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/*************************************************************************/
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/* collision_polygon_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/*************************************************************************/
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# include "collision_polygon_3d.h"
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# include "collision_object_3d.h"
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# include "core/math/geometry_2d.h"
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# include "scene/resources/convex_polygon_shape_3d.h"
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void CollisionPolygon3D : : _build_polygon ( ) {
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if ( ! parent ) {
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return ;
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}
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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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}
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Vector < Vector < Vector2 > > decomp = Geometry2D : : decompose_polygon_in_convex ( polygon ) ;
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if ( decomp . size ( ) = = 0 ) {
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return ;
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}
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//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
for ( int i = 0 ; i < decomp . size ( ) ; i + + ) {
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Ref < ConvexPolygonShape3D > convex = memnew ( ConvexPolygonShape3D ) ;
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Vector < Vector3 > cp ;
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int cs = decomp [ i ] . size ( ) ;
cp . resize ( cs * 2 ) ;
{
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Vector3 * w = cp . ptrw ( ) ;
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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 ) ;
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}
}
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convex - > set_points ( cp ) ;
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convex - > set_margin ( margin ) ;
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parent - > shape_owner_add_shape ( owner_id , convex ) ;
parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
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}
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}
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void CollisionPolygon3D : : _update_in_shape_owner ( bool p_xform_only ) {
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parent - > shape_owner_set_transform ( owner_id , get_transform ( ) ) ;
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if ( p_xform_only ) {
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return ;
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}
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parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
}
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void CollisionPolygon3D : : _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 < CollisionObject3D > ( 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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}
} break ;
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case NOTIFICATION_ENTER_TREE : {
if ( parent ) {
_update_in_shape_owner ( ) ;
}
} 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 ) ;
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}
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owner_id = 0 ;
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parent = nullptr ;
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} break ;
}
}
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void CollisionPolygon3D : : set_polygon ( const Vector < Point2 > & p_polygon ) {
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polygon = p_polygon ;
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if ( parent ) {
_build_polygon ( ) ;
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}
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update_configuration_warnings ( ) ;
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update_gizmos ( ) ;
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}
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Vector < Point2 > CollisionPolygon3D : : get_polygon ( ) const {
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return polygon ;
}
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AABB CollisionPolygon3D : : get_item_rect ( ) const {
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return aabb ;
}
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void CollisionPolygon3D : : set_depth ( real_t p_depth ) {
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depth = p_depth ;
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_build_polygon ( ) ;
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update_gizmos ( ) ;
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}
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real_t CollisionPolygon3D : : get_depth ( ) const {
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return depth ;
}
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void CollisionPolygon3D : : set_disabled ( bool p_disabled ) {
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disabled = p_disabled ;
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update_gizmos ( ) ;
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if ( parent ) {
parent - > shape_owner_set_disabled ( owner_id , p_disabled ) ;
}
}
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bool CollisionPolygon3D : : is_disabled ( ) const {
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return disabled ;
}
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real_t CollisionPolygon3D : : get_margin ( ) const {
return margin ;
}
void CollisionPolygon3D : : set_margin ( real_t p_margin ) {
margin = p_margin ;
if ( parent ) {
_build_polygon ( ) ;
}
}
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PackedStringArray CollisionPolygon3D : : get_configuration_warnings ( ) const {
PackedStringArray warnings = Node : : get_configuration_warnings ( ) ;
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if ( ! Object : : cast_to < CollisionObject3D > ( get_parent ( ) ) ) {
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warnings . push_back ( RTR ( " CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, CharacterBody3D, etc. to give them a shape. " ) ) ;
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}
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if ( polygon . is_empty ( ) ) {
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warnings . push_back ( RTR ( " An empty CollisionPolygon3D has no effect on collision. " ) ) ;
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}
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return warnings ;
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}
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bool CollisionPolygon3D : : _is_editable_3d_polygon ( ) const {
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return true ;
}
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void CollisionPolygon3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_depth " , " depth " ) , & CollisionPolygon3D : : set_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & CollisionPolygon3D : : get_depth ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_polygon " , " polygon " ) , & CollisionPolygon3D : : set_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " get_polygon " ) , & CollisionPolygon3D : : get_polygon ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_disabled " , " disabled " ) , & CollisionPolygon3D : : set_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_disabled " ) , & CollisionPolygon3D : : is_disabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_margin " , " margin " ) , & CollisionPolygon3D : : set_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_margin " ) , & CollisionPolygon3D : : get_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " _is_editable_3d_polygon " ) , & CollisionPolygon3D : : _is_editable_3d_polygon ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " depth " , PROPERTY_HINT_NONE , " suffix:m " ) , " set_depth " , " get_depth " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " disabled " ) , " set_disabled " , " is_disabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : PACKED_VECTOR2_ARRAY , " polygon " ) , " set_polygon " , " get_polygon " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " margin " , PROPERTY_HINT_RANGE , " 0.001,10,0.001,suffix:m " ) , " set_margin " , " get_margin " ) ;
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}
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CollisionPolygon3D : : CollisionPolygon3D ( ) {
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set_notify_local_transform ( true ) ;
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}