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/*************************************************************************/
/* collision_polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "collision_polygon_2d.h"
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# include "collision_object_2d.h"
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# include "core/engine.h"
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# include "scene/resources/concave_polygon_shape_2d.h"
# include "scene/resources/convex_polygon_shape_2d.h"
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# include "thirdparty/misc/triangulator.h"
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void CollisionPolygon2D : : _build_polygon ( ) {
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parent - > shape_owner_clear_shapes ( owner_id ) ;
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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 ) {
//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
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Vector < Vector < Vector2 > > decomp = _decompose_in_convex ( ) ;
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for ( int i = 0 ; i < decomp . size ( ) ; i + + ) {
Ref < ConvexPolygonShape2D > convex = memnew ( ConvexPolygonShape2D ) ;
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convex - > set_points ( decomp [ i ] ) ;
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parent - > shape_owner_add_shape ( owner_id , convex ) ;
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}
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} else {
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Ref < ConcavePolygonShape2D > concave = memnew ( ConcavePolygonShape2D ) ;
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Vector < Vector2 > segments ;
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segments . resize ( polygon . size ( ) * 2 ) ;
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Vector2 * w = segments . ptrw ( ) ;
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for ( int i = 0 ; i < polygon . size ( ) ; i + + ) {
w [ ( i < < 1 ) + 0 ] = polygon [ i ] ;
w [ ( i < < 1 ) + 1 ] = polygon [ ( i + 1 ) % polygon . size ( ) ] ;
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}
concave - > set_segments ( segments ) ;
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parent - > shape_owner_add_shape ( owner_id , concave ) ;
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}
}
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Vector < Vector < Vector2 > > CollisionPolygon2D : : _decompose_in_convex ( ) {
Vector < Vector < Vector2 > > decomp = Geometry : : decompose_polygon_in_convex ( polygon ) ;
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return decomp ;
}
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void CollisionPolygon2D : : _update_in_shape_owner ( bool p_xform_only ) {
parent - > shape_owner_set_transform ( owner_id , get_transform ( ) ) ;
if ( p_xform_only )
return ;
parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
parent - > shape_owner_set_one_way_collision ( owner_id , one_way_collision ) ;
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parent - > shape_owner_set_one_way_collision_margin ( owner_id , one_way_collision_margin ) ;
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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_PARENTED : {
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parent = Object : : cast_to < CollisionObject2D > ( get_parent ( ) ) ;
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if ( parent ) {
owner_id = parent - > create_shape_owner ( this ) ;
_build_polygon ( ) ;
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_update_in_shape_owner ( ) ;
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}
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/*if (Engine::get_singleton()->is_editor_hint()) {
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//display above all else
set_z_as_relative ( false ) ;
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set_z_index ( VS : : CANVAS_ITEM_Z_MAX - 1 ) ;
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} */
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} break ;
case NOTIFICATION_ENTER_TREE : {
if ( parent ) {
_update_in_shape_owner ( ) ;
}
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} break ;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
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if ( parent ) {
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_update_in_shape_owner ( true ) ;
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}
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} break ;
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case NOTIFICATION_UNPARENTED : {
if ( parent ) {
parent - > remove_shape_owner ( owner_id ) ;
}
owner_id = 0 ;
parent = NULL ;
} break ;
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case NOTIFICATION_DRAW : {
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if ( ! Engine : : get_singleton ( ) - > is_editor_hint ( ) & & ! get_tree ( ) - > is_debugging_collisions_hint ( ) ) {
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break ;
}
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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 with width <= 1, so it does not scale with zoom and break pixel exact editing
draw_line ( p , n , Color ( 0.9 , 0.2 , 0.0 , 0.8 ) , 1 ) ;
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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 ) ;
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 ) ;
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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if ( one_way_collision ) {
Color dcol = get_tree ( ) - > get_debug_collisions_color ( ) ; //0.9,0.2,0.2,0.4);
dcol . a = 1.0 ;
Vector2 line_to ( 0 , 20 ) ;
draw_line ( Vector2 ( ) , line_to , dcol , 3 ) ;
Vector < Vector2 > pts ;
float tsize = 8 ;
pts . push_back ( line_to + ( Vector2 ( 0 , tsize ) ) ) ;
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pts . push_back ( line_to + ( Vector2 ( Math_SQRT12 * tsize , 0 ) ) ) ;
pts . push_back ( line_to + ( Vector2 ( - Math_SQRT12 * tsize , 0 ) ) ) ;
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Vector < Color > cols ;
for ( int i = 0 ; i < 3 ; i + + )
cols . push_back ( dcol ) ;
draw_primitive ( pts , cols , Vector < Vector2 > ( ) ) ; //small arrow
}
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} break ;
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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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{
