godot/scene/resources/box_shape.cpp
Jake Young 09bc9eb101
Backport NavigationServer with RVO2 to 3.x
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
2022-01-05 16:00:56 +01:00

81 lines
3.3 KiB
C++

/*************************************************************************/
/* box_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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.*/
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/*************************************************************************/
#include "box_shape.h"
#include "servers/physics_server.h"
Vector<Vector3> BoxShape::get_debug_mesh_lines() {
Vector<Vector3> lines;
AABB aabb;
aabb.position = -get_extents();
aabb.size = aabb.position * -2;
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 BoxShape::get_enclosing_radius() const {
return extents.length();
}
void BoxShape::_update_shape() {
PhysicsServer::get_singleton()->shape_set_data(get_shape(), extents);
Shape::_update_shape();
}
void BoxShape::set_extents(const Vector3 &p_extents) {
extents = p_extents;
_update_shape();
notify_change_to_owners();
_change_notify("extents");
}
Vector3 BoxShape::get_extents() const {
return extents;
}
void BoxShape::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_extents", "extents"), &BoxShape::set_extents);
ClassDB::bind_method(D_METHOD("get_extents"), &BoxShape::get_extents);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents"), "set_extents", "get_extents");
}
BoxShape::BoxShape() :
Shape(RID_PRIME(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_BOX))) {
set_extents(Vector3(1, 1, 1));
}