clang-format: Various fixes to comments alignment from `clang-format` 13

All reviewed manually and occasionally rewritten to avoid bad auto formatting.
This commit is contained in:
Rémi Verschelde 2021-10-28 15:43:36 +02:00
parent 3b11e33a09
commit 3a6be64c12
No known key found for this signature in database
GPG Key ID: C3336907360768E1
43 changed files with 368 additions and 485 deletions

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@ -41,8 +41,8 @@ class InputMap : public Object {
public:
/**
* A special value used to signify that a given Action can be triggered by any device
*/
* A special value used to signify that a given Action can be triggered by any device
*/
static int ALL_DEVICES;
struct Action {

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@ -41,7 +41,7 @@
* Image storage class. This is used to store an image in user memory, as well as
* providing some basic methods for image manipulation.
* Images can be loaded from a file, or registered into the Render object as textures.
*/
*/
class Image;

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@ -44,9 +44,9 @@ typedef uint32_t uintr_t;
#endif
/**
* Miscellaneous helpers for marshalling data types, and encoding
* in an endian independent way
*/
* Miscellaneous helpers for marshalling data types, and encoding
* in an endian independent way
*/
union MarshallFloat {
uint32_t i; ///< int

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@ -42,24 +42,24 @@ BVHABB_CLASS _logic_abb_merge(const BVHABB_CLASS &a, const BVHABB_CLASS &b) {
//--------------------------------------------------------------------------------------------------
/**
@file q3DynamicAABBTree.h
@author Randy Gaul
@date 10/10/2014
Copyright (c) 2014 Randy Gaul http://www.randygaul.net
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
* @file q3DynamicAABBTree.h
* @author Randy Gaul
* @date 10/10/2014
* Copyright (c) 2014 Randy Gaul http://www.randygaul.net
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
//--------------------------------------------------------------------------------------------------
// This function is based on the 'Balance' function from Randy Gaul's qu3e
@ -67,7 +67,7 @@ BVHABB_CLASS _logic_abb_merge(const BVHABB_CLASS &a, const BVHABB_CLASS &b) {
// It is MODIFIED from qu3e version.
// This is the only function used (and _logic_abb_merge helper function).
int32_t _logic_balance(int32_t iA, uint32_t p_tree_id) {
// return iA; // uncomment this to bypass balance
//return iA; // uncomment this to bypass balance
TNode *A = &_nodes[iA];
@ -75,12 +75,12 @@ int32_t _logic_balance(int32_t iA, uint32_t p_tree_id) {
return iA;
}
/* A
/ \
B C
/ \ / \
D E F G
*/
/* A
* / \
* B C
* / \ / \
* D E F G
*/
CRASH_COND(A->num_children != 2);
int32_t iB = A->children[0];

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@ -735,8 +735,6 @@ int32_t ConvexHullInternal::Rational64::compare(const Rational64 &b) const {
return 0;
}
// return (numerator * b.denominator > b.numerator * denominator) ? sign : (numerator * b.denominator < b.numerator * denominator) ? -sign : 0;
#ifdef USE_X86_64_ASM
int32_t result;
@ -757,10 +755,9 @@ int32_t ConvexHullInternal::Rational64::compare(const Rational64 &b) const {
: "=&b"(result), [tmp] "=&r"(tmp), "=a"(dummy)
: "a"(denominator), [bn] "g"(b.numerator), [tn] "g"(numerator), [bd] "g"(b.denominator)
: "%rdx", "cc");
return result ? result ^ sign // if sign is +1, only bit 0 of result is inverted, which does not change the sign of result (and cannot result in zero)
// if sign is -1, all bits of result are inverted, which changes the sign of result (and again cannot result in zero)
:
0;
// if sign is +1, only bit 0 of result is inverted, which does not change the sign of result (and cannot result in zero)
// if sign is -1, all bits of result are inverted, which changes the sign of result (and again cannot result in zero)
return result ? result ^ sign : 0;
#else

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@ -48,13 +48,13 @@ public:
Vector3 vertex[3];
/**
*
* @param p_plane plane used to split the face
* @param p_res array of at least 3 faces, amount used in function return
* @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in function return
* @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
* @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
*/
*
* @param p_plane plane used to split the face
* @param p_res array of at least 3 faces, amount used in function return
* @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in function return
* @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
* @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
*/
int split_by_plane(const Plane &p_plane, Face3 *p_res, bool *p_is_point_over) const;

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@ -116,10 +116,10 @@ enum Corner {
};
/**
* The "Real" type is an abstract type used for real numbers, such as 1.5,
* in contrast to integer numbers. Precision can be controlled with the
* presence or absence of the REAL_T_IS_DOUBLE define.
*/
* The "Real" type is an abstract type used for real numbers, such as 1.5,
* in contrast to integer numbers. Precision can be controlled with the
* presence or absence of the REAL_T_IS_DOUBLE define.
*/
#ifdef REAL_T_IS_DOUBLE
typedef double real_t;
#else

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@ -42,18 +42,13 @@ real_t Triangulate::get_area(const Vector<Vector2> &contour) {
return A * 0.5;
}
/*
is_inside_triangle decides if a point P is Inside of the triangle
defined by A, B, C.
*/
/* `is_inside_triangle` decides if a point P is inside the triangle
* defined by A, B, C. */
bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
real_t Bx, real_t By,
real_t Cx, real_t Cy,
real_t Px, real_t Py,
bool include_edges)
{
bool include_edges) {
real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
real_t cCROSSap, bCROSScp, aCROSSbp;

