diff options
42 files changed, 394 insertions, 198 deletions
diff --git a/SConstruct b/SConstruct index b6c98eea77..b539dc59b7 100644 --- a/SConstruct +++ b/SConstruct @@ -91,6 +91,7 @@ env_base.__class__.add_program = methods.add_program env_base.__class__.CommandNoCache = methods.CommandNoCache env_base.__class__.Run = methods.Run env_base.__class__.disable_warnings = methods.disable_warnings +env_base.__class__.force_optimization_on_debug = methods.force_optimization_on_debug env_base.__class__.module_check_dependencies = methods.module_check_dependencies env_base["x86_libtheora_opt_gcc"] = False diff --git a/doc/classes/AnimatableBody2D.xml b/doc/classes/AnimatableBody2D.xml index e58f4bd692..bc169cf9c9 100644 --- a/doc/classes/AnimatableBody2D.xml +++ b/doc/classes/AnimatableBody2D.xml @@ -11,7 +11,7 @@ <tutorials> </tutorials> <members> - <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> + <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true"> If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide]. </member> </members> diff --git a/doc/classes/AnimatableBody3D.xml b/doc/classes/AnimatableBody3D.xml index 71a48a5aa6..86cff38c51 100644 --- a/doc/classes/AnimatableBody3D.xml +++ b/doc/classes/AnimatableBody3D.xml @@ -14,7 +14,7 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <members> - <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> + <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true"> If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide]. </member> </members> diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 6e8d7a2b15..35702070be 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -137,7 +137,7 @@ Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. </member> - <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false"> + <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> If [code]true[/code], the body will not slide on floor's slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. </member> <member name="free_mode_min_slide_angle" type="float" setter="set_free_mode_min_slide_angle" getter="get_free_mode_min_slide_angle" default="0.261799"> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index f13796bfe7..66d9940b60 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -146,7 +146,7 @@ Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. </member> - <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false"> + <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> If [code]true[/code], the body will not slide on slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)"> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index ee28500838..e108ab6298 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -25,11 +25,12 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision2D" /> - <argument index="0" name="rel_vec" type="Vector2" /> + <argument index="0" name="linear_velocity" type="Vector2" /> <argument index="1" name="test_only" type="bool" default="false" /> <argument index="2" name="safe_margin" type="float" default="0.08" /> <description> - Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision. + Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> @@ -44,11 +45,12 @@ <method name="test_move"> <return type="bool" /> <argument index="0" name="from" type="Transform2D" /> - <argument index="1" name="rel_vec" type="Vector2" /> + <argument index="1" name="linear_velocity" type="Vector2" /> <argument index="2" name="collision" type="KinematicCollision2D" default="null" /> <argument index="3" name="safe_margin" type="float" default="0.08" /> <description> - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. + Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur. [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one). [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 174e49ea2d..8718c0caa2 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -32,12 +32,13 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision3D" /> - <argument index="0" name="rel_vec" type="Vector3" /> + <argument index="0" name="linear_velocity" type="Vector3" /> <argument index="1" name="test_only" type="bool" default="false" /> <argument index="2" name="safe_margin" type="float" default="0.001" /> <argument index="3" name="max_collisions" type="int" default="1" /> <description> - Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. + Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. @@ -61,12 +62,13 @@ <method name="test_move"> <return type="bool" /> <argument index="0" name="from" type="Transform3D" /> - <argument index="1" name="rel_vec" type="Vector3" /> + <argument index="1" name="linear_velocity" type="Vector3" /> <argument index="2" name="collision" type="KinematicCollision3D" default="null" /> <argument index="3" name="safe_margin" type="float" default="0.001" /> <argument index="4" name="max_collisions" type="int" default="1" /> <description> - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. + Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur. [code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one). [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index b604503163..791a04e4c2 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -926,8 +926,8 @@ <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode"> Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied. </constant> - <constant name="BODY_MODE_DYNAMIC_LOCKED" value="3" enum="BodyMode"> - Constant for locked dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. + <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode"> + Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. </constant> <constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter"> Constant to set/get a body's bounce factor. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 30812845e2..1d1ca54dbb 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1278,8 +1278,8 @@ <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode"> Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied. </constant> - <constant name="BODY_MODE_DYNAMIC_LOCKED" value="3" enum="BodyMode"> - Constant for locked dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. + <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode"> + Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. </constant> <constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter"> Constant to set/get a body's bounce factor. diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml index 059379242b..9baed392eb 100644 --- a/doc/classes/RigidDynamicBody2D.xml +++ b/doc/classes/RigidDynamicBody2D.xml @@ -5,11 +5,10 @@ </brief_description> <description> This node implements simulated 2D physics. You do not control a RigidDynamicBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. - A RigidDynamicBody2D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. + You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. [b]Note:[/b] You