Rename Reference to RefCounted

This commit is contained in:
Pedro J. Estébanez 2021-06-04 18:03:15 +02:00
parent fbb5a541ef
commit 04688b92ff
270 changed files with 926 additions and 926 deletions

View file

@ -38,7 +38,7 @@
struct PivotTransform;
struct FBXBone : public Reference {
struct FBXBone : public RefCounted {
uint64_t parent_bone_id = 0;
uint64_t bone_id = 0;

View file

@ -33,10 +33,10 @@
#include "tools/import_utils.h"
#include "core/object/reference.h"
#include "core/object/ref_counted.h"
#include "core/string/ustring.h"
struct FBXMaterial : public Reference {
struct FBXMaterial : public RefCounted {
String material_name = String();
bool warning_non_pbr_material = false;
FBXDocParser::Material *material = nullptr;
@ -266,7 +266,7 @@ struct FBXMaterial : public Reference {
/* storing the texture properties like color */
template <class T>
struct TexturePropertyMapping : Reference {
struct TexturePropertyMapping : RefCounted {
StandardMaterial3D::TextureParam map_mode = StandardMaterial3D::TextureParam::TEXTURE_ALBEDO;
const T property = T();
};

View file

@ -78,7 +78,7 @@ struct VertexData {
};
// Caches mesh information and instantiates meshes for you using helper functions.
struct FBXMeshData : Reference {
struct FBXMeshData : RefCounted {
struct MorphVertexData {
// TODO we have only these??
/// Each element is a vertex. Not supposed to be void.

View file

@ -40,7 +40,7 @@
class Node3D;
struct PivotTransform;
struct FBXNode : Reference, ModelAbstraction {
struct FBXNode : RefCounted, ModelAbstraction {
uint64_t current_node_id = 0;
String node_name = String();
Node3D *godot_node = nullptr;

View file

@ -35,14 +35,14 @@
#include "fbx_node.h"
#include "model_abstraction.h"
#include "core/object/reference.h"
#include "core/object/ref_counted.h"
#include "scene/3d/skeleton_3d.h"
struct FBXNode;
struct ImportState;
struct FBXBone;
struct FBXSkeleton : Reference {
struct FBXSkeleton : RefCounted {
Ref<FBXNode> fbx_node = Ref<FBXNode>();
Vector<Ref<FBXBone>> skeleton_bones = Vector<Ref<FBXBone>>();
Skeleton3D *skeleton = nullptr;

View file

@ -32,7 +32,7 @@
#define PIVOT_TRANSFORM_H
#include "core/math/transform_3d.h"
#include "core/object/reference.h"
#include "core/object/ref_counted.h"
#include "model_abstraction.h"
@ -55,7 +55,7 @@ enum TransformationComp {
TransformationComp_MAXIMUM
};
// Abstract away pivot data so its simpler to handle
struct PivotTransform : Reference, ModelAbstraction {
struct PivotTransform : RefCounted, ModelAbstraction {
// at the end we want to keep geometric_ everything, post and pre rotation
// these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
Quaternion pre_rotation = Quaternion();