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292 Commits

Author SHA1 Message Date
Rémi Verschelde
867374da40 headers: Sync with upstream 3.x commit a1c0be731 2022-08-03 10:13:24 +02:00
Rémi Verschelde
7a193d3857 headers: Sync with upstream 3.x commit 38b95cc2f 2022-07-22 11:07:49 +02:00
Rémi Verschelde
dac7dc2a35 CI: Use setup-python@v4
(cherry picked from commit c7a30aec03)
2022-07-22 11:06:30 +02:00
dependabot[bot]
a930046796 Bump actions/upload-artifact from 2 to 3
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 2 to 3.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v2...v3)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-major
...

Signed-off-by: dependabot[bot] <support@github.com>
(cherry picked from commit 4963e6f3fc)
2022-07-22 11:06:30 +02:00
Hugo Locurcio
db93fbb5f7 Print a warning with unknown SCons variables to ease troubleshooting
(cherry picked from commit 1e2eafe777)
2022-07-22 11:06:30 +02:00
Rémi Verschelde
15e173d159 headers: Sync with upstream 3.x commit 3f6dd3352 2022-07-18 14:46:34 +02:00
Joshua Cooper
43fae056d0 CMake: fix CMAKE_BUILD_TYPE and BITS check
(cherry picked from commit 165ad14b0f)
2022-07-18 14:00:28 +02:00
Rémi Verschelde
bf0d95369d CMake: Don't use -fPIC on Windows (#732)
(cherry picked from commits 3c73d1a7a2
and 9b4519280a)
2022-07-18 13:00:17 +02:00
Rémi Verschelde
e7ebeccd25 SCons: Default num_jobs to max CPUs minus 1 if not specified
This doesn't change the behavior when `--jobs`/`-j` is specified as a
command-line argument or in `SCONSFLAGS`.

The SCons hack used to know if `num_jobs` was set by the user is derived
from the MongoDB setup.

We use `os.cpu_count()` for portability (available since Python 3.4).

With 4 CPUs or less, we use the max. With more than 4 we use max - 1 to
preserve some bandwidth for the user's other programs.

Makefile: Dehardcode -j4, SCons defaults to max - 1

(cherry picked from commits cdcd473371 and
c2b35fb226)
2022-07-18 13:00:17 +02:00
Rémi Verschelde
3e1f8f3d89 Merge pull request #667 from theomonnom/patch-1 2022-07-18 11:49:14 +02:00
Rémi Verschelde
2b9843d573 headers: Sync with upstream 3.x commit 28d387f72 2022-06-28 21:51:33 +02:00
Rémi Verschelde
9e5341a5c1 Merge pull request #776 from Faless/fix/3.x_rect2 2022-06-27 12:01:14 +02:00
Fabio Alessandrelli
7bff71a9f5 Fix Rect2::distance_to not returning 0.
Was relying on comparison with 1e20 which cannot be represented as
float, causing some epsilon to always be returned and compilers
complaining when using -Werror.
2022-06-27 10:40:24 +02:00
Rémi Verschelde
ac572d5f84 Merge pull request #691 from Faless/build/3.x_tools 2022-06-13 14:17:34 +02:00
Fabio Alessandrelli
c7b81a15f6 [SCons] Fix android build with modern NDKs. 2022-06-08 23:02:21 +02:00
Rémi Verschelde
95258f61f4 headers: Sync with upstream 3.x commit f33899d 2022-05-18 12:56:09 +02:00
Rémi Verschelde
f9f6767722 headers: Sync with upstream 3.x commit 21827a7 2022-05-05 00:19:10 +02:00
Fabio Alessandrelli
9451c184b1 [CI] Matrix build for all platforms.
Test is only run on macOS and Linux.
2022-04-14 05:22:50 +02:00
Fabio Alessandrelli
ca7cd22326 Library SCons boilerplate to build projects. 2022-04-14 05:22:50 +02:00
Rémi Verschelde
7d00a6e05b headers: Sync with upstream 3.x commit 21c3048 2022-04-04 13:47:02 +02:00
Rémi Verschelde
3427c97f24 CI: Install MinGW via egor-tensin/setup-mingw
Scoop install is being problematic since their 0.1.0 release.

(cherry picked from commit 3846201fbb)
2022-04-04 12:31:26 +02:00
Rémi Verschelde
7a3ad31dc4 Update copyright year 2022-04-04 12:28:54 +02:00
Rémi Verschelde
2eedcb0131 Merge pull request #710 from aaronfranke/3.x-black
[3.x] Run black format on SConstruct files and bindings generator
2022-02-26 23:44:16 +01:00
Aaron Franke
f230e51e98 [3.x] Run black format on SConstruct files and bindings generator 2022-02-26 15:03:55 -06:00
Hugo Locurcio
63df6debdf Merge pull request #676 from Ivorforce/patch-3 2022-01-26 18:47:15 +01:00
Ivorius
09249530bd In CMakeLists, use the new FindPython3 instead of FindPython 2021-12-29 15:04:57 +01:00
Théo Monnom
c1f632a146 Generate bin files in the current CMake source dir
Use CMAKE_CURRENT_SOURCE_DIR to generate the binary in the current CMake directory instead of building it at the top level of the source tree
2021-12-05 17:49:50 +01:00
Rémi Verschelde
4efceefe13 Merge pull request #666 from BimDav/fix_variant_operator= 2021-12-03 12:09:51 +01:00
BimDav
a93f7f9e73 Call Variant destructor in operator= 2021-12-03 11:11:32 +01:00
Rémi Verschelde
b31e690a91 Merge pull request #665 from akien-mga/3.x-ci-godot-3.4 2021-12-02 10:42:15 +01:00
Rémi Verschelde
a0f2ab1f31 CI: Update Godot binary to 3.4-stable for tests 2021-12-02 10:32:56 +01:00
Rémi Verschelde
68ce78179f headers: Track tag godot-3.4-stable 2021-11-04 15:39:20 +01:00
Rémi Verschelde
c12e9a3195 test: Style cleanup after opening in 3.4 2021-11-04 15:38:05 +01:00
Rémi Verschelde
1070a29d77 Add .gitignore for test, ignore potential log files 2021-11-04 15:32:51 +01:00
Rémi Verschelde
8366761930 Merge pull request #637 from Faless/osx/3.x_universal 2021-10-04 09:13:17 +02:00
Fabio Alessandrelli
de89011ca4 [CI] Use MacOS universal build instead of 2 builds.
Switch to the now available macOS 11 for building.
2021-10-02 14:01:13 +02:00
Fabio Alessandrelli
a1337a2dd7 [OSX] Add universal build support. 2021-10-02 14:01:13 +02:00
Rémi Verschelde
99e9dd1d93 Merge pull request #621 from akien-mga/3.4-beta5 2021-09-27 13:12:10 +02:00
Rémi Verschelde
68372606b5 headers: Sync with Godot 3.4 beta 5 2021-09-27 12:51:47 +02:00
Rémi Verschelde
bfdf55afd9 Merge pull request #620 from akien-mga/bindgen-fix-NodePath-escape 2021-09-27 12:51:07 +02:00
Rémi Verschelde
b8658d3733 Merge pull request #619 from BastiaanOlij/update_godot_3_info 2021-09-27 12:43:50 +02:00
Rémi Verschelde
83ef64079b bindgen: Properly escape NodePath in default args 2021-09-27 12:41:46 +02:00
Bastiaan Olij
74cee6e6b7 Updating readme for new branch info 2021-09-27 20:28:16 +10:00
Rémi Verschelde
4e8508ad53 Fixup style after #563 2021-09-27 12:26:32 +02:00
Rémi Verschelde
407710b622 Merge pull request #513 from beroso/fix/windows_cpp_17 2021-09-27 11:50:12 +02:00
Rémi Verschelde
907d35126e Merge pull request #538 from anunknowperson/patch-1 2021-09-27 11:44:43 +02:00
Rémi Verschelde
228014bec8 Merge pull request #547 from piiertho/hotfix/add-android-missing-toolchain-elements 2021-09-27 11:42:39 +02:00
Rémi Verschelde
3de367920f Merge pull request #563 from LinwoodCloud/master 2021-09-27 11:41:41 +02:00
Rémi Verschelde
055f3141f8 Merge pull request #588 from aaronfranke/signal-no-arg 2021-09-27 11:34:08 +02:00
Rémi Verschelde
7a693df988 Merge pull request #601 from colugomusic/fix-string-args-constness 2021-09-27 11:31:56 +02:00
Rémi Verschelde
0fba89df67 Merge pull request #595 from Calinou/add-license-headers 2021-09-27 11:31:31 +02:00
Rémi Verschelde
c109d4e5dc Merge pull request #607 from samsface/master 2021-09-27 11:24:07 +02:00
Rémi Verschelde
654836a135 Merge pull request #587 from Faless/fix/osx_names 2021-09-27 11:22:13 +02:00
Rémi Verschelde
402e33a7dc headers: Track tag godot-3.3.3-stable 2021-09-26 13:20:50 +02:00
Rémi Verschelde
e96e49e63b Merge pull request #618 from akien-mga/ci-tests-godot-3.3.3 2021-09-26 13:16:24 +02:00
Rémi Verschelde
d9477fd0aa CI: Run tests with Godot 3.3.3 2021-09-26 12:43:41 +02:00
Rémi Verschelde
6e013e415d Merge pull request #617 from akien-mga/ci-linux-ubuntu-18.04 2021-09-26 12:40:46 +02:00
Rémi Verschelde
4b6ab10c5d CI: Update Linux runner to Ubuntu 18.04
Also cleanup needlessly specific dependencies.
2021-09-26 12:15:19 +02:00
Bastiaan Olij
1bb06e8507 Merge pull request #616 from raulsntos/fix-enum-params
Escape parameters named `enum`.
2021-09-23 09:54:33 +10:00
Raul Santos
54c2d23572 Escape parameters named enum.
Prefix parameters named `enum` with an underscore like all the other
reserved keywords.
2021-09-22 16:07:23 +02:00
Fabio Alessandrelli
466f2cdebf Merge pull request #590 from Faless/generator/fix_byte_array_default
Fix binding when default parameter is a PoolByteArray.
2021-09-07 20:08:56 +02:00
Bastiaan Olij
6e1af3bedb Merge pull request #594 from Calinou/error-list-remove-extraneous-values
Remove extraneous Error enum values that were removed in Godot 3.0
2021-09-04 23:31:38 +10:00
BoomerDev
8efe619e3a Fix typo in README.md (#608) 2021-09-03 16:43:01 +02:00
Sam
6b31e67dd3 Fix Clang 11 build failure over -Wabsolute-value 2021-09-01 23:08:30 +01:00
Colugo
bba8393af7 Fix argument constness in String::begins_with, String::ends_with 2021-08-22 16:02:14 +01:00
Hugo Locurcio
cf5428e103 Add license headers to all source and header files
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
are distributed.
2021-08-02 18:34:58 +02:00
Hugo Locurcio
abab0715a0 Remove extraneous Error enum values that were removed in Godot 3.0 2021-08-02 18:23:41 +02:00
Hugo Locurcio
b56df8f6da Merge pull request #593 from maiself/fix-crash-cond
Fix typo in CRASH_COND leading to unexpected continuation after fail
2021-08-02 18:07:23 +02:00
Mai Lavelle
2f534ddd88 Fix typo in CRASH_COND leading to unexpected continuation after fail 2021-08-01 17:20:39 -04:00
Fabio Alessandrelli
024ffef50f Fix binding when default parameter is a PoolByteArray.
Like done for the other pool array types.
2021-07-17 18:06:50 +02:00
Aaron Franke
95ff72706d Add ability to easily register signals with no arguments 2021-07-10 19:23:36 -04:00
Fabio Alessandrelli
1db7630d01 Fix OSX library name for arm64.
Was always `.64`, it's now `.arm64` for M1.
2021-07-10 19:02:52 +02:00
Fabio Alessandrelli
e08ecdc28c Merge pull request #584 from Faless/build/osx_arm64
Add OSX arm64 build target.
2021-07-09 16:03:49 +02:00
Fabio Alessandrelli
784103f676 Merge pull request #581 from Faless/build/optimization_flags
Add optimization flags for android and javascript.
2021-07-09 16:01:47 +02:00
Fabio Alessandrelli
98124aafe8 Merge pull request #580 from Faless/js/fix_suffix
Fix JavaScript library suffix.
2021-07-09 15:51:51 +02:00
Fabio Alessandrelli
5b8bcb7164 Add OSX arm64 build target.
New "macos_arch" to specify the desired arch, and "macos_sdk_path" to
override the default SDK path.
2021-07-07 11:08:33 +02:00
Fabio Alessandrelli
e5279d3d0f Add optimization flags for android and javascript. 2021-07-05 15:53:52 +02:00
Fabio Alessandrelli
26d4df4e17 Fix JavaScript library suffix.
Also add `.bc` files to `.gitignore`
2021-07-05 15:47:49 +02:00
dependabot[bot]
dbf3a13d0f Bump actions/upload-artifact from 2.2.3 to 2.2.4 (#571)
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 2.2.3 to 2.2.4.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v2.2.3...v2.2.4)

---
updated-dependencies:
- dependency-name: actions/upload-artifact
  dependency-type: direct:production
  update-type: version-update:semver-patch
...

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
2021-06-16 21:41:21 +02:00
Marc
fda7ddd158 Merge pull request #567 from DhruvMaroo/string
added String's move constructor and move assignment operator
2021-06-01 23:35:46 +01:00
DhruvMaroo
7a1890345b edited according to clang-format 2021-06-01 23:16:09 +05:30
Marc
59959b1a5b Merge pull request #566 from DhruvMaroo/master
added inverse trigonometric functions in Math.hpp
2021-06-01 18:08:59 +01:00
DhruvMaroo
67e2c6145c used godot_string_new_copy to copy 2021-05-31 09:31:11 +05:30
DhruvMaroo
b44b98a94c removed _deleted class member 2021-05-31 09:10:59 +05:30
DhruvMaroo
cd05371ce8 added class member, safety check in the destructor 2021-05-31 00:52:36 +05:30
DhruvMaroo
492285f681 changed spaces to tabs 2021-05-30 22:29:41 +05:30
DhruvMaroo
6e662223aa changed spaces to tabs 2021-05-30 22:15:37 +05:30
DhruvMaroo
bdc5674ace added move assignment operator 2021-05-30 12:33:40 +05:30
DhruvMaroo
689b5fb98b added mover constructor 2021-05-30 12:30:11 +05:30
DhruvMaroo
c296e9210b Revert "Revert "added inverse trigonometric functions in Math.hpp""
This reverts commit 8ef2e4f139.
2021-05-30 12:23:39 +05:30
DhruvMaroo
8ef2e4f139 Revert "added inverse trigonometric functions in Math.hpp"
This reverts commit 5128858b1e.
2021-05-30 12:22:45 +05:30
DhruvMaroo
5128858b1e added inverse trigonometric functions in Math.hpp 2021-05-30 11:45:47 +05:30
Rémi Verschelde
dfee6f0ca4 headers: Track tag godot-3.3.2-stable 2021-05-25 15:01:57 +02:00
Rémi Verschelde
f298d36c86 Merge pull request #557 from godotengine/dependabot/github_actions/actions/upload-artifact-2.2.3
Bump actions/upload-artifact from 2.2.2 to 2.2.3
2021-05-25 15:00:35 +02:00
kb1000
3fe276c02f Stop including iostream in Variant.hpp (to produce smaller binaries) 2021-05-23 16:28:11 +02:00
Hristo Stamenov
c629200b93 Update string(TOLOWER ...) to take string versions of CMake variables (#561)
On some generators (MSVC) there is the issue that this line produces cause by the variable being expanded and not being surrounded by quotes.
2021-05-20 14:47:20 +02:00
Hristo Stamenov
476a870d6c Fix CMake generation on Windows (#536) 2021-05-15 22:57:05 +02:00
dependabot[bot]
eb8ae9dd51 Bump actions/upload-artifact from 2.2.2 to 2.2.3
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 2.2.2 to 2.2.3.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v2.2.2...v2.2.3)

Signed-off-by: dependabot[bot] <support@github.com>
2021-05-12 05:48:34 +00:00
Rémi Verschelde
d68e629a7c Merge pull request #552 from BastiaanOlij/update_33
Move godot-headers forward to 3.3-stable
2021-05-04 08:43:17 +02:00
Bastiaan Olij
87e97cb85e Move godot-headers forward to 3.3-stable 2021-05-04 12:18:34 +10:00
Marc
1637975a0b Merge pull request #550 from abaire/master
Populates incorrect constants for Vector2 and 3 types.
2021-05-03 15:26:54 +01:00
Erik Abair
2ccc5e08f2 Populates incorrect constants for Vector2 and 3 types. 2021-05-02 15:35:21 -07:00
Pierre-Thomas Meisels
f579039a0a Fix: add missing toolchain elements for android 2021-04-25 21:24:38 +02:00
anunknowperson
a3f1175f1c Update godot version in README.MD
3.2.4 -> 3.3
2021-03-25 12:42:52 +07:00
George Marques
d7c55b1ab2 Merge pull request #530 from Faless/js/scons_and_readme
Add JavaScript platform support (emcc, wasm).
2021-03-22 09:57:45 -03:00
George Marques
6e4a13beec Merge pull request #400 from portaloffreedom/cmake-gen-fix
Fixed cmake source file generation
2021-03-12 12:58:49 -03:00
Fabio Alessandrelli
f6899e190f Add JavaScript platform support (emcc, wasm).
Includes update to `README.md` with instructions on how to build a
GDNative library for webassembly.
2021-03-11 05:11:13 +01:00
Matteo De Carlo
0c8dd096c4 Fix cmake source file generation 2021-03-03 19:40:54 +01:00
Rémi Verschelde
55c0a2ea03 Merge pull request #525 from vnen/update-clang-format
Update clang-format to version 11
2021-03-01 16:28:58 +01:00
George Marques
cee79bb7a6 Merge pull request #517 from SeleDreams/master
Added freebsd specific configuration to SConstruct
2021-03-01 11:56:37 -03:00
George Marques
87f7e061a0 Merge pull request #492 from o01eg/fix-python-detect
Search correct python interpeter in case missing default "python"
2021-03-01 11:47:07 -03:00
George Marques
6c56bfdc8f Merge pull request #497 from godotengine/dependabot/github_actions/actions/upload-artifact-v2.2.2
Bump actions/upload-artifact from v2.2.1 to v2.2.2
2021-03-01 11:10:40 -03:00
George Marques
a65a340329 Merge pull request #507 from Zylann/bindings_auto_gen
Generate bindings if they are not found
2021-03-01 09:47:45 -03:00
dependabot[bot]
ba526df7bd Bump actions/upload-artifact from v2.2.1 to v2.2.2
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from v2.2.1 to v2.2.2.
- [Release notes](https://github.com/actions/upload-artifact/releases)
- [Commits](https://github.com/actions/upload-artifact/compare/v2.2.1...e448a9b857ee2131e752b06002bf0e093c65e571)

Signed-off-by: dependabot[bot] <support@github.com>
2021-03-01 12:46:57 +00:00
oleg
52f786b923 Search correct python interpeter in case missing default "python" 2021-03-01 15:46:11 +03:00
George Marques
aa2792528e Merge pull request #456 from API-Beast/master
Fix compiling using CMake and GCC
2021-03-01 09:37:54 -03:00
George Marques
cba90d6301 Update clang-format to version 11
This is taken from the Godot repository, so formatting is similar. This
updates the style rules as well.

Also fix style in files to conform with this version.
2021-02-28 16:57:34 -03:00
Rémi Verschelde
77d41fa179 Merge pull request #520 from akien-mga/update-copyright
Update copyright statement to 'Godot Engine contributors'
2021-02-26 10:48:05 +01:00
Rémi Verschelde
0051fb750b Merge pull request #519 from akien-mga/rename-godot-headers
Rename godot_headers to godot-headers to match upstream rename (+ sync with 3.2.3-stable)
2021-02-26 10:47:52 +01:00
Rémi Verschelde
39a0567e81 Update copyright statement to 'Godot Engine contributors'
Amd bump year to cover 2021.
2021-02-26 10:19:37 +01:00
Rémi Verschelde
1b224d530d headers: Track tag godot-3.2.3-stable 2021-02-26 10:08:55 +01:00
Rémi Verschelde
b36df8f86c Rename godot_headers to godot-headers to match upstream rename
Also updated the URLs which were still pointing to the old GitHub org.
2021-02-26 10:07:38 +01:00
SeleDreams
45fef69aca Added freebsd specific configuration to fix issues of detection on freebsd 2021-02-21 00:23:06 +01:00
André Sousa
5f24388b04 Add -std:c++17 flag on test windows build 2021-02-14 20:41:59 -03:00
George Marques
eafe6d9622 Merge pull request #477 from o01eg/ci-test-execute-3.2
Test built GDNative plugin with stable Godot
2021-02-09 15:09:39 -03:00
O01eg
279d63d6c5 Run script test 2021-02-07 00:13:58 +03:00
O01eg
c55ef5adcf Disable Windows compilation. 2021-02-06 23:19:40 +03:00
O01eg
d6101538e6 Test build GNnative library in CI 2021-02-06 23:08:13 +03:00
Marc Gilleron
f669380811 Generate bindings if they are not found 2021-02-03 22:48:58 +00:00
Marc
e2831ff5fa Merge pull request #505 from naithar/fix/ios-simulator-build
iOS arm64 simulator support.
2021-02-03 22:15:29 +00:00
Marc
925a47f65b Merge pull request #502 from Zylann/clang_format_ci
Re-added clang-format checks to the CI
2021-02-03 22:13:03 +00:00
Marc
e8e2d2c3d1 Merge pull request #501 from Zylann/fix_mingw_ci
Dont carry MSVC stuff to MinGW builds
2021-02-03 22:11:54 +00:00
Marc
b7f958ddb5 Merge pull request #506 from Zylann/fix_macos_ci
Fix MacOS CI using an available runner
2021-02-03 22:11:04 +00:00
Marc Gilleron
1f7f66d09e Re-added clang-format checks to the CI 2021-02-03 22:04:45 +00:00
Marc
9598fd5c8e Merge pull request #504 from HrishikeshP-01/better-use-of-Math
Replaced static math functions in CameraMatrix by Math usage
2021-02-03 20:16:51 +00:00
Marc Gilleron
612ac0c123 Fix MacOS CI using an available runner 2021-02-03 20:06:16 +00:00
Sergey Minakov
b5d16b4b56 add ios_simulator flag to enable building for M1 arm64 simulators 2021-02-03 22:17:12 +03:00
Hrishikesh
09df1fc9b5 Removed the redundant functions in CameraMatrix.hpp 2021-02-03 18:55:39 +05:30
Hrishikesh
8558d2360a Removed redundant function definitions in CameraMatrix and used the ones in Math.hpp 2021-02-03 06:32:44 +05:30
Marc
6d3b8f44f4 Merge pull request #500 from Zylann/fix_commented_fp_param
Revert comment in the middle of function pointer in Godot.hpp
2021-01-31 23:36:15 +00:00
Marc Gilleron
74e7098ae0 Dont carry msvc stuff to the MinGW build 2021-01-31 23:08:51 +00:00
Marc Gilleron
4c0763cd88 Revert comment, this raised another warning, and I could not find a pattern that works 2021-01-31 22:36:01 +00:00
Marc
e8de1fa2a5 Merge pull request #490 from Zylann/container_leaks
Fix container and string leaks
2021-01-31 20:15:44 +00:00
Marc
b400dba875 Merge branch 'master' into container_leaks 2021-01-31 20:06:56 +00:00
Marc
05ba977cc6 Merge pull request #485 from colugomusic/fix-array-const
Fix constness of Array::find, Array::find_last and Array::rfind
2021-01-31 20:03:47 +00:00
Marc
e76efdd3ab Merge pull request #481 from Zylann/vec_constants
Added missing constants to Vector2, Vector3, Basis and Quat
2021-01-31 20:02:06 +00:00
Marc
18e1b262ff Merge pull request #480 from Zylann/ref_safer_cast
Use safer casts in Ref<T>
2021-01-31 20:01:12 +00:00
Marc
ffcdef965e Merge pull request #479 from Zylann/fix_math_warnings
Fix some Math warnings
2021-01-31 19:58:10 +00:00
Marc
8300c53490 Merge pull request #478 from colugomusic/osx-deployment-target
Add macos_deployment_target SConstruct option.
2021-01-31 19:56:35 +00:00
Marc
bdba7b4866 Merge pull request #373 from mika314/master
Fix compilation warnings about unused vars
2021-01-31 19:44:04 +00:00
Marc
1aab5e3962 Merge branch 'master' into master 2021-01-31 19:32:56 +00:00
Marc
35f78dea51 Merge pull request #486 from Calinou/switch-to-github-actions
Switch from Travis CI to GitHub Actions
2021-01-31 19:12:25 +00:00
Marc Gilleron
fb71edd45b Fix container and string leaks
Some functions return a new instance of such containers,
but instead we made a copy of them, without taking ownership of the
original created by the function.
Now we use a specific constructor taking ownership on the godot_* struct.
2021-01-07 01:05:12 +00:00
Hugo Locurcio
e0a129d572 Merge pull request #489 from o01eg/update-headers-3.2.3
Update godot_headers to the latest version
2020-12-28 16:46:38 +01:00
O01eg
d20fcb6098 Update headers commit 2020-12-28 11:30:06 +03:00
Hugo Locurcio
610c42f219 Switch from Travis CI to GitHub Actions
GitHub Actions should be significantly faster than Travis CI.
2020-12-23 22:34:40 +01:00
Colugo
38c9b624db Fix constness of Array::find, Array::find_last and Array::rfind 2020-12-20 16:53:40 +00:00
Hugo Locurcio
01c003dfed Merge pull request #484 from Jummit/patch-1
Remove semicolons from GDScript example
2020-12-19 21:28:22 +01:00
Jummit
ecf0948f35 Remove semicolons from GDScript example 2020-12-19 18:40:15 +01:00
Marc Gilleron
8e1cc29c66 Added missing constants to Vector2, Vector3, Basis and Quat 2020-12-08 23:35:17 +00:00
Marc Gilleron
2893c883f8 Use safer casts in Ref<T> 2020-12-08 22:10:59 +00:00
Marc Gilleron
deddacd6f7 Fix some Math warnings 2020-12-08 20:47:42 +00:00
Marc
43828ebb39 Merge pull request #459 from Silver1063/master
Added some missing Vector3 functions and Fixed Vector3 slide
2020-12-08 20:00:06 +00:00
Marc
1ec4526c1d Merge pull request #454 from Zylann/remove_godot_subclass
Remove the need to use GODOT_SUBCLASS
2020-12-08 19:36:44 +00:00
Colugo
78547869ee Add macos_deployment_target SConstruct option. 2020-12-03 20:30:59 +00:00
Silver1063
96ae052e06 Added missing Vector3 slerp and Vector3 project
Vector3 slerp and Vector3 project were missing from godot cpp so I added them.
2020-10-11 17:31:23 -07:00
Silver1063
a733457285 Update Vector3 slide to match godot implementation
It wasn't the same before and resulted in weird behavior, its better now.
2020-10-11 15:47:01 -07:00
Manuel Riecke
2989a385d7 GENERATE_TEMPLATE_GET_NODE option for CMake 2020-09-20 12:18:42 +02:00
Manuel Riecke
73f1f90bf7 Fix godot-cpp not compiling because of -Wlong-long 2020-09-19 13:42:00 +02:00
Manuel Riecke
2007e6f81e Fix CMake failing to generate the bindings.
A new parameter was added to the binding_generator python file,
but the CMake file was not adjusted.
2020-09-19 13:42:00 +02:00
Marc Gilleron
67976ee47d Remove the need to use GODOT_SUBCLASS 2020-09-12 17:38:46 +01:00
Marc
c9a740be34 Merge pull request #451 from Zylann/math
Added Godot's math functions
2020-09-08 19:31:54 +01:00
Marc
7fd60d4c66 Merge pull request #452 from Zylann/no_debug_symbols
Don't generate debugging symbols in release builds
2020-09-05 01:53:55 +01:00
Marc Gilleron
c02747d909 Don't generate debugging symbols in release builds 2020-09-05 00:06:51 +01:00
Marc Gilleron
0d1511695d Added Godot's math functions 2020-09-04 02:14:45 +01:00
Marc
94efdc4073 Merge pull request #436 from m4gr3d/arcore_support
Additions to the library to support the ARCore plugin
2020-08-31 15:05:51 +01:00
Marc
e5334579db Merge branch 'master' into arcore_support 2020-08-31 15:05:09 +01:00
Marc
d53b294f5b Merge pull request #450 from proxemy/master
Bugfix. Project generation now respects the given 'headers_dir' start…
2020-08-30 22:47:49 +01:00
Marc
3f72f5a842 Merge pull request #447 from Zylann/rename_rid_get_id
Rename `RID::get_rid()` => `get_id()` to match Godot
2020-08-30 22:45:17 +01:00
Marc
fd281da1cf Merge pull request #382 from Zylann/fix_sconstruct_default_bits
Fix default value of `bits` misnaming resulting library
2020-08-30 22:33:45 +01:00
proxemy
f71ccdfbcb Bugfix. Project generation now respects the given 'headers_dir' start parameter. 2020-08-27 19:46:03 +02:00
Fredia Huya-Kouadio
31b0ca80d5 Additions to the library to support the ARCore plugin 2020-08-23 14:11:47 -07:00
Marc
ca800d63c8 Merge pull request #371 from NHodgesVFX/VectorBounceReflectFix
Fix Vector's Bounce Reflect
2020-08-23 22:04:31 +01:00
Marc Gilleron
469e9da86c Rename RID::get_rid() => get_id() to match Godot 2020-08-23 21:32:05 +01:00
Marc
824f4ef481 Merge pull request #416 from DuncanSparks/template_get_node
Add option to generate template version of Node::get_node
2020-08-23 20:28:44 +01:00
Duncan Sparks
a2ebc8bbec Update binding_generator.py 2020-08-23 10:30:27 -07:00
Duncan Sparks
6bca96ed42 Change default parameter to "yes" 2020-08-23 09:02:12 -07:00
Duncan Sparks
bd72bd4d68 Fix redundant check in binding_generator.py 2020-08-23 09:01:23 -07:00
Marc
6c2e94710a Merge pull request #420 from smeikx/fix-android-build
fix Android build command in README
2020-08-23 16:15:42 +01:00
Marc
0afb66c11a Merge branch 'master' into fix-android-build 2020-08-23 16:14:16 +01:00
Marc
98839e1050 Merge pull request #445 from Zylann/fix_os_suffix
Replace ".os" with ".o" because it is "Object files" on Linux
2020-08-23 15:14:06 +01:00
Marc Gilleron
63066f2570 Replace ".os" with ".o" because it is "Object files" on Linux 2020-08-23 15:11:57 +01:00
Marc
19fa40591b Merge pull request #365 from sheepandshepherd/class_ptr
Fix `cast_to` for non-exposed engine types
2020-08-16 23:30:52 +01:00
sheepandshepherd
33f9de16e4 Use godot_object_cast_to instead of TagDB to cast engine types 2020-08-17 00:05:57 +02:00
Duncan Sparks
2b14529de6 Merge branch 'master' into template_get_node 2020-08-16 14:50:32 -07:00
Marc
16000199c5 Merge pull request #415 from DuncanSparks/alloca_fix
Fix alloca.h error in Defs.h
2020-08-16 20:16:36 +01:00
Marc
a3fe496ad6 Merge pull request #441 from TerraAr/master
Create an operator
2020-08-16 17:36:49 +01:00
TerraAr
7d347edb12 Updated operator
I've updated the operator that I had created to use the private constructor of the class.
2020-08-15 15:10:16 -03:00
Marc
756c1e1c79 Merge pull request #307 from aqnuep/string_memory_leak_fix
Fixed memory leak with String objects
2020-08-15 17:57:02 +01:00
Daniel Rakos
0939d0f6d1 Fixed memory leak with String objects
The member _godot_string should never be straight out overwritten ever without
first destroying the underlying string object's memory. This change solves the
problem through the introduction of a new private constructor to create String
objects with a pre-existing godot_string handle.
2020-08-15 09:46:23 +02:00
TerraAr
5e656923cf Fixed operator
Fixed String::operator+=(const wchar_t). The problem was that a temporary variable don't have an address.
2020-08-14 23:32:38 -03:00
TerraAr
a1ba843f36 Created operator.
Created String::operator+=(const wchar_t), that was mark as Todo.
2020-08-14 21:42:10 -03:00
Marc
36e0acb0d4 Merge pull request #297 from lupoDharkael/ignore
Update gitignore
2020-08-14 21:20:53 +01:00
Marc
fe8f66eb76 Merge pull request #427 from Jummit/add-vector-move-toward
Add missing move_toward to Vector2 and Vector3
2020-08-14 21:10:48 +01:00
Bastiaan Olij
cd69b58bb6 Merge pull request #433 from Zylann/fix_ref_in_object
Don't use Ref<T> in Object.hpp
2020-08-09 15:39:36 +10:00
Marc Gilleron
251062c9a5 Don't use Ref<T> in Object.hpp 2020-07-28 20:28:13 +01:00
Jummit
20fdc09c96 Add missing move_toward to Vector2 and Vector3 2020-07-15 17:05:54 +02:00
smeikx
d808f04497 fix Android build command in README
Using `*-linux-android29-clang` results in errors, adding `++` fixes this.

