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-rw-r--r--scene/2d/animated_sprite.cpp6
-rw-r--r--scene/2d/animated_sprite.h6
-rw-r--r--scene/2d/area_2d.cpp4
-rw-r--r--scene/2d/area_2d.h4
-rw-r--r--scene/2d/audio_stream_player_2d.cpp4
-rw-r--r--scene/2d/audio_stream_player_2d.h4
-rw-r--r--scene/2d/back_buffer_copy.cpp6
-rw-r--r--scene/2d/back_buffer_copy.h6
-rw-r--r--scene/2d/camera_2d.cpp4
-rw-r--r--scene/2d/camera_2d.h4
-rw-r--r--scene/2d/canvas_item.cpp11
-rw-r--r--scene/2d/canvas_item.h7
-rw-r--r--scene/2d/canvas_modulate.cpp4
-rw-r--r--scene/2d/canvas_modulate.h4
-rw-r--r--scene/2d/collision_object_2d.cpp14
-rw-r--r--scene/2d/collision_object_2d.h5
-rw-r--r--scene/2d/collision_polygon_2d.cpp10
-rw-r--r--scene/2d/collision_polygon_2d.h14
-rw-r--r--scene/2d/collision_shape_2d.cpp8
-rw-r--r--scene/2d/collision_shape_2d.h4
-rw-r--r--scene/2d/cpu_particles_2d.cpp63
-rw-r--r--scene/2d/cpu_particles_2d.h11
-rw-r--r--scene/2d/joints_2d.cpp4
-rw-r--r--scene/2d/joints_2d.h4
-rw-r--r--scene/2d/light_2d.cpp10
-rw-r--r--scene/2d/light_2d.h6
-rw-r--r--scene/2d/light_occluder_2d.cpp9
-rw-r--r--scene/2d/light_occluder_2d.h8
-rw-r--r--scene/2d/line_2d.cpp24
-rw-r--r--scene/2d/line_2d.h14
-rw-r--r--scene/2d/line_builder.cpp4
-rw-r--r--scene/2d/line_builder.h4
-rw-r--r--scene/2d/mesh_instance_2d.cpp6
-rw-r--r--scene/2d/mesh_instance_2d.h10
-rw-r--r--scene/2d/multimesh_instance_2d.cpp6
-rw-r--r--scene/2d/multimesh_instance_2d.h10
-rw-r--r--scene/2d/navigation_2d.cpp718
-rw-r--r--scene/2d/navigation_2d.h141
-rw-r--r--scene/2d/navigation_agent_2d.cpp341
-rw-r--r--scene/2d/navigation_agent_2d.h150
-rw-r--r--scene/2d/navigation_obstacle_2d.cpp154
-rw-r--r--scene/2d/navigation_obstacle_2d.h71
-rw-r--r--scene/2d/navigation_polygon.cpp101
-rw-r--r--scene/2d/navigation_polygon.h20
-rw-r--r--scene/2d/node_2d.cpp8
-rw-r--r--scene/2d/node_2d.h6
-rw-r--r--scene/2d/parallax_background.cpp4
-rw-r--r--scene/2d/parallax_background.h4
-rw-r--r--scene/2d/parallax_layer.cpp4
-rw-r--r--scene/2d/parallax_layer.h4
-rw-r--r--scene/2d/particles_2d.cpp4
-rw-r--r--scene/2d/particles_2d.h4
-rw-r--r--scene/2d/path_2d.cpp34
-rw-r--r--scene/2d/path_2d.h6
-rw-r--r--scene/2d/path_texture.cpp4
-rw-r--r--scene/2d/path_texture.h4
-rw-r--r--scene/2d/physics_body_2d.cpp71
-rw-r--r--scene/2d/physics_body_2d.h10
-rw-r--r--scene/2d/polygon_2d.cpp199
-rw-r--r--scene/2d/polygon_2d.h6
-rw-r--r--scene/2d/position_2d.cpp6
-rw-r--r--scene/2d/position_2d.h6
-rw-r--r--scene/2d/ray_cast_2d.cpp8
-rw-r--r--scene/2d/ray_cast_2d.h4
-rw-r--r--scene/2d/remote_transform_2d.cpp4
-rw-r--r--scene/2d/remote_transform_2d.h4
-rw-r--r--scene/2d/skeleton_2d.cpp4
-rw-r--r--scene/2d/skeleton_2d.h4
-rw-r--r--scene/2d/sprite.cpp19
-rw-r--r--scene/2d/sprite.h10
-rw-r--r--scene/2d/tile_map.cpp26
-rw-r--r--scene/2d/tile_map.h8
-rw-r--r--scene/2d/touch_screen_button.cpp16
-rw-r--r--scene/2d/touch_screen_button.h11
-rw-r--r--scene/2d/visibility_notifier_2d.cpp25
-rw-r--r--scene/2d/visibility_notifier_2d.h6
-rw-r--r--scene/2d/y_sort.cpp4
-rw-r--r--scene/2d/y_sort.h4
78 files changed, 1246 insertions, 1313 deletions
diff --git a/scene/2d/animated_sprite.cpp b/scene/2d/animated_sprite.cpp
index 9d02408641..917ced5feb 100644
--- a/scene/2d/animated_sprite.cpp
+++ b/scene/2d/animated_sprite.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,6 +35,7 @@
#define NORMAL_SUFFIX "_normal"
+#ifdef TOOLS_ENABLED
Dictionary AnimatedSprite::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
@@ -72,6 +73,7 @@ bool AnimatedSprite::_edit_use_rect() const {
t = frames->get_frame(animation, frame);
return t.is_valid();
}
+#endif
Rect2 AnimatedSprite::get_anchorable_rect() const {
return _get_rect();
diff --git a/scene/2d/animated_sprite.h b/scene/2d/animated_sprite.h
index 3192d44678..cd00a4e181 100644
--- a/scene/2d/animated_sprite.h
+++ b/scene/2d/animated_sprite.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -156,6 +156,7 @@ protected:
virtual void _validate_property(PropertyInfo &property) const;
public:
+#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
@@ -164,6 +165,7 @@ public:
virtual bool _edit_use_pivot() const;
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
+#endif
virtual Rect2 get_anchorable_rect() const;
diff --git a/scene/2d/area_2d.cpp b/scene/2d/area_2d.cpp
index 66a1318cb7..8302ba5336 100644
--- a/scene/2d/area_2d.cpp
+++ b/scene/2d/area_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/area_2d.h b/scene/2d/area_2d.h
index 2d1527810e..6d9386c535 100644
--- a/scene/2d/area_2d.h
+++ b/scene/2d/area_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/audio_stream_player_2d.cpp b/scene/2d/audio_stream_player_2d.cpp
index 932af469d0..4f0f681a01 100644
--- a/scene/2d/audio_stream_player_2d.cpp
+++ b/scene/2d/audio_stream_player_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/audio_stream_player_2d.h b/scene/2d/audio_stream_player_2d.h
index ffa3d4edb4..86e931b3c6 100644
--- a/scene/2d/audio_stream_player_2d.h
+++ b/scene/2d/audio_stream_player_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/back_buffer_copy.cpp b/scene/2d/back_buffer_copy.cpp
index 4a4bc4410f..faeb6b7169 100644
--- a/scene/2d/back_buffer_copy.cpp
+++ b/scene/2d/back_buffer_copy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -50,6 +50,7 @@ void BackBufferCopy::_update_copy_mode() {
}
}
+#ifdef TOOLS_ENABLED
Rect2 BackBufferCopy::_edit_get_rect() const {
return rect;
@@ -58,6 +59,7 @@ Rect2 BackBufferCopy::_edit_get_rect() const {
bool BackBufferCopy::_edit_use_rect() const {
return true;
}
+#endif
Rect2 BackBufferCopy::get_anchorable_rect() const {
diff --git a/scene/2d/back_buffer_copy.h b/scene/2d/back_buffer_copy.h
index 52b0c016cc..4b26bf1bdc 100644
--- a/scene/2d/back_buffer_copy.h
+++ b/scene/2d/back_buffer_copy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -53,8 +53,10 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
+#endif
void set_rect(const Rect2 &p_rect);
Rect2 get_rect() const;
diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp
index 3e8902314c..e9f8c5dff2 100644
--- a/scene/2d/camera_2d.cpp
+++ b/scene/2d/camera_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/camera_2d.h b/scene/2d/camera_2d.h
index bb3c76b30c..04b5260444 100644
--- a/scene/2d/camera_2d.h
+++ b/scene/2d/camera_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_item.cpp b/scene/2d/canvas_item.cpp
index fa23e3fd39..5631aa3355 100644
--- a/scene/2d/canvas_item.cpp
+++ b/scene/2d/canvas_item.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -351,7 +351,7 @@ CanvasItemMaterial::~CanvasItemMaterial() {
}
///////////////////////////////////////////////////////////////////
-
+#ifdef TOOLS_ENABLED
bool CanvasItem::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
if (_edit_use_rect()) {
return _edit_get_rect().has_point(p_point);
@@ -363,6 +363,7 @@ bool CanvasItem::_edit_is_selected_on_click(const Point2 &p_point, double p_tole
Transform2D CanvasItem::_edit_get_transform() const {
return Transform2D(_edit_get_rotation(), _edit_get_position() + _edit_get_pivot());
}
+#endif
bool CanvasItem::is_visible_in_tree() const {
@@ -1121,9 +1122,10 @@ void CanvasItem::_bind_methods() {
ClassDB::bind_method(D_METHOD("_toplevel_raise_self"), &CanvasItem::_toplevel_raise_self);
ClassDB::bind_method(D_METHOD("_update_callback"), &CanvasItem::_update_callback);
+
+#ifdef TOOLS_ENABLED
ClassDB::bind_method(D_METHOD("_edit_set_state", "state"), &CanvasItem::_edit_set_state);
ClassDB::bind_method(D_METHOD("_edit_get_state"), &CanvasItem::_edit_get_state);
-
ClassDB::bind_method(D_METHOD("_edit_set_position", "position"), &CanvasItem::_edit_set_position);
ClassDB::bind_method(D_METHOD("_edit_get_position"), &CanvasItem::_edit_get_position);
ClassDB::bind_method(D_METHOD("_edit_set_scale", "scale"), &CanvasItem::_edit_set_scale);
@@ -1138,6 +1140,7 @@ void CanvasItem::_bind_methods() {
ClassDB::bind_method(D_METHOD("_edit_get_pivot"), &CanvasItem::_edit_get_pivot);
ClassDB::bind_method(D_METHOD("_edit_use_pivot"), &CanvasItem::_edit_use_pivot);
ClassDB::bind_method(D_METHOD("_edit_get_transform"), &CanvasItem::_edit_get_transform);
+#endif
ClassDB::bind_method(D_METHOD("get_canvas_item"), &CanvasItem::get_canvas_item);
diff --git a/scene/2d/canvas_item.h b/scene/2d/canvas_item.h
index e51ee601e2..8814d99edd 100644
--- a/scene/2d/canvas_item.h
+++ b/scene/2d/canvas_item.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -249,7 +249,7 @@ public:
};
/* EDITOR */
-
+#ifdef TOOLS_ENABLED
// Select the node
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
@@ -282,6 +282,7 @@ public:
virtual Point2 _edit_get_pivot() const { return Point2(); };
virtual Transform2D _edit_get_transform() const;
+#endif
/* VISIBILITY */
diff --git a/scene/2d/canvas_modulate.cpp b/scene/2d/canvas_modulate.cpp
index 009d664462..25db434918 100644
--- a/scene/2d/canvas_modulate.cpp
+++ b/scene/2d/canvas_modulate.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/canvas_modulate.h b/scene/2d/canvas_modulate.h
index 101abb4f00..ada6e27760 100644
--- a/scene/2d/canvas_modulate.h
+++ b/scene/2d/canvas_modulate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/collision_object_2d.cpp b/scene/2d/collision_object_2d.cpp
index 228b67990c..3e9e63a7f0 100644
--- a/scene/2d/collision_object_2d.cpp
+++ b/scene/2d/collision_object_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -46,8 +46,6 @@ void CollisionObject2D::_notification(int p_what) {
else
Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform);
- last_transform = global_transform;
-
RID space = get_world_2d()->get_space();
if (area) {
Physics2DServer::get_singleton()->area_set_space(rid, space);
@@ -73,19 +71,17 @@ void CollisionObject2D::_notification(int p_what) {
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
- Transform2D global_transform = get_global_transform();
-
- if (only_update_transform_changes && global_transform == last_transform) {
+ if (only_update_transform_changes) {
return;
}
+ Transform2D global_transform = get_global_transform();
+
if (area)
Physics2DServer::get_singleton()->area_set_transform(rid, global_transform);
else
Physics2DServer::get_singleton()->body_set_state(rid, Physics2DServer::BODY_STATE_TRANSFORM, global_transform);
- last_transform = global_transform;
-
} break;
case NOTIFICATION_EXIT_TREE: {
diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h
index 4e7d01c8e6..8874f61bb7 100644
--- a/scene/2d/collision_object_2d.h
+++ b/scene/2d/collision_object_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -67,7 +67,6 @@ class CollisionObject2D : public Node2D {
int total_subshapes;
Map<uint32_t, ShapeData> shapes;
- Transform2D last_transform;
bool only_update_transform_changes; //this is used for sync physics in KinematicBody
protected:
diff --git a/scene/2d/collision_polygon_2d.cpp b/scene/2d/collision_polygon_2d.cpp
index bb144dda96..d9cc94c6eb 100644
--- a/scene/2d/collision_polygon_2d.cpp
+++ b/scene/2d/collision_polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -169,8 +169,8 @@ void CollisionPolygon2D::_notification(int p_what) {
Vector<Vector2> pts;
float tsize = 8;
pts.push_back(line_to + (Vector2(0, tsize)));
- pts.push_back(line_to + (Vector2(0.707 * tsize, 0)));
- pts.push_back(line_to + (Vector2(-0.707 * tsize, 0)));
+ pts.push_back(line_to + (Vector2(Math_SQRT12 * tsize, 0)));
+ pts.push_back(line_to + (Vector2(-Math_SQRT12 * tsize, 0)));
Vector<Color> cols;
for (int i = 0; i < 3; i++)
cols.push_back(dcol);
@@ -227,6 +227,7 @@ CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
return build_mode;
}
+#ifdef TOOLS_ENABLED
Rect2 CollisionPolygon2D::_edit_get_rect() const {
return aabb;
@@ -240,6 +241,7 @@ bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, doubl
return Geometry::is_point_in_polygon(p_point, Variant(polygon));
}
+#endif
String CollisionPolygon2D::get_configuration_warning() const {
diff --git a/scene/2d/collision_polygon_2d.h b/scene/2d/collision_polygon_2d.h
index b88679f15b..d8dfec8fd2 100644
--- a/scene/2d/collision_polygon_2d.h
+++ b/scene/2d/collision_polygon_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -67,16 +67,18 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
+ virtual Rect2 _edit_get_rect() const;
+ virtual bool _edit_use_rect() const;
+ virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif
+
void set_build_mode(BuildMode p_mode);
BuildMode get_build_mode() const;
void set_polygon(const Vector<Point2> &p_polygon);
Vector<Point2> get_polygon() const;
- virtual Rect2 _edit_get_rect() const;
- virtual bool _edit_use_rect() const;
- virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
-
virtual String get_configuration_warning() const;
void set_disabled(bool p_disabled);
diff --git a/scene/2d/collision_shape_2d.cpp b/scene/2d/collision_shape_2d.cpp
index f79d79d039..eace4c64fc 100644
--- a/scene/2d/collision_shape_2d.cpp
+++ b/scene/2d/collision_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -134,8 +134,8 @@ void CollisionShape2D::_notification(int p_what) {
Vector<Vector2> pts;
float tsize = 8;
pts.push_back(line_to + (Vector2(0, tsize)));
- pts.push_back(line_to + (Vector2(0.707 * tsize, 0)));
- pts.push_back(line_to + (Vector2(-0.707 * tsize, 0)));
+ pts.push_back(line_to + (Vector2(Math_SQRT12 * tsize, 0)));
+ pts.push_back(line_to + (Vector2(-Math_SQRT12 * tsize, 0)));
Vector<Color> cols;
for (int i = 0; i < 3; i++)
cols.push_back(draw_col);
diff --git a/scene/2d/collision_shape_2d.h b/scene/2d/collision_shape_2d.h
index 26c61f47bd..80bea0a979 100644
--- a/scene/2d/collision_shape_2d.h
+++ b/scene/2d/collision_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/cpu_particles_2d.cpp b/scene/2d/cpu_particles_2d.cpp
index 372d8f614b..acb1b0b5a0 100644
--- a/scene/2d/cpu_particles_2d.cpp
+++ b/scene/2d/cpu_particles_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "cpu_particles_2d.h"
-
+#include "core/core_string_names.h"
#include "scene/2d/canvas_item.h"
#include "scene/2d/particles_2d.h"
#include "scene/resources/particles_material.h"
@@ -169,10 +169,20 @@ void CPUParticles2D::_update_mesh_texture() {
vertices.push_back(-tex_size * 0.5 + Vector2(tex_size.x, tex_size.y));
vertices.push_back(-tex_size * 0.5 + Vector2(0, tex_size.y));
PoolVector<Vector2> uvs;
- uvs.push_back(Vector2(0, 0));
- uvs.push_back(Vector2(1, 0));
- uvs.push_back(Vector2(1, 1));
- uvs.push_back(Vector2(0, 1));
+ AtlasTexture *atlas_texure = Object::cast_to<AtlasTexture>(*texture);
+ if (atlas_texure && atlas_texure->get_atlas().is_valid()) {
+ Rect2 region_rect = atlas_texure->get_region();
+ Size2 atlas_size = atlas_texure->get_atlas()->get_size();
+ uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, region_rect.position.y / atlas_size.y));
+ uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, region_rect.position.y / atlas_size.y));
+ uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
+ uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
+ } else {
+ uvs.push_back(Vector2(0, 0));
+ uvs.push_back(Vector2(1, 0));
+ uvs.push_back(Vector2(1, 1));
+ uvs.push_back(Vector2(0, 1));
+ }
PoolVector<Color> colors;
colors.push_back(Color(1, 1, 1, 1));
colors.push_back(Color(1, 1, 1, 1));
@@ -198,12 +208,29 @@ void CPUParticles2D::_update_mesh_texture() {
}
void CPUParticles2D::set_texture(const Ref<Texture> &p_texture) {
+ if (p_texture == texture)
+ return;
+
+ if (texture.is_valid())
+ texture->disconnect(CoreStringNames::get_singleton()->changed, this, "_texture_changed");
texture = p_texture;
+
+ if (texture.is_valid())
+ texture->connect(CoreStringNames::get_singleton()->changed, this, "_texture_changed");
+
update();
_update_mesh_texture();
}
+void CPUParticles2D::_texture_changed() {
+
+ if (texture.is_valid()) {
+ update();
+ _update_mesh_texture();
+ }
+}
+
Ref<Texture> CPUParticles2D::get_texture() const {
return texture;
@@ -294,15 +321,6 @@ float CPUParticles2D::get_spread() const {
return spread;
}
-void CPUParticles2D::set_flatness(float p_flatness) {
-
- flatness = p_flatness;
-}
-float CPUParticles2D::get_flatness() const {
-
- return flatness;
-}
-
void CPUParticles2D::set_param(Parameter p_param, float p_value) {
ERR_FAIL_INDEX(p_param, PARAM_MAX);
@@ -422,7 +440,7 @@ bool CPUParticles2D::get_particle_flag(Flags p_flag) const {
}
void CPUParticles2D::set_emission_shape(EmissionShape p_shape) {
-
+ ERR_FAIL_INDEX(p_shape, EMISSION_SHAPE_MAX);
emission_shape = p_shape;
_change_notify();
}
@@ -772,6 +790,9 @@ void CPUParticles2D::_particles_process(float p_delta) {
p.base_color = emission_colors.get(random_idx);
}
} break;
+ case EMISSION_SHAPE_MAX: { // Max value for validity check.
