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Implement Area2D space_override_mode combine
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@ -379,13 +379,12 @@ void Body2DSW::_compute_area_gravity(const Area2DSW *p_area) {
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if (p_area->is_gravity_point()) {
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gravity = (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
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gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
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} else {
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gravity = p_area->get_gravity_vector() * p_area->get_gravity();
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gravity += p_area->get_gravity_vector() * p_area->get_gravity();
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}
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gravity*=gravity_scale;
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}
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void Body2DSW::integrate_forces(real_t p_step) {
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@ -393,32 +392,39 @@ void Body2DSW::integrate_forces(real_t p_step) {
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if (mode==Physics2DServer::BODY_MODE_STATIC)
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return;
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Area2DSW *current_area = get_space()->get_default_area();
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ERR_FAIL_COND(!current_area);
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Area2DSW *def_area = get_space()->get_default_area();
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Area2DSW *damp_area = def_area;
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ERR_FAIL_COND(!def_area);
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int prio = current_area->get_priority();
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int ac = areas.size();
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bool replace = false;
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gravity=Vector2(0,0);
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if (ac) {
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areas.sort();
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const AreaCMP *aa = &areas[0];
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for(int i=0;i<ac;i++) {
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if (aa[i].area->get_priority() > prio) {
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current_area=aa[i].area;
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prio=current_area->get_priority();
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damp_area = aa[ac-1].area;
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for(int i=ac-1;i>=0;i--) {
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_compute_area_gravity(aa[i].area);
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if (aa[i].area->get_space_override_mode() == Physics2DServer::AREA_SPACE_OVERRIDE_REPLACE) {
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replace = true;
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break;
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}
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}
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}
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_compute_area_gravity(current_area);
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if( !replace ) {
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_compute_area_gravity(def_area);
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}
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gravity*=gravity_scale;
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if (angular_damp>=0)
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area_angular_damp=angular_damp;
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else
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area_angular_damp=current_area->get_angular_damp();
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area_angular_damp=damp_area->get_angular_damp();
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if (linear_damp>=0)
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area_linear_damp=linear_damp;
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else
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area_linear_damp=current_area->get_linear_damp();
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area_linear_damp=damp_area->get_linear_damp();
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Vector2 motion;
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bool do_motion=false;
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@ -482,7 +488,8 @@ void Body2DSW::integrate_forces(real_t p_step) {
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_update_shapes_with_motion(motion);
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}
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current_area=NULL; // clear the area, so it is set in the next frame
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damp_area=NULL; // clear the area, so it is set in the next frame
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def_area=NULL; // clear the area, so it is set in the next frame
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contact_count=0;
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}
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@ -91,13 +91,14 @@ class Body2DSW : public CollisionObject2DSW {
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struct AreaCMP {
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Area2DSW *area;
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_FORCE_INLINE_ bool operator<(const AreaCMP& p_cmp) const { return area->get_self() < p_cmp.area->get_self() ; }
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_FORCE_INLINE_ bool operator==(const AreaCMP& p_cmp) const { return area->get_self() == p_cmp.area->get_self();}
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_FORCE_INLINE_ bool operator<(const AreaCMP a) const { return area->get_priority() < a.area->get_priority();}
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_FORCE_INLINE_ AreaCMP() {}
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_FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { area=p_area;}
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};
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VSet<AreaCMP> areas;
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Vector<AreaCMP> areas;
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struct Contact {
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@ -140,7 +141,7 @@ public:
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void set_force_integration_callback(ObjectID p_id, const StringName& p_method, const Variant &p_udata=Variant());
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_FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.insert(AreaCMP(p_area)); }
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_FORCE_INLINE_ void add_area(Area2DSW *p_area) { areas.ordered_insert(AreaCMP(p_area)); }
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_FORCE_INLINE_ void remove_area(Area2DSW *p_area) { areas.erase(AreaCMP(p_area)); }
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_FORCE_INLINE_ void set_max_contacts_reported(int p_size) { contacts.resize(p_size); contact_count=0; if (mode==Physics2DServer::BODY_MODE_KINEMATIC && p_size) set_active(true);}
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