sphere_shape_3d.cpp 4.4 KB

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  1. /**************************************************************************/
  2. /* sphere_shape_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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_3d.h"
  31. #include "scene/resources/3d/primitive_meshes.h"
  32. #include "servers/physics_server_3d.h"
  33. Vector<Vector3> SphereShape3D::get_debug_mesh_lines() const {
  34. float r = get_radius();
  35. Vector<Vector3> points;
  36. for (int i = 0; i <= 360; i++) {
  37. float ra = Math::deg_to_rad((float)i);
  38. float rb = Math::deg_to_rad((float)i + 1);
  39. Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
  40. Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
  41. points.push_back(Vector3(a.x, 0, a.y));
  42. points.push_back(Vector3(b.x, 0, b.y));
  43. points.push_back(Vector3(0, a.x, a.y));
  44. points.push_back(Vector3(0, b.x, b.y));
  45. points.push_back(Vector3(a.x, a.y, 0));
  46. points.push_back(Vector3(b.x, b.y, 0));
  47. }
  48. return points;
  49. }
  50. Ref<ArrayMesh> SphereShape3D::get_debug_arraymesh_faces(const Color &p_modulate) const {
  51. Array sphere_array;
  52. sphere_array.resize(RS::ARRAY_MAX);
  53. SphereMesh::create_mesh_array(sphere_array, radius, radius * 2, 32);
  54. Vector<Color> colors;
  55. const PackedVector3Array &verts = sphere_array[RS::ARRAY_VERTEX];
  56. const int32_t verts_size = verts.size();
  57. for (int i = 0; i < verts_size; i++) {
  58. colors.append(p_modulate);
  59. }
  60. Ref<ArrayMesh> sphere_mesh = memnew(ArrayMesh);
  61. sphere_array[RS::ARRAY_COLOR] = colors;
  62. sphere_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, sphere_array);
  63. return sphere_mesh;
  64. }
  65. real_t SphereShape3D::get_enclosing_radius() const {
  66. return radius;
  67. }
  68. void SphereShape3D::_update_shape() {
  69. PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), radius);
  70. Shape3D::_update_shape();
  71. }
  72. void SphereShape3D::set_radius(float p_radius) {
  73. ERR_FAIL_COND_MSG(p_radius < 0, "SphereShape3D radius cannot be negative.");
  74. radius = p_radius;
  75. _update_shape();
  76. emit_changed();
  77. }
  78. float SphereShape3D::get_radius() const {
  79. return radius;
  80. }
  81. void SphereShape3D::_bind_methods() {
  82. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape3D::set_radius);
  83. ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape3D::get_radius);
  84. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_radius", "get_radius");
  85. }
  86. SphereShape3D::SphereShape3D() :
  87. Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_SPHERE)) {
  88. set_radius(0.5);
  89. }