2016-06-18 14:46:12 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
									
										
										
										
											2020-03-26 18:49:16 -03:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								/*  collision_polygon_3d.cpp                                             */ 
							 
						 
					
						
							
								
									
										
										
										
											2016-06-18 14:46:12 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                       This file is part of:                           */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                           GODOT ENGINE                                */ 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-27 14:16:55 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								/*                      https://godotengine.org                          */ 
							 
						 
					
						
							
								
									
										
										
										
											2016-06-18 14:46:12 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
									
										
										
										
											2020-01-01 11:16:22 +01:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */ 
							 
						 
					
						
							
								
									
										
										
										
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								/*                                                                       */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/* 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.                */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
									
										
										
										
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								# include  "collision_polygon_3d.h" 
 
							 
						 
					
						
							
								
									
										
										
										
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								# include  "collision_object_3d.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "scene/resources/concave_polygon_shape_3d.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "scene/resources/convex_polygon_shape_3d.h" 
 
							 
						 
					
						
							
								
									
										
										
										
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								void  CollisionPolygon3D : : _build_polygon ( )  { 
							 
						 
					
						
							
								
									
										
										
										
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									if  ( ! parent ) 
							 
						 
					
						
							
								
									
										
										
										
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										return ; 
							 
						 
					
						
							
								
									
										
										
										
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									parent - > shape_owner_clear_shapes ( owner_id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									if  ( polygon . size ( )  = =  0 ) 
							 
						 
					
						
							
								
									
										
										
										
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										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									Vector < Vector < Vector2 > >  decomp  =  Geometry : : decompose_polygon_in_convex ( polygon ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									if  ( decomp . size ( )  = =  0 ) 
							 
						 
					
						
							
								
									
										
										
										
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										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									//here comes the sun, lalalala
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//decompose concave into multiple convex polygons and add them
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  i  =  0 ;  i  <  decomp . size ( ) ;  i + + )  { 
							 
						 
					
						
							
								
									
										
										
										
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										Ref < ConvexPolygonShape3D >  convex  =  memnew ( ConvexPolygonShape3D ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										Vector < Vector3 >  cp ; 
							 
						 
					
						
							
								
									
										
										
										
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										int  cs  =  decomp [ i ] . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										cp . resize ( cs  *  2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										{ 
							 
						 
					
						
							
								
									
										
										
										
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											Vector3  * w  =  cp . ptrw ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											int  idx  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( int  j  =  0 ;  j  <  cs ;  j + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Vector2  d  =  decomp [ i ] [ j ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												w [ idx + + ]  =  Vector3 ( d . x ,  d . y ,  depth  *  0.5 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												w [ idx + + ]  =  Vector3 ( d . x ,  d . y ,  - depth  *  0.5 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										convex - > set_points ( cp ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										parent - > shape_owner_add_shape ( owner_id ,  convex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										parent - > shape_owner_set_disabled ( owner_id ,  disabled ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
									
										
										
										
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								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  CollisionPolygon3D : : _update_in_shape_owner ( bool  p_xform_only )  { 
							 
						 
					
						
							
								
									
										
										
										
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									parent - > shape_owner_set_transform ( owner_id ,  get_transform ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_xform_only ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									parent - > shape_owner_set_disabled ( owner_id ,  disabled ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  CollisionPolygon3D : : _notification ( int  p_what )  { 
							 
						 
					
						
							
								
									
										
										
										
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									switch  ( p_what )  { 
							 
						 
					
						
							
								
									
										
										
										
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										case  NOTIFICATION_PARENTED :  { 
							 
						 
					
						
							
								
									
										
										
										
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											parent  =  Object : : cast_to < CollisionObject3D > ( get_parent ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											if  ( parent )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												owner_id  =  parent - > create_shape_owner ( this ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												_build_polygon ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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												_update_in_shape_owner ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
									
										
										
										
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										case  NOTIFICATION_ENTER_TREE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( parent )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												_update_in_shape_owner ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
									
										
										
										
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										case  NOTIFICATION_LOCAL_TRANSFORM_CHANGED :  { 
							 
						 
					
						
							
								
									
										
										
										
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											if  ( parent )  { 
							 
						 
					
						
							
								
									
										
										
										
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												_update_in_shape_owner ( true ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  NOTIFICATION_UNPARENTED :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( parent )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												parent - > remove_shape_owner ( owner_id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											} 
							 
						 
					
						
							
								
									
										
										
										
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											owner_id  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											parent  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
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										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  CollisionPolygon3D : : set_polygon ( const  Vector < Point2 >  & p_polygon )  { 
							 
