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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "core/math/geometry_2d.h"
  32. #include "scene/2d/physics/area_2d.h"
  33. #include "scene/2d/physics/collision_object_2d.h"
  34. #include "scene/resources/2d/concave_polygon_shape_2d.h"
  35. #include "scene/resources/2d/convex_polygon_shape_2d.h"
  36. void CollisionPolygon2D::_build_polygon() {
  37. collision_object->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. collision_object->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. Vector<Vector2> segments;
  57. segments.resize(polygon.size() * 2);
  58. Vector2 *w = segments.ptrw();
  59. for (int i = 0; i < polygon.size(); i++) {
  60. w[(i << 1) + 0] = polygon[i];
  61. w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()];
  62. }
  63. concave->set_segments(segments);
  64. collision_object->shape_owner_add_shape(owner_id, concave);
  65. }
  66. }
  67. Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() {
  68. Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon);
  69. return decomp;
  70. }
  71. void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) {
  72. collision_object->shape_owner_set_transform(owner_id, get_transform());
  73. if (p_xform_only) {
  74. return;
  75. }
  76. collision_object->shape_owner_set_disabled(owner_id, disabled);
  77. collision_object->shape_owner_set_one_way_collision(owner_id, one_way_collision);
  78. collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
  79. }
  80. void CollisionPolygon2D::_notification(int p_what) {
  81. switch (p_what) {
  82. case NOTIFICATION_PARENTED: {
  83. collision_object = Object::cast_to<CollisionObject2D>(get_parent());
  84. if (collision_object) {
  85. owner_id = collision_object->create_shape_owner(this);
  86. _build_polygon();
  87. _update_in_shape_owner();
  88. }
  89. } break;
  90. case NOTIFICATION_ENTER_TREE: {
  91. if (collision_object) {
  92. _update_in_shape_owner();
  93. }
  94. } break;
  95. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  96. if (collision_object) {
  97. _update_in_shape_owner(true);
  98. }
  99. } break;
  100. case NOTIFICATION_UNPARENTED: {
  101. if (collision_object) {
  102. collision_object->remove_shape_owner(owner_id);
  103. }
  104. owner_id = 0;
  105. collision_object = nullptr;
  106. } break;
  107. case NOTIFICATION_DRAW: {
  108. ERR_FAIL_COND(!is_inside_tree());
  109. if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
  110. break;
  111. }
  112. if (polygon.size() > 2) {
  113. #ifdef TOOLS_ENABLED
  114. if (build_mode == BUILD_SOLIDS) {
  115. Vector<Vector<Vector2>> decomp = _decompose_in_convex();
  116. Color c(0.4, 0.9, 0.1);
  117. for (int i = 0; i < decomp.size(); i++) {
  118. c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
  119. draw_colored_polygon(decomp[i], c);
  120. }
  121. }
  122. #endif
  123. const Color stroke_color = get_tree()->get_debug_collisions_color();
  124. draw_polyline(polygon, stroke_color);
  125. // Draw the last segment.
