2020-09-02 18:26:28 +00:00
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/*************************************************************************/
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/* variant_internal.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2020-09-02 18:26:28 +00:00
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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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#ifndef VARIANT_INTERNAL_H
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#define VARIANT_INTERNAL_H
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#include "variant.h"
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// For use when you want to access the internal pointer of a Variant directly.
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// Use with caution. You need to be sure that the type is correct.
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class VariantInternal {
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2022-05-20 12:28:44 +00:00
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friend class Variant;
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2020-09-02 18:26:28 +00:00
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public:
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// Set type.
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2020-10-01 13:36:18 +00:00
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_FORCE_INLINE_ static void initialize(Variant *v, Variant::Type p_type) {
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v->clear();
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v->type = p_type;
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switch (p_type) {
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2021-05-19 20:16:49 +00:00
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case Variant::STRING:
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init_string(v);
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2020-10-01 13:36:18 +00:00
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break;
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case Variant::TRANSFORM2D:
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init_transform2d(v);
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break;
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2021-05-19 20:16:49 +00:00
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case Variant::AABB:
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init_aabb(v);
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break;
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case Variant::BASIS:
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init_basis(v);
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break;
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2021-04-28 07:36:08 +00:00
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case Variant::TRANSFORM3D:
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2020-10-01 13:36:18 +00:00
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init_transform(v);
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break;
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case Variant::STRING_NAME:
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init_string_name(v);
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break;
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case Variant::NODE_PATH:
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init_node_path(v);
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break;
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case Variant::CALLABLE:
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init_callable(v);
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break;
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case Variant::SIGNAL:
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init_signal(v);
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break;
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case Variant::DICTIONARY:
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init_dictionary(v);
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break;
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case Variant::ARRAY:
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init_array(v);
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break;
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case Variant::PACKED_BYTE_ARRAY:
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init_byte_array(v);
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break;
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case Variant::PACKED_INT32_ARRAY:
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init_int32_array(v);
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break;
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case Variant::PACKED_INT64_ARRAY:
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init_int64_array(v);
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break;
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case Variant::PACKED_FLOAT32_ARRAY:
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init_float32_array(v);
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break;
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case Variant::PACKED_FLOAT64_ARRAY:
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init_float64_array(v);
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break;
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case Variant::PACKED_STRING_ARRAY:
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init_string_array(v);
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break;
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case Variant::PACKED_VECTOR2_ARRAY:
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init_vector2_array(v);
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break;
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case Variant::PACKED_VECTOR3_ARRAY:
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init_vector3_array(v);
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break;
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case Variant::PACKED_COLOR_ARRAY:
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init_color_array(v);
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break;
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2020-11-30 17:27:44 +00:00
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case Variant::OBJECT:
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2021-08-19 23:19:47 +00:00
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init_object(v);
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2020-11-30 17:27:44 +00:00
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break;
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2020-10-01 13:36:18 +00:00
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default:
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break;
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}
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}
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2022-02-11 11:30:49 +00:00
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_FORCE_INLINE_ static bool initialize_ref(Object *object) {
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return Variant::initialize_ref(object);
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}
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2020-09-02 18:26:28 +00:00
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// Atomic types.
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_FORCE_INLINE_ static bool *get_bool(Variant *v) { return &v->_data._bool; }
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_FORCE_INLINE_ static const bool *get_bool(const Variant *v) { return &v->_data._bool; }
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_FORCE_INLINE_ static int64_t *get_int(Variant *v) { return &v->_data._int; }
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_FORCE_INLINE_ static const int64_t *get_int(const Variant *v) { return &v->_data._int; }
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_FORCE_INLINE_ static double *get_float(Variant *v) { return &v->_data._float; }
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_FORCE_INLINE_ static const double *get_float(const Variant *v) { return &v->_data._float; }
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_FORCE_INLINE_ static String *get_string(Variant *v) { return reinterpret_cast<String *>(v->_data._mem); }
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_FORCE_INLINE_ static const String *get_string(const Variant *v) { return reinterpret_cast<const String *>(v->_data._mem); }
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// Math types.
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_FORCE_INLINE_ static Vector2 *get_vector2(Variant *v) { return reinterpret_cast<Vector2 *>(v->_data._mem); }
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_FORCE_INLINE_ static const Vector2 *get_vector2(const Variant *v) { return reinterpret_cast<const Vector2 *>(v->_data._mem); }
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_FORCE_INLINE_ static Vector2i *get_vector2i(Variant *v) { return reinterpret_cast<Vector2i *>(v->_data._mem); }
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_FORCE_INLINE_ static const Vector2i *get_vector2i(const Variant *v) { return reinterpret_cast<const Vector2i *>(v->_data._mem); }
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_FORCE_INLINE_ static Rect2 *get_rect2(Variant *v) { return reinterpret_cast<Rect2 *>(v->_data._mem); }
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_FORCE_INLINE_ static const Rect2 *get_rect2(const Variant *v) { return reinterpret_cast<const Rect2 *>(v->_data._mem); }
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_FORCE_INLINE_ static Rect2i *get_rect2i(Variant *v) { return reinterpret_cast<Rect2i *>(v->_data._mem); }
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_FORCE_INLINE_ static const Rect2i *get_rect2i(const Variant *v) { return reinterpret_cast<const Rect2i *>(v->_data._mem); }
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_FORCE_INLINE_ static Vector3 *get_vector3(Variant *v) { return reinterpret_cast<Vector3 *>(v->_data._mem); }
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_FORCE_INLINE_ static const Vector3 *get_vector3(const Variant *v) { return reinterpret_cast<const Vector3 *>(v->_data._mem); }
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_FORCE_INLINE_ static Vector3i *get_vector3i(Variant *v) { return reinterpret_cast<Vector3i *>(v->_data._mem); }
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_FORCE_INLINE_ static const Vector3i *get_vector3i(const Variant *v) { return reinterpret_cast<const Vector3i *>(v->_data._mem); }
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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_FORCE_INLINE_ static Vector4 *get_vector4(Variant *v) { return reinterpret_cast<Vector4 *>(v->_data._mem); }
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_FORCE_INLINE_ static const Vector4 *get_vector4(const Variant *v) { return reinterpret_cast<const Vector4 *>(v->_data._mem); }
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_FORCE_INLINE_ static Vector4i *get_vector4i(Variant *v) { return reinterpret_cast<Vector4i *>(v->_data._mem); }
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_FORCE_INLINE_ static const Vector4i *get_vector4i(const Variant *v) { return reinterpret_cast<const Vector4i *>(v->_data._mem); }
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2020-09-02 18:26:28 +00:00
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_FORCE_INLINE_ static Transform2D *get_transform2d(Variant *v) { return v->_data._transform2d; }
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_FORCE_INLINE_ static const Transform2D *get_transform2d(const Variant *v) { return v->_data._transform2d; }
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_FORCE_INLINE_ static Plane *get_plane(Variant *v) { return reinterpret_cast<Plane *>(v->_data._mem); }
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_FORCE_INLINE_ static const Plane *get_plane(const Variant *v) { return reinterpret_cast<const Plane *>(v->_data._mem); }
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2021-01-20 07:02:02 +00:00
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_FORCE_INLINE_ static Quaternion *get_quaternion(Variant *v) { return reinterpret_cast<Quaternion *>(v->_data._mem); }
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_FORCE_INLINE_ static const Quaternion *get_quaternion(const Variant *v) { return reinterpret_cast<const Quaternion *>(v->_data._mem); }
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2020-09-02 18:26:28 +00:00
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_FORCE_INLINE_ static ::AABB *get_aabb(Variant *v) { return v->_data._aabb; }
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_FORCE_INLINE_ static const ::AABB *get_aabb(const Variant *v) { return v->_data._aabb; }
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_FORCE_INLINE_ static Basis *get_basis(Variant *v) { return v->_data._basis; }
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_FORCE_INLINE_ static const Basis *get_basis(const Variant *v) { return v->_data._basis; }
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2021-04-28 07:36:08 +00:00
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_FORCE_INLINE_ static Transform3D *get_transform(Variant *v) { return v->_data._transform3d; }
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_FORCE_INLINE_ static const Transform3D *get_transform(const Variant *v) { return v->_data._transform3d; }
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Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
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_FORCE_INLINE_ static Projection *get_projection(Variant *v) { return v->_data._projection; }
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_FORCE_INLINE_ static const Projection *get_projection(const Variant *v) { return v->_data._projection; }
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2020-09-02 18:26:28 +00:00
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// Misc types.
