Browse Source

Merge branch 'master' into container_leaks

Marc 4 years ago
parent
commit
b400dba875

+ 6 - 0
.github/dependabot.yml

@@ -0,0 +1,6 @@
+version: 2
+updates:
+  - package-ecosystem: "github-actions"
+    directory: "/"
+    schedule:
+      interval: "daily"

+ 126 - 0
.github/workflows/ci.yml

@@ -0,0 +1,126 @@
+name: Continuous integration
+on: [push, pull_request]
+
+jobs:
+  linux:
+    name: Build (Linux, GCC)
+    runs-on: ubuntu-16.04
+    steps:
+      - name: Checkout
+        uses: actions/[email protected]
+        with:
+          submodules: recursive
+
+      - name: Set up Python (for SCons)
+        uses: actions/setup-python@v2
+        with:
+          python-version: '3.9.1'
+
+      - name: Install dependencies
+        run: |
+          sudo apt-get update -qq
+          sudo apt-get install -qqq build-essential pkg-config
+          python -m pip install scons
+
+      - name: Build godot-cpp
+        run: |
+          scons target=release generate_bindings=yes -j $(nproc)
+
+      - name: Upload artifact
+        uses: actions/[email protected]
+        with:
+          name: godot-cpp-linux-glibc2.23-x86_64-release
+          path: bin/libgodot-cpp.linux.release.64.a
+          if-no-files-found: error
+
+  windows-msvc:
+    name: Build (Windows, MSVC)
+    runs-on: windows-2019
+    steps:
+      - name: Checkout
+        uses: actions/[email protected]
+        with:
+          submodules: recursive
+
+      - name: Set up Python (for SCons)
+        uses: actions/setup-python@v2
+        with:
+          python-version: '3.9.1'
+
+      - name: Install dependencies
+        run: |
+          python -m pip install scons
+
+      - name: Build godot-cpp
+        run: |
+          scons target=release generate_bindings=yes -j $env:NUMBER_OF_PROCESSORS
+
+      - name: Upload artifact
+        uses: actions/[email protected]
+        with:
+          name: godot-cpp-windows-msvc2019-x86_64-release
+          path: bin/libgodot-cpp.windows.release.64.lib
+          if-no-files-found: error
+
+  windows-mingw:
+    name: Build (Windows, MinGW)
+    runs-on: windows-2019
+    steps:
+      - name: Checkout
+        uses: actions/[email protected]
+        with:
+          submodules: recursive
+
+      - name: Set up Python (for SCons)
+        uses: actions/setup-python@v2
+        with:
+          python-version: '3.9.1'
+
+      - name: Install dependencies
+        run: |
+          python -m pip install scons
+
+      - name: Build godot-cpp
+        # Install GCC from Scoop as the default supplied GCC doesn't work ("Error 1").
+        run: |
+          Invoke-Expression (New-Object System.Net.WebClient).DownloadString('https://get.scoop.sh')
+          scoop install gcc
+          g++ --version
+          gcc --version
+          scons target=release generate_bindings=yes use_mingw=yes -j $env:NUMBER_OF_PROCESSORS
+
+      - name: Upload artifact
+        uses: actions/[email protected]
+        with:
+          name: godot-cpp-linux-mingw-x86_64-release
+          path: bin/libgodot-cpp.windows.release.64.a
+          if-no-files-found: error
+
+  macos:
+    name: Build (macOS, Clang)
+    runs-on: macos-11.0
+    steps:
+      - name: Checkout
+        uses: actions/[email protected]
+        with:
+          submodules: recursive
+
+      - name: Set up Python (for SCons)
+        uses: actions/setup-python@v2
+        with:
+          python-version: '3.9.1'
+
+      - name: Install dependencies
+        run: |
+          python -m pip install scons
+
+      - name: Build godot-cpp
+        run: |
+          scons target=release generate_bindings=yes -j $(sysctl -n hw.logicalcpu)
+
+      - name: Upload artifact
+        uses: actions/[email protected]
+        with:
+          name: godot-cpp-macos-x86_64-release
+          path: bin/libgodot-cpp.osx.release.64.a
+          if-no-files-found: error

