/*************************************************************************/ /* shape.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 "shape.h" #include "os/os.h" #include "scene/main/scene_tree.h" #include "scene/resources/mesh.h" #include "servers/physics_server.h" void Shape::add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform) { Vector<Vector3> toadd = _gen_debug_mesh_lines(); if (toadd.size()) { int base = array.size(); array.resize(base + toadd.size()); PoolVector<Vector3>::Write w = array.write(); for (int i = 0; i < toadd.size(); i++) { w[i + base] = p_xform.xform(toadd[i]); } } } real_t Shape::get_margin() const { return margin; } void Shape::set_margin(real_t p_margin) { margin = p_margin; PhysicsServer::get_singleton()->shape_set_margin(shape, margin); } Ref<ArrayMesh> Shape::get_debug_mesh() { if (debug_mesh_cache.is_valid()) return debug_mesh_cache; Vector<Vector3> lines = _gen_debug_mesh_lines(); debug_mesh_cache = Ref<ArrayMesh>(memnew(ArrayMesh)); if (!lines.empty()) { //make mesh PoolVector<Vector3> array; array.resize(lines.size()); { PoolVector<Vector3>::Write w = array.write(); for (int i = 0; i < lines.size(); i++) { w[i] = lines[i]; } } Array arr; arr.resize(Mesh::ARRAY_MAX); arr[Mesh::ARRAY_VERTEX] = array; SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop()); debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, arr); if (st) { debug_mesh_cache->surface_set_material(0, st->get_debug_collision_material()); } } return debug_mesh_cache; } void Shape::_bind_methods() { ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape::set_margin); ClassDB::bind_method(D_METHOD("get_margin"), &Shape::get_margin); ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0.04,10,0.01"), "set_margin", "get_margin"); } Shape::Shape() : margin(0.04) { ERR_PRINT("Constructor must not be called!"); } Shape::Shape(RID p_shape) : margin(0.04) { shape = p_shape; } Shape::~Shape() { PhysicsServer::get_singleton()->free(shape); }