) {
if (i==ShaderGraph::NODE_OUTPUT)
continue;
String nn = node_names[i];
String ic = nn.get_slice(":",0);
String v = nn.get_slice(":",1);
bool addsep=false;
if (nn.ends_with(":")) {
addsep=true;
}
menu->get_popup()->add_icon_item(get_icon(ic,"EditorIcons"),v,i);
if (addsep)
menu->get_popup()->add_separator();
}
menu->get_popup()->connect("item_pressed",this,"_add_node");
@ -1332,38 +1431,38 @@ void ShaderGraphEditor::_bind_methods() {
const char* ShaderGraphEditor::node_names[ShaderGraph::NODE_TYPE_MAX]={
"Input", // all inputs (shader type dependent)
"Scalar Constant", //scalar constant
"Vector Constant", //vec3 constant
"RGB Constant", //rgb constant (shows a color picker instead)
"XForm Constant", // 4x4 matrix constant
"Time:", // time in seconds
"Screen Sample", // screen texture sampler (takes uv) (only usable in fragment shader)
"Scalar Operator", // scalar vs scalar op (mul", add", div", etc)
"Vector Operator", // vec3 vs vec3 op (mul",ad",div",crossprod",etc)
"Scalar+Vector Operator", // vec3 vs scalar op (mul", add", div", etc)
"RGB Operator:", // vec3 vs vec3 rgb op (with scalar amount)", like brighten", darken", burn", dodge", multiply", etc.
"XForm Multiply", // mat4 x mat4
"XForm+Vector Multiply", // mat4 x vec3 mult (with no-translation option)
"XForm+Vector InvMultiply:", // mat4 x vec3 inverse mult (with no-translation option)
"Scalar Function", // scalar function (sin", cos", etc)
"Vector Function", // vector function (normalize", negate", reciprocal", rgb2hsv", hsv2rgb", etc", etc)
"Vector Length", // vec3 length
"Dot Product:", // vec3 . vec3 (dot product -> scalar output)
"Vector -> Scalars", // 1 vec3 input", 3 scalar outputs
"Scalars -> Vector", // 3 scalar input", 1 vec3 output
"XForm -> Vectors", // 3 vec input", 1 xform output
"Vectors -> XForm:", // 3 vec input", 1 xform output
"Scalar Interpolate", // scalar interpolation (with optional curve)
"Vector Interpolate:", // vec3 interpolation (with optional curve)
"Scalar Uniform", // scalar uniform (assignable in material)
"Vector Uniform", // vec3 uniform (assignable in material)
"RGB Uniform", // color uniform (assignable in material)
"XForm Uniform", // mat4 uniform (assignable in material)
"Texture Uniform", // texture input (assignable in material)
"CubeMap Uniform:", // cubemap input (assignable in material)
"GraphInput:Input", // all inputs (shader type dependent)
"GraphScalar:Scalar Constant", //scalar constant
"GraphVector:Vector Constant", //vec3 constant
"GraphRgb:RGB Constant", //rgb constant (shows a color picker instead)
"GraphXform:XForm Constant", // 4x4 matrix constant
"GraphTime:Time:", // time in seconds
"GraphTexscreen:Screen Sample", // screen texture sampler (takes uv) (only usable in fragment shader)
"GraphScalarOp:Scalar Operator", // scalar vs scalar op (mul", add", div", etc)
"GraphVecOp:Vector Operator", // vec3 vs vec3 op (mul",ad",div",crossprod",etc)
"GraphVecScalarOp:Scalar+Vector Operator", // vec3 vs scalar op (mul", add", div", etc)
"GraphRgbOp:RGB Operator:", // vec3 vs vec3 rgb op (with scalar amount)", like brighten", darken", burn", dodge", multiply", etc.