+ 0 - 75
.travis.yml

@@ -1,75 +0,0 @@
-language: cpp
-dist: xenial
-osx_image: xcode10.1
-
-env:
-  global:
-    - SCONS_CACHE="$HOME/.scons_cache"
-    - SCONS_CACHE_LIMIT=1024
-
-cache:
-  directories:
-    - $SCONS_CACHE
-
-matrix:
-  include:
-    - name: Linux Debug + Static Checks
-      os: linux
-      compiler: gcc
-      env: TARGET=debug STATIC_CHECKS=yes
-      addons:
-        apt:
-          packages:
-            - clang-format-8
-            - [scons, pkg-config, build-essential, p7zip-full]
-
-    - name: Linux Release
-      os: linux
-      compiler: gcc
-      addons:
-        apt:
-          packages:
-            - [scons, pkg-config, build-essential, p7zip-full]
-      env: TARGET=release
-
-    - name: macOS Debug
-      os: osx
-      compiler: clang
-      env: TARGET=debug
-
-    - name: macOS Release
-      os: osx
-      compiler: clang
-      env: TARGET=release
-
-    - name: Windows MSVC Debug
-      os: windows
-      env: TARGET=debug
-
-    - name: Windows MSVC Release
-      os: windows
-      env: TARGET=release
-
-install:
-  - if [[ "$TRAVIS_OS_NAME" == "osx" ]]; then
-      brew update;
-      brew install scons p7zip;
-    fi
-
-  - if [[ "$TRAVIS_OS_NAME" == "windows" ]]; then
-      curl -LO https://downloads.sourceforge.net/project/scons/scons-local/3.1.2/scons-local-3.1.2.zip;
-      unzip scons-local-3.1.2.zip;
-    fi
-
-script:
-  - if [[ "$TRAVIS_OS_NAME" == "windows" ]]; then
-      export SCONS="./scons.bat";
-    else
-      export SCONS="scons";
-    fi
-
-  - $SCONS target="$TARGET" bits=64 generate_bindings=yes $SCONS_FLAGS;
-
-  - if [[ "$STATIC_CHECKS" == "yes" ]]; then
-      sh ./misc/travis/clang-format.sh;
-    fi

+ 2 - 2
README.md

@@ -292,8 +292,8 @@ platform-independent manner.
 Once your GDNative library is compiled and referenced in a `.gdns` file, you can use it in GDScript or C#. Here's an example with GDScript:
 
 ```gdscript
-var simpleclass = load("res://simpleclass.gdns").new();
-simpleclass.method("Test argument");
+var simpleclass = load("res://simpleclass.gdns").new()
+simpleclass.method("Test argument")
 ```
 
 ### Using Godot classes in C++

+ 9 - 0
SConstruct

@@ -134,6 +134,11 @@ opts.Add(EnumVariable(
     'armv7',
     ['armv7','arm64v8','x86','x86_64']
 ))
+opts.Add(
+    'macos_deployment_target',
+    'macOS deployment target',
+    'default'
+)
 opts.Add(EnumVariable(
     'ios_arch',
     'Target iOS architecture',
@@ -204,6 +209,10 @@ elif env['platform'] == 'osx':
         )
 
     env.Append(CCFLAGS=['-std=c++14', '-arch', 'x86_64'])
+
+    if env['macos_deployment_target'] != 'default':
+        env.Append(CCFLAGS=['-mmacosx-version-min=' + env['macos_deployment_target']])
+
     env.Append(LINKFLAGS=[
         '-arch',
         'x86_64',

+ 1 - 1
godot_headers

@@ -1 +1 @@
-Subproject commit ddf67cc7b8274c5fb77a71c828bab2991f1ee12a
+Subproject commit f2122198d51f230d903f9585527248f6cf411494

+ 3 - 3
include/core/Array.hpp

@@ -106,9 +106,9 @@ public:
 
 	Variant back() const;
 
-	int find(const Variant &what, const int from = 0);
+	int find(const Variant &what, const int from = 0) const;
 
