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/*************************************************************************/
/* collision_polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
# include "collision_polygon_2d.h"
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# include "collision_object_2d.h"
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# include "engine.h"
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# include "scene/resources/concave_polygon_shape_2d.h"
# include "scene/resources/convex_polygon_shape_2d.h"
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# include "thirdparty/misc/triangulator.h"
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void CollisionPolygon2D : : _build_polygon ( ) {
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parent - > shape_owner_clear_shapes ( owner_id ) ;
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if ( polygon . size ( ) = = 0 )
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return ;
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bool solids = build_mode = = BUILD_SOLIDS ;
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if ( solids ) {
//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
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Vector < Vector < Vector2 > > decomp = _decompose_in_convex ( ) ;
for ( int i = 0 ; i < decomp . size ( ) ; i + + ) {
Ref < ConvexPolygonShape2D > convex = memnew ( ConvexPolygonShape2D ) ;
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convex - > set_points ( decomp [ i ] ) ;
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parent - > shape_owner_add_shape ( owner_id , convex ) ;
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}
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} else {
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Ref < ConcavePolygonShape2D > concave = memnew ( ConcavePolygonShape2D ) ;
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PoolVector < Vector2 > segments ;
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segments . resize ( polygon . size ( ) * 2 ) ;
PoolVector < Vector2 > : : Write w = segments . write ( ) ;
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for ( int i = 0 ; i < polygon . size ( ) ; i + + ) {
w [ ( i < < 1 ) + 0 ] = polygon [ i ] ;
w [ ( i < < 1 ) + 1 ] = polygon [ ( i + 1 ) % polygon . size ( ) ] ;
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}
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w = PoolVector < Vector2 > : : Write ( ) ;
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concave - > set_segments ( segments ) ;
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parent - > shape_owner_add_shape ( owner_id , concave ) ;
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}
}
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Vector < Vector < Vector2 > > CollisionPolygon2D : : _decompose_in_convex ( ) {
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Vector < Vector < Vector2 > > decomp ;
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#if 0
//fast but imprecise triangulator, gave us problems
decomp = Geometry : : decompose_polygon ( polygon ) ;
# else
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List < TriangulatorPoly > in_poly , out_poly ;
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TriangulatorPoly inp ;
inp . Init ( polygon . size ( ) ) ;
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for ( int i = 0 ; i < polygon . size ( ) ; i + + ) {
inp . GetPoint ( i ) = polygon [ i ] ;
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}
inp . SetOrientation ( TRIANGULATOR_CCW ) ;
in_poly . push_back ( inp ) ;
TriangulatorPartition tpart ;
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if ( tpart . ConvexPartition_HM ( & in_poly , & out_poly ) = = 0 ) { //failed!
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ERR_PRINT ( " Convex decomposing failed! " ) ;
return decomp ;
}
decomp . resize ( out_poly . size ( ) ) ;
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int idx = 0 ;
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for ( List < TriangulatorPoly > : : Element * I = out_poly . front ( ) ; I ; I = I - > next ( ) ) {
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TriangulatorPoly & tp = I - > get ( ) ;
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decomp [ idx ] . resize ( tp . GetNumPoints ( ) ) ;
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for ( int i = 0 ; i < tp . GetNumPoints ( ) ; i + + ) {
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decomp [ idx ] [ i ] = tp . GetPoint ( i ) ;
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}
idx + + ;
}
# endif
return decomp ;
}
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void CollisionPolygon2D : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_PARENTED : {
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parent = Object : : cast_to < CollisionObject2D > ( get_parent ( ) ) ;
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if ( parent ) {
owner_id = parent - > create_shape_owner ( this ) ;
_build_polygon ( ) ;
parent - > shape_owner_set_transform ( owner_id , get_transform ( ) ) ;
parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
parent - > shape_owner_set_one_way_collision ( owner_id , one_way_collision ) ;
}
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/*if (Engine::get_singleton()->is_editor_hint()) {
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//display above all else
set_z_as_relative ( false ) ;
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set_z ( VS : : CANVAS_ITEM_Z_MAX - 1 ) ;
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} */
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} break ;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
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if ( parent ) {
parent - > shape_owner_set_transform ( owner_id , get_transform ( ) ) ;
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}
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} break ;
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case NOTIFICATION_UNPARENTED : {
if ( parent ) {
parent - > remove_shape_owner ( owner_id ) ;
}
owner_id = 0 ;
parent = NULL ;
} break ;
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case NOTIFICATION_DRAW : {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) & & ! get_tree ( ) - > is_debugging_collisions_hint ( ) ) {
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break ;
}
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for ( int i = 0 ; i < polygon . size ( ) ; i + + ) {
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Vector2 p = polygon [ i ] ;
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Vector2 n = polygon [ ( i + 1 ) % polygon . size ( ) ] ;
draw_line ( p , n , Color ( 0.9 , 0.2 , 0.0 , 0.8 ) , 3 ) ;
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}
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# define DEBUG_DECOMPOSE
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# if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
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Vector < Vector < Vector2 > > decomp = _decompose_in_convex ( ) ;
