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-rw-r--r--scene/3d/collision_polygon.cpp206
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;
+
+}