1aa2823fa3
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
88 lines
3.7 KiB
C++
88 lines
3.7 KiB
C++
/*************************************************************************/
|
|
/* world_margin_shape_3d.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* 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_margin_shape_3d.h"
|
|
|
|
#include "servers/physics_server_3d.h"
|
|
|
|
Vector<Vector3> WorldMarginShape3D::get_debug_mesh_lines() const {
|
|
Plane p = get_plane();
|
|
Vector<Vector3> points;
|
|
|
|
Vector3 n1 = p.get_any_perpendicular_normal();
|
|
Vector3 n2 = p.normal.cross(n1).normalized();
|
|
|
|
Vector3 pface[4] = {
|
|
p.normal * p.d + n1 * 10.0 + n2 * 10.0,
|
|
p.normal * p.d + n1 * 10.0 + n2 * -10.0,
|
|
p.normal * p.d + n1 * -10.0 + n2 * -10.0,
|
|
p.normal * p.d + n1 * -10.0 + n2 * 10.0,
|
|
};
|
|
|
|
points.push_back(pface[0]);
|
|
points.push_back(pface[1]);
|
|
points.push_back(pface[1]);
|
|
points.push_back(pface[2]);
|
|
points.push_back(pface[2]);
|
|
points.push_back(pface[3]);
|
|
points.push_back(pface[3]);
|
|
points.push_back(pface[0]);
|
|
points.push_back(p.normal * p.d);
|
|
points.push_back(p.normal * p.d + p.normal * 3);
|
|
|
|
return points;
|
|
}
|
|
|
|
void WorldMarginShape3D::_update_shape() {
|
|
PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), plane);
|
|
Shape3D::_update_shape();
|
|
}
|
|
|
|
void WorldMarginShape3D::set_plane(Plane p_plane) {
|
|
plane = p_plane;
|
|
_update_shape();
|
|
notify_change_to_owners();
|
|
}
|
|
|
|
Plane WorldMarginShape3D::get_plane() const {
|
|
return plane;
|
|
}
|
|
|
|
void WorldMarginShape3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_plane", "plane"), &WorldMarginShape3D::set_plane);
|
|
ClassDB::bind_method(D_METHOD("get_plane"), &WorldMarginShape3D::get_plane);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::PLANE, "plane"), "set_plane", "get_plane");
|
|
}
|
|
|
|
WorldMarginShape3D::WorldMarginShape3D() :
|
|
Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_PLANE)) {
|
|
set_plane(Plane(0, 1, 0, 0));
|
|
}
|