fe52458154
Happy new year to the wonderful Godot community!
100 lines
3.8 KiB
C++
100 lines
3.8 KiB
C++
/*************************************************************************/
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/* box_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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "box_shape_3d.h"
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#include "servers/physics_server_3d.h"
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Vector<Vector3> BoxShape3D::get_debug_mesh_lines() const {
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Vector<Vector3> lines;
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AABB aabb;
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aabb.position = -size / 2;
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aabb.size = size;
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for (int i = 0; i < 12; i++) {
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Vector3 a, b;
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aabb.get_edge(i, a, b);
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lines.push_back(a);
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lines.push_back(b);
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}
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return lines;
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}
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real_t BoxShape3D::get_enclosing_radius() const {
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return size.length() / 2;
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}
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void BoxShape3D::_update_shape() {
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PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), size / 2);
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Shape3D::_update_shape();
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}
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#ifndef DISABLE_DEPRECATED
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bool BoxShape3D::_set(const StringName &p_name, const Variant &p_value) {
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if (p_name == "extents") { // Compatibility with Godot 3.x.
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// Convert to `size`, twice as big.
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set_size((Vector3)p_value * 2);
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return true;
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}
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return false;
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}
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bool BoxShape3D::_get(const StringName &p_name, Variant &r_property) const {
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if (p_name == "extents") { // Compatibility with Godot 3.x.
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// Convert to `extents`, half as big.
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r_property = size / 2;
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return true;
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}
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return false;
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}
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#endif // DISABLE_DEPRECATED
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void BoxShape3D::set_size(const Vector3 &p_size) {
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size = p_size;
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_update_shape();
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notify_change_to_owners();
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}
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Vector3 BoxShape3D::get_size() const {
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return size;
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}
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void BoxShape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxShape3D::set_size);
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ClassDB::bind_method(D_METHOD("get_size"), &BoxShape3D::get_size);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
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}
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BoxShape3D::BoxShape3D() :
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Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_BOX)) {
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set_size(Vector3(2, 2, 2));
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}
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