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_FORCE_INLINE_ static Color *get_color(Variant *v) { return reinterpret_cast<Color *>(v->_data._mem); }
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_FORCE_INLINE_ static const Color *get_color(const Variant *v) { return reinterpret_cast<const Color *>(v->_data._mem); }
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_FORCE_INLINE_ static StringName *get_string_name(Variant *v) { return reinterpret_cast<StringName *>(v->_data._mem); }
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_FORCE_INLINE_ static const StringName *get_string_name(const Variant *v) { return reinterpret_cast<const StringName *>(v->_data._mem); }
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_FORCE_INLINE_ static NodePath *get_node_path(Variant *v) { return reinterpret_cast<NodePath *>(v->_data._mem); }
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_FORCE_INLINE_ static const NodePath *get_node_path(const Variant *v) { return reinterpret_cast<const NodePath *>(v->_data._mem); }
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2020-11-09 13:53:05 +00:00
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_FORCE_INLINE_ static ::RID *get_rid(Variant *v) { return reinterpret_cast<::RID *>(v->_data._mem); }
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_FORCE_INLINE_ static const ::RID *get_rid(const Variant *v) { return reinterpret_cast<const ::RID *>(v->_data._mem); }
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2020-09-02 18:26:28 +00:00
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_FORCE_INLINE_ static Callable *get_callable(Variant *v) { return reinterpret_cast<Callable *>(v->_data._mem); }
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_FORCE_INLINE_ static const Callable *get_callable(const Variant *v) { return reinterpret_cast<const Callable *>(v->_data._mem); }
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_FORCE_INLINE_ static Signal *get_signal(Variant *v) { return reinterpret_cast<Signal *>(v->_data._mem); }
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_FORCE_INLINE_ static const Signal *get_signal(const Variant *v) { return reinterpret_cast<const Signal *>(v->_data._mem); }
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_FORCE_INLINE_ static Dictionary *get_dictionary(Variant *v) { return reinterpret_cast<Dictionary *>(v->_data._mem); }
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_FORCE_INLINE_ static const Dictionary *get_dictionary(const Variant *v) { return reinterpret_cast<const Dictionary *>(v->_data._mem); }
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_FORCE_INLINE_ static Array *get_array(Variant *v) { return reinterpret_cast<Array *>(v->_data._mem); }
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_FORCE_INLINE_ static const Array *get_array(const Variant *v) { return reinterpret_cast<const Array *>(v->_data._mem); }
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// Typed arrays.
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_FORCE_INLINE_ static PackedByteArray *get_byte_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<uint8_t> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedByteArray *get_byte_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<uint8_t> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static PackedInt32Array *get_int32_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<int32_t> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedInt32Array *get_int32_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<int32_t> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static PackedInt64Array *get_int64_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<int64_t> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedInt64Array *get_int64_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<int64_t> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static PackedFloat32Array *get_float32_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<float> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedFloat32Array *get_float32_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<float> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static PackedFloat64Array *get_float64_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<double> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedFloat64Array *get_float64_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<double> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static PackedStringArray *get_string_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<String> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedStringArray *get_string_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<String> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static PackedVector2Array *get_vector2_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<Vector2> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedVector2Array *get_vector2_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<Vector2> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static PackedVector3Array *get_vector3_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<Vector3> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedVector3Array *get_vector3_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<Vector3> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static PackedColorArray *get_color_array(Variant *v) { return &static_cast<Variant::PackedArrayRef<Color> *>(v->_data.packed_array)->array; }
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_FORCE_INLINE_ static const PackedColorArray *get_color_array(const Variant *v) { return &static_cast<const Variant::PackedArrayRef<Color> *>(v->_data.packed_array)->array; }
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2020-10-13 18:59:37 +00:00
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_FORCE_INLINE_ static Object **get_object(Variant *v) { return (Object **)&v->_get_obj().obj; }
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_FORCE_INLINE_ static const Object **get_object(const Variant *v) { return (const Object **)&v->_get_obj().obj; }
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2020-11-09 03:19:09 +00:00
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_FORCE_INLINE_ static const ObjectID get_object_id(const Variant *v) { return v->_get_obj().id; }
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template <class T>
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_FORCE_INLINE_ static void init_generic(Variant *v) {
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v->type = GetTypeInfo<T>::VARIANT_TYPE;
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}
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2021-05-19 20:16:49 +00:00
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// Should be in the same order as Variant::Type for consistency.
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// Those primitive and vector types don't need an `init_` method:
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// Nil, bool, float, Vector2/i, Rect2/i, Vector3/i, Plane, Quat, Color, RID.
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// Object is a special case, handled via `object_assign_null`.
