virtualx-engine/scene/resources/circle_shape_2d.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

86 lines
3.4 KiB
C++

/*************************************************************************/
/* circle_shape_2d.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 "circle_shape_2d.h"
#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"
void CircleShape2D::_update_shape() {
Physics2DServer::get_singleton()->shape_set_data(get_rid(),radius);
emit_changed();
}
void CircleShape2D::set_radius(real_t p_radius) {
radius=p_radius;
_update_shape();
}
real_t CircleShape2D::get_radius() const {
return radius;
}
void CircleShape2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_radius","radius"),&CircleShape2D::set_radius);
ObjectTypeDB::bind_method(_MD("get_radius"),&CircleShape2D::get_radius);
ADD_PROPERTY( PropertyInfo(Variant::REAL,"radius",PROPERTY_HINT_RANGE,"0.01,16384,0.5"),_SCS("set_radius"),_SCS("get_radius") );
}
Rect2 CircleShape2D::get_rect() const {
Rect2 rect;
rect.pos=-Point2(get_radius(),get_radius());
rect.size=Point2(get_radius(),get_radius())*2.0;
return rect;
}
void CircleShape2D::draw(const RID& p_to_rid,const Color& p_color) {
Vector<Vector2> points;
for(int i=0;i<24;i++) {
points.push_back(Vector2(Math::cos(i*Math_PI*2/24.0),Math::sin(i*Math_PI*2/24.0))*get_radius());
}
Vector<Color> col;
col.push_back(p_color);
VisualServer::get_singleton()->canvas_item_add_polygon(p_to_rid,points,col);
}
CircleShape2D::CircleShape2D() : Shape2D( Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_CIRCLE)) {
radius=10;
_update_shape();
}