+ break;
+ }
}
if (!local_coords) {
@@ -1166,7 +1187,6 @@ void CPUParticles2D::convert_from_particles(Node *p_particles) {
Vector3 dir = material->get_direction();
set_direction(Vector2(dir.x, dir.y));
set_spread(material->get_spread());
- set_flatness(material->get_flatness());
set_color(material->get_color());
@@ -1280,9 +1300,6 @@ void CPUParticles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &CPUParticles2D::set_spread);
ClassDB::bind_method(D_METHOD("get_spread"), &CPUParticles2D::get_spread);
- ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &CPUParticles2D::set_flatness);
- ClassDB::bind_method(D_METHOD("get_flatness"), &CPUParticles2D::get_flatness);
-
ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &CPUParticles2D::set_param);
ClassDB::bind_method(D_METHOD("get_param", "param"), &CPUParticles2D::get_param);
@@ -1325,6 +1342,7 @@ void CPUParticles2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("convert_from_particles", "particles"), &CPUParticles2D::convert_from_particles);
ClassDB::bind_method(D_METHOD("_update_render_thread"), &CPUParticles2D::_update_render_thread);
+ ClassDB::bind_method(D_METHOD("_texture_changed"), &CPUParticles2D::_texture_changed);
ADD_GROUP("Emission Shape", "emission_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape");
@@ -1338,7 +1356,6 @@ void CPUParticles2D::_bind_methods() {
ADD_GROUP("Direction", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "direction"), "set_direction", "get_direction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness");
ADD_GROUP("Gravity", "");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "gravity"), "set_gravity", "get_gravity");
ADD_GROUP("Initial Velocity", "initial_");
@@ -1416,6 +1433,7 @@ void CPUParticles2D::_bind_methods() {
BIND_ENUM_CONSTANT(EMISSION_SHAPE_RECTANGLE);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS);
BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS);
+ BIND_ENUM_CONSTANT(EMISSION_SHAPE_MAX);
}
CPUParticles2D::CPUParticles2D() {
@@ -1448,7 +1466,6 @@ CPUParticles2D::CPUParticles2D() {
set_direction(Vector2(1, 0));
set_spread(45);
- set_flatness(0);
set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0);
set_param(PARAM_ANGULAR_VELOCITY, 0);
set_param(PARAM_ORBIT_VELOCITY, 0);
diff --git a/scene/2d/cpu_particles_2d.h b/scene/2d/cpu_particles_2d.h
index 47b4568dd4..d59b94bcbb 100644
--- a/scene/2d/cpu_particles_2d.h
+++ b/scene/2d/cpu_particles_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -75,6 +75,7 @@ public:
EMISSION_SHAPE_RECTANGLE,
EMISSION_SHAPE_POINTS,
EMISSION_SHAPE_DIRECTED_POINTS,
+ EMISSION_SHAPE_MAX
};
private:
@@ -153,7 +154,6 @@ private:
Vector2 direction;
float spread;
- float flatness;
float parameters[PARAM_MAX];
float randomness[PARAM_MAX];
@@ -186,6 +186,8 @@ private:
void _set_redraw(bool p_redraw);
+ void _texture_changed();
+
protected:
static void _bind_methods();
void _notification(int p_what);
@@ -242,9 +244,6 @@ public:
void set_spread(float p_spread);
float get_spread() const;
- void set_flatness(float p_flatness);
- float get_flatness() const;
-
void set_param(Parameter p_param, float p_value);
float get_param(Parameter p_param) const;
diff --git a/scene/2d/joints_2d.cpp b/scene/2d/joints_2d.cpp
index 847d08b025..656ff45654 100644
--- a/scene/2d/joints_2d.cpp
+++ b/scene/2d/joints_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/joints_2d.h b/scene/2d/joints_2d.h
index a3951eb9d2..f1750e56b6 100644
--- a/scene/2d/joints_2d.h
+++ b/scene/2d/joints_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/light_2d.cpp b/scene/2d/light_2d.cpp
index 7b3eab175a..1bffaf8084 100644
--- a/scene/2d/light_2d.cpp
+++ b/scene/2d/light_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,6 +33,7 @@
#include "core/engine.h"
#include "servers/visual_server.h"
+#ifdef TOOLS_ENABLED
Dictionary Light2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = get_texture_offset();
@@ -68,6 +69,7 @@ Rect2 Light2D::_edit_get_rect() const {
bool Light2D::_edit_use_rect() const {
return !texture.is_null();
}
+#endif
Rect2 Light2D::get_anchorable_rect() const {
if (texture.is_null())
@@ -187,6 +189,10 @@ float Light2D::get_energy() const {
void Light2D::set_texture_scale(float p_scale) {
_scale = p_scale;
+ // Avoid having 0 scale values, can lead to errors in physics and rendering.
+ if (_scale == 0) {
+ _scale = CMP_EPSILON;
+ }
VS::get_singleton()->canvas_light_set_scale(canvas_light, _scale);
item_rect_changed();
}
diff --git a/scene/2d/light_2d.h b/scene/2d/light_2d.h
index b1940f64cd..65db5c6ee6 100644
--- a/scene/2d/light_2d.h
+++ b/scene/2d/light_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -85,6 +85,7 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
@@ -93,6 +94,7 @@ public:
virtual bool _edit_use_pivot() const;
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
+#endif
virtual Rect2 get_anchorable_rect() const;
diff --git a/scene/2d/light_occluder_2d.cpp b/scene/2d/light_occluder_2d.cpp
index 313b23b9d4..0e8e8f6679 100644
--- a/scene/2d/light_occluder_2d.cpp
+++ b/scene/2d/light_occluder_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,6 +33,8 @@
#include "core/engine.h"
#define LINE_GRAB_WIDTH 8
+
+#ifdef TOOLS_ENABLED
Rect2 OccluderPolygon2D::_edit_get_rect() const {
if (rect_cache_dirty) {
@@ -80,6 +82,7 @@ bool OccluderPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double
return false;
}
}
+#endif
void OccluderPolygon2D::set_polygon(const PoolVector<Vector2> &p_polygon) {
@@ -215,6 +218,7 @@ void LightOccluder2D::_notification(int p_what) {
}
}
+#ifdef TOOLS_ENABLED
Rect2 LightOccluder2D::_edit_get_rect() const {
return occluder_polygon.is_valid() ? occluder_polygon->_edit_get_rect() : Rect2();
@@ -224,6 +228,7 @@ bool LightOccluder2D::_edit_is_selected_on_click(const Point2 &p_point, double p
return occluder_polygon.is_valid() ? occluder_polygon->_edit_is_selected_on_click(p_point, p_tolerance) : false;
}
+#endif
void LightOccluder2D::set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon) {
diff --git a/scene/2d/light_occluder_2d.h b/scene/2d/light_occluder_2d.h
index 7931cd0b30..b20e347c35 100644
--- a/scene/2d/light_occluder_2d.h
+++ b/scene/2d/light_occluder_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -57,8 +57,10 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif
void set_polygon(const PoolVector<Vector2> &p_polygon);
PoolVector<Vector2> get_polygon() const;
@@ -91,8 +93,10 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif
void set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon);
Ref<OccluderPolygon2D> get_occluder_polygon() const;
diff --git a/scene/2d/line_2d.cpp b/scene/2d/line_2d.cpp
index ad405fabbb..c31840c8e1 100644
--- a/scene/2d/line_2d.cpp
+++ b/scene/2d/line_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -47,8 +47,10 @@ Line2D::Line2D() {
_texture_mode = LINE_TEXTURE_NONE;
_sharp_limit = 2.f;
_round_precision = 8;
+ _antialiased = false;
}
+#ifdef TOOLS_ENABLED
Rect2 Line2D::_edit_get_rect() const {
if (_points.size() == 0)
@@ -78,6 +80,7 @@ bool Line2D::_edit_is_selected_on_click(const Point2 &p_point, double p_toleranc
return false;
}
+#endif
void Line2D::set_points(const PoolVector<Vector2> &p_points) {
_points = p_points;
@@ -260,6 +263,15 @@ int Line2D::get_round_precision() const {
return _round_precision;
}
+void Line2D::set_antialiased(bool p_antialiased) {
+ _antialiased = p_antialiased;
+ update();
+}
+
+bool Line2D::get_antialiased() const {
+ return _antialiased;
+}
+
void Line2D::_draw() {
if (_points.size() <= 1 || _width == 0.f)
return;
@@ -305,8 +317,8 @@ void Line2D::_draw() {
lb.vertices,
lb.colors,
lb.uvs, Vector<int>(), Vector<float>(),
-
- texture_rid);
+ texture_rid, -1, RID(),
+ _antialiased, true);
// DEBUG
// Draw wireframe
@@ -386,6 +398,9 @@ void Line2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_round_precision", "precision"), &Line2D::set_round_precision);
ClassDB::bind_method(D_METHOD("get_round_precision"), &Line2D::get_round_precision);
+ ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &Line2D::set_antialiased);
+ ClassDB::bind_method(D_METHOD("get_antialiased"), &Line2D::get_antialiased);
+
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "points"), "set_points", "get_points");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "width"), "set_width", "get_width");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "width_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve", "get_curve");
@@ -401,6 +416,7 @@ void Line2D::_bind_methods() {
ADD_GROUP("Border", "");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "sharp_limit"), "set_sharp_limit", "get_sharp_limit");
ADD_PROPERTY(PropertyInfo(Variant::INT, "round_precision"), "set_round_precision", "get_round_precision");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "get_antialiased");
BIND_ENUM_CONSTANT(LINE_JOINT_SHARP);
BIND_ENUM_CONSTANT(LINE_JOINT_BEVEL);
diff --git a/scene/2d/line_2d.h b/scene/2d/line_2d.h
index 14afa463ba..3c7239f67c 100644
--- a/scene/2d/line_2d.h
+++ b/scene/2d/line_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -56,11 +56,13 @@ public:
LINE_TEXTURE_STRETCH
};
- Line2D();
-
+#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif
+
+ Line2D();
void set_points(const PoolVector<Vector2> &p_points);
PoolVector<Vector2> get_points() const;
@@ -108,6 +110,9 @@ public:
void set_round_precision(int precision);
int get_round_precision() const;
+ void set_antialiased(bool p_antialiased);
+ bool get_antialiased() const;
+
protected:
void _notification(int p_what);
void _draw();
@@ -131,6 +136,7 @@ private:
LineTextureMode _texture_mode;
float _sharp_limit;
int _round_precision;
+ bool _antialiased;
};
#endif // LINE2D_H
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
index 6436b3878f..3385f2fbe0 100644
--- a/scene/2d/line_builder.cpp
+++ b/scene/2d/line_builder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/line_builder.h b/scene/2d/line_builder.h
index 91b4518f9b..9e3dbbd6c1 100644
--- a/scene/2d/line_builder.h
+++ b/scene/2d/line_builder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/mesh_instance_2d.cpp b/scene/2d/mesh_instance_2d.cpp
index bcd4bca940..93432ec40b 100644
--- a/scene/2d/mesh_instance_2d.cpp
+++ b/scene/2d/mesh_instance_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -94,6 +94,7 @@ Ref<Texture> MeshInstance2D::get_texture() const {
return texture;
}
+#ifdef TOOLS_ENABLED
Rect2 MeshInstance2D::_edit_get_rect() const {
if (mesh.is_valid()) {
@@ -103,6 +104,7 @@ Rect2 MeshInstance2D::_edit_get_rect() const {
return Node2D::_edit_get_rect();
}
+#endif
MeshInstance2D::MeshInstance2D() {
}
diff --git a/scene/2d/mesh_instance_2d.h b/scene/2d/mesh_instance_2d.h
index af552415ca..51f75a3ead 100644
--- a/scene/2d/mesh_instance_2d.h
+++ b/scene/2d/mesh_instance_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -46,6 +46,10 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
+ virtual Rect2 _edit_get_rect() const;
+#endif
+
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh() const;
@@ -55,8 +59,6 @@ public:
void set_normal_map(const Ref<Texture> &p_texture);
Ref<Texture> get_normal_map() const;
- virtual Rect2 _edit_get_rect() const;
-
MeshInstance2D();
};
diff --git a/scene/2d/multimesh_instance_2d.cpp b/scene/2d/multimesh_instance_2d.cpp
index ca75302163..028459e778 100644
--- a/scene/2d/multimesh_instance_2d.cpp
+++ b/scene/2d/multimesh_instance_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -94,6 +94,7 @@ Ref<Texture> MultiMeshInstance2D::get_normal_map() const {
return normal_map;
}
+#ifdef TOOLS_ENABLED
Rect2 MultiMeshInstance2D::_edit_get_rect() const {
if (multimesh.is_valid()) {
@@ -103,6 +104,7 @@ Rect2 MultiMeshInstance2D::_edit_get_rect() const {
return Node2D::_edit_get_rect();
}
+#endif
