godot/scene/3d/collision_polygon_3d.cpp
PouleyKetchoupp ba13d23140 KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).

Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).

RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
2021-06-04 11:40:36 -07:00

212 lines
7.0 KiB
C++

/*************************************************************************/
/* collision_polygon_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_3d.h"
#include "collision_object_3d.h"
#include "core/math/geometry_2d.h"
#include "scene/resources/concave_polygon_shape_3d.h"
#include "scene/resources/convex_polygon_shape_3d.h"
void CollisionPolygon3D::_build_polygon() {
if (!parent) {
return;
}
parent->shape_owner_clear_shapes(owner_id);
if (polygon.size() == 0) {
return;
}
Vector<Vector<Vector2>> decomp = Geometry2D::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<ConvexPolygonShape3D> convex = memnew(ConvexPolygonShape3D);
Vector<Vector3> cp;
int cs = decomp[i].size();
cp.resize(cs * 2);
{
Vector3 *w = cp.ptrw();
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 CollisionPolygon3D::_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 CollisionPolygon3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_PARENTED: {
parent = Object::cast_to<CollisionObject3D>(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 CollisionPolygon3D::set_polygon(const Vector<Point2> &p_polygon) {
polygon = p_polygon;
if (parent) {
_build_polygon();
}
update_configuration_warnings();
update_gizmo();
}
Vector<Point2> CollisionPolygon3D::get_polygon() const {
return polygon;
}
AABB CollisionPolygon3D::get_item_rect() const {
return aabb;
}
void CollisionPolygon3D::set_depth(real_t p_depth) {
depth = p_depth;
_build_polygon();
update_gizmo();
}
real_t CollisionPolygon3D::get_depth() const {
return depth;
}
void CollisionPolygon3D::set_disabled(bool p_disabled) {
disabled = p_disabled;
update_gizmo();
if (parent) {
parent->shape_owner_set_disabled(owner_id, p_disabled);
}
}
bool CollisionPolygon3D::is_disabled() const {
return disabled;
}
real_t CollisionPolygon3D::get_margin() const {
return margin;
}
void CollisionPolygon3D::set_margin(real_t p_margin) {
margin = p_margin;
if (parent) {
_build_polygon();
}
}
TypedArray<String> CollisionPolygon3D::get_configuration_warnings() const {
TypedArray<String> warnings = Node::get_configuration_warnings();
if (!Object::cast_to<CollisionObject3D>(get_parent())) {
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, RigidBody3D, CharacterBody3D, etc. to give them a shape."));
}
if (polygon.is_empty()) {
warnings.push_back(TTR("An empty CollisionPolygon3D has no effect on collision."));
}
return warnings;
}
bool CollisionPolygon3D::_is_editable_3d_polygon() const {
return true;
}
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);
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon3D::set_polygon);
ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon3D::get_polygon);
ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon3D::set_disabled);
ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon3D::is_disabled);
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &CollisionPolygon3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &CollisionPolygon3D::get_margin);
ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CollisionPolygon3D::_is_editable_3d_polygon);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth"), "set_depth", "get_depth");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin");
}
CollisionPolygon3D::CollisionPolygon3D() {
set_notify_local_transform(true);
}