diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/3d/physics_body.cpp | 114 | ||||
-rw-r--r-- | scene/3d/physics_body.h | 12 | ||||
-rw-r--r-- | scene/3d/skeleton.cpp | 63 | ||||
-rw-r--r-- | scene/3d/skeleton.h | 4 | ||||
-rw-r--r-- | scene/3d/soft_body.cpp | 40 | ||||
-rw-r--r-- | scene/3d/soft_body.h | 3 | ||||
-rw-r--r-- | scene/animation/skeleton_ik.cpp | 13 | ||||
-rw-r--r-- | scene/animation/skeleton_ik.h | 1 | ||||
-rw-r--r-- | scene/gui/line_edit.cpp | 6 | ||||
-rw-r--r-- | scene/gui/rich_text_label.cpp | 15 | ||||
-rw-r--r-- | scene/gui/tree.cpp | 13 | ||||
-rw-r--r-- | scene/gui/tree.h | 3 | ||||
-rw-r--r-- | scene/resources/line_shape_2d.cpp | 2 | ||||
-rw-r--r-- | scene/resources/mesh.cpp | 1 | ||||
-rw-r--r-- | scene/resources/particles_material.cpp | 9 |
15 files changed, 162 insertions, 137 deletions
diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index caeae90238..a1a221b5bb 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -1562,6 +1562,24 @@ void PhysicalBone::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse); } +void PhysicalBone::reset_physics_simulation_state() { + if (simulate_physics) { + _start_physics_simulation(); + } else { + _stop_physics_simulation(); + } +} + +void PhysicalBone::reset_to_rest_position() { + if (parent_skeleton) { + if (-1 == bone_id) { + set_global_transform(parent_skeleton->get_global_transform() * body_offset); + } else { + set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset); + } + } +} + bool PhysicalBone::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) { if (JointData::_set(p_name, p_value, j)) { return true; @@ -2167,7 +2185,7 @@ void PhysicalBone::_notification(int p_what) { parent_skeleton = find_skeleton_parent(get_parent()); update_bone_id(); reset_to_rest_position(); - _reset_physics_simulation_state(); + reset_physics_simulation_state(); if (!joint.is_valid() && joint_data) { _reload_joint(); } @@ -2238,8 +2256,6 @@ void PhysicalBone::_bind_methods() { ClassDB::bind_method(D_METHOD("set_body_offset", "offset"), &PhysicalBone::set_body_offset); ClassDB::bind_method(D_METHOD("get_body_offset"), &PhysicalBone::get_body_offset); - ClassDB::bind_method(D_METHOD("is_static_body"), &PhysicalBone::is_static_body); - ClassDB::bind_method(D_METHOD("get_simulate_physics"), &PhysicalBone::get_simulate_physics); ClassDB::bind_method(D_METHOD("is_simulating_physics"), &PhysicalBone::is_simulating_physics); @@ -2508,26 +2524,13 @@ const Transform &PhysicalBone::get_joint_offset() const { return joint_offset; } -void PhysicalBone::set_static_body(bool p_static) { - - static_body = p_static; - - set_as_toplevel(!static_body); - - _reset_physics_simulation_state(); -} - -bool PhysicalBone::is_static_body() { - return static_body; -} - void PhysicalBone::set_simulate_physics(bool p_simulate) { if (simulate_physics == p_simulate) { return; } simulate_physics = p_simulate; - _reset_physics_simulation_state(); + reset_physics_simulation_state(); } bool PhysicalBone::get_simulate_physics() { @@ -2535,7 +2538,7 @@ bool PhysicalBone::get_simulate_physics() { } bool PhysicalBone::is_simulating_physics() { - return _internal_simulate_physics && !_internal_static_body; + return _internal_simulate_physics; } void PhysicalBone::set_bone_name(const String &p_name) { @@ -2618,8 +2621,6 @@ PhysicalBone::PhysicalBone() : #endif joint_data(NULL), parent_skeleton(NULL), - static_body(false), - _internal_static_body(false), simulate_physics(false), _internal_simulate_physics(false), bone_id(-1), @@ -2629,8 +2630,7 @@ PhysicalBone::PhysicalBone() : friction(1), gravity_scale(1) { - set_static_body(static_body); - _reset_physics_simulation_state(); + reset_physics_simulation_state(); } PhysicalBone::~PhysicalBone() { @@ -2657,8 +2657,7 @@ void PhysicalBone::update_bone_id() { parent_skeleton->bind_physical_bone_to_bone(bone_id, this); _fix_joint_offset(); - _internal_static_body = !static_body; // Force staticness reset - _reset_staticness_state(); + reset_physics_simulation_state(); } } @@ -2680,49 +2679,6 @@ void PhysicalBone::update_offset() { #endif } -void PhysicalBone::reset_to_rest_position() { - if (parent_skeleton) { - if (-1 == bone_id) { - set_global_transform(parent_skeleton->get_global_transform() * body_offset); - } else { - set_global_transform(parent_skeleton->get_global_transform() * parent_skeleton->get_bone_global_pose(bone_id) * body_offset); - } - } -} - -void PhysicalBone::_reset_physics_simulation_state() { - if (simulate_physics && !static_body) { - _start_physics_simulation(); - } else { - _stop_physics_simulation(); - } - - _reset_staticness_state(); -} - -void PhysicalBone::_reset_staticness_state() { - - if (parent_skeleton && -1 != bone_id) { - if (static_body && simulate_physics) { // With this check I'm sure the position of this body is updated only when it's necessary - - if (_internal_static_body) { - return; - } - - parent_skeleton->bind_child_node_to_bone(bone_id, this); - _internal_static_body = true; - } else { - - if (!_internal_static_body) { - return; - } - - parent_skeleton->unbind_child_node_from_bone(bone_id, this); - _internal_static_body = false; - } - } -} - void PhysicalBone::_start_physics_simulation() { if (_internal_simulate_physics || !parent_skeleton) { return; @@ -2732,17 +2688,27 @@ void PhysicalBone::_start_physics_simulation() { PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed"); + set_as_toplevel(true); _internal_simulate_physics = true; } void PhysicalBone::_stop_physics_simulation() { - if (!_internal_simulate_physics || !parent_skeleton) { + if (!parent_skeleton) { return; } - PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC); - PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0); - PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0); - PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); - parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false); - _internal_simulate_physics = false; + if (parent_skeleton->get_animate_physical_bones()) { + PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_KINEMATIC); + PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); + PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); + } else { + PhysicsServer::get_singleton()->body_set_mode(get_rid(), PhysicsServer::BODY_MODE_STATIC); + PhysicsServer::get_singleton()->body_set_collision_layer(get_rid(), 0); + PhysicsServer::get_singleton()->body_set_collision_mask(get_rid(), 0); + } + if (_internal_simulate_physics) { + PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), NULL, ""); + parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false); + set_as_toplevel(false); + _internal_simulate_physics = false; + } } diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index 05bcbe22f0..6a1e803eaf 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -562,8 +562,6 @@ private: Skeleton *parent_skeleton; Transform body_offset; Transform body_offset_inverse; - bool static_body; - bool _internal_static_body; bool simulate_physics; bool _internal_simulate_physics; int bone_id; @@ -613,9 +611,6 @@ public: void set_body_offset(const Transform &p_offset); const Transform &get_body_offset() const; - void set_static_body(bool p_static); - bool is_static_body(); - void set_simulate_physics(bool p_simulate); bool get_simulate_physics(); bool is_simulating_physics(); @@ -641,16 +636,15 @@ public: void apply_central_impulse(const Vector3 &p_impulse); void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse); + void reset_physics_simulation_state(); + void reset_to_rest_position(); + PhysicalBone(); ~PhysicalBone(); private: void update_bone_id(); void update_offset(); - void reset_to_rest_position(); - - void _reset_physics_simulation_state(); - void _reset_staticness_state(); void _start_physics_simulation(); void _stop_physics_simulation(); diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp index 17e67c47d1..4089e0c23b 100644 --- a/scene/3d/skeleton.cpp +++ b/scene/3d/skeleton.cpp @@ -32,6 +32,7 @@ #include "core/message_queue.h" +#include "core/engine.h" #include "core/project_settings.h" #include "scene/3d/physics_body.h" #include "scene/resources/surface_tool.h" @@ -332,6 +333,27 @@ void Skeleton::_notification(int p_what) { dirty = false; } break; + +#ifndef _3D_DISABLED + case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { + // This is active only if the skeleton animates the physical bones + // and the state of the bone is not active. + if (animate_physical_bones) { + for (int i = 0; i < bones.size(); i += 1) { + if (bones[i].physical_bone) { + if (bones[i].physical_bone->is_simulating_physics() == false) { + bones[i].physical_bone->reset_to_rest_position(); + } + } + } + } + } break; + case NOTIFICATION_READY: { + if (Engine::get_singleton()->is_editor_hint()) { + set_physics_process_internal(true); + } + } break; +#endif } } @@ -584,6 +606,27 @@ void Skeleton::localize_rests() { #ifndef _3D_DISABLED +void Skeleton::set_animate_physical_bones(bool p_animate) { + animate_physical_bones = p_animate; + + if (Engine::get_singleton()->is_editor_hint() == false) { + bool sim = false; + for (int i = 0; i < bones.size(); i += 1) { + if (bones[i].physical_bone) { + bones[i].physical_bone->reset_physics_simulation_state(); + if (bones[i].physical_bone->is_simulating_physics()) { + sim = true; + } + } + } + set_physics_process_internal(sim == false && p_animate); + } +} + +bool Skeleton::get_animate_physical_bones() const { + return animate_physical_bones; +} + void Skeleton::bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone) { ERR_FAIL_INDEX(p_bone, bones.size()); ERR_FAIL_COND(bones[p_bone].physical_bone); @@ -653,12 +696,14 @@ void _pb_stop_simulation(Node *p_node) { PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node); if (pb) { pb->set_simulate_physics(false); - pb->set_static_body(false); } } void Skeleton::physical_bones_stop_simulation() { _pb_stop_simulation(this); + if (Engine::get_singleton()->is_editor_hint() == false && animate_physical_bones) { + set_physics_process_internal(true); + } } void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector<int> &p_sim_bones) { @@ -669,24 +714,17 @@ void _pb_start_simulation(const Skeleton *p_skeleton, Node *p_node, const Vector PhysicalBone *pb = Object::cast_to<PhysicalBone>(p_node); if (pb) { - bool sim = false; for (int i = p_sim_bones.size() - 1; 0 <= i; --i) { if (p_sim_bones[i] == pb->get_bone_id() || p_skeleton->is_bone_parent_of(pb->get_bone_id(), p_sim_bones[i])) { - sim = true; + pb->set_simulate_physics(true); break; } } - - pb->set_simulate_physics(true); - if (sim) { - pb->set_static_body(false); - } else { - pb->set_static_body(true); - } } } void Skeleton::physical_bones_start_simulation_on(const Array &p_bones) { + set_physics_process_internal(false); Vector<int> sim_bones; if (p_bones.size() <= 0) { @@ -836,11 +874,15 @@ void Skeleton::_bind_methods() { #ifndef _3D_DISABLED + ClassDB::bind_method(D_METHOD("set_animate_physical_bones"), &Skeleton::set_animate_physical_bones); + ClassDB::bind_method(D_METHOD("get_animate_physical_bones"), &Skeleton::get_animate_physical_bones); + ClassDB::bind_method(D_METHOD("physical_bones_stop_simulation"), &Skeleton::physical_bones_stop_simulation); ClassDB::bind_method(D_METHOD("physical_bones_start_simulation", "bones"), &Skeleton::physical_bones_start_simulation_on, DEFVAL(Array())); ClassDB::bind_method(D_METHOD("physical_bones_add_collision_exception", "exception"), &Skeleton::physical_bones_add_collision_exception); ClassDB::bind_method(D_METHOD("physical_bones_remove_collision_exception", "exception"), &Skeleton::physical_bones_remove_collision_exception); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "animate_physical_bones"), "set_animate_physical_bones", "get_animate_physical_bones"); #endif // _3D_DISABLED BIND_CONSTANT(NOTIFICATION_UPDATE_SKELETON); @@ -848,6 +890,7 @@ void Skeleton::_bind_methods() { Skeleton::Skeleton() { + animate_physical_bones = true; dirty = false; process_order_dirty = true; } diff --git a/scene/3d/skeleton.h b/scene/3d/skeleton.h index 056f70e22b..9599510850 100644 --- a/scene/3d/skeleton.h +++ b/scene/3d/skeleton.h @@ -115,6 +115,7 @@ private: } }; + bool animate_physical_bones; Vector<Bone> bones; Vector<int> process_order; bool process_order_dirty; @@ -199,6 +200,9 @@ public: #ifndef _3D_DISABLED // Physical bone API + void