world_boundary_shape_2d.cpp 5.0 KB

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  1. /*************************************************************************/
  2. /* world_boundary_shape_2d.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "world_boundary_shape_2d.h"
  31. #include "core/math/geometry_2d.h"
  32. #include "servers/physics_server_2d.h"
  33. #include "servers/rendering_server.h"
  34. bool WorldBoundaryShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
  35. Vector2 point = get_distance() * get_normal();
  36. Vector2 l[2][2] = { { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }, { point, point + get_normal() * 30 } };
  37. for (int i = 0; i < 2; i++) {
  38. Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]);
  39. if (p_point.distance_to(closest) < p_tolerance) {
  40. return true;
  41. }
  42. }
  43. return false;
  44. }
  45. void WorldBoundaryShape2D::_update_shape() {
  46. Array arr;
  47. arr.push_back(normal);
  48. arr.push_back(distance);
  49. PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), arr);
  50. emit_changed();
  51. }
  52. void WorldBoundaryShape2D::set_normal(const Vector2 &p_normal) {
  53. normal = p_normal;
  54. _update_shape();
  55. }
  56. void WorldBoundaryShape2D::set_distance(real_t p_distance) {
  57. distance = p_distance;
  58. _update_shape();
  59. }
  60. Vector2 WorldBoundaryShape2D::get_normal() const {
  61. return normal;
  62. }
  63. real_t WorldBoundaryShape2D::get_distance() const {
  64. return distance;
  65. }
  66. void WorldBoundaryShape2D::draw(const RID &p_to_rid, const Color &p_color) {
  67. Vector2 point = get_distance() * get_normal();
  68. Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
  69. RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3);
  70. Vector2 l2[2] = { point, point + get_normal() * 30 };
  71. RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3);
  72. }
  73. Rect2 WorldBoundaryShape2D::get_rect() const {
  74. Vector2 point = get_distance() * get_normal();
  75. Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
  76. Vector2 l2[2] = { point, point + get_normal() * 30 };
  77. Rect2 rect;
  78. rect.position = l1[0];
  79. rect.expand_to(l1[1]);
  80. rect.expand_to(l2[0]);
  81. rect.expand_to(l2[1]);
  82. return rect;
  83. }
  84. real_t WorldBoundaryShape2D::get_enclosing_radius() const {
  85. return distance;
  86. }
  87. void WorldBoundaryShape2D::_bind_methods() {
  88. ClassDB::bind_method(D_METHOD("set_normal", "normal"), &WorldBoundaryShape2D::set_normal);
  89. ClassDB::bind_method(D_METHOD("get_normal"), &WorldBoundaryShape2D::get_normal);
  90. ClassDB::bind_method(D_METHOD("set_distance", "distance"), &WorldBoundaryShape2D::set_distance);
  91. ClassDB::bind_method(D_METHOD("get_distance"), &WorldBoundaryShape2D::get_distance);
  92. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "set_normal", "get_normal");
  93. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:px"), "set_distance", "get_distance");
  94. }
  95. WorldBoundaryShape2D::WorldBoundaryShape2D() :
  96. Shape2D(PhysicsServer2D::get_singleton()->world_boundary_shape_create()) {
  97. _update_shape();
  98. }