should not change a RigidDynamicBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime. If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator]. - The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets. </description> <tutorials> <link title="2D Physics Platformer Demo">https://godotengine.org/asset-library/asset/119</link> @@ -120,6 +119,15 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> If [code]true[/code], internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function. </member> + <member name="freeze" type="bool" setter="set_freeze_enabled" getter="is_freeze_enabled" default="false"> + If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore. + See [member freeze_mode] to set the body's behavior when frozen. + For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead. + </member> + <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody2D.FreezeMode" default="0"> + The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values. + For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead. + </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s. </member> @@ -134,13 +142,12 @@ <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)"> The body's linear velocity. </member> + <member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false"> + If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement. + </member> <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidDynamicBody2D.Mode" default="0"> - The body's mode. See [enum Mode] for possible values. - For a body that uses only Static or Kinematic mode, use [StaticBody2D] or [AnimatableBody2D] instead. - </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. @@ -198,17 +205,11 @@ </signal> </signals> <constants> - <constant name="MODE_DYNAMIC" value="0" enum="Mode"> - Dynamic body mode. This is the default mode of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. - </constant> - <constant name="MODE_STATIC" value="1" enum="Mode"> - Static body mode. The body behaves like a [StaticBody2D], and must be moved by code. - </constant> - <constant name="MODE_DYNAMIC_LOCKED" value="2" enum="Mode"> - Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate. + <constant name="FREEZE_MODE_STATIC" value="0" enum="FreezeMode"> + Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path. </constant> - <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body mode. The body behaves like a [AnimatableBody2D], and must be moved by code. + <constant name="FREEZE_MODE_KINEMATIC" value="1" enum="FreezeMode"> + Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated. </constant> <constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode"> In this mode, the body's center of mass is calculated automatically based on its shapes. diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index 9b6bcd840b..7d1c7fecfa 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -5,10 +5,9 @@ </brief_description> <description> This is the node that implements full 3D physics. This means that you do not control a RigidDynamicBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. - A RigidDynamicBody3D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. + You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. [b]Note:[/b] Don't change a RigidDynamicBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. - With Bullet physics (the default), the center of mass is the RigidDynamicBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. </description> <tutorials> <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> @@ -123,6 +122,15 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. </member> + <member name="freeze" type="bool" setter="set_freeze_enabled" getter="is_freeze_enabled" default="false"> + If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore. + See [member freeze_mode] to set the body's behavior when frozen. + For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead. + </member> + <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody3D.FreezeMode" default="0"> + The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values. + For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead. + </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidDynamicBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> @@ -137,13 +145,12 @@ <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)"> The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. </member> + <member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false"> + If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement. + </member> <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidDynamicBody3D.Mode" default="0"> - The body's mode. See [enum Mode] for possible values. - For a body that uses only Static or Kinematic mode, use [StaticBody3D] or [AnimatableBody3D] instead. - </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. @@ -203,17 +210,11 @@ </signal> </signals> <constants> - <constant name="MODE_DYNAMIC" value="0" enum="Mode"> - Dynamic body mode. This is the default mode of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. - </constant> - <constant name="MODE_STATIC" value="1" enum="Mode"> - Static body mode. The body behaves like a [StaticBody3D], and can only move by user code. - </constant> - <constant name="MODE_DYNAMIC_LOCKED" value="2" enum="Mode"> - Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate. + <constant name="FREEZE_MODE_STATIC" value="0" enum="FreezeMode"> + Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path. </constant> - <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body mode. The body behaves like a [AnimatableBody3D], and can only move by user code. + <constant name="FREEZE_MODE_KINEMATIC" value="1" enum="FreezeMode"> + Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated. </constant> <constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode"> In this mode, the body's center of mass is calculated automatically based on its shapes. diff --git a/editor/editor_spin_slider.cpp b/editor/editor_spin_slider.cpp index afeba4f6fb..1890814da9 100644 --- a/editor/editor_spin_slider.cpp +++ b/editor/editor_spin_slider.cpp @@ -191,6 +191,59 @@ void EditorSpinSlider::_grabber_gui_input(const Ref<InputEvent> &p_event) { } } +void EditorSpinSlider::_value_input_gui_input(const Ref<InputEvent> &p_event) { + Ref<InputEventKey> k = p_event; + if (k.is_valid() && k->is_pressed()) { + double step = get_step(); + double real_step = step; + if (step < 1) { + double divisor = 1.0 / get_step(); + + if (trunc(divisor) == divisor) { + step = 1.0; + } + } + + if (k->is_ctrl_pressed()) { + step *= 100.0; + } else if (k->is_shift_pressed()) { + step *= 10.0; + } else if (k->is_alt_pressed()) { + step *= 0.1; + } + + uint32_t code = k->get_keycode(); + switch (code) { + case KEY_UP: { + _evaluate_input_text(); + + double last_value = get_value(); + set_value(last_value + step); + double new_value = get_value(); + + if (new_value < CLAMP(last_value + step, get_min(), get_max())) { + set_value(last_value + real_step); + } + + value_input->set_text(get_text_value()); + } break; + case KEY_DOWN: { + _evaluate_input_text(); + + double last_value = get_value(); + set_value(last_value - step); + double new_value = get_value(); + + if (new_value > CLAMP(last_value - step, get_min(), get_max())) { + set_value(last_value - real_step); + } + + value_input->set_text(get_text_value()); + } break; + } + } +} + void EditorSpinSlider::_update_value_input_stylebox() { if (!value_input) { return; @@ -585,11 +638,13 @@ void EditorSpinSlider::_ensure_input_popup() { value_input_popup->connect("popup_hide", callable_mp(this, &EditorSpinSlider::_value_input_closed)); value_input->connect("text_submitted", callable_mp(this, &EditorSpinSlider::_value_input_submitted)); value_input->connect("focus_exited", callable_mp(this, &EditorSpinSlider::_value_focus_exited)); + value_input->connect("gui_input", callable_mp(this, &EditorSpinSlider::_value_input_gui_input)); if (is_inside_tree()) { _update_value_input_stylebox(); } } + EditorSpinSlider::EditorSpinSlider() { flat = false; grabbing_spinner_attempt = false; diff --git a/editor/editor_spin_slider.h b/editor/editor_spin_slider.h index 1bf8e8eef9..7e10764491 100644 --- a/editor/editor_spin_slider.h +++ b/editor/editor_spin_slider.h @@ -71,6 +71,7 @@ class EditorSpinSlider : public Range { void _value_input_closed(); void _value_input_submitted(const String &); void _value_focus_exited(); + void _value_input_gui_input(const Ref<InputEvent> &p_event); bool hide_slider; bool flat; diff --git a/editor/plugins/tiles/tile_set_atlas_source_editor.cpp b/editor/plugins/tiles/tile_set_atlas_source_editor.cpp index 97dd02870c..1f1408016b 100644 --- a/editor/plugins/tiles/tile_set_atlas_source_editor.cpp +++ b/editor/plugins/tiles/tile_set_atlas_source_editor.cpp @@ -1946,6 +1946,11 @@ void TileSetAtlasSourceEditor::_tile_set_atlas_source_changed() { tile_set_atlas_source_changed_needs_update = true; } +void TileSetAtlasSourceEditor::_tile_proxy_object_changed(String p_what) { + tile_set_atlas_source_changed_needs_update = false; // Avoid updating too many things. + _update_atlas_view(); +} + void TileSetAtlasSourceEditor::_atlas_source_proxy_object_changed(String p_what) { if (p_what == "texture" && !atlas_source_proxy_object->get("texture").is_null()) { confirm_auto_create_tiles->popup_centered(); @@ -2206,7 +2211,7 @@ TileSetAtlasSourceEditor::TileSetAtlasSourceEditor() { middle_vbox_container->add_child(tile_inspector_label); tile_proxy_object = memnew(AtlasTileProxyObject(this)); - tile_proxy_object->connect("changed", callable_mp(this, &TileSetAtlasSourceEditor::_update_atlas_view).unbind(1)); + tile_proxy_object->connect("changed", callable_mp(this, &TileSetAtlasSourceEditor::_tile_proxy_object_changed)); tile_inspector = memnew(EditorInspector); tile_inspector->set_undo_redo(undo_redo); diff --git a/editor/plugins/tiles/tile_set_atlas_source_editor.h b/editor/plugins/tiles/tile_set_atlas_source_editor.h index 501416c340..6448b55feb 100644 --- a/editor/plugins/tiles/tile_set_atlas_source_editor.h +++ b/editor/plugins/tiles/tile_set_atlas_source_editor.h @@ -264,6 +264,7 @@ private: AcceptDialog *confirm_auto_create_tiles; void _tile_set_atlas_source_changed(); + void _tile_proxy_object_changed(String p_what); void _atlas_source_proxy_object_changed(String p_what); void _undo_redo_inspector_callback(Object *p_undo_redo, Object *p_edited, String p_property, Variant p_new_value); diff --git a/methods.py b/methods.py index 50b413a0e6..0e71adb40d 100644 --- a/methods.py +++ b/methods.py @@ -56,6 +56,17 @@ def disable_warnings(self): self.Append(CXXFLAGS=["-w"]) +def force_optimization_on_debug(self): + # 'self' is the environment + if self["target"] != "debug": + return + + if self.msvc: + self.Append(CCFLAGS=["/O2"]) + else: + self.Append(CCFLAGS=["-O3"]) + + def add_module_version_string(self, s): self.module_version_string += "." + s diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index b511c5f8d8..7b20fad28c 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -530,26 +530,23 @@ void RigidBodyBullet::set_mode(PhysicsServer3D::BodyMode p_mode) { can_integrate_forces = false; destroy_kinematic_utilities(); // The mode change is relevant to its mass + mode = p_mode; switch (p_mode) { case PhysicsServer3D::BODY_MODE_KINEMATIC: - mode = PhysicsServer3D::BODY_MODE_KINEMATIC; reload_axis_lock(); _internal_set_mass(0); init_kinematic_utilities(); break; case PhysicsServer3D::BODY_MODE_STATIC: - mode = PhysicsServer3D::BODY_MODE_STATIC; reload_axis_lock(); _internal_set_mass(0); break; case PhysicsServer3D::BODY_MODE_DYNAMIC: - mode = PhysicsServer3D::BODY_MODE_DYNAMIC; reload_axis_lock(); _internal_set_mass(0 == mass ? 1 : mass); scratch_space_override_modificator(); break; - case PhysicsServer3D::MODE_DYNAMIC_LOCKED: - mode = PhysicsServer3D::MODE_DYNAMIC_LOCKED; + case PhysicsServer3D::MODE_DYNAMIC_LINEAR: reload_axis_lock(); _internal_set_mass(0 == mass ? 1 : mass); scratch_space_override_modificator(); @@ -722,7 +719,7 @@ bool RigidBodyBullet::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { void RigidBodyBullet::reload_axis_lock() { btBody->setLinearFactor(btVector3(btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_X)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Y)), btScalar(!is_axis_locked(PhysicsServer3D::BODY_AXIS_LINEAR_Z)))); - if (PhysicsServer3D::MODE_DYNAMIC_LOCKED == mode) { + if (PhysicsServer3D::MODE_DYNAMIC_LINEAR == mode) { /// When character angular is always locked btBody->setAngularFactor(btVector3(0., 0., 0.)); } else { @@ -1017,7 +1014,7 @@ void RigidBodyBullet::_internal_set_mass(real_t p_mass) { // Rigidbody is dynamic if and only if mass is non Zero, otherwise static const bool isDynamic = p_mass != 0.f; if (isDynamic) { - if (PhysicsServer3D::BODY_MODE_DYNAMIC != mode && PhysicsServer3D::MODE_DYNAMIC_LOCKED != mode) { + if (PhysicsServer3D::BODY_MODE_DYNAMIC != mode && PhysicsServer3D::MODE_DYNAMIC_LINEAR != mode) { return; } diff --git a/modules/mono/csharp_script.cpp b/modules/mono/csharp_script.cpp index 6cc7ddb424..af7c54dd5b 100644 --- a/modules/mono/csharp_script.cpp +++ b/modules/mono/csharp_script.cpp @@ -3511,10 +3511,10 @@ int CSharpScript::get_member_line(const StringName &p_member) const { } Multiplayer::RPCMode CSharpScript::_member_get_rpc_mode(IMonoClassMember *p_member) const { - if (p_member->has_attribute(CACHED_CLASS(RemoteAttribute))) { + if (p_member->has_attribute(CACHED_CLASS(AnyAttribute))) { return Multiplayer::RPC_MODE_ANY; } - if (p_member->has_attribute(CACHED_CLASS(PuppetAttribute))) { + if (p_member->has_attribute(CACHED_CLASS(AuthorityAttribute))) { return Multiplayer::RPC_MODE_AUTHORITY; } diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RPCAttributes.