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/*************************************************************************/
/* collision_polygon.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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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# include "collision_polygon.h"
# include "collision_object.h"
# include "scene/resources/concave_polygon_shape.h"
# include "scene/resources/convex_polygon_shape.h"
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void CollisionPolygon : : _build_polygon ( ) {
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if ( ! parent )
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return ;
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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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Vector < Vector < Vector2 > > decomp = Geometry : : decompose_polygon ( polygon ) ;
if ( decomp . size ( ) = = 0 )
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return ;
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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 + + ) {
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 ) ;
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}
}
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convex - > set_points ( cp ) ;
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 CollisionPolygon : : _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 < CollisionObject > ( get_parent ( ) ) ;
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if ( parent ) {
owner_id = parent - > create_shape_owner ( this ) ;
_build_polygon ( ) ;
parent - > shape_owner_set_transform ( owner_id , get_transform ( ) ) ;
parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
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}
} break ;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
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if ( parent ) {
parent - > shape_owner_set_transform ( owner_id , get_transform ( ) ) ;
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}
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} break ;
case NOTIFICATION_UNPARENTED : {
if ( parent ) {
parent - > remove_shape_owner ( owner_id ) ;
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}
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owner_id = 0 ;
parent = NULL ;
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} break ;
}
}
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void CollisionPolygon : : 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_warning ( ) ;
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update_gizmo ( ) ;
}
Vector < Point2 > CollisionPolygon : : get_polygon ( ) const {
return polygon ;
}
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Rect3 CollisionPolygon : : get_item_rect ( ) const {
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return aabb ;
}
void CollisionPolygon : : set_depth ( float p_depth ) {
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depth = p_depth ;
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_build_polygon ( ) ;
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update_gizmo ( ) ;
}
float CollisionPolygon : : get_depth ( ) const {
return depth ;
}
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void CollisionPolygon : : set_disabled ( bool p_disabled ) {
disabled = p_disabled ;
if ( parent ) {
parent - > shape_owner_set_disabled ( owner_id , p_disabled ) ;
}
}
bool CollisionPolygon : : is_disabled ( ) const {
return disabled ;
}
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String CollisionPolygon : : get_configuration_warning ( ) const {
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if ( ! Object : : cast_to < CollisionObject > ( get_parent ( ) ) ) {
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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 ( ) ;
}
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void CollisionPolygon : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_depth " , " depth " ) , & CollisionPolygon : : set_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & CollisionPolygon : : get_depth ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_polygon " , " polygon " ) , & CollisionPolygon : : set_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " get_polygon " ) , & CollisionPolygon : : get_polygon ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_disabled " , " disabled " ) , & CollisionPolygon : : set_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_disabled " ) , & CollisionPolygon : : is_disabled ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " depth " ) , " 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 : : POOL_VECTOR2_ARRAY , " polygon " ) , " set_polygon " , " get_polygon " ) ;
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}
CollisionPolygon : : CollisionPolygon ( ) {
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aabb = Rect3 ( Vector3 ( - 1 , - 1 , - 1 ) , Vector3 ( 2 , 2 , 2 ) ) ;
depth = 1.0 ;
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set_notify_local_transform ( true ) ;
parent = NULL ;
owner_id = 0 ;
disabled = false ;
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}