godot/scene/resources/segment_shape_2d.cpp

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/*************************************************************************/
/* segment_shape_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "segment_shape_2d.h"
#include "core/math/geometry_2d.h"
#include "servers/physics_server_2d.h"
#include "servers/rendering_server.h"
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bool SegmentShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
Vector2 l[2] = { a, b };
Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l);
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return p_point.distance_to(closest) < p_tolerance;
}
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void SegmentShape2D::_update_shape() {
Rect2 r;
r.position = a;
r.size = b;
PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), r);
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emit_changed();
}
void SegmentShape2D::set_a(const Vector2 &p_a) {
a = p_a;
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_update_shape();
}
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Vector2 SegmentShape2D::get_a() const {
return a;
}
void SegmentShape2D::set_b(const Vector2 &p_b) {
b = p_b;
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_update_shape();
}
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Vector2 SegmentShape2D::get_b() const {
return b;
}
void SegmentShape2D::draw(const RID &p_to_rid, const Color &p_color) {
RenderingServer::get_singleton()->canvas_item_add_line(p_to_rid, a, b, p_color, 3);
}
Rect2 SegmentShape2D::get_rect() const {
Rect2 rect;
rect.position = a;
rect.expand_to(b);
return rect;
}
real_t SegmentShape2D::get_enclosing_radius() const {
return (a + b).length();
}
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void SegmentShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_a", "a"), &SegmentShape2D::set_a);
ClassDB::bind_method(D_METHOD("get_a"), &SegmentShape2D::get_a);
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ClassDB::bind_method(D_METHOD("set_b", "b"), &SegmentShape2D::set_b);
ClassDB::bind_method(D_METHOD("get_b"), &SegmentShape2D::get_b);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "a", PROPERTY_HINT_NONE, "suffix:px"), "set_a", "get_a");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "b", PROPERTY_HINT_NONE, "suffix:px"), "set_b", "get_b");
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}
SegmentShape2D::SegmentShape2D() :
Shape2D(PhysicsServer2D::get_singleton()->segment_shape_create()) {
a = Vector2();
b = Vector2(0, 10);
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_update_shape();
}