83d9a692be
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
89 lines
3.4 KiB
C++
89 lines
3.4 KiB
C++
/*************************************************************************/
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/* sphere_shape.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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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 "sphere_shape.h"
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#include "servers/physics_server.h"
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Vector<Vector3> SphereShape::_gen_debug_mesh_lines() {
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float r=get_radius();
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Vector<Vector3> points;
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for(int i=0;i<=360;i++) {
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float ra=Math::deg2rad(i);
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float rb=Math::deg2rad(i+1);
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Point2 a = Vector2(Math::sin(ra),Math::cos(ra))*r;
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Point2 b = Vector2(Math::sin(rb),Math::cos(rb))*r;
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points.push_back(Vector3(a.x,0,a.y));
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points.push_back(Vector3(b.x,0,b.y));
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points.push_back(Vector3(0,a.x,a.y));
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points.push_back(Vector3(0,b.x,b.y));
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points.push_back(Vector3(a.x,a.y,0));
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points.push_back(Vector3(b.x,b.y,0));
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}
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return points;
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}
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void SphereShape::_update_shape() {
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PhysicsServer::get_singleton()->shape_set_data(get_shape(),radius);
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}
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void SphereShape::set_radius(float p_radius) {
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radius=p_radius;
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_update_shape();
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notify_change_to_owners();
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_change_notify("radius");
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}
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float SphereShape::get_radius() const {
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return radius;
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}
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void SphereShape::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_radius","radius"),&SphereShape::set_radius);
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ObjectTypeDB::bind_method(_MD("get_radius"),&SphereShape::get_radius);
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ADD_PROPERTY( PropertyInfo(Variant::REAL,"radius",PROPERTY_HINT_RANGE,"0,4096,0.01"), _SCS("set_radius"), _SCS("get_radius"));
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}
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SphereShape::SphereShape() : Shape( PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE)) {
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set_radius(1.0);
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}
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