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@ -2317,28 +2317,33 @@ bool String::is_numeric() const {
}
template <class C>
static double built_in_strtod(const C *string, /* A decimal ASCII floating-point number,
* optionally preceded by white space. Must
* have form "-I.FE-X", where I is the integer
* part of the mantissa, F is the fractional
* part of the mantissa, and X is the
* exponent. Either of the signs may be "+",
* "-", or omitted. Either I or F may be
* omitted, or both. The decimal point isn't
* necessary unless F is present. The "E" may
* actually be an "e". E and X may both be
* omitted (but not just one). */
C **endPtr = nullptr) /* If non-nullptr, store terminating Cacter's
* address here. */
{
static const int maxExponent = 511; /* Largest possible base 10 exponent. Any
* exponent larger than this will already
* produce underflow or overflow, so there's
* no need to worry about additional digits.
*/
static const double powersOf10[] = { /* Table giving binary powers of 10. Entry */
10., /* is 10^2^i. Used to convert decimal */
100., /* exponents into floating-point numbers. */
static double built_in_strtod(
/* A decimal ASCII floating-point number,
* optionally preceded by white space. Must
* have form "-I.FE-X", where I is the integer
* part of the mantissa, F is the fractional
* part of the mantissa, and X is the
* exponent. Either of the signs may be "+",
* "-", or omitted. Either I or F may be
* omitted, or both. The decimal point isn't
* necessary unless F is present. The "E" may
* actually be an "e". E and X may both be
* omitted (but not just one). */
const C *string,
/* If non-nullptr, store terminating Cacter's
* address here. */
C **endPtr = nullptr) {
/* Largest possible base 10 exponent. Any
* exponent larger than this will already
* produce underflow or overflow, so there's
* no need to worry about additional digits. */
static const int maxExponent = 511;
/* Table giving binary powers of 10. Entry
* is 10^2^i. Used to convert decimal
* exponents into floating-point numbers. */
static const double powersOf10[] = {
10.,
100.,
1.0e4,
1.0e8,
1.0e16,
@ -2353,25 +2358,28 @@ static double built_in_strtod(const C *string, /* A decimal ASCII floating-point
const double *d;
const C *p;
int c;
int exp = 0; /* Exponent read from "EX" field. */
int fracExp = 0; /* Exponent that derives from the fractional
* part. Under normal circumstances, it is
* the negative of the number of digits in F.
* However, if I is very long, the last digits
* of I get dropped (otherwise a long I with a
* large negative exponent could cause an
* unnecessary overflow on I alone). In this
* case, fracExp is incremented one for each
* dropped digit. */
int mantSize; /* Number of digits in mantissa. */
int decPt; /* Number of mantissa digits BEFORE decimal
* point. */
const C *pExp; /* Temporarily holds location of exponent in
* string. */
/* Exponent read from "EX" field. */
int exp = 0;
/* Exponent that derives from the fractional
* part. Under normal circumstances, it is
* the negative of the number of digits in F.
* However, if I is very long, the last digits
* of I get dropped (otherwise a long I with a
* large negative exponent could cause an
* unnecessary overflow on I alone). In this
* case, fracExp is incremented one for each
* dropped digit. */
int fracExp = 0;
/* Number of digits in mantissa. */
int mantSize;
/* Number of mantissa digits BEFORE decimal point. */
int decPt;
/* Temporarily holds location of exponent in string. */
const C *pExp;
/*
* Strip off leading blanks and check for a sign.
*/
* Strip off leading blanks and check for a sign.
*/
p = string;
while (*p == ' ' || *p == '\t' || *p == '\n') {
@ -2388,9 +2396,9 @@ static double built_in_strtod(const C *string, /* A decimal ASCII floating-point
}
/*
* Count the number of digits in the mantissa (including the decimal
* point), and also locate the decimal point.
*/
* Count the number of digits in the mantissa (including the decimal
* point), and also locate the decimal point.
*/
decPt = -1;
for (mantSize = 0;; mantSize += 1) {
@ -2405,11 +2413,11 @@ static double built_in_strtod(const C *string, /* A decimal ASCII floating-point
}
/*
* Now suck up the digits in the mantissa. Use two integers to collect 9
* digits each (this is faster than using floating-point). If the mantissa
* has more than 18 digits, ignore the extras, since they can't affect the
* value anyway.
*/
* Now suck up the digits in the mantissa. Use two integers to collect 9
* digits each (this is faster than using floating-point). If the mantissa
* has more than 18 digits, ignore the extras, since they can't affect the
* value anyway.
*/
pExp = p;
p -= mantSize;
@ -2455,8 +2463,8 @@ static double built_in_strtod(const C *string, /* A decimal ASCII floating-point
}
/*
* Skim off the exponent.
*/
* Skim off the exponent.
*/
p = pExp;
if ((*p == 'E') || (*p == 'e')) {
@ -2486,10 +2494,10 @@ static double built_in_strtod(const C *string, /* A decimal ASCII floating-point
}
/*
* Generate a floating-point number that represents the exponent. Do this
* by processing the exponent one bit at a time to combine many powers of
* 2 of 10. Then combine the exponent with the fraction.
*/
* Generate a floating-point number that represents the exponent. Do this
* by processing the exponent one bit at a time to combine many powers of
* 2 of 10. Then combine the exponent with the fraction.
*/
if (exp < 0) {
expSign = true;

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@ -53,7 +53,7 @@
* @param RELATIONSHIP Relationship at which the hash table is resized. if amount of elements is RELATIONSHIP
* times bigger than the hash table, table is resized to solve this condition. if RELATIONSHIP is zero, table is always MIN_HASH_TABLE_POWER.
*
*/
*/
template <class TKey, class TData, class Hasher = HashMapHasherDefault, class Comparator = HashMapComparatorDefault<TKey>, uint8_t MIN_HASH_TABLE_POWER = 3, uint8_t RELATIONSHIP = 8>
class HashMap {
@ -458,8 +458,8 @@ public:
*
* print( *k );
* }
*
*/
*
*/
const TKey *next(const TKey *p_key) const {
if (unlikely(!hash_table)) {
return nullptr;

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@ -249,29 +249,29 @@ private:
public:
/**
* return a const iterator to the beginning of the list.
*/
* return a const iterator to the beginning of the list.
*/
_FORCE_INLINE_ const Element *front() const {
return _data ? _data->first : nullptr;
}
/**
* return an iterator to the beginning of the list.
*/
* return an iterator to the beginning of the list.
*/
_FORCE_INLINE_ Element *front() {
return _data ? _data->first : nullptr;
}
/**
* return a const iterator to the last member of the list.
*/
* return a const iterator to the last member of the list.
*/
_FORCE_INLINE_ const Element *back() const {
return _data ? _data->last : nullptr;
}
/**
* return an iterator to the last member of the list.
*/
* return an iterator to the last member of the list.
*/
_FORCE_INLINE_ Element *back() {
return _data ? _data->last : nullptr;
}

