mirror of
https://github.com/godotengine/godot.git
synced 2024-11-22 04:06:14 +00:00
Convert DOS line endings to Unix line endings
Should fix issues some of us have with `misc/dist/uwp_template/AppxManifest.xml` always showing up as modified. Might cause issues on Windows due to the removal of BOMs or change of line endings in some of the Mono, UWP or gradlew.bat files, we will test and adapt if need be.
This commit is contained in:
parent
a89fa34c21
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80
misc/dist/docker/README.md
vendored
80
misc/dist/docker/README.md
vendored
@ -1,40 +1,40 @@
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## A Docker image to build Linux, Windows and Android godot binaries.
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The main reason to write this, is to provide a simple way in all platforms to integrate external godot modules and build a custom version of godot.
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## usage
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1. Install docker on Linux or docker toolbox on Windows or Mac.
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2. Open a terminal on linux or "Docker Quickstart Terminal" on Windows or Mac.
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3. Run command:
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- Linux: `cd`
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- Windows: `cd /c/Users/YOUR_USERNAME`
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- Mac: `cd /Users/YOUR_USERNAME`
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4. Get godot source code: `git clone https://github.com/godotengine/godot.git`
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5. Run command: `cd godot/tools/docker`
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6. Run command: `docker build -t godot .`(In Linux run Docker commands with `sudo` or add your user to docker group before run the Docker commands). The godot docker image will be build after a while.
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7. Run command:
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- Linux: `docker run -it --name=godot-dev -v /home/YOUR_USERNAME/godot:/godot-dev/godot godot`
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- Windows: `docker run -it --name=godot-dev -v /c/Users/YOUR_USERNAME/godot:/godot-dev/godot godot`
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- Mac: `docker run -it --name=godot-dev -v /Users/YOUR_USERNAME/godot:/godot-dev/godot godot`
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You are in the godot-dev container and /godot-dev directory now.
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8. Run `./install-android-tools` to download and install all android development tools.
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9. Run command: `source ~/.bashrc`
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10. Run command: `cd godot`
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11. Run command: `scons p=android target=release` to test everything is ok. You can set platform to x11, windows, android, haiku and server.
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After use and exit, you can use this environment again by open terminal and type commands: `docker start godot-dev && docker attach godot-dev`.
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### Windows and Mac stuffs:
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- Speed up compilation:
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- Exit from container.
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- Run command: `docker-machine stop`
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- Open "Oracle VM VirtualBox".
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- In settings of default VM increase CPU cores and RAM to suitable values.
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- Run command: `docker-machine start`
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- Run command: `docker start godot-dev && docker attach godot-dev`
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- ssh to VM(can be useful sometimes):
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- `docker-machine ssh`
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Check docker and boot2docker projects for more details.
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## A Docker image to build Linux, Windows and Android godot binaries.
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||||
|
||||
The main reason to write this, is to provide a simple way in all platforms to integrate external godot modules and build a custom version of godot.
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||||
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## usage
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1. Install docker on Linux or docker toolbox on Windows or Mac.
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2. Open a terminal on linux or "Docker Quickstart Terminal" on Windows or Mac.
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3. Run command:
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- Linux: `cd`
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- Windows: `cd /c/Users/YOUR_USERNAME`
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- Mac: `cd /Users/YOUR_USERNAME`
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4. Get godot source code: `git clone https://github.com/godotengine/godot.git`
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5. Run command: `cd godot/tools/docker`
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6. Run command: `docker build -t godot .`(In Linux run Docker commands with `sudo` or add your user to docker group before run the Docker commands). The godot docker image will be build after a while.
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7. Run command:
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- Linux: `docker run -it --name=godot-dev -v /home/YOUR_USERNAME/godot:/godot-dev/godot godot`
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- Windows: `docker run -it --name=godot-dev -v /c/Users/YOUR_USERNAME/godot:/godot-dev/godot godot`
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- Mac: `docker run -it --name=godot-dev -v /Users/YOUR_USERNAME/godot:/godot-dev/godot godot`
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You are in the godot-dev container and /godot-dev directory now.
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8. Run `./install-android-tools` to download and install all android development tools.
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9. Run command: `source ~/.bashrc`
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10. Run command: `cd godot`
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11. Run command: `scons p=android target=release` to test everything is ok. You can set platform to x11, windows, android, haiku and server.
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|
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After use and exit, you can use this environment again by open terminal and type commands: `docker start godot-dev && docker attach godot-dev`.
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### Windows and Mac stuffs:
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|
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- Speed up compilation:
|
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- Exit from container.
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- Run command: `docker-machine stop`
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- Open "Oracle VM VirtualBox".
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- In settings of default VM increase CPU cores and RAM to suitable values.
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- Run command: `docker-machine start`
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- Run command: `docker start godot-dev && docker attach godot-dev`
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- ssh to VM(can be useful sometimes):
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- `docker-machine ssh`
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Check docker and boot2docker projects for more details.
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|
62
misc/dist/uwp_template/AppxManifest.xml
vendored
62
misc/dist/uwp_template/AppxManifest.xml
vendored
@ -1,32 +1,32 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Package xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest" xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10" IgnorableNamespaces="uap mp build" xmlns:build="http://schemas.microsoft.com/developer/appx/2015/build">
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<Identity Name="$identity_name$" Publisher="$publisher$" Version="$version_string$" ProcessorArchitecture="$architecture$" />
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<mp:PhoneIdentity PhoneProductId="$product_guid$" PhonePublisherId="$publisher_guid$" />
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<Properties>
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<DisplayName>$display_name$</DisplayName>
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<PublisherDisplayName>$publisher_display_name$</PublisherDisplayName>
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<Logo>Assets\StoreLogo.png</Logo>
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</Properties>
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<Dependencies>
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<TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.10240.0" MaxVersionTested="10.0.14393.0" />
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<PackageDependency Name="Microsoft.VCLibs.140.00" MinVersion="14.0.24123.0" Publisher="CN=Microsoft Corporation, O=Microsoft Corporation, L=Redmond, S=Washington, C=US" />
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</Dependencies>
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<Resources>
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<Resource Language="EN-US" />
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</Resources>
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<Applications>
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<Application Id="App" Executable="godot.uwp.exe" EntryPoint="GodotUWP.App">
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<uap:VisualElements DisplayName="$display_name$" Square150x150Logo="Assets\Square150x150Logo.png" Square44x44Logo="Assets\Square44x44Logo.png" Description="$app_description$" BackgroundColor="$bg_color$">
