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83d9a692be
-Visible 2D and 3D Shapes, Polygons, Tile collisions, etc. -Visible Navmesh and Navpoly -Visible collision contacts for 2D and 3D as a red point -Customizable colors in project settings
111 lines
3.5 KiB
C++
111 lines
3.5 KiB
C++
/*************************************************************************/
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/* shape.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "shape.h"
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#include "servers/physics_server.h"
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#include "scene/resources/mesh.h"
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#include "os/os.h"
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#include "scene/main/scene_main_loop.h"
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void Shape::add_vertices_to_array(DVector<Vector3> &array, const Transform& p_xform) {
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Vector<Vector3> toadd = _gen_debug_mesh_lines();
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if (toadd.size()) {
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int base=array.size();
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array.resize(base+toadd.size());
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DVector<Vector3>::Write w = array.write();
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for(int i=0;i<toadd.size();i++) {
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w[i+base]=p_xform.xform(toadd[i]);
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}
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}
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}
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Ref<Mesh> Shape::get_debug_mesh() {
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if (debug_mesh_cache.is_valid())
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return debug_mesh_cache;
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Vector<Vector3> lines = _gen_debug_mesh_lines();
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debug_mesh_cache = Ref<Mesh>(memnew(Mesh));
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if (!lines.empty()) {
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//make mesh
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DVector<Vector3> array;
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array.resize(lines.size());
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{
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DVector<Vector3>::Write w=array.write();
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for(int i=0;i<lines.size();i++) {
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w[i]=lines[i];
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}
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}
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Array arr;
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arr.resize(Mesh::ARRAY_MAX);
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arr[Mesh::ARRAY_VERTEX]=array;
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SceneTree *st=OS::get_singleton()->get_main_loop()->cast_to<SceneTree>();
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debug_mesh_cache->add_surface(Mesh::PRIMITIVE_LINES,arr);
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if (st) {
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debug_mesh_cache->surface_set_material(0,st->get_debug_collision_material());
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}
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}
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return debug_mesh_cache;
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}
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Shape::Shape() {
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ERR_PRINT("Constructor must not be called!");
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}
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Shape::Shape(RID p_shape) {
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shape=p_shape;
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}
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Shape::~Shape() {
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PhysicsServer::get_singleton()->free(shape);
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}
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