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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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 "core/engine.h"
  33. #include "scene/resources/concave_polygon_shape_2d.h"
  34. #include "scene/resources/convex_polygon_shape_2d.h"
  35. #include "thirdparty/misc/triangulator.h"
  36. void CollisionPolygon2D::_build_polygon() {
  37. parent->shape_owner_clear_shapes(owner_id);
  38. bool solids = build_mode == BUILD_SOLIDS;
  39. if (solids) {
  40. if (polygon.size() < 3) {
  41. return;
  42. }
  43. //here comes the sun, lalalala
  44. //decompose concave into multiple convex polygons and add them
  45. Vector<Vector<Vector2> > decomp = _decompose_in_convex();
  46. for (int i = 0; i < decomp.size(); i++) {
  47. Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
  48. convex->set_points(decomp[i]);
  49. parent->shape_owner_add_shape(owner_id, convex);
  50. }
  51. } else {
  52. if (polygon.size() < 2) {
  53. return;
  54. }
  55. Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
  56. PoolVector<Vector2> segments;
  57. segments.resize(polygon.size() * 2);
  58. PoolVector<Vector2>::Write w = segments.write();
  59. int polygon_count = polygon.size();
  60. for (int i = 0; i < polygon_count; i++) {
  61. w[(i << 1) + 0] = polygon[i];
  62. w[(i << 1) + 1] = polygon[(i + 1) % polygon_count];
  63. }
  64. w.release();
  65. concave->set_segments(segments);
  66. parent->shape_owner_add_shape(owner_id, concave);
  67. }
  68. }
  69. Vector<Vector<Vector2> > CollisionPolygon2D::_decompose_in_convex() {
  70. Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon_in_convex(polygon);
  71. return decomp;
  72. }
  73. void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) {
  74. parent->shape_owner_set_transform(owner_id, get_transform());
  75. if (p_xform_only)
  76. return;
  77. parent->shape_owner_set_disabled(owner_id, disabled);
  78. parent->shape_owner_set_one_way_collision(owner_id, one_way_collision);
  79. parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
  80. }
  81. void CollisionPolygon2D::_notification(int p_what) {
  82. switch (p_what) {
  83. case NOTIFICATION_PARENTED: {
  84. parent = Object::cast_to<CollisionObject2D>(get_parent());
  85. if (parent) {
  86. owner_id = parent->create_shape_owner(this);
  87. _build_polygon();
  88. _update_in_shape_owner();
  89. }
  90. /*if (Engine::get_singleton()->is_editor_hint()) {
  91. //display above all else
  92. set_z_as_relative(false);
  93. set_z_index(VS::CANVAS_ITEM_Z_MAX - 1);
  94. }*/
  95. } break;
  96. case NOTIFICATION_ENTER_TREE: {
  97. if (parent) {
  98. _update_in_shape_owner();
  99. }
  100. } break;
  101. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  102. if (parent) {
  103. _update_in_shape_owner(true);
  104. }
  105. } break;
  106. case NOTIFICATION_UNPARENTED: {
  107. if (parent) {
  108. parent->remove_shape_owner(owner_id);
  109. }
  110. owner_id = 0;
  111. parent = NULL;
  112. } break;
  113. case NOTIFICATION_DRAW: {
  114. if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
  115. break;
  116. }
  117. int polygon_count = polygon.size();
  118. for (int i = 0; i < polygon_count; i++) {
  119. Vector2 p = polygon[i];
  120. Vector2 n = polygon[(i + 1) % polygon_count];
  121. // draw line with width <= 1, so it does not scale with zoom and break pixel exact editing
  122. draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 1);
  123. }
  124. if (polygon_count > 2) {
  125. #define DEBUG_DECOMPOSE
  126. #if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
  127. Vector<Vector<Vector2> > decomp = _decompose_in_convex();
  128. Color c(0.4, 0.9, 0.1);
  129. for (int i = 0; i < decomp.size(); i++) {
  130. c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
  131. draw_colored_polygon(decomp[i], c);
  132. }
  133. #else
  134. draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color());
  135. #endif
  136. }
  137. if (one_way_collision) {
  138. Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
  139. dcol.a = 1.0;
  140. Vector2 line_to(0, 20);
  141. draw_line(Vector2(), line_to, dcol, 3);
  142. Vector<Vector2> pts;
  143. float tsize = 8;
  144. pts.push_back(line_to + (Vector2(0, tsize)));
  145. pts.push_back(line_to + (Vector2(Math_SQRT12 * tsize, 0)));
  146. pts.push_back(line_to + (Vector2(-Math_SQRT12 * tsize, 0)));
  147. Vector<Color> cols;
  148. for (int i = 0; i < 3; i++)
  149. cols.push_back(dcol);
  150. draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
  151. }
  152. } break;
  153. }
  154. }
  155. void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
  156. polygon = p_polygon;
  157. {
  158. for (int i = 0; i < polygon.size(); i++) {
  159. if (i == 0)
  160. aabb = Rect2(polygon[i], Size2());
