godot/scene/resources/cylinder_shape.cpp

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/*************************************************************************/
/* cylinder_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "cylinder_shape.h"
#include "servers/physics_server.h"
Vector<Vector3> CylinderShape::get_debug_mesh_lines() {
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float radius = get_radius();
float height = get_height();
Vector<Vector3> points;
Vector3 d(0, height * 0.5, 0);
for (int i = 0; i < 360; i++) {
float ra = Math::deg2rad((float)i);
float rb = Math::deg2rad((float)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, 0, a.y) + d);
points.push_back(Vector3(b.x, 0, b.y) + d);
points.push_back(Vector3(a.x, 0, a.y) - d);
points.push_back(Vector3(b.x, 0, b.y) - d);
if (i % 90 == 0) {
points.push_back(Vector3(a.x, 0, a.y) + d);
points.push_back(Vector3(a.x, 0, a.y) - d);
}
}
return points;
}
real_t CylinderShape::get_enclosing_radius() const {
return Vector2(radius, height * 0.5).length();
}
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void CylinderShape::_update_shape() {
Dictionary d;
d["radius"] = radius;
d["height"] = height;
PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
Shape::_update_shape();
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}
void CylinderShape::set_radius(float p_radius) {
radius = p_radius;
_update_shape();
notify_change_to_owners();
_change_notify("radius");
}
float CylinderShape::get_radius() const {
return radius;
}
void CylinderShape::set_height(float p_height) {
height = p_height;
_update_shape();
notify_change_to_owners();
_change_notify("height");
}
float CylinderShape::get_height() const {
return height;
}
void CylinderShape::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CylinderShape::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &CylinderShape::get_radius);
ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderShape::set_height);
ClassDB::bind_method(D_METHOD("get_height"), &CylinderShape::get_height);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.01,4096,0.01"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.01,4096,0.01"), "set_height", "get_height");
}
CylinderShape::CylinderShape() :
Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CYLINDER)) {
radius = 1.0;
height = 2.0;
_update_shape();
}