Merge pull request #53387 from akien-mga/3.x-cherrypicks
This commit is contained in:
commit
cd2c2f8da4
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@ -14,7 +14,7 @@ struct CullParams {
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uint32_t pairable_type;
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// optional components for different tests
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Vector3 point;
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Point point;
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BVHABB_CLASS abb;
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typename BVHABB_CLASS::ConvexHull hull;
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typename BVHABB_CLASS::Segment segment;
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@ -6,24 +6,21 @@ void _debug_recursive_print_tree(int p_tree_id) const {
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}
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String _debug_aabb_to_string(const BVHABB_CLASS &aabb) const {
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String sz = "(";
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sz += itos(aabb.min.x);
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sz += " ~ ";
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sz += itos(-aabb.neg_max.x);
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sz += ") (";
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Point size = aabb.calculate_size();
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sz += itos(aabb.min.y);
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sz += " ~ ";
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sz += itos(-aabb.neg_max.y);
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sz += ") (";
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String sz;
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float vol = 0.0;
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sz += itos(aabb.min.z);
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sz += " ~ ";
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sz += itos(-aabb.neg_max.z);
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sz += ") ";
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for (int i = 0; i < Point::AXES_COUNT; ++i) {
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sz += "(";
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sz += itos(aabb.min[i]);
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sz += " ~ ";
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sz += itos(-aabb.neg_max[i]);
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sz += ") ";
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vol += size[i];
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}
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Vector3 size = aabb.calculate_size();
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float vol = size.x * size.y * size.z;
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sz += "vol " + itos(vol);
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return sz;
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@ -28,11 +28,15 @@ void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, u
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Point centre = full_bound.calculate_centre();
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Point size = full_bound.calculate_size();
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int order[3];
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int order[Point::AXIS_COUNT];
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order[0] = size.min_axis();
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order[2] = size.max_axis();
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order[1] = 3 - (order[0] + order[2]);
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order[Point::AXIS_COUNT - 1] = size.max_axis();
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static_assert(Point::AXIS_COUNT <= 3, "BVH Point::AXIS_COUNT has unexpected size");
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if (Point::AXIS_COUNT == 3) {
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order[1] = 3 - (order[0] + order[2]);
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}
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// simplest case, split on the longest axis
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int split_axis = order[0];
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@ -54,7 +58,7 @@ void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, u
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// detect when split on longest axis failed
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int min_threshold = MAX_ITEMS / 4;
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int min_group_size[3];
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int min_group_size[Point::AXIS_COUNT];
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min_group_size[0] = MIN(num_a, num_b);
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if (min_group_size[0] < min_threshold) {
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// slow but sure .. first move everything back into a
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@ -64,7 +68,7 @@ void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, u
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num_b = 0;
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// now calculate the best split
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for (int axis = 1; axis < 3; axis++) {
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for (int axis = 1; axis < Point::AXIS_COUNT; axis++) {
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split_axis = order[axis];
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int count = 0;
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@ -82,7 +86,7 @@ void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, u
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// best axis
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int best_axis = 0;
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int best_min = min_group_size[0];
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for (int axis = 1; axis < 3; axis++) {
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for (int axis = 1; axis < Point::AXIS_COUNT; axis++) {
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if (min_group_size[axis] > best_min) {
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best_min = min_group_size[axis];
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best_axis = axis;
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@ -1540,7 +1540,7 @@ void Object::_disconnect(const StringName &p_signal, Object *p_to_object, const
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if (!p_force) {
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slot->reference_count--; // by default is zero, if it was not referenced it will go below it
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if (slot->reference_count >= 0) {
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if (slot->reference_count > 0) {
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return;
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}
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}
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@ -28,9 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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// Define PLATFORM_CUSTOM_THREAD_H in platform_config.h
