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Allow setting negative WorldBoundaryShape2D.distance through the editor
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@ -98,13 +98,11 @@ bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3
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Vector3 segment = p_dir;
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real_t den = normal.dot(segment);
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//printf("den is %i\n",den);
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if (Math::is_zero_approx(den)) {
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return false;
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}
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real_t dist = (normal.dot(p_from) - d) / den;
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//printf("dist is %i\n",dist);
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if (dist > (real_t)CMP_EPSILON) { //this is a ray, before the emitting pos (p_from) doesn't exist
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@ -121,13 +119,11 @@ bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vec
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Vector3 segment = p_begin - p_end;
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real_t den = normal.dot(segment);
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//printf("den is %i\n",den);
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if (Math::is_zero_approx(den)) {
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return false;
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}
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real_t dist = (normal.dot(p_begin) - d) / den;
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//printf("dist is %i\n",dist);
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if (dist < (real_t)-CMP_EPSILON || dist > (1.0f + (real_t)CMP_EPSILON)) {
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return false;
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@ -138,7 +138,7 @@
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<method name="normalized" qualifiers="const">
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<return type="Plane" />
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<description>
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Returns a copy of the plane, normalized.
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Returns a copy of the plane, with normalized [member normal] (so it's a unit vector). Returns [code]Plane(0, 0, 0, 0)[/code] if [member normal] can't be normalized (it has zero length).
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</description>
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</method>
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<method name="project" qualifiers="const">
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@ -151,11 +151,11 @@
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</methods>
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<members>
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<member name="d" type="float" setter="" getter="" default="0.0">
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The distance from the origin to the plane, in the direction of [member normal]. This value is typically non-negative.
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The distance from the origin to the plane, expressed in terms of [member normal] (according to its direction and magnitude). Actual absolute distance from the origin to the plane can be calculated as [code]abs(d) / normal.length()[/code] (if [member normal] has zero length then this [Plane] does not represent a valid plane).
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In the scalar equation of the plane [code]ax + by + cz = d[/code], this is [code]d[/code], while the [code](a, b, c)[/code] coordinates are represented by the [member normal] property.
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</member>
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<member name="normal" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
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The normal of the plane, which must be a unit vector.
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The normal of the plane, typically a unit vector. Shouldn't be a zero vector as [Plane] with such [member normal] does not represent a valid plane.
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In the scalar equation of the plane [code]ax + by + cz = d[/code], this is the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] property.
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</member>
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<member name="x" type="float" setter="" getter="" default="0.0">
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@ -10,10 +10,11 @@
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</tutorials>
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<members>
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<member name="distance" type="float" setter="set_distance" getter="get_distance" default="0.0">
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The line's distance from the origin.
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The distance from the origin to the line, expressed in terms of [member normal] (according to its direction and magnitude). Actual absolute distance from the origin to the line can be calculated as [code]abs(distance) / normal.length()[/code].
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In the scalar equation of the line [code]ax + by = d[/code], this is [code]d[/code], while the [code](a, b)[/code] coordinates are represented by the [member normal] property.
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</member>
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<member name="normal" type="Vector2" setter="set_normal" getter="get_normal" default="Vector2(0, -1)">
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The line's normal. Defaults to [code]Vector2.UP[/code].
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The line's normal, typically a unit vector. Its direction indicates the non-colliding half-plane. Can be of any length but zero. Defaults to [code]Vector2.UP[/code].
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</member>
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</members>
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</class>
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@ -155,7 +155,8 @@ void CollisionShape2DEditor::set_handle(int idx, Point2 &p_point) {
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Ref<WorldBoundaryShape2D> world_boundary = node->get_shape();
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if (idx == 0) {
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world_boundary->set_distance(p_point.length());
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Vector2 normal = world_boundary->get_normal();
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world_boundary->set_distance(p_point.dot(normal) / normal.length_squared());
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} else {
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world_boundary->set_normal(p_point.normalized());
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}
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@ -35,8 +35,8 @@
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#include "servers/rendering_server.h"
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bool WorldBoundaryShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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Vector2 point = get_distance() * get_normal();
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Vector2 l[2][2] = { { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }, { point, point + get_normal() * 30 } };
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Vector2 point = distance * normal;
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Vector2 l[2][2] = { { point - normal.orthogonal() * 100, point + normal.orthogonal() * 100 }, { point, point + normal * 30 } };
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for (int i = 0; i < 2; i++) {
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Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]);
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@ -57,11 +57,19 @@ void WorldBoundaryShape2D::_update_shape() {
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}
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void WorldBoundaryShape2D::set_normal(const Vector2 &p_normal) {
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// Can be non-unit but prevent zero.
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ERR_FAIL_COND(p_normal.is_zero_approx());
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if (normal == p_normal) {
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return;
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}
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normal = p_normal;
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_update_shape();
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}
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void WorldBoundaryShape2D::set_distance(real_t p_distance) {
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if (distance == p_distance) {
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return;
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}
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distance = p_distance;
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_update_shape();
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}
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@ -75,20 +83,20 @@ real_t WorldBoundaryShape2D::get_distance() const {
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}
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void WorldBoundaryShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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Vector2 point = get_distance() * get_normal();
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Vector2 point = distance * normal;
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real_t line_width = 3.0;
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Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
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Vector2 l1[2] = { point - normal.orthogonal() * 100, point + normal.orthogonal() * 100 };
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RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, line_width);
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Vector2 l2[2] = { point + get_normal().normalized() * (0.5 * line_width), point + get_normal() * 30 };
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Vector2 l2[2] = { point + normal.normalized() * (0.5 * line_width), point + normal * 30 };
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RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, line_width);
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}
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Rect2 WorldBoundaryShape2D::get_rect() const {
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Vector2 point = get_distance() * get_normal();
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Vector2 point = distance * normal;
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Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
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Vector2 l2[2] = { point, point + get_normal() * 30 };
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Vector2 l1[2] = { point - normal.orthogonal() * 100, point + normal.orthogonal() * 100 };
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Vector2 l2[2] = { point, point + normal * 30 };
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Rect2 rect;
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rect.position = l1[0];
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rect.expand_to(l1[1]);
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@ -109,7 +117,7 @@ void WorldBoundaryShape2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_distance"), &WorldBoundaryShape2D::get_distance);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "set_normal", "get_normal");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:px"), "set_distance", "get_distance");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_greater,or_less,suffix:px"), "set_distance", "get_distance");
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}
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WorldBoundaryShape2D::WorldBoundaryShape2D() :
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