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Fix concave CollisionPolygon2D debug drawing and docs
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@ -4,7 +4,7 @@
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A node that provides a polygon shape to a [CollisionObject2D] parent.
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</brief_description>
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<description>
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A node that provides a thickened polygon shape (a prism) to a [CollisionObject2D] parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an [Area2D] or turn [PhysicsBody2D] into a solid object.
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A node that provides a polygon shape to a [CollisionObject2D] parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an [Area2D], turn [PhysicsBody2D] into a solid object, or give a hollow shape to a [StaticBody2D].
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[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.
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</description>
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<tutorials>
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@ -132,17 +132,16 @@ void CollisionPolygon2D::_notification(int p_what) {
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}
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if (polygon.size() > 2) {
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#define DEBUG_DECOMPOSE
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#if defined(TOOLS_ENABLED) && defined(DEBUG_DECOMPOSE)
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Vector<Vector<Vector2>> decomp = _decompose_in_convex();
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#ifdef TOOLS_ENABLED
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if (build_mode == BUILD_SOLIDS) {
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Vector<Vector<Vector2>> decomp = _decompose_in_convex();
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Color c(0.4, 0.9, 0.1);
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for (int i = 0; i < decomp.size(); i++) {
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c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
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draw_colored_polygon(decomp[i], c);
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Color c(0.4, 0.9, 0.1);
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for (int i = 0; i < decomp.size(); i++) {
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c.set_hsv(Math::fmod(c.get_h() + 0.738, 1), c.get_s(), c.get_v(), 0.5);
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draw_colored_polygon(decomp[i], c);
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}
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}
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#else
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draw_colored_polygon(polygon, get_tree()->get_debug_collisions_color());
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#endif
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const Color stroke_color = Color(0.9, 0.2, 0.0);
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