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<uap:DefaultTile Wide310x150Logo="Assets\Wide310x150Logo.png" Square310x310Logo="Assets\Square310x310Logo.png" Square71x71Logo="Assets\Square71x71Logo.png" ShortName="$short_name$">
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$name_on_tiles$
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</uap:DefaultTile>
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<uap:SplashScreen Image="Assets\SplashScreen.png" />
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$rotation_preference$
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</uap:VisualElements>
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</Application>
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</Applications>
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$capabilities_place$
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<build:Metadata>
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<build:Item Name="GodotEngine" Version="$godot_version$" />
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</build:Metadata>
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<?xml version="1.0" encoding="utf-8"?>
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<Package xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10" xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest" xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10" IgnorableNamespaces="uap mp build" xmlns:build="http://schemas.microsoft.com/developer/appx/2015/build">
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<Identity Name="$identity_name$" Publisher="$publisher$" Version="$version_string$" ProcessorArchitecture="$architecture$" />
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<mp:PhoneIdentity PhoneProductId="$product_guid$" PhonePublisherId="$publisher_guid$" />
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<Properties>
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<DisplayName>$display_name$</DisplayName>
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<PublisherDisplayName>$publisher_display_name$</PublisherDisplayName>
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<Logo>Assets\StoreLogo.png</Logo>
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</Properties>
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<Dependencies>
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<TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.10240.0" MaxVersionTested="10.0.14393.0" />
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<PackageDependency Name="Microsoft.VCLibs.140.00" MinVersion="14.0.24123.0" Publisher="CN=Microsoft Corporation, O=Microsoft Corporation, L=Redmond, S=Washington, C=US" />
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</Dependencies>
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<Resources>
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<Resource Language="EN-US" />
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</Resources>
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<Applications>
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<Application Id="App" Executable="godot.uwp.exe" EntryPoint="GodotUWP.App">
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<uap:VisualElements DisplayName="$display_name$" Square150x150Logo="Assets\Square150x150Logo.png" Square44x44Logo="Assets\Square44x44Logo.png" Description="$app_description$" BackgroundColor="$bg_color$">
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<uap:DefaultTile Wide310x150Logo="Assets\Wide310x150Logo.png" Square310x310Logo="Assets\Square310x310Logo.png" Square71x71Logo="Assets\Square71x71Logo.png" ShortName="$short_name$">
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$name_on_tiles$
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</uap:DefaultTile>
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<uap:SplashScreen Image="Assets\SplashScreen.png" />
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$rotation_preference$
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</uap:VisualElements>
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</Application>
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</Applications>
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$capabilities_place$
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<build:Metadata>
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<build:Item Name="GodotEngine" Version="$godot_version$" />
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</build:Metadata>
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</Package>
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@ -1,17 +1,17 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GodotSharpTools", "GodotSharpTools.csproj", "{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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||||
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Debug|Any CPU.Build.0 = Debug|Any CPU
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||||
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Release|Any CPU.ActiveCfg = Release|Any CPU
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||||
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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EndGlobal
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||||
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 2012
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||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "GodotSharpTools", "GodotSharpTools.csproj", "{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}"
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||||
EndProject
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||||
Global
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||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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||||
Debug|Any CPU = Debug|Any CPU
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||||
Release|Any CPU = Release|Any CPU
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||||
EndGlobalSection
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||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
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||||
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{A8CDAD94-C6D4-4B19-A7E7-76C53CC92984}.Release|Any CPU.Build.0 = Release|Any CPU
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||||
EndGlobalSection
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||||
EndGlobal
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|
File diff suppressed because it is too large
Load Diff
@ -1,4 +1,4 @@
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using System;
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using System;
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namespace Godot
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{
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||||
|
@ -1,4 +1,4 @@
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using System;
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using System;
|
||||
using System.Collections.Generic;
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||||
|
||||
namespace Godot
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||||
|
@ -1,209 +1,209 @@
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using System;
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|
||||
namespace Godot
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||||
{
|
||||
public struct Plane : IEquatable<Plane>
|
||||
{
|
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Vector3 normal;
|
||||
|
||||
public float x
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||||
{
|
||||
get
|
||||
{
|
||||
return normal.x;
|
||||
}
|
||||
set
|
||||
{
|
||||
normal.x = value;
|
||||
}
|
||||
}
|
||||
|
||||
public float y
|
||||
{
|
||||
get
|
||||
{
|
||||
return normal.y;
|
||||
}
|
||||
set
|
||||
{
|
||||
normal.y = value;
|
||||
}
|
||||
}
|
||||
|
||||
public float z
|
||||
{
|
||||
get
|
||||
{
|
||||
return normal.z;
|
||||
}
|
||||
set
|
||||
{
|
||||
normal.z = value;
|
||||
}
|
||||
}
|
||||
|
||||
float d;
|
||||
|
||||
public Vector3 Center
|
||||
{
|
||||
get
|
||||
{
|
||||
return normal * d;
|
||||
}
|
||||
}
|
||||
|
||||
public float distance_to(Vector3 point)
|
||||
{
|
||||
return normal.dot(point) - d;
|
||||
}
|
||||
|
||||
public Vector3 get_any_point()
|
||||
{
|
||||
return normal * d;
|
||||
}
|
||||
|
||||
public bool has_point(Vector3 point, float epsilon = Mathf.Epsilon)
|
||||
{
|
||||
float dist = normal.dot(point) - d;
|
||||
return Mathf.abs(dist) <= epsilon;
|
||||
}
|
||||
|
||||
public Vector3 intersect_3(Plane b, Plane c)
|
||||
{
|
||||
float denom = normal.cross(b.normal).dot(c.normal);
|
||||
|
||||
if (Mathf.abs(denom) <= Mathf.Epsilon)
|
||||
return new Vector3();
|
||||
|
||||
Vector3 result = (b.normal.cross(c.normal) * this.d) +
|
||||
(c.normal.cross(normal) * b.d) +
|
||||
(normal.cross(b.normal) * c.d);
|
||||
|
||||
return result / denom;
|
||||
}
|
||||
|
||||
public Vector3 intersect_ray(Vector3 from, Vector3 dir)
|
||||
{
|
||||
float den = normal.dot(dir);
|
||||
|
||||
if (Mathf.abs(den) <= Mathf.Epsilon)
|
||||
return new Vector3();
|
||||
|
||||
float dist = (normal.dot(from) - d) / den;
|
||||
|
||||
// This is a ray, before the emiting pos (from) does not exist
|
||||
if (dist > Mathf.Epsilon)
|
||||
return new Vector3();
|
||||
|
||||
return from + dir * -dist;
|
||||
}
|
||||
|
||||
public Vector3 intersect_segment(Vector3 begin, Vector3 end)
|
||||
{
|
||||
Vector3 segment = begin - end;
|
||||
float den = normal.dot(segment);
|
||||
|
||||
if (Mathf.abs(den) <= Mathf.Epsilon)
|
||||
return new Vector3();
|
||||
|
||||
float dist = (normal.dot(begin) - d) / den;
|
||||
|
||||
if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
|
||||
return new Vector3();
|
||||
|
||||
return begin + segment * -dist;
|
||||
}
|
||||
|
||||
public bool is_point_over(Vector3 point)
|
||||
{
|
||||
return normal.dot(point) > d;
|
||||
}
|
||||
|
||||
public Plane normalized()
|
||||
{
|
||||
float len = normal.length();
|
||||
|
||||
if (len == 0)
|
||||
return new Plane(0, 0, 0, 0);
|
||||
|
||||
return new Plane(normal / len, d / len);
|
||||
}
|
||||
|
||||
public Vector3 project(Vector3 point)
|
||||
{
|
||||
return point - normal * distance_to(point);
|
||||
}
|
||||
|
||||
public Plane(float a, float b, float c, float d)
|
||||
{
|
||||
normal = new Vector3(a, b, c);
|
||||
this.d = d;
|
||||
}
|
||||
|
||||
public Plane(Vector3 normal, float d)
|
||||
{
|
||||
this.normal = normal;
|
||||
this.d = d;
|
||||
}
|
||||
|
||||
public Plane(Vector3 v1, Vector3 v2, Vector3 v3)
|
||||
{
|
||||
normal = (v1 - v3).cross(v1 - v2);
|
||||
normal.normalize();
|
||||
d = normal.dot(v1);
|
||||
}
|
||||
|
||||
public static Plane operator -(Plane plane)
