/*************************************************************************/ /* collision_polygon.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #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) { if (!can_update_body) return; 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 shape_from=co->get_shape_count(); for(int i=0;i convex = memnew( ConvexPolygonShape ); PoolVector cp; int cs = decomp[i].size(); cp.resize(cs*2); { PoolVector::Write w = cp.write(); int idx=0; for(int j=0;jset_points(cp); co->add_shape(convex,get_transform()); } shape_to=co->get_shape_count()-1; if (shape_to concave = memnew( ConcavePolygonShape ); PoolVector segments; segments.resize(polygon.size()*2); PoolVector::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() { if (!can_update_body) return; Node *parent = get_parent(); if (!parent) return; CollisionObject *co = parent->cast_to(); if (!co) return; co->_update_shapes_from_children(); } void CollisionPolygon::_set_shape_range(const Vector2& p_range) { shape_from=p_range.x; shape_to=p_range.y; } Vector2 CollisionPolygon::_get_shape_range() const { return Vector2(shape_from,shape_to); } void CollisionPolygon::_notification(int p_what) { switch(p_what) { case NOTIFICATION_ENTER_TREE: { can_update_body=get_tree()->is_editor_hint(); set_notify_local_transform(!can_update_body); //indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario()); } break; case NOTIFICATION_EXIT_TREE: { can_update_body=false; set_notify_local_transform(false); } break; case NOTIFICATION_TRANSFORM_CHANGED: { if (!is_inside_tree()) break; if (can_update_body) { _update_parent(); } } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { if (!can_update_body && shape_from>=0 && shape_to>=0) { CollisionObject *co = get_parent()->cast_to(); if (co) { for(int i=shape_from;i<=shape_to;i++) { co->set_shape_transform(i,get_transform()); } } } } 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; if (can_update_body) { 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; if (!can_update_body) return; _update_parent(); } CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{ return build_mode; } Rect3 CollisionPolygon::get_item_rect() const { return aabb; } void CollisionPolygon::set_depth(float p_depth) { depth=p_depth; if (!can_update_body) return; _update_parent(); update_gizmo(); } float CollisionPolygon::get_depth() const { return depth; } String CollisionPolygon::get_configuration_warning() const { if (!get_parent()->cast_to()) { 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(); } void CollisionPolygon::_bind_methods() { ClassDB::bind_method(D_METHOD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object); ClassDB::bind_method(D_METHOD("set_build_mode","build_mode"),&CollisionPolygon::set_build_mode); ClassDB::bind_method(D_METHOD("get_build_mode"),&CollisionPolygon::get_build_mode); ClassDB::bind_method(D_METHOD("set_depth","depth"),&CollisionPolygon::set_depth); ClassDB::bind_method(D_METHOD("get_depth"),&CollisionPolygon::get_depth); ClassDB::bind_method(D_METHOD("set_polygon","polygon"),&CollisionPolygon::set_polygon); ClassDB::bind_method(D_METHOD("get_polygon"),&CollisionPolygon::get_polygon); ClassDB::bind_method(D_METHOD("_set_shape_range","shape_range"),&CollisionPolygon::_set_shape_range); ClassDB::bind_method(D_METHOD("_get_shape_range"),&CollisionPolygon::_get_shape_range); ClassDB::bind_method(D_METHOD("get_collision_object_first_shape"),&CollisionPolygon::get_collision_object_first_shape); ClassDB::bind_method(D_METHOD("get_collision_object_last_shape"),&CollisionPolygon::get_collision_object_last_shape); ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),"set_build_mode","get_build_mode"); ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),"set_depth","get_depth"); ADD_PROPERTY( PropertyInfo(Variant::POOL_VECTOR2_ARRAY,"polygon"),"set_polygon","get_polygon"); ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"shape_range",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),"_set_shape_range","_get_shape_range"); } CollisionPolygon::CollisionPolygon() { shape_from=-1; shape_to=-1; can_update_body=false; aabb=Rect3(Vector3(-1,-1,-1),Vector3(2,2,2)); build_mode=BUILD_SOLIDS; depth=1.0; }