7352a4c0d9
Can be useful for custom drawing of physics shapes without having to add a collision object node to the tree.
120 lines
4.3 KiB
C++
120 lines
4.3 KiB
C++
/*************************************************************************/
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/* shape_3d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "shape_3d.h"
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#include "core/os/os.h"
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#include "scene/main/scene_tree.h"
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#include "scene/resources/mesh.h"
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#include "servers/physics_server_3d.h"
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void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform &p_xform) {
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Vector<Vector3> toadd = get_debug_mesh_lines();
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if (toadd.size()) {
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int base = array.size();
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array.resize(base + toadd.size());
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Vector3 *w = array.ptrw();
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for (int i = 0; i < toadd.size(); i++) {
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w[i + base] = p_xform.xform(toadd[i]);
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}
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}
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}
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real_t Shape3D::get_margin() const {
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return margin;
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}
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void Shape3D::set_margin(real_t p_margin) {
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margin = p_margin;
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PhysicsServer3D::get_singleton()->shape_set_margin(shape, margin);
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}
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Ref<ArrayMesh> Shape3D::get_debug_mesh() {
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if (debug_mesh_cache.is_valid()) {
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return debug_mesh_cache;
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}
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Vector<Vector3> lines = get_debug_mesh_lines();
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debug_mesh_cache = Ref<ArrayMesh>(memnew(ArrayMesh));
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if (!lines.is_empty()) {
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//make mesh
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Vector<Vector3> array;
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array.resize(lines.size());
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{
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Vector3 *w = array.ptrw();
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for (int i = 0; i < lines.size(); i++) {
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w[i] = lines[i];
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}
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}
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Array arr;
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arr.resize(Mesh::ARRAY_MAX);
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arr[Mesh::ARRAY_VERTEX] = array;
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SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
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debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, arr);
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if (st) {
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debug_mesh_cache->surface_set_material(0, st->get_debug_collision_material());
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}
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}
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return debug_mesh_cache;
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}
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void Shape3D::_update_shape() {
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emit_changed();
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debug_mesh_cache.unref();
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}
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void Shape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin);
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ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin);
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ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin");
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}
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Shape3D::Shape3D() {
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ERR_PRINT("Default constructor must not be called!");
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}
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Shape3D::Shape3D(RID p_shape) :
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shape(p_shape) {}
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Shape3D::~Shape3D() {
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PhysicsServer3D::get_singleton()->free(shape);
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}
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