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2020-11-09 03:19:09 +00:00
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_FORCE_INLINE_ static void init_string(Variant *v) {
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memnew_placement(v->_data._mem, String);
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v->type = Variant::STRING;
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}
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_FORCE_INLINE_ static void init_transform2d(Variant *v) {
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2022-05-20 12:28:44 +00:00
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v->_data._transform2d = (Transform2D *)Variant::Pools::_bucket_small.alloc();
|
|
|
|
memnew_placement(v->_data._transform2d, Transform2D);
|
2020-11-09 03:19:09 +00:00
|
|
|
v->type = Variant::TRANSFORM2D;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_aabb(Variant *v) {
|
2022-05-20 12:28:44 +00:00
|
|
|
v->_data._aabb = (AABB *)Variant::Pools::_bucket_small.alloc();
|
|
|
|
memnew_placement(v->_data._aabb, AABB);
|
2020-11-09 03:19:09 +00:00
|
|
|
v->type = Variant::AABB;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_basis(Variant *v) {
|
2022-08-02 15:27:57 +00:00
|
|
|
v->_data._basis = (Basis *)Variant::Pools::_bucket_medium.alloc();
|
2022-05-20 12:28:44 +00:00
|
|
|
memnew_placement(v->_data._basis, Basis);
|
2020-11-09 03:19:09 +00:00
|
|
|
v->type = Variant::BASIS;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_transform(Variant *v) {
|
2022-08-02 15:27:57 +00:00
|
|
|
v->_data._transform3d = (Transform3D *)Variant::Pools::_bucket_medium.alloc();
|
2022-05-20 12:28:44 +00:00
|
|
|
memnew_placement(v->_data._transform3d, Transform3D);
|
2021-04-28 07:36:08 +00:00
|
|
|
v->type = Variant::TRANSFORM3D;
|
2020-11-09 03:19:09 +00:00
|
|
|
}
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
_FORCE_INLINE_ static void init_projection(Variant *v) {
|
2022-08-02 15:27:57 +00:00
|
|
|
v->_data._projection = (Projection *)Variant::Pools::_bucket_large.alloc();
|
|
|
|
memnew_placement(v->_data._projection, Projection);
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
v->type = Variant::PROJECTION;
|
|
|
|
}
|
2020-11-09 03:19:09 +00:00
|
|
|
_FORCE_INLINE_ static void init_string_name(Variant *v) {
|
|
|
|
memnew_placement(v->_data._mem, StringName);
|
|
|
|
v->type = Variant::STRING_NAME;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_node_path(Variant *v) {
|
|
|
|
memnew_placement(v->_data._mem, NodePath);
|
|
|
|
v->type = Variant::NODE_PATH;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_callable(Variant *v) {
|
|
|
|
memnew_placement(v->_data._mem, Callable);
|
|
|
|
v->type = Variant::CALLABLE;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_signal(Variant *v) {
|
|
|
|
memnew_placement(v->_data._mem, Signal);
|
|
|
|
v->type = Variant::SIGNAL;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_dictionary(Variant *v) {
|
|
|
|
memnew_placement(v->_data._mem, Dictionary);
|
|
|
|
v->type = Variant::DICTIONARY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_array(Variant *v) {
|
|
|
|
memnew_placement(v->_data._mem, Array);
|
|
|
|
v->type = Variant::ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_byte_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<uint8_t>::create(Vector<uint8_t>());
|
|
|
|
v->type = Variant::PACKED_BYTE_ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_int32_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<int32_t>::create(Vector<int32_t>());
|
|
|
|
v->type = Variant::PACKED_INT32_ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_int64_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<int64_t>::create(Vector<int64_t>());
|
|
|
|
v->type = Variant::PACKED_INT64_ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_float32_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<float>::create(Vector<float>());
|
|
|
|
v->type = Variant::PACKED_FLOAT32_ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_float64_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<double>::create(Vector<double>());
|
|
|
|
v->type = Variant::PACKED_FLOAT64_ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_string_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<String>::create(Vector<String>());
|
|
|
|
v->type = Variant::PACKED_STRING_ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_vector2_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<Vector2>::create(Vector<Vector2>());
|
|
|
|
v->type = Variant::PACKED_VECTOR2_ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_vector3_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<Vector3>::create(Vector<Vector3>());
|
|
|
|
v->type = Variant::PACKED_VECTOR3_ARRAY;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ static void init_color_array(Variant *v) {
|
|
|
|
v->_data.packed_array = Variant::PackedArrayRef<Color>::create(Vector<Color>());
|
|
|
|
v->type = Variant::PACKED_COLOR_ARRAY;
|
|
|
|
}
|
2021-08-19 23:19:47 +00:00
|
|
|
_FORCE_INLINE_ static void init_object(Variant *v) {
|
|
|
|
object_assign_null(v);
|
|
|
|
v->type = Variant::OBJECT;
|
|
|
|
}
|
2020-11-09 03:19:09 +00:00
|
|
|
|
|
|
|
_FORCE_INLINE_ static void clear(Variant *v) {
|
|
|
|
v->clear();
|
|
|
|
}
|
|
|
|
|
2021-06-04 16:03:15 +00:00
|
|
|
static void object_assign(Variant *v, const Object *o); // Needs RefCounted, so it's implemented elsewhere.
|
2020-11-30 17:27:44 +00:00
|
|
|
|
|
|
|
_FORCE_INLINE_ static void object_assign(Variant *v, const Variant *o) {
|
|
|
|
object_assign(v, o->_get_obj().obj);
|
|
|
|
}
|
2020-11-09 03:19:09 +00:00
|
|
|
|
|
|
|
_FORCE_INLINE_ static void object_assign_null(Variant *v) {
|
|
|
|
v->_get_obj().obj = nullptr;
|
|
|
|
v->_get_obj().id = ObjectID();
|
|
|
|
}
|
2020-10-01 13:36:18 +00:00
|
|
|
|
2021-09-27 16:23:57 +00:00
|
|
|
static void update_object_id(Variant *v) {
|
|
|
|
const Object *o = v->_get_obj().obj;
|
|
|
|
if (o) {
|
|
|
|
v->_get_obj().id = o->get_instance_id();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-10-01 13:36:18 +00:00
|
|
|
_FORCE_INLINE_ static void *get_opaque_pointer(Variant *v) {
|
|
|
|
switch (v->type) {
|
|
|
|
case Variant::NIL:
|
|
|
|
return nullptr;
|
|
|
|
case Variant::BOOL:
|
|
|
|
return get_bool(v);
|
|
|
|
case Variant::INT:
|
|
|
|
return get_int(v);
|
|
|
|
case Variant::FLOAT:
|
|
|
|
return get_float(v);
|
|
|
|
case Variant::STRING:
|
|
|
|
return get_string(v);
|
|
|
|
case Variant::VECTOR2:
|
|
|
|
return get_vector2(v);
|
|
|
|
case Variant::VECTOR2I:
|
|
|
|
return get_vector2i(v);
|
|
|
|
case Variant::VECTOR3:
|
|
|
|
return get_vector3(v);
|
|
|
|
case Variant::VECTOR3I:
|
|
|
|
return get_vector3i(v);
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
case Variant::VECTOR4:
|
|
|
|
return get_vector4(v);
|
|
|
|
case Variant::VECTOR4I:
|
|
|
|
return get_vector4i(v);
|
2020-10-01 13:36:18 +00:00
|
|
|
case Variant::RECT2:
|
|
|
|
return get_rect2(v);
|
|
|
|
case Variant::RECT2I:
|
|
|
|
return get_rect2i(v);
|
2021-04-28 07:36:08 +00:00
|
|
|
case Variant::TRANSFORM3D:
|
2020-10-01 13:36:18 +00:00
|
|
|
return get_transform(v);
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
case Variant::PROJECTION:
|
|
|
|
return get_projection(v);
|
2020-10-01 13:36:18 +00:00
|
|
|
case Variant::TRANSFORM2D:
|
|
|
|
return get_transform2d(v);
|
2021-01-20 07:02:02 +00:00
|
|
|
case Variant::QUATERNION:
|
|
|
|
return get_quaternion(v);
|
2020-10-01 13:36:18 +00:00
|
|
|
case Variant::PLANE:
|
|
|
|
return get_plane(v);
|
|
|
|
case Variant::BASIS:
|
|
|
|
return get_basis(v);
|
|
|
|
case Variant::AABB:
|
|
|
|
return get_aabb(v);
|
|
|
|
case Variant::COLOR:
|
|
|
|
return get_color(v);
|
|
|
|
case Variant::STRING_NAME:
|
|
|
|
return get_string_name(v);
|
|
|
|
case Variant::NODE_PATH:
|
|
|
|
return get_node_path(v);
|
|
|
|
case Variant::RID:
|
|
|
|
return get_rid(v);
|
|
|
|
case Variant::CALLABLE:
|
|
|
|
return get_callable(v);
|
|
|
|
case Variant::SIGNAL:
