/*************************************************************************/ /* sphere_shape.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "sphere_shape.h" #include "servers/physics_server.h" Vector SphereShape::_gen_debug_mesh_lines() { float r=get_radius(); Vector points; for(int i=0;i<=360;i++) { float ra=Math::deg2rad((float)i); float rb=Math::deg2rad((float)i+1); Point2 a = Vector2(Math::sin(ra),Math::cos(ra))*r; Point2 b = Vector2(Math::sin(rb),Math::cos(rb))*r; points.push_back(Vector3(a.x,0,a.y)); points.push_back(Vector3(b.x,0,b.y)); points.push_back(Vector3(0,a.x,a.y)); points.push_back(Vector3(0,b.x,b.y)); points.push_back(Vector3(a.x,a.y,0)); points.push_back(Vector3(b.x,b.y,0)); } return points; } void SphereShape::_update_shape() { PhysicsServer::get_singleton()->shape_set_data(get_shape(),radius); } void SphereShape::set_radius(float p_radius) { radius=p_radius; _update_shape(); notify_change_to_owners(); _change_notify("radius"); } float SphereShape::get_radius() const { return radius; } void SphereShape::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius","radius"),&SphereShape::set_radius); ClassDB::bind_method(D_METHOD("get_radius"),&SphereShape::get_radius); ADD_PROPERTY( PropertyInfo(Variant::REAL,"radius",PROPERTY_HINT_RANGE,"0,4096,0.01"), "set_radius", "get_radius"); } SphereShape::SphereShape() : Shape( PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE)) { set_radius(1.0); }