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Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed.
91 lines
3.9 KiB
C++
91 lines
3.9 KiB
C++
/*************************************************************************/
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/* rectangle_shape_2d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "rectangle_shape_2d.h"
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#include "servers/physics_server_2d.h"
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#include "servers/rendering_server.h"
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void RectangleShape2D::_update_shape() {
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PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), size * 0.5);
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emit_changed();
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}
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void RectangleShape2D::set_size(const Vector2 &p_size) {
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size = p_size;
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_update_shape();
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}
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Vector2 RectangleShape2D::get_size() const {
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return size;
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}
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void RectangleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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RenderingServer::get_singleton()->canvas_item_add_rect(p_to_rid, Rect2(-size * 0.5, size), p_color);
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if (is_collision_outline_enabled()) {
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// Draw an outlined rectangle to make individual shapes easier to distinguish.
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Vector<Vector2> stroke_points;
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stroke_points.resize(5);
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stroke_points.write[0] = -size * 0.5;
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stroke_points.write[1] = Vector2(size.x, -size.y) * 0.5;
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stroke_points.write[2] = size * 0.5;
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stroke_points.write[3] = Vector2(-size.x, size.y) * 0.5;
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stroke_points.write[4] = -size * 0.5;
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Vector<Color> stroke_colors;
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stroke_colors.resize(5);
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for (int i = 0; i < 5; i++) {
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stroke_colors.write[i] = (p_color);
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}
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RenderingServer::get_singleton()->canvas_item_add_polyline(p_to_rid, stroke_points, stroke_colors);
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}
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}
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Rect2 RectangleShape2D::get_rect() const {
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return Rect2(-size * 0.5, size);
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}
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real_t RectangleShape2D::get_enclosing_radius() const {
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return size.length() / 2;
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}
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void RectangleShape2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_size", "size"), &RectangleShape2D::set_size);
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ClassDB::bind_method(D_METHOD("get_size"), &RectangleShape2D::get_size);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
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}
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RectangleShape2D::RectangleShape2D() :
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Shape2D(PhysicsServer2D::get_singleton()->rectangle_shape_create()) {
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size = Vector2(20, 20);
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_update_shape();
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}
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