virtualx-engine/scene/resources/capsule_shape.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

125 lines
4.3 KiB
C++

/*************************************************************************/
/* capsule_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "capsule_shape.h"
#include "servers/physics_server.h"
Vector<Vector3> CapsuleShape::_gen_debug_mesh_lines() {
float radius = get_radius();
float height = get_height();
Vector<Vector3> points;
Vector3 d(0,0,height*0.5);
for(int i=0;i<360;i++) {
float ra=Math::deg2rad(i);
float rb=Math::deg2rad(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,a.y,0)+d);
points.push_back(Vector3(b.x,b.y,0)+d);
points.push_back(Vector3(a.x,a.y,0)-d);
points.push_back(Vector3(b.x,b.y,0)-d);
if (i%90==0) {
points.push_back(Vector3(a.x,a.y,0)+d);
points.push_back(Vector3(a.x,a.y,0)-d);
}
Vector3 dud = i<180?d:-d;
points.push_back(Vector3(0,a.y,a.x)+dud);
points.push_back(Vector3(0,b.y,b.x)+dud);
points.push_back(Vector3(a.y,0,a.x)+dud);
points.push_back(Vector3(b.y,0,b.x)+dud);
}
return points;
}
void CapsuleShape::_update_shape() {
Dictionary d;
d["radius"]=radius;
d["height"]=height;
PhysicsServer::get_singleton()->shape_set_data(get_shape(),d);
}
void CapsuleShape::set_radius(float p_radius) {
radius=p_radius;
_update_shape();
notify_change_to_owners();
_change_notify("radius");
}
float CapsuleShape::get_radius() const {
return radius;
}
void CapsuleShape::set_height(float p_height) {
height=p_height;
_update_shape();
notify_change_to_owners();
_change_notify("height");
}
float CapsuleShape::get_height() const {
return height;
}
void CapsuleShape::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_radius","radius"),&CapsuleShape::set_radius);
ObjectTypeDB::bind_method(_MD("get_radius"),&CapsuleShape::get_radius);
ObjectTypeDB::bind_method(_MD("set_height","height"),&CapsuleShape::set_height);
ObjectTypeDB::bind_method(_MD("get_height"),&CapsuleShape::get_height);
ADD_PROPERTY( PropertyInfo(Variant::REAL,"radius",PROPERTY_HINT_RANGE,"0.01,4096,0.01"), _SCS("set_radius"),_SCS("get_radius") );
ADD_PROPERTY( PropertyInfo(Variant::REAL,"height",PROPERTY_HINT_RANGE,"0.01,4096,0.01"), _SCS("set_height"),_SCS("get_height") );
}
CapsuleShape::CapsuleShape() : Shape( PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CAPSULE)) {
radius=1.0;
height=1.0;
_update_shape();
}