Credits go to zhangshiqian1214:
https://github.com/godotengine/godot-cpp/issues/372#issuecomment-596079055
2020-06-30 22:27:13 +02:00
Duncan Sparks
3b16f34d89 Add option for template get_node 2020-06-17 15:34:49 -07:00
Duncan Sparks
5c96e5ede5 Fix alloca.h error in Defs.h 2020-06-17 15:24:08 -07:00
Marc
9eceb16f05 Merge pull request #304 from raymoo/patch-1
Allow registering base class methods for derived classes
2020-06-11 18:58:15 +01:00
raymoo
6f8d3d2c2a Allow registering base class methods for derived classes
Adds register_class_method, a variant of register_method where the user can
specify a derived class to register the method for.
2020-06-10 22:09:05 -05:00
Bastiaan Olij
2bb3a7e19c Merge pull request #412 from Zylann/direction_to
Add missing Vector3::direction_to() and Vector2::direction_to()
2020-06-09 17:24:04 +10:00
Marc
ceae5be727 Merge pull request #356 from sheepandshepherd/variantleak2
Add C conversion constructors and fix new leak
2020-06-05 21:16:37 +01:00
Marc Gilleron
78f5496f4b Add missing Vector3::direction_to() and Vector2::direction_to() 2020-06-05 19:07:56 +01:00
Marc
8a797e2c09 Merge pull request #408 from Zylann/custom_ref_rework
Rework the way custom class instances are created from C++
2020-06-05 18:54:14 +01:00
Marc Gilleron
db941344e3 Fix default value of bits misnaming resulting library 2020-06-02 19:44:56 +01:00
Marc Gilleron
09c8bf94df Rework the way custom class instances are created from C++ 2020-06-02 19:33:56 +01:00
Rémi Verschelde
eacffba9f5 Merge pull request #410 from akien-mga/travis-window-scons-3.1.2
Travis: Use SCons 3.1.2 on Windows
2020-06-02 15:59:04 +02:00
Rémi Verschelde
5f9c306e7c Travis: Use SCons 3.1.2 on Windows 2020-06-02 15:39:37 +02:00
Rémi Verschelde
1dc8feaeee Merge pull request #409 from akien-mga/travis-clang-format-8
Travis: Use clang-format 8.0, update script
2020-06-02 15:03:19 +02:00
Rémi Verschelde
eedda8beec Travis: Use clang-format 8.0, update script
Cf. https://github.com/godotengine/godot/pull/36350
2020-06-02 14:39:07 +02:00
Bastiaan Olij
165f1f30e8 Merge pull request #383 from Zylann/fix_alloca
Fix alloca() not being included on some platforms
2020-06-02 20:53:42 +10:00
Bastiaan Olij
e2a5fdee3b Merge pull request #406 from Zylann/color_operators
Added missing Color operators
2020-06-02 20:31:24 +10:00
Marc Gilleron
0f4ea6cc35 Added missing Color operators 2020-05-29 20:38:14 +01:00
Bastiaan Olij
e97e866483 Merge pull request #393 from Calinou/improve-readme
Improve README
2020-04-18 18:55:08 +10:00
Bastiaan Olij
9ccbb809ff Merge pull request #395 from m4gr3d/patch-1
Fix godot-cpp types registration
2020-04-17 14:31:48 +10:00
Fredia Huya-Kouadio
3747ffe871 Fix godot-cpp types registration
A initialization bug was causing the registration to occur prior to a key required field being set (see https://github.com/GodotNativeTools/godot-cpp/issues/394#issuecomment-613636985 for more details).

Fixes #394
2020-04-14 13:51:02 -07:00
Hugo Locurcio
66521bb416 Improve README
This improves the writing style and adds more information about
compiling for each platform.

This also adds an explicit mention that HTML5 and iOS don't support
GDNative yet.
2020-04-10 10:44:16 +02:00
Marc Gilleron
9e37b873af Fix alloca() not being included on some platforms 2020-03-31 19:16:45 +01:00
Bastiaan Olij
c2f765e49c Merge pull request #363 from sheepandshepherd/cpp_rules
Mention rules for using Godot classes in the readme
2020-03-19 21:37:27 +11:00
Mika Pi
2559c70e27 Fix compilation warnings about unused vars 2020-02-23 07:40:54 -08:00
NHodgesVFX
82476108ba Fix Style Issues 2020-02-06 18:44:50 -05:00
NHodgesVFX
a2e6f7a5ef Fix Vector's Bounce Reflect
Fixes Vector 2 and 3 bounce and reflect methods to match gdscript

Co-Authored-By: Bruno Campos <brunocu@msn.com>

Move calculation to reflect

fix commit

squash

fix style
2020-02-06 18:38:39 -05:00
sheepandshepherd
66c671b59d Add C conversion constructors to fix leak of default-constructed empty arrays 2020-01-31 00:08:02 +01:00
Bastiaan Olij
aba8766618 Updated godot_headers to 3.2 and updated license text 2020-01-30 21:14:43 +11:00
Bastiaan Olij
45e6801016 Merge pull request #353 from bruvzg/ios_support
Add iOS build support - couldn't test this but trust you @bruvzg  ;) 
@piiertho please do add CI support for this!
2020-01-30 21:00:46 +11:00
Bastiaan Olij
3861ff3018 Merge pull request #360 from ducklin5/master
windows use_mingw build fix
2020-01-30 20:54:23 +11:00
Bastiaan Olij
9a08d1bb40 Merge pull request #362 from 2shady4u/Vector2D-GDNative-add-functionalities
Added bounce to vector2.hpp - thanks!
2020-01-30 20:52:15 +11:00
Rémi Verschelde
81783c6045 Merge pull request #333 from sheepandshepherd/string-plus-leak
Fix String::operator+ memory leak
2020-01-19 23:35:06 +01:00
sheepandshepherd
65295d6c44 Mention rules for using Godot classes in the readme 2019-12-29 22:34:13 +01:00
2shady4u
9e573b6947 Added bounce to vector2.hpp 2019-12-27 14:28:42 +01:00
Rémi Verschelde
7cbb846417 Merge pull request #339 from Faless/fix/macro_namespace
Add godot namespace to references in Defs macros.
2019-12-17 11:58:22 +01:00
Azeez Abass
e8488656e5 windows use_mingw build fix 2019-12-15 15:13:19 -07:00
Rémi Verschelde
3ee07f652b Merge pull request #355 from sheepandshepherd/variantleak
Fix leaks caused by implicitly-called copy constructors
2019-12-04 11:21:17 +01:00
sheepandshepherd
95feb486c9 Fix leaks caused by implicitly called copy constructors 2019-12-04 03:27:39 +01:00
bruvzg
f314b47843 Add iOS build support. 2019-11-26 21:26:06 +02:00
Fabio Alessandrelli
91e9262210 Add godot namespace to references in Defs macros.
Was causing failed builds when used outside of the godot namespace.
2019-10-24 13:52:23 +02:00
sheepandshepherd
9560cbff09 Fix String::operator+ memory leak 2019-10-05 01:14:23 +02:00
Bastiaan Olij
123d9f0e92 Merge pull request #328 from TGRCdev/gdnative-android
Godot-cpp compile for Android
2019-09-22 09:33:11 +10:00
Bastiaan Olij
3352abf79e Merge pull request #327 from BastiaanOlij/move_register
Call register types and init earlier
2019-09-19 17:56:13 +10:00
TGRCDev
7482074779 Android compile fixed for Windows 2019-09-18 11:01:54 -07:00
Jayanth-L
77cde5bb3a Add android support, Update README.md
Compiles and runs fine on Android platform
2019-09-18 10:44:46 -07:00
Bastiaan Olij
8443486a19 Call register types and init earlier 2019-09-14 11:24:15 +10:00
Bastiaan Olij
93df07289c Updated godot_headers to latest commit 4fa11f8c2a8029df7d6f30904297afcb42c4906c 2019-09-14 11:12:27 +10:00
Bastiaan Olij
d0a4ddfd9f Merge pull request #321 from BastiaanOlij/add_new_structs
Store all main entry points to the currently available APIs
2019-09-14 11:08:11 +10:00
Bastiaan Olij
fc1fe720c3 Store all main entry points to the currently available APIs 2019-08-12 19:55:29 +10:00
Thomas Herzog
c2ec46f64a Merge pull request #296 from lupoDharkael/missing
Add missing class methods
2019-08-05 10:39:56 +02:00
lupoDharkael
b895d3c326 Add missing class methods 2019-08-05 00:23:42 +02:00
Bastiaan Olij
cdd50260d0 Merge pull request #295 from silverkorn/master
Add MSYS/MinGW compiling support on Windows
2019-06-16 16:38:31 +10:00
Bastiaan Olij
659a19b9a4 Updated to godot_headers 20190615 2019-06-15 20:33:57 +10:00
Bastiaan Olij
743100b401 Merge pull request #294 from aqnuep/error_msg
Error message improvements
2019-06-15 20:18:45 +10:00
Thomas Herzog
5bdcecfc20 Merge pull request #289 from 2shady4u/master
Fixed wrong implementation of Quat multiplication
2019-06-04 08:01:12 +02:00
Thomas Herzog
0220045268 Merge pull request #299 from bruvzg/macos_mingw
Fix MinGW-w64 cross-compilation on macOS.
2019-06-01 17:38:02 +02:00
lupoDharkael
6e5292c83d Update gitignore 2019-05-26 15:47:05 +02:00
bruvzg
e080c5391e Fix MinGW-w64 cross-compilation on macOS. 2019-05-25 15:23:36 +03:00
unknown
73c588456c Add MSYS/MinGW compiling support on Windows
Tested successfully with MSYS2 with the following command:
scons platform=windows generate_bindings=yes use_mingw=1 bits=64
2019-05-15 21:09:39 -04:00
Daniel Rakos
bb4a837ad3 Error message improvements
Changed error message macros to actually use Godot's error reporting
facilities instead of outputting straight to stderr. This enables
GDNative errors to actually show up inside the editor.

Messages and set of available macros now also better matches that of
the engine itself.
2019-05-15 14:45:09 +02:00
shaderbeast
041b97e5b2 Fixed wrong implementation of Quat multiplication
Obeyed Clang format rules
2019-05-06 11:01:31 +02:00
Thomas Herzog
04548011e3 Merge pull request #286 from Calinou/add-travis-ci
Set up Travis CI
2019-05-03 08:29:11 +02:00
Hugo Locurcio
c476d24b49 Set up Travis CI
This ensures the repository is always in a buildable state,
while also checking for code style violations.
2019-05-02 22:55:01 +02:00
Bastiaan Olij
12732b5391 Merge pull request #270 from Windfisch/add-variant-cast
Add a type conversion to Variant for anything that supports ___get_from_variant()
2019-05-02 23:03:06 +10:00
Bastiaan Olij
7defa6f77e Merge pull request #271 from Windfisch/fix-register-property
Fix registering properties of reference-types by applying bruvzg's patch
2019-05-02 23:00:47 +10:00
Bastiaan Olij
877de75d8b Merge pull request #282 from RameshRavone/patch-3
Fix snapped from Vector2
2019-05-02 23:00:25 +10:00
Bastiaan Olij
2d9d4be655 Sync with godot_headers master 20190502 2019-05-02 22:26:41 +10:00
Bastiaan Olij
3ffaada12a Linked to latest master of godot_headers 2019-05-02 21:50:20 +10:00
RameshRavone
ca85ab244f Fix snapped from Vector2 2019-05-02 09:57:28 +05:30
Thomas Herzog
e4fb5ca2a5 Merge pull request #277 from RameshRavone/patch-2
Fix #272
2019-04-22 09:10:31 +02:00
RameshRavone
761d62c9c8 Fix #272 2019-04-21 06:55:49 +05:30
Bastiaan Olij
971adbd955 Merge pull request #266 from RameshRavone/pathch-1
fix shadows template parameter
2019-04-14 21:25:38 +10:00
Bastiaan Olij
834d88a0cd Merge pull request #264 from aqnuep/random_fixes
Fix bug in Basis [] operator and add missing Transform-Vector3 * operator
2019-04-14 21:25:14 +10:00
Philip Whitfield
51233fa1a9 Update CMakeLists.txt
changes so this cmake file can be used as a subdirectory
```
add_subdirectory(godot-cpp)

project(project-name)
add_library(project-name SHARED src/init.cpp)
target_link_libraries(project-name godot-cpp)
```
2019-04-12 23:29:56 +10:00
Bastiaan Olij
7c8e42b56a Merge pull request #262 from aqnuep/optimization
Optimizations to the generated bindings
2019-04-12 22:24:41 +10:00
Florian Jung
0b4be7bbfa Fix registering properties of reference-types by applying bruvzg's patch
bruvzg's original comment with the patch is here:
https://github.com/GodotNativeTools/godot-cpp/issues/237#issuecomment-465170294

Fixes #237.
2019-04-12 13:56:22 +02:00
Florian Jung
c5199a2fbf Add a type conversion to Variant for anything that supports ___get_from_variant() 2019-04-12 13:55:56 +02:00
RameshRavone
eb7a75b71e fix shadows template parameter 2019-04-12 14:52:37 +05:30
Daniel Rakos
4be7fcdde5 Fix bug in Basis [] operator and add missing Transform-Vector3 * operator
The [] operator of Basis was returning a reference to a temporary, so fixed it.
There was no * operator in Transform equivalent to the xform function, which is
not in line with GDScript behavior.

Also fixed remaining cases where Transform relied on the old behavior of the
[] operator of Basis (i.e. that it returns the row, not the column).
2019-04-11 19:59:34 +02:00
Daniel Rakos
01606fa212 Optimizations to the generated bindings
This change gets rid of the call-time method binding query, instead it queries
all method bindings up-front at initialization time so that no extra cost is
added at function call time.

In addition, also converted the "icall" code to a header-only library so one
level of unnecessary call-stack is eliminated.

Also changed binding generator to use real_t instead of double everywhere
(except at the GDNative interface where unfortunately using doubles is hard-coded
on the engine side).

All this comes at a minimal increase in binary size (for the library, as actual
native modules might not even increase in size in practice).
2019-04-10 16:51:51 +02:00
Bastiaan Olij
f0fe88bd36 Merge pull request #260 from aqnuep/basis_convention
Make Basis look column-major while retaining a row-major representation
2019-04-10 21:57:03 +10:00
Bastiaan Olij
65b3bcc833 Merge pull request #261 from Calinou/improve-buildsystem-2
Fix and improve the build system
2019-04-10 21:55:38 +10:00
Daniel Rakos
abccf9a050 Make Basis look column-major while retaining a row-major representation
Per https://github.com/godotengine/godot/issues/14553:
Godot stores Basis in row-major layout for more change for efficiently
taking advantage of SIMD instructions, but in scripts Basis looks like and
is accessible in a column-major format.

This change modifies the C++ binding so that from the script's perspective
Basis does look like if it was column-major while retaining a row-major
in-memory representation. This is achieved using a set of helper template
classes which allow accessing individual columns whose components are
non-continues in memory as if it was a Vector3 type. This ensures script
interface compatibility without needing to transpose the Basis every time
it is passed over the script-engine boundary.

Also made most of the Vector2 and Vector3 class interfaces inlined in the
process for increased performance.

While unrelated (but didn't want to file a separate PR for it), this change
adds the necessary flags to have debug symbol information under MSVC.

Fixes #241.
2019-04-08 16:28:41 +02:00
Hugo Locurcio
976a188837 Fix and improve the build system
- Fix automatic architecture detection
- Fix compiling with MinGW on Linux
  - MinGW on Windows is still not working though
- Default to Clang on macOS
- Remove redundant `use_custom_api_file` option
- Format SConstruct using Flake8

This closes #245.
2019-04-07 15:40:49 +02:00
69 changed files with 6188 additions and 1713 deletions

View File

@@ -13,9 +13,9 @@ AlignAfterOpenBracket: DontAlign
AlignTrailingComments: false
AllowAllParametersOfDeclarationOnNextLine: false
# AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: true
# AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: true
# AllowShortIfStatementsOnASingleLine: false
# AllowShortLoopsOnASingleLine: false
# AlwaysBreakAfterDefinitionReturnType: None
# AlwaysBreakAfterReturnType: None
@@ -76,7 +76,7 @@ IndentWidth: 4
# IndentWrappedFunctionNames: false
# JavaScriptQuotes: Leave
# JavaScriptWrapImports: true
# KeepEmptyLinesAtTheStartOfBlocks: true
KeepEmptyLinesAtTheStartOfBlocks: false
# MacroBlockBegin: ''
# MacroBlockEnd: ''
# MaxEmptyLinesToKeep: 1
@@ -112,10 +112,11 @@ UseTab: Always
---
### C++ specific config ###
Language: Cpp
Standard: Cpp03
Standard: Cpp11
---
### ObjC specific config ###
Language: ObjC
Standard: Cpp11
ObjCBlockIndentWidth: 4
# ObjCSpaceAfterProperty: false
# ObjCSpaceBeforeProtocolList: true
@@ -123,4 +124,5 @@ ObjCBlockIndentWidth: 4
### Java specific config ###
Language: Java
# BreakAfterJavaFieldAnnotations: false
JavaImportGroups: ['org.godotengine', 'android', 'androidx', 'com.android', 'com.google', 'java', 'javax']
...

6
.github/dependabot.yml vendored Normal file
View File

@@ -0,0 +1,6 @@
version: 2
updates:
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "daily"

129
.github/workflows/ci.yml vendored Normal file
View File

@@ -0,0 +1,129 @@
name: Continuous integration
on: [push, pull_request]
jobs:
build:
name: ${{ matrix.name }}
runs-on: ${{ matrix.os }}
strategy:
fail-fast: false
matrix:
include:
- name: 🐧 Linux (GCC)
os: ubuntu-18.04
platform: linux
artifact-name: godot-cpp-linux-glibc2.27-x86_64-release
artifact-path: bin/libgodot-cpp.linux.release.64.a
godot_zip: Godot_v3.4-stable_linux_server.64.zip
executable: Godot_v3.4-stable_linux_server.64
- name: 🏁 Windows (x86_64, MSVC)
os: windows-2019
platform: windows
artifact-name: godot-cpp-windows-msvc2019-x86_64-release
artifact-path: bin/libgodot-cpp.windows.release.64.lib
- name: 🏁 Windows (x86_64, MinGW)
os: windows-2019
platform: windows
artifact-name: godot-cpp-linux-mingw-x86_64-release
artifact-path: bin/libgodot-cpp.windows.release.64.a
flags: use_mingw=yes
- name: 🍎 macOS (universal)
os: macos-11
platform: osx
artifact-name: godot-cpp-macos-universal-release
artifact-path: bin/libgodot-cpp.osx.release.64.a
flags: macos_arch=universal
godot_zip: Godot_v3.4-stable_osx.universal.zip
executable: Godot.app/Contents/MacOS/Godot
- name: 🤖 Android (arm64)
os: ubuntu-18.04
platform: android
artifact-name: godot-cpp-android-arm64-release
artifact-path: bin/libgodot-cpp.android.release.arm64v8.a
flags: android_arch=arm64v8
- name: 🍏 iOS (arm64)
os: macos-11
platform: ios
artifact-name: godot-cpp-ios-arm64-release
artifact-path: bin/libgodot-cpp.ios.release.arm64.a
steps:
- name: Checkout
uses: actions/checkout@v2
with:
submodules: recursive
- name: Set up Python (for SCons)
uses: actions/setup-python@v4
with:
python-version: '3.x'
- name: Linux dependencies
if: ${{ matrix.platform == 'linux' }}
run: |
sudo apt-get update -qq
sudo apt-get install -qqq build-essential pkg-config
- name: Install scons
run: |
python -m pip install scons
- name: Windows dependency (MinGW)
if: ${{ matrix.platform == 'windows' }}
uses: egor-tensin/setup-mingw@v2
- name: Build godot-cpp (debug)
run: |
scons platform=${{ matrix.platform }} target=debug generate_bindings=yes ${{ matrix.flags }}
- name: Build test without rebuilding godot-cpp (debug)
run: |
cd test
scons platform=${{ matrix.platform }} target=debug ${{ matrix.flags }} build_library=no
- name: Build test and godot-cpp (release)
run: |
cd test
scons platform=${{ matrix.platform }} target=release ${{ matrix.flags }}
- name: Run test GDNative library
if: ${{ matrix.platform == 'linux' || matrix.platform == 'osx' }}
run: |
curl -LO https://downloads.tuxfamily.org/godotengine/3.4/${{ matrix.godot_zip }}
unzip ${{ matrix.godot_zip }}
./${{ matrix.executable }} --path test -s script.gd
- name: Upload artifact
uses: actions/upload-artifact@v3
with:
name: ${{ matrix.artifact-name }}
path: ${{ matrix.artifact-path }}
if-no-files-found: error
static-checks:
name: Static Checks (clang-format)
runs-on: ubuntu-20.04
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Make apt sources.list use the default Ubuntu repositories
run: |
sudo rm -f /etc/apt/sources.list.d/*
sudo cp -f misc/ci/sources.list /etc/apt/sources.list
sudo apt-get update
- name: Install dependencies
run: |
sudo apt-get install -qq dos2unix recode clang-format-11
sudo update-alternatives --remove-all clang-format
sudo update-alternatives --install /usr/bin/clang-format clang-format /usr/bin/clang-format-11 100
- name: Style checks via clang-format
run: |
bash ./misc/scripts/clang_format.sh

158
.gitignore vendored
View File

@@ -1,11 +1,13 @@
# Misc
logs/*
*.log
# Binaries
*.o
*.os
*.so
*.obj
*.bc
*.pyc
*.dblite
*.pdb
@@ -16,3 +18,159 @@ bin
*.creator.user
*.files
*.includes
# Gprof output
gmon.out
# Vim temp files
*.swo
*.swp
# Qt project files
*.config
*.creator
*.creator.*
*.files
*.includes
*.cflags
*.cxxflags
# Eclipse CDT files
.cproject
.settings/
# Geany/geany-plugins files
*.geany
.geanyprj
# Misc
.DS_Store
logs/
# for projects that use SCons for building: http://http://www.scons.org/
.sconf_temp
.sconsign.dblite
*.pyc
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.opendb
*.VC.VC.opendb
enc_temp_folder/
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# CodeLite project files
*.project
*.workspace
.codelite/
# Windows Azure Build Output
csx/
*.build.csdef
# Windows Store app package directory
AppPackages/
# Others
sql/
*.Cache
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.pfx
*.publishsettings
node_modules/
__pycache__/
# KDE
.directory
#Kdevelop project files
*.kdev4
# xCode
xcuserdata
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
App_Data/*.mdf
App_Data/*.ldf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
# Microsoft Fakes
FakesAssemblies/
# =========================
# Windows detritus
# =========================
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
logo.h
*.autosave
# https://github.com/github/gitignore/blob/master/Global/Tags.gitignore
# Ignore tags created by etags, ctags, gtags (GNU global) and cscope
TAGS
!TAGS/
tags
*.tags
!tags/
gtags.files
GTAGS
GRTAGS
GPATH
cscope.files
cscope.out
cscope.in.out
cscope.po.out
godot.creator.*
# Visual Studio 2017 and Visual Studio Code workspace folder
/.vs
/.vscode
# Visual Studio Code workspace file
*.code-workspace
# Scons progress indicator
.scons_node_count
# ccls cache (https://github.com/MaskRay/ccls)
.ccls-cache/
# compile commands (https://clang.llvm.org/docs/JSONCompilationDatabase.html)
compile_commands.json

4
.gitmodules vendored
View File

@@ -1,3 +1,3 @@
[submodule "godot_headers"]
path = godot_headers
[submodule "godot-headers"]
path = godot-headers
url = https://github.com/godotengine/godot-headers

View File

@@ -1,44 +1,46 @@
# cmake arguments
# CMAKE_BUILD_TYPE: Compilation target (Debug or Release defaults to Debug)
#
#
# godot-cpp cmake arguments
# GODOT_HEADERS_DIR: This is where the gdnative include folder is (godot_source/modules/gdnative/include)
# GODOT_CUSTOM_API_FILE: This is if you have another path for the godot_api.json
#
#
# Android cmake arguments
# CMAKE_TOOLCHAIN_FILE: The path to the android cmake toolchain ($ANDROID_NDK/build/cmake/android.toolchain.cmake)
# ANDROID_NDK: The path to the android ndk root folder
# ANDROID_TOOLCHAIN_NAME: The android toolchain (arm-linux-androideabi-4.9 or aarch64-linux-android-4.9 or x86-4.9 or x86_64-4.9)
# ANDROID_PLATFORM: The android platform version (android-23)
# More info here: https://godot.readthedocs.io/en/latest/development/compiling/compiling_for_android.html
#
#
# Examples
#
#
# Builds a debug version:
# cmake .
# cmake --build .
#
#
# Builds a release version with clang
# CC=/usr/bin/clang CXX=/usr/bin/clang++ cmake -DCMAKE_BUILD_TYPE=Release -G "Unix Makefiles" .
# cmake --build .
#
#
# Builds an android armeabi-v7a debug version:
# cmake -DCMAKE_TOOLCHAIN_FILE=$ANDROID_NDK/build/cmake/android.toolchain.cmake -DANDROID_NDK=$ANDROID_NDK \
# -DANDROID_TOOLCHAIN_NAME=arm-linux-androideabi-4.9 -DANDROID_PLATFORM=android-23 -DCMAKE_BUILD_TYPE=Debug .
# cmake --build .
#
#
# Protip
# Generate the buildfiles in a sub directory to not clutter the root directory with build files:
# mkdir build && cd build && cmake -G "Unix Makefiles" .. && cmake --build .
#
#
# Todo
# Test build for Windows, Mac and mingw.
project(godot-cpp)
cmake_minimum_required(VERSION 3.6)
option(GENERATE_TEMPLATE_GET_NODE "Generate a template version of the Node class's get_node." ON)
# Change the output directory to the bin directory
set(BUILD_PATH ${CMAKE_SOURCE_DIR}/bin)
set(BUILD_PATH ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY "${BUILD_PATH}")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${BUILD_PATH}")
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${BUILD_PATH}")
@@ -50,7 +52,7 @@ SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG "${BUILD_PATH}")
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE "${BUILD_PATH}")
# Default build type is Debug in the SConstruct
if(CMAKE_BUILD_TYPE STREQUAL "")
if("${CMAKE_BUILD_TYPE}" STREQUAL "")
set(CMAKE_BUILD_TYPE Debug)
endif()
@@ -65,9 +67,16 @@ set(CMAKE_CXX_STANDARD 14)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
if(NOT DEFINED BITS)
set(BITS 32)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(BITS 64)
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
endif()
# Input from user for godot headers and the api file
set(GODOT_HEADERS_DIR "godot_headers" CACHE STRING "")
set(GODOT_CUSTOM_API_FILE "godot_headers/api.json" CACHE STRING "")
set(GODOT_HEADERS_DIR "godot-headers" CACHE STRING "")
set(GODOT_CUSTOM_API_FILE "godot-headers/api.json" CACHE STRING "")
set(GODOT_COMPILE_FLAGS )
set(GODOT_LINKER_FLAGS )
@@ -95,21 +104,17 @@ if ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "MSVC")
# string(REGEX REPLACE "/W[0-4]" "" CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
#endif()
else()
#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "Clang")
# using Clang
#elseif ("${CMAKE_CXX_COMPILER_ID}" STREQUAL "GNU")
# using GCC and maybe MinGW?
else() # GCC/Clang
set(GODOT_LINKER_FLAGS "-static-libgcc -static-libstdc++ -Wl,-R,'$$ORIGIN'")
# Hmm.. maybe to strikt?
set(GODOT_COMPILE_FLAGS "-fPIC -g -Wwrite-strings")
if(NOT CMAKE_SYSTEM_NAME MATCHES "Windows")
set(GODOT_COMPILE_FLAGS "-fPIC")
endif()
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -g -Wwrite-strings")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wchar-subscripts -Wcomment -Wdisabled-optimization")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wformat -Wformat=2 -Wformat-security -Wformat-y2k")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wimport -Winit-self -Winline -Winvalid-pch -Werror")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wlong-long -Wmissing-braces -Wmissing-format-attribute")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-braces -Wmissing-format-attribute")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wmissing-include-dirs -Wmissing-noreturn -Wpacked -Wpointer-arith")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wredundant-decls -Wreturn-type -Wsequence-point")
set(GODOT_COMPILE_FLAGS "${GODOT_COMPILE_FLAGS} -Wswitch -Wswitch-enum -Wtrigraphs")
@@ -131,24 +136,53 @@ else()
endif()
# Generate source from the bindings file
find_package(Python3 3.4 REQUIRED) # pathlib should be present
if(GENERATE_TEMPLATE_GET_NODE)
set(GENERATE_BINDING_PARAMETERS "True")
else()
set(GENERATE_BINDING_PARAMETERS "False")
endif()
message(STATUS "Generating Bindings")
execute_process(COMMAND "python" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\")"
execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", headers=True)"
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
RESULT_VARIABLE GENERATION_RESULT
OUTPUT_VARIABLE GENERATION_OUTPUT)
message(STATUS ${GENERATION_RESULT} ${GENERATION_OUTPUT})
RESULT_VARIABLE HEADERS_FILE_LIST_RESULT
OUTPUT_VARIABLE HEADERS_FILE_LIST
)
set(HEADERS_FILE_LIST ${HEADERS_FILE_LIST})
execute_process(COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.print_file_list(\"${GODOT_CUSTOM_API_FILE}\", \"${CMAKE_CURRENT_BINARY_DIR}\", sources=True)"
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
RESULT_VARIABLE SOURCES_FILE_LIST_RESULT
OUTPUT_VARIABLE SOURCES_FILE_LIST
)
set(SOURCES_FILE_LIST ${SOURCES_FILE_LIST})
add_custom_command(OUTPUT ${HEADERS_FILE_LIST} ${SOURCES_FILE_LIST}
COMMAND "${Python3_EXECUTABLE}" "-c" "import binding_generator; binding_generator.generate_bindings(\"${GODOT_CUSTOM_API_FILE}\", \"${GENERATE_BINDING_PARAMETERS}\", \"${CMAKE_CURRENT_BINARY_DIR}\")"
VERBATIM
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
MAIN_DEPENDENCY ${GODOT_CUSTOM_API_FILE}
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/binding_generator.py
COMMENT Generating Bindings
)
# Get Sources
file(GLOB_RECURSE SOURCES src/*.c**)
file(GLOB_RECURSE HEADERS include/*.h**)
# Define our godot-cpp library
add_library(${PROJECT_NAME} ${SOURCES} ${HEADERS})
add_library(${PROJECT_NAME}
${SOURCES}
${SOURCES_FILE_LIST}
${HEADERS}
${HEADERS_FILE_LIST}
)
target_include_directories(${PROJECT_NAME}
PUBLIC
include
include/core
include/gen
${CMAKE_CURRENT_BINARY_DIR}/include/gen/
)
# Put godot headers as SYSTEM PUBLIC to exclude warnings from irrelevant headers
@@ -163,13 +197,8 @@ set_property(TARGET ${PROJECT_NAME} APPEND_STRING PROPERTY LINK_FLAGS ${GODOT_LI
# Create the correct name (godot.os.build_type.system_bits)
set(BITS 32)
if(CMAKE_SIZEOF_VOID_P EQUAL 8)
set(BITS 64)
endif(CMAKE_SIZEOF_VOID_P EQUAL 8)
string(TOLOWER ${CMAKE_SYSTEM_NAME} SYSTEM_NAME)
string(TOLOWER ${CMAKE_BUILD_TYPE} BUILD_TYPE)
string(TOLOWER "${CMAKE_SYSTEM_NAME}" SYSTEM_NAME)
string(TOLOWER "${CMAKE_BUILD_TYPE}" BUILD_TYPE)
if(ANDROID)
# Added the android abi after system name

View File

@@ -1,6 +1,6 @@
# MIT License
Copyright (c) 2017-2019 GodotNativeTools
Copyright (c) 2017-2022 Godot Engine contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

View File

@@ -1,9 +1,9 @@
GENERATE_BINDINGS = no
HEADERS = godot_headers
HEADERS = godot-headers
TARGET = debug
USE_CLANG = no
BASE = scons use_llvm=$(USE_CLANG) generate_bindings=$(GENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS) -j4
BASE = scons use_llvm=$(USE_CLANG) generate_bindings=$(GENERATE_BINDINGS) target=$(TARGET) headers=$(HEADERS)
LINUX = $(BASE) platform=linux
WINDOWS = $(BASE) platform=windows
OSX = $(BASE) platform=osx