"GraphXformMult:XForm Multiply", // mat4 x mat4
"GraphXformVecMult:XForm+Vector Multiply", // mat4 x vec3 mult (with no-translation option)
"GraphXformVecImult:Form+Vector InvMultiply:", // mat4 x vec3 inverse mult (with no-translation option)
"GraphXformScalarFunc:Scalar Function", // scalar function (sin", cos", etc)
"GraphXformVecFunc:Vector Function", // vector function (normalize", negate", reciprocal", rgb2hsv", hsv2rgb", etc", etc)
"GraphVecLength:Vector Length", // vec3 length
"GraphVecDp:Dot Product:", // vec3 . vec3 (dot product -> scalar output)
"GraphVecToScalars:Vector -> Scalars", // 1 vec3 input", 3 scalar outputs
"GraphScalarsToVec:Scalars -> Vector", // 3 scalar input", 1 vec3 output
"GraphXformToVecs:XForm -> Vectors", // 3 vec input", 1 xform output
"GraphVecsToXform:Vectors -> XForm:", // 3 vec input", 1 xform output
"GraphScalarInterp:Scalar Interpolate", // scalar interpolation (with optional curve)
"GraphVecInterp:Vector Interpolate:", // vec3 interpolation (with optional curve)
"GraphScalarUniform:Scalar Uniform", // scalar uniform (assignable in material)
"GraphVectorUniform:Vector Uniform", // vec3 uniform (assignable in material)
"GraphRgbUniform:RGB Uniform", // color uniform (assignable in material)
"GraphXformUniform:XForm Uniform", // mat4 uniform (assignable in material)
"GraphTextureUniform:Texture Uniform", // texture input (assignable in material)
"GraphCubeUniform:CubeMap Uniform:", // cubemap input (assignable in material)
"Output", // output (shader type dependent)
"Comment", // comment
"GraphComment:Comment", // comment
};
@ -1371,23 +1470,10 @@ ShaderGraphEditor::ShaderGraphEditor() {
HBoxContainer *hbc = memnew( HBoxContainer );
menu = memnew( MenuButton );
menu->set_text("Add..");
menu->set_text("Add Node..");
hbc->add_child(menu);
add_child(hbc);
for(int i=0;i<ShaderGraph::NODE_TYPE_MAX;i++) {
if (i==ShaderGraph::NODE_OUTPUT)
continue;
String v = node_names[i];
bool addsep=false;
if (v.ends_with(":")) {
addsep=true;
v=v.substr(0,v.length()-1);
}
menu->get_popup()->add_item(v,i);
if (addsep)
menu->get_popup()->add_separator();
}
tabs = memnew(TabContainer);
tabs->set_v_size_flags(SIZE_EXPAND_FILL);
@ -1404,8 +1490,13 @@ ShaderGraphEditor::ShaderGraphEditor() {
graph_edits[i]->get_graph_edit()->set_name(sname[i]);
tabs->add_child(graph_edits[i]->get_graph_edit());
graph_edits[i]->get_graph_edit()->connect("connection_request",graph_edits[i],"_connection_request");
graph_edits[i]->get_graph_edit()->connect("disconnection_request",graph_edits[i],"_disconnection_request");
graph_edits[i]->get_graph_edit()->set_right_disconnects(true);
}
tabs->set_current_tab(1);
set_custom_minimum_size(Size2(100,300));
}

View File

@ -54,6 +54,7 @@ class ShaderGraphView : public Node {
CustomPropertyEditor *ped_popup;
bool block_update;
Label *status;
GraphEdit *graph_edit;
Ref<ShaderGraph> graph;
int edited_id;
@ -66,6 +67,8 @@ class ShaderGraphView : public Node {
void _connection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _disconnection_request(const String& p_from, int p_from_slot,const String& p_to,int p_to_slot);
void _node_removed(int p_id);
void _node_moved(const Vector2& p_from, const Vector2& p_to,int p_id);
void _move_node(int p_id,const Vector2& p_to);
@ -93,7 +96,7 @@ class ShaderGraphView : public Node {
void _variant_edited();
void _comment_edited(int p_id,Node* p_button);
void _sg_updated();
Map<int,GraphNode*> node_map;
protected:
void _notification(int p_what);

View File

@ -3650,12 +3650,12 @@ SpatialEditor::SpatialEditor(EditorNode *p_editor) {
p->add_check_item("Use Default sRGB",MENU_VIEW_USE_DEFAULT_SRGB);
p->add_separator();
p->add_check_item("1 Viewport",MENU_VIEW_USE_1_VIEWPORT,KEY_MASK_ALT+KEY_1);
