Merge pull request #89580 from lawnjelly/fti2d_transform_const_ref
[3.x] Physics Interpolation 2D - change transform API to use const ref
This commit is contained in:
commit
8eaf180f11
5 changed files with 15 additions and 15 deletions
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@ -1592,7 +1592,7 @@ void VisualServerCanvas::canvas_item_set_skeleton_relative_xform(RID p_item, Tra
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}
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}
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// Useful especially for origin shifting.
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// Useful especially for origin shifting.
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void VisualServerCanvas::canvas_item_transform_physics_interpolation(RID p_item, Transform2D p_transform) {
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void VisualServerCanvas::canvas_item_transform_physics_interpolation(RID p_item, const Transform2D &p_transform) {
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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ERR_FAIL_COND(!canvas_item);
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canvas_item->xform_prev = p_transform * canvas_item->xform_prev;
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canvas_item->xform_prev = p_transform * canvas_item->xform_prev;
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@ -1623,7 +1623,7 @@ void VisualServerCanvas::canvas_light_reset_physics_interpolation(RID p_light) {
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clight->xform_prev = clight->xform_curr;
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clight->xform_prev = clight->xform_curr;
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}
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}
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void VisualServerCanvas::canvas_light_transform_physics_interpolation(RID p_light, Transform2D p_transform) {
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void VisualServerCanvas::canvas_light_transform_physics_interpolation(RID p_light, const Transform2D &p_transform) {
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RasterizerCanvas::Light *clight = canvas_light_owner.get(p_light);
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RasterizerCanvas::Light *clight = canvas_light_owner.get(p_light);
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ERR_FAIL_COND(!clight);
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ERR_FAIL_COND(!clight);
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clight->xform_prev = p_transform * clight->xform_prev;
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clight->xform_prev = p_transform * clight->xform_prev;
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@ -1642,7 +1642,7 @@ void VisualServerCanvas::canvas_light_occluder_reset_physics_interpolation(RID p
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occluder->xform_prev = occluder->xform_curr;
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occluder->xform_prev = occluder->xform_curr;
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}
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}
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void VisualServerCanvas::canvas_light_occluder_transform_physics_interpolation(RID p_occluder, Transform2D p_transform) {
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void VisualServerCanvas::canvas_light_occluder_transform_physics_interpolation(RID p_occluder, const Transform2D &p_transform) {
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RasterizerCanvas::LightOccluderInstance *occluder = canvas_light_occluder_owner.get(p_occluder);
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RasterizerCanvas::LightOccluderInstance *occluder = canvas_light_occluder_owner.get(p_occluder);
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ERR_FAIL_COND(!occluder);
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ERR_FAIL_COND(!occluder);
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occluder->xform_prev = p_transform * occluder->xform_prev;
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occluder->xform_prev = p_transform * occluder->xform_prev;
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@ -265,7 +265,7 @@ public:
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void canvas_item_set_interpolated(RID p_item, bool p_interpolated);
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void canvas_item_set_interpolated(RID p_item, bool p_interpolated);
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void canvas_item_reset_physics_interpolation(RID p_item);
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void canvas_item_reset_physics_interpolation(RID p_item);
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void canvas_item_transform_physics_interpolation(RID p_item, Transform2D p_transform);
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void canvas_item_transform_physics_interpolation(RID p_item, const Transform2D &p_transform);
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void _canvas_item_invalidate_local_bound(RID p_item);
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void _canvas_item_invalidate_local_bound(RID p_item);
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void _canvas_item_remove_references(RID p_item, RID p_rid);
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void _canvas_item_remove_references(RID p_item, RID p_rid);
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@ -294,7 +294,7 @@ public:
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void canvas_light_set_interpolated(RID p_light, bool p_interpolated);
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void canvas_light_set_interpolated(RID p_light, bool p_interpolated);
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void canvas_light_reset_physics_interpolation(RID p_light);
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void canvas_light_reset_physics_interpolation(RID p_light);
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void canvas_light_transform_physics_interpolation(RID p_light, Transform2D p_transform);
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void canvas_light_transform_physics_interpolation(RID p_light, const Transform2D &p_transform);
