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-rw-r--r--core/os/thread.cpp6
-rw-r--r--core/os/thread.h9
-rw-r--r--doc/classes/@GlobalScope.xml56
-rw-r--r--doc/classes/TileData.xml30
-rw-r--r--doc/classes/TileMap.xml18
-rw-r--r--editor/plugins/tiles/tile_data_editors.cpp91
-rw-r--r--modules/gltf/gltf_document.cpp631
-rw-r--r--modules/gltf/gltf_document.h63
-rw-r--r--modules/gltf/gltf_state.h5
-rw-r--r--modules/text_server_fb/text_server_fb.cpp39
-rw-r--r--scene/2d/tile_map.cpp266
-rw-r--r--scene/2d/tile_map.h13
-rw-r--r--scene/resources/tile_set.cpp74
-rw-r--r--scene/resources/tile_set.h8
14 files changed, 743 insertions, 566 deletions
diff --git a/core/os/thread.cpp b/core/os/thread.cpp
index 92e43963d2..27aefc98de 100644
--- a/core/os/thread.cpp
+++ b/core/os/thread.cpp
@@ -28,9 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-// Define PLATFORM_CUSTOM_THREAD_H in platform_config.h
-// Overriding the platform implementation is required in some proprietary platforms
-#ifndef PLATFORM_CUSTOM_THREAD_H
+#ifndef PLATFORM_THREAD_OVERRIDE // See details in thread.h
#include "thread.h"
@@ -130,4 +128,4 @@ Thread::~Thread() {
}
#endif
-#endif // PLATFORM_CUSTOM_THREAD_H
+#endif // PLATFORM_THREAD_OVERRIDE
diff --git a/core/os/thread.h b/core/os/thread.h
index 3a0938c7f7..59cb58ac57 100644
--- a/core/os/thread.h
+++ b/core/os/thread.h
@@ -28,10 +28,11 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-// Define PLATFORM_CUSTOM_THREAD_H in platform_config.h
+// Define PLATFORM_THREAD_OVERRIDE in your platform's `platform_config.h`
+// to use a custom Thread implementation defined in `platform/[your_platform]/platform_thread.h`
// Overriding the platform implementation is required in some proprietary platforms
-#ifdef PLATFORM_CUSTOM_THREAD_H
-#include PLATFORM_CUSTOM_THREAD_H
+#ifdef PLATFORM_THREAD_OVERRIDE
+#include "platform_thread.h"
#else
#ifndef THREAD_H
#define THREAD_H
@@ -121,4 +122,4 @@ public:
};
#endif // THREAD_H
-#endif // PLATFORM_CUSTOM_THREAD_H
+#endif // PLATFORM_THREAD_OVERRIDE
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 0334bab32a..4c306b6df1 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -23,7 +23,7 @@
Returns the absolute value of float parameter [code]x[/code] (i.e. positive value).
[codeblock]
# a is 1.2
- a = absf(-1.2)
+ var a = absf(-1.2)
[/codeblock]
</description>
</method>
@@ -34,7 +34,7 @@
Returns the absolute value of int parameter [code]x[/code] (i.e. positive value).
[codeblock]
# a is 1
- a = absi(-1)
+ var a = absi(-1)
[/codeblock]
</description>
</method>
@@ -45,7 +45,7 @@
Returns the arc cosine of [code]x[/code] in radians. Use to get the angle of cosine [code]x[/code]. [code]x[/code] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant @GDScript.NAN].
[codeblock]
# c is 0.523599 or 30 degrees if converted with rad2deg(c)
- c = acos(0.866025)
+ var c = acos(0.866025)
[/codeblock]
</description>
</method>
@@ -56,7 +56,7 @@
Returns the arc sine of [code]x[/code] in radians. Use to get the angle of sine [code]x[/code]. [code]x[/code] must be between [code]-1.0[/code] and [code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant @GDScript.NAN].
[codeblock]
# s is 0.523599 or 30 degrees if converted with rad2deg(s)
- s = asin(0.5)
+ var s = asin(0.5)
[/codeblock]
</description>
</method>
@@ -64,11 +64,12 @@
<return type="float" />
<argument index="0" name="x" type="float" />
<description>
- Returns the arc tangent of [code]x[/code] in radians. Use it to get the angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == angle[/code].
+ Returns the arc tangent of [code]x[/code] in radians. Use it to get the angle from an angle's tangent in trigonometry.
The method cannot know in which quadrant the angle should fall. See [method atan2] if you have both [code]y[/code] and [code]x[/code].
[codeblock]
- a = atan(0.5) # a is 0.463648
+ var a = atan(0.5) # a is 0.463648
[/codeblock]
+ If [code]x[/code] is between [code]-PI / 2[/code] and [code]PI / 2[/code] (inclusive), [code]atan(tan(x))[/code] is equal to [code]x[/code].
</description>
</method>
<method name="atan2">
@@ -79,7 +80,7 @@
Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle of tangent [code]y/x[/code]. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant.
Important note: The Y coordinate comes first, by convention.
[codeblock]
- a = atan2(0, -1) # a is 3.141593
+ var a = atan2(0, -1) # a is 3.141593
[/codeblock]
</description>
</method>
@@ -105,8 +106,8 @@
<description>
Rounds [code]x[/code] upward (towards positive infinity), returning the smallest whole number that is not less than [code]x[/code].
[codeblock]
- i = ceil(1.45) # i is 2
- i = ceil(1.001) # i is 2
+ var i = ceil(1.45) # i is 2.0
+ i = ceil(1.001) # i is 2.0
[/codeblock]
See also [method floor], [method round], and [method snapped].
</description>
@@ -127,9 +128,9 @@
<description>
Clamps the float [code]value[/code] and returns a value not less than [code]min[/code] and not more than [code]max[/code].
[codeblock]
- speed = 42.1
+ var speed = 42.1
# a is 20.0
- a = clampf(speed, 1.0, 20.0)
+ var a = clampf(speed, 1.0, 20.0)
speed = -10.0
# a is -1.0
@@ -145,9 +146,9 @@
<description>
Clamps the integer [code]value[/code] and returns a value not less than [code]min[/code] and not more than [code]max[/code].
[codeblock]
- speed = 42
+ var speed = 42
# a is 20
- a = clampi(speed, 1, 20)
+ var a = clampi(speed, 1, 20)
speed = -10
# a is -1
@@ -161,9 +162,9 @@
<description>
Returns the cosine of angle [code]angle_rad[/code] in radians.
[codeblock]
- # Prints 1 then -1
- print(cos(PI * 2))
- print(cos(PI))
+ cos(PI * 2) # Returns 1.0
+ cos(PI) # Returns -1.0
+ cos(deg2rad(90)) # Returns 0.0
[/codeblock]
</description>
</method>
@@ -192,7 +193,7 @@
Converts an angle expressed in degrees to radians.
[codeblock]
# r is 3.141593
- r = deg2rad(180)
+ var r = deg2rad(180)
[/codeblock]
</description>
</method>
@@ -219,7 +220,7 @@
[b]e[/b] has an approximate value of 2.71828, and can be obtained with [code]exp(1)[/code].
For exponents to other bases use the method [method pow].
[codeblock]
- a = exp(2) # Approximately 7.39
+ var a = exp(2) # Approximately 7.39
[/codeblock]
</description>
</method>
@@ -230,7 +231,7 @@
Rounds [code]x[/code] downward (towards negative infinity), returning the largest whole number that is not more than [code]x[/code].
[codeblock]
# a is 2.0
- a = floor(2.99)
+ var a = floor(2.99)
# a is -3.0
a = floor(-2.99)
[/codeblock]
@@ -550,7 +551,7 @@
<description>
Converts one or more arguments of any type to string in the best way possible and prints them to the console.
[codeblock]
- a = [1, 2, 3]
+ var a = [1, 2, 3]
print("a", "b", a) # Prints ab[1, 2, 3]
[/codeblock]
[b]Note:[/b] Consider using [method push_error] and [method push_warning] to print error and warning messages instead of [method print]. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
@@ -729,7 +730,7 @@
<description>
Sets seed for the random number generator.
[codeblock]
- my_seed = "Godot Rocks"
+ var my_seed = "Godot Rocks"
seed(my_seed.hash())
[/codeblock]
</description>
@@ -770,7 +771,8 @@
<description>
Returns the sine of angle [code]angle_rad[/code] in radians.
[codeblock]
- sin(0.523599) # Returns 0.5
+ sin(0.523599) # Returns 0.5
+ sin(deg2rad(90)) # Returns 1.0
[/codeblock]
</description>
</method>
@@ -780,7 +782,7 @@
<description>
Returns the hyperbolic sine of [code]x[/code].
[codeblock]
- a = log(2.0) # Returns 0.693147
+ var a = log(2.0) # Returns 0.693147
sinh(a) # Returns 0.75
[/codeblock]
</description>
@@ -833,7 +835,7 @@
Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation.
[codeblock]
# n is 0
- n = step_decimals(5)
+ var n = step_decimals(5)
# n is 4
n = step_decimals(1.0005)
# n is 9
@@ -853,8 +855,8 @@
<description>
Converts a formatted string that was returned by [method var2str] to the original value.
[codeblock]
- a = '{ "a": 1, "b": 2 }'
- b = str2var(a)
+ var a = '{ "a": 1, "b": 2 }'
+ var b = str2var(a)
print(b["a"]) # Prints 1
[/codeblock]
</description>
@@ -875,7 +877,7 @@
<description>
Returns the hyperbolic tangent of [code]x[/code].
[codeblock]
- a = log(2.0) # Returns 0.693147
+ var a = log(2.0) # Returns 0.693147
tanh(a) # Returns 0.6
[/codeblock]
</description>
diff --git a/doc/classes/TileData.xml b/doc/classes/TileData.xml
index 0d3282c6d3..81c5743ccc 100644
--- a/doc/classes/TileData.xml
+++ b/doc/classes/TileData.xml
@@ -37,6 +37,20 @@
Returns how many polygons the tile has for TileSet physics layer with index [code]layer_id[/code].
</description>
</method>
+ <method name="get_constant_angular_velocity" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="layer_id" type="int" />
+ <description>
+ Returns the constant angular velocity applied to objects colliding with this tile.
+ </description>
+ </method>
+ <method name="get_constant_linear_velocity" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="layer_id" type="int" />
+ <description>
+ Returns the constant linear velocity applied to objects colliding with this tile.
+ </description>
+ </method>
<method name="get_custom_data" qualifiers="const">
<return type="Variant" />
<argument index="0" name="layer_name" type="String" />
@@ -123,6 +137,22 @@
Sets the polygons count for TileSet physics layer with index [code]layer_id[/code].
</description>
</method>
+ <method name="set_constant_angular_velocity">
+ <return type="void" />
+ <argument index="0" name="layer_id" type="int" />
+ <argument index="1" name="velocity" type="float" />
+ <description>
+ Sets the constant angular velocity. This does not rotate the tile. This angular velocity is applied to objects colliding with this tile.
+ </description>
+ </method>
+ <method name="set_constant_linear_velocity">
+ <return type="void" />
+ <argument index="0" name="layer_id" type="int" />
+ <argument index="1" name="velocity" type="Vector2" />
+ <description>
+ Sets the constant linear velocity. This does not move the tile. This linear velocity is applied to objects colliding with this tile. This is useful to create conveyor belts.
+ </description>
+ </method>
<method name="set_custom_data">
<return type="void" />
<argument index="0" name="layer_name" type="String" />
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 4621d138ac..e5fe823be6 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -29,6 +29,13 @@
Clears all cells.
</description>
</method>
+ <method name="clear_layer">
+ <return type="void" />
+ <argument index="0" name="layer" type="int" />
+ <description>
+ Clears all cells on the given layer.
+ </description>
+ </method>
<method name="fix_invalid_tiles">
<return type="void" />
<description>
@@ -62,6 +69,13 @@
Returns the tile source ID of the cell on layer [code]layer[/code] at coordinates [code]coords[/code]. If [code]use_proxies[/code] is [code]false[/code], ignores the [TileSet]'s tile proxies, returning the raw alternative identifier. See [method TileSet.map_tile_proxy].
</description>
</method>
+ <method name="get_coords_for_body_rid">
+ <return type="Vector2i" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Returns the coodinates of the tile for given physics body RID. Such RID can be retrieved from [member KinematicCollision2D.collider_rid], when colliding with a tile.
+ </description>
+ </method>
<method name="get_layer_name" qualifiers="const">
<return type="String" />
<argument index="0" name="layer" type="int" />
@@ -220,6 +234,10 @@
<member name="cell_quadrant_size" type="int" setter="set_quadrant_size" getter="get_quadrant_size" default="16">
The TileMap's quadrant size. Optimizes drawing by batching, using chunks of this size.
</member>
+ <member name="collision_animatable" type="bool" setter="set_collision_animatable" getter="is_collision_animatable" default="false">
+ If enabled, the TileMap will see its collisions synced to the physics tick and change its collision type from static to kinematic. This is required to create TileMap-based moving platform.
+ [b]Note:[/b] Enabling [code]collision_animatable[/code] may have a small performance impact, only do it if the TileMap is moving and has colliding tiles.
+ </member>
<member name="collision_visibility_mode" type="int" setter="set_collision_visibility_mode" getter="get_collision_visibility_mode" enum="TileMap.VisibilityMode" default="0">
Show or hide the TileMap's collision shapes. If set to [code]VISIBILITY_MODE_DEFAULT[/code], this depends on the show collision debug settings.
