virtualx-engine/scene/2d/collision_polygon_2d.cpp

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2014-02-10 02:10:30 +01:00
/*************************************************************************/
/* collision_polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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"
void CollisionPolygon2D::_add_to_collision_object(Object *p_obj) {
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 = Geometry::decompose_polygon(polygon);
for(int i=0;i<decomp.size();i++) {
Ref<ConvexPolygonShape2D> convex = memnew( ConvexPolygonShape2D );
convex->set_points(decomp[i]);
co->add_shape(convex,get_transform());
}
} 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());
}
//co->add_shape(shape,get_transform());
}
void CollisionPolygon2D::_update_parent() {
Node *parent = get_parent();
if (!parent)
return;
CollisionObject2D *co = parent->cast_to<CollisionObject2D>();
if (!co)
return;
co->_update_shapes_from_children();
}
void CollisionPolygon2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (!is_inside_scene())
break;
_update_parent();
} break;
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;
}
}
void CollisionPolygon2D::set_polygon(const Vector<Point2>& p_polygon) {
polygon=p_polygon;
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();
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}
CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const{
return build_mode;
}
Rect2 CollisionPolygon2D::get_item_rect() const {
return aabb;
}
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"),&CollisionPolygon2D::set_build_mode);
ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon2D::get_build_mode);
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"));
}
CollisionPolygon2D::CollisionPolygon2D() {
aabb=Rect2(-10,-10,20,20);
build_mode=BUILD_SOLIDS;
}