collision_polygon_2d.cpp 11 KB

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  1. /*************************************************************************/
  2. /* collision_polygon_2d.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "collision_polygon_2d.h"
  31. #include "collision_object_2d.h"
  32. #include "scene/resources/concave_polygon_shape_2d.h"
  33. #include "scene/resources/convex_polygon_shape_2d.h"
  34. #include "thirdparty/misc/triangulator.h"
  35. void CollisionPolygon2D::_add_to_collision_object(Object *p_obj) {
  36. if (unparenting || !can_update_body)
  37. return;
  38. CollisionObject2D *co = p_obj->cast_to<CollisionObject2D>();
  39. ERR_FAIL_COND(!co);
  40. if (polygon.size() == 0)
  41. return;
  42. bool solids = build_mode == BUILD_SOLIDS;
  43. if (solids) {
  44. //here comes the sun, lalalala
  45. //decompose concave into multiple convex polygons and add them
  46. Vector<Vector<Vector2> > decomp = _decompose_in_convex();
  47. shape_from = co->get_shape_count();
  48. for (int i = 0; i < decomp.size(); i++) {
  49. Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
  50. convex->set_points(decomp[i]);
  51. co->add_shape(convex, get_transform());
  52. if (trigger)
  53. co->set_shape_as_trigger(co->get_shape_count() - 1, true);
  54. }
  55. shape_to = co->get_shape_count() - 1;
  56. if (shape_to < shape_from) {
  57. shape_from = -1;
  58. shape_to = -1;
  59. }
  60. } else {
  61. Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
  62. DVector<Vector2> segments;
  63. segments.resize(polygon.size() * 2);
  64. DVector<Vector2>::Write w = segments.write();
  65. for (int i = 0; i < polygon.size(); i++) {
  66. w[(i << 1) + 0] = polygon[i];
  67. w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()];
  68. }
  69. w = DVector<Vector2>::Write();
  70. concave->set_segments(segments);
  71. co->add_shape(concave, get_transform());
  72. if (trigger)
  73. co->set_shape_as_trigger(co->get_shape_count() - 1, true);
  74. shape_from = co->get_shape_count() - 1;
  75. shape_to = co->get_shape_count() - 1;
  76. }
  77. //co->add_shape(shape,get_transform());
  78. }
  79. void CollisionPolygon2D::_update_xform_in_parent() {
  80. if (shape_from >= 0 && shape_to >= 0) {
  81. CollisionObject2D *co = get_parent()->cast_to<CollisionObject2D>();
  82. if (co) {
  83. for (int i = shape_from; i <= shape_to; i++) {
  84. co->set_shape_transform(i, get_transform());
  85. }
  86. }
  87. }
  88. }
  89. void CollisionPolygon2D::_update_parent() {
  90. if (!can_update_body)
  91. return;
  92. Node *parent = get_parent();
  93. if (!parent)
  94. return;
  95. CollisionObject2D *co = parent->cast_to<CollisionObject2D>();
  96. if (!co)
  97. return;
  98. co->_update_shapes_from_children();
  99. }
  100. Vector<Vector<Vector2> > CollisionPolygon2D::_decompose_in_convex() {
  101. Vector<Vector<Vector2> > decomp;
  102. #if 0
  103. //fast but imprecise triangulator, gave us problems
  104. decomp = Geometry::decompose_polygon(polygon);
  105. #else
  106. List<TriangulatorPoly> in_poly, out_poly;
  107. TriangulatorPoly inp;
  108. inp.Init(polygon.size());
  109. for (int i = 0; i < polygon.size(); i++) {
  110. inp.GetPoint(i) = polygon[i];
  111. }
  112. inp.SetOrientation(TRIANGULATOR_CCW);
  113. in_poly.push_back(inp);
  114. TriangulatorPartition tpart;
  115. if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { //failed!
