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-rw-r--r--scene/2d/canvas_item.cpp103
-rw-r--r--scene/2d/canvas_item.h19
-rw-r--r--scene/2d/node_2d.cpp28
-rw-r--r--scene/2d/node_2d.h3
-rw-r--r--scene/2d/physics_body_2d.cpp37
-rw-r--r--scene/2d/physics_body_2d.h8
6 files changed, 188 insertions, 10 deletions
diff --git a/scene/2d/canvas_item.cpp b/scene/2d/canvas_item.cpp
index f90da51eea..ae857bbce9 100644
--- a/scene/2d/canvas_item.cpp
+++ b/scene/2d/canvas_item.cpp
@@ -720,6 +720,95 @@ bool CanvasItem::is_draw_behind_parent_enabled() const{
return behind;
}
+void CanvasItem::set_shader(const Ref<Shader>& p_shader) {
+
+ ERR_FAIL_COND(p_shader.is_valid() && p_shader->get_mode()!=Shader::MODE_CANVAS_ITEM);
+
+#ifdef TOOLS_ENABLED
+
+ if (shader.is_valid()) {
+ shader->disconnect("changed",this,"_shader_changed");
+ }
+#endif
+ shader=p_shader;
+
+#ifdef TOOLS_ENABLED
+
+ if (shader.is_valid()) {
+ shader->connect("changed",this,"_shader_changed");
+ }
+#endif
+
+ RID rid;
+ if (shader.is_valid())
+ rid=shader->get_rid();
+ VS::get_singleton()->canvas_item_set_shader(canvas_item,rid);
+ _change_notify(); //properties for shader exposed
+}
+
+void CanvasItem::set_use_parent_shader(bool p_use_parent_shader) {
+
+ use_parent_shader=p_use_parent_shader;
+ VS::get_singleton()->canvas_item_set_use_parent_shader(canvas_item,p_use_parent_shader);
+}
+
+bool CanvasItem::get_use_parent_shader() const{
+
+ return use_parent_shader;
+}
+
+Ref<Shader> CanvasItem::get_shader() const{
+
+ return shader;
+}
+
+void CanvasItem::set_shader_param(const StringName& p_param,const Variant& p_value) {
+
+ VS::get_singleton()->canvas_item_set_shader_param(canvas_item,p_param,p_value);
+}
+
+Variant CanvasItem::get_shader_param(const StringName& p_param) const {
+
+ return VS::get_singleton()->canvas_item_get_shader_param(canvas_item,p_param);
+}
+
+bool CanvasItem::_set(const StringName& p_name, const Variant& p_value) {
+
+ if (shader.is_valid()) {
+ StringName pr = shader->remap_param(p_name);
+ if (pr) {
+ set_shader_param(pr,p_value);
+ return true;
+ }
+ }
+ return false;
+}
+
+bool CanvasItem::_get(const StringName& p_name,Variant &r_ret) const{
+
+ if (shader.is_valid()) {
+ StringName pr = shader->remap_param(p_name);
+ if (pr) {
+ r_ret=get_shader_param(pr);
+ return true;
+ }
+ }
+ return false;
+
+}
+void CanvasItem::_get_property_list( List<PropertyInfo> *p_list) const{
+
+ if (shader.is_valid()) {
+ shader->get_param_list(p_list);
+ }
+}
+
+#ifdef TOOLS_ENABLED
+void CanvasItem::_shader_changed() {
+
+ _change_notify();
+}
+#endif
void CanvasItem::_bind_methods() {
@@ -761,7 +850,9 @@ void CanvasItem::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_set_on_top","on_top"),&CanvasItem::_set_on_top);
ObjectTypeDB::bind_method(_MD("_is_on_top"),&CanvasItem::_is_on_top);
-
+#ifdef TOOLS_ENABLED
+ ObjectTypeDB::bind_method(_MD("_shader_changed"),&CanvasItem::_shader_changed);
+#endif
//ObjectTypeDB::bind_method(_MD("get_transform"),&CanvasItem::get_transform);
ObjectTypeDB::bind_method(_MD("draw_line","from","to","color","width"),&CanvasItem::draw_line,DEFVAL(1.0));
@@ -786,15 +877,22 @@ void CanvasItem::_bind_methods() {
ObjectTypeDB::bind_method(_MD("get_world_2d"),&CanvasItem::get_world_2d);
//ObjectTypeDB::bind_method(_MD("get_viewport"),&CanvasItem::get_viewport);
+ ObjectTypeDB::bind_method(_MD("set_shader","shader"),&CanvasItem::set_shader);
+ ObjectTypeDB::bind_method(_MD("get_shader"),&CanvasItem::get_shader);