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@ -35,7 +35,7 @@
* @class Vector
* @author Juan Linietsky
* Vector container. Regular Vector Container. Use with care and for smaller arrays when possible. Use Vector for large arrays.
*/
*/
#include "core/error/error_macros.h"
#include "core/os/memory.h"

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@ -631,10 +631,10 @@ Error VulkanContext::_create_physical_device() {
}
/*
* This is info for a temp callback to use during CreateInstance.
* After the instance is created, we use the instance-based
* function to register the final callback.
*/
* This is info for a temp callback to use during CreateInstance.
* After the instance is created, we use the instance-based
* function to register the final callback.
*/
VkDebugUtilsMessengerCreateInfoEXT dbg_messenger_create_info;
VkDebugReportCallbackCreateInfoEXT dbg_report_callback_create_info{};
if (enabled_debug_utils) {

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@ -252,13 +252,13 @@ Error ResourceImporterWAV::import(const String &p_source_file, const String &p_s
//loop point info!
/**
* Consider exploring next document:
* http://www-mmsp.ece.mcgill.ca/Documents/AudioFormats/WAVE/Docs/RIFFNEW.pdf
* Especially on page:
* 16 - 17
* Timestamp:
* 22:38 06.07.2017 GMT
**/
* Consider exploring next document:
* http://www-mmsp.ece.mcgill.ca/Documents/AudioFormats/WAVE/Docs/RIFFNEW.pdf
* Especially on page:
* 16 - 17
* Timestamp:
* 22:38 06.07.2017 GMT
**/
for (int i = 0; i < 10; i++) {
file->get_32(); // i wish to know why should i do this... no doc!

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@ -614,15 +614,6 @@ Path3DEditorPlugin::Path3DEditorPlugin(EditorNode *p_node) {
menu->connect("id_pressed", callable_mp(this, &Path3DEditorPlugin::_handle_option_pressed));
curve_edit->set_pressed(true);
/*
collision_polygon_editor = memnew( PathEditor(p_node) );
editor->get_main_control()->add_child(collision_polygon_editor);
collision_polygon_editor->set_margin(MARGIN_LEFT,200);
collision_polygon_editor->set_margin(MARGIN_RIGHT,230);
collision_polygon_editor->set_margin(MARGIN_TOP,0);
collision_polygon_editor->set_margin(MARGIN_BOTTOM,10);
collision_polygon_editor->hide();
*/
}
Path3DEditorPlugin::~Path3DEditorPlugin() {

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@ -1308,10 +1308,12 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
OS::get_singleton()->_allow_hidpi = GLOBAL_DEF("display/window/dpi/allow_hidpi", false);
}
/* todo restore
OS::get_singleton()->_allow_layered = GLOBAL_DEF("display/window/per_pixel_transparency/allowed", false);
video_mode.layered = GLOBAL_DEF("display/window/per_pixel_transparency/enabled", false);
*/
// FIXME: Restore support.
#if 0
//OS::get_singleton()->_allow_layered = GLOBAL_DEF("display/window/per_pixel_transparency/allowed", false);
video_mode.layered = GLOBAL_DEF("display/window/per_pixel_transparency/enabled", false);
#endif
if (editor || project_manager) {
// The editor and project manager always detect and use hiDPI if needed
OS::get_singleton()->_allow_hidpi = true;

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@ -82,46 +82,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <stdint.h>
namespace FBXDocParser {
//enum Flag
//{
// e_unknown_0 = 1 << 0,
// e_unknown_1 = 1 << 1,
// e_unknown_2 = 1 << 2,
// e_unknown_3 = 1 << 3,
// e_unknown_4 = 1 << 4,
// e_unknown_5 = 1 << 5,
// e_unknown_6 = 1 << 6,
// e_unknown_7 = 1 << 7,
// e_unknown_8 = 1 << 8,
// e_unknown_9 = 1 << 9,
// e_unknown_10 = 1 << 10,
// e_unknown_11 = 1 << 11,
// e_unknown_12 = 1 << 12,
// e_unknown_13 = 1 << 13,
// e_unknown_14 = 1 << 14,
// e_unknown_15 = 1 << 15,
// e_unknown_16 = 1 << 16,
// e_unknown_17 = 1 << 17,
// e_unknown_18 = 1 << 18,
// e_unknown_19 = 1 << 19,
// e_unknown_20 = 1 << 20,
// e_unknown_21 = 1 << 21,
// e_unknown_22 = 1 << 22,
// e_unknown_23 = 1 << 23,
// e_flag_field_size_64_bit = 1 << 24, // Not sure what is
// e_unknown_25 = 1 << 25,
// e_unknown_26 = 1 << 26,
// e_unknown_27 = 1 << 27,
// e_unknown_28 = 1 << 28,
// e_unknown_29 = 1 << 29,
// e_unknown_30 = 1 << 30,
// e_unknown_31 = 1 << 31
//};
//
//bool check_flag(uint32_t flags, Flag to_check)
//{
// return (flags & to_check) != 0;
//}
// ------------------------------------------------------------------------------------------------
Token::Token(const char *sbegin, const char *send, TokenType type, size_t offset) :
sbegin(sbegin),
@ -458,12 +418,6 @@ void TokenizeBinary(TokenList &output_tokens, const char *input, size_t length,
//TokenizeError("file is too short",0);
}
//uint32_t offset = 0x15;
/* const char* cursor = input + 0x15;
const uint32_t flags = ReadWord(input, cursor, input + length);
const uint8_t padding_0 = ReadByte(input, cursor, input + length); // unused
const uint8_t padding_1 = ReadByte(input, cursor, input + length); // unused*/
if (strncmp(input, "Kaydara FBX Binary", 18)) {
TokenizeError("magic bytes not found", 0);
}

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@ -70,8 +70,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/** @file FBXCommon.h
* Some useful constants and enums for dealing with FBX files.
*/
* Some useful constants and enums for dealing with FBX files.
*/
#ifndef FBX_COMMON_H
#define FBX_COMMON_H

