virtualx-engine/scene/3d/collision_polygon.cpp
2017-08-27 14:16:55 +02:00

185 lines
6 KiB
C++

/*************************************************************************/
/* collision_polygon.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://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::_build_polygon() {
if (!parent)
return;
parent->shape_owner_clear_shapes(owner_id);
if (polygon.size() == 0)
return;
Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
if (decomp.size() == 0)
return;
//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
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);
parent->shape_owner_add_shape(owner_id, convex);
parent->shape_owner_set_disabled(owner_id, disabled);
}
}
void CollisionPolygon::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PARENTED: {
parent = Object::cast_to<CollisionObject>(get_parent());
if (parent) {
owner_id = parent->create_shape_owner(this);
_build_polygon();
parent->shape_owner_set_transform(owner_id, get_transform());
parent->shape_owner_set_disabled(owner_id, disabled);
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (parent) {
parent->shape_owner_set_transform(owner_id, get_transform());
}
} break;
case NOTIFICATION_UNPARENTED: {
if (parent) {
parent->remove_shape_owner(owner_id);
}
owner_id = 0;
parent = NULL;
} break;
}
}
void CollisionPolygon::set_polygon(const Vector<Point2> &p_polygon) {
polygon = p_polygon;
if (parent) {
_build_polygon();
}
update_configuration_warning();
update_gizmo();
}
Vector<Point2> CollisionPolygon::get_polygon() const {
return polygon;
}
Rect3 CollisionPolygon::get_item_rect() const {
return aabb;
}
void CollisionPolygon::set_depth(float p_depth) {
depth = p_depth;
_build_polygon();
update_gizmo();
}
float CollisionPolygon::get_depth() const {
return depth;
}
void CollisionPolygon::set_disabled(bool p_disabled) {
disabled = p_disabled;
if (parent) {
parent->shape_owner_set_disabled(owner_id, p_disabled);
}
}
bool CollisionPolygon::is_disabled() const {
return disabled;
}
String CollisionPolygon::get_configuration_warning() const {
if (!Object::cast_to<CollisionObject>(get_parent())) {
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("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_disabled", "disabled"), &CollisionPolygon::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon::is_disabled);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth"), "set_depth", "get_depth");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
}
CollisionPolygon::CollisionPolygon() {
aabb = Rect3(Vector3(-1, -1, -1), Vector3(2, 2, 2));
depth = 1.0;
set_notify_local_transform(true);
parent = NULL;
owner_id = 0;
disabled = false;
}