-=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
144 lines
4.5 KiB
C++
144 lines
4.5 KiB
C++
/*************************************************************************/
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/* timer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "timer.h"
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void Timer::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_READY: {
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if (autostart) {
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#ifdef TOOLS_ENABLED
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if (get_scene()->is_editor_hint() && get_scene()->get_edited_scene_root() && (get_scene()->get_edited_scene_root()==this || get_scene()->get_edited_scene_root()->is_a_parent_of(this)))
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break;
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#endif start();
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}
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} break;
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case NOTIFICATION_PROCESS: {
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time_left -= get_process_delta_time();
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if (time_left<0) {
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if (!one_shot)
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time_left=wait_time+time_left;
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else
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stop();
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emit_signal("timeout");
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}
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} break;
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}
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}
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void Timer::set_wait_time(float p_time) {
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ERR_EXPLAIN("time should be greater than zero.");
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ERR_FAIL_COND(p_time<=0);
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wait_time=p_time;
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}
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float Timer::get_wait_time() const {
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return wait_time;
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}
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void Timer::set_one_shot(bool p_one_shot) {
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one_shot=p_one_shot;
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}
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bool Timer::is_one_shot() const {
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return one_shot;
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}
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void Timer::set_autostart(bool p_start) {
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autostart=p_start;
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}
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bool Timer::has_autostart() const {
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return autostart;
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}
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void Timer::start() {
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time_left=wait_time;
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set_process(true);
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}
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void Timer::stop() {
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time_left=-1;
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set_process(false);
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autostart=false;
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}
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float Timer::get_time_left() const {
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return time_left >0 ? time_left : 0;
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}
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void Timer::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_wait_time","time_sec"),&Timer::set_wait_time);
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ObjectTypeDB::bind_method(_MD("get_wait_time"),&Timer::get_wait_time);
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ObjectTypeDB::bind_method(_MD("set_one_shot","enable"),&Timer::set_one_shot);
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ObjectTypeDB::bind_method(_MD("is_one_shot"),&Timer::is_one_shot);
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ObjectTypeDB::bind_method(_MD("set_autostart","enable"),&Timer::set_autostart);
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ObjectTypeDB::bind_method(_MD("has_autostart"),&Timer::has_autostart);
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ObjectTypeDB::bind_method(_MD("start"),&Timer::start);
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ObjectTypeDB::bind_method(_MD("stop"),&Timer::stop);
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ObjectTypeDB::bind_method(_MD("get_time_left"),&Timer::get_time_left);
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ADD_SIGNAL( MethodInfo("timeout") );
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ADD_PROPERTY( PropertyInfo(Variant::REAL, "wait_time", PROPERTY_HINT_EXP_RANGE, "0.01,4096,0.01" ), _SCS("set_wait_time"), _SCS("get_wait_time") );
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ADD_PROPERTY( PropertyInfo(Variant::BOOL, "one_shot" ), _SCS("set_one_shot"), _SCS("is_one_shot") );
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ADD_PROPERTY( PropertyInfo(Variant::BOOL, "autostart" ), _SCS("set_autostart"), _SCS("has_autostart") );
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}
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Timer::Timer() {
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autostart=false;
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wait_time=1;
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one_shot=false;
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time_left=-1;
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}
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