|
||||
{
|
||||
return new Plane(-plane.normal, -plane.d);
|
||||
}
|
||||
|
||||
public static bool operator ==(Plane left, Plane right)
|
||||
{
|
||||
return left.Equals(right);
|
||||
}
|
||||
|
||||
public static bool operator !=(Plane left, Plane right)
|
||||
{
|
||||
return !left.Equals(right);
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is Plane)
|
||||
{
|
||||
return Equals((Plane)obj);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Equals(Plane other)
|
||||
{
|
||||
return normal == other.normal && d == other.d;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return normal.GetHashCode() ^ d.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("({0}, {1})", new object[]
|
||||
{
|
||||
this.normal.ToString(),
|
||||
this.d.ToString()
|
||||
});
|
||||
}
|
||||
|
||||
public string ToString(string format)
|
||||
{
|
||||
return String.Format("({0}, {1})", new object[]
|
||||
{
|
||||
this.normal.ToString(format),
|
||||
this.d.ToString(format)
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
|
||||
namespace Godot
|
||||
{
|
||||
public struct Plane : IEquatable<Plane>
|
||||
{
|
||||
Vector3 normal;
|
||||
|
||||
public float x
|
||||
{
|
||||
get
|
||||
{
|
||||
return normal.x;
|
||||
}
|
||||
set
|
||||
{
|
||||
normal.x = value;
|
||||
}
|
||||
}
|
||||
|
||||
public float y
|
||||
{
|
||||
get
|
||||
{
|
||||
return normal.y;
|
||||
}
|
||||
set
|
||||
{
|
||||
normal.y = value;
|
||||
}
|
||||
}
|
||||
|
||||
public float z
|
||||
{
|
||||
get
|
||||
{
|
||||
return normal.z;
|
||||
}
|
||||
set
|
||||
{
|
||||
normal.z = value;
|
||||
}
|
||||
}
|
||||
|
||||
float d;
|
||||
|
||||
public Vector3 Center
|
||||
{
|
||||
get
|
||||
{
|
||||
return normal * d;
|
||||
}
|
||||
}
|
||||
|
||||
public float distance_to(Vector3 point)
|
||||
{
|
||||
return normal.dot(point) - d;
|
||||
}
|
||||
|
||||
public Vector3 get_any_point()
|
||||
{
|
||||
return normal * d;
|
||||
}
|
||||
|
||||
public bool has_point(Vector3 point, float epsilon = Mathf.Epsilon)
|
||||
{
|
||||
float dist = normal.dot(point) - d;
|
||||
return Mathf.abs(dist) <= epsilon;
|
||||
}
|
||||
|
||||
public Vector3 intersect_3(Plane b, Plane c)
|
||||
{
|
||||
float denom = normal.cross(b.normal).dot(c.normal);
|
||||
|
||||
if (Mathf.abs(denom) <= Mathf.Epsilon)
|
||||
return new Vector3();
|
||||
|
||||
Vector3 result = (b.normal.cross(c.normal) * this.d) +
|
||||
(c.normal.cross(normal) * b.d) +
|
||||
(normal.cross(b.normal) * c.d);
|
||||
|
||||
return result / denom;
|
||||
}
|
||||
|
||||
public Vector3 intersect_ray(Vector3 from, Vector3 dir)
|
||||
{
|
||||
float den = normal.dot(dir);
|
||||
|
||||
if (Mathf.abs(den) <= Mathf.Epsilon)
|
||||
return new Vector3();
|
||||
|
||||
float dist = (normal.dot(from) - d) / den;
|
||||
|
||||
// This is a ray, before the emiting pos (from) does not exist
|
||||
if (dist > Mathf.Epsilon)
|
||||
return new Vector3();
|
||||
|
||||
return from + dir * -dist;
|
||||
}
|
||||
|
||||
public Vector3 intersect_segment(Vector3 begin, Vector3 end)
|
||||
{
|
||||
Vector3 segment = begin - end;
|
||||
float den = normal.dot(segment);
|
||||
|
||||
if (Mathf.abs(den) <= Mathf.Epsilon)
|
||||
return new Vector3();
|
||||
|
||||
float dist = (normal.dot(begin) - d) / den;
|
||||
|
||||
if (dist < -Mathf.Epsilon || dist > (1.0f + Mathf.Epsilon))
|
||||
return new Vector3();
|
||||
|
||||
return begin + segment * -dist;
|
||||
}
|
||||
|
||||
public bool is_point_over(Vector3 point)
|
||||
{
|
||||
return normal.dot(point) > d;
|
||||
}
|
||||
|
||||
public Plane normalized()
|
||||
{
|
||||
float len = normal.length();
|
||||
|
||||
if (len == 0)
|
||||
return new Plane(0, 0, 0, 0);
|
||||
|
||||
return new Plane(normal / len, d / len);
|
||||
}
|
||||
|
||||
public Vector3 project(Vector3 point)
|
||||
{
|
||||
return point - normal * distance_to(point);
|
||||
}
|
||||
|
||||
public Plane(float a, float b, float c, float d)
|
||||
{
|
||||
normal = new Vector3(a, b, c);
|
||||
this.d = d;
|
||||
}
|
||||
|
||||
public Plane(Vector3 normal, float d)
|
||||
{
|
||||
this.normal = normal;
|
||||
this.d = d;
|
||||
}
|
||||
|
||||
public Plane(Vector3 v1, Vector3 v2, Vector3 v3)
|
||||
{
|
||||
normal = (v1 - v3).cross(v1 - v2);
|
||||
normal.normalize();
|
||||
d = normal.dot(v1);
|
||||
}
|
||||
|
||||
public static Plane operator -(Plane plane)
|
||||
{
|
||||
return new Plane(-plane.normal, -plane.d);
|
||||
}
|
||||
|
||||
public static bool operator ==(Plane left, Plane right)
|
||||
{
|
||||
return left.Equals(right);
|
||||
}
|
||||
|
||||
public static bool operator !=(Plane left, Plane right)
|
||||
{
|
||||
return !left.Equals(right);
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is Plane)
|
||||
{
|
||||
return Equals((Plane)obj);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Equals(Plane other)
|
||||
{
|
||||
return normal == other.normal && d == other.d;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return normal.GetHashCode() ^ d.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("({0}, {1})", new object[]
|
||||
{
|
||||
this.normal.ToString(),
|
||||
this.d.ToString()
|
||||
});
|
||||
}
|
||||
|
||||
public string ToString(string format)
|
||||
{
|
||||
return String.Format("({0}, {1})", new object[]
|
||||
{
|
||||
this.normal.ToString(format),
|
||||
this.d.ToString(format)
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,477 +1,477 @@
|
||||
using System;
|
||||
|
||||
// file: core/math/rect3.h
|
||||
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
|
||||
// file: core/math/rect3.cpp
|
||||
// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
|
||||
// file: core/variant_call.cpp
|
||||
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
|
||||
|
||||
namespace Godot
|
||||
{
|
||||
public struct Rect3 : IEquatable<Rect3>
|
||||
{
|
||||
private Vector3 position;
|
||||
private Vector3 size;
|
||||
|
||||
public Vector3 Position
|
||||
{
|
||||
get
|
||||
{
|
||||
return position;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 Size
|
||||
{
|
||||
get
|
||||
{
|
||||
return size;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 End
|
||||
{
|
||||
get
|
||||
{
|
||||
return position + size;
|
||||
}
|
||||
}
|
||||
|
||||
public bool encloses(Rect3 with)
|
||||
{
|
||||
Vector3 src_min = position;
|
||||
Vector3 src_max = position + size;
|
||||
Vector3 dst_min = with.position;
|
||||
Vector3 dst_max = with.position + with.size;
|
||||
|
||||
return ((src_min.x <= dst_min.x) &&
|
||||
(src_max.x > dst_max.x) &&
|
||||
(src_min.y <= dst_min.y) &&
|
||||
(src_max.y > dst_max.y) &&
|
||||
(src_min.z <= dst_min.z) &&
|
||||
(src_max.z > dst_max.z));
|
||||
}
|
||||
|
||||
public Rect3 expand(Vector3 to_point)
|
||||
{
|
||||
Vector3 begin = position;
|
||||
Vector3 end = position + size;
|
||||
|
||||
if (to_point.x < begin.x)
|
||||
begin.x = to_point.x;
|
||||
if (to_point.y < begin.y)
|
||||
begin.y = to_point.y;
|
||||
if (to_point.z < begin.z)
|
||||
begin.z = to_point.z;
|
||||
|
||||
if (to_point.x > end.x)
|
||||
end.x = to_point.x;
|
||||
if (to_point.y > end.y)
|
||||
end.y = to_point.y;
|
||||
if (to_point.z > end.z)
|
||||
end.z = to_point.z;
|
||||
|
||||
return new Rect3(begin, end - begin);
|
||||
}
|
||||
|
||||
public float get_area()
|
||||
{
|
||||
return size.x * size.y * size.z;
|
||||
}
|
||||
|
||||
public Vector3 get_endpoint(int idx)
|
||||
{
|
||||
switch (idx)
|
||||
{
|
||||
case 0:
|
||||
return new Vector3(position.x, position.y, position.z);
|
||||
case 1:
|
||||
return new Vector3(position.x, position.y, position.z + size.z);
|
||||
case 2:
|
||||
return new Vector3(position.x, position.y + size.y, position.z);
|
||||
case 3:
|
||||
return new Vector3(position.x, position.y + size.y, position.z + size.z);
|
||||
case 4:
|
||||
return new Vector3(position.x + size.x, position.y, position.z);
|
||||
case 5:
|
||||
return new Vector3(position.x + size.x, position.y, position.z + size.z);
|
||||
case 6:
|
||||
return new Vector3(position.x + size.x, position.y + size.y, position.z);
|
||||
case 7:
|
||||
return new Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(idx), String.Format("Index is {0}, but a value from 0 to 7 is expected.", idx));
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 get_longest_axis()
|
||||
{
|
||||
Vector3 axis = new Vector3(1f, 0f, 0f);
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y > max_size)
|
||||
{
|
||||
axis = new Vector3(0f, 1f, 0f);
|
||||
max_size = size.y;
|
||||
}
|
||||
|
||||
if (size.z > max_size)
|
||||
{
|
||||
axis = new Vector3(0f, 0f, 1f);
|
||||
max_size = size.z;
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
public Vector3.Axis get_longest_axis_index()
|
||||
{
|
||||
Vector3.Axis axis = Vector3.Axis.X;
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y > max_size)
|
||||
{
|
||||
axis = Vector3.Axis.Y;
|
||||
max_size = size.y;
|
||||
}
|
||||
|
||||
if (size.z > max_size)
|
||||
{
|
||||
axis = Vector3.Axis.Z;
|
||||
max_size = size.z;
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
public float get_longest_axis_size()
|
||||
{
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y > max_size)
|
||||
max_size = size.y;
|
||||
|
||||
if (size.z > max_size)
|
||||
max_size = size.z;
|
||||
|
||||
return max_size;
|
||||
}
|
||||
|
||||
public Vector3 get_shortest_axis()
|
||||
{
|
||||
Vector3 axis = new Vector3(1f, 0f, 0f);
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y < max_size)
|
||||
{
|
||||
axis = new Vector3(0f, 1f, 0f);
|
||||
max_size = size.y;
|
||||
}
|
||||
|
||||
if (size.z < max_size)
|
||||
{
|
||||
axis = new Vector3(0f, 0f, 1f);
|
||||
max_size = size.z;
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
public Vector3.Axis get_shortest_axis_index()
|
||||
{
|
||||
Vector3.Axis axis = Vector3.Axis.X;
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y < max_size)
|
||||
{
|
||||
axis = Vector3.Axis.Y;
|
||||
max_size = size.y;
|
||||
}
|
||||
|
||||
if (size.z < max_size)
|
||||
{
|
||||
axis = Vector3.Axis.Z;
|
||||
max_size = size.z;
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
public float get_shortest_axis_size()
|
||||
{
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y < max_size)
|
||||
max_size = size.y;
|
||||
|
||||
if (size.z < max_size)
|
||||
max_size = size.z;
|
||||
|
||||
return max_size;
|
||||
}
|
||||
|
||||
public Vector3 get_support(Vector3 dir)
|
||||
{
|
||||
Vector3 half_extents = size * 0.5f;
|
||||
Vector3 ofs = position + half_extents;
|
||||
|
||||
return ofs + new Vector3(
|
||||
(dir.x > 0f) ? -half_extents.x : half_extents.x,
|
||||
(dir.y > 0f) ? -half_extents.y : half_extents.y,
|
||||
(dir.z > 0f) ? -half_extents.z : half_extents.z);
|
||||
}
|
||||
|
||||
public Rect3 grow(float by)
|
||||
{
|
||||
Rect3 res = this;
|
||||
|
||||
res.position.x -= by;
