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- /**************************************************************************/
- /* sphere_shape_3d.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 "sphere_shape_3d.h"
- #include "scene/resources/3d/primitive_meshes.h"
- #include "servers/physics_server_3d.h"
- Vector<Vector3> SphereShape3D::get_debug_mesh_lines() const {
- float r = get_radius();
- Vector<Vector3> points;
- for (int i = 0; i <= 360; i++) {
- float ra = Math::deg_to_rad((float)i);
- float rb = Math::deg_to_rad((float)i + 1);
- Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
- Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
- points.push_back(Vector3(a.x, 0, a.y));
- points.push_back(Vector3(b.x, 0, b.y));
- points.push_back(Vector3(0, a.x, a.y));
- points.push_back(Vector3(0, b.x, b.y));
- points.push_back(Vector3(a.x, a.y, 0));
- points.push_back(Vector3(b.x, b.y, 0));
- }
- return points;
- }
- Ref<ArrayMesh> SphereShape3D::get_debug_arraymesh_faces(const Color &p_modulate) const {
- Array sphere_array;
- sphere_array.resize(RS::ARRAY_MAX);
- SphereMesh::create_mesh_array(sphere_array, radius, radius * 2, 32);
- Vector<Color> colors;
- const PackedVector3Array &verts = sphere_array[RS::ARRAY_VERTEX];
- const int32_t verts_size = verts.size();
- for (int i = 0; i < verts_size; i++) {
- colors.append(p_modulate);
- }
- Ref<ArrayMesh> sphere_mesh = memnew(ArrayMesh);
- sphere_array[RS::ARRAY_COLOR] = colors;
- sphere_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, sphere_array);
- return sphere_mesh;
- }
- real_t SphereShape3D::get_enclosing_radius() const {
- return radius;
- }
- void SphereShape3D::_update_shape() {
- PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), radius);
- Shape3D::_update_shape();
- }
- void SphereShape3D::set_radius(float p_radius) {
- ERR_FAIL_COND_MSG(p_radius < 0, "SphereShape3D radius cannot be negative.");
- radius = p_radius;
- _update_shape();
- emit_changed();
- }
- float SphereShape3D::get_radius() const {
- return radius;
- }
- void SphereShape3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape3D::set_radius);
- ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape3D::get_radius);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_radius", "get_radius");
- }
- SphereShape3D::SphereShape3D() :
- Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_SPHERE)) {
- set_radius(0.5);
- }
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