godot/scene/3d/collision_polygon.cpp
Rémi Verschelde d4993b74fc Add missing argument names in GDScript bindings
All classes were reviewed apart from VisualServer for which no argument name is documented at all.
While doing this review, I found quite a few bugs that were fixed either in earlier commits or this one (mostly documentation bugs though, i.e. some arguments were listed at the wrong place).
2015-12-28 02:13:05 +01:00

271 lines
6.4 KiB
C++

#include "collision_polygon.h"
#include "collision_object.h"
#include "scene/resources/concave_polygon_shape.h"
#include "scene/resources/convex_polygon_shape.h"
void CollisionPolygon::_add_to_collision_object(Object *p_obj) {
if (!can_update_body)
return;
CollisionObject *co = p_obj->cast_to<CollisionObject>();
ERR_FAIL_COND(!co);
if (polygon.size()==0)
return;
bool solids=build_mode==BUILD_SOLIDS;
Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
if (decomp.size()==0)
return;
if (true || solids) {
//here comes the sun, lalalala
//decompose concave into multiple convex polygons and add them
shape_from=co->get_shape_count();
for(int i=0;i<decomp.size();i++) {
Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape );
DVector<Vector3> cp;
int cs = decomp[i].size();
cp.resize(cs*2);
{
DVector<Vector3>::Write w = cp.write();
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);
co->add_shape(convex,get_transform());
}
shape_to=co->get_shape_count()-1;
if (shape_to<shape_from) {
shape_from=-1;
shape_to=-1;
}
} else {
#if 0
Ref<ConcavePolygonShape> concave = memnew( ConcavePolygonShape );
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());
#endif
}
//co->add_shape(shape,get_transform());
}
void CollisionPolygon::_update_parent() {
if (!can_update_body)
return;
Node *parent = get_parent();
if (!parent)
return;
CollisionObject *co = parent->cast_to<CollisionObject>();
if (!co)
return;
co->_update_shapes_from_children();
}
void CollisionPolygon::_set_shape_range(const Vector2& p_range) {
shape_from=p_range.x;
shape_to=p_range.y;
}
Vector2 CollisionPolygon::_get_shape_range() const {
return Vector2(shape_from,shape_to);
}
void CollisionPolygon::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
can_update_body=get_tree()->is_editor_hint();
set_notify_local_transform(!can_update_body);
//indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario());
} break;
case NOTIFICATION_EXIT_TREE: {
can_update_body=false;
set_notify_local_transform(false);
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
if (!is_inside_tree())
break;
if (can_update_body) {
_update_parent();
}
} break;
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
if (!can_update_body && shape_from>=0 && shape_to>=0) {
CollisionObject *co = get_parent()->cast_to<CollisionObject>();
if (co) {
for(int i=shape_from;i<=shape_to;i++) {
co->set_shape_transform(i,get_transform());
}
}
}
} break;
#if 0
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;
#endif
}
}
void CollisionPolygon::set_polygon(const Vector<Point2>& p_polygon) {
polygon=p_polygon;
if (can_update_body) {
for(int i=0;i<polygon.size();i++) {
Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5);
if (i==0)
aabb=AABB(p1,Vector3());
else
aabb.expand_to(p1);
Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5);
aabb.expand_to(p2);
}
if (aabb==AABB()) {
aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2));
} else {
aabb.pos-=aabb.size*0.3;
aabb.size+=aabb.size*0.6;
}
_update_parent();
}
update_gizmo();
}
Vector<Point2> CollisionPolygon::get_polygon() const {
return polygon;
}
void CollisionPolygon::set_build_mode(BuildMode p_mode) {
ERR_FAIL_INDEX(p_mode,2);
build_mode=p_mode;
if (!can_update_body)
return;
_update_parent();
}
CollisionPolygon::BuildMode CollisionPolygon::get_build_mode() const{
return build_mode;
}
AABB CollisionPolygon::get_item_rect() const {
return aabb;
}
void CollisionPolygon::set_depth(float p_depth) {
depth=p_depth;
if (!can_update_body)
return;
_update_parent();
update_gizmo();
}
float CollisionPolygon::get_depth() const {
return depth;
}
void CollisionPolygon::_bind_methods() {
ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object);
ObjectTypeDB::bind_method(_MD("set_build_mode","build_mode"),&CollisionPolygon::set_build_mode);
ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode);
ObjectTypeDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth);
ObjectTypeDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth);
ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon);
ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon);
ObjectTypeDB::bind_method(_MD("_set_shape_range","shape_range"),&CollisionPolygon::_set_shape_range);
ObjectTypeDB::bind_method(_MD("_get_shape_range"),&CollisionPolygon::_get_shape_range);
ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"),&CollisionPolygon::get_collision_object_first_shape);
ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"),&CollisionPolygon::get_collision_object_last_shape);
ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_SCS("set_build_mode"),_SCS("get_build_mode"));
ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth"));
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"));
}
CollisionPolygon::CollisionPolygon() {
shape_from=-1;
shape_to=-1;
can_update_body=false;
aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2));
build_mode=BUILD_SOLIDS;
depth=1.0;
}