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@ -706,13 +706,13 @@ public:
virtual ~AnimationCurve();
/** get list of keyframe positions (time).
* Invariant: |GetKeys()| > 0 */
* Invariant: |GetKeys()| > 0 */
const KeyTimeList &GetKeys() const {
return keys;
}
/** get list of keyframe values.
* Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
* Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
const KeyValueList &GetValues() const {
return values;
}
@ -750,8 +750,8 @@ typedef std::weak_ptr<AnimationCurveNode> AnimationCurveNodeWeakPtr;
class AnimationCurveNode : public Object {
public:
/* the optional white list specifies a list of property names for which the caller
wants animations for. If the curve node does not match one of these, std::range_error
will be thrown. */
wants animations for. If the curve node does not match one of these, std::range_error
will be thrown. */
AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc,
const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
@ -760,8 +760,8 @@ public:
const AnimationMap &Curves() const;
/** Object the curve is assigned to, this can be nullptr if the
* target object has no DOM representation or could not
* be read for other reasons.*/
* target object has no DOM representation or could not
* be read for other reasons.*/
Object *Target() const {
return target;
}
@ -799,8 +799,8 @@ public:
virtual ~AnimationLayer();
/* the optional white list specifies a list of property names for which the caller
wants animations for. Curves not matching this list will not be added to the
animation layer. */
wants animations for. Curves not matching this list will not be added to the
animation layer. */
const AnimationCurveNodeList Nodes(const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0) const;
private:
@ -891,15 +891,15 @@ public:
virtual ~Cluster();
/** get the list of deformer weights associated with this cluster.
* Use #GetIndices() to get the associated vertices. Both arrays
* have the same size (and may also be empty). */
* Use #GetIndices() to get the associated vertices. Both arrays
* have the same size (and may also be empty). */
const std::vector<float> &GetWeights() const {
return weights;
}
/** get indices into the vertex data of the geometry associated
* with this cluster. Use #GetWeights() to get the associated weights.
* Both arrays have the same size (and may also be empty). */
* with this cluster. Use #GetWeights() to get the associated weights.
* Both arrays have the same size (and may also be empty). */
const std::vector<unsigned int> &GetIndices() const {
return indices;
}
@ -998,7 +998,7 @@ public:
LazyObject *LazyDestinationObject() const;
/** return the name of the property the connection is attached to.
* this is an empty string for object to object (OO) connections. */
* this is an empty string for object to object (OO) connections. */
const std::string &PropertyName() const {
return prop;
}

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@ -81,29 +81,29 @@ namespace FBXDocParser {
/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
struct ImportSettings {
/** enable strict mode:
* - only accept fbx 2012, 2013 files
* - on the slightest error, give up.
*
* Basically, strict mode means that the fbx file will actually
* be validated.*/
* - only accept fbx 2012, 2013 files
* - on the slightest error, give up.
*
* Basically, strict mode means that the fbx file will actually
* be validated.*/
bool strictMode = true;
/** specifies whether all geometry layers are read and scanned for
* usable data channels. The FBX spec indicates that many readers
* will only read the first channel and that this is in some way
* the recommended way- in reality, however, it happens a lot that
* vertex data is spread among multiple layers.*/
* usable data channels. The FBX spec indicates that many readers
* will only read the first channel and that this is in some way
* the recommended way- in reality, however, it happens a lot that
* vertex data is spread among multiple layers.*/
bool readAllLayers = true;
/** specifies whether all materials are read, or only those that
* are referenced by at least one mesh. Reading all materials
* may make FBX reading a lot slower since all objects
* need to be processed.
* This bit is ignored unless readMaterials=true.*/
* are referenced by at least one mesh. Reading all materials
* may make FBX reading a lot slower since all objects
* need to be processed.
* This bit is ignored unless readMaterials=true.*/
bool readAllMaterials = true;
/** import materials (true) or skip them and assign a default
* material.*/
* material.*/
bool readMaterials = true;
/** import embedded textures?*/
@ -116,35 +116,35 @@ struct ImportSettings {
bool readLights = true;
/** import animations (i.e. animation curves, the node
* skeleton is always imported).*/
* skeleton is always imported).*/
bool readAnimations = true;
/** read bones (vertex weights and deform info).*/
bool readWeights = true;
/** preserve transformation pivots and offsets. Since these can
* not directly be represented in assimp, additional dummy
* nodes will be generated. Note that settings this to false
* can make animation import a lot slower.
*
* The naming scheme for the generated nodes is:
* <OriginalName>_$AssimpFbx$_<TransformName>
*
* where <TransformName> is one of
* RotationPivot
* RotationOffset
* PreRotation
* PostRotation
* ScalingPivot
* ScalingOffset
* Translation
* Scaling
* Rotation
**/
* not directly be represented in assimp, additional dummy
* nodes will be generated. Note that settings this to false
* can make animation import a lot slower.
*
* The naming scheme for the generated nodes is:
* <OriginalName>_$AssimpFbx$_<TransformName>
*
* where <TransformName> is one of
* RotationPivot
* RotationOffset
* PreRotation
* PostRotation
* ScalingPivot
* ScalingOffset
* Translation
* Scaling
* Rotation
**/
bool preservePivots = true;
/** do not import animation curves that specify a constant
* values matching the corresponding node transformation.*/
* values matching the corresponding node transformation.*/
bool optimizeEmptyAnimationCurves = true;
/** use legacy naming for embedded textures eg: (*0, *1, *2).*/

View File

@ -226,7 +226,7 @@ public:
const std::vector<Vector3> &GetVertices() const;
/** Get a list of all vertex normals or an empty array if
* no normals are specified. */
* no normals are specified. */
const std::vector<Vector3> &GetNormals() const;
/** Return list of vertex indices. */
@ -238,8 +238,8 @@ private:
std::vector<unsigned int> m_indices;
};
/**
* DOM class for FBX geometry of type "Line"
*/
* DOM class for FBX geometry of type "Line"
*/
class LineGeometry : public Geometry {
public:
/** The class constructor */

View File

@ -660,13 +660,6 @@ void ParseVectorDataArray(std::vector<Vector3> &out, const ElementPtr el) {
static_cast<real_t>(d[1]),
static_cast<real_t>(d[2])));
}
// for debugging
/*for ( size_t i = 0; i < out.size(); i++ ) {
aiVector3D vec3( out[ i ] );
std::stringstream stream;
stream << " vec3.x = " << vec3.x << " vec3.y = " << vec3.y << " vec3.z = " << vec3.z << std::endl;
DefaultLogger::get()->info( stream.str() );
}*/
} else if (type == 'f') {
const float *f = reinterpret_cast<const float *>(&buff[0]);
for (unsigned int i = 0; i < count3; ++i, f += 3) {

