virtualx-engine/scene/resources/2d/world_boundary_shape_2d.cpp

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/**************************************************************************/
/* world_boundary_shape_2d.cpp */
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/**************************************************************************/
/* 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 "world_boundary_shape_2d.h"
#include "core/math/geometry_2d.h"
#include "servers/physics_server_2d.h"
#include "servers/rendering_server.h"
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bool WorldBoundaryShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
Vector2 point = distance * normal;
Vector2 l[2][2] = { { point - normal.orthogonal() * 100, point + normal.orthogonal() * 100 }, { point, point + normal * 30 } };
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for (int i = 0; i < 2; i++) {
Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]);
if (p_point.distance_to(closest) < p_tolerance) {
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return true;
}
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}
return false;
}
void WorldBoundaryShape2D::_update_shape() {
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Array arr;
arr.push_back(normal);
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arr.push_back(distance);
PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), arr);
emit_changed();
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}
void WorldBoundaryShape2D::set_normal(const Vector2 &p_normal) {
// Can be non-unit but prevent zero.
ERR_FAIL_COND(p_normal.is_zero_approx());
if (normal == p_normal) {
return;
}
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normal = p_normal;
_update_shape();
}
void WorldBoundaryShape2D::set_distance(real_t p_distance) {
if (distance == p_distance) {
return;
}
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distance = p_distance;
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_update_shape();
}
Vector2 WorldBoundaryShape2D::get_normal() const {
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return normal;
}
real_t WorldBoundaryShape2D::get_distance() const {
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return distance;
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}
void WorldBoundaryShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector2 point = distance * normal;
real_t line_width = 3.0;
// Draw collision shape line.
PackedVector2Array line_points = {
point - normal.orthogonal() * 100,
point - normal.orthogonal() * 60,
point + normal.orthogonal() * 60,
point + normal.orthogonal() * 100
};
Color transparent_color = Color(p_color, 0);
PackedColorArray line_colors = {
transparent_color,
p_color,
p_color,
transparent_color
};
RS::get_singleton()->canvas_item_add_polyline(p_to_rid, line_points, line_colors, line_width);
// Draw arrow.
Color arrow_color = p_color.inverted();
Transform2D xf;
xf.rotate(normal.angle());
Vector<Vector2> arrow_points = {
xf.xform(Vector2(distance + line_width / 2, -2.5)),
xf.xform(Vector2(distance + 20, -2.5)),
xf.xform(Vector2(distance + 20, -10)),
xf.xform(Vector2(distance + 40, 0)),
xf.xform(Vector2(distance + 20, 10)),
xf.xform(Vector2(distance + 20, 2.5)),
xf.xform(Vector2(distance + line_width / 2, 2.5)),
};
RS::get_singleton()->canvas_item_add_polyline(p_to_rid, arrow_points, { arrow_color }, line_width / 2);
}
Rect2 WorldBoundaryShape2D::get_rect() const {
Vector2 point = distance * normal;
Vector2 l1[2] = { point - normal.orthogonal() * 100, point + normal.orthogonal() * 100 };
Vector2 l2[2] = { point, point + normal * 30 };
Rect2 rect;
rect.position = l1[0];
rect.expand_to(l1[1]);
rect.expand_to(l2[0]);
rect.expand_to(l2[1]);
return rect;
}
real_t WorldBoundaryShape2D::get_enclosing_radius() const {
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return distance;
}
void WorldBoundaryShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_normal", "normal"), &WorldBoundaryShape2D::set_normal);
ClassDB::bind_method(D_METHOD("get_normal"), &WorldBoundaryShape2D::get_normal);
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ClassDB::bind_method(D_METHOD("set_distance", "distance"), &WorldBoundaryShape2D::set_distance);
ClassDB::bind_method(D_METHOD("get_distance"), &WorldBoundaryShape2D::get_distance);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "set_normal", "get_normal");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_greater,or_less,suffix:px"), "set_distance", "get_distance");
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}
WorldBoundaryShape2D::WorldBoundaryShape2D() :
Shape2D(PhysicsServer2D::get_singleton()->world_boundary_shape_create()) {
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_update_shape();
}