</member>
diff --git a/editor/plugins/tiles/tile_data_editors.cpp b/editor/plugins/tiles/tile_data_editors.cpp
index 216c5f7c7d..5f72cfe313 100644
--- a/editor/plugins/tiles/tile_data_editors.cpp
+++ b/editor/plugins/tiles/tile_data_editors.cpp
@@ -231,10 +231,14 @@ void GenericTilePolygonEditor::_zoom_changed() {
void GenericTilePolygonEditor::_advanced_menu_item_pressed(int p_item_pressed) {
switch (p_item_pressed) {
- case RESET_TO_DEFAULT_TILE:
+ case RESET_TO_DEFAULT_TILE: {
undo_redo->create_action(TTR("Edit Polygons"));
undo_redo->add_do_method(this, "clear_polygons");
- undo_redo->add_do_method(this, "add_polygon", tile_set->get_tile_shape_polygon());
+ Vector<Vector2> polygon = tile_set->get_tile_shape_polygon();
+ for (int i = 0; i < polygon.size(); i++) {
+ polygon.write[i] = polygon[i] * tile_set->get_tile_size();
+ }
+ undo_redo->add_do_method(this, "add_polygon", polygon);
undo_redo->add_do_method(base_control, "update");
undo_redo->add_do_method(this, "emit_signal", "polygons_changed");
undo_redo->add_undo_method(this, "clear_polygons");
@@ -244,8 +248,8 @@ void GenericTilePolygonEditor::_advanced_menu_item_pressed(int p_item_pressed) {
undo_redo->add_undo_method(base_control, "update");
undo_redo->add_undo_method(this, "emit_signal", "polygons_changed");
undo_redo->commit_action(true);
- break;
- case CLEAR_TILE:
+ } break;
+ case CLEAR_TILE: {
undo_redo->create_action(TTR("Edit Polygons"));
undo_redo->add_do_method(this, "clear_polygons");
undo_redo->add_do_method(base_control, "update");
@@ -257,7 +261,7 @@ void GenericTilePolygonEditor::_advanced_menu_item_pressed(int p_item_pressed) {
undo_redo->add_undo_method(base_control, "update");
undo_redo->add_undo_method(this, "emit_signal", "polygons_changed");
undo_redo->commit_action(true);
- break;
+ } break;
default:
break;
}
@@ -308,6 +312,9 @@ void GenericTilePolygonEditor::_snap_to_tile_shape(Point2 &r_point, float &r_cur
ERR_FAIL_COND(!tile_set.is_valid());
Vector<Point2> polygon = tile_set->get_tile_shape_polygon();
+ for (int i = 0; i < polygon.size(); i++) {
+ polygon.write[i] = polygon[i] * tile_set->get_tile_size();
+ }
Point2 snapped_point = r_point;
// Snap to polygon vertices.
@@ -539,7 +546,11 @@ void GenericTilePolygonEditor::set_tile_set(Ref<TileSet> p_tile_set) {
// Set the default tile shape
clear_polygons();
if (p_tile_set.is_valid()) {
- add_polygon(p_tile_set->get_tile_shape_polygon());
+ Vector<Vector2> polygon = p_tile_set->get_tile_shape_polygon();
+ for (int i = 0; i < polygon.size(); i++) {
+ polygon.write[i] = polygon[i] * p_tile_set->get_tile_size();
+ }
+ add_polygon(polygon);
}
}
tile_set = p_tile_set;
@@ -1265,17 +1276,21 @@ void TileDataCollisionEditor::_polygons_changed() {
}
Variant TileDataCollisionEditor::_get_painted_value() {
+ Dictionary dict;
+ dict["linear_velocity"] = dummy_object->get("linear_velocity");
+ dict["angular_velocity"] = dummy_object->get("angular_velocity");
Array array;
for (int i = 0; i < polygon_editor->get_polygon_count(); i++) {
ERR_FAIL_COND_V(polygon_editor->get_polygon(i).size() < 3, Variant());
- Dictionary dict;
- dict["points"] = polygon_editor->get_polygon(i);
- dict["one_way"] = dummy_object->get(vformat("polygon_%d_one_way", i));
- dict["one_way_margin"] = dummy_object->get(vformat("polygon_%d_one_way_margin", i));
- array.push_back(dict);
+ Dictionary polygon_dict;
+ polygon_dict["points"] = polygon_editor->get_polygon(i);
+ polygon_dict["one_way"] = dummy_object->get(vformat("polygon_%d_one_way", i));
+ polygon_dict["one_way_margin"] = dummy_object->get(vformat("polygon_%d_one_way_margin", i));
+ array.push_back(polygon_dict);
}
+ dict["polygons"] = array;
- return array;
+ return dict;
}
void TileDataCollisionEditor::_set_painted_value(TileSetAtlasSource *p_tile_set_atlas_source, Vector2 p_coords, int p_alternative_tile) {
@@ -1291,6 +1306,8 @@ void TileDataCollisionEditor::_set_painted_value(TileSetAtlasSource *p_tile_set_
}
_polygons_changed();
+ dummy_object->set("linear_velocity", tile_data->get_constant_linear_velocity(physics_layer));
+ dummy_object->set("angular_velocity", tile_data->get_constant_angular_velocity(physics_layer));
for (int i = 0; i < tile_data->get_collision_polygons_count(physics_layer); i++) {
dummy_object->set(vformat("polygon_%d_one_way", i), tile_data->is_collision_polygon_one_way(physics_layer, i));
dummy_object->set(vformat("polygon_%d_one_way_margin", i), tile_data->get_collision_polygon_one_way_margin(physics_layer, i));
@@ -1306,13 +1323,16 @@ void TileDataCollisionEditor::_set_value(TileSetAtlasSource *p_tile_set_atlas_so
TileData *tile_data = Object::cast_to<TileData>(p_tile_set_atlas_source->get_tile_data(p_coords, p_alternative_tile));
ERR_FAIL_COND(!tile_data);
- Array array = p_value;
+ Dictionary dict = p_value;
+ tile_data->set_constant_linear_velocity(physics_layer, dict["linear_velocity"]);
+ tile_data->set_constant_angular_velocity(physics_layer, dict["angular_velocity"]);
+ Array array = dict["polygons"];
tile_data->set_collision_polygons_count(physics_layer, array.size());
for (int i = 0; i < array.size(); i++) {
- Dictionary dict = array[i];
- tile_data->set_collision_polygon_points(physics_layer, i, dict["points"]);
- tile_data->set_collision_polygon_one_way(physics_layer, i, dict["one_way"]);
- tile_data->set_collision_polygon_one_way_margin(physics_layer, i, dict["one_way_margin"]);
+ Dictionary polygon_dict = array[i];
+ tile_data->set_collision_polygon_points(physics_layer, i, polygon_dict["points"]);
+ tile_data->set_collision_polygon_one_way(physics_layer, i, polygon_dict["one_way"]);
+ tile_data->set_collision_polygon_one_way_margin(physics_layer, i, polygon_dict["one_way_margin"]);
}
polygon_editor->set_background(p_tile_set_atlas_source->get_texture(), p_tile_set_atlas_source->get_tile_texture_region(p_coords), p_tile_set_atlas_source->get_tile_effective_texture_offset(p_coords, p_alternative_tile), tile_data->get_flip_h(), tile_data->get_flip_v(), tile_data->get_transpose(), tile_data->get_modulate());
@@ -1322,15 +1342,19 @@ Variant TileDataCollisionEditor::_get_value(TileSetAtlasSource *p_tile_set_atlas
TileData *tile_data = Object::cast_to<TileData>(p_tile_set_atlas_source->get_tile_data(p_coords, p_alternative_tile));
ERR_FAIL_COND_V(!tile_data, Variant());
+ Dictionary dict;
+ dict["linear_velocity"] = tile_data->get_constant_linear_velocity(physics_layer);
+ dict["angular_velocity"] = tile_data->get_constant_angular_velocity(physics_layer);
Array array;
for (int i = 0; i < tile_data->get_collision_polygons_count(physics_layer); i++) {
- Dictionary dict;
- dict["points"] = tile_data->get_collision_polygon_points(physics_layer, i);
- dict["one_way"] = tile_data->is_collision_polygon_one_way(physics_layer, i);
- dict["one_way_margin"] = tile_data->get_collision_polygon_one_way_margin(physics_layer, i);
- array.push_back(dict);
+ Dictionary polygon_dict;
+ polygon_dict["points"] = tile_data->get_collision_polygon_points(physics_layer, i);
+ polygon_dict["one_way"] = tile_data->is_collision_polygon_one_way(physics_layer, i);
+ polygon_dict["one_way_margin"] = tile_data->get_collision_polygon_one_way_margin(physics_layer, i);
+ array.push_back(polygon_dict);
}
- return array;
+ dict["polygons"] = array;
+ return dict;
}
void TileDataCollisionEditor::_setup_undo_redo_action(TileSetAtlasSource *p_tile_set_atlas_source, Map<TileMapCell, Variant> p_previous_values, Variant p_new_value) {
@@ -1378,6 +1402,27 @@ TileDataCollisionEditor::TileDataCollisionEditor() {
polygon_editor->connect("polygons_changed", callable_mp(this, &TileDataCollisionEditor::_polygons_changed));
add_child(polygon_editor);
+ dummy_object->add_dummy_property("linear_velocity");
+ dummy_object->set("linear_velocity", Vector2());
+ dummy_object->add_dummy_property("angular_velocity");
+ dummy_object->set("angular_velocity", 0.0);
+
+ EditorProperty *linear_velocity_editor = EditorInspectorDefaultPlugin::get_editor_for_property(dummy_object, Variant::VECTOR2, "linear_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT);
+ linear_velocity_editor->set_object_and_property(dummy_object, "linear_velocity");
+ linear_velocity_editor->set_label("linear_velocity");
+ linear_velocity_editor->connect("property_changed", callable_mp(this, &TileDataCollisionEditor::_property_value_changed).unbind(1));
+ linear_velocity_editor->update_property();
+ add_child(linear_velocity_editor);
+ property_editors["linear_velocity"] = linear_velocity_editor;
+
+ EditorProperty *angular_velocity_editor = EditorInspectorDefaultPlugin::get_editor_for_property(dummy_object, Variant::FLOAT, "angular_velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT);
+ angular_velocity_editor->set_object_and_property(dummy_object, "angular_velocity");
+ angular_velocity_editor->set_label("angular_velocity");
+ angular_velocity_editor->connect("property_changed", callable_mp(this, &TileDataCollisionEditor::_property_value_changed).unbind(1));
+ angular_velocity_editor->update_property();
+ add_child(angular_velocity_editor);
+ property_editors["angular_velocity"] = linear_velocity_editor;
+
_polygons_changed();
}
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index a92eb88edb..5f2e8d4ba6 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -78,7 +78,10 @@
Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &p_path) {
uint64_t begin_time = OS::get_singleton()->get_ticks_usec();
- _convert_scene_node(state, p_root, p_root, -1, -1);
+ state->skeleton3d_to_gltf_skeleton.clear();
+ state->skin_and_skeleton3d_to_gltf_skin.clear();
+
+ _convert_scene_node(state, p_root, -1, -1);
if (!state->buffers.size()) {
state->buffers.push_back(Vector<uint8_t>());
}
@@ -97,11 +100,7 @@ Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &
if (err != OK) {
return Error::FAILED;
}
- /* STEP 4 CREATE BONE ATTACHMENTS */
- err = _serialize_bone_attachment(state);
- if (err != OK) {
- return Error::FAILED;
- }
+
/* STEP 5 SERIALIZE MESHES (we have enough info now) */
err = _serialize_meshes(state);
if (err != OK) {
@@ -249,30 +248,6 @@ Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> state) {
return OK;
}
-Error GLTFDocument::_serialize_bone_attachment(Ref<GLTFState> state) {
- for (int skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) {
- for (int attachment_i = 0; attachment_i < state->skeletons[skeleton_i]->bone_attachments.size(); attachment_i++) {
- BoneAttachment3D *bone_attachment = state->skeletons[skeleton_i]->bone_attachments[attachment_i];
- String bone_name = bone_attachment->get_bone_name();
- bone_name = _sanitize_bone_name(bone_name);
- int32_t bone = state->skeletons[skeleton_i]->godot_skeleton->find_bone(bone_name);
- ERR_CONTINUE(bone == -1);
- for (int skin_i = 0; skin_i < state->skins.size(); skin_i++) {
- if (state->skins[skin_i]->skeleton != skeleton_i) {