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// Overriding the platform implementation is required in some proprietary platforms
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#ifndef PLATFORM_CUSTOM_THREAD_H
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#ifndef PLATFORM_THREAD_OVERRIDE // See details in thread.h
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#include "thread.h"
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@ -138,4 +136,4 @@ Thread::ID Thread::get_caller_id() {
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}
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}
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#endif
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#endif // PLATFORM_CUSTOM_THREAD_H
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#endif // PLATFORM_THREAD_OVERRIDE
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@ -28,10 +28,11 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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// Define PLATFORM_CUSTOM_THREAD_H in platform_config.h
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// Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h`
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// to use a custom Thread implementation defined in `platform/[your_platform]/platform_thread.h`
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// Overriding the platform implementation is required in some proprietary platforms
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#ifdef PLATFORM_CUSTOM_THREAD_H
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#include PLATFORM_CUSTOM_THREAD_H
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#ifdef PLATFORM_THREAD_OVERRIDE
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#include "platform_thread.h"
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#else
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#ifndef THREAD_H
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#define THREAD_H
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@ -119,4 +120,4 @@ public:
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};
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#endif // THREAD_H
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#endif // PLATFORM_CUSTOM_THREAD_H
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#endif // PLATFORM_THREAD_OVERRIDE
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@ -29,7 +29,7 @@
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some_key = 42,
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}
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[/codeblock]
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You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dir["White"][/code] will return [code]50[/code]. You can also write [code]points_dir.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
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You can access a dictionary's values by referencing the appropriate key. In the above example, [code]points_dict["White"][/code] will return [code]50[/code]. You can also write [code]points_dict.White[/code], which is equivalent. However, you'll have to use the bracket syntax if the key you're accessing the dictionary with isn't a fixed string (such as a number or variable).
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[codeblock]
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export(string, "White", "Yellow", "Orange") var my_color
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var points_dict = {"White": 50, "Yellow": 75, "Orange": 100}
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@ -50,7 +50,7 @@
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Finally, dictionaries can contain different types of keys and values in the same dictionary:
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[codeblock]
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# This is a valid dictionary.
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# To access the string "Nested value" below, use `my_dir.sub_dir.sub_key` or `my_dir["sub_dir"]["sub_key"]`.
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# To access the string "Nested value" below, use `my_dict.sub_dict.sub_key` or `my_dict["sub_dict"]["sub_key"]`.
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# Indexing styles can be mixed and matched depending on your needs.
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var my_dict = {
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"String Key": 5,
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@ -170,14 +170,14 @@
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<return type="void" />
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<argument index="0" name="flip" type="bool" default="false" />
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<description>
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Generates normals from vertices so you do not have to do it manually. If [code]flip[/code] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays].
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Generates normals from vertices so you do not have to do it manually. If [code]flip[/code] is [code]true[/code], the resulting normals will be inverted. [method generate_normals] should be called [i]after[/i] generating geometry and [i]before[/i] committing the mesh using [method commit] or [method commit_to_arrays]. For correct display of normal-mapped surfaces, you will also have to generate tangents using [method generate_tangents].
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[b]Note:[/b] [method generate_normals] only works if the primitive type to be set to [constant Mesh.PRIMITIVE_TRIANGLES].
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</description>
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</method>
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<method name="generate_tangents">
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<return type="void" />
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<description>
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Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already.
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Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already (see [method generate_normals]).
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</description>
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</method>
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<method name="index">
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@ -257,6 +257,11 @@ Error DirAccessWindows::rename(String p_path, String p_new_path) {
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// If we're only changing file name case we need to do a little juggling
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if (p_path.to_lower() == p_new_path.to_lower()) {
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if (dir_exists(p_path)) {
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// The path is a dir; just rename
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return ::_wrename(p_path.c_str(), p_new_path.c_str()) == 0 ? OK : FAILED;
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}
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// The path is a file; juggle
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WCHAR tmpfile[MAX_PATH];
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if (!GetTempFileNameW(fix_path(get_current_dir()).c_str(), NULL, 0, tmpfile)) {
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Binary file not shown.
