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/*************************************************************************/
/* collision_polygon.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "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 */
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/* the following conditions: */
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/* 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, */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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# include "collision_polygon.h"
# include "collision_object.h"
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# include "core/math/geometry.h"
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# include "scene/resources/concave_polygon_shape.h"
# include "scene/resources/convex_polygon_shape.h"
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# include "scene/resources/shape.h"
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void CollisionPolygon : : _build_polygon ( ) {
if ( ! parent ) {
return ;
}
parent - > shape_owner_clear_shapes ( owner_id ) ;
if ( polygon . size ( ) = = 0 ) {
return ;
}
Vector < Vector < Vector2 > > decomp = Geometry : : decompose_polygon_in_convex ( polygon ) ;
if ( decomp . size ( ) = = 0 ) {
return ;
}
//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 ) ;
PoolVector < Vector3 > cp ;
int cs = decomp [ i ] . size ( ) ;
cp . resize ( cs * 2 ) ;
{
PoolVector < 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 ) ;
convex - > set_margin ( margin ) ;
parent - > shape_owner_add_shape ( owner_id , convex ) ;
parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
}
}
void CollisionPolygon : : _update_in_shape_owner ( bool p_xform_only ) {
parent - > shape_owner_set_transform ( owner_id , get_transform ( ) ) ;
if ( p_xform_only ) {
return ;
}
parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
}
void CollisionPolygon : : _notification ( int p_what ) {
switch ( p_what ) {
case NOTIFICATION_PARENTED : {
parent = Object : : cast_to < CollisionObject > ( get_parent ( ) ) ;
if ( parent ) {
owner_id = parent - > create_shape_owner ( this ) ;
_build_polygon ( ) ;
_update_in_shape_owner ( ) ;
}
} break ;
case NOTIFICATION_ENTER_TREE : {
if ( parent ) {
_update_in_shape_owner ( ) ;
}
} break ;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
if ( parent ) {
_update_in_shape_owner ( true ) ;
}
} break ;
case NOTIFICATION_UNPARENTED : {
if ( parent ) {
parent - > remove_shape_owner ( owner_id ) ;
}
owner_id = 0 ;
parent = nullptr ;
} break ;
}
}
void CollisionPolygon : : set_polygon ( const Vector < Point2 > & p_polygon ) {
polygon = p_polygon ;
if ( parent ) {
_build_polygon ( ) ;
}
update_configuration_warning ( ) ;
update_gizmo ( ) ;
}
Vector < Point2 > CollisionPolygon : : get_polygon ( ) const {
return polygon ;
}
AABB CollisionPolygon : : get_item_rect ( ) const {
return aabb ;
}
void CollisionPolygon : : set_depth ( float p_depth ) {
depth = p_depth ;
_build_polygon ( ) ;
update_gizmo ( ) ;
}
float CollisionPolygon : : get_depth ( ) const {
return depth ;
}
void CollisionPolygon : : set_disabled ( bool p_disabled ) {
disabled = p_disabled ;
update_gizmo ( ) ;
if ( parent ) {
parent - > shape_owner_set_disabled ( owner_id , p_disabled ) ;
}
}
bool CollisionPolygon : : is_disabled ( ) const {
return disabled ;
}
real_t CollisionPolygon : : get_margin ( ) const {
return margin ;
}
void CollisionPolygon : : set_margin ( real_t p_margin ) {
margin = p_margin ;
if ( parent ) {
_build_polygon ( ) ;
}
}
String CollisionPolygon : : get_configuration_warning ( ) const {
String warning = Spatial : : get_configuration_warning ( ) ;
if ( ! Object : : cast_to < CollisionObject > ( get_parent ( ) ) ) {
if ( warning ! = String ( ) ) {
warning + = " \n \n " ;
}
warning + = TTR ( " CollisionPolygon only serves to provide a collision shape to a CollisionObject derived node. Please only use it as a child of Area, StaticBody, RigidBody, KinematicBody, etc. to give them a shape. " ) ;
}
if ( polygon . empty ( ) ) {
if ( warning ! = String ( ) ) {
warning + = " \n \n " ;
}
warning + = TTR ( " An empty CollisionPolygon has no effect on collision. " ) ;
}
return warning ;
}
bool CollisionPolygon : : _is_editable_3d_polygon ( ) const {
return true ;
}
void CollisionPolygon : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_depth " , " depth " ) , & CollisionPolygon : : set_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & CollisionPolygon : : get_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " set_polygon " , " polygon " ) , & CollisionPolygon : : set_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " get_polygon " ) , & CollisionPolygon : : get_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " set_disabled " , " disabled " ) , & CollisionPolygon : : set_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_disabled " ) , & CollisionPolygon : : is_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_margin " , " margin " ) , & CollisionPolygon : : set_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_margin " ) , & CollisionPolygon : : get_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " _is_editable_3d_polygon " ) , & CollisionPolygon : : _is_editable_3d_polygon ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " depth " ) , " set_depth " , " get_depth " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " disabled " ) , " set_disabled " , " is_disabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : POOL_VECTOR2_ARRAY , " polygon " ) , " set_polygon " , " get_polygon " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " margin " , PROPERTY_HINT_RANGE , " 0.001,10,0.001 " ) , " set_margin " , " get_margin " ) ;
}
CollisionPolygon : : CollisionPolygon ( ) {
aabb = AABB ( Vector3 ( - 1 , - 1 , - 1 ) , Vector3 ( 2 , 2 , 2 ) ) ;
depth = 1.0 ;
set_notify_local_transform ( true ) ;
parent = nullptr ;
owner_id = 0 ;
disabled = false ;
}