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/*************************************************************************/
/* collision_polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 */
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/* 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: */
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/* 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.*/
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/*************************************************************************/
# 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"
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# include "triangulator.h"
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void CollisionPolygon2D : : _add_to_collision_object ( Object * p_obj ) {
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if ( unparenting | | ! can_update_body )
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return ;
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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
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Vector < Vector < Vector2 > > decomp = _decompose_in_convex ( ) ;
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shape_from = co - > get_shape_count ( ) ;
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for ( int i = 0 ; i < decomp . size ( ) ; i + + ) {
Ref < ConvexPolygonShape2D > convex = memnew ( ConvexPolygonShape2D ) ;
convex - > set_points ( decomp [ i ] ) ;
co - > add_shape ( convex , get_transform ( ) ) ;
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if ( trigger )
co - > set_shape_as_trigger ( co - > get_shape_count ( ) - 1 , true ) ;
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}
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shape_to = co - > get_shape_count ( ) - 1 ;
if ( shape_to < shape_from ) {
shape_from = - 1 ;
shape_to = - 1 ;
}
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} else {
Ref < ConcavePolygonShape2D > concave = memnew ( ConcavePolygonShape2D ) ;
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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 + + ) {
w [ ( i < < 1 ) + 0 ] = polygon [ i ] ;
w [ ( i < < 1 ) + 1 ] = polygon [ ( i + 1 ) % polygon . size ( ) ] ;
}
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w = PoolVector < Vector2 > : : Write ( ) ;
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concave - > set_segments ( segments ) ;
co - > add_shape ( concave , get_transform ( ) ) ;
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if ( trigger )
co - > set_shape_as_trigger ( co - > get_shape_count ( ) - 1 , true ) ;
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shape_from = co - > get_shape_count ( ) - 1 ;
shape_to = co - > get_shape_count ( ) - 1 ;
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}
//co->add_shape(shape,get_transform());
}
void CollisionPolygon2D : : _update_parent ( ) {
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if ( ! can_update_body )
return ;
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Node * parent = get_parent ( ) ;
if ( ! parent )
return ;
CollisionObject2D * co = parent - > cast_to < CollisionObject2D > ( ) ;
if ( ! co )
return ;
co - > _update_shapes_from_children ( ) ;
}
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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 ;
}
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void CollisionPolygon2D : : _notification ( int p_what ) {
switch ( p_what ) {
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case NOTIFICATION_ENTER_TREE : {
unparenting = false ;
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can_update_body = get_tree ( ) - > is_editor_hint ( ) ;
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if ( ! get_tree ( ) - > is_editor_hint ( ) ) {
//display above all else
set_z_as_relative ( false ) ;
set_z ( VS : : CANVAS_ITEM_Z_MAX - 1 ) ;
}
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} break ;
case NOTIFICATION_EXIT_TREE : {
can_update_body = false ;
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} break ;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
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if ( ! is_inside_tree ( ) )
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break ;
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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 ( ) ) ;
}
}
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} break ;
case NOTIFICATION_DRAW : {
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if ( ! get_tree ( ) - > is_editor_hint ( ) & & ! get_tree ( ) - > is_debugging_collisions_hint ( ) ) {
break ;
}
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for ( int i = 0 ; i < polygon . size ( ) ; i + + ) {
Vector2 p = polygon [ i ] ;
Vector2 n = polygon [ ( i + 1 ) % polygon . size ( ) ] ;
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draw_line ( p , n , Color ( 0.9 , 0.2 , 0.0 , 0.8 ) , 3 ) ;
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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 + + ) {
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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# else
draw_colored_polygon ( polygon , get_tree ( ) - > get_debug_collisions_color ( ) ) ;
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# endif
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} break ;
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case NOTIFICATION_UNPARENTED : {
unparenting = true ;
_update_parent ( ) ;
} break ;
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}
}
void CollisionPolygon2D : : set_polygon ( const Vector < Point2 > & p_polygon ) {
polygon = p_polygon ;
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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 ( ) ) {
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aabb = Rect2 ( - 10 , - 10 , 20 , 20 ) ;
} else {
aabb . pos - = aabb . size * 0.3 ;
aabb . size + = aabb . size * 0.6 ;
}
_update_parent ( ) ;
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}
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 ;
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_update_parent ( ) ;
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}
CollisionPolygon2D : : BuildMode CollisionPolygon2D : : get_build_mode ( ) const {
return build_mode ;
}
Rect2 CollisionPolygon2D : : get_item_rect ( ) const {
return aabb ;
}
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void CollisionPolygon2D : : set_trigger ( bool p_trigger ) {
trigger = p_trigger ;
_update_parent ( ) ;
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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 ) ;
}
}
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}
bool CollisionPolygon2D : : is_trigger ( ) const {
return trigger ;
}
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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 ) ;
}
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String CollisionPolygon2D : : get_configuration_warning ( ) const {
if ( ! get_parent ( ) - > cast_to < CollisionObject2D > ( ) ) {
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. " ) ;
}
if ( polygon . empty ( ) ) {
return TTR ( " An empty CollisionPolygon2D has no effect on collision. " ) ;
}
return String ( ) ;
}
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void CollisionPolygon2D : : _bind_methods ( ) {
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ClassDB : : bind_method ( _MD ( " _add_to_collision_object " ) , & CollisionPolygon2D : : _add_to_collision_object ) ;
ClassDB : : bind_method ( _MD ( " set_polygon " , " polygon " ) , & CollisionPolygon2D : : set_polygon ) ;
ClassDB : : bind_method ( _MD ( " get_polygon " ) , & CollisionPolygon2D : : get_polygon ) ;
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ClassDB : : bind_method ( _MD ( " set_build_mode " , " build_mode " ) , & CollisionPolygon2D : : set_build_mode ) ;
ClassDB : : bind_method ( _MD ( " get_build_mode " ) , & CollisionPolygon2D : : get_build_mode ) ;
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ClassDB : : bind_method ( _MD ( " set_trigger " , " trigger " ) , & CollisionPolygon2D : : set_trigger ) ;
ClassDB : : bind_method ( _MD ( " is_trigger " ) , & CollisionPolygon2D : : is_trigger ) ;
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ClassDB : : bind_method ( _MD ( " _set_shape_range " , " shape_range " ) , & CollisionPolygon2D : : _set_shape_range ) ;
ClassDB : : bind_method ( _MD ( " _get_shape_range " ) , & CollisionPolygon2D : : _get_shape_range ) ;
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ClassDB : : bind_method ( _MD ( " get_collision_object_first_shape " ) , & CollisionPolygon2D : : get_collision_object_first_shape ) ;
ClassDB : : bind_method ( _MD ( " get_collision_object_last_shape " ) , & CollisionPolygon2D : : get_collision_object_last_shape ) ;
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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 : : POOL_VECTOR2_ARRAY , " polygon " ) , _SCS ( " set_polygon " ) , _SCS ( " get_polygon " ) ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " shape_range " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) , _SCS ( " _set_shape_range " ) , _SCS ( " _get_shape_range " ) ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " trigger " ) , _SCS ( " set_trigger " ) , _SCS ( " is_trigger " ) ) ;
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}
CollisionPolygon2D : : CollisionPolygon2D ( ) {
aabb = Rect2 ( - 10 , - 10 , 20 , 20 ) ;
build_mode = BUILD_SOLIDS ;
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trigger = false ;
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unparenting = false ;
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shape_from = - 1 ;
shape_to = - 1 ;
can_update_body = false ;
set_notify_local_transform ( true ) ;
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}