godot/scene/resources/capsule_shape.cpp

115 lines
4.5 KiB
C++

/*************************************************************************/
/* capsule_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "capsule_shape.h"
#include "servers/physics_server.h"
Vector<Vector3> CapsuleShape::get_debug_mesh_lines() {
float radius = get_radius();
float height = get_height();
Vector<Vector3> points;
Vector3 d(0, 0, height * 0.5);
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, a.y, 0) + d);
points.push_back(Vector3(b.x, b.y, 0) + d);
points.push_back(Vector3(a.x, a.y, 0) - d);
points.push_back(Vector3(b.x, b.y, 0) - d);
if (i % 90 == 0) {
points.push_back(Vector3(a.x, a.y, 0) + d);
points.push_back(Vector3(a.x, a.y, 0) - d);
}
Vector3 dud = i < 180 ? d : -d;
points.push_back(Vector3(0, a.y, a.x) + dud);
points.push_back(Vector3(0, b.y, b.x) + dud);
points.push_back(Vector3(a.y, 0, a.x) + dud);
points.push_back(Vector3(b.y, 0, b.x) + dud);
}
return points;
}
void CapsuleShape::_update_shape() {
Dictionary d;
d["radius"] = radius;
d["height"] = height;
PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
Shape::_update_shape();
}
void CapsuleShape::set_radius(float p_radius) {
radius = p_radius;
_update_shape();
notify_change_to_owners();
_change_notify("radius");
}
float CapsuleShape::get_radius() const {
return radius;
}
void CapsuleShape::set_height(float p_height) {
height = p_height;
_update_shape();
notify_change_to_owners();
_change_notify("height");
}
float CapsuleShape::get_height() const {
return height;
}
void CapsuleShape::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleShape::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleShape::get_radius);
ClassDB::bind_method(D_METHOD("set_height", "height"), &CapsuleShape::set_height);
ClassDB::bind_method(D_METHOD("get_height"), &CapsuleShape::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");
}
CapsuleShape::CapsuleShape() :
Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CAPSULE)) {
radius = 1.0;
height = 1.0;
_update_shape();
}