304 lines
9.1 KiB
C++
304 lines
9.1 KiB
C++
/*************************************************************************/
|
|
/* collision_polygon.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
|
|
/* */
|
|
/* 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.h"
|
|
|
|
#include "collision_object.h"
|
|
#include "scene/resources/concave_polygon_shape.h"
|
|
#include "scene/resources/convex_polygon_shape.h"
|
|
|
|
void CollisionPolygon::_add_to_collision_object(Object *p_obj) {
|
|
|
|
if (!can_update_body)
|
|
return;
|
|
|
|
CollisionObject *co = p_obj->cast_to<CollisionObject>();
|
|
ERR_FAIL_COND(!co);
|
|
|
|
if (polygon.size() == 0)
|
|
return;
|
|
|
|
bool solids = build_mode == BUILD_SOLIDS;
|
|
|
|
Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
|
|
if (decomp.size() == 0)
|
|
return;
|
|
|
|
if (true || solids) {
|
|
|
|
//here comes the sun, lalalala
|
|
//decompose concave into multiple convex polygons and add them
|
|
shape_from = co->get_shape_count();
|
|
for (int i = 0; i < decomp.size(); i++) {
|
|
Ref<ConvexPolygonShape> convex = memnew(ConvexPolygonShape);
|
|
PoolVector<Vector3> cp;
|
|
int cs = decomp[i].size();
|
|
cp.resize(cs * 2);
|
|
{
|
|
PoolVector<Vector3>::Write w = cp.write();
|
|
int idx = 0;
|
|
for (int j = 0; j < cs; j++) {
|
|
|
|
Vector2 d = decomp[i][j];
|
|
w[idx++] = Vector3(d.x, d.y, depth * 0.5);
|
|
w[idx++] = Vector3(d.x, d.y, -depth * 0.5);
|
|
}
|
|
}
|
|
|
|
convex->set_points(cp);
|
|
co->add_shape(convex, get_transform());
|
|
}
|
|
shape_to = co->get_shape_count() - 1;
|
|
if (shape_to < shape_from) {
|
|
shape_from = -1;
|
|
shape_to = -1;
|
|
}
|
|
|
|
} else {
|
|
#if 0
|
|
Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape );
|
|
|
|
PoolVector<Vector2> segments;
|
|
segments.resize(polygon.size()*2);
|
|
PoolVector<Vector2>::Write w=segments.write();
|
|
|
|
for(int i=0;i<polygon.size();i++) {
|
|
w[(i<<1)+0]=polygon[i];
|
|
w[(i<<1)+1]=polygon[(i+1)%polygon.size()];
|
|
}
|
|
|
|
w=PoolVector<Vector2>::Write();
|
|
concave->set_segments(segments);
|
|
|
|
co->add_shape(concave,get_transform());
|
|
#endif
|
|
}
|
|
|
|
//co->add_shape(shape,get_transform());
|
|
}
|
|
|
|
void CollisionPolygon::_update_parent() {
|
|
|
|
if (!can_update_body)
|
|
return;
|
|
|
|
Node *parent = get_parent();
|
|
if (!parent)
|
|
return;
|
|
CollisionObject *co = parent->cast_to<CollisionObject>();
|
|
if (!co)
|
|
return;
|
|
co->_update_shapes_from_children();
|
|
}
|
|
|
|
void CollisionPolygon::_set_shape_range(const Vector2 &p_range) {
|
|
|
|
shape_from = p_range.x;
|
|
shape_to = p_range.y;
|
|
}
|
|
|
|
Vector2 CollisionPolygon::_get_shape_range() const {
|
|
|
|
return Vector2(shape_from, shape_to);
|
|
}
|
|
|
|
void CollisionPolygon::_notification(int p_what) {
|
|
|
|
switch (p_what) {
|
|
case NOTIFICATION_ENTER_TREE: {
|
|
can_update_body = get_tree()->is_editor_hint();
|
|
set_notify_local_transform(!can_update_body);
|
|
|
|
//indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario());
|
|
} break;
|
|
case NOTIFICATION_EXIT_TREE: {
|
|
can_update_body = false;
|
|
set_notify_local_transform(false);
|
|
} break;
|
|
case NOTIFICATION_TRANSFORM_CHANGED: {
|
|
|
|
if (!is_inside_tree())
|
|
break;
|
|
if (can_update_body) {
|
|
_update_parent();
|
|
}
|
|
|
|
} break;
|
|
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
|
if (!can_update_body && shape_from >= 0 && shape_to >= 0) {
|
|
|
|
CollisionObject *co = get_parent()->cast_to<CollisionObject>();
|
|
if (co) {
|
|
for (int i = shape_from; i <= shape_to; i++) {
|
|
co->set_shape_transform(i, get_transform());
|
|
}
|
|
}
|
|
}
|
|
|
|
} break;
|
|
#if 0
|
|
case NOTIFICATION_DRAW: {
|
|
for(int i=0;i<polygon.size();i++) {
|
|
|
|