MultiMeshInstance2D::MultiMeshInstance2D() {
}
diff --git a/scene/2d/multimesh_instance_2d.h b/scene/2d/multimesh_instance_2d.h
index 3795497183..c3f3e52920 100644
--- a/scene/2d/multimesh_instance_2d.h
+++ b/scene/2d/multimesh_instance_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -47,6 +47,10 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
+ virtual Rect2 _edit_get_rect() const;
+#endif
+
void set_multimesh(const Ref<MultiMesh> &p_multimesh);
Ref<MultiMesh> get_multimesh() const;
@@ -56,8 +60,6 @@ public:
void set_normal_map(const Ref<Texture> &p_texture);
Ref<Texture> get_normal_map() const;
- virtual Rect2 _edit_get_rect() const;
-
MultiMeshInstance2D();
~MultiMeshInstance2D();
};
diff --git a/scene/2d/navigation_2d.cpp b/scene/2d/navigation_2d.cpp
index c7d2dabbae..de01d97ad9 100644
--- a/scene/2d/navigation_2d.cpp
+++ b/scene/2d/navigation_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,710 +29,52 @@
/*************************************************************************/
#include "navigation_2d.h"
+#include "servers/navigation_2d_server.h"
-#define USE_ENTRY_POINT
-
-void Navigation2D::_navpoly_link(int p_id) {
-
- ERR_FAIL_COND(!navpoly_map.has(p_id));
- NavMesh &nm = navpoly_map[p_id];
- ERR_FAIL_COND(nm.linked);
-
- PoolVector<Vector2> vertices = nm.navpoly->get_vertices();
- int len = vertices.size();
- if (len == 0)
- return;
-
- PoolVector<Vector2>::Read r = vertices.read();
-
- for (int i = 0; i < nm.navpoly->get_polygon_count(); i++) {
-
- //build
-
- List<Polygon>::Element *P = nm.polygons.push_back(Polygon());
- Polygon &p = P->get();
- p.owner = &nm;
-
- Vector<int> poly = nm.navpoly->get_polygon(i);
- int plen = poly.size();
- const int *indices = poly.ptr();
- bool valid = true;
- p.edges.resize(plen);
-
- Vector2 center;
- float sum = 0;
-
- for (int j = 0; j < plen; j++) {
-
- int idx = indices[j];
- if (idx < 0 || idx >= len) {
- valid = false;
- break;
- }
-
- Polygon::Edge e;
- Vector2 ep = nm.xform.xform(r[idx]);
- center += ep;
- e.point = _get_point(ep);
- p.edges.write[j] = e;
-
- int idxn = indices[(j + 1) % plen];
- if (idxn < 0 || idxn >= len) {
- valid = false;
- break;
- }
-
- Vector2 epn = nm.xform.xform(r[idxn]);
-
- sum += (epn.x - ep.x) * (epn.y + ep.y);
- }
-
- p.clockwise = sum > 0;
-
- if (!valid) {
- nm.polygons.pop_back();
- ERR_CONTINUE(!valid);
- }
-
- p.center = center / plen;
-
- //connect
-
- for (int j = 0; j < plen; j++) {
-
- int next = (j + 1) % plen;
- EdgeKey ek(p.edges[j].point, p.edges[next].point);
-
- Map<EdgeKey, Connection>::Element *C = connections.find(ek);
- if (!C) {
+void Navigation2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_rid"), &Navigation2D::get_rid);
- Connection c;
- c.A = &p;
- c.A_edge = j;
- c.B = NULL;
- c.B_edge = -1;
- connections[ek] = c;
- } else {
+ ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation2D::get_simple_path, DEFVAL(true));
- if (C->get().B != NULL) {
- ConnectionPending pending;
- pending.polygon = &p;
- pending.edge = j;
- p.edges.write[j].P = C->get().pending.push_back(pending);
- continue;
- }
+ ClassDB::bind_method(D_METHOD("set_cell_size", "cell_size"), &Navigation2D::set_cell_size);
+ ClassDB::bind_method(D_METHOD("get_cell_size"), &Navigation2D::get_cell_size);
- C->get().B = &p;
- C->get().B_edge = j;
- C->get().A->edges.write[C->get().A_edge].C = &p;
- C->get().A->edges.write[C->get().A_edge].C_edge = j;
- p.edges.write[j].C = C->get().A;
- p.edges.write[j].C_edge = C->get().A_edge;
- //connection successful.
- }
- }
- }
+ ClassDB::bind_method(D_METHOD("set_edge_connection_margin", "margin"), &Navigation2D::set_edge_connection_margin);
+ ClassDB::bind_method(D_METHOD("get_edge_connection_margin"), &Navigation2D::get_edge_connection_margin);
- nm.linked = true;
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "cell_size"), "set_cell_size", "get_cell_size");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "edge_connection_margin"), "set_edge_connection_margin", "get_edge_connection_margin");
}
-void Navigation2D::_navpoly_unlink(int p_id) {
-
- ERR_FAIL_COND(!navpoly_map.has(p_id));
- NavMesh &nm = navpoly_map[p_id];
- ERR_FAIL_COND(!nm.linked);
-
- for (List<Polygon>::Element *E = nm.polygons.front(); E; E = E->next()) {
-
- Polygon &p = E->get();
-
- int ec = p.edges.size();
- Polygon::Edge *edges = p.edges.ptrw();
-
- for (int i = 0; i < ec; i++) {
- int next = (i + 1) % ec;
-
- EdgeKey ek(edges[i].point, edges[next].point);
- Map<EdgeKey, Connection>::Element *C = connections.find(ek);
- ERR_CONTINUE(!C);
-
- if (edges[i].P) {
- C->get().pending.erase(edges[i].P);
- edges[i].P = NULL;
-
- } else if (C->get().B) {
- //disconnect
+void Navigation2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_READY: {
+ Navigation2DServer::get_singleton()->map_set_active(map, true);
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
- C->get().B->edges.write[C->get().B_edge].C = NULL;
- C->get().B->edges.write[C->get().B_edge].C_edge = -1;
- C->get().A->edges.write[C->get().A_edge].C = NULL;
- C->get().A->edges.write[C->get().A_edge].C_edge = -1;
-
- if (C->get().A == &E->get()) {
-
- C->get().A = C->get().B;
- C->get().A_edge = C->get().B_edge;
- }
- C->get().B = NULL;
- C->get().B_edge = -1;
-
- if (C->get().pending.size()) {
- //reconnect if something is pending
- ConnectionPending cp = C->get().pending.front()->get();
- C->get().pending.pop_front();
-
- C->get().B = cp.polygon;
- C->get().B_edge = cp.edge;
- C->get().A->edges.write[C->get().A_edge].C = cp.polygon;
- C->get().A->edges.write[C->get().A_edge].C_edge = cp.edge;
- cp.polygon->edges.write[cp.edge].C = C->get().A;
- cp.polygon->edges.write[cp.edge].C_edge = C->get().A_edge;
- cp.polygon->edges.write[cp.edge].P = NULL;
- }
-
- } else {
- connections.erase(C);
- //erase
- }
- }
+ Navigation2DServer::get_singleton()->map_set_active(map, false);
+ } break;
}
-
- nm.polygons.clear();
-
- nm.linked = false;
-}
-
-int Navigation2D::navpoly_add(const Ref<NavigationPolygon> &p_mesh, const Transform2D &p_xform, Object *p_owner) {
-
- int id = last_id++;
- NavMesh nm;
- nm.linked = false;
- nm.navpoly = p_mesh;
- nm.xform = p_xform;
- nm.owner = p_owner;
- navpoly_map[id] = nm;
-
- _navpoly_link(id);
-
- return id;
}
-void Navigation2D::navpoly_set_transform(int p_id, const Transform2D &p_xform) {
-
- ERR_FAIL_COND(!navpoly_map.has(p_id));
- NavMesh &nm = navpoly_map[p_id];
- if (nm.xform == p_xform)
- return; //bleh
- _navpoly_unlink(p_id);
- nm.xform = p_xform;
- _navpoly_link(p_id);
+void Navigation2D::set_cell_size(float p_cell_size) {
+ cell_size = p_cell_size;
+ Navigation2DServer::get_singleton()->map_set_cell_size(map, cell_size);
}
-void Navigation2D::navpoly_remove(int p_id) {
- ERR_FAIL_COND(!navpoly_map.has(p_id));
- _navpoly_unlink(p_id);
- navpoly_map.erase(p_id);
+void Navigation2D::set_edge_connection_margin(float p_edge_connection_margin) {
+ edge_connection_margin = p_edge_connection_margin;
+ Navigation2DServer::get_singleton()->map_set_edge_connection_margin(map, edge_connection_margin);
}
Vector<Vector2> Navigation2D::get_simple_path(const Vector2 &p_start, const Vector2 &p_end, bool p_optimize) {
-
- Polygon *begin_poly = NULL;
- Polygon *end_poly = NULL;
- Vector2 begin_point;
- Vector2 end_point;
- float begin_d = 1e20;
- float end_d = 1e20;
-
- //look for point inside triangle
-
- for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
-
- if (!E->get().linked)
- continue;
- for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
-
- Polygon &p = F->get();
- if (begin_d || end_d) {
- for (int i = 2; i < p.edges.size(); i++) {
-
- if (begin_d > 0) {
-
- if (Geometry::is_point_in_triangle(p_start, _get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point))) {
-
- begin_poly = &p;
- begin_point = p_start;
- begin_d = 0;
- if (end_d == 0)
- break;
- }
- }
-
- if (end_d > 0) {
-
- if (Geometry::is_point_in_triangle(p_end, _get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point))) {
-
- end_poly = &p;
- end_point = p_end;
- end_d = 0;
- if (begin_d == 0)
- break;
- }
- }
- }
- }
-
- p.prev_edge = -1;
- }
- }
-
- //start or end not inside triangle.. look for closest segment :|
- if (begin_d || end_d) {
- for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
-
- if (!E->get().linked)
- continue;
- for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
-
- Polygon &p = F->get();
- int es = p.edges.size();
- for (int i = 0; i < es; i++) {
-
- Vector2 edge[2] = {
- _get_vertex(p.edges[i].point),
- _get_vertex(p.edges[(i + 1) % es].point)
- };
-
- if (begin_d > 0) {
- Vector2 spoint = Geometry::get_closest_point_to_segment_2d(p_start, edge);
- float d = spoint.distance_to(p_start);
- if (d < begin_d) {
- begin_poly = &p;
- begin_point = spoint;
- begin_d = d;
- }
- }
-
- if (end_d > 0) {
- Vector2 spoint = Geometry::get_closest_point_to_segment_2d(p_end, edge);
- float d = spoint.distance_to(p_end);
- if (d < end_d) {
- end_poly = &p;
- end_point = spoint;
- end_d = d;
- }
- }
- }
- }
- }
- }
-
- if (!begin_poly || !end_poly) {
-
- return Vector<Vector2>(); //no path
- }
-
- if (begin_poly == end_poly) {
-
- Vector<Vector2> path;
- path.resize(2);
- path.write[0] = begin_point;
- path.write[1] = end_point;
- return path;
- }
-
- bool found_route = false;
-
- List<Polygon *> open_list;
-
- begin_poly->entry = p_start;
-
- for (int i = 0; i < begin_poly->edges.size(); i++) {
-
- if (begin_poly->edges[i].C) {
-
- begin_poly->edges[i].C->prev_edge = begin_poly->edges[i].C_edge;
-#ifdef USE_ENTRY_POINT
- Vector2 edge[2] = {
- _get_vertex(begin_poly->edges[i].point),
- _get_vertex(begin_poly->edges[(i + 1) % begin_poly->edges.size()].point)
- };
-
- Vector2 entry = Geometry::get_closest_point_to_segment_2d(begin_poly->entry, edge);
- begin_poly->edges[i].C->distance = begin_poly->entry.distance_to(entry);
- begin_poly->edges[i].C->entry = entry;
-#else
- begin_poly->edges[i].C->distance = begin_poly->center.distance_to(begin_poly->edges[i].C->center);
-#endif
- open_list.push_back(begin_poly->edges[i].C);
-
- if (begin_poly->edges[i].C == end_poly) {
- found_route = true;
- }
- }
- }
-
- while (!found_route) {
-
- if (open_list.size() == 0) {
- break;
- }
- //check open list
-
- List<Polygon *>::Element *least_cost_poly = NULL;
- float least_cost = 1e30;
-
- //this could be faster (cache previous results)
- for (List<Polygon *>::Element *E = open_list.front(); E; E = E->next()) {
-
- Polygon *p = E->get();
-
- float cost = p->distance;
-
-#ifdef USE_ENTRY_POINT
- int es = p->edges.size();
-
- float shortest_distance = 1e30;
-
- for (int i = 0; i < es; i++) {
- Polygon::Edge &e = p->edges.write[i];
-
- if (!e.C)
- continue;
-
- Vector2 edge[2] = {
- _get_vertex(p->edges[i].point),
- _get_vertex(p->edges[(i + 1) % es].point)
- };
-
- Vector2 edge_point = Geometry::get_closest_point_to_segment_2d(p->entry, edge);
- float dist = p->entry.distance_to(edge_point);
- if (dist < shortest_distance)
- shortest_distance = dist;
- }
-
- cost += shortest_distance;
-#else
- cost += p->center.distance_to(end_point);
-#endif
- if (cost < least_cost) {
- least_cost_poly = E;
- least_cost = cost;
- }
- }
-
- Polygon *p = least_cost_poly->get();
- //open the neighbours for search
- int es = p->edges.size();
-
- for (int i = 0; i < es; i++) {
-
- Polygon::Edge &e = p->edges.write[i];
-
- if (!e.C)
- continue;
-
-#ifdef USE_ENTRY_POINT
- Vector2 edge[2] = {
- _get_vertex(p->edges[i].point),
- _get_vertex(p->edges[(i + 1) % es].point)
- };
-
- Vector2 edge_entry = Geometry::get_closest_point_to_segment_2d(p->entry, edge);
- float distance = p->entry.distance_to(edge_entry) + p->distance;
-
-#else
-
- float distance = p->center.distance_to(e.C->center) + p->distance;
-
-#endif
-
- if (e.C->prev_edge != -1) {
- //oh this was visited already, can we win the cost?
