godot/scene/resources/world_boundary_shape_2d.cpp
Rémi Verschelde 0d772c6e6e Improve range property hints for various collision shapes
Fixes #36419.

Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
2022-03-26 16:20:30 +01:00

118 lines
5.0 KiB
C++

/*************************************************************************/
/* world_boundary_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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#include "world_boundary_shape_2d.h"
#include "core/math/geometry_2d.h"
#include "servers/physics_server_2d.h"
#include "servers/rendering_server.h"
bool WorldBoundaryShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
Vector2 point = get_distance() * get_normal();
Vector2 l[2][2] = { { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }, { point, point + get_normal() * 30 } };
for (int i = 0; i < 2; i++) {
Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]);
if (p_point.distance_to(closest) < p_tolerance) {
return true;
}
}
return false;
}
void WorldBoundaryShape2D::_update_shape() {
Array arr;
arr.push_back(normal);
arr.push_back(distance);
PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), arr);
emit_changed();
}
void WorldBoundaryShape2D::set_normal(const Vector2 &p_normal) {
normal = p_normal;
_update_shape();
}
void WorldBoundaryShape2D::set_distance(real_t p_distance) {
distance = p_distance;
_update_shape();
}
Vector2 WorldBoundaryShape2D::get_normal() const {
return normal;
}
real_t WorldBoundaryShape2D::get_distance() const {
return distance;
}
void WorldBoundaryShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector2 point = get_distance() * get_normal();
Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3);
Vector2 l2[2] = { point, point + get_normal() * 30 };
RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3);
}
Rect2 WorldBoundaryShape2D::get_rect() const {
Vector2 point = get_distance() * get_normal();
Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
Vector2 l2[2] = { point, point + get_normal() * 30 };
Rect2 rect;
rect.position = l1[0];
rect.expand_to(l1[1]);
rect.expand_to(l2[0]);
rect.expand_to(l2[1]);
return rect;
}
real_t WorldBoundaryShape2D::get_enclosing_radius() const {
return distance;
}
void WorldBoundaryShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_normal", "normal"), &WorldBoundaryShape2D::set_normal);
ClassDB::bind_method(D_METHOD("get_normal"), &WorldBoundaryShape2D::get_normal);
ClassDB::bind_method(D_METHOD("set_distance", "distance"), &WorldBoundaryShape2D::set_distance);
ClassDB::bind_method(D_METHOD("get_distance"), &WorldBoundaryShape2D::get_distance);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "set_normal", "get_normal");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater"), "set_distance", "get_distance");
}
WorldBoundaryShape2D::WorldBoundaryShape2D() :
Shape2D(PhysicsServer2D::get_singleton()->world_boundary_shape_create()) {
_update_shape();
}