						 
					
						
							
								
									
										
										
										
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									polygon  =  p_polygon ; 
							 
						 
					
						
							
								
									
										
										
										
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									if  ( parent )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										_build_polygon ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
									
										
										
										
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									update_configuration_warning ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									update_gizmo ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								Vector < Point2 >  CollisionPolygon3D : : get_polygon ( )  const  { 
							 
						 
					
						
							
								
									
										
										
										
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									return  polygon ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								AABB  CollisionPolygon3D : : get_item_rect ( )  const  { 
							 
						 
					
						
							
								
									
										
										
										
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									return  aabb ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  CollisionPolygon3D : : set_depth ( float  p_depth )  { 
							 
						 
					
						
							
								
									
										
										
										
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									depth  =  p_depth ; 
							 
						 
					
						
							
								
									
										
										
										
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									_build_polygon ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									update_gizmo ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								float  CollisionPolygon3D : : get_depth ( )  const  { 
							 
						 
					
						
							
								
									
										
										
										
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									return  depth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  CollisionPolygon3D : : set_disabled ( bool  p_disabled )  { 
							 
						 
					
						
							
								
									
										
										
										
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									disabled  =  p_disabled ; 
							 
						 
					
						
							
								
									
										
										
										
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									update_gizmo ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									if  ( parent )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										parent - > shape_owner_set_disabled ( owner_id ,  p_disabled ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								bool  CollisionPolygon3D : : is_disabled ( )  const  { 
							 
						 
					
						
							
								
									
										
										
										
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									return  disabled ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								String  CollisionPolygon3D : : get_configuration_warning ( )  const  { 
							 
						 
					
						
							
								
									
										
										
										
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									if  ( ! Object : : cast_to < CollisionObject3D > ( get_parent ( ) ) )  { 
							 
						 
					
						
							
								
									
										
										
										
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										return  TTR ( " CollisionPolygon3D only serves to provide a collision shape to a CollisionObject3D derived node. Please only use it as a child of Area3D, StaticBody3D, RigidBody3D, KinematicBody3D, etc. to give them a shape. " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( polygon . empty ( ) )  { 
							 
						 
					
						
							
								
									
										
										
										
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										return  TTR ( " An empty CollisionPolygon3D has no effect on collision. " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  String ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
									
										
										
										
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								bool  CollisionPolygon3D : : _is_editable_3d_polygon ( )  const  { 
							 
						 
					
						
							
								
									
										
										
										
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									return  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
									
										
										
										
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								void  CollisionPolygon3D : : _bind_methods ( )  { 
							 
						 
					
						
							
								
									
										
										
										
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									ClassDB : : bind_method ( D_METHOD ( " set_depth " ,  " depth " ) ,  & CollisionPolygon3D : : set_depth ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " get_depth " ) ,  & CollisionPolygon3D : : get_depth ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									ClassDB : : bind_method ( D_METHOD ( " set_polygon " ,  " polygon " ) ,  & CollisionPolygon3D : : set_polygon ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " get_polygon " ) ,  & CollisionPolygon3D : : get_polygon ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									ClassDB : : bind_method ( D_METHOD ( " set_disabled " ,  " disabled " ) ,  & CollisionPolygon3D : : set_disabled ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ClassDB : : bind_method ( D_METHOD ( " is_disabled " ) ,  & CollisionPolygon3D : : is_disabled ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									ClassDB : : bind_method ( D_METHOD ( " _is_editable_3d_polygon " ) ,  & CollisionPolygon3D : : _is_editable_3d_polygon ) ; 
							 
						 
					
						
							
								
									
										
										
										
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												Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
											 
										 
										
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									ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT ,  " depth " ) ,  " set_depth " ,  " get_depth " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL ,  " disabled " ) ,  " set_disabled " ,  " is_disabled " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									ADD_PROPERTY ( PropertyInfo ( Variant : : PACKED_VECTOR2_ARRAY ,  " polygon " ) ,  " set_polygon " ,  " get_polygon " ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								CollisionPolygon3D : : CollisionPolygon3D ( )  { 
							 
						 
					
						
							
								
									
										
										
										
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									aabb  =  AABB ( Vector3 ( - 1 ,  - 1 ,  - 1 ) ,  Vector3 ( 2 ,  2 ,  2 ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
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									depth  =  1.0 ; 
							 
						 
					
						
							
								
									
										
										
										
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									set_notify_local_transform ( true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									parent  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									owner_id  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									disabled  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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								}