Vector2 p = polygon[i];
|
|
Vector2 n = polygon[(i+1)%polygon.size()];
|
|
draw_line(p,n,Color(0,0.6,0.7,0.5),3);
|
|
}
|
|
|
|
Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
|
|
#define DEBUG_DECOMPOSE
|
|
#ifdef DEBUG_DECOMPOSE
|
|
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
|
|
|
|
} break;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void CollisionPolygon::set_polygon(const Vector<Point2> &p_polygon) {
|
|
|
|
polygon = p_polygon;
|
|
if (can_update_body) {
|
|
|
|
for (int i = 0; i < polygon.size(); i++) {
|
|
|
|
Vector3 p1(polygon[i].x, polygon[i].y, depth * 0.5);
|
|
|
|
if (i == 0)
|
|
aabb = Rect3(p1, Vector3());
|
|
else
|
|
aabb.expand_to(p1);
|
|
|
|
Vector3 p2(polygon[i].x, polygon[i].y, -depth * 0.5);
|
|
aabb.expand_to(p2);
|
|
}
|
|
if (aabb == Rect3()) {
|
|
|
|
aabb = Rect3(Vector3(-1, -1, -1), Vector3(2, 2, 2));
|
|
} else {
|
|
aabb.position -= aabb.size * 0.3;
|
|
aabb.size += aabb.size * 0.6;
|
|
}
|
|
_update_parent();
|
|
}
|
|
update_gizmo();
|
|
}
|
|
|
|
Vector<Point2> CollisionPolygon::get_polygon() const {
|
|
|
|
return polygon;
|
|
}
|
|
|
|
void CollisionPolygon::set_build_mode(BuildMode p_mode) {
|
|
|
|
ERR_FAIL_INDEX(p_mode, 2);
|
|
build_mode = p_mode;
|
|
if (!can_update_body)
|
|
return;
|
|
_update_parent();
|
|
}
|
|
|
|
CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const {
|
|
|
|
return build_mode;
|
|
}
|
|
|
|
Rect3 CollisionPolygon::get_item_rect() const {
|
|
|
|
return aabb;
|
|
}
|
|
|
|
void CollisionPolygon::set_depth(float p_depth) {
|
|
|
|
depth = p_depth;
|
|
if (!can_update_body)
|
|
return;
|
|
_update_parent();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CollisionPolygon::get_depth() const {
|
|
|
|
return depth;
|
|
}
|
|
|
|
String CollisionPolygon::get_configuration_warning() const {
|
|
|
|
if (!get_parent()->cast_to<CollisionObject>()) {
|
|
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.");
|
|
}
|
|
|
|
if (polygon.empty()) {
|
|
return TTR("An empty CollisionPolygon has no effect on collision.");
|
|
}
|
|
|
|
return String();
|
|
}
|
|
|
|
void CollisionPolygon::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("_add_to_collision_object"), &CollisionPolygon::_add_to_collision_object);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon::set_build_mode);
|
|
ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon::get_build_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CollisionPolygon::set_depth);
|
|
ClassDB::bind_method(D_METHOD("get_depth"), &CollisionPolygon::get_depth);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon::set_polygon);
|
|
ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon::get_polygon);
|
|
|
|
ClassDB::bind_method(D_METHOD("_set_shape_range", "shape_range"), &CollisionPolygon::_set_shape_range);
|
|
ClassDB::bind_method(D_METHOD("_get_shape_range"), &CollisionPolygon::_get_shape_range);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_collision_object_first_shape"), &CollisionPolygon::get_collision_object_first_shape);
|
|
ClassDB::bind_method(D_METHOD("get_collision_object_last_shape"), &CollisionPolygon::get_collision_object_last_shape);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Triangles"), "set_build_mode", "get_build_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth"), "set_depth", "get_depth");
|
|
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "shape_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_shape_range", "_get_shape_range");
|
|
}
|
|
|
|
CollisionPolygon::CollisionPolygon() {
|
|
|
|
shape_from = -1;
|
|
shape_to = -1;
|
|
can_update_body = false;
|
|
|
|
aabb = Rect3(Vector3(-1, -1, -1), Vector3(2, 2, 2));
|
|
build_mode = BUILD_SOLIDS;
|
|
depth = 1.0;
|
|
}
|