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@ -91,11 +91,13 @@ Error ImageLoaderBMP::convert_to_image(Ref<Image> p_image,
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// the data width in case of 8/4/1 bit images
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const uint32_t w = bits_per_pixel >= 24 ? width : width_bytes;
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const uint8_t *line = p_buffer + (line_width * (height - 1));
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const uint8_t *end_buffer = p_buffer + p_header.bmp_file_header.bmp_file_size - p_header.bmp_file_header.bmp_file_offset;
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for (uint64_t i = 0; i < height; i++) {
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const uint8_t *line_ptr = line;
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for (unsigned int j = 0; j < w; j++) {
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ERR_FAIL_COND_V(line_ptr >= end_buffer, ERR_FILE_CORRUPT);
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switch (bits_per_pixel) {
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case 1: {
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uint8_t color_index = *line_ptr;
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@ -833,7 +833,8 @@
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<method name="range" qualifiers="vararg">
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<return type="Array" />
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<description>
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Returns an array with the given range. Range can be 1 argument N (0 to N-1), two arguments (initial, final-1) or three arguments (initial, final-1, increment).
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Returns an array with the given range. Range can be 1 argument [code]N[/code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], [code]final - 1[/code]) or three arguments ([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). Returns an empty array if the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).
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Returns an array with the given range. [code]range()[/code] can have 1 argument N ([code]0[/code] to [code]N - 1[/code]), two arguments ([code]initial[/code], [code]final - 1[/code]) or three arguments ([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). [code]increment[/code] can be negative. If [code]increment[/code] is negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, the initial value must be greater than the final value for the loop to run.
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[codeblock]
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print(range(4))
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print(range(2, 5))
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@ -845,6 +846,20 @@
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[2, 3, 4]
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[0, 2, 4]
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[/codeblock]
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To iterate over an [Array] backwards, use:
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[codeblock]
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var array = [3, 6, 9]
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var i := array.size() - 1
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while i >= 0:
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print(array[i])
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i -= 1
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[/codeblock]
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Output:
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[codeblock]
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9
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6
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3
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[/codeblock]
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</description>
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</method>
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<method name="range_lerp">
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@ -16,6 +16,38 @@
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[codeblock]
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upnp.delete_port_mapping(port)
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[/codeblock]
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[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery without blocking the main thread, use [Thread]s like this:
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[codeblock]
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# Emitted when UPnP port mapping setup is completed (regardless of success or failure).
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signal upnp_completed(error)
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# Replace this with your own server port number between 1025 and 65535.
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const SERVER_PORT = 3928
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var thread = null
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func _upnp_setup(server_port):
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# UPNP queries take some time.
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var upnp = UPNP.new()
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var err = upnp.discover()
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if err != OK:
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push_error(str(err))
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emit_signal("upnp_completed", err)
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return
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if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():
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upnp.add_port_mapping(server_port, server_port, ProjectSettings.get_setting("application/config/name"), "UDP")
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upnp.add_port_mapping(server_port, server_port, ProjectSettings.get_setting("application/config/name"), "TCP")
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emit_signal("upnp_completed", OK)
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func _ready():
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thread = Thread.new()
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thread.start(self, "_upnp_setup", SERVER_PORT)
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func _exit_tree():
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# Wait for thread finish here to handle game exit while the thread is running.
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thread.wait_to_finish()
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[/codeblock]
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</description>
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<tutorials>
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</tutorials>
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@ -327,11 +327,17 @@ float AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_st
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}
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} else {
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// teleport to start
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path.clear();
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current = start_request;
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playing = true;
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play_start = true;
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start_request = StringName(); //clear start request
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if (p_state_machine->states.has(start_request)) {
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path.clear();
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current = start_request;
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playing = true;
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play_start = true;
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start_request = StringName(); //clear start request
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} else {
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StringName node = start_request;
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start_request = StringName(); //clear start request
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ERR_FAIL_V_MSG(0, "No such node: '" + node + "'");
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}
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}
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}
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