godot/scene/resources/capsule_shape_2d.cpp

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/*************************************************************************/
/* capsule_shape_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#include "capsule_shape_2d.h"
#include "core/math/geometry_2d.h"
#include "servers/physics_server_2d.h"
#include "servers/rendering_server.h"
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Vector<Vector2> CapsuleShape2D::_get_points() const {
Vector<Vector2> points;
const real_t turn_step = Math_TAU / 24.0;
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for (int i = 0; i < 24; i++) {
Vector2 ofs = Vector2(0, (i > 6 && i <= 18) ? -get_height() * 0.5 : get_height() * 0.5);
points.push_back(Vector2(Math::sin(i * turn_step), Math::cos(i * turn_step)) * get_radius() + ofs);
if (i == 6 || i == 18) {
points.push_back(Vector2(Math::sin(i * turn_step), Math::cos(i * turn_step)) * get_radius() - ofs);
}
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}
return points;
}
bool CapsuleShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return Geometry2D::is_point_in_polygon(p_point, _get_points());
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}
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void CapsuleShape2D::_update_shape() {
PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), Vector2(radius, height));
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emit_changed();
}
void CapsuleShape2D::set_radius(real_t p_radius) {
radius = p_radius;
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_update_shape();
}
real_t CapsuleShape2D::get_radius() const {
return radius;
}
void CapsuleShape2D::set_height(real_t p_height) {
height = p_height;
if (height < 0) {
height = 0;
}
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_update_shape();
}
real_t CapsuleShape2D::get_height() const {
return height;
}
void CapsuleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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Vector<Vector2> points = _get_points();
Vector<Color> col;
col.push_back(p_color);
RenderingServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
}
Rect2 CapsuleShape2D::get_rect() const {
Vector2 he = Point2(get_radius(), get_radius() + get_height() * 0.5);
Rect2 rect;
rect.position = -he;
rect.size = he * 2.0;
return rect;
}
real_t CapsuleShape2D::get_enclosing_radius() const {
return radius + height * 0.5;
}
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void CapsuleShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleShape2D::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleShape2D::get_radius);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &CapsuleShape2D::set_height);
ClassDB::bind_method(D_METHOD("get_height"), &CapsuleShape2D::get_height);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height"), "set_height", "get_height");
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}
CapsuleShape2D::CapsuleShape2D() :
Shape2D(PhysicsServer2D::get_singleton()->capsule_shape_create()) {
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_update_shape();
}