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Color c ( 0.4 , 0.9 , 0.1 ) ;
for ( int i = 0 ; i < decomp . size ( ) ; i + + ) {
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c . set_hsv ( Math : : fmod ( c . get_h ( ) + 0.738 , 1 ) , c . get_s ( ) , c . get_v ( ) , 0.5 ) ;
draw_colored_polygon ( decomp [ i ] , c ) ;
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}
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# else
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draw_colored_polygon ( polygon , get_tree ( ) - > get_debug_collisions_color ( ) ) ;
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# endif
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if ( one_way_collision ) {
Color dcol = get_tree ( ) - > get_debug_collisions_color ( ) ; //0.9,0.2,0.2,0.4);
dcol . a = 1.0 ;
Vector2 line_to ( 0 , 20 ) ;
draw_line ( Vector2 ( ) , line_to , dcol , 3 ) ;
Vector < Vector2 > pts ;
float tsize = 8 ;
pts . push_back ( line_to + ( Vector2 ( 0 , tsize ) ) ) ;
pts . push_back ( line_to + ( Vector2 ( 0.707 * tsize , 0 ) ) ) ;
pts . push_back ( line_to + ( Vector2 ( - 0.707 * tsize , 0 ) ) ) ;
Vector < Color > cols ;
for ( int i = 0 ; i < 3 ; i + + )
cols . push_back ( dcol ) ;
draw_primitive ( pts , cols , Vector < Vector2 > ( ) ) ; //small arrow
}
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} break ;
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}
}
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void CollisionPolygon2D : : set_polygon ( const Vector < Point2 > & p_polygon ) {
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polygon = p_polygon ;
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{
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for ( int i = 0 ; i < polygon . size ( ) ; i + + ) {
if ( i = = 0 )
aabb = Rect2 ( polygon [ i ] , Size2 ( ) ) ;
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else
aabb . expand_to ( polygon [ i ] ) ;
}
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if ( aabb = = Rect2 ( ) ) {
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aabb = Rect2 ( - 10 , - 10 , 20 , 20 ) ;
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} else {
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aabb . position - = aabb . size * 0.3 ;
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aabb . size + = aabb . size * 0.6 ;
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}
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}
if ( parent ) {
_build_polygon ( ) ;
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}
update ( ) ;
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update_configuration_warning ( ) ;
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}
Vector < Point2 > CollisionPolygon2D : : get_polygon ( ) const {
return polygon ;
}
void CollisionPolygon2D : : set_build_mode ( BuildMode p_mode ) {
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ERR_FAIL_INDEX ( p_mode , 2 ) ;
build_mode = p_mode ;
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if ( parent ) {
_build_polygon ( ) ;
}
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}
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CollisionPolygon2D : : BuildMode CollisionPolygon2D : : get_build_mode ( ) const {
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return build_mode ;
}
Rect2 CollisionPolygon2D : : get_item_rect ( ) const {
return aabb ;
}
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String CollisionPolygon2D : : get_configuration_warning ( ) const {
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if ( ! Object : : cast_to < CollisionObject2D > ( get_parent ( ) ) ) {
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return TTR ( " CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape. " ) ;
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}
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if ( polygon . empty ( ) ) {
return TTR ( " An empty CollisionPolygon2D has no effect on collision. " ) ;
}
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return String ( ) ;
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}
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void CollisionPolygon2D : : set_disabled ( bool p_disabled ) {
disabled = p_disabled ;
update ( ) ;
if ( parent ) {
parent - > shape_owner_set_disabled ( owner_id , p_disabled ) ;
}
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}
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bool CollisionPolygon2D : : is_disabled ( ) const {
return disabled ;
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}
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void CollisionPolygon2D : : set_one_way_collision ( bool p_enable ) {
one_way_collision = p_enable ;
update ( ) ;
if ( parent ) {
parent - > shape_owner_set_one_way_collision ( owner_id , p_enable ) ;
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}
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}
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bool CollisionPolygon2D : : is_one_way_collision_enabled ( ) const {
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return one_way_collision ;
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}
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void CollisionPolygon2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_polygon " , " polygon " ) , & CollisionPolygon2D : : set_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " get_polygon " ) , & CollisionPolygon2D : : get_polygon ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_build_mode " , " build_mode " ) , & CollisionPolygon2D : : set_build_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_build_mode " ) , & CollisionPolygon2D : : get_build_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_disabled " , " disabled " ) , & CollisionPolygon2D : : set_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_disabled " ) , & CollisionPolygon2D : : is_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_one_way_collision " , " enabled " ) , & CollisionPolygon2D : : set_one_way_collision ) ;
ClassDB : : bind_method ( D_METHOD ( " is_one_way_collision_enabled " ) , & CollisionPolygon2D : : is_one_way_collision_enabled ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " build_mode " , PROPERTY_HINT_ENUM , " Solids,Segments " ) , " set_build_mode " , " get_build_mode " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : POOL_VECTOR2_ARRAY , " polygon " ) , " set_polygon " , " get_polygon " ) ;
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ADD_PROPERTYNZ ( PropertyInfo ( Variant : : BOOL , " disabled " ) , " set_disabled " , " is_disabled " ) ;
ADD_PROPERTYNZ ( PropertyInfo ( Variant : : BOOL , " one_way_collision " ) , " set_one_way_collision " , " is_one_way_collision_enabled " ) ;
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}
CollisionPolygon2D : : CollisionPolygon2D ( ) {
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aabb = Rect2 ( - 10 , - 10 , 20 , 20 ) ;
build_mode = BUILD_SOLIDS ;
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set_notify_local_transform ( true ) ;
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parent = NULL ;
owner_id = 0 ;
disabled = false ;
one_way_collision = false ;
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}