From d697bd74021916ef25074d8c4358ab55fc9b6caf Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Tue, 12 May 2026 18:40:21 +0200 Subject: [PATCH] Update old API usage #4080 #4081 --- Source/Engine/Graphics/RenderView.cpp | 2 +- Source/Engine/Graphics/RenderView.cs | 2 +- Source/Engine/Level/Actor.cpp | 9 ++++----- Source/Engine/Level/Actor.h | 18 ++++++++---------- Source/Engine/Level/Actors/Camera.cpp | 2 +- .../Engine/Level/Actors/DirectionalLight.cpp | 2 +- .../Level/Actors/ExponentialHeightFog.cpp | 2 +- Source/Engine/Level/Actors/Sky.cpp | 2 +- Source/Engine/Level/Actors/SpotLight.cpp | 8 ++++---- Source/Engine/UI/UICanvas.cs | 2 +- .../Bindings/BindingsGenerator.Parsing.cs | 3 ++- 11 files changed, 25 insertions(+), 27 deletions(-) diff --git a/Source/Engine/Graphics/RenderView.cpp b/Source/Engine/Graphics/RenderView.cpp index 0472ce346..aa2e94604 100644 --- a/Source/Engine/Graphics/RenderView.cpp +++ b/Source/Engine/Graphics/RenderView.cpp @@ -195,7 +195,7 @@ void RenderView::CopyFrom(const Camera* camera, const Viewport* viewport) const Vector3 cameraPos = camera->GetPosition(); LargeWorlds::UpdateOrigin(Origin, cameraPos); Position = cameraPos - Origin; - Direction = camera->GetDirection(); + Direction = camera->GetForward(); Near = camera->GetNearPlane(); Far = camera->GetFarPlane(); camera->GetMatrices(View, Projection, viewport ? *viewport : camera->GetViewport(), Origin); diff --git a/Source/Engine/Graphics/RenderView.cs b/Source/Engine/Graphics/RenderView.cs index 2cd27ad83..b71b2d19b 100644 --- a/Source/Engine/Graphics/RenderView.cs +++ b/Source/Engine/Graphics/RenderView.cs @@ -96,7 +96,7 @@ namespace FlaxEngine Vector3 cameraPos = camera.Position; LargeWorlds.UpdateOrigin(ref Origin, cameraPos); Position = cameraPos - Origin; - Direction = camera.Direction; + Direction = camera.Forward; Near = camera.NearPlane; Far = camera.FarPlane; camera.GetMatrices(out View, out Projection, ref viewport, ref Origin); diff --git a/Source/Engine/Level/Actor.cpp b/Source/Engine/Level/Actor.cpp index 29aaff502..8ce79fea4 100644 --- a/Source/Engine/Level/Actor.cpp +++ b/Source/Engine/Level/Actor.cpp @@ -1719,13 +1719,13 @@ Actor* Actor::Intersects(const Ray& ray, Real& distance, Vector3& normal) void Actor::LookAt(const Vector3& worldPos) { - const Quaternion orientation = LookingAt(worldPos); + const Quaternion orientation = GetLookAtDirection(worldPos); SetOrientation(orientation); } void Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp) { - const Quaternion orientation = LookingAt(worldPos, worldUp); + const Quaternion orientation = GetLookAtDirection(worldPos, worldUp); SetOrientation(orientation); } @@ -1771,12 +1771,11 @@ Quaternion Actor::GetLookAtDirection(const Vector3& worldPos, const Vector3& wor const Vector3 direction = worldPos - _transform.Translation; if (direction.LengthSquared() < ZeroTolerance) return _parent ? _parent->GetOrientation() : Quaternion::Identity; + const Float3 forward = Vector3::Normalize(direction); const Float3 up = Vector3::Normalize(worldUp); if (Math::IsOne(Float3::Dot(forward, up))) - { - return LookingAt(worldPos); - } + return GetLookAtDirection(worldPos); Quaternion orientation; Quaternion::LookRotation(direction, up, orientation); diff --git a/Source/Engine/Level/Actor.h b/Source/Engine/Level/Actor.h index 16b0c8ce3..a1ca01cc6 100644 --- a/Source/Engine/Level/Actor.h +++ b/Source/Engine/Level/Actor.h @@ -551,14 +551,14 @@ public: /// Gets actor direction vector (forward vector). /// [Deprecated in v1.13] /// - DEPRECATED("Use GetForward instead.") - API_PROPERTY(Attributes="HideInEditor, NoSerialize") FORCE_INLINE Float3 GetDirection() const + API_PROPERTY(Attributes="HideInEditor, NoSerialize") DEPRECATED("Use GetForward instead.") + FORCE_INLINE Float3 GetDirection() const { return GetForward(); } /// - /// Gets the actor's forward vector. + /// Gets the actor's forward vector (direction). /// API_PROPERTY(Attributes="HideInEditor, NoSerialize") FORCE_INLINE