c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
351 lines
10 KiB
C++
351 lines
10 KiB
C++
/*************************************************************************/
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/* collision_polygon_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "collision_polygon_2d.h"
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#include "collision_object_2d.h"
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#include "scene/resources/concave_polygon_shape_2d.h"
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#include "scene/resources/convex_polygon_shape_2d.h"
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#include "triangulator.h"
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void CollisionPolygon2D::_add_to_collision_object(Object *p_obj) {
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if (unparenting || !can_update_body)
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return;
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CollisionObject2D *co = p_obj->cast_to<CollisionObject2D>();
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ERR_FAIL_COND(!co);
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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) {
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//here comes the sun, lalalala
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//decompose concave into multiple convex polygons and add them
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Vector< Vector<Vector2> > decomp = _decompose_in_convex();
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shape_from=co->get_shape_count();
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for(int i=0;i<decomp.size();i++) {
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Ref<ConvexPolygonShape2D> convex = memnew( ConvexPolygonShape2D );
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convex->set_points(decomp[i]);
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co->add_shape(convex,get_transform());
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if (trigger)
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co->set_shape_as_trigger(co->get_shape_count()-1,true);
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}
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shape_to=co->get_shape_count()-1;
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if (shape_to<shape_from) {
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shape_from=-1;
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shape_to=-1;
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}
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} else {
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Ref<ConcavePolygonShape2D> concave = memnew( ConcavePolygonShape2D );
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DVector<Vector2> segments;
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segments.resize(polygon.size()*2);
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DVector<Vector2>::Write w=segments.write();
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for(int i=0;i<polygon.size();i++) {
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w[(i<<1)+0]=polygon[i];
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w[(i<<1)+1]=polygon[(i+1)%polygon.size()];
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}
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w=DVector<Vector2>::Write();
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concave->set_segments(segments);
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co->add_shape(concave,get_transform());
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if (trigger)
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co->set_shape_as_trigger(co->get_shape_count()-1,true);
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shape_from=co->get_shape_count()-1;
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shape_to=co->get_shape_count()-1;
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}
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//co->add_shape(shape,get_transform());
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}
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void CollisionPolygon2D::_update_parent() {
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if (!can_update_body)
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return;
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Node *parent = get_parent();
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if (!parent)
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return;
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CollisionObject2D *co = parent->cast_to<CollisionObject2D>();
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if (!co)
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return;
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co->_update_shapes_from_children();
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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
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//fast but imprecise triangulator, gave us problems
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decomp = Geometry::decompose_polygon(polygon);
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#else
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List<TriangulatorPoly> in_poly,out_poly;
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TriangulatorPoly inp;
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inp.Init(polygon.size());
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for(int i=0;i<polygon.size();i++) {
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inp.GetPoint(i)=polygon[i];
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}
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inp.SetOrientation(TRIANGULATOR_CCW);
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in_poly.push_back(inp);
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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!");
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return decomp;
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}
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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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}
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idx++;
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}
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#endif
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return decomp;
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}
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void CollisionPolygon2D::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_TREE: {
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unparenting=false;
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can_update_body=get_tree()->is_editor_hint();
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if (!get_tree()->is_editor_hint()) {
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//display above all else
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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_EXIT_TREE: {
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can_update_body=false;
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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if (!is_inside_tree())
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break;
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if (can_update_body) {
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_update_parent();
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} else if (shape_from>=0 && shape_to>=0) {
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CollisionObject2D *co = get_parent()->cast_to<CollisionObject2D>();
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for(int i=shape_from;i<=shape_to;i++) {
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co->set_shape_transform(i,get_transform());
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}
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}
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} break;
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case NOTIFICATION_DRAW: {
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if (!get_tree()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
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break;
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}
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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()];
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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);
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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);
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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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} break;
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case NOTIFICATION_UNPARENTED: {
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unparenting = true;
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_update_parent();
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} break;
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}
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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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if (can_update_body) {
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for(int i=0;i<polygon.size();i++) {
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if (i==0)
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aabb=Rect2(polygon[i],Size2());
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else
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aabb.expand_to(polygon[i]);
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}
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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.pos-=aabb.size*0.3;
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aabb.size+=aabb.size*0.6;
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}
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_update_parent();
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}
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update();
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}
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Vector<Point2> CollisionPolygon2D::get_polygon() const {
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return polygon;
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}
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void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
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ERR_FAIL_INDEX(p_mode,2);
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build_mode=p_mode;
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_update_parent();
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}
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CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const{
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return build_mode;
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}
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Rect2 CollisionPolygon2D::get_item_rect() const {
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return aabb;
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}
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void CollisionPolygon2D::set_trigger(bool p_trigger) {
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trigger=p_trigger;
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_update_parent();
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if (!can_update_body && is_inside_tree() && shape_from>=0 && shape_to>=0) {
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CollisionObject2D *co = get_parent()->cast_to<CollisionObject2D>();
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for(int i=shape_from;i<=shape_to;i++) {
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co->set_shape_as_trigger(i,p_trigger);
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}
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}
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}
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bool CollisionPolygon2D::is_trigger() const{
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return trigger;
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}
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void CollisionPolygon2D::_set_shape_range(const Vector2& p_range) {
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shape_from=p_range.x;
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shape_to=p_range.y;
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}
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Vector2 CollisionPolygon2D::_get_shape_range() const {
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return Vector2(shape_from,shape_to);
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}
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String CollisionPolygon2D::get_configuration_warning() const {
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if (!get_parent()->cast_to<CollisionObject2D>()) {
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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()) {
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return TTR("An empty CollisionPolygon2D has no effect on collision.");
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}
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return String();
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}
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void CollisionPolygon2D::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon2D::_add_to_collision_object);
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ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon2D::set_polygon);
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ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon2D::get_polygon);
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ObjectTypeDB::bind_method(_MD("set_build_mode","build_mode"),&CollisionPolygon2D::set_build_mode);
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ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon2D::get_build_mode);
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ObjectTypeDB::bind_method(_MD("set_trigger","trigger"),&CollisionPolygon2D::set_trigger);
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ObjectTypeDB::bind_method(_MD("is_trigger"),&CollisionPolygon2D::is_trigger);
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ObjectTypeDB::bind_method(_MD("_set_shape_range","shape_range"),&CollisionPolygon2D::_set_shape_range);
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ObjectTypeDB::bind_method(_MD("_get_shape_range"),&CollisionPolygon2D::_get_shape_range);
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ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"),&CollisionPolygon2D::get_collision_object_first_shape);
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ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"),&CollisionPolygon2D::get_collision_object_last_shape);
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ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Segments"),_SCS("set_build_mode"),_SCS("get_build_mode"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"shape_range",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_shape_range"),_SCS("_get_shape_range"));
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ADD_PROPERTY( PropertyInfo(Variant::BOOL,"trigger"),_SCS("set_trigger"),_SCS("is_trigger"));
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}
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CollisionPolygon2D::CollisionPolygon2D() {
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aabb=Rect2(-10,-10,20,20);
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build_mode=BUILD_SOLIDS;
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trigger=false;
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unparenting=false;
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shape_from=-1;
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shape_to=-1;
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can_update_body=false;
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set_notify_local_transform(true);
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}
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