|
||||
res.position.y -= by;
|
||||
res.position.z -= by;
|
||||
res.size.x += 2.0f * by;
|
||||
res.size.y += 2.0f * by;
|
||||
res.size.z += 2.0f * by;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
public bool has_no_area()
|
||||
{
|
||||
return size.x <= 0f || size.y <= 0f || size.z <= 0f;
|
||||
}
|
||||
|
||||
public bool has_no_surface()
|
||||
{
|
||||
return size.x <= 0f && size.y <= 0f && size.z <= 0f;
|
||||
}
|
||||
|
||||
public bool has_point(Vector3 point)
|
||||
{
|
||||
if (point.x < position.x)
|
||||
return false;
|
||||
if (point.y < position.y)
|
||||
return false;
|
||||
if (point.z < position.z)
|
||||
return false;
|
||||
if (point.x > position.x + size.x)
|
||||
return false;
|
||||
if (point.y > position.y + size.y)
|
||||
return false;
|
||||
if (point.z > position.z + size.z)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public Rect3 intersection(Rect3 with)
|
||||
{
|
||||
Vector3 src_min = position;
|
||||
Vector3 src_max = position + size;
|
||||
Vector3 dst_min = with.position;
|
||||
Vector3 dst_max = with.position + with.size;
|
||||
|
||||
Vector3 min, max;
|
||||
|
||||
if (src_min.x > dst_max.x || src_max.x < dst_min.x)
|
||||
{
|
||||
return new Rect3();
|
||||
}
|
||||
else
|
||||
{
|
||||
min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
|
||||
max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
|
||||
}
|
||||
|
||||
if (src_min.y > dst_max.y || src_max.y < dst_min.y)
|
||||
{
|
||||
return new Rect3();
|
||||
}
|
||||
else
|
||||
{
|
||||
min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
|
||||
max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
|
||||
}
|
||||
|
||||
if (src_min.z > dst_max.z || src_max.z < dst_min.z)
|
||||
{
|
||||
return new Rect3();
|
||||
}
|
||||
else
|
||||
{
|
||||
min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
|
||||
max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
|
||||
}
|
||||
|
||||
return new Rect3(min, max - min);
|
||||
}
|
||||
|
||||
public bool intersects(Rect3 with)
|
||||
{
|
||||
if (position.x >= (with.position.x + with.size.x))
|
||||
return false;
|
||||
if ((position.x + size.x) <= with.position.x)
|
||||
return false;
|
||||
if (position.y >= (with.position.y + with.size.y))
|
||||
return false;
|
||||
if ((position.y + size.y) <= with.position.y)
|
||||
return false;
|
||||
if (position.z >= (with.position.z + with.size.z))
|
||||
return false;
|
||||
if ((position.z + size.z) <= with.position.z)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool intersects_plane(Plane plane)
|
||||
{
|
||||
Vector3[] points =
|
||||
{
|
||||
new Vector3(position.x, position.y, position.z),
|
||||
new Vector3(position.x, position.y, position.z + size.z),
|
||||
new Vector3(position.x, position.y + size.y, position.z),
|
||||
new Vector3(position.x, position.y + size.y, position.z + size.z),
|
||||
new Vector3(position.x + size.x, position.y, position.z),
|
||||
new Vector3(position.x + size.x, position.y, position.z + size.z),
|
||||
new Vector3(position.x + size.x, position.y + size.y, position.z),
|
||||
new Vector3(position.x + size.x, position.y + size.y, position.z + size.z),
|
||||
};
|
||||
|
||||
bool over = false;
|
||||
bool under = false;
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (plane.distance_to(points[i]) > 0)
|
||||
over = true;
|
||||
else
|
||||
under = true;
|
||||
}
|
||||
|
||||
return under && over;
|
||||
}
|
||||
|
||||
public bool intersects_segment(Vector3 from, Vector3 to)
|
||||
{
|
||||
float min = 0f;
|
||||
float max = 1f;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
float seg_from = from[i];
|
||||
float seg_to = to[i];
|
||||
float box_begin = position[i];
|
||||
float box_end = box_begin + size[i];
|
||||
float cmin, cmax;
|
||||
|
||||
if (seg_from < seg_to)
|
||||
{
|
||||
if (seg_from > box_end || seg_to < box_begin)
|
||||
return false;
|
||||
|
||||
float length = seg_to - seg_from;
|
||||
cmin = seg_from < box_begin ? (box_begin - seg_from) / length : 0f;
|
||||
cmax = seg_to > box_end ? (box_end - seg_from) / length : 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (seg_to > box_end || seg_from < box_begin)
|
||||
return false;
|
||||
|
||||
float length = seg_to - seg_from;
|
||||
cmin = seg_from > box_end ? (box_end - seg_from) / length : 0f;
|
||||
cmax = seg_to < box_begin ? (box_begin - seg_from) / length : 1f;
|
||||
}
|
||||
|
||||
if (cmin > min)
|
||||
{
|
||||
min = cmin;
|
||||
}
|
||||
|
||||
if (cmax < max)
|
||||
max = cmax;
|
||||
if (max < min)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public Rect3 merge(Rect3 with)
|
||||
{
|
||||
Vector3 beg_1 = position;
|
||||
Vector3 beg_2 = with.position;
|
||||
Vector3 end_1 = new Vector3(size.x, size.y, size.z) + beg_1;
|
||||
Vector3 end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
|
||||
|
||||
Vector3 min = new Vector3(
|
||||
(beg_1.x < beg_2.x) ? beg_1.x : beg_2.x,
|
||||
(beg_1.y < beg_2.y) ? beg_1.y : beg_2.y,
|
||||
(beg_1.z < beg_2.z) ? beg_1.z : beg_2.z
|
||||
);
|
||||
|
||||
Vector3 max = new Vector3(
|
||||
(end_1.x > end_2.x) ? end_1.x : end_2.x,
|
||||
(end_1.y > end_2.y) ? end_1.y : end_2.y,
|
||||
(end_1.z > end_2.z) ? end_1.z : end_2.z
|
||||
);
|
||||
|
||||
return new Rect3(min, max - min);
|
||||
}
|
||||
|
||||
public Rect3(Vector3 position, Vector3 size)
|
||||
{
|
||||
this.position = position;
|
||||
this.size = size;
|
||||
}
|
||||
|
||||
public static bool operator ==(Rect3 left, Rect3 right)
|
||||
{
|
||||
return left.Equals(right);
|
||||
}
|
||||
|
||||
public static bool operator !=(Rect3 left, Rect3 right)
|
||||
{
|
||||
return !left.Equals(right);
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is Rect3)
|
||||
{
|
||||
return Equals((Rect3)obj);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Equals(Rect3 other)
|
||||
{
|
||||
return position == other.position && size == other.size;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return position.GetHashCode() ^ size.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("{0} - {1}", new object[]
|
||||
{
|
||||
this.position.ToString(),
|
||||
this.size.ToString()
|
||||
});
|
||||
}
|
||||
|
||||
public string ToString(string format)
|
||||
{
|
||||
return String.Format("{0} - {1}", new object[]
|
||||
{
|
||||
this.position.ToString(format),
|
||||
this.size.ToString(format)
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
using System;
|
||||
|
||||
// file: core/math/rect3.h
|
||||
// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
|
||||
// file: core/math/rect3.cpp
|
||||
// commit: bd282ff43f23fe845f29a3e25c8efc01bd65ffb0
|
||||
// file: core/variant_call.cpp
|
||||
// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
|
||||
|
||||
namespace Godot
|
||||
{
|
||||
public struct Rect3 : IEquatable<Rect3>
|
||||
{
|
||||
private Vector3 position;
|
||||
private Vector3 size;
|
||||
|
||||
public Vector3 Position
|
||||
{
|
||||
get
|
||||
{
|
||||
return position;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 Size
|
||||
{
|
||||
get
|
||||
{
|
||||
return size;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 End
|
||||
{
|
||||
get
|
||||
{
|
||||
return position + size;
|
||||
}
|
||||
}
|
||||
|
||||
public bool encloses(Rect3 with)
|
||||
{
|
||||
Vector3 src_min = position;
|
||||
Vector3 src_max = position + size;
|
||||
Vector3 dst_min = with.position;
|
||||
Vector3 dst_max = with.position + with.size;
|
||||
|
||||
return ((src_min.x <= dst_min.x) &&
|
||||
(src_max.x > dst_max.x) &&
|
||||
(src_min.y <= dst_min.y) &&
|
||||
(src_max.y > dst_max.y) &&
|
||||
(src_min.z <= dst_min.z) &&
|
||||
(src_max.z > dst_max.z));
|
||||
}
|
||||
|
||||
public Rect3 expand(Vector3 to_point)
|
||||
{
|
||||
Vector3 begin = position;
|
||||
Vector3 end = position + size;
|
||||
|
||||
if (to_point.x < begin.x)
|
||||
begin.x = to_point.x;
|
||||
if (to_point.y < begin.y)
|
||||
begin.y = to_point.y;
|
||||
if (to_point.z < begin.z)
|
||||
begin.z = to_point.z;
|
||||
|
||||
if (to_point.x > end.x)
|
||||
end.x = to_point.x;
|
||||
if (to_point.y > end.y)
|
||||
end.y = to_point.y;
|
||||
if (to_point.z > end.z)
|
||||
end.z = to_point.z;
|
||||
|
||||
return new Rect3(begin, end - begin);
|
||||
}
|
||||
|
||||
public float get_area()
|
||||
{
|
||||
return size.x * size.y * size.z;
|
||||
}
|
||||
|
||||
public Vector3 get_endpoint(int idx)
|
||||
{
|
||||
switch (idx)
|
||||
{
|
||||
case 0:
|
||||
return new Vector3(position.x, position.y, position.z);
|
||||
case 1:
|
||||
return new Vector3(position.x, position.y, position.z + size.z);
|
||||
case 2:
|
||||
return new Vector3(position.x, position.y + size.y, position.z);
|
||||
case 3:
|
||||
return new Vector3(position.x, position.y + size.y, position.z + size.z);
|
||||
case 4:
|
||||
return new Vector3(position.x + size.x, position.y, position.z);
|
||||
case 5:
|
||||
return new Vector3(position.x + size.x, position.y, position.z + size.z);
|
||||
case 6:
|
||||
return new Vector3(position.x + size.x, position.y + size.y, position.z);
|
||||
case 7:
|
||||
return new Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(idx), String.Format("Index is {0}, but a value from 0 to 7 is expected.", idx));
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 get_longest_axis()
|
||||
{
|
||||
Vector3 axis = new Vector3(1f, 0f, 0f);
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y > max_size)
|
||||
{
|
||||
axis = new Vector3(0f, 1f, 0f);
|
||||
max_size = size.y;
|
||||
}
|
||||
|
||||
if (size.z > max_size)
|
||||
{
|
||||
axis = new Vector3(0f, 0f, 1f);
|
||||
max_size = size.z;
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
public Vector3.Axis get_longest_axis_index()
|
||||
{
|
||||
Vector3.Axis axis = Vector3.Axis.X;
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y > max_size)
|
||||
{
|
||||
axis = Vector3.Axis.Y;
|
||||
max_size = size.y;
|
||||
}
|
||||
|
||||
if (size.z > max_size)
|
||||
{
|
||||
axis = Vector3.Axis.Z;
|
||||
max_size = size.z;
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
public float get_longest_axis_size()
|
||||
{
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y > max_size)
|
||||
max_size = size.y;
|
||||
|
||||
if (size.z > max_size)
|
||||
max_size = size.z;
|
||||
|
||||
return max_size;
|
||||
}
|
||||
|
||||
public Vector3 get_shortest_axis()
|
||||
{
|
||||
Vector3 axis = new Vector3(1f, 0f, 0f);
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y < max_size)
|
||||
{
|
||||
axis = new Vector3(0f, 1f, 0f);
|
||||
max_size = size.y;
|
||||
}
|
||||
|
||||
if (size.z < max_size)
|
||||
{
|
||||
axis = new Vector3(0f, 0f, 1f);
|
||||
max_size = size.z;
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
public Vector3.Axis get_shortest_axis_index()
|
||||
{
|
||||
Vector3.Axis axis = Vector3.Axis.X;
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y < max_size)