- continue;
- }
-
- for (int node_i = 0; node_i < bone_attachment->get_child_count(); node_i++) {
- ERR_CONTINUE(bone >= state->skins[skin_i]->joints.size());
- _convert_scene_node(state, bone_attachment->get_child(node_i), bone_attachment->get_owner(), state->skins[skin_i]->joints[bone], 0);
- }
- break;
- }
- }
- }
- return OK;
-}
-
Error GLTFDocument::_parse_glb(const String &p_path, Ref<GLTFState> state) {
Error err;
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
@@ -2131,11 +2106,14 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
continue;
}
Array primitives;
- Array targets;
Dictionary gltf_mesh;
Array target_names;
Array weights;
+ for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
+ target_names.push_back(import_mesh->get_blend_shape_name(morph_i));
+ }
for (int surface_i = 0; surface_i < import_mesh->get_surface_count(); surface_i++) {
+ Array targets;
Dictionary primitive;
Mesh::PrimitiveType primitive_type = import_mesh->get_surface_primitive_type(surface_i);
switch (primitive_type) {
@@ -2337,10 +2315,10 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
const Array &a = array[Mesh::ARRAY_WEIGHTS];
const Vector<Vector3> &vertex_array = array[Mesh::ARRAY_VERTEX];
if ((a.size() / JOINT_GROUP_SIZE) == vertex_array.size()) {
- const int ret_size = a.size() / JOINT_GROUP_SIZE;
+ int32_t vertex_count = vertex_array.size();
Vector<Color> attribs;
- attribs.resize(ret_size);
- for (int i = 0; i < ret_size; i++) {
+ attribs.resize(vertex_count);
+ for (int i = 0; i < vertex_count; i++) {
attribs.write[i] = Color(a[(i * JOINT_GROUP_SIZE) + 0], a[(i * JOINT_GROUP_SIZE) + 1], a[(i * JOINT_GROUP_SIZE) + 2], a[(i * JOINT_GROUP_SIZE) + 3]);
}
attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, attribs, true);
@@ -2410,7 +2388,6 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
ArrayMesh::BlendShapeMode shape_mode = import_mesh->get_blend_shape_mode();
for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
Array array_morph = import_mesh->get_surface_blend_shape_arrays(surface_i, morph_i);
- target_names.push_back(import_mesh->get_blend_shape_name(morph_i));
Dictionary t;
Vector<Vector3> varr = array_morph[Mesh::ARRAY_VERTEX];
Array mesh_arrays = import_mesh->get_surface_arrays(surface_i);
@@ -2427,22 +2404,21 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
}
Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL];
- if (varr.size()) {
+ if (narr.size()) {
t["NORMAL"] = _encode_accessor_as_vec3(state, narr, true);
}
Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT];
if (tarr.size()) {
const int ret_size = tarr.size() / 4;
- Vector<Color> attribs;
+ Vector<Vector3> attribs;
attribs.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
- Color tangent;
- tangent.r = tarr[(i * 4) + 0];
- tangent.g = tarr[(i * 4) + 1];
- tangent.b = tarr[(i * 4) + 2];
- tangent.a = tarr[(i * 4) + 3];
+ Vector3 vec3;
+ vec3.x = tarr[(i * 4) + 0];
+ vec3.y = tarr[(i * 4) + 1];
+ vec3.z = tarr[(i * 4) + 2];
}
- t["TANGENT"] = _encode_accessor_as_color(state, attribs, true);
+ t["TANGENT"] = _encode_accessor_as_vec3(state, attribs, true);
}
targets.push_back(t);
}
@@ -2471,12 +2447,13 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
Dictionary e;
e["targetNames"] = target_names;
- for (int j = 0; j < target_names.size(); j++) {
+ weights.resize(target_names.size());
+ for (int name_i = 0; name_i < target_names.size(); name_i++) {
real_t weight = 0.0;
- if (j < state->meshes.write[gltf_mesh_i]->get_blend_weights().size()) {
- weight = state->meshes.write[gltf_mesh_i]->get_blend_weights()[j];
+ if (name_i < state->meshes.write[gltf_mesh_i]->get_blend_weights().size()) {
+ weight = state->meshes.write[gltf_mesh_i]->get_blend_weights()[name_i];
}
- weights.push_back(weight);
+ weights[name_i] = weight;
}
if (weights.size()) {
gltf_mesh["weights"] = weights;
@@ -4285,6 +4262,7 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
Skeleton3D *skeleton = memnew(Skeleton3D);
gltf_skeleton->godot_skeleton = skeleton;
+ state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i;
// Make a unique name, no gltf node represents this skeleton
skeleton->set_name(_gen_unique_name(state, "Skeleton3D"));
@@ -4370,6 +4348,16 @@ Error GLTFDocument::_map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFSt
Error GLTFDocument::_serialize_skins(Ref<GLTFState> state) {
_remove_duplicate_skins(state);
+ Array json_skins;
+ for (int skin_i = 0; skin_i < state->skins.size(); skin_i++) {
+ Ref<GLTFSkin> gltf_skin = state->skins[skin_i];
+ Dictionary json_skin;
+ json_skin["inverseBindMatrices"] = _encode_accessor_as_xform(state, gltf_skin->inverse_binds, false);
+ json_skin["joints"] = gltf_skin->get_joints();
+ json_skin["name"] = gltf_skin->get_name();
+ json_skins.push_back(json_skin);
+ }
+ state->json["skins"] = json_skins;
return OK;
}
@@ -4748,30 +4736,74 @@ Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
channels.push_back(t);
}
if (track.weight_tracks.size()) {
+ double length = 0.0f;
+
+ for (int32_t track_idx = 0; track_idx < track.weight_tracks.size(); track_idx++) {
+ int32_t last_time_index = track.weight_tracks[track_idx].times.size() - 1;
+ length = MAX(length, track.weight_tracks[track_idx].times[last_time_index]);
+ }
+
Dictionary t;
t["sampler"] = samplers.size();
Dictionary s;
-
Vector<real_t> times;
- Vector<real_t> values;
+ const double increment = 1.0 / BAKE_FPS;
+ {
+ double time = 0.0;
+ bool last = false;
+ while (true) {
+ times.push_back(time);
+ if (last) {
+ break;
+ }
+ time += increment;
+ if (time >= length) {
+ last = true;
+ time = length;
+ }
+ }
+ }
- for (int32_t times_i = 0; times_i < track.weight_tracks[0].times.size(); times_i++) {
- real_t time = track.weight_tracks[0].times[times_i];
- times.push_back(time);
+ for (int32_t track_idx = 0; track_idx < track.weight_tracks.size(); track_idx++) {
+ double time = 0.0;
+ bool last = false;
+ Vector<real_t> weight_track;
+ while (true) {
+ float weight = _interpolate_track<float>(track.weight_tracks[track_idx].times,
+ track.weight_tracks[track_idx].values,
+ time,
+ track.weight_tracks[track_idx].interpolation);
+ weight_track.push_back(weight);
+ if (last) {
+ break;
+ }
+ time += increment;
+ if (time >= length) {
+ last = true;
+ time = length;
+ }
+ }
+ track.weight_tracks.write[track_idx].times = times;
+ track.weight_tracks.write[track_idx].values = weight_track;
}
- values.resize(times.size() * track.weight_tracks.size());
- // TODO Sort by order in blend shapes
+ Vector<real_t> all_track_times = times;
+ Vector<real_t> all_track_values;
+ int32_t values_size = track.weight_tracks[0].values.size();
+ int32_t weight_tracks_size = track.weight_tracks.size();
+ all_track_values.resize(weight_tracks_size * values_size);
for (int k = 0; k < track.weight_tracks.size(); k++) {
Vector<float> wdata = track.weight_tracks[k].values;
for (int l = 0; l < wdata.size(); l++) {
- values.write[l * track.weight_tracks.size() + k] = wdata.write[l];
+ int32_t index = l * weight_tracks_size + k;
+ ERR_BREAK(index >= all_track_values.size());
+ all_track_values.write[index] = wdata.write[l];
}
}
s["interpolation"] = interpolation_to_string(track.weight_tracks[track.weight_tracks.size() - 1].interpolation);
- s["input"] = _encode_accessor_as_floats(state, times, false);
- s["output"] = _encode_accessor_as_floats(state, values, false);
+ s["input"] = _encode_accessor_as_floats(state, all_track_times, false);
+ s["output"] = _encode_accessor_as_floats(state, all_track_values, false);
samplers.push_back(s);
@@ -4905,7 +4937,7 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
track->weight_tracks.resize(wc);
const int expected_value_count = times.size() * output_count * wc;
- ERR_FAIL_COND_V_MSG(weights.size() != expected_value_count, ERR_PARSE_ERROR, "Invalid weight data, expected " + itos(expected_value_count) + " weight values, got " + itos(weights.size()) + " instead.");
+ ERR_CONTINUE_MSG(weights.size() != expected_value_count, "Invalid weight data, expected " + itos(expected_value_count) + " weight values, got " + itos(weights.size()) + " instead.");
const int wlen = weights.size() / wc;
for (int k = 0; k < wc; k++) { //separate tracks, having them together is not such a good idea
@@ -4970,7 +5002,7 @@ BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state,
return bone_attachment;
}
-GLTFMeshIndex GLTFDocument::_convert_mesh_instance(Ref<GLTFState> state, MeshInstance3D *p_mesh_instance) {
+GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> state, MeshInstance3D *p_mesh_instance) {
ERR_FAIL_NULL_V(p_mesh_instance, -1);
if (p_mesh_instance->get_mesh().is_null()) {
return -1;
@@ -5167,17 +5199,6 @@ GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_lig
return light_index;
}
-GLTFSkeletonIndex GLTFDocument::_convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton) {
- print_verbose("glTF: Converting skeleton: " + p_skeleton->get_name());
- Ref<GLTFSkeleton> gltf_skeleton;
- gltf_skeleton.instantiate();
- gltf_skeleton->set_name(_gen_unique_name(state, p_skeleton->get_name()));
- gltf_skeleton->godot_skeleton = p_skeleton;
- GLTFSkeletonIndex skeleton_i = state->skeletons.size();
- state->skeletons.push_back(gltf_skeleton);
- return skeleton_i;
-}
-
void GLTFDocument::_convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
Transform3D xform = p_spatial->get_transform();
p_node->scale = xform.basis.get_scale();
@@ -5193,7 +5214,7 @@ Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> state, Node *scene_parent
return spatial;
}
-void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {
+void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {
bool retflag = true;
_check_visibility(p_current, retflag);
if (retflag) {
@@ -5207,37 +5228,41 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, No
_convert_spatial(state, spatial, gltf_node);
}
if (cast_to<MeshInstance3D>(p_current)) {
- Node3D *spatial = cast_to<Node3D>(p_current);
- _convert_mesh_to_gltf(p_current, state, spatial, gltf_node);
+ MeshInstance3D *mi = cast_to<MeshInstance3D>(p_current);
+ _convert_mesh_instance_to_gltf(mi, state, gltf_node);
} else if (cast_to<BoneAttachment3D>(p_current)) {
- _convert_bone_attachment_to_gltf(p_current, state, gltf_node, retflag);
- // TODO 2020-12-21 iFire Handle the case of objects under the bone attachment.
+ BoneAttachment3D *bone = cast_to<BoneAttachment3D>(p_current);
+ _convert_bone_attachment_to_gltf(bone, state, p_gltf_parent, p_gltf_root, gltf_node);
return;
} else if (cast_to<Skeleton3D>(p_current)) {
- _convert_skeleton_to_gltf(p_current, state, p_gltf_parent, p_gltf_root, gltf_node, p_root);
+ Skeleton3D *skel = cast_to<Skeleton3D>(p_current);
+ _convert_skeleton_to_gltf(skel, state, p_gltf_parent, p_gltf_root, gltf_node);
// We ignore the Godot Engine node that is the skeleton.