+ ObjectTypeDB::bind_method(_MD("set_use_parent_shader","enable"),&CanvasItem::set_use_parent_shader);
+ ObjectTypeDB::bind_method(_MD("get_use_parent_shader"),&CanvasItem::get_use_parent_shader);
+
BIND_VMETHOD(MethodInfo("_draw"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"visibility/visible"), _SCS("_set_visible_"),_SCS("_is_visible_") );
ADD_PROPERTY( PropertyInfo(Variant::REAL,"visibility/opacity",PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_opacity"),_SCS("get_opacity") );
ADD_PROPERTY( PropertyInfo(Variant::REAL,"visibility/self_opacity",PROPERTY_HINT_RANGE, "0,1,0.01"), _SCS("set_self_opacity"),_SCS("get_self_opacity") );
- ADD_PROPERTY( PropertyInfo(Variant::BOOL,"visibility/behind_parent"), _SCS("set_draw_behind_parent"),_SCS("is_draw_behind_parent_enabled") );
+ ADD_PROPERTYNZ( PropertyInfo(Variant::BOOL,"visibility/behind_parent"), _SCS("set_draw_behind_parent"),_SCS("is_draw_behind_parent_enabled") );
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"visibility/on_top",PROPERTY_HINT_NONE,"",0), _SCS("_set_on_top"),_SCS("_is_on_top") ); //compatibility
ADD_PROPERTYNZ( PropertyInfo(Variant::INT,"visibility/blend_mode",PROPERTY_HINT_ENUM, "Mix,Add,Sub,Mul,PMAlpha"), _SCS("set_blend_mode"),_SCS("get_blend_mode") );
+ ADD_PROPERTYNZ( PropertyInfo(Variant::OBJECT,"shader/shader",PROPERTY_HINT_RESOURCE_TYPE, "CanvasItemShader,CanvasItemShaderGraph"), _SCS("set_shader"),_SCS("get_shader") );
+ ADD_PROPERTYNZ( PropertyInfo(Variant::BOOL,"shader/use_parent"), _SCS("set_use_parent_shader"),_SCS("get_use_parent_shader") );
//exporting these two things doesn't really make much sense i think
//ADD_PROPERTY( PropertyInfo(Variant::BOOL,"transform/toplevel"), _SCS("set_as_toplevel"),_SCS("is_set_as_toplevel") );
//ADD_PROPERTY(PropertyInfo(Variant::BOOL,"transform/notify"),_SCS("set_transform_notify"),_SCS("is_transform_notify_enabled"));
@@ -871,6 +969,7 @@ CanvasItem::CanvasItem() : xform_change(this) {
block_transform_notify=false;
// viewport=NULL;
canvas_layer=NULL;
+ use_parent_shader;
global_invalid=true;
C=NULL;
diff --git a/scene/2d/canvas_item.h b/scene/2d/canvas_item.h
index dbf8fd79e9..ed3ade9df2 100644
--- a/scene/2d/canvas_item.h
+++ b/scene/2d/canvas_item.h
@@ -32,6 +32,7 @@
#include "scene/main/node.h"
#include "scene/resources/texture.h"
#include "scene/main/scene_main_loop.h"
+#include "scene/resources/shader.h"
class CanvasLayer;
class Viewport;
@@ -80,6 +81,9 @@ private:
bool block_transform_notify;
bool behind;
+ bool use_parent_shader;
+ Ref<Shader> shader;
+
mutable Matrix32 global_transform;
mutable bool global_invalid;
@@ -99,8 +103,9 @@ private:
void _queue_sort_children();
void _sort_children();
-
-
+#ifdef TOOLS_ENABLED
+ void _shader_changed();
+#endif
void _notify_transform(CanvasItem *p_node);
void _set_on_top(bool p_on_top) { set_draw_behind_parent(!p_on_top); }
@@ -108,6 +113,9 @@ private:
protected:
+ bool _set(const StringName& p_name, const Variant& p_value);
+ bool _get(const StringName& p_name,Variant &r_ret) const;
+ void _get_property_list( List<PropertyInfo> *p_list) const;
_FORCE_INLINE_ void _notify_transform() { if (!is_inside_tree()) return; _notify_transform(this); if (!block_transform_notify) notification(NOTIFICATION_LOCAL_TRANSFORM_CHANGED); }
@@ -204,7 +212,14 @@ public:
RID get_canvas() const;
Ref<World2D> get_world_2d() const;
+ void set_shader(const Ref<Shader>& p_shader);
+ Ref<Shader> get_shader() const;
+
+ void set_use_parent_shader(bool p_use_parent_shader);
+ bool get_use_parent_shader() const;