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RPCAttributes.cs index 2dedba2be3..1da91ea867 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RPCAttributes.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Attributes/RPCAttributes.cs @@ -3,8 +3,8 @@ using System; namespace Godot { [AttributeUsage(AttributeTargets.Method)] - public class RemoteAttribute : Attribute { } + public class AnyAttribute : Attribute { } [AttributeUsage(AttributeTargets.Method)] - public class PuppetAttribute : Attribute { } + public class AuthorityAttribute : Attribute { } } diff --git a/modules/mono/mono_gd/gd_mono_cache.cpp b/modules/mono/mono_gd/gd_mono_cache.cpp index 8b215a66c2..34e845a589 100644 --- a/modules/mono/mono_gd/gd_mono_cache.cpp +++ b/modules/mono/mono_gd/gd_mono_cache.cpp @@ -140,8 +140,8 @@ void CachedData::clear_godot_api_cache() { field_ExportAttribute_hintString = nullptr; class_SignalAttribute = nullptr; class_ToolAttribute = nullptr; - class_RemoteAttribute = nullptr; - class_PuppetAttribute = nullptr; + class_AnyAttribute = nullptr; + class_AuthorityAttribute = nullptr; class_GodotMethodAttribute = nullptr; field_GodotMethodAttribute_methodName = nullptr; class_ScriptPathAttribute = nullptr; @@ -265,8 +265,8 @@ void update_godot_api_cache() { CACHE_FIELD_AND_CHECK(ExportAttribute, hintString, CACHED_CLASS(ExportAttribute)->get_field("hintString")); CACHE_CLASS_AND_CHECK(SignalAttribute, GODOT_API_CLASS(SignalAttribute)); CACHE_CLASS_AND_CHECK(ToolAttribute, GODOT_API_CLASS(ToolAttribute)); - CACHE_CLASS_AND_CHECK(RemoteAttribute, GODOT_API_CLASS(RemoteAttribute)); - CACHE_CLASS_AND_CHECK(PuppetAttribute, GODOT_API_CLASS(PuppetAttribute)); + CACHE_CLASS_AND_CHECK(AnyAttribute, GODOT_API_CLASS(AnyAttribute)); + CACHE_CLASS_AND_CHECK(AuthorityAttribute, GODOT_API_CLASS(AuthorityAttribute)); CACHE_CLASS_AND_CHECK(GodotMethodAttribute, GODOT_API_CLASS(GodotMethodAttribute)); CACHE_FIELD_AND_CHECK(GodotMethodAttribute, methodName, CACHED_CLASS(GodotMethodAttribute)->get_field("methodName")); CACHE_CLASS_AND_CHECK(ScriptPathAttribute, GODOT_API_CLASS(ScriptPathAttribute)); diff --git a/modules/mono/mono_gd/gd_mono_cache.h b/modules/mono/mono_gd/gd_mono_cache.h index fd28bbda14..e60a4d5279 100644 --- a/modules/mono/mono_gd/gd_mono_cache.h +++ b/modules/mono/mono_gd/gd_mono_cache.h @@ -111,8 +111,8 @@ struct CachedData { GDMonoField *field_ExportAttribute_hintString; GDMonoClass *class_SignalAttribute; GDMonoClass *class_ToolAttribute; - GDMonoClass *class_RemoteAttribute; - GDMonoClass *class_PuppetAttribute; + GDMonoClass *class_AnyAttribute; + GDMonoClass *class_AuthorityAttribute; GDMonoClass *class_GodotMethodAttribute; GDMonoField *field_GodotMethodAttribute_methodName; GDMonoClass *class_ScriptPathAttribute; diff --git a/modules/raycast/SCsub b/modules/raycast/SCsub index 1fdc8fe1b3..4820cf7608 100644 --- a/modules/raycast/SCsub +++ b/modules/raycast/SCsub @@ -79,6 +79,7 @@ if env["builtin_embree"]: env.Append(LIBS=["psapi"]) env_thirdparty = env_raycast.Clone() + env_thirdparty.force_optimization_on_debug() env_thirdparty.disable_warnings() env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) diff --git a/scene/2d/physical_bone_2d.cpp b/scene/2d/physical_bone_2d.cpp index c4b2608812..48817679bc 100644 --- a/scene/2d/physical_bone_2d.cpp +++ b/scene/2d/physical_bone_2d.cpp @@ -150,27 +150,15 @@ void PhysicalBone2D::_start_physics_simulation() { return; } - // Reset to Bone2D position + // Reset to Bone2D position. _position_at_bone2d(); - // Apply the layers and masks + // Apply the layers and masks. PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); - // Apply the correct mode - RigidDynamicBody2D::Mode rigid_mode = get_mode(); - if (rigid_mode == RigidDynamicBody2D::MODE_STATIC) { - set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); - } else if (rigid_mode == RigidDynamicBody2D::MODE_DYNAMIC) { - set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC); - } else if (rigid_mode == RigidDynamicBody2D::MODE_KINEMATIC) { - set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); - } else if (rigid_mode == RigidDynamicBody2D::MODE_DYNAMIC_LOCKED) { - set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED); - } else { - // Default to Dynamic. - set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC); - } + // Apply the correct mode. + _apply_body_mode(); _internal_simulate_physics = true; set_physics_process_internal(true); diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index c5d444090b..c07a999588 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -34,8 +34,8 @@ #include "scene/scene_string_names.h" void PhysicsBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08)); - ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08)); + ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin"), &PhysicsBody2D::_move, DEFVAL(false), DEFVAL(0.08)); + ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin"), &PhysicsBody2D::test_move, DEFVAL(Variant()), DEFVAL(0.08)); ClassDB::bind_method(D_METHOD("get_collision_exceptions"), &PhysicsBody2D::get_collision_exceptions); ClassDB::bind_method(D_METHOD("add_collision_exception_with", "body"), &PhysicsBody2D::add_collision_exception_with); @@ -57,7 +57,10 @@ PhysicsBody2D::~PhysicsBody2D() { Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin) { PhysicsServer2D::MotionResult result; - if (move_and_collide(p_motion, result, p_margin, p_test_only)) { + // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + + if (move_and_collide(p_motion * delta, result, p_margin, p_test_only)) { // Create a new instance when the cached reference is invalid or still in use in script. if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) { motion_cache.instantiate(); @@ -133,7 +136,10 @@ bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion r = const_cast<PhysicsServer2D::MotionResult *>(&r_collision->result); } - return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_margin, r); + // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + + return PhysicsServer2D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion * delta, p_margin, r); } TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() { @@ -430,7 +436,7 @@ void RigidDynamicBody2D::_body_state_changed_callback(void *p_instance, PhysicsD void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) { set_block_transform_notify(true); // don't want notify (would feedback loop) - if (mode != MODE_KINEMATIC) { + if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) { set_global_transform(p_state->get_transform()); } @@ -524,29 +530,60 @@ void RigidDynamicBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) } } -void RigidDynamicBody2D::set_mode(Mode p_mode) { - mode = p_mode; - switch (p_mode) { - case MODE_DYNAMIC: { - set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC); - } break; - case MODE_STATIC: { - set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); +void RigidDynamicBody2D::_apply_body_mode() { + if (freeze) { + switch (freeze_mode) { + case FREEZE_MODE_STATIC: { + set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); + } break; + case FREEZE_MODE_KINEMATIC: { + set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); + } break; + } + } else if (lock_rotation) { + set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR); + } else { + set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC); + } +} - } break; - case MODE_KINEMATIC: { - set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); +void RigidDynamicBody2D::set_lock_rotation_enabled(bool p_lock_rotation) { + if (p_lock_rotation == lock_rotation) { + return; + } - } break; - case MODE_DYNAMIC_LOCKED: { - set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED); + lock_rotation = p_lock_rotation; + _apply_body_mode(); +} - } break; +bool RigidDynamicBody2D::is_lock_rotation_enabled() const { + return lock_rotation; +} + +void RigidDynamicBody2D::set_freeze_enabled(bool p_freeze) { + if (p_freeze == freeze) { + return; + } + + freeze = p_freeze; + _apply_body_mode(); +} + +bool RigidDynamicBody2D::is_freeze_enabled() const { + return freeze; +} + +void RigidDynamicBody2D::set_freeze_mode(FreezeMode p_freeze_mode) { + if (p_freeze_mode == freeze_mode) { + return; } + + freeze_mode = p_freeze_mode; + _apply_body_mode(); } -RigidDynamicBody2D::Mode RigidDynamicBody2D::get_mode() const { - return mode; +RigidDynamicBody2D::FreezeMode RigidDynamicBody2D::get_freeze_mode() const { + return freeze_mode; } void RigidDynamicBody2D::set_mass(real_t p_mass) { @@ -844,17 +881,14 @@ TypedArray<String> RigidDynamicBody2D::get_configuration_warnings() const { TypedArray<String> warnings = CollisionObject2D::get_configuration_warnings(); - if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05)) { - warnings.push_back(TTR("Size changes to RigidDynamicBody2D (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); + if (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05) { + warnings.push_back(TTR("Size changes to RigidDynamicBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); } return warnings; } void RigidDynamicBody2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidDynamicBody2D::set_mode); - ClassDB::bind_method(D_METHOD("get_mode"), &RigidDynamicBody2D::get_mode); - ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody2D::set_mass); ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody2D::get_mass); @@ -918,11 +952,19 @@ void RigidDynamicBody2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody2D::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody2D::is_able_to_sleep); + ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody2D::set_lock_rotation_enabled); + ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody2D::is_lock_rotation_enabled); + + ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody2D::set_freeze_enabled); + ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody2D::is_freeze_enabled); + + ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody2D::set_freeze_mode); + ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody2D::get_freeze_mode); + ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody2D::get_colliding_bodies); GDVIRTUAL_BIND(_integrate_forces, "state"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia"); ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode"); @@ -936,6 +978,9 @@ void RigidDynamicBody2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode"); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); @@ -952,10 +997,8 @@ void RigidDynamicBody2D::_bind_methods() { ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("sleeping_state_changed")); - BIND_ENUM_CONSTANT(MODE_DYNAMIC); - BIND_ENUM_CONSTANT(MODE_STATIC); - BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED); - BIND_ENUM_CONSTANT(MODE_KINEMATIC); + BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); + BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 3836fc4b62..e789ac4cb7 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -92,7 +92,7 @@ class AnimatableBody2D : public StaticBody2D { GDCLASS(AnimatableBody2D, StaticBody2D); private: - bool sync_to_physics = false; + bool sync_to_physics = true; Transform2D last_valid_transform; @@ -117,11 +117,9 @@ class RigidDynamicBody2D : public PhysicsBody2D { GDCLASS(RigidDynamicBody2D, PhysicsBody2D); public: - enum Mode { - MODE_DYNAMIC, - MODE_STATIC, - MODE_DYNAMIC_LOCKED, - MODE_KINEMATIC, + enum FreezeMode { + FREEZE_MODE_STATIC, + FREEZE_MODE_KINEMATIC, }; enum CenterOfMassMode { @@ -137,7 +135,9 @@ public: private: bool can_sleep = true; - Mode mode = MODE_DYNAMIC; + bool lock_rotation = false; + bool freeze = false; + FreezeMode freeze_mode = FREEZE_MODE_STATIC; real_t mass = 1.0; real_t inertia = 0.0; @@ -211,9 +211,17 @@ protected: GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState2D *) + void _apply_body_mode(); + public: - void set_mode(Mode p_mode); - Mode get_mode() const; + void set_lock_rotation_enabled(bool p_lock_rotation); + bool is_lock_rotation_enabled() const; + + void set_freeze_enabled(bool p_freeze); + bool is_freeze_enabled() const; + + void set_freeze_mode(FreezeMode p_freeze_mode); + FreezeMode get_freeze_mode() const; void set_mass(real_t p_mass); real_t get_mass() const; @@ -290,7 +298,7 @@ private: void _reload_physics_characteristics(); }; -VARIANT_ENUM_CAST(RigidDynamicBody2D::Mode); +VARIANT_ENUM_CAST(RigidDynamicBody2D::FreezeMode); VARIANT_ENUM_CAST(RigidDynamicBody2D::CenterOfMassMode); VARIANT_ENUM_CAST(RigidDynamicBody2D::CCDMode); @@ -327,8 +335,8 @@ private: real_t margin = 0.08; MotionMode motion_mode = MOTION_MODE_GROUNDED; - bool floor_stop_on_slope = false; bool floor_constant_speed = false; + bool floor_stop_on_slope = true; bool floor_block_on_wall = true; bool slide_on_ceiling = true; int max_slides = 4; diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp index c79f956642..4e496fba47 100644 --- a/scene/3d/collision_shape_3d.cpp +++ b/scene/3d/collision_shape_3d.cpp @@ -124,8 +124,7 @@ TypedArray<String> CollisionShape3D::get_configuration_warnings() const { if (shape.is_valid() && Object::cast_to<RigidDynamicBody3D>(get_parent()) && - Object::cast_to<ConcavePolygonShape3D>(*shape) && - Object::cast_to<RigidDynamicBody3D>(get_parent())->get_mode() != RigidDynamicBody3D::MODE_STATIC) { + Object::cast_to<ConcavePolygonShape3D>(*shape)) { warnings.push_back(TTR("ConcavePolygonShape3D doesn't support RigidDynamicBody3D in another mode than static.")); } diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 6f0f0bd109..bbf2c81a92 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -38,8 +38,8 @@ #endif void PhysicsBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1)); - ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("move_and_collide", "linear_velocity", "test_only", "safe_margin", "max_collisions"), &PhysicsBody3D::_move, DEFVAL(false), DEFVAL(0.001), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("test_move", "from", "linear_velocity", "collision", "safe_margin", "max_collisions"), &PhysicsBody3D::test_move, DEFVAL(Variant()), DEFVAL(0.001), DEFVAL(1)); ClassDB::bind_method(D_METHOD("set_axis_lock", "axis", "lock"), &PhysicsBody3D::set_axis_lock); ClassDB::bind_method(D_METHOD("get_axis_lock", "axis"), &PhysicsBody3D::get_axis_lock); @@ -97,7 +97,10 @@ void PhysicsBody3D::remove_collision_exception_with(Node *p_node) { Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin, int p_max_collisions) { PhysicsServer3D::MotionResult result; - if (move_and_collide(p_motion, result, p_margin, p_test_only, p_max_collisions)) { + // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + + if (move_and_collide(p_motion * delta, result, p_margin, p_test_only, p_max_collisions)) { // Create a new instance when the cached reference is invalid or still in use in script. if (motion_cache.is_null() || motion_cache->reference_get_count() > 1) { motion_cache.instantiate(); @@ -177,7 +180,10 @@ bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion r = const_cast<PhysicsServer3D::MotionResult *>(&r_collision->result); } - return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_margin, r, p_max_collisions); + // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + + return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion * delta, p_margin, r, p_max_collisions); } void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) { @@ -599,27 +605,60 @@ void RigidDynamicBody3D::_notification(int p_what) { #endif } -void RigidDynamicBody3D::set_mode(Mode p_mode) { - mode = p_mode; - switch (p_mode) { - case MODE_DYNAMIC: { - set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC); - } break; - case MODE_STATIC: { - set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); - } break; - case MODE_DYNAMIC_LOCKED: { - set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED); - } break; - case MODE_KINEMATIC: { - set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC); - } break; +void RigidDynamicBody3D::_apply_body_mode() { + if (freeze) { + switch (freeze_mode) { + case FREEZE_MODE_STATIC: { + set_body_mode(PhysicsServer3D::BODY_MODE_STATIC); + } break; + case FREEZE_MODE_KINEMATIC: { + set_body_mode(PhysicsServer3D::BODY_MODE_KINEMATIC); + } break; + } + } else if (lock_rotation) { + set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR); + } else { + set_body_mode(PhysicsServer3D::BODY_MODE_DYNAMIC); } - update_configuration_warnings(); } -RigidDynamicBody3D::Mode RigidDynamicBody3D::get_mode() const { - return mode; +void RigidDynamicBody3D::set_lock_rotation_enabled(bool p_lock_rotation) { + if (p_lock_rotation == lock_rotation) { + return; + } + + lock_rotation = p_lock_rotation; + _apply_body_mode(); +} + +bool RigidDynamicBody3D::is_lock_rotation_enabled() const { + return lock_rotation; +} + +void RigidDynamicBody3D::set_freeze_enabled(bool p_freeze) { + if (p_freeze == freeze) { + return; + } + + freeze = p_freeze; + _apply_body_mode(); +} + +bool RigidDynamicBody3D::is_freeze_enabled() const { + return freeze; +} + +void RigidDynamicBody3D::set_freeze_mode(FreezeMode p_freeze_mode) { + if (p_freeze_mode == freeze_mode) { + return; + } + + freeze_mode = p_freeze_mode; + _apply_body_mode(); +} + +RigidDynamicBody3D::FreezeMode RigidDynamicBody3D::get_freeze_mode() const { + return freeze_mode; } void RigidDynamicBody3D::set_mass(real_t p_mass) { @@ -892,17 +931,14 @@ TypedArray<String> RigidDynamicBody3D::get_configuration_warnings() const { TypedArray<String> warnings = Node::get_configuration_warnings(); - if ((get_mode() == MODE_DYNAMIC || get_mode() == MODE_DYNAMIC_LOCKED) && (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05)) { - warnings.push_back(TTR("Size changes to RigidDynamicBody (in dynamic modes) will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); + if (ABS(t.basis.get_axis(0).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(1).length() - 1.0) > 0.05 || ABS(t.basis.get_axis(2).length() - 1.0) > 0.05) { + warnings.push_back(TTR("Size changes to RigidDynamicBody will be overridden by the physics engine when running.\nChange the size in children collision shapes instead.")); } return warnings; } void RigidDynamicBody3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_mode", "mode"), &RigidDynamicBody3D::set_mode); - ClassDB::bind_method(D_METHOD("get_mode"), &RigidDynamicBody3D::get_mode); - ClassDB::bind_method(D_METHOD("set_mass", "mass"), &RigidDynamicBody3D::set_mass); ClassDB::bind_method(D_METHOD("get_mass"), &RigidDynamicBody3D::get_mass); @@ -963,11 +999,19 @@ void RigidDynamicBody3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_can_sleep", "able_to_sleep"), &RigidDynamicBody3D::set_can_sleep); ClassDB::bind_method(D_METHOD("is_able_to_sleep"), &RigidDynamicBody3D::is_able_to_sleep); + ClassDB::bind_method(D_METHOD("set_lock_rotation_enabled", "lock_rotation"), &RigidDynamicBody3D::set_lock_rotation_enabled); + ClassDB::bind_method(D_METHOD("is_lock_rotation_enabled"), &RigidDynamicBody3D::is_lock_rotation_enabled); + + ClassDB::bind_method(D_METHOD("set_freeze_enabled", "freeze_mode"), &RigidDynamicBody3D::set_freeze_enabled); + ClassDB::bind_method(D_METHOD("is_freeze_enabled"), &RigidDynamicBody3D::is_freeze_enabled); + + ClassDB::bind_method(D_METHOD("set_freeze_mode", "freeze_mode"), &RigidDynamicBody3D::set_freeze_mode); + ClassDB::bind_method(D_METHOD("get_freeze_mode"), &RigidDynamicBody3D::get_freeze_mode); + ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidDynamicBody3D::get_colliding_bodies); GDVIRTUAL_BIND(_integrate_forces, "state"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Dynamic,Static,DynamicLocked,Kinematic"), "set_mode", "get_mode"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_RANGE, "0.01,1000,0.01,or_greater,exp"), "set_mass", "get_mass"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inertia", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater,exp"), "set_inertia", "get_inertia"); ADD_PROPERTY(PropertyInfo(Variant::INT, "center_of_mass_mode", PROPERTY_HINT_ENUM, "Auto,Custom", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_center_of_mass_mode", "get_center_of_mass_mode"); @@ -981,6 +1025,9 @@ void RigidDynamicBody3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "lock_rotation"), "set_lock_rotation_enabled", "is_lock_rotation_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "freeze"), "set_freeze_enabled", "is_freeze_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "freeze_mode", PROPERTY_HINT_ENUM, "Static,Kinematic"), "set_freeze_mode", "get_freeze_mode"); ADD_GROUP("Linear", "linear_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), "set_linear_damp", "get_linear_damp"); @@ -994,10 +1041,8 @@ void