sphere_shape.cpp 3.6 KB

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  1. /*************************************************************************/
  2. /* sphere_shape.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "sphere_shape.h"
  31. #include "servers/physics_server.h"
  32. Vector<Vector3> SphereShape::_gen_debug_mesh_lines() {
  33. float r = get_radius();
  34. Vector<Vector3> points;
  35. for (int i = 0; i <= 360; i++) {
  36. float ra = Math::deg2rad((float)i);
  37. float rb = Math::deg2rad((float)i + 1);
  38. Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
  39. Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
  40. points.push_back(Vector3(a.x, 0, a.y));
  41. points.push_back(Vector3(b.x, 0, b.y));
  42. points.push_back(Vector3(0, a.x, a.y));
  43. points.push_back(Vector3(0, b.x, b.y));
  44. points.push_back(Vector3(a.x, a.y, 0));
  45. points.push_back(Vector3(b.x, b.y, 0));
  46. }
  47. return points;
  48. }
  49. void SphereShape::_update_shape() {
  50. PhysicsServer::get_singleton()->shape_set_data(get_shape(), radius);
  51. }
  52. void SphereShape::set_radius(float p_radius) {
  53. radius = p_radius;
  54. _update_shape();
  55. notify_change_to_owners();
  56. _change_notify("radius");
  57. }
  58. float SphereShape::get_radius() const {
  59. return radius;
  60. }
  61. void SphereShape::_bind_methods() {
  62. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape::set_radius);
  63. ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape::get_radius);
  64. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_radius", "get_radius");
  65. }
  66. SphereShape::SphereShape() :
  67. Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE)) {
  68. set_radius(1.0);
  69. }