|
|
|
|
return get_signal(v);
|
|
|
|
case Variant::DICTIONARY:
|
|
|
|
return get_dictionary(v);
|
|
|
|
case Variant::ARRAY:
|
|
|
|
return get_array(v);
|
|
|
|
case Variant::PACKED_BYTE_ARRAY:
|
|
|
|
return get_byte_array(v);
|
|
|
|
case Variant::PACKED_INT32_ARRAY:
|
|
|
|
return get_int32_array(v);
|
|
|
|
case Variant::PACKED_INT64_ARRAY:
|
|
|
|
return get_int64_array(v);
|
|
|
|
case Variant::PACKED_FLOAT32_ARRAY:
|
|
|
|
return get_float32_array(v);
|
|
|
|
case Variant::PACKED_FLOAT64_ARRAY:
|
|
|
|
return get_float64_array(v);
|
|
|
|
case Variant::PACKED_STRING_ARRAY:
|
|
|
|
return get_string_array(v);
|
|
|
|
case Variant::PACKED_VECTOR2_ARRAY:
|
|
|
|
return get_vector2_array(v);
|
|
|
|
case Variant::PACKED_VECTOR3_ARRAY:
|
|
|
|
return get_vector3_array(v);
|
|
|
|
case Variant::PACKED_COLOR_ARRAY:
|
|
|
|
return get_color_array(v);
|
|
|
|
case Variant::OBJECT:
|
|
|
|
return v->_get_obj().obj;
|
|
|
|
case Variant::VARIANT_MAX:
|
|
|
|
ERR_FAIL_V(nullptr);
|
|
|
|
}
|
|
|
|
ERR_FAIL_V(nullptr);
|
|
|
|
}
|
|
|
|
|
|
|
|
_FORCE_INLINE_ static const void *get_opaque_pointer(const Variant *v) {
|
|
|
|
switch (v->type) {
|
|
|
|
case Variant::NIL:
|
|
|
|
return nullptr;
|
|
|
|
case Variant::BOOL:
|
|
|
|
return get_bool(v);
|
|
|
|
case Variant::INT:
|
|
|
|
return get_int(v);
|
|
|
|
case Variant::FLOAT:
|
|
|
|
return get_float(v);
|
|
|
|
case Variant::STRING:
|
|
|
|
return get_string(v);
|
|
|
|
case Variant::VECTOR2:
|
|
|
|
return get_vector2(v);
|
|
|
|
case Variant::VECTOR2I:
|
|
|
|
return get_vector2i(v);
|
|
|
|
case Variant::VECTOR3:
|
|
|
|
return get_vector3(v);
|
|
|
|
case Variant::VECTOR3I:
|
|
|
|
return get_vector3i(v);
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
case Variant::VECTOR4:
|
|
|
|
return get_vector4(v);
|
|
|
|
case Variant::VECTOR4I:
|
|
|
|
return get_vector4i(v);
|
2020-10-01 13:36:18 +00:00
|
|
|
case Variant::RECT2:
|
|
|
|
return get_rect2(v);
|
|
|
|
case Variant::RECT2I:
|
|
|
|
return get_rect2i(v);
|
2021-04-28 07:36:08 +00:00
|
|
|
case Variant::TRANSFORM3D:
|
2020-10-01 13:36:18 +00:00
|
|
|
return get_transform(v);
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
case Variant::PROJECTION:
|
|
|
|
return get_projection(v);
|
2020-10-01 13:36:18 +00:00
|
|
|
case Variant::TRANSFORM2D:
|
|
|
|
return get_transform2d(v);
|
2021-01-20 07:02:02 +00:00
|
|
|
case Variant::QUATERNION:
|
|
|
|
return get_quaternion(v);
|
2020-10-01 13:36:18 +00:00
|
|
|
case Variant::PLANE:
|
|
|
|
return get_plane(v);
|
|
|
|
case Variant::BASIS:
|
|
|
|
return get_basis(v);
|
|
|
|
case Variant::AABB:
|
|
|
|
return get_aabb(v);
|
|
|
|
case Variant::COLOR:
|
|
|
|
return get_color(v);
|
|
|
|
case Variant::STRING_NAME:
|
|
|
|
return get_string_name(v);
|
|
|
|
case Variant::NODE_PATH:
|
|
|
|
return get_node_path(v);
|
|
|
|
case Variant::RID:
|
|
|
|
return get_rid(v);
|
|
|
|
case Variant::CALLABLE:
|
|
|
|
return get_callable(v);
|
|
|
|
case Variant::SIGNAL:
|
|
|
|
return get_signal(v);
|
|
|
|
case Variant::DICTIONARY:
|
|
|
|
return get_dictionary(v);
|
|
|
|
case Variant::ARRAY:
|
|
|
|
return get_array(v);
|
|
|
|
case Variant::PACKED_BYTE_ARRAY:
|
|
|
|
return get_byte_array(v);
|
|
|
|
case Variant::PACKED_INT32_ARRAY:
|
|
|
|
return get_int32_array(v);
|
|
|
|
case Variant::PACKED_INT64_ARRAY:
|
|
|
|
return get_int64_array(v);
|
|
|
|
case Variant::PACKED_FLOAT32_ARRAY:
|
|
|
|
return get_float32_array(v);
|
|
|
|
case Variant::PACKED_FLOAT64_ARRAY:
|
|
|
|
return get_float64_array(v);
|
|
|
|
case Variant::PACKED_STRING_ARRAY:
|
|
|
|
return get_string_array(v);
|
|
|
|
case Variant::PACKED_VECTOR2_ARRAY:
|
|
|
|
return get_vector2_array(v);
|
|
|
|
case Variant::PACKED_VECTOR3_ARRAY:
|
|
|
|
return get_vector3_array(v);
|
|
|
|
case Variant::PACKED_COLOR_ARRAY:
|
|
|
|
return get_color_array(v);
|
|
|
|
case Variant::OBJECT:
|
|
|
|
return v->_get_obj().obj;
|
|
|
|
case Variant::VARIANT_MAX:
|
|
|
|
ERR_FAIL_V(nullptr);
|
|
|
|
}
|
|
|
|
ERR_FAIL_V(nullptr);
|
|
|
|
}
|
2020-10-13 18:59:37 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <class T>
|
|
|
|
struct VariantGetInternalPtr {
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<bool> {
|
|
|
|
static bool *get_ptr(Variant *v) { return VariantInternal::get_bool(v); }
|
|
|
|
static const bool *get_ptr(const Variant *v) { return VariantInternal::get_bool(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<int8_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<uint8_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<int16_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<uint16_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<int32_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<uint32_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<int64_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<uint64_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<char32_t> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<ObjectID> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Error> {
|
|
|
|
static int64_t *get_ptr(Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
static const int64_t *get_ptr(const Variant *v) { return VariantInternal::get_int(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<float> {
|
|
|
|
static double *get_ptr(Variant *v) { return VariantInternal::get_float(v); }
|
|
|
|
static const double *get_ptr(const Variant *v) { return VariantInternal::get_float(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<double> {
|
|
|
|
static double *get_ptr(Variant *v) { return VariantInternal::get_float(v); }
|
|
|
|
static const double *get_ptr(const Variant *v) { return VariantInternal::get_float(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<String> {
|
|
|
|
static String *get_ptr(Variant *v) { return VariantInternal::get_string(v); }
|
|
|
|
static const String *get_ptr(const Variant *v) { return VariantInternal::get_string(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Vector2> {
|
|
|
|
static Vector2 *get_ptr(Variant *v) { return VariantInternal::get_vector2(v); }
|
|
|
|
static const Vector2 *get_ptr(const Variant *v) { return VariantInternal::get_vector2(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Vector2i> {
|
|
|
|
static Vector2i *get_ptr(Variant *v) { return VariantInternal::get_vector2i(v); }
|
|
|
|
static const Vector2i *get_ptr(const Variant *v) { return VariantInternal::get_vector2i(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Rect2> {
|
|
|
|
static Rect2 *get_ptr(Variant *v) { return VariantInternal::get_rect2(v); }
|
|
|
|
static const Rect2 *get_ptr(const Variant *v) { return VariantInternal::get_rect2(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Rect2i> {
|
|
|
|
static Rect2i *get_ptr(Variant *v) { return VariantInternal::get_rect2i(v); }
|
|
|
|
static const Rect2i *get_ptr(const Variant *v) { return VariantInternal::get_rect2i(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Vector3> {
|
|
|
|
static Vector3 *get_ptr(Variant *v) { return VariantInternal::get_vector3(v); }
|
|
|
|
static const Vector3 *get_ptr(const Variant *v) { return VariantInternal::get_vector3(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Vector3i> {
|
|
|
|
static Vector3i *get_ptr(Variant *v) { return VariantInternal::get_vector3i(v); }
|
|
|
|
static const Vector3i *get_ptr(const Variant *v) { return VariantInternal::get_vector3i(v); }
|
|
|
|
};
|
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Vector4> {
|
|
|
|
static Vector4 *get_ptr(Variant *v) { return VariantInternal::get_vector4(v); }
|
|
|
|
static const Vector4 *get_ptr(const Variant *v) { return VariantInternal::get_vector4(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Vector4i> {
|
|
|
|
static Vector4i *get_ptr(Variant *v) { return VariantInternal::get_vector4i(v); }
|
|
|
|
static const Vector4i *get_ptr(const Variant *v) { return VariantInternal::get_vector4i(v); }
|
|
|
|
};
|
2020-10-13 18:59:37 +00:00
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Transform2D> {