  161. else
  162. aabb.expand_to(polygon[i]);
  163. }
  164. if (aabb == Rect2()) {
  165. aabb = Rect2(-10, -10, 20, 20);
  166. } else {
  167. aabb.position -= aabb.size * 0.3;
  168. aabb.size += aabb.size * 0.6;
  169. }
  170. }
  171. if (parent) {
  172. _build_polygon();
  173. _update_in_shape_owner();
  174. }
  175. update();
  176. update_configuration_warning();
  177. }
  178. Vector<Point2> CollisionPolygon2D::get_polygon() const {
  179. return polygon;
  180. }
  181. void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
  182. ERR_FAIL_INDEX((int)p_mode, 2);
  183. build_mode = p_mode;
  184. if (parent) {
  185. _build_polygon();
  186. _update_in_shape_owner();
  187. }
  188. update();
  189. update_configuration_warning();
  190. }
  191. CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
  192. return build_mode;
  193. }
  194. #ifdef TOOLS_ENABLED
  195. Rect2 CollisionPolygon2D::_edit_get_rect() const {
  196. return aabb;
  197. }
  198. bool CollisionPolygon2D::_edit_use_rect() const {
  199. return true;
  200. }
  201. bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  202. return Geometry::is_point_in_polygon(p_point, Variant(polygon));
  203. }
  204. #endif
  205. String CollisionPolygon2D::get_configuration_warning() const {
  206. String warning = Node2D::get_configuration_warning();
  207. if (!Object::cast_to<CollisionObject2D>(get_parent())) {
  208. if (warning != String()) {
  209. warning += "\n\n";
  210. }
  211. warning += 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.");
  212. }
  213. int polygon_count = polygon.size();
  214. if (polygon_count == 0) {
  215. if (!warning.empty()) {
  216. warning += "\n\n";
  217. }
  218. warning += TTR("An empty CollisionPolygon2D has no effect on collision.");
  219. } else {
  220. bool solids = build_mode == BUILD_SOLIDS;
  221. if (solids) {
  222. if (polygon_count < 3) {
  223. if (!warning.empty()) {
  224. warning += "\n\n";
  225. }
  226. warning += TTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode.");
  227. }
  228. } else if (polygon_count < 2) {
  229. if (!warning.empty()) {
  230. warning += "\n\n";
  231. }
  232. warning += TTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode.");
  233. }
  234. }
  235. return warning;
  236. }
  237. void CollisionPolygon2D::set_disabled(bool p_disabled) {
  238. disabled = p_disabled;
  239. update();
  240. if (parent) {
  241. parent->shape_owner_set_disabled(owner_id, p_disabled);
  242. }
  243. }
  244. bool CollisionPolygon2D::is_disabled() const {
  245. return disabled;
  246. }
  247. void CollisionPolygon2D::set_one_way_collision(bool p_enable) {
  248. one_way_collision = p_enable;
  249. update();
  250. if (parent) {
  251. parent->shape_owner_set_one_way_collision(owner_id, p_enable);
  252. }
  253. }
  254. bool CollisionPolygon2D::is_one_way_collision_enabled() const {
  255. return one_way_collision;
  256. }
  257. void CollisionPolygon2D::set_one_way_collision_margin(float p_margin) {
  258. one_way_collision_margin = p_margin;
  259. if (parent) {
  260. parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
  261. }
  262. }
  263. float CollisionPolygon2D::get_one_way_collision_margin() const {
  264. return one_way_collision_margin;
  265. }
  266. void CollisionPolygon2D::_bind_methods() {
  267. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
  268. ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon);
  269. ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
  270. ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
  271. ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled);
  272. ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled);
  273. ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision);
  274. ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled);
  275. ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin);
  276. ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin);
  277. ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
  278. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  279. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
  280. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
  281. ADD_PROPERTY(PropertyInfo(Variant::REAL, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1"), "set_one_way_collision_margin", "get_one_way_collision_margin");
  282. BIND_ENUM_CONSTANT(BUILD_SOLIDS);
  283. BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
  284. }
  285. CollisionPolygon2D::CollisionPolygon2D() {
  286. aabb = Rect2(-10, -10, 20, 20);
  287. build_mode = BUILD_SOLIDS;
  288. set_notify_local_transform(true);
  289. parent = NULL;
  290. owner_id = 0;
  291. disabled = false;
  292. one_way_collision = false;
  293. one_way_collision_margin = 1.0;
  294. }