|
||||
{
|
||||
axis = Vector3.Axis.Y;
|
||||
max_size = size.y;
|
||||
}
|
||||
|
||||
if (size.z < max_size)
|
||||
{
|
||||
axis = Vector3.Axis.Z;
|
||||
max_size = size.z;
|
||||
}
|
||||
|
||||
return axis;
|
||||
}
|
||||
|
||||
public float get_shortest_axis_size()
|
||||
{
|
||||
float max_size = size.x;
|
||||
|
||||
if (size.y < max_size)
|
||||
max_size = size.y;
|
||||
|
||||
if (size.z < max_size)
|
||||
max_size = size.z;
|
||||
|
||||
return max_size;
|
||||
}
|
||||
|
||||
public Vector3 get_support(Vector3 dir)
|
||||
{
|
||||
Vector3 half_extents = size * 0.5f;
|
||||
Vector3 ofs = position + half_extents;
|
||||
|
||||
return ofs + new Vector3(
|
||||
(dir.x > 0f) ? -half_extents.x : half_extents.x,
|
||||
(dir.y > 0f) ? -half_extents.y : half_extents.y,
|
||||
(dir.z > 0f) ? -half_extents.z : half_extents.z);
|
||||
}
|
||||
|
||||
public Rect3 grow(float by)
|
||||
{
|
||||
Rect3 res = this;
|
||||
|
||||
res.position.x -= by;
|
||||
res.position.y -= by;
|
||||
res.position.z -= by;
|
||||
res.size.x += 2.0f * by;
|
||||
res.size.y += 2.0f * by;
|
||||
res.size.z += 2.0f * by;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
public bool has_no_area()
|
||||
{
|
||||
return size.x <= 0f || size.y <= 0f || size.z <= 0f;
|
||||
}
|
||||
|
||||
public bool has_no_surface()
|
||||
{
|
||||
return size.x <= 0f && size.y <= 0f && size.z <= 0f;
|
||||
}
|
||||
|
||||
public bool has_point(Vector3 point)
|
||||
{
|
||||
if (point.x < position.x)
|
||||
return false;
|
||||
if (point.y < position.y)
|
||||
return false;
|
||||
if (point.z < position.z)
|
||||
return false;
|
||||
if (point.x > position.x + size.x)
|
||||
return false;
|
||||
if (point.y > position.y + size.y)
|
||||
return false;
|
||||
if (point.z > position.z + size.z)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public Rect3 intersection(Rect3 with)
|
||||
{
|
||||
Vector3 src_min = position;
|
||||
Vector3 src_max = position + size;
|
||||
Vector3 dst_min = with.position;
|
||||
Vector3 dst_max = with.position + with.size;
|
||||
|
||||
Vector3 min, max;
|
||||
|
||||
if (src_min.x > dst_max.x || src_max.x < dst_min.x)
|
||||
{
|
||||
return new Rect3();
|
||||
}
|
||||
else
|
||||
{
|
||||
min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
|
||||
max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
|
||||
}
|
||||
|
||||
if (src_min.y > dst_max.y || src_max.y < dst_min.y)
|
||||
{
|
||||
return new Rect3();
|
||||
}
|
||||
else
|
||||
{
|
||||
min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
|
||||
max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
|
||||
}
|
||||
|
||||
if (src_min.z > dst_max.z || src_max.z < dst_min.z)
|
||||
{
|
||||
return new Rect3();
|
||||
}
|
||||
else
|
||||
{
|
||||
min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
|
||||
max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
|
||||
}
|
||||
|
||||
return new Rect3(min, max - min);
|
||||
}
|
||||
|
||||
public bool intersects(Rect3 with)
|
||||
{
|
||||
if (position.x >= (with.position.x + with.size.x))
|
||||
return false;
|
||||
if ((position.x + size.x) <= with.position.x)
|
||||
return false;
|
||||
if (position.y >= (with.position.y + with.size.y))
|
||||
return false;
|
||||
if ((position.y + size.y) <= with.position.y)
|
||||
return false;
|
||||
if (position.z >= (with.position.z + with.size.z))
|
||||
return false;
|
||||
if ((position.z + size.z) <= with.position.z)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool intersects_plane(Plane plane)
|
||||
{
|
||||
Vector3[] points =
|
||||
{
|
||||
new Vector3(position.x, position.y, position.z),
|
||||
new Vector3(position.x, position.y, position.z + size.z),
|
||||
new Vector3(position.x, position.y + size.y, position.z),
|
||||
new Vector3(position.x, position.y + size.y, position.z + size.z),
|
||||
new Vector3(position.x + size.x, position.y, position.z),
|
||||
new Vector3(position.x + size.x, position.y, position.z + size.z),
|
||||
new Vector3(position.x + size.x, position.y + size.y, position.z),
|
||||
new Vector3(position.x + size.x, position.y + size.y, position.z + size.z),
|
||||
};
|
||||
|
||||
bool over = false;
|
||||
bool under = false;
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (plane.distance_to(points[i]) > 0)
|
||||
over = true;
|
||||
else
|
||||
under = true;
|
||||
}
|
||||
|
||||
return under && over;
|
||||
}
|
||||
|
||||
public bool intersects_segment(Vector3 from, Vector3 to)
|
||||
{
|
||||
float min = 0f;
|
||||
float max = 1f;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
float seg_from = from[i];
|
||||
float seg_to = to[i];
|
||||
float box_begin = position[i];
|
||||
float box_end = box_begin + size[i];
|
||||
float cmin, cmax;
|
||||
|
||||
if (seg_from < seg_to)
|
||||
{
|
||||
if (seg_from > box_end || seg_to < box_begin)
|
||||
return false;
|
||||
|
||||
float length = seg_to - seg_from;
|
||||
cmin = seg_from < box_begin ? (box_begin - seg_from) / length : 0f;
|
||||
cmax = seg_to > box_end ? (box_end - seg_from) / length : 1f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (seg_to > box_end || seg_from < box_begin)
|
||||
return false;
|
||||
|
||||
float length = seg_to - seg_from;
|
||||
cmin = seg_from > box_end ? (box_end - seg_from) / length : 0f;
|
||||
cmax = seg_to < box_begin ? (box_begin - seg_from) / length : 1f;
|
||||
}
|
||||
|
||||
if (cmin > min)
|
||||
{
|
||||
min = cmin;
|
||||
}
|
||||
|
||||
if (cmax < max)
|
||||
max = cmax;
|
||||
if (max < min)
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public Rect3 merge(Rect3 with)
|
||||
{
|
||||
Vector3 beg_1 = position;
|
||||
Vector3 beg_2 = with.position;
|
||||
Vector3 end_1 = new Vector3(size.x, size.y, size.z) + beg_1;
|
||||
Vector3 end_2 = new Vector3(with.size.x, with.size.y, with.size.z) + beg_2;
|
||||
|
||||
Vector3 min = new Vector3(
|
||||
(beg_1.x < beg_2.x) ? beg_1.x : beg_2.x,
|
||||
(beg_1.y < beg_2.y) ? beg_1.y : beg_2.y,
|
||||
(beg_1.z < beg_2.z) ? beg_1.z : beg_2.z
|
||||
);
|
||||
|
||||
Vector3 max = new Vector3(
|
||||
(end_1.x > end_2.x) ? end_1.x : end_2.x,
|
||||
(end_1.y > end_2.y) ? end_1.y : end_2.y,
|
||||
(end_1.z > end_2.z) ? end_1.z : end_2.z
|
||||
);
|
||||
|
||||
return new Rect3(min, max - min);
|
||||
}
|
||||
|
||||
public Rect3(Vector3 position, Vector3 size)
|
||||
{
|
||||
this.position = position;
|
||||
this.size = size;
|
||||
}
|
||||
|
||||
public static bool operator ==(Rect3 left, Rect3 right)
|
||||
{
|
||||
return left.Equals(right);
|
||||
}
|
||||
|
||||
public static bool operator !=(Rect3 left, Rect3 right)
|
||||
{
|
||||
return !left.Equals(right);
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is Rect3)
|
||||
{
|
||||
return Equals((Rect3)obj);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool Equals(Rect3 other)
|
||||
{
|
||||
return position == other.position && size == other.size;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return position.GetHashCode() ^ size.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("{0} - {1}", new object[]
|
||||
{
|
||||
this.position.ToString(),
|
||||
this.size.ToString()
|
||||
});
|
||||
}
|
||||
|
||||
public string ToString(string format)
|
||||
{
|
||||
return String.Format("{0} - {1}", new object[]
|
||||
{
|
||||
this.position.ToString(format),
|
||||
this.size.ToString(format)
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
using System;
|
||||
using System;
|
||||
|
||||
namespace Godot
|
||||
{
|
||||
|
180
platform/android/java/gradlew.bat
vendored
180
platform/android/java/gradlew.bat
vendored
@ -1,90 +1,90 @@
|
||||
@if "%DEBUG%" == "" @echo off
|
||||
@rem ##########################################################################
|
||||
@rem
|
||||
@rem Gradle startup script for Windows
|
||||
@rem
|
||||
@rem ##########################################################################
|
||||
|
||||
@rem Set local scope for the variables with windows NT shell
|
||||
if "%OS%"=="Windows_NT" setlocal
|
||||
|
||||
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||
set DEFAULT_JVM_OPTS=
|
||||
|
||||
set DIRNAME=%~dp0
|
||||
if "%DIRNAME%" == "" set DIRNAME=.
|
||||
set APP_BASE_NAME=%~n0
|
||||
set APP_HOME=%DIRNAME%
|
||||
|
||||
@rem Find java.exe
|
||||
if defined JAVA_HOME goto findJavaFromJavaHome
|
||||
|
||||
set JAVA_EXE=java.exe
|
||||
%JAVA_EXE% -version >NUL 2>&1
|
||||
if "%ERRORLEVEL%" == "0" goto init
|
||||
|
||||
echo.
|
||||
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||
echo.
|
||||
echo Please set the JAVA_HOME variable in your environment to match the
|
||||
echo location of your Java installation.
|
||||
|
||||
goto fail
|
||||
|
||||
:findJavaFromJavaHome
|
||||
set JAVA_HOME=%JAVA_HOME:"=%
|
||||
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
|
||||
|
||||
if exist "%JAVA_EXE%" goto init
|
||||
|
||||
echo.
|
||||
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
|
||||
echo.
|
||||
echo Please set the JAVA_HOME variable in your environment to match the
|
||||
echo location of your Java installation.
|
||||
|
||||
goto fail
|
||||
|
||||
:init
|
||||
@rem Get command-line arguments, handling Windowz variants
|
||||
|
||||
if not "%OS%" == "Windows_NT" goto win9xME_args
|
||||
if "%@eval[2+2]" == "4" goto 4NT_args
|
||||
|
||||
:win9xME_args
|
||||
@rem Slurp the command line arguments.
|
||||
set CMD_LINE_ARGS=
|
||||
set _SKIP=2
|
||||
|
||||
:win9xME_args_slurp
|
||||
if "x%~1" == "x" goto execute
|
||||
|
||||
set CMD_LINE_ARGS=%*
|
||||
goto execute
|
||||
|
||||
:4NT_args
|
||||
@rem Get arguments from the 4NT Shell from JP Software
|
||||
set CMD_LINE_ARGS=%$
|
||||
|
||||
:execute
|
||||
@rem Setup the command line
|
||||
|
||||
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
|
||||
|
||||
@rem Execute Gradle
|
||||
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
|
||||
|
||||
:end
|
||||
@rem End local scope for the variables with windows NT shell
|
||||
if "%ERRORLEVEL%"=="0" goto mainEnd
|
||||
|
||||
:fail
|
||||
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
|
||||
rem the _cmd.exe /c_ return code!
|
||||
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
|
||||
exit /b 1
|
||||
|
||||
:mainEnd
|
||||
if "%OS%"=="Windows_NT" endlocal
|
||||
|
||||
:omega
|
||||
@if "%DEBUG%" == "" @echo off
|
||||
@rem ##########################################################################
|
||||
@rem
|
||||
@rem Gradle startup script for Windows
|
||||
@rem
|
||||
@rem ##########################################################################
|
||||
|
||||
@rem Set local scope for the variables with windows NT shell
|
||||
if "%OS%"=="Windows_NT" setlocal
|
||||
|
||||
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
|
||||
set DEFAULT_JVM_OPTS=
|
||||
|
||||
set DIRNAME=%~dp0
|
||||
if "%DIRNAME%" == "" set DIRNAME=.
