/*************************************************************************/ /* collision_polygon.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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.h" #include "collision_object.h" #include "scene/resources/concave_polygon_shape.h" #include "scene/resources/convex_polygon_shape.h" void CollisionPolygon::_add_to_collision_object(Object *p_obj) { if (!can_update_body) return; CollisionObject *co = p_obj->cast_to(); ERR_FAIL_COND(!co); if (polygon.size() == 0) return; bool solids = build_mode == BUILD_SOLIDS; Vector > decomp = Geometry::decompose_polygon(polygon); if (decomp.size() == 0) return; if (true || solids) { //here comes the sun, lalalala //decompose concave into multiple convex polygons and add them shape_from = co->get_shape_count(); for (int i = 0; i < decomp.size(); i++) { Ref convex = memnew(ConvexPolygonShape); DVector cp; int cs = decomp[i].size(); cp.resize(cs * 2); { DVector::Write w = cp.write(); int idx = 0; for (int j = 0; j < cs; j++) { Vector2 d = decomp[i][j]; w[idx++] = Vector3(d.x, d.y, depth * 0.5); w[idx++] = Vector3(d.x, d.y, -depth * 0.5); } } convex->set_points(cp); co->add_shape(convex, get_transform()); } shape_to = co->get_shape_count() - 1; if (shape_to < shape_from) { shape_from = -1; shape_to = -1; } } else { #if 0 Ref concave = memnew( ConcavePolygonShape ); DVector segments; segments.resize(polygon.size()*2); DVector::Write w=segments.write(); for(int i=0;i::Write(); concave->set_segments(segments); co->add_shape(concave,get_transform()); #endif } //co->add_shape(shape,get_transform()); } void CollisionPolygon::_update_xform_in_parent() { if (shape_from >= 0 && shape_to >= 0) { CollisionObject *co = get_parent()->cast_to(); if (co) { for (int i = shape_from; i <= shape_to; i++) { co->set_shape_transform(i, get_transform()); } } } } void CollisionPolygon::_update_parent() { if (!can_update_body) return; Node *parent = get_parent(); if (!parent) return; CollisionObject *co = parent->cast_to(); if (!co) return; co->_update_shapes_from_children(); } void CollisionPolygon::_set_shape_range(const Vector2 &p_range) { shape_from = p_range.x; shape_to = p_range.y; } Vector2 CollisionPolygon::_get_shape_range() const { return Vector2(shape_from, shape_to); } void CollisionPolygon::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { can_update_body = get_tree()->is_editor_hint(); set_notify_local_transform(!can_update_body); if (!can_update_body) { _update_xform_in_parent(); } //indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario()); } break; case NOTIFICATION_EXIT_TREE: { can_update_body = false; set_notify_local_transform(false); } break; case NOTIFICATION_TRANSFORM_CHANGED: { if (!is_inside_tree()) break; if (can_update_body) { _update_parent(); } } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { if (!can_update_body) { _update_xform_in_parent(); } } break; #if 0 case NOTIFICATION_DRAW: { for(int i=0;i > decomp = Geometry::decompose_polygon(polygon); #define DEBUG_DECOMPOSE #ifdef DEBUG_DECOMPOSE Color c(0.4,0.9,0.1); for(int i=0;i &p_polygon) { polygon = p_polygon; if (can_update_body) { for (int i = 0; i < polygon.size(); i++) { Vector3 p1(polygon[i].x, polygon[i].y, depth * 0.5); if (i == 0) aabb = AABB(p1, Vector3()); else aabb.expand_to(p1); Vector3 p2(polygon[i].x, polygon[i].y, -depth * 0.5); aabb.expand_to(p2); } if (aabb == AABB()) { aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); } else { aabb.pos -= aabb.size * 0.3; aabb.size += aabb.size * 0.6; } _update_parent(); } update_gizmo(); } Vector CollisionPolygon::get_polygon() const { return polygon; } void CollisionPolygon::set_build_mode(BuildMode p_mode) { ERR_FAIL_INDEX(p_mode, 2); build_mode = p_mode; if (!can_update_body) return; _update_parent(); } CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const { return build_mode; } AABB CollisionPolygon::get_item_rect() const { return aabb; } void CollisionPolygon::set_depth(float p_depth) { depth = p_depth; if (!can_update_body) return; _update_parent(); update_gizmo(); } float CollisionPolygon::get_depth() const { return depth; } String CollisionPolygon::get_configuration_warning() const { if (!get_parent()->cast_to()) { return TTR("CollisionPolygon only serves to provide a collision shape to a CollisionObject derived node. Please only use it as a child of Area, StaticBody, RigidBody, KinematicBody, etc. to give them a shape."); } if (polygon.empty()) { return TTR("An empty CollisionPolygon has no effect on collision."); } return String(); } void CollisionPolygon::_bind_methods() { ObjectTypeDB::bind_method(_MD("_add_to_collision_object"), &CollisionPolygon::_add_to_collision_object); ObjectTypeDB::bind_method(_MD("set_build_mode", "build_mode"), &CollisionPolygon::set_build_mode); ObjectTypeDB::bind_method(_MD("get_build_mode"), &CollisionPolygon::get_build_mode); ObjectTypeDB::bind_method(_MD("set_depth", "depth"), &CollisionPolygon::set_depth); ObjectTypeDB::bind_method(_MD("get_depth"), &CollisionPolygon::get_depth); ObjectTypeDB::bind_method(_MD("set_polygon", "polygon"), &CollisionPolygon::set_polygon); ObjectTypeDB::bind_method(_MD("get_polygon"), &CollisionPolygon::get_polygon); ObjectTypeDB::bind_method(_MD("_set_shape_range", "shape_range"), &CollisionPolygon::_set_shape_range); ObjectTypeDB::bind_method(_MD("_get_shape_range"), &CollisionPolygon::_get_shape_range); ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"), &CollisionPolygon::get_collision_object_first_shape); ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"), &CollisionPolygon::get_collision_object_last_shape); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Triangles"), _SCS("set_build_mode"), _SCS("get_build_mode")); ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth"), _SCS("set_depth"), _SCS("get_depth")); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2_ARRAY, "polygon"), _SCS("set_polygon"), _SCS("get_polygon")); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "shape_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), _SCS("_set_shape_range"), _SCS("_get_shape_range")); } CollisionPolygon::CollisionPolygon() { shape_from = -1; shape_to = -1; can_update_body = false; aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); build_mode = BUILD_SOLIDS; depth = 1.0; }