RigidDynamicBody3D::_bind_methods() { ADD_SIGNAL(MethodInfo("body_exited", PropertyInfo(Variant::OBJECT, "body", PROPERTY_HINT_RESOURCE_TYPE, "Node"))); ADD_SIGNAL(MethodInfo("sleeping_state_changed")); - BIND_ENUM_CONSTANT(MODE_DYNAMIC); - BIND_ENUM_CONSTANT(MODE_STATIC); - BIND_ENUM_CONSTANT(MODE_DYNAMIC_LOCKED); - BIND_ENUM_CONSTANT(MODE_KINEMATIC); + BIND_ENUM_CONSTANT(FREEZE_MODE_STATIC); + BIND_ENUM_CONSTANT(FREEZE_MODE_KINEMATIC); BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_AUTO); BIND_ENUM_CONSTANT(CENTER_OF_MASS_MODE_CUSTOM); diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h index 96f3d7d747..a53147cb8f 100644 --- a/scene/3d/physics_body_3d.h +++ b/scene/3d/physics_body_3d.h @@ -105,7 +105,7 @@ private: Vector3 linear_velocity; Vector3 angular_velocity; - bool sync_to_physics = false; + bool sync_to_physics = true; Transform3D last_valid_transform; @@ -133,11 +133,9 @@ class RigidDynamicBody3D : public PhysicsBody3D { GDCLASS(RigidDynamicBody3D, PhysicsBody3D); public: - enum Mode { - MODE_DYNAMIC, - MODE_STATIC, - MODE_DYNAMIC_LOCKED, - MODE_KINEMATIC, + enum FreezeMode { + FREEZE_MODE_STATIC, + FREEZE_MODE_KINEMATIC, }; enum CenterOfMassMode { @@ -145,11 +143,11 @@ public: CENTER_OF_MASS_MODE_CUSTOM, }; - GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) - -protected: +private: bool can_sleep = true; - Mode mode = MODE_DYNAMIC; + bool lock_rotation = false; + bool freeze = false; + FreezeMode freeze_mode = FREEZE_MODE_STATIC; real_t mass = 1.0; Vector3 inertia; @@ -214,16 +212,28 @@ protected: void _body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_local_shape); static void _body_state_changed_callback(void *p_instance, PhysicsDirectBodyState3D *p_state); - virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state); +protected: void _notification(int p_what); static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const override; + GDVIRTUAL1(_integrate_forces, PhysicsDirectBodyState3D *) + + virtual void _body_state_changed(PhysicsDirectBodyState3D *p_state); + + void _apply_body_mode(); + public: - void set_mode(Mode p_mode); - Mode get_mode() const; + void set_lock_rotation_enabled(bool p_lock_rotation); + bool is_lock_rotation_enabled() const; + + void set_freeze_enabled(bool p_freeze); + bool is_freeze_enabled() const; + + void set_freeze_mode(FreezeMode p_freeze_mode); + FreezeMode get_freeze_mode() const; void set_mass(real_t p_mass); real_t get_mass() const; @@ -298,7 +308,7 @@ private: void _reload_physics_characteristics(); }; -VARIANT_ENUM_CAST(RigidDynamicBody3D::Mode); +VARIANT_ENUM_CAST(RigidDynamicBody3D::FreezeMode); VARIANT_ENUM_CAST(RigidDynamicBody3D::CenterOfMassMode); class KinematicCollision3D; @@ -364,8 +374,8 @@ private: }; CollisionState collision_state; - bool floor_stop_on_slope = false; bool floor_constant_speed = false; + bool floor_stop_on_slope = true; bool floor_block_on_wall = true; bool slide_on_ceiling = true; int max_slides = 6; diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp index bc3bb81ed4..9a2aaa8be2 100644 --- a/scene/3d/vehicle_body_3d.cpp +++ b/scene/3d/vehicle_body_3d.cpp @@ -470,7 +470,7 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { } void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) { - real_t chassisMass = mass; + real_t chassisMass = get_mass(); for (int w_it = 0; w_it < wheels.size(); w_it++) { VehicleWheel3D &wheel_info = *wheels[w_it]; @@ -558,7 +558,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const rel_pos2, normal, s->get_inverse_inertia_tensor().get_main_diagonal(), - 1.0 / mass, + 1.0 / get_mass(), b2invinertia, b2invmass); @@ -584,7 +584,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const #define ONLY_USE_LINEAR_MASS #ifdef ONLY_USE_LINEAR_MASS - real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass); + real_t massTerm = real_t(1.) / ((1.0 / get_mass()) + b2invmass); impulse = -contactDamping * rel_vel * massTerm; #else real_t velocityImpulse = -contactDamping * rel_vel * jacDiagABInv; diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp index c534ee7f95..7d7596635c 100644 --- a/scene/gui/tree.cpp +++ b/scene/gui/tree.cpp @@ -4043,7 +4043,7 @@ int Tree::get_column_minimum_width(int p_column) const { // Check if the visible title of the column is wider. if (show_column_titles) { - min_width = MAX(cache.font->get_string_size(columns[p_column].title).width, min_width); + min_width = MAX(cache.font->get_string_size(columns[p_column].title).width + cache.bg->get_margin(SIDE_LEFT) + cache.bg->get_margin(SIDE_RIGHT), min_width); } if (!columns[p_column].clip_content) { diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp index 3dc32632cc..80cab99373 100644 --- a/scene/resources/texture.cpp +++ b/scene/resources/texture.cpp @@ -1248,6 +1248,14 @@ bool AtlasTexture::is_pixel_opaque(int p_x, int p_y) const { return atlas->is_pixel_opaque(x, y); } +Ref<Image> AtlasTexture::get_image() const { + if (!atlas.is_valid()) { + return Ref<Image>(); + } + + return atlas->get_image()->get_rect(region); +} + AtlasTexture::AtlasTexture() {} ///////////////////////////////////////// diff --git a/scene/resources/texture.h b/scene/resources/texture.h index 93f4e2de5a..862b9a47a6 100644 --- a/scene/resources/texture.h +++ b/scene/resources/texture.h @@ -250,6 +250,8 @@ public: bool is_pixel_opaque(int p_x, int p_y) const override; + virtual Ref<Image> get_image() const override; + AtlasTexture(); }; diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp index 2dd6fabb33..5a8c5b3782 100644 --- a/scene/resources/tile_set.cpp +++ b/scene/resources/tile_set.cpp @@ -1019,20 +1019,25 @@ Vector<Vector2> TileSet::get_tile_shape_polygon() { void TileSet::draw_tile_shape(CanvasItem *p_canvas_item, Transform2D p_transform, Color p_color, bool p_filled, Ref<Texture2D> p_texture) { if (tile_meshes_dirty) { - Vector<Vector2> uvs = get_tile_shape_polygon(); + Vector<Vector2> shape = get_tile_shape_polygon(); + Vector<Vector2> uvs; + uvs.resize(shape.size()); + for (int i = 0; i < shape.size(); i++) { + uvs.write[i] = shape[i] + Vector2(0.5, 0.5); + } Vector<Color> colors; - colors.resize(uvs.size()); + colors.resize(shape.size()); colors.fill(Color(1.0, 1.0, 1.0, 1.0)); // Filled mesh. tile_filled_mesh->clear_surfaces(); Array a; a.resize(Mesh::ARRAY_MAX); - a[Mesh::ARRAY_VERTEX] = uvs; + a[Mesh::ARRAY_VERTEX] = shape; a[Mesh::ARRAY_TEX_UV] = uvs; a[Mesh::ARRAY_COLOR] = colors; - a[Mesh::ARRAY_INDEX] = Geometry2D::triangulate_polygon(uvs); + a[Mesh::ARRAY_INDEX] = Geometry2D::triangulate_polygon(shape); tile_filled_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a, Array(), Dictionary(), Mesh::ARRAY_FLAG_USE_2D_VERTICES); // Lines mesh. @@ -1040,9 +1045,9 @@ void TileSet::draw_tile_shape(CanvasItem *p_canvas_item, Transform2D p_transform a.clear(); a.resize(Mesh::ARRAY_MAX); // Add the first point again when drawing