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mirror of https://github.com/godotengine/godot.git synced 2025-11-28 16:07:14 +00:00

Type renames:

Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
This commit is contained in:
Juan Linietsky
2017-01-11 00:52:51 -03:00
parent 710692278d
commit bc26f90581
266 changed files with 2466 additions and 2468 deletions

View File

@@ -162,9 +162,9 @@ bool Mesh::_set(const StringName& p_name, const Variant& p_value) {
}
ERR_FAIL_COND_V(!d.has("aabb"),false);
AABB aabb = d["aabb"];
Rect3 aabb = d["aabb"];
Vector<AABB> bone_aabb;
Vector<Rect3> bone_aabb;
if (d.has("bone_aabb")) {
Array baabb = d["bone_aabb"];
bone_aabb.resize(baabb.size());
@@ -244,7 +244,7 @@ bool Mesh::_get(const StringName& p_name,Variant &r_ret) const {
d["format"]=VS::get_singleton()->mesh_surface_get_format(mesh,idx);
d["aabb"]=VS::get_singleton()->mesh_surface_get_aabb(mesh,idx);
Vector<AABB> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh,idx);
Vector<Rect3> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh,idx);
Array arr;
for(int i=0;i<skel_aabb.size();i++) {
arr[i]=skel_aabb[i];
@@ -275,7 +275,7 @@ bool Mesh::_get(const StringName& p_name,Variant &r_ret) const {
void Mesh::_get_property_list( List<PropertyInfo> *p_list) const {
if (morph_targets.size()) {
p_list->push_back(PropertyInfo(Variant::STRING_ARRAY,"morph_target/names",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::POOL_STRING_ARRAY,"morph_target/names",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR));
p_list->push_back(PropertyInfo(Variant::INT,"morph_target/mode",PROPERTY_HINT_ENUM,"Normalized,Relative"));
}
@@ -286,7 +286,7 @@ void Mesh::_get_property_list( List<PropertyInfo> *p_list) const {
p_list->push_back( PropertyInfo( Variant::OBJECT,"surface_"+itos(i+1)+"/material", PROPERTY_HINT_RESOURCE_TYPE,"Material",PROPERTY_USAGE_EDITOR ) );
}
p_list->push_back( PropertyInfo( Variant::_AABB,"custom_aabb/custom_aabb" ) );
p_list->push_back( PropertyInfo( Variant::RECT3,"custom_aabb/custom_aabb" ) );
}
@@ -294,7 +294,7 @@ void Mesh::_get_property_list( List<PropertyInfo> *p_list) const {
void Mesh::_recompute_aabb() {
// regenerate AABB
aabb=AABB();
aabb=Rect3();
for (int i=0;i<surfaces.size();i++) {
@@ -306,7 +306,7 @@ void Mesh::_recompute_aabb() {
}
void Mesh::add_surface(uint32_t p_format,PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs) {
void Mesh::add_surface(uint32_t p_format,PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes,const Vector<Rect3>& p_bone_aabbs) {
Surface s;
s.aabb=p_aabb;
@@ -337,7 +337,7 @@ void Mesh::add_surface_from_arrays(PrimitiveType p_primitive,const Array& p_arra
const Vector3 *vtx=r.ptr();
// check AABB
AABB aabb;
Rect3 aabb;
for (int i=0;i<len;i++) {
if (i==0)
@@ -505,7 +505,7 @@ String Mesh::surface_get_name(int p_idx) const{
}
void Mesh::surface_set_custom_aabb(int p_idx,const AABB& p_aabb) {
void Mesh::surface_set_custom_aabb(int p_idx,const Rect3& p_aabb) {
ERR_FAIL_INDEX( p_idx, surfaces.size() );
surfaces[p_idx].aabb=p_aabb;
@@ -522,7 +522,7 @@ Ref<Material> Mesh::surface_get_material(int p_idx) const {
void Mesh::add_surface_from_mesh_data(const Geometry::MeshData& p_mesh_data) {
VisualServer::get_singleton()->mesh_add_surface_from_mesh_data( mesh, p_mesh_data );
AABB aabb;
Rect3 aabb;
for (int i=0;i<p_mesh_data.vertices.size();i++) {
if (i==0)
@@ -551,19 +551,19 @@ RID Mesh::get_rid() const {
return mesh;
}
AABB Mesh::get_aabb() const {
Rect3 Mesh::get_aabb() const {
return aabb;
}
void Mesh::set_custom_aabb(const AABB& p_custom) {
void Mesh::set_custom_aabb(const Rect3& p_custom) {
custom_aabb=p_custom;
VS::get_singleton()->mesh_set_custom_aabb(mesh,custom_aabb);
}
AABB Mesh::get_custom_aabb() const {
Rect3 Mesh::get_custom_aabb() const {
return custom_aabb;
}