virtualx-engine/scene/2d/physics/collision_polygon_2d.cpp
Hugo Locurcio b1a2394b3b
Use same colors for editor and running project for collision/path debug
This harmonizes the appearance of collision shapes and paths between
the editor and running project, in both 2D and 3D.

This means that in 3D, paths are now green and shapes are now cyan
instead of light blue.
2024-04-21 00:58:08 +02:00

323 lines
11 KiB
C++

/**************************************************************************/
/* 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. */
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/* 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<Vector<Vector2>> decomp = _decompose_in_convex();
for (int i = 0; i < decomp.size(); i++) {
Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
convex->set_points(decomp[i]);
collision_object->shape_owner_add_shape(owner_id, convex);
}
} else {
if (polygon.size() < 2) {
return;
}
Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
Vector<Vector2> 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<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() {
Vector<Vector<Vector2>> 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<CollisionObject2D>(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) {
#ifdef TOOLS_ENABLED
if (build_mode == BUILD_SOLIDS) {
Vector<Vector<Vector2>> 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);
}
}
#endif
const Color stroke_color = get_tree()->get_debug_collisions_color();
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<Vector2> pts = {
line_to + Vector2(0, tsize),
line_to + Vector2(Math_SQRT12 * tsize, 0),
line_to + Vector2(-Math_SQRT12 * tsize, 0)
};
Vector<Color> cols{ dcol, dcol, dcol };
draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
}
} break;
}
}
void CollisionPolygon2D::set_polygon(const Vector<Point2> &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<Point2> 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<CollisionObject2D>(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<Area2D>(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);
}