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for ( int i = 0 ; i < polygon . size ( ) ; i + + ) {
if ( i = = 0 )
aabb = Rect2 ( polygon [ i ] , Size2 ( ) ) ;
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else
aabb . expand_to ( polygon [ i ] ) ;
}
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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 . position - = aabb . size * 0.3 ;
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aabb . size + = aabb . size * 0.6 ;
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}
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}
if ( parent ) {
_build_polygon ( ) ;
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}
update ( ) ;
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update_configuration_warning ( ) ;
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}
Vector < Point2 > CollisionPolygon2D : : get_polygon ( ) const {
return polygon ;
}
void CollisionPolygon2D : : set_build_mode ( BuildMode p_mode ) {
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ERR_FAIL_INDEX ( ( int ) p_mode , 2 ) ;
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build_mode = p_mode ;
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if ( parent ) {
_build_polygon ( ) ;
}
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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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# ifdef TOOLS_ENABLED
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Rect2 CollisionPolygon2D : : _edit_get_rect ( ) const {
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return aabb ;
}
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bool CollisionPolygon2D : : _edit_use_rect ( ) const {
return true ;
}
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bool CollisionPolygon2D : : _edit_is_selected_on_click ( const Point2 & p_point , double p_tolerance ) const {
return Geometry : : is_point_in_polygon ( p_point , Variant ( polygon ) ) ;
}
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# endif
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String CollisionPolygon2D : : get_configuration_warning ( ) const {
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if ( ! Object : : cast_to < CollisionObject2D > ( get_parent ( ) ) ) {
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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 ( ) ) {
return TTR ( " An empty CollisionPolygon2D has no effect on collision. " ) ;
}
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return String ( ) ;
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}
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void CollisionPolygon2D : : set_disabled ( bool p_disabled ) {
disabled = p_disabled ;
update ( ) ;
if ( parent ) {
parent - > shape_owner_set_disabled ( owner_id , p_disabled ) ;
}
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}
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bool CollisionPolygon2D : : is_disabled ( ) const {
return disabled ;
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}
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void CollisionPolygon2D : : set_one_way_collision ( bool p_enable ) {
one_way_collision = p_enable ;
update ( ) ;
if ( parent ) {
parent - > shape_owner_set_one_way_collision ( owner_id , p_enable ) ;
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}
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}
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bool CollisionPolygon2D : : is_one_way_collision_enabled ( ) const {
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return one_way_collision ;
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}
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void CollisionPolygon2D : : set_one_way_collision_margin ( float p_margin ) {
one_way_collision_margin = p_margin ;
if ( parent ) {
parent - > shape_owner_set_one_way_collision_margin ( owner_id , one_way_collision_margin ) ;
}
}
float CollisionPolygon2D : : get_one_way_collision_margin ( ) const {
return one_way_collision_margin ;
}
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void CollisionPolygon2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_polygon " , " polygon " ) , & CollisionPolygon2D : : set_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " get_polygon " ) , & CollisionPolygon2D : : get_polygon ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_build_mode " , " build_mode " ) , & CollisionPolygon2D : : set_build_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_build_mode " ) , & CollisionPolygon2D : : get_build_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_disabled " , " disabled " ) , & CollisionPolygon2D : : set_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_disabled " ) , & CollisionPolygon2D : : is_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_one_way_collision " , " enabled " ) , & CollisionPolygon2D : : set_one_way_collision ) ;
ClassDB : : bind_method ( D_METHOD ( " is_one_way_collision_enabled " ) , & CollisionPolygon2D : : is_one_way_collision_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_one_way_collision_margin " , " margin " ) , & CollisionPolygon2D : : set_one_way_collision_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_one_way_collision_margin " ) , & CollisionPolygon2D : : get_one_way_collision_margin ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " build_mode " , PROPERTY_HINT_ENUM , " Solids,Segments " ) , " set_build_mode " , " get_build_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : PACKED_VECTOR2_ARRAY , " polygon " ) , " set_polygon " , " get_polygon " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " disabled " ) , " set_disabled " , " is_disabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " one_way_collision " ) , " set_one_way_collision " , " is_one_way_collision_enabled " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " one_way_collision_margin " , PROPERTY_HINT_RANGE , " 0,128,0.1 " ) , " set_one_way_collision_margin " , " get_one_way_collision_margin " ) ;
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BIND_ENUM_CONSTANT ( BUILD_SOLIDS ) ;
BIND_ENUM_CONSTANT ( BUILD_SEGMENTS ) ;
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}
CollisionPolygon2D : : CollisionPolygon2D ( ) {
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aabb = Rect2 ( - 10 , - 10 , 20 , 20 ) ;
build_mode = BUILD_SOLIDS ;
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set_notify_local_transform ( true ) ;
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parent = NULL ;
owner_id = 0 ;
disabled = false ;
one_way_collision = false ;
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one_way_collision_margin = 1.0 ;
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}