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VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
122 lines
4.4 KiB
C++
122 lines
4.4 KiB
C++
/*************************************************************************/
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/* cylinder_shape_3d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "cylinder_shape_3d.h"
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#include "servers/physics_server_3d.h"
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Vector<Vector3> CylinderShape3D::get_debug_mesh_lines() {
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float radius = get_radius();
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float height = get_height();
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Vector<Vector3> points;
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Vector3 d(0, height * 0.5, 0);
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for (int i = 0; i < 360; i++) {
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float ra = Math::deg2rad((float)i);
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float rb = Math::deg2rad((float)i + 1);
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Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
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Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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points.push_back(Vector3(a.x, 0, a.y) + d);
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points.push_back(Vector3(b.x, 0, b.y) + d);
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points.push_back(Vector3(a.x, 0, a.y) - d);
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points.push_back(Vector3(b.x, 0, b.y) - d);
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if (i % 90 == 0) {
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points.push_back(Vector3(a.x, 0, a.y) + d);
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points.push_back(Vector3(a.x, 0, a.y) - d);
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}
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}
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return points;
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}
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real_t CylinderShape3D::get_enclosing_radius() const {
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return Vector2(radius, height * 0.5).length();
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}
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void CylinderShape3D::_update_shape() {
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Dictionary d;
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d["radius"] = radius;
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d["height"] = height;
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PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
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Shape3D::_update_shape();
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}
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void CylinderShape3D::set_radius(float p_radius) {
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radius = p_radius;
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_update_shape();
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notify_change_to_owners();
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_change_notify("radius");
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}
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float CylinderShape3D::get_radius() const {
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return radius;
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}
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void CylinderShape3D::set_height(float p_height) {
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height = p_height;
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_update_shape();
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notify_change_to_owners();
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_change_notify("height");
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}
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float CylinderShape3D::get_height() const {
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return height;
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}
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void CylinderShape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CylinderShape3D::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &CylinderShape3D::get_radius);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderShape3D::set_height);
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ClassDB::bind_method(D_METHOD("get_height"), &CylinderShape3D::get_height);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,4096,0.01"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.01,4096,0.01"), "set_height", "get_height");
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}
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CylinderShape3D::CylinderShape3D() :
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Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CYLINDER)) {
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radius = 1.0;
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height = 2.0;
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_update_shape();
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}
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