godot/scene/resources/segment_shape_2d.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

172 lines
4.9 KiB
C++

/*************************************************************************/
/* segment_shape_2d.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 "segment_shape_2d.h"
#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"
void SegmentShape2D::_update_shape() {
Rect2 r;
r.pos=a;
r.size=b;
Physics2DServer::get_singleton()->shape_set_data(get_rid(),r);
emit_changed();
}
void SegmentShape2D::set_a(const Vector2& p_a) {
a=p_a;
_update_shape();
}
Vector2 SegmentShape2D::get_a() const {
return a;
}
void SegmentShape2D::set_b(const Vector2& p_b) {
b=p_b;
_update_shape();
}
Vector2 SegmentShape2D::get_b() const {
return b;
}
void SegmentShape2D::draw(const RID& p_to_rid,const Color& p_color) {
VisualServer::get_singleton()->canvas_item_add_line(p_to_rid,a,b,p_color,3);
}
Rect2 SegmentShape2D::get_rect() const{
Rect2 rect;
rect.pos=a;
rect.expand_to(b);
return rect;
}
void SegmentShape2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_a","a"),&SegmentShape2D::set_a);
ObjectTypeDB::bind_method(_MD("get_a"),&SegmentShape2D::get_a);
ObjectTypeDB::bind_method(_MD("set_b","b"),&SegmentShape2D::set_b);
ObjectTypeDB::bind_method(_MD("get_b"),&SegmentShape2D::get_b);
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"a"),_SCS("set_a"),_SCS("get_a") );
ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"b"),_SCS("set_b"),_SCS("get_b") );
}
SegmentShape2D::SegmentShape2D() : Shape2D( Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_SEGMENT)) {
a=Vector2();
b=Vector2(0,10);
_update_shape();
}
////////////////////////////////////////////////////////////
void RayShape2D::_update_shape() {
Physics2DServer::get_singleton()->shape_set_data(get_rid(),length);
emit_changed();
}
void RayShape2D::draw(const RID& p_to_rid,const Color& p_color) {
Vector2 tip = Vector2(0,get_length());
VS::get_singleton()->canvas_item_add_line(p_to_rid,Vector2(),tip,p_color,3);
Vector<Vector2> pts;
float tsize=4;
pts.push_back(tip+Vector2(0,tsize));
pts.push_back(tip+Vector2(0.707*tsize,0));
pts.push_back(tip+Vector2(-0.707*tsize,0));
Vector<Color> cols;
for(int i=0;i<3;i++)
cols.push_back(p_color);
VS::get_singleton()->canvas_item_add_primitive(p_to_rid,pts,cols,Vector<Point2>(),RID());
}
Rect2 RayShape2D::get_rect() const {
Rect2 rect;
rect.pos=Vector2();
rect.expand_to(Vector2(0,length));
rect=rect.grow(0.707*4);
return rect;
}
void RayShape2D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_length","length"),&RayShape2D::set_length);
ObjectTypeDB::bind_method(_MD("get_length"),&RayShape2D::get_length);
ADD_PROPERTY( PropertyInfo(Variant::REAL,"length"),_SCS("set_length"),_SCS("get_length") );
}
void RayShape2D::set_length(real_t p_length) {
length=p_length;
_update_shape();
}
real_t RayShape2D::get_length() const {
return length;
}
RayShape2D::RayShape2D() : Shape2D( Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_RAY)) {
length=20;
_update_shape();
}