p->add_check_item("2 Viewports",MENU_VIEW_USE_2_VIEWPORTS,KEY_MASK_ALT+KEY_2);
p->add_check_item("2 Viewports (Alt)",MENU_VIEW_USE_2_VIEWPORTS_ALT,KEY_MASK_SHIFT+KEY_MASK_ALT+KEY_2);
p->add_check_item("3 Viewports",MENU_VIEW_USE_3_VIEWPORTS,KEY_MASK_ALT+KEY_3);
p->add_check_item("3 Viewports (Alt)",MENU_VIEW_USE_3_VIEWPORTS_ALT,KEY_MASK_SHIFT+KEY_MASK_ALT+KEY_3);
p->add_check_item("4 Viewports",MENU_VIEW_USE_4_VIEWPORTS,KEY_MASK_ALT+KEY_4);
p->add_check_item("1 Viewport",MENU_VIEW_USE_1_VIEWPORT,KEY_MASK_CMD+KEY_1);
p->add_check_item("2 Viewports",MENU_VIEW_USE_2_VIEWPORTS,KEY_MASK_CMD+KEY_2);
p->add_check_item("2 Viewports (Alt)",MENU_VIEW_USE_2_VIEWPORTS_ALT,KEY_MASK_SHIFT+KEY_MASK_CMD+KEY_2);
p->add_check_item("3 Viewports",MENU_VIEW_USE_3_VIEWPORTS,KEY_MASK_CMD+KEY_3);
p->add_check_item("3 Viewports (Alt)",MENU_VIEW_USE_3_VIEWPORTS_ALT,KEY_MASK_SHIFT+KEY_MASK_CMD+KEY_3);
p->add_check_item("4 Viewports",MENU_VIEW_USE_4_VIEWPORTS,KEY_MASK_CMD+KEY_4);
p->add_separator();
p->add_check_item("Display Normal",MENU_VIEW_DISPLAY_NORMAL);

View File

@ -65,7 +65,7 @@ class NewProjectDialog : public ConfirmationDialog {
error->set_text("");
get_ok()->set_disabled(true);
DirAccess *d = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
if (d->change_dir(project_path->get_text())!=OK) {
if (project_path->get_text() != "" && d->change_dir(project_path->get_text())!=OK) {
error->set_text("Invalid Path for Project, Path Must Exist!");
memdelete(d);
return false;
@ -82,7 +82,7 @@ class NewProjectDialog : public ConfirmationDialog {
} else {
if (!d->file_exists("engine.cfg")) {
if (project_path->get_text() != "" && !d->file_exists("engine.cfg")) {
error->set_text("Invalid Project Path (engine.cfg must exist).");
memdelete(d);

View File

@ -478,8 +478,6 @@ void ScriptEditorDebugger::_notification(int p_what) {
if (!connection->is_connected()) {
stop();
editor->notify_child_process_exited(); //somehow, exited
msgdialog->set_text("Process being debugged exited.");
msgdialog->popup_centered(Size2(250,100));
break;
};

View File

@ -0,0 +1,439 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# Script copyright (c) Andreas Esau
bl_info = {
"name": "Godot Export Manager",
"author": "Andreas Esau",
"version": (1, 0),
"blender": (2, 7, 0),
"location": "Scene Properties > Godot Export Manager",
"description": "Godot Export Manager uses the Better Collada Exporter to manage Export Groups and automatically export the objects groups to Collada Files.",
"warning": "",
"wiki_url": ("http://www.godotengine.org"),
"tracker_url": "",
"category": "Import-Export"}
import bpy
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, CollectionProperty, PointerProperty
import os
from bpy.app.handlers import persistent
from mathutils import Vector, Matrix
class godot_export_manager(bpy.types.Panel):
bl_label = "Godot Export Manager"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
bpy.types.Scene.godot_export_on_save = BoolProperty(default=False)
### draw function for all ui elements
def draw(self, context):
layout = self.layout
split = self.layout.split()
scene = bpy.data.scenes[0]
ob = context.object
scene = context.scene
row = layout.row()
col = row.column()
col.prop(scene,"godot_export_on_save",text="Export Groups on save")
row = layout.row()
col = row.column(align=True)
op = col.operator("scene.godot_add_objects_to_group",text="Add selected objects to Group",icon="COPYDOWN")
op = col.operator("scene.godot_delete_objects_from_group",text="Delete selected objects from Group",icon="PASTEDOWN")
row = layout.row()
col = row.column()
col.label(text="Export Groups:")
row = layout.row()
col = row.column()
col.template_list("UI_List_Godot","dummy",scene, "godot_export_groups", scene, "godot_export_groups_index",rows=1,maxrows=10,type='DEFAULT')