328
README.md
View File

@@ -1,25 +1,44 @@
# godot-cpp
C++ bindings for the Godot script API
The instructions below feature the new NativeScript 1.1 class structure and will only work for modules created for Godot 3.1 and later. Use the following branches for older implementations:
This repository contains the *C++ bindings* for the [**Godot Engine**](https://github.com/godotengine/godot)'s GDNative API.
Version | Branch
--- | ---
**Godot 3.0 Nativescript 1.0** | [3.0](https://github.com/GodotNativeTools/godot-cpp/tree/3.0)
**Godot 3.1 Nativescript 1.0** | [nativescript-1.0](https://github.com/GodotNativeTools/godot-cpp/tree/nativescript-1.0)
- [**Versioning**](#versioning)
- [**Contributing**](#contributing)
- [**Getting Started**](#getting-started)
- [**Creating a simple class**](#creating-a-simple-class)
Index:
- [**Contributing**](#contributing)
- [**Getting Started**](#getting-started)
- [**Creating a simple class**](#creating-a-simple-class)
## Versioning
This repositories follows the same branch versioning as the main [Godot Engine
repository](https://github.com/godotengine/godot):
- `master` tracks the current development branch.
- `3.x` tracks the development of the next 3.x minor release.
- Other versioned branches (e.g. `3.3`, `3.2`) track the latest stable release
in the corresponding branch.
Stable releases are also tagged on this repository:
[**Tags**](https://github.com/godotengine/godot-cpp/tags).
**For any project built against a stable release of Godot, we recommend using
this repository as a Git submodule, checking out the specific tag matching your
Godot version.**
> As the `master` and `3.x` branches are constantly getting updates, if you are
> using `godot-cpp` against a more current version of Godot, see the instructions
> in [**godot-headers**](https://github.com/godotengine/godot-headers) for
> updating the relevant files.
## Contributing
We greatly appreciate help in maintaining and extending this project.
If you wish to help out ensure you have an account on Github and create a "fork" of the this repo.
Rémi "Akien" Verschelde wrote an excellent bit of documentation for the main Godot project on this:
https://docs.godotengine.org/en/3.0/community/contributing/pr_workflow.html
It is advisible to also install clang-format and copy the files in `misc/hooks` into `.git/hooks` so format checking is done before your changes are submitted.
We greatly appreciate help in maintaining and extending this project. If you
wish to help out, ensure you have an account on GitHub and create a "fork" of
this repository. Rémi "Akien" Verschelde wrote an excellent bit of documentation
for the main Godot project on this:
[Pull request workflow](https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html)
Please install clang-format and copy the files in `misc/hooks` into `.git/hooks`
so formatting is done before your changes are submitted.
## Getting Started
@@ -28,68 +47,114 @@ It is advisible to also install clang-format and copy the files in `misc/hooks`
### Setting up a new project
We recommend using git for managing your project and the instructions below assume so. Alternatively you can download the source code directly from GitHub in which case you need to download both [godot-cpp](https://github.com/GodotNativeTools/godot-cpp) and [godot_headers](https://github.com/GodotNativeTools/godot_headers).
We recommend using Git for managing your project. The instructions below assume
you're using Git. Alternatively, you can download the source code directly from
GitHub. In this case, you need to download both
[godot-cpp](https://github.com/godotengine/godot-cpp) and
[godot-headers](https://github.com/godotengine/godot-headers).
```
$ mkdir SimpleLibrary
$ cd SimpleLibrary
$ mkdir bin
$ mkdir src
$ git clone --recursive https://github.com/GodotNativeTools/godot-cpp
```bash
mkdir SimpleLibrary
cd SimpleLibrary
mkdir bin
mkdir src
git clone --recursive https://github.com/godotengine/godot-cpp
```
Note that if you wish to use a specific branch, add the -b option to the clone command:
```
$ git clone --recursive https://github.com/GodotNativeTools/godot-cpp -b 3.0
If you wish to use a specific branch, add the -b option to the clone command:
```bash
git clone --recursive https://github.com/godotengine/godot-cpp -b 3.0
```
If your project is an existing repository, use git submodule instead:
```
$ git submodule add https://github.com/GodotNativeTools/godot-cpp
$ git submodule update --init --recursive
If your project is an existing repository, use a Git submodule instead:
```bash
git submodule add https://github.com/godotengine/godot-cpp
git submodule update --init --recursive
```
Right now our directory structure should look like this:
```
Right now, our directory structure should look like this:
```text
SimpleLibrary/
├─godot-cpp/
| └─godot_headers/
| └─godot-headers/
├─bin/
└─src/
```
### Updating the api.json
Our api.json file contains meta data of all the classes that are part of the Godot core and are needed to generate the C++ binding classes for use in GDNative modules.
### Updating the `api.json` file
This file is supplied with our godot_headers repository for your convinience but if you are running a custom build of Godot and need access to classes that have recent changes a new api.json file must be generated. You do this by starting your Godot executable with the following parameters:
Our `api.json` file contains metadata for all the classes that are part of the
Godot core. This metadata is required to generate the C++ binding classes for
use in GDNative modules.
```
$ godot --gdnative-generate-json-api api.json
This file is supplied with our
[godot-headers](https://github.com/godotengine/godot-headers) repository
for your convenience. However, if you're running a custom build of Godot and
need access to classes that have recent changes, you must generate a new
`api.json` file. You do this by starting your Godot executable with the
following parameters:
```bash
godot --gdnative-generate-json-api api.json
```
Now copy the api.json file into your folder structure so its easy to access. **Note** the remark below for the extra ```custom_api_file``` command line parameter needed to tell scons where to find your file.
Now copy the `api.json` file into your folder structure to make it easier to
access.
### Compiling the cpp bindings library
The final step is to compile our cpp bindings library:
```
$ cd godot-cpp
$ scons platform=<your platform> generate_bindings=yes
$ cd ..
See the remark below for the extra ```custom_api_file``` SCons argument, which
is required to tell SCons where to find your file.
### Compiling the C++ bindings library
The final step is to compile our C++ bindings library:
```bash
cd godot-cpp
scons platform=<your platform> generate_bindings=yes
cd ..
```
> Replace `<your platform>` with either `windows`, `linux` or `osx`.
Replace `<your platform>` with either `windows`, `linux`, `osx` or `android`. If
you leave out `platform`, the target platform will automatically be detected
from the host platform.
> Include `use_llvm=yes` for using clang++
The resulting library will be created in `godot-cpp/bin/`, take note of its name
as it'll differ depending on the target platform.
> Include `target=runtime` to build a runtime build (windows only at the moment)
#### Compiling for Android
> The resulting library will be created in `godot-cpp/bin/`, take note of its name as it will be different depending on platform.
Download the latest [Android NDK](https://developer.android.com/ndk/downloads)
and set the NDK path.
> If you want to use an alternative api.json file add `use_custom_api_file=yes custom_api_file=../api.json`, be sure to specify the correct location of where you placed your file.
```bash
scons platform=android generate_bindings=yes ANDROID_NDK_ROOT="/PATH-TO-ANDROID-NDK/" android_arch=<arch>
```
The value of `android_arch` can be `armv7, arm64v8, x86, x86_64`. Most Android
devices in use nowadays use an ARM architecture, so compiling for `armv7` and
`arm64v8` is often enough when distributing an application.
`ANDROID_NDK_ROOT` can also be set in the environment variables of your PC if
you don't want to include it in your SCons call.
#### Compilation options
You can optionally add the following options to the SCons command line:
- When targeting Linux, add `use_llvm=yes` to use Clang instead of GCC.
- When targeting Windows, add `use_mingw=yes` to use MinGW instead of MSVC.
- When targeting Windows, include `target=runtime` to build a runtime build.
- To use an alternative `api.json` file, add `use_custom_api_file=yes
custom_api_file=../api.json`. Be sure to specify the correct location where
you placed your file (it can be a relative or absolute path).
## Creating a simple class
Create `init.cpp` under `SimpleLibrary/src/` and add the following code
Create `init.cpp` under `SimpleLibrary/src/` and add the following code:
```cpp
#include <Godot.hpp>
#include <Reference.hpp>
@@ -101,7 +166,7 @@ class SimpleClass : public Reference {
public:
SimpleClass() { }
/* _init must exist as it is called by Godot */
/** `_init` must exist as it is called by Godot. */
void _init() { }
void test_void_method() {
@@ -117,21 +182,21 @@ public:
static void _register_methods() {
register_method("method", &SimpleClass::method);
/**
* How to register exports like gdscript
* export var _name = "SimpleClass"
* The line below is equivalent to the following GDScript export:
* export var _name = "SimpleClass"
**/
register_property<SimpleClass, String>("base/name", &SimpleClass::_name, String("SimpleClass"));
/* or alternatively with getter and setter methods */
/** Alternatively, with getter and setter methods: */
register_property<SimpleClass, int>("base/value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
/** For registering signal **/
/** Registering a signal: **/
// register_signal<SimpleClass>("signal_name");
// register_signal<SimpleClass>("signal_name", "string_argument", GODOT_VARIANT_TYPE_STRING)
}
String _name;
int _value;
@@ -162,39 +227,146 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
}
```
### Compiling
### Compiling the GDNative library
*Linux*
Once you've compiled the GDNative C++ bindings (see above), you can compile the GDNative library we've just created.
#### Linux
```bash
cd SimpleLibrary
clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
```
$ cd SimpleLibrary
$ clang -fPIC -o src/init.os -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot_headers
$ clang -o bin/libtest.so -shared src/init.os -Lgodot-cpp/bin -l<name of the godot-cpp>
You'll need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library).
This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
#### Windows
```bash
cd SimpleLibrary
cl /Fosrc/init.obj /c src/init.cpp /nologo -EHsc -DNDEBUG /MDd /Igodot-cpp\include /Igodot-cpp\include\core /Igodot-cpp\include\gen /Igodot-cpp\godot-headers
link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
```
> This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
> You will need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library)
You'll need to replace `<name of the godot-cpp>` with the file that was created
in [**Compiling the cpp bindingslibrary**](#compiling-the-cpp-bindings-library).
Replace `/MDd` with `/MD` to create a release build, which will run faster and
be smaller.
*Windows*
This creates the file `libtest.dll` in your `SimpleLibrary/bin` directory.
#### macOS
For macOS, you'll need to find out which compiler flags need to be used. These
are likely similar to Linux when using Clang, but may not be identical.
If you find suitable compiler flags for this example library, feel free to
submit a pull request :slightly_smiling_face:
#### Android
```bash
cd SimpleLibrary
aarch64-linux-android29-clang++ -fPIC -o src/init.o -c src/init.cpp -g -O3 -std=c++14 -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
aarch64-linux-android29-clang++ -o bin/libtest.so -shared src/init.o -Lgodot-cpp/bin -l<name of the godot-cpp>
```
$ cd SimpleLibrary
$ cl /Fosrc/init.obj /c src/init.cpp /nologo -EHsc -DNDEBUG /MDd /Igodot-cpp\include /Igodot-cpp\include\core /Igodot-cpp\include\gen /Igodot-cpp\godot_headers
$ link /nologo /dll /out:bin\libtest.dll /implib:bin\libsimple.lib src\init.obj godot-cpp\bin\<name of the godot-cpp>
You'll need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library). The command above targets `arm64v8`. To target `armv7`, use `armv7a-linux-androideabi29-clang++` instead of `aarch64-linux-android29-clang++`.
This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
#### iOS
GDNative isn't supported on iOS yet. This is because iOS only allows linking
static libraries, not dynamic libraries. In theory, it would be possible to link
a GDNative library statically, but some of GDNative's convenience would be lost
in the process as one would have to recompile the engine on every change. See
[issue #30](https://github.com/godotengine/godot-headers/issues/30) in the
Godot headers repository for more information.
#### HTML5
GDNative is supported on [specific exports](https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html#export-options) for the HTML5 platform since Godot `3.3`. Linking webassembly modules is currently underspecified in the standard, but [emscripten](https://emscripten.org/), which Godot uses to build the HTML5 version, implements its own linking system.
To build GDNative libraries, you will need a recent version of [Emscripten](https://emscripten.org/).
```bash
cd SimpleLibrary
emcc -o bin/libtest.wasm -g -O3 -s SIDE_MODULE=1 src/init.cpp godot-cpp/bin/<name of the godot-cpp> -Igodot-cpp/include -Igodot-cpp/include/core -Igodot-cpp/include/gen -Igodot-cpp/godot-headers
```
> This creates the file `libtest.dll` in your `SimpleLibrary/bin` directory.
> You will need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library)
You'll need to replace `<name of the godot-cpp>` with the file that was created in [**Compiling the cpp bindings library**](#compiling-the-cpp-bindings-library).
> Finally replace `/MDd` with `/MD` if you're generated a runtime build.
*macOS*
For OSX you need to find out what compiler flags need to be used.
This creates the file `libtest.so` in your `SimpleLibrary/bin` directory.
### Creating `.gdnlib` and `.gdns` files
follow [godot_header/README.md](https://github.com/GodotNativeTools/godot_headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor) to create the `.gdns`
### Implementing with gdscript
Follow the instructions in
[godot-headers/README.md](https://github.com/godotengine/godot-headers/blob/master/README.md#how-do-i-use-native-scripts-from-the-editor)
to create the `.gdns` file. This file contains paths to GDNative libraries for
various platforms. This makes the library usable from Godot in a
platform-independent manner.
### Implementing with GDScript
Once your GDNative library is compiled and referenced in a `.gdns` file, you can use it in GDScript or C#. Here's an example with GDScript:
```gdscript
var simpleclass = load("res://simpleclass.gdns").new();
simpleclass.method("Test argument");
var simpleclass = load("res://simpleclass.gdns").new()
simpleclass.method("Test argument")
```
### Using Godot classes in C++
Godot expects you to manage its classes the same way the engine does. These rules apply to all Godot classes, including your NativeScripts, but not to any normal C++ classes used in your library.
- Instantiate Objects using `_new()`, not C++'s `new` operator.
```cpp
Sprite *sprite = Sprite::_new();
```
- Destroy Nodes using `queue_free()`, not C++'s `delete` operator.
```cpp
some_old_node->queue_free();
```
- Wrap References in `Ref` instead of passing around raw pointers. They are reference-counted and don't need to be freed manually.
```cpp
Ref<Texture> texture = resource_loader->load("res://icon.png");
```
- Pass core types that do *not* inherit Object by value. The containers (Array, Dictionary, PoolArray, String) manage their own memory and do not need to be explicitly initialized or freed.
```cpp
Array ints;
ints.append(123);
return ints;
```
- Initialize your NativeScript classes in their `_init()` method, not their constructor. The constructor can't access the base class's methods.
- Cast objects using `Object::cast_to`, not unsafe C-style casts or `static_cast`.
```cpp
MeshInstance *m = Object::cast_to<MeshInstance>(get_node("ChildNode"));
// `m` will be null if it's not a MeshInstance
if (m) { ... }
```
- **Never** use Godot types in static or global variables. The Godot API isn't loaded until after their constructors are called.
```cpp
String s; // crashes
class SomeClass {
static Dictionary d; // crashes
static Node *node_a = NULL; // fine, it's just a pointer
static Node *node_b = Node::_new(); // crashes
};
```

View File

@@ -1,140 +1,536 @@
#!python
#!/usr/bin/env python
import os, subprocess, platform, sys
import os
import sys
import subprocess
if sys.version_info < (3,):
def decode_utf8(x):
return x
else:
import codecs
def decode_utf8(x):
return codecs.utf_8_decode(x)[0]
# Workaround for MinGW. See:
# http://www.scons.org/wiki/LongCmdLinesOnWin32
if os.name == "nt":
import subprocess
def mySubProcess(cmdline, env):
# print "SPAWNED : " + cmdline
startupinfo = subprocess.STARTUPINFO()
startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW
proc = subprocess.Popen(
cmdline,
stdin=subprocess.PIPE,
stdout=subprocess.PIPE,
stderr=subprocess.PIPE,
startupinfo=startupinfo,
shell=False,
env=env,
)
data, err = proc.communicate()
rv = proc.wait()
if rv:
print("=====")
print(err.decode("utf-8"))
print("=====")
return rv
def mySpawn(sh, escape, cmd, args, env):
newargs = " ".join(args[1:])
cmdline = cmd + " " + newargs
rv = 0
if len(cmdline) > 32000 and cmd.endswith("ar"):
cmdline = cmd + " " + args[1] + " " + args[2] + " "
for i in range(3, len(args)):
rv = mySubProcess(cmdline + args[i], env)
if rv:
break
else:
rv = mySubProcess(cmdline, env)
return rv
def add_sources(sources, dir, extension):
for f in os.listdir(dir):
if f.endswith('.' + extension):
sources.append(dir + '/' + f)
for f in os.listdir(dir):
if f.endswith("." + extension):
sources.append(dir + "/" + f)
# Try to detect the host platform automatically
# Try to detect the host platform automatically.
# This is used if no `platform` argument is passed
if sys.platform.startswith('linux'):
host_platform = 'linux'
elif sys.platform == 'darwin':
host_platform = 'osx'
elif sys.platform == 'win32':
host_platform = 'windows'
if sys.platform.startswith("linux"):
host_platform = "linux"
elif sys.platform.startswith("freebsd"):
host_platform = "freebsd"
elif sys.platform == "darwin":
host_platform = "osx"
elif sys.platform == "win32" or sys.platform == "msys":
host_platform = "windows"
else:
raise ValueError('Could not detect platform automatically, please specify with platform=<platform>')
raise ValueError("Could not detect platform automatically, please specify with platform=<platform>")
env = Environment(ENV=os.environ)
# Default num_jobs to local cpu count if not user specified.
# SCons has a peculiarity where user-specified options won't be overridden
# by SetOption, so we can rely on this to know if we should use our default.
initial_num_jobs = env.GetOption("num_jobs")
altered_num_jobs = initial_num_jobs + 1
env.SetOption("num_jobs", altered_num_jobs)
# os.cpu_count() requires Python 3.4+.
if hasattr(os, "cpu_count") and env.GetOption("num_jobs") == altered_num_jobs:
cpu_count = os.cpu_count()
if cpu_count is None:
print("Couldn't auto-detect CPU count to configure build parallelism. Specify it with the -j argument.")
else:
safer_cpu_count = cpu_count if cpu_count <= 4 else cpu_count - 1
print(
"Auto-detected %d CPU cores available for build parallelism. Using %d cores by default. You can override it with the -j argument."
% (cpu_count, safer_cpu_count)
)
env.SetOption("num_jobs", safer_cpu_count)
is64 = sys.maxsize > 2 ** 32
if (
env["TARGET_ARCH"] == "amd64"
or env["TARGET_ARCH"] == "emt64"
or env["TARGET_ARCH"] == "x86_64"
or env["TARGET_ARCH"] == "arm64-v8a"
):
is64 = True
opts = Variables([], ARGUMENTS)
opts.Add(EnumVariable('platform', 'Target platform', host_platform,
allowed_values=('linux', 'osx', 'windows'),
ignorecase=2))
opts.Add(EnumVariable('bits', 'Target platform bits', 'default', ('default', '32', '64')))
opts.Add(BoolVariable('use_llvm', 'Use the LLVM compiler - only effective when targeting Linux', False))
opts.Add(BoolVariable('use_mingw', 'Use the MinGW compiler - only effective on Windows', False))
opts.Add(
EnumVariable(
"platform",
"Target platform",
host_platform,
allowed_values=("linux", "freebsd", "osx", "windows", "android", "ios", "javascript"),
ignorecase=2,
)
)
opts.Add(EnumVariable("bits", "Target platform bits", "64" if is64 else "32", ("32", "64")))
opts.Add(BoolVariable("use_llvm", "Use the LLVM compiler - only effective when targeting Linux or FreeBSD", False))
opts.Add(BoolVariable("use_mingw", "Use the MinGW compiler instead of MSVC - only effective on Windows", False))
# Must be the same setting as used for cpp_bindings
opts.Add(EnumVariable('target', 'Compilation target', 'debug',
allowed_values=('debug', 'release'),
ignorecase=2))
opts.Add(PathVariable('headers_dir', 'Path to the directory containing Godot headers', 'godot_headers', PathVariable.PathIsDir))
opts.Add(BoolVariable('use_custom_api_file', 'Use a custom JSON API file', False))
opts.Add(PathVariable('custom_api_file', 'Path to the custom JSON API file', None, PathVariable.PathIsFile))
opts.Add(BoolVariable('generate_bindings', 'Generate GDNative API bindings', False))
opts.Add(EnumVariable("target", "Compilation target", "debug", allowed_values=("debug", "release"), ignorecase=2))
opts.Add(
PathVariable(
"headers_dir",
"Path to the directory containing Godot headers",
"godot-headers",
PathVariable.PathIsDir,
)
)
opts.Add(PathVariable("custom_api_file", "Path to a custom JSON API file", None, PathVariable.PathIsFile))
opts.Add(
EnumVariable(
"generate_bindings",
"Generate GDNative API bindings",
"auto",
allowed_values=["yes", "no", "auto", "true"],
ignorecase=2,
)
)
opts.Add(
EnumVariable(
"android_arch",
"Target Android architecture",
"armv7",
["armv7", "arm64v8", "x86", "x86_64"],
)
)
opts.Add("macos_deployment_target", "macOS deployment target", "default")
opts.Add("macos_sdk_path", "macOS SDK path", "")
opts.Add(EnumVariable("macos_arch", "Target macOS architecture", "universal", ["universal", "x86_64", "arm64"]))
opts.Add(EnumVariable("ios_arch", "Target iOS architecture", "arm64", ["armv7", "arm64", "x86_64"]))
opts.Add(BoolVariable("ios_simulator", "Target iOS Simulator", False))
opts.Add(
"IPHONEPATH",
"Path to iPhone toolchain",
"/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain",
)
opts.Add(
"android_api_level",
"Target Android API level",
"18" if ARGUMENTS.get("android_arch", "armv7") in ["armv7", "x86"] else "21",
)
opts.Add(
"ANDROID_NDK_ROOT",
"Path to your Android NDK installation. By default, uses ANDROID_NDK_ROOT from your defined environment variables.",
os.environ.get("ANDROID_NDK_ROOT", None),
)
opts.Add(
BoolVariable(
"generate_template_get_node",
"Generate a template version of the Node class's get_node.",
True,
)
)
unknown = opts.UnknownVariables()
if unknown:
print("Unknown variables:" + unknown.keys())
Exit(1)
opts.Add(BoolVariable("build_library", "Build the godot-cpp library.", True))
env = Environment()
opts.Update(env)
Help(opts.GenerateHelpText(env))
# This makes sure to keep the session environment variables on Windows
# This way, you can run SCons in a Visual Studio 2017 prompt and it will find all the required tools
if env['platform'] == 'windows':
if env['bits'] == '64':
env = Environment(TARGET_ARCH='amd64')
elif env['bits'] == '32':
env = Environment(TARGET_ARCH='x86')
else:
print("Warning: bits argument not specified, target arch is=" + env['TARGET_ARCH'])
# Detect and print a warning listing unknown SCons variables to ease troubleshooting.
unknown = opts.UnknownVariables()
if unknown:
print("WARNING: Unknown SCons variables were passed and will be ignored:")
for item in unknown.items():
print(" " + item[0] + "=" + item[1])
# This makes sure to keep the session environment variables on Windows.
# This way, you can run SCons in a Visual Studio 2017 prompt and it will find
# all the required tools
if host_platform == "windows" and env["platform"] != "android":
if env["bits"] == "64":
env = Environment(TARGET_ARCH="amd64")
elif env["bits"] == "32":
env = Environment(TARGET_ARCH="x86")
opts.Update(env)
is64 = False
if (env['platform'] == 'osx' or env['TARGET_ARCH'] == 'amd64' or env['TARGET_ARCH'] == 'emt64' or env['TARGET_ARCH'] == 'x86_64'):
is64 = True
if env['bits'] == 'default':
env['bits'] = '64' if is64 else '32'
# Require C++14
if host_platform == "windows" and env["platform"] == "windows" and not env["use_mingw"]:
# MSVC
env.Append(CCFLAGS=["/std:c++14"])
else:
env.Append(CCFLAGS=["-std=c++14"])
if env['platform'] == 'linux':
if env['use_llvm']:
env['CXX'] = 'clang++'
if env["platform"] == "linux" or env["platform"] == "freebsd":
if env["use_llvm"]:
env["CXX"] = "clang++"
env.Append(CCFLAGS=['-fPIC', '-g', '-std=c++14', '-Wwrite-strings'])
env.Append(CCFLAGS=["-fPIC", "-Wwrite-strings"])
env.Append(LINKFLAGS=["-Wl,-R,'$$ORIGIN'"])
if env['target'] == 'debug':
env.Append(CCFLAGS=['-Og'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['-O3'])
if env["target"] == "debug":
env.Append(CCFLAGS=["-Og", "-g"])
elif env["target"] == "release":
env.Append(CCFLAGS=["-O3"])
if env['bits'] == '64':
env.Append(CCFLAGS=['-m64'])
env.Append(LINKFLAGS=['-m64'])
elif env['bits'] == '32':
env.Append(CCFLAGS=['-m32'])
env.Append(LINKFLAGS=['-m32'])
if env["bits"] == "64":
env.Append(CCFLAGS=["-m64"])
env.Append(LINKFLAGS=["-m64"])
elif env["bits"] == "32":
env.Append(CCFLAGS=["-m32"])
env.Append(LINKFLAGS=["-m32"])
elif env['platform'] == 'osx':
if env['bits'] == '32':
raise ValueError('Only 64-bit builds are supported for the macOS target.')
elif env["platform"] == "osx":
# Use Clang on macOS by default
env["CXX"] = "clang++"
env.Append(CCFLAGS=['-g', '-std=c++14', '-arch', 'x86_64'])
env.Append(LINKFLAGS=['-arch', 'x86_64', '-framework', 'Cocoa', '-Wl,-undefined,dynamic_lookup'])
if env["bits"] == "32":
raise ValueError("Only 64-bit builds are supported for the macOS target.")
if env['target'] == 'debug':
env.Append(CCFLAGS=['-Og'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['-O3'])
elif env['platform'] == 'windows':
if host_platform == 'windows' and not env['use_mingw']:
# MSVC
env.Append(LINKFLAGS=['/WX'])
if env['target'] == 'debug':
env.Append(CCFLAGS=['/EHsc', '/D_DEBUG', '/MDd'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['/O2', '/EHsc', '/DNDEBUG', '/MD'])
if env["macos_arch"] == "universal":
env.Append(LINKFLAGS=["-arch", "x86_64", "-arch", "arm64"])
env.Append(CCFLAGS=["-arch", "x86_64", "-arch", "arm64"])
else:
# MinGW
if env['bits'] == '64':
env['CXX'] = 'x86_64-w64-mingw32-g++'
elif env['bits'] == '32':
env['CXX'] = 'i686-w64-mingw32-g++'
env.Append(LINKFLAGS=["-arch", env["macos_arch"]])
env.Append(CCFLAGS=["-arch", env["macos_arch"]])
env.Append(CCFLAGS=['-g', '-O3', '-std=c++14', '-Wwrite-strings'])
env.Append(LINKFLAGS=['--static', '-Wl,--no-undefined', '-static-libgcc', '-static-libstdc++'])
if env["macos_deployment_target"] != "default":
env.Append(CCFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
env.Append(LINKFLAGS=["-mmacosx-version-min=" + env["macos_deployment_target"]])
if env["macos_sdk_path"]:
env.Append(CCFLAGS=["-isysroot", env["macos_sdk_path"]])
env.Append(LINKFLAGS=["-isysroot", env["macos_sdk_path"]])
env.Append(CPPPATH=['.', env['headers_dir'], 'include', 'include/gen', 'include/core'])
env.Append(LINKFLAGS=["-Wl,-undefined,dynamic_lookup"])
if env["target"] == "debug":
env.Append(CCFLAGS=["-Og", "-g"])
elif env["target"] == "release":
env.Append(CCFLAGS=["-O3"])
elif env["platform"] == "ios":
if env["ios_simulator"]:
sdk_name = "iphonesimulator"
env.Append(CCFLAGS=["-mios-simulator-version-min=10.0"])
else:
sdk_name = "iphoneos"
env.Append(CCFLAGS=["-miphoneos-version-min=10.0"])
try:
sdk_path = decode_utf8(subprocess.check_output(["xcrun", "--sdk", sdk_name, "--show-sdk-path"]).strip())
except (subprocess.CalledProcessError, OSError):
raise ValueError("Failed to find SDK path while running xcrun --sdk {} --show-sdk-path.".format(sdk_name))
compiler_path = env["IPHONEPATH"] + "/usr/bin/"
env["ENV"]["PATH"] = env["IPHONEPATH"] + "/Developer/usr/bin/:" + env["ENV"]["PATH"]
env["CC"] = compiler_path + "clang"
env["CXX"] = compiler_path + "clang++"
env["AR"] = compiler_path + "ar"
env["RANLIB"] = compiler_path + "ranlib"
env["SHLIBSUFFIX"] = ".dylib"
env.Append(CCFLAGS=["-arch", env["ios_arch"], "-isysroot", sdk_path])
env.Append(
LINKFLAGS=[
"-arch",
env["ios_arch"],
"-Wl,-undefined,dynamic_lookup",
"-isysroot",
sdk_path,
"-F" + sdk_path,
]
)
if env["target"] == "debug":
env.Append(CCFLAGS=["-Og", "-g"])
elif env["target"] == "release":
env.Append(CCFLAGS=["-O3"])
elif env["platform"] == "windows":
if host_platform == "windows" and not env["use_mingw"]:
# MSVC
env.Append(LINKFLAGS=["/WX"])
if env["target"] == "debug":
env.Append(CCFLAGS=["/Z7", "/Od", "/EHsc", "/D_DEBUG", "/MDd"])
elif env["target"] == "release":
env.Append(CCFLAGS=["/O2", "/EHsc", "/DNDEBUG", "/MD"])
elif host_platform == "linux" or host_platform == "freebsd" or host_platform == "osx":
# Cross-compilation using MinGW
if env["bits"] == "64":
env["CXX"] = "x86_64-w64-mingw32-g++"
env["AR"] = "x86_64-w64-mingw32-ar"
env["RANLIB"] = "x86_64-w64-mingw32-ranlib"
env["LINK"] = "x86_64-w64-mingw32-g++"
elif env["bits"] == "32":
env["CXX"] = "i686-w64-mingw32-g++"
env["AR"] = "i686-w64-mingw32-ar"
env["RANLIB"] = "i686-w64-mingw32-ranlib"
env["LINK"] = "i686-w64-mingw32-g++"
elif host_platform == "windows" and env["use_mingw"]:
# Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff.
env = Environment(ENV=os.environ, tools=["mingw"])
opts.Update(env)
# Still need to use C++14.
env.Append(CCFLAGS=["-std=c++14"])
# Don't want lib prefixes
env["IMPLIBPREFIX"] = ""
env["SHLIBPREFIX"] = ""
env["SPAWN"] = mySpawn
env.Replace(ARFLAGS=["q"])
# Native or cross-compilation using MinGW
if host_platform == "linux" or host_platform == "freebsd" or host_platform == "osx" or env["use_mingw"]:
# These options are for a release build even using target=debug
env.Append(CCFLAGS=["-O3", "-Wwrite-strings"])
env.Append(
LINKFLAGS=[
"--static",
"-Wl,--no-undefined",
"-static-libgcc",
"-static-libstdc++",
]
)
elif env["platform"] == "android":
if host_platform == "windows":
# Don't Clone the environment. Because otherwise, SCons will pick up msvc stuff.
env = Environment(ENV=os.environ, tools=["mingw"])
opts.Update(env)
# Long line hack. Use custom spawn, quick AR append (to avoid files with the same names to override each other).
env["SPAWN"] = mySpawn
env.Replace(ARFLAGS=["q"])
# Verify NDK root
if not "ANDROID_NDK_ROOT" in env:
raise ValueError(
"To build for Android, ANDROID_NDK_ROOT must be defined. Please set ANDROID_NDK_ROOT to the root folder of your Android NDK installation."
)
# Validate API level
api_level = int(env["android_api_level"])
if env["android_arch"] in ["x86_64", "arm64v8"] and api_level < 21:
print("WARN: 64-bit Android architectures require an API level of at least 21; setting android_api_level=21")
env["android_api_level"] = "21"
api_level = 21
# Setup toolchain
toolchain = env["ANDROID_NDK_ROOT"] + "/toolchains/llvm/prebuilt/"
if host_platform == "windows":
toolchain += "windows"
import platform as pltfm
if pltfm.machine().endswith("64"):
toolchain += "-x86_64"
elif host_platform == "linux":
toolchain += "linux-x86_64"
elif host_platform == "osx":
toolchain += "darwin-x86_64"
env.PrependENVPath("PATH", toolchain + "/bin") # This does nothing half of the time, but we'll put it here anyways
# Get architecture info
arch_info_table = {
"armv7": {
"march": "armv7-a",
"target": "armv7a-linux-androideabi",
"tool_path": "arm-linux-androideabi",
"compiler_path": "armv7a-linux-androideabi",
"ccflags": ["-mfpu=neon"],
},
"arm64v8": {
"march": "armv8-a",
"target": "aarch64-linux-android",
"tool_path": "aarch64-linux-android",
"compiler_path": "aarch64-linux-android",
"ccflags": [],
},
"x86": {
"march": "i686",
"target": "i686-linux-android",
"tool_path": "i686-linux-android",
"compiler_path": "i686-linux-android",
"ccflags": ["-mstackrealign"],
},
"x86_64": {
"march": "x86-64",
"target": "x86_64-linux-android",
"tool_path": "x86_64-linux-android",
"compiler_path": "x86_64-linux-android",
"ccflags": [],
},
}
arch_info = arch_info_table[env["android_arch"]]
# Setup tools
env["CC"] = toolchain + "/bin/clang"
env["CXX"] = toolchain + "/bin/clang++"
env["AR"] = toolchain + "/bin/llvm-ar"
env["AS"] = toolchain + "/bin/llvm-as"
env["LD"] = toolchain + "/bin/llvm-ld"
env["STRIP"] = toolchain + "/bin/llvm-strip"
env["RANLIB"] = toolchain + "/bin/llvm-ranlib"
env["SHLIBSUFFIX"] = ".so"
env.Append(
CCFLAGS=[
"--target=" + arch_info["target"] + env["android_api_level"],
"-march=" + arch_info["march"],
"-fPIC",
]
)
env.Append(CCFLAGS=arch_info["ccflags"])
env.Append(LINKFLAGS=["--target=" + arch_info["target"] + env["android_api_level"], "-march=" + arch_info["march"]])
if env["target"] == "debug":
env.Append(CCFLAGS=["-Og", "-g"])
elif env["target"] == "release":
env.Append(CCFLAGS=["-O3"])
elif env["platform"] == "javascript":
env["ENV"] = os.environ
env["CC"] = "emcc"
env["CXX"] = "em++"
env["AR"] = "emar"
env["RANLIB"] = "emranlib"
env.Append(CPPFLAGS=["-s", "SIDE_MODULE=1"])
env.Append(LINKFLAGS=["-s", "SIDE_MODULE=1"])
env["SHOBJSUFFIX"] = ".bc"
env["SHLIBSUFFIX"] = ".wasm"
# Use TempFileMunge since some AR invocations are too long for cmd.exe.
# Use POSIX-style paths, required with TempFileMunge.
env["ARCOM_POSIX"] = env["ARCOM"].replace("$TARGET", "$TARGET.posix").replace("$SOURCES", "$SOURCES.posix")
env["ARCOM"] = "${TEMPFILE(ARCOM_POSIX)}"
# All intermediate files are just LLVM bitcode.
env["OBJPREFIX"] = ""
env["OBJSUFFIX"] = ".bc"
env["PROGPREFIX"] = ""
# Program() output consists of multiple files, so specify suffixes manually at builder.
env["PROGSUFFIX"] = ""
env["LIBPREFIX"] = "lib"
env["LIBSUFFIX"] = ".a"
env["LIBPREFIXES"] = ["$LIBPREFIX"]
env["LIBSUFFIXES"] = ["$LIBSUFFIX"]
env.Replace(SHLINKFLAGS="$LINKFLAGS")
env.Replace(SHLINKFLAGS="$LINKFLAGS")
if env["target"] == "debug":
env.Append(CCFLAGS=["-O0", "-g"])
elif env["target"] == "release":
env.Append(CCFLAGS=["-O3"])
env.Append(
CPPPATH=[
".",
env["headers_dir"],
"include",
"include/gen",
"include/core",
]
)
# Generate bindings?
json_api_file = ''
json_api_file = ""
if env['use_custom_api_file']:
json_api_file = env['custom_api_file']
if "custom_api_file" in env:
json_api_file = env["custom_api_file"]
else:
json_api_file = os.path.join(os.getcwd(), 'godot_headers', 'api.json')
json_api_file = os.path.join(os.getcwd(), env["headers_dir"], "api.json")
if env['generate_bindings']:
if env["generate_bindings"] == "auto":
# Check if generated files exist
should_generate_bindings = not os.path.isfile(os.path.join(os.getcwd(), "src", "gen", "Object.cpp"))
else:
should_generate_bindings = env["generate_bindings"] in ["yes", "true"]
if should_generate_bindings:
# Actually create the bindings here
import binding_generator
binding_generator.generate_bindings(json_api_file)
binding_generator.generate_bindings(json_api_file, env["generate_template_get_node"])
# source to compile
# Sources to compile
sources = []
add_sources(sources, 'src/core', 'cpp')
add_sources(sources, 'src/gen', 'cpp')
add_sources(sources, "src/core", "cpp")
add_sources(sources, "src/gen", "cpp")
library = env.StaticLibrary(
target='bin/' + 'libgodot-cpp.{}.{}.{}'.format(env['platform'], env['target'], env['bits']), source=sources
)
Default(library)
arch_suffix = env["bits"]
if env["platform"] == "android":
arch_suffix = env["android_arch"]
elif env["platform"] == "ios":
arch_suffix = env["ios_arch"]
if env["ios_simulator"]:
arch_suffix += ".simulator"
elif env["platform"] == "osx":
if env["macos_arch"] != "universal":
arch_suffix = env["macos_arch"]
elif env["platform"] == "javascript":
arch_suffix = "wasm"
# Expose it to projects that import this env.
env["arch_suffix"] = arch_suffix
library = None
env["OBJSUFFIX"] = ".{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["OBJSUFFIX"])
library_name = "libgodot-cpp.{}.{}.{}{}".format(env["platform"], env["target"], arch_suffix, env["LIBSUFFIX"])
if env["build_library"]:
library = env.StaticLibrary(target=env.File("bin/%s" % library_name), source=sources)
Default(library)
env.Append(CPPPATH=[env.Dir(f) for f in [env["headers_dir"], "include", "include/gen", "include/core"]])
env.Append(LIBPATH=[env.Dir("bin")])
env.Append(LIBS=library_name)
Return("env")

