/**************************************************************************/ /* world_boundary_shape_2d.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 "world_boundary_shape_2d.h" #include "core/math/geometry_2d.h" #include "servers/physics_server_2d.h" #include "servers/rendering_server.h" 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 } }; 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) { return true; } } return false; } void WorldBoundaryShape2D::_update_shape() { Array arr; arr.push_back(normal); arr.push_back(distance); PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), arr); emit_changed(); } 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; } normal = p_normal; _update_shape(); } void WorldBoundaryShape2D::set_distance(real_t p_distance) { if (distance == p_distance) { return; } distance = p_distance; _update_shape(); } Vector2 WorldBoundaryShape2D::get_normal() const { return normal; } real_t WorldBoundaryShape2D::get_distance() const { return distance; } 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 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 { 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); ClassDB::bind_method(D_METHOD("set_distance", "distance"), &WorldBoundaryShape2D::set_distance); ClassDB::bind_method(D_METHOD("get_distance"), &WorldBoundaryShape2D::get_distance); 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"); } WorldBoundaryShape2D::WorldBoundaryShape2D() : Shape2D(PhysicsServer2D::get_singleton()->world_boundary_shape_create()) { _update_shape(); }