/**************************************************************************/ /* cylinder_shape_3d.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_3d.h" #include "servers/physics_server_3d.h" Vector CylinderShape3D::get_debug_mesh_lines() const { float c_radius = get_radius(); float c_height = get_height(); Vector points; Vector3 d(0, c_height * 0.5, 0); for (int i = 0; i < 360; i++) { float ra = Math::deg_to_rad((float)i); float rb = Math::deg_to_rad((float)i + 1); Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * c_radius; Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * c_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 CylinderShape3D::get_enclosing_radius() const { return Vector2(radius, height * 0.5).length(); } void CylinderShape3D::_update_shape() { Dictionary d; d["radius"] = radius; d["height"] = height; PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d); Shape3D::_update_shape(); } void CylinderShape3D::set_radius(float p_radius) { ERR_FAIL_COND_MSG(p_radius < 0, "CylinderShape3D radius cannot be negative."); radius = p_radius; _update_shape(); emit_changed(); } float CylinderShape3D::get_radius() const { return radius; } void CylinderShape3D::set_height(float p_height) { ERR_FAIL_COND_MSG(p_height < 0, "CylinderShape3D height cannot be negative."); height = p_height; _update_shape(); emit_changed(); } float CylinderShape3D::get_height() const { return height; } void CylinderShape3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CylinderShape3D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &CylinderShape3D::get_radius); ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderShape3D::set_height); ClassDB::bind_method(D_METHOD("get_height"), &CylinderShape3D::get_height); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_radius", "get_radius"); } CylinderShape3D::CylinderShape3D() : Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CYLINDER)) { _update_shape(); }