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-rw-r--r--editor/filesystem_dock.cpp27
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp37
-rw-r--r--scene/2d/physics_body_2d.cpp20
-rw-r--r--scene/3d/physics_body_3d.cpp20
4 files changed, 75 insertions, 29 deletions
diff --git a/editor/filesystem_dock.cpp b/editor/filesystem_dock.cpp
index 4fdc3dc080..f279f402d9 100644
--- a/editor/filesystem_dock.cpp
+++ b/editor/filesystem_dock.cpp
@@ -2085,7 +2085,32 @@ void FileSystemDock::drop_data_fw(const Point2 &p_point, const Variant &p_data,
}
}
if (!to_move.empty()) {
- _move_operation_confirm(to_dir);
+ if (Input::get_singleton()->is_key_pressed(KEY_CONTROL)) {
+ for (int i = 0; i < to_move.size(); i++) {
+ String new_path;
+ String new_path_base;
+
+ if (to_move[i].is_file) {
+ new_path = to_dir.plus_file(to_move[i].path.get_file());
+ new_path_base = new_path.get_basename() + " (%d)." + new_path.get_extension();
+ } else {
+ PackedStringArray path_split = to_move[i].path.split("/");
+ new_path = to_dir.plus_file(path_split[path_split.size() - 2]);
+ new_path_base = new_path + " (%d)";
+ }
+
+ int exist_counter = 1;
+ DirAccessRef da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
+ while (da->file_exists(new_path) || da->dir_exists(new_path)) {
+ exist_counter++;
+ new_path = vformat(new_path_base, exist_counter);
+ }
+ _try_duplicate_item(to_move[i], new_path);
+ }
+ _rescan();
+ } else {
+ _move_operation_confirm(to_dir);
+ }
}
} else if (favorite) {
// Add the files from favorites.
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 796dd3f8b2..7bf8fd7d26 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -2583,14 +2583,14 @@ void Node3DEditorViewport::_notification(int p_what) {
}
}
-static void draw_indicator_bar(Control &surface, real_t fill, Ref<Texture2D> icon) {
+static void draw_indicator_bar(Control &surface, real_t fill, const Ref<Texture2D> icon, const Ref<Font> font, const String &text) {
// Adjust bar size from control height
- Vector2 surface_size = surface.get_size();
- real_t h = surface_size.y / 2.0;
- real_t y = (surface_size.y - h) / 2.0;
+ const Vector2 surface_size = surface.get_size();
+ const real_t h = surface_size.y / 2.0;
+ const real_t y = (surface_size.y - h) / 2.0;
- Rect2 r(10, y, 6, h);
- real_t sy = r.size.y * fill;
+ const Rect2 r(10 * EDSCALE, y, 6 * EDSCALE, h);
+ const real_t sy = r.size.y * fill;
// Note: because this bar appears over the viewport, it has to stay readable for any background color
// Draw both neutral dark and bright colors to account this
@@ -2598,9 +2598,12 @@ static void draw_indicator_bar(Control &surface, real_t fill, Ref<Texture2D> ico
surface.draw_rect(Rect2(r.position.x, r.position.y + r.size.y - sy, r.size.x, sy), Color(1, 1, 1, 0.6));
surface.draw_rect(r.grow(1), Color(0, 0, 0, 0.7), false, Math::round(EDSCALE));
- Vector2 icon_size = icon->get_size();
- Vector2 icon_pos = Vector2(r.position.x - (icon_size.x - r.size.x) / 2, r.position.y + r.size.y + 2);
+ const Vector2 icon_size = icon->get_size();
+ const Vector2 icon_pos = Vector2(r.position.x - (icon_size.x - r.size.x) / 2, r.position.y + r.size.y + 2 * EDSCALE);
surface.draw_texture(icon, icon_pos);
+
+ // Draw text below the bar (for speed/zoom information).
+ surface.draw_string(font, Vector2(icon_pos.x, icon_pos.y + icon_size.y + 16 * EDSCALE), text);
}
void Node3DEditorViewport::_draw() {
@@ -2697,7 +2700,14 @@ void Node3DEditorViewport::_draw() {
logscale_t = 0.25 * Math::exp(4.0 * logscale_t - 1.0);
}
- draw_indicator_bar(*surface, 1.0 - logscale_t, get_theme_icon("ViewportSpeed", "EditorIcons"));
+ // Display the freelook speed to help the user get a better sense of scale.
