340 lines
10 KiB
C++
340 lines
10 KiB
C++
/*************************************************************************/
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/* collision_polygon_2d.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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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_2d.h"
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#include "collision_object_2d.h"
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#include "engine.h"
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#include "scene/resources/concave_polygon_shape_2d.h"
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#include "scene/resources/convex_polygon_shape_2d.h"
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#include "thirdparty/misc/triangulator.h"
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void CollisionPolygon2D::_build_polygon() {
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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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bool solids = build_mode == BUILD_SOLIDS;
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if (solids) {
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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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Vector<Vector<Vector2> > decomp = _decompose_in_convex();
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for (int i = 0; i < decomp.size(); i++) {
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Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
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convex->set_points(decomp[i]);
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parent->shape_owner_add_shape(owner_id, convex);
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}
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} else {
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Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
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PoolVector<Vector2> segments;
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segments.resize(polygon.size() * 2);
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PoolVector<Vector2>::Write w = segments.write();
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for (int i = 0; i < polygon.size(); i++) {
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w[(i << 1) + 0] = polygon[i];
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w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()];
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}
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w = PoolVector<Vector2>::Write();
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concave->set_segments(segments);
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parent->shape_owner_add_shape(owner_id, concave);
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}
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}
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Vector<Vector<Vector2> > CollisionPolygon2D::_decompose_in_convex() {
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Vector<Vector<Vector2> > decomp;
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List<TriangulatorPoly> in_poly, out_poly;
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TriangulatorPoly inp;
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inp.Init(polygon.size());
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for (int i = 0; i < polygon.size(); i++) {
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inp.GetPoint(i) = polygon[i];
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}
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inp.SetOrientation(TRIANGULATOR_CCW);
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in_poly.push_back(inp);
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TriangulatorPartition tpart;
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if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { //failed!
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ERR_PRINT("Convex decomposing failed!");
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return decomp;
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}
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decomp.resize(out_poly.size());
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int idx = 0;
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for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
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TriangulatorPoly &tp = I->get();
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decomp[idx].resize(tp.GetNumPoints());
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for (int i = 0; i < tp.GetNumPoints(); i++) {
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decomp[idx][i] = tp.GetPoint(i);
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}
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idx++;
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}
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return decomp;
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}
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void CollisionPolygon2D::_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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parent->shape_owner_set_disabled(owner_id, disabled);
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parent->shape_owner_set_one_way_collision(owner_id, one_way_collision);
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}
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void CollisionPolygon2D::_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<CollisionObject2D>(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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/*if (Engine::get_singleton()->is_editor_hint()) {
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//display above all else
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set_z_as_relative(false);
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set_z_index(VS::CANVAS_ITEM_Z_MAX - 1);
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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 = NULL;
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} break;
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case NOTIFICATION_DRAW: {
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
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break;
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}
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for (int i = 0; i < polygon.size(); i++) {
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Vector2 p = polygon[i];
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Vector2 n = polygon[(i + 1) % polygon.size()];
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// draw line with width <= 1, so it does not scale with zoom and break pixel exact editing
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draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 1);
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}
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#define DEBUG_DECOMPOSE
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#if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
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Vector<Vector<Vector2> > decomp = _decompose_in_convex();
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Color c(0.4, 0.9, 0.1);
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for (int i = 0; i < decomp.size(); i++) {
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c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
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draw_colored_polygon(decomp[i], c);
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}
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#else
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draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color());
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#endif
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if (one_way_collision) {
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Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
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dcol.a = 1.0;
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Vector2 line_to(0, 20);
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draw_line(Vector2(), line_to, dcol, 3);
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Vector<Vector2> pts;
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float tsize = 8;
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pts.push_back(line_to + (Vector2(0, tsize)));
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pts.push_back(line_to + (Vector2(0.707 * tsize, 0)));
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pts.push_back(line_to + (Vector2(-0.707 * tsize, 0)));
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Vector<Color> cols;
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for (int i = 0; i < 3; i++)
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cols.push_back(dcol);
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draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
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}
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} break;
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}
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}
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void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
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polygon = p_polygon;
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{
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for (int i = 0; i < polygon.size(); i++) {
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if (i == 0)
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aabb = Rect2(polygon[i], Size2());
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else
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aabb.expand_to(polygon[i]);
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}
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if (aabb == Rect2()) {
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aabb = Rect2(-10, -10, 20, 20);
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} else {
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aabb.position -= aabb.size * 0.3;
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aabb.size += aabb.size * 0.6;
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}
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}
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if (parent) {
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_build_polygon();
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}
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update();
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update_configuration_warning();
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}
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Vector<Point2> CollisionPolygon2D::get_polygon() const {
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return polygon;
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}
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void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
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ERR_FAIL_INDEX(p_mode, 2);
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build_mode = p_mode;
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if (parent) {
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_build_polygon();
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}
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}
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CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
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return build_mode;
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}
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Rect2 CollisionPolygon2D::_edit_get_rect() const {
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return aabb;
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}
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bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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return Geometry::is_point_in_polygon(p_point, Variant(polygon));
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}
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String CollisionPolygon2D::get_configuration_warning() const {
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if (!Object::cast_to<CollisionObject2D>(get_parent())) {
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return TTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, KinematicBody2D, etc. to give them a shape.");
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}
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if (polygon.empty()) {
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return TTR("An empty CollisionPolygon2D has no effect on collision.");
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}
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return String();
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}
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void CollisionPolygon2D::set_disabled(bool p_disabled) {
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disabled = p_disabled;
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update();
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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 CollisionPolygon2D::is_disabled() const {
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return disabled;
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}
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void CollisionPolygon2D::set_one_way_collision(bool p_enable) {
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one_way_collision = p_enable;
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update();
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if (parent) {
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parent->shape_owner_set_one_way_collision(owner_id, p_enable);
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}
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}
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bool CollisionPolygon2D::is_one_way_collision_enabled() const {
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return one_way_collision;
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}
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void CollisionPolygon2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
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ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon);
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ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
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ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
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ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled);
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ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled);
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ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision);
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ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
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ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
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ADD_PROPERTYNZ(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
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ADD_PROPERTYNZ(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
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BIND_ENUM_CONSTANT(BUILD_SOLIDS);
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BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
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}
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CollisionPolygon2D::CollisionPolygon2D() {
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aabb = Rect2(-10, -10, 20, 20);
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build_mode = BUILD_SOLIDS;
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set_notify_local_transform(true);
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parent = NULL;
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owner_id = 0;
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disabled = false;
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one_way_collision = false;
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}
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