Include cleanups, and various fixes.

This commit is contained in:
Relintai 2023-05-31 15:03:53 +02:00
parent 6b167533d6
commit cbb15f8b7d
24 changed files with 99 additions and 78 deletions

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@ -33,12 +33,12 @@
#include "Vector3.hpp" #include "Vector3.hpp"
#include "Plane.hpp"
#include <cstdlib> #include <cstdlib>
namespace godot { namespace godot {
class Plane;
class AABB { class AABB {
public: public:
Vector3 position; Vector3 position;

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@ -33,10 +33,10 @@
#include <gdn/array.h> #include <gdn/array.h>
#include "String.hpp"
namespace godot { namespace godot {
class String;
namespace helpers { namespace helpers {
template <typename T, typename ValueT> template <typename T, typename ValueT>
T append_all(T appendable, ValueT value) { T append_all(T appendable, ValueT value) {

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@ -332,7 +332,7 @@ public:
return *this; return *this;
} }
Basis(const Quat &p_quat); // euler Basis(const Quat &p_quaternion); // euler
Basis(const Vector3 &p_euler); // euler Basis(const Vector3 &p_euler); // euler
Basis(const Vector3 &p_axis, real_t p_phi); Basis(const Vector3 &p_axis, real_t p_phi);

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@ -32,7 +32,7 @@
#define CAMERA_MATRIX_H #define CAMERA_MATRIX_H
#include "Defs.hpp" #include "Defs.hpp"
#include "Math.hpp" #include "Mathp.hpp"
#include "Plane.hpp" #include "Plane.hpp"
#include "Rect2.hpp" #include "Rect2.hpp"
#include "Transform.hpp" #include "Transform.hpp"
@ -68,7 +68,7 @@ struct CameraMatrix {
void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false); void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
static real_t get_fovy(real_t p_fovx, real_t p_aspect) { static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
return Math::rad2deg(atan(p_aspect * tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0); return Mathp::rad2deg(atan(p_aspect * tan(Mathp::deg2rad(p_fovx) * 0.5)) * 2.0);
} }
static inline double absd(double g) { static inline double absd(double g) {

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@ -31,14 +31,15 @@
#ifndef DICTIONARY_H #ifndef DICTIONARY_H
#define DICTIONARY_H #define DICTIONARY_H
#include "Variant.hpp"
#include "Array.hpp" #include "Array.hpp"
#include "Variant.hpp"
#include <gdn/dictionary.h> #include <gdn/dictionary.h>
namespace godot { namespace godot {
class Variant;
class Dictionary { class Dictionary {
pandemonium_dictionary _pandemonium_dictionary; pandemonium_dictionary _pandemonium_dictionary;

