godot/scene/2d/collision_polygon_2d.cpp

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/*************************************************************************/
/* collision_polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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"
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void CollisionPolygon2D::_add_to_collision_object(Object *p_obj) {
if (unparenting || !can_update_body)
return;
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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();
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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);
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}
shape_to=co->get_shape_count()-1;
if (shape_to<shape_from) {
shape_from=-1;
shape_to=-1;
}
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} else {
Ref<ConcavePolygonShape2D> concave = memnew( ConcavePolygonShape2D );
PoolVector<Vector2> segments;
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segments.resize(polygon.size()*2);
PoolVector<Vector2>::Write w=segments.write();
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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<Vector2>::Write();
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concave->set_segments(segments);
co->add_shape(concave,get_transform());
if (trigger)
co->set_shape_as_trigger(co->get_shape_count()-1,true);
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shape_from=co->get_shape_count()-1;
shape_to=co->get_shape_count()-1;
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}
//co->add_shape(shape,get_transform());
}
void CollisionPolygon2D::_update_parent() {
if (!can_update_body)
return;
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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;
}
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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;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (!is_inside_tree())
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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());
}
}
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} break;
case NOTIFICATION_DRAW: {
if (!get_tree()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
break;
}
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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);
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}
#define DEBUG_DECOMPOSE
#if defined(TOOLS_ENABLED) && defined (DEBUG_DECOMPOSE)
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Vector< Vector<Vector2> > decomp = _decompose_in_convex();
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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());
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#endif
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} break;
case NOTIFICATION_UNPARENTED: {
unparenting = true;
_update_parent();
} break;
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}
}
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()) {
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aabb=Rect2(-10,-10,20,20);
} else {
aabb.pos-=aabb.size*0.3;
aabb.size+=aabb.size*0.6;
}
_update_parent();
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}
update();
update_configuration_warning();
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}
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();
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}
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();
}
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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);
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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);
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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");
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}
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);
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}