-
- if (e.C->distance > distance) {
-
- e.C->prev_edge = e.C_edge;
- e.C->distance = distance;
-#ifdef USE_ENTRY_POINT
- e.C->entry = edge_entry;
-#endif
- }
- } else {
- //add to open neighbours
-
- e.C->prev_edge = e.C_edge;
- e.C->distance = distance;
-#ifdef USE_ENTRY_POINT
- e.C->entry = edge_entry;
-#endif
-
- open_list.push_back(e.C);
-
- if (e.C == end_poly) {
- //oh my reached end! stop algorithm
- found_route = true;
- break;
- }
- }
- }
-
- if (found_route)
- break;
-
- open_list.erase(least_cost_poly);
- }
-
- if (found_route) {
-
- Vector<Vector2> path;
-
- if (p_optimize) {
- //string pulling
-
- Vector2 apex_point = end_point;
- Vector2 portal_left = apex_point;
- Vector2 portal_right = apex_point;
- Polygon *left_poly = end_poly;
- Polygon *right_poly = end_poly;
- Polygon *p = end_poly;
-
- while (p) {
-
- Vector2 left;
- Vector2 right;
-
-//#define CLOCK_TANGENT(m_a,m_b,m_c) ( ((m_a)-(m_c)).cross((m_a)-(m_b)) )
-#define CLOCK_TANGENT(m_a, m_b, m_c) ((((m_a).x - (m_c).x) * ((m_b).y - (m_c).y) - ((m_b).x - (m_c).x) * ((m_a).y - (m_c).y)))
-
- if (p == begin_poly) {
- left = begin_point;
- right = begin_point;
- } else {
- int prev = p->prev_edge;
- int prev_n = (p->prev_edge + 1) % p->edges.size();
- left = _get_vertex(p->edges[prev].point);
- right = _get_vertex(p->edges[prev_n].point);
-
- if (p->clockwise) {
- SWAP(left, right);
- }
- /*if (CLOCK_TANGENT(apex_point,left,(left+right)*0.5) < 0){
- SWAP(left,right);
- }*/
- }
-
- bool skip = false;
-
- /*
- print_line("-----\nAPEX: "+(apex_point-end_point));
- print_line("LEFT:");
- print_line("\tPortal: "+(portal_left-end_point));
- print_line("\tPoint: "+(left-end_point));
- print_line("\tLeft Tangent: "+rtos(CLOCK_TANGENT(apex_point,portal_left,left)));
- print_line("\tLeft Distance: "+rtos(portal_left.distance_squared_to(apex_point)));
- print_line("\tLeft Test: "+rtos(CLOCK_TANGENT(apex_point,left,portal_right)));
- print_line("RIGHT:");
- print_line("\tPortal: "+(portal_right-end_point));
- print_line("\tPoint: "+(right-end_point));
- print_line("\tRight Tangent: "+rtos(CLOCK_TANGENT(apex_point,portal_right,right)));
- print_line("\tRight Distance: "+rtos(portal_right.distance_squared_to(apex_point)));
- print_line("\tRight Test: "+rtos(CLOCK_TANGENT(apex_point,right,portal_left)));
- */
-
- if (CLOCK_TANGENT(apex_point, portal_left, left) >= 0) {
- //process
- if (portal_left.is_equal_approx(apex_point) || CLOCK_TANGENT(apex_point, left, portal_right) > 0) {
- left_poly = p;
- portal_left = left;
- } else {
-
- apex_point = portal_right;
- p = right_poly;
- left_poly = p;
- portal_left = apex_point;
- portal_right = apex_point;
- if (!path.size() || !path[path.size() - 1].is_equal_approx(apex_point))
- path.push_back(apex_point);
- skip = true;
- }
- }
-
- if (!skip && CLOCK_TANGENT(apex_point, portal_right, right) <= 0) {
- //process
- if (portal_right.is_equal_approx(apex_point) || CLOCK_TANGENT(apex_point, right, portal_left) < 0) {
- right_poly = p;
- portal_right = right;
- } else {
-
- apex_point = portal_left;
- p = left_poly;
- right_poly = p;
- portal_right = apex_point;
- portal_left = apex_point;
- if (!path.size() || !path[path.size() - 1].is_equal_approx(apex_point))
- path.push_back(apex_point);
- }
- }
-
- if (p != begin_poly)
- p = p->edges[p->prev_edge].C;
- else
- p = NULL;
- }
-
- } else {
- //midpoints
- Polygon *p = end_poly;
-
- while (true) {
- int prev = p->prev_edge;
- int prev_n = (p->prev_edge + 1) % p->edges.size();
- Vector2 point = (_get_vertex(p->edges[prev].point) + _get_vertex(p->edges[prev_n].point)) * 0.5;
- path.push_back(point);
- p = p->edges[prev].C;
- if (p == begin_poly)
- break;
- }
- }
-
- if (!path.size() || !path[path.size() - 1].is_equal_approx(begin_point)) {
- path.push_back(begin_point); // Add the begin point
- } else {
- path.write[path.size() - 1] = begin_point; // Replace first midpoint by the exact begin point
- }
-
- path.invert();
-
- if (path.size() <= 1 || !path[path.size() - 1].is_equal_approx(end_point)) {
- path.push_back(end_point); // Add the end point
- } else {
- path.write[path.size() - 1] = end_point; // Replace last midpoint by the exact end point
- }
-
- return path;
- }
-
- return Vector<Vector2>();
-}
-
-Vector2 Navigation2D::get_closest_point(const Vector2 &p_point) {
-
- Vector2 closest_point = Vector2();
- float closest_point_d = 1e20;
-
- for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
-
- if (!E->get().linked)
- continue;
- for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
-
- Polygon &p = F->get();
- for (int i = 2; i < p.edges.size(); i++) {
-
- if (Geometry::is_point_in_triangle(p_point, _get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point))) {
-
- return p_point; //inside triangle, nothing else to discuss
- }
- }
- }
- }
-
- for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
-
- if (!E->get().linked)
- continue;
- for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
-
- Polygon &p = F->get();
- int es = p.edges.size();
- for (int i = 0; i < es; i++) {
-
- Vector2 edge[2] = {
- _get_vertex(p.edges[i].point),
- _get_vertex(p.edges[(i + 1) % es].point)
- };
-
- Vector2 spoint = Geometry::get_closest_point_to_segment_2d(p_point, edge);
- float d = spoint.distance_squared_to(p_point);
- if (d < closest_point_d) {
-
- closest_point = spoint;
- closest_point_d = d;
- }
- }
- }
- }
-
- return closest_point;
-}
-
-Object *Navigation2D::get_closest_point_owner(const Vector2 &p_point) {
-
- Object *owner = NULL;
- Vector2 closest_point = Vector2();
- float closest_point_d = 1e20;
-
- for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
-
- if (!E->get().linked)
- continue;
- for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
-
- Polygon &p = F->get();
- for (int i = 2; i < p.edges.size(); i++) {
-
- if (Geometry::is_point_in_triangle(p_point, _get_vertex(p.edges[0].point), _get_vertex(p.edges[i - 1].point), _get_vertex(p.edges[i].point))) {
-
- return E->get().owner;
- }
- }
- }
- }
-
- for (Map<int, NavMesh>::Element *E = navpoly_map.front(); E; E = E->next()) {
-
- if (!E->get().linked)
- continue;
- for (List<Polygon>::Element *F = E->get().polygons.front(); F; F = F->next()) {
-
- Polygon &p = F->get();
- int es = p.edges.size();
- for (int i = 0; i < es; i++) {
-
- Vector2 edge[2] = {
- _get_vertex(p.edges[i].point),
- _get_vertex(p.edges[(i + 1) % es].point)
- };
-
- Vector2 spoint = Geometry::get_closest_point_to_segment_2d(p_point, edge);
- float d = spoint.distance_squared_to(p_point);
- if (d < closest_point_d) {
-
- closest_point = spoint;
- closest_point_d = d;
- owner = E->get().owner;
- }
- }
- }
- }
-
- return owner;
-}
-
-void Navigation2D::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("navpoly_add", "mesh", "xform", "owner"), &Navigation2D::navpoly_add, DEFVAL(Variant()));
- ClassDB::bind_method(D_METHOD("navpoly_set_transform", "id", "xform"), &Navigation2D::navpoly_set_transform);
- ClassDB::bind_method(D_METHOD("navpoly_remove", "id"), &Navigation2D::navpoly_remove);
-
- ClassDB::bind_method(D_METHOD("get_simple_path", "start", "end", "optimize"), &Navigation2D::get_simple_path, DEFVAL(true));
- ClassDB::bind_method(D_METHOD("get_closest_point", "to_point"), &Navigation2D::get_closest_point);
- ClassDB::bind_method(D_METHOD("get_closest_point_owner", "to_point"), &Navigation2D::get_closest_point_owner);
+ return Navigation2DServer::get_singleton()->map_get_path(map, p_start, p_end, p_optimize);
}
Navigation2D::Navigation2D() {
- ERR_FAIL_COND(sizeof(Point) != 8);
- cell_size = 1; // one pixel
- last_id = 1;
+ map = Navigation2DServer::get_singleton()->map_create();
+ set_cell_size(10); // Ten pixels
+ set_edge_connection_margin(100);
}
diff --git a/scene/2d/navigation_2d.h b/scene/2d/navigation_2d.h
index b4d659ff5c..08642a5489 100644
--- a/scene/2d/navigation_2d.h
+++ b/scene/2d/navigation_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -38,135 +38,30 @@ class Navigation2D : public Node2D {
GDCLASS(Navigation2D, Node2D);
- union Point {
+ RID map;
+ real_t cell_size;
+ real_t edge_connection_margin;
- struct {
- int64_t x : 32;
- int64_t y : 32;
- };
-
- uint64_t key;
- bool operator<(const Point &p_key) const { return key < p_key.key; }
- };
-
- struct EdgeKey {
-
- Point a;
- Point b;
-
- bool operator<(const EdgeKey &p_key) const {
- return (a.key == p_key.a.key) ? (b.key < p_key.b.key) : (a.key < p_key.a.key);
- };
-
- EdgeKey(const Point &p_a = Point(), const Point &p_b = Point()) :
- a(p_a),
- b(p_b) {
- if (a.key > b.key) {
- SWAP(a, b);
- }
- }
- };
-
- struct NavMesh;
- struct Polygon;
-
- struct ConnectionPending {
-
- Polygon *polygon;
- int edge;
- };
-
- struct Polygon {
-
- struct Edge {
- Point point;
- Polygon *C; //connection
- int C_edge;
- List<ConnectionPending>::Element *P;
- Edge() {
- C = NULL;
- C_edge = -1;
- P = NULL;
- }
- };
-
- Vector<Edge> edges;
-
- Vector2 center;
- Vector2 entry;
-
- float distance;
- int prev_edge;
-
- bool clockwise;
-
- NavMesh *owner;
- };
-
- struct Connection {
-
- Polygon *A;
- int A_edge;
- Polygon *B;
- int B_edge;
-
- List<ConnectionPending> pending;
-
- Connection() {
- A = NULL;
- B = NULL;
- A_edge = -1;
- B_edge = -1;
- }
- };
-
- Map<EdgeKey, Connection> connections;
-
- struct NavMesh {
-
- Object *owner;
- Transform2D xform;
- bool linked;
- Ref<NavigationPolygon> navpoly;
- List<Polygon> polygons;
- };
-
- _FORCE_INLINE_ Point _get_point(const Vector2 &p_pos) const {
-
- int x = int(Math::floor(p_pos.x / cell_size));
- int y = int(Math::floor(p_pos.y / cell_size));
+protected:
+ static void _bind_methods();
+ void _notification(int p_what);
- Point p;
- p.key = 0;
- p.x = x;
- p.y = y;
- return p;
+public:
+ RID get_rid() const {
+ return map;
}
- _FORCE_INLINE_ Vector2 _get_vertex(const Point &p_point) const {
-
- return Vector2(p_point.x, p_point.y) * cell_size;
+ void set_cell_size(float p_cell_size);
+ float get_cell_size() const {
+ return cell_size;
}
- void _navpoly_link(int p_id);
- void _navpoly_unlink(int p_id);
-
- float cell_size;
- Map<int, NavMesh> navpoly_map;
- int last_id;
-
-protected:
- static void _bind_methods();
-
-public:
- //API should be as dynamic as possible
- int navpoly_add(const Ref<NavigationPolygon> &p_mesh, const Transform2D &p_xform, Object *p_owner = NULL);
- void navpoly_set_transform(int p_id, const Transform2D &p_xform);
- void navpoly_remove(int p_id);
+ void set_edge_connection_margin(float p_edge_connection_margin);
+ float get_edge_connection_margin() const {
+ return edge_connection_margin;
+ }
Vector<Vector2> get_simple_path(const Vector2 &p_start, const Vector2 &p_end, bool p_optimize = true);
- Vector2 get_closest_point(const Vector2 &p_point);
- Object *get_closest_point_owner(const Vector2 &p_point);
Navigation2D();
};
diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp
new file mode 100644
index 0000000000..fe4d3b322f
--- /dev/null
+++ b/scene/2d/navigation_agent_2d.cpp
@@ -0,0 +1,341 @@
+/*************************************************************************/
+/* navigation_agent_2d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "navigation_agent_2d.h"
+
+#include "core/engine.h"
+#include "scene/2d/navigation_2d.h"
+#include "servers/navigation_2d_server.h"
+
+void NavigationAgent2D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_target_desired_distance", "desired_distance"), &NavigationAgent2D::set_target_desired_distance);
+ ClassDB::bind_method(D_METHOD("get_target_desired_distance"), &NavigationAgent2D::get_target_desired_distance);
+
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationAgent2D::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &NavigationAgent2D::get_radius);
+
+ ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationAgent2D::set_navigation_node);
+ ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationAgent2D::get_navigation_node);
+
+ ClassDB::bind_method(D_METHOD("set_neighbor_dist", "neighbor_dist"), &NavigationAgent2D::set_neighbor_dist);
+ ClassDB::bind_method(D_METHOD("get_neighbor_dist"), &NavigationAgent2D::get_neighbor_dist);
+
+ ClassDB::bind_method(D_METHOD("set_max_neighbors", "max_neighbors"), &NavigationAgent2D::set_max_neighbors);
+ ClassDB::bind_method(D_METHOD("get_max_neighbors"), &NavigationAgent2D::get_max_neighbors);
+
+ ClassDB::bind_method(D_METHOD("set_time_horizon", "time_horizon"), &NavigationAgent2D::set_time_horizon);
+ ClassDB::bind_method(D_METHOD("get_time_horizon"), &NavigationAgent2D::get_time_horizon);
+
+ ClassDB::bind_method(D_METHOD("set_max_speed", "max_speed"), &NavigationAgent2D::set_max_speed);
+ ClassDB::bind_method(D_METHOD("get_max_speed"), &NavigationAgent2D::get_max_speed);
+
+ ClassDB::bind_method(D_METHOD("set_path_max_distance", "max_speed"), &NavigationAgent2D::set_path_max_distance);
+ ClassDB::bind_method(D_METHOD("get_path_max_distance"), &NavigationAgent2D::get_path_max_distance);
+
+ ClassDB::bind_method(D_METHOD("set_target_location", "location"), &NavigationAgent2D::set_target_location);
+ ClassDB::bind_method(D_METHOD("get_target_location"), &NavigationAgent2D::get_target_location);
+ ClassDB::bind_method(D_METHOD("get_next_location"), &NavigationAgent2D::get_next_location);
+ ClassDB::bind_method(D_METHOD("distance_to_target"), &NavigationAgent2D::distance_to_target);
+ ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationAgent2D::set_velocity);
+ ClassDB::bind_method(D_METHOD("get_nav_path"), &NavigationAgent2D::get_nav_path);
+ ClassDB::bind_method(D_METHOD("get_nav_path_index"), &NavigationAgent2D::get_nav_path_index);
+ ClassDB::bind_method(D_METHOD("is_target_reached"), &NavigationAgent2D::is_target_reached);
+ ClassDB::bind_method(D_METHOD("is_target_reachable"), &NavigationAgent2D::is_target_reachable);
+ ClassDB::bind_method(D_METHOD("is_navigation_finished"), &NavigationAgent2D::is_navigation_finished);
+ ClassDB::bind_method(D_METHOD("get_final_location"), &NavigationAgent2D::get_final_location);
+
