godot/scene/resources/ray_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

74 lines
3.0 KiB
C++

/*************************************************************************/
/* ray_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 "ray_shape.h"
#include "servers/physics_server.h"
Vector<Vector3> RayShape::_gen_debug_mesh_lines() {
Vector<Vector3> points;
points.push_back(Vector3());
points.push_back(Vector3(0,0,get_length()));
return points;
}
void RayShape::_update_shape() {
PhysicsServer::get_singleton()->shape_set_data(get_shape(),length);
emit_changed();
}
void RayShape::set_length(float p_length) {
length=p_length;
_update_shape();
notify_change_to_owners();
}
float RayShape::get_length() const {
return length;
}
void RayShape::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_length","length"),&RayShape::set_length);
ObjectTypeDB::bind_method(_MD("get_length"),&RayShape::get_length);
ADD_PROPERTY( PropertyInfo(Variant::REAL,"length",PROPERTY_HINT_RANGE,"0,4096,0.01"), _SCS("set_length"), _SCS("get_length") );
}
RayShape::RayShape() : Shape( PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_RAY)) {
set_length(1.0);
}