#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) { if (!can_update_body) return; 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 shape_from=co->get_shape_count(); 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()); } shape_to=co->get_shape_count()-1; if (shape_to<shape_from) { shape_from=-1; shape_to=-1; } } 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() { if (!can_update_body) return; Node *parent = get_parent(); if (!parent) return; CollisionObject *co = parent->cast_to<CollisionObject>(); if (!co) return; co->_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; if (can_update_body) { _update_parent(); } } break; case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { if (!can_update_body && shape_from>=0 && shape_to>=0) { CollisionObject *co = get_parent()->cast_to<CollisionObject>(); if (co) { for(int i=shape_from;i<=shape_to;i++) { co->set_shape_transform(i,get_transform()); } } } } 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; if (can_update_body) { 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; if (!can_update_body) return; _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; if (!can_update_body) return; _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_build_mode","build_mode"),&CollisionPolygon::set_build_mode); ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode); ObjectTypeDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth); ObjectTypeDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth); ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon); ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon); ObjectTypeDB::bind_method(_MD("_set_shape_range","shape_range"),&CollisionPolygon::_set_shape_range); ObjectTypeDB::bind_method(_MD("_get_shape_range"),&CollisionPolygon::_get_shape_range); ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"),&CollisionPolygon::get_collision_object_first_shape); ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"),&CollisionPolygon::get_collision_object_last_shape); ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_SCS("set_build_mode"),_SCS("get_build_mode")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth")); 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")); } CollisionPolygon::CollisionPolygon() { shape_from=-1; shape_to=-1; can_update_body=false; aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2)); build_mode=BUILD_SOLIDS; depth=1.0; }