View File

@ -187,7 +187,7 @@ private:
class Parser {
public:
/** Parse given a token list. Does not take ownership of the tokens -
* the objects must persist during the entire parser lifetime */
* the objects must persist during the entire parser lifetime */
Parser(const TokenList &tokens, bool is_binary);
~Parser();

View File

@ -169,10 +169,10 @@ char EncodeBase64(char byte) {
}
/** Encodes a block of 4 bytes to base64 encoding
* @param bytes Bytes to encode.
* @param out_string String to write encoded values to.
* @param string_pos Position in out_string.
*/
* @param bytes Bytes to encode.
* @param out_string String to write encoded values to.
* @param string_pos Position in out_string.
*/
void EncodeByteBlock(const char *bytes, std::string &out_string, size_t string_pos) {
char b0 = (bytes[0] & 0xFC) >> 2;
char b1 = (bytes[0] & 0x03) << 4 | ((bytes[1] & 0xF0) >> 4);

View File

@ -87,34 +87,34 @@ namespace Util {
const char *TokenTypeString(TokenType t);
/** Decode a single Base64-encoded character.
*
* @param ch Character to decode (from base64 to binary).
* @return decoded byte value*/
*
* @param ch Character to decode (from base64 to binary).
* @return decoded byte value*/
uint8_t DecodeBase64(char ch);
/** Compute decoded size of a Base64-encoded string
*
* @param in Characters to decode.
* @param inLength Number of characters to decode.
* @return size of the decoded data (number of bytes)*/
*
* @param in Characters to decode.
* @param inLength Number of characters to decode.
* @return size of the decoded data (number of bytes)*/
size_t ComputeDecodedSizeBase64(const char *in, size_t inLength);
/** Decode a Base64-encoded string
*
* @param in Characters to decode.
* @param inLength Number of characters to decode.
* @param out Pointer where we will store the decoded data.
* @param maxOutLength Size of output buffer.
* @return size of the decoded data (number of bytes)*/
*
* @param in Characters to decode.
* @param inLength Number of characters to decode.
* @param out Pointer where we will store the decoded data.
* @param maxOutLength Size of output buffer.
* @return size of the decoded data (number of bytes)*/
size_t DecodeBase64(const char *in, size_t inLength, uint8_t *out, size_t maxOutLength);
char EncodeBase64(char byte);
/** Encode bytes in base64-encoding
*
* @param data Binary data to encode.
* @param inLength Number of bytes to encode.
* @return base64-encoded string*/
*
* @param data Binary data to encode.
* @param inLength Number of bytes to encode.
* @return base64-encoded string*/
std::string EncodeBase64(const char *data, size_t length);
} // namespace Util
} // namespace FBXDocParser

View File

@ -43,7 +43,7 @@
/**
* Import Utils
* Conversion tools / glue code to convert from FBX to Godot
*/
*/
class ImportUtils {
public:
/// Convert a vector from degrees to radians.
@ -201,7 +201,7 @@ public:
};
/** Get fbx fps for time mode meta data
*/
*/
static float get_fbx_fps(int32_t time_mode) {
switch (time_mode) {
case AssetImportFbx::TIME_MODE_DEFAULT:
@ -258,13 +258,13 @@ public:
}
/**
* Find hardcoded textures from assimp which could be in many different directories
*/
* Find hardcoded textures from assimp which could be in many different directories
*/
/**
* set_texture_mapping_mode
* Helper to check the mapping mode of the texture (repeat, clamp and mirror)
*/
* set_texture_mapping_mode
* Helper to check the mapping mode of the texture (repeat, clamp and mirror)
*/
// static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
// ERR_FAIL_COND(texture.is_null());
// ERR_FAIL_COND(map_mode == nullptr);
@ -282,9 +282,9 @@ public:
// }
/**
* Load or load from cache image :)
* We need to upgrade this in the later version :) should not be hard
*/
* Load or load from cache image :)
* We need to upgrade this in the later version :) should not be hard
*/
//static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path){
// Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);

View File

@ -361,13 +361,6 @@ Error PluginScript::reload(bool p_keep_state) {
_properties_default_values[pi.name] = v["default_value"];
}
#ifdef TOOLS_ENABLED
/*for (Set<PlaceHolderScriptInstance*>::Element *E=placeholders.front();E;E=E->next()) {
_update_placeholder(E->get());
}*/
#endif
FREE_SCRIPT_MANIFEST(manifest);
return OK;
#undef FREE_SCRIPT_MANIFEST

View File

@ -3068,9 +3068,9 @@ void GDScriptParser::get_class_doc_comment(int p_line, String &p_brief, String &
} else {
/* Syntax:
@tutorial ( The Title Here ) : https://the.url/
^ open ^ close ^ colon ^ url
*/
* @tutorial ( The Title Here ) : https://the.url/
* ^ open ^ close ^ colon ^ url
*/
int open_bracket_pos = begin_scan, close_bracket_pos = 0;
while (open_bracket_pos < striped_line.length() && (striped_line[open_bracket_pos] == ' ' || striped_line[open_bracket_pos] == '\t')) {
open_bracket_pos++;

