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-rw-r--r--servers/physics/collision_object_sw.h3
-rw-r--r--servers/physics_2d/collision_object_2d_sw.cpp28
-rw-r--r--servers/physics_2d/collision_object_2d_sw.h5
-rw-r--r--servers/visual/shader_types.cpp4
4 files changed, 32 insertions, 8 deletions
diff --git a/servers/physics/collision_object_sw.h b/servers/physics/collision_object_sw.h
index f5d32e56a0..dee28bb6df 100644
--- a/servers/physics/collision_object_sw.h
+++ b/servers/physics/collision_object_sw.h
@@ -37,7 +37,8 @@
#include "shape_sw.h"
#ifdef DEBUG_ENABLED
-#define MAX_OBJECT_DISTANCE 10000000.0
+#define MAX_OBJECT_DISTANCE 3.1622776601683791e+18
+
#define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE)
#endif
diff --git a/servers/physics_2d/collision_object_2d_sw.cpp b/servers/physics_2d/collision_object_2d_sw.cpp
index ce06aa9a2b..23084a4241 100644
--- a/servers/physics_2d/collision_object_2d_sw.cpp
+++ b/servers/physics_2d/collision_object_2d_sw.cpp
@@ -73,6 +73,27 @@ void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_
_shapes_changed();
}
+void CollisionObject2DSW::set_shape_as_disabled(int p_idx, bool p_disabled) {
+ ERR_FAIL_INDEX(p_idx, shapes.size());
+
+ CollisionObject2DSW::Shape &shape = shapes[p_idx];
+ if (shape.disabled == p_disabled)
+ return;
+
+ shape.disabled = p_disabled;
+
+ if (!space)
+ return;
+
+ if (p_disabled && shape.bpid != 0) {
+ space->get_broadphase()->remove(shape.bpid);
+ shape.bpid = 0;
+ _update_shapes();
+ } else if (!p_disabled && shape.bpid == 0) {
+ _update_shapes(); // automatically adds shape with bpid == 0
+ }
+}
+
void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) {
//remove a shape, all the times it appears
@@ -139,6 +160,10 @@ void CollisionObject2DSW::_update_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes[i];
+
+ if (s.disabled)
+ continue;
+
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i);
space->get_broadphase()->set_static(s.bpid, _static);
@@ -163,6 +188,9 @@ void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes[i];
+ if (s.disabled)
+ continue;
+
if (s.bpid == 0) {
s.bpid = space->get_broadphase()->create(this, i);
space->get_broadphase()->set_static(s.bpid, _static);
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h
index 5f25c27158..ab3e219ac0 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/collision_object_2d_sw.h
@@ -136,10 +136,7 @@ public:
_FORCE_INLINE_ Transform2D get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space2DSW *get_space() const { return space; }
- _FORCE_INLINE_ void set_shape_as_disabled(int p_idx, bool p_disabled) {
- ERR_FAIL_INDEX(p_idx, shapes.size());
- shapes[p_idx].disabled = p_disabled;
- }
+ void set_shape_as_disabled(int p_idx, bool p_disabled);
_FORCE_INLINE_ bool is_shape_set_as_disabled(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
return shapes[p_idx].disabled;
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 9042649337..2ab52d13b8 100644
--- a/servers/visual/shader_types.cpp
+++ b/servers/visual/shader_types.cpp
@@ -218,9 +218,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_HEIGHT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_UV"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_SHADOW"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4;
- shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true;
@@ -254,7 +253,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT);
shader_modes[VS::SHADER_PARTICLES].functions["vertex"].can_discard = false;
- shader_modes[VS::SHADER_PARTICLES].modes.insert("billboard");
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_force");
shader_modes[VS::SHADER_PARTICLES].modes.insert("disable_velocity");
shader_modes[VS::SHADER_PARTICLES].modes.insert("keep_data");