+ const int precision = freelook_speed < 1.0 ? 2 : 1;
+ draw_indicator_bar(
+ *surface,
+ 1.0 - logscale_t,
+ get_theme_icon("ViewportSpeed", "EditorIcons"),
+ get_theme_font("font", "Label"),
+ vformat("%s u/s", String::num(freelook_speed).pad_decimals(precision)));
}
} else {
@@ -2716,7 +2726,14 @@ void Node3DEditorViewport::_draw() {
logscale_t = 0.25 * Math::exp(4.0 * logscale_t - 1.0);
}
- draw_indicator_bar(*surface, logscale_t, get_theme_icon("ViewportZoom", "EditorIcons"));
+ // Display the zoom center distance to help the user get a better sense of scale.
+ const int precision = cursor.distance < 1.0 ? 2 : 1;
+ draw_indicator_bar(
+ *surface,
+ logscale_t,
+ get_theme_icon("ViewportZoom", "EditorIcons"),
+ get_theme_font("font", "Label"),
+ vformat("%s u", String::num(cursor.distance).pad_decimals(precision)));
}
}
}
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index ae448129bc..84560b843b 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -997,6 +997,7 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
Vector2 body_velocity = p_linear_velocity;
Vector2 body_velocity_normal = body_velocity.normalized();
+ Vector2 up_direction = p_up_direction.normalized();
Vector2 current_floor_velocity = floor_velocity;
if (on_floor && on_floor_body.is_valid()) {
@@ -1043,11 +1044,11 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
colliders.push_back(collision);
motion = collision.remainder;
- if (p_up_direction == Vector2()) {
+ if (up_direction == Vector2()) {
//all is a wall
on_wall = true;
} else {
- if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = collision.normal;
@@ -1055,14 +1056,14 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
+ if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform2D gt = get_global_transform();
- gt.elements[2] -= collision.travel.slide(p_up_direction);
+ gt.elements[2] -= collision.travel.slide(up_direction);
set_global_transform(gt);
return Vector2();
}
}
- } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
@@ -1085,9 +1086,10 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
}
Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+ Vector2 up_direction = p_up_direction.normalized();
bool was_on_floor = on_floor;
- Vector2 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
+ Vector2 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
if (!was_on_floor || p_snap == Vector2()) {
return ret;
}
@@ -1097,8 +1099,8 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
bool apply = true;
- if (p_up_direction != Vector2()) {
- if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
+ if (up_direction != Vector2()) {
+ if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
on_floor = true;
floor_normal = col.normal;
on_floor_body = col.collider_rid;
@@ -1106,7 +1108,7 @@ Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_veloci
if (p_stop_on_slope) {
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
- col.travel = p_up_direction * p_up_direction.dot(col.travel);
+ col.travel = up_direction * up_direction.dot(col.travel);
}
} else {
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index de8f1eea2e..6320af21eb 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -945,6 +945,7 @@ bool KinematicBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_
Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
Vector3 body_velocity = p_linear_velocity;
Vector3 body_velocity_normal = body_velocity.normalized();
+ Vector3 up_direction = p_up_direction.normalized();
for (int i = 0; i < 3; i++) {
if (locked_axis & (1 << i)) {
@@ -988,11 +989,11 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
colliders.push_back(collision);
motion = collision.remainder;
- if (p_up_direction == Vector3()) {
+ if (up_direction == Vector3()) {
//all is a wall
on_wall = true;
} else {
- if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ if (Math::acos(collision.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
floor_normal = collision.normal;
@@ -1000,14 +1001,14 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
+ if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform gt = get_global_transform();
- gt.origin -= collision.travel.slide(p_up_direction);
+ gt.origin -= collision.travel.slide(up_direction);
set_global_transform(gt);
return Vector3();
}
}
- } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
@@ -1036,9 +1037,10 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const
}
Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_velocity, const Vector3 &p_snap, const Vector3 &p_up_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+ Vector3 up_direction = p_up_direction.normalized();
bool was_on_floor = on_floor;
- Vector3 ret = move_and_slide(p_linear_velocity, p_up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
+ Vector3 ret = move_and_slide(p_linear_velocity, up_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
if (!was_on_floor || p_snap == Vector3()) {
return ret;
}
@@ -1048,8 +1050,8 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) {
bool apply = true;
- if (p_up_direction != Vector3()) {
- if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
+ if (up_direction != Vector3()) {
+ if (Math::acos(col.normal.dot(up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
on_floor = true;
floor_normal = col.normal;
on_floor_body = col.collider_rid;
@@ -1057,7 +1059,7 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci
if (p_stop_on_slope) {
// move and collide may stray the object a bit because of pre un-stucking,
// so only ensure that motion happens on floor direction in this case.
- col.travel = col.travel.project(p_up_direction);
+ col.travel = col.travel.project(up_direction);
}
} else {
apply = false; //snapped with floor direction, but did not snap to a floor, do not snap.