void CollisionPolygon2D::_add_to_collision_object(Object *p_obj) {

	if (unparenting)
		return;

	CollisionObject2D *co = p_obj->cast_to<CollisionObject2D>();
	ERR_FAIL_COND(!co);

	if (polygon.size()==0)
		return;

	bool solids=build_mode==BUILD_SOLIDS;

	if (solids) {

		//here comes the sun, lalalala
		//decompose concave into multiple convex polygons and add them
		Vector< Vector<Vector2> > decomp = Geometry::decompose_polygon(polygon);
		for(int i=0;i<decomp.size();i++) {
			Ref<ConvexPolygonShape2D> convex = memnew( ConvexPolygonShape2D );
			convex->set_points(decomp[i]);
			co->add_shape(convex,get_transform());
			if (trigger)
				co->set_shape_as_trigger(co->get_shape_count()-1,true);

		}

	} else {

		Ref<ConcavePolygonShape2D> concave = memnew( ConcavePolygonShape2D );

		DVector<Vector2> segments;
		segments.resize(polygon.size()*2);
		DVector<Vector2>::Write w=segments.write();

		for(int i=0;i<polygon.size();i++) {
			w[(i<<1)+0]=polygon[i];
			w[(i<<1)+1]=polygon[(i+1)%polygon.size()];
		}

		w=DVector<Vector2>::Write();
		concave->set_segments(segments);

		co->add_shape(concave,get_transform());
		if (trigger)
			co->set_shape_as_trigger(co->get_shape_count()-1,true);

	}


	//co->add_shape(shape,get_transform());
}
Beispiel #2
0
void CollisionShape2D::_add_to_collision_object(Object *p_obj) {

    if (unparenting)
        return;

    CollisionObject2D *co = p_obj->cast_to<CollisionObject2D>();
    ERR_FAIL_COND(!co);
    update_shape_index=co->get_shape_count();
    co->add_shape(shape,get_transform());
    if (trigger)
        co->set_shape_as_trigger(co->get_shape_count()-1,true);


}