|
||||
set APP_BASE_NAME=%~n0
|
||||
set APP_HOME=%DIRNAME%
|
||||
|
||||
@rem Find java.exe
|
||||
if defined JAVA_HOME goto findJavaFromJavaHome
|
||||
|
||||
set JAVA_EXE=java.exe
|
||||
%JAVA_EXE% -version >NUL 2>&1
|
||||
if "%ERRORLEVEL%" == "0" goto init
|
||||
|
||||
echo.
|
||||
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
|
||||
echo.
|
||||
echo Please set the JAVA_HOME variable in your environment to match the
|
||||
echo location of your Java installation.
|
||||
|
||||
goto fail
|
||||
|
||||
:findJavaFromJavaHome
|
||||
set JAVA_HOME=%JAVA_HOME:"=%
|
||||
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
|
||||
|
||||
if exist "%JAVA_EXE%" goto init
|
||||
|
||||
echo.
|
||||
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
|
||||
echo.
|
||||
echo Please set the JAVA_HOME variable in your environment to match the
|
||||
echo location of your Java installation.
|
||||
|
||||
goto fail
|
||||
|
||||
:init
|
||||
@rem Get command-line arguments, handling Windowz variants
|
||||
|
||||
if not "%OS%" == "Windows_NT" goto win9xME_args
|
||||
if "%@eval[2+2]" == "4" goto 4NT_args
|
||||
|
||||
:win9xME_args
|
||||
@rem Slurp the command line arguments.
|
||||
set CMD_LINE_ARGS=
|
||||
set _SKIP=2
|
||||
|
||||
:win9xME_args_slurp
|
||||
if "x%~1" == "x" goto execute
|
||||
|
||||
set CMD_LINE_ARGS=%*
|
||||
goto execute
|
||||
|
||||
:4NT_args
|
||||
@rem Get arguments from the 4NT Shell from JP Software
|
||||
set CMD_LINE_ARGS=%$
|
||||
|
||||
:execute
|
||||
@rem Setup the command line
|
||||
|
||||
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
|
||||
|
||||
@rem Execute Gradle
|
||||
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
|
||||
|
||||
:end
|
||||
@rem End local scope for the variables with windows NT shell
|
||||
if "%ERRORLEVEL%"=="0" goto mainEnd
|
||||
|
||||
:fail
|
||||
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
|
||||
rem the _cmd.exe /c_ return code!
|
||||
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
|
||||
exit /b 1
|
||||
|
||||
:mainEnd
|
||||
if "%OS%"=="Windows_NT" endlocal
|
||||
|
||||
:omega
|
||||
|
14
thirdparty/etc2comp/AUTHORS
vendored
14
thirdparty/etc2comp/AUTHORS
vendored
@ -1,7 +1,7 @@
|
||||
# This is the list of Etc2Comp authors for copyright purposes.
|
||||
#
|
||||
# This does not necessarily list everyone who has contributed code, since in
|
||||
# some cases, their employer may be the copyright holder. To see the full list
|
||||
# of contributors, see the revision history in source control.
|
||||
Google Inc.
|
||||
Blue Shift Inc.
|
||||
# This is the list of Etc2Comp authors for copyright purposes.
|
||||
#
|
||||
# This does not necessarily list everyone who has contributed code, since in
|
||||
# some cases, their employer may be the copyright holder. To see the full list
|
||||
# of contributors, see the revision history in source control.
|
||||
Google Inc.
|
||||
Blue Shift Inc.
|
||||
|
404
thirdparty/etc2comp/LICENSE
vendored
404
thirdparty/etc2comp/LICENSE
vendored
@ -1,202 +1,202 @@
|
||||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction,
|
||||
and distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by
|
||||
the copyright owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all
|
||||
other entities that control, are controlled by, or are under common
|
||||
control with that entity. For the purposes of this definition,
|
||||
"control" means (i) the power, direct or indirect, to cause the
|
||||
direction or management of such entity, whether by contract or
|
||||
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||
|
||||
"You" (or "Your") shall mean an individual or Legal Entity
|
||||
exercising permissions granted by this License.
|
||||
|
||||
"Source" form shall mean the preferred form for making modifications,
|
||||
including but not limited to software source code, documentation
|
||||
source, and configuration files.
|
||||
|
||||
"Object" form shall mean any form resulting from mechanical
|
||||
transformation or translation of a Source form, including but
|
||||
not limited to compiled object code, generated documentation,
|
||||
and conversions to other media types.
|
||||
|
||||
"Work" shall mean the work of authorship, whether in Source or
|
||||
Object form, made available under the License, as indicated by a
|
||||
copyright notice that is included in or attached to the work
|
||||
(an example is provided in the Appendix below).
|
||||
|
||||
"Derivative Works" shall mean any work, whether in Source or Object
|
||||
form, that is based on (or derived from) the Work and for which the
|
||||
editorial revisions, annotations, elaborations, or other modifications
|
||||
represent, as a whole, an original work of authorship. For the purposes
|
||||
of this License, Derivative Works shall not include works that remain
|
||||
separable from, or merely link (or bind by name) to the interfaces of,
|
||||
the Work and Derivative Works thereof.
|
||||
|
||||
"Contribution" shall mean any work of authorship, including
|
||||
the original version of the Work and any modifications or additions
|
||||
to that Work or Derivative Works thereof, that is intentionally
|
||||
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||
or by an individual or Legal Entity authorized to submit on behalf of
|
||||
the copyright owner. For the purposes of this definition, "submitted"
|
||||
means any form of electronic, verbal, or written communication sent
|
||||
to the Licensor or its representatives, including but not limited to
|
||||
communication on electronic mailing lists, source code control systems,
|
||||
and issue tracking systems that are managed by, or on behalf of, the
|
||||
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|
||||
excluding communication that is conspicuously marked or otherwise
|
||||
designated in writing by the copyright owner as "Not a Contribution."
|
||||
|
||||
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||
on behalf of whom a Contribution has been received by Licensor and
|
||||
subsequently incorporated within the Work.
|
||||
|
||||
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
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|
||||
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|
||||
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|
||||
|
||||
3. Grant of Patent License. Subject to the terms and conditions of
|
||||
this License, each Contributor hereby grants to You a perpetual,
|
||||
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||
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|
||||
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|
||||
where such license applies only to those patent claims licensable
|
||||
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|
||||
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|
||||
with the Work to which such Contribution(s) was submitted. If You
|
||||
institute patent litigation against any entity (including a
|
||||
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||
or a Contribution incorporated within the Work constitutes direct
|
||||
or contributory patent infringement, then any patent licenses
|
||||
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|
||||
as of the date such litigation is filed.
|
||||
|
||||
4. Redistribution. You may reproduce and distribute copies of the
|
||||
Work or Derivative Works thereof in any medium, with or without
|
||||
modifications, and in Source or Object form, provided that You
|
||||
meet the following conditions:
|
||||
|
||||
(a) You must give any other recipients of the Work or
|
||||
Derivative Works a copy of this License; and
|
||||
|
||||
(b) You must cause any modified files to carry prominent notices
|
||||
stating that You changed the files; and
|
||||
|
||||
(c) You must retain, in the Source form of any Derivative Works
|
||||
that You distribute, all copyright, patent, trademark, and
|
||||
attribution notices from the Source form of the Work,
|
||||
excluding those notices that do not pertain to any part of
|
||||
the Derivative Works; and
|
||||
|
||||
(d) If the Work includes a "NOTICE" text file as part of its
|
||||
distribution, then any Derivative Works that You distribute must
|
||||
include a readable copy of the attribution notices contained
|
||||
within such NOTICE file, excluding those notices that do not
|
||||
pertain to any part of the Derivative Works, in at least one
|
||||
of the following places: within a NOTICE text file distributed
|
||||
as part of the Derivative Works; within the Source form or
|
||||
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|
||||
within a display generated by the Derivative Works, if and
|
||||
wherever such third-party notices normally appear. The contents
|
||||
of the NOTICE file are for informational purposes only and
|
||||
do not modify the License. You may add Your own attribution
|
||||
notices within Derivative Works that You distribute, alongside
|
||||
or as an addendum to the NOTICE text from the Work, provided
|
||||
that such additional attribution notices cannot be construed
|
||||
as modifying the License.
|
||||
|
||||
You may add Your own copyright statement to Your modifications and
|
||||
may provide additional or different license terms and conditions
|
||||
for use, reproduction, or distribution of Your modifications, or
|
||||
for any such Derivative Works as a whole, provided Your use,
|
||||
reproduction, and distribution of the Work otherwise complies with
|
||||
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|
||||
|
||||
5. Submission of Contributions. Unless You explicitly state otherwise,
|
||||
any Contribution intentionally submitted for inclusion in the Work
|
||||
by You to the Licensor shall be under the terms and conditions of
|
||||
this License, without any additional terms or conditions.
|
||||
Notwithstanding the above, nothing herein shall supersede or modify
|
||||
the terms of any separate license agreement you may have executed
|
||||
with Licensor regarding such Contributions.
|
||||
|
||||
6. Trademarks. This License does not grant permission to use the trade
|
||||
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|
||||
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|
||||
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|
||||
|
||||
7. Disclaimer of Warranty. Unless required by applicable law or
|
||||
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|
||||
Contributor provides its Contributions) on an "AS IS" BASIS,
|
||||
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|
||||
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|
||||
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
|
||||
PARTICULAR PURPOSE. You are solely responsible for determining the
|
||||
appropriateness of using or redistributing the Work and assume any
|
||||
risks associated with Your exercise of permissions under this License.
|
||||
|
||||
8. Limitation of Liability. In no event and under no legal theory,
|
||||
whether in tort (including negligence), contract, or otherwise,
|
||||
unless required by applicable law (such as deliberate and grossly
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
|
||||
9. Accepting Warranty or Additional Liability. While redistributing
|
||||
the Work or Derivative Works thereof, You may choose to offer,
|
||||
and charge a fee for, acceptance of support, warranty, indemnity,
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||||
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|
||||
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|
||||
on Your own behalf and on Your sole responsibility, not on behalf
|
||||
of any other Contributor, and only if You agree to indemnify,
|
||||
defend, and hold each Contributor harmless for any liability
|
||||
incurred by, or claims asserted against, such Contributor by reason
|
||||
of your accepting any such warranty or additional liability.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
APPENDIX: How to apply the Apache License to your work.
