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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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/math/geometry_2d.h"
  33. #include "scene/2d/area_2d.h"
  34. #include "scene/resources/concave_polygon_shape_2d.h"
  35. #include "scene/resources/convex_polygon_shape_2d.h"
  36. #include "thirdparty/misc/polypartition.h"
  37. void CollisionPolygon2D::_build_polygon() {
  38. parent->shape_owner_clear_shapes(owner_id);
  39. bool solids = build_mode == BUILD_SOLIDS;
  40. if (solids) {
  41. if (polygon.size() < 3) {
  42. return;
  43. }
  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. for (int i = 0; i < decomp.size(); i++) {
  48. Ref<ConvexPolygonShape2D> convex = memnew(ConvexPolygonShape2D);
  49. convex->set_points(decomp[i]);
  50. parent->shape_owner_add_shape(owner_id, convex);
  51. }
  52. } else {
  53. if (polygon.size() < 2) {
  54. return;
  55. }
  56. Ref<ConcavePolygonShape2D> concave = memnew(ConcavePolygonShape2D);
  57. Vector<Vector2> segments;
  58. segments.resize(polygon.size() * 2);
  59. Vector2 *w = segments.ptrw();
  60. for (int i = 0; i < polygon.size(); i++) {
  61. w[(i << 1) + 0] = polygon[i];
  62. w[(i << 1) + 1] = polygon[(i + 1) % polygon.size()];
  63. }
  64. concave->set_segments(segments);
  65. parent->shape_owner_add_shape(owner_id, concave);
  66. }
  67. }
  68. Vector<Vector<Vector2>> CollisionPolygon2D::_decompose_in_convex() {
  69. Vector<Vector<Vector2>> decomp = Geometry2D::decompose_polygon_in_convex(polygon);
  70. return decomp;
  71. }
  72. void CollisionPolygon2D::_update_in_shape_owner(bool p_xform_only) {
  73. parent->shape_owner_set_transform(owner_id, get_transform());
  74. if (p_xform_only) {
  75. return;
  76. }
  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. } break;
  91. case NOTIFICATION_ENTER_TREE: {
  92. if (parent) {
  93. _update_in_shape_owner();
  94. }
  95. } break;
  96. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  97. if (parent) {
  98. _update_in_shape_owner(true);
  99. }
  100. } break;
  101. case NOTIFICATION_UNPARENTED: {
  102. if (parent) {
  103. parent->remove_shape_owner(owner_id);
  104. }
  105. owner_id = 0;
  106. parent = nullptr;
  107. } break;
  108. case NOTIFICATION_DRAW: {
  109. ERR_FAIL_COND(!is_inside_tree());
  110. if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
  111. break;
  112. }
  113. int polygon_count = polygon.size();
  114. for (int i = 0; i < polygon_count; i++) {
  115. Vector2 p = polygon[i];
  116. Vector2 n = polygon[(i + 1) % polygon_count];
  117. // draw line with width <= 1, so it does not scale with zoom and break pixel exact editing
  118. draw_line(p, n, Color(0.9, 0.2, 0.0, 0.8), 1);
  119. }
  120. if (polygon_count > 2) {
  121. #define DEBUG_DECOMPOSE
  122. #if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
  123. Vector<Vector<Vector2>> decomp = _decompose_in_convex();
  124. Color c(0.4, 0.9, 0.1);
  125. for (int i = 0; i < decomp.size(); i++) {
  126. c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
  127. draw_colored_polygon(decomp[i], c);
  128. }
  129. #else
  130. draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color());
  131. #endif
  132. }
  133. if (one_way_collision) {
  134. Color dcol = get_tree()->get_debug_collisions_color(); //0.9,0.2,0.2,0.4);
  135. dcol.a = 1.0;
  136. Vector2 line_to(0, 20);
  137. draw_line(Vector2(), line_to, dcol, 3);
  138. real_t tsize = 8;
  139. Vector<Vector2> pts = {
  140. line_to + Vector2(0, tsize),
  141. line_to + Vector2(Math_SQRT12 * tsize, 0),
  142. line_to + Vector2(-Math_SQRT12 * tsize, 0)
  143. };
  144. Vector<Color> cols{ dcol, dcol, dcol };
  145. draw_primitive(pts, cols, Vector<Vector2>()); //small arrow
  146. }
  147. } break;
  148. }
  149. }
  150. void CollisionPolygon2D::set_polygon(const Vector<Point2> &p_polygon) {
  151. polygon = p_polygon;
  152. {
  153. for (int i = 0; i < polygon.size(); i++) {
  154. if (i == 0) {
  155. aabb = Rect2(polygon[i], Size2());
  156. } else {
  157. aabb.expand_to(polygon[i]);
  158. }
  159. }
  160. if (aabb == Rect2()) {
  161. aabb = Rect2(-10, -10, 20, 20);
  162. } else {
  163. aabb.position -= aabb.size * 0.3;
  164. aabb.size += aabb.size * 0.6;
  165. }
  166. }
  167. if (parent) {
  168. _build_polygon();
  169. _update_in_shape_owner();
  170. }
  171. queue_redraw();
  172. update_configuration_warnings();
  173. }
  174. Vector<Point2> CollisionPolygon2D::get_polygon() const {
  175. return polygon;
  176. }
  177. void CollisionPolygon2D::set_build_mode(BuildMode p_mode) {
  178. ERR_FAIL_INDEX((int)p_mode, 2);
