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-rw-r--r--scene/resources/sphere_shape_3d.cpp93
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diff --git a/scene/resources/sphere_shape_3d.cpp b/scene/resources/sphere_shape_3d.cpp
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+/*************************************************************************/
+/* sphere_shape_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 "sphere_shape_3d.h"
+#include "servers/physics_server_3d.h"
+
+Vector<Vector3> SphereShape3D::get_debug_mesh_lines() {
+
+ float r = get_radius();
+
+ Vector<Vector3> 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;
+}
+
+real_t SphereShape3D::get_enclosing_radius() const {
+ return radius;
+}
+
+void SphereShape3D::_update_shape() {
+
+ PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), radius);
+ Shape3D::_update_shape();
+}
+
+void SphereShape3D::set_radius(float p_radius) {
+
+ radius = p_radius;
+ _update_shape();
+ notify_change_to_owners();
+ _change_notify("radius");
+}
+
+float SphereShape3D::get_radius() const {
+
+ return radius;
+}
+
+void SphereShape3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape3D::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape3D::get_radius);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_radius", "get_radius");
+}
+
+SphereShape3D::SphereShape3D() :
+ Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_SPHERE)) {
+
+ set_radius(1.0);
+}