File diff suppressed because it is too large Load Diff

1
godot-headers Submodule

Submodule godot-headers added at 1049927a59

Submodule godot_headers deleted from 75d6c51496

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* AABB.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef AABB_H
#define AABB_H
@@ -16,12 +46,10 @@ public:
real_t get_area() const; /// get area
inline bool has_no_area() const {
return (size.x <= CMP_EPSILON || size.y <= CMP_EPSILON || size.z <= CMP_EPSILON);
}
inline bool has_no_surface() const {
return (size.x <= CMP_EPSILON && size.y <= CMP_EPSILON && size.z <= CMP_EPSILON);
}

View File

@@ -1,13 +1,78 @@
/*************************************************************************/
/* Array.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef ARRAY_H
#define ARRAY_H
#include <gdnative/array.h>
#include "Defs.hpp"
#include "String.hpp"
namespace godot {
namespace helpers {
template <typename T, typename ValueT>
T append_all(T appendable, ValueT value) {
appendable.append(value);
return appendable;
}
template <typename T, typename ValueT, typename... Args>
T append_all(T appendable, ValueT value, Args... args) {
appendable.append(value);
return append_all(appendable, args...);
}
template <typename T>
T append_all(T appendable) {
return appendable;
}
template <typename KV, typename KeyT, typename ValueT>
KV add_all(KV kv, KeyT key, ValueT value) {
kv[key] = value;
return kv;
}
template <typename KV, typename KeyT, typename ValueT, typename... Args>
KV add_all(KV kv, KeyT key, ValueT value, Args... args) {
kv[key] = value;
return add_all(kv, args...);
}
template <typename KV>
KV add_all(KV kv) {
return kv;
}
} // namespace helpers
class Variant;
class PoolByteArray;
class PoolIntArray;
@@ -22,6 +87,13 @@ class Object;
class Array {
godot_array _godot_array;
friend class Variant;
friend class Dictionary;
friend class String;
inline explicit Array(const godot_array &other) {
_godot_array = other;
}
public:
Array();
Array(const Array &other);
@@ -48,7 +120,7 @@ public:
Variant &operator[](const int idx);
Variant operator[](const int idx) const;
const Variant &operator[](const int idx) const;
void append(const Variant &v);
@@ -64,9 +136,9 @@ public:
Variant back() const;
int find(const Variant &what, const int from = 0);
int find(const Variant &what, const int from = 0) const;
int find_last(const Variant &what);
int find_last(const Variant &what) const;
bool has(const Variant &what) const;
@@ -92,12 +164,25 @@ public:
void resize(const int size);
int rfind(const Variant &what, const int from = -1);
int rfind(const Variant &what, const int from = -1) const;
void sort();
void sort_custom(Object *obj, const String &func);
int bsearch(const Variant &value, const bool before = true);
int bsearch_custom(const Variant &value, const Object *obj,
const String &func, const bool before = true);
Array duplicate(const bool deep = false) const;
Variant max() const;
Variant min() const;
void shuffle();
~Array();
};

View File

@@ -1,6 +1,38 @@
/*************************************************************************/
/* Basis.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef BASIS_H
#define BASIS_H
#include <gdnative/basis.h>
#include "Defs.hpp"
#include "Vector3.hpp"
@@ -10,12 +42,296 @@ namespace godot {
class Quat;
class Basis {
private:
static const Basis IDENTITY;
static const Basis FLIP_X;
static const Basis FLIP_Y;
static const Basis FLIP_Z;
// This helper template is for mimicking the behavior difference between the engine
// and script interfaces that logically script sees matrices as column major, while
// the engine stores them in row major to efficiently take advantage of SIMD
// instructions in case of matrix-vector multiplications.
// With this helper template native scripts see the data as if it was column major
// without actually transposing the basis matrix at the script-engine boundary.
template <int column>
class ColumnVector3 {
private:
template <int column1, int component>
class ColumnVectorComponent {
private:
Vector3 elements[3];
protected:
inline ColumnVectorComponent<column1, component> &operator=(const ColumnVectorComponent<column1, component> &p_value) {
return *this = real_t(p_value);
}
inline ColumnVectorComponent(const ColumnVectorComponent<column1, component> &p_value) {
*this = real_t(p_value);
}
inline ColumnVectorComponent<column1, component> &operator=(const real_t &p_value) {
elements[component][column1] = p_value;
return *this;
}
inline operator real_t() const {
return elements[component][column1];
}
};
public:
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
};
union {
ColumnVectorComponent<column, 0> x;
ColumnVectorComponent<column, 1> y;
ColumnVectorComponent<column, 2> z;
Vector3 elements[3]; // Not for direct access, use [] operator instead
};
inline ColumnVector3<column> &operator=(const ColumnVector3<column> &p_value) {
return *this = Vector3(p_value);
}
inline ColumnVector3(const ColumnVector3<column> &p_value) {
*this = Vector3(p_value);
}
inline ColumnVector3<column> &operator=(const Vector3 &p_value) {
elements[0][column] = p_value.x;
elements[1][column] = p_value.y;
elements[2][column] = p_value.z;
return *this;
}
inline operator Vector3() const {
return Vector3(elements[0][column], elements[1][column], elements[2][column]);
}
// Unfortunately, we also need to replicate the other interfaces of Vector3 in
// order for being able to directly operate on these "meta-Vector3" objects without
// an explicit cast or an intermediate assignment to a real Vector3 object.
inline const real_t &operator[](int p_axis) const {
return elements[p_axis][column];
}
inline real_t &operator[](int p_axis) {
return elements[p_axis][column];
}
inline ColumnVector3<column> &operator+=(const Vector3 &p_v) {
return *this = *this + p_v;
}
inline Vector3 operator+(const Vector3 &p_v) const {
return Vector3(*this) + p_v;
}
inline ColumnVector3<column> &operator-=(const Vector3 &p_v) {
return *this = *this - p_v;
}
inline Vector3 operator-(const Vector3 &p_v) const {
return Vector3(*this) - p_v;
}
inline ColumnVector3<column> &operator*=(const Vector3 &p_v) {
return *this = *this * p_v;
}
inline Vector3 operator*(const Vector3 &p_v) const {
return Vector3(*this) * p_v;
}
inline ColumnVector3<column> &operator/=(const Vector3 &p_v) {
return *this = *this / p_v;
}
inline Vector3 operator/(const Vector3 &p_v) const {
return Vector3(*this) / p_v;
}
inline ColumnVector3<column> &operator*=(real_t p_scalar) {
return *this = *this * p_scalar;
}
inline Vector3 operator*(real_t p_scalar) const {
return Vector3(*this) * p_scalar;
}
inline ColumnVector3<column> &operator/=(real_t p_scalar) {
return *this = *this / p_scalar;
}
inline Vector3 operator/(real_t p_scalar) const {
return Vector3(*this) / p_scalar;
}
inline Vector3 operator-() const {
return -Vector3(*this);
}
inline bool operator==(const Vector3 &p_v) const {
return Vector3(*this) == p_v;
}
inline bool operator!=(const Vector3 &p_v) const {
return Vector3(*this) != p_v;
}
inline bool operator<(const Vector3 &p_v) const {
return Vector3(*this) < p_v;
}
inline bool operator<=(const Vector3 &p_v) const {
return Vector3(*this) <= p_v;
}
inline Vector3 abs() const {
return Vector3(*this).abs();
}
inline Vector3 ceil() const {
return Vector3(*this).ceil();
}
inline Vector3 cross(const Vector3 &b) const {
return Vector3(*this).cross(b);
}
inline Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const {
return Vector3(*this).linear_interpolate(p_b, p_t);
}
inline Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const {
return Vector3(*this).cubic_interpolate(b, pre_a, post_b, t);
}
inline Vector3 bounce(const Vector3 &p_normal) const {
return Vector3(*this).bounce(p_normal);
}
inline real_t length() const {
return Vector3(*this).length();
}
inline real_t length_squared() const {
return Vector3(*this).length_squared();
}
inline real_t distance_squared_to(const Vector3 &b) const {
return Vector3(*this).distance_squared_to(b);
}
inline real_t distance_to(const Vector3 &b) const {
return Vector3(*this).distance_to(b);
}
inline real_t dot(const Vector3 &b) const {
return Vector3(*this).dot(b);
}
inline real_t angle_to(const Vector3 &b) const {
return Vector3(*this).angle_to(b);
}
inline Vector3 floor() const {
return Vector3(*this).floor();
}
inline Vector3 inverse() const {
return Vector3(*this).inverse();
}
inline bool is_normalized() const {
return Vector3(*this).is_normalized();
}
inline Basis outer(const Vector3 &b) const {
return Vector3(*this).outer(b);
}
inline int max_axis() const {
return Vector3(*this).max_axis();
}
inline int min_axis() const {
return Vector3(*this).min_axis();
}
inline void normalize() {
Vector3 v = *this;
v.normalize();
*this = v;
}
inline Vector3 normalized() const {
return Vector3(*this).normalized();
}
inline Vector3 reflect(const Vector3 &by) const {
return Vector3(*this).reflect(by);
}
inline Vector3 rotated(const Vector3 &axis, const real_t phi) const {
return Vector3(*this).rotated(axis, phi);
}
inline void rotate(const Vector3 &p_axis, real_t p_phi) {
Vector3 v = *this;
v.rotate(p_axis, p_phi);
*this = v;
}
inline Vector3 slide(const Vector3 &by) const {
return Vector3(*this).slide(by);
}
inline void snap(real_t p_val) {
Vector3 v = *this;
v.snap(p_val);
*this = v;
}
inline Vector3 snapped(const float by) {
return Vector3(*this).snapped(by);
}
inline operator String() const {
return String(Vector3(*this));
}
};
public:
union {
Vector3 elements[3];
Vector3 x, y, z;
ColumnVector3<0> x;
ColumnVector3<1> y;
ColumnVector3<2> z;
Vector3 elements[3]; // Not for direct access, use [] operator instead
};
inline Basis(const Basis &p_basis) {
elements[0] = p_basis.elements[0];
elements[1] = p_basis.elements[1];
elements[2] = p_basis.elements[2];
}
inline Basis &operator=(const Basis &p_basis) {
elements[0] = p_basis.elements[0];
elements[1] = p_basis.elements[1];
elements[2] = p_basis.elements[2];
return *this;
}
Basis(const Quat &p_quat); // euler
Basis(const Vector3 &p_euler); // euler
Basis(const Vector3 &p_axis, real_t p_phi);
@@ -26,8 +342,16 @@ public:
Basis();
const Vector3 &operator[](int axis) const;
Vector3 &operator[](int axis);
const Vector3 operator[](int axis) const {
return get_axis(axis);
}
ColumnVector3<0> &operator[](int axis) {
// We need to do a little pointer magic to get this to work, because the
// ColumnVector3 template takes the axis as a template parameter.
// Don't touch this unless you're sure what you're doing!
return (reinterpret_cast<Basis *>(reinterpret_cast<real_t *>(this) + axis))->x;
}
void invert();
@@ -59,6 +383,8 @@ public:
Vector3 get_scale() const;
Basis slerp(Basis b, float t) const;
Vector3 get_euler_xyz() const;
void set_euler_xyz(const Vector3 &p_euler);
Vector3 get_euler_yxz() const;

View File

@@ -0,0 +1,124 @@
/*************************************************************************/
/* CameraMatrix.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CAMERA_MATRIX_H
#define CAMERA_MATRIX_H
#include "Defs.hpp"
#include "Math.hpp"
#include "Plane.hpp"
#include "Rect2.hpp"
#include "Transform.hpp"
#include <vector>
namespace {
using namespace godot;
} // namespace
struct CameraMatrix {
enum Planes {
PLANE_NEAR,
PLANE_FAR,
PLANE_LEFT,
PLANE_TOP,
PLANE_RIGHT,
PLANE_BOTTOM
};
real_t matrix[4][4];
void set_identity();
void set_zero();
void set_light_bias();
void set_light_atlas_rect(const Rect2 &p_rect);
void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
return Math::rad2deg(atan(p_aspect * tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
}
static inline double absd(double g) {
union {
double d;
uint64_t i;
} u;
u.d = g;
u.i &= (uint64_t)9223372036854775807ll;
return u.d;
}
real_t get_z_far() const;
real_t get_z_near() const;
real_t get_aspect() const;
real_t get_fov() const;
bool is_orthogonal() const;
std::vector<Plane> get_projection_planes(const Transform &p_transform) const;
bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const;
Vector2 get_viewport_half_extents() const;
void invert();
CameraMatrix inverse() const;
CameraMatrix operator*(const CameraMatrix &p_matrix) const;
Plane xform4(const Plane &p_vec4) const;
inline Vector3 xform(const Vector3 &p_vec3) const;
operator String() const;
void scale_translate_to_fit(const AABB &p_aabb);
void make_scale(const Vector3 &p_scale);
int get_pixels_per_meter(int p_for_pixel_width) const;
operator Transform() const;
CameraMatrix();
CameraMatrix(const Transform &p_transform);
~CameraMatrix();
};
Vector3 CameraMatrix::xform(const Vector3 &p_vec3) const {
Vector3 ret;
ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
return ret / w;
}
#endif

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Color.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef COLOR_H
#define COLOR_H
@@ -5,17 +35,16 @@
#include <cmath>
#include "Defs.hpp"
#include "String.hpp"
namespace godot {
struct Color {
private:
// static float _parse_col(const String& p_str, int p_ofs);
public:
union {
struct {
float r;
float g;
@@ -32,8 +61,26 @@ public:
uint32_t to_ARGB32() const;
uint32_t to_ABGR32() const;
uint64_t to_ABGR64() const;
uint64_t to_ARGB64() const;
uint32_t to_RGBA32() const;
uint64_t to_RGBA64() const;
float gray() const;
uint8_t get_r8() const;
uint8_t get_g8() const;
uint8_t get_b8() const;
uint8_t get_a8() const;
float get_h() const;
float get_s() const;
@@ -42,6 +89,12 @@ public:
void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
Color darkened(const float amount) const;
Color lightened(const float amount) const;
Color from_hsv(float p_h, float p_s, float p_v, float p_a = 1.0) const;
inline float &operator[](int idx) {
return components[idx];
}
@@ -49,6 +102,23 @@ public:
return components[idx];
}
Color operator+(const Color &p_color) const;
void operator+=(const Color &p_color);
Color operator-() const;
Color operator-(const Color &p_color) const;
void operator-=(const Color &p_color);
Color operator*(const Color &p_color) const;
Color operator*(const real_t &rvalue) const;
void operator*=(const Color &p_color);
void operator*=(const real_t &rvalue);
Color operator/(const Color &p_color) const;
Color operator/(const real_t &rvalue) const;
void operator/=(const Color &p_color);
void operator/=(const real_t &rvalue);
void invert();
void contrast();

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* CoreTypes.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CORETYPES_H
#define CORETYPES_H

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Defs.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef DEFS_H
#define DEFS_H
@@ -53,64 +83,54 @@ enum class Error {
ERR_HELP, ///< user requested help!!
ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior.
ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames
ERR_OMFG_THIS_IS_VERY_VERY_BAD, ///< shit happens, has never been used, though
ERR_WTF = ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above
};
namespace helpers {
template <typename T, typename ValueT>
T append_all(T appendable, ValueT value) {
appendable.append(value);
return appendable;
}
template <typename T, typename ValueT, typename... Args>
T append_all(T appendable, ValueT value, Args... args) {
appendable.append(value);
return append_all(appendable, args...);
}
template <typename T>
T append_all(T appendable) {
return appendable;
}
template <typename KV, typename KeyT, typename ValueT>
KV add_all(KV kv, KeyT key, ValueT value) {
kv[key] = value;
return kv;
}
template <typename KV, typename KeyT, typename ValueT, typename... Args>
KV add_all(KV kv, KeyT key, ValueT value, Args... args) {
kv[key] = value;
return add_all(kv, args...);
}
template <typename KV>
KV add_all(KV kv) {
return kv;
}
} // namespace helpers
} // namespace godot
#include <stdio.h>
#include <GodotGlobal.hpp>
// alloca() is non-standard. When using MSVC, it's in malloc.h.
#if defined(__linux__) || defined(__APPLE__)
#include <alloca.h>
#else
#include <malloc.h>
#endif
typedef float real_t;
#define CMP_EPSILON 0.00001
// This epsilon should match the one used by Godot for consistency.
// Using `f` when `real_t` is float.
#define CMP_EPSILON 0.00001f
#define CMP_EPSILON2 (CMP_EPSILON * CMP_EPSILON)
#define Math_PI 3.14159265358979323846
#define Math_PI 3.1415926535897932384626433833
#define Math_TAU 6.2831853071795864769252867666
#define _PLANE_EQ_DOT_EPSILON 0.999
#define _PLANE_EQ_D_EPSILON 0.0001
#ifdef __GNUC__
#define likely(x) __builtin_expect(!!(x), 1)
#define unlikely(x) __builtin_expect(!!(x), 0)
#else
#define likely(x) x
#define unlikely(x) x
#endif
// Don't use this directly; instead, use any of the CRASH_* macros
#ifdef _MSC_VER
#define GENERATE_TRAP \
__debugbreak(); \
/* Avoid warning about control paths */ \
for (;;) { \
}
#else
#define GENERATE_TRAP __builtin_trap();
#endif
// ERR/WARN macros
#ifndef WARN_PRINT
#define WARN_PRINT(msg) \
fprintf(stdout, "ERROR: %s\n", msg); \
fflush(stdout)
#define WARN_PRINT(msg) godot::Godot::print_warning(msg, __func__, __FILE__, __LINE__)
#endif
#ifndef WARN_PRINTS
@@ -118,62 +138,160 @@ typedef float real_t;
#endif
#ifndef ERR_PRINT
#define ERR_PRINT(x) fprintf(stderr, "ERROR: %s\n", x)
#define ERR_PRINT(msg) godot::Godot::print_error(msg, __func__, __FILE__, __LINE__)
#endif
#ifndef ERR_PRINTS
#define ERR_PRINTS(msg) ERR_PRINT((msg).utf8().get_data())
#endif
#ifndef ERR_FAIL
#define ERR_FAIL() ERR_PRINT("Failed")
#ifndef FATAL_PRINT
#define FATAL_PRINT(msg) ERR_PRINT(godot::String("FATAL: ") + (msg))
#endif
#ifndef ERR_FAIL_V
#define ERR_FAIL_V(a) \
{ \
ERR_FAIL(); \
return a; \
}
#ifndef ERR_MSG_INDEX
#define ERR_MSG_INDEX(index, size) (godot::String("Index ") + #index + "=" + godot::String::num_int64(index) + " out of size (" + #size + "=" + godot::String::num_int64(size) + ")")
#endif
#ifndef ERR_FAIL_COND
#define ERR_FAIL_COND(a) \
do { \
if (a) { \
ERR_PRINT(#a); \
return; \
} \
} while (0)
#ifndef ERR_MSG_NULL
#define ERR_MSG_NULL(param) (godot::String("Parameter '") + #param + "' is null.")
#endif
#ifndef ERR_FAIL_COND_V
#define ERR_FAIL_COND_V(cond, ret) \
do { \
if (cond) { \
ERR_PRINT(#cond); \
return ret; \
} \
} while (0)
#ifndef ERR_MSG_COND
#define ERR_MSG_COND(cond) (godot::String("Condition '") + #cond + "' is true.")
#endif
#ifndef ERR_FAIL_INDEX
#define ERR_FAIL_INDEX(a, b) \
do { \
if (a < 0 || a >= b) { \
ERR_FAIL(); \
return; \
} \
#define ERR_FAIL_INDEX(index, size) \
do { \
if (unlikely((index) < 0 || (index) >= (size))) { \
ERR_PRINT(ERR_MSG_INDEX(index, size)); \
return; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_INDEX_V
#define ERR_FAIL_INDEX_V(a, b, c) \
do { \
if (a < 0 || a >= b) { \
ERR_FAIL(); \
return c; \
} \
#define ERR_FAIL_INDEX_V(index, size, ret) \
do { \
if (unlikely((index) < 0 || (index) >= (size))) { \
ERR_PRINT(ERR_MSG_INDEX(index, size)); \
return ret; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_UNSIGNED_INDEX_V
#define ERR_FAIL_UNSIGNED_INDEX_V(index, size, ret) \
do { \
if (unlikely((index) >= (size))) { \
ERR_PRINT(ERR_MSG_INDEX(index, size)); \
return ret; \
} \
} while (0)
#endif
#ifndef CRASH_BAD_INDEX
#define CRASH_BAD_INDEX(index, size) \
do { \
if (unlikely((index) < 0 || (index) >= (size))) { \
FATAL_PRINT(ERR_MSG_INDEX(index, size)); \
GENERATE_TRAP; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_NULL
#define ERR_FAIL_NULL(param) \
do { \
if (unlikely(!param)) { \
ERR_PRINT(ERR_MSG_NULL(param)); \
return; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_NULL_V
#define ERR_FAIL_NULL_V(param, ret) \
do { \
if (unlikely(!param)) { \
ERR_PRINT(ERR_MSG_NULL(param)); \
return ret; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_COND
#define ERR_FAIL_COND(cond) \
do { \
if (unlikely(cond)) { \
ERR_PRINT(ERR_MSG_COND(cond)); \
return; \
} \
} while (0)
#endif
#ifndef CRASH_COND
#define CRASH_COND(cond) \
do { \
if (unlikely(cond)) { \
FATAL_PRINT(ERR_MSG_COND(cond)); \
GENERATE_TRAP; \
} \
} while (0)
#endif
#ifndef ERR_FAIL_COND_V
#define ERR_FAIL_COND_V(cond, ret) \
do { \
if (unlikely(cond)) { \
ERR_PRINT(ERR_MSG_COND(cond)); \
return ret; \
} \
} while (0)
#endif
#ifndef ERR_CONTINUE
#define ERR_CONTINUE(cond) \
{ \
if (unlikely(cond)) { \
ERR_PRINT(ERR_MSG_COND(cond)); \
continue; \
} \
}
#endif
#ifndef ERR_BREAK
#define ERR_BREAK(cond) \
{ \
if (unlikely(cond)) { \
ERR_PRINT(ERR_MSG_COND(cond)); \
break; \
} \
}
#endif
#ifndef ERR_FAIL
#define ERR_FAIL() \
do { \
ERR_PRINT("Method/Function Failed."); \
return; \
} while (0)
#endif
#ifndef ERR_FAIL_V
#define ERR_FAIL_V(ret) \
do { \
ERR_PRINT("Method/Function Failed."); \
return ret; \
} while (0)
#endif
#ifndef CRASH_NOW
#define CRASH_NOW() \
do { \
FATAL_PRINT("Method/Function Failed."); \
GENERATE_TRAP; \
} while (0)
#endif

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Dictionary.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef DICTIONARY_H
#define DICTIONARY_H
@@ -12,6 +42,11 @@ namespace godot {
class Dictionary {
godot_dictionary _godot_dictionary;
friend Variant::operator Dictionary() const;
inline explicit Dictionary(const godot_dictionary &other) {
_godot_dictionary = other;
}
public:
Dictionary();
Dictionary(const Dictionary &other);

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Godot.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_HPP
#define GODOT_HPP
@@ -17,60 +47,115 @@
#include "GodotGlobal.hpp"
#include <GDNativeLibrary.hpp>
#include <NativeScript.hpp>
#include <type_traits>
namespace godot {
namespace detail {
template <class T>
T *as(const Object *obj) {
return (obj) ? (T *)godot::nativescript_api->godot_nativescript_get_userdata(obj->_owner) : nullptr;
}
// Godot classes are wrapped by heap-allocated instances mimicking them through the C API.
// They all inherit `_Wrapped`.
template <class T>
T *get_wrapper(godot_object *obj) {
return (T *)godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, obj);
}
#define GODOT_CLASS(Name, Base) \
\
public: \
inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
enum { ___CLASS_IS_SCRIPT = 1, \
}; \
inline static Name *_new() { \
godot::NativeScript *script = godot::NativeScript::_new(); \
script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib)); \
script->set_class_name(#Name); \
Name *instance = godot::as<Name>(script->new_()); \
return instance; \
} \
inline static size_t ___get_id() { return typeid(Name).hash_code(); }; \
inline static size_t ___get_base_id() { return typeid(Base).hash_code(); }; \
inline static const char *___get_base_type_name() { return Base::___get_class_name(); } \
inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *)godot::as<Name>(godot::Object::___get_from_variant(a)); } \
\
// Custom class instances are not obtainable by just casting the pointer to the base class they inherit,
// partly because in Godot, scripts are not instances of the classes themselves, they are only attached to them.
// Yet we want to "fake" it as if they were the same entity.
template <class T>
T *get_custom_class_instance(const Object *obj) {
return (obj) ? (T *)godot::nativescript_api->godot_nativescript_get_userdata(obj->_owner) : nullptr;
}
template <class T>
inline T *create_custom_class_instance() {
// Usually, script instances hold a reference to their NativeScript resource.
// that resource is obtained from a `.gdns` file, which in turn exists because
// of the resource system of Godot. We can't cleanly hardcode that here,
// so the easiest for now (though not really clean) is to create new resource instances,
// individually attached to the script instances.
// We cannot use wrappers because of https://github.com/godotengine/godot/issues/39181
// godot::NativeScript *script = godot::NativeScript::_new();
// script->set_library(get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib));
// script->set_class_name(T::___get_class_name());
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
// So we use the C API directly.
static godot_class_constructor script_constructor = godot::api->godot_get_class_constructor("NativeScript");
static godot_method_bind *mb_set_library = godot::api->godot_method_bind_get_method("NativeScript", "set_library");
static godot_method_bind *mb_set_class_name = godot::api->godot_method_bind_get_method("NativeScript", "set_class_name");
godot_object *script = script_constructor();
{
const void *args[] = { godot::gdnlib };
godot::api->godot_method_bind_ptrcall(mb_set_library, script, args, nullptr);
}
{
const String class_name = T::___get_class_name();
const void *args[] = { &class_name };
godot::api->godot_method_bind_ptrcall(mb_set_class_name, script, args, nullptr);
}
// Now to instanciate T, we initially did this, however in case of Reference it returns a variant with refcount
// already initialized, which woud cause inconsistent behavior compared to other classes (we still have to return a pointer).
//Variant instance_variant = script->new_();
//T *instance = godot::get_custom_class_instance<T>(instance_variant);
// So we should do this instead, however while convenient, it uses unnecessary wrapper objects.
// Object *base_obj = T::___new_godot_base();
// base_obj->set_script(script);
// return get_custom_class_instance<T>(base_obj);
// Again using the C API to do exactly what we have to do.
static godot_class_constructor base_constructor = godot::api->godot_get_class_constructor(T::___get_godot_class_name());
static godot_method_bind *mb_set_script = godot::api->godot_method_bind_get_method("Object", "set_script");
godot_object *base_obj = base_constructor();
{
const void *args[] = { script };
godot::api->godot_method_bind_ptrcall(mb_set_script, base_obj, args, nullptr);
}
return (T *)godot::nativescript_api->godot_nativescript_get_userdata(base_obj);
}
} // namespace detail
// Used in the definition of a custom class.
//
// Name: Name of your class, without namespace
// Base: Name of the direct base class, with namespace if necessary
//
// ___get_class_name: Name of the class
// ___get_godot_class_name: Name of the Godot base class this class inherits from (i.e not direct)
// _new: Creates a new instance of the class
// ___get_id: Gets the unique ID of the class. Godot and custom classes are both within that set.
// ___get_base_id: Gets the ID of the direct base class, as returned by ___get_id
// ___get_base_class_name: Name of the direct base class
// ___get_from_variant: Converts a Variant into an Object*. Will be non-null if the class matches.
#define GODOT_CLASS(Name, Base) \
\
public: \
inline static const char *___get_class_name() { return #Name; } \
enum { ___CLASS_IS_SCRIPT = 1 }; \
inline static const char *___get_godot_class_name() { \
return Base::___get_godot_class_name(); \
} \
inline static Name *_new() { \
return godot::detail::create_custom_class_instance<Name>(); \
} \
inline static size_t ___get_id() { return typeid(Name).hash_code(); } \
inline static size_t ___get_base_id() { return Base::___get_id(); } \
inline static const char *___get_base_class_name() { return Base::___get_class_name(); } \
inline static godot::Object *___get_from_variant(godot::Variant a) { \
return (godot::Object *)godot::detail::get_custom_class_instance<Name>( \
godot::Object::___get_from_variant(a)); \
} \
\
private:
#define GODOT_SUBCLASS(Name, Base) \
\
public: \
inline static const char *___get_type_name() { return static_cast<const char *>(#Name); } \
enum { ___CLASS_IS_SCRIPT = 1, \
}; \
inline static Name *_new() { \
godot::NativeScript *script = godot::NativeScript::_new(); \
script->set_library(godot::get_wrapper<godot::GDNativeLibrary>((godot_object *)godot::gdnlib)); \
script->set_class_name(#Name); \
Name *instance = godot::as<Name>(script->new_()); \
return instance; \
} \
inline static size_t ___get_id() { return typeid(Name).hash_code(); }; \
inline static size_t ___get_base_id() { return typeid(Base).hash_code(); }; \
inline static const char *___get_base_type_name() { return #Base; } \
inline static Object *___get_from_variant(godot::Variant a) { return (godot::Object *)godot::as<Name>(godot::Object::___get_from_variant(a)); } \
\
private:
// Legacy compatibility
#define GODOT_SUBCLASS(Name, Base) GODOT_CLASS(Name, Base)
template <class T>
struct _ArgCast {
@@ -96,7 +181,7 @@ struct _ArgCast<Variant> {
// instance and destroy funcs
template <class T>
void *_godot_class_instance_func(godot_object *p, void *method_data) {
void *_godot_class_instance_func(godot_object *p, void * /*method_data*/) {
T *d = new T();
d->_owner = p;
d->_type_tag = typeid(T).hash_code();
@@ -105,13 +190,15 @@ void *_godot_class_instance_func(godot_object *p, void *method_data) {
}
template <class T>
void _godot_class_destroy_func(godot_object *p, void *method_data, void *data) {
void _godot_class_destroy_func(godot_object * /*p*/, void * /*method_data*/, void *data) {
T *d = (T *)data;
delete d;
}
template <class T>
void register_class() {
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
godot_instance_create_func create = {};
create.create_func = _godot_class_instance_func<T>;
@@ -120,13 +207,19 @@ void register_class() {
_TagDB::register_type(T::___get_id(), T::___get_base_id());
godot::nativescript_api->godot_nativescript_register_class(godot::_RegisterState::nativescript_handle, T::___get_type_name(), T::___get_base_type_name(), create, destroy);
godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, T::___get_type_name(), (const void *)typeid(T).hash_code());
godot::nativescript_api->godot_nativescript_register_class(godot::_RegisterState::nativescript_handle,
T::___get_class_name(), T::___get_base_class_name(), create, destroy);
godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle,
T::___get_class_name(), (const void *)T::___get_id());
T::_register_methods();
}
template <class T>
void register_tool_class() {
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
godot_instance_create_func create = {};
create.create_func = _godot_class_instance_func<T>;
@@ -135,8 +228,12 @@ void register_tool_class() {
_TagDB::register_type(T::___get_id(), T::___get_base_id());
godot::nativescript_api->godot_nativescript_register_tool_class(godot::_RegisterState::nativescript_handle, T::___get_type_name(), T::___get_base_type_name(), create, destroy);
godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle, T::___get_type_name(), (const void *)typeid(T).hash_code());
godot::nativescript_api->godot_nativescript_register_tool_class(godot::_RegisterState::nativescript_handle,
T::___get_class_name(), T::___get_base_class_name(), create, destroy);
godot::nativescript_1_1_api->godot_nativescript_set_type_tag(godot::_RegisterState::nativescript_handle,
T::___get_class_name(), (const void *)T::___get_id());
T::_register_methods();
}
@@ -146,12 +243,17 @@ typedef godot_variant (*__godot_wrapper_method)(godot_object *, void *, void *,
template <class T, class R, class... args>
const char *___get_method_class_name(R (T::*p)(args... a)) {
return T::___get_type_name();
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
(void)p; // To avoid "unused parameter" warnings. `p` is required for template matching.
return T::___get_class_name();
}
// This second version is also required to match constant functions
template <class T, class R, class... args>
const char *___get_method_class_name(R (T::*p)(args... a) const) {
return T::___get_type_name();
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
(void)p; // To avoid "unused parameter" warnings. `p` is required for template matching.
return T::___get_class_name();
}
// Okay, time for some template magic.
@@ -189,13 +291,13 @@ struct _WrappedMethod<T, void, As...> {
void (T::*f)(As...);
template <int... I>
void apply(Variant *ret, T *obj, Variant **args, __Sequence<I...>) {
void apply(Variant * /*ret*/, T *obj, Variant **args, __Sequence<I...>) {
(obj->*f)(_ArgCast<As>::_arg_cast(*args[I])...);
}
};
template <class T, class R, class... As>
godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int num_args, godot_variant **args) {
godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int /*num_args*/, godot_variant **args) {
godot_variant v;
godot::api->godot_variant_new_nil(&v);
@@ -219,7 +321,7 @@ void *___make_wrapper_function(R (T::*f)(As...)) {
}
template <class T, class R, class... As>
__godot_wrapper_method ___get_wrapper_function(R (T::*f)(As...)) {
__godot_wrapper_method ___get_wrapper_function(R (T::* /*f*/)(As...)) {
return (__godot_wrapper_method)&__wrapped_method<T, R, As...>;
}
@@ -243,13 +345,22 @@ void register_method(const char *name, M method_ptr, godot_method_rpc_mode rpc_t
godot_method_attributes attr = {};
attr.rpc_type = rpc_type;
godot::nativescript_api->godot_nativescript_register_method(godot::_RegisterState::nativescript_handle, ___get_method_class_name(method_ptr), name, attr, method);
godot::nativescript_api->godot_nativescript_register_method(godot::_RegisterState::nativescript_handle,
___get_method_class_name(method_ptr), name, attr, method);
}
// User can specify a derived class D to register the method for, instead of it being inferred.
template <class D, class B, class R, class... As>
void register_method_explicit(const char *name, R (B::*method_ptr)(As...),
godot_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED) {
static_assert(std::is_base_of<B, D>::value, "Explicit class must derive from method class");
register_method(name, static_cast<R (D::*)(As...)>(method_ptr), rpc_type);
}
template <class T, class P>
struct _PropertySetFunc {
void (T::*f)(P);
static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value) {
static void _wrapped_setter(godot_object * /*object*/, void *method_data, void *user_data, godot_variant *value) {
_PropertySetFunc<T, P> *set_func = (_PropertySetFunc<T, P> *)method_data;
T *obj = (T *)user_data;
@@ -263,7 +374,7 @@ template <class T, class P>
struct _PropertyGetFunc {
P(T::*f)
();
static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data) {
static godot_variant _wrapped_getter(godot_object * /*object*/, void *method_data, void *user_data) {
_PropertyGetFunc<T, P> *get_func = (_PropertyGetFunc<T, P> *)method_data;
T *obj = (T *)user_data;
@@ -281,7 +392,7 @@ struct _PropertyGetFunc {
template <class T, class P>
struct _PropertyDefaultSetFunc {
P(T::*f);
static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value) {
static void _wrapped_setter(godot_object * /*object*/, void *method_data, void *user_data, godot_variant *value) {
_PropertyDefaultSetFunc<T, P> *set_func = (_PropertyDefaultSetFunc<T, P> *)method_data;
T *obj = (T *)user_data;
@@ -294,7 +405,7 @@ struct _PropertyDefaultSetFunc {
template <class T, class P>
struct _PropertyDefaultGetFunc {
P(T::*f);
static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data) {
static godot_variant _wrapped_getter(godot_object * /*object*/, void *method_data, void *user_data) {
_PropertyDefaultGetFunc<T, P> *get_func = (_PropertyDefaultGetFunc<T, P> *)method_data;
T *obj = (T *)user_data;
@@ -310,13 +421,18 @@ struct _PropertyDefaultGetFunc {
};
template <class T, class P>
void register_property(const char *name, P(T::*var), P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
void register_property(const char *name, P(T::*var), P default_value,
godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED,
godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT,
godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
Variant def_val = default_value;
usage = (godot_property_usage_flags)((int)usage | GODOT_PROPERTY_USAGE_SCRIPT_VARIABLE);
if (def_val.get_type() == Variant::OBJECT) {
Object *o = get_wrapper<Object>(def_val.operator godot_object *());
Object *o = detail::get_wrapper<Object>(def_val.operator godot_object *());
if (o && o->is_class("Resource")) {
hint = (godot_property_hint)((int)hint | GODOT_PROPERTY_HINT_RESOURCE_TYPE);
hint_string = o->get_class();
@@ -326,17 +442,24 @@ void register_property(const char *name, P(T::*var), P default_value, godot_meth
godot_string *_hint_string = (godot_string *)&hint_string;
godot_property_attributes attr = {};
attr.type = def_val.get_type();
attr.default_value = *(godot_variant *)&def_val;
if (def_val.get_type() == Variant::NIL) {
attr.type = Variant::OBJECT;
} else {
attr.type = def_val.get_type();
attr.default_value = *(godot_variant *)&def_val;
}
attr.hint = hint;
attr.rset_type = rpc_mode;
attr.usage = usage;
attr.hint_string = *_hint_string;
_PropertyDefaultSetFunc<T, P> *wrapped_set = (_PropertyDefaultSetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertyDefaultSetFunc<T, P>));
_PropertyDefaultSetFunc<T, P> *wrapped_set =
(_PropertyDefaultSetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertyDefaultSetFunc<T, P>));
wrapped_set->f = var;
_PropertyDefaultGetFunc<T, P> *wrapped_get = (_PropertyDefaultGetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertyDefaultGetFunc<T, P>));
_PropertyDefaultGetFunc<T, P> *wrapped_get =
(_PropertyDefaultGetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertyDefaultGetFunc<T, P>));
wrapped_get->f = var;
godot_property_set_func set_func = {};
@@ -349,19 +472,32 @@ void register_property(const char *name, P(T::*var), P default_value, godot_meth
get_func.free_func = godot::api->godot_free;
get_func.get_func = &_PropertyDefaultGetFunc<T, P>::_wrapped_getter;
godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, T::___get_type_name(), name, &attr, set_func, get_func);
godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle,
T::___get_class_name(), name, &attr, set_func, get_func);
}
template <class T, class P>
void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(), P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(), P default_value,
godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED,
godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT,
godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
Variant def_val = default_value;
godot_string *_hint_string = (godot_string *)&hint_string;
godot_property_attributes attr = {};
attr.type = def_val.get_type();
attr.default_value = *(godot_variant *)&def_val;
if (def_val.get_type() == Variant::NIL) {
attr.type = Variant::OBJECT;
} else {
attr.type = def_val.get_type();
attr.default_value = *(godot_variant *)&def_val;
}
attr.hint = hint;
attr.rset_type = rpc_mode;
attr.usage = usage;
attr.hint_string = *_hint_string;
_PropertySetFunc<T, P> *wrapped_set = (_PropertySetFunc<T, P> *)godot::api->godot_alloc(sizeof(_PropertySetFunc<T, P>));
wrapped_set->f = setter;
@@ -379,16 +515,22 @@ void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(),
get_func.free_func = godot::api->godot_free;
get_func.get_func = &_PropertyGetFunc<T, P>::_wrapped_getter;
godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle, T::___get_type_name(), name, &attr, set_func, get_func);
godot::nativescript_api->godot_nativescript_register_property(godot::_RegisterState::nativescript_handle,
T::___get_class_name(), name, &attr, set_func, get_func);
}
template <class T, class P>
void register_property(const char *name, void (T::*setter)(P), P (T::*getter)() const, P default_value, godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
void register_property(const char *name, void (T::*setter)(P), P (T::*getter)() const, P default_value,
godot_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED,
godot_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT,
godot_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
register_property(name, setter, (P(T::*)())getter, default_value, rpc_mode, usage, hint, hint_string);
}
template <class T>
void register_signal(String name, Dictionary args = Dictionary()) {
void register_signal(String name, Dictionary args) {
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
godot_signal signal = {};
signal.name = *(godot_string *)&name;
signal.num_args = args.size();
@@ -413,7 +555,8 @@ void register_signal(String name, Dictionary args = Dictionary()) {
signal.args[i].type = args.values()[i];
}
godot::nativescript_api->godot_nativescript_register_signal(godot::_RegisterState::nativescript_handle, T::___get_type_name(), &signal);
godot::nativescript_api->godot_nativescript_register_signal(godot::_RegisterState::nativescript_handle,
T::___get_class_name(), &signal);
for (int i = 0; i < signal.num_args; i++) {
godot::api->godot_string_destroy(&signal.args[i].name);
@@ -429,32 +572,48 @@ void register_signal(String name, Args... varargs) {
register_signal<T>(name, Dictionary::make(varargs...));
}
template <class T>
void register_signal(String name) {
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
godot_signal signal = {};
signal.name = *(godot_string *)&name;
godot::nativescript_api->godot_nativescript_register_signal(godot::_RegisterState::nativescript_handle,
T::___get_class_name(), &signal);
}
#ifndef GODOT_CPP_NO_OBJECT_CAST
template <class T>
T *Object::cast_to(const Object *obj) {
if (!obj)
return nullptr;
size_t have_tag = (size_t)godot::nativescript_1_1_api->godot_nativescript_get_type_tag(obj->_owner);
if (T::___CLASS_IS_SCRIPT) {
size_t have_tag = (size_t)godot::nativescript_1_1_api->godot_nativescript_get_type_tag(obj->_owner);
if (have_tag) {
if (!godot::_TagDB::is_type_known((size_t)have_tag)) {
have_tag = 0;
}
}
if (have_tag) {
if (!godot::_TagDB::is_type_known((size_t)have_tag)) {
have_tag = 0;
if (!have_tag) {
have_tag = obj->_type_tag;
}
if (godot::_TagDB::is_type_compatible(T::___get_id(), have_tag)) {
return detail::get_custom_class_instance<T>(obj);
}
} else {
if (godot::core_1_2_api->godot_object_cast_to(obj->_owner, (void *)T::___get_id())) {
return (T *)obj;
}
}
if (!have_tag) {
have_tag = obj->_type_tag;
}
if (godot::_TagDB::is_type_compatible(typeid(T).hash_code(), have_tag)) {
return (T::___CLASS_IS_SCRIPT) ? godot::as<T>(obj) : (T *)obj;
} else {
return nullptr;
}
return nullptr;
}
#endif
} // namespace godot
#endif // GODOT_H
#endif // GODOT_HPP

