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.
185 lines
6 KiB
C++
185 lines
6 KiB
C++
/*************************************************************************/
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/* collision_polygon.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_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::_build_polygon() {
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if (!parent)
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return;
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parent->shape_owner_clear_shapes(owner_id);
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if (polygon.size() == 0)
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return;
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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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//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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PoolVector<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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PoolVector<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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parent->shape_owner_add_shape(owner_id, convex);
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parent->shape_owner_set_disabled(owner_id, disabled);
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}
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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_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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_build_polygon();
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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_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_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 CollisionPolygon::set_polygon(const Vector<Point2> &p_polygon) {
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polygon = p_polygon;
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if (parent) {
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_build_polygon();
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}
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update_configuration_warning();
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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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Rect3 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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_build_polygon();
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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::set_disabled(bool p_disabled) {
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disabled = p_disabled;
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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 CollisionPolygon::is_disabled() const {
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return disabled;
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}
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String CollisionPolygon::get_configuration_warning() const {
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if (!get_parent()->cast_to<CollisionObject>()) {
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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.");
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}
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if (polygon.empty()) {
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return TTR("An empty CollisionPolygon has no effect on collision.");
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}
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return String();
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}
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void CollisionPolygon::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CollisionPolygon::set_depth);
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ClassDB::bind_method(D_METHOD("get_depth"), &CollisionPolygon::get_depth);
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ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon::set_polygon);
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ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon::get_polygon);
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ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon::set_disabled);
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ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon::is_disabled);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth"), "set_depth", "get_depth");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
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}
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CollisionPolygon::CollisionPolygon() {
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aabb = Rect3(Vector3(-1, -1, -1), Vector3(2, 2, 2));
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depth = 1.0;
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set_notify_local_transform(true);
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parent = NULL;
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owner_id = 0;
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disabled = false;
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}
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