godot/scene/resources/ray_shape_3d.cpp

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/*************************************************************************/
/* ray_shape_3d.cpp */
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/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "ray_shape_3d.h"
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#include "servers/physics_server_3d.h"
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Vector<Vector3> RayShape3D::get_debug_mesh_lines() const {
Vector<Vector3> points;
points.push_back(Vector3());
points.push_back(Vector3(0, 0, get_length()));
return points;
}
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real_t RayShape3D::get_enclosing_radius() const {
return length;
}
void RayShape3D::_update_shape() {
Dictionary d;
d["length"] = length;
d["slips_on_slope"] = slips_on_slope;
PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
Shape3D::_update_shape();
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}
void RayShape3D::set_length(float p_length) {
length = p_length;
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_update_shape();
notify_change_to_owners();
}
float RayShape3D::get_length() const {
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return length;
}
void RayShape3D::set_slips_on_slope(bool p_active) {
slips_on_slope = p_active;
_update_shape();
notify_change_to_owners();
}
bool RayShape3D::get_slips_on_slope() const {
return slips_on_slope;
}
void RayShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape3D::set_length);
ClassDB::bind_method(D_METHOD("get_length"), &RayShape3D::get_length);
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ClassDB::bind_method(D_METHOD("set_slips_on_slope", "active"), &RayShape3D::set_slips_on_slope);
ClassDB::bind_method(D_METHOD("get_slips_on_slope"), &RayShape3D::get_slips_on_slope);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "length", PROPERTY_HINT_RANGE, "0,4096,0.001"), "set_length", "get_length");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slips_on_slope"), "set_slips_on_slope", "get_slips_on_slope");
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}
RayShape3D::RayShape3D() :
Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_RAY)) {
/* Code copied from setters to prevent the use of uninitialized variables */
_update_shape();
notify_change_to_owners();
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}