cylinder_shape_3d.cpp 5.3 KB

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  1. /**************************************************************************/
  2. /* cylinder_shape_3d.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "cylinder_shape_3d.h"
  31. #include "scene/resources/3d/primitive_meshes.h"
  32. #include "servers/physics_server_3d.h"
  33. Vector<Vector3> CylinderShape3D::get_debug_mesh_lines() const {
  34. float c_radius = get_radius();
  35. float c_height = get_height();
  36. Vector<Vector3> points;
  37. Vector3 d(0, c_height * 0.5, 0);
  38. for (int i = 0; i < 360; i++) {
  39. float ra = Math::deg_to_rad((float)i);
  40. float rb = Math::deg_to_rad((float)i + 1);
  41. Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * c_radius;
  42. Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * c_radius;
  43. points.push_back(Vector3(a.x, 0, a.y) + d);
  44. points.push_back(Vector3(b.x, 0, b.y) + d);
  45. points.push_back(Vector3(a.x, 0, a.y) - d);
  46. points.push_back(Vector3(b.x, 0, b.y) - d);
  47. if (i % 90 == 0) {
  48. points.push_back(Vector3(a.x, 0, a.y) + d);
  49. points.push_back(Vector3(a.x, 0, a.y) - d);
  50. }
  51. }
  52. return points;
  53. }
  54. Ref<ArrayMesh> CylinderShape3D::get_debug_arraymesh_faces(const Color &p_modulate) const {
  55. Array cylinder_array;
  56. cylinder_array.resize(RS::ARRAY_MAX);
  57. CylinderMesh::create_mesh_array(cylinder_array, radius, radius, height, 32);
  58. Vector<Color> colors;
  59. const PackedVector3Array &verts = cylinder_array[RS::ARRAY_VERTEX];
  60. const int32_t verts_size = verts.size();
  61. for (int i = 0; i < verts_size; i++) {
  62. colors.append(p_modulate);
  63. }
  64. Ref<ArrayMesh> cylinder_mesh = memnew(ArrayMesh);
  65. cylinder_array[RS::ARRAY_COLOR] = colors;
  66. cylinder_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
  67. return cylinder_mesh;
  68. }
  69. real_t CylinderShape3D::get_enclosing_radius() const {
  70. return Vector2(radius, height * 0.5).length();
  71. }
  72. void CylinderShape3D::_update_shape() {
  73. Dictionary d;
  74. d["radius"] = radius;
  75. d["height"] = height;
  76. PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
  77. Shape3D::_update_shape();
  78. }
  79. void CylinderShape3D::set_radius(float p_radius) {
  80. ERR_FAIL_COND_MSG(p_radius < 0, "CylinderShape3D radius cannot be negative.");
  81. radius = p_radius;
  82. _update_shape();
  83. emit_changed();
  84. }
  85. float CylinderShape3D::get_radius() const {
  86. return radius;
  87. }
  88. void CylinderShape3D::set_height(float p_height) {
  89. ERR_FAIL_COND_MSG(p_height < 0, "CylinderShape3D height cannot be negative.");
  90. height = p_height;
  91. _update_shape();
  92. emit_changed();
  93. }
  94. float CylinderShape3D::get_height() const {
  95. return height;
  96. }
  97. void CylinderShape3D::_bind_methods() {
  98. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CylinderShape3D::set_radius);
  99. ClassDB::bind_method(D_METHOD("get_radius"), &CylinderShape3D::get_radius);
  100. ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderShape3D::set_height);
  101. ClassDB::bind_method(D_METHOD("get_height"), &CylinderShape3D::get_height);
  102. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_height", "get_height");
  103. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_radius", "get_radius");
  104. }
  105. CylinderShape3D::CylinderShape3D() :
  106. Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CYLINDER)) {
  107. _update_shape();
  108. }