-	int find_last(const Variant &what);
+	int find_last(const Variant &what) const;
 
 	bool has(const Variant &what) const;
 
@@ -134,7 +134,7 @@ public:
 
 	void resize(const int size);
 
-	int rfind(const Variant &what, const int from = -1);
+	int rfind(const Variant &what, const int from = -1) const;
 
 	void sort();
 

+ 5 - 0
include/core/Basis.hpp

@@ -13,6 +13,11 @@ class Quat;
 
 class Basis {
 private:
+	static const Basis IDENTITY;
+	static const Basis FLIP_X;
+	static const Basis FLIP_Y;
+	static const Basis FLIP_Z;
+
 	// This helper template is for mimicking the behavior difference between the engine
 	// and script interfaces that logically script sees matrices as column major, while
 	// the engine stores them in row major to efficiently take advantage of SIMD

+ 5 - 2
include/core/Defs.hpp

@@ -70,9 +70,12 @@ enum class Error {
 
 typedef float real_t;
 
-#define CMP_EPSILON 0.00001
+// This epsilon should match the one used by Godot for consistency.
+// Using `f` when `real_t` is float.
+#define CMP_EPSILON 0.00001f
 #define CMP_EPSILON2 (CMP_EPSILON * CMP_EPSILON)
-#define Math_PI 3.14159265358979323846
+
+#define Math_PI 3.1415926535897932384626433833
 #define Math_TAU 6.2831853071795864769252867666
 
 #define _PLANE_EQ_DOT_EPSILON 0.999

+ 11 - 11
include/core/Godot.hpp

@@ -149,7 +149,7 @@ struct _ArgCast<Variant> {
 // instance and destroy funcs
 
 template <class T>
-void *_godot_class_instance_func(godot_object *p, void *method_data) {
+void *_godot_class_instance_func(godot_object *p, void * /*method_data*/) {
 	T *d = new T();
 	d->_owner = p;
 	d->_type_tag = typeid(T).hash_code();
@@ -158,7 +158,7 @@ void *_godot_class_instance_func(godot_object *p, void *method_data) {
 }
 
 template <class T>
-void _godot_class_destroy_func(godot_object *p, void *method_data, void *data) {
+void _godot_class_destroy_func(godot_object * /*p*/, void * /*method_data*/, void *data) {
 	T *d = (T *)data;
 	delete d;
 }
@@ -210,13 +210,13 @@ void register_tool_class() {
 typedef godot_variant (*__godot_wrapper_method)(godot_object *, void *, void *, int, godot_variant **);
 
 template <class T, class R, class... args>
-const char *___get_method_class_name(R (T::*p)(args... a)) {
+const char *___get_method_class_name(R (T::*/*p*/)(args... a)) {
 	static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
 	return T::___get_class_name();
 }
 
 template <class T, class R, class... args>
-const char *___get_method_class_name(R (T::*p)(args... a) const) {
+const char *___get_method_class_name(R (T::*/*p*/)(args... a) const) {
 	static_assert(T::___CLASS_IS_SCRIPT, "This function must only be used on custom classes");
 	return T::___get_class_name();
 }
@@ -256,13 +256,13 @@ struct _WrappedMethod<T, void, As...> {
 	void (T::*f)(As...);
 
 	template <int... I>
-	void apply(Variant *ret, T *obj, Variant **args, __Sequence<I...>) {
+	void apply(Variant * /*ret*/, T *obj, Variant **args, __Sequence<I...>) {
 		(obj->*f)(_ArgCast<As>::_arg_cast(*args[I])...);
 	}
 };
 
 template <class T, class R, class... As>
-godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int num_args, godot_variant **args) {
+godot_variant __wrapped_method(godot_object *, void *method_data, void *user_data, int /*num_args*/, godot_variant **args) {
 	godot_variant v;
 	godot::api->godot_variant_new_nil(&v);
 
