This is needed because the final startup values for shapes may change between parenting and entering the scene tree. For instance, if the collision shape belongs to a inherited scene. Fixes #8896.
350 lines
10 KiB
C++
350 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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 "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::_add_to_collision_object(Object *p_obj) {
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if (unparenting || !can_update_body)
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return;
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CollisionObject2D *co = p_obj->cast_to<CollisionObject2D>();
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ERR_FAIL_COND(!co);
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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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shape_from = co->get_shape_count();
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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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co->add_shape(convex, get_transform());
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if (trigger)
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co->set_shape_as_trigger(co->get_shape_count() - 1, true);
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}
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shape_to = co->get_shape_count() - 1;
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if (shape_to < shape_from) {
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shape_from = -1;
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shape_to = -1;
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}
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} else {
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Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
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DVector<Vector2> segments;
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segments.resize(polygon.size() * 2);
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DVector<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 = DVector<Vector2>::Write();
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concave->set_segments(segments);
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co->add_shape(concave, get_transform());
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if (trigger)
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co->set_shape_as_trigger(co->get_shape_count() - 1, true);
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shape_from = co->get_shape_count() - 1;
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shape_to = co->get_shape_count() - 1;
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}
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//co->add_shape(shape,get_transform());
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}
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void CollisionPolygon2D::_update_xform_in_parent() {
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if (shape_from >= 0 && shape_to >= 0) {
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CollisionObject2D *co = get_parent()->cast_to<CollisionObject2D>();
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for (int i = shape_from; i <= shape_to; i++) {
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co->set_shape_transform(i, get_transform());
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}
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}
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}
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void CollisionPolygon2D::_update_parent() {
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if (!can_update_body)
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return;
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Node *parent = get_parent();
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if (!parent)
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return;
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CollisionObject2D *co = parent->cast_to<CollisionObject2D>();
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if (!co)
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return;
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co->_update_shapes_from_children();
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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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#if 0
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//fast but imprecise triangulator, gave us problems
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decomp = Geometry::decompose_polygon(polygon);
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#else
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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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#endif
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return decomp;
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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_ENTER_TREE: {
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unparenting = false;
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can_update_body = get_tree()->is_editor_hint();
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if (!get_tree()->is_editor_hint()) {
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_update_xform_in_parent();
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//display above all else
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set_z_as_relative(false);
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set_z(VS::CANVAS_ITEM_Z_MAX - 1);
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}
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} break;
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case NOTIFICATION_EXIT_TREE: {
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can_update_body = false;
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} break;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
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if (!is_inside_tree())
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break;
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if (can_update_body) {
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_update_parent();
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} else {
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_update_xform_in_parent();
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}
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} break;
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case NOTIFICATION_DRAW: {
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if (!get_tree()->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(p, n, Color(0.9, 0.2, 0.0, 0.8), 3);
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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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} break;
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case NOTIFICATION_UNPARENTED: {
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unparenting = true;
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_update_parent();
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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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if (can_update_body) {
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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.pos -= aabb.size * 0.3;
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aabb.size += aabb.size * 0.6;
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}
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_update_parent();
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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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_update_parent();
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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::get_item_rect() const {
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return aabb;
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}
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void CollisionPolygon2D::set_trigger(bool p_trigger) {
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trigger = p_trigger;
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_update_parent();
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if (!can_update_body && is_inside_tree() && shape_from >= 0 && shape_to >= 0) {
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CollisionObject2D *co = get_parent()->cast_to<CollisionObject2D>();
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for (int i = shape_from; i <= shape_to; i++) {
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co->set_shape_as_trigger(i, p_trigger);
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}
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}
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}
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bool CollisionPolygon2D::is_trigger() const {
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return trigger;
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}
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void CollisionPolygon2D::_set_shape_range(const Vector2 &p_range) {
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shape_from = p_range.x;
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shape_to = p_range.y;
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}
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Vector2 CollisionPolygon2D::_get_shape_range() const {
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return Vector2(shape_from, shape_to);
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}
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String CollisionPolygon2D::get_configuration_warning() const {
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if (!get_parent()->cast_to<CollisionObject2D>()) {
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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::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("_add_to_collision_object"), &CollisionPolygon2D::_add_to_collision_object);
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ObjectTypeDB::bind_method(_MD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
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ObjectTypeDB::bind_method(_MD("get_polygon"), &CollisionPolygon2D::get_polygon);
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ObjectTypeDB::bind_method(_MD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
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ObjectTypeDB::bind_method(_MD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
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ObjectTypeDB::bind_method(_MD("set_trigger", "trigger"), &CollisionPolygon2D::set_trigger);
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ObjectTypeDB::bind_method(_MD("is_trigger"), &CollisionPolygon2D::is_trigger);
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ObjectTypeDB::bind_method(_MD("_set_shape_range", "shape_range"), &CollisionPolygon2D::_set_shape_range);
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ObjectTypeDB::bind_method(_MD("_get_shape_range"), &CollisionPolygon2D::_get_shape_range);
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ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"), &CollisionPolygon2D::get_collision_object_first_shape);
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ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"), &CollisionPolygon2D::get_collision_object_last_shape);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), _SCS("set_build_mode"), _SCS("get_build_mode"));
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2_ARRAY, "polygon"), _SCS("set_polygon"), _SCS("get_polygon"));
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "shape_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), _SCS("_set_shape_range"), _SCS("_get_shape_range"));
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trigger"), _SCS("set_trigger"), _SCS("is_trigger"));
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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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trigger = false;
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unparenting = false;
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shape_from = -1;
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shape_to = -1;
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can_update_body = false;
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set_notify_local_transform(true);
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}
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