return;
} else if (cast_to<MultiMeshInstance3D>(p_current)) {
- _convert_mult_mesh_instance_to_gltf(p_current, p_gltf_parent, p_gltf_root, gltf_node, state, p_root);
+ MultiMeshInstance3D *multi = cast_to<MultiMeshInstance3D>(p_current);
+ _convert_mult_mesh_instance_to_gltf(multi, p_gltf_parent, p_gltf_root, gltf_node, state);
#ifdef MODULE_CSG_ENABLED
} else if (cast_to<CSGShape3D>(p_current)) {
- if (p_current->get_parent() && cast_to<CSGShape3D>(p_current)->is_root_shape()) {
- _convert_csg_shape_to_gltf(p_current, p_gltf_parent, gltf_node, state);
+ CSGShape3D *shape = cast_to<CSGShape3D>(p_current);
+ if (shape->get_parent() && shape->is_root_shape()) {
+ _convert_csg_shape_to_gltf(shape, p_gltf_parent, gltf_node, state);
}
#endif // MODULE_CSG_ENABLED
#ifdef MODULE_GRIDMAP_ENABLED
} else if (cast_to<GridMap>(p_current)) {
- _convert_grid_map_to_gltf(p_current, p_gltf_parent, p_gltf_root, gltf_node, state, p_root);
+ GridMap *gridmap = Object::cast_to<GridMap>(p_current);
+ _convert_grid_map_to_gltf(gridmap, p_gltf_parent, p_gltf_root, gltf_node, state);
#endif // MODULE_GRIDMAP_ENABLED
} else if (cast_to<Camera3D>(p_current)) {
Camera3D *camera = Object::cast_to<Camera3D>(p_current);
- _convert_camera_to_gltf(camera, state, camera, gltf_node);
+ _convert_camera_to_gltf(camera, state, gltf_node);
} else if (cast_to<Light3D>(p_current)) {
Light3D *light = Object::cast_to<Light3D>(p_current);
- _convert_light_to_gltf(light, state, light, gltf_node);
+ _convert_light_to_gltf(light, state, gltf_node);
} else if (cast_to<AnimationPlayer>(p_current)) {
AnimationPlayer *animation_player = Object::cast_to<AnimationPlayer>(p_current);
- _convert_animation_player_to_gltf(animation_player, state, p_gltf_parent, p_gltf_root, gltf_node, p_current, p_root);
+ _convert_animation_player_to_gltf(animation_player, state, p_gltf_parent, p_gltf_root, gltf_node, p_current);
}
GLTFNodeIndex current_node_i = state->nodes.size();
GLTFNodeIndex gltf_root = p_gltf_root;
@@ -5249,13 +5274,13 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, No
}
_create_gltf_node(state, p_current, current_node_i, p_gltf_parent, gltf_root, gltf_node);
for (int node_i = 0; node_i < p_current->get_child_count(); node_i++) {
- _convert_scene_node(state, p_current->get_child(node_i), p_root, current_node_i, gltf_root);
+ _convert_scene_node(state, p_current->get_child(node_i), current_node_i, gltf_root);
}
}
#ifdef MODULE_CSG_ENABLED
-void GLTFDocument::_convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
- CSGShape3D *csg = Object::cast_to<CSGShape3D>(p_current);
+void GLTFDocument::_convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
+ CSGShape3D *csg = p_current;
csg->call("_update_shape");
Array meshes = csg->get_meshes();
if (meshes.size() != 2) {
@@ -5286,16 +5311,15 @@ void GLTFDocument::_create_gltf_node(Ref<GLTFState> state, Node *p_scene_parent,
GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_gltf_node, Ref<GLTFNode> gltf_node) {
state->scene_nodes.insert(current_node_i, p_scene_parent);
state->nodes.push_back(gltf_node);
- if (current_node_i == p_parent_node_index) {
- return;
- }
+ ERR_FAIL_COND(current_node_i == p_parent_node_index);
+ state->nodes.write[current_node_i]->parent = p_parent_node_index;
if (p_parent_node_index == -1) {
return;
}
state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
}
-void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *animation_player, Ref<GLTFState> state, const GLTFNodeIndex &p_gltf_current, const GLTFNodeIndex &p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent, Node *p_root) {
+void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *animation_player, Ref<GLTFState> state, GLTFNodeIndex p_gltf_current, GLTFNodeIndex p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
ERR_FAIL_COND(!animation_player);
state->animation_players.push_back(animation_player);
print_verbose(String("glTF: Converting animation player: ") + animation_player->get_name());
@@ -5314,7 +5338,7 @@ void GLTFDocument::_check_visibility(Node *p_node, bool &retflag) {
retflag = false;
}
-void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) {
+void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
ERR_FAIL_COND(!camera);
GLTFCameraIndex camera_index = _convert_camera(state, camera);
if (camera_index != -1) {
@@ -5322,7 +5346,7 @@ void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> stat
}
}
-void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) {
+void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
ERR_FAIL_COND(!light);
GLTFLightIndex light_index = _convert_light(state, light);
if (light_index != -1) {
@@ -5331,43 +5355,39 @@ void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> state,
}
#ifdef MODULE_GRIDMAP_ENABLED
-void GLTFDocument::_convert_grid_map_to_gltf(Node *p_scene_parent, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state, Node *p_root_node) {
- GridMap *grid_map = Object::cast_to<GridMap>(p_scene_parent);
- ERR_FAIL_COND(!grid_map);
- Array cells = grid_map->get_used_cells();
+void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
+ Array cells = p_grid_map->get_used_cells();
for (int32_t k = 0; k < cells.size(); k++) {
GLTFNode *new_gltf_node = memnew(GLTFNode);
gltf_node->children.push_back(state->nodes.size());
state->nodes.push_back(new_gltf_node);
Vector3 cell_location = cells[k];
- int32_t cell = grid_map->get_cell_item(
+ int32_t cell = p_grid_map->get_cell_item(
Vector3(cell_location.x, cell_location.y, cell_location.z));
EditorSceneImporterMeshNode3D *import_mesh_node = memnew(EditorSceneImporterMeshNode3D);
- import_mesh_node->set_mesh(grid_map->get_mesh_library()->get_item_mesh(cell));
+ import_mesh_node->set_mesh(p_grid_map->get_mesh_library()->get_item_mesh(cell));
Transform3D cell_xform;
cell_xform.basis.set_orthogonal_index(
- grid_map->get_cell_item_orientation(
+ p_grid_map->get_cell_item_orientation(
Vector3(cell_location.x, cell_location.y, cell_location.z)));
- cell_xform.basis.scale(Vector3(grid_map->get_cell_scale(),
- grid_map->get_cell_scale(),
- grid_map->get_cell_scale()));
- cell_xform.set_origin(grid_map->map_to_world(
+ cell_xform.basis.scale(Vector3(p_grid_map->get_cell_scale(),
+ p_grid_map->get_cell_scale(),
+ p_grid_map->get_cell_scale()));
+ cell_xform.set_origin(p_grid_map->map_to_world(
Vector3(cell_location.x, cell_location.y, cell_location.z)));
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh = import_mesh_node;
new_gltf_node->mesh = state->meshes.size();
state->meshes.push_back(gltf_mesh);
- new_gltf_node->xform = cell_xform * grid_map->get_transform();
- new_gltf_node->set_name(_gen_unique_name(state, grid_map->get_mesh_library()->get_item_name(cell)));
+ new_gltf_node->xform = cell_xform * p_grid_map->get_transform();
+ new_gltf_node->set_name(_gen_unique_name(state, p_grid_map->get_mesh_library()->get_item_name(cell)));
}
}
#endif // MODULE_GRIDMAP_ENABLED
-void GLTFDocument::_convert_mult_mesh_instance_to_gltf(Node *p_scene_parent, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state, Node *p_root_node) {
- MultiMeshInstance3D *multi_mesh_instance = Object::cast_to<MultiMeshInstance3D>(p_scene_parent);
- ERR_FAIL_COND(!multi_mesh_instance);
- Ref<MultiMesh> multi_mesh = multi_mesh_instance->get_multimesh();
+void GLTFDocument::_convert_mult_mesh_instance_to_gltf(MultiMeshInstance3D *p_multi_mesh_instance, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
+ Ref<MultiMesh> multi_mesh = p_multi_mesh_instance->get_multimesh();
if (multi_mesh.is_valid()) {
for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count();
instance_i++) {
@@ -5383,9 +5403,9 @@ void GLTFDocument::_convert_mult_mesh_instance_to_gltf(Node *p_scene_parent, con
transform.basis.set_quaternion_scale(quaternion,
Vector3(scale.x, 0, scale.y));
transform =
- multi_mesh_instance->get_transform() * transform;
+ p_multi_mesh_instance->get_transform() * transform;
} else if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_3D) {
- transform = multi_mesh_instance->get_transform() *
+ transform = p_multi_mesh_instance->get_transform() *
multi_mesh->get_instance_transform(instance_i);
}
Ref<ArrayMesh> mm = multi_mesh->get_mesh();
@@ -5405,56 +5425,102 @@ void GLTFDocument::_convert_mult_mesh_instance_to_gltf(Node *p_scene_parent, con
state->meshes.push_back(gltf_mesh);
}
new_gltf_node->xform = transform;
- new_gltf_node->set_name(_gen_unique_name(state, multi_mesh_instance->get_name()));
+ new_gltf_node->set_name(_gen_unique_name(state, p_multi_mesh_instance->get_name()));
gltf_node->children.push_back(state->nodes.size());
state->nodes.push_back(new_gltf_node);
}
}
}
-void GLTFDocument::_convert_skeleton_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Node *p_root_node) {
- Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_scene_parent);
- if (skeleton) {
- // Remove placeholder skeleton3d node by not creating the gltf node
- // Skins are per mesh
- for (int node_i = 0; node_i < skeleton->get_child_count(); node_i++) {
- _convert_scene_node(state, skeleton->get_child(node_i), p_root_node, p_parent_node_index, p_root_node_index);
+void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFState> state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node) {
+ Skeleton3D *skeleton = p_skeleton3d;
+ Ref<GLTFSkeleton> gltf_skeleton;
+ gltf_skeleton.instantiate();
+ // GLTFSkeleton is only used to hold internal state data. It will not be written to the document.
+ //
+ gltf_skeleton->godot_skeleton = skeleton;
+ GLTFSkeletonIndex skeleton_i = state->skeletons.size();
+ state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skeleton_i;
+ state->skeletons.push_back(gltf_skeleton);
+
+ BoneId bone_count = skeleton->get_bone_count();
+ for (BoneId bone_i = 0; bone_i < bone_count; bone_i++) {
+ Ref<GLTFNode> joint_node;
+ joint_node.instantiate();
+ // Note that we cannot use _gen_unique_bone_name here, because glTF spec requires all node
+ // names to be unique regardless of whether or not they are used as joints.
+ joint_node->set_name(_gen_unique_name(state, skeleton->get_bone_name(bone_i)));
+ Transform3D xform = skeleton->get_bone_rest(bone_i) * skeleton->get_bone_pose(bone_i);
+ joint_node->scale = xform.basis.get_scale();
+ joint_node->rotation = xform.basis.get_rotation_quaternion();
+ joint_node->position = xform.origin;
+ joint_node->joint = true;
+ GLTFNodeIndex current_node_i = state->nodes.size();
+ state->scene_nodes.insert(current_node_i, skeleton);
+ state->nodes.push_back(joint_node);
+
+ gltf_skeleton->joints.push_back(current_node_i);
+ if (skeleton->get_bone_parent(bone_i) == -1) {
+ gltf_skeleton->roots.push_back(current_node_i);
+ }
+ gltf_skeleton->godot_bone_node.insert(bone_i, current_node_i);
+ }
+ for (BoneId bone_i = 0; bone_i < bone_count; bone_i++) {
+ GLTFNodeIndex current_node_i = gltf_skeleton->godot_bone_node[bone_i];
+ BoneId parent_bone_id = skeleton->get_bone_parent(bone_i);
+ if (parent_bone_id == -1) {
+ if (p_parent_node_index != -1) {
+ state->nodes.write[current_node_i]->parent = p_parent_node_index;
+ state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
+ }
+ } else {
+ GLTFNodeIndex parent_node_i = gltf_skeleton->godot_bone_node[parent_bone_id];
+ state->nodes.write[current_node_i]->parent = parent_node_i;
+ state->nodes.write[parent_node_i]->children.push_back(current_node_i);
}
}
+ // Remove placeholder skeleton3d node by not creating the gltf node
+ // Skins are per mesh
+ for (int node_i = 0; node_i < skeleton->get_child_count(); node_i++) {
+ _convert_scene_node(state, skeleton->get_child(node_i), p_parent_node_index, p_root_node_index);
+ }
}
-void GLTFDocument::_convert_bone_attachment_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, Ref<GLTFNode> gltf_node, bool &retflag) {
- retflag = true;
- BoneAttachment3D *bone_attachment = Object::cast_to<BoneAttachment3D>(p_scene_parent);
- if (bone_attachment) {
- Node *node = bone_attachment->get_parent();
- while (node) {
- Skeleton3D *bone_attachment_skeleton = Object::cast_to<Skeleton3D>(node);
- if (bone_attachment_skeleton) {
- for (GLTFSkeletonIndex skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) {
- if (state->skeletons[skeleton_i]->godot_skeleton != bone_attachment_skeleton) {
- continue;
- }
- state->skeletons.write[skeleton_i]->bone_attachments.push_back(bone_attachment);
- break;
- }
- break;
- }
- node = node->get_parent();
+void GLTFDocument::_convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment, Ref<GLTFState> state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node) {
+ Skeleton3D *skeleton;
+ // Note that relative transforms to external skeletons and pose overrides are not supported.