|
|
|
|
static Transform2D *get_ptr(Variant *v) { return VariantInternal::get_transform2d(v); }
|
|
|
|
static const Transform2D *get_ptr(const Variant *v) { return VariantInternal::get_transform2d(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2020-10-17 05:08:21 +00:00
|
|
|
struct VariantGetInternalPtr<Transform3D> {
|
|
|
|
static Transform3D *get_ptr(Variant *v) { return VariantInternal::get_transform(v); }
|
|
|
|
static const Transform3D *get_ptr(const Variant *v) { return VariantInternal::get_transform(v); }
|
2020-10-13 18:59:37 +00:00
|
|
|
};
|
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Projection> {
|
|
|
|
static Projection *get_ptr(Variant *v) { return VariantInternal::get_projection(v); }
|
|
|
|
static const Projection *get_ptr(const Variant *v) { return VariantInternal::get_projection(v); }
|
|
|
|
};
|
|
|
|
|
2020-10-13 18:59:37 +00:00
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Plane> {
|
|
|
|
static Plane *get_ptr(Variant *v) { return VariantInternal::get_plane(v); }
|
|
|
|
static const Plane *get_ptr(const Variant *v) { return VariantInternal::get_plane(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2021-01-20 07:02:02 +00:00
|
|
|
struct VariantGetInternalPtr<Quaternion> {
|
|
|
|
static Quaternion *get_ptr(Variant *v) { return VariantInternal::get_quaternion(v); }
|
|
|
|
static const Quaternion *get_ptr(const Variant *v) { return VariantInternal::get_quaternion(v); }
|
2020-10-13 18:59:37 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<::AABB> {
|
|
|
|
static ::AABB *get_ptr(Variant *v) { return VariantInternal::get_aabb(v); }
|
|
|
|
static const ::AABB *get_ptr(const Variant *v) { return VariantInternal::get_aabb(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Basis> {
|
|
|
|
static Basis *get_ptr(Variant *v) { return VariantInternal::get_basis(v); }
|
|
|
|
static const Basis *get_ptr(const Variant *v) { return VariantInternal::get_basis(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
//
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Color> {
|
|
|
|
static Color *get_ptr(Variant *v) { return VariantInternal::get_color(v); }
|
|
|
|
static const Color *get_ptr(const Variant *v) { return VariantInternal::get_color(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<StringName> {
|
|
|
|
static StringName *get_ptr(Variant *v) { return VariantInternal::get_string_name(v); }
|
|
|
|
static const StringName *get_ptr(const Variant *v) { return VariantInternal::get_string_name(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<NodePath> {
|
|
|
|
static NodePath *get_ptr(Variant *v) { return VariantInternal::get_node_path(v); }
|
|
|
|
static const NodePath *get_ptr(const Variant *v) { return VariantInternal::get_node_path(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2020-11-09 13:53:05 +00:00
|
|
|
struct VariantGetInternalPtr<::RID> {
|
|
|
|
static ::RID *get_ptr(Variant *v) { return VariantInternal::get_rid(v); }
|
|
|
|
static const ::RID *get_ptr(const Variant *v) { return VariantInternal::get_rid(v); }
|
2020-10-13 18:59:37 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Callable> {
|
|
|
|
static Callable *get_ptr(Variant *v) { return VariantInternal::get_callable(v); }
|
|
|
|
static const Callable *get_ptr(const Variant *v) { return VariantInternal::get_callable(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Signal> {
|
|
|
|
static Signal *get_ptr(Variant *v) { return VariantInternal::get_signal(v); }
|
|
|
|
static const Signal *get_ptr(const Variant *v) { return VariantInternal::get_signal(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Dictionary> {
|
|
|
|
static Dictionary *get_ptr(Variant *v) { return VariantInternal::get_dictionary(v); }
|
|
|
|
static const Dictionary *get_ptr(const Variant *v) { return VariantInternal::get_dictionary(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<Array> {
|
|
|
|
static Array *get_ptr(Variant *v) { return VariantInternal::get_array(v); }
|
|
|
|
static const Array *get_ptr(const Variant *v) { return VariantInternal::get_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedByteArray> {
|
|
|
|
static PackedByteArray *get_ptr(Variant *v) { return VariantInternal::get_byte_array(v); }
|
|
|
|
static const PackedByteArray *get_ptr(const Variant *v) { return VariantInternal::get_byte_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedInt32Array> {
|
|
|
|
static PackedInt32Array *get_ptr(Variant *v) { return VariantInternal::get_int32_array(v); }
|
|
|
|
static const PackedInt32Array *get_ptr(const Variant *v) { return VariantInternal::get_int32_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedInt64Array> {
|
|
|
|
static PackedInt64Array *get_ptr(Variant *v) { return VariantInternal::get_int64_array(v); }
|
|
|
|
static const PackedInt64Array *get_ptr(const Variant *v) { return VariantInternal::get_int64_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedFloat32Array> {
|
|
|
|
static PackedFloat32Array *get_ptr(Variant *v) { return VariantInternal::get_float32_array(v); }
|
|
|
|
static const PackedFloat32Array *get_ptr(const Variant *v) { return VariantInternal::get_float32_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedFloat64Array> {
|
|
|
|
static PackedFloat64Array *get_ptr(Variant *v) { return VariantInternal::get_float64_array(v); }
|
|
|
|
static const PackedFloat64Array *get_ptr(const Variant *v) { return VariantInternal::get_float64_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedStringArray> {
|
|
|
|
static PackedStringArray *get_ptr(Variant *v) { return VariantInternal::get_string_array(v); }
|
|
|
|
static const PackedStringArray *get_ptr(const Variant *v) { return VariantInternal::get_string_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedVector2Array> {
|
|
|
|
static PackedVector2Array *get_ptr(Variant *v) { return VariantInternal::get_vector2_array(v); }
|
|
|
|
static const PackedVector2Array *get_ptr(const Variant *v) { return VariantInternal::get_vector2_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedVector3Array> {
|
|
|
|
static PackedVector3Array *get_ptr(Variant *v) { return VariantInternal::get_vector3_array(v); }
|
|
|
|
static const PackedVector3Array *get_ptr(const Variant *v) { return VariantInternal::get_vector3_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantGetInternalPtr<PackedColorArray> {
|
|
|
|
static PackedColorArray *get_ptr(Variant *v) { return VariantInternal::get_color_array(v); }
|
|
|
|
static const PackedColorArray *get_ptr(const Variant *v) { return VariantInternal::get_color_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <class T>
|
|
|
|
struct VariantInternalAccessor {
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<bool> {
|
|
|
|
static _FORCE_INLINE_ bool get(const Variant *v) { return *VariantInternal::get_bool(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, bool p_value) { *VariantInternal::get_bool(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
#define VARIANT_ACCESSOR_NUMBER(m_type) \
|
|
|
|
template <> \
|
|
|
|
struct VariantInternalAccessor<m_type> { \
|
|
|
|
static _FORCE_INLINE_ m_type get(const Variant *v) { return (m_type)*VariantInternal::get_int(v); } \
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, m_type p_value) { *VariantInternal::get_int(v) = p_value; } \
|
|
|
|
};
|
|
|
|
|
|
|
|
VARIANT_ACCESSOR_NUMBER(int8_t)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(uint8_t)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(int16_t)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(uint16_t)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(int32_t)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(uint32_t)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(int64_t)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(uint64_t)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(char32_t)
|
2019-11-28 08:48:51 +00:00
|
|
|
|
|
|
|
// Bind enums to allow using them as return types.
