411ee71b4d
This new name also makes its purpose a little clearer This is a step towards fixing #56
312 lines
8.9 KiB
C++
312 lines
8.9 KiB
C++
/*************************************************************************/
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/* collision_polygon.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.h"
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#include "collision_object.h"
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#include "scene/resources/concave_polygon_shape.h"
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#include "scene/resources/convex_polygon_shape.h"
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void CollisionPolygon::_add_to_collision_object(Object *p_obj) {
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if (!can_update_body)
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return;
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CollisionObject *co = p_obj->cast_to<CollisionObject>();
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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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Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
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if (decomp.size()==0)
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return;
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if (true || 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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shape_from=co->get_shape_count();
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for(int i=0;i<decomp.size();i++) {
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Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape );
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PoolVector<Vector3> cp;
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int cs = decomp[i].size();
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cp.resize(cs*2);
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{
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PoolVector<Vector3>::Write w = cp.write();
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int idx=0;
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for(int j=0;j<cs;j++) {
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Vector2 d = decomp[i][j];
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w[idx++]=Vector3(d.x,d.y,depth*0.5);
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w[idx++]=Vector3(d.x,d.y,-depth*0.5);
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}
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}
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convex->set_points(cp);
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co->add_shape(convex,get_transform());
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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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#if 0
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Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape );
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PoolVector<Vector2> segments;
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segments.resize(polygon.size()*2);
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PoolVector<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=PoolVector<Vector2>::Write();
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concave->set_segments(segments);
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co->add_shape(concave,get_transform());
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#endif
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}
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//co->add_shape(shape,get_transform());
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}
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void CollisionPolygon::_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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CollisionObject *co = parent->cast_to<CollisionObject>();
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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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void CollisionPolygon::_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 CollisionPolygon::_get_shape_range() const {
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return Vector2(shape_from,shape_to);
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}
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void CollisionPolygon::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_TREE: {
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can_update_body=get_tree()->is_editor_hint();
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set_notify_local_transform(!can_update_body);
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//indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario());
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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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set_notify_local_transform(false);
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} break;
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case NOTIFICATION_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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}
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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if (!can_update_body && shape_from>=0 && shape_to>=0) {
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CollisionObject *co = get_parent()->cast_to<CollisionObject>();
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if (co) {
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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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}
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} break;
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#if 0
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case NOTIFICATION_DRAW: {
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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(0,0.6,0.7,0.5),3);
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}
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Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
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#define DEBUG_DECOMPOSE
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#ifdef DEBUG_DECOMPOSE
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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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#endif
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} break;
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#endif
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}
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}
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void CollisionPolygon::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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Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5);
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if (i==0)
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aabb=Rect3(p1,Vector3());
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else
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aabb.expand_to(p1);
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Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5);
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aabb.expand_to(p2);
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}
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if (aabb==Rect3()) {
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aabb=Rect3(Vector3(-1,-1,-1),Vector3(2,2,2));
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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_gizmo();
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}
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Vector<Point2> CollisionPolygon::get_polygon() const {
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return polygon;
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}
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void CollisionPolygon::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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if (!can_update_body)
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return;
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_update_parent();
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}
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CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{
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return build_mode;
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}
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Rect3 CollisionPolygon::get_item_rect() const {
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return aabb;
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}
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void CollisionPolygon::set_depth(float p_depth) {
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depth=p_depth;
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if (!can_update_body)
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return;
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_update_parent();
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update_gizmo();
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}
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float CollisionPolygon::get_depth() const {
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return depth;
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}
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String CollisionPolygon::get_configuration_warning() const {
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if (!get_parent()->cast_to<CollisionObject>()) {
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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.");
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}
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if (polygon.empty()) {
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return TTR("An empty CollisionPolygon has no effect on collision.");
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}
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return String();
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}
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void CollisionPolygon::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object);
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ClassDB::bind_method(D_METHOD("set_build_mode","build_mode"),&CollisionPolygon::set_build_mode);
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ClassDB::bind_method(D_METHOD("get_build_mode"),&CollisionPolygon::get_build_mode);
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ClassDB::bind_method(D_METHOD("set_depth","depth"),&CollisionPolygon::set_depth);
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ClassDB::bind_method(D_METHOD("get_depth"),&CollisionPolygon::get_depth);
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ClassDB::bind_method(D_METHOD("set_polygon","polygon"),&CollisionPolygon::set_polygon);
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ClassDB::bind_method(D_METHOD("get_polygon"),&CollisionPolygon::get_polygon);
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ClassDB::bind_method(D_METHOD("_set_shape_range","shape_range"),&CollisionPolygon::_set_shape_range);
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ClassDB::bind_method(D_METHOD("_get_shape_range"),&CollisionPolygon::_get_shape_range);
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ClassDB::bind_method(D_METHOD("get_collision_object_first_shape"),&CollisionPolygon::get_collision_object_first_shape);
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ClassDB::bind_method(D_METHOD("get_collision_object_last_shape"),&CollisionPolygon::get_collision_object_last_shape);
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ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),"set_build_mode","get_build_mode");
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),"set_depth","get_depth");
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ADD_PROPERTY( PropertyInfo(Variant::POOL_VECTOR2_ARRAY,"polygon"),"set_polygon","get_polygon");
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"shape_range",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),"_set_shape_range","_get_shape_range");
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}
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CollisionPolygon::CollisionPolygon() {
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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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aabb=Rect3(Vector3(-1,-1,-1),Vector3(2,2,2));
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build_mode=BUILD_SOLIDS;
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depth=1.0;
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}
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