View File

@ -358,21 +358,21 @@ struct Command {
namespace TextDocumentSyncKind {
/**
* Documents should not be synced at all.
*/
* Documents should not be synced at all.
*/
static const int None = 0;
/**
* Documents are synced by always sending the full content
* of the document.
*/
* Documents are synced by always sending the full content
* of the document.
*/
static const int Full = 1;
/**
* Documents are synced by sending the full content on open.
* After that only incremental updates to the document are
* send.
*/
* Documents are synced by sending the full content on open.
* After that only incremental updates to the document are
* send.
*/
static const int Incremental = 2;
}; // namespace TextDocumentSyncKind
@ -667,20 +667,20 @@ struct TextDocumentContentChangeEvent {
// Use namespace instead of enumeration to follow the LSP specifications
namespace DiagnosticSeverity {
/**
* Reports an error.
*/
* Reports an error.
*/
static const int Error = 1;
/**
* Reports a warning.
*/
* Reports a warning.
*/
static const int Warning = 2;
/**
* Reports an information.
*/
* Reports an information.
*/
static const int Information = 3;
/**
* Reports a hint.
*/
* Reports a hint.
*/
static const int Hint = 4;
}; // namespace DiagnosticSeverity
@ -871,18 +871,18 @@ static const int TypeParameter = 25;
*/
namespace InsertTextFormat {
/**
* The primary text to be inserted is treated as a plain string.
*/
* The primary text to be inserted is treated as a plain string.
*/
static const int PlainText = 1;
/**
* The primary text to be inserted is treated as a snippet.
*
* A snippet can define tab stops and placeholders with `$1`, `$2`
* and `${3:foo}`. `$0` defines the final tab stop, it defaults to
* the end of the snippet. Placeholders with equal identifiers are linked,
* that is typing in one will update others too.
*/
* The primary text to be inserted is treated as a snippet.
*
* A snippet can define tab stops and placeholders with `$1`, `$2`
* and `${3:foo}`. `$0` defines the final tab stop, it defaults to
* the end of the snippet. Placeholders with equal identifiers are linked,
* that is typing in one will update others too.
*/
static const int Snippet = 2;
}; // namespace InsertTextFormat
@ -1359,16 +1359,16 @@ struct NativeSymbolInspectParams {
*/
namespace FoldingRangeKind {
/**
* Folding range for a comment
*/
* Folding range for a comment
*/
static const String Comment = "comment";
/**
* Folding range for a imports or includes
*/
* Folding range for a imports or includes
*/
static const String Imports = "imports";
/**
* Folding range for a region (e.g. `#region`)
*/
* Folding range for a region (e.g. `#region`)
*/
static const String Region = "region";
} // namespace FoldingRangeKind
@ -1419,20 +1419,20 @@ struct FoldingRange {
*/
namespace CompletionTriggerKind {
/**
* Completion was triggered by typing an identifier (24x7 code
* complete), manual invocation (e.g Ctrl+Space) or via API.
*/
* Completion was triggered by typing an identifier (24x7 code
* complete), manual invocation (e.g Ctrl+Space) or via API.
*/
static const int Invoked = 1;
/**
* Completion was triggered by a trigger character specified by
* the `triggerCharacters` properties of the `CompletionRegistrationOptions`.
*/
* Completion was triggered by a trigger character specified by
* the `triggerCharacters` properties of the `CompletionRegistrationOptions`.
*/
static const int TriggerCharacter = 2;
/**
* Completion was re-triggered as the current completion list is incomplete.
*/
* Completion was re-triggered as the current completion list is incomplete.
*/
static const int TriggerForIncompleteCompletions = 3;
} // namespace CompletionTriggerKind
@ -1441,8 +1441,8 @@ static const int TriggerForIncompleteCompletions = 3;
*/
struct CompletionContext {
/**
* How the completion was triggered.
*/
* How the completion was triggered.
*/
int triggerKind = CompletionTriggerKind::TriggerCharacter;
/**
@ -1906,7 +1906,7 @@ struct GodotNativeClassInfo {
struct GodotCapabilities {
/**
* Native class list
*/
*/
List<GodotNativeClassInfo> native_classes;
Dictionary to_json() {

View File

@ -2370,7 +2370,6 @@ void VisualScriptLanguage::debug_get_stack_level_locals(int p_level, List<String
const StringName *f = _call_stack[l].function;
ERR_FAIL_COND(!_call_stack[l].instance->functions.has(*f));
//VisualScriptInstance::Function *func = &_call_stack[l].instance->functions[*f];
VisualScriptNodeInstance *node = _call_stack[l].instance->instances[*_call_stack[l].current_id];
ERR_FAIL_COND(!node);
@ -2416,21 +2415,6 @@ void VisualScriptLanguage::debug_get_stack_level_locals(int p_level, List<String
p_locals->push_back("working_mem/mem_" + itos(i));
p_values->push_back((*_call_stack[l].work_mem)[i]);
}
/*
ERR_FAIL_INDEX(p_level,_debug_call_stack_pos);
VisualFunction *f = _call_stack[l].function;
List<Pair<StringName,int> > locals;
f->debug_get_stack_member_state(*_call_stack[l].line,&locals);
for( List<Pair<StringName,int> >::Element *E = locals.front();E;E=E->next() ) {
p_locals->push_back(E->get().first);
p_values->push_back(_call_stack[l].stack[E->get().second]);
}
*/
}
void VisualScriptLanguage::debug_get_stack_level_members(int p_level, List<String> *p_members, List<Variant> *p_values, int p_max_subitems, int p_max_depth) {

View File

@ -133,28 +133,28 @@ static _WinTranslatePair _ak_to_keycode[] = {
};
/*
TODO: map these android key:
AKEYCODE_SOFT_LEFT = 1,
AKEYCODE_SOFT_RIGHT = 2,
AKEYCODE_CALL = 5,
AKEYCODE_ENDCALL = 6,
AKEYCODE_STAR = 17,
AKEYCODE_POUND = 18,
AKEYCODE_POWER = 26,
AKEYCODE_CAMERA = 27,
AKEYCODE_CLEAR = 28,
AKEYCODE_SYM = 63,
AKEYCODE_ENVELOPE = 65,
AKEYCODE_GRAVE = 68,
AKEYCODE_SEMICOLON = 74,
AKEYCODE_APOSTROPHE = 75,
AKEYCODE_AT = 77,
AKEYCODE_NUM = 78,
AKEYCODE_HEADSETHOOK = 79,
AKEYCODE_FOCUS = 80, // *Camera* focus
AKEYCODE_NOTIFICATION = 83,
AKEYCODE_SEARCH = 84,
AKEYCODE_PICTSYMBOLS = 94,
AKEYCODE_SWITCH_CHARSET = 95,
AKEYCODE_SOFT_LEFT = 1,
AKEYCODE_SOFT_RIGHT = 2,
AKEYCODE_CALL = 5,
AKEYCODE_ENDCALL = 6,
AKEYCODE_STAR = 17,
AKEYCODE_POUND = 18,
AKEYCODE_POWER = 26,
AKEYCODE_CAMERA = 27,
AKEYCODE_CLEAR = 28,
AKEYCODE_SYM = 63,
AKEYCODE_ENVELOPE = 65,
AKEYCODE_GRAVE = 68,
AKEYCODE_SEMICOLON = 74,
AKEYCODE_APOSTROPHE = 75,
AKEYCODE_AT = 77,
AKEYCODE_NUM = 78,
AKEYCODE_HEADSETHOOK = 79,
AKEYCODE_FOCUS = 80, // *Camera* focus
AKEYCODE_NOTIFICATION = 83,
AKEYCODE_SEARCH = 84,
AKEYCODE_PICTSYMBOLS = 94,
AKEYCODE_SWITCH_CHARSET = 95,
*/
unsigned int android_get_keysym(unsigned int p_code);

