godot/scene/3d/collision_polygon.cpp

312 lines
8.9 KiB
C++

/*************************************************************************/
/* collision_polygon.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.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) {
if (!can_update_body)
return;
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
shape_from=co->get_shape_count();
for(int i=0;i<decomp.size();i++) {
Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape );
PoolVector<Vector3> cp;
int cs = decomp[i].size();
cp.resize(cs*2);
{
PoolVector<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());
}
shape_to=co->get_shape_count()-1;
if (shape_to<shape_from) {
shape_from=-1;
shape_to=-1;
}
} else {
#if 0
Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape );
PoolVector<Vector2> segments;
segments.resize(polygon.size()*2);
PoolVector<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=PoolVector<Vector2>::Write();
concave->set_segments(segments);
co->add_shape(concave,get_transform());
#endif
}
//co->add_shape(shape,get_transform());
}
void CollisionPolygon::_update_parent() {
if (!can_update_body)
return;
Node *parent = get_parent();
if (!parent)
return;
CollisionObject *co = parent->cast_to<CollisionObject>();
if (!co)
return;
co->_update_shapes_from_children();
}
void CollisionPolygon::_set_shape_range(const Vector2& p_range) {
shape_from=p_range.x;
shape_to=p_range.y;
}
Vector2 CollisionPolygon::_get_shape_range() const {
return Vector2(shape_from,shape_to);
}
void CollisionPolygon::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
can_update_body=get_tree()->is_editor_hint();
set_notify_local_transform(!can_update_body);
//indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario());
} break;
case NOTIFICATION_EXIT_TREE: {
can_update_body=false;
set_notify_local_transform(false);
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (!is_inside_tree())
break;
if (can_update_body) {
_update_parent();
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (!can_update_body && shape_from>=0 && shape_to>=0) {
CollisionObject *co = get_parent()->cast_to<CollisionObject>();
if (co) {
for(int i=shape_from;i<=shape_to;i++) {
co->set_shape_transform(i,get_transform());
}
}
}
} 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;
if (can_update_body) {
for(int i=0;i<polygon.size();i++) {
Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5);
if (i==0)
aabb=Rect3(p1,Vector3());
else
aabb.expand_to(p1);
Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5);
aabb.expand_to(p2);
}
if (aabb==Rect3()) {
aabb=Rect3(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;
if (!can_update_body)
return;
_update_parent();
}
CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{
return build_mode;
}
Rect3 CollisionPolygon::get_item_rect() const {
return aabb;
}
void CollisionPolygon::set_depth(float p_depth) {
depth=p_depth;
if (!can_update_body)
return;
_update_parent();
update_gizmo();
}
float CollisionPolygon::get_depth() const {
return depth;
}
String CollisionPolygon::get_configuration_warning() const {
if (!get_parent()->cast_to<CollisionObject>()) {
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.");
}
if (polygon.empty()) {
return TTR("An empty CollisionPolygon has no effect on collision.");
}
return String();
}
void CollisionPolygon::_bind_methods() {
ClassDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object);
ClassDB::bind_method(_MD("set_build_mode","build_mode"),&CollisionPolygon::set_build_mode);
ClassDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode);
ClassDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth);
ClassDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth);
ClassDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon);
ClassDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon);
ClassDB::bind_method(_MD("_set_shape_range","shape_range"),&CollisionPolygon::_set_shape_range);
ClassDB::bind_method(_MD("_get_shape_range"),&CollisionPolygon::_get_shape_range);
ClassDB::bind_method(_MD("get_collision_object_first_shape"),&CollisionPolygon::get_collision_object_first_shape);
ClassDB::bind_method(_MD("get_collision_object_last_shape"),&CollisionPolygon::get_collision_object_last_shape);
ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_SCS("set_build_mode"),_SCS("get_build_mode"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth"));
ADD_PROPERTY( PropertyInfo(Variant::POOL_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"));
}
CollisionPolygon::CollisionPolygon() {
shape_from=-1;
shape_to=-1;
can_update_body=false;
aabb=Rect3(Vector3(-1,-1,-1),Vector3(2,2,2));
build_mode=BUILD_SOLIDS;
depth=1.0;
}