+ ClassDB::bind_method(D_METHOD("_avoidance_done", "new_velocity"), &NavigationAgent2D::_avoidance_done);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_target_desired_distance", "get_target_desired_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,500,0.01"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "neighbor_dist", PROPERTY_HINT_RANGE, "0.1,100000,0.01"), "set_neighbor_dist", "get_neighbor_dist");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max_neighbors", PROPERTY_HINT_RANGE, "1,10000,1"), "set_max_neighbors", "get_max_neighbors");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "time_horizon", PROPERTY_HINT_RANGE, "0.1,10000,0.01"), "set_time_horizon", "get_time_horizon");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "max_speed", PROPERTY_HINT_RANGE, "0.1,100000,0.01"), "set_max_speed", "get_max_speed");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_max_distance", PROPERTY_HINT_RANGE, "10,100,1"), "set_path_max_distance", "get_path_max_distance");
+
+ ADD_SIGNAL(MethodInfo("path_changed"));
+ ADD_SIGNAL(MethodInfo("target_reached"));
+ ADD_SIGNAL(MethodInfo("navigation_finished"));
+ ADD_SIGNAL(MethodInfo("velocity_computed", PropertyInfo(Variant::VECTOR3, "safe_velocity")));
+}
+
+void NavigationAgent2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_READY: {
+
+ agent_parent = Object::cast_to<Node2D>(get_parent());
+
+ Navigation2DServer::get_singleton()->agent_set_callback(agent, this, "_avoidance_done");
+
+ // Search the navigation node and set it
+ {
+ Navigation2D *nav = NULL;
+ Node *p = get_parent();
+ while (p != NULL) {
+ nav = Object::cast_to<Navigation2D>(p);
+ if (nav != NULL)
+ p = NULL;
+ else
+ p = p->get_parent();
+ }
+
+ set_navigation(nav);
+ }
+
+ set_physics_process_internal(true);
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
+ agent_parent = NULL;
+ set_navigation(NULL);
+ set_physics_process_internal(false);
+ } break;
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ if (agent_parent) {
+
+ Navigation2DServer::get_singleton()->agent_set_position(agent, agent_parent->get_global_transform().get_origin());
+ if (!target_reached) {
+ if (distance_to_target() < target_desired_distance) {
+ emit_signal("target_reached");
+ target_reached = true;
+ }
+ }
+ }
+ } break;
+ }
+}
+
+NavigationAgent2D::NavigationAgent2D() :
+ agent_parent(NULL),
+ navigation(NULL),
+ agent(RID()),
+ target_desired_distance(1.0),
+ path_max_distance(3.0),
+ velocity_submitted(false),
+ target_reached(false),
+ navigation_finished(true) {
+ agent = Navigation2DServer::get_singleton()->agent_create();
+ set_neighbor_dist(500.0);
+ set_max_neighbors(10);
+ set_time_horizon(20.0);
+ set_radius(10.0);
+ set_max_speed(200.0);
+}
+
+NavigationAgent2D::~NavigationAgent2D() {
+ Navigation2DServer::get_singleton()->free(agent);
+ agent = RID(); // Pointless
+}
+
+void NavigationAgent2D::set_navigation(Navigation2D *p_nav) {
+ if (navigation == p_nav)
+ return; // Pointless
+
+ navigation = p_nav;
+ Navigation2DServer::get_singleton()->agent_set_map(agent, navigation == NULL ? RID() : navigation->get_rid());
+}
+
+void NavigationAgent2D::set_navigation_node(Node *p_nav) {
+ Navigation2D *nav = Object::cast_to<Navigation2D>(p_nav);
+ ERR_FAIL_COND(nav == NULL);
+ set_navigation(nav);
+}
+
+Node *NavigationAgent2D::get_navigation_node() const {
+ return Object::cast_to<Node>(navigation);
+}
+
+void NavigationAgent2D::set_target_desired_distance(real_t p_dd) {
+ target_desired_distance = p_dd;
+}
+
+void NavigationAgent2D::set_radius(real_t p_radius) {
+ radius = p_radius;
+ Navigation2DServer::get_singleton()->agent_set_radius(agent, radius);
+}
+
+void NavigationAgent2D::set_neighbor_dist(real_t p_dist) {
+ neighbor_dist = p_dist;
+ Navigation2DServer::get_singleton()->agent_set_neighbor_dist(agent, neighbor_dist);
+}
+
+void NavigationAgent2D::set_max_neighbors(int p_count) {
+ max_neighbors = p_count;
+ Navigation2DServer::get_singleton()->agent_set_max_neighbors(agent, max_neighbors);
+}
+
+void NavigationAgent2D::set_time_horizon(real_t p_time) {
+ time_horizon = p_time;
+ Navigation2DServer::get_singleton()->agent_set_time_horizon(agent, time_horizon);
+}
+
+void NavigationAgent2D::set_max_speed(real_t p_max_speed) {
+ max_speed = p_max_speed;
+ Navigation2DServer::get_singleton()->agent_set_max_speed(agent, max_speed);
+}
+
+void NavigationAgent2D::set_path_max_distance(real_t p_pmd) {
+ path_max_distance = p_pmd;
+}
+
+real_t NavigationAgent2D::get_path_max_distance() {
+ return path_max_distance;
+}
+
+void NavigationAgent2D::set_target_location(Vector2 p_location) {
+ target_location = p_location;
+ navigation_path.clear();
+ target_reached = false;
+ navigation_finished = false;
+}
+
+Vector2 NavigationAgent2D::get_target_location() const {
+ return target_location;
+}
+
+Vector2 NavigationAgent2D::get_next_location() {
+ update_navigation();
+ if (navigation_path.size() == 0) {
+ ERR_FAIL_COND_V(agent_parent == NULL, Vector2());
+ return agent_parent->get_global_transform().get_origin();
+ } else {
+ return navigation_path[nav_path_index];
+ }
+}
+
+real_t NavigationAgent2D::distance_to_target() const {
+ ERR_FAIL_COND_V(agent_parent == NULL, 0.0);
+ return agent_parent->get_global_transform().get_origin().distance_to(target_location);
+}
+
+bool NavigationAgent2D::is_target_reached() const {
+ return target_reached;
+}
+
+bool NavigationAgent2D::is_target_reachable() {
+ return target_desired_distance >= get_final_location().distance_to(target_location);
+}
+
+bool NavigationAgent2D::is_navigation_finished() {
+ update_navigation();
+ return navigation_finished;
+}
+
+Vector2 NavigationAgent2D::get_final_location() {
+ update_navigation();
+ if (navigation_path.size() == 0) {
+ return Vector2();
+ }
+ return navigation_path[navigation_path.size() - 1];
+}
+
+void NavigationAgent2D::set_velocity(Vector2 p_velocity) {
+ target_velocity = p_velocity;
+ Navigation2DServer::get_singleton()->agent_set_target_velocity(agent, target_velocity);
+ Navigation2DServer::get_singleton()->agent_set_velocity(agent, prev_safe_velocity);
+ velocity_submitted = true;
+}
+
+void NavigationAgent2D::_avoidance_done(Vector3 p_new_velocity) {
+ const Vector2 velocity = Vector2(p_new_velocity.x, p_new_velocity.z);
+ prev_safe_velocity = velocity;
+
+ if (!velocity_submitted) {
+ target_velocity = Vector2();
+ return;
+ }
+ velocity_submitted = false;
+
+ emit_signal("velocity_computed", velocity);
+}
+
+String NavigationAgent2D::get_configuration_warning() const {
+ if (!Object::cast_to<Node2D>(get_parent())) {
+ return TTR("The NavigationAgent2D can be used only under a Node2D node");
+ }
+
+ return String();
+}
+
+void NavigationAgent2D::update_navigation() {
+
+ if (agent_parent == NULL) return;
+ if (navigation == NULL) return;
+ if (update_frame_id == Engine::get_singleton()->get_physics_frames()) return;
+
+ update_frame_id = Engine::get_singleton()->get_physics_frames();
+
+ Vector2 o = agent_parent->get_global_transform().get_origin();
+
+ bool reload_path = false;
+
+ if (Navigation2DServer::get_singleton()->agent_is_map_changed(agent)) {
+ reload_path = true;
+ } else if (navigation_path.size() == 0) {
+ reload_path = true;
+ } else {
+ // Check if too far from the navigation path
+ if (nav_path_index > 0) {
+ Vector2 segment[2];
+ segment[0] = navigation_path[nav_path_index - 1];
+ segment[1] = navigation_path[nav_path_index];
+ Vector2 p = Geometry::get_closest_point_to_segment_2d(o, segment);
+ if (o.distance_to(p) >= path_max_distance) {
+ // To faraway, reload path
+ reload_path = true;
+ }
+ }
+ }
+
+ if (reload_path) {
+ navigation_path = Navigation2DServer::get_singleton()->map_get_path(navigation->get_rid(), o, target_location, true);
+ navigation_finished = false;
+ nav_path_index = 0;
+ emit_signal("path_changed");
+ }
+
+ if (navigation_path.size() == 0)
+ return;
+
+ // Check if we can advance the navigation path
+ if (navigation_finished == false) {
+ // Advances to the next far away location.
+ while (o.distance_to(navigation_path[nav_path_index]) < target_desired_distance) {
+ nav_path_index += 1;
+ if (nav_path_index == navigation_path.size()) {
+ nav_path_index -= 1;
+ navigation_finished = true;
+ emit_signal("navigation_finished");
+ break;
+ }
+ }
+ }
+}
diff --git a/scene/2d/navigation_agent_2d.h b/scene/2d/navigation_agent_2d.h
new file mode 100644
index 0000000000..60527091ce
--- /dev/null
+++ b/scene/2d/navigation_agent_2d.h
@@ -0,0 +1,150 @@
+/*************************************************************************/
+/* navigation_agent_2d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef NAVIGATION_AGENT_2D_H
+#define NAVIGATION_AGENT_2D_H
+
+#include "core/vector.h"
+#include "scene/main/node.h"
+
+class Node2D;
+class Navigation2D;
+
+class NavigationAgent2D : public Node {
+ GDCLASS(NavigationAgent2D, Node);
+
+ Node2D *agent_parent;
+ Navigation2D *navigation;
+
+ RID agent;
+
+ real_t target_desired_distance;
+ real_t radius;
+ real_t neighbor_dist;
+ int max_neighbors;
+ real_t time_horizon;
+ real_t max_speed;
+
+ real_t path_max_distance;
+
+ Vector2 target_location;
+ Vector<Vector2> navigation_path;
+ int nav_path_index;
+ bool velocity_submitted;
+ Vector2 prev_safe_velocity;
+ /// The submitted target velocity
+ Vector2 target_velocity;
+ bool target_reached;
+ bool navigation_finished;
+ // No initialized on purpose
+ uint32_t update_frame_id;
+
+protected:
+ static void _bind_methods();
+ void _notification(int p_what);
+
+public:
+ NavigationAgent2D();
+ virtual ~NavigationAgent2D();
+
+ void set_navigation(Navigation2D *p_nav);
+ const Navigation2D *get_navigation() const {
+ return navigation;
+ }
+
+ void set_navigation_node(Node *p_nav);
+ Node *get_navigation_node() const;
+
+ RID get_rid() const {
+ return agent;
+ }
+
+ void set_target_desired_distance(real_t p_dd);
+ real_t get_target_desired_distance() const {
+ return target_desired_distance;
+ }
+
+ void set_radius(real_t p_radius);
+ real_t get_radius() const {
+ return radius;
+ }
+
+ void set_neighbor_dist(real_t p_dist);
+ real_t get_neighbor_dist() const {
+ return neighbor_dist;
+ }
+
+ void set_max_neighbors(int p_count);
+ int get_max_neighbors() const {
+ return max_neighbors;
+ }
+
+ void set_time_horizon(real_t p_time);
+ real_t get_time_horizon() const {
+ return time_horizon;
+ }
+
+ void set_max_speed(real_t p_max_speed);
+ real_t get_max_speed() const {
+ return max_speed;
+ }
+
+ void set_path_max_distance(real_t p_pmd);
+ real_t get_path_max_distance();
+
+ void set_target_location(Vector2 p_location);
+ Vector2 get_target_location() const;
+
+ Vector2 get_next_location();
+
+ Vector<Vector2> get_nav_path() const {
+ return navigation_path;
+ }
+
+ int get_nav_path_index() const {
+ return nav_path_index;
+ }
+
+ real_t distance_to_target() const;
+ bool is_target_reached() const;
+ bool is_target_reachable();
+ bool is_navigation_finished();
+ Vector2 get_final_location();
+
+ void set_velocity(Vector2 p_velocity);
+ void _avoidance_done(Vector3 p_new_velocity);
+
+ virtual String get_configuration_warning() const;
+
+private:
+ void update_navigation();
+};
+
+#endif
diff --git a/scene/2d/navigation_obstacle_2d.cpp b/scene/2d/navigation_obstacle_2d.cpp
new file mode 100644
index 0000000000..0740b616b6
--- /dev/null
+++ b/scene/2d/navigation_obstacle_2d.cpp
@@ -0,0 +1,154 @@
+/*************************************************************************/
+/* navigation_obstacle.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "navigation_obstacle_2d.h"
+
+#include "scene/2d/collision_shape_2d.h"
+#include "scene/2d/navigation_2d.h"
+#include "scene/2d/physics_body_2d.h"
+#include "servers/navigation_2d_server.h"
+
+void NavigationObstacle2D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle2D::set_navigation_node);
+ ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationObstacle2D::get_navigation_node);
+}
+
+void NavigationObstacle2D::_notification(int p_what) {
+ switch (p_what) {
+ case NOTIFICATION_READY: {
+
+ update_agent_shape();
+
+ // Search the navigation node and set it
+ {
+ Navigation2D *nav = NULL;
+ Node *p = get_parent();
+ while (p != NULL) {
+ nav = Object::cast_to<Navigation2D>(p);
+ if (nav != NULL)
+ p = NULL;
+ else
+ p = p->get_parent();
+ }
+
+ set_navigation(nav);
+ }
+
+ set_physics_process_internal(true);
+ } break;
+ case NOTIFICATION_EXIT_TREE: {
+ set_navigation(NULL);
+ set_physics_process_internal(false);
+ } break;
+ case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
+ Node2D *node = Object::cast_to<Node2D>(get_parent());
+ if (node) {
+ Navigation2DServer::get_singleton()->agent_set_position(agent, node->get_global_transform().get_origin());
+ }
+
+ } break;
+ }
+}
+
+NavigationObstacle2D::NavigationObstacle2D() :
+ navigation(NULL),
+ agent(RID()) {
+ agent = Navigation2DServer::get_singleton()->agent_create();
+}
+
+NavigationObstacle2D::~NavigationObstacle2D() {
+ Navigation2DServer::get_singleton()->free(agent);
+ agent = RID(); // Pointless
+}
+
+void NavigationObstacle2D::set_navigation(Navigation2D *p_nav) {
+ if (navigation == p_nav)
+ return; // Pointless
+
+ navigation = p_nav;
+ Navigation2DServer::get_singleton()->agent_set_map(agent, navigation == NULL ? RID() : navigation->get_rid());
+}
+
+void NavigationObstacle2D::set_navigation_node(Node *p_nav) {
+ Navigation2D *nav = Object::cast_to<Navigation2D>(p_nav);
+ ERR_FAIL_COND(nav == NULL);
+ set_navigation(nav);
+}
+
+Node *NavigationObstacle2D::get_navigation_node() const {
+ return Object::cast_to<Node>(navigation);
+}
+
+String NavigationObstacle2D::get_configuration_warning() const {
+ if (!Object::cast_to<Node2D>(get_parent())) {
+ return TTR("The NavigationObstacle2D only serves to provide collision avoidance to a Node2D object.");
+ }
+
+ return String();
+}
+
+void NavigationObstacle2D::update_agent_shape() {
+ Node *node = get_parent();
+
+ // Estimate the radius of this physics body
+ real_t radius = 0.0;
+ for (int i(0); i < node->get_child_count(); i++) {
+ // For each collision shape
+ CollisionShape2D *cs = Object::cast_to<CollisionShape2D>(node->get_child(i));
+ if (cs) {
+ // Take the distance between the Body center to the shape center
+ real_t r = cs->get_transform().get_origin().length();
+ if (cs->get_shape().is_valid()) {
