/**************************************************************************/ /* cylinder_shape.cpp */ /**************************************************************************/ /* 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 "cylinder_shape.h" #include "servers/physics_server.h" Vector CylinderShape::get_debug_mesh_lines() { float radius = get_radius(); float height = get_height(); Vector points; Vector3 d(0, height * 0.5, 0); 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)) * radius; Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius; points.push_back(Vector3(a.x, 0, a.y) + d); points.push_back(Vector3(b.x, 0, b.y) + d); points.push_back(Vector3(a.x, 0, a.y) - d); points.push_back(Vector3(b.x, 0, b.y) - d); if (i % 90 == 0) { points.push_back(Vector3(a.x, 0, a.y) + d); points.push_back(Vector3(a.x, 0, a.y) - d); } } return points; } real_t CylinderShape::get_enclosing_radius() const { return Vector2(radius, height * 0.5).length(); } void CylinderShape::_update_shape() { Dictionary d; d["radius"] = radius; d["height"] = height; PhysicsServer::get_singleton()->shape_set_data(get_shape(), d); Shape::_update_shape(); } void CylinderShape::set_radius(float p_radius) { radius = p_radius; _update_shape(); notify_change_to_owners(); _change_notify("radius"); } float CylinderShape::get_radius() const { return radius; } void CylinderShape::set_height(float p_height) { height = p_height; _update_shape(); notify_change_to_owners(); _change_notify("height"); } float CylinderShape::get_height() const { return height; } void CylinderShape::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CylinderShape::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &CylinderShape::get_radius); ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderShape::set_height); ClassDB::bind_method(D_METHOD("get_height"), &CylinderShape::get_height); ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater"), "set_radius", "get_radius"); } CylinderShape::CylinderShape() : Shape(RID_PRIME(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CYLINDER))) { radius = 1.0; height = 2.0; _update_shape(); }