col = row.column(align=True)
col.operator("scene.godot_add_export_group",text="",icon="ZOOMIN")
col.operator("scene.godot_delete_export_group",text="",icon="ZOOMOUT")
col.operator("scene.godot_export_all_groups",text="",icon="EXPORT")
if len(scene.godot_export_groups) > 0:
row = layout.row()
col = row.column()
group = scene.godot_export_groups[scene.godot_export_groups_index]
col.prop(group,"name",text="Group Name")
col.prop(group,"export_name",text="Export Name")
col.prop(group,"export_path",text="Export Filepath")
row = layout.row()
col = row.column()
row = layout.row()
col = row.column()
col.label(text="Export Settings:")
col = col.row(align=True)
col.prop(group,"apply_loc",toggle=True,icon="MAN_TRANS")
col.prop(group,"apply_rot",toggle=True,icon="MAN_ROT")
col.prop(group,"apply_scale",toggle=True,icon="MAN_SCALE")
row = layout.row()
col = row.column()
col.prop(group,"use_mesh_modifiers")
col.prop(group,"use_tangent_arrays")
col.prop(group,"use_triangles")
col.prop(group,"use_copy_images")
col.prop(group,"use_active_layers")
col.prop(group,"use_exclude_ctrl_bones")
col.prop(group,"use_anim")
col.prop(group,"use_anim_action_all")
col.prop(group,"use_anim_skip_noexp")
col.prop(group,"use_anim_optimize")
col.prop(group,"anim_optimize_precision")
col.prop(group,"use_metadata")
### Custom template_list look
class UI_List_Godot(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
ob = data
slot = item
col = layout.row(align=True)
col.label(text=item.name,icon="GROUP")
col.prop(item,"active",text="")
op = col.operator("scene.godot_select_group_objects",text="",emboss=False,icon="RESTRICT_SELECT_OFF")
op.idx = index
op = col.operator("scene.godot_export_group",text="",emboss=False,icon="EXPORT")
op.idx = index
class add_objects_to_group(bpy.types.Operator):
bl_idname = "scene.godot_add_objects_to_group"
bl_label = "Add Objects to Group"
bl_description = "Adds the selected Objects to the active group below."
def execute(self,context):
scene = context.scene
objects_str = ""
if len(scene.godot_export_groups) > 0:
for i,object in enumerate(context.selected_objects):
if object.name not in scene.godot_export_groups[scene.godot_export_groups_index].nodes:
node = scene.godot_export_groups[scene.godot_export_groups_index].nodes.add()
node.name = object.name
if i == 0:
objects_str += object.name
else:
objects_str += ", "+object.name
self.report({'INFO'}, objects_str + " added to group." )
bpy.ops.ed.undo_push(message="Objects added to group")
else:
self.report({'WARNING'}, "Create a group first." )
return{'FINISHED'}
class del_objects_from_group(bpy.types.Operator):
bl_idname = "scene.godot_delete_objects_from_group"
bl_label = "Delete Objects from Group"
bl_description = "Delets the selected Objects from the active group below."
def execute(self,context):
scene = context.scene
if len(scene.godot_export_groups) > 0:
selected_objects = []
for object in context.selected_objects:
selected_objects.append(object.name)
objects_str = ""
j = 0
for i,node in enumerate(scene.godot_export_groups[scene.godot_export_groups_index].nodes):
if node.name in selected_objects:
scene.godot_export_groups[scene.godot_export_groups_index].nodes.remove(i)
if j == 0:
objects_str += object.name
else:
objects_str += ", "+object.name
j+=1
self.report({'INFO'}, objects_str + " deleted from group." )
bpy.ops.ed.undo_push(message="Objects deleted from group")
else:
self.report({'WARNING'}, "There is no group to delete from." )
return{'FINISHED'}
class select_group_objects(bpy.types.Operator):
bl_idname = "scene.godot_select_group_objects"
bl_label = "Select Group Objects"
bl_description = "Will select all group Objects in the scene."