+ // and add the enclosing shape radius
+ r += cs->get_shape()->get_enclosing_radius();
+ }
+ Size2 s = cs->get_global_transform().get_scale();
+ r *= MAX(s.x, s.y);
+ // Takes the biggest radius
+ radius = MAX(radius, r);
+ }
+ }
+ Node2D *node_2d = Object::cast_to<Node2D>(node);
+ if (node_2d) {
+ Vector2 s = node_2d->get_global_transform().get_scale();
+ radius *= MAX(s.x, s.y);
+ }
+
+ if (radius == 0.0)
+ radius = 1.0; // Never a 0 radius
+
+ // Initialize the Agent as an object
+ Navigation2DServer::get_singleton()->agent_set_neighbor_dist(agent, 0.0);
+ Navigation2DServer::get_singleton()->agent_set_max_neighbors(agent, 0);
+ Navigation2DServer::get_singleton()->agent_set_time_horizon(agent, 0.0);
+ Navigation2DServer::get_singleton()->agent_set_radius(agent, radius);
+ Navigation2DServer::get_singleton()->agent_set_max_speed(agent, 0.0);
+}
diff --git a/scene/2d/navigation_obstacle_2d.h b/scene/2d/navigation_obstacle_2d.h
new file mode 100644
index 0000000000..f098255799
--- /dev/null
+++ b/scene/2d/navigation_obstacle_2d.h
@@ -0,0 +1,71 @@
+/*************************************************************************/
+/* navigation_obstacle.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef NAVIGATION_OBSTACLE_2D_H
+#define NAVIGATION_OBSTACLE_2D_H
+
+#include "scene/main/node.h"
+
+class Navigation2D;
+
+class NavigationObstacle2D : public Node {
+ GDCLASS(NavigationObstacle2D, Node);
+
+ Navigation2D *navigation;
+
+ RID agent;
+
+protected:
+ static void _bind_methods();
+ void _notification(int p_what);
+
+public:
+ NavigationObstacle2D();
+ virtual ~NavigationObstacle2D();
+
+ void set_navigation(Navigation2D *p_nav);
+ const Navigation2D *get_navigation() const {
+ return navigation;
+ }
+
+ void set_navigation_node(Node *p_nav);
+ Node *get_navigation_node() const;
+
+ RID get_rid() const {
+ return agent;
+ }
+
+ virtual String get_configuration_warning() const;
+
+private:
+ void update_agent_shape();
+};
+
+#endif
diff --git a/scene/2d/navigation_polygon.cpp b/scene/2d/navigation_polygon.cpp
index 678db85ff0..c40cdb4720 100644
--- a/scene/2d/navigation_polygon.cpp
+++ b/scene/2d/navigation_polygon.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,10 +32,13 @@
#include "core/core_string_names.h"
#include "core/engine.h"
+#include "core/os/mutex.h"
#include "navigation_2d.h"
+#include "servers/navigation_2d_server.h"
#include "thirdparty/misc/triangulator.h"
+#ifdef TOOLS_ENABLED
Rect2 NavigationPolygon::_edit_get_rect() const {
if (rect_cache_dirty) {
@@ -75,9 +78,13 @@ bool NavigationPolygon::_edit_is_selected_on_click(const Point2 &p_point, double
}
return false;
}
+#endif
void NavigationPolygon::set_vertices(const PoolVector<Vector2> &p_vertices) {
+ navmesh_generation->lock();
+ navmesh.unref();
+ navmesh_generation->unlock();
vertices = p_vertices;
rect_cache_dirty = true;
}
@@ -89,6 +96,9 @@ PoolVector<Vector2> NavigationPolygon::get_vertices() const {
void NavigationPolygon::_set_polygons(const Array &p_array) {
+ navmesh_generation->lock();
+ navmesh.unref();
+ navmesh_generation->unlock();
polygons.resize(p_array.size());
for (int i = 0; i < p_array.size(); i++) {
polygons.write[i].indices = p_array[i];
@@ -131,6 +141,9 @@ void NavigationPolygon::add_polygon(const Vector<int> &p_polygon) {
Polygon polygon;
polygon.indices = p_polygon;
polygons.push_back(polygon);
+ navmesh_generation->lock();
+ navmesh.unref();
+ navmesh_generation->unlock();
}
void NavigationPolygon::add_outline_at_index(const PoolVector<Vector2> &p_outline, int p_index) {
@@ -151,6 +164,34 @@ Vector<int> NavigationPolygon::get_polygon(int p_idx) {
void NavigationPolygon::clear_polygons() {
polygons.clear();
+ navmesh_generation->lock();
+ navmesh.unref();
+ navmesh_generation->unlock();
+}
+
+Ref<NavigationMesh> NavigationPolygon::get_mesh() {
+ navmesh_generation->lock();
+ if (navmesh.is_null()) {
+ navmesh.instance();
+ PoolVector<Vector3> verts;
+ {
+ verts.resize(get_vertices().size());
+ PoolVector<Vector3>::Write w = verts.write();
+
+ PoolVector<Vector2>::Read r = get_vertices().read();
+
+ for (int i(0); i < get_vertices().size(); i++) {
+ w[i] = Vector3(r[i].x, 0.0, r[i].y);
+ }
+ }
+ navmesh->set_vertices(verts);
+
+ for (int i(0); i < get_polygon_count(); i++) {
+ navmesh->add_polygon(get_polygon(i));
+ }
+ }
+ navmesh_generation->unlock();
+ return navmesh;
}
void NavigationPolygon::add_outline(const PoolVector<Vector2> &p_outline) {
@@ -189,6 +230,9 @@ void NavigationPolygon::clear_outlines() {
}
void NavigationPolygon::make_polygons_from_outlines() {
+ navmesh_generation->lock();
+ navmesh.unref();
+ navmesh_generation->unlock();
List<TriangulatorPoly> in_poly, out_poly;
Vector2 outside_point(-1e10, -1e10);
@@ -257,7 +301,7 @@ void NavigationPolygon::make_polygons_from_outlines() {
TriangulatorPartition tpart;
if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { //failed!
- ERR_PRINTS("NavigationPolygon: Convex partition failed!");
+ ERR_PRINT("NavigationPolygon: Convex partition failed!");
return;
}
@@ -318,7 +362,9 @@ void NavigationPolygon::_bind_methods() {
}
NavigationPolygon::NavigationPolygon() :
- rect_cache_dirty(true) {
+ rect_cache_dirty(true),
+ navmesh_generation(NULL) {
+ navmesh_generation = Mutex::create();
}
void NavigationPolygonInstance::set_enabled(bool p_enabled) {
@@ -332,18 +378,12 @@ void NavigationPolygonInstance::set_enabled(bool p_enabled) {
if (!enabled) {
- if (nav_id != -1) {
- navigation->navpoly_remove(nav_id);
- nav_id = -1;
- }
+ Navigation2DServer::get_singleton()->region_set_map(region, RID());
} else {
if (navigation) {
- if (navpoly.is_valid()) {
-
- nav_id = navigation->navpoly_add(navpoly, get_relative_transform_to_parent(navigation), this);
- }
+ Navigation2DServer::get_singleton()->region_set_map(region, navigation->get_rid());
}
}
@@ -357,7 +397,7 @@ bool NavigationPolygonInstance::is_enabled() const {
}
/////////////////////////////
-
+#ifdef TOOLS_ENABLED
Rect2 NavigationPolygonInstance::_edit_get_rect() const {
return navpoly.is_valid() ? navpoly->_edit_get_rect() : Rect2();
@@ -367,6 +407,7 @@ bool NavigationPolygonInstance::_edit_is_selected_on_click(const Point2 &p_point
return navpoly.is_valid() ? navpoly->_edit_is_selected_on_click(p_point, p_tolerance) : false;
}
+#endif
void NavigationPolygonInstance::_notification(int p_what) {
@@ -379,9 +420,9 @@ void NavigationPolygonInstance::_notification(int p_what) {
navigation = Object::cast_to<Navigation2D>(c);
if (navigation) {
- if (enabled && navpoly.is_valid()) {
+ if (enabled) {
- nav_id = navigation->navpoly_add(navpoly, get_relative_transform_to_parent(navigation), this);
+ Navigation2DServer::get_singleton()->region_set_map(region, navigation->get_rid());
}
break;
}
@@ -392,19 +433,14 @@ void NavigationPolygonInstance::_notification(int p_what) {
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
- if (navigation && nav_id != -1) {
- navigation->navpoly_set_transform(nav_id, get_relative_transform_to_parent(navigation));
- }
+ Navigation2DServer::get_singleton()->region_set_transform(region, get_global_transform());
} break;
case NOTIFICATION_EXIT_TREE: {
if (navigation) {
- if (nav_id != -1) {
- navigation->navpoly_remove(nav_id);
- nav_id = -1;
- }
+ Navigation2DServer::get_singleton()->region_set_map(region, RID());
}
navigation = NULL;
} break;
@@ -463,24 +499,18 @@ void NavigationPolygonInstance::set_navigation_polygon(const Ref<NavigationPolyg
return;
}
- if (navigation && nav_id != -1) {
- navigation->navpoly_remove(nav_id);
- nav_id = -1;
- }
-
if (navpoly.is_valid()) {
navpoly->disconnect(CoreStringNames::get_singleton()->changed, this, "_navpoly_changed");
}
+
navpoly = p_navpoly;
+ Navigation2DServer::get_singleton()->region_set_navpoly(region, p_navpoly);
+
if (navpoly.is_valid()) {
navpoly->connect(CoreStringNames::get_singleton()->changed, this, "_navpoly_changed");
}
_navpoly_changed();
- if (navigation && navpoly.is_valid() && enabled) {
- nav_id = navigation->navpoly_add(navpoly, get_relative_transform_to_parent(navigation), this);
- }
-
_change_notify("navpoly");
update_configuration_warning();
}
@@ -533,8 +563,13 @@ void NavigationPolygonInstance::_bind_methods() {
NavigationPolygonInstance::NavigationPolygonInstance() {
- navigation = NULL;
- nav_id = -1;
enabled = true;
set_notify_transform(true);
+ region = Navigation2DServer::get_singleton()->region_create();
+
+ navigation = NULL;
+}
+
+NavigationPolygonInstance::~NavigationPolygonInstance() {
+ Navigation2DServer::get_singleton()->free(region);
}
diff --git a/scene/2d/navigation_polygon.h b/scene/2d/navigation_polygon.h
index ebbe67d949..92cfc8f5e6 100644
--- a/scene/2d/navigation_polygon.h
+++ b/scene/2d/navigation_polygon.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,6 +32,9 @@
#define NAVIGATION_POLYGON_H
#include "scene/2d/node_2d.h"
+#include "scene/resources/navigation_mesh.h"
+
+class Mutex;
class NavigationPolygon : public Resource {
@@ -47,6 +50,10 @@ class NavigationPolygon : public Resource {
mutable Rect2 item_rect;
mutable bool rect_cache_dirty;
+ Mutex *navmesh_generation;
+ // Navigation mesh
+ Ref<NavigationMesh> navmesh;
+
protected:
static void _bind_methods();
@@ -57,8 +64,10 @@ protected:
Array _get_outlines() const;
public:
+#ifdef TOOLS_ENABLED
Rect2 _edit_get_rect() const;
bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif
void set_vertices(const PoolVector<Vector2> &p_vertices);
PoolVector<Vector2> get_vertices() const;
@@ -79,6 +88,8 @@ public:
Vector<int> get_polygon(int p_idx);
void clear_polygons();
+ Ref<NavigationMesh> get_mesh();
+
NavigationPolygon();
};
@@ -89,7 +100,7 @@ class NavigationPolygonInstance : public Node2D {
GDCLASS(NavigationPolygonInstance, Node2D);
bool enabled;
- int nav_id;
+ RID region;
Navigation2D *navigation;
Ref<NavigationPolygon> navpoly;
@@ -100,8 +111,10 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif
void set_enabled(bool p_enabled);
bool is_enabled() const;
@@ -112,6 +125,7 @@ public:
String get_configuration_warning() const;
NavigationPolygonInstance();
+ ~NavigationPolygonInstance();
};
#endif // NAVIGATIONPOLYGON_H
diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp
index 336c8aa78e..7deebe9b27 100644
--- a/scene/2d/node_2d.cpp
+++ b/scene/2d/node_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,6 +35,7 @@
#include "scene/main/viewport.h"
#include "servers/visual_server.h"
+#ifdef TOOLS_ENABLED
Dictionary Node2D::_edit_get_state() const {
Dictionary state;
@@ -44,6 +45,7 @@ Dictionary Node2D::_edit_get_state() const {
return state;
}
+
void Node2D::_edit_set_state(const Dictionary &p_state) {
pos = p_state["position"];
@@ -119,6 +121,7 @@ void Node2D::_edit_set_rect(const Rect2 &p_edit_rect) {
_change_notify("scale");
_change_notify("position");
}
+#endif
void Node2D::_update_xform_values() {
@@ -170,6 +173,7 @@ void Node2D::set_scale(const Size2 &p_scale) {
if (_xform_dirty)
((Node2D *)this)->_update_xform_values();
_scale = p_scale;
+ // Avoid having 0 scale values, can lead to errors in physics and rendering.
if (_scale.x == 0)
_scale.x = CMP_EPSILON;
if (_scale.y == 0)
diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h
index c07dc88720..00202481a6 100644
--- a/scene/2d/node_2d.h
+++ b/scene/2d/node_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -55,6 +55,7 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
@@ -69,6 +70,7 @@ public:
virtual bool _edit_use_rotation() const;
virtual void _edit_set_rect(const Rect2 &p_edit_rect);
+#endif
void set_position(const Point2 &p_pos);
void set_rotation(float p_radians);
diff --git a/scene/2d/parallax_background.cpp b/scene/2d/parallax_background.cpp
index 4ead1bbd1e..0d5f74a265 100644
--- a/scene/2d/parallax_background.cpp
+++ b/scene/2d/parallax_background.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_background.h b/scene/2d/parallax_background.h
index 38d59ac737..25ccd910d1 100644
--- a/scene/2d/parallax_background.h
+++ b/scene/2d/parallax_background.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_layer.cpp b/scene/2d/parallax_layer.cpp
index 0823e09110..5aea1025ef 100644
--- a/scene/2d/parallax_layer.cpp
+++ b/scene/2d/parallax_layer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/parallax_layer.h b/scene/2d/parallax_layer.h
index b5db111a38..ba59184649 100644
--- a/scene/2d/parallax_layer.h
+++ b/scene/2d/parallax_layer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/particles_2d.cpp b/scene/2d/particles_2d.cpp
index 0bf8237d37..746feeaa82 100644
--- a/scene/2d/particles_2d.cpp
+++ b/scene/2d/particles_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/particles_2d.h b/scene/2d/particles_2d.h
index 0276978f83..56c328fc38 100644
--- a/scene/2d/particles_2d.h
+++ b/scene/2d/particles_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index 55c8c7f229..ef7c343c1a 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,6 +37,7 @@
#include "editor/editor_scale.h"
#endif
+#ifdef TOOLS_ENABLED
Rect2 Path2D::_edit_get_rect() const {
if (!curve.is_valid() || curve->get_point_count() == 0)
@@ -85,6 +86,7 @@ bool Path2D::_edit_is_selected_on_click(const Point2 &p_point, double p_toleranc
return false;
}
+#endif
void Path2D::_notification(int p_what) {
@@ -118,9 +120,15 @@ void Path2D::_notification(int p_what) {
}
void Path2D::_curve_changed() {
+ if (!is_inside_tree()) {
+ return;
+ }
- if (is_inside_tree() && Engine::get_singleton()->is_editor_hint())
- update();
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_navigation_hint()) {
+ return;
+ }
+
+ update();
}
void Path2D::set_curve(const Ref<Curve2D> &p_curve) {
@@ -173,16 +181,10 @@ void PathFollow2D::_update_transform() {
if (path_length == 0) {
return;
}
- float bounded_offset = offset;
- if (loop)
- bounded_offset = Math::fposmod(bounded_offset, path_length);
- else
- bounded_offset = CLAMP(bounded_offset, 0, path_length);
-
- Vector2 pos = c->interpolate_baked(bounded_offset, cubic);
+ Vector2 pos = c->interpolate_baked(offset, cubic);
if (rotate) {
- float ahead = bounded_offset + lookahead;
+ float ahead = offset + lookahead;
if (loop && ahead >= path_length) {
// If our lookahead will loop, we need to check if the path is closed.