+ void set_shader_param(const StringName& p_param,const Variant& p_value);
+ Variant get_shader_param(const StringName& p_param) const;
CanvasItem();
~CanvasItem();
diff --git a/scene/2d/node_2d.cpp b/scene/2d/node_2d.cpp
index b9041e1224..8b4196ee7f 100644
--- a/scene/2d/node_2d.cpp
+++ b/scene/2d/node_2d.cpp
@@ -291,13 +291,27 @@ void Node2D::set_global_transform(const Matrix32& p_transform) {
void Node2D::set_z(int p_z) {
- ERR_FAIL_COND(p_z<-VS::CANVAS_ITEM_Z_DEFAULT);
- ERR_FAIL_COND(p_z>=VS::CANVAS_ITEM_Z_DEFAULT);
+ ERR_FAIL_COND(p_z<VS::CANVAS_ITEM_Z_MIN);
+ ERR_FAIL_COND(p_z>VS::CANVAS_ITEM_Z_MAX);
z=p_z;
- VS::get_singleton()->canvas_item_set_z(get_canvas_item(),z+VS::CANVAS_ITEM_Z_DEFAULT);
+ VS::get_singleton()->canvas_item_set_z(get_canvas_item(),z);
}
+void Node2D::set_z_as_relative(bool p_enabled) {
+
+ if (z_relative==p_enabled)
+ return;
+ z_relative=p_enabled;
+ VS::get_singleton()->canvas_item_set_z_as_relative_to_parent(get_canvas_item(),p_enabled);
+}
+
+bool Node2D::is_z_relative() const {
+
+ return z_relative;
+}
+
+
int Node2D::get_z() const{
return z;
@@ -332,13 +346,16 @@ void Node2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_z","z"),&Node2D::set_z);
ObjectTypeDB::bind_method(_MD("get_z"),&Node2D::get_z);
+ ObjectTypeDB::bind_method(_MD("set_z_as_relative","enable"),&Node2D::set_z_as_relative);
+ ObjectTypeDB::bind_method(_MD("is_z_relative"),&Node2D::is_z_relative);
+
ObjectTypeDB::bind_method(_MD("edit_set_pivot"),&Node2D::edit_set_pivot);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"transform/pos"),_SCS("set_pos"),_SCS("get_pos"));
ADD_PROPERTY(PropertyInfo(Variant::REAL,"transform/rot",PROPERTY_HINT_RANGE,"-1440,1440,0.1"),_SCS("_set_rotd"),_SCS("_get_rotd"));
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2,"transform/scale"),_SCS("set_scale"),_SCS("get_scale"));
- ADD_PROPERTY(PropertyInfo(Variant::INT,"visibility/z",PROPERTY_HINT_RANGE,"-512,511,1"),_SCS("set_z"),_SCS("get_z"));
-
+ ADD_PROPERTY(PropertyInfo(Variant::INT,"z/z",PROPERTY_HINT_RANGE,itos(VS::CANVAS_ITEM_Z_MIN)+","+itos(VS::CANVAS_ITEM_Z_MAX)+",1"),_SCS("set_z"),_SCS("get_z"));
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL,"z/relative"),_SCS("set_z_as_relative"),_SCS("is_z_relative"));
}
@@ -351,6 +368,7 @@ Node2D::Node2D() {
scale=Vector2(1,1);
_xform_dirty=false;
z=0;
+ z_relative=true;
}
diff --git a/scene/2d/node_2d.h b/scene/2d/node_2d.h
index 63ca2e3b95..61b8c829d6 100644
--- a/scene/2d/node_2d.h
+++ b/scene/2d/node_2d.h
@@ -39,6 +39,7 @@ class Node2D : public CanvasItem {
float angle;
Size2 scale;
int z;
+ bool z_relative;
Matrix32 _mat;
@@ -89,6 +90,8 @@ public:
void set_z(int p_z);
int get_z() const;
+ void set_z_as_relative(bool p_enabled);
+ bool is_z_relative() const;
Matrix32 get_transform() const;
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 2413fbded1..6f18325212 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -43,13 +43,44 @@ void PhysicsBody2D::_notification(int p_what) {
*/
}
+void PhysicsBody2D::set_one_way_collision_direction(const Vector2& p_dir) {
+
+ one_way_collision_direction=p_dir;
+ Physics2DServer::get_singleton()->body_set_one_way_collision_direction(get_rid(),p_dir);
+}
+
+Vector2 PhysicsBody2D::get_one_way_collision_direction() const{
+
+ return one_way_collision_direction;
+}
+
+
+void PhysicsBody2D::set_one_way_collision_max_depth(float p_depth) {
+
+ one_way_collision_max_depth=p_depth;
+ Physics2DServer::get_singleton()->body_set_one_way_collision_max_depth(get_rid(),p_depth);
+
+}
+