idx = IntProperty()
def execute(self,context):
scene = context.scene
for object in context.scene.objects:
object.select = False
for node in scene.godot_export_groups[self.idx].nodes:
if node.name in bpy.data.objects:
bpy.data.objects[node.name].select = True
context.scene.objects.active = bpy.data.objects[node.name]
return{'FINISHED'}
class export_groups_autosave(bpy.types.Operator):
bl_idname = "scene.godot_export_groups_autosave"
bl_label = "Export All Groups"
bl_description = "Exports all groups to Collada."
def execute(self,context):
scene = context.scene
if scene.godot_export_on_save:
for i in range(len(scene.godot_export_groups)):
if scene.godot_export_groups[i].active:
bpy.ops.scene.godot_export_group(idx=i)
self.report({'INFO'}, "All Groups exported." )
bpy.ops.ed.undo_push(message="Export all Groups")
return{'FINISHED'}
class export_all_groups(bpy.types.Operator):
bl_idname = "scene.godot_export_all_groups"
bl_label = "Export All Groups"
bl_description = "Exports all groups to Collada."
def execute(self,context):
scene = context.scene
for i in range(len(scene.godot_export_groups)):
if scene.godot_export_groups[i].active:
bpy.ops.scene.godot_export_group(idx=i)
self.report({'INFO'}, "All Groups exported." )
bpy.ops.ed.undo_push(message="Export all Groups")
return{'FINISHED'}
class export_group(bpy.types.Operator):
bl_idname = "scene.godot_export_group"
bl_label = "Export Group"
bl_description = "Exports the active group to destination folder as Collada file."
idx = IntProperty(default=0)
def copy_object_recursive(self,ob,parent,single_user = True):
new_ob = bpy.data.objects[ob.name].copy()
if single_user or ob.type=="ARMATURE":
new_mesh_data = new_ob.data.copy()
new_ob.data = new_mesh_data
bpy.context.scene.objects.link(new_ob)
if ob != parent:
new_ob.parent = parent
else:
new_ob.parent = None
for child in ob.children:
self.copy_object_recursive(child,new_ob,single_user)
new_ob.select = True
return new_ob
def delete_object(self,ob):
if ob != None:
for child in ob.children:
self.delete_object(child)
bpy.context.scene.objects.unlink(ob)
bpy.data.objects.remove(ob)
def convert_group_to_node(self,group):
if group.dupli_group != None:
for object in group.dupli_group.objects:
if object.parent == None:
object = self.copy_object_recursive(object,object,True)
matrix = Matrix(object.matrix_local)
object.matrix_local = Matrix()
object.matrix_local *= group.matrix_local
object.matrix_local *= matrix
self.delete_object(group)
def execute(self,context):
scene = context.scene
group = context.scene.godot_export_groups
path = group[self.idx].export_path
if (path.find("//")==0 or path.find("\\\\")==0):
#if relative, convert to absolute
path = bpy.path.abspath(path)
path = path.replace("\\","/")
### if path exists and group export name is set the group will be exported
if os.path.exists(path) and group[self.idx].export_name != "":
context.scene.layers = [True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True,True]
if group[self.idx].export_name.endswith(".dae"):
path = os.path.join(path,group[self.idx].export_name)
else:
path = os.path.join(path,group[self.idx].export_name+".dae")
hide_select = []
for object in context.scene.objects:
hide_select.append(object.hide_select)
object.hide_select = False
object.select = False
context.scene.objects.active = None
for i,object in enumerate(group[self.idx].nodes):
if object.name in bpy.data.objects:
if bpy.data.objects[object.name].type == "EMPTY":
self.convert_group_to_node(bpy.data.objects[object.name])
else:
bpy.data.objects[object.name].select = True
else: # if object is not in the scene anymore it will be removed from the group
group[self.idx].nodes.remove(i)
bpy.ops.object.transform_apply(location=group[self.idx].apply_loc, rotation=group[self.idx].apply_rot, scale=group[self.idx].apply_scale)
