/**************************************************************************/ /* collision_polygon_2d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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_2d.h" #include "core/math/geometry_2d.h" #include "scene/2d/physics/area_2d.h" #include "scene/2d/physics/collision_object_2d.h" #include "scene/resources/2d/concave_polygon_shape_2d.h" #include "scene/resources/2d/convex_polygon_shape_2d.h" #include "thirdparty/misc/polypartition.h" void CollisionPolygon2D::_build_polygon() { collision_object->shape_owner_clear_shapes(owner_id); bool solids = build_mode == BUILD_SOLIDS; if (solids) { if (polygon.size() < 3) { return; } //here comes the sun, lalalala //decompose concave into multiple convex polygons and add them Vector> decomp = _decompose_in_convex(); for (int i = 0; i < decomp.size(); i++) { Ref convex = memnew(ConvexPolygonShape2D); convex->set_points(decomp[i]); collision_object->shape_owner_add_shape(owner_id, convex); } } else { if (polygon.size() < 2) { return; } Ref concave = memnew(ConcavePolygonShape2D); Vector segments; segments.resize(polygon.size() * 2); Vector2 *w = segments.ptrw(); for (int i = 0; i < polygon.size(); i++) { w[(i << 1) + 0] = polygon[i]; w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()]; } concave->set_segments(segments); collision_object->shape_owner_add_shape(owner_id, concave); } } Vector> CollisionPolygon2D::_decompose_in_convex() { Vector> decomp = Geometry2D::decompose_polygon_in_convex(polygon); return decomp; } void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) { collision_object->shape_owner_set_transform(owner_id, get_transform()); if (p_xform_only) { return; } collision_object->shape_owner_set_disabled(owner_id, disabled); collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision); collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); } void CollisionPolygon2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_PARENTED: { collision_object = Object::cast_to(get_parent()); if (collision_object) { owner_id = collision_object->create_shape_owner(this); _build_polygon(); _update_in_shape_owner(); } } break; case NOTIFICATION_ENTER_TREE: { if (collision_object) { _update_in_shape_owner(); } } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { if (collision_object) { _update_in_shape_owner(true); } } break; case NOTIFICATION_UNPARENTED: { if (collision_object) { collision_object->remove_shape_owner(owner_id); } owner_id = 0; collision_object = nullptr; } break; case NOTIFICATION_DRAW: { ERR_FAIL_COND(!is_inside_tree()); if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { break; } if (polygon.size() > 2) { #define DEBUG_DECOMPOSE #if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE) Vector> decomp = _decompose_in_convex(); 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); } #else draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color()); #endif const Color stroke_color = Color(0.9, 0.2, 0.0); draw_polyline(polygon, stroke_color); // Draw the last segment. draw_line(polygon[polygon.size() - 1], polygon[0], stroke_color); } if (one_way_collision) { Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4); dcol.a = 1.0; Vector2 line_to(0, 20); draw_line(Vector2(), line_to, dcol, 3); real_t tsize = 8; Vector pts = { line_to + Vector2(0, tsize), line_to + Vector2(Math_SQRT12 * tsize, 0), line_to + Vector2(-Math_SQRT12 * tsize, 0) }; Vector cols{ dcol, dcol, dcol }; draw_primitive(pts, cols, Vector()); //small arrow } } break; } } void CollisionPolygon2D::set_polygon(const Vector &p_polygon) { polygon = p_polygon; { 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()) { aabb = Rect2(-10, -10, 20, 20); } else { aabb.position -= aabb.size * 0.3; aabb.size += aabb.size * 0.6; } } if (collision_object) { _build_polygon(); _update_in_shape_owner(); } queue_redraw(); update_configuration_warnings(); } Vector CollisionPolygon2D::get_polygon() const { return polygon; } void CollisionPolygon2D::set_build_mode(BuildMode p_mode) { ERR_FAIL_INDEX((int)p_mode, 2); build_mode = p_mode; if (collision_object) { _build_polygon(); _update_in_shape_owner(); } queue_redraw(); update_configuration_warnings(); } CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const { return build_mode; } #ifdef TOOLS_ENABLED Rect2 CollisionPolygon2D::_edit_get_rect() const { return aabb; } bool CollisionPolygon2D::_edit_use_rect() const { return true; } bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { return Geometry2D::is_point_in_polygon(p_point, Variant(polygon)); } #endif PackedStringArray CollisionPolygon2D::get_configuration_warnings() const { PackedStringArray warnings = Node::get_configuration_warnings(); if (!Object::cast_to(get_parent())) { warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape.")); } int polygon_count = polygon.size(); if (polygon_count == 0) { warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision.")); } else { bool solids = build_mode == BUILD_SOLIDS; if (solids) { if (polygon_count < 3) { warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode.")); } } else if (polygon_count < 2) { warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode.")); } } if (one_way_collision && Object::cast_to(get_parent())) { warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D.")); } return warnings; } void CollisionPolygon2D::set_disabled(bool p_disabled) { disabled = p_disabled; queue_redraw(); if (collision_object) { collision_object->shape_owner_set_disabled(owner_id, p_disabled); } } bool CollisionPolygon2D::is_disabled() const { return disabled; } void CollisionPolygon2D::set_one_way_collision(bool p_enable) { one_way_collision = p_enable; queue_redraw(); if (collision_object) { collision_object->shape_owner_set_one_way_collision(owner_id, p_enable); } update_configuration_warnings(); } bool CollisionPolygon2D::is_one_way_collision_enabled() const { return one_way_collision; } void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) { one_way_collision_margin = p_margin; if (collision_object) { collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin); } } real_t CollisionPolygon2D::get_one_way_collision_margin() const { return one_way_collision_margin; } void CollisionPolygon2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon); ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon); ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode); ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode); ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled); ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled); ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision); ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled); ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin); ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode"); ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin"); BIND_ENUM_CONSTANT(BUILD_SOLIDS); BIND_ENUM_CONSTANT(BUILD_SEGMENTS); } CollisionPolygon2D::CollisionPolygon2D() { set_notify_local_transform(true); set_hide_clip_children(true); }