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RID canvas_light_occluder_create();
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RID canvas_light_occluder_create();
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void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas);
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void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas);
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@ -305,7 +305,7 @@ public:
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void canvas_light_occluder_set_interpolated(RID p_occluder, bool p_interpolated);
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void canvas_light_occluder_set_interpolated(RID p_occluder, bool p_interpolated);
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void canvas_light_occluder_reset_physics_interpolation(RID p_occluder);
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void canvas_light_occluder_reset_physics_interpolation(RID p_occluder);
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void canvas_light_occluder_transform_physics_interpolation(RID p_occluder, Transform2D p_transform);
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void canvas_light_occluder_transform_physics_interpolation(RID p_occluder, const Transform2D &p_transform);
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RID canvas_occluder_polygon_create();
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RID canvas_occluder_polygon_create();
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void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed);
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void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed);
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@ -722,7 +722,7 @@ public:
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BIND2(canvas_item_set_interpolated, RID, bool)
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BIND2(canvas_item_set_interpolated, RID, bool)
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BIND1(canvas_item_reset_physics_interpolation, RID)
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BIND1(canvas_item_reset_physics_interpolation, RID)
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BIND2(canvas_item_transform_physics_interpolation, RID, Transform2D)
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BIND2(canvas_item_transform_physics_interpolation, RID, const Transform2D &)
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BIND0R(RID, canvas_light_create)
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BIND0R(RID, canvas_light_create)
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BIND2(canvas_light_attach_to_canvas, RID, RID)
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BIND2(canvas_light_attach_to_canvas, RID, RID)
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@ -750,7 +750,7 @@ public:
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BIND2(canvas_light_set_interpolated, RID, bool)
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BIND2(canvas_light_set_interpolated, RID, bool)
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BIND1(canvas_light_reset_physics_interpolation, RID)
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BIND1(canvas_light_reset_physics_interpolation, RID)
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BIND2(canvas_light_transform_physics_interpolation, RID, Transform2D)
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BIND2(canvas_light_transform_physics_interpolation, RID, const Transform2D &)
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BIND0R(RID, canvas_light_occluder_create)
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BIND0R(RID, canvas_light_occluder_create)
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BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
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BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
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@ -761,7 +761,7 @@ public:
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BIND2(canvas_light_occluder_set_interpolated, RID, bool)
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BIND2(canvas_light_occluder_set_interpolated, RID, bool)
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BIND1(canvas_light_occluder_reset_physics_interpolation, RID)
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BIND1(canvas_light_occluder_reset_physics_interpolation, RID)
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BIND2(canvas_light_occluder_transform_physics_interpolation, RID, Transform2D)
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BIND2(canvas_light_occluder_transform_physics_interpolation, RID, const Transform2D &)
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BIND0R(RID, canvas_occluder_polygon_create)
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BIND0R(RID, canvas_occluder_polygon_create)
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BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
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BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
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@ -626,7 +626,7 @@ public:
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FUNC2(canvas_item_set_interpolated, RID, bool)
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FUNC2(canvas_item_set_interpolated, RID, bool)
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FUNC1(canvas_item_reset_physics_interpolation, RID)
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FUNC1(canvas_item_reset_physics_interpolation, RID)
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FUNC2(canvas_item_transform_physics_interpolation, RID, Transform2D)
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FUNC2(canvas_item_transform_physics_interpolation, RID, const Transform2D &)
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FUNC0R(RID, canvas_light_create)
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FUNC0R(RID, canvas_light_create)
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FUNC2(canvas_light_attach_to_canvas, RID, RID)
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FUNC2(canvas_light_attach_to_canvas, RID, RID)