  179. build_mode = p_mode;
  180. if (parent) {
  181. _build_polygon();
  182. _update_in_shape_owner();
  183. }
  184. queue_redraw();
  185. update_configuration_warnings();
  186. }
  187. CollisionPolygon2D::BuildMode CollisionPolygon2D::get_build_mode() const {
  188. return build_mode;
  189. }
  190. #ifdef TOOLS_ENABLED
  191. Rect2 CollisionPolygon2D::_edit_get_rect() const {
  192. return aabb;
  193. }
  194. bool CollisionPolygon2D::_edit_use_rect() const {
  195. return true;
  196. }
  197. bool CollisionPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  198. return Geometry2D::is_point_in_polygon(p_point, Variant(polygon));
  199. }
  200. #endif
  201. TypedArray<String> CollisionPolygon2D::get_configuration_warnings() const {
  202. TypedArray<String> warnings = Node::get_configuration_warnings();
  203. if (!Object::cast_to<CollisionObject2D>(get_parent())) {
  204. 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."));
  205. }
  206. int polygon_count = polygon.size();
  207. if (polygon_count == 0) {
  208. warnings.push_back(RTR("An empty CollisionPolygon2D has no effect on collision."));
  209. } else {
  210. bool solids = build_mode == BUILD_SOLIDS;
  211. if (solids) {
  212. if (polygon_count < 3) {
  213. warnings.push_back(RTR("Invalid polygon. At least 3 points are needed in 'Solids' build mode."));
  214. }
  215. } else if (polygon_count < 2) {
  216. warnings.push_back(RTR("Invalid polygon. At least 2 points are needed in 'Segments' build mode."));
  217. }
  218. }
  219. if (one_way_collision && Object::cast_to<Area2D>(get_parent())) {
  220. warnings.push_back(RTR("The One Way Collision property will be ignored when the parent is an Area2D."));
  221. }
  222. return warnings;
  223. }
  224. void CollisionPolygon2D::set_disabled(bool p_disabled) {
  225. disabled = p_disabled;
  226. queue_redraw();
  227. if (parent) {
  228. parent->shape_owner_set_disabled(owner_id, p_disabled);
  229. }
  230. }
  231. bool CollisionPolygon2D::is_disabled() const {
  232. return disabled;
  233. }
  234. void CollisionPolygon2D::set_one_way_collision(bool p_enable) {
  235. one_way_collision = p_enable;
  236. queue_redraw();
  237. if (parent) {
  238. parent->shape_owner_set_one_way_collision(owner_id, p_enable);
  239. }
  240. update_configuration_warnings();
  241. }
  242. bool CollisionPolygon2D::is_one_way_collision_enabled() const {
  243. return one_way_collision;
  244. }
  245. void CollisionPolygon2D::set_one_way_collision_margin(real_t p_margin) {
  246. one_way_collision_margin = p_margin;
  247. if (parent) {
  248. parent->shape_owner_set_one_way_collision_margin(owner_id, one_way_collision_margin);
  249. }
  250. }
  251. real_t CollisionPolygon2D::get_one_way_collision_margin() const {
  252. return one_way_collision_margin;
  253. }
  254. void CollisionPolygon2D::_bind_methods() {
  255. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CollisionPolygon2D::set_polygon);
  256. ClassDB::bind_method(D_METHOD("get_polygon"), &CollisionPolygon2D::get_polygon);
  257. ClassDB::bind_method(D_METHOD("set_build_mode", "build_mode"), &CollisionPolygon2D::set_build_mode);
  258. ClassDB::bind_method(D_METHOD("get_build_mode"), &CollisionPolygon2D::get_build_mode);
  259. ClassDB::bind_method(D_METHOD("set_disabled", "disabled"), &CollisionPolygon2D::set_disabled);
  260. ClassDB::bind_method(D_METHOD("is_disabled"), &CollisionPolygon2D::is_disabled);
  261. ClassDB::bind_method(D_METHOD("set_one_way_collision", "enabled"), &CollisionPolygon2D::set_one_way_collision);
  262. ClassDB::bind_method(D_METHOD("is_one_way_collision_enabled"), &CollisionPolygon2D::is_one_way_collision_enabled);
  263. ClassDB::bind_method(D_METHOD("set_one_way_collision_margin", "margin"), &CollisionPolygon2D::set_one_way_collision_margin);
  264. ClassDB::bind_method(D_METHOD("get_one_way_collision_margin"), &CollisionPolygon2D::get_one_way_collision_margin);
  265. ADD_PROPERTY(PropertyInfo(Variant::INT, "build_mode", PROPERTY_HINT_ENUM, "Solids,Segments"), "set_build_mode", "get_build_mode");
  266. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  267. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disabled"), "set_disabled", "is_disabled");
  268. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "one_way_collision"), "set_one_way_collision", "is_one_way_collision_enabled");
  269. 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");
  270. BIND_ENUM_CONSTANT(BUILD_SOLIDS);
  271. BIND_ENUM_CONSTANT(BUILD_SEGMENTS);
  272. }
  273. CollisionPolygon2D::CollisionPolygon2D() {
  274. set_notify_local_transform(true);
  275. }