Float3 GetForward() const { @@ -570,11 +570,11 @@ public: /// [Deprecated in v1.13] /// /// The value to set. - DEPRECATED("Use SetForward instead.") - API_PROPERTY() void SetDirection(const Float3& value); + API_PROPERTY() DEPRECATED("Use SetForward instead.") + void SetDirection(const Float3& value); /// - /// Rotates the actor to align its forward vector with the passed in value. + /// Rotates the actor to align its forward vector with the passed in value (direction). /// /// The value to align to. API_PROPERTY() void SetForward(const Float3& value); @@ -918,8 +918,7 @@ public: /// [Deprecated in v1.13] /// /// The world position to orient towards. - DEPRECATED("Use GetLookAtDirection instead.") - API_FUNCTION() Quaternion LookingAt(const Vector3& worldPos) const; + API_FUNCTION() DEPRECATED("Use GetLookAtDirection instead.") Quaternion LookingAt(const Vector3& worldPos) const; /// /// Gets rotation of the actor oriented towards the specified world position. @@ -933,8 +932,7 @@ public: /// /// The world position to orient towards. /// The up direction that constrains up axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel. - DEPRECATED("Use GetLookAtDirection instead.") - API_FUNCTION() Quaternion LookingAt(const Vector3& worldPos, const Vector3& worldUp) const; + API_FUNCTION() DEPRECATED("Use GetLookAtDirection instead.") Quaternion LookingAt(const Vector3& worldPos, const Vector3& worldUp) const; /// /// Gets rotation of the actor oriented towards the specified world position with upwards direction. diff --git a/Source/Engine/Level/Actors/Camera.cpp b/Source/Engine/Level/Actors/Camera.cpp index b5b30e52d..fa4c2abfb 100644 --- a/Source/Engine/Level/Actors/Camera.cpp +++ b/Source/Engine/Level/Actors/Camera.cpp @@ -210,7 +210,7 @@ Ray Camera::ConvertMouseToRay(const Float2& mousePosition, const Viewport& viewp { Vector3 position = GetPosition(); if (viewport.Width < ZeroTolerance || viewport.Height < ZeroTolerance || mousePosition.IsNaN()) - return Ray(position, GetDirection()); + return Ray(position, GetForward()); // Use different logic in orthographic projection if (!_usePerspective) diff --git a/Source/Engine/Level/Actors/DirectionalLight.cpp b/Source/Engine/Level/Actors/DirectionalLight.cpp index e6644c1f7..f677d0828 100644 --- a/Source/Engine/Level/Actors/DirectionalLight.cpp +++ b/Source/Engine/Level/Actors/DirectionalLight.cpp @@ -30,7 +30,7 @@ void DirectionalLight::Draw(RenderContext& renderContext) data.ShadowsDistance = ShadowsDistance; data.Color = Color.ToFloat3() * (Color.A * brightness); data.ShadowsStrength = ShadowsStrength; - data.Direction = GetDirection(); + data.Direction = GetForward(); data.ShadowsFadeDistance = ShadowsFadeDistance; data.ShadowsNormalOffsetScale = ShadowsNormalOffsetScale; data.ShadowsDepthBias = ShadowsDepthBias; diff --git a/Source/Engine/Level/Actors/ExponentialHeightFog.cpp b/Source/Engine/Level/Actors/ExponentialHeightFog.cpp index 2a89771c9..cfb5217a0 100644 --- a/Source/Engine/Level/Actors/ExponentialHeightFog.cpp +++ b/Source/Engine/Level/Actors/ExponentialHeightFog.cpp @@ -163,7 +163,7 @@ void ExponentialHeightFog::GetExponentialHeightFogData(const RenderView& view, S result.FogCutoffDistance = FogCutoffDistance >= 0 ? FogCutoffDistance : view.Far + FogCutoffDistance; if (useDirectionalLightInscattering) { - result.InscatteringLightDirection = -DirectionalInscatteringLight->GetDirection(); + result.InscatteringLightDirection = -DirectionalInscatteringLight->GetForward(); result.DirectionalInscatteringColor = DirectionalInscatteringColor.ToFloat3(); result.DirectionalInscatteringExponent = Math::Clamp(DirectionalInscatteringExponent, 0.000001f, 1000.0f); result.DirectionalInscatteringStartDistance = Math::Min(DirectionalInscatteringStartDistance, view.Far - 1.0f); diff --git a/Source/Engine/Level/Actors/Sky.cpp b/Source/Engine/Level/Actors/Sky.cpp index 7354f3bcf..daa024ab3 100644 --- a/Source/Engine/Level/Actors/Sky.cpp +++ b/Source/Engine/Level/Actors/Sky.cpp @@ -73,7 +73,7 @@ void Sky::InitConfig(ShaderAtmosphericFogData& config) const if (SunLight) { - config.AtmosphericFogSunDirection = -SunLight->GetDirection(); + config.AtmosphericFogSunDirection = -SunLight->GetForward(); config.AtmosphericFogSunColor = SunLight->Color.ToFloat3() * SunLight->Color.A; } else diff --git a/Source/Engine/Level/Actors/SpotLight.cpp b/Source/Engine/Level/Actors/SpotLight.cpp index 38502cf1b..b0888e46c 100644 --- a/Source/Engine/Level/Actors/SpotLight.cpp +++ b/Source/Engine/Level/Actors/SpotLight.cpp @@ -27,7 +27,7 @@ SpotLight::SpotLight(const SpawnParams& params) _cosInnerCone = Math::Cos(_innerConeAngle * DegreesToRadians); _invCosConeDifference = 1.0f / (_cosInnerCone - _cosOuterCone); const float boundsRadius = Math::Sqrt(1.25f * _radius * _radius - _radius * _radius * _cosOuterCone); - _sphere = BoundingSphere(GetPosition() + 0.5f * GetDirection() * _radius, boundsRadius); + _sphere = BoundingSphere(GetPosition() + 0.5f * GetForward() * _radius, boundsRadius); BoundingBox::FromSphere(_sphere, _box); } @@ -113,7 +113,7 @@ void SpotLight::UpdateBounds() // Note: we use the law of cosines to find the distance to the furthest edge of the spotlight cone from a position that is halfway down the spotlight direction const float radius = GetScaledRadius(); const float boundsRadius = Math::Sqrt(1.25f * radius * radius - radius * radius * _cosOuterCone); - _sphere = BoundingSphere(GetPosition() + 0.5f * GetDirection() * radius, boundsRadius); + _sphere = BoundingSphere(GetPosition() + 0.5f * GetForward() * radius, boundsRadius); BoundingBox::FromSphere(_sphere, _box); if (_sceneRenderingKey != -1) @@ -199,7 +199,7 @@ void SpotLight::OnDebugDrawSelected() const auto color = Color::Yellow; Vector3 right = _transform.GetRight(); Vector3 up = _transform.GetUp(); - Vector3 forward = GetDirection(); + Vector3 forward = GetForward(); float radius = GetScaledRadius(); float discRadius = radius * Math::Tan(_outerConeAngle * DegreesToRadians); float falloffDiscRadius = radius * Math::Tan(_innerConeAngle * DegreesToRadians); @@ -231,7 +231,7 @@ void SpotLight::DrawLightsDebug(RenderView& view) const auto color = Color::Yellow; Vector3 right = _transform.GetRight(); Vector3 up = _transform.GetUp(); - Vector3 forward = GetDirection(); + Vector3 forward = GetForward(); float radius = GetScaledRadius(); float discRadius = radius * Math::Tan(_outerConeAngle * DegreesToRadians); float falloffDiscRadius = radius * Math::Tan(_innerConeAngle * DegreesToRadians); diff --git a/Source/Engine/UI/UICanvas.cs b/Source/Engine/UI/UICanvas.cs index 4a6bb7ce1..225213dba 100644 --- a/Source/Engine/UI/UICanvas.cs +++ b/Source/Engine/UI/UICanvas.cs @@ -465,7 +465,7 @@ namespace FlaxEngine Quaternion.Euler(180, 180, 0, out var quat); Matrix.RotationQuaternion(ref quat, out m2); Matrix.Multiply(ref m3, ref m2, out m1); - m2 = Matrix.Transformation(Vector3.One, Quaternion.FromDirection(-camera.Direction), translation); + m2 = Matrix.Transformation(Vector3.One, Quaternion.FromDirection(-camera.Forward), translation); Matrix.Multiply(ref m1, ref m2, out world); } else if (_renderMode == CanvasRenderMode.CameraSpace && camera) diff --git a/Source/Tools/Flax.Build/Bindings/BindingsGenerator.Parsing.cs b/Source/Tools/Flax.Build/Bindings/BindingsGenerator.Parsing.cs index a2016c8cb..871530e30 100644 --- a/Source/Tools/Flax.Build/Bindings/BindingsGenerator.Parsing.cs +++ b/Source/Tools/Flax.Build/Bindings/BindingsGenerator.Parsing.cs @@ -1052,7 +1052,8 @@ namespace Flax.Build.Bindings propertyInfo.Getter = functionInfo; else propertyInfo.Setter = functionInfo; - propertyInfo.DeprecatedMessage = functionInfo.DeprecatedMessage; + if (propertyInfo.DeprecatedMessage == null) + propertyInfo.DeprecatedMessage = functionInfo.DeprecatedMessage; propertyInfo.IsHidden |= functionInfo.IsHidden; if (propertyInfo.Getter != null && propertyInfo.Setter != null)