bpy.ops.export_scene.dae(check_existing=True, filepath=path, filter_glob="*.dae", object_types=group[self.idx].object_types, use_export_selected=group[self.idx].use_export_selected, use_mesh_modifiers=group[self.idx].use_mesh_modifiers, use_tangent_arrays=group[self.idx].use_tangent_arrays, use_triangles=group[self.idx].use_triangles, use_copy_images=group[self.idx].use_copy_images, use_active_layers=group[self.idx].use_active_layers, use_exclude_ctrl_bones=group[self.idx].use_exclude_ctrl_bones, use_anim=group[self.idx].use_anim, use_anim_action_all=group[self.idx].use_anim_action_all, use_anim_skip_noexp=group[self.idx].use_anim_skip_noexp, use_anim_optimize=group[self.idx].use_anim_optimize, anim_optimize_precision=group[self.idx].anim_optimize_precision, use_metadata=group[self.idx].use_metadata)
self.report({'INFO'}, '"'+group[self.idx].name+'"' + " Group exported." )
msg = "Export Group "+group[self.idx].name
bpy.ops.ed.undo_push(message="")
bpy.ops.ed.undo()
bpy.ops.ed.undo_push(message=msg)
else:
self.report({'INFO'}, "Define Export Name and Export Path." )
return{'FINISHED'}
class add_export_group(bpy.types.Operator):
bl_idname = "scene.godot_add_export_group"
bl_label = "Adds a new export Group"
bl_description = "Creates a new Export Group with the selected Objects assigned to it."
def execute(self,context):
scene = context.scene
item = scene.godot_export_groups.add()
item.name = "New Group"
for object in context.selected_objects:
node = item.nodes.add()
node.name = object.name
scene.godot_export_groups_index = len(scene.godot_export_groups)-1
bpy.ops.ed.undo_push(message="Create New Export Group")
return{'FINISHED'}
class del_export_group(bpy.types.Operator):
bl_idname = "scene.godot_delete_export_group"
bl_label = "Delets the selected export Group"
bl_description = "Delets the active Export Group."
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_confirm(self,event)
def execute(self,context):
scene = context.scene
scene.godot_export_groups.remove(scene.godot_export_groups_index)
if scene.godot_export_groups_index > 0:
scene.godot_export_groups_index -= 1
bpy.ops.ed.undo_push(message="Delete Export Group")
return{'FINISHED'}
class godot_node_list(bpy.types.PropertyGroup):
name = StringProperty()
class godot_export_groups(bpy.types.PropertyGroup):
name = StringProperty(name="Group Name")
export_name = StringProperty(name="scene_name")
nodes = CollectionProperty(type=godot_node_list)
export_path = StringProperty(subtype="DIR_PATH")
active = BoolProperty(default=True,description="Export Group")
object_types = EnumProperty(name="Object Types",options={'ENUM_FLAG'},items=(('EMPTY', "Empty", ""),('CAMERA', "Camera", ""),('LAMP', "Lamp", ""),('ARMATURE', "Armature", ""),('MESH', "Mesh", ""),('CURVE', "Curve", ""),),default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH','CURVE'})
apply_scale = BoolProperty(name="Apply Scale",description="Apply Scale before export.",default=False)
apply_rot = BoolProperty(name="Apply Rotation",description="Apply Rotation before export.",default=False)
apply_loc = BoolProperty(name="Apply Location",description="Apply Location before export.",default=False)
use_export_selected = BoolProperty(name="Selected Objects",description="Export only selected objects (and visible in active layers if that applies).",default=True)
use_mesh_modifiers = BoolProperty(name="Apply Modifiers",description="Apply modifiers to mesh objects (on a copy!).",default=True)
use_tangent_arrays = BoolProperty(name="Tangent Arrays",description="Export Tangent and Binormal arrays (for normalmapping).",default=False)
use_triangles = BoolProperty(name="Triangulate",description="Export Triangles instead of Polygons.",default=False)