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@ -336,7 +336,7 @@ __pandemonium_wrapper_method ___get_wrapper_function(R (T::*f)(A...) const) {
} }
template <class M> template <class M>
void register_method(const char *name, M method_ptr, pandemonium_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED) { void register_method(const char *name, M method_ptr, pandemonium_method_rpc_mode rpc_type = PANDEMONIUM_METHOD_RPC_MODE_DISABLED) {
pandemonium_instance_method method = {}; pandemonium_instance_method method = {};
method.method_data = ___make_wrapper_function(method_ptr); method.method_data = ___make_wrapper_function(method_ptr);
method.free_func = godot::api->pandemonium_free; method.free_func = godot::api->pandemonium_free;
@ -352,7 +352,7 @@ void register_method(const char *name, M method_ptr, pandemonium_method_rpc_mode
// User can specify a derived class D to register the method for, instead of it being inferred. // User can specify a derived class D to register the method for, instead of it being inferred.
template <class D, class B, class R, class... As> template <class D, class B, class R, class... As>
void register_method_explicit(const char *name, R (B::*method_ptr)(As...), void register_method_explicit(const char *name, R (B::*method_ptr)(As...),
pandemonium_method_rpc_mode rpc_type = GODOT_METHOD_RPC_MODE_DISABLED) { pandemonium_method_rpc_mode rpc_type = PANDEMONIUM_METHOD_RPC_MODE_DISABLED) {
static_assert(std::is_base_of<B, D>::value, "Explicit class must derive from method class"); static_assert(std::is_base_of<B, D>::value, "Explicit class must derive from method class");
register_method(name, static_cast<R (D::*)(As...)>(method_ptr), rpc_type); register_method(name, static_cast<R (D::*)(As...)>(method_ptr), rpc_type);
} }
@ -422,7 +422,7 @@ struct _PropertyDefaultGetFunc {
template <class T, class P> template <class T, class P>
void register_property(const char *name, P(T::*var), P default_value, void register_property(const char *name, P(T::*var), P default_value,
pandemonium_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, pandemonium_method_rpc_mode rpc_mode = PANDEMONIUM_METHOD_RPC_MODE_DISABLED,
pandemonium_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, pandemonium_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT,
pandemonium_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { pandemonium_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
@ -478,7 +478,7 @@ void register_property(const char *name, P(T::*var), P default_value,
template <class T, class P> template <class T, class P>
void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(), P default_value, void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(), P default_value,
pandemonium_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, pandemonium_method_rpc_mode rpc_mode = PANDEMONIUM_METHOD_RPC_MODE_DISABLED,
pandemonium_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, pandemonium_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT,
pandemonium_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { pandemonium_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes"); static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
@ -521,7 +521,7 @@ void register_property(const char *name, void (T::*setter)(P), P (T::*getter)(),
template <class T, class P> template <class T, class P>
void register_property(const char *name, void (T::*setter)(P), P (T::*getter)() const, P default_value, void register_property(const char *name, void (T::*setter)(P), P (T::*getter)() const, P default_value,
pandemonium_method_rpc_mode rpc_mode = GODOT_METHOD_RPC_MODE_DISABLED, pandemonium_method_rpc_mode rpc_mode = PANDEMONIUM_METHOD_RPC_MODE_DISABLED,
pandemonium_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT, pandemonium_property_usage_flags usage = GODOT_PROPERTY_USAGE_DEFAULT,
pandemonium_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") { pandemonium_property_hint hint = GODOT_PROPERTY_HINT_NONE, String hint_string = "") {
register_property(name, setter, (P(T::*)())getter, default_value, rpc_mode, usage, hint, hint_string); register_property(name, setter, (P(T::*)())getter, default_value, rpc_mode, usage, hint, hint_string);

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@ -31,12 +31,16 @@
#ifndef GODOT_GLOBAL_HPP #ifndef GODOT_GLOBAL_HPP
#define GODOT_GLOBAL_HPP #define GODOT_GLOBAL_HPP
#include "Array.hpp"
#include "String.hpp"
#include <gdnative_api_struct.gen.h> #include <gdnative_api_struct.gen.h>
#include "Array.hpp"
#include "String.hpp"
namespace godot { namespace godot {
class Array;
class String;
extern "C" const pandemonium_gdnative_core_api_struct *api; extern "C" const pandemonium_gdnative_core_api_struct *api;
extern "C" const pandemonium_gdnative_ext_nativescript_api_struct *nativescript_api; extern "C" const pandemonium_gdnative_ext_nativescript_api_struct *nativescript_api;

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@ -31,7 +31,7 @@
#ifndef GODOT_PROFILING_HPP #ifndef GODOT_PROFILING_HPP
#define GODOT_PROFILING_HPP #define GODOT_PROFILING_HPP
#include "OS.hpp" #include "Defs.hpp"
namespace godot { namespace godot {
@ -40,16 +40,8 @@ class FunctionProfiling {
uint64_t ticks; uint64_t ticks;
public: public:
FunctionProfiling(const char *p_function, const int p_line) { FunctionProfiling(const char *p_function, const int p_line);
snprintf(signature, 1024, "::%d::%s", p_line, p_function); ~FunctionProfiling();
ticks = OS::get_singleton()->get_ticks_usec();
}
~FunctionProfiling() {
uint64_t t = OS::get_singleton()->get_ticks_usec() - ticks;
if (t > 0) {
Godot::gdnative_profiling_add_data(signature, t);
}
}
}; };
} // namespace godot } // namespace godot