|
||||
|
||||
To apply the Apache License to your work, attach the following
|
||||
boilerplate notice, with the fields enclosed by brackets "[]"
|
||||
replaced with your own identifying information. (Don't include
|
||||
the brackets!) The text should be enclosed in the appropriate
|
||||
comment syntax for the file format. We also recommend that a
|
||||
file or class name and description of purpose be included on the
|
||||
same "printed page" as the copyright notice for easier
|
||||
identification within third-party archives.
|
||||
|
||||
Copyright [yyyy] [name of copyright owner]
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
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394
thirdparty/etc2comp/README.md
vendored
394
thirdparty/etc2comp/README.md
vendored
@ -1,197 +1,197 @@
|
||||
# Etc2Comp - Texture to ETC2 compressor
|
||||
|
||||
Etc2Comp is a command line tool that converts textures (e.g. bitmaps)
|
||||
into the [ETC2](https://en.wikipedia.org/wiki/Ericsson_Texture_Compression)
|
||||
format. The tool is built with a focus on encoding performance
|
||||
to reduce the amount of time required to compile asset heavy applications as
|
||||
well as reduce overall application size.
|
||||
|
||||
This repo provides source code that can be compiled into a binary. The
|
||||
binary can then be used to convert textures to the ETC2 format.
|
||||
|
||||
Important: This is not an official Google product. It is an experimental
|
||||
library published as-is. Please see the CONTRIBUTORS.md file for information
|
||||
about questions or issues.
|
||||
|
||||
## Setup
|
||||
This project uses [CMake](https://cmake.org/) to generate platform-specific
|
||||
build files:
|
||||
- Linux: make files
|
||||
- OS X: Xcode workspace files
|
||||
- Microsoft Windows: Visual Studio solution files
|
||||
- Note: CMake supports other formats, but this doc only provides steps for
|
||||
one of each platform for brevity.
|
||||
|
||||
Refer to each platform's setup section to setup your environment and build
|
||||
an Etc2Comp binary. Then skip to the usage section of this page for examples
|
||||
of how to use the library.
|
||||
|
||||
### Setup for OS X
|
||||
build tested on this config:
|
||||
OS X 10.9.5 i7 16GB RAM
|
||||
Xcode 5.1.1
|
||||
cmake 3.2.3
|
||||
|
||||
Start by downloading and installing the following components if they are not
|
||||
already installed on your development machine.
|
||||
- *Xcode* version 5.1.1, or greater
|
||||
- [CMake](https://cmake.org/download/) version 3.2.3, or greater
|
||||
|
||||
To build the Etc2Comp binary:
|
||||
1. Open a *Terminal* window and navigate to the project directory.
|
||||
1. Run `mkdir build_xcode`
|
||||
1. Run `cd build_xcode`
|
||||
1. Run `cmake -G Xcode ../`
|
||||
1. Open *Xcode* and import the `build_xcode/EtcTest.xcodeproj` file.
|
||||
1. Open the Product menu and choose Build For -> Running.
|
||||
1. Once the build succeeds the binary located at `build_xcode/EtcTool/Debug/EtcTool`
|
||||
can be executed.
|
||||
|
||||
Optional
|
||||
Xcode EtcTool ‘Run’ preferences
|
||||
note: if the build_xcode/EtcTest.xcodeproj is manually deleted then some Xcode preferences
|
||||
will need to be set by hand after cmake is run (these prefs are retained across
|
||||
cmake updates if the .xcodeproj is not deleted/removed)
|
||||
|
||||
1. Set the active scheme to ‘EtcTool’
|
||||
1. Edit the scheme
|
||||
1. Select option ‘Run EtcTool’, then tab ‘Arguments’.
|
||||
Add this launch argument: ‘-argfile ../../EtcTool/args.txt’
|
||||
1. Select tab ‘Options’ and set a custom working directory to: ‘$(SRCROOT)/Build_Xcode/EtcTool’
|
||||
|
||||
### SetUp for Windows
|
||||
|
||||
1. Open a *Terminal* window and navigate to the project directory.
|
||||
1. Run `mkdir build_vs`
|
||||
1. Run `cd build_vs`
|
||||
1. Run CMAKE, noting what build version you need, and pointing to the parent directory as the source root;
|
||||
For VS 2013 : `cmake -G "Visual Studio 12 2013 Win64" ../`
|
||||
For VS 2015 : `cmake -G "Visual Studio 14 2015 Win64" ../`
|
||||
NOTE: To see what supported Visual Studio outputs there are, run `cmake -G`
|
||||
1. open the 'EtcTest' solution
|
||||
1. make the 'EtcTool' project the start up project
|
||||
1. (optional) in the project properties, under 'Debugging ->command arguments'
|
||||
add the argfile textfile thats included in the EtcTool directory.
|
||||
example: -argfile C:\etc2\EtcTool\Args.txt
|
||||
|
||||
### Setup For Linux
|
||||
The Linux build was tested on this config:
|
||||
Ubuntu desktop 14.04
|
||||
gcc/g++ 4.8
|
||||
cmake 2.8.12.2
|
||||
|
||||
1. Verify linux has cmake and C++-11 capable g++ installed
|
||||
1. Open shell
|
||||
1. Run `mkdir build_linux`
|
||||
1. Run `cd build_linux`
|
||||
1. Run `cmake ../`
|
||||
1. Run `make`
|
||||
1. navigate to the newly created EtcTool directory `cd EtcTool`
|
||||
1. run the executable: `./EtcTool -argfile ../../EtcTool/args.txt`
|
||||
|
||||
Skip to the <a href="#usage">Usage</a> section for more information about using the
|
||||
tool.
|
||||
|
||||
## Usage
|
||||
|
||||
### Command Line Usage
|
||||
EtcTool can be run from the command line with the following usage:
|
||||
etctool.exe source_image [options ...] -output encoded_image
|
||||
|
||||
The encoder will use an array of RGBA floats read from the source_image to create
|
||||
an ETC1 or ETC2 encoded image in encoded_image. The RGBA floats should be in the
|
||||
range [0:1].
|
||||
|
||||
Options:
|
||||
|
||||
-analyze <analysis_folder>
|
||||
-argfile <arg_file> additional command line arguments read from a file
|
||||
-blockAtHV <H V> encodes a single block that contains the
|
||||
pixel specified by the H V coordinates
|
||||
-compare <comparison_image> compares source_image to comparison_image
|
||||
-effort <amount> number between 0 and 100 to specify the encoding quality
|
||||
(100 is the highest quality)
|
||||
-errormetric <error_metric> specify the error metric, the options are
|
||||
rgba, rgbx, rec709, numeric and normalxyz
|
||||
-format <etc_format> ETC1, RGB8, SRGB8, RGBA8, SRGB8, RGB8A1,
|
||||
SRGB8A1 or R11
|
||||
-help prints this message
|
||||
-jobs or -j <thread_count> specifies the number of threads (default=1)
|
||||
-normalizexyz normalize RGB to have a length of 1
|
||||
-verbose or -v shows status information during the encoding
|
||||
process
|
||||
-mipmaps or -m <mip_count> sets the maximum number of mipaps to generate (default=1)
|
||||
-mipwrap or -w <x|y|xy> sets the mipmap filter wrap mode (default=clamp)
|
||||
|
||||
* -analyze will run an analysis of the encoding and place it in folder
|
||||
"analysis_folder" (e.g. ../analysis/kodim05). within the analysis_folder, a folder
|
||||
will be created with a name of the current date/time (e.g. 20151204_153306). this
|
||||
date/time folder is used to compare encodings of the same texture over time.
|
||||
within the date/time folder is a text file with several encoding stats and a 2x png
|
||||
image showing the encoding mode for each 4x4 block.
|
||||
|
||||
* -argfile allows additional command line arguments to be placed in a text file
|
||||
|
||||
* -blockAtHV selects the 4x4 pixel subset of the source image at position (H,V).
|
||||
This is mainly used for debugging
|
||||
|
||||
* -compare compares the source image to the created encoded image. The encoding
|
||||
will dictate what error analysis is used in the comparison.
|
||||
|
||||
* -effort uses an "amount" between 0 and 100 to determine how much additional effort
|
||||
to apply during the encoding.
|
||||
|
||||
* -errormetric selects the fitting algorithm used by the encoder. "rgba" calculates
|
||||
RMS error using RGB components that are weighted by A. "rgbx" calculates RMS error
|
||||
using RGBA components, where A is treated as an additional data channel, instead of
|
||||
as alpha. "rec709" is similar to "rgba", except the RGB components are also weighted
|
||||
according to Rec709. "numeric" calculates RMS error using unweighted RGBA components.
|
||||
"normalize" calculates error based on dot product and vector length for RGB and RMS
|
||||
error for A.
|
||||
|
||||
* -help prints out the usage message
|
||||
|
||||
* -jobs enables multi-threading to speed up image encoding
|
||||
|
||||
* -normalizexyz normalizes the source RGB to have a length of 1.
|
||||
|
||||
* -verbose shows information on the current encoding process. It will then display the
|
||||
PSNR and time time it took to encode the image.
|
||||
|
||||
* -mipmaps takes an argument that specifies how many mipmaps to generate from the
|
||||
source image. The mipmaps are generated with a lanczos3 filter using edge clamping.
|
||||
If the mipmaps option is not specified no mipmaps are created.
|
||||
|
||||
* -mipwrap takes an argument that specifies the mipmap filter wrap mode. The options
|
||||
are "x", "y" and "xy" which specify wrapping in x only, y only or x and y respectively.
|
||||
The default options are clamping in both x and y.
|
||||
|
||||
Note: Path names can use slashes or backslashes. The tool will convert the
|
||||
slashes to the appropriate polarity for the current platform.
|
||||
|
||||
|
||||
## API
|
||||
|
||||
The library supports two different APIs - a C-like API that is not heavily
|
||||
class-based and a class-based API.
|
||||
|
||||
main() in EtcTool.cpp contains an example of both APIs.
|
||||
|
||||
The Encode() method now returns an EncodingStatus that contains bit flags for
|
||||
reporting various warnings and flags encountered when encoding.
|
||||
|
||||
|
||||
## Copyright
|
||||
Copyright 2015 Etc2Comp Authors.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
# Etc2Comp - Texture to ETC2 compressor
|
||||
|
||||
Etc2Comp is a command line tool that converts textures (e.g. bitmaps)
|
||||
into the [ETC2](https://en.wikipedia.org/wiki/Ericsson_Texture_Compression)
|
||||
format. The tool is built with a focus on encoding performance
|
||||
to reduce the amount of time required to compile asset heavy applications as
|
||||
well as reduce overall application size.
