/*************************************************************************/ /* collision_polygon_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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<CollisionObject2D>(); 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< Vector<Vector2> > decomp = _decompose_in_convex(); shape_from=co->get_shape_count(); for(int i=0;i<decomp.size();i++) { Ref<ConvexPolygonShape2D> 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<ConcavePolygonShape2D> concave = memnew( ConcavePolygonShape2D ); 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()); 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<CollisionObject2D>(); if (!co) return; co->_update_shapes_from_children(); } Vector< Vector<Vector2> > CollisionPolygon2D::_decompose_in_convex() { Vector< Vector<Vector2> > decomp; #if 0 //fast but imprecise triangulator, gave us problems decomp = Geometry::decompose_polygon(polygon); #else List<TriangulatorPoly> 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<TriangulatorPoly>::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<CollisionObject2D>(); 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< Vector<Vector2> > 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<Point2>& 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(); } Vector<Point2> 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<CollisionObject2D>(); 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<CollisionObject2D>()) { 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() { ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon2D::_add_to_collision_object); ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon2D::set_polygon); ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon2D::get_polygon); ObjectTypeDB::bind_method(_MD("set_build_mode","build_mode"),&CollisionPolygon2D::set_build_mode); ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon2D::get_build_mode); ObjectTypeDB::bind_method(_MD("set_trigger","trigger"),&CollisionPolygon2D::set_trigger); ObjectTypeDB::bind_method(_MD("is_trigger"),&CollisionPolygon2D::is_trigger); ObjectTypeDB::bind_method(_MD("_set_shape_range","shape_range"),&CollisionPolygon2D::_set_shape_range); ObjectTypeDB::bind_method(_MD("_get_shape_range"),&CollisionPolygon2D::_get_shape_range); ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"),&CollisionPolygon2D::get_collision_object_first_shape); ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"),&CollisionPolygon2D::get_collision_object_last_shape); ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Segments"),_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::VECTOR2,"shape_range",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_shape_range"),_SCS("_get_shape_range")); ADD_PROPERTY( PropertyInfo(Variant::BOOL,"trigger"),_SCS("set_trigger"),_SCS("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); }