@@ -286,7 +286,7 @@ void *___make_wrapper_function(R (T::*f)(As...)) {
 }
 
 template <class T, class R, class... As>
-__godot_wrapper_method ___get_wrapper_function(R (T::*f)(As...)) {
+__godot_wrapper_method ___get_wrapper_function(R (T::* /*f*/)(As...)) {
 	return (__godot_wrapper_method)&__wrapped_method<T, R, As...>;
 }
 
@@ -326,7 +326,7 @@ void register_method_explicit(const char *name, R (B::*method_ptr)(As...),
 template <class T, class P>
 struct _PropertySetFunc {
 	void (T::*f)(P);
-	static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value) {
+	static void _wrapped_setter(godot_object * /*object*/, void *method_data, void *user_data, godot_variant *value) {
 		_PropertySetFunc<T, P> *set_func = (_PropertySetFunc<T, P> *)method_data;
 		T *obj = (T *)user_data;
 
@@ -340,7 +340,7 @@ template <class T, class P>
 struct _PropertyGetFunc {
 	P(T::*f)
 	();
-	static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data) {
+	static godot_variant _wrapped_getter(godot_object * /*object*/, void *method_data, void *user_data) {
 		_PropertyGetFunc<T, P> *get_func = (_PropertyGetFunc<T, P> *)method_data;
 		T *obj = (T *)user_data;
 
@@ -358,7 +358,7 @@ struct _PropertyGetFunc {
 template <class T, class P>
 struct _PropertyDefaultSetFunc {
 	P(T::*f);
-	static void _wrapped_setter(godot_object *object, void *method_data, void *user_data, godot_variant *value) {
+	static void _wrapped_setter(godot_object * /*object*/, void *method_data, void *user_data, godot_variant *value) {
 		_PropertyDefaultSetFunc<T, P> *set_func = (_PropertyDefaultSetFunc<T, P> *)method_data;
 		T *obj = (T *)user_data;
 
@@ -371,7 +371,7 @@ struct _PropertyDefaultSetFunc {
 template <class T, class P>
 struct _PropertyDefaultGetFunc {
 	P(T::*f);
-	static godot_variant _wrapped_getter(godot_object *object, void *method_data, void *user_data) {
+	static godot_variant _wrapped_getter(godot_object * /*object*/, void *method_data, void *user_data) {
 		_PropertyDefaultGetFunc<T, P> *get_func = (_PropertyDefaultGetFunc<T, P> *)method_data;
 		T *obj = (T *)user_data;
 

+ 14 - 12
include/core/Math.hpp

@@ -107,21 +107,21 @@ inline T max(T a, T b) {
 
 template <typename T>
 inline T sign(T x) {
-	return x < 0 ? -1 : 1;
+	return static_cast<T>(x < 0 ? -1 : 1);
 }
 
 inline double deg2rad(double p_y) {
 	return p_y * Math_PI / 180.0;
 }
 inline float deg2rad(float p_y) {
-	return p_y * Math_PI / 180.0;
+	return p_y * static_cast<float>(Math_PI) / 180.f;
 }
 
 inline double rad2deg(double p_y) {
 	return p_y * 180.0 / Math_PI;
 }
 inline float rad2deg(float p_y) {
-	return p_y * 180.0 / Math_PI;
+	return p_y * 180.f / static_cast<float>(Math_PI);
 }
 
 inline double inverse_lerp(double p_from, double p_to, double p_value) {
@@ -165,7 +165,7 @@ inline bool is_zero_approx(real_t s) {
 }
 
 inline double smoothstep(double p_from, double p_to, double p_weight) {
-	if (is_equal_approx(p_from, p_to)) {
+	if (is_equal_approx(static_cast<real_t>(p_from), static_cast<real_t>(p_to))) {
 		return p_from;
 	}
 	double x = clamp((p_weight - p_from) / (p_to - p_from), 0.0, 1.0);
@@ -205,7 +205,7 @@ inline double round(double p_val) {
 	return (p_val >= 0) ? floor(p_val + 0.5) : -floor(-p_val + 0.5);
 }
 inline float round(float p_val) {
-	return (p_val >= 0) ? floor(p_val + 0.5) : -floor(-p_val + 0.5);
+	return (p_val >= 0) ? floor(p_val + 0.5f) : -floor(-p_val + 0.5f);
 }
 
 inline int64_t wrapi(int64_t value, int64_t min, int64_t max) {
@@ -213,16 +213,18 @@ inline int64_t wrapi(int64_t value, int64_t min, int64_t max) {
 	return range == 0 ? min : min + ((((value - min) % range) + range) % range);
 }
 
