diff options
Diffstat (limited to 'scene/3d/collision_polygon.cpp')
-rw-r--r-- | scene/3d/collision_polygon.cpp | 206 |
1 files changed, 206 insertions, 0 deletions
diff --git a/scene/3d/collision_polygon.cpp b/scene/3d/collision_polygon.cpp new file mode 100644 index 0000000000..5a613f360a --- /dev/null +++ b/scene/3d/collision_polygon.cpp @@ -0,0 +1,206 @@ +#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) { + + + 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 + for(int i=0;i<decomp.size();i++) { + Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape ); + DVector<Vector3> cp; + int cs = decomp[i].size(); + cp.resize(cs*2); + { + DVector<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()); + + } + + } else { +#if 0 + Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape ); + + DVector<Vector2> segments; + segments.resize(polygon.size()*2); + DVector<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=DVector<Vector2>::Write(); + concave->set_segments(segments); + + co->add_shape(concave,get_transform()); +#endif + } + + + //co->add_shape(shape,get_transform()); + +} + +void CollisionPolygon::_update_parent() { + + Node *parent = get_parent(); + if (!parent) + return; + CollisionObject *co = parent->cast_to<CollisionObject>(); + if (!co) + return; + co->_update_shapes_from_children(); +} + +void CollisionPolygon::_notification(int p_what) { + + + switch(p_what) { + case NOTIFICATION_TRANSFORM_CHANGED: { + + if (!is_inside_scene()) + break; + _update_parent(); + + } 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; + + for(int i=0;i<polygon.size();i++) { + + Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5); + + if (i==0) + aabb=AABB(p1,Vector3()); + else + aabb.expand_to(p1); + + Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5); + aabb.expand_to(p2); + + + } + if (aabb==AABB()) { + + aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2)); + } else { + aabb.pos-=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; + _update_parent(); +} + +CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{ + + return build_mode; +} + +AABB CollisionPolygon::get_item_rect() const { + + return aabb; +} + +void CollisionPolygon::set_depth(float p_depth) { + + depth=p_depth; + _update_parent(); + update_gizmo(); +} + +float CollisionPolygon::get_depth() const { + + return depth; +} + + +void CollisionPolygon::_bind_methods() { + + ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object); + ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon); + ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon); + + ObjectTypeDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth); + ObjectTypeDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth); + + ObjectTypeDB::bind_method(_MD("set_build_mode"),&CollisionPolygon::set_build_mode); + ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode); + + ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_SCS("set_build_mode"),_SCS("get_build_mode")); + ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon")); + ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth")); +} + +CollisionPolygon::CollisionPolygon() { + + aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2)); + build_mode=BUILD_SOLIDS; + depth=1.0; + +} |