/*************************************************************************/ /* collision_polygon_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_2d.h" #include "collision_object_2d.h" #include "scene/resources/concave_polygon_shape_2d.h" #include "scene/resources/convex_polygon_shape_2d.h" #include "triangulator.h" void CollisionPolygon2D::_add_to_collision_object(Object *p_obj) { if (unparenting || !can_update_body) return; CollisionObject2D *co = p_obj->cast_to(); ERR_FAIL_COND(!co); if (polygon.size() == 0) return; bool solids = build_mode == BUILD_SOLIDS; if (solids) { //here comes the sun, lalalala //decompose concave into multiple convex polygons and add them Vector > decomp = _decompose_in_convex(); shape_from = co->get_shape_count(); for (int i = 0; i < decomp.size(); i++) { Ref convex = memnew(ConvexPolygonShape2D); convex->set_points(decomp[i]); co->add_shape(convex, get_transform()); if (trigger) co->set_shape_as_trigger(co->get_shape_count() - 1, true); } shape_to = co->get_shape_count() - 1; if (shape_to < shape_from) { shape_from = -1; shape_to = -1; } } else { Ref concave = memnew(ConcavePolygonShape2D); PoolVector segments; segments.resize(polygon.size() * 2); PoolVector::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::Write(); concave->set_segments(segments); co->add_shape(concave, get_transform()); if (trigger) co->set_shape_as_trigger(co->get_shape_count() - 1, true); shape_from = co->get_shape_count() - 1; shape_to = co->get_shape_count() - 1; } //co->add_shape(shape,get_transform()); } void CollisionPolygon2D::_update_parent() { if (!can_update_body) return; Node *parent = get_parent(); if (!parent) return; CollisionObject2D *co = parent->cast_to(); if (!co) return; co->_update_shapes_from_children(); } Vector > CollisionPolygon2D::_decompose_in_convex() { Vector > decomp; #if 0 //fast but imprecise triangulator, gave us problems decomp = Geometry::decompose_polygon(polygon); #else List in_poly, out_poly; TriangulatorPoly inp; inp.Init(polygon.size()); for (int i = 0; i < polygon.size(); i++) { inp.GetPoint(i) = polygon[i]; } inp.SetOrientation(TRIANGULATOR_CCW); in_poly.push_back(inp); TriangulatorPartition tpart; if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { //failed! ERR_PRINT("Convex decomposing failed!"); return decomp; } decomp.resize(out_poly.size()); int idx = 0; for (List::Element *I = out_poly.front(); I; I = I->next()) { TriangulatorPoly &tp = I->get(); decomp[idx].resize(tp.GetNumPoints()); for (int i = 0; i < tp.GetNumPoints(); i++) { decomp[idx][i] = tp.GetPoint(i); } idx++; } #endif return decomp; } void CollisionPolygon2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { unparenting = false; can_update_body = get_tree()->is_editor_hint(); if (!get_tree()->is_editor_hint()) { //display above all else set_z_as_relative(false); set_z(VS::CANVAS_ITEM_Z_MAX - 1); } } break; case NOTIFICATION_EXIT_TREE: { can_update_body = false; } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { if (!is_inside_tree()) break; if (can_update_body) { _update_parent(); } else if (shape_from >= 0 && shape_to >= 0) { CollisionObject2D *co = get_parent()->cast_to(); for (int i = shape_from; i <= shape_to; i++) { co->set_shape_transform(i, get_transform()); } } } break; case NOTIFICATION_DRAW: { if (!get_tree()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) { break; } for (int i = 0; i < polygon.size(); i++) { Vector2 p = polygon[i]; Vector2 n = polygon[(i + 1) % polygon.size()]; draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 3); } #define DEBUG_DECOMPOSE #if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE) Vector > decomp = _decompose_in_convex(); 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); } #else draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color()); #endif } break; case NOTIFICATION_UNPARENTED: { unparenting = true; _update_parent(); } break; } } void CollisionPolygon2D::set_polygon(const Vector &p_polygon) { polygon = p_polygon; if (can_update_body) { for (int i = 0; i < polygon.size(); i++) { if (i == 0) aabb = Rect2(polygon[i], Size2()); else aabb.expand_to(polygon[i]); } if (aabb == Rect2()) { aabb = Rect2(-10, -10, 20, 20); } else { aabb.pos -= aabb.size * 0.3; aabb.size += aabb.size * 0.6; } _update_parent(); } update(); update_configuration_warning(); } Vector CollisionPolygon2D::get_polygon() const { return polygon; } void CollisionPolygon2D::set_build_mode(BuildMode p_mode) { ERR_FAIL_INDEX(p_mode, 2); build_mode = p_mode; _update_parent(); } CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const { return build_mode; } Rect2 CollisionPolygon2D::get_item_rect() const { return aabb; } void CollisionPolygon2D::set_trigger(bool p_trigger) { trigger = p_trigger; _update_parent(); if (!can_update_body && is_inside_tree() && shape_from >= 0 && shape_to >= 0) { CollisionObject2D *co = get_parent()->cast_to(); for (int i = shape_from; i <= shape_to; i++) { co->set_shape_as_trigger(i, p_trigger); } } } bool CollisionPolygon2D::is_trigger() const { return trigger; } void CollisionPolygon2D::_set_shape_range(const Vector2 &p_range) { shape_from = p_range.x; shape_to = p_range.y; } Vector2 CollisionPolygon2D::_get_shape_range() const { return Vector2(shape_from, shape_to); } String CollisionPolygon2D::get_configuration_warning() const { if (!get_parent()->cast_to()) { return TTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape."); } if (polygon.empty()) { return TTR("An empty CollisionPolygon2D has no effect on collision."); } return String(); } void CollisionPolygon2D::_bind_methods() { ClassDB::bind_method(D_METHOD("_add_to_collision_object"), &CollisionPolygon2D::_add_to_collision_object); ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon); ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon); ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode); ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode); ClassDB::bind_method(D_METHOD("set_trigger", "trigger"), &CollisionPolygon2D::set_trigger); ClassDB::bind_method(D_METHOD("is_trigger"), &CollisionPolygon2D::is_trigger); ClassDB::bind_method(D_METHOD("_set_shape_range", "shape_range"), &CollisionPolygon2D::_set_shape_range); ClassDB::bind_method(D_METHOD("_get_shape_range"), &CollisionPolygon2D::_get_shape_range); ClassDB::bind_method(D_METHOD("get_collision_object_first_shape"), &CollisionPolygon2D::get_collision_object_first_shape); ClassDB::bind_method(D_METHOD("get_collision_object_last_shape"), &CollisionPolygon2D::get_collision_object_last_shape); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode"); 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"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trigger"), "set_trigger", "is_trigger"); } CollisionPolygon2D::CollisionPolygon2D() { aabb = Rect2(-10, -10, 20, 20); build_mode = BUILD_SOLIDS; trigger = false; unparenting = false; shape_from = -1; shape_to = -1; can_update_body = false; set_notify_local_transform(true); }