set_animate_physical_bones(bool p_animate); + bool get_animate_physical_bones() const; + void bind_physical_bone_to_bone(int p_bone, PhysicalBone *p_physical_bone); void unbind_physical_bone_from_bone(int p_bone); diff --git a/scene/3d/soft_body.cpp b/scene/3d/soft_body.cpp index ef13985bf4..435bef7247 100644 --- a/scene/3d/soft_body.cpp +++ b/scene/3d/soft_body.cpp @@ -247,7 +247,7 @@ bool SoftBody::_get_property_pinned_points(int p_item, const String &p_what, Var } void SoftBody::_changed_callback(Object *p_changed, const char *p_prop) { - update_physics_server(); + prepare_physics_server(); _reset_points_offsets(); #ifdef TOOLS_ENABLED if (p_changed == this) { @@ -267,7 +267,7 @@ void SoftBody::_notification(int p_what) { RID space = get_world()->get_space(); PhysicsServer::get_singleton()->soft_body_set_space(physics_rid, space); - update_physics_server(); + prepare_physics_server(); } break; case NOTIFICATION_READY: { if (!parent_collision_ignore.is_empty()) @@ -290,21 +290,6 @@ void SoftBody::_notification(int p_what) { set_notify_transform(true); } break; - case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - - if (!simulation_started) - return; - - _update_cache_pin_points_datas(); - // Submit bone attachment - const int pinned_points_indices_size = pinned_points.size(); - PoolVector<PinnedPoint>::Read r = pinned_points.read(); - for (int i = 0; i < pinned_points_indices_size; ++i) { - if (r[i].spatial_attachment) { - PhysicsServer::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, r[i].spatial_attachment->get_global_transform().xform(r[i].offset)); - } - } - } break; case NOTIFICATION_VISIBILITY_CHANGED: { _update_pickable(); @@ -421,6 +406,21 @@ String SoftBody::get_configuration_warning() const { return warning; } +void SoftBody::_update_physics_server() { + if (!simulation_started) + return; + + _update_cache_pin_points_datas(); + // Submit bone attachment + const int pinned_points_indices_size = pinned_points.size(); + PoolVector<PinnedPoint>::Read r = pinned_points.read(); + for (int i = 0; i < pinned_points_indices_size; ++i) { + if (r[i].spatial_attachment) { + PhysicsServer::get_singleton()->soft_body_move_point(physics_rid, r[i].point_index, r[i].spatial_attachment->get_global_transform().xform(r[i].offset)); + } + } +} + void SoftBody::_draw_soft_mesh() { if (get_mesh().is_null()) return; @@ -435,6 +435,8 @@ void SoftBody::_draw_soft_mesh() { call_deferred("set_transform", Transform()); } + _update_physics_server(); + visual_server_handler.open(); PhysicsServer::get_singleton()->soft_body_update_visual_server(physics_rid, &visual_server_handler); visual_server_handler.close(); @@ -442,7 +444,7 @@ void SoftBody::_draw_soft_mesh() { visual_server_handler.commit_changes(); } -void SoftBody::update_physics_server() { +void SoftBody::prepare_physics_server() { if (Engine::get_singleton()->is_editor_hint()) { @@ -706,8 +708,6 @@ SoftBody::SoftBody() : ray_pickable(true) { PhysicsServer::get_singleton()->body_attach_object_instance_id(physics_rid, get_instance_id()); - //set_notify_transform(true); - set_physics_process_internal(true); } SoftBody::~SoftBody() { diff --git a/scene/3d/soft_body.h b/scene/3d/soft_body.h index 629c2e42a5..800db12594 100644 --- a/scene/3d/soft_body.h +++ b/scene/3d/soft_body.h @@ -116,10 +116,11 @@ protected: virtual String get_configuration_warning() const; protected: + void _update_physics_server(); void _draw_soft_mesh(); public: - void update_physics_server(); + void prepare_physics_server(); void become_mesh_owner(); void set_collision_mask(uint32_t p_mask); diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp index 46028a9ce2..518c243dd0 100644 --- a/scene/animation/skeleton_ik.cpp +++ b/scene/animation/skeleton_ik.cpp @@ -329,17 +329,6 @@ void FabrikInverseKinematic::solve(Task *p_task, real_t blending_delta, bool ove } } -void FabrikInverseKinematic::reset(Task *p_task) { - ChainItem *ci(&p_task->chain.chain_root); - while (ci) { - p_task->skeleton->set_bone_global_pose_override(ci->bone, Transform(), 0); - if (!ci->children.empty()) - ci = &ci->children.write[0]; - else - ci = NULL; - } -} - void