godot/scene/2d/collision_polygon_2d.cpp

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/**************************************************************************/
/* collision_polygon_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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#include "collision_polygon_2d.h"
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#include "collision_object_2d.h"
#include "core/math/geometry_2d.h"
#include "scene/2d/area_2d.h"
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#include "scene/resources/concave_polygon_shape_2d.h"
#include "scene/resources/convex_polygon_shape_2d.h"
#include "thirdparty/misc/polypartition.h"
void CollisionPolygon2D::_build_polygon() {
parent->shape_owner_clear_shapes(owner_id);
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bool solids = build_mode == BUILD_SOLIDS;
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if (solids) {
if (polygon.size() < 3) {
return;
}
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//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
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]);
parent->shape_owner_add_shape(owner_id, convex);
}
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} else {
if (polygon.size() < 2) {
return;
}
Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
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Vector<Vector2> segments;
segments.resize(polygon.size() * 2);
Vector2 *w = segments.ptrw();
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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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}
concave->set_segments(segments);
parent->shape_owner_add_shape(owner_id, concave);
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}
}
Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() {
Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon);
return decomp;
}
void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) {
parent->shape_owner_set_transform(owner_id, get_transform());
if (p_xform_only) {
return;
}
parent->shape_owner_set_disabled(owner_id, disabled);
parent->shape_owner_set_one_way_collision(owner_id, one_way_collision);
parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
}
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void CollisionPolygon2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PARENTED: {
parent = Object::cast_to<CollisionObject2D>(get_parent());
if (parent) {
owner_id = parent->create_shape_owner(this);
_build_polygon();
_update_in_shape_owner();
}
} break;
case NOTIFICATION_ENTER_TREE: {
if (parent) {
_update_in_shape_owner();
}
} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (parent) {
_update_in_shape_owner(true);
}
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} break;
case NOTIFICATION_UNPARENTED: {
if (parent) {
parent->remove_shape_owner(owner_id);
}
owner_id = 0;
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parent = nullptr;
} break;
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case NOTIFICATION_DRAW: {
ERR_FAIL_COND(!is_inside_tree());
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
if (polygon.size() > 2) {
#define DEBUG_DECOMPOSE
#if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
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++) {
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);
}
#else
draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color());
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#endif
const Color stroke_color = Color(0.9, 0.2, 0.0);
draw_polyline(polygon, stroke_color);
// Draw the last segment.
draw_line(polygon[polygon.size() - 1], polygon[0], stroke_color);
}
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);
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real_t tsize = 8;
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Vector<Vector2> pts = {
line_to + Vector2(0, tsize),
line_to + Vector2(Math_SQRT12 * tsize, 0),
line_to + Vector2(-Math_SQRT12 * tsize, 0)
};
Vector<Color> cols{ dcol, dcol, dcol };
draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
}
} break;
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}
}
void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
polygon = p_polygon;
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{
for (int i = 0; i < polygon.size(); i++) {
if (i == 0) {
aabb = Rect2(polygon[i], Size2());
} else {
aabb.expand_to(polygon[i]);
}
}
if (aabb == Rect2()) {
aabb = Rect2(-10, -10, 20, 20);
} else {
aabb.position -= aabb.size * 0.3;
aabb.size += aabb.size * 0.6;
}
}
if (parent) {
_build_polygon();
_update_in_shape_owner();
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}
queue_redraw();
update_configuration_warnings();
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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((int)p_mode, 2);
build_mode = p_mode;
if (parent) {
_build_polygon();
_update_in_shape_owner();
}
queue_redraw();
update_configuration_warnings();
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}
CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
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return build_mode;
}
#ifdef TOOLS_ENABLED
Rect2 CollisionPolygon2D::_edit_get_rect() const {
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return aabb;
}
bool CollisionPolygon2D::_edit_use_rect() const {
return true;
}
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bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return Geometry2D::is_point_in_polygon(p_point, Variant(polygon));
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}
#endif
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PackedStringArray CollisionPolygon2D::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject2D>(get_parent())) {
warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
}
int polygon_count = polygon.size();
if (polygon_count == 0) {
warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision."));
} else {
bool solids = build_mode == BUILD_SOLIDS;
if (solids) {
if (polygon_count < 3) {
warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode."));
}
} else if (polygon_count < 2) {
warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode."));
}
}
if (one_way_collision && Object::cast_to<Area2D>(get_parent())) {
warnings.push_back(RTR("The One Way Collision property will be ignored when the parent is an Area2D."));
}
return warnings;
}
void CollisionPolygon2D::set_disabled(bool p_disabled) {
disabled = p_disabled;
queue_redraw();
if (parent) {
parent->shape_owner_set_disabled(owner_id, p_disabled);
}
}
bool CollisionPolygon2D::is_disabled() const {
return disabled;
}
void CollisionPolygon2D::set_one_way_collision(bool p_enable) {
one_way_collision = p_enable;
queue_redraw();
if (parent) {
parent->shape_owner_set_one_way_collision(owner_id, p_enable);
}
update_configuration_warnings();
}
bool CollisionPolygon2D::is_one_way_collision_enabled() const {
return one_way_collision;
}
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void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) {
one_way_collision_margin = p_margin;
if (parent) {
parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
}
}
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real_t CollisionPolygon2D::get_one_way_collision_margin() const {
return one_way_collision_margin;
}
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void CollisionPolygon2D::_bind_methods() {
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);
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);
ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin);
ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin");
BIND_ENUM_CONSTANT(BUILD_SOLIDS);
BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
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}
CollisionPolygon2D::CollisionPolygon2D() {
set_notify_local_transform(true);
set_hide_clip_children(true);
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}