From 2580ca01e6b73a54def5a8f6e61d19509d3278ee Mon Sep 17 00:00:00 2001 From: reduz Date: Tue, 15 Sep 2015 22:07:03 -0300 Subject: Ability to keep collisionshapes and collisionpolygons when running the game. Works for 2D and 3D These are still just helpers in case you want to animate them or access them directly. Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape. Have Fun! --- scene/3d/collision_polygon.cpp | 106 +++++++++++++++++++++++++++++++++-------- 1 file changed, 85 insertions(+), 21 deletions(-) (limited to 'scene/3d/collision_polygon.cpp') diff --git a/scene/3d/collision_polygon.cpp b/scene/3d/collision_polygon.cpp index 4ab1a1a1ab..c857b4851a 100644 --- a/scene/3d/collision_polygon.cpp +++ b/scene/3d/collision_polygon.cpp @@ -6,6 +6,8 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) { + if (!can_update_body) + return; CollisionObject *co = p_obj->cast_to(); ERR_FAIL_COND(!co); @@ -23,6 +25,7 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) { //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 convex = memnew( ConvexPolygonShape ); DVector cp; @@ -43,6 +46,11 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) { co->add_shape(convex,get_transform()); } + shape_to=co->get_shape_count()-1; + if (shape_to_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; - _update_parent(); + if (can_update_body) { + _update_parent(); + } + + } break; + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + if (!can_update_body && shape_from>=0 && shape_from>=0) { + + CollisionObject *co = get_parent()->cast_to(); + if (co) { + for(int i=shape_from;i<=shape_to;i++) { + co->set_shape_transform(i,get_transform()); + } + } + } } break; #if 0 @@ -119,29 +165,31 @@ void CollisionPolygon::_notification(int p_what) { void CollisionPolygon::set_polygon(const Vector& p_polygon) { polygon=p_polygon; + if (can_update_body) { - for(int i=0;i