@@ -206,7 +208,7 @@ void PathFollow2D::_update_transform() {
// This will happen at the end of non-looping or non-closed paths.
// We'll try a look behind instead, in order to get a meaningful angle.
tangent_to_curve =
- (pos - c->interpolate_baked(bounded_offset - lookahead, cubic)).normalized();
+ (pos - c->interpolate_baked(offset - lookahead, cubic)).normalized();
} else {
tangent_to_curve = (ahead_pos - pos).normalized();
}
@@ -264,7 +266,7 @@ void PathFollow2D::_validate_property(PropertyInfo &property) const {
if (path && path->get_curve().is_valid())
max = path->get_curve()->get_baked_length();
- property.hint_string = "0," + rtos(max) + ",0.01,or_lesser";
+ property.hint_string = "0," + rtos(max) + ",0.01,or_lesser,or_greater";
}
}
@@ -306,8 +308,8 @@ void PathFollow2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_lookahead", "lookahead"), &PathFollow2D::set_lookahead);
ClassDB::bind_method(D_METHOD("get_lookahead"), &PathFollow2D::get_lookahead);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_lesser"), "set_offset", "get_offset");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_lesser", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "offset", PROPERTY_HINT_RANGE, "0,10000,0.01,or_lesser,or_greater"), "set_offset", "get_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "unit_offset", PROPERTY_HINT_RANGE, "0,1,0.0001,or_lesser,or_greater", PROPERTY_USAGE_EDITOR), "set_unit_offset", "get_unit_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "h_offset"), "set_h_offset", "get_h_offset");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "v_offset"), "set_v_offset", "get_v_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rotate"), "set_rotate", "is_rotating");
diff --git a/scene/2d/path_2d.h b/scene/2d/path_2d.h
index 4efad19938..35cf8211f4 100644
--- a/scene/2d/path_2d.h
+++ b/scene/2d/path_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -47,9 +47,11 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif
void set_curve(const Ref<Curve2D> &p_curve);
Ref<Curve2D> get_curve() const;
diff --git a/scene/2d/path_texture.cpp b/scene/2d/path_texture.cpp
index 3de2079ebe..df59c9e2bb 100644
--- a/scene/2d/path_texture.cpp
+++ b/scene/2d/path_texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/path_texture.h b/scene/2d/path_texture.h
index 313aa772c4..9cfa004cfb 100644
--- a/scene/2d/path_texture.h
+++ b/scene/2d/path_texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 3a4f397fe0..d42bd6adaf 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1051,7 +1051,7 @@ void RigidBody2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "gravity_scale", PROPERTY_HINT_RANGE, "-128,128,0.01"), "set_gravity_scale", "get_gravity_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "custom_integrator"), "set_use_custom_integrator", "is_using_custom_integrator");
ADD_PROPERTY(PropertyInfo(Variant::INT, "continuous_cd", PROPERTY_HINT_ENUM, "Disabled,Cast Ray,Cast Shape"), "set_continuous_collision_detection_mode", "get_continuous_collision_detection_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported"), "set_max_contacts_reported", "get_max_contacts_reported");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "contacts_reported", PROPERTY_HINT_RANGE, "0,64,1,or_greater"), "set_max_contacts_reported", "get_max_contacts_reported");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "contact_monitor"), "set_contact_monitor", "is_contact_monitor_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleeping", "is_sleeping");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "can_sleep"), "set_can_sleep", "is_able_to_sleep");
@@ -1212,36 +1212,37 @@ bool KinematicBody2D::move_and_collide(const Vector2 &p_motion, bool p_infinite_
//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
#define FLOOR_ANGLE_THRESHOLD 0.01
-Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+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 floor_motion = floor_velocity;
+ Vector2 body_velocity = p_linear_velocity;
+ Vector2 body_velocity_normal = body_velocity.normalized();
+
+ Vector2 current_floor_velocity = floor_velocity;
if (on_floor && on_floor_body.is_valid()) {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
Physics2DDirectBodyState *bs = Physics2DServer::get_singleton()->body_get_direct_state(on_floor_body);
if (bs) {
- floor_motion = bs->get_linear_velocity();
+ current_floor_velocity = bs->get_linear_velocity();
}
}
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
- Vector2 motion = (floor_motion + p_linear_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
- Vector2 lv = p_linear_velocity;
+ Vector2 motion = (current_floor_velocity + body_velocity) * (Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time());
on_floor = false;
on_floor_body = RID();
on_ceiling = false;
on_wall = false;
colliders.clear();
+ floor_normal = Vector2();
floor_velocity = Vector2();
- Vector2 lv_n = p_linear_velocity.normalized();
-
while (p_max_slides) {
Collision collision;
bool found_collision = false;
- for (int i = 0; i < 2; i++) {
+ for (int i = 0; i < 2; ++i) {
bool collided;
if (i == 0) { //collide
collided = move_and_collide(motion, p_infinite_inertia, collision);
@@ -1262,54 +1263,51 @@ Vector2 KinematicBody2D::move_and_slide(const Vector2 &p_linear_velocity, const
colliders.push_back(collision);
motion = collision.remainder;
- if (p_floor_direction == Vector2()) {
+ if (p_up_direction == Vector2()) {
//all is a wall
on_wall = true;
} else {
- if (Math::acos(collision.normal.dot(p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
+ if (Math::acos(collision.normal.dot(p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //floor
on_floor = true;
+ floor_normal = collision.normal;
on_floor_body = collision.collider_rid;
floor_velocity = collision.collider_vel;
if (p_stop_on_slope) {
- if ((lv_n + p_floor_direction).length() < 0.01 && collision.travel.length() < 1) {
+ if ((body_velocity_normal + p_up_direction).length() < 0.01 && collision.travel.length() < 1) {
Transform2D gt = get_global_transform();
- gt.elements[2] -= collision.travel.project(p_floor_direction.tangent());
+ gt.elements[2] -= collision.travel.slide(p_up_direction);
set_global_transform(gt);
return Vector2();
}
}
-
- } else if (Math::acos(collision.normal.dot(-p_floor_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
+ } else if (Math::acos(collision.normal.dot(-p_up_direction)) <= p_floor_max_angle + FLOOR_ANGLE_THRESHOLD) { //ceiling
on_ceiling = true;
} else {
on_wall = true;
}
}
- Vector2 n = collision.normal;
- motion = motion.slide(n);
- lv = lv.slide(n);
+ motion = motion.slide(collision.normal);
+ body_velocity = body_velocity.slide(collision.normal);
}
}
- if (!found_collision) {
- break;
- }
- p_max_slides--;
- if (motion == Vector2())
+ if (!found_collision || motion == Vector2())
break;
+
+ --p_max_slides;
}
- return lv;
+ return body_velocity;
}
-Vector2 KinematicBody2D::move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction, bool p_stop_on_slope, int p_max_slides, float p_floor_max_angle, bool p_infinite_inertia) {
+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) {
bool was_on_floor = on_floor;
- Vector2 ret = move_and_slide(p_linear_velocity, p_floor_direction, p_stop_on_slope, p_max_slides, p_floor_max_angle, p_infinite_inertia);
+ 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);
if (!was_on_floor || p_snap == Vector2()) {
return ret;
}
@@ -1319,15 +1317,16 @@ 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_floor_direction != Vector2()) {
- if (Math::acos(p_floor_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
+ if (p_up_direction != Vector2()) {
+ if (Math::acos(p_up_direction.normalized().dot(col.normal)) < p_floor_max_angle) {
on_floor = true;
+ floor_normal = col.normal;
on_floor_body = col.collider_rid;
floor_velocity = col.collider_vel;
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_floor_direction * p_floor_direction.dot(col.travel);
+ col.travel = p_up_direction * p_up_direction.dot(col.travel);
}
} else {
@@ -1357,6 +1356,11 @@ bool KinematicBody2D::is_on_ceiling() const {
return on_ceiling;
}
+Vector2 KinematicBody2D::get_floor_normal() const {
+
+ return floor_normal;
+}
+
Vector2 KinematicBody2D::get_floor_velocity() const {
return floor_velocity;
@@ -1469,14 +1473,15 @@ void KinematicBody2D::_notification(int p_what) {
void KinematicBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia", "exclude_raycast_shapes", "test_only"), &KinematicBody2D::_move, DEFVAL(true), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
- ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "floor_normal", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("move_and_slide_with_snap", "linear_velocity", "snap", "up_direction", "stop_on_slope", "max_slides", "floor_max_angle", "infinite_inertia"), &KinematicBody2D::move_and_slide_with_snap, DEFVAL(Vector2(0, 0)), DEFVAL(false), DEFVAL(4), DEFVAL(Math::deg2rad((float)45)), DEFVAL(true));
ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody2D::test_move, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody2D::is_on_floor);
ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody2D::is_on_ceiling);
ClassDB::bind_method(D_METHOD("is_on_wall"), &KinematicBody2D::is_on_wall);
+ ClassDB::bind_method(D_METHOD("get_floor_normal"), &KinematicBody2D::get_floor_normal);
ClassDB::bind_method(D_METHOD("get_floor_velocity"), &KinematicBody2D::get_floor_velocity);
ClassDB::bind_method(D_METHOD("set_safe_margin", "pixels"), &KinematicBody2D::set_safe_margin);
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 66e5ce250f..6766bafde3 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -306,6 +306,7 @@ public:
private:
float margin;
+ Vector2 floor_normal;
Vector2 floor_velocity;
RID on_floor_body;
bool on_floor;
@@ -339,11 +340,12 @@ public:
void set_safe_margin(float p_margin);
float get_safe_margin() const;
- Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
- Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
+ Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
+ Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_up_direction = Vector2(0, 0), bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45), bool p_infinite_inertia = true);
bool is_on_floor() const;
bool is_on_wall() const;
bool is_on_ceiling() const;
+ Vector2 get_floor_normal() const;
Vector2 get_floor_velocity() const;
int get_slide_count() const;
diff --git a/scene/2d/polygon_2d.cpp b/scene/2d/polygon_2d.cpp
index 5e14959e9d..a6da027e0a 100644
--- a/scene/2d/polygon_2d.cpp
+++ b/scene/2d/polygon_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,6 +33,7 @@
#include "core/math/geometry.h"
#include "skeleton_2d.h"
+#ifdef TOOLS_ENABLED
Dictionary Polygon2D::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
@@ -87,6 +88,7 @@ bool Polygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_toler
}
return Geometry::is_point_in_polygon(p_point - get_offset(), polygon2d);
}
+#endif
void Polygon2D::_skeleton_bone_setup_changed() {
update();
@@ -308,7 +310,7 @@ void Polygon2D::_notification(int p_what) {
if (invert || polygons.size() == 0) {
Vector<int> indices = Geometry::triangulate_polygon(points);
if (indices.size()) {
- VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
+ VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
}
} else {
//draw individual polygons
@@ -342,197 +344,8 @@ void Polygon2D::_notification(int p_what) {
}
if (total_indices.size()) {
- VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
- }
-
-#if 0
- //use splits
- Vector<int> loop;
- int sc = splits.size();
- PoolVector<int>::Read r = splits.read();
-
-
- print_line("has splits, amount " + itos(splits.size()));
- Vector<Vector<int> > loops;
-
- // find a point that can be used to begin, must not be in a split, and have to the left and right the same one
- // like this one -> x---o
- // \ / \ .
- // o---o
- int base_point = -1;
- {
- int current_point = -1;
- int base_point_prev_split = -1;
-
-
- for (int i = 0; i < points.size(); i++) {
-
- //find if this point is in a split
- int split_index = -1;
- bool has_prev_split = false;
- int min_dist_to_end = 0x7FFFFFFF;
-
- for (int j = 0; j < sc; j += 2) {
-
- int split_pos = -1;
- int split_end = -1;
-
- if (r[j + 0] == i) { //found split in first point
- split_pos = r[j + 0];
- split_end = r[j + 1];
- } else if (r[j + 1] == i) { //found split in second point
- split_pos = r[j + 1];
- split_end = r[j + 0];
- }
-
- if (split_pos == split_end) {
- continue; //either nothing found or begin == end, this not a split in either case
- }
-
- if (j == base_point_prev_split) {
- has_prev_split = true;
- }
-
- //compute distance from split pos to split end in current traversal direction
- int dist_to_end = split_end > split_pos ? split_end - split_pos : (last - split_pos + split_end);
-
- if (dist_to_end < min_dist_to_end) {
- //always keep the valid split with the least distance to the loop
- min_dist_to_end = dist_to_end;
- split_index = j;
- }
- }
-
- if (split_index == -1) {
- current_point = i; //no split here, we are testing this point
- } else if (has_prev_split) {
- base_point = current_point; // there is a split and it contains the previous visited split, success
- break;
- } else {
- //invalidate current point and keep split
- current_point = -1;
- base_point_prev_split = split_index;
- }
- }
- }
-
- print_line("found base point: " + itos(base_point));
-
- if (base_point != -1) {
-
- int point = base_point;
- int last = base_point;
- //go through all the points, find splits
- do {
-
- int split;
- int last_dist_to_end = -1; //maximum valid distance to end
-
- do {
-
- loop.push_back(point); //push current point
-
- split = -1;
- int end = -1;
-
- int max_dist_to_end = 0;
-
- //find if this point is in a split
- for (int j = 0; j < sc; j += 2) {
-
- int split_pos = -1;
- int split_end = -1;
-
- if (r[j + 0] == point) { //match first split index
- split_pos = r[j + 0];
- split_end = r[j + 1];
- } else if (r[j + 1] == point) { //match second split index
- split_pos = r[j + 1];
- split_end = r[j + 0];
- }
-
- if (split_pos == split_end) {
- continue; //either nothing found or begin == end, this not a split in either case
- }
-
- //compute distance from split pos to split end
- int dist_to_end = split_end > split_pos ? split_end - split_pos : (points.size() - split_pos + split_end);
-
- if (last_dist_to_end != -1 && dist_to_end >= last_dist_to_end) {
- //distance must be shorter than in last iteration, means we've tested this before so ignore
- continue;
- } else if (dist_to_end > max_dist_to_end) {
- //always keep the valid point with the most distance (as long as it's valid)
- max_dist_to_end = dist_to_end;
- split = split_pos;
- end = split_end;
- }
- }
-
- if (split != -1) {
- //found a split!