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* GodotGlobal.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_GLOBAL_HPP
#define GODOT_GLOBAL_HPP
@@ -8,13 +38,21 @@
namespace godot {
extern "C" const godot_gdnative_core_api_struct *api;
extern "C" const godot_gdnative_core_1_1_api_struct *core_1_1_api;
extern "C" const godot_gdnative_core_1_2_api_struct *core_1_2_api;
extern "C" const godot_gdnative_ext_nativescript_api_struct *nativescript_api;
extern "C" const godot_gdnative_ext_nativescript_1_1_api_struct *nativescript_1_1_api;
extern "C" const godot_gdnative_ext_pluginscript_api_struct *pluginscript_api;
extern "C" const godot_gdnative_ext_android_api_struct *android_api;
extern "C" const godot_gdnative_ext_arvr_api_struct *arvr_api;
extern "C" const godot_gdnative_ext_videodecoder_api_struct *videodecoder_api;
extern "C" const godot_gdnative_ext_net_api_struct *net_api;
extern "C" const godot_gdnative_ext_net_3_2_api_struct *net_3_2_api;
extern "C" const void *gdnlib;
class Godot {
public:
static void print(const String &message);
static void print_warning(const String &description, const String &function, const String &file, int line);

View File

@@ -1,9 +1,38 @@
/*************************************************************************/
/* GodotProfiling.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_PROFILING_HPP
#define GODOT_PROFILING_HPP
#include "OS.hpp"
namespace godot {
class FunctionProfiling {
@@ -23,7 +52,7 @@ public:
}
};
}
} // namespace godot
#ifdef DEBUG_ENABLED
#define GODOT_PROFILING_FUNCTION FunctionProfiling __function_profiling(__FUNCTION__, __LINE__);

302
include/core/Math.hpp Normal file
View File

@@ -0,0 +1,302 @@
/*************************************************************************/
/* Math.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_MATH_H
#define GODOT_MATH_H
#include "Defs.hpp"
#include <cmath>
namespace godot {
namespace Math {
// Functions reproduced as in Godot's source code `math_funcs.h`.
// Some are overloads to automatically support changing real_t into either double or float in the way Godot does.
inline double fmod(double p_x, double p_y) {
return ::fmod(p_x, p_y);
}
inline float fmod(float p_x, float p_y) {
return ::fmodf(p_x, p_y);
}
inline double floor(double p_x) {
return ::floor(p_x);
}
inline float floor(float p_x) {
return ::floorf(p_x);
}
inline double exp(double p_x) {
return ::exp(p_x);
}
inline float exp(float p_x) {
return ::expf(p_x);
}
inline double sin(double p_x) {
return ::sin(p_x);
}
inline float sin(float p_x) {
return ::sinf(p_x);
}
inline double cos(double p_x) {
return ::cos(p_x);
}
inline float cos(float p_x) {
return ::cosf(p_x);
}
inline double tan(double p_x) {
return ::tan(p_x);
}
inline float tan(float p_x) {
return ::tanf(p_x);
}
inline double asin(double p_x) {
return ::asin(p_x);
}
inline float asin(float p_x) {
return ::asinf(p_x);
}
inline double acos(double p_x) {
return ::acos(p_x);
}
inline float acos(float p_x) {
return ::acosf(p_x);
}
inline double atan(double p_x) {
return ::atan(p_x);
}
inline float atan(float p_x) {
return ::atanf(p_x);
}
inline double atan2(double p_y, double p_x) {
return ::atan2(p_y, p_x);
}
inline float atan2(float p_y, float p_x) {
return ::atan2f(p_y, p_x);
}
inline double sqrt(double p_x) {
return ::sqrt(p_x);
}
inline float sqrt(float p_x) {
return ::sqrtf(p_x);
}
inline float lerp(float minv, float maxv, float t) {
return minv + t * (maxv - minv);
}
inline double lerp(double minv, double maxv, double t) {
return minv + t * (maxv - minv);
}
inline double lerp_angle(double p_from, double p_to, double p_weight) {
double difference = fmod(p_to - p_from, Math_TAU);
double distance = fmod(2.0 * difference, Math_TAU) - difference;
return p_from + distance * p_weight;
}
inline float lerp_angle(float p_from, float p_to, float p_weight) {
float difference = fmod(p_to - p_from, (float)Math_TAU);
float distance = fmod(2.0f * difference, (float)Math_TAU) - difference;
return p_from + distance * p_weight;
}
template <typename T>
inline T clamp(T x, T minv, T maxv) {
if (x < minv) {
return minv;
}
if (x > maxv) {
return maxv;
}
return x;
}
template <typename T>
inline T min(T a, T b) {
return a < b ? a : b;
}
template <typename T>
inline T max(T a, T b) {
return a > b ? a : b;
}
template <typename T>
inline T sign(T x) {
return static_cast<T>(x < 0 ? -1 : 1);
}
inline double deg2rad(double p_y) {
return p_y * Math_PI / 180.0;
}
inline float deg2rad(float p_y) {
return p_y * static_cast<float>(Math_PI) / 180.f;
}
inline double rad2deg(double p_y) {
return p_y * 180.0 / Math_PI;
}
inline float rad2deg(float p_y) {
return p_y * 180.f / static_cast<float>(Math_PI);
}
inline double inverse_lerp(double p_from, double p_to, double p_value) {
return (p_value - p_from) / (p_to - p_from);
}
inline float inverse_lerp(float p_from, float p_to, float p_value) {
return (p_value - p_from) / (p_to - p_from);
}
inline double range_lerp(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) {
return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value));
}
inline float range_lerp(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) {
return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value));
}
inline bool is_equal_approx(real_t a, real_t b) {
// Check for exact equality first, required to handle "infinity" values.
if (a == b) {
return true;
}
// Then check for approximate equality.
real_t tolerance = CMP_EPSILON * std::abs(a);
if (tolerance < CMP_EPSILON) {
tolerance = CMP_EPSILON;
}
return std::abs(a - b) < tolerance;
}
inline bool is_equal_approx(real_t a, real_t b, real_t tolerance) {
// Check for exact equality first, required to handle "infinity" values.
if (a == b) {
return true;
}
// Then check for approximate equality.
return std::abs(a - b) < tolerance;
}
inline bool is_zero_approx(real_t s) {
return std::abs(s) < CMP_EPSILON;
}
inline double smoothstep(double p_from, double p_to, double p_weight) {
if (is_equal_approx(static_cast<real_t>(p_from), static_cast<real_t>(p_to))) {
return p_from;
}
double x = clamp((p_weight - p_from) / (p_to - p_from), 0.0, 1.0);
return x * x * (3.0 - 2.0 * x);
}
inline float smoothstep(float p_from, float p_to, float p_weight) {
if (is_equal_approx(p_from, p_to)) {
return p_from;
}
float x = clamp((p_weight - p_from) / (p_to - p_from), 0.0f, 1.0f);
return x * x * (3.0f - 2.0f * x);
}
inline double move_toward(double p_from, double p_to, double p_delta) {
return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta;
}
inline float move_toward(float p_from, float p_to, float p_delta) {
return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta;
}
inline double linear2db(double p_linear) {
return log(p_linear) * 8.6858896380650365530225783783321;
}
inline float linear2db(float p_linear) {
return log(p_linear) * 8.6858896380650365530225783783321f;
}
inline double db2linear(double p_db) {
return exp(p_db * 0.11512925464970228420089957273422);
}
inline float db2linear(float p_db) {
return exp(p_db * 0.11512925464970228420089957273422f);
}
inline double round(double p_val) {
return (p_val >= 0) ? floor(p_val + 0.5) : -floor(-p_val + 0.5);
}
inline float round(float p_val) {
return (p_val >= 0) ? floor(p_val + 0.5f) : -floor(-p_val + 0.5f);
}
inline int64_t wrapi(int64_t value, int64_t min, int64_t max) {
int64_t range = max - min;
return range == 0 ? min : min + ((((value - min) % range) + range) % range);
}
inline float wrapf(real_t value, real_t min, real_t max) {
const real_t range = max - min;
return is_zero_approx(range) ? min : value - (range * floor((value - min) / range));
}
inline float stepify(float p_value, float p_step) {
if (p_step != 0) {
p_value = floor(p_value / p_step + 0.5f) * p_step;
}
return p_value;
}
inline double stepify(double p_value, double p_step) {
if (p_step != 0) {
p_value = floor(p_value / p_step + 0.5) * p_step;
}
return p_value;
}
inline unsigned int next_power_of_2(unsigned int x) {
if (x == 0)
return 0;
--x;
x |= x >> 1;
x |= x >> 2;
x |= x >> 4;
x |= x >> 8;
x |= x >> 16;
return ++x;
}
} // namespace Math
} // namespace godot
#endif // GODOT_MATH_H

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* NodePath.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef NODEPATH_H
#define NODEPATH_H
@@ -10,6 +40,11 @@ namespace godot {
class NodePath {
godot_node_path _node_path;
friend class Variant;
inline explicit NodePath(godot_node_path node_path) {
_node_path = node_path;
}
public:
NodePath();
@@ -31,6 +66,10 @@ public:
bool is_empty() const;
NodePath get_as_property_path() const;
String get_concatenated_subnames() const;
operator String() const;
void operator=(const NodePath &other);

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Plane.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef PLANE_H
#define PLANE_H

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* PoolArrays.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef POOLARRAYS_H
#define POOLARRAYS_H
@@ -18,9 +48,14 @@ class Array;
class PoolByteArray {
godot_pool_byte_array _godot_array;
friend class String;
friend class Variant;
inline explicit PoolByteArray(godot_pool_byte_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolByteArray;
godot_pool_byte_array_read_access *_read_access;
@@ -116,6 +151,11 @@ public:
class PoolIntArray {
godot_pool_int_array _godot_array;
friend class Variant;
explicit inline PoolIntArray(godot_pool_int_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolIntArray;
@@ -213,6 +253,11 @@ public:
class PoolRealArray {
godot_pool_real_array _godot_array;
friend class Variant;
explicit inline PoolRealArray(godot_pool_real_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolRealArray;
@@ -310,6 +355,12 @@ public:
class PoolStringArray {
godot_pool_string_array _godot_array;
friend class String;
friend class Variant;
explicit inline PoolStringArray(godot_pool_string_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolStringArray;
@@ -407,6 +458,11 @@ public:
class PoolVector2Array {
godot_pool_vector2_array _godot_array;
friend class Variant;
explicit inline PoolVector2Array(godot_pool_vector2_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolVector2Array;
@@ -504,6 +560,11 @@ public:
class PoolVector3Array {
godot_pool_vector3_array _godot_array;
friend class Variant;
explicit inline PoolVector3Array(godot_pool_vector3_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolVector3Array;
@@ -601,6 +662,11 @@ public:
class PoolColorArray {
godot_pool_color_array _godot_array;
friend class Variant;
explicit inline PoolColorArray(godot_pool_color_array a) {
_godot_array = a;
}
public:
class Read {
friend class PoolColorArray;

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Quat.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef QUAT_H
#define QUAT_H
@@ -11,6 +41,8 @@ namespace godot {
class Quat {
public:
static const Quat IDENTITY;
real_t x, y, z, w;
real_t length_squared() const;
@@ -20,6 +52,8 @@ public:
Quat normalized() const;
bool is_normalized() const;
Quat inverse() const;
void set_euler_xyz(const Vector3 &p_euler);
@@ -40,6 +74,8 @@ public:
void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const;
void set_axis_angle(const Vector3 &axis, const float angle);
void operator*=(const Quat &q);
Quat operator*(const Quat &q) const;

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* RID.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RID_H
#define RID_H
@@ -15,7 +45,9 @@ public:
RID(Object *p);
int32_t get_rid() const;
godot_rid _get_godot_rid() const;
int32_t get_id() const;
inline bool is_valid() const {
// is_valid() is not available in the C API...

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Rect2.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RECT2_H
#define RECT2_H
@@ -17,7 +47,6 @@ typedef Vector2 Point2;
struct Transform2D;
struct Rect2 {
Point2 position;
Size2 size;
@@ -48,14 +77,12 @@ struct Rect2 {
bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_position = nullptr, Point2 *r_normal = nullptr) const;
inline bool encloses(const Rect2 &p_rect) const {
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
}
inline bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
Rect2 clip(const Rect2 &p_rect) const;
@@ -82,7 +109,6 @@ struct Rect2 {
inline bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
inline Rect2 grow(real_t p_by) const {
Rect2 g = *this;
g.position.x -= p_by;
g.position.y -= p_by;
@@ -92,7 +118,6 @@ struct Rect2 {
}
inline Rect2 expand(const Vector2 &p_vector) const {
Rect2 r = *this;
r.expand_to(p_vector);
return r;

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Ref.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef REF_H
#define REF_H
@@ -11,11 +41,14 @@ namespace godot {
// Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d.
template <class T>
class Ref {
// TODO For this nice check to work, each class must actually #include Reference classes mentionned in its methods,
// which might be annoying for coders who prefer to forward-declare to reduce compile times
// static_assert(std::is_base_of<Reference, T>::value,
// "Ref<T> can only be used with classes deriving from Reference");
T *reference = nullptr;
void ref(const Ref &p_from) {
if (p_from.reference == reference)
return;
@@ -27,8 +60,7 @@ class Ref {
}
void ref_pointer(T *p_ref) {
ERR_FAIL_COND(!p_ref);
ERR_FAIL_COND(p_ref == nullptr);
if (p_ref->init_ref())
reference = p_ref;
@@ -36,44 +68,35 @@ class Ref {
public:
inline bool operator<(const Ref<T> &p_r) const {
return reference < p_r.reference;
}
inline bool operator==(const Ref<T> &p_r) const {
return reference == p_r.reference;
}
inline bool operator!=(const Ref<T> &p_r) const {
return reference != p_r.reference;
}
inline T *operator->() {
return reference;
}
inline T *operator*() {
return reference;
}
inline const T *operator->() const {
return reference;
}
inline const T *ptr() const {
return reference;
}
inline T *ptr() {
return reference;
}
inline const T *operator*() const {
return reference;
}
@@ -84,68 +107,54 @@ public:
}
void operator=(const Ref &p_from) {
ref(p_from);
}
template <class T_Other>
void operator=(const Ref<T_Other> &p_from) {
// TODO We need a safe cast
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (!refb) {
if (refb == nullptr) {
unref();
return;
}
Ref r;
//r.reference = Object::cast_to<T>(refb);
r.reference = (T *)refb;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = nullptr;
}
void operator=(const Variant &p_variant) {
// TODO We need a safe cast
Reference *refb = (Reference *)T::___get_from_variant(p_variant);
if (!refb) {
Object *refb = T::___get_from_variant(p_variant);
if (refb == nullptr) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (T *)refb;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = nullptr;
}
Ref(const Ref &p_from) {
reference = nullptr;
ref(p_from);
}
template <class T_Other>
Ref(const Ref<T_Other> &p_from) {
reference = nullptr;
// TODO We need a safe cast
Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
if (!refb) {
if (refb == nullptr) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (T *)refb;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = nullptr;
}
Ref(T *p_reference) {
if (p_reference)
ref_pointer(p_reference);
else
@@ -153,18 +162,14 @@ public:
}
Ref(const Variant &p_variant) {
reference = nullptr;
// TODO We need a safe cast
Reference *refb = (Reference *)T::___get_from_variant(p_variant);
if (!refb) {
Object *refb = T::___get_from_variant(p_variant);
if (refb == nullptr) {
unref();
return;
}
Ref r;
// TODO We need a safe cast
//r.reference = Object::cast_to<T>(refb);
r.reference = (T *)refb;
r.reference = Object::cast_to<T>(refb);
ref(r);
r.reference = nullptr;
}
@@ -178,7 +183,6 @@ public:
// mutexes will avoid more crashes?
if (reference && reference->unreference()) {
//memdelete(reference);
reference->free();
}
@@ -191,12 +195,10 @@ public:
}
Ref() {
reference = nullptr;
}
~Ref() {
unref();
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* String.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef STRING_H
#define STRING_H
@@ -14,7 +44,6 @@ class PoolStringArray;
class String;
class CharString {
friend class String;
godot_char_string _char_string;
@@ -29,12 +58,19 @@ public:
class String {
godot_string _godot_string;
friend class Dictionary;
friend class NodePath;
friend class Variant;
explicit inline String(godot_string contents) :
_godot_string(contents) {}
public:
String();
String(const char *contents);
String(const wchar_t *contents);
String(const wchar_t c);
String(const String &other);
String(String &&other);
~String();
@@ -50,6 +86,7 @@ public:
wchar_t operator[](const int idx) const;
void operator=(const String &s);
void operator=(String &&s);
bool operator==(const String &s) const;
bool operator!=(const String &s) const;
String operator+(const String &s) const;
@@ -68,14 +105,14 @@ public:
CharString utf8() const;
CharString ascii(bool p_extended = false) const;
bool begins_with(String &s) const;
bool begins_with(const String &s) const;
bool begins_with_char_array(const char *p_char_array) const;
PoolStringArray bigrams() const;
String c_escape() const;
String c_unescape() const;
String capitalize() const;
bool empty() const;
bool ends_with(String &text) const;
bool ends_with(const String &text) const;
void erase(int position, int chars);
int find(String what, int from = 0) const;
int find_last(String what) const;
@@ -132,6 +169,11 @@ public:
signed char casecmp_to(String p_str) const;
signed char nocasecmp_to(String p_str) const;
signed char naturalnocasecmp_to(String p_str) const;
String dedent() const;
PoolStringArray rsplit(const String &divisor, const bool allow_empty = true, const int maxsplit = 0) const;
String rstrip(const String &chars) const;
String trim_prefix(const String &prefix) const;
String trim_suffix(const String &suffix) const;
};
String operator+(const char *a, const String &b);

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* TagDB.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TAGDB_HPP
#define TAGDB_HPP

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Transform.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TRANSFORM_H
#define TRANSFORM_H
@@ -10,6 +40,11 @@ namespace godot {
class Transform {
public:
static const Transform IDENTITY;
static const Transform FLIP_X;
static const Transform FLIP_Y;
static const Transform FLIP_Z;
Basis basis;
Vector3 origin;
@@ -58,6 +93,13 @@ public:
void operator*=(const Transform &p_transform);
Transform operator*(const Transform &p_transform) const;
inline Vector3 operator*(const Vector3 &p_vector) const {
return Vector3(
basis.elements[0].dot(p_vector) + origin.x,
basis.elements[1].dot(p_vector) + origin.y,
basis.elements[2].dot(p_vector) + origin.z);
}
Transform interpolate_with(const Transform &p_transform, real_t p_c) const;
Transform inverse_xform(const Transform &t) const;

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Transform2D.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TRANSFORM2D_H
#define TRANSFORM2D_H
@@ -10,6 +40,10 @@ typedef Vector2 Size2;
struct Rect2;
struct Transform2D {
static const Transform2D IDENTITY;
static const Transform2D FLIP_X;
static const Transform2D FLIP_Y;
// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
// M = (elements[0][0] elements[1][0])
// (elements[0][1] elements[1][1])

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Variant.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VARIANT_H
#define VARIANT_H
@@ -20,8 +50,6 @@
#include "Vector2.hpp"
#include "Vector3.hpp"
#include <iostream>
namespace godot {
class Dictionary;
@@ -31,6 +59,11 @@ class Array;
class Variant {
godot_variant _godot_variant;
friend class Array;
inline explicit Variant(godot_variant v) {
_godot_variant = v;
}
public:
enum Type {
@@ -227,6 +260,9 @@ public:
operator RID() const;
operator godot_object *() const;
template <typename T>
operator T *() const { return static_cast<T *>(T::___get_from_variant(*this)); }
operator Dictionary() const;
operator Array() const;

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Vector2.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VECTOR2_H
#define VECTOR2_H
@@ -5,11 +35,28 @@
#include "Defs.hpp"
#include <Math.hpp>
namespace godot {
class String;
struct Vector2 {
enum Axis {
AXIS_X = 0,
AXIS_Y,
AXIS_COUNT
};
static const Vector2 ZERO;
static const Vector2 ONE;
static const Vector2 INF;
// Coordinate system of the 2D engine
static const Vector2 LEFT;
static const Vector2 RIGHT;
static const Vector2 UP;
static const Vector2 DOWN;
union {
real_t x;
@@ -20,36 +67,75 @@ struct Vector2 {
real_t height;
};
inline Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
inline Vector2() {
x = 0;
y = 0;
}
inline real_t &operator[](int p_idx) {
return p_idx ? y : x;
}
inline const real_t &operator[](int p_idx) const {
return p_idx ? y : x;
}
Vector2 operator+(const Vector2 &p_v) const;
inline Vector2 operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
void operator+=(const Vector2 &p_v);
inline void operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
Vector2 operator-(const Vector2 &p_v) const;
inline Vector2 operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
void operator-=(const Vector2 &p_v);
inline void operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Vector2 operator*(const Vector2 &p_v1) const;
inline Vector2 operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
Vector2 operator*(const real_t &rvalue) const;
inline Vector2 operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
void operator*=(const real_t &rvalue);
inline void operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
inline void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
inline void operator*=(const Vector2 &rvalue) {
*this = *this * rvalue;
}
Vector2 operator/(const Vector2 &p_v1) const;
inline Vector2 operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
Vector2 operator/(const real_t &rvalue) const;
inline Vector2 operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
void operator/=(const real_t &rvalue);
inline void operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
Vector2 operator-() const;
inline Vector2 operator-() const {
return Vector2(-x, -y);
}
bool operator==(const Vector2 &p_vec2) const;
@@ -58,23 +144,62 @@ struct Vector2 {
inline bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
inline bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); }
void normalize();
inline void normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = sqrt(l);
x /= l;
y /= l;
}
}
Vector2 normalized() const;
inline Vector2 normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
real_t length() const;
real_t length_squared() const;
inline real_t length() const {
return sqrt(x * x + y * y);
}
real_t distance_to(const Vector2 &p_vector2) const;
real_t distance_squared_to(const Vector2 &p_vector2) const;
inline real_t length_squared() const {
return x * x + y * y;
}
real_t angle_to(const Vector2 &p_vector2) const;
real_t angle_to_point(const Vector2 &p_vector2) const;
inline real_t distance_to(const Vector2 &p_vector2) const {
return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
real_t dot(const Vector2 &p_other) const;
inline real_t distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
real_t cross(const Vector2 &p_other) const;
Vector2 cross(real_t p_other) const;
inline real_t angle_to(const Vector2 &p_vector2) const {
return atan2(cross(p_vector2), dot(p_vector2));
}
inline real_t angle_to_point(const Vector2 &p_vector2) const {
return atan2(y - p_vector2.y, x - p_vector2.x);
}
inline Vector2 direction_to(const Vector2 &p_b) const {
Vector2 ret(p_b.x - x, p_b.y - y);
ret.normalize();
return ret;
}
inline real_t dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
inline real_t cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
inline Vector2 cross(real_t p_other) const {
return Vector2(p_other * y, -p_other * x);
}
Vector2 project(const Vector2 &p_vec) const;
@@ -82,45 +207,100 @@ struct Vector2 {
Vector2 clamped(real_t p_len) const;
static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t);
static inline Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
Vector2 res = p_a;
res.x += (p_t * (p_b.x - p_a.x));
res.y += (p_t * (p_b.y - p_a.y));
return res;
}
inline Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const {
Vector2 res = *this;
res.x += (p_t * (p_b.x - x));
res.y += (p_t * (p_b.y - y));
return res;
}
Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
Vector2 slide(const Vector2 &p_vec) const;
Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const {
Vector2 v = *this;
Vector2 vd = p_to - v;
real_t len = vd.length();
return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
}
Vector2 reflect(const Vector2 &p_vec) const;
inline Vector2 slide(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
real_t angle() const;
inline Vector2 bounce(const Vector2 &p_normal) const {
return -reflect(p_normal);
}
void set_rotation(real_t p_radians);
inline Vector2 reflect(const Vector2 &p_normal) const {
return -(*this - p_normal * this->dot(p_normal) * 2.0);
}
Vector2 abs() const;
Vector2 rotated(real_t p_by) const;
inline real_t angle() const {
return atan2(y, x);
}
Vector2 tangent() const;
inline void set_rotation(real_t p_radians) {
x = cosf(p_radians);
y = sinf(p_radians);
}
Vector2 floor() const;
inline Vector2 abs() const {
return Vector2(fabs(x), fabs(y));
}
inline Vector2 rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
return v;
}
inline Vector2 tangent() const {
return Vector2(y, -x);
}
inline Vector2 floor() const {
return Vector2(Math::floor(x), Math::floor(y));
}
inline Vector2 snapped(const Vector2 &p_by) const {
return Vector2(
Math::stepify(x, p_by.x),
Math::stepify(y, p_by.y));
}
Vector2 snapped(const Vector2 &p_by) const;
inline real_t aspect() const { return width / height; }
operator String() const;
inline Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
inline Vector2() {
x = 0;
y = 0;
}
};
inline Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
namespace Math {
// Convenience, since they exist in GDScript
inline Vector2 cartesian2polar(Vector2 v) {
return Vector2(Math::sqrt(v.x * v.x + v.y * v.y), Math::atan2(v.y, v.x));
}
inline Vector2 polar2cartesian(Vector2 v) {
// x == radius
// y == angle
return Vector2(v.x * Math::cos(v.y), v.x * Math::sin(v.y));
}
} // namespace Math
} // namespace godot
#endif // VECTOR2_H

