f00f4b9296
Workaround for round() on PC.
206 lines
4.5 KiB
C++
206 lines
4.5 KiB
C++
#include "collision_polygon.h"
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#include "collision_object.h"
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#include "scene/resources/concave_polygon_shape.h"
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#include "scene/resources/convex_polygon_shape.h"
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void CollisionPolygon::_add_to_collision_object(Object *p_obj) {
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CollisionObject *co = p_obj->cast_to<CollisionObject>();
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ERR_FAIL_COND(!co);
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if (polygon.size()==0)
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return;
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bool solids=build_mode==BUILD_SOLIDS;
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Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
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if (decomp.size()==0)
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return;
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if (true || solids) {
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//here comes the sun, lalalala
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//decompose concave into multiple convex polygons and add them
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for(int i=0;i<decomp.size();i++) {
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Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape );
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DVector<Vector3> cp;
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int cs = decomp[i].size();
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cp.resize(cs*2);
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{
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DVector<Vector3>::Write w = cp.write();
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int idx=0;
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for(int j=0;j<cs;j++) {
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Vector2 d = decomp[i][j];
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w[idx++]=Vector3(d.x,d.y,depth*0.5);
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w[idx++]=Vector3(d.x,d.y,-depth*0.5);
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}
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}
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convex->set_points(cp);
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co->add_shape(convex,get_transform());
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}
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} else {
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#if 0
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Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape );
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DVector<Vector2> segments;
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segments.resize(polygon.size()*2);
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DVector<Vector2>::Write w=segments.write();
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for(int i=0;i<polygon.size();i++) {
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w[(i<<1)+0]=polygon[i];
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w[(i<<1)+1]=polygon[(i+1)%polygon.size()];
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}
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w=DVector<Vector2>::Write();
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concave->set_segments(segments);
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co->add_shape(concave,get_transform());
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#endif
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}
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//co->add_shape(shape,get_transform());
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}
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void CollisionPolygon::_update_parent() {
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Node *parent = get_parent();
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if (!parent)
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return;
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CollisionObject *co = parent->cast_to<CollisionObject>();
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if (!co)
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return;
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co->_update_shapes_from_children();
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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_TRANSFORM_CHANGED: {
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if (!is_inside_scene())
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break;
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_update_parent();
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} break;
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#if 0
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case NOTIFICATION_DRAW: {
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for(int i=0;i<polygon.size();i++) {
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Vector2 p = polygon[i];
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Vector2 n = polygon[(i+1)%polygon.size()];
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draw_line(p,n,Color(0,0.6,0.7,0.5),3);
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}
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Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
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#define DEBUG_DECOMPOSE
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#ifdef DEBUG_DECOMPOSE
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Color c(0.4,0.9,0.1);
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for(int i=0;i<decomp.size();i++) {
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c.set_hsv( Math::fmod(c.get_h() + 0.738,1),c.get_s(),c.get_v(),0.5);
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draw_colored_polygon(decomp[i],c);
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}
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#endif
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} break;
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#endif
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}
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}
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void CollisionPolygon::set_polygon(const Vector<Point2>& p_polygon) {
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polygon=p_polygon;
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for(int i=0;i<polygon.size();i++) {
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Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5);
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if (i==0)
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aabb=AABB(p1,Vector3());
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else
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aabb.expand_to(p1);
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Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5);
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aabb.expand_to(p2);
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}
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if (aabb==AABB()) {
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aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2));
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} else {
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aabb.pos-=aabb.size*0.3;
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aabb.size+=aabb.size*0.6;
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}
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_update_parent();
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update_gizmo();
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}
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Vector<Point2> CollisionPolygon::get_polygon() const {
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return polygon;
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}
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void CollisionPolygon::set_build_mode(BuildMode p_mode) {
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ERR_FAIL_INDEX(p_mode,2);
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build_mode=p_mode;
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_update_parent();
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}
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CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{
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return build_mode;
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}
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AABB CollisionPolygon::get_item_rect() const {
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return aabb;
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}
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void CollisionPolygon::set_depth(float p_depth) {
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depth=p_depth;
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_update_parent();
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update_gizmo();
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}
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float CollisionPolygon::get_depth() const {
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return depth;
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}
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void CollisionPolygon::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object);
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ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon);
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ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon);
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ObjectTypeDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth);
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ObjectTypeDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth);
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ObjectTypeDB::bind_method(_MD("set_build_mode"),&CollisionPolygon::set_build_mode);
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ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode);
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ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_SCS("set_build_mode"),_SCS("get_build_mode"));
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ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon"));
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth"));
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}
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CollisionPolygon::CollisionPolygon() {
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aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2));
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build_mode=BUILD_SOLIDS;
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depth=1.0;
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}
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