#include "collision_polygon.h" #include "collision_object.h" #include "scene/resources/concave_polygon_shape.h" #include "scene/resources/convex_polygon_shape.h" void CollisionPolygon::_add_to_collision_object(Object *p_obj) { CollisionObject *co = p_obj->cast_to(); ERR_FAIL_COND(!co); if (polygon.size()==0) return; bool solids=build_mode==BUILD_SOLIDS; Vector< Vector > decomp = Geometry::decompose_polygon(polygon); if (decomp.size()==0) return; if (true || solids) { //here comes the sun, lalalala //decompose concave into multiple convex polygons and add them for(int i=0;i convex = memnew( ConvexPolygonShape ); DVector cp; int cs = decomp[i].size(); cp.resize(cs*2); { DVector::Write w = cp.write(); int idx=0; for(int j=0;jset_points(cp); co->add_shape(convex,get_transform()); } } else { #if 0 Ref concave = memnew( ConcavePolygonShape ); DVector segments; segments.resize(polygon.size()*2); DVector::Write w=segments.write(); for(int i=0;i::Write(); concave->set_segments(segments); co->add_shape(concave,get_transform()); #endif } //co->add_shape(shape,get_transform()); } void CollisionPolygon::_update_parent() { Node *parent = get_parent(); if (!parent) return; CollisionObject *co = parent->cast_to(); if (!co) return; co->_update_shapes_from_children(); } void CollisionPolygon::_notification(int p_what) { switch(p_what) { case NOTIFICATION_TRANSFORM_CHANGED: { if (!is_inside_scene()) break; _update_parent(); } break; #if 0 case NOTIFICATION_DRAW: { for(int i=0;i > decomp = Geometry::decompose_polygon(polygon); #define DEBUG_DECOMPOSE #ifdef DEBUG_DECOMPOSE Color c(0.4,0.9,0.1); for(int i=0;i& p_polygon) { polygon=p_polygon; for(int i=0;i CollisionPolygon::get_polygon() const { return polygon; } void CollisionPolygon::set_build_mode(BuildMode p_mode) { ERR_FAIL_INDEX(p_mode,2); build_mode=p_mode; _update_parent(); } CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{ return build_mode; } AABB CollisionPolygon::get_item_rect() const { return aabb; } void CollisionPolygon::set_depth(float p_depth) { depth=p_depth; _update_parent(); update_gizmo(); } float CollisionPolygon::get_depth() const { return depth; } void CollisionPolygon::_bind_methods() { ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object); ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon); ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon); ObjectTypeDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth); ObjectTypeDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth); ObjectTypeDB::bind_method(_MD("set_build_mode"),&CollisionPolygon::set_build_mode); ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode); ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_SCS("set_build_mode"),_SCS("get_build_mode")); ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth")); } CollisionPolygon::CollisionPolygon() { aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2)); build_mode=BUILD_SOLIDS; depth=1.0; }