/*************************************************************************/ /* shape_3d.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 "shape_3d.h" #include "core/os/os.h" #include "scene/main/scene_tree.h" #include "scene/resources/mesh.h" #include "servers/physics_server_3d.h" void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform &p_xform) { Vector<Vector3> toadd = get_debug_mesh_lines(); if (toadd.size()) { int base = array.size(); array.resize(base + toadd.size()); Vector3 *w = array.ptrw(); for (int i = 0; i < toadd.size(); i++) { w[i + base] = p_xform.xform(toadd[i]); } } } real_t Shape3D::get_margin() const { return margin; } void Shape3D::set_margin(real_t p_margin) { margin = p_margin; PhysicsServer3D::get_singleton()->shape_set_margin(shape, margin); } Ref<ArrayMesh> Shape3D::get_debug_mesh() { if (debug_mesh_cache.is_valid()) { return debug_mesh_cache; } Vector<Vector3> lines = get_debug_mesh_lines(); debug_mesh_cache = Ref<ArrayMesh>(memnew(ArrayMesh)); if (!lines.is_empty()) { //make mesh Vector<Vector3> array; array.resize(lines.size()); { Vector3 *w = array.ptrw(); for (int i = 0; i < lines.size(); i++) { w[i] = lines[i]; } } Array arr; arr.resize(Mesh::ARRAY_MAX); arr[Mesh::ARRAY_VERTEX] = array; SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop()); debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, arr); if (st) { debug_mesh_cache->surface_set_material(0, st->get_debug_collision_material()); } } return debug_mesh_cache; } void Shape3D::_update_shape() { emit_changed(); debug_mesh_cache.unref(); } void Shape3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin); ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin"); } Shape3D::Shape3D() { ERR_PRINT("Default constructor must not be called!"); } Shape3D::Shape3D(RID p_shape) : shape(p_shape) {} Shape3D::~Shape3D() { PhysicsServer3D::get_singleton()->free(shape); }