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@ -654,7 +654,7 @@ public:
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FUNC2(canvas_light_set_interpolated, RID, bool)
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FUNC2(canvas_light_set_interpolated, RID, bool)
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FUNC1(canvas_light_reset_physics_interpolation, RID)
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FUNC1(canvas_light_reset_physics_interpolation, RID)
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FUNC2(canvas_light_transform_physics_interpolation, RID, Transform2D)
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FUNC2(canvas_light_transform_physics_interpolation, RID, const Transform2D &)
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FUNCRID(canvas_light_occluder)
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FUNCRID(canvas_light_occluder)
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FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
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FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
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@ -665,7 +665,7 @@ public:
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FUNC2(canvas_light_occluder_set_interpolated, RID, bool)
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FUNC2(canvas_light_occluder_set_interpolated, RID, bool)
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FUNC1(canvas_light_occluder_reset_physics_interpolation, RID)
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FUNC1(canvas_light_occluder_reset_physics_interpolation, RID)
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FUNC2(canvas_light_occluder_transform_physics_interpolation, RID, Transform2D)
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FUNC2(canvas_light_occluder_transform_physics_interpolation, RID, const Transform2D &)
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FUNCRID(canvas_occluder_polygon)
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FUNCRID(canvas_occluder_polygon)
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FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
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FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
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@ -1076,7 +1076,7 @@ public:
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virtual void canvas_item_set_interpolated(RID p_item, bool p_interpolated) = 0;
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virtual void canvas_item_set_interpolated(RID p_item, bool p_interpolated) = 0;
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virtual void canvas_item_reset_physics_interpolation(RID p_item) = 0;
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virtual void canvas_item_reset_physics_interpolation(RID p_item) = 0;
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virtual void canvas_item_transform_physics_interpolation(RID p_item, Transform2D p_transform) = 0;
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virtual void canvas_item_transform_physics_interpolation(RID p_item, const Transform2D &p_transform) = 0;
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virtual RID canvas_light_create() = 0;
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virtual RID canvas_light_create() = 0;
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virtual void canvas_light_attach_to_canvas(RID p_light, RID p_canvas) = 0;
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virtual void canvas_light_attach_to_canvas(RID p_light, RID p_canvas) = 0;
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@ -1095,7 +1095,7 @@ public:
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virtual void canvas_light_set_interpolated(RID p_light, bool p_interpolated) = 0;
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virtual void canvas_light_set_interpolated(RID p_light, bool p_interpolated) = 0;
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virtual void canvas_light_reset_physics_interpolation(RID p_light) = 0;
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virtual void canvas_light_reset_physics_interpolation(RID p_light) = 0;
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virtual void canvas_light_transform_physics_interpolation(RID p_light, Transform2D p_transform) = 0;
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virtual void canvas_light_transform_physics_interpolation(RID p_light, const Transform2D &p_transform) = 0;
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enum CanvasLightMode {
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enum CanvasLightMode {
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CANVAS_LIGHT_MODE_ADD,
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CANVAS_LIGHT_MODE_ADD,
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@ -1131,7 +1131,7 @@ public:
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virtual void canvas_light_occluder_set_interpolated(RID p_occluder, bool p_interpolated) = 0;
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virtual void canvas_light_occluder_set_interpolated(RID p_occluder, bool p_interpolated) = 0;
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virtual void canvas_light_occluder_reset_physics_interpolation(RID p_occluder) = 0;
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virtual void canvas_light_occluder_reset_physics_interpolation(RID p_occluder) = 0;
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virtual void canvas_light_occluder_transform_physics_interpolation(RID p_occluder, Transform2D p_transform) = 0;
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virtual void canvas_light_occluder_transform_physics_interpolation(RID p_occluder, const Transform2D &p_transform) = 0;
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virtual RID canvas_occluder_polygon_create() = 0;
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virtual RID canvas_occluder_polygon_create() = 0;
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virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed) = 0;
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virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed) = 0;
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