View File

@ -498,11 +498,11 @@ bool EditorExportPlatformAndroid::is_package_name_valid(const String &p_package,
bool EditorExportPlatformAndroid::_should_compress_asset(const String &p_path, const Vector<uint8_t> &p_data) {
/*
* By not compressing files with little or not benefit in doing so,
* a performance gain is expected attime. Moreover, if the APK is
* zip-aligned, assets stored as they are can be efficiently read by
* Android by memory-mapping them.
*/
* By not compressing files with little or not benefit in doing so,
* a performance gain is expected attime. Moreover, if the APK is
* zip-aligned, assets stored as they are can be efficiently read by
* Android by memory-mapping them.
*/
// -- Unconditional uncompress to mimic AAPT plus some other
@ -851,16 +851,11 @@ void EditorExportPlatformAndroid::_fix_manifest(const Ref<EditorExportPreset> &p
int iofs = ofs + 8;
string_count = decode_uint32(&p_manifest[iofs]);
//styles_count = decode_uint32(&p_manifest[iofs + 4]);
// iofs + 4 is `styles_count`.
string_flags = decode_uint32(&p_manifest[iofs + 8]);
string_data_offset = decode_uint32(&p_manifest[iofs + 12]);
//styles_offset = decode_uint32(&p_manifest[iofs + 16]);
/*
printf("string count: %i\n",string_count);
printf("flags: %i\n",string_flags);
printf("sdata ofs: %i\n",string_data_offset);
printf("styles ofs: %i\n",styles_offset);
*/
// iofs + 16 is `styles_offset`.
uint32_t st_offset = iofs + 20;
string_table.resize(string_count);
uint32_t string_end = 0;

View File

@ -50,9 +50,9 @@ public class GodotDownloaderService extends DownloaderService {
};
/**
* This public key comes from your Android Market publisher account, and it
* used by the LVL to validate responses from Market on your behalf.
*/
* This public key comes from your Android Market publisher account, and it
* used by the LVL to validate responses from Market on your behalf.
*/
@Override
public String getPublicKey() {
SharedPreferences prefs = getApplicationContext().getSharedPreferences("app_data_keys", Context.MODE_PRIVATE);
@ -63,20 +63,20 @@ public class GodotDownloaderService extends DownloaderService {
}
/**
* This is used by the preference obfuscater to make sure that your
* obfuscated preferences are different than the ones used by other
* applications.
*/
* This is used by the preference obfuscater to make sure that your
* obfuscated preferences are different than the ones used by other
* applications.
*/
@Override
public byte[] getSALT() {
return SALT;
}
/**
* Fill this in with the class name for your alarm receiver. We do this
* because receivers must be unique across all of Android (it's a good idea
* to make sure that your receiver is in your unique package)
*/
* Fill this in with the class name for your alarm receiver. We do this
* because receivers must be unique across all of Android (it's a good idea
* to make sure that your receiver is in your unique package)
*/
@Override
public String getAlarmReceiverClassName() {
Log.d("GODOT", "getAlarmReceiverClassName()");

View File

@ -2926,10 +2926,7 @@ void DisplayServerX11::process_events() {
xi.last_relative_time = raw_event->time;
} break;
#ifdef TOUCH_ENABLED
case XI_TouchBegin: // Fall-through
// Disabled hand-in-hand with the grabbing
//XIAllowTouchEvents(x11_display, event_data->deviceid, event_data->detail, x11_window, XIAcceptTouch);
case XI_TouchBegin:
case XI_TouchEnd: {
bool is_begin = event_data->evtype == XI_TouchBegin;
@ -4137,7 +4134,6 @@ DisplayServerX11::DisplayServerX11(const String &p_rendering_driver, WindowMode
}
show_window(main_window);
//create RenderingDevice if used
#if defined(VULKAN_ENABLED)
if (rendering_driver == "vulkan") {
//temporary
@ -4148,13 +4144,6 @@ DisplayServerX11::DisplayServerX11(const String &p_rendering_driver, WindowMode
}
#endif
/*
rendering_server = memnew(RenderingServerDefault);
if (get_render_thread_mode() != RENDER_THREAD_UNSAFE) {
rendering_server = memnew(RenderingServerWrapMT(rendering_server, get_render_thread_mode() == RENDER_SEPARATE_THREAD));
}
*/
{
//set all event master mask
XIEventMask all_master_event_mask;
@ -4167,15 +4156,6 @@ DisplayServerX11::DisplayServerX11(const String &p_rendering_driver, WindowMode
XISelectEvents(x11_display, DefaultRootWindow(x11_display), &all_master_event_mask, 1);
}
// Disabled by now since grabbing also blocks mouse events
// (they are received as extended events instead of standard events)
/*XIClearMask(xi.touch_event_mask.mask, XI_TouchOwnership);
// Grab touch devices to avoid OS gesture interference
for (int i = 0; i < xi.touch_devices.size(); ++i) {
XIGrabDevice(x11_display, xi.touch_devices[i], x11_window, CurrentTime, None, XIGrabModeAsync, XIGrabModeAsync, False, &xi.touch_event_mask);
}*/
cursor_size = XcursorGetDefaultSize(x11_display);
cursor_theme = XcursorGetTheme(x11_display);

View File

@ -325,11 +325,11 @@ void EditorExportPlatformOSX::_fix_plist(const Ref<EditorExportPreset> &p_preset
}
/**
If we're running the OSX version of the Godot editor we'll:
- export our application bundle to a temporary folder
- attempt to code sign it
- and then wrap it up in a DMG
**/
* If we're running the OSX version of the Godot editor we'll:
* - export our application bundle to a temporary folder
* - attempt to code sign it
* - and then wrap it up in a DMG
*/
Error EditorExportPlatformOSX::_notarize(const Ref<EditorExportPreset> &p_preset, const String &p_path) {
#ifdef OSX_ENABLED

