virtualx-engine/scene/resources/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

110 lines
3.5 KiB
C++

/*************************************************************************/
/* 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 "shape.h"
#include "servers/physics_server.h"
#include "scene/resources/mesh.h"
#include "os/os.h"
#include "scene/main/scene_main_loop.h"
void Shape::add_vertices_to_array(DVector<Vector3> &array, const Transform& p_xform) {
Vector<Vector3> toadd = _gen_debug_mesh_lines();
if (toadd.size()) {
int base=array.size();
array.resize(base+toadd.size());
DVector<Vector3>::Write w = array.write();
for(int i=0;i<toadd.size();i++) {
w[i+base]=p_xform.xform(toadd[i]);
}
}
}
Ref<Mesh> Shape::get_debug_mesh() {
if (debug_mesh_cache.is_valid())
return debug_mesh_cache;
Vector<Vector3> lines = _gen_debug_mesh_lines();
debug_mesh_cache = Ref<Mesh>(memnew(Mesh));
if (!lines.empty()) {
//make mesh
DVector<Vector3> array;
array.resize(lines.size());
{
DVector<Vector3>::Write w=array.write();
for(int i=0;i<lines.size();i++) {
w[i]=lines[i];
}
}
Array arr;
arr.resize(Mesh::ARRAY_MAX);
arr[Mesh::ARRAY_VERTEX]=array;
SceneTree *st=OS::get_singleton()->get_main_loop()->cast_to<SceneTree>();
debug_mesh_cache->add_surface(Mesh::PRIMITIVE_LINES,arr);
if (st) {
debug_mesh_cache->surface_set_material(0,st->get_debug_collision_material());
}
}
return debug_mesh_cache;
}
Shape::Shape() {
ERR_PRINT("Constructor must not be called!");
}
Shape::Shape(RID p_shape) {
shape=p_shape;
}
Shape::~Shape() {
PhysicsServer::get_singleton()->free(shape);
}