Added simple check to viewport, if matrix32 is invesile (https://github.com/godotengine/godot/issues/6296).
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2 changed files with 4 additions and 1 deletions
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@ -424,7 +424,7 @@ Matrix32 Matrix32::inverse() const {
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void Matrix32::affine_invert() {
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float det = elements[0][0]*elements[1][1] - elements[1][0]*elements[0][1];
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float det = basis_determinant();
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ERR_FAIL_COND(det==0);
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float idet = 1.0 / det;
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@ -1715,6 +1715,9 @@ Control* Viewport::_gui_find_control_at_pos(CanvasItem* p_node,const Point2& p_g
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}
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Matrix32 matrix = p_xform * p_node->get_transform();
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// matrix.basis_determinant() == 0.0f implies that node does not exist on scene
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if(matrix.basis_determinant() == 0.0f)
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return NULL;
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if (!c || !c->clips_input() || c->has_point(matrix.affine_inverse().xform(p_global))) {
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