virtualx-engine/scene/resources/rectangle_shape_2d.cpp
PouleyKetchoupp c4b116cff7 Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:52:50 -07:00

90 lines
3.9 KiB
C++

/*************************************************************************/
/* rectangle_shape_2d.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 */
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/*************************************************************************/
#include "rectangle_shape_2d.h"
#include "servers/physics_server_2d.h"
#include "servers/rendering_server.h"
void RectangleShape2D::_update_shape() {
PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), size * 0.5);
emit_changed();
}
void RectangleShape2D::set_size(const Vector2 &p_size) {
size = p_size;
_update_shape();
}
Vector2 RectangleShape2D::get_size() const {
return size;
}
void RectangleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
RenderingServer::get_singleton()->canvas_item_add_rect(p_to_rid, Rect2(-size * 0.5, size), p_color);
if (is_collision_outline_enabled()) {
// Draw an outlined rectangle to make individual shapes easier to distinguish.
Vector<Vector2> stroke_points;
stroke_points.resize(5);
stroke_points.write[0] = -size * 0.5;
stroke_points.write[1] = Vector2(size.x, -size.y) * 0.5;
stroke_points.write[2] = size * 0.5;
stroke_points.write[3] = Vector2(-size.x, size.y) * 0.5;
stroke_points.write[4] = -size * 0.5;
Vector<Color> stroke_colors;
stroke_colors.resize(5);
for (int i = 0; i < 5; i++) {
stroke_colors.write[i] = (p_color);
}
RenderingServer::get_singleton()->canvas_item_add_polyline(p_to_rid, stroke_points, stroke_colors);
}
}
Rect2 RectangleShape2D::get_rect() const {
return Rect2(-size * 0.5, size);
}
real_t RectangleShape2D::get_enclosing_radius() const {
return size.length() / 2;
}
void RectangleShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_size", "size"), &RectangleShape2D::set_size);
ClassDB::bind_method(D_METHOD("get_size"), &RectangleShape2D::get_size);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
}
RectangleShape2D::RectangleShape2D() :
Shape2D(PhysicsServer2D::get_singleton()->rectangle_shape_create()) {
size = Vector2(20, 20);
_update_shape();
}