|
||||
|
||||
This repo provides source code that can be compiled into a binary. The
|
||||
binary can then be used to convert textures to the ETC2 format.
|
||||
|
||||
Important: This is not an official Google product. It is an experimental
|
||||
library published as-is. Please see the CONTRIBUTORS.md file for information
|
||||
about questions or issues.
|
||||
|
||||
## Setup
|
||||
This project uses [CMake](https://cmake.org/) to generate platform-specific
|
||||
build files:
|
||||
- Linux: make files
|
||||
- OS X: Xcode workspace files
|
||||
- Microsoft Windows: Visual Studio solution files
|
||||
- Note: CMake supports other formats, but this doc only provides steps for
|
||||
one of each platform for brevity.
|
||||
|
||||
Refer to each platform's setup section to setup your environment and build
|
||||
an Etc2Comp binary. Then skip to the usage section of this page for examples
|
||||
of how to use the library.
|
||||
|
||||
### Setup for OS X
|
||||
build tested on this config:
|
||||
OS X 10.9.5 i7 16GB RAM
|
||||
Xcode 5.1.1
|
||||
cmake 3.2.3
|
||||
|
||||
Start by downloading and installing the following components if they are not
|
||||
already installed on your development machine.
|
||||
- *Xcode* version 5.1.1, or greater
|
||||
- [CMake](https://cmake.org/download/) version 3.2.3, or greater
|
||||
|
||||
To build the Etc2Comp binary:
|
||||
1. Open a *Terminal* window and navigate to the project directory.
|
||||
1. Run `mkdir build_xcode`
|
||||
1. Run `cd build_xcode`
|
||||
1. Run `cmake -G Xcode ../`
|
||||
1. Open *Xcode* and import the `build_xcode/EtcTest.xcodeproj` file.
|
||||
1. Open the Product menu and choose Build For -> Running.
|
||||
1. Once the build succeeds the binary located at `build_xcode/EtcTool/Debug/EtcTool`
|
||||
can be executed.
|
||||
|
||||
Optional
|
||||
Xcode EtcTool ‘Run’ preferences
|
||||
note: if the build_xcode/EtcTest.xcodeproj is manually deleted then some Xcode preferences
|
||||
will need to be set by hand after cmake is run (these prefs are retained across
|
||||
cmake updates if the .xcodeproj is not deleted/removed)
|
||||
|
||||
1. Set the active scheme to ‘EtcTool’
|
||||
1. Edit the scheme
|
||||
1. Select option ‘Run EtcTool’, then tab ‘Arguments’.
|
||||
Add this launch argument: ‘-argfile ../../EtcTool/args.txt’
|
||||
1. Select tab ‘Options’ and set a custom working directory to: ‘$(SRCROOT)/Build_Xcode/EtcTool’
|
||||
|
||||
### SetUp for Windows
|
||||
|
||||
1. Open a *Terminal* window and navigate to the project directory.
|
||||
1. Run `mkdir build_vs`
|
||||
1. Run `cd build_vs`
|
||||
1. Run CMAKE, noting what build version you need, and pointing to the parent directory as the source root;
|
||||
For VS 2013 : `cmake -G "Visual Studio 12 2013 Win64" ../`
|
||||
For VS 2015 : `cmake -G "Visual Studio 14 2015 Win64" ../`
|
||||
NOTE: To see what supported Visual Studio outputs there are, run `cmake -G`
|
||||
1. open the 'EtcTest' solution
|
||||
1. make the 'EtcTool' project the start up project
|
||||
1. (optional) in the project properties, under 'Debugging ->command arguments'
|
||||
add the argfile textfile thats included in the EtcTool directory.
|
||||
example: -argfile C:\etc2\EtcTool\Args.txt
|
||||
|
||||
### Setup For Linux
|
||||
The Linux build was tested on this config:
|
||||
Ubuntu desktop 14.04
|
||||
gcc/g++ 4.8
|
||||
cmake 2.8.12.2
|
||||
|
||||
1. Verify linux has cmake and C++-11 capable g++ installed
|
||||
1. Open shell
|
||||
1. Run `mkdir build_linux`
|
||||
1. Run `cd build_linux`
|
||||
1. Run `cmake ../`
|
||||
1. Run `make`
|
||||
1. navigate to the newly created EtcTool directory `cd EtcTool`
|
||||
1. run the executable: `./EtcTool -argfile ../../EtcTool/args.txt`
|
||||
|
||||
Skip to the <a href="#usage">Usage</a> section for more information about using the
|
||||
tool.
|
||||
|
||||
## Usage
|
||||
|
||||
### Command Line Usage
|
||||
EtcTool can be run from the command line with the following usage:
|
||||
etctool.exe source_image [options ...] -output encoded_image
|
||||
|
||||
The encoder will use an array of RGBA floats read from the source_image to create
|
||||
an ETC1 or ETC2 encoded image in encoded_image. The RGBA floats should be in the
|
||||
range [0:1].
|
||||
|
||||
Options:
|
||||
|
||||
-analyze <analysis_folder>
|
||||
-argfile <arg_file> additional command line arguments read from a file
|
||||
-blockAtHV <H V> encodes a single block that contains the
|
||||
pixel specified by the H V coordinates
|
||||
-compare <comparison_image> compares source_image to comparison_image
|
||||
-effort <amount> number between 0 and 100 to specify the encoding quality
|
||||
(100 is the highest quality)
|
||||
-errormetric <error_metric> specify the error metric, the options are
|
||||
rgba, rgbx, rec709, numeric and normalxyz
|
||||
-format <etc_format> ETC1, RGB8, SRGB8, RGBA8, SRGB8, RGB8A1,
|
||||
SRGB8A1 or R11
|
||||
-help prints this message
|
||||
-jobs or -j <thread_count> specifies the number of threads (default=1)
|
||||
-normalizexyz normalize RGB to have a length of 1
|
||||
-verbose or -v shows status information during the encoding
|
||||
process
|
||||
-mipmaps or -m <mip_count> sets the maximum number of mipaps to generate (default=1)
|
||||
-mipwrap or -w <x|y|xy> sets the mipmap filter wrap mode (default=clamp)
|
||||
|
||||
* -analyze will run an analysis of the encoding and place it in folder
|
||||
"analysis_folder" (e.g. ../analysis/kodim05). within the analysis_folder, a folder
|
||||
will be created with a name of the current date/time (e.g. 20151204_153306). this
|
||||
date/time folder is used to compare encodings of the same texture over time.
|
||||
within the date/time folder is a text file with several encoding stats and a 2x png
|
||||
image showing the encoding mode for each 4x4 block.
|
||||
|
||||
* -argfile allows additional command line arguments to be placed in a text file
|
||||
|
||||
* -blockAtHV selects the 4x4 pixel subset of the source image at position (H,V).
|
||||
This is mainly used for debugging
|
||||
|
||||
* -compare compares the source image to the created encoded image. The encoding
|
||||
will dictate what error analysis is used in the comparison.
|
||||
|
||||
* -effort uses an "amount" between 0 and 100 to determine how much additional effort
|
||||
to apply during the encoding.
|
||||
|
||||
* -errormetric selects the fitting algorithm used by the encoder. "rgba" calculates
|
||||
RMS error using RGB components that are weighted by A. "rgbx" calculates RMS error
|
||||
using RGBA components, where A is treated as an additional data channel, instead of
|
||||
as alpha. "rec709" is similar to "rgba", except the RGB components are also weighted
|
||||
according to Rec709. "numeric" calculates RMS error using unweighted RGBA components.
|
||||
"normalize" calculates error based on dot product and vector length for RGB and RMS
|
||||
error for A.
|
||||
|
||||
* -help prints out the usage message
|
||||
|
||||
* -jobs enables multi-threading to speed up image encoding
|
||||
|
||||
* -normalizexyz normalizes the source RGB to have a length of 1.
|
||||
|
||||
* -verbose shows information on the current encoding process. It will then display the
|
||||
PSNR and time time it took to encode the image.
|
||||
|
||||
* -mipmaps takes an argument that specifies how many mipmaps to generate from the
|
||||
source image. The mipmaps are generated with a lanczos3 filter using edge clamping.
|
||||
If the mipmaps option is not specified no mipmaps are created.
|
||||
|
||||
* -mipwrap takes an argument that specifies the mipmap filter wrap mode. The options
|
||||
are "x", "y" and "xy" which specify wrapping in x only, y only or x and y respectively.
|
||||
The default options are clamping in both x and y.
|
||||
|
||||
Note: Path names can use slashes or backslashes. The tool will convert the
|
||||
slashes to the appropriate polarity for the current platform.
|
||||
|
||||
|
||||
## API
|
||||
|
||||
The library supports two different APIs - a C-like API that is not heavily
|
||||
class-based and a class-based API.
|
||||
|
||||
main() in EtcTool.cpp contains an example of both APIs.
|
||||
|
||||
The Encode() method now returns an EncodingStatus that contains bit flags for
|
||||
reporting various warnings and flags encountered when encoding.
|
||||
|
||||
|
||||
## Copyright
|
||||
Copyright 2015 Etc2Comp Authors.
|
||||
|
||||
Licensed under the Apache License, Version 2.0 (the "License");
|
||||
you may not use this file except in compliance with the License.
|
||||
You may obtain a copy of the License at
|
||||
|
||||
http://www.apache.org/licenses/LICENSE-2.0
|
||||
|
||||
Unless required by applicable law or agreed to in writing, software
|
||||
distributed under the License is distributed on an "AS IS" BASIS,
|
||||
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
See the License for the specific language governing permissions and
|
||||
limitations under the License.
|
||||
|
1938
thirdparty/libtheora/x86_vc/mmxencfrag.c
vendored
1938
thirdparty/libtheora/x86_vc/mmxencfrag.c
vendored
File diff suppressed because it is too large
Load Diff
1340
thirdparty/libtheora/x86_vc/mmxfdct.c
vendored
1340
thirdparty/libtheora/x86_vc/mmxfdct.c
vendored
File diff suppressed because it is too large
Load Diff
36
thirdparty/nanosvg/LICENSE.txt
vendored
36
thirdparty/nanosvg/LICENSE.txt
vendored
@ -1,18 +1,18 @@
|
||||
Copyright (c) 2013-14 Mikko Mononen memon@inside.org
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
Copyright (c) 2013-14 Mikko Mononen memon@inside.org
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user