use_copy_images = BoolProperty(name="Copy Images",description="Copy Images (create images/ subfolder)",default=False)
use_active_layers = BoolProperty(name="Active Layers",description="Export only objects on the active layers.",default=True)
use_exclude_ctrl_bones = BoolProperty(name="Exclude Control Bones",description="Exclude skeleton bones with names that begin with 'ctrl'.",default=True)
use_anim = BoolProperty(name="Export Animation",description="Export keyframe animation",default=False)
use_anim_action_all = BoolProperty(name="All Actions",description=("Export all actions for the first armature found in separate DAE files"),default=False)
use_anim_skip_noexp = BoolProperty(name="Skip (-noexp) Actions",description="Skip exporting of actions whose name end in (-noexp). Useful to skip control animations.",default=True)
use_anim_optimize = BoolProperty(name="Optimize Keyframes",description="Remove double keyframes",default=True)
anim_optimize_precision = FloatProperty(name="Precision",description=("Tolerence for comparing double keyframes (higher for greater accuracy)"),min=1, max=16,soft_min=1, soft_max=16,default=6.0)
use_metadata = BoolProperty(name="Use Metadata",default=True,options={'HIDDEN'})
def register():
bpy.utils.register_class(godot_export_manager)
bpy.utils.register_class(godot_node_list)
bpy.utils.register_class(godot_export_groups)
bpy.utils.register_class(add_export_group)
bpy.utils.register_class(del_export_group)
bpy.utils.register_class(export_all_groups)
bpy.utils.register_class(export_groups_autosave)
bpy.utils.register_class(export_group)
bpy.utils.register_class(add_objects_to_group)
bpy.utils.register_class(del_objects_from_group)
bpy.utils.register_class(select_group_objects)
bpy.utils.register_class(UI_List_Godot)
bpy.types.Scene.godot_export_groups = CollectionProperty(type=godot_export_groups)
bpy.types.Scene.godot_export_groups_index = IntProperty(default=0,min=0)
def unregister():
bpy.utils.unregister_class(godot_export_manager)
bpy.utils.unregister_class(godot_node_list)
bpy.utils.unregister_class(godot_export_groups)
bpy.utils.unregister_class(export_groups_autosave)
bpy.utils.unregister_class(add_export_group)
bpy.utils.unregister_class(del_export_group)
bpy.utils.unregister_class(export_all_groups)
bpy.utils.unregister_class(export_group)
bpy.utils.unregister_class(add_objects_to_group)
bpy.utils.unregister_class(del_objects_from_group)
bpy.utils.unlregister_class(select_group_objects)
bpy.utils.unregister_class(UI_List_Godot)
@persistent
def auto_export(dummy):
bpy.ops.scene.godot_export_groups_autosave()
bpy.app.handlers.save_post.append(auto_export)
if __name__ == "__main__":
register()

View File

@ -162,7 +162,6 @@ class DaeExporter:
def export_image(self,image):
if (image in self.image_cache):
return self.image_cache[image]
@ -178,21 +177,46 @@ class DaeExporter:
basedir = os.path.dirname(self.path)+"/images"
if (not os.path.isdir(basedir)):
os.makedirs(basedir)
dstfile=basedir+"/"+os.path.basename(imgpath)
if (not os.path.isfile(dstfile)):
shutil.copy(imgpath,dstfile)
imgpath="images/"+os.path.basename(imgpath)
if os.path.isfile(imgpath):
dstfile=basedir+"/"+os.path.basename(imgpath)
if (not os.path.isfile(dstfile)):
shutil.copy(imgpath,dstfile)
imgpath="images/"+os.path.basename(imgpath)
else:
### if file is not found save it as png file in the destination folder
img_tmp_path = image.filepath
if img_tmp_path.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
image.filepath = basedir+"/"+os.path.basename(img_tmp_path)
else:
image.filepath = basedir+"/"+image.name+".png"
dstfile=basedir+"/"+os.path.basename(image.filepath)
if (not os.path.isfile(dstfile)):
image.save()
imgpath="images/"+os.path.basename(image.filepath)
image.filepath = img_tmp_path
else:
#export relative, always, no one wants absolute paths.