+float PhysicsBody2D::get_one_way_collision_max_depth() const{
+
+ return one_way_collision_max_depth;
+}
+
+
void PhysicsBody2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&PhysicsBody2D::set_layer_mask);
ObjectTypeDB::bind_method(_MD("get_layer_mask"),&PhysicsBody2D::get_layer_mask);
+ ObjectTypeDB::bind_method(_MD("set_one_way_collision_direction","dir"),&PhysicsBody2D::set_one_way_collision_direction);
+ ObjectTypeDB::bind_method(_MD("get_one_way_collision_direction"),&PhysicsBody2D::get_one_way_collision_direction);
+ ObjectTypeDB::bind_method(_MD("set_one_way_collision_max_depth","depth"),&PhysicsBody2D::set_one_way_collision_max_depth);
+ ObjectTypeDB::bind_method(_MD("get_one_way_collision_max_depth"),&PhysicsBody2D::get_one_way_collision_max_depth);
ObjectTypeDB::bind_method(_MD("add_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::add_collision_exception_with);
ObjectTypeDB::bind_method(_MD("remove_collision_exception_with","body:PhysicsBody2D"),&PhysicsBody2D::remove_collision_exception_with);
ADD_PROPERTY(PropertyInfo(Variant::INT,"layers",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
+ ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2,"one_way_collision/direction"),_SCS("set_one_way_collision_direction"),_SCS("get_one_way_collision_direction"));
+ ADD_PROPERTYNZ(PropertyInfo(Variant::REAL,"one_way_collision/max_depth"),_SCS("set_one_way_collision_max_depth"),_SCS("get_one_way_collision_max_depth"));
}
void PhysicsBody2D::set_layer_mask(uint32_t p_mask) {
@@ -66,6 +97,7 @@ uint32_t PhysicsBody2D::get_layer_mask() const {
PhysicsBody2D::PhysicsBody2D(Physics2DServer::BodyMode p_mode) : CollisionObject2D( Physics2DServer::get_singleton()->body_create(p_mode), false) {
mask=1;
+ set_one_way_collision_max_depth(0);
}
@@ -932,7 +964,7 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
//if (d<margin)
/// continue;
- recover_motion+=(b-a)*0.2;
+ recover_motion+=(b-a)*0.4;
}
if (recover_motion==Vector2()) {
@@ -963,6 +995,7 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
bool valid = dss->cast_motion(get_shape(i)->get_rid(), get_global_transform() * get_shape_transform(i), p_motion, 0,lsafe,lunsafe,exclude,get_layer_mask(),mask);
//print_line("shape: "+itos(i)+" travel:"+rtos(ltravel));
if (!valid) {
+
safe=0;
unsafe=0;
best_shape=i; //sadly it's the best
@@ -994,9 +1027,11 @@ Vector2 KinematicBody2D::move(const Vector2& p_motion) {
bool c2 = dss->rest_info(get_shape(best_shape)->get_rid(), ugt*get_shape_transform(best_shape), Vector2(), margin,&rest_info,exclude,get_layer_mask(),mask);
if (!c2) {
//should not happen, but floating point precision is so weird..
+
colliding=false;
} else {
+
//print_line("Travel: "+rtos(travel));
colliding=true;
collision=rest_info.point;
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 956999ce31..eed43c95be 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -39,6 +39,8 @@ class PhysicsBody2D : public CollisionObject2D {
OBJ_TYPE(PhysicsBody2D,CollisionObject2D);
uint32_t mask;
+ Vector2 one_way_collision_direction;
+ float one_way_collision_max_depth;
protected:
void _notification(int p_what);
@@ -53,6 +55,12 @@ public:
void add_collision_exception_with(Node* p_node); //must be physicsbody
void remove_collision_exception_with(Node* p_node);
+ void set_one_way_collision_direction(const Vector2& p_dir);
+ Vector2 get_one_way_collision_direction() const;
+
+ void set_one_way_collision_max_depth(float p_dir);
+ float get_one_way_collision_max_depth() const;
+
PhysicsBody2D();
};