+ if (p_bone_attachment->get_use_external_skeleton()) {
+ skeleton = cast_to<Skeleton3D>(p_bone_attachment->get_node_or_null(p_bone_attachment->get_external_skeleton()));
+ } else {
+ skeleton = cast_to<Skeleton3D>(p_bone_attachment->get_parent());
+ }
+ GLTFSkeletonIndex skel_gltf_i = -1;
+ if (skeleton != nullptr && state->skeleton3d_to_gltf_skeleton.has(skeleton->get_instance_id())) {
+ skel_gltf_i = state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()];
+ }
+ int bone_idx = -1;
+ if (skeleton != nullptr) {
+ bone_idx = p_bone_attachment->get_bone_idx();
+ if (bone_idx == -1) {
+ bone_idx = skeleton->find_bone(p_bone_attachment->get_bone_name());
}
- gltf_node.unref();
- return;
}
- retflag = false;
+ GLTFNodeIndex par_node_index = p_parent_node_index;
+ if (skeleton != nullptr && bone_idx != -1 && skel_gltf_i != -1) {
+ Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_gltf_i];
+ gltf_skeleton->bone_attachments.push_back(p_bone_attachment);
+ par_node_index = gltf_skeleton->joints[bone_idx];
+ }
+
+ for (int node_i = 0; node_i < p_bone_attachment->get_child_count(); node_i++) {
+ _convert_scene_node(state, p_bone_attachment->get_child(node_i), par_node_index, p_root_node_index);
+ }
}
-void GLTFDocument::_convert_mesh_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) {
- MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_scene_parent);
- if (mi) {
- GLTFMeshIndex gltf_mesh_index = _convert_mesh_instance(state, mi);
- if (gltf_mesh_index != -1) {
- gltf_node->mesh = gltf_mesh_index;
- }
+void GLTFDocument::_convert_mesh_instance_to_gltf(MeshInstance3D *p_scene_parent, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
+ GLTFMeshIndex gltf_mesh_index = _convert_mesh_to_gltf(state, p_scene_parent);
+ if (gltf_mesh_index != -1) {
+ gltf_node->mesh = gltf_mesh_index;
}
}
@@ -5908,10 +5974,6 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
if (node->mesh < 0) {
continue;
}
- Array json_skins;
- if (state->json.has("skins")) {
- json_skins = state->json["skins"];
- }
Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(mi_node_i);
if (!mi_element) {
continue;
@@ -5923,7 +5985,6 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
node->rotation = mi_xform.basis.get_rotation_quaternion();
node->position = mi_xform.origin;
- Dictionary json_skin;
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(mi->get_node(mi->get_skeleton_path()));
if (!skeleton) {
continue;
@@ -5932,121 +5993,75 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
continue;
}
Ref<Skin> skin = mi->get_skin();
- if (skin.is_null()) {
- skin = skeleton->register_skin(nullptr)->get_skin();
- }
Ref<GLTFSkin> gltf_skin;
gltf_skin.instantiate();
Array json_joints;
- GLTFSkeletonIndex skeleton_gltf_i = -1;
NodePath skeleton_path = mi->get_skeleton_path();
- bool is_unique = true;
- for (int32_t skin_i = 0; skin_i < state->skins.size(); skin_i++) {
- Ref<GLTFSkin> prev_gltf_skin = state->skins.write[skin_i];
- if (gltf_skin.is_null()) {
- continue;
- }
- GLTFSkeletonIndex prev_skeleton = prev_gltf_skin->get_skeleton();
- if (prev_skeleton == -1 || prev_skeleton >= state->skeletons.size()) {
- continue;
- }
- if (prev_gltf_skin->get_godot_skin() == skin && state->skeletons[prev_skeleton]->godot_skeleton == skeleton) {
- node->skin = skin_i;
- node->skeleton = prev_skeleton;
- is_unique = false;
- break;
- }
- }
- if (!is_unique) {
- continue;
- }
- GLTFSkeletonIndex skeleton_i = _convert_skeleton(state, skeleton);
- skeleton_gltf_i = skeleton_i;
- ERR_CONTINUE(skeleton_gltf_i == -1);
- gltf_skin->skeleton = skeleton_gltf_i;
- Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skeleton_gltf_i];
- for (int32_t bind_i = 0; bind_i < skin->get_bind_count(); bind_i++) {
- String godot_bone_name = skin->get_bind_name(bind_i);
- if (godot_bone_name.is_empty()) {
- int32_t bone = skin->get_bind_bone(bind_i);
- godot_bone_name = skeleton->get_bone_name(bone);
- }
- if (skeleton->find_bone(godot_bone_name) == -1) {
- godot_bone_name = skeleton->get_bone_name(0);
- }
- BoneId bone_index = skeleton->find_bone(godot_bone_name);
- ERR_CONTINUE(bone_index == -1);
- Ref<GLTFNode> joint_node;
- joint_node.instantiate();
- String gltf_bone_name = _gen_unique_bone_name(state, skeleton_gltf_i, godot_bone_name);
- joint_node->set_name(gltf_bone_name);
-
- Transform3D bone_rest_xform = skeleton->get_bone_rest(bone_index);
- joint_node->scale = bone_rest_xform.basis.get_scale();
- joint_node->rotation = bone_rest_xform.basis.get_rotation_quaternion();
- joint_node->position = bone_rest_xform.origin;
- joint_node->joint = true;
-
- int32_t joint_node_i = state->nodes.size();
- state->nodes.push_back(joint_node);
- gltf_skeleton->godot_bone_node.insert(bone_index, joint_node_i);
- int32_t joint_index = gltf_skin->joints.size();
- gltf_skin->joint_i_to_bone_i.insert(joint_index, bone_index);
- gltf_skin->joints.push_back(joint_node_i);
- gltf_skin->joints_original.push_back(joint_node_i);
- gltf_skin->inverse_binds.push_back(skin->get_bind_pose(bind_i));
- json_joints.push_back(joint_node_i);
- for (Map<GLTFNodeIndex, Node *>::Element *skin_scene_node_i = state->scene_nodes.front(); skin_scene_node_i; skin_scene_node_i = skin_scene_node_i->next()) {
- if (skin_scene_node_i->get() == skeleton) {
- gltf_skin->skin_root = skin_scene_node_i->key();
- json_skin["skeleton"] = skin_scene_node_i->key();
- }
- }
- gltf_skin->godot_skin = skin;
- gltf_skin->set_name(_gen_unique_name(state, skin->get_name()));
- }
- for (int32_t bind_i = 0; bind_i < skin->get_bind_count(); bind_i++) {
- String bone_name = skeleton->get_bone_name(bind_i);
- String godot_bone_name = skin->get_bind_name(bind_i);
- int32_t bone = -1;
- if (skin->get_bind_bone(bind_i) != -1) {
- bone = skin->get_bind_bone(bind_i);
- godot_bone_name = skeleton->get_bone_name(bone);
- }
- bone = skeleton->find_bone(godot_bone_name);
- if (bone == -1) {
- continue;
- }
- BoneId bone_parent = skeleton->get_bone_parent(bone);
- GLTFNodeIndex joint_node_i = gltf_skeleton->godot_bone_node[bone];
- ERR_CONTINUE(joint_node_i >= state->nodes.size());
- if (bone_parent != -1) {
- GLTFNodeIndex parent_joint_gltf_node = gltf_skin->joints[bone_parent];
- Ref<GLTFNode> parent_joint_node = state->nodes.write[parent_joint_gltf_node];
- parent_joint_node->children.push_back(joint_node_i);
+ Node *skel_node = mi->get_node_or_null(skeleton_path);
+ Skeleton3D *godot_skeleton = nullptr;
+ if (skel_node != nullptr) {
+ godot_skeleton = cast_to<Skeleton3D>(skel_node);
+ }
+ if (godot_skeleton != nullptr && state->skeleton3d_to_gltf_skeleton.has(godot_skeleton->get_instance_id())) {
+ // This is a skinned mesh. If the mesh has no ARRAY_WEIGHTS or ARRAY_BONES, it will be invisible.
+ const GLTFSkeletonIndex skeleton_gltf_i = state->skeleton3d_to_gltf_skeleton[godot_skeleton->get_instance_id()];
+ Ref<GLTFSkeleton> gltf_skeleton = state->skeletons[skeleton_gltf_i];
+ int bone_cnt = skeleton->get_bone_count();
+ ERR_FAIL_COND(bone_cnt != gltf_skeleton->joints.size());
+
+ ObjectID gltf_skin_key = skin->get_instance_id();
+ ObjectID gltf_skel_key = godot_skeleton->get_instance_id();
+ GLTFSkinIndex skin_gltf_i = -1;
+ GLTFNodeIndex root_gltf_i = -1;
+ if (!gltf_skeleton->roots.is_empty()) {
+ root_gltf_i = gltf_skeleton->roots[0];
+ }
+ if (state->skin_and_skeleton3d_to_gltf_skin.has(gltf_skin_key) && state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key].has(gltf_skel_key)) {
+ skin_gltf_i = state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key];
} else {
- Node *node_parent = skeleton->get_parent();
- ERR_CONTINUE(!node_parent);
- for (Map<GLTFNodeIndex, Node *>::Element *E = state->scene_nodes.front(); E; E = E->next()) {
- if (E->get() == node_parent) {
- GLTFNodeIndex gltf_node_i = E->key();
- Ref<GLTFNode> gltf_node = state->nodes.write[gltf_node_i];
- gltf_node->children.push_back(joint_node_i);
- break;
+ if (skin.is_null()) {
+ // Note that gltf_skin_key should remain null, so these can share a reference.
+ skin = skeleton->register_skin(nullptr)->get_skin();
+ }
+ gltf_skin.instantiate();
+ gltf_skin->godot_skin = skin;
+ gltf_skin->set_name(skin->get_name());
+ gltf_skin->skeleton = skeleton_gltf_i;
+ gltf_skin->skin_root = root_gltf_i;
+ //gltf_state->godot_to_gltf_node[skel_node]
+ HashMap<StringName, int> bone_name_to_idx;
+ for (int bone_i = 0; bone_i < bone_cnt; bone_i++) {
+ bone_name_to_idx[skeleton->get_bone_name(bone_i)] = bone_i;
+ }
+ for (int bind_i = 0, cnt = skin->get_bind_count(); bind_i < cnt; bind_i++) {
+ int bone_i = skin->get_bind_bone(bind_i);
+ Transform3D bind_pose = skin->get_bind_pose(bind_i);
+ StringName bind_name = skin->get_bind_name(bind_i);
+ if (bind_name != StringName()) {
+ bone_i = bone_name_to_idx[bind_name];
}
+ ERR_CONTINUE(bone_i < 0 || bone_i >= bone_cnt);
+ if (bind_name == StringName()) {
+ bind_name = skeleton->get_bone_name(bone_i);
+ }
+ GLTFNodeIndex skeleton_bone_i = gltf_skeleton->joints[bone_i];
+ gltf_skin->joints_original.push_back(skeleton_bone_i);
+ gltf_skin->joints.push_back(skeleton_bone_i);
+ gltf_skin->inverse_binds.push_back(bind_pose);
+ if (skeleton->get_bone_parent(bone_i) == -1) {
+ gltf_skin->roots.push_back(skeleton_bone_i);
+ }
+ gltf_skin->joint_i_to_bone_i[bind_i] = bone_i;
+ gltf_skin->joint_i_to_name[bind_i] = bind_name;
}
+ skin_gltf_i = state->skins.size();
+ state->skins.push_back(gltf_skin);
+ state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key] = skin_gltf_i;
}
+ node->skin = skin_gltf_i;
+ node->skeleton = skeleton_gltf_i;
}
- _expand_skin(state, gltf_skin);
- node->skin = state->skins.size();
- state->skins.push_back(gltf_skin);
-
- json_skin["inverseBindMatrices"] = _encode_accessor_as_xform(state, gltf_skin->inverse_binds, false);
- json_skin["joints"] = json_joints;
- json_skin["name"] = gltf_skin->get_name();
- json_skins.push_back(json_skin);
- state->json["skins"] = json_skins;
}
}
@@ -6129,7 +6144,6 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
for (int32_t key_i = 0; key_i < key_count; key_i++) {
times.write[key_i] = p_animation->track_get_key_time(p_track_i, key_i);
}
- const float BAKE_FPS = 30.0f;
if (track_type == Animation::TYPE_TRANSFORM3D) {
p_track.position_track.times = times;
p_track.position_track.interpolation = gltf_interpolation;
@@ -6367,69 +6381,58 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const Vector<String> node_suffix = String(orig_track_path).split(":blend_shapes/");
const NodePath path = node_suffix[0];
const String suffix = node_suffix[1];
- const Node *node = ap->get_parent()->get_node_or_null(path);
- for (Map<GLTFNodeIndex, Node *>::Element *transform_track_i = state->scene_nodes.front(); transform_track_i; transform_track_i = transform_track_i->next()) {
- if (transform_track_i->get() == node) {
- const MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(node);
- if (!mi) {
- continue;
- }
- Ref<ArrayMesh> array_mesh = mi->get_mesh();
- if (array_mesh.is_null()) {
+ Node *node = ap->get_parent()->get_node_or_null(path);
+ MeshInstance3D *mi = cast_to<MeshInstance3D>(node);
+ Ref<Mesh> mesh = mi->get_mesh();
+ ERR_CONTINUE(mesh.is_null());
+ int32_t mesh_index = -1;
+ for (Map<GLTFNodeIndex, Node *>::Element *mesh_track_i = state->scene_nodes.front(); mesh_track_i; mesh_track_i = mesh_track_i->next()) {
+ if (mesh_track_i->get() == node) {
+ mesh_index = mesh_track_i->key();
+ }
+ }
+ ERR_CONTINUE(mesh_index == -1);
+ Map<int, GLTFAnimation::Track> &tracks = gltf_animation->get_tracks();
+ GLTFAnimation::Track track = gltf_animation->get_tracks().has(mesh_index) ? gltf_animation->get_tracks()[mesh_index] : GLTFAnimation::Track();
+ if (!tracks.has(mesh_index)) {
+ for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {
+ String shape_name = mesh->get_blend_shape_name(shape_i);
+ NodePath shape_path = String(path) + ":blend_shapes/" + shape_name;
+ int32_t shape_track_i = animation->find_track(shape_path);
+ if (shape_track_i == -1) {
+ GLTFAnimation::Channel<float> weight;
+ weight.interpolation = GLTFAnimation::INTERP_LINEAR;
+ weight.times.push_back(0.0f);
+ weight.times.push_back(0.0f);
+ weight.values.push_back(0.0f);
+ weight.values.push_back(0.0f);
+ track.weight_tracks.push_back(weight);
continue;
}
- if (node_suffix.size() != 2) {
- continue;
+ Animation::InterpolationType interpolation = animation->track_get_interpolation_type(track_i);
+ GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
+ if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
+ gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
+ } else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
+ gltf_interpolation = GLTFAnimation::INTERP_STEP;
+ } else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
+ gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
}
- GLTFNodeIndex mesh_index = -1;
- for (GLTFNodeIndex node_i = 0; node_i < state->scene_nodes.size(); node_i++) {
- if (state->scene_nodes[node_i] == node) {
- mesh_index = node_i;
- break;
- }
+ int32_t key_count = animation->track_get_key_count(shape_track_i);
+ GLTFAnimation::Channel<float> weight;
+ weight.interpolation = gltf_interpolation;
+ weight.times.resize(key_count);
+ for (int32_t time_i = 0; time_i < key_count; time_i++) {
+ weight.times.write[time_i] = animation->track_get_key_time(shape_track_i, time_i);
}
- ERR_CONTINUE(mesh_index == -1);
- Ref<Mesh> mesh = mi->get_mesh();
- ERR_CONTINUE(mesh.is_null());
- for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {
- if (mesh->get_blend_shape_name(shape_i) != suffix) {
- continue;
- }
- GLTFAnimation::Track track;
- Map<int, GLTFAnimation::Track>::Element *blend_shape_track_i = gltf_animation->get_tracks().find(mesh_index);
- if (blend_shape_track_i) {
- track = blend_shape_track_i->get();
- }
- Animation::InterpolationType interpolation = animation->track_get_interpolation_type(track_i);
-
- GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
- if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
- gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
- } else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
- gltf_interpolation = GLTFAnimation::INTERP_STEP;
- } else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
- gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
- }
- Animation::TrackType track_type = animation->track_get_type(track_i);
- if (track_type == Animation::TYPE_VALUE) {
- int32_t key_count = animation->track_get_key_count(track_i);
- GLTFAnimation::Channel<float> weight;
- weight.interpolation = gltf_interpolation;
- weight.times.resize(key_count);
- for (int32_t time_i = 0; time_i < key_count; time_i++) {
- weight.times.write[time_i] = animation->track_get_key_time(track_i, time_i);
- }
- weight.values.resize(key_count);
- for (int32_t value_i = 0; value_i < key_count; value_i++) {
- weight.values.write[value_i] = animation->track_get_key_value(track_i, value_i);
- }
- track.weight_tracks.push_back(weight);
- }
- gltf_animation->get_tracks()[mesh_index] = track;
+ weight.values.resize(key_count);
+ for (int32_t value_i = 0; value_i < key_count; value_i++) {
+ weight.values.write[value_i] = animation->track_get_key_value(shape_track_i, value_i);
}
+ track.weight_tracks.push_back(weight);
}
+ tracks[mesh_index] = track;
}
-
} else if (String(orig_track_path).find(":") != -1) {
//Process skeleton
const Vector<String> node_suffix = String(orig_track_path).split(":");
diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h
index fb798a055a..18aeb81bc0 100644
--- a/modules/gltf/gltf_document.h
+++ b/modules/gltf/gltf_document.h
@@ -51,6 +51,9 @@ class GLTFSkin;
class GLTFNode;
class GLTFSpecGloss;
class GLTFSkeleton;
+class CSGShape3D;
+class GridMap;
+class MultiMeshInstance3D;
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
@@ -72,6 +75,9 @@ class GLTFDocument : public Resource {
friend class GLTFSkin;
friend class GLTFSkeleton;
+private:
+ const float BAKE_FPS = 30.0f;
+
public:
const int32_t JOINT_GROUP_SIZE = 4;
enum GLTFType {
@@ -350,7 +356,6 @@ private:
GLTFNodeIndex p_node_i);
Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
- Error _serialize_bone_attachment(Ref<GLTFState> state);
Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
Error _serialize_version(Ref<GLTFState> state);
@@ -381,20 +386,17 @@ public:
void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const GLTFAnimationIndex index, const int bake_fps);
- GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state,
- MeshInstance3D *p_mesh_instance);
void _convert_mesh_instances(Ref<GLTFState> state);
GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera);
- void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node);
+ void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node);
GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light);
- GLTFSkeletonIndex _convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton);
void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node);
- void _convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root,
+ void _convert_scene_node(Ref<GLTFState> state, Node *p_current,
const GLTFNodeIndex p_gltf_current,
const GLTFNodeIndex p_gltf_root);
#ifdef MODULE_CSG_ENABLED
- void _convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+ void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
#endif // MODULE_CSG_ENABLED
void _create_gltf_node(Ref<GLTFState> state,
@@ -405,40 +407,39 @@ public:
Ref<GLTFNode> gltf_node);
void _convert_animation_player_to_gltf(
AnimationPlayer *animation_player, Ref<GLTFState> state,
- const GLTFNodeIndex &p_gltf_current,
- const GLTFNodeIndex &p_gltf_root_index,
- Ref<GLTFNode> p_gltf_node, Node *p_scene_parent,
- Node *p_root);
+ GLTFNodeIndex p_gltf_current,
+ GLTFNodeIndex p_gltf_root_index,
+ Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
void _check_visibility(Node *p_node, bool &retflag);
void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state,
- Node3D *spatial,
Ref<GLTFNode> gltf_node);
#ifdef MODULE_GRIDMAP_ENABLED
void _convert_grid_map_to_gltf(
- Node *p_scene_parent,
- const GLTFNodeIndex &p_parent_node_index,
- const GLTFNodeIndex &p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
- Node *p_root_node);
+ GridMap *p_grid_map,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_node_index,
+ Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
#endif // MODULE_GRIDMAP_ENABLED
void _convert_mult_mesh_instance_to_gltf(
- Node *p_scene_parent,
- const GLTFNodeIndex &p_parent_node_index,
- const GLTFNodeIndex &p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
- Node *p_root_node);
+ MultiMeshInstance3D *p_scene_parent,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_node_index,
+ Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
void _convert_skeleton_to_gltf(
- Node *p_scene_parent, Ref<GLTFState> state,
- const GLTFNodeIndex &p_parent_node_index,
- const GLTFNodeIndex &p_root_node_index,
- Ref<GLTFNode> gltf_node, Node *p_root_node);
- void _convert_bone_attachment_to_gltf(Node *p_scene_parent,
+ Skeleton3D *p_scene_parent, Ref<GLTFState> state,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_node_index,
+ Ref<GLTFNode> gltf_node);
+ void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment,
+ Ref<GLTFState> state,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_node_index,
+ Ref<GLTFNode> gltf_node);
+ void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
Ref<GLTFState> state,
- Ref<GLTFNode> gltf_node,
- bool &retflag);
- void _convert_mesh_to_gltf(Node *p_scene_parent,
- Ref<GLTFState> state, Node3D *spatial,
Ref<GLTFNode> gltf_node);
+ GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> state,
+ MeshInstance3D *p_mesh_instance);
void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
String p_animation_track_name);
Error serialize(Ref<GLTFState> state, Node *p_root, const String &p_path);
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h
index 896ea5fc56..d6614da804 100644
--- a/modules/gltf/gltf_state.h
+++ b/modules/gltf/gltf_state.h
@@ -44,6 +44,8 @@
#include "gltf_texture.h"
#include "core/io/resource.h"
+#include "core/templates/map.h"
+#include "core/templates/pair.h"
#include "core/templates/vector.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/texture.h"
@@ -87,6 +89,9 @@ class GLTFState : public Resource {
Vector<Ref<GLTFAnimation>> animations;
Map<GLTFNodeIndex, Node *> scene_nodes;
+ Map<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
+ Map<ObjectID, Map<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
+
protected:
static void _bind_methods();
diff --git a/modules/text_server_fb/text_server_fb.cpp b/modules/text_server_fb/text_server_fb.cpp
index 1323aa80ce..0dd48f98e2 100644
--- a/modules/text_server_fb/text_server_fb.cpp
+++ b/modules/text_server_fb/text_server_fb.cpp
@@ -611,11 +611,13 @@ _FORCE_INLINE_ bool TextServerFallback::_ensure_glyph(FontDataFallback *p_font_d
flags |= FT_LOAD_COLOR;
}
+ int32_t glyph_index = FT_Get_Char_Index(fd->face, p_glyph);
+
FT_Fixed v, h;
- FT_Get_Advance(fd->face, p_glyph, flags, &h);
- FT_Get_Advance(fd->face, p_glyph, flags | FT_LOAD_VERTICAL_LAYOUT, &v);
+ FT_Get_Advance(fd->face, glyph_index, flags, &h);
+ FT_Get_Advance(fd->face, glyph_index, flags | FT_LOAD_VERTICAL_LAYOUT, &v);
- int error = FT_Load_Glyph(fd->face, p_glyph, flags);
+ int error = FT_Load_Glyph(fd->face, glyph_index, flags);
if (error) {
fd->glyph_map[p_glyph] = FontGlyph();
ERR_FAIL_V_MSG(false, "FreeType: Failed to load glyph.");
@@ -1542,7 +1544,7 @@ bool TextServerFallback::font_get_glyph_contours(RID p_font_rid, int p_size, int
ERR_FAIL_COND_V(!_ensure_cache_for_size(fd, size), false);
#ifdef MODULE_FREETYPE_ENABLED
- int error = FT_Load_Glyph(fd->cache[size]->face, p_index, FT_LOAD_NO_BITMAP | (fd->force_autohinter ? FT_LOAD_FORCE_AUTOHINT : 0));
+ int error = FT_Load_Glyph(fd->cache[size]->face, FT_Get_Char_Index(fd->cache[size]->face, p_index), FT_LOAD_NO_BITMAP | (fd->force_autohinter ? FT_LOAD_FORCE_AUTOHINT : 0));
ERR_FAIL_COND_V(error, false);
r_points.clear();
@@ -1636,7 +1638,9 @@ Vector2 TextServerFallback::font_get_kerning(RID p_font_rid, int p_size, const V
#ifdef MODULE_FREETYPE_ENABLED
if (fd->cache[size]->face) {
FT_Vector delta;
- FT_Get_Kerning(fd->cache[size]->face, p_glyph_pair.x, p_glyph_pair.y, FT_KERNING_DEFAULT, &delta);
+ int32_t glyph_a = FT_Get_Char_Index(fd->cache[size]->face, p_glyph_pair.x);
+ int32_t glyph_b = FT_Get_Char_Index(fd->cache[size]->face, p_glyph_pair.y);
+ FT_Get_Kerning(fd->cache[size]->face, glyph_a, glyph_b, FT_KERNING_DEFAULT, &delta);
if (fd->msdf) {
return Vector2(delta.x, delta.y) * (real_t)p_size / (real_t)fd->msdf_source_size;
} else {
@@ -1649,26 +1653,7 @@ Vector2 TextServerFallback::font_get_kerning(RID p_font_rid, int p_size, const V
}
int32_t TextServerFallback::font_get_glyph_index(RID p_font_rid, int p_size, char32_t p_char, char32_t p_variation_selector) const {
- FontDataFallback *fd = font_owner.getornull(p_font_rid);
- ERR_FAIL_COND_V(!fd, 0);
-
- MutexLock lock(fd->mutex);
- Vector2i size = _get_size(fd, p_size);
- ERR_FAIL_COND_V(!_ensure_cache_for_size(fd, size), 0);
-
-#ifdef MODULE_FREETYPE_ENABLED
- if (fd->cache[size]->face) {
- if (p_variation_selector) {
- return FT_Face_GetCharVariantIndex(fd->cache[size]->face, p_char, p_variation_selector);
- } else {
- return FT_Get_Char_Index(fd->cache[size]->face, p_char);
- }
- } else {
- return 0;
- }
-#else
return (int32_t)p_char;
-#endif
}
bool TextServerFallback::font_has_char(RID p_font_rid, char32_t p_char) const {
@@ -1731,12 +1716,6 @@ void TextServerFallback::font_render_range(RID p_font_rid, const Vector2i &p_siz
Vector2i size = _get_size_outline(fd, p_size);
ERR_FAIL_COND(!_ensure_cache_for_size(fd, size));
for (char32_t i = p_start; i <= p_end; i++) {
-#ifdef MODULE_FREETYPE_ENABLED
- if (fd->cache[size]->face) {
- _ensure_glyph(fd, size, FT_Get_Char_Index(fd->cache[size]->face, i));
- continue;
- }
-#endif
_ensure_glyph(fd, size, (int32_t)i);
}
}
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 929233e4e0..78d018ac53 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -452,6 +452,19 @@ int TileMap::get_layer_z_index(int p_layer) const {
return layers[p_layer].z_index;
}
+void TileMap::set_collision_animatable(bool p_enabled) {
+ collision_animatable = p_enabled;
+ _clear_internals();
+ set_notify_local_transform(p_enabled);
+ set_physics_process_internal(p_enabled);
+ _recreate_internals();
+ emit_signal(SNAME("changed"));
+}
+
+bool TileMap::is_collision_animatable() const {
+ return collision_animatable;
+}
+
void TileMap::set_collision_visibility_mode(TileMap::VisibilityMode p_show_collision) {
collision_visibility_mode = p_show_collision;
_clear_internals();
@@ -508,7 +521,6 @@ Map<Vector2i, TileMapQuadrant>::Element *TileMap::_create_quadrant(int p_layer,
// Call the create_quadrant method on plugins
if (tile_set.is_valid()) {
_rendering_create_quadrant(&q);
- _physics_create_quadrant(&q);
}
return layers[p_layer].quadrant_map.insert(p_qk, q);
@@ -1092,24 +1104,67 @@ void TileMap::draw_tile(RID p_canvas_item, Vector2i p_position, const Ref<TileSe
void TileMap::_physics_notification(int p_what) {
switch (p_what) {
+ case CanvasItem::NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ bool in_editor = false;
+#ifdef TOOLS_ENABLED
+ in_editor = Engine::get_singleton()->is_editor_hint();
+#endif
+ if (is_inside_tree() && collision_animatable && !in_editor) {
+ // Update tranform on the physics tick when in animatable mode.
+ last_valid_transform = new_transform;
+ set_notify_local_transform(false);
+ set_global_transform(new_transform);
+ set_notify_local_transform(true);
+ }
+ } break;
case CanvasItem::NOTIFICATION_TRANSFORM_CHANGED: {
- // Update the bodies transforms.
- if (is_inside_tree()) {
+ bool in_editor = false;
+#ifdef TOOLS_ENABLED
+ in_editor = Engine::get_singleton()->is_editor_hint();
+#endif
+ if (is_inside_tree() && (!collision_animatable || in_editor)) {
+ // Update the new transform directly if we are not in animatable mode.
+ Transform2D global_transform = get_global_transform();
for (int layer = 0; layer < (int)layers.size(); layer++) {
- Transform2D global_transform = get_global_transform();
+ for (Map<Vector2i, TileMapQuadrant>::Element *E = layers[layer].quadrant_map.front(); E; E = E->next()) {
+ TileMapQuadrant &q = E->get();
+ for (RID body : q.bodies) {
+ Transform2D xform;
+ xform.set_origin(map_to_world(bodies_coords[body]));
+ xform = global_transform * xform;
+ PhysicsServer2D::get_singleton()->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
+ }
+ }
+ }
+ }
+ } break;
+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
+ bool in_editor = false;
+#ifdef TOOLS_ENABLED
+ in_editor = Engine::get_singleton()->is_editor_hint();
+#endif
+ if (is_inside_tree() && !in_editor && collision_animatable) {
+ // Only active when animatable. Send the new transform to the physics...
