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7bbd545432
Helps a lot with soft bodies and generally useful to avoid shapes to go through the ground in certain cases. Added an option in ConcavePolygonShape to re-enable backface collision on specific bodies if needed.
119 lines
4.8 KiB
C++
119 lines
4.8 KiB
C++
/*************************************************************************/
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/* concave_polygon_shape_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* 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. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "concave_polygon_shape_3d.h"
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#include "servers/physics_server_3d.h"
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Vector<Vector3> ConcavePolygonShape3D::get_debug_mesh_lines() const {
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Set<DrawEdge> edges;
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int index_count = faces.size();
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ERR_FAIL_COND_V((index_count % 3) != 0, Vector<Vector3>());
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const Vector3 *r = faces.ptr();
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for (int i = 0; i < index_count; i += 3) {
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for (int j = 0; j < 3; j++) {
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DrawEdge de(r[i + j], r[i + ((j + 1) % 3)]);
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edges.insert(de);
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}
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}
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Vector<Vector3> points;
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points.resize(edges.size() * 2);
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int idx = 0;
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for (Set<DrawEdge>::Element *E = edges.front(); E; E = E->next()) {
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points.write[idx + 0] = E->get().a;
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points.write[idx + 1] = E->get().b;
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idx += 2;
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}
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return points;
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}
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real_t ConcavePolygonShape3D::get_enclosing_radius() const {
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Vector<Vector3> data = get_faces();
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const Vector3 *read = data.ptr();
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real_t r = 0.0;
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for (int i(0); i < data.size(); i++) {
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r = MAX(read[i].length_squared(), r);
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}
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return Math::sqrt(r);
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}
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void ConcavePolygonShape3D::_update_shape() {
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Dictionary d;
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d["faces"] = faces;
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d["backface_collision"] = backface_collision;
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PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
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Shape3D::_update_shape();
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}
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void ConcavePolygonShape3D::set_faces(const Vector<Vector3> &p_faces) {
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faces = p_faces;
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_update_shape();
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notify_change_to_owners();
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}
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Vector<Vector3> ConcavePolygonShape3D::get_faces() const {
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return faces;
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}
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void ConcavePolygonShape3D::set_backface_collision_enabled(bool p_enabled) {
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backface_collision = p_enabled;
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if (!faces.is_empty()) {
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_update_shape();
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notify_change_to_owners();
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}
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}
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bool ConcavePolygonShape3D::is_backface_collision_enabled() const {
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return backface_collision;
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}
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void ConcavePolygonShape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_faces", "faces"), &ConcavePolygonShape3D::set_faces);
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ClassDB::bind_method(D_METHOD("get_faces"), &ConcavePolygonShape3D::get_faces);
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ClassDB::bind_method(D_METHOD("set_backface_collision_enabled", "enabled"), &ConcavePolygonShape3D::set_backface_collision_enabled);
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ClassDB::bind_method(D_METHOD("is_backface_collision_enabled"), &ConcavePolygonShape3D::is_backface_collision_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_faces", "get_faces");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "backface_collision"), "set_backface_collision_enabled", "is_backface_collision_enabled");
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}
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ConcavePolygonShape3D::ConcavePolygonShape3D() :
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Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON)) {
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//set_planes(Vector3(1,1,1));
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}
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