-inline double wrapf(double value, double min, double max) {
-	double range = max - min;
-	return is_zero_approx(range) ? min : value - (range * floor((value - min) / range));
-}
-inline float wrapf(float value, float min, float max) {
-	float range = max - min;
+inline float wrapf(real_t value, real_t min, real_t max) {
+	const real_t range = max - min;
 	return is_zero_approx(range) ? min : value - (range * floor((value - min) / range));
 }
 
-inline real_t stepify(real_t p_value, real_t p_step) {
+inline float stepify(float p_value, float p_step) {
+	if (p_step != 0) {
+		p_value = floor(p_value / p_step + 0.5f) * p_step;
+	}
+	return p_value;
+}
+inline double stepify(double p_value, double p_step) {
 	if (p_step != 0) {
 		p_value = floor(p_value / p_step + 0.5) * p_step;
 	}

+ 2 - 0
include/core/Quat.hpp

@@ -11,6 +11,8 @@ namespace godot {
 
 class Quat {
 public:
+	static const Quat IDENTITY;
+
 	real_t x, y, z, w;
 
 	real_t length_squared() const;

+ 15 - 25
include/core/Ref.hpp

@@ -11,6 +11,10 @@ namespace godot {
 // Rewritten from f5234e70be7dec4930c2d5a0e829ff480d044b1d.
 template <class T>
 class Ref {
+	// TODO For this nice check to work, each class must actually #include Reference classes mentionned in its methods,
+	// which might be annoying for coders who prefer to forward-declare to reduce compile times
+	// static_assert(std::is_base_of<Reference, T>::value,
+	// 		"Ref<T> can only be used with classes deriving from Reference");
 
 	T *reference = nullptr;
 
@@ -28,7 +32,7 @@ class Ref {
 
 	void ref_pointer(T *p_ref) {
 
-		ERR_FAIL_COND(!p_ref);
+		ERR_FAIL_COND(p_ref == nullptr);
 
 		if (p_ref->init_ref())
 			reference = p_ref;
@@ -90,32 +94,25 @@ public:
 
 	template <class T_Other>
 	void operator=(const Ref<T_Other> &p_from) {
-
-		// TODO We need a safe cast
 		Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
-		if (!refb) {
+		if (refb == nullptr) {
 			unref();
 			return;
 		}
 		Ref r;
-		//r.reference = Object::cast_to<T>(refb);
-		r.reference = (T *)refb;
+		r.reference = Object::cast_to<T>(refb);
 		ref(r);
 		r.reference = nullptr;
 	}
 
 	void operator=(const Variant &p_variant) {
-
-		// TODO We need a safe cast
-		Reference *refb = (Reference *)T::___get_from_variant(p_variant);
-		if (!refb) {
+		Object *refb = T::___get_from_variant(p_variant);
+		if (refb == nullptr) {
 			unref();
 			return;
 		}
 		Ref r;
-		// TODO We need a safe cast
-		//r.reference = Object::cast_to<T>(refb);
-		r.reference = (T *)refb;
+		r.reference = Object::cast_to<T>(refb);
 		ref(r);
 		r.reference = nullptr;
 	}
@@ -128,18 +125,14 @@ public:
 
 	template <class T_Other>
 	Ref(const Ref<T_Other> &p_from) {
-
 		reference = nullptr;
-		// TODO We need a safe cast
 		Reference *refb = const_cast<Reference *>(static_cast<const Reference *>(p_from.ptr()));
-		if (!refb) {
+		if (refb == nullptr) {
 			unref();
 			return;
 		}
 		Ref r;
-		// TODO We need a safe cast
-		//r.reference = Object::cast_to<T>(refb);
-		r.reference = (T *)refb;
+		r.reference = Object::cast_to<T>(refb);
 		ref(r);
 		r.reference = nullptr;
 	}
@@ -155,16 +148,13 @@ public:
 	Ref(const Variant &p_variant) {
 
