b50a9114b1
Happy new year to the wonderful Godot community!
122 lines
4.5 KiB
C++
122 lines
4.5 KiB
C++
/*************************************************************************/
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/* capsule_shape.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "capsule_shape.h"
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#include "servers/physics_server.h"
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Vector<Vector3> CapsuleShape::_gen_debug_mesh_lines() {
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float radius = get_radius();
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float height = get_height();
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Vector<Vector3> points;
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Vector3 d(0, 0, height * 0.5);
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for (int i = 0; i < 360; i++) {
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float ra = Math::deg2rad((float)i);
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float rb = Math::deg2rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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points.push_back(Vector3(a.x, a.y, 0) + d);
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points.push_back(Vector3(b.x, b.y, 0) + d);
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points.push_back(Vector3(a.x, a.y, 0) - d);
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points.push_back(Vector3(b.x, b.y, 0) - d);
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if (i % 90 == 0) {
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points.push_back(Vector3(a.x, a.y, 0) + d);
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points.push_back(Vector3(a.x, a.y, 0) - d);
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}
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Vector3 dud = i < 180 ? d : -d;
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points.push_back(Vector3(0, a.y, a.x) + dud);
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points.push_back(Vector3(0, b.y, b.x) + dud);
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points.push_back(Vector3(a.y, 0, a.x) + dud);
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points.push_back(Vector3(b.y, 0, b.x) + dud);
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}
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return points;
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}
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void CapsuleShape::_update_shape() {
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Dictionary d;
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d["radius"] = radius;
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d["height"] = height;
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PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
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}
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void CapsuleShape::set_radius(float p_radius) {
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radius = p_radius;
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_update_shape();
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notify_change_to_owners();
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_change_notify("radius");
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}
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float CapsuleShape::get_radius() const {
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return radius;
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}
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void CapsuleShape::set_height(float p_height) {
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height = p_height;
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_update_shape();
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notify_change_to_owners();
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_change_notify("height");
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}
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float CapsuleShape::get_height() const {
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return height;
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}
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void CapsuleShape::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleShape::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleShape::get_radius);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &CapsuleShape::set_height);
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ClassDB::bind_method(D_METHOD("get_height"), &CapsuleShape::get_height);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.01,4096,0.01"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.01,4096,0.01"), "set_height", "get_height");
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}
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CapsuleShape::CapsuleShape() :
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Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CAPSULE)) {
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radius = 1.0;
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height = 1.0;
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_update_shape();
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}
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