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author | reduz <juan@okamstudio.com> | 2015-09-15 22:07:03 -0300 |
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committer | reduz <juan@okamstudio.com> | 2015-09-15 22:07:03 -0300 |
commit | 2580ca01e6b73a54def5a8f6e61d19509d3278ee (patch) | |
tree | 1cbe33b030a308a461dab8070bbe80b48c23d5c5 /scene/3d/collision_polygon.cpp | |
parent | 4773c19e6099a29fc19f566f6c590330e223c6d0 (diff) | |
download | redot-engine-2580ca01e6b73a54def5a8f6e61d19509d3278ee.tar.gz |
Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
Diffstat (limited to 'scene/3d/collision_polygon.cpp')
-rw-r--r-- | scene/3d/collision_polygon.cpp | 106 |
1 files changed, 85 insertions, 21 deletions
diff --git a/scene/3d/collision_polygon.cpp b/scene/3d/collision_polygon.cpp index 4ab1a1a1ab..c857b4851a 100644 --- a/scene/3d/collision_polygon.cpp +++ b/scene/3d/collision_polygon.cpp @@ -6,6 +6,8 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) { + if (!can_update_body) + return; CollisionObject *co = p_obj->cast_to<CollisionObject>(); ERR_FAIL_COND(!co); @@ -23,6 +25,7 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) { //here comes the sun, lalalala //decompose concave into multiple convex polygons and add them + shape_from=co->get_shape_count(); for(int i=0;i<decomp.size();i++) { Ref<ConvexPolygonShape> convex = memnew( ConvexPolygonShape ); DVector<Vector3> cp; @@ -43,6 +46,11 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) { co->add_shape(convex,get_transform()); } + shape_to=co->get_shape_count()-1; + if (shape_to<shape_from) { + shape_from=-1; + shape_to=-1; + } } else { #if 0 @@ -71,6 +79,9 @@ void CollisionPolygon::_add_to_collision_object(Object *p_obj) { void CollisionPolygon::_update_parent() { + if (!can_update_body) + return; + Node *parent = get_parent(); if (!parent) return; @@ -80,15 +91,50 @@ void CollisionPolygon::_update_parent() { co->_update_shapes_from_children(); } +void CollisionPolygon::_set_shape_range(const Vector2& p_range) { + + shape_from=p_range.x; + shape_to=p_range.y; +} + +Vector2 CollisionPolygon::_get_shape_range() const { + + return Vector2(shape_from,shape_to); +} + void CollisionPolygon::_notification(int p_what) { switch(p_what) { + case NOTIFICATION_ENTER_TREE: { + can_update_body=get_tree()->is_editor_hint(); + set_notify_local_transform(!can_update_body); + + //indicator_instance = VisualServer::get_singleton()->instance_create2(indicator,get_world()->get_scenario()); + } break; + case NOTIFICATION_EXIT_TREE: { + can_update_body=false; + set_notify_local_transform(false); + } break; case NOTIFICATION_TRANSFORM_CHANGED: { if (!is_inside_tree()) break; - _update_parent(); + if (can_update_body) { + _update_parent(); + } + + } break; + case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: { + if (!can_update_body && shape_from>=0 && shape_from>=0) { + + CollisionObject *co = get_parent()->cast_to<CollisionObject>(); + if (co) { + for(int i=shape_from;i<=shape_to;i++) { + co->set_shape_transform(i,get_transform()); + } + } + } } break; #if 0 @@ -119,29 +165,31 @@ void CollisionPolygon::_notification(int p_what) { void CollisionPolygon::set_polygon(const Vector<Point2>& p_polygon) { polygon=p_polygon; + if (can_update_body) { - for(int i=0;i<polygon.size();i++) { + for(int i=0;i<polygon.size();i++) { - Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5); + Vector3 p1(polygon[i].x,polygon[i].y,depth*0.5); - if (i==0) - aabb=AABB(p1,Vector3()); - else - aabb.expand_to(p1); + if (i==0) + aabb=AABB(p1,Vector3()); + else + aabb.expand_to(p1); - Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5); - aabb.expand_to(p2); + Vector3 p2(polygon[i].x,polygon[i].y,-depth*0.5); + aabb.expand_to(p2); - } - if (aabb==AABB()) { + } + if (aabb==AABB()) { - aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2)); - } else { - aabb.pos-=aabb.size*0.3; - aabb.size+=aabb.size*0.6; + aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2)); + } else { + aabb.pos-=aabb.size*0.3; + aabb.size+=aabb.size*0.6; + } + _update_parent(); } - _update_parent(); update_gizmo(); } @@ -154,6 +202,8 @@ void CollisionPolygon::set_build_mode(BuildMode p_mode) { ERR_FAIL_INDEX(p_mode,2); build_mode=p_mode; + if (!can_update_body) + return; _update_parent(); } @@ -170,6 +220,8 @@ AABB CollisionPolygon::get_item_rect() const { void CollisionPolygon::set_depth(float p_depth) { depth=p_depth; + if (!can_update_body) + return; _update_parent(); update_gizmo(); } @@ -183,22 +235,34 @@ float CollisionPolygon::get_depth() const { void CollisionPolygon::_bind_methods() { ObjectTypeDB::bind_method(_MD("_add_to_collision_object"),&CollisionPolygon::_add_to_collision_object); - ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon); - ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon); + + ObjectTypeDB::bind_method(_MD("set_build_mode"),&CollisionPolygon::set_build_mode); + ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode); ObjectTypeDB::bind_method(_MD("set_depth","depth"),&CollisionPolygon::set_depth); ObjectTypeDB::bind_method(_MD("get_depth"),&CollisionPolygon::get_depth); - ObjectTypeDB::bind_method(_MD("set_build_mode"),&CollisionPolygon::set_build_mode); - ObjectTypeDB::bind_method(_MD("get_build_mode"),&CollisionPolygon::get_build_mode); + ObjectTypeDB::bind_method(_MD("set_polygon","polygon"),&CollisionPolygon::set_polygon); + ObjectTypeDB::bind_method(_MD("get_polygon"),&CollisionPolygon::get_polygon); + + ObjectTypeDB::bind_method(_MD("_set_shape_range","shape_range"),&CollisionPolygon::_set_shape_range); + ObjectTypeDB::bind_method(_MD("_get_shape_range"),&CollisionPolygon::_get_shape_range); + + ObjectTypeDB::bind_method(_MD("get_collision_object_first_shape"),&CollisionPolygon::get_collision_object_first_shape); + ObjectTypeDB::bind_method(_MD("get_collision_object_last_shape"),&CollisionPolygon::get_collision_object_last_shape); ADD_PROPERTY( PropertyInfo(Variant::INT,"build_mode",PROPERTY_HINT_ENUM,"Solids,Triangles"),_SCS("set_build_mode"),_SCS("get_build_mode")); - ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon")); ADD_PROPERTY( PropertyInfo(Variant::REAL,"depth"),_SCS("set_depth"),_SCS("get_depth")); + ADD_PROPERTY( PropertyInfo(Variant::VECTOR2_ARRAY,"polygon"),_SCS("set_polygon"),_SCS("get_polygon")); + ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"shape_range",PROPERTY_HINT_NONE,"",PROPERTY_USAGE_NOEDITOR),_SCS("_set_shape_range"),_SCS("_get_shape_range")); } CollisionPolygon::CollisionPolygon() { + shape_from=-1; + shape_to=-1; + can_update_body=false; + aabb=AABB(Vector3(-1,-1,-1),Vector3(2,2,2)); build_mode=BUILD_SOLIDS; depth=1.0; |