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/*************************************************************************/
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/* collision_polygon_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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 */
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/* 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, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "collision_polygon_3d.h"
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# include "collision_object_3d.h"
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# include "core/math/geometry_2d.h"
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# include "scene/resources/convex_polygon_shape_3d.h"
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void CollisionPolygon3D : : _build_polygon ( ) {
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if ( ! parent ) {
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return ;
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}
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parent - > shape_owner_clear_shapes ( owner_id ) ;
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if ( polygon . size ( ) = = 0 ) {
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return ;
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}
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Vector < Vector < Vector2 > > decomp = Geometry2D : : decompose_polygon_in_convex ( polygon ) ;
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if ( decomp . size ( ) = = 0 ) {
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return ;
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}
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//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
for ( int i = 0 ; i < decomp . size ( ) ; i + + ) {
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Ref < ConvexPolygonShape3D > convex = memnew ( ConvexPolygonShape3D ) ;
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Vector < Vector3 > cp ;
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int cs = decomp [ i ] . size ( ) ;
cp . resize ( cs * 2 ) ;
{
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Vector3 * w = cp . ptrw ( ) ;
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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 ) ;
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}
}
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convex - > set_points ( cp ) ;
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convex - > set_margin ( margin ) ;
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parent - > shape_owner_add_shape ( owner_id , convex ) ;
parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
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}
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}
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void CollisionPolygon3D : : _update_in_shape_owner ( bool p_xform_only ) {
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parent - > shape_owner_set_transform ( owner_id , get_transform ( ) ) ;
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if ( p_xform_only ) {
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return ;
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}
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parent - > shape_owner_set_disabled ( owner_id , disabled ) ;
}
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void CollisionPolygon3D : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_PARENTED : {
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parent = Object : : cast_to < CollisionObject3D > ( get_parent ( ) ) ;
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if ( parent ) {
owner_id = parent - > create_shape_owner ( this ) ;
_build_polygon ( ) ;
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_update_in_shape_owner ( ) ;
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}
} break ;
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case NOTIFICATION_ENTER_TREE : {
if ( parent ) {
_update_in_shape_owner ( ) ;
}
} break ;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
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if ( parent ) {
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_update_in_shape_owner ( true ) ;
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}
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} break ;
case NOTIFICATION_UNPARENTED : {
if ( parent ) {
parent - > remove_shape_owner ( owner_id ) ;
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}
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owner_id = 0 ;
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parent = nullptr ;
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} break ;
}
}
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void CollisionPolygon3D : : set_polygon ( const Vector < Point2 > & p_polygon ) {
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polygon = p_polygon ;
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if ( parent ) {
_build_polygon ( ) ;
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}
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update_configuration_warnings ( ) ;
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update_gizmos ( ) ;
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}
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Vector < Point2 > CollisionPolygon3D : : get_polygon ( ) const {
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return polygon ;
}
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AABB CollisionPolygon3D : : get_item_rect ( ) const {
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return aabb ;
}
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void CollisionPolygon3D : : set_depth ( real_t p_depth ) {
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depth = p_depth ;
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_build_polygon ( ) ;
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update_gizmos ( ) ;
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}
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real_t CollisionPolygon3D : : get_depth ( ) const {
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return depth ;
}
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void CollisionPolygon3D : : set_disabled ( bool p_disabled ) {
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disabled = p_disabled ;
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update_gizmos ( ) ;
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if ( parent ) {
parent - > shape_owner_set_disabled ( owner_id , p_disabled ) ;
}
}
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bool CollisionPolygon3D : : is_disabled ( ) const {
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return disabled ;
}
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real_t CollisionPolygon3D : : get_margin ( ) const {
return margin ;
}
void CollisionPolygon3D : : set_margin ( real_t p_margin ) {
margin = p_margin ;
if ( parent ) {
_build_polygon ( ) ;
}
}
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TypedArray < String > CollisionPolygon3D : : get_configuration_warnings ( ) const {
TypedArray < String > warnings = Node : : get_configuration_warnings ( ) ;
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if ( ! Object : : cast_to < CollisionObject3D > ( get_parent ( ) ) ) {
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warnings . push_back ( TTR ( " CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidDynamicBody3D, CharacterBody3D, etc. to give them a shape. " ) ) ;
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}
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if ( polygon . is_empty ( ) ) {
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warnings . push_back ( TTR ( " An empty CollisionPolygon3D has no effect on collision. " ) ) ;
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}
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return warnings ;
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}
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bool CollisionPolygon3D : : _is_editable_3d_polygon ( ) const {
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return true ;
}
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void CollisionPolygon3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_depth " , " depth " ) , & CollisionPolygon3D : : set_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & CollisionPolygon3D : : get_depth ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_polygon " , " polygon " ) , & CollisionPolygon3D : : set_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " get_polygon " ) , & CollisionPolygon3D : : get_polygon ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_disabled " , " disabled " ) , & CollisionPolygon3D : : set_disabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_disabled " ) , & CollisionPolygon3D : : is_disabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_margin " , " margin " ) , & CollisionPolygon3D : : set_margin ) ;
ClassDB : : bind_method ( D_METHOD ( " get_margin " ) , & CollisionPolygon3D : : get_margin ) ;
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ClassDB : : bind_method ( D_METHOD ( " _is_editable_3d_polygon " ) , & CollisionPolygon3D : : _is_editable_3d_polygon ) ;
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " depth " ) , " set_depth " , " get_depth " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " disabled " ) , " set_disabled " , " is_disabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : PACKED_VECTOR2_ARRAY , " polygon " ) , " set_polygon " , " get_polygon " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " margin " , PROPERTY_HINT_RANGE , " 0.001,10,0.001 " ) , " set_margin " , " get_margin " ) ;
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}
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CollisionPolygon3D : : CollisionPolygon3D ( ) {
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set_notify_local_transform ( true ) ;
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}