View File

@@ -1,22 +1,68 @@
/*************************************************************************/
/* Vector3.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VECTOR3_H
#define VECTOR3_H
#include <gdnative/vector3.h>
#include "Defs.hpp"
#include "String.hpp"
#include <Math.hpp>
namespace godot {
class Basis;
struct Vector3 {
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
AXIS_COUNT
};
static const Vector3 ZERO;
static const Vector3 ONE;
static const Vector3 INF;
// Coordinate system of the 3D engine
static const Vector3 LEFT;
static const Vector3 RIGHT;
static const Vector3 UP;
static const Vector3 DOWN;
static const Vector3 FORWARD;
static const Vector3 BACK;
union {
struct {
real_t x;
@@ -24,80 +70,214 @@ struct Vector3 {
real_t z;
};
real_t coord[3];
real_t coord[3]; // Not for direct access, use [] operator instead
};
Vector3(real_t x, real_t y, real_t z);
inline Vector3(real_t x, real_t y, real_t z) {
this->x = x;
this->y = y;
this->z = z;
}
Vector3();
inline Vector3() {
this->x = 0;
this->y = 0;
this->z = 0;
}
const real_t &operator[](int p_axis) const;
inline const real_t &operator[](int p_axis) const {
return coord[p_axis];
}
real_t &operator[](int p_axis);
inline real_t &operator[](int p_axis) {
return coord[p_axis];
}
Vector3 &operator+=(const Vector3 &p_v);
inline Vector3 &operator+=(const Vector3 &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3 operator+(const Vector3 &p_v) const;
inline Vector3 operator+(const Vector3 &p_v) const {
Vector3 v = *this;
v += p_v;
return v;
}
Vector3 &operator-=(const Vector3 &p_v);
inline Vector3 &operator-=(const Vector3 &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 operator-(const Vector3 &p_v) const;
inline Vector3 operator-(const Vector3 &p_v) const {
Vector3 v = *this;
v -= p_v;
return v;
}
Vector3 &operator*=(const Vector3 &p_v);
inline Vector3 &operator*=(const Vector3 &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 operator*(const Vector3 &p_v) const;
inline Vector3 operator*(const Vector3 &p_v) const {
Vector3 v = *this;
v *= p_v;
return v;
}
Vector3 &operator/=(const Vector3 &p_v);
inline Vector3 &operator/=(const Vector3 &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3 operator/(const Vector3 &p_v) const;
inline Vector3 operator/(const Vector3 &p_v) const {
Vector3 v = *this;
v /= p_v;
return v;
}
Vector3 &operator*=(real_t p_scalar);
inline Vector3 &operator*=(real_t p_scalar) {
*this *= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 operator*(real_t p_scalar) const;
inline Vector3 operator*(real_t p_scalar) const {
Vector3 v = *this;
v *= p_scalar;
return v;
}
Vector3 &operator/=(real_t p_scalar);
inline Vector3 &operator/=(real_t p_scalar) {
*this /= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 operator/(real_t p_scalar) const;
inline Vector3 operator/(real_t p_scalar) const {
Vector3 v = *this;
v /= p_scalar;
return v;
}
Vector3 operator-() const;
inline Vector3 operator-() const {
return Vector3(-x, -y, -z);
}
bool operator==(const Vector3 &p_v) const;
inline bool operator==(const Vector3 &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z);
}
bool operator!=(const Vector3 &p_v) const;
inline bool operator!=(const Vector3 &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z);
}
bool operator<(const Vector3 &p_v) const;
bool operator<=(const Vector3 &p_v) const;
Vector3 abs() const;
inline Vector3 abs() const {
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
}
Vector3 ceil() const;
inline Vector3 ceil() const {
return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
}
Vector3 cross(const Vector3 &b) const;
inline Vector3 cross(const Vector3 &b) const {
Vector3 ret(
(y * b.z) - (z * b.y),
(z * b.x) - (x * b.z),
(x * b.y) - (y * b.x));
Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const;
return ret;
}
inline Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const {
return Vector3(
x + (p_t * (p_b.x - x)),
y + (p_t * (p_b.y - y)),
z + (p_t * (p_b.z - z)));
}
inline Vector3 slerp(const Vector3 &p_b, real_t p_t) const {
real_t theta = angle_to(p_b);
return rotated(cross(p_b).normalized(), theta * p_t);
}
Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const;
Vector3 bounce(const Vector3 &p_normal) const;
Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const {
Vector3 v = *this;
Vector3 vd = p_to - v;
real_t len = vd.length();
return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
}
real_t length() const;
Vector3 bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
real_t length_squared() const;
inline real_t length() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
real_t distance_squared_to(const Vector3 &b) const;
return ::sqrt(x2 + y2 + z2);
}
real_t distance_to(const Vector3 &b) const;
inline real_t length_squared() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
real_t dot(const Vector3 &b) const;
return x2 + y2 + z2;
}
real_t angle_to(const Vector3 &b) const;
inline real_t distance_squared_to(const Vector3 &b) const {
return (b - *this).length_squared();
}
Vector3 floor() const;
inline real_t distance_to(const Vector3 &b) const {
return (b - *this).length();
}
Vector3 inverse() const;
inline real_t dot(const Vector3 &b) const {
return x * b.x + y * b.y + z * b.z;
}
bool is_normalized() const;
inline Vector3 project(const Vector3 &p_b) const {
return p_b * (dot(p_b) / p_b.length_squared());
}
inline real_t angle_to(const Vector3 &b) const {
return std::atan2(cross(b).length(), dot(b));
}
inline Vector3 direction_to(const Vector3 &p_b) const {
Vector3 ret(p_b.x - x, p_b.y - y, p_b.z - z);
ret.normalize();
return ret;
}
inline Vector3 floor() const {
return Vector3(::floor(x), ::floor(y), ::floor(z));
}
inline Vector3 inverse() const {
return Vector3(1.f / x, 1.f / y, 1.f / z);
}
inline bool is_normalized() const {
return std::abs(length_squared() - 1.f) < 0.00001f;
}
Basis outer(const Vector3 &b) const;
@@ -105,21 +285,46 @@ struct Vector3 {
int min_axis() const;
void normalize();
inline void normalize() {
real_t l = length();
if (l == 0) {
x = y = z = 0;
} else {
x /= l;
y /= l;
z /= l;
}
}
Vector3 normalized() const;
inline Vector3 normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
Vector3 reflect(const Vector3 &by) const;
inline Vector3 reflect(const Vector3 &p_normal) const {
return -(*this - p_normal * this->dot(p_normal) * 2.0);
}
Vector3 rotated(const Vector3 &axis, const real_t phi) const;
inline Vector3 rotated(const Vector3 &axis, const real_t phi) const {
Vector3 v = *this;
v.rotate(axis, phi);
return v;
}
void rotate(const Vector3 &p_axis, real_t p_phi);
Vector3 slide(const Vector3 &by) const;
inline Vector3 slide(const Vector3 &by) const {
return *this - by * this->dot(by);
}
void snap(real_t p_val);
Vector3 snapped(const float by);
inline Vector3 snapped(const float by) {
Vector3 v = *this;
v.snap(by);
return v;
}
operator String() const;
};
@@ -129,7 +334,6 @@ inline Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) {
}
inline Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
return p_a.cross(p_b);
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Wrapped.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef WRAPPED_HPP
#define WRAPPED_HPP
@@ -5,6 +35,7 @@
namespace godot {
// This is an internal base class used by the bindings. You should not need to access its members.
class _Wrapped {
public:
godot_object *_owner;

4
misc/ci/sources.list Normal file
View File

@@ -0,0 +1,4 @@
deb http://archive.ubuntu.com/ubuntu/ focal main restricted universe multiverse
deb http://archive.ubuntu.com/ubuntu/ focal-updates main restricted universe multiverse
deb http://archive.ubuntu.com/ubuntu/ focal-security main restricted universe multiverse
deb http://archive.ubuntu.com/ubuntu/ focal-backports main restricted universe multiverse

View File

@@ -0,0 +1,43 @@
#!/usr/bin/env bash
# This script runs clang-format on all relevant files in the repo.
# This is the primary script responsible for fixing style violations.
set -uo pipefail
IFS=$'\n\t'
CLANG_FORMAT_FILE_EXTS=(".c" ".h" ".cpp" ".hpp" ".cc" ".hh" ".cxx" ".m" ".mm" ".inc" ".java" ".glsl")
# Loops through all text files tracked by Git.
git grep -zIl '' |
while IFS= read -rd '' f; do
# Exclude some files.
if [[ "$f" == "thirdparty"* ]]; then
continue
fi
for extension in ${CLANG_FORMAT_FILE_EXTS[@]}; do
if [[ "$f" == *"$extension" ]]; then
# Run clang-format.
clang-format -i "$f"
continue 2
fi
done
done
git diff > patch.patch
# If no patch has been generated all is OK, clean up, and exit.
if [ ! -s patch.patch ] ; then
printf "Files in this commit comply with the clang-format style rules.\n"
rm -f patch.patch
exit 0
fi
# A patch has been created, notify the user, clean up, and exit.
printf "\n*** The following differences were found between the code "
printf "and the formatting rules:\n\n"
cat patch.patch
printf "\n*** Aborting, please fix your commit(s) with 'git commit --amend' or 'git rebase -i <hash>'\n"
rm -f patch.patch
exit 1

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* AABB.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "AABB.hpp"
#include "Plane.hpp"
#include "Vector3.hpp"
@@ -7,7 +37,6 @@
namespace godot {
bool AABB::intersects(const AABB &p_aabb) const {
if (position.x >= (p_aabb.position.x + p_aabb.size.x))
return false;
if ((position.x + size.x) <= p_aabb.position.x)
@@ -25,7 +54,6 @@ bool AABB::intersects(const AABB &p_aabb) const {
}
bool AABB::intersects_inclusive(const AABB &p_aabb) const {
if (position.x > (p_aabb.position.x + p_aabb.size.x))
return false;
if ((position.x + size.x) < p_aabb.position.x)
@@ -43,7 +71,6 @@ bool AABB::intersects_inclusive(const AABB &p_aabb) const {
}
bool AABB::encloses(const AABB &p_aabb) const {
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
@@ -59,7 +86,6 @@ bool AABB::encloses(const AABB &p_aabb) const {
}
Vector3 AABB::get_support(const Vector3 &p_normal) const {
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
@@ -71,23 +97,29 @@ Vector3 AABB::get_support(const Vector3 &p_normal) const {
}
Vector3 AABB::get_endpoint(int p_point) const {
switch (p_point) {
case 0: return Vector3(position.x, position.y, position.z);
case 1: return Vector3(position.x, position.y, position.z + size.z);
case 2: return Vector3(position.x, position.y + size.y, position.z);
case 3: return Vector3(position.x, position.y + size.y, position.z + size.z);
case 4: return Vector3(position.x + size.x, position.y, position.z);
case 5: return Vector3(position.x + size.x, position.y, position.z + size.z);
case 6: return Vector3(position.x + size.x, position.y + size.y, position.z);
case 7: return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
case 0:
return Vector3(position.x, position.y, position.z);
case 1:
return Vector3(position.x, position.y, position.z + size.z);
case 2:
return Vector3(position.x, position.y + size.y, position.z);
case 3:
return Vector3(position.x, position.y + size.y, position.z + size.z);
case 4:
return Vector3(position.x + size.x, position.y, position.z);
case 5:
return Vector3(position.x + size.x, position.y, position.z + size.z);
case 6:
return Vector3(position.x + size.x, position.y + size.y, position.z);
case 7:
return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
};
ERR_FAIL_V(Vector3());
}
bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const {
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
@@ -106,7 +138,6 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
}
bool AABB::has_point(const Vector3 &p_point) const {
if (p_point.x < position.x)
return false;
if (p_point.y < position.y)
@@ -124,7 +155,6 @@ bool AABB::has_point(const Vector3 &p_point) const {
}
void AABB::expand_to(const Vector3 &p_vector) {
Vector3 begin = position;
Vector3 end = position + size;
@@ -147,7 +177,6 @@ void AABB::expand_to(const Vector3 &p_vector) {
}
void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
@@ -158,7 +187,6 @@ void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r
}
real_t AABB::get_longest_axis_size() const {
real_t max_size = size.x;
if (size.y > max_size) {
@@ -173,7 +201,6 @@ real_t AABB::get_longest_axis_size() const {
}
real_t AABB::get_shortest_axis_size() const {
real_t max_size = size.x;
if (size.y < max_size) {
@@ -188,7 +215,6 @@ real_t AABB::get_shortest_axis_size() const {
}
bool AABB::smits_intersect_ray(const Vector3 &from, const Vector3 &dir, real_t t0, real_t t1) const {
real_t divx = 1.0 / dir.x;
real_t divy = 1.0 / dir.y;
real_t divz = 1.0 / dir.z;
@@ -232,7 +258,6 @@ bool AABB::smits_intersect_ray(const Vector3 &from, const Vector3 &dir, real_t t
}
void AABB::grow_by(real_t p_amount) {
position.x -= p_amount;
position.y -= p_amount;
position.z -= p_amount;
@@ -242,21 +267,17 @@ void AABB::grow_by(real_t p_amount) {
}
real_t AABB::get_area() const {
return size.x * size.y * size.z;
}
bool AABB::operator==(const AABB &p_rval) const {
return ((position == p_rval.position) && (size == p_rval.size));
}
bool AABB::operator!=(const AABB &p_rval) const {
return ((position != p_rval.position) || (size != p_rval.size));
}
void AABB::merge_with(const AABB &p_aabb) {
Vector3 beg_1, beg_2;
Vector3 end_1, end_2;
Vector3 min, max;
@@ -279,7 +300,6 @@ void AABB::merge_with(const AABB &p_aabb) {
}
AABB AABB::intersection(const AABB &p_aabb) const {
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
@@ -290,7 +310,6 @@ AABB AABB::intersection(const AABB &p_aabb) const {
if (src_min.x > dst_max.x || src_max.x < dst_min.x)
return AABB();
else {
min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
}
@@ -298,7 +317,6 @@ AABB AABB::intersection(const AABB &p_aabb) const {
if (src_min.y > dst_max.y || src_max.y < dst_min.y)
return AABB();
else {
min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
}
@@ -306,7 +324,6 @@ AABB AABB::intersection(const AABB &p_aabb) const {
if (src_min.z > dst_max.z || src_max.z < dst_min.z)
return AABB();
else {
min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
}
@@ -315,7 +332,6 @@ AABB AABB::intersection(const AABB &p_aabb) const {
}
bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
Vector3 c1, c2;
Vector3 end = position + size;
real_t near = -1e20;
@@ -358,7 +374,6 @@ bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *
}
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
@@ -372,7 +387,6 @@ bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length = seg_to - seg_from;
@@ -381,7 +395,6 @@ bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length = seg_to - seg_from;
@@ -416,7 +429,6 @@ bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector
}
bool AABB::intersects_plane(const Plane &p_plane) const {
Vector3 points[8] = {
Vector3(position.x, position.y, position.z),
Vector3(position.x, position.y, position.z + size.z),
@@ -432,7 +444,6 @@ bool AABB::intersects_plane(const Plane &p_plane) const {
bool under = false;
for (int i = 0; i < 8; i++) {
if (p_plane.distance_to(points[i]) > 0)
over = true;
else
@@ -443,7 +454,6 @@ bool AABB::intersects_plane(const Plane &p_plane) const {
}
Vector3 AABB::get_longest_axis() const {
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
@@ -460,7 +470,6 @@ Vector3 AABB::get_longest_axis() const {
return axis;
}
int AABB::get_longest_axis_index() const {
int axis = 0;
real_t max_size = size.x;
@@ -478,7 +487,6 @@ int AABB::get_longest_axis_index() const {
}
Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
@@ -495,7 +503,6 @@ Vector3 AABB::get_shortest_axis() const {
return axis;
}
int AABB::get_shortest_axis_index() const {
int axis = 0;
real_t max_size = size.x;
@@ -513,7 +520,6 @@ int AABB::get_shortest_axis_index() const {
}
AABB AABB::merge(const AABB &p_with) const {
AABB aabb = *this;
aabb.merge_with(p_with);
return aabb;
@@ -524,24 +530,19 @@ AABB AABB::expand(const Vector3 &p_vector) const {
return aabb;
}
AABB AABB::grow(real_t p_by) const {
AABB aabb = *this;
aabb.grow_by(p_by);
return aabb;
}
void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
ERR_FAIL_INDEX(p_edge, 12);
switch (p_edge) {
case 0: {
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z);
} break;
case 1: {
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z);
} break;
@@ -551,18 +552,15 @@ void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
} break;
case 3: {
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z + size.z);
} break;
case 4: {
r_from = Vector3(position.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 5: {
r_from = Vector3(position.x + size.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
@@ -572,31 +570,26 @@ void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
} break;
case 7: {
r_from = Vector3(position.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 8: {
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 9: {
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 10: {
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 11: {
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
@@ -605,7 +598,6 @@ void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
}
AABB::operator String() const {
return String() + position + " - " + size;
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Array.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Array.hpp"
#include "GodotGlobal.hpp"
#include "Variant.hpp"
@@ -52,14 +82,16 @@ Array::Array(const PoolColorArray &a) {
Variant &Array::operator[](const int idx) {
godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
return *(Variant *)v;
// We assume it's ok to reinterpret because the value is a pointer whose data is already owned by the array,
// so can return a reference without constructing a Variant
return *reinterpret_cast<Variant *>(v);
}
Variant Array::operator[](const int idx) const {
const Variant &Array::operator[](const int idx) const {
// Yes, I'm casting away the const... you can hate me now.
// since the result is
godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
return *(Variant *)v;
return *reinterpret_cast<const Variant *>(v);
}
void Array::append(const Variant &v) {
@@ -84,19 +116,19 @@ void Array::erase(const Variant &v) {
Variant Array::front() const {
godot_variant v = godot::api->godot_array_front(&_godot_array);
return *(Variant *)&v;
return Variant(v);
}
Variant Array::back() const {
godot_variant v = godot::api->godot_array_back(&_godot_array);
return *(Variant *)&v;
return Variant(v);
}
int Array::find(const Variant &what, const int from) {
int Array::find(const Variant &what, const int from) const {
return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
}
int Array::find_last(const Variant &what) {
int Array::find_last(const Variant &what) const {
return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
}
@@ -118,12 +150,12 @@ void Array::invert() {
Variant Array::pop_back() {
godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
return *(Variant *)&v;
return Variant(v);
}
Variant Array::pop_front() {
godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
return *(Variant *)&v;
return Variant(v);
}
void Array::push_back(const Variant &v) {
@@ -146,7 +178,7 @@ void Array::resize(const int size) {
godot::api->godot_array_resize(&_godot_array, size);
}
int Array::rfind(const Variant &what, const int from) {
int Array::rfind(const Variant &what, const int from) const {
return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
}
@@ -158,6 +190,35 @@ void Array::sort_custom(Object *obj, const String &func) {
godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func);
}
int Array::bsearch(const Variant &value, const bool before) {
return godot::api->godot_array_bsearch(&_godot_array, (godot_variant *)&value, before);
}
int Array::bsearch_custom(const Variant &value, const Object *obj,
const String &func, const bool before) {
return godot::api->godot_array_bsearch_custom(&_godot_array, (godot_variant *)&value,
(godot_object *)obj, (godot_string *)&func, before);
}
Array Array::duplicate(const bool deep) const {
godot_array arr = godot::core_1_1_api->godot_array_duplicate(&_godot_array, deep);
return Array(arr);
}
Variant Array::max() const {
godot_variant v = godot::core_1_1_api->godot_array_max(&_godot_array);
return Variant(v);
}
Variant Array::min() const {
godot_variant v = godot::core_1_1_api->godot_array_min(&_godot_array);
return Variant(v);
}
void Array::shuffle() {
godot::core_1_1_api->godot_array_shuffle(&_godot_array);
}
Array::~Array() {
godot::api->godot_array_destroy(&_godot_array);
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Basis.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Basis.hpp"
#include "Defs.hpp"
#include "Quat.hpp"
@@ -7,6 +37,11 @@
namespace godot {
const Basis Basis::IDENTITY = Basis();
const Basis Basis::FLIP_X = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1);
const Basis Basis::FLIP_Y = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1);
const Basis Basis::FLIP_Z = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1);
Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
elements[0] = row0;
elements[1] = row1;
@@ -14,12 +49,10 @@ Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
}
Basis::Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
}
Basis::Basis() {
elements[0][0] = 1;
elements[0][1] = 0;
elements[0][2] = 0;
@@ -31,15 +64,6 @@ Basis::Basis() {
elements[2][2] = 1;
}
const Vector3 &Basis::operator[](int axis) const {
return elements[axis];
}
Vector3 &Basis::operator[](int axis) {
return elements[axis];
}
#define cofac(row1, col1, row2, col2) \
(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
@@ -62,7 +86,6 @@ void Basis::invert() {
#undef cofac
bool Basis::isequal_approx(const Basis &a, const Basis &b) const {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if ((::fabs(a.elements[i][j] - b.elements[i][j]) < CMP_EPSILON) == false)
@@ -158,6 +181,15 @@ Vector3 Basis::get_scale() const {
Vector3(elements[0][2], elements[1][2], elements[2][2]).length());
}
// TODO: implement this directly without using quaternions to make it more efficient
Basis Basis::slerp(Basis b, float t) const {
ERR_FAIL_COND_V(!is_rotation(), Basis());
ERR_FAIL_COND_V(!b.is_rotation(), Basis());
Quat from(*this);
Quat to(b);
return Basis(from.slerp(to, t));
}
// get_euler_xyz returns a vector containing the Euler angles in the format
// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last
// (following the convention they are commonly defined in the literature).
@@ -169,7 +201,6 @@ Vector3 Basis::get_scale() const {
// the angles in the decomposition R = X(a1).Y(a2).Z(a3) where Z(a) rotates
// around the z-axis by a and so on.
Vector3 Basis::get_euler_xyz() const {
// Euler angles in XYZ convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
@@ -213,7 +244,6 @@ Vector3 Basis::get_euler_xyz() const {
// and similar for other axes.
// The current implementation uses XYZ convention (Z is the first rotation).
void Basis::set_euler_xyz(const Vector3 &p_euler) {
real_t c, s;
c = ::cos(p_euler.x);
@@ -236,7 +266,6 @@ void Basis::set_euler_xyz(const Vector3 &p_euler) {
// as in first-Z, then-X, last-Y. The angles for X, Y, and Z rotations are returned
// as the x, y, and z components of a Vector3 respectively.
Vector3 Basis::get_euler_yxz() const {
// Euler angles in YXZ convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
@@ -282,7 +311,6 @@ Vector3 Basis::get_euler_yxz() const {
// and similar for other axes.
// The current implementation uses YXZ convention (Z is the first rotation).
void Basis::set_euler_yxz(const Vector3 &p_euler) {
real_t c, s;
c = ::cos(p_euler.x);
@@ -328,7 +356,6 @@ bool Basis::operator!=(const Basis &p_matrix) const {
}
Vector3 Basis::xform(const Vector3 &p_vector) const {
return Vector3(
elements[0].dot(p_vector),
elements[1].dot(p_vector),
@@ -336,7 +363,6 @@ Vector3 Basis::xform(const Vector3 &p_vector) const {
}
Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
return Vector3(
(elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
(elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
@@ -357,42 +383,36 @@ Basis Basis::operator*(const Basis &p_matrix) const {
}
void Basis::operator+=(const Basis &p_matrix) {
elements[0] += p_matrix.elements[0];
elements[1] += p_matrix.elements[1];
elements[2] += p_matrix.elements[2];
}
Basis Basis::operator+(const Basis &p_matrix) const {
Basis ret(*this);
ret += p_matrix;
return ret;
}
void Basis::operator-=(const Basis &p_matrix) {
elements[0] -= p_matrix.elements[0];
elements[1] -= p_matrix.elements[1];
elements[2] -= p_matrix.elements[2];
}
Basis Basis::operator-(const Basis &p_matrix) const {
Basis ret(*this);
ret -= p_matrix;
return ret;
}
void Basis::operator*=(real_t p_val) {
elements[0] *= p_val;
elements[1] *= p_val;
elements[2] *= p_val;
}
Basis Basis::operator*(real_t p_val) const {
Basis ret(*this);
ret *= p_val;
return ret;
@@ -401,9 +421,7 @@ Basis Basis::operator*(real_t p_val) const {
Basis::operator String() const {
String s;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (i != 0 || j != 0)
s += ", ";
@@ -416,7 +434,6 @@ Basis::operator String() const {
/* create / set */
void Basis::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
elements[0][0] = xx;
elements[0][1] = xy;
elements[0][2] = xz;
@@ -428,12 +445,10 @@ void Basis::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz
elements[2][2] = zz;
}
Vector3 Basis::get_column(int i) const {
return Vector3(elements[0][i], elements[1][i], elements[2][i]);
}
Vector3 Basis::get_row(int i) const {
return Vector3(elements[i][0], elements[i][1], elements[i][2]);
}
Vector3 Basis::get_main_diagonal() const {
@@ -588,7 +603,6 @@ int Basis::get_orthogonal_index() const {
Basis orth = *this;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
real_t v = orth[i][j];
if (v > 0.5)
v = 1.0;
@@ -602,7 +616,6 @@ int Basis::get_orthogonal_index() const {
}
for (int i = 0; i < 24; i++) {
if (_ortho_bases[i] == orth)
return i;
}
@@ -611,7 +624,6 @@ int Basis::get_orthogonal_index() const {
}
void Basis::set_orthogonal_index(int p_index) {
//there only exist 24 orthogonal bases in r3
ERR_FAIL_COND(p_index >= 24);
@@ -619,7 +631,6 @@ void Basis::set_orthogonal_index(int p_index) {
}
Basis::Basis(const Vector3 &p_euler) {
set_euler(p_euler);
}
@@ -630,7 +641,6 @@ Basis::Basis(const Vector3 &p_euler) {
namespace godot {
Basis::Basis(const Quat &p_quat) {
real_t d = p_quat.length_squared();
real_t s = 2.0 / d;
real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s;
@@ -680,8 +690,8 @@ Basis::operator Quat() const {
temp[2] = ((elements[1][0] - elements[0][1]) * s);
} else {
int i = elements[0][0] < elements[1][1] ?
(elements[1][1] < elements[2][2] ? 2 : 1) :
(elements[0][0] < elements[2][2] ? 2 : 0);
(elements[1][1] < elements[2][2] ? 2 : 1) :
(elements[0][0] < elements[2][2] ? 2 : 0);
int j = (i + 1) % 3;
int k = (i + 2) % 3;