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@ -35,7 +35,7 @@
#include <cmath> #include <cmath>
namespace godot { namespace godot {
namespace Math { namespace Mathp {
// Functions reproduced as in Godot's source code `math_funcs.h`. // Functions reproduced as in Godot's source code `math_funcs.h`.
// Some are overloads to automatically support changing real_t into either double or float in the way Godot does. // Some are overloads to automatically support changing real_t into either double or float in the way Godot does.
@ -183,10 +183,10 @@ inline float inverse_lerp(float p_from, float p_to, float p_value) {
} }
inline double range_lerp(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) { inline double range_lerp(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) {
return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); return Mathp::lerp(p_ostart, p_ostop, Mathp::inverse_lerp(p_istart, p_istop, p_value));
} }
inline float range_lerp(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) { inline float range_lerp(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) {
return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); return Mathp::lerp(p_ostart, p_ostop, Mathp::inverse_lerp(p_istart, p_istop, p_value));
} }
inline bool is_equal_approx(real_t a, real_t b) { inline bool is_equal_approx(real_t a, real_t b) {

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@ -31,12 +31,12 @@
#ifndef NODEPATH_H #ifndef NODEPATH_H
#define NODEPATH_H #define NODEPATH_H
#include "String.hpp"
#include <gdn/node_path.h> #include <gdn/node_path.h>
namespace godot { namespace godot {
class String;
class NodePath { class NodePath {
pandemonium_node_path _node_path; pandemonium_node_path _node_path;

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@ -93,8 +93,8 @@ public:
Quat operator*(const real_t &s) const; Quat operator*(const real_t &s) const;
Quat operator/(const real_t &s) const; Quat operator/(const real_t &s) const;
bool operator==(const Quat &p_quat) const; bool operator==(const Quat &p_quaternion) const;
bool operator!=(const Quat &p_quat) const; bool operator!=(const Quat &p_quaternion) const;
operator String() const; operator String() const;

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@ -201,9 +201,9 @@ public:
Variant(const Plane &p_plane); Variant(const Plane &p_plane);
Variant(const ::AABB &p_aabb); Variant(const godot::AABB &p_aabb);
Variant(const Quat &p_quat); Variant(const Quat &p_quaternion);
Variant(const Basis &p_transform); Variant(const Basis &p_transform);
@ -215,7 +215,7 @@ public:
Variant(const NodePath &p_path); Variant(const NodePath &p_path);
Variant(const ::RID &p_rid); Variant(const godot::RID &p_rid);
Variant(const Object *p_object); Variant(const Object *p_object);
@ -260,7 +260,7 @@ public:
operator Rect2() const; operator Rect2() const;
operator Vector3() const; operator Vector3() const;
operator Plane() const; operator Plane() const;
operator ::AABB() const; operator godot::AABB() const;
operator Quat() const; operator Quat() const;
operator Basis() const; operator Basis() const;
operator Transform() const; operator Transform() const;
@ -269,7 +269,7 @@ public:
operator Color() const; operator Color() const;
operator NodePath() const; operator NodePath() const;
operator ::RID() const; operator godot::RID() const;
operator pandemonium_object *() const; operator pandemonium_object *() const;
template <typename T> template <typename T>

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@ -35,7 +35,7 @@
#include "Defs.hpp" #include "Defs.hpp"
#include <Math.hpp> #include <Mathp.hpp>
namespace godot { namespace godot {
@ -267,13 +267,13 @@ struct Vector2 {
} }
inline Vector2 floor() const { inline Vector2 floor() const {
return Vector2(Math::floor(x), Math::floor(y)); return Vector2(Mathp::floor(x), Mathp::floor(y));
} }
inline Vector2 snapped(const Vector2 &p_by) const { inline Vector2 snapped(const Vector2 &p_by) const {
return Vector2( return Vector2(
Math::stepify(x, p_by.x), Mathp::stepify(x, p_by.x),
Math::stepify(y, p_by.y)); Mathp::stepify(y, p_by.y));
} }
inline real_t aspect() const { return width / height; } inline real_t aspect() const { return width / height; }
@ -290,13 +290,13 @@ namespace Math {
// Convenience, since they exist in GDScript // Convenience, since they exist in GDScript
inline Vector2 cartesian2polar(Vector2 v) { inline Vector2 cartesian2polar(Vector2 v) {
return Vector2(Math::sqrt(v.x * v.x + v.y * v.y), Math::atan2(v.y, v.x)); return Vector2(Mathp::sqrt(v.x * v.x + v.y * v.y), Mathp::atan2(v.y, v.x));
} }
inline Vector2 polar2cartesian(Vector2 v) { inline Vector2 polar2cartesian(Vector2 v) {
// x == radius // x == radius
// y == angle // y == angle
return Vector2(v.x * Math::cos(v.y), v.x * Math::sin(v.y)); return Vector2(v.x * Mathp::cos(v.y), v.x * Mathp::sin(v.y));
} }
} // namespace Math } // namespace Math