try:
imgpath = os.path.relpath(imgpath,os.path.dirname(self.path)).replace("\\","/") # export unix compatible always
except:
pass #fails sometimes, not sure why
imgid = self.new_id("image")
if (not os.path.isfile(imgpath)):
if img_tmp_path.endswith((".bmp",".rgb",".png",".jpeg",".jpg",".jp2",".tga",".cin",".dpx",".exr",".hdr",".tif")):
imgpath="images/"+os.path.basename(img_tmp_path)
else:
imgpath="images/"+image.name+".png"
self.writel(S_IMGS,1,'<image id="'+imgid+'" name="'+image.name+'">')
self.writel(S_IMGS,2,'<init_from>'+imgpath+'</init_from>"/>')
self.writel(S_IMGS,1,'</image>')
@ -1176,6 +1200,7 @@ class DaeExporter:
def export_node(self,node,il):
if (not node in self.valid_nodes):
return
prev_node = bpy.context.scene.objects.active
bpy.context.scene.objects.active = node
self.writel(S_NODES,il,'<node id="'+self.validate_id(node.name)+'" name="'+node.name+'" type="NODE">')
@ -1199,6 +1224,7 @@ class DaeExporter:
il-=1
self.writel(S_NODES,il,'</node>')
bpy.context.scene.objects.active = prev_node #make previous node active again
def is_node_valid(self,node):
if (not node.type in self.config["object_types"]):
@ -1441,12 +1467,13 @@ class DaeExporter:
return tcn
def export_animations(self):
tmp_mat = [] # workaround by ndee
for s in self.skeletons: # workaround by ndee
tmp_bone_mat = [] # workaround by ndee
for bone in s.pose.bones: # workaround by ndee
tmp_bone_mat.append(Matrix(bone.matrix_basis)) # workaround by ndee
tmp_mat.append([Matrix(s.matrix_local),tmp_bone_mat]) # workaround by ndee -> stores skeleton and bone transformations
tmp_mat = []
for s in self.skeletons:
tmp_bone_mat = []
for bone in s.pose.bones:
tmp_bone_mat.append(Matrix(bone.matrix_basis))
bone.matrix_basis = Matrix()
tmp_mat.append([Matrix(s.matrix_local),tmp_bone_mat])
self.writel(S_ANIM,0,'<library_animations>')
@ -1481,7 +1508,7 @@ class DaeExporter:
bones.append(dp)
allowed_skeletons=[]
for i,y in enumerate(self.skeletons): # workaround by ndee
for i,y in enumerate(self.skeletons):
if (y.animation_data):
for z in y.pose.bones:
if (z.bone.name in bones):
@ -1489,9 +1516,9 @@ class DaeExporter:
allowed_skeletons.append(y)
y.animation_data.action=x;
y.matrix_local = tmp_mat[i][0] # workaround by ndee -> resets the skeleton transformation.
for j,bone in enumerate(s.pose.bones): # workaround by ndee
bone.matrix_basis = Matrix() # workaround by ndee -> resets the bone transformations. Important if bones in follwing actions miss keyframes
y.matrix_local = tmp_mat[i][0]
for j,bone in enumerate(s.pose.bones):
bone.matrix_basis = Matrix()
print("allowed skeletons "+str(allowed_skeletons))
@ -1511,15 +1538,15 @@ class DaeExporter:
self.writel(S_ANIM_CLIPS,0,'</library_animation_clips>')
for i,s in enumerate(self.skeletons): # workaround by ndee
for i,s in enumerate(self.skeletons):
if (s.animation_data==None):
continue
if s in cached_actions:
s.animation_data.action = bpy.data.actions[cached_actions[s]]
else:
s.animation_data.action = None
for j,bone in enumerate(s.pose.bones): # workaround by ndee
bone.matrix_basis = tmp_mat[i][1][j] # workaround by ndee -> resets the bone transformation to what they were before exporting.
for j,bone in enumerate(s.pose.bones):
bone.matrix_basis = tmp_mat[i][1][j]
else:
self.export_animation(self.scene.frame_start,self.scene.frame_end)