655
src/core/CameraMatrix.cpp Normal file
View File

@@ -0,0 +1,655 @@
/*************************************************************************/
/* CameraMatrix.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "CameraMatrix.hpp"
void CameraMatrix::set_identity() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
matrix[i][j] = (i == j) ? 1 : 0;
}
}
}
void CameraMatrix::set_zero() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
matrix[i][j] = 0;
}
}
}
Plane CameraMatrix::xform4(const Plane &p_vec4) const {
Plane ret;
ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d;
ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d;
ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d;
ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d;
return ret;
}
void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) {
if (p_flip_fov) {
p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
}
real_t sine, cotangent, deltaZ;
real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
deltaZ = p_z_far - p_z_near;
sine = sin(radians);
if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
return;
}
cotangent = cos(radians) / sine;
set_identity();
matrix[0][0] = cotangent / p_aspect;
matrix[1][1] = cotangent;
matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
matrix[2][3] = -1;
matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
matrix[3][3] = 0;
}
void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) {
if (p_flip_fov) {
p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
}
real_t left, right, modeltranslation, ymax, xmax, frustumshift;
ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f);
xmax = ymax * p_aspect;
frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
switch (p_eye) {
case 1: { // left eye
left = -xmax + frustumshift;
right = xmax + frustumshift;
modeltranslation = p_intraocular_dist / 2.0;
}; break;
case 2: { // right eye
left = -xmax - frustumshift;
right = xmax - frustumshift;
modeltranslation = -p_intraocular_dist / 2.0;
}; break;
default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov)
left = -xmax;
right = xmax;
modeltranslation = 0.0;
}; break;
};
set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far);
// translate matrix by (modeltranslation, 0.0, 0.0)
CameraMatrix cm;
cm.set_identity();
cm.matrix[3][0] = modeltranslation;
*this = *this * cm;
}
void CameraMatrix::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) {
// we first calculate our base frustum on our values without taking our lens magnification into account.
real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
// now we apply our oversample factor to increase our FOV. how much we oversample is always a balance we strike between performance and how much
// we're willing to sacrifice in FOV.
real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0;
f1 += add;
f2 += add;
f3 *= p_oversample;
// always apply KEEP_WIDTH aspect ratio
f3 /= p_aspect;
switch (p_eye) {
case 1: { // left eye
set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
}; break;
case 2: { // right eye
set_frustum(-f1 * p_z_near, f2 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
}; break;
default: { // mono, does not apply here!
}; break;
};
};
void CameraMatrix::set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {
set_identity();
matrix[0][0] = 2.0 / (p_right - p_left);
matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
matrix[1][1] = 2.0 / (p_top - p_bottom);
matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
matrix[2][2] = -2.0 / (p_zfar - p_znear);
matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
matrix[3][3] = 1.0;
}
void CameraMatrix::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
if (!p_flip_fov) {
p_size *= p_aspect;
}
set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar);
}
void CameraMatrix::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) {
ERR_FAIL_COND(p_right <= p_left);
ERR_FAIL_COND(p_top <= p_bottom);
ERR_FAIL_COND(p_far <= p_near);
real_t *te = &matrix[0][0];
real_t x = 2 * p_near / (p_right - p_left);
real_t y = 2 * p_near / (p_top - p_bottom);
real_t a = (p_right + p_left) / (p_right - p_left);
real_t b = (p_top + p_bottom) / (p_top - p_bottom);
real_t c = -(p_far + p_near) / (p_far - p_near);
real_t d = -2 * p_far * p_near / (p_far - p_near);
te[0] = x;
te[1] = 0;
te[2] = 0;
te[3] = 0;
te[4] = 0;
te[5] = y;
te[6] = 0;
te[7] = 0;
te[8] = a;
te[9] = b;
te[10] = c;
te[11] = -1;
te[12] = 0;
te[13] = 0;
te[14] = d;
te[15] = 0;
}
void CameraMatrix::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov) {
if (!p_flip_fov) {
p_size *= p_aspect;
}
set_frustum(-p_size / 2 + p_offset.x, +p_size / 2 + p_offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far);
}
real_t CameraMatrix::get_z_far() const {
const real_t *matrix = (const real_t *)this->matrix;
Plane new_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6],
matrix[11] - matrix[10],
matrix[15] - matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
return new_plane.d;
}
real_t CameraMatrix::get_z_near() const {
const real_t *matrix = (const real_t *)this->matrix;
Plane new_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
-matrix[15] - matrix[14]);
new_plane.normalize();
return new_plane.d;
}
Vector2 CameraMatrix::get_viewport_half_extents() const {
const real_t *matrix = (const real_t *)this->matrix;
///////--- Near Plane ---///////
Plane near_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
-matrix[15] - matrix[14]);
near_plane.normalize();
///////--- Right Plane ---///////
Plane right_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
matrix[11] - matrix[8],
-matrix[15] + matrix[12]);
right_plane.normalize();
Plane top_plane = Plane(matrix[3] - matrix[1],
matrix[7] - matrix[5],
matrix[11] - matrix[9],
-matrix[15] + matrix[13]);
top_plane.normalize();
Vector3 res;
near_plane.intersect_3(right_plane, top_plane, &res);
return Vector2(res.x, res.y);
}
bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const {
std::vector<Plane> planes = get_projection_planes(Transform());
const Planes intersections[8][3] = {
{ PLANE_FAR, PLANE_LEFT, PLANE_TOP },
{ PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM },
{ PLANE_FAR, PLANE_RIGHT, PLANE_TOP },
{ PLANE_FAR, PLANE_RIGHT, PLANE_BOTTOM },
{ PLANE_NEAR, PLANE_LEFT, PLANE_TOP },
{ PLANE_NEAR, PLANE_LEFT, PLANE_BOTTOM },
{ PLANE_NEAR, PLANE_RIGHT, PLANE_TOP },
{ PLANE_NEAR, PLANE_RIGHT, PLANE_BOTTOM },
};
for (int i = 0; i < 8; i++) {
Vector3 point;
bool res = planes[intersections[i][0]].intersect_3(planes[intersections[i][1]], planes[intersections[i][2]], &point);
ERR_FAIL_COND_V(!res, false);
p_8points[i] = p_transform.xform(point);
}
return true;
}
std::vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform) const {
/** Fast Plane Extraction from combined modelview/projection matrices.
* References:
* https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html
* https://web.archive.org/web/20061020020112/http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
*/
std::vector<Plane> planes;
const real_t *matrix = (const real_t *)this->matrix;
Plane new_plane;
///////--- Near Plane ---///////
new_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
matrix[15] + matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Far Plane ---///////
new_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6],
matrix[11] - matrix[10],
matrix[15] - matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Left Plane ---///////
new_plane = Plane(matrix[3] + matrix[0],
matrix[7] + matrix[4],
matrix[11] + matrix[8],
matrix[15] + matrix[12]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Top Plane ---///////
new_plane = Plane(matrix[3] - matrix[1],
matrix[7] - matrix[5],
matrix[11] - matrix[9],
matrix[15] - matrix[13]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Right Plane ---///////
new_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
matrix[11] - matrix[8],
matrix[15] - matrix[12]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
///////--- Bottom Plane ---///////
new_plane = Plane(matrix[3] + matrix[1],
matrix[7] + matrix[5],
matrix[11] + matrix[9],
matrix[15] + matrix[13]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.push_back(p_transform.xform(new_plane));
return planes;
}
CameraMatrix CameraMatrix::inverse() const {
CameraMatrix cm = *this;
cm.invert();
return cm;
}
void CameraMatrix::invert() {
int i, j, k;
int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
real_t pvt_val; /* Value of current pivot element */
real_t hold; /* Temporary storage */
real_t determinat; /* Determinant */
determinat = 1.0;
for (k = 0; k < 4; k++) {
/** Locate k'th pivot element **/
pvt_val = matrix[k][k]; /** Initialize for search **/
pvt_i[k] = k;
pvt_j[k] = k;
for (i = k; i < 4; i++) {
for (j = k; j < 4; j++) {
if (absd(matrix[i][j]) > absd(pvt_val)) {
pvt_i[k] = i;
pvt_j[k] = j;
pvt_val = matrix[i][j];
}
}
}
/** Product of pivots, gives determinant when finished **/
determinat *= pvt_val;
if (absd(determinat) < 1e-7) {
return; //(false); /** Matrix is singular (zero determinant). **/
}
/** "Interchange" rows (with sign change stuff) **/
i = pvt_i[k];
if (i != k) { /** If rows are different **/
for (j = 0; j < 4; j++) {
hold = -matrix[k][j];
matrix[k][j] = matrix[i][j];
matrix[i][j] = hold;
}
}
/** "Interchange" columns **/
j = pvt_j[k];
if (j != k) { /** If columns are different **/
for (i = 0; i < 4; i++) {
hold = -matrix[i][k];
matrix[i][k] = matrix[i][j];
matrix[i][j] = hold;
}
}
/** Divide column by minus pivot value **/
for (i = 0; i < 4; i++) {
if (i != k)
matrix[i][k] /= (-pvt_val);
}
/** Reduce the matrix **/
for (i = 0; i < 4; i++) {
hold = matrix[i][k];
for (j = 0; j < 4; j++) {
if (i != k && j != k)
matrix[i][j] += hold * matrix[k][j];
}
}
/** Divide row by pivot **/
for (j = 0; j < 4; j++) {
if (j != k)
matrix[k][j] /= pvt_val;
}
/** Replace pivot by reciprocal (at last we can touch it). **/
matrix[k][k] = 1.0 / pvt_val;
}
/* That was most of the work, one final pass of row/column interchange */
/* to finish */
for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
if (i != k) { /* If rows are different */
for (j = 0; j < 4; j++) {
hold = matrix[k][j];
matrix[k][j] = -matrix[i][j];
matrix[i][j] = hold;
}
}
j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
if (j != k) /* If columns are different */
for (i = 0; i < 4; i++) {
hold = matrix[i][k];
matrix[i][k] = -matrix[i][j];
matrix[i][j] = hold;
}
}
}
CameraMatrix::CameraMatrix() {
set_identity();
}
CameraMatrix CameraMatrix::operator*(const CameraMatrix &p_matrix) const {
CameraMatrix new_matrix;
for (int j = 0; j < 4; j++) {
for (int i = 0; i < 4; i++) {
real_t ab = 0;
for (int k = 0; k < 4; k++)
ab += matrix[k][i] * p_matrix.matrix[j][k];
new_matrix.matrix[j][i] = ab;
}
}
return new_matrix;
}
void CameraMatrix::set_light_bias() {
real_t *m = &matrix[0][0];
m[0] = 0.5;
m[1] = 0.0;
m[2] = 0.0;
m[3] = 0.0;
m[4] = 0.0;
m[5] = 0.5;
m[6] = 0.0;
m[7] = 0.0;
m[8] = 0.0;
m[9] = 0.0;
m[10] = 0.5;
m[11] = 0.0;
m[12] = 0.5;
m[13] = 0.5;
m[14] = 0.5;
m[15] = 1.0;
}
void CameraMatrix::set_light_atlas_rect(const Rect2 &p_rect) {
real_t *m = &matrix[0][0];
m[0] = p_rect.size.width;
m[1] = 0.0;
m[2] = 0.0;
m[3] = 0.0;
m[4] = 0.0;
m[5] = p_rect.size.height;
m[6] = 0.0;
m[7] = 0.0;
m[8] = 0.0;
m[9] = 0.0;
m[10] = 1.0;
m[11] = 0.0;
m[12] = p_rect.position.x;
m[13] = p_rect.position.y;
m[14] = 0.0;
m[15] = 1.0;
}
CameraMatrix::operator String() const {
String str;
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
str += String((j > 0) ? ", " : "\n") + String::num(matrix[i][j]);
return str;
}
real_t CameraMatrix::get_aspect() const {
Vector2 vp_he = get_viewport_half_extents();
return vp_he.x / vp_he.y;
}
int CameraMatrix::get_pixels_per_meter(int p_for_pixel_width) const {
Vector3 result = xform(Vector3(1, 0, -1));
return int((result.x * 0.5 + 0.5) * p_for_pixel_width);
}
bool CameraMatrix::is_orthogonal() const {
return matrix[3][3] == 1.0;
}
real_t CameraMatrix::get_fov() const {
const real_t *matrix = (const real_t *)this->matrix;
Plane right_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
matrix[11] - matrix[8],
-matrix[15] + matrix[12]);
right_plane.normalize();
if ((matrix[8] == 0) && (matrix[9] == 0)) {
return Math::rad2deg(acos(std::abs(right_plane.normal.x))) * 2.0;
} else {
// our frustum is asymmetrical need to calculate the left planes angle separately..
Plane left_plane = Plane(matrix[3] + matrix[0],
matrix[7] + matrix[4],
matrix[11] + matrix[8],
matrix[15] + matrix[12]);
left_plane.normalize();
return Math::rad2deg(acos(std::abs(left_plane.normal.x))) + Math::rad2deg(acos(std::abs(right_plane.normal.x)));
}
}
void CameraMatrix::make_scale(const Vector3 &p_scale) {
set_identity();
matrix[0][0] = p_scale.x;
matrix[1][1] = p_scale.y;
matrix[2][2] = p_scale.z;
}
void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) {
Vector3 min = p_aabb.position;
Vector3 max = p_aabb.position + p_aabb.size;
matrix[0][0] = 2 / (max.x - min.x);
matrix[1][0] = 0;
matrix[2][0] = 0;
matrix[3][0] = -(max.x + min.x) / (max.x - min.x);
matrix[0][1] = 0;
matrix[1][1] = 2 / (max.y - min.y);
matrix[2][1] = 0;
matrix[3][1] = -(max.y + min.y) / (max.y - min.y);
matrix[0][2] = 0;
matrix[1][2] = 0;
matrix[2][2] = 2 / (max.z - min.z);
matrix[3][2] = -(max.z + min.z) / (max.z - min.z);
matrix[0][3] = 0;
matrix[1][3] = 0;
matrix[2][3] = 0;
matrix[3][3] = 1;
}
CameraMatrix::operator Transform() const {
Transform tr;
const real_t *m = &matrix[0][0];
tr.basis.elements[0][0] = m[0];
tr.basis.elements[1][0] = m[1];
tr.basis.elements[2][0] = m[2];
tr.basis.elements[0][1] = m[4];
tr.basis.elements[1][1] = m[5];
tr.basis.elements[2][1] = m[6];
tr.basis.elements[0][2] = m[8];
tr.basis.elements[1][2] = m[9];
tr.basis.elements[2][2] = m[10];
tr.origin.x = m[12];
tr.origin.y = m[13];
tr.origin.z = m[14];
return tr;
}
CameraMatrix::CameraMatrix(const Transform &p_transform) {
const Transform &tr = p_transform;
real_t *m = &matrix[0][0];
m[0] = tr.basis.elements[0][0];
m[1] = tr.basis.elements[1][0];
m[2] = tr.basis.elements[2][0];
m[3] = 0.0;
m[4] = tr.basis.elements[0][1];
m[5] = tr.basis.elements[1][1];
m[6] = tr.basis.elements[2][1];
m[7] = 0.0;
m[8] = tr.basis.elements[0][2];
m[9] = tr.basis.elements[1][2];
m[10] = tr.basis.elements[2][2];
m[11] = 0.0;
m[12] = tr.origin.x;
m[13] = tr.origin.y;
m[14] = tr.origin.z;
m[15] = 1.0;
}
CameraMatrix::~CameraMatrix() {
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Color.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Color.hpp"
#include "Defs.hpp"
#include "String.hpp"
@@ -13,11 +43,9 @@ namespace godot {
static String _to_hex(float p_val);
static float _parse_col(const String &p_str, int p_ofs) {
int ig = 0;
for (int i = 0; i < 2; i++) {
int c = (int)(wchar_t)p_str[i + p_ofs];
int v = 0;
@@ -43,7 +71,6 @@ static float _parse_col(const String &p_str, int p_ofs) {
}
uint32_t Color::to_32() const {
uint32_t c = (uint8_t)(a * 255);
c <<= 8;
c |= (uint8_t)(r * 255);
@@ -67,12 +94,87 @@ uint32_t Color::to_ARGB32() const {
return c;
}
uint32_t Color::to_ABGR32() const {
uint32_t c = (uint8_t)(a * 255);
c <<= 8;
c |= (uint8_t)(b * 255);
c <<= 8;
c |= (uint8_t)(g * 255);
c <<= 8;
c |= (uint8_t)(r * 255);
return c;
}
uint64_t Color::to_ABGR64() const {
uint64_t c = (uint16_t)(a * 65535);
c <<= 16;
c |= (uint16_t)(b * 65535);
c <<= 16;
c |= (uint16_t)(g * 65535);
c <<= 16;
c |= (uint16_t)(r * 65535);
return c;
}
uint64_t Color::to_ARGB64() const {
uint64_t c = (uint16_t)(a * 65535);
c <<= 16;
c |= (uint16_t)(r * 65535);
c <<= 16;
c |= (uint16_t)(g * 65535);
c <<= 16;
c |= (uint16_t)(b * 65535);
return c;
}
uint32_t Color::to_RGBA32() const {
uint32_t c = (uint8_t)(r * 255);
c <<= 8;
c |= (uint8_t)(g * 255);
c <<= 8;
c |= (uint8_t)(b * 255);
c <<= 8;
c |= (uint8_t)(a * 255);
return c;
}
uint64_t Color::to_RGBA64() const {
uint64_t c = (uint16_t)(r * 65535);
c <<= 16;
c |= (uint16_t)(g * 65535);
c <<= 16;
c |= (uint16_t)(b * 65535);
c <<= 16;
c |= (uint16_t)(a * 65535);
return c;
}
float Color::gray() const {
return (r + g + b) / 3.0;
}
float Color::get_h() const {
uint8_t Color::get_r8() const {
return (uint8_t)(r * 255.0);
}
uint8_t Color::get_g8() const {
return (uint8_t)(g * 255.0);
}
uint8_t Color::get_b8() const {
return (uint8_t)(b * 255.0);
}
uint8_t Color::get_a8() const {
return (uint8_t)(a * 255.0);
}
float Color::get_h() const {
float min = MIN(r, g);
min = MIN(min, b);
float max = MAX(r, g);
@@ -167,6 +269,74 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
}
}
Color Color::darkened(const float p_amount) const {
Color res = *this;
res.r = res.r * (1.0f - p_amount);
res.g = res.g * (1.0f - p_amount);
res.b = res.b * (1.0f - p_amount);
return res;
}
Color Color::lightened(const float p_amount) const {
Color res = *this;
res.r = res.r + (1.0f - res.r) * p_amount;
res.g = res.g + (1.0f - res.g) * p_amount;
res.b = res.b + (1.0f - res.b) * p_amount;
return res;
}
Color Color::from_hsv(float p_h, float p_s, float p_v, float p_a) const {
p_h = ::fmod(p_h * 360.0f, 360.0f);
if (p_h < 0.0)
p_h += 360.0f;
const float h_ = p_h / 60.0f;
const float c = p_v * p_s;
const float x = c * (1.0f - ::fabs(::fmod(h_, 2.0f) - 1.0f));
float r, g, b;
switch ((int)h_) {
case 0: {
r = c;
g = x;
b = 0;
} break;
case 1: {
r = x;
g = c;
b = 0;
} break;
case 2: {
r = 0;
g = c;
b = x;
} break;
case 3: {
r = 0;
g = x;
b = c;
} break;
case 4: {
r = x;
g = 0;
b = c;
} break;
case 5: {
r = c;
g = 0;
b = x;
} break;
default: {
r = 0;
g = 0;
b = 0;
} break;
}
const float m = p_v - c;
return Color(m + r, m + g, m + b, p_a);
}
void Color::invert() {
r = 1.0 - r;
g = 1.0 - g;
@@ -190,7 +360,6 @@ Color Color::contrasted() const {
}
Color Color::linear_interpolate(const Color &p_b, float p_t) const {
Color res = *this;
res.r += (p_t * (p_b.r - r));
@@ -202,7 +371,6 @@ Color Color::linear_interpolate(const Color &p_b, float p_t) const {
}
Color Color::blend(const Color &p_over) const {
Color res;
float sa = 1.0 - p_over.a;
res.a = a * sa + p_over.a;
@@ -217,7 +385,6 @@ Color Color::blend(const Color &p_over) const {
}
Color Color::to_linear() const {
return Color(
r < 0.04045 ? r * (1.0 / 12.92) : ::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
g < 0.04045 ? g * (1.0 / 12.92) : ::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
@@ -333,13 +500,11 @@ bool Color::html_is_valid(const String &p_color) {
#define CLAMP(m_a, m_min, m_max) (((m_a) < (m_min)) ? (m_min) : (((m_a) > (m_max)) ? m_max : m_a))
#endif
static String _to_hex(float p_val) {
int v = p_val * 255;
v = CLAMP(v, 0, 255);
String ret;
for (int i = 0; i < 2; i++) {
wchar_t c[2] = { 0, 0 };
int lv = v & 0xF;
if (lv < 10)
@@ -370,7 +535,6 @@ Color::operator String() const {
}
bool Color::operator<(const Color &p_color) const {
if (r == p_color.r) {
if (g == p_color.g) {
if (b == p_color.b) {
@@ -383,4 +547,109 @@ bool Color::operator<(const Color &p_color) const {
return r < p_color.r;
}
Color Color::operator+(const Color &p_color) const {
return Color(
r + p_color.r,
g + p_color.g,
b + p_color.b,
a + p_color.a);
}
void Color::operator+=(const Color &p_color) {
r = r + p_color.r;
g = g + p_color.g;
b = b + p_color.b;
a = a + p_color.a;
}
Color Color::operator-(const Color &p_color) const {
return Color(
r - p_color.r,
g - p_color.g,
b - p_color.b,
a - p_color.a);
}
void Color::operator-=(const Color &p_color) {
r = r - p_color.r;
g = g - p_color.g;
b = b - p_color.b;
a = a - p_color.a;
}
Color Color::operator*(const Color &p_color) const {
return Color(
r * p_color.r,
g * p_color.g,
b * p_color.b,
a * p_color.a);
}
Color Color::operator*(const real_t &rvalue) const {
return Color(
r * rvalue,
g * rvalue,
b * rvalue,
a * rvalue);
}
void Color::operator*=(const Color &p_color) {
r = r * p_color.r;
g = g * p_color.g;
b = b * p_color.b;
a = a * p_color.a;
}
void Color::operator*=(const real_t &rvalue) {
r = r * rvalue;
g = g * rvalue;
b = b * rvalue;
a = a * rvalue;
}
Color Color::operator/(const Color &p_color) const {
return Color(
r / p_color.r,
g / p_color.g,
b / p_color.b,
a / p_color.a);
}
Color Color::operator/(const real_t &rvalue) const {
return Color(
r / rvalue,
g / rvalue,
b / rvalue,
a / rvalue);
}
void Color::operator/=(const Color &p_color) {
r = r / p_color.r;
g = g / p_color.g;
b = b / p_color.b;
a = a / p_color.a;
}
void Color::operator/=(const real_t &rvalue) {
if (rvalue == 0) {
r = 1.0;
g = 1.0;
b = 1.0;
a = 1.0;
} else {
r = r / rvalue;
g = g / rvalue;
b = b / rvalue;
a = a / rvalue;
}
}
Color Color::operator-() const {
return Color(
1.0 - r,
1.0 - g,
1.0 - b,
1.0 - a);
}
} // namespace godot

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Dictionary.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Dictionary.hpp"
#include "Array.hpp"
#include "GodotGlobal.hpp"
@@ -45,16 +75,18 @@ uint32_t Dictionary::hash() const {
Array Dictionary::keys() const {
godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
return *(Array *)&a;
return Array(a);
}
Variant &Dictionary::operator[](const Variant &key) {
return *(Variant *)godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
godot_variant *v = godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
return *reinterpret_cast<Variant *>(v);
}
const Variant &Dictionary::operator[](const Variant &key) const {
// oops I did it again
return *(Variant *)godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
godot_variant *v = godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
return *reinterpret_cast<Variant *>(v);
}
int Dictionary::size() const {
@@ -63,12 +95,12 @@ int Dictionary::size() const {
String Dictionary::to_json() const {
godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
return *(String *)&s;
return String(s);
}
Array Dictionary::values() const {
godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
return *(Array *)&a;
return Array(a);
}
Dictionary::~Dictionary() {

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* GodotGlobal.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "GodotGlobal.hpp"
#include "String.hpp"
@@ -24,9 +54,19 @@ namespace godot {
void *_RegisterState::nativescript_handle;
int _RegisterState::language_index;
const godot_gdnative_core_api_struct *api = nullptr;
const godot_gdnative_core_1_1_api_struct *core_1_1_api = nullptr;
const godot_gdnative_core_1_2_api_struct *core_1_2_api = nullptr;
const godot_gdnative_ext_nativescript_api_struct *nativescript_api = nullptr;
const godot_gdnative_ext_nativescript_1_1_api_struct *nativescript_1_1_api = nullptr;
const godot_gdnative_ext_pluginscript_api_struct *pluginscript_api = nullptr;
const godot_gdnative_ext_android_api_struct *android_api = nullptr;
const godot_gdnative_ext_arvr_api_struct *arvr_api = nullptr;
const godot_gdnative_ext_videodecoder_api_struct *videodecoder_api = nullptr;
const godot_gdnative_ext_net_api_struct *net_api = nullptr;
const godot_gdnative_ext_net_3_2_api_struct *net_3_2_api = nullptr;
const void *gdnlib = NULL;
@@ -45,9 +85,12 @@ void Godot::print_warning(const String &description, const String &function, con
godot::api->godot_print_warning(c_desc, c_func, c_file, line);
};
if (c_desc != nullptr) godot::api->godot_free(c_desc);
if (c_func != nullptr) godot::api->godot_free(c_func);
if (c_file != nullptr) godot::api->godot_free(c_file);
if (c_desc != nullptr)
godot::api->godot_free(c_desc);
if (c_func != nullptr)
godot::api->godot_free(c_func);
if (c_file != nullptr)
godot::api->godot_free(c_file);
}
void Godot::print_error(const String &description, const String &function, const String &file, int line) {
@@ -61,17 +104,32 @@ void Godot::print_error(const String &description, const String &function, const
godot::api->godot_print_error(c_desc, c_func, c_file, line);
};
if (c_desc != nullptr) godot::api->godot_free(c_desc);
if (c_func != nullptr) godot::api->godot_free(c_func);
if (c_file != nullptr) godot::api->godot_free(c_file);
if (c_desc != nullptr)
godot::api->godot_free(c_desc);
if (c_func != nullptr)
godot::api->godot_free(c_func);
if (c_file != nullptr)
godot::api->godot_free(c_file);
}
void ___register_types();
void ___init_method_bindings();
void Godot::gdnative_init(godot_gdnative_init_options *options) {
godot::api = options->api_struct;
godot::gdnlib = options->gd_native_library;
const godot_gdnative_api_struct *core_extension = godot::api->next;
while (core_extension) {
if (core_extension->version.major == 1 && core_extension->version.minor == 1) {
godot::core_1_1_api = (const godot_gdnative_core_1_1_api_struct *)core_extension;
} else if (core_extension->version.major == 1 && core_extension->version.minor == 2) {
godot::core_1_2_api = (const godot_gdnative_core_1_2_api_struct *)core_extension;
}
core_extension = core_extension->next;
}
// now find our extensions
for (int i = 0; i < godot::api->num_extensions; i++) {
switch (godot::api->extensions[i]->type) {
@@ -88,9 +146,47 @@ void Godot::gdnative_init(godot_gdnative_init_options *options) {
extension = extension->next;
}
} break;
default: break;
case GDNATIVE_EXT_PLUGINSCRIPT: {
godot::pluginscript_api = (const godot_gdnative_ext_pluginscript_api_struct *)godot::api->extensions[i];
} break;
case GDNATIVE_EXT_ANDROID: {
godot::android_api = (const godot_gdnative_ext_android_api_struct *)godot::api->extensions[i];
} break;
case GDNATIVE_EXT_ARVR: {
godot::arvr_api = (const godot_gdnative_ext_arvr_api_struct *)godot::api->extensions[i];
} break;
case GDNATIVE_EXT_VIDEODECODER: {
godot::videodecoder_api = (const godot_gdnative_ext_videodecoder_api_struct *)godot::api->extensions[i];
} break;
case GDNATIVE_EXT_NET: {
godot::net_api = (const godot_gdnative_ext_net_api_struct *)godot::api->extensions[i];
const godot_gdnative_api_struct *extension = godot::net_api->next;
while (extension) {
if (extension->version.major == 3 && extension->version.minor == 2) {
godot::net_3_2_api = (const godot_gdnative_ext_net_3_2_api_struct *)extension;
}
extension = extension->next;
}
} break;
default:
break;
}
}
// Initialize the `language_index` here since `__register_types()` makes use of it.
godot_instance_binding_functions binding_funcs = {};
binding_funcs.alloc_instance_binding_data = wrapper_create;
binding_funcs.free_instance_binding_data = wrapper_destroy;
godot::_RegisterState::language_index = godot::nativescript_1_1_api->godot_nativescript_register_instance_binding_data_functions(binding_funcs);
// register these now
___register_types();
___init_method_bindings();
}
void Godot::gdnative_terminate(godot_gdnative_terminate_options *options) {
@@ -103,14 +199,6 @@ void Godot::gdnative_profiling_add_data(const char *p_signature, uint64_t p_time
void Godot::nativescript_init(void *handle) {
godot::_RegisterState::nativescript_handle = handle;
godot_instance_binding_functions binding_funcs = {};
binding_funcs.alloc_instance_binding_data = wrapper_create;
binding_funcs.free_instance_binding_data = wrapper_destroy;
godot::_RegisterState::language_index = godot::nativescript_1_1_api->godot_nativescript_register_instance_binding_data_functions(binding_funcs);
___register_types();
}
void Godot::nativescript_terminate(void *handle) {

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* NodePath.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "NodePath.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
@@ -27,8 +57,7 @@ NodePath::NodePath(const char *contents) {
String NodePath::get_name(const int idx) const {
godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx);
return *(String *)&str;
return String(str);
}
int NodePath::get_name_count() const {
@@ -37,7 +66,7 @@ int NodePath::get_name_count() const {
String NodePath::get_subname(const int idx) const {
godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx);
return *(String *)&str;
return String(str);
}
int NodePath::get_subname_count() const {
@@ -52,10 +81,18 @@ bool NodePath::is_empty() const {
return godot::api->godot_node_path_is_empty(&_node_path);
}
NodePath NodePath::get_as_property_path() const {
godot_node_path path = godot::core_1_1_api->godot_node_path_get_as_property_path(&_node_path);
return NodePath(path);
}
String NodePath::get_concatenated_subnames() const {
godot_string str = godot::api->godot_node_path_get_concatenated_subnames(&_node_path);
return String(str);
}
NodePath::operator String() const {
godot_string str = godot::api->godot_node_path_as_string(&_node_path);
return *(String *)&str;
return String(str);
}
bool NodePath::operator==(const NodePath &other) {

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Plane.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Plane.hpp"
#include "Vector3.hpp"
@@ -10,12 +40,10 @@ void Plane::set_normal(const Vector3 &p_normal) {
}
Vector3 Plane::project(const Vector3 &p_point) const {
return p_point - normal * distance_to(p_point);
}
void Plane::normalize() {
real_t l = normal.length();
if (l == 0) {
*this = Plane(0, 0, 0, 0);
@@ -26,19 +54,16 @@ void Plane::normalize() {
}
Plane Plane::normalized() const {
Plane p = *this;
p.normalize();
return p;
}
Vector3 Plane::get_any_point() const {
return get_normal() * d;
}
Vector3 Plane::get_any_perpendicular_normal() const {
static const Vector3 p1 = Vector3(1, 0, 0);
static const Vector3 p2 = Vector3(0, 1, 0);
Vector3 p;
@@ -57,7 +82,6 @@ Vector3 Plane::get_any_perpendicular_normal() const {
/* intersections */
bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
const Plane &p_plane0 = *this;
Vector3 normal0 = p_plane0.normal;
Vector3 normal1 = p_plane1.normal;
@@ -79,13 +103,11 @@ bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r
}
bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const {
Vector3 segment = p_dir;
real_t den = normal.dot(segment);
//printf("den is %i\n",den);
if (::fabs(den) <= CMP_EPSILON) {
return false;
}
@@ -104,13 +126,11 @@ bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersectio
}
bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const {
Vector3 segment = p_begin - p_end;
real_t den = normal.dot(segment);
//printf("den is %i\n",den);
if (::fabs(den) <= CMP_EPSILON) {
return false;
}
@@ -118,7 +138,6 @@ bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_inters
//printf("dist is %i\n",dist);
if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
return false;
}
@@ -131,47 +150,39 @@ bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_inters
/* misc */
bool Plane::is_almost_like(const Plane &p_plane) const {
return (normal.dot(p_plane.normal) > _PLANE_EQ_DOT_EPSILON && ::fabs(d - p_plane.d) < _PLANE_EQ_D_EPSILON);
}
Plane::operator String() const {
// return normal.operator String() + ", " + rtos(d);
return String(); // @Todo
}
bool Plane::is_point_over(const Vector3 &p_point) const {
return (normal.dot(p_point) > d);
}
real_t Plane::distance_to(const Vector3 &p_point) const {
return (normal.dot(p_point) - d);
}
bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {
real_t dist = normal.dot(p_point) - d;
dist = ::fabs(dist);
return (dist <= _epsilon);
}
Plane::Plane(const Vector3 &p_normal, real_t p_d) {
normal = p_normal;
d = p_d;
}
Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) {
normal = p_normal;
d = p_normal.dot(p_point);
}
Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
if (p_dir == CLOCKWISE)
normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
else
@@ -182,12 +193,10 @@ Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_
}
bool Plane::operator==(const Plane &p_plane) const {
return normal == p_plane.normal && d == p_plane.d;
}
bool Plane::operator!=(const Plane &p_plane) const {
return normal != p_plane.normal || d != p_plane.d;
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* PoolArrays.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "PoolArrays.hpp"
#include "Color.hpp"
#include "Defs.hpp"

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Quat.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Quat.hpp"
#include "Basis.hpp"
#include "Defs.hpp"
@@ -7,6 +37,8 @@
namespace godot {
const Quat Quat::IDENTITY = Quat();
// set_euler_xyz expects a vector containing the Euler angles in the format
// (ax,ay,az), where ax is the angle of rotation around x axis,
// and similar for other axes.
@@ -89,12 +121,15 @@ Quat Quat::normalized() const {
return *this / length();
}
bool Quat::is_normalized() const {
return std::abs(length_squared() - 1.0) < 0.00001;
}
Quat Quat::inverse() const {
return Quat(-x, -y, -z, w);
}
Quat Quat::slerp(const Quat &q, const real_t &t) const {
Quat to1;
real_t omega, cosom, sinom, scale0, scale1;
@@ -138,12 +173,12 @@ Quat Quat::slerp(const Quat &q, const real_t &t) const {
}
Quat Quat::slerpni(const Quat &q, const real_t &t) const {
const Quat &from = *this;
real_t dot = from.dot(q);
if (::fabs(dot) > 0.9999) return from;
if (::fabs(dot) > 0.9999)
return from;
real_t theta = ::acos(dot),
sinT = 1.0 / ::sin(theta),
@@ -171,6 +206,21 @@ void Quat::get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const {
r_axis.z = z / ::sqrt(1 - w * w);
}
void Quat::set_axis_angle(const Vector3 &axis, const float angle) {
ERR_FAIL_COND(!axis.is_normalized());
real_t d = axis.length();
if (d == 0)
set(0, 0, 0, 0);
else {
real_t sin_angle = ::sin(angle * 0.5);
real_t cos_angle = ::cos(angle * 0.5);
real_t s = sin_angle / d;
set(axis.x * s, axis.y * s, axis.z * s,
cos_angle);
}
}
Quat Quat::operator*(const Vector3 &v) const {
return Quat(w * v.x + y * v.z - z * v.y,
w * v.y + z * v.x - x * v.z,
@@ -179,7 +229,6 @@ Quat Quat::operator*(const Vector3 &v) const {
}
Vector3 Quat::xform(const Vector3 &v) const {
Quat q = *this * v;
q *= this->inverse();
return Vector3(q.x, q.y, q.z);
@@ -213,7 +262,6 @@ Quat::Quat(const Vector3 &v0, const Vector3 &v1) // shortest arc
z = 0;
w = 0;
} else {
real_t s = ::sqrt((1.0 + d) * 2.0);
real_t rs = 1.0 / s;
@@ -247,10 +295,10 @@ void Quat::operator-=(const Quat &q) {
}
void Quat::operator*=(const Quat &q) {
x *= q.x;
y *= q.y;
z *= q.z;
w *= q.w;
set(w * q.x + x * q.w + y * q.z - z * q.y,
w * q.y + y * q.w + z * q.x - x * q.z,
w * q.z + z * q.w + x * q.y - y * q.x,
w * q.w - x * q.x - y * q.y - z * q.z);
}
void Quat::operator*=(const real_t &s) {
@@ -261,7 +309,6 @@ void Quat::operator*=(const real_t &s) {
}
void Quat::operator/=(const real_t &s) {
*this *= 1.0 / s;
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* RID.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "RID.hpp"
#include <gdnative/rid.h>
@@ -14,7 +44,11 @@ RID::RID(Object *p) {
godot::api->godot_rid_new_with_resource(&_godot_rid, (const godot_object *)p);
}
int32_t RID::get_rid() const {
godot_rid RID::_get_godot_rid() const {
return _godot_rid;
}
int32_t RID::get_id() const {
return godot::api->godot_rid_get_id(&_godot_rid);
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Rect2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Rect2.hpp"
#include "String.hpp"
#include "Transform2D.hpp"
@@ -16,26 +46,35 @@ namespace godot {
#endif
real_t Rect2::distance_to(const Vector2 &p_point) const {
real_t dist = 1e20;
real_t dist = 0.0;
bool inside = true;
if (p_point.x < position.x) {
dist = MIN(dist, position.x - p_point.x);
real_t d = position.x - p_point.x;
dist = d;
inside = false;
}
if (p_point.y < position.y) {
dist = MIN(dist, position.y - p_point.y);
real_t d = position.y - p_point.y;
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.x >= (position.x + size.x)) {
dist = MIN(p_point.x - (position.x + size.x), dist);
real_t d = p_point.x - (position.x + size.x);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.y >= (position.y + size.y)) {
dist = MIN(p_point.y - (position.y + size.y), dist);
real_t d = p_point.y - (position.y + size.y);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (dist == 1e20)
if (inside) {
return 0;
else
} else {
return dist;
}
}
Rect2 Rect2::clip(const Rect2 &p_rect) const { /// return a clipped rect
@@ -77,7 +116,6 @@ Rect2::operator String() const {
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_position, Point2 *r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
@@ -91,7 +129,6 @@ bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length = seg_to - seg_from;
@@ -100,7 +137,6 @@ bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length = seg_to - seg_from;
@@ -135,7 +171,6 @@ bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2
}
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
//SAT intersection between local and transformed rect2
Vector2 xf_points[4] = {

