godot/scene/2d/collision_polygon_2d.cpp
reduz 2580ca01e6 Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.

Have Fun!
2015-09-15 22:07:03 -03:00

275 lines
8.3 KiB
C++

/*************************************************************************/
/* collision_polygon_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
/* */
/* 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"
void CollisionPolygon2D::_add_to_collision_object(Object *p_obj) {
if (unparenting || !can_update_body)
return;
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 = Geometry::decompose_polygon(polygon);
shape_from=co->get_shape_count();
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);
}
shape_to=co->get_shape_count()-1;
if (shape_to<shape_from) {
shape_from=-1;
shape_to=-1;
}
} else {
Ref<ConcavePolygonShape2D> concave = memnew( ConcavePolygonShape2D );
DVector<Vector2> segments;
segments.resize(polygon.size()*2);
DVector<Vector2>::Write w=segments.write();
for(int i=0;i<polygon.size();i++) {
w[(i<<1)+0]=polygon[i];
w[(i<<1)+1]=polygon[(i+1)%polygon.size()];
}
w=DVector<Vector2>::Write();
concave->set_segments(segments);
co->add_shape(concave,get_transform());
if (trigger)
co->set_shape_as_trigger(co->get_shape_count()-1,true);
shape_from=co->get_shape_count()-1;
shape_to=co->get_shape_count()-1;
}
//co->add_shape(shape,get_transform());
}
void CollisionPolygon2D::_update_parent() {
if (!can_update_body)
return;
Node *parent = get_parent();
if (!parent)
return;
CollisionObject2D *co = parent->cast_to<CollisionObject2D>();
if (!co)
return;
co->_update_shapes_from_children();
}
void CollisionPolygon2D::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
unparenting=false;
can_update_body=get_tree()->is_editor_hint();
} break;
case NOTIFICATION_EXIT_TREE: {
can_update_body=false;
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (!is_inside_tree())
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());
}
}
} break;
case NOTIFICATION_DRAW: {
for(int i=0;i<polygon.size();i++) {
Vector2 p = polygon[i];
Vector2 n = polygon[(i+1)%polygon.size()];
draw_line(p,n,Color(0,0.6,0.7,0.5),3);
}
Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
#define DEBUG_DECOMPOSE
#ifdef DEBUG_DECOMPOSE
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);
}
#endif
} break;
case NOTIFICATION_UNPARENTED: {
unparenting = true;
_update_parent();
} break;
}
}
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()) {
aabb=Rect2(-10,-10,20,20);
} else {
aabb.pos-=aabb.size*0.3;
aabb.size+=aabb.size*0.6;
}
_update_parent();
}
update();
}
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();
}
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);
}
void CollisionPolygon2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon2D::_add_to_collision_object);
ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon2D::set_polygon);
ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon2D::get_polygon);
ObjectTypeDB::bind_method(_MD("set_build_mode"),&CollisionPolygon2D::set_build_mode);
ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon2D::get_build_mode);
ObjectTypeDB::bind_method(_MD("set_trigger"),&CollisionPolygon2D::set_trigger);
ObjectTypeDB::bind_method(_MD("is_trigger"),&CollisionPolygon2D::is_trigger);
ObjectTypeDB::bind_method(_MD("_set_shape_range","shape_range"),&CollisionPolygon2D::_set_shape_range);
ObjectTypeDB::bind_method(_MD("_get_shape_range"),&CollisionPolygon2D::_get_shape_range);
ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"),&CollisionPolygon2D::get_collision_object_first_shape);
ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"),&CollisionPolygon2D::get_collision_object_last_shape);
ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Segments"),_SCS("set_build_mode"),_SCS("get_build_mode"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon"));
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"shape_range",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_shape_range"),_SCS("_get_shape_range"));
ADD_PROPERTY( PropertyInfo(Variant::BOOL,"trigger"),_SCS("set_trigger"),_SCS("is_trigger"));
}
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);
}