+ new_transform = get_global_transform();
+ for (int layer = 0; layer < (int)layers.size(); layer++) {
for (Map<Vector2i, TileMapQuadrant>::Element *E = layers[layer].quadrant_map.front(); E; E = E->next()) {
TileMapQuadrant &q = E->get();
- Transform2D xform;
- xform.set_origin(map_to_world(E->key() * get_effective_quadrant_size(layer)));
- xform = global_transform * xform;
+ for (RID body : q.bodies) {
+ Transform2D xform;
+ xform.set_origin(map_to_world(bodies_coords[body]));
+ xform = new_transform * xform;
- for (int body_index = 0; body_index < q.bodies.size(); body_index++) {
- PhysicsServer2D::get_singleton()->body_set_state(q.bodies[body_index], PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
+ PhysicsServer2D::get_singleton()->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
}
}
}
+
+ // ... but then revert changes.
+ set_notify_local_transform(false);
+ set_global_transform(last_valid_transform);
+ set_notify_local_transform(true);
}
} break;
}
@@ -1120,29 +1175,23 @@ void TileMap::_physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r
ERR_FAIL_COND(!tile_set.is_valid());
Transform2D global_transform = get_global_transform();
+ last_valid_transform = global_transform;
+ new_transform = global_transform;
PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
+ RID space = get_world_2d()->get_space();
SelfList<TileMapQuadrant> *q_list_element = r_dirty_quadrant_list.first();
while (q_list_element) {
TileMapQuadrant &q = *q_list_element->self();
- Vector2 quadrant_pos = map_to_world(q.coords * get_effective_quadrant_size(q.layer));
-
- LocalVector<int> body_shape_count;
- body_shape_count.resize(q.bodies.size());
-
- // Clear shapes.
- for (int body_index = 0; body_index < q.bodies.size(); body_index++) {
- ps->body_clear_shapes(q.bodies[body_index]);
- body_shape_count[body_index] = 0;
-
- // Position the bodies.
- Transform2D xform;
- xform.set_origin(quadrant_pos);
- xform = global_transform * xform;
- ps->body_set_state(q.bodies[body_index], PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
+ // Clear bodies.
+ for (RID body : q.bodies) {
+ bodies_coords.erase(body);
+ ps->free(body);
}
+ q.bodies.clear();
+ // Recreate bodies and shapes.
for (Set<Vector2i>::Element *E_cell = q.cells.front(); E_cell; E_cell = E_cell->next()) {
TileMapCell c = get_cell(q.layer, E_cell->get(), true);
@@ -1158,26 +1207,53 @@ void TileMap::_physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r
if (atlas_source) {
TileData *tile_data = Object::cast_to<TileData>(atlas_source->get_tile_data(c.get_atlas_coords(), c.alternative_tile));
- for (int body_index = 0; body_index < q.bodies.size(); body_index++) {
- int &body_shape_index = body_shape_count[body_index];
+ for (int tile_set_physics_layer = 0; tile_set_physics_layer < tile_set->get_physics_layers_count(); tile_set_physics_layer++) {
+ Ref<PhysicsMaterial> physics_material = tile_set->get_physics_layer_physics_material(tile_set_physics_layer);
+ uint32_t physics_layer = tile_set->get_physics_layer_collision_layer(tile_set_physics_layer);
+ uint32_t physics_mask = tile_set->get_physics_layer_collision_mask(tile_set_physics_layer);
- // Add the shapes again.
- for (int polygon_index = 0; polygon_index < tile_data->get_collision_polygons_count(body_index); polygon_index++) {
- bool one_way_collision = tile_data->is_collision_polygon_one_way(body_index, polygon_index);
- float one_way_collision_margin = tile_data->get_collision_polygon_one_way_margin(body_index, polygon_index);
+ // Create the body.
+ RID body = ps->body_create();
+ bodies_coords[body] = E_cell->get();
+ ps->body_set_mode(body, collision_animatable ? PhysicsServer2D::BODY_MODE_KINEMATIC : PhysicsServer2D::BODY_MODE_STATIC);
+ ps->body_set_space(body, space);
- int shapes_count = tile_data->get_collision_polygon_shapes_count(body_index, polygon_index);
- for (int shape_index = 0; shape_index < shapes_count; shape_index++) {
- Transform2D xform = Transform2D();
- xform.set_origin(map_to_world(E_cell->get()) - quadrant_pos);
+ Transform2D xform;
+ xform.set_origin(map_to_world(E_cell->get()));
+ xform = global_transform * xform;
+ ps->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
+
+ ps->body_attach_object_instance_id(body, get_instance_id());
+ ps->body_set_collision_layer(body, physics_layer);
+ ps->body_set_collision_mask(body, physics_mask);
+ ps->body_set_pickable(body, false);
+ ps->body_set_state(body, PhysicsServer2D::BODY_STATE_LINEAR_VELOCITY, tile_data->get_constant_linear_velocity(tile_set_physics_layer));
+ ps->body_set_state(body, PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY, tile_data->get_constant_angular_velocity(tile_set_physics_layer));
+
+ if (!physics_material.is_valid()) {
+ ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
+ ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_FRICTION, 1);
+ } else {
+ ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material->computed_bounce());
+ ps->body_set_param(body, PhysicsServer2D::BODY_PARAM_FRICTION, physics_material->computed_friction());
+ }
+ q.bodies.push_back(body);
+
+ // Add the shapes to the body.
+ int body_shape_index = 0;
+ for (int polygon_index = 0; polygon_index < tile_data->get_collision_polygons_count(tile_set_physics_layer); polygon_index++) {
+ // Iterate over the polygons.
+ bool one_way_collision = tile_data->is_collision_polygon_one_way(tile_set_physics_layer, polygon_index);
+ float one_way_collision_margin = tile_data->get_collision_polygon_one_way_margin(tile_set_physics_layer, polygon_index);
+ int shapes_count = tile_data->get_collision_polygon_shapes_count(tile_set_physics_layer, polygon_index);
+ for (int shape_index = 0; shape_index < shapes_count; shape_index++) {
// Add decomposed convex shapes.
- Ref<ConvexPolygonShape2D> shape = tile_data->get_collision_polygon_shape(body_index, polygon_index, shape_index);
- ps->body_add_shape(q.bodies[body_index], shape->get_rid(), xform);
- ps->body_set_shape_metadata(q.bodies[body_index], body_shape_index, E_cell->get());
- ps->body_set_shape_as_one_way_collision(q.bodies[body_index], body_shape_index, one_way_collision, one_way_collision_margin);
+ Ref<ConvexPolygonShape2D> shape = tile_data->get_collision_polygon_shape(tile_set_physics_layer, polygon_index, shape_index);
+ ps->body_add_shape(body, shape->get_rid());
+ ps->body_set_shape_as_one_way_collision(body, body_shape_index, one_way_collision, one_way_collision_margin);
- ++body_shape_index;
+ body_shape_index++;
}
}
}
@@ -1189,54 +1265,11 @@ void TileMap::_physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r
}
}
-void TileMap::_physics_create_quadrant(TileMapQuadrant *p_quadrant) {
- ERR_FAIL_COND(!tile_set.is_valid());
-
- //Get the TileMap's gobla transform.
- Transform2D global_transform;
- if (is_inside_tree()) {
- global_transform = get_global_transform();
- }
-
- // Clear all bodies.
- p_quadrant->bodies.clear();
-
- // Create the body and set its parameters.
- for (int layer = 0; layer < tile_set->get_physics_layers_count(); layer++) {
- RID body = PhysicsServer2D::get_singleton()->body_create();
- PhysicsServer2D::get_singleton()->body_set_mode(body, PhysicsServer2D::BODY_MODE_STATIC);
-
- PhysicsServer2D::get_singleton()->body_attach_object_instance_id(body, get_instance_id());
- PhysicsServer2D::get_singleton()->body_set_collision_layer(body, tile_set->get_physics_layer_collision_layer(layer));
- PhysicsServer2D::get_singleton()->body_set_collision_mask(body, tile_set->get_physics_layer_collision_mask(layer));
-
- Ref<PhysicsMaterial> physics_material = tile_set->get_physics_layer_physics_material(layer);
- if (!physics_material.is_valid()) {
- PhysicsServer2D::get_singleton()->body_set_param(body, PhysicsServer2D::BODY_PARAM_BOUNCE, 0);
- PhysicsServer2D::get_singleton()->body_set_param(body, PhysicsServer2D::BODY_PARAM_FRICTION, 1);
- } else {
- PhysicsServer2D::get_singleton()->body_set_param(body, PhysicsServer2D::BODY_PARAM_BOUNCE, physics_material->computed_bounce());
- PhysicsServer2D::get_singleton()->body_set_param(body, PhysicsServer2D::BODY_PARAM_FRICTION, physics_material->computed_friction());
- }
-
- if (is_inside_tree()) {
- RID space = get_world_2d()->get_space();
- PhysicsServer2D::get_singleton()->body_set_space(body, space);
-
- Transform2D xform;
- xform.set_origin(map_to_world(p_quadrant->coords * get_effective_quadrant_size(p_quadrant->layer)));
- xform = global_transform * xform;
- PhysicsServer2D::get_singleton()->body_set_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM, xform);
- }
-
- p_quadrant->bodies.push_back(body);
- }
-}
-
void TileMap::_physics_cleanup_quadrant(TileMapQuadrant *p_quadrant) {
// Remove a quadrant.
- for (int body_index = 0; body_index < p_quadrant->bodies.size(); body_index++) {
- PhysicsServer2D::get_singleton()->free(p_quadrant->bodies[body_index]);
+ for (RID body : p_quadrant->bodies) {
+ bodies_coords.erase(body);
+ PhysicsServer2D::get_singleton()->free(body);
}
p_quadrant->bodies.clear();
}
@@ -1252,7 +1285,7 @@ void TileMap::_physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant) {
bool show_collision = false;
switch (collision_visibility_mode) {
case TileMap::VISIBILITY_MODE_DEFAULT:
- show_collision = !Engine::get_singleton()->is_editor_hint() && (get_tree() && get_tree()->is_debugging_navigation_hint());
+ show_collision = !Engine::get_singleton()->is_editor_hint() && (get_tree() && get_tree()->is_debugging_collisions_hint());
break;
case TileMap::VISIBILITY_MODE_FORCE_HIDE:
show_collision = false;
@@ -1266,39 +1299,28 @@ void TileMap::_physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant) {
}
RenderingServer *rs = RenderingServer::get_singleton();
-
- Vector2 quadrant_pos = map_to_world(p_quadrant->coords * get_effective_quadrant_size(p_quadrant->layer));
+ PhysicsServer2D *ps = PhysicsServer2D::get_singleton();
Color debug_collision_color = get_tree()->get_debug_collisions_color();
- for (Set<Vector2i>::Element *E_cell = p_quadrant->cells.front(); E_cell; E_cell = E_cell->next()) {
- TileMapCell c = get_cell(p_quadrant->layer, E_cell->get(), true);
-
- Transform2D xform;
- xform.set_origin(map_to_world(E_cell->get()) - quadrant_pos);
- rs->canvas_item_add_set_transform(p_quadrant->debug_canvas_item, xform);
+ Vector<Color> color;
+ color.push_back(debug_collision_color);
- if (tile_set->has_source(c.source_id)) {
- TileSetSource *source = *tile_set->get_source(c.source_id);
-
- if (!source->has_tile(c.get_atlas_coords()) || !source->has_alternative_tile(c.get_atlas_coords(), c.alternative_tile)) {
- continue;
- }
-
- TileSetAtlasSource *atlas_source = Object::cast_to<TileSetAtlasSource>(source);
- if (atlas_source) {
- TileData *tile_data = Object::cast_to<TileData>(atlas_source->get_tile_data(c.get_atlas_coords(), c.alternative_tile));
+ Vector2 quadrant_pos = map_to_world(p_quadrant->coords * get_effective_quadrant_size(p_quadrant->layer));
+ Transform2D qudrant_xform;
+ qudrant_xform.set_origin(quadrant_pos);
+ Transform2D global_transform_inv = (get_global_transform() * qudrant_xform).affine_inverse();
- for (int body_index = 0; body_index < p_quadrant->bodies.size(); body_index++) {
- for (int polygon_index = 0; polygon_index < tile_data->get_collision_polygons_count(body_index); polygon_index++) {
- // Draw the debug polygon.
