godot/scene/resources/box_shape_3d.cpp

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/*************************************************************************/
/* box_shape_3d.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* 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 "box_shape_3d.h"
#include "servers/physics_server_3d.h"
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Vector<Vector3> BoxShape3D::get_debug_mesh_lines() {
Vector<Vector3> lines;
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AABB aabb;
aabb.position = -get_extents();
aabb.size = aabb.position * -2;
for (int i = 0; i < 12; i++) {
Vector3 a, b;
aabb.get_edge(i, a, b);
lines.push_back(a);
lines.push_back(b);
}
return lines;
}
real_t BoxShape3D::get_enclosing_radius() const {
return extents.length();
}
void BoxShape3D::_update_shape() {
PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), extents);
Shape3D::_update_shape();
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}
void BoxShape3D::set_extents(const Vector3 &p_extents) {
extents = p_extents;
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_update_shape();
notify_change_to_owners();
_change_notify("extents");
}
Vector3 BoxShape3D::get_extents() const {
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return extents;
}
void BoxShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_extents", "extents"), &BoxShape3D::set_extents);
ClassDB::bind_method(D_METHOD("get_extents"), &BoxShape3D::get_extents);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents"), "set_extents", "get_extents");
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}
BoxShape3D::BoxShape3D() :
Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_BOX)) {
set_extents(Vector3(1, 1, 1));
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}