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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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-
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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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