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-rw-r--r--scene/2d/path_2d.cpp45
-rw-r--r--scene/2d/shape_cast_2d.cpp6
-rw-r--r--scene/2d/shape_cast_2d.h1
-rw-r--r--scene/2d/tile_map.cpp4
4 files changed, 15 insertions, 41 deletions
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index c1044fdf5b..b5945a4562 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -175,51 +175,18 @@ void PathFollow2D::_update_transform() {
if (path_length == 0) {
return;
}
- Vector2 pos = c->sample_baked(progress, cubic);
if (rotates) {
- real_t ahead = progress + lookahead;
-
- if (loop && ahead >= path_length) {
- // If our lookahead will loop, we need to check if the path is closed.
- int point_count = c->get_point_count();
- if (point_count > 0) {
- Vector2 start_point = c->get_point_position(0);
- Vector2 end_point = c->get_point_position(point_count - 1);
- if (start_point == end_point) {
- // Since the path is closed we want to 'smooth off'
- // the corner at the start/end.
- // So we wrap the lookahead back round.
- ahead = Math::fmod(ahead, path_length);
- }
- }
- }
-
- Vector2 ahead_pos = c->sample_baked(ahead, cubic);
-
- Vector2 tangent_to_curve;
- if (ahead_pos == pos) {
- // 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->sample_baked(progress - lookahead, cubic)).normalized();
- } else {
- tangent_to_curve = (ahead_pos - pos).normalized();
- }
-
- Vector2 normal_of_curve = -tangent_to_curve.orthogonal();
-
- pos += tangent_to_curve * h_offset;
- pos += normal_of_curve * v_offset;
-
- set_rotation(tangent_to_curve.angle());
-
+ Transform2D xform = c->sample_baked_with_rotation(progress, cubic, loop, lookahead);
+ xform.translate_local(v_offset, h_offset);
+ set_rotation(xform[1].angle());
+ set_position(xform[2]);
} else {
+ Vector2 pos = c->sample_baked(progress, cubic);
pos.x += h_offset;
pos.y += v_offset;
+ set_position(pos);
}
-
- set_position(pos);
}
void PathFollow2D::_notification(int p_what) {
diff --git a/scene/2d/shape_cast_2d.cpp b/scene/2d/shape_cast_2d.cpp
index 6222b0db14..4c2e9e4c19 100644
--- a/scene/2d/shape_cast_2d.cpp
+++ b/scene/2d/shape_cast_2d.cpp
@@ -107,6 +107,11 @@ Object *ShapeCast2D::get_collider(int p_idx) const {
return ObjectDB::get_instance(result[p_idx].collider_id);
}
+RID ShapeCast2D::get_collider_rid(int p_idx) const {
+ ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), RID(), "No collider RID found.");
+ return result[p_idx].rid;
+}
+
int ShapeCast2D::get_collider_shape(int p_idx) const {
ERR_FAIL_INDEX_V_MSG(p_idx, result.size(), -1, "No collider shape found.");
return result[p_idx].shape;
@@ -422,6 +427,7 @@ void ShapeCast2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("force_shapecast_update"), &ShapeCast2D::force_shapecast_update);
ClassDB::bind_method(D_METHOD("get_collider", "index"), &ShapeCast2D::get_collider);
+ ClassDB::bind_method(D_METHOD("get_collider_rid", "index"), &ShapeCast2D::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider_shape", "index"), &ShapeCast2D::get_collider_shape);
ClassDB::bind_method(D_METHOD("get_collision_point", "index"), &ShapeCast2D::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal", "index"), &ShapeCast2D::get_collision_normal);
diff --git a/scene/2d/shape_cast_2d.h b/scene/2d/shape_cast_2d.h
index 7b55566b01..134f236d3b 100644
--- a/scene/2d/shape_cast_2d.h
+++ b/scene/2d/shape_cast_2d.h
@@ -104,6 +104,7 @@ public:
int get_collision_count() const;
Object *get_collider(int p_idx) const;
+ RID get_collider_rid(int p_idx) const;
int get_collider_shape(int p_idx) const;
Vector2 get_collision_point(int p_idx) const;
Vector2 get_collision_normal(int p_idx) const;
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index f7a66215b2..40e8818262 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -2440,7 +2440,7 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_connect(int p_
// Find the adequate neighbor
for (int j = 0; j < TileSet::CELL_NEIGHBOR_MAX; j++) {
TileSet::CellNeighbor bit = TileSet::CellNeighbor(j);
- if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, bit)) {
+ if (is_existing_neighbor(bit)) {
Vector2i neighbor = get_neighbor_cell(coords, bit);
if (!can_modify_set.has(neighbor)) {
can_modify_list.push_back(neighbor);
@@ -2538,7 +2538,7 @@ HashMap<Vector2i, TileSet::TerrainsPattern> TileMap::terrain_fill_path(int p_lay
TileSet::CellNeighbor found_bit = TileSet::CELL_NEIGHBOR_MAX;
for (int j = 0; j < TileSet::CELL_NEIGHBOR_MAX; j++) {
TileSet::CellNeighbor bit = TileSet::CellNeighbor(j);
- if (tile_set->is_valid_terrain_peering_bit(p_terrain_set, bit)) {
+ if (is_existing_neighbor(bit)) {
if (get_neighbor_cell(p_path[i], bit) == p_path[i + 1]) {
found_bit = bit;
break;