  116. ERR_PRINT("Convex decomposing failed!");
  117. return decomp;
  118. }
  119. decomp.resize(out_poly.size());
  120. int idx = 0;
  121. for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
  122. TriangulatorPoly &tp = I->get();
  123. decomp[idx].resize(tp.GetNumPoints());
  124. for (int i = 0; i < tp.GetNumPoints(); i++) {
  125. decomp[idx][i] = tp.GetPoint(i);
  126. }
  127. idx++;
  128. }
  129. #endif
  130. return decomp;
  131. }
  132. void CollisionPolygon2D::_notification(int p_what) {
  133. switch (p_what) {
  134. case NOTIFICATION_ENTER_TREE: {
  135. unparenting = false;
  136. can_update_body = get_tree()->is_editor_hint();
  137. if (!get_tree()->is_editor_hint()) {
  138. _update_xform_in_parent();
  139. //display above all else
  140. set_z_as_relative(false);
  141. set_z(VS::CANVAS_ITEM_Z_MAX - 1);
  142. }
  143. } break;
  144. case NOTIFICATION_EXIT_TREE: {
  145. can_update_body = false;
  146. } break;
  147. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  148. if (!is_inside_tree())
  149. break;
  150. if (can_update_body) {
  151. _update_parent();
  152. } else {
  153. _update_xform_in_parent();
  154. }
  155. } break;
  156. case NOTIFICATION_DRAW: {
  157. if (!get_tree()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
  158. break;
  159. }
  160. for (int i = 0; i < polygon.size(); i++) {
  161. Vector2 p = polygon[i];
  162. Vector2 n = polygon[(i + 1) % polygon.size()];
  163. draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 3);
  164. }
  165. #define DEBUG_DECOMPOSE
  166. #if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
  167. Vector<Vector<Vector2> > decomp = _decompose_in_convex();
  168. Color c(0.4, 0.9, 0.1);
  169. for (int i = 0; i < decomp.size(); i++) {
  170. c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
  171. draw_colored_polygon(decomp[i], c);
  172. }
  173. #else
  174. draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color());
  175. #endif
  176. } break;
  177. case NOTIFICATION_UNPARENTED: {
  178. unparenting = true;
  179. _update_parent();
  180. } break;
  181. }
  182. }
  183. void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
  184. polygon = p_polygon;
  185. if (can_update_body) {
  186. for (int i = 0; i < polygon.size(); i++) {
  187. if (i == 0)
  188. aabb = Rect2(polygon[i], Size2());
  189. else
  190. aabb.expand_to(polygon[i]);
  191. }
  192. if (aabb == Rect2()) {
  193. aabb = Rect2(-10, -10, 20, 20);
  194. } else {
  195. aabb.pos -= aabb.size * 0.3;
  196. aabb.size += aabb.size * 0.6;
  197. }
  198. _update_parent();
  199. }
  200. update();
  201. update_configuration_warning();
  202. }
  203. Vector<Point2> CollisionPolygon2D::get_polygon() const {
  204. return polygon;
  205. }
  206. void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
  207. ERR_FAIL_INDEX(p_mode, 2);
  208. build_mode = p_mode;
  209. _update_parent();
  210. }
  211. CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
  212. return build_mode;
  213. }
  214. Rect2 CollisionPolygon2D::get_item_rect() const {
  215. return aabb;
  216. }
  217. void CollisionPolygon2D::set_trigger(bool p_trigger) {
  218. trigger = p_trigger;
  219. _update_parent();
  220. if (!can_update_body && is_inside_tree() && shape_from >= 0 && shape_to >= 0) {
  221. CollisionObject2D *co = get_parent()->cast_to<CollisionObject2D>();
  222. for (int i = shape_from; i <= shape_to; i++) {
  223. co->set_shape_as_trigger(i, p_trigger);
  224. }
  225. }
  226. }
  227. bool CollisionPolygon2D::is_trigger() const {
  228. return trigger;
  229. }
  230. void CollisionPolygon2D::_set_shape_range(const Vector2 &p_range) {
  231. shape_from = p_range.x;
  232. shape_to = p_range.y;
  233. }
  234. Vector2 CollisionPolygon2D::_get_shape_range() const {
  235. return Vector2(shape_from, shape_to);
  236. }
  237. String CollisionPolygon2D::get_configuration_warning() const {
  238. if (!get_parent()->cast_to<CollisionObject2D>()) {
  239. 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.");
  240. }
  241. if (polygon.empty()) {
  242. return TTR("An empty CollisionPolygon2D has no effect on collision.");
  243. }
  244. return String();
  245. }
  246. void CollisionPolygon2D::_bind_methods() {
  247. ObjectTypeDB::bind_method(_MD("_add_to_collision_object"), &CollisionPolygon2D::_add_to_collision_object);
  248. ObjectTypeDB::bind_method(_MD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
  249. ObjectTypeDB::bind_method(_MD("get_polygon"), &CollisionPolygon2D::get_polygon);
  250. ObjectTypeDB::bind_method(_MD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
  251. ObjectTypeDB::bind_method(_MD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
  252. ObjectTypeDB::bind_method(_MD("set_trigger", "trigger"), &CollisionPolygon2D::set_trigger);
  253. ObjectTypeDB::bind_method(_MD("is_trigger"), &CollisionPolygon2D::is_trigger);
  254. ObjectTypeDB::bind_method(_MD("_set_shape_range", "shape_range"), &CollisionPolygon2D::_set_shape_range);
  255. ObjectTypeDB::bind_method(_MD("_get_shape_range"), &CollisionPolygon2D::_get_shape_range);
  256. ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"), &CollisionPolygon2D::get_collision_object_first_shape);
  257. ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"), &CollisionPolygon2D::get_collision_object_last_shape);
  258. ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), _SCS("set_build_mode"), _SCS("get_build_mode"));
  259. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2_ARRAY, "polygon"), _SCS("set_polygon"), _SCS("get_polygon"));
  260. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "shape_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), _SCS("_set_shape_range"), _SCS("_get_shape_range"));
  261. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trigger"), _SCS("set_trigger"), _SCS("is_trigger"));
  262. }
  263. CollisionPolygon2D::CollisionPolygon2D() {
  264. aabb = Rect2(-10, -10, 20, 20);
  265. build_mode = BUILD_SOLIDS;
  266. trigger = false;
  267. unparenting = false;
  268. shape_from = -1;
  269. shape_to = -1;
  270. can_update_body = false;
  271. set_notify_local_transform(true);
  272. }