/**************************************************************************/ /* collision_polygon_3d_gizmo_plugin.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "collision_polygon_3d_gizmo_plugin.h" #include "core/math/geometry_2d.h" #include "scene/3d/physics/collision_polygon_3d.h" CollisionPolygon3DGizmoPlugin::CollisionPolygon3DGizmoPlugin() { create_collision_material("shape_material", 2.0); create_collision_material("shape_material_arraymesh", 0.0625); create_collision_material("shape_material_disabled", 0.0625); create_collision_material("shape_material_arraymesh_disabled", 0.015625); } void CollisionPolygon3DGizmoPlugin::create_collision_material(const String &p_name, float p_alpha) { Vector> mats; const Color collision_color(1.0, 1.0, 1.0, p_alpha); for (int i = 0; i < 4; i++) { bool instantiated = i < 2; Ref material; material.instantiate(); Color color = collision_color; color.a *= instantiated ? 0.25 : 1.0; material->set_albedo(color); material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1); material->set_cull_mode(StandardMaterial3D::CULL_BACK); material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true); mats.push_back(material); } materials[p_name] = mats; } bool CollisionPolygon3DGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String CollisionPolygon3DGizmoPlugin::get_gizmo_name() const { return "CollisionPolygon3D"; } int CollisionPolygon3DGizmoPlugin::get_priority() const { return -1; } void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { CollisionPolygon3D *polygon = Object::cast_to(p_gizmo->get_node_3d()); p_gizmo->clear(); const Ref material = get_material(!polygon->is_disabled() ? "shape_material" : "shape_material_disabled", p_gizmo); const Ref material_arraymesh = get_material(!polygon->is_disabled() ? "shape_material_arraymesh" : "shape_material_arraymesh_disabled", p_gizmo); const Color collision_color = polygon->is_disabled() ? Color(1.0, 1.0, 1.0, 0.75) : polygon->get_debug_color(); Vector points = polygon->get_polygon(); float depth = polygon->get_depth() * 0.5; Vector lines; for (int i = 0; i < points.size(); i++) { int n = (i + 1) % points.size(); lines.push_back(Vector3(points[i].x, points[i].y, depth)); lines.push_back(Vector3(points[n].x, points[n].y, depth)); lines.push_back(Vector3(points[i].x, points[i].y, -depth)); lines.push_back(Vector3(points[n].x, points[n].y, -depth)); lines.push_back(Vector3(points[i].x, points[i].y, depth)); lines.push_back(Vector3(points[i].x, points[i].y, -depth)); } if (polygon->get_debug_fill_enabled()) { Ref array_mesh; array_mesh.instantiate(); Vector verts; Vector colors; Vector indices; // Determine orientation of the 2D polygon's vertices to determine // which direction to draw outer polygons. float signed_area = 0.0f; for (int i = 0; i < points.size(); i++) { const int j = (i + 1) % points.size(); signed_area += points[i].x * points[j].y - points[j].x * points[i].y; } // Generate triangles for the sides of the extruded polygon. for (int i = 0; i < points.size(); i++) { verts.push_back(Vector3(points[i].x, points[i].y, depth)); verts.push_back(Vector3(points[i].x, points[i].y, -depth)); colors.push_back(collision_color); colors.push_back(collision_color); } for (int i = 0; i < verts.size(); i += 2) { const int j = (i + 1) % verts.size(); const int k = (i + 2) % verts.size(); const int l = (i + 3) % verts.size(); indices.push_back(i); if (signed_area < 0) { indices.push_back(j); indices.push_back(k); } else { indices.push_back(k); indices.push_back(j); } indices.push_back(j); if (signed_area < 0) { indices.push_back(l); indices.push_back(k); } else { indices.push_back(k); indices.push_back(l); } } Vector> decomp = Geometry2D::decompose_polygon_in_convex(polygon->get_polygon()); // Generate triangles for the bottom cap of the extruded polygon. for (int i = 0; i < decomp.size(); i++) { Vector cap_verts_bottom; Vector cap_colours_bottom; Vector cap_indices_bottom; const int index_offset = verts.size(); const Vector &convex = decomp[i]; for (int j = 0; j < convex.size(); j++) { cap_verts_bottom.push_back(Vector3(convex[j].x, convex[j].y, -depth)); cap_colours_bottom.push_back(collision_color); } if (convex.size() >= 3) { for (int j = 1; j < convex.size(); j++) { const int k = (j + 1) % convex.size(); cap_indices_bottom.push_back(index_offset + 0); cap_indices_bottom.push_back(index_offset + j); cap_indices_bottom.push_back(index_offset + k); } } verts.append_array(cap_verts_bottom); colors.append_array(cap_colours_bottom); indices.append_array(cap_indices_bottom); } // Generate triangles for the top cap of the extruded polygon. for (int i = 0; i < decomp.size(); i++) { Vector cap_verts_top; Vector cap_colours_top; Vector cap_indices_top; const int index_offset = verts.size(); const Vector &convex = decomp[i]; for (int j = 0; j < convex.size(); j++) { cap_verts_top.push_back(Vector3(convex[j].x, convex[j].y, depth)); cap_colours_top.push_back(collision_color); } if (convex.size() >= 3) { for (int j = 1; j < convex.size(); j++) { const int k = (j + 1) % convex.size(); cap_indices_top.push_back(index_offset + k); cap_indices_top.push_back(index_offset + j); cap_indices_top.push_back(index_offset + 0); } } verts.append_array(cap_verts_top); colors.append_array(cap_colours_top); indices.append_array(cap_indices_top); } Array a; a.resize(Mesh::ARRAY_MAX); a[RS::ARRAY_VERTEX] = verts; a[RS::ARRAY_COLOR] = colors; a[RS::ARRAY_INDEX] = indices; array_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a); p_gizmo->add_mesh(array_mesh, material_arraymesh); } p_gizmo->add_lines(lines, material, false, collision_color); p_gizmo->add_collision_segments(lines); }