godot/scene/resources/circle_shape_2d.cpp
PouleyKetchoupp c4b116cff7 Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:52:50 -07:00

93 lines
4.1 KiB
C++

/*************************************************************************/
/* circle_shape_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "circle_shape_2d.h"
#include "servers/physics_server_2d.h"
#include "servers/rendering_server.h"
bool CircleShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
return p_point.length() < get_radius() + p_tolerance;
}
void CircleShape2D::_update_shape() {
PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), radius);
emit_changed();
}
void CircleShape2D::set_radius(real_t p_radius) {
radius = p_radius;
_update_shape();
}
real_t CircleShape2D::get_radius() const {
return radius;
}
void CircleShape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CircleShape2D::set_radius);
ClassDB::bind_method(D_METHOD("get_radius"), &CircleShape2D::get_radius);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,16384,0.5"), "set_radius", "get_radius");
}
Rect2 CircleShape2D::get_rect() const {
Rect2 rect;
rect.position = -Point2(get_radius(), get_radius());
rect.size = Point2(get_radius(), get_radius()) * 2.0;
return rect;
}
real_t CircleShape2D::get_enclosing_radius() const {
return radius;
}
void CircleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Vector<Vector2> points;
const real_t turn_step = Math_TAU / 24.0;
for (int i = 0; i < 24; i++) {
points.push_back(Vector2(Math::cos(i * turn_step), Math::sin(i * turn_step)) * get_radius());
}
Vector<Color> col;
col.push_back(p_color);
RenderingServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
if (is_collision_outline_enabled()) {
RenderingServer::get_singleton()->canvas_item_add_polyline(p_to_rid, points, col);
// Draw the last segment as it's not drawn by `canvas_item_add_polyline()`.
RenderingServer::get_singleton()->canvas_item_add_line(p_to_rid, points[points.size() - 1], points[0], p_color);
}
}
CircleShape2D::CircleShape2D() :
Shape2D(PhysicsServer2D::get_singleton()->circle_shape_create()) {
_update_shape();
}