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@ -35,13 +35,12 @@
#include "Defs.hpp" #include "Defs.hpp"
#include "String.hpp" #include <Mathp.hpp>
#include <Math.hpp>
namespace godot { namespace godot {
class Basis; class Basis;
class String;
struct Vector3 { struct Vector3 {
enum Axis { enum Axis {

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@ -31,6 +31,7 @@
#include "Array.hpp" #include "Array.hpp"
#include "GodotGlobal.hpp" #include "GodotGlobal.hpp"
#include "Variant.hpp" #include "Variant.hpp"
#include "String.hpp"
#include <cstdlib> #include <cstdlib>
@ -125,7 +126,7 @@ Variant Array::back() const {
} }
int Array::find(const Variant &what, const int from) const { int Array::find(const Variant &what, const int from) const {
return godot::api->pandemonium_array_find(&_pandemonium_array, (pandemonium_variant *)&what, from); return godot::api->pandemonium_array_find_from(&_pandemonium_array, (pandemonium_variant *)&what, from);
} }
int Array::find_last(const Variant &what) const { int Array::find_last(const Variant &what) const {
@ -179,7 +180,7 @@ void Array::resize(const int size) {
} }
int Array::rfind(const Variant &what, const int from) const { int Array::rfind(const Variant &what, const int from) const {
return godot::api->pandemonium_array_rfind(&_pandemonium_array, (pandemonium_variant *)&what, from); return godot::api->pandemonium_array_rfind_from(&_pandemonium_array, (pandemonium_variant *)&what, from);
} }
void Array::sort() { void Array::sort() {
@ -201,7 +202,7 @@ int Array::bsearch_custom(const Variant &value, const Object *obj,
} }
Array Array::duplicate(const bool deep) const { Array Array::duplicate(const bool deep) const {
pandemonium_array arr = godot::api->pandemonium_array_duplicate(&_pandemonium_array, deep); pandemonium_array arr = godot::api->pandemonium_array_duplicate_deep(&_pandemonium_array, deep);
return Array(arr); return Array(arr);
} }

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@ -640,13 +640,13 @@ Basis::Basis(const Vector3 &p_euler) {
namespace godot { namespace godot {
Basis::Basis(const Quat &p_quat) { Basis::Basis(const Quat &p_quaternion) {
real_t d = p_quat.length_squared(); real_t d = p_quaternion.length_squared();
real_t s = 2.0 / d; real_t s = 2.0 / d;
real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s; real_t xs = p_quaternion.x * s, ys = p_quaternion.y * s, zs = p_quaternion.z * s;
real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs; real_t wx = p_quaternion.w * xs, wy = p_quaternion.w * ys, wz = p_quaternion.w * zs;
real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs; real_t xx = p_quaternion.x * xs, xy = p_quaternion.x * ys, xz = p_quaternion.x * zs;
real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.z * zs; real_t yy = p_quaternion.y * ys, yz = p_quaternion.y * zs, zz = p_quaternion.z * zs;
set(1.0 - (yy + zz), xy - wz, xz + wy, set(1.0 - (yy + zz), xy - wz, xz + wy,
xy + wz, 1.0 - (xx + zz), yz - wx, xy + wz, 1.0 - (xx + zz), yz - wx,
xz - wy, yz + wx, 1.0 - (xx + yy)); xz - wy, yz + wx, 1.0 - (xx + yy));

