godot/scene/2d/collision_polygon_2d.cpp
Rémi Verschelde f8db8a3faa Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
2017-03-19 00:36:26 +01:00

339 lines
10 KiB
C++

/*************************************************************************/
/* collision_polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#include "collision_polygon_2d.h"
#include "collision_object_2d.h"
#include "scene/resources/concave_polygon_shape_2d.h"
#include "scene/resources/convex_polygon_shape_2d.h"
#include "triangulator.h"
void CollisionPolygon2D::_add_to_collision_object(Object *p_obj) {
if (unparenting || !can_update_body)
return;
CollisionObject2D *co = p_obj->cast_to<CollisionObject2D>();
ERR_FAIL_COND(!co);
if (polygon.size() == 0)
return;
bool solids = build_mode == BUILD_SOLIDS;
if (solids) {
//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
Vector<Vector<Vector2> > decomp = _decompose_in_convex();
shape_from = co->get_shape_count();
for (int i = 0; i < decomp.size(); i++) {
Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
convex->set_points(decomp[i]);
co->add_shape(convex, get_transform());
if (trigger)
co->set_shape_as_trigger(co->get_shape_count() - 1, true);
}
shape_to = co->get_shape_count() - 1;
if (shape_to < shape_from) {
shape_from = -1;
shape_to = -1;
}
} else {
Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
DVector<Vector2> segments;
segments.resize(polygon.size() * 2);
DVector<Vector2>::Write w = segments.write();
for (int i = 0; i < polygon.size(); i++) {
w[(i << 1) + 0] = polygon[i];
w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()];
}
w = DVector<Vector2>::Write();
concave->set_segments(segments);
co->add_shape(concave, get_transform());
if (trigger)
co->set_shape_as_trigger(co->get_shape_count() - 1, true);
shape_from = co->get_shape_count() - 1;
shape_to = co->get_shape_count() - 1;
}
//co->add_shape(shape,get_transform());
}
void CollisionPolygon2D::_update_parent() {
if (!can_update_body)
return;
Node *parent = get_parent();
if (!parent)
return;
CollisionObject2D *co = parent->cast_to<CollisionObject2D>();
if (!co)
return;
co->_update_shapes_from_children();
}
Vector<Vector<Vector2> > CollisionPolygon2D::_decompose_in_convex() {
Vector<Vector<Vector2> > decomp;
#if 0
//fast but imprecise triangulator, gave us problems
decomp = Geometry::decompose_polygon(polygon);
#else
List<TriangulatorPoly> in_poly, out_poly;
TriangulatorPoly inp;
inp.Init(polygon.size());
for (int i = 0; i < polygon.size(); i++) {
inp.GetPoint(i) = polygon[i];
}
inp.SetOrientation(TRIANGULATOR_CCW);
in_poly.push_back(inp);
TriangulatorPartition tpart;
if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { //failed!
ERR_PRINT("Convex decomposing failed!");
return decomp;
}
decomp.resize(out_poly.size());
int idx = 0;
for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
TriangulatorPoly &tp = I->get();
decomp[idx].resize(tp.GetNumPoints());
for (int i = 0; i < tp.GetNumPoints(); i++) {
decomp[idx][i] = tp.GetPoint(i);
}
idx++;
}
#endif
return decomp;
}
void CollisionPolygon2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
unparenting = false;
can_update_body = get_tree()->is_editor_hint();
if (!get_tree()->is_editor_hint()) {
//display above all else
set_z_as_relative(false);
set_z(VS::CANVAS_ITEM_Z_MAX - 1);
}
} break;
case NOTIFICATION_EXIT_TREE: {
can_update_body = false;
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (!is_inside_tree())
break;
if (can_update_body) {
_update_parent();
} else if (shape_from >= 0 && shape_to >= 0) {
CollisionObject2D *co = get_parent()->cast_to<CollisionObject2D>();
for (int i = shape_from; i <= shape_to; i++) {
co->set_shape_transform(i, get_transform());
}
}
} break;
case NOTIFICATION_DRAW: {
if (!get_tree()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
for (int i = 0; i < polygon.size(); i++) {
Vector2 p = polygon[i];
Vector2 n = polygon[(i + 1) % polygon.size()];
draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 3);
}
#define DEBUG_DECOMPOSE
#if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
Vector<Vector<Vector2> > decomp = _decompose_in_convex();
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());
#endif
} break;
case NOTIFICATION_UNPARENTED: {
unparenting = true;
_update_parent();
} break;
}
}
void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
polygon = p_polygon;
if (can_update_body) {
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.pos -= aabb.size * 0.3;
aabb.size += aabb.size * 0.6;
}
_update_parent();
}
update();
update_configuration_warning();
}
Vector<Point2> CollisionPolygon2D::get_polygon() const {
return polygon;
}
void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
ERR_FAIL_INDEX(p_mode, 2);
build_mode = p_mode;
_update_parent();
}
CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
return build_mode;
}
Rect2 CollisionPolygon2D::get_item_rect() const {
return aabb;
}
void CollisionPolygon2D::set_trigger(bool p_trigger) {
trigger = p_trigger;
_update_parent();
if (!can_update_body && is_inside_tree() && shape_from >= 0 && shape_to >= 0) {
CollisionObject2D *co = get_parent()->cast_to<CollisionObject2D>();
for (int i = shape_from; i <= shape_to; i++) {
co->set_shape_as_trigger(i, p_trigger);
}
}
}
bool CollisionPolygon2D::is_trigger() const {
return trigger;
}
void CollisionPolygon2D::_set_shape_range(const Vector2 &p_range) {
shape_from = p_range.x;
shape_to = p_range.y;
}
Vector2 CollisionPolygon2D::_get_shape_range() const {
return Vector2(shape_from, shape_to);
}
String CollisionPolygon2D::get_configuration_warning() const {
if (!get_parent()->cast_to<CollisionObject2D>()) {
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.");
}
if (polygon.empty()) {
return TTR("An empty CollisionPolygon2D has no effect on collision.");
}
return String();
}
void CollisionPolygon2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_add_to_collision_object"), &CollisionPolygon2D::_add_to_collision_object);
ObjectTypeDB::bind_method(_MD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
ObjectTypeDB::bind_method(_MD("get_polygon"), &CollisionPolygon2D::get_polygon);
ObjectTypeDB::bind_method(_MD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
ObjectTypeDB::bind_method(_MD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
ObjectTypeDB::bind_method(_MD("set_trigger", "trigger"), &CollisionPolygon2D::set_trigger);
ObjectTypeDB::bind_method(_MD("is_trigger"), &CollisionPolygon2D::is_trigger);
ObjectTypeDB::bind_method(_MD("_set_shape_range", "shape_range"), &CollisionPolygon2D::_set_shape_range);
ObjectTypeDB::bind_method(_MD("_get_shape_range"), &CollisionPolygon2D::_get_shape_range);
ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"), &CollisionPolygon2D::get_collision_object_first_shape);
ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"), &CollisionPolygon2D::get_collision_object_last_shape);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), _SCS("set_build_mode"), _SCS("get_build_mode"));
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"));
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trigger"), _SCS("set_trigger"), _SCS("is_trigger"));
}
CollisionPolygon2D::CollisionPolygon2D() {
aabb = Rect2(-10, -10, 20, 20);
build_mode = BUILD_SOLIDS;
trigger = false;
unparenting = false;
shape_from = -1;
shape_to = -1;
can_update_body = false;
set_notify_local_transform(true);
}