 		reference = nullptr;
-		// TODO We need a safe cast
-		Reference *refb = (Reference *)T::___get_from_variant(p_variant);
-		if (!refb) {
+		Object *refb = T::___get_from_variant(p_variant);
+		if (refb == nullptr) {
 			unref();
 			return;
 		}
 		Ref r;
-		// TODO We need a safe cast
-		//r.reference = Object::cast_to<T>(refb);
-		r.reference = (T *)refb;
+		r.reference = Object::cast_to<T>(refb);
 		ref(r);
 		r.reference = nullptr;
 	}

+ 5 - 0
include/core/Transform.hpp

@@ -10,6 +10,11 @@ namespace godot {
 
 class Transform {
 public:
+	static const Transform IDENTITY;
+	static const Transform FLIP_X;
+	static const Transform FLIP_Y;
+	static const Transform FLIP_Z;
+
 	Basis basis;
 	Vector3 origin;
 

+ 4 - 0
include/core/Transform2D.hpp

@@ -10,6 +10,10 @@ typedef Vector2 Size2;
 struct Rect2;
 
 struct Transform2D {
+	static const Transform2D IDENTITY;
+	static const Transform2D FLIP_X;
+	static const Transform2D FLIP_Y;
+
 	// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
 	// M = (elements[0][0] elements[1][0])
 	//     (elements[0][1] elements[1][1])

+ 15 - 0
include/core/Vector2.hpp

@@ -12,6 +12,21 @@ namespace godot {
 class String;
 
 struct Vector2 {
+	enum Axis {
+		AXIS_X = 0,
+		AXIS_Y,
+		AXIS_COUNT
+	};
+
+	static const Vector2 ZERO;
+	static const Vector2 ONE;
+	static const Vector2 INF;
+
+	// Coordinate system of the 2D engine
+	static const Vector2 LEFT;
+	static const Vector2 RIGHT;
+	static const Vector2 UP;
+	static const Vector2 DOWN;
 
 	union {
 		real_t x;

+ 13 - 0
include/core/Vector3.hpp

@@ -19,8 +19,21 @@ struct Vector3 {
 		AXIS_X,
 		AXIS_Y,
 		AXIS_Z,
+		AXIS_COUNT
 	};
 
+	static const Vector3 ZERO;
+	static const Vector3 ONE;
+	static const Vector3 INF;
+
+	// Coordinate system of the 3D engine
+	static const Vector3 LEFT;
+	static const Vector3 RIGHT;
+	static const Vector3 UP;
+	static const Vector3 DOWN;
+	static const Vector3 FORWARD;
+	static const Vector3 BACK;
+
 	union {
 		struct {
 			real_t x;

+ 3 - 3
src/core/Array.cpp

@@ -94,11 +94,11 @@ Variant Array::back() const {
 	return Variant(v);
 }
 
-int Array::find(const Variant &what, const int from) {
+int Array::find(const Variant &what, const int from) const {
 	return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
 }
 
-int Array::find_last(const Variant &what) {
+int Array::find_last(const Variant &what) const {
 	return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
 }
 
@@ -148,7 +148,7 @@ void Array::resize(const int size) {
 	godot::api->godot_array_resize(&_godot_array, size);
 }
 
-int Array::rfind(const Variant &what, const int from) {
+int Array::rfind(const Variant &what, const int from) const {
 	return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
 }
 

+ 5 - 0
src/core/Basis.cpp

@@ -7,6 +7,11 @@
 
 namespace godot {
 
+const Basis Basis::IDENTITY = Basis();
+const Basis Basis::FLIP_X = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1);
+const Basis Basis::FLIP_Y = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1);
+const Basis Basis::FLIP_Z = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1);
+
 Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
 	elements[0] = row0;
 	elements[1] = row1;

+ 2 - 0
src/core/Quat.cpp

@@ -7,6 +7,8 @@
 
 namespace godot {
 
+const Quat Quat::IDENTITY = Quat();
+
 // set_euler_xyz expects a vector containing the Euler angles in the format
 // (ax,ay,az), where ax is the angle of rotation around x axis,
 // and similar for other axes.