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@ -561,7 +561,7 @@ real_t CameraMatrix::get_fov() const {
right_plane.normalize(); right_plane.normalize();
if ((matrix[8] == 0) && (matrix[9] == 0)) { if ((matrix[8] == 0) && (matrix[9] == 0)) {
return Math::rad2deg(acos(std::abs(right_plane.normal.x))) * 2.0; return Mathp::rad2deg(acos(std::abs(right_plane.normal.x))) * 2.0;
} else { } else {
// our frustum is asymmetrical need to calculate the left planes angle separately.. // our frustum is asymmetrical need to calculate the left planes angle separately..
Plane left_plane = Plane(matrix[3] + matrix[0], Plane left_plane = Plane(matrix[3] + matrix[0],
@ -570,7 +570,7 @@ real_t CameraMatrix::get_fov() const {
matrix[15] + matrix[12]); matrix[15] + matrix[12]);
left_plane.normalize(); left_plane.normalize();
return Math::rad2deg(acos(std::abs(left_plane.normal.x))) + Math::rad2deg(acos(std::abs(right_plane.normal.x))); return Mathp::rad2deg(acos(std::abs(left_plane.normal.x))) + Mathp::rad2deg(acos(std::abs(right_plane.normal.x)));
} }
} }

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@ -31,6 +31,7 @@
#include "GodotGlobal.hpp" #include "GodotGlobal.hpp"
#include "String.hpp" #include "String.hpp"
#include "Array.hpp"
#include "Wrapped.hpp" #include "Wrapped.hpp"

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@ -0,0 +1,22 @@
#include "GodotProfiling.hpp"
#include "OS.hpp"
#include <cstdio>
namespace godot {
FunctionProfiling::FunctionProfiling(const char *p_function, const int p_line) {
snprintf(signature, 1024, "::%d::%s", p_line, p_function);
ticks = OS::get_singleton()->get_ticks_usec();
}
FunctionProfiling::~FunctionProfiling() {
uint64_t t = OS::get_singleton()->get_ticks_usec() - ticks;
if (t > 0) {
Godot::gdnative_profiling_add_data(signature, t);
}
}
} // namespace godot

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@ -29,7 +29,8 @@
/*************************************************************************/ /*************************************************************************/
#include "Plane.hpp" #include "Plane.hpp"
#include "Vector3.hpp"
#include "Mathp.hpp"
#include <cmath> #include <cmath>

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@ -341,12 +341,12 @@ Quat Quat::operator/(const real_t &s) const {
return *this * (1.0 / s); return *this * (1.0 / s);
} }
bool Quat::operator==(const Quat &p_quat) const { bool Quat::operator==(const Quat &p_quaternion) const {
return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w; return x == p_quaternion.x && y == p_quaternion.y && z == p_quaternion.z && w == p_quaternion.w;
} }
bool Quat::operator!=(const Quat &p_quat) const { bool Quat::operator!=(const Quat &p_quaternion) const {
return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w; return x != p_quaternion.x || y != p_quaternion.y || z != p_quaternion.z || w != p_quaternion.w;
} }
} // namespace godot } // namespace godot

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@ -92,11 +92,11 @@ String::String(const char *contents) {
} }
String::String(const wchar_t *contents) { String::String(const wchar_t *contents) {
godot::api->pandemonium_string_new_with_wide_string(&_pandemonium_string, contents, wcslen(contents)); godot::api->pandemonium_string_new_wchar_clip_to_len(&_pandemonium_string, contents, wcslen(contents));
} }
String::String(const wchar_t c) { String::String(const wchar_t c) {
godot::api->pandemonium_string_new_with_wide_string(&_pandemonium_string, &c, 1); godot::api->pandemonium_string_new_wchar_clip_to_len(&_pandemonium_string, &c, 1);
} }
String::String(const String &other) { String::String(const String &other) {

