virtualx-engine/scene/resources/sphere_shape_3d.cpp

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/*************************************************************************/
/* sphere_shape_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "sphere_shape_3d.h"
#include "servers/physics_server_3d.h"
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Vector<Vector3> SphereShape3D::get_debug_mesh_lines() const {
float r = get_radius();
Vector<Vector3> points;
for (int i = 0; i <= 360; i++) {
float ra = Math::deg2rad((float)i);
float rb = Math::deg2rad((float)i + 1);
Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
points.push_back(Vector3(a.x, 0, a.y));
points.push_back(Vector3(b.x, 0, b.y));
points.push_back(Vector3(0, a.x, a.y));
points.push_back(Vector3(0, b.x, b.y));
points.push_back(Vector3(a.x, a.y, 0));
points.push_back(Vector3(b.x, b.y, 0));
}
return points;
}
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real_t SphereShape3D::get_enclosing_radius() const {
return radius;
}
void SphereShape3D::_update_shape() {
PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), radius);
Shape3D::_update_shape();
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}
void SphereShape3D::set_radius(float p_radius) {
radius = p_radius;
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_update_shape();
notify_change_to_owners();
}
float SphereShape3D::get_radius() const {
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return radius;
}
void SphereShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape3D::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape3D::get_radius);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0,4096,0.001"), "set_radius", "get_radius");
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}
SphereShape3D::SphereShape3D() :
Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_SPHERE)) {
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set_radius(1.0);
}