View File

@ -367,15 +367,15 @@ class EditorExportPlatformUWP : public EditorExportPlatform {
static bool _should_compress_asset(const String &p_path, const Vector<uint8_t> &p_data) {
/* TODO: This was copied verbatim from Android export. It should be
* refactored to the parent class and also be used for .zip export.
*/
* refactored to the parent class and also be used for .zip export.
*/
/*
* By not compressing files with little or not benefit in doing so,
* a performance gain is expected at runtime. Moreover, if the APK is
* zip-aligned, assets stored as they are can be efficiently read by
* Android by memory-mapping them.
*/
* By not compressing files with little or not benefit in doing so,
* a performance gain is expected at runtime. Moreover, if the APK is
* zip-aligned, assets stored as they are can be efficiently read by
* Android by memory-mapping them.
*/
// -- Unconditional uncompress to mimic AAPT plus some other

View File

@ -44,7 +44,7 @@
definition of invalidation: global is invalid
1) If a node sets a LOCAL, it produces an invalidation of everything above
a) If above is invalid, don't keep invalidating upwards
. a) If above is invalid, don't keep invalidating upwards
2) If a node sets a GLOBAL, it is converted to LOCAL (and forces validation of everything pending below)
drawback: setting/reading globals is useful and used very often, and using affine inverses is slow
@ -56,7 +56,7 @@
definition of invalidation: NONE dirty, LOCAL dirty, GLOBAL dirty
1) If a node sets a LOCAL, it must climb the tree and set it as GLOBAL dirty
a) marking GLOBALs as dirty up all the tree must be done always
. a) marking GLOBALs as dirty up all the tree must be done always
2) If a node sets a GLOBAL, it marks local as dirty, and that's all?
//is clearing the dirty state correct in this case?

View File

@ -173,28 +173,20 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
p_coeffs->a2 = ((tmpgain + 1.0) - (tmpgain - 1.0) * cos_v - beta * sin_v);
} break;
};
}
p_coeffs->b0 /= a0;
p_coeffs->b1 /= a0;
p_coeffs->b2 /= a0;
p_coeffs->a1 /= 0.0 - a0;
p_coeffs->a2 /= 0.0 - a0;
//undenormalise
/* p_coeffs->b0=undenormalise(p_coeffs->b0);
p_coeffs->b1=undenormalise(p_coeffs->b1);
p_coeffs->b2=undenormalise(p_coeffs->b2);
p_coeffs->a1=undenormalise(p_coeffs->a1);
p_coeffs->a2=undenormalise(p_coeffs->a2);*/
}
void AudioFilterSW::set_stages(int p_stages) { //adjust for multiple stages
void AudioFilterSW::set_stages(int p_stages) {
stages = p_stages;
}
/* Fouriertransform kernel to obtain response */
/* Fourier transform kernel to obtain response */
float AudioFilterSW::get_response(float p_freq, Coeffs *p_coeffs) {
float freq = p_freq / sampling_rate * Math_TAU;

View File

@ -710,9 +710,11 @@ void GodotSoftBody3D::generate_bending_constraints(int p_distance) {
// A small structure to track lists of dependent link calculations.
class LinkDeps {
public:
int value; // A link calculation that is dependent on this one
// Positive values = "input A" while negative values = "input B"
LinkDeps *next; // Next dependence in the list
// A link calculation that is dependent on this one.
// Positive values = "input A" while negative values = "input B".
int value;
// Next dependence in the list.
LinkDeps *next;
};
typedef LinkDeps *LinkDepsPtr;

View File

@ -119,11 +119,11 @@ public:
//! Test limit
/*!
- free means upper < lower,
- locked means upper == lower
- limited means upper > lower
- limitIndex: first 3 are linear, next 3 are angular
*/
* - free means upper < lower,
* - locked means upper == lower
* - limited means upper > lower
* - limitIndex: first 3 are linear, next 3 are angular
*/
inline bool isLimited(int limitIndex) {
return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]);
}
@ -291,11 +291,11 @@ public:
//! Test limit
/*!
- free means upper < lower,
- locked means upper == lower
- limited means upper > lower
- limitIndex: first 3 are linear, next 3 are angular
*/
* - free means upper < lower,
* - locked means upper == lower
* - limited means upper > lower
* - limitIndex: first 3 are linear, next 3 are angular
*/
bool isLimited(int limitIndex) {
if (limitIndex < 3) {
return m_linearLimits.isLimited(limitIndex);

View File

@ -29,6 +29,7 @@
/*************************************************************************/
#include "renderer_canvas_render_rd.h"
#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
#include "core/math/math_defs.h"
@ -1585,9 +1586,6 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
push_constant.z_far = p_far;
push_constant.pad = 0;
/*if (i == 0)
*p_xform_cache = projection;*/
LightOccluderInstance *instance = p_occluders;
while (instance) {

View File

@ -91,7 +91,6 @@ void main() {
uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
#ifdef USE_ATTRIBUTES
if (instancing > 1) {
// trails
@ -128,37 +127,37 @@ void main() {
vertex = new_vertex;
color *= pcolor;
} else
#endif // USE_ATTRIBUTES
{
if (instancing == 1) {
uint stride = 2;
{
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
stride += 1;
}
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
stride += 1;
}
}
uint offset = stride * gl_InstanceIndex;
mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
offset += 2;
if (instancing == 1) {
uint stride = 2;
{
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
stride += 1;
color *= transforms.data[offset];
offset += 1;
}
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
stride += 1;
instance_custom = transforms.data[offset];
}
matrix = transpose(matrix);
world_matrix = world_matrix * matrix;
}
uint offset = stride * gl_InstanceIndex;
mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
offset += 2;
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
color *= transforms.data[offset];
offset += 1;
}
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
instance_custom = transforms.data[offset];
}
matrix = transpose(matrix);
world_matrix = world_matrix * matrix;
}
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)

View File

@ -1249,10 +1249,10 @@ void main() {
// LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
{ //directional light
{ // Directional light.
// Do shadow and lighting in two passes to reduce register pressure.
#ifndef SHADOWS_DISABLED
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
uint shadow1 = 0;