2e73be99d8
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
214 lines
6.8 KiB
C++
214 lines
6.8 KiB
C++
/*************************************************************************/
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/* body_shape.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.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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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "collision_shape.h"
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#include "scene/resources/box_shape.h"
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#include "scene/resources/capsule_shape.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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#include "scene/resources/plane_shape.h"
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#include "scene/resources/ray_shape.h"
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#include "scene/resources/sphere_shape.h"
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#include "servers/visual_server.h"
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//TODO: Implement CylinderShape and HeightMapShape?
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#include "mesh_instance.h"
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#include "physics_body.h"
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#include "quick_hull.h"
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void CollisionShape::make_convex_from_brothers() {
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Node *p = get_parent();
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if (!p)
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return;
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for (int i = 0; i < p->get_child_count(); i++) {
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Node *n = p->get_child(i);
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if (n->cast_to<MeshInstance>()) {
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MeshInstance *mi = n->cast_to<MeshInstance>();
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Ref<Mesh> m = mi->get_mesh();
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if (m.is_valid()) {
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Ref<Shape> s = m->create_convex_shape();
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set_shape(s);
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}
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}
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}
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}
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void CollisionShape::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_PARENTED: {
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parent = get_parent()->cast_to<CollisionObject>();
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if (parent) {
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owner_id = parent->create_shape_owner(this);
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if (shape.is_valid()) {
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parent->shape_owner_add_shape(owner_id, shape);
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}
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parent->shape_owner_set_transform(owner_id, get_transform());
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parent->shape_owner_set_disabled(owner_id, disabled);
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}
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} break;
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case NOTIFICATION_ENTER_TREE: {
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if (get_tree()->is_debugging_collisions_hint()) {
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_create_debug_shape();
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}
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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if (parent) {
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parent->shape_owner_set_transform(owner_id, get_transform());
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (parent) {
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parent->remove_shape_owner(owner_id);
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}
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owner_id = 0;
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parent = NULL;
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} break;
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case NOTIFICATION_UNPARENTED: {
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if (parent) {
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parent->remove_shape_owner(owner_id);
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}
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owner_id = 0;
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parent = NULL;
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} break;
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}
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}
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void CollisionShape::resource_changed(RES res) {
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update_gizmo();
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}
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String CollisionShape::get_configuration_warning() const {
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if (!get_parent()->cast_to<CollisionObject>()) {
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return TTR("CollisionShape 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.");
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}
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if (!shape.is_valid()) {
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return TTR("A shape must be provided for CollisionShape to function. Please create a shape resource for it!");
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}
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return String();
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}
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void CollisionShape::_bind_methods() {
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//not sure if this should do anything
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ClassDB::bind_method(D_METHOD("resource_changed", "resource"), &CollisionShape::resource_changed);
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ClassDB::bind_method(D_METHOD("set_shape", "shape"), &CollisionShape::set_shape);
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ClassDB::bind_method(D_METHOD("get_shape"), &CollisionShape::get_shape);
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ClassDB::bind_method(D_METHOD("set_disabled", "enable"), &CollisionShape::set_disabled);
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ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionShape::is_disabled);
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ClassDB::bind_method(D_METHOD("make_convex_from_brothers"), &CollisionShape::make_convex_from_brothers);
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ClassDB::set_method_flags("CollisionShape", "make_convex_from_brothers", METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape"), "set_shape", "get_shape");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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}
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void CollisionShape::set_shape(const Ref<Shape> &p_shape) {
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if (!shape.is_null())
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shape->unregister_owner(this);
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shape = p_shape;
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if (!shape.is_null())
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shape->register_owner(this);
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update_gizmo();
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if (parent) {
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parent->shape_owner_clear_shapes(owner_id);
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if (shape.is_valid()) {
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parent->shape_owner_add_shape(owner_id, shape);
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}
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}
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update_configuration_warning();
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}
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Ref<Shape> CollisionShape::get_shape() const {
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return shape;
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}
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void CollisionShape::set_disabled(bool p_disabled) {
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disabled = p_disabled;
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update_gizmo();
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if (parent) {
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parent->shape_owner_set_disabled(owner_id, p_disabled);
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}
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}
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bool CollisionShape::is_disabled() const {
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return disabled;
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}
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CollisionShape::CollisionShape() {
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//indicator = VisualServer::get_singleton()->mesh_create();
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disabled = false;
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debug_shape = NULL;
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parent = NULL;
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owner_id = 0;
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set_notify_local_transform(true);
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}
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CollisionShape::~CollisionShape() {
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if (!shape.is_null())
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shape->unregister_owner(this);
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//VisualServer::get_singleton()->free(indicator);
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}
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void CollisionShape::_create_debug_shape() {
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if (debug_shape) {
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debug_shape->queue_delete();
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debug_shape = NULL;
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}
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Ref<Shape> s = get_shape();
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if (s.is_null())
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return;
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Ref<Mesh> mesh = s->get_debug_mesh();
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MeshInstance *mi = memnew(MeshInstance);
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mi->set_mesh(mesh);
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add_child(mi);
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debug_shape = mi;
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}
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