godot/scene/resources/ray_shape.cpp

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/*************************************************************************/
/* ray_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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 "ray_shape.h"
#include "servers/physics_server.h"
Vector<Vector3> RayShape::_gen_debug_mesh_lines() {
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Vector<Vector3> points;
points.push_back(Vector3());
points.push_back(Vector3(0, 0, get_length()));
return points;
}
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void RayShape::_update_shape() {
PhysicsServer::get_singleton()->shape_set_data(get_shape(), length);
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emit_changed();
}
void RayShape::set_length(float p_length) {
length = p_length;
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_update_shape();
notify_change_to_owners();
}
float RayShape::get_length() const {
return length;
}
void RayShape::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape::set_length);
ClassDB::bind_method(D_METHOD("get_length"), &RayShape::get_length);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "length", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_length", "get_length");
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}
RayShape::RayShape()
: Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_RAY)) {
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set_length(1.0);
}