- int from = end;
-
- //add points until last is reached
- while (true) {
- //find if point is in a split
- loop.push_back(from);
-
- if (from == last) {
- break;
- }
-
- from++;
- if (from >= points.size()) { //wrap if reached end
- from = 0;
- }
-
- if (from == loop[0]) {
- break; //end because we reached split source
- }
- }
-
- loops.push_back(loop); //done with this loop
- loop.clear();
-
- last_dist_to_end = max_dist_to_end;
- last = end; //algorithm can safely finish in this split point
- }
-
- } while (split != -1);
-
- } while (point != last);
- }
-
- if (loop.size() >=2 ) { //points remained
- //points remain
- loop.push_back(last); //no splits found, use last
- loops.push_back(loop);
- }
-
- print_line("total loops: " + itos(loops.size()));
-
- if (loops.size()) { //loops found
- Vector<int> indices;
-
- for (int i = 0; i < loops.size(); i++) {
- Vector<int> loop = loops[i];
- Vector<Vector2> vertices;
- vertices.resize(loop.size());
- for (int j = 0; j < vertices.size(); j++) {
- vertices.write[j] = points[loop[j]];
- }
- Vector<int> sub_indices = Geometry::triangulate_polygon(vertices);
- int from = indices.size();
- indices.resize(from + sub_indices.size());
- for (int j = 0; j < sub_indices.size(); j++) {
- indices.write[from + j] = loop[sub_indices[j]];
- }
- }
-
- VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID());
+ VS::get_singleton()->canvas_item_add_triangle_array(get_canvas_item(), total_indices, points, colors, uvs, bones, weights, texture.is_valid() ? texture->get_rid() : RID(), -1, RID(), antialiased);
}
-#endif
}
} break;
diff --git a/scene/2d/polygon_2d.h b/scene/2d/polygon_2d.h
index f25b3885b0..07b8828532 100644
--- a/scene/2d/polygon_2d.h
+++ b/scene/2d/polygon_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -77,6 +77,7 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
@@ -87,6 +88,7 @@ public:
virtual bool _edit_use_rect() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
+#endif
void set_polygon(const PoolVector<Vector2> &p_polygon);
PoolVector<Vector2> get_polygon() const;
diff --git a/scene/2d/position_2d.cpp b/scene/2d/position_2d.cpp
index e37407ceb3..cdeb905c0c 100644
--- a/scene/2d/position_2d.cpp
+++ b/scene/2d/position_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -43,6 +43,7 @@ void Position2D::_draw_cross() {
draw_line(Point2(0, -extents), Point2(0, +extents), Color(0.53, 0.84, 0.01));
}
+#ifdef TOOLS_ENABLED
Rect2 Position2D::_edit_get_rect() const {
float extents = get_gizmo_extents();
@@ -52,6 +53,7 @@ Rect2 Position2D::_edit_get_rect() const {
bool Position2D::_edit_use_rect() const {
return false;
}
+#endif
void Position2D::_notification(int p_what) {
diff --git a/scene/2d/position_2d.h b/scene/2d/position_2d.h
index f5ec3ef01a..3ea636171d 100644
--- a/scene/2d/position_2d.h
+++ b/scene/2d/position_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -44,8 +44,10 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
+#endif
void set_gizmo_extents(float p_extents);
float get_gizmo_extents() const;
diff --git a/scene/2d/ray_cast_2d.cpp b/scene/2d/ray_cast_2d.cpp
index bf8d008bb2..5098d5115a 100644
--- a/scene/2d/ray_cast_2d.cpp
+++ b/scene/2d/ray_cast_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -180,8 +180,8 @@ void RayCast2D::_notification(int p_what) {
Vector<Vector2> pts;
float tsize = 8;
pts.push_back(xf.xform(Vector2(tsize, 0)));
- pts.push_back(xf.xform(Vector2(0, 0.707 * tsize)));
- pts.push_back(xf.xform(Vector2(0, -0.707 * tsize)));
+ pts.push_back(xf.xform(Vector2(0, Math_SQRT12 * tsize)));
+ pts.push_back(xf.xform(Vector2(0, -Math_SQRT12 * tsize)));
Vector<Color> cols;
for (int i = 0; i < 3; i++)
cols.push_back(draw_col);
diff --git a/scene/2d/ray_cast_2d.h b/scene/2d/ray_cast_2d.h
index f53f3ff07b..20f05e7525 100644
--- a/scene/2d/ray_cast_2d.h
+++ b/scene/2d/ray_cast_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/remote_transform_2d.cpp b/scene/2d/remote_transform_2d.cpp
index fe8cc5a5fc..53072f942d 100644
--- a/scene/2d/remote_transform_2d.cpp
+++ b/scene/2d/remote_transform_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/remote_transform_2d.h b/scene/2d/remote_transform_2d.h
index e85fe33fc6..f5b949d10b 100644
--- a/scene/2d/remote_transform_2d.h
+++ b/scene/2d/remote_transform_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index bf43fca864..6f64464cc9 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/skeleton_2d.h b/scene/2d/skeleton_2d.h
index 0f48b44387..c6bee8d92b 100644
--- a/scene/2d/skeleton_2d.h
+++ b/scene/2d/skeleton_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/sprite.cpp b/scene/2d/sprite.cpp
index 8cdfceea52..55daed0585 100644
--- a/scene/2d/sprite.cpp
+++ b/scene/2d/sprite.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,6 +34,7 @@
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
+#ifdef TOOLS_ENABLED
Dictionary Sprite::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
@@ -58,6 +59,11 @@ bool Sprite::_edit_use_pivot() const {
return true;
}
+bool Sprite::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
+
+ return is_pixel_opaque(p_point);
+}
+
Rect2 Sprite::_edit_get_rect() const {
return get_rect();
}
@@ -65,6 +71,7 @@ Rect2 Sprite::_edit_get_rect() const {
bool Sprite::_edit_use_rect() const {
return texture.is_valid();
}
+#endif
Rect2 Sprite::get_anchorable_rect() const {
return get_rect();
@@ -305,16 +312,14 @@ int Sprite::get_hframes() const {
return hframes;
}
-bool Sprite::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
-
- return is_pixel_opaque(p_point);
-}
-
bool Sprite::is_pixel_opaque(const Point2 &p_point) const {
if (texture.is_null())
return false;
+ if (texture->get_size().width == 0 || texture->get_size().height == 0)
+ return false;
+
Rect2 src_rect, dst_rect;
bool filter_clip;
_get_rects(src_rect, dst_rect, filter_clip);
diff --git a/scene/2d/sprite.h b/scene/2d/sprite.h
index d3c0112e62..d72bf3168d 100644
--- a/scene/2d/sprite.h
+++ b/scene/2d/sprite.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -67,6 +67,7 @@ protected:
virtual void _validate_property(PropertyInfo &property) const;
public:
+#ifdef TOOLS_ENABLED
virtual Dictionary _edit_get_state() const;
virtual void _edit_set_state(const Dictionary &p_state);
@@ -75,10 +76,11 @@ public:
virtual bool _edit_use_pivot() const;
virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const;
- bool is_pixel_opaque(const Point2 &p_point) const;
-
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
+#endif
+
+ bool is_pixel_opaque(const Point2 &p_point) const;
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_texture() const;
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 173214dfe4..d8b880e571 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,6 +35,7 @@
#include "core/method_bind_ext.gen.inc"
#include "core/os/os.h"
#include "scene/2d/area_2d.h"
+#include "servers/navigation_2d_server.h"
#include "servers/physics_2d_server.h"
int TileMap::_get_quadrant_size() const {
@@ -86,7 +87,7 @@ void TileMap::_notification(int p_what) {
if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *F = q.navpoly_ids.front(); F; F = F->next()) {
- navigation->navpoly_remove(F->get().id);
+ Navigation2DServer::get_singleton()->region_set_map(F->get().region, RID());
}
q.navpoly_ids.clear();
}
@@ -163,7 +164,7 @@ void TileMap::_update_quadrant_transform() {
if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *F = q.navpoly_ids.front(); F; F = F->next()) {
- navigation->navpoly_set_transform(F->get().id, nav_rel * F->get().xform);
+ Navigation2DServer::get_singleton()->region_set_transform(F->get().region, nav_rel * F->get().xform);
}
}
@@ -377,7 +378,7 @@ void TileMap::update_dirty_quadrants() {
if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = q.navpoly_ids.front(); E; E = E->next()) {
- navigation->navpoly_remove(E->get().id);
+ Navigation2DServer::get_singleton()->region_set_map(E->get().region, RID());
}
q.navpoly_ids.clear();
}
@@ -611,10 +612,13 @@ void TileMap::update_dirty_quadrants() {
xform.set_origin(offset.floor() + q.pos);
_fix_cell_transform(xform, c, npoly_ofs, s);
- int pid = navigation->navpoly_add(navpoly, nav_rel * xform);
+ RID region = Navigation2DServer::get_singleton()->region_create();
+ Navigation2DServer::get_singleton()->region_set_map(region, navigation->get_rid());
+ Navigation2DServer::get_singleton()->region_set_transform(region, nav_rel * xform);
+ Navigation2DServer::get_singleton()->region_set_navpoly(region, navpoly);
Quadrant::NavPoly np;
- np.id = pid;
+ np.region = region;
np.xform = xform;
q.navpoly_ids[E->key()] = np;
@@ -809,7 +813,7 @@ void TileMap::_erase_quadrant(Map<PosKey, Quadrant>::Element *Q) {
if (navigation) {
for (Map<PosKey, Quadrant::NavPoly>::Element *E = q.navpoly_ids.front(); E; E = E->next()) {
- navigation->navpoly_remove(E->get().id);
+ Navigation2DServer::get_singleton()->region_set_map(E->get().region, RID());
}
q.navpoly_ids.clear();
}
@@ -1233,8 +1237,8 @@ void TileMap::_set_tile_data(const PoolVector<int> &p_data) {
}
#endif
- int16_t x = decode_uint16(&local[0]);
- int16_t y = decode_uint16(&local[2]);
+ uint16_t x = decode_uint16(&local[0]);
+ uint16_t y = decode_uint16(&local[2]);
uint32_t v = decode_uint32(&local[4]);
bool flip_h = v & (1 << 29);
bool flip_v = v & (1 << 30);
@@ -1282,6 +1286,7 @@ PoolVector<int> TileMap::_get_tile_data() const {
return data;
}
+#ifdef TOOLS_ENABLED
Rect2 TileMap::_edit_get_rect() const {
if (pending_update) {
const_cast<TileMap *>(this)->update_dirty_quadrants();
@@ -1290,6 +1295,7 @@ Rect2 TileMap::_edit_get_rect() const {
}
return rect_cache;
}
+#endif
void TileMap::set_collision_layer(uint32_t p_layer) {
diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h
index e30b7eff83..d5ef7fc818 100644
--- a/scene/2d/tile_map.h
+++ b/scene/2d/tile_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -139,7 +139,7 @@ private:
SelfList<Quadrant> dirty_list;
struct NavPoly {
- int id;
+ RID region;
Transform2D xform;
};
@@ -244,7 +244,9 @@ public:
INVALID_CELL = -1
};
+#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
+#endif
void set_tileset(const Ref<TileSet> &p_tileset);
Ref<TileSet> get_tileset() const;
diff --git a/scene/2d/touch_screen_button.cpp b/scene/2d/touch_screen_button.cpp
index 9a1a759e72..42d9f88a60 100644
--- a/scene/2d/touch_screen_button.cpp
+++ b/scene/2d/touch_screen_button.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -135,7 +135,9 @@ void TouchScreenButton::_notification(int p_what) {
return;
if (shape.is_valid()) {
Color draw_col = get_tree()->get_debug_collisions_color();
- Vector2 pos = shape_centered ? _edit_get_rect().size * 0.5f : Vector2();
+
+ Vector2 size = texture.is_null() ? shape->get_rect().size : texture->get_size();
+ Vector2 pos = shape_centered ? size * 0.5f : Vector2();
draw_set_transform_matrix(get_canvas_transform().translated(pos));
shape->draw(get_canvas_item(), draw_col);
}
@@ -251,9 +253,7 @@ void TouchScreenButton::_input(const Ref<InputEvent> &p_event) {
}
bool TouchScreenButton::_is_point_inside(const Point2 &p_point) {
-
Point2 coord = (get_global_transform_with_canvas()).affine_inverse().xform(p_point);
- Rect2 item_rect = _edit_get_rect();
bool touched = false;
bool check_rect = true;
@@ -261,7 +261,7 @@ bool TouchScreenButton::_is_point_inside(const Point2 &p_point) {
if (shape.is_valid()) {
check_rect = false;
- Transform2D xform = shape_centered ? Transform2D().translated(item_rect.size * 0.5f) : Transform2D();
+ Transform2D xform = shape_centered ? Transform2D().translated(shape->get_rect().size * 0.5f) : Transform2D();
touched = shape->collide(xform, unit_rect, Transform2D(0, coord + Vector2(0.5, 0.5)));
}
@@ -277,7 +277,7 @@ bool TouchScreenButton::_is_point_inside(const Point2 &p_point) {
if (!touched && check_rect) {
if (texture.is_valid())
- touched = item_rect.has_point(coord);
+ touched = Rect2(Size2(), texture->get_size()).has_point(coord);
}
return touched;
@@ -324,6 +324,7 @@ void TouchScreenButton::_release(bool p_exiting_tree) {
}
}
+#ifdef TOOLS_ENABLED
Rect2 TouchScreenButton::_edit_get_rect() const {
if (texture.is_null())
return CanvasItem::_edit_get_rect();
@@ -334,6 +335,7 @@ Rect2 TouchScreenButton::_edit_get_rect() const {
bool TouchScreenButton::_edit_use_rect() const {
return !texture.is_null();
}
+#endif
Rect2 TouchScreenButton::get_anchorable_rect() const {
if (texture.is_null())
diff --git a/scene/2d/touch_screen_button.h b/scene/2d/touch_screen_button.h
index df54e5340b..28dba59402 100644
--- a/scene/2d/touch_screen_button.h
+++ b/scene/2d/touch_screen_button.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -74,6 +74,11 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
+ virtual Rect2 _edit_get_rect() const;
+ virtual bool _edit_use_rect() const;
+#endif
+
void set_texture(const Ref<Texture> &p_texture);
Ref<Texture> get_texture() const;
@@ -103,8 +108,6 @@ public:
bool is_pressed() const;
- virtual Rect2 _edit_get_rect() const;
- virtual bool _edit_use_rect() const;
virtual Rect2 get_anchorable_rect() const;
TouchScreenButton();
diff --git a/scene/2d/visibility_notifier_2d.cpp b/scene/2d/visibility_notifier_2d.cpp
index a1d074e6cd..0ac725b7dd 100644
--- a/scene/2d/visibility_notifier_2d.cpp
+++ b/scene/2d/visibility_notifier_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -38,6 +38,16 @@
#include "scene/main/viewport.h"
#include "scene/scene_string_names.h"
+#ifdef TOOLS_ENABLED
+Rect2 VisibilityNotifier2D::_edit_get_rect() const {
+ return rect;
+}
+
+bool VisibilityNotifier2D::_edit_use_rect() const {
+ return true;
+}
+#endif
+
void VisibilityNotifier2D::_enter_viewport(Viewport *p_viewport) {
ERR_FAIL_COND(viewports.has(p_viewport));
@@ -84,15 +94,6 @@ void VisibilityNotifier2D::set_rect(const Rect2 &p_rect) {
_change_notify("rect");
}
-Rect2 VisibilityNotifier2D::_edit_get_rect() const {
-
- return rect;
-}
-
-bool VisibilityNotifier2D::_edit_use_rect() const {
- return true;
-}
-
Rect2 VisibilityNotifier2D::get_rect() const {
return rect;
@@ -319,8 +320,6 @@ void VisibilityEnabler2D::_node_removed(Node *p_node) {
if (!visible)
_change_node_state(p_node, true);
- //changed to one shot, not needed
- //p_node->disconnect(SceneStringNames::get_singleton()->exit_scene,this,"_node_removed");
nodes.erase(p_node);
}
diff --git a/scene/2d/visibility_notifier_2d.h b/scene/2d/visibility_notifier_2d.h
index 259368455b..a3b79d29e9 100644
--- a/scene/2d/visibility_notifier_2d.h
+++ b/scene/2d/visibility_notifier_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -55,8 +55,10 @@ protected:
static void _bind_methods();
public:
+#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
virtual bool _edit_use_rect() const;
+#endif
void set_rect(const Rect2 &p_rect);
Rect2 get_rect() const;
diff --git a/scene/2d/y_sort.cpp b/scene/2d/y_sort.cpp
index d7e523e189..62f10a5c96 100644
--- a/scene/2d/y_sort.cpp
+++ b/scene/2d/y_sort.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/2d/y_sort.h b/scene/2d/y_sort.h
index 1bf757720e..62787d6744 100644
--- a/scene/2d/y_sort.h
+++ b/scene/2d/y_sort.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */