337 lines
9.6 KiB
C++
337 lines
9.6 KiB
C++
/*************************************************************************/
|
|
/* collision_polygon_2d.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2016 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();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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);
|
|
|
|
}
|