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@@ -308,7 +308,7 @@ RID VisualServer::get_white_texture() {
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#define SMALL_VEC2 Vector2(0.00001, 0.00001)
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#define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001)
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Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector<uint8_t> &r_vertex_array, int p_vertex_array_len, PoolVector<uint8_t> &r_index_array, int p_index_array_len, Rect3 &r_aabb, Vector<Rect3> r_bone_aabb) {
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Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector<uint8_t> &r_vertex_array, int p_vertex_array_len, PoolVector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> r_bone_aabb) {
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PoolVector<uint8_t>::Write vw = r_vertex_array.write();
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@@ -373,7 +373,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
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}
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}
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r_aabb = Rect3(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0));
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r_aabb = AABB(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0));
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} else {
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PoolVector<Vector3> array = p_arrays[ai];
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@@ -383,7 +383,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
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const Vector3 *src = read.ptr();
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// setting vertices means regenerating the AABB
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Rect3 aabb;
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AABB aabb;
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if (p_format & ARRAY_COMPRESS_VERTEX) {
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@@ -395,7 +395,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
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if (i == 0) {
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aabb = Rect3(src[i], SMALL_VEC3);
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aabb = AABB(src[i], SMALL_VEC3);
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} else {
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aabb.expand_to(src[i]);
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@@ -411,7 +411,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
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if (i == 0) {
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aabb = Rect3(src[i], SMALL_VEC3);
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aabb = AABB(src[i], SMALL_VEC3);
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} else {
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aabb.expand_to(src[i]);
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@@ -728,7 +728,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
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PoolVector<int>::Read rb = bones.read();
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PoolVector<float>::Read rw = weights.read();
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Rect3 *bptr = r_bone_aabb.ptr();
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AABB *bptr = r_bone_aabb.ptr();
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for (int i = 0; i < vs; i++) {
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@@ -743,7 +743,7 @@ Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_
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if (bptr->size.x < 0) {
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//first
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bptr[idx] = Rect3(v, SMALL_VEC3);
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bptr[idx] = AABB(v, SMALL_VEC3);
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any_valid = true;
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} else {
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bptr[idx].expand_to(v);
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@@ -975,8 +975,8 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_prim
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PoolVector<uint8_t> index_array;
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index_array.resize(index_array_size);
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Rect3 aabb;
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Vector<Rect3> bone_aabb;
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AABB aabb;
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Vector<AABB> bone_aabb;
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Error err = _surface_set_data(p_arrays, format, offsets, total_elem_size, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb);
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@@ -993,7 +993,7 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_prim
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vertex_array_shape.resize(array_size);
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PoolVector<uint8_t> noindex;
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Rect3 laabb;
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AABB laabb;
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Error err = _surface_set_data(p_blend_shapes[i], format & ~ARRAY_FORMAT_INDEX, offsets, total_elem_size, vertex_array_shape, array_len, noindex, 0, laabb, bone_aabb);
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aabb.merge_with(laabb);
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if (err) {
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@@ -1470,7 +1470,7 @@ Array VisualServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surfac
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Array VisualServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const {
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Vector<Rect3> vec = VS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface);
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Vector<AABB> vec = VS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface);
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Array arr;
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for (int i = 0; i < vec.size(); i++) {
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arr[i] = vec[i];
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