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cfb555a081
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
212 lines
7.0 KiB
C++
212 lines
7.0 KiB
C++
/*************************************************************************/
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/* collision_polygon_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 "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/concave_polygon_shape_3d.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
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//decompose concave into multiple convex polygons and add them
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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();
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cp.resize(cs * 2);
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{
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Vector3 *w = cp.ptrw();
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int idx = 0;
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for (int j = 0; j < cs; j++) {
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Vector2 d = decomp[i][j];
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w[idx++] = Vector3(d.x, d.y, depth * 0.5);
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w[idx++] = Vector3(d.x, d.y, -depth * 0.5);
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}
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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);
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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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}
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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) {
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owner_id = parent->create_shape_owner(this);
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_build_polygon();
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_update_in_shape_owner();
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}
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} break;
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case NOTIFICATION_ENTER_TREE: {
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if (parent) {
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_update_in_shape_owner();
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}
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} 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;
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case NOTIFICATION_UNPARENTED: {
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if (parent) {
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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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}
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}
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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) {
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_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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}
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AABB CollisionPolygon3D::get_item_rect() const {
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return aabb;
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}
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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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}
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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) {
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parent->shape_owner_set_disabled(owner_id, p_disabled);
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}
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}
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bool CollisionPolygon3D::is_disabled() const {
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return disabled;
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}
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real_t CollisionPolygon3D::get_margin() const {
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return margin;
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}
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void CollisionPolygon3D::set_margin(real_t p_margin) {
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margin = p_margin;
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if (parent) {
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_build_polygon();
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}
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}
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TypedArray<String> CollisionPolygon3D::get_configuration_warnings() const {
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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, RigidBody3D, 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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}
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void CollisionPolygon3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CollisionPolygon3D::set_depth);
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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);
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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);
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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);
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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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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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}
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