- Vector<Vector2> polygon = tile_data->get_collision_polygon_points(body_index, polygon_index);
- if (polygon.size() >= 3) {
- Vector<Color> color;
- color.push_back(debug_collision_color);
- rs->canvas_item_add_polygon(p_quadrant->debug_canvas_item, polygon, color);
- }
- }
- }
+ for (RID body : p_quadrant->bodies) {
+ Transform2D xform = Transform2D(ps->body_get_state(body, PhysicsServer2D::BODY_STATE_TRANSFORM)) * global_transform_inv;
+ rs->canvas_item_add_set_transform(p_quadrant->debug_canvas_item, xform);
+ for (int shape_index = 0; shape_index < ps->body_get_shape_count(body); shape_index++) {
+ const RID &shape = ps->body_get_shape(body, shape_index);
+ PhysicsServer2D::ShapeType type = ps->shape_get_type(shape);
+ if (type == PhysicsServer2D::SHAPE_CONVEX_POLYGON) {
+ Vector<Vector2> polygon = ps->shape_get_data(shape);
+ rs->canvas_item_add_polygon(p_quadrant->debug_canvas_item, polygon, color);
+ } else {
+ WARN_PRINT("Wrong shape type for a tile, should be SHAPE_CONVEX_POLYGON.");
}
}
rs->canvas_item_add_set_transform(p_quadrant->debug_canvas_item, Transform2D());
@@ -1858,6 +1880,11 @@ Map<Vector2i, TileMapQuadrant> *TileMap::get_quadrant_map(int p_layer) {
return &layers[p_layer].quadrant_map;
}
+Vector2i TileMap::get_coords_for_body_rid(RID p_physics_body) {
+ ERR_FAIL_COND_V_MSG(!bodies_coords.has(p_physics_body), Vector2i(), vformat("No tiles for the given body RID %d.", p_physics_body));
+ return bodies_coords[p_physics_body];
+}
+
void TileMap::fix_invalid_tiles() {
ERR_FAIL_COND_MSG(tile_set.is_null(), "Cannot fix invalid tiles if Tileset is not open.");
@@ -3007,6 +3034,8 @@ void TileMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_layer_z_index", "layer", "z_index"), &TileMap::set_layer_z_index);
ClassDB::bind_method(D_METHOD("get_layer_z_index", "layer"), &TileMap::get_layer_z_index);
+ ClassDB::bind_method(D_METHOD("set_collision_animatable", "enabled"), &TileMap::set_collision_animatable);
+ ClassDB::bind_method(D_METHOD("is_collision_animatable"), &TileMap::is_collision_animatable);
ClassDB::bind_method(D_METHOD("set_collision_visibility_mode", "collision_visibility_mode"), &TileMap::set_collision_visibility_mode);
ClassDB::bind_method(D_METHOD("get_collision_visibility_mode"), &TileMap::get_collision_visibility_mode);
@@ -3018,10 +3047,14 @@ void TileMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_cell_atlas_coords", "layer", "coords", "use_proxies"), &TileMap::get_cell_atlas_coords);
ClassDB::bind_method(D_METHOD("get_cell_alternative_tile", "layer", "coords", "use_proxies"), &TileMap::get_cell_alternative_tile);
+ ClassDB::bind_method(D_METHOD("get_coords_for_body_rid", "body"), &TileMap::get_coords_for_body_rid);
+
ClassDB::bind_method(D_METHOD("fix_invalid_tiles"), &TileMap::fix_invalid_tiles);
- ClassDB::bind_method(D_METHOD("get_surrounding_tiles", "coords"), &TileMap::get_surrounding_tiles);
+ ClassDB::bind_method(D_METHOD("clear_layer", "layer"), &TileMap::clear_layer);
ClassDB::bind_method(D_METHOD("clear"), &TileMap::clear);
+ ClassDB::bind_method(D_METHOD("get_surrounding_tiles", "coords"), &TileMap::get_surrounding_tiles);
+
ClassDB::bind_method(D_METHOD("get_used_cells", "layer"), &TileMap::get_used_cells);
ClassDB::bind_method(D_METHOD("get_used_rect"), &TileMap::get_used_rect);
@@ -3037,6 +3070,7 @@ void TileMap::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "tile_set", PROPERTY_HINT_RESOURCE_TYPE, "TileSet"), "set_tileset", "get_tileset");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_quadrant_size", PROPERTY_HINT_RANGE, "1,128,1"), "set_quadrant_size", "get_quadrant_size");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collision_animatable"), "set_collision_animatable", "is_collision_animatable");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_visibility_mode", PROPERTY_HINT_ENUM, "Default,Force Show,Force Hide"), "set_collision_visibility_mode", "get_collision_visibility_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "navigation_visibility_mode", PROPERTY_HINT_ENUM, "Default,Force Show,Force Hide"), "set_navigation_visibility_mode", "get_navigation_visibility_mode");
diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h
index ca38baa550..2faede2445 100644
--- a/scene/2d/tile_map.h
+++ b/scene/2d/tile_map.h
@@ -202,6 +202,7 @@ private:
// Properties.
Ref<TileSet> tile_set;
int quadrant_size = 16;
+ bool collision_animatable = false;
VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT;
VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT;
@@ -229,6 +230,9 @@ private:
LocalVector<TileMapLayer> layers;
int selected_layer = -1;
+ // Mapping for RID to coords.
+ Map<RID, Vector2i> bodies_coords;
+
// Quadrants and internals management.
Vector2i _coords_to_quadrant_coords(int p_layer, const Vector2i &p_coords) const;
@@ -259,9 +263,10 @@ private:
void _rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant);
void _rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
+ Transform2D last_valid_transform;
+ Transform2D new_transform;
void _physics_notification(int p_what);
void _physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
- void _physics_create_quadrant(TileMapQuadrant *p_quadrant);
void _physics_cleanup_quadrant(TileMapQuadrant *p_quadrant);
void _physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
@@ -325,6 +330,9 @@ public:
void set_selected_layer(int p_layer_id); // For editor use.
int get_selected_layer() const;
+ void set_collision_animatable(bool p_enabled);
+ bool is_collision_animatable() const;
+
void set_collision_visibility_mode(VisibilityMode p_show_collision);
VisibilityMode get_collision_visibility_mode();
@@ -364,6 +372,9 @@ public:
virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override;
virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
+ // For finding tiles from collision.
+ Vector2i get_coords_for_body_rid(RID p_physics_body);
+
// Fixing a nclearing methods.
void fix_invalid_tiles();
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 5a8c5b3782..15e622c9d6 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -3124,7 +3124,7 @@ Vector2i TileSetAtlasSource::get_atlas_grid_size() const {
}
bool TileSetAtlasSource::_set(const StringName &p_name, const Variant &p_value) {
- Vector<String> components = String(p_name).split("/", true, 3);
+ Vector<String> components = String(p_name).split("/", true, 2);
// Compute the vector2i if we have coordinates.
Vector<String> coords_split = components[0].split(":");
@@ -4316,9 +4316,26 @@ Ref<OccluderPolygon2D> TileData::get_occluder(int p_layer_id) const {
}
// Physics
-int TileData::get_collision_polygons_count(int p_layer_id) const {
- ERR_FAIL_INDEX_V(p_layer_id, physics.size(), 0);
- return physics[p_layer_id].polygons.size();
+void TileData::set_constant_linear_velocity(int p_layer_id, const Vector2 &p_velocity) {
+ ERR_FAIL_INDEX(p_layer_id, physics.size());
+ physics.write[p_layer_id].linear_velocity = p_velocity;
+ emit_signal(SNAME("changed"));
+}
+
+Vector2 TileData::get_constant_linear_velocity(int p_layer_id) const {
+ ERR_FAIL_INDEX_V(p_layer_id, physics.size(), Vector2());
+ return physics[p_layer_id].linear_velocity;
+}
+
+void TileData::set_constant_angular_velocity(int p_layer_id, real_t p_velocity) {
+ ERR_FAIL_INDEX(p_layer_id, physics.size());
+ physics.write[p_layer_id].angular_velocity = p_velocity;
+ emit_signal(SNAME("changed"));
+}
+
+real_t TileData::get_constant_angular_velocity(int p_layer_id) const {
+ ERR_FAIL_INDEX_V(p_layer_id, physics.size(), 0.0);
+ return physics[p_layer_id].angular_velocity;
}
void TileData::set_collision_polygons_count(int p_layer_id, int p_polygons_count) {
@@ -4329,6 +4346,11 @@ void TileData::set_collision_polygons_count(int p_layer_id, int p_polygons_count
emit_signal(SNAME("changed"));
}
+int TileData::get_collision_polygons_count(int p_layer_id) const {
+ ERR_FAIL_INDEX_V(p_layer_id, physics.size(), 0);
+ return physics[p_layer_id].polygons.size();
+}
+
void TileData::add_collision_polygon(int p_layer_id) {
ERR_FAIL_INDEX(p_layer_id, physics.size());
physics.write[p_layer_id].polygons.push_back(PhysicsLayerTileData::PolygonShapeTileData());
@@ -4530,11 +4552,7 @@ bool TileData::_set(const StringName &p_name, const Variant &p_value) {
// Physics layers.
int layer_index = components[0].trim_prefix("physics_layer_").to_int();
ERR_FAIL_COND_V(layer_index < 0, false);
- if (components.size() == 2 && components[1] == "polygons_count") {
- if (p_value.get_type() != Variant::INT) {
- return false;
- }
-
+ if (components.size() == 2) {
if (layer_index >= physics.size()) {
if (tile_set) {
return false;
@@ -4542,8 +4560,19 @@ bool TileData::_set(const StringName &p_name, const Variant &p_value) {
physics.resize(layer_index + 1);
}
}
- set_collision_polygons_count(layer_index, p_value);
- return true;
+ if (components[1] == "linear_velocity") {
+ set_constant_linear_velocity(layer_index, p_value);
+ return true;
+ } else if (components[1] == "angular_velocity") {
+ set_constant_angular_velocity(layer_index, p_value);
+ return true;
+ } else if (components[1] == "polygons_count") {
+ if (p_value.get_type() != Variant::INT) {
+ return false;
+ }
+ set_collision_polygons_count(layer_index, p_value);
+ return true;
+ }
} else if (components.size() == 3 && components[1].begins_with("polygon_") && components[1].trim_prefix("polygon_").is_valid_int()) {
int polygon_index = components[1].trim_prefix("polygon_").to_int();
ERR_FAIL_COND_V(polygon_index < 0, false);
@@ -4645,9 +4674,18 @@ bool TileData::_get(const StringName &p_name, Variant &r_ret) const {
if (layer_index >= physics.size()) {
return false;
}
- if (components.size() == 2 && components[1] == "polygons_count") {
- r_ret = get_collision_polygons_count(layer_index);
- return true;
+
+ if (components.size() == 2) {
+ if (components[1] == "linear_velocity") {
+ r_ret = get_constant_linear_velocity(layer_index);
+ return true;
+ } else if (components[1] == "angular_velocity") {
+ r_ret = get_constant_angular_velocity(layer_index);
+ return true;
+ } else if (components[1] == "polygons_count") {
+ r_ret = get_collision_polygons_count(layer_index);
+ return true;
+ }
} else if (components.size() == 3 && components[1].begins_with("polygon_") && components[1].trim_prefix("polygon_").is_valid_int()) {
int polygon_index = components[1].trim_prefix("polygon_").to_int();
ERR_FAIL_COND_V(polygon_index < 0, false);
@@ -4718,6 +4756,8 @@ void TileData::_get_property_list(List<PropertyInfo> *p_list) const {
// Physics layers.
p_list->push_back(PropertyInfo(Variant::NIL, "Physics", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_GROUP));
for (int i = 0; i < physics.size(); i++) {
+ p_list->push_back(PropertyInfo(Variant::VECTOR2, vformat("physics_layer_%d/linear_velocity", i), PROPERTY_HINT_NONE));
+ p_list->push_back(PropertyInfo(Variant::FLOAT, vformat("physics_layer_%d/angular_velocity", i), PROPERTY_HINT_NONE));
p_list->push_back(PropertyInfo(Variant::INT, vformat("physics_layer_%d/polygons_count", i), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
for (int j = 0; j < physics[i].polygons.size(); j++) {
@@ -4807,8 +4847,12 @@ void TileData::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_occluder", "layer_id"), &TileData::get_occluder);
// Physics.
- ClassDB::bind_method(D_METHOD("get_collision_polygons_count", "layer_id"), &TileData::get_collision_polygons_count);
+ ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "layer_id", "velocity"), &TileData::set_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_linear_velocity", "layer_id"), &TileData::get_constant_linear_velocity);
+ ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "layer_id", "velocity"), &TileData::set_constant_angular_velocity);
+ ClassDB::bind_method(D_METHOD("get_constant_angular_velocity", "layer_id"), &TileData::get_constant_angular_velocity);
ClassDB::bind_method(D_METHOD("set_collision_polygons_count", "layer_id", "polygons_count"), &TileData::set_collision_polygons_count);
+ ClassDB::bind_method(D_METHOD("get_collision_polygons_count", "layer_id"), &TileData::get_collision_polygons_count);
ClassDB::bind_method(D_METHOD("add_collision_polygon", "layer_id"), &TileData::add_collision_polygon);
ClassDB::bind_method(D_METHOD("remove_collision_polygon", "layer_id", "polygon_index"), &TileData::remove_collision_polygon);
ClassDB::bind_method(D_METHOD("set_collision_polygon_points", "layer_id", "polygon_index", "polygon"), &TileData::set_collision_polygon_points);
diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h
index 46cb1fb36d..42b82957fb 100644
--- a/scene/resources/tile_set.h
+++ b/scene/resources/tile_set.h
@@ -645,6 +645,8 @@ private:
float one_way_margin = 1.0;
};
+ Vector2 linear_velocity;
+ float angular_velocity;
Vector<PolygonShapeTileData> polygons;
};
Vector<PhysicsLayerTileData> physics;
@@ -718,8 +720,12 @@ public:
Ref<OccluderPolygon2D> get_occluder(int p_layer_id) const;
// Physics
- int get_collision_polygons_count(int p_layer_id) const;
+ void set_constant_linear_velocity(int p_layer_id, const Vector2 &p_velocity);
+ Vector2 get_constant_linear_velocity(int p_layer_id) const;
+ void set_constant_angular_velocity(int p_layer_id, real_t p_velocity);
+ real_t get_constant_angular_velocity(int p_layer_id) const;
void set_collision_polygons_count(int p_layer_id, int p_shapes_count);
+ int get_collision_polygons_count(int p_layer_id) const;
void add_collision_polygon(int p_layer_id);
void remove_collision_polygon(int p_layer_id, int p_polygon_index);
void set_collision_polygon_points(int p_layer_id, int p_polygon_index, Vector<Vector2> p_polygon);