|
2020-10-13 18:59:37 +00:00
|
|
|
VARIANT_ACCESSOR_NUMBER(Error)
|
2020-12-22 16:24:29 +00:00
|
|
|
VARIANT_ACCESSOR_NUMBER(Side)
|
2019-11-28 08:48:51 +00:00
|
|
|
VARIANT_ACCESSOR_NUMBER(Vector2::Axis)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(Vector2i::Axis)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(Vector3::Axis)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(Vector3i::Axis)
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
VARIANT_ACCESSOR_NUMBER(Vector4::Axis)
|
|
|
|
VARIANT_ACCESSOR_NUMBER(Vector4i::Axis)
|
|
|
|
|
|
|
|
VARIANT_ACCESSOR_NUMBER(Projection::Planes)
|
2020-10-13 18:59:37 +00:00
|
|
|
|
2021-10-21 16:38:20 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Basis::EulerOrder> {
|
|
|
|
static _FORCE_INLINE_ Basis::EulerOrder get(const Variant *v) { return Basis::EulerOrder(*VariantInternal::get_int(v)); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, Basis::EulerOrder p_value) { *VariantInternal::get_int(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
2020-10-13 18:59:37 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<ObjectID> {
|
|
|
|
static _FORCE_INLINE_ ObjectID get(const Variant *v) { return ObjectID(*VariantInternal::get_int(v)); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, ObjectID p_value) { *VariantInternal::get_int(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<float> {
|
|
|
|
static _FORCE_INLINE_ float get(const Variant *v) { return *VariantInternal::get_float(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, float p_value) { *VariantInternal::get_float(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<double> {
|
|
|
|
static _FORCE_INLINE_ double get(const Variant *v) { return *VariantInternal::get_float(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, double p_value) { *VariantInternal::get_float(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<String> {
|
|
|
|
static _FORCE_INLINE_ const String &get(const Variant *v) { return *VariantInternal::get_string(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const String &p_value) { *VariantInternal::get_string(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Vector2> {
|
|
|
|
static _FORCE_INLINE_ const Vector2 &get(const Variant *v) { return *VariantInternal::get_vector2(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Vector2 &p_value) { *VariantInternal::get_vector2(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Vector2i> {
|
|
|
|
static _FORCE_INLINE_ const Vector2i &get(const Variant *v) { return *VariantInternal::get_vector2i(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Vector2i &p_value) { *VariantInternal::get_vector2i(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Rect2> {
|
|
|
|
static _FORCE_INLINE_ const Rect2 &get(const Variant *v) { return *VariantInternal::get_rect2(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Rect2 &p_value) { *VariantInternal::get_rect2(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Rect2i> {
|
|
|
|
static _FORCE_INLINE_ const Rect2i &get(const Variant *v) { return *VariantInternal::get_rect2i(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Rect2i &p_value) { *VariantInternal::get_rect2i(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Vector3> {
|
|
|
|
static _FORCE_INLINE_ const Vector3 &get(const Variant *v) { return *VariantInternal::get_vector3(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Vector3 &p_value) { *VariantInternal::get_vector3(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Vector3i> {
|
|
|
|
static _FORCE_INLINE_ const Vector3i &get(const Variant *v) { return *VariantInternal::get_vector3i(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Vector3i &p_value) { *VariantInternal::get_vector3i(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Vector4> {
|
|
|
|
static _FORCE_INLINE_ const Vector4 &get(const Variant *v) { return *VariantInternal::get_vector4(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Vector4 &p_value) { *VariantInternal::get_vector4(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Vector4i> {
|
|
|
|
static _FORCE_INLINE_ const Vector4i &get(const Variant *v) { return *VariantInternal::get_vector4i(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Vector4i &p_value) { *VariantInternal::get_vector4i(v) = p_value; }
|
|
|
|
};
|
2020-10-13 18:59:37 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Transform2D> {
|
|
|
|
static _FORCE_INLINE_ const Transform2D &get(const Variant *v) { return *VariantInternal::get_transform2d(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Transform2D &p_value) { *VariantInternal::get_transform2d(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2020-10-17 05:08:21 +00:00
|
|
|
struct VariantInternalAccessor<Transform3D> {
|
|
|
|
static _FORCE_INLINE_ const Transform3D &get(const Variant *v) { return *VariantInternal::get_transform(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Transform3D &p_value) { *VariantInternal::get_transform(v) = p_value; }
|
2020-10-13 18:59:37 +00:00
|
|
|
};
|
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Projection> {
|
|
|
|
static _FORCE_INLINE_ const Projection &get(const Variant *v) { return *VariantInternal::get_projection(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Projection &p_value) { *VariantInternal::get_projection(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
2020-10-13 18:59:37 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Plane> {
|
|
|
|
static _FORCE_INLINE_ const Plane &get(const Variant *v) { return *VariantInternal::get_plane(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Plane &p_value) { *VariantInternal::get_plane(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2021-01-20 07:02:02 +00:00
|
|
|
struct VariantInternalAccessor<Quaternion> {
|
|
|
|
static _FORCE_INLINE_ const Quaternion &get(const Variant *v) { return *VariantInternal::get_quaternion(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Quaternion &p_value) { *VariantInternal::get_quaternion(v) = p_value; }
|
2020-10-13 18:59:37 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<AABB> {
|
|
|
|
static _FORCE_INLINE_ const AABB &get(const Variant *v) { return *VariantInternal::get_aabb(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const AABB &p_value) { *VariantInternal::get_aabb(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Basis> {
|
|
|
|
static _FORCE_INLINE_ const Basis &get(const Variant *v) { return *VariantInternal::get_basis(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Basis &p_value) { *VariantInternal::get_basis(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Color> {
|
|
|
|
static _FORCE_INLINE_ const Color &get(const Variant *v) { return *VariantInternal::get_color(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Color &p_value) { *VariantInternal::get_color(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<StringName> {
|
|
|
|
static _FORCE_INLINE_ const StringName &get(const Variant *v) { return *VariantInternal::get_string_name(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const StringName &p_value) { *VariantInternal::get_string_name(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<NodePath> {
|
|
|
|
static _FORCE_INLINE_ const NodePath &get(const Variant *v) { return *VariantInternal::get_node_path(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const NodePath &p_value) { *VariantInternal::get_node_path(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2020-11-09 13:53:05 +00:00
|
|
|
struct VariantInternalAccessor<::RID> {
|
|
|
|
static _FORCE_INLINE_ const ::RID &get(const Variant *v) { return *VariantInternal::get_rid(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const ::RID &p_value) { *VariantInternal::get_rid(v) = p_value; }
|
2020-10-13 18:59:37 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Callable> {
|
|
|
|
static _FORCE_INLINE_ const Callable &get(const Variant *v) { return *VariantInternal::get_callable(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Callable &p_value) { *VariantInternal::get_callable(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Signal> {
|
|
|
|
static _FORCE_INLINE_ const Signal &get(const Variant *v) { return *VariantInternal::get_signal(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Signal &p_value) { *VariantInternal::get_signal(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Dictionary> {
|
|
|
|
static _FORCE_INLINE_ const Dictionary &get(const Variant *v) { return *VariantInternal::get_dictionary(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Dictionary &p_value) { *VariantInternal::get_dictionary(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Array> {
|
|
|
|
static _FORCE_INLINE_ const Array &get(const Variant *v) { return *VariantInternal::get_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Array &p_value) { *VariantInternal::get_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedByteArray> {
|
|
|
|