lines. - uvs.push_back(uvs[0]); + shape.push_back(shape[0]); colors.push_back(colors[0]); - a[Mesh::ARRAY_VERTEX] = uvs; + a[Mesh::ARRAY_VERTEX] = shape; a[Mesh::ARRAY_COLOR] = colors; tile_lines_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINE_STRIP, a, Array(), Dictionary(), Mesh::ARRAY_FLAG_USE_2D_VERTICES); @@ -3520,6 +3525,13 @@ Vector2i TileSetAtlasSource::get_tile_id(int p_index) const { } bool TileSetAtlasSource::has_room_for_tile(Vector2i p_atlas_coords, Vector2i p_size, int p_animation_columns, Vector2i p_animation_separation, int p_frames_count, Vector2i p_ignored_tile) const { + if (p_atlas_coords.x < 0 || p_atlas_coords.y < 0) { + return false; + } + if (p_size.x <= 0 || p_size.y <= 0) { + return false; + } + Size2i atlas_grid_size = get_atlas_grid_size(); for (int frame = 0; frame < p_frames_count; frame++) { Vector2i frame_coords = p_atlas_coords + (p_size + p_animation_separation) * ((p_animation_columns > 0) ? Vector2i(frame % p_animation_columns, frame / p_animation_columns) : Vector2i(frame, 0)); for (int x = 0; x < p_size.x; x++) { @@ -3528,6 +3540,11 @@ bool TileSetAtlasSource::has_room_for_tile(Vector2i p_atlas_coords, Vector2i p_s if (_coords_mapping_cache.has(coords) && _coords_mapping_cache[coords] != p_ignored_tile) { return false; } + if (coords.x >= atlas_grid_size.x || coords.y >= atlas_grid_size.y) { + if (!(_coords_mapping_cache.has(coords) && _coords_mapping_cache[coords] == p_ignored_tile)) { + return false; // Only accept tiles outside the atlas if they are part of the ignored tile. + } + } } } } diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp index edd769aa9a..38b98b7bca 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/body_2d_sw.cpp @@ -113,7 +113,7 @@ void Body2DSW::update_mass_properties() { _inv_inertia = 0; _inv_mass = 0; } break; - case PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED: { + case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: { _inv_inertia = 0; _inv_mass = 1.0 / mass; @@ -257,7 +257,7 @@ void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) { set_active(true); } break; - case PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED: { + case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _inv_inertia = 0; angular_velocity = 0; diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index 5924e249a5..91fe80a3dc 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -154,7 +154,7 @@ void Body3DSW::update_mass_properties() { _inv_inertia = Vector3(); _inv_mass = 0; } break; - case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: { + case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: { _inv_inertia_tensor.set_zero(); _inv_mass = 1.0 / mass; @@ -310,7 +310,7 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { set_active(true); } break; - case PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED: { + case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _inv_inertia = Vector3(); angular_velocity = Vector3(); diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index b94245a2d1..3fc94cd727 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -699,7 +699,7 @@ void PhysicsServer2D::_bind_methods() { BIND_ENUM_CONSTANT(BODY_MODE_STATIC); BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC); BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC); - BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LOCKED); + BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LINEAR); BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE); BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION); diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index 9a9ba2103d..4b85382fe5 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -349,7 +349,7 @@ public: BODY_MODE_STATIC, BODY_MODE_KINEMATIC, BODY_MODE_DYNAMIC, - BODY_MODE_DYNAMIC_LOCKED, + BODY_MODE_DYNAMIC_LINEAR, }; virtual RID body_create() = 0; diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index e61f1088f5..9384cdc7b8 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -834,7 +834,7 @@ void PhysicsServer3D::_bind_methods() { BIND_ENUM_CONSTANT(BODY_MODE_STATIC); BIND_ENUM_CONSTANT(BODY_MODE_KINEMATIC); BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC); - BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LOCKED); + BIND_ENUM_CONSTANT(BODY_MODE_DYNAMIC_LINEAR); BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE); BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION); diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index e43a59ec93..14d395e714 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -360,7 +360,7 @@ public: BODY_MODE_STATIC, BODY_MODE_KINEMATIC, BODY_MODE_DYNAMIC, - BODY_MODE_DYNAMIC_LOCKED, + BODY_MODE_DYNAMIC_LINEAR, }; virtual RID body_create() = 0; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index ec0d25376f..ed87932762 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -4138,6 +4138,7 @@ void RendererStorageRD::particles_set_use_local_coordinates(RID p_particles, boo ERR_FAIL_COND(!particles); particles->use_local_coords = p_enable; + particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES); } void RendererStorageRD::particles_set_fixed_fps(RID p_particles, int p_fps) { @@ -4352,10 +4353,8 @@ AABB RendererStorageRD::particles_get_current_aabb(RID p_particles) { total_amount *= particles->trail_bind_poses.size(); } - Vector<ParticleData> data; - data.resize(total_amount); - Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer); + ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleData)), AABB()); Transform3D inv = particles->emission_transform.affine_inverse(); @@ -4363,7 +4362,7 @@ AABB RendererStorageRD::particles_get_current_aabb(RID p_particles) { if (buffer.size()) { bool first = true; - const ParticleData *particle_data = (const ParticleData *)data.ptr(); + const ParticleData *particle_data = reinterpret_cast<const ParticleData *>(buffer.ptr()); for (int i = 0; i < total_amount; i++) { if (particle_data[i].active) { Vector3 pos = Vector3(particle_data[i].xform[12], particle_data[i].xform[13], particle_data[i].xform[14]); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h index 02395a884f..4950b7d5e5 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ b/servers/rendering/renderer_rd/renderer_storage_rd.h @@ -621,7 +621,6 @@ private: float color[4]; float custom[3]; float lifetime; - uint32_t pad[3]; }; struct ParticlesFrameParams { diff --git a/tests/test_physics_3d.cpp b/tests/test_physics_3d.cpp index 3d1dad6545..d839ae26b7 100644 --- a/tests/test_physics_3d.cpp +++ b/tests/test_physics_3d.cpp @@ -361,7 +361,7 @@ public: RID mesh_instance = vs->instance_create2(capsule_mesh, scenario); character = ps->body_create(); - ps->body_set_mode(character, PhysicsServer3D::BODY_MODE_DYNAMIC_LOCKED); + ps->body_set_mode(character, PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR); ps->body_set_space(character, space); //todo add space ps->body_add_shape(character, capsule_shape); |