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* String.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "String.hpp"
#include "Array.hpp"
@@ -25,52 +55,31 @@ const char *godot::CharString::get_data() const {
}
String String::num(double p_num, int p_decimals) {
String new_string;
new_string._godot_string = godot::api->godot_string_num_with_decimals(p_num, p_decimals);
return new_string;
return String(godot::api->godot_string_num_with_decimals(p_num, p_decimals));
}
String String::num_scientific(double p_num) {
String new_string;
new_string._godot_string = godot::api->godot_string_num_scientific(p_num);
return new_string;
return String(godot::api->godot_string_num_scientific(p_num));
}
String String::num_real(double p_num) {
String new_string;
new_string._godot_string = godot::api->godot_string_num_real(p_num);
return new_string;
return String(godot::api->godot_string_num_real(p_num));
}
String String::num_int64(int64_t p_num, int base, bool capitalize_hex) {
String new_string;
new_string._godot_string = godot::api->godot_string_num_int64_capitalized(p_num, base, capitalize_hex);
return new_string;
return String(godot::api->godot_string_num_int64_capitalized(p_num, base, capitalize_hex));
}
String String::chr(godot_char_type p_char) {
String new_string;
new_string._godot_string = godot::api->godot_string_chr(p_char);
return new_string;
return String(godot::api->godot_string_chr(p_char));
}
String String::md5(const uint8_t *p_md5) {
String new_string;
new_string._godot_string = godot::api->godot_string_md5(p_md5);
return new_string;
return String(godot::api->godot_string_md5(p_md5));
}
String String::hex_encode_buffer(const uint8_t *p_buffer, int p_len) {
String new_string;
new_string._godot_string = godot::api->godot_string_hex_encode_buffer(p_buffer, p_len);
return new_string;
return String(godot::api->godot_string_hex_encode_buffer(p_buffer, p_len));
}
godot::String::String() {
@@ -94,6 +103,10 @@ String::String(const String &other) {
godot::api->godot_string_new_copy(&_godot_string, &other._godot_string);
}
String::String(String &&other) {
godot::api->godot_string_new_copy(&_godot_string, &other._godot_string);
}
String::~String() {
godot::api->godot_string_destroy(&_godot_string);
}
@@ -115,6 +128,11 @@ void String::operator=(const String &s) {
godot::api->godot_string_new_copy(&_godot_string, &s._godot_string);
}
void String::operator=(String &&s) {
godot::api->godot_string_destroy(&_godot_string);
godot::api->godot_string_new_copy(&_godot_string, &s._godot_string);
}
bool String::operator==(const String &s) const {
return godot::api->godot_string_operator_equal(&_godot_string, &s._godot_string);
}
@@ -124,18 +142,16 @@ bool String::operator!=(const String &s) const {
}
String String::operator+(const String &s) const {
String new_string = *this;
new_string._godot_string = godot::api->godot_string_operator_plus(&new_string._godot_string, &s._godot_string);
return new_string;
return String(godot::api->godot_string_operator_plus(&_godot_string, &s._godot_string));
}
void String::operator+=(const String &s) {
_godot_string = godot::api->godot_string_operator_plus(&_godot_string, &s._godot_string);
*this = String(godot::api->godot_string_operator_plus(&_godot_string, &s._godot_string));
}
void String::operator+=(const wchar_t c) {
// @Todo
String _to_be_added = String(c);
*this = String(godot::api->godot_string_operator_plus(&_godot_string, &_to_be_added._godot_string));
}
bool String::operator<(const String &s) const {
@@ -164,7 +180,6 @@ const wchar_t *String::unicode_str() const {
}
char *String::alloc_c_string() const {
godot_char_string contents = godot::api->godot_string_utf8(&_godot_string);
int length = godot::api->godot_char_string_length(&contents);
@@ -189,7 +204,6 @@ CharString String::utf8() const {
}
CharString String::ascii(bool p_extended) const {
CharString ret;
if (p_extended)
@@ -208,7 +222,7 @@ String operator+(const wchar_t *a, const String &b) {
return String(a) + b;
}
bool String::begins_with(String &p_string) const {
bool String::begins_with(const String &p_string) const {
return godot::api->godot_string_begins_with(&_godot_string, &p_string._godot_string);
}
@@ -218,36 +232,26 @@ bool String::begins_with_char_array(const char *p_char_array) const {
PoolStringArray String::bigrams() const {
godot_array arr = godot::api->godot_string_bigrams(&_godot_string);
return *(Array *)&arr;
return Array(arr);
}
String String::c_escape() const {
String new_string;
new_string._godot_string = godot::api->godot_string_c_escape(&_godot_string);
return new_string;
return String(godot::api->godot_string_c_escape(&_godot_string));
}
String String::c_unescape() const {
String new_string;
new_string._godot_string = godot::api->godot_string_c_unescape(&_godot_string);
return new_string;
return String(godot::api->godot_string_c_unescape(&_godot_string));
}
String String::capitalize() const {
String new_string;
new_string._godot_string = godot::api->godot_string_capitalize(&_godot_string);
return new_string;
return String(godot::api->godot_string_capitalize(&_godot_string));
}
bool String::empty() const {
return godot::api->godot_string_empty(&_godot_string);
}
bool String::ends_with(String &p_string) const {
bool String::ends_with(const String &p_string) const {
return godot::api->godot_string_ends_with(&_godot_string, &p_string._godot_string);
}
@@ -268,41 +272,31 @@ int String::findn(String p_what, int p_from) const {
}
String String::format(Variant values) const {
String new_string;
new_string._godot_string = godot::api->godot_string_format(&_godot_string, (godot_variant *)&values);
return new_string;
return String(godot::api->godot_string_format(&_godot_string, (godot_variant *)&values));
}
String String::format(Variant values, String placeholder) const {
String new_string;
godot_char_string contents = godot::api->godot_string_utf8(&placeholder._godot_string);
new_string._godot_string = godot::api->godot_string_format_with_custom_placeholder(&_godot_string, (godot_variant *)&values, godot::api->godot_char_string_get_data(&contents));
String new_string(godot::api->godot_string_format_with_custom_placeholder(&_godot_string, (godot_variant *)&values, godot::api->godot_char_string_get_data(&contents)));
godot::api->godot_char_string_destroy(&contents);
return new_string;
}
String String::get_base_dir() const {
String new_string;
new_string._godot_string = godot::api->godot_string_get_base_dir(&_godot_string);
return new_string;
return String(godot::api->godot_string_get_base_dir(&_godot_string));
}
String String::get_basename() const {
godot_string new_string = godot::api->godot_string_get_basename(&_godot_string);
return *(String *)&new_string;
return String(godot::api->godot_string_get_basename(&_godot_string));
}
String String::get_extension() const {
godot_string new_string = godot::api->godot_string_get_extension(&_godot_string);
return *(String *)&new_string;
return String(godot::api->godot_string_get_extension(&_godot_string));
}
String String::get_file() const {
godot_string new_string = godot::api->godot_string_get_file(&_godot_string);
return *(String *)&new_string;
return String(godot::api->godot_string_get_file(&_godot_string));
}
int String::hash() const {
@@ -314,10 +308,7 @@ int String::hex_to_int() const {
}
String String::insert(int position, String what) const {
String new_string;
new_string._godot_string = godot::api->godot_string_insert(&_godot_string, position, what._godot_string);
return new_string;
return String(godot::api->godot_string_insert(&_godot_string, position, what._godot_string));
}
bool String::is_abs_path() const {
@@ -357,17 +348,11 @@ bool String::is_valid_ip_address() const {
}
String String::json_escape() const {
String new_string;
new_string._godot_string = godot::api->godot_string_json_escape(&_godot_string);
return new_string;
return String(godot::api->godot_string_json_escape(&_godot_string));
}
String String::left(int position) const {
String new_string;
new_string._godot_string = godot::api->godot_string_left(&_godot_string, position);
return new_string;
return String(godot::api->godot_string_left(&_godot_string, position));
}
bool String::match(String expr) const {
@@ -380,14 +365,11 @@ bool String::matchn(String expr) const {
PoolByteArray String::md5_buffer() const {
godot_pool_byte_array arr = godot::api->godot_string_md5_buffer(&_godot_string);
return *(PoolByteArray *)&arr;
return PoolByteArray(arr);
}
String String::md5_text() const {
String new_string;
new_string._godot_string = godot::api->godot_string_md5_text(&_godot_string);
return new_string;
return String(godot::api->godot_string_md5_text(&_godot_string));
}
int String::ord_at(int at) const {
@@ -395,52 +377,31 @@ int String::ord_at(int at) const {
}
String String::pad_decimals(int digits) const {
String new_string;
new_string._godot_string = godot::api->godot_string_pad_decimals(&_godot_string, digits);
return new_string;
return String(godot::api->godot_string_pad_decimals(&_godot_string, digits));
}
String String::pad_zeros(int digits) const {
String new_string;
new_string._godot_string = godot::api->godot_string_pad_zeros(&_godot_string, digits);
return new_string;
return String(godot::api->godot_string_pad_zeros(&_godot_string, digits));
}
String String::percent_decode() const {
String new_string;
new_string._godot_string = godot::api->godot_string_percent_decode(&_godot_string);
return new_string;
return String(godot::api->godot_string_percent_decode(&_godot_string));
}
String String::percent_encode() const {
String new_string;
new_string._godot_string = godot::api->godot_string_percent_encode(&_godot_string);
return new_string;
return String(godot::api->godot_string_percent_encode(&_godot_string));
}
String String::plus_file(String file) const {
String new_string;
new_string._godot_string = godot::api->godot_string_plus_file(&_godot_string, &file._godot_string);
return new_string;
return String(godot::api->godot_string_plus_file(&_godot_string, &file._godot_string));
}
String String::replace(String p_key, String p_with) const {
String new_string;
new_string._godot_string = godot::api->godot_string_replace(&_godot_string, p_key._godot_string, p_with._godot_string);
return new_string;
return String(godot::api->godot_string_replace(&_godot_string, p_key._godot_string, p_with._godot_string));
}
String String::replacen(String what, String forwhat) const {
String new_string;
new_string._godot_string = godot::api->godot_string_replacen(&_godot_string, what._godot_string, forwhat._godot_string);
return new_string;
return String(godot::api->godot_string_replacen(&_godot_string, what._godot_string, forwhat._godot_string));
}
int String::rfind(String p_what, int p_from) const {
@@ -452,59 +413,48 @@ int String::rfindn(String p_what, int p_from) const {
}
String String::right(int position) const {
String new_string;
new_string._godot_string = godot::api->godot_string_right(&_godot_string, position);
return new_string;
return String(godot::api->godot_string_right(&_godot_string, position));
}
PoolByteArray String::sha256_buffer() const {
godot_pool_byte_array arr = godot::api->godot_string_sha256_buffer(&_godot_string);
return *(PoolByteArray *)&arr;
return PoolByteArray(arr);
}
String String::sha256_text() const {
String new_string;
new_string._godot_string = godot::api->godot_string_sha256_text(&_godot_string);
return new_string;
return String(godot::api->godot_string_sha256_text(&_godot_string));
}
float String::similarity(String text) const {
return godot::api->godot_string_similarity(&_godot_string, &text._godot_string);
}
PoolStringArray String::split(String divisor, bool allow_empty) const {
// TODO Suport allow_empty
PoolStringArray String::split(String divisor, bool /*allow_empty*/) const {
godot_array arr = godot::api->godot_string_split(&_godot_string, &divisor._godot_string);
return *(Array *)&arr;
return Array(arr);
}
PoolIntArray String::split_ints(String divisor, bool allow_empty) const {
// TODO Suport allow_empty
PoolIntArray String::split_ints(String divisor, bool /*allow_empty*/) const {
godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string);
return *(Array *)&arr;
return Array(arr);
}
PoolRealArray String::split_floats(String divisor, bool allow_empty) const {
// TODO Suport allow_empty
PoolRealArray String::split_floats(String divisor, bool /*allow_empty*/) const {
// TODO The GDNative API returns godot_array, when according to the doc, it should have been godot_pool_real_array
godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string);
return *(Array *)&arr;
Array wrapped_array(arr);
return PoolRealArray(wrapped_array);
}
String String::strip_edges(bool left, bool right) const {
String new_string;
new_string._godot_string = godot::api->godot_string_strip_edges(&_godot_string, left, right);
return new_string;
return String(godot::api->godot_string_strip_edges(&_godot_string, left, right));
}
String String::substr(int from, int len) const {
String new_string;
new_string._godot_string = godot::api->godot_string_substr(&_godot_string, from, len);
return new_string;
return String(godot::api->godot_string_substr(&_godot_string, from, len));
}
float String::to_float() const {
@@ -516,31 +466,19 @@ int64_t String::to_int() const {
}
String String::to_lower() const {
String new_string;
new_string._godot_string = godot::api->godot_string_to_lower(&_godot_string);
return new_string;
return String(godot::api->godot_string_to_lower(&_godot_string));
}
String String::to_upper() const {
String new_string;
new_string._godot_string = godot::api->godot_string_to_upper(&_godot_string);
return new_string;
return String(godot::api->godot_string_to_upper(&_godot_string));
}
String String::xml_escape() const {
String new_string;
new_string._godot_string = godot::api->godot_string_xml_escape(&_godot_string);
return new_string;
return String(godot::api->godot_string_xml_escape(&_godot_string));
}
String String::xml_unescape() const {
String new_string;
new_string._godot_string = godot::api->godot_string_xml_unescape(&_godot_string);
return new_string;
return String(godot::api->godot_string_xml_unescape(&_godot_string));
}
signed char String::casecmp_to(String p_str) const {
@@ -555,4 +493,30 @@ signed char String::naturalnocasecmp_to(String p_str) const {
return godot::api->godot_string_naturalnocasecmp_to(&_godot_string, &p_str._godot_string);
}
String String::dedent() const {
godot_string s = godot::core_1_1_api->godot_string_dedent(&_godot_string);
return String(s);
}
PoolStringArray String::rsplit(const String &divisor, const bool allow_empty, const int maxsplit) const {
godot_pool_string_array arr =
godot::core_1_1_api->godot_string_rsplit(&_godot_string, &divisor._godot_string, allow_empty, maxsplit);
return PoolStringArray(arr);
}
String String::rstrip(const String &chars) const {
godot_string s = godot::core_1_1_api->godot_string_rstrip(&_godot_string, &chars._godot_string);
return String(s);
}
String String::trim_prefix(const String &prefix) const {
godot_string s = godot::core_1_1_api->godot_string_trim_prefix(&_godot_string, &prefix._godot_string);
return String(s);
}
String String::trim_suffix(const String &suffix) const {
godot_string s = godot::core_1_1_api->godot_string_trim_suffix(&_godot_string, &suffix._godot_string);
return String(s);
}
} // namespace godot

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* TagDP.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "TagDB.hpp"
#include <unordered_map>
@@ -22,14 +52,12 @@ bool is_type_known(size_t type_tag) {
}
void register_global_type(const char *name, size_t type_tag, size_t base_type_tag) {
godot::nativescript_1_1_api->godot_nativescript_set_global_type_tag(godot::_RegisterState::language_index, name, (const void *)type_tag);
register_type(type_tag, base_type_tag);
}
bool is_type_compatible(size_t ask_tag, size_t have_tag) {
if (have_tag == 0)
return false;

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Transform.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Transform.hpp"
#include "Basis.hpp"
@@ -9,15 +39,18 @@
namespace godot {
Transform Transform::inverse_xform(const Transform &t) const {
const Transform Transform::IDENTITY = Transform();
const Transform Transform::FLIP_X = Transform(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0);
const Transform Transform::FLIP_Y = Transform(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0);
const Transform Transform::FLIP_Z = Transform(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0);
Transform Transform::inverse_xform(const Transform &t) const {
Vector3 v = t.origin - origin;
return Transform(basis.transpose_xform(t.basis),
basis.xform(v));
}
void Transform::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
basis.elements[0][0] = xx;
basis.elements[0][1] = xy;
basis.elements[0][2] = xz;
@@ -33,14 +66,12 @@ void Transform::set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_
}
Vector3 Transform::xform(const Vector3 &p_vector) const {
return Vector3(
basis[0].dot(p_vector) + origin.x,
basis[1].dot(p_vector) + origin.y,
basis[2].dot(p_vector) + origin.z);
basis.elements[0].dot(p_vector) + origin.x,
basis.elements[1].dot(p_vector) + origin.y,
basis.elements[2].dot(p_vector) + origin.z);
}
Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
Vector3 v = p_vector - origin;
return Vector3(
@@ -50,7 +81,6 @@ Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
}
Plane Transform::xform(const Plane &p_plane) const {
Vector3 point = p_plane.normal * p_plane.d;
Vector3 point_dir = point + p_plane.normal;
point = xform(point);
@@ -63,7 +93,6 @@ Plane Transform::xform(const Plane &p_plane) const {
return Plane(normal, d);
}
Plane Transform::xform_inv(const Plane &p_plane) const {
Vector3 point = p_plane.normal * p_plane.d;
Vector3 point_dir = point + p_plane.normal;
point = xform_inv(point);
@@ -95,7 +124,6 @@ AABB Transform::xform(const AABB &p_aabb) const {
return new_aabb;
}
AABB Transform::xform_inv(const AABB &p_aabb) const {
/* define vertices */
Vector3 vertices[8] = {
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
@@ -113,7 +141,6 @@ AABB Transform::xform_inv(const AABB &p_aabb) const {
ret.position = xform_inv(vertices[0]);
for (int i = 1; i < 8; i++) {
ret.expand_to(xform_inv(vertices[i]));
}
@@ -121,20 +148,17 @@ AABB Transform::xform_inv(const AABB &p_aabb) const {
}
void Transform::affine_invert() {
basis.invert();
origin = basis.xform(-origin);
}
Transform Transform::affine_inverse() const {
Transform ret = *this;
ret.affine_invert();
return ret;
}
void Transform::invert() {
basis.transpose();
origin = basis.xform(-origin);
}
@@ -148,29 +172,24 @@ Transform Transform::inverse() const {
}
void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = rotated(p_axis, p_phi);
}
Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
}
void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
basis.rotate(p_axis, p_phi);
}
Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
Transform t = *this;
t.set_look_at(origin, p_target, p_up);
return t;
}
void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
// Reference: MESA source code
Vector3 v_x, v_y, v_z;
@@ -198,7 +217,6 @@ void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const
}
Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
/* not sure if very "efficient" but good enough? */
Vector3 src_scale = basis.get_scale();
@@ -218,20 +236,17 @@ Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c)
}
void Transform::scale(const Vector3 &p_scale) {
basis.scale(p_scale);
origin *= p_scale;
}
Transform Transform::scaled(const Vector3 &p_scale) const {
Transform t = *this;
t.scale(p_scale);
return t;
}
void Transform::scale_basis(const Vector3 &p_scale) {
basis.scale(p_scale);
}
@@ -239,60 +254,50 @@ void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
translate(Vector3(p_tx, p_ty, p_tz));
}
void Transform::translate(const Vector3 &p_translation) {
for (int i = 0; i < 3; i++) {
origin[i] += basis[i].dot(p_translation);
origin[i] += basis.elements[i].dot(p_translation);
}
}
Transform Transform::translated(const Vector3 &p_translation) const {
Transform t = *this;
t.translate(p_translation);
return t;
}
void Transform::orthonormalize() {
basis.orthonormalize();
}
Transform Transform::orthonormalized() const {
Transform _copy = *this;
_copy.orthonormalize();
return _copy;
}
bool Transform::operator==(const Transform &p_transform) const {
return (basis == p_transform.basis && origin == p_transform.origin);
}
bool Transform::operator!=(const Transform &p_transform) const {
return (basis != p_transform.basis || origin != p_transform.origin);
}
void Transform::operator*=(const Transform &p_transform) {
origin = xform(p_transform.origin);
basis *= p_transform.basis;
}
Transform Transform::operator*(const Transform &p_transform) const {
Transform t = *this;
t *= p_transform;
return t;
}
Transform::operator String() const {
return basis.operator String() + " - " + origin.operator String();
}
Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) {
basis = p_basis;
origin = p_origin;
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Transform2D.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Transform2D.hpp"
#include "Rect2.hpp"
#include "String.hpp"
@@ -7,8 +37,11 @@
namespace godot {
Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
const Transform2D Transform2D::IDENTITY;
const Transform2D Transform2D::FLIP_X = Transform2D(-1, 0, 0, 1, 0, 0);
const Transform2D Transform2D::FLIP_Y = Transform2D(1, 0, 0, -1, 0, 0);
Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
elements[0][0] = xx;
elements[0][1] = xy;
elements[1][0] = yx;
@@ -18,28 +51,24 @@ Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox,
}
Vector2 Transform2D::basis_xform(const Vector2 &v) const {
return Vector2(
tdotx(v),
tdoty(v));
}
Vector2 Transform2D::basis_xform_inv(const Vector2 &v) const {
return Vector2(
elements[0].dot(v),
elements[1].dot(v));
}
Vector2 Transform2D::xform(const Vector2 &v) const {
return Vector2(
tdotx(v),
tdoty(v)) +
elements[2];
}
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
Vector2 v = p_vec - elements[2];
return Vector2(
@@ -47,7 +76,6 @@ Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
elements[1].dot(v));
}
Rect2 Transform2D::xform(const Rect2 &p_rect) const {
Vector2 x = elements[0] * p_rect.size.x;
Vector2 y = elements[1] * p_rect.size.y;
Vector2 position = xform(p_rect.position);
@@ -61,7 +89,6 @@ Rect2 Transform2D::xform(const Rect2 &p_rect) const {
}
void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
elements[0][0] = ::cos(p_rot) * p_scale.x;
elements[1][1] = ::cos(p_rot) * p_scale.y;
elements[1][0] = -::sin(p_rot) * p_scale.y;
@@ -69,7 +96,6 @@ void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
}
Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
Vector2 ends[4] = {
xform_inv(p_rect.position),
xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
@@ -94,14 +120,12 @@ void Transform2D::invert() {
}
Transform2D Transform2D::inverse() const {
Transform2D inv = *this;
inv.invert();
return inv;
}
void Transform2D::affine_invert() {
real_t det = basis_determinant();
ERR_FAIL_COND(det == 0);
real_t idet = 1.0 / det;
@@ -114,7 +138,6 @@ void Transform2D::affine_invert() {
}
Transform2D Transform2D::affine_inverse() const {
Transform2D inv = *this;
inv.affine_invert();
return inv;
@@ -134,7 +157,6 @@ real_t Transform2D::get_rotation() const {
}
void Transform2D::set_rotation(real_t p_rot) {
real_t cr = ::cos(p_rot);
real_t sr = ::sin(p_rot);
elements[0][0] = cr;
@@ -144,7 +166,6 @@ void Transform2D::set_rotation(real_t p_rot) {
}
Transform2D::Transform2D(real_t p_rot, const Vector2 &p_position) {
real_t cr = ::cos(p_rot);
real_t sr = ::sin(p_rot);
elements[0][0] = cr;
@@ -164,23 +185,19 @@ void Transform2D::scale(const Size2 &p_scale) {
elements[2] *= p_scale;
}
void Transform2D::scale_basis(const Size2 &p_scale) {
elements[0][0] *= p_scale.x;
elements[0][1] *= p_scale.y;
elements[1][0] *= p_scale.x;
elements[1][1] *= p_scale.y;
}
void Transform2D::translate(real_t p_tx, real_t p_ty) {
translate(Vector2(p_tx, p_ty));
}
void Transform2D::translate(const Vector2 &p_translation) {
elements[2] += basis_xform(p_translation);
}
void Transform2D::orthonormalize() {
// Gram-Schmidt Process
Vector2 x = elements[0];
@@ -194,14 +211,12 @@ void Transform2D::orthonormalize() {
elements[1] = y;
}
Transform2D Transform2D::orthonormalized() const {
Transform2D on = *this;
on.orthonormalize();
return on;
}
bool Transform2D::operator==(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (elements[i] != p_transform.elements[i])
return false;
@@ -211,7 +226,6 @@ bool Transform2D::operator==(const Transform2D &p_transform) const {
}
bool Transform2D::operator!=(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (elements[i] != p_transform.elements[i])
return true;
@@ -221,7 +235,6 @@ bool Transform2D::operator!=(const Transform2D &p_transform) const {
}
void Transform2D::operator*=(const Transform2D &p_transform) {
elements[2] = xform(p_transform.elements[2]);
real_t x0, x1, y0, y1;
@@ -238,54 +251,46 @@ void Transform2D::operator*=(const Transform2D &p_transform) {
}
Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
Transform2D t = *this;
t *= p_transform;
return t;
}
Transform2D Transform2D::scaled(const Size2 &p_scale) const {
Transform2D copy = *this;
copy.scale(p_scale);
return copy;
}
Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
Transform2D copy = *this;
copy.scale_basis(p_scale);
return copy;
}
Transform2D Transform2D::untranslated() const {
Transform2D copy = *this;
copy.elements[2] = Vector2();
return copy;
}
Transform2D Transform2D::translated(const Vector2 &p_offset) const {
Transform2D copy = *this;
copy.translate(p_offset);
return copy;
}
Transform2D Transform2D::rotated(real_t p_phi) const {
Transform2D copy = *this;
copy.rotate(p_phi);
return copy;
}
real_t Transform2D::basis_determinant() const {
return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
}
Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
//extract parameters
Vector2 p1 = get_origin();
Vector2 p2 = p_transform.get_origin();
@@ -321,7 +326,6 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t
}
Transform2D::operator String() const {
return String(String() + elements[0] + ", " + elements[1] + ", " + elements[2]);
}

View File

@@ -1,3 +1,33 @@
/*************************************************************************/
/* Variant.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Variant.hpp"
#include <gdnative/variant.h>
@@ -7,8 +37,6 @@
#include "GodotGlobal.hpp"
#include "Object.hpp"
#include <iostream>
namespace godot {
Variant::Variant() {
@@ -160,6 +188,7 @@ Variant::Variant(const PoolColorArray &p_color_array) {
}
Variant &Variant::operator=(const Variant &v) {
godot::api->godot_variant_destroy(&_godot_variant);
godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
return *this;
}
@@ -206,7 +235,7 @@ Variant::operator double() const {
}
Variant::operator String() const {
godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
return *(String *)&s;
return String(s);
}
Variant::operator Vector2() const {
godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
@@ -250,8 +279,8 @@ Variant::operator Color() const {
return *(Color *)&s;
}
Variant::operator NodePath() const {
godot_node_path s = godot::api->godot_variant_as_node_path(&_godot_variant);
return *(NodePath *)&s;
godot_node_path ret = godot::api->godot_variant_as_node_path(&_godot_variant);
return NodePath(ret);
}
Variant::operator RID() const {
godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
@@ -259,55 +288,55 @@ Variant::operator RID() const {
}
Variant::operator Dictionary() const {
godot_dictionary d = godot::api->godot_variant_as_dictionary(&_godot_variant);
return *(Dictionary *)&d;
Dictionary ret(godot::api->godot_variant_as_dictionary(&_godot_variant));
return ret;
}
Variant::operator Array() const {
godot_array s = godot::api->godot_variant_as_array(&_godot_variant);
return *(Array *)&s;
Array ret(godot::api->godot_variant_as_array(&_godot_variant));
return ret;
}
Variant::operator PoolByteArray() const {
godot_pool_byte_array s = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
return *(PoolByteArray *)&s;
godot_pool_byte_array ret = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
return PoolByteArray(ret);
}
Variant::operator PoolIntArray() const {
godot_pool_int_array s = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
return *(PoolIntArray *)&s;
godot_pool_int_array ret = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
return PoolIntArray(ret);
}
Variant::operator PoolRealArray() const {
godot_pool_real_array s = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
return *(PoolRealArray *)&s;
godot_pool_real_array ret = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
return PoolRealArray(ret);
}
Variant::operator PoolStringArray() const {
godot_pool_string_array s = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
return *(PoolStringArray *)&s;
godot_pool_string_array ret = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
return PoolStringArray(ret);
}
Variant::operator PoolVector2Array() const {
godot_pool_vector2_array s = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
return *(PoolVector2Array *)&s;
godot_pool_vector2_array ret = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
return PoolVector2Array(ret);
}
Variant::operator PoolVector3Array() const {
godot_pool_vector3_array s = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
return *(PoolVector3Array *)&s;
godot_pool_vector3_array ret = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
return PoolVector3Array(ret);
}
Variant::operator PoolColorArray() const {
godot_pool_color_array s = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
return *(PoolColorArray *)&s;
godot_pool_color_array ret = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
return PoolColorArray(ret);
}
Variant::operator godot_object *() const {
return godot::api->godot_variant_as_object(&_godot_variant);
}
Variant::Type Variant::get_type() const {
return (Type)godot::api->godot_variant_get_type(&_godot_variant);
return static_cast<Type>(godot::api->godot_variant_get_type(&_godot_variant));
}
Variant Variant::call(const String &method, const Variant **args, const int arg_count) {
Variant v;
*(godot_variant *)&v = godot::api->godot_variant_call(&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
return v;
godot_variant v = godot::api->godot_variant_call(
&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
return Variant(v);
}
bool Variant::has_method(const String &method) {

View File

@@ -1,6 +1,34 @@
#include "Vector2.hpp"
/*************************************************************************/
/* Vector2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include <cmath>
#include "Vector2.hpp"
#include <gdnative/vector2.h>
@@ -8,53 +36,14 @@
namespace godot {
Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
const Vector2 Vector2::ZERO = Vector2();
const Vector2 Vector2::ONE = Vector2(1, 1);
const Vector2 Vector2::INF = Vector2(INFINITY, INFINITY);
void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
const Vector2 Vector2::LEFT = Vector2(-1, 0);
const Vector2 Vector2::RIGHT = Vector2(1, 0);
const Vector2 Vector2::UP = Vector2(0, -1);
const Vector2 Vector2::DOWN = Vector2(0, 1);
bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
@@ -64,56 +53,6 @@ bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
void Vector2::normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = sqrt(l);
x /= l;
y /= l;
}
}
Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
real_t Vector2::length() const {
return sqrt(x * x + y * y);
}
real_t Vector2::length_squared() const {
return x * x + y * y;
}
real_t Vector2::distance_to(const Vector2 &p_vector2) const {
return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return atan2(cross(p_vector2), dot(p_vector2));
}
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
return atan2(y - p_vector2.y, x - p_vector2.x);
}
real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
Vector2 Vector2::cross(real_t p_other) const {
return Vector2(p_other * y, -p_other * x);
}
Vector2 Vector2::project(const Vector2 &p_vec) const {
Vector2 v1 = p_vec;
Vector2 v2 = *this;
@@ -134,19 +73,6 @@ Vector2 Vector2::clamped(real_t p_len) const {
return v;
}
Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
Vector2 res = p_a;
res.x += (p_t * (p_b.x - p_a.x));
res.y += (p_t * (p_b.y - p_a.y));
return res;
}
Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
Vector2 res = *this;
res.x += (p_t * (p_b.x - x));
res.y += (p_t * (p_b.y - y));
return res;
}
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
Vector2 p0 = p_pre_a;
Vector2 p1 = *this;
@@ -167,51 +93,6 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
return out;
}
Vector2 Vector2::slide(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
Vector2 Vector2::reflect(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec) * 2.0;
}
real_t Vector2::angle() const {
return atan2(y, x);
}
void Vector2::set_rotation(real_t p_radians) {
x = cosf(p_radians);
y = sinf(p_radians);
}
Vector2 Vector2::abs() const {
return Vector2(fabs(x), fabs(y));
}
Vector2 Vector2::rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
return v;
}
Vector2 Vector2::tangent() const {
return Vector2(y, -x);
}
Vector2 Vector2::floor() const {
return Vector2(::floor(x), ::floor(y));
}
Vector2 Vector2::snapped(const Vector2 &p_by) const {
return Vector2(
p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y);
}
Vector2::operator String() const {
return String::num(x) + ", " + String::num(y);
}

View File

@@ -1,120 +1,53 @@
/*************************************************************************/
/* Vector3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "Vector3.hpp"
#include "String.hpp"
#include <stdlib.h>
#include <cmath>
#include "Basis.hpp"
namespace godot {
Vector3::Vector3(real_t x, real_t y, real_t z) {
this->x = x;
this->y = y;
this->z = z;
}
const Vector3 Vector3::ZERO = Vector3();
const Vector3 Vector3::ONE = Vector3(1, 1, 1);
const Vector3 Vector3::INF = Vector3(INFINITY, INFINITY, INFINITY);
Vector3::Vector3() {
this->x = 0;
this->y = 0;
this->z = 0;
}
const real_t &Vector3::operator[](int p_axis) const {
return coord[p_axis];
}
real_t &Vector3::operator[](int p_axis) {
return coord[p_axis];
}
Vector3 &Vector3::operator+=(const Vector3 &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3 Vector3::operator+(const Vector3 &p_v) const {
Vector3 v = *this;
v += p_v;
return v;
}
Vector3 &Vector3::operator-=(const Vector3 &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 Vector3::operator-(const Vector3 &p_v) const {
Vector3 v = *this;
v -= p_v;
return v;
}
Vector3 &Vector3::operator*=(const Vector3 &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 Vector3::operator*(const Vector3 &p_v) const {
Vector3 v = *this;
v *= p_v;
return v;
}
Vector3 &Vector3::operator/=(const Vector3 &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3 Vector3::operator/(const Vector3 &p_v) const {
Vector3 v = *this;
v /= p_v;
return v;
}
Vector3 &Vector3::operator*=(real_t p_scalar) {
*this *= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator*(real_t p_scalar) const {
Vector3 v = *this;
v *= p_scalar;
return v;
}
Vector3 &Vector3::operator/=(real_t p_scalar) {
*this /= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator/(real_t p_scalar) const {
Vector3 v = *this;
v /= p_scalar;
return v;
}
Vector3 Vector3::operator-() const {
return Vector3(-x, -y, -z);
}
bool Vector3::operator==(const Vector3 &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z);
}
bool Vector3::operator!=(const Vector3 &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z);
}
const Vector3 Vector3::LEFT = Vector3(-1, 0, 0);
const Vector3 Vector3::RIGHT = Vector3(1, 0, 0);
const Vector3 Vector3::UP = Vector3(0, 1, 0);
const Vector3 Vector3::DOWN = Vector3(0, -1, 0);
const Vector3 Vector3::FORWARD = Vector3(0, 0, -1);
const Vector3 Vector3::BACK = Vector3(0, 0, 1);
bool Vector3::operator<(const Vector3 &p_v) const {
if (x == p_v.x) {
@@ -138,30 +71,6 @@ bool Vector3::operator<=(const Vector3 &p_v) const {
}
}
Vector3 Vector3::abs() const {
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
}
Vector3 Vector3::ceil() const {
return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
}
Vector3 Vector3::cross(const Vector3 &b) const {
Vector3 ret(
(y * b.z) - (z * b.y),
(z * b.x) - (x * b.z),
(x * b.y) - (y * b.x));
return ret;
}
Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const {
return Vector3(
x + (p_t * (p_b.x - x)),
y + (p_t * (p_b.y - y)),
z + (p_t * (p_b.z - z)));
}
Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const {
Vector3 p0 = pre_a;
Vector3 p1 = *this;
@@ -180,54 +89,6 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const
return out;
}
Vector3 Vector3::bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
real_t Vector3::length() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return ::sqrt(x2 + y2 + z2);
}
real_t Vector3::length_squared() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return x2 + y2 + z2;
}
real_t Vector3::distance_squared_to(const Vector3 &b) const {
return (b - *this).length_squared();
}
real_t Vector3::distance_to(const Vector3 &b) const {
return (b - *this).length();
}
real_t Vector3::dot(const Vector3 &b) const {
return x * b.x + y * b.y + z * b.z;
}
real_t Vector3::angle_to(const Vector3 &b) const {
return std::atan2(cross(b).length(), dot(b));
}
Vector3 Vector3::floor() const {
return Vector3(::floor(x), ::floor(y), ::floor(z));
}
Vector3 Vector3::inverse() const {
return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
}
bool Vector3::is_normalized() const {
return std::abs(length_squared() - 1.0) < 0.00001;
}
Basis Vector3::outer(const Vector3 &b) const {
Vector3 row0(x * b.x, x * b.y, x * b.z);
Vector3 row1(y * b.x, y * b.y, y * b.z);
@@ -243,56 +104,14 @@ int Vector3::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
void Vector3::normalize() {
real_t l = length();
if (l == 0) {
x = y = z = 0;
} else {
x /= l;
y /= l;
z /= l;
}
}
Vector3 Vector3::normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
Vector3 Vector3::reflect(const Vector3 &by) const {
return by - *this * this->dot(by) * 2.0;
}
Vector3 Vector3::rotated(const Vector3 &axis, const real_t phi) const {
Vector3 v = *this;
v.rotate(axis, phi);
return v;
}
void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = Basis(p_axis, p_phi).xform(*this);
}
Vector3 Vector3::slide(const Vector3 &by) const {
return by - *this * this->dot(by);
}
// this is ugly as well, but hey, I'm a simple man
#define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val)
void Vector3::snap(real_t p_val) {
x = _ugly_stepify(x, p_val);
y = _ugly_stepify(y, p_val);
z = _ugly_stepify(z, p_val);
}
#undef _ugly_stepify
Vector3 Vector3::snapped(const float by) {
Vector3 v = *this;
v.snap(by);
return v;
x = Math::stepify(x, p_val);
y = Math::stepify(y, p_val);
z = Math::stepify(z, p_val);
}
Vector3::operator String() const {

21
test/.gitignore vendored Normal file
View File

@@ -0,0 +1,21 @@
# Godot 4+ specific ignores
.godot/
# Godot-specific ignores
.import/
export.cfg
export_presets.cfg
# Dummy HTML5 export presets file for continuous integration
!.github/dist/export_presets.cfg
# Imported translations (automatically generated from CSV files)
*.translation
# Mono-specific ignores
.mono/
data_*/
mono_crash.*.json
# System/tool-specific ignores
.directory
*~

16
test/SConstruct Normal file
View File

@@ -0,0 +1,16 @@
#!/usr/bin/env python
env = SConscript("../SConstruct")
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['src/'])
sources = Glob('src/*.cpp')
library = env.SharedLibrary(
"bin/libgdexample.{}.{}.{}{}".format(
env["platform"], env["target"], env["arch_suffix"], env["SHLIBSUFFIX"]
),
source=sources,
)
Default(library)

20
test/gdexample.gdnlib Normal file
View File

@@ -0,0 +1,20 @@
[general]
singleton=false
load_once=true
symbol_prefix="godot_"
reloadable=false
[entry]
X11.64="res://bin/libgdexample.linux.release.64.so"
Server.64="res://bin/libgdexample.linux.release.64.so"
Windows.64="res://bin/libgdexample.windows.release.64.dll"
OSX.64="res://bin/libgdexample.osx.release.64.dylib"
[dependencies]
X11.64=[]
Server.64=[]
Windows.64=[]
OSX.64=[]

9
test/gdexample.gdns Normal file
View File

@@ -0,0 +1,9 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdexample.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "gdexample"
class_name = "SimpleClass"
library = ExtResource( 1 )

17
test/project.godot Normal file
View File

@@ -0,0 +1,17 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Test CI project"

30
test/script.gd Normal file
View File

@@ -0,0 +1,30 @@
extends MainLoop
func _initialize():
OS.exit_code = 1
var native_script = load("res://gdexample.gdns")
print("Native Script ", native_script)
if not native_script || !is_instance_valid(native_script):
return
print("Library ", native_script.library)
if not native_script.library || !is_instance_valid(native_script.library):
return
var ref = native_script.new()
print("Reference ", ref)
if not ref || !is_instance_valid(ref):
return
print("Reference name ", ref.name)
if ref.name != "SimpleClass":
return
print("Reference value ", ref.value)
if ref.value != 0:
return
print("Call method ", ref.method(1))
if ref.method(1) != 1:
return
OS.exit_code = 0
func _idle(_delta):
return true

103
test/src/init.cpp Normal file
View File

@@ -0,0 +1,103 @@
/*************************************************************************/
/* init.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include <Godot.hpp>
#include <Reference.hpp>
using namespace godot;
class SimpleClass : public Reference {
GODOT_CLASS(SimpleClass, Reference);
public:
SimpleClass() {}
/** `_init` must exist as it is called by Godot. */
void _init() {
_name = String("SimpleClass");
_value = 0;
}
void test_void_method() {
Godot::print("This is test");
}
Variant method(Variant arg) {
Variant ret;
ret = arg;
return ret;
}
static void _register_methods() {
register_method("method", &SimpleClass::method);
/**
* The line below is equivalent to the following GDScript export:
* export var _name = "SimpleClass"
**/
register_property<SimpleClass, String>("name", &SimpleClass::_name, String("SimpleClass"));
/** Alternatively, with getter and setter methods: */
register_property<SimpleClass, int>("value", &SimpleClass::set_value, &SimpleClass::get_value, 0);
/** Registering a signal: **/
register_signal<SimpleClass>("signal_name0"); // windows: error C2668: 'godot::register_signal': ambiguous call to overloaded function
register_signal<SimpleClass>("signal_name1", "string_argument", GODOT_VARIANT_TYPE_STRING);
}
String _name;
int _value;
void set_value(int p_value) {
_value = p_value;
}
int get_value() const {
return _value;
}
};
/** GDNative Initialize **/
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) {
godot::Godot::gdnative_init(o);
}
/** GDNative Terminate **/
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o) {
godot::Godot::gdnative_terminate(o);
}
/** NativeScript Initialize **/
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) {
godot::Godot::nativescript_init(handle);
godot::register_class<SimpleClass>();
}