static _FORCE_INLINE_ const PackedByteArray &get(const Variant *v) { return *VariantInternal::get_byte_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedByteArray &p_value) { *VariantInternal::get_byte_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedInt32Array> {
|
|
|
|
static _FORCE_INLINE_ const PackedInt32Array &get(const Variant *v) { return *VariantInternal::get_int32_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedInt32Array &p_value) { *VariantInternal::get_int32_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedInt64Array> {
|
|
|
|
static _FORCE_INLINE_ const PackedInt64Array &get(const Variant *v) { return *VariantInternal::get_int64_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedInt64Array &p_value) { *VariantInternal::get_int64_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedFloat32Array> {
|
|
|
|
static _FORCE_INLINE_ const PackedFloat32Array &get(const Variant *v) { return *VariantInternal::get_float32_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedFloat32Array &p_value) { *VariantInternal::get_float32_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedFloat64Array> {
|
|
|
|
static _FORCE_INLINE_ const PackedFloat64Array &get(const Variant *v) { return *VariantInternal::get_float64_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedFloat64Array &p_value) { *VariantInternal::get_float64_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedStringArray> {
|
|
|
|
static _FORCE_INLINE_ const PackedStringArray &get(const Variant *v) { return *VariantInternal::get_string_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedStringArray &p_value) { *VariantInternal::get_string_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedVector2Array> {
|
|
|
|
static _FORCE_INLINE_ const PackedVector2Array &get(const Variant *v) { return *VariantInternal::get_vector2_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedVector2Array &p_value) { *VariantInternal::get_vector2_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedVector3Array> {
|
|
|
|
static _FORCE_INLINE_ const PackedVector3Array &get(const Variant *v) { return *VariantInternal::get_vector3_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedVector3Array &p_value) { *VariantInternal::get_vector3_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<PackedColorArray> {
|
|
|
|
static _FORCE_INLINE_ const PackedColorArray &get(const Variant *v) { return *VariantInternal::get_color_array(v); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const PackedColorArray &p_value) { *VariantInternal::get_color_array(v) = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Object *> {
|
|
|
|
static _FORCE_INLINE_ Object *get(const Variant *v) { return const_cast<Object *>(*VariantInternal::get_object(v)); }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Object *p_value) { *VariantInternal::get_object(v) = const_cast<Object *>(p_value); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Variant> {
|
|
|
|
static _FORCE_INLINE_ Variant &get(Variant *v) { return *v; }
|
|
|
|
static _FORCE_INLINE_ const Variant &get(const Variant *v) { return *v; }
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Variant &p_value) { *v = p_value; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInternalAccessor<Vector<Variant>> {
|
|
|
|
static _FORCE_INLINE_ Vector<Variant> get(const Variant *v) {
|
|
|
|
Vector<Variant> ret;
|
|
|
|
int s = VariantInternal::get_array(v)->size();
|
|
|
|
ret.resize(s);
|
|
|
|
for (int i = 0; i < s; i++) {
|
|
|
|
ret.write[i] = VariantInternal::get_array(v)->get(i);
|
|
|
|
}
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
static _FORCE_INLINE_ void set(Variant *v, const Vector<Variant> &p_value) {
|
|
|
|
int s = p_value.size();
|
|
|
|
VariantInternal::get_array(v)->resize(s);
|
|
|
|
for (int i = 0; i < s; i++) {
|
|
|
|
VariantInternal::get_array(v)->set(i, p_value[i]);
|
|
|
|
}
|
|
|
|
}
|
2020-09-02 18:26:28 +00:00
|
|
|
};
|
|
|
|
|
2020-11-09 03:19:09 +00:00
|
|
|
template <class T>
|
|
|
|
struct VariantInitializer {
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<bool> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<bool>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
#define INITIALIZER_INT(m_type) \
|
|
|
|
template <> \
|
|
|
|
struct VariantInitializer<m_type> { \
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<int64_t>(v); } \
|
|
|
|
};
|
|
|
|
|
|
|
|
INITIALIZER_INT(uint8_t)
|
|
|
|
INITIALIZER_INT(int8_t)
|
|
|
|
INITIALIZER_INT(uint16_t)
|
|
|
|
INITIALIZER_INT(int16_t)
|
|
|
|
INITIALIZER_INT(uint32_t)
|
|
|
|
INITIALIZER_INT(int32_t)
|
|
|
|
INITIALIZER_INT(uint64_t)
|
|
|
|
INITIALIZER_INT(int64_t)
|
|
|
|
INITIALIZER_INT(char32_t)
|
|
|
|
INITIALIZER_INT(Error)
|
|
|
|
INITIALIZER_INT(ObjectID)
|
2019-11-28 08:48:51 +00:00
|
|
|
INITIALIZER_INT(Vector2::Axis)
|
|
|
|
INITIALIZER_INT(Vector2i::Axis)
|
|
|
|
INITIALIZER_INT(Vector3::Axis)
|
|
|
|
INITIALIZER_INT(Vector3i::Axis)
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
INITIALIZER_INT(Vector4::Axis)
|
|
|
|
INITIALIZER_INT(Vector4i::Axis)
|
2020-11-09 03:19:09 +00:00
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<double> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<double>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<float> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<double>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<String> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_string(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Vector2> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Vector2>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Vector2i> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Vector2i>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Rect2> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Rect2>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Rect2i> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Rect2i>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Vector3> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Vector3>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Vector3i> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Vector3i>(v); }
|
|
|
|
};
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Vector4> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Vector4>(v); }
|
|
|
|
};
|
2020-11-09 03:19:09 +00:00
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Vector4i> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Vector4i>(v); }
|
|
|
|
};
|
2020-11-09 03:19:09 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Transform2D> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_transform2d(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Plane> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Plane>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2021-01-20 07:02:02 +00:00
|
|
|
struct VariantInitializer<Quaternion> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Quaternion>(v); }
|
2020-11-09 03:19:09 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<AABB> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_aabb(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Basis> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_basis(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2020-10-17 05:08:21 +00:00
|
|
|
struct VariantInitializer<Transform3D> {
|
2020-11-09 03:19:09 +00:00
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_transform(v); }
|
|
|
|
};
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Projection> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_projection(v); }
|
|
|
|
};
|
2020-11-09 03:19:09 +00:00
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Color> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<Color>(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<StringName> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_string_name(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<NodePath> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_node_path(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2020-11-09 13:53:05 +00:00
|
|
|
struct VariantInitializer<::RID> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_generic<::RID>(v); }
|
2020-11-09 03:19:09 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Callable> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_callable(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Signal> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_signal(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Dictionary> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_dictionary(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Array> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedByteArray> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_byte_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedInt32Array> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_int32_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedInt64Array> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_int64_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedFloat32Array> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_float32_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedFloat64Array> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_float64_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedStringArray> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_string_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedVector2Array> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_vector2_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedVector3Array> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_vector3_array(v); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantInitializer<PackedColorArray> {