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@ -116,12 +116,12 @@ Variant::Variant(const Plane &p_plane) {
godot::api->pandemonium_variant_new_plane(&_pandemonium_variant, (pandemonium_plane *)&p_plane); godot::api->pandemonium_variant_new_plane(&_pandemonium_variant, (pandemonium_plane *)&p_plane);
} }
Variant::Variant(const ::AABB &p_aabb) { Variant::Variant(const godot::AABB &p_aabb) {
godot::api->pandemonium_variant_new_aabb(&_pandemonium_variant, (pandemonium_aabb *)&p_aabb); godot::api->pandemonium_variant_new_aabb(&_pandemonium_variant, (pandemonium_aabb *)&p_aabb);
} }
Variant::Variant(const Quat &p_quat) { Variant::Variant(const Quat &p_quaternion) {
godot::api->pandemonium_variant_new_quat(&_pandemonium_variant, (pandemonium_quat *)&p_quat); godot::api->pandemonium_variant_new_quaternion(&_pandemonium_variant, (pandemonium_quaternion *)&p_quaternion);
} }
Variant::Variant(const Basis &p_transform) { Variant::Variant(const Basis &p_transform) {
@ -144,7 +144,7 @@ Variant::Variant(const NodePath &p_path) {
godot::api->pandemonium_variant_new_node_path(&_pandemonium_variant, (pandemonium_node_path *)&p_path); godot::api->pandemonium_variant_new_node_path(&_pandemonium_variant, (pandemonium_node_path *)&p_path);
} }
Variant::Variant(const ::RID &p_rid) { Variant::Variant(const godot::RID &p_rid) {
godot::api->pandemonium_variant_new_rid(&_pandemonium_variant, (pandemonium_rid *)&p_rid); godot::api->pandemonium_variant_new_rid(&_pandemonium_variant, (pandemonium_rid *)&p_rid);
} }
@ -261,12 +261,12 @@ Variant::operator Plane() const {
pandemonium_plane s = godot::api->pandemonium_variant_as_plane(&_pandemonium_variant); pandemonium_plane s = godot::api->pandemonium_variant_as_plane(&_pandemonium_variant);
return *(Plane *)&s; return *(Plane *)&s;
} }
Variant::operator ::AABB() const { Variant::operator godot::AABB() const {
pandemonium_aabb s = godot::api->pandemonium_variant_as_aabb(&_pandemonium_variant); pandemonium_aabb s = godot::api->pandemonium_variant_as_aabb(&_pandemonium_variant);
return *(::AABB *)&s; return *(godot::AABB *)&s;
} }
Variant::operator Quat() const { Variant::operator Quat() const {
pandemonium_quat s = godot::api->pandemonium_variant_as_quat(&_pandemonium_variant); pandemonium_quaternion s = godot::api->pandemonium_variant_as_quaternion(&_pandemonium_variant);
return *(Quat *)&s; return *(Quat *)&s;
} }
Variant::operator Basis() const { Variant::operator Basis() const {
@ -290,9 +290,9 @@ Variant::operator NodePath() const {
pandemonium_node_path ret = godot::api->pandemonium_variant_as_node_path(&_pandemonium_variant); pandemonium_node_path ret = godot::api->pandemonium_variant_as_node_path(&_pandemonium_variant);
return NodePath(ret); return NodePath(ret);
} }
Variant::operator ::RID() const { Variant::operator godot::RID() const {
pandemonium_rid s = godot::api->pandemonium_variant_as_rid(&_pandemonium_variant); pandemonium_rid s = godot::api->pandemonium_variant_as_rid(&_pandemonium_variant);
return *(::RID *)&s; return *(godot::RID *)&s;
} }
Variant::operator Dictionary() const { Variant::operator Dictionary() const {

View File

@ -109,9 +109,9 @@ void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
} }
void Vector3::snap(real_t p_val) { void Vector3::snap(real_t p_val) {
x = Math::stepify(x, p_val); x = Mathp::stepify(x, p_val);
y = Math::stepify(y, p_val); y = Mathp::stepify(y, p_val);
z = Math::stepify(z, p_val); z = Mathp::stepify(z, p_val);
} }
Vector3::operator String() const { Vector3::operator String() const {