+ 6 - 3
src/core/String.cpp

@@ -392,17 +392,20 @@ float String::similarity(String text) const {
 	return godot::api->godot_string_similarity(&_godot_string, &text._godot_string);
 }
 
-PoolStringArray String::split(String divisor, bool allow_empty) const {
+// TODO Suport allow_empty
+PoolStringArray String::split(String divisor, bool /*allow_empty*/) const {
 	godot_array arr = godot::api->godot_string_split(&_godot_string, &divisor._godot_string);
 	return Array(arr);
 }
 
-PoolIntArray String::split_ints(String divisor, bool allow_empty) const {
+// TODO Suport allow_empty
+PoolIntArray String::split_ints(String divisor, bool /*allow_empty*/) const {
 	godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string);
 	return Array(arr);
 }
 
-PoolRealArray String::split_floats(String divisor, bool allow_empty) const {
+// TODO Suport allow_empty
+PoolRealArray String::split_floats(String divisor, bool /*allow_empty*/) const {
 	// TODO The GDNative API returns godot_array, when according to the doc, it should have been godot_pool_real_array
 	godot_array arr = godot::api->godot_string_split_floats(&_godot_string, &divisor._godot_string);
 	Array wrapped_array(arr);

+ 5 - 0
src/core/Transform.cpp

@@ -9,6 +9,11 @@
 
 namespace godot {
 
+const Transform Transform::IDENTITY = Transform();
+const Transform Transform::FLIP_X = Transform(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0);
+const Transform Transform::FLIP_Y = Transform(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0);
+const Transform Transform::FLIP_Z = Transform(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0);
+
 Transform Transform::inverse_xform(const Transform &t) const {
 
 	Vector3 v = t.origin - origin;

+ 4 - 0
src/core/Transform2D.cpp

@@ -7,6 +7,10 @@
 
 namespace godot {
 
+const Transform2D Transform2D::IDENTITY;
+const Transform2D Transform2D::FLIP_X = Transform2D(-1, 0, 0, 1, 0, 0);
+const Transform2D Transform2D::FLIP_Y = Transform2D(1, 0, 0, -1, 0, 0);
+
 Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
 
 	elements[0][0] = xx;

+ 9 - 0
src/core/Vector2.cpp

@@ -6,6 +6,15 @@
 
 namespace godot {
 
+const Vector2 Vector2::ZERO;
+const Vector2 Vector2::ONE;
+const Vector2 Vector2::INF;
+
+const Vector2 Vector2::LEFT = Vector2(-1, 0);
+const Vector2 Vector2::RIGHT = Vector2(1, 0);
+const Vector2 Vector2::UP = Vector2(0, -1);
+const Vector2 Vector2::DOWN = Vector2(0, 1);
+
 bool Vector2::operator==(const Vector2 &p_vec2) const {
 	return x == p_vec2.x && y == p_vec2.y;
 }

+ 11 - 0
src/core/Vector3.cpp

@@ -8,6 +8,17 @@
 
 namespace godot {
 
+const Vector3 Vector3::ZERO = Vector3();
+const Vector3 Vector3::ONE = Vector3();
+const Vector3 Vector3::INF = Vector3(INFINITY, INFINITY, INFINITY);
+
+const Vector3 Vector3::LEFT = Vector3(-1, 0, 0);
+const Vector3 Vector3::RIGHT = Vector3(1, 0, 0);
+const Vector3 Vector3::UP = Vector3(0, 1, 0);
+const Vector3 Vector3::DOWN = Vector3(0, -1, 0);
+const Vector3 Vector3::FORWARD = Vector3(0, 0, -1);
+const Vector3 Vector3::BACK = Vector3(0, 0, 1);
+
 bool Vector3::operator<(const Vector3 &p_v) const {
 	if (x == p_v.x) {
 		if (y == p_v.y)