|
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_color_array(v); }
|
|
|
|
};
|
|
|
|
|
2021-07-29 13:53:05 +00:00
|
|
|
template <>
|
|
|
|
struct VariantInitializer<Object *> {
|
2021-08-19 23:19:47 +00:00
|
|
|
static _FORCE_INLINE_ void init(Variant *v) { VariantInternal::init_object(v); }
|
2021-07-29 13:53:05 +00:00
|
|
|
};
|
|
|
|
|
2020-11-09 18:16:39 +00:00
|
|
|
template <class T>
|
|
|
|
struct VariantZeroAssigner {
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<bool> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_bool(v) = false; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<int64_t> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_int(v) = 0; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<double> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_float(v) = 0.0; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<float> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_float(v) = 0.0; }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<String> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Vector2> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_vector2(v) = Vector2(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Vector2i> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_vector2i(v) = Vector2i(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Rect2> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_rect2(v) = Rect2(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Rect2i> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_rect2i(v) = Rect2i(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Vector3> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_vector3(v) = Vector3(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Vector3i> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_vector3i(v) = Vector3i(); }
|
|
|
|
};
|
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Vector4> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_vector4(v) = Vector4(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Vector4i> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_vector4i(v) = Vector4i(); }
|
|
|
|
};
|
|
|
|
|
2020-11-09 18:16:39 +00:00
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Transform2D> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_transform2d(v) = Transform2D(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Plane> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_plane(v) = Plane(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2021-01-20 07:02:02 +00:00
|
|
|
struct VariantZeroAssigner<Quaternion> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_quaternion(v) = Quaternion(); }
|
2020-11-09 18:16:39 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<AABB> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_aabb(v) = AABB(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Basis> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_basis(v) = Basis(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
2020-10-17 05:08:21 +00:00
|
|
|
struct VariantZeroAssigner<Transform3D> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_transform(v) = Transform3D(); }
|
2020-11-09 18:16:39 +00:00
|
|
|
};
|
|
|
|
|
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Projection> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_projection(v) = Projection(); }
|
|
|
|
};
|
|
|
|
|
2020-11-09 18:16:39 +00:00
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Color> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_color(v) = Color(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<StringName> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<NodePath> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<::RID> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_rid(v) = RID(); }
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Callable> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Signal> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Dictionary> {
|
2021-10-14 14:09:47 +00:00
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_dictionary(v) = Dictionary(); }
|
2020-11-09 18:16:39 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<Array> {
|
2021-10-14 14:09:47 +00:00
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) { *VariantInternal::get_array(v) = Array(); }
|
2020-11-09 18:16:39 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedByteArray> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedInt32Array> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedInt64Array> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedFloat32Array> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedFloat64Array> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedStringArray> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedVector2Array> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedVector3Array> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantZeroAssigner<PackedColorArray> {
|
|
|
|
static _FORCE_INLINE_ void zero(Variant *v) {}
|
|
|
|
};
|
|
|
|
|
2020-11-09 03:19:09 +00:00
|
|
|
template <class T>
|
|
|
|
struct VariantTypeChanger {
|
|
|
|
static _FORCE_INLINE_ void change(Variant *v) {
|
|
|
|
if (v->get_type() != GetTypeInfo<T>::VARIANT_TYPE || GetTypeInfo<T>::VARIANT_TYPE >= Variant::PACKED_BYTE_ARRAY) { //second condition removed by optimizer
|
|
|
|
VariantInternal::clear(v);
|
|
|
|
VariantInitializer<T>::init(v);
|
|
|
|
}
|
|
|
|
}
|
2020-11-09 18:16:39 +00:00
|
|
|
static _FORCE_INLINE_ void change_and_reset(Variant *v) {
|
|
|
|
if (v->get_type() != GetTypeInfo<T>::VARIANT_TYPE || GetTypeInfo<T>::VARIANT_TYPE >= Variant::PACKED_BYTE_ARRAY) { //second condition removed by optimizer
|
|
|
|
VariantInternal::clear(v);
|
|
|
|
VariantInitializer<T>::init(v);
|
|
|
|
}
|
|
|
|
|
|
|
|
VariantZeroAssigner<T>::zero(v);
|
|
|
|
}
|
2020-11-09 03:19:09 +00:00
|
|
|
};
|
|
|
|
|
2020-11-20 18:51:28 +00:00
|
|
|
template <class T>
|
|
|
|
struct VariantTypeAdjust {
|
|
|
|
_FORCE_INLINE_ static void adjust(Variant *r_ret) {
|
|
|
|
VariantTypeChanger<typename GetSimpleTypeT<T>::type_t>::change(r_ret);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantTypeAdjust<Variant> {
|
|
|
|
_FORCE_INLINE_ static void adjust(Variant *r_ret) {
|
|
|
|
// Do nothing for variant.
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
template <>
|
|
|
|
struct VariantTypeAdjust<Object *> {
|
|
|
|
_FORCE_INLINE_ static void adjust(Variant *r_ret) {
|
|
|
|
VariantInternal::clear(r_ret);
|
|
|
|
*r_ret = (Object *)nullptr;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2021-07-29 13:53:05 +00:00
|
|
|
// GDNative extension helpers.
|
|
|
|
|
|
|
|
template <class T>
|
|
|
|
struct VariantTypeConstructor {
|
|
|
|
_FORCE_INLINE_ static void variant_from_type(void *p_variant, void *p_value) {
|
|
|
|
Variant *variant = reinterpret_cast<Variant *>(p_variant);
|
|
|
|
VariantInitializer<T>::init(variant);
|
|
|
|
VariantInternalAccessor<T>::set(variant, *((T *)p_value));
|
|
|
|
}
|
|
|
|
|
|
|
|
_FORCE_INLINE_ static void type_from_variant(void *p_value, void *p_variant) {
|
|
|
|
*((T *)p_value) = VariantInternalAccessor<T>::get(reinterpret_cast<Variant *>(p_variant));
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2021-08-19 23:19:47 +00:00
|
|
|
template <>
|
|
|
|
struct VariantTypeConstructor<Object *> {
|
|
|
|
_FORCE_INLINE_ static void variant_from_type(void *p_variant, void *p_value) {
|
|
|
|
Variant *variant = reinterpret_cast<Variant *>(p_variant);
|
|
|
|
VariantInitializer<Object *>::init(variant);
|
2022-02-11 11:30:49 +00:00
|
|
|
Object *object = *(reinterpret_cast<Object **>(p_value));
|
|
|
|
if (object) {
|
|
|
|
if (object->is_ref_counted()) {
|
|
|
|
if (!VariantInternal::initialize_ref(object)) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
VariantInternalAccessor<Object *>::set(variant, object);
|
|
|
|
VariantInternalAccessor<ObjectID>::set(variant, object->get_instance_id());
|
2021-08-19 23:19:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
_FORCE_INLINE_ static void type_from_variant(void *p_value, void *p_variant) {
|
|
|
|
Object **value = reinterpret_cast<Object **>(p_value);
|
|
|
|
*value = VariantInternalAccessor<Object *>::get(reinterpret_cast<Variant *>(p_variant));
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2020-09-02 18:26:28 +00:00
|
|
|
#endif // VARIANT_INTERNAL_H
|