godot/scene/resources/box_shape_3d.cpp
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

100 lines
3.8 KiB
C++

/*************************************************************************/
/* box_shape_3d.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 "box_shape_3d.h"
#include "servers/physics_server_3d.h"
Vector<Vector3> BoxShape3D::get_debug_mesh_lines() const {
Vector<Vector3> lines;
AABB aabb;
aabb.position = -size / 2;
aabb.size = size;
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 size.length() / 2;
}
void BoxShape3D::_update_shape() {
PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), size / 2);
Shape3D::_update_shape();
}
#ifndef DISABLE_DEPRECATED
bool BoxShape3D::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "extents") { // Compatibility with Godot 3.x.
// Convert to `size`, twice as big.
set_size((Vector3)p_value * 2);
return true;
}
return false;
}
bool BoxShape3D::_get(const StringName &p_name, Variant &r_property) const {
if (p_name == "extents") { // Compatibility with Godot 3.x.
// Convert to `extents`, half as big.
r_property = size / 2;
return true;
}
return false;
}
#endif // DISABLE_DEPRECATED
void BoxShape3D::set_size(const Vector3 &p_size) {
size = p_size;
_update_shape();
notify_change_to_owners();
}
Vector3 BoxShape3D::get_size() const {
return size;
}
void BoxShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxShape3D::set_size);
ClassDB::bind_method(D_METHOD("get_size"), &BoxShape3D::get_size);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
}
BoxShape3D::BoxShape3D() :
Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_BOX)) {
set_size(Vector3(2, 2, 2));
}