  126. draw_line(polygon[polygon.size() - 1], polygon[0], stroke_color);
  127. }
  128. if (one_way_collision) {
  129. Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
  130. dcol.a = 1.0;
  131. Vector2 line_to(0, 20);
  132. draw_line(Vector2(), line_to, dcol, 3);
  133. real_t tsize = 8;
  134. Vector<Vector2> pts = {
  135. line_to + Vector2(0, tsize),
  136. line_to + Vector2(Math_SQRT12 * tsize, 0),
  137. line_to + Vector2(-Math_SQRT12 * tsize, 0)
  138. };
  139. Vector<Color> cols{ dcol, dcol, dcol };
  140. draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
  141. }
  142. } break;
  143. }
  144. }
  145. void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
  146. polygon = p_polygon;
  147. {
  148. for (int i = 0; i < polygon.size(); i++) {
  149. if (i == 0) {
  150. aabb = Rect2(polygon[i], Size2());
  151. } else {
  152. aabb.expand_to(polygon[i]);
  153. }
  154. }
  155. if (aabb == Rect2()) {
  156. aabb = Rect2(-10, -10, 20, 20);
  157. } else {
  158. aabb.position -= aabb.size * 0.3;
  159. aabb.size += aabb.size * 0.6;
  160. }
  161. }
  162. if (collision_object) {
  163. _build_polygon();
  164. _update_in_shape_owner();
  165. }
  166. queue_redraw();
  167. update_configuration_warnings();
  168. }
  169. Vector<Point2> CollisionPolygon2D::get_polygon() const {
  170. return polygon;
  171. }
  172. void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
  173. ERR_FAIL_INDEX((int)p_mode, 2);
  174. build_mode = p_mode;
  175. if (collision_object) {
  176. _build_polygon();
  177. _update_in_shape_owner();
  178. }
  179. queue_redraw();
  180. update_configuration_warnings();
  181. }
  182. CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
  183. return build_mode;
  184. }
  185. #ifdef DEBUG_ENABLED
  186. Rect2 CollisionPolygon2D::_edit_get_rect() const {
  187. return aabb;
  188. }
  189. bool CollisionPolygon2D::_edit_use_rect() const {
  190. return true;
  191. }
  192. bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  193. return Geometry2D::is_point_in_polygon(p_point, Variant(polygon));
  194. }
  195. #endif
  196. PackedStringArray CollisionPolygon2D::get_configuration_warnings() const {
  197. PackedStringArray warnings = Node2D::get_configuration_warnings();
  198. if (!Object::cast_to<CollisionObject2D>(get_parent())) {
  199. warnings.push_back(RTR("CollisionPolygon2D only serves to provide a collision shape to a CollisionObject2D derived node. Please only use it as a child of Area2D, StaticBody2D, RigidBody2D, CharacterBody2D, etc. to give them a shape."));
  200. }
  201. int polygon_count = polygon.size();
  202. if (polygon_count == 0) {
  203. warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision."));
  204. } else {
  205. bool solids = build_mode == BUILD_SOLIDS;
  206. if (solids) {
  207. if (polygon_count < 3) {
  208. warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode."));
  209. }
  210. } else if (polygon_count < 2) {
  211. warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode."));
  212. }
  213. }
  214. if (one_way_collision && Object::cast_to<Area2D>(get_parent())) {
  215. warnings.push_back(RTR("The One Way Collision property will be ignored when the collision object is an Area2D."));
  216. }
  217. return warnings;
  218. }
  219. void CollisionPolygon2D::set_disabled(bool p_disabled) {
  220. disabled = p_disabled;
  221. queue_redraw();
  222. if (collision_object) {
  223. collision_object->shape_owner_set_disabled(owner_id, p_disabled);
  224. }
  225. }
  226. bool CollisionPolygon2D::is_disabled() const {
  227. return disabled;
  228. }
  229. void CollisionPolygon2D::set_one_way_collision(bool p_enable) {
  230. one_way_collision = p_enable;
  231. queue_redraw();
  232. if (collision_object) {
  233. collision_object->shape_owner_set_one_way_collision(owner_id, p_enable);
  234. }
  235. update_configuration_warnings();
  236. }
  237. bool CollisionPolygon2D::is_one_way_collision_enabled() const {
  238. return one_way_collision;
  239. }
  240. void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) {
  241. one_way_collision_margin = p_margin;
  242. if (collision_object) {
  243. collision_object->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
  244. }
  245. }
  246. real_t CollisionPolygon2D::get_one_way_collision_margin() const {
  247. return one_way_collision_margin;
  248. }
  249. void CollisionPolygon2D::_bind_methods() {
  250. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
  251. ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon);
  252. ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
  253. ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
  254. ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled);
  255. ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled);
  256. ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision);
  257. ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled);
  258. ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin);
  259. ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin);
  260. ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
  261. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  262. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
  263. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
  264. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "one_way_collision_margin", PROPERTY_HINT_RANGE, "0,128,0.1,suffix:px"), "set_one_way_collision_margin", "get_one_way_collision_margin");
  265. BIND_ENUM_CONSTANT(BUILD_SOLIDS);
  266. BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
  267. }
  268. CollisionPolygon2D::CollisionPolygon2D() {
  269. set_notify_local_transform(true);
  270. set_hide_clip_children(true);
  271. }