f00f4b9296
Workaround for round() on PC.
207 lines
4.5 KiB
C++
207 lines
4.5 KiB
C++
#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) {
|
|
|
|
|
|
CollisionObject *co = p_obj->cast_to<CollisionObject>();
|
|
ERR_FAIL_COND(!co);
|
|
|
|
if (polygon.size()==0)
|
|
return;
|
|
|
|
bool solids=build_mode==BUILD_SOLIDS;
|
|
|
|
Vector< Vector<Vector2> > 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
|
|
for(int i=0;i<decomp.size();i++) {
|
|
Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape );
|
|
DVector<Vector3> cp;
|
|
int cs = decomp[i].size();
|
|
cp.resize(cs*2);
|
|
{
|
|
DVector<Vector3>::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());
|
|
|
|
}
|
|
|
|
} else {
|
|
#if 0
|
|
Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape );
|
|
|
|
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());
|
|
#endif
|
|
}
|
|
|
|
|
|
//co->add_shape(shape,get_transform());
|
|
|
|
}
|
|
|
|
void CollisionPolygon::_update_parent() {
|
|
|
|
Node *parent = get_parent();
|
|
if (!parent)
|
|
return;
|
|
CollisionObject *co = parent->cast_to<CollisionObject>();
|
|
if (!co)
|
|
return;
|
|
co->_update_shapes_from_children();
|
|
}
|
|
|
|
void CollisionPolygon::_notification(int p_what) {
|
|
|
|
|
|
switch(p_what) {
|
|
case NOTIFICATION_TRANSFORM_CHANGED: {
|
|
|
|
if (!is_inside_scene())
|
|
break;
|
|
_update_parent();
|
|
|
|
} break;
|
|
#if 0
|
|
case NOTIFICATION_DRAW: {
|
|
for(int i=0;i<polygon.size();i++) {
|
|
|
|
Vector2 p = polygon[i];
|
|
Vector2 n = polygon[(i+1)%polygon.size()];
|
|
draw_line(p,n,Color(0,0.6,0.7,0.5),3);
|
|
}
|
|
|
|
Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
|
|
#define DEBUG_DECOMPOSE
|
|
#ifdef DEBUG_DECOMPOSE
|
|
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);
|
|
}
|
|
#endif
|
|
|
|
} break;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void CollisionPolygon::set_polygon(const Vector<Point2>& p_polygon) {
|
|
|
|
polygon=p_polygon;
|
|
|
|
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<Point2> CollisionPolygon::get_polygon() const {
|
|
|
|
return polygon;
|
|
}
|
|
|
|
void CollisionPolygon::set_build_mode(BuildMode p_mode) {
|
|
|
|
ERR_FAIL_INDEX(p_mode,2);
|
|
build_mode=p_mode;
|
|
_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;
|
|
_update_parent();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CollisionPolygon::get_depth() const {
|
|
|
|
return depth;
|
|
}
|
|
|
|
|
|
void CollisionPolygon::_bind_methods() {
|
|
|
|
ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object);
|
|
ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon);
|
|
ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon);
|
|
|
|
ObjectTypeDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth);
|
|
ObjectTypeDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth);
|
|
|
|
ObjectTypeDB::bind_method(_MD("set_build_mode"),&CollisionPolygon::set_build_mode);
|
|
ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode);
|
|
|
|
ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_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::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth"));
|
|
}
|
|
|
|
CollisionPolygon::CollisionPolygon() {
|
|
|
|
aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2));
|
|
build_mode=BUILD_SOLIDS;
|
|
depth=1.0;
|
|
|
|
}
|