SkeletonIK::_validate_property(PropertyInfo &property) const { if (property.name == "root_bone" || property.name == "tip_bone") { @@ -542,8 +531,6 @@ void SkeletonIK::start(bool p_one_time) { void SkeletonIK::stop() { set_process_internal(false); - if (task) - FabrikInverseKinematic::reset(task); } Transform SkeletonIK::_get_target_transform() { diff --git a/scene/animation/skeleton_ik.h b/scene/animation/skeleton_ik.h index 8fc8a58b99..9ae010dc4e 100644 --- a/scene/animation/skeleton_ik.h +++ b/scene/animation/skeleton_ik.h @@ -139,7 +139,6 @@ public: static void set_goal(Task *p_task, const Transform &p_goal); static void make_goal(Task *p_task, const Transform &p_inverse_transf, real_t blending_delta); static void solve(Task *p_task, real_t blending_delta, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position); - static void reset(Task *p_task); }; class SkeletonIK : public Node { diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp index 7cc47d351e..2504989d2c 100644 --- a/scene/gui/line_edit.cpp +++ b/scene/gui/line_edit.cpp @@ -184,6 +184,12 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) { case KEY_H: { remap_key = KEY_BACKSPACE; } break; + case KEY_A: { + remap_key = KEY_HOME; + } break; + case KEY_E: { + remap_key = KEY_END; + } break; } if (remap_key != KEY_UNKNOWN) { diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp index af5d0e2f45..b19e1d8362 100644 --- a/scene/gui/rich_text_label.cpp +++ b/scene/gui/rich_text_label.cpp @@ -204,6 +204,8 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & int line_ascent = cfont->get_ascent(); int line_descent = cfont->get_descent(); + int backtrack = 0; // for dynamic hidden content. + int nonblank_line_count = 0; //number of nonblank lines as counted during PROCESS_DRAW Variant meta; @@ -214,6 +216,7 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & { \ if (p_mode != PROCESS_CACHE) { \ line++; \ + backtrack = 0; \ if (!line_is_blank) { \ nonblank_line_count++; \ } \ @@ -263,7 +266,7 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & l.maximum_width = MAX(l.maximum_width, MIN(p_width, wofs + m_width)); \ l.minimum_width = MAX(l.minimum_width, m_width); \ } \ - if (wofs + m_width > p_width) { \ + if (wofs - backtrack + m_width > p_width) { \ line_wrapped = true; \ if (p_mode == PROCESS_CACHE) { \ if (spaces > 0) \ @@ -390,6 +393,7 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & int fw = 0; lh = 0; + if (p_mode != PROCESS_CACHE) { lh = line < l.height_caches.size() ? l.height_caches[line] : 1; line_ascent = line < l.ascent_caches.size() ? l.ascent_caches[line] : 1; @@ -432,13 +436,12 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & { - int ofs = 0; + int ofs = 0 - backtrack; for (int i = 0; i < end; i++) { int pofs = wofs + ofs; if (p_mode == PROCESS_POINTER && r_click_char && p_click_pos.y >= p_ofs.y + y && p_click_pos.y <= p_ofs.y + y + lh) { - //int o = (wofs+w)-p_click_pos.x; int cw = font->get_char_size(c[i], c[i + 1]).x; @@ -481,7 +484,10 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & bool visible = visible_characters < 0 || ((p_char_count < visible_characters && YRANGE_VISIBLE(y + lh - line_descent - line_ascent, line_ascent + line_descent)) && faded_visibility > 0.0f); + const bool previously_visible = visible; + for (int j = 0; j < fx_stack.size(); j++) { + ItemFX *item_fx = fx_stack[j]; if (item_fx->type == ITEM_CUSTOMFX && custom_fx_ok) { @@ -575,6 +581,8 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & } else { cw = drawer.draw_char(ci, p_ofs + Point2(align_ofs + pofs, y + lh - line_descent) + fx_offset, fx_char, c[i + 1], fx_color); } + } else if (previously_visible) { + backtrack += font->get_char_size(fx_char, c[i + 1]).x; } p_char_count++; @@ -648,6 +656,7 @@ int RichTextLabel::_process_line(ItemFrame *p_frame, const Vector2 &p_ofs, int & case ITEM_NEWLINE: { lh = 0; + if (p_mode != PROCESS_CACHE) { lh = line < l.height_caches.size() ? l.height_caches[line] : 1; line_is_blank = true; diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp index 964f376dbd..790e1d5f4f 100644 --- a/scene/gui/tree.cpp +++ b/scene/gui/tree.cpp @@ -1121,7 +1121,7 @@ void Tree::draw_item_rect(const TreeItem::Cell &p_cell, const Rect2i &p_rect, co } rect.position.y += Math::floor((rect.size.y - font->get_height()) / 2.0) + font->get_ascent(); - font->draw(ci, rect.position, text, p_color, rect.size.x); + font->draw(ci, rect.position, text, p_color, MAX(0, rect.size.width)); } int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2 &p_draw_size, TreeItem *p_item) { @@ -3630,6 +3630,17 @@ TreeItem *Tree::search_item_text(const String &p_find, int *r_col, bool p_select return _search_item_text(from->get_next_visible(true), p_find, r_col, p_selectable); } +TreeItem *Tree::get_item_with_text(const String &p_find) const { + for (TreeItem *current = root; current; current = current->get_next_visible()) { + for (int i = 0; i < columns.size(); i++) { + if (current->get_text(i) == p_find) { + return current; + } + } + } + return NULL; +} + void Tree::_do_incr_search(const String &p_add) { uint64_t time = OS::get_singleton()->get_ticks_usec() / 1000; // convert to msec diff --git a/scene/gui/tree.h b/scene/gui/tree.h index d87de6e773..f3c88eb5ac 100644 --- a/scene/gui/tree.h +++ b/scene/gui/tree.h @@ -577,7 +577,10 @@ public: Rect2 get_item_rect(TreeItem *p_item, int p_column = -1) const; bool edit_selected(); + // First item that starts with the text, from the current focused item down and wraps around. TreeItem *search_item_text(const String &p_find, int *r_col = NULL, bool p_selectable = false); + // First item that matches the whole text, from the first item down. + TreeItem *get_item_with_text(const String &p_find) const; Point2 get_scroll() const; void scroll_to_item(TreeItem *p_item); diff --git a/scene/resources/line_shape_2d.cpp b/scene/resources/line_shape_2d.cpp index 7f39467403..84da8125ea 100644 --- a/scene/resources/line_shape_2d.cpp +++ b/scene/resources/line_shape_2d.cpp @@ -115,7 +115,7 @@ void LineShape2D::_bind_methods() { LineShape2D::LineShape2D() : Shape2D(Physics2DServer::get_singleton()->line_shape_create()) { - normal = Vector2(0, -1); + normal = Vector2(0, 1); d = 0; _update_shape(); } diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp index 0599920303..8f68cc5286 100644 --- a/scene/resources/mesh.cpp +++ b/scene/resources/mesh.cpp @@ -518,7 +518,6 @@ void Mesh::_bind_methods() { BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS); BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX); - BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BASE); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_VERTEX); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT); diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 412b5c259c..baeb88400e 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -316,14 +316,17 @@ void ParticlesMaterial::_update_shader() { if (flags[FLAG_DISABLE_Z]) { - code += " float angle1_rad = atan(direction.y, direction.x) + rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; + code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; + code += " angle1_rad += direction.x != 0.0 ? atan(direction.y, direction.x) : sign(direction.y) * (pi / 2.0);\n"; code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n"; code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n"; } else { //initiate velocity spread in 3D - code += " float angle1_rad = atan(direction.x, direction.z) + rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; - code += " float angle2_rad = atan(direction.y, abs(direction.z)) + rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n"; + code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; + code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n"; + code += " angle1_rad += direction.z != 0.0 ? atan(direction.x, direction.z) : sign(direction.x) * (pi / 2.0);\n"; + code += " angle2_rad += direction.z != 0.0 ? atan(direction.y, abs(direction.z)) : (direction.x != 0.0 ? atan(direction.y, abs(direction.x)) : sign(direction.y) * (pi / 2.0));\n"; code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n"; code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n"; code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n"; |