/*************************************************************************/ /* world_boundary_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 "world_boundary_shape_2d.h" #include "core/math/geometry_2d.h" #include "servers/physics_server_2d.h" #include "servers/rendering_server.h" bool WorldBoundaryShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const { Vector2 point = get_distance() * get_normal(); Vector2 l[2][2] = { { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }, { point, point + get_normal() * 30 } }; for (int i = 0; i < 2; i++) { Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]); if (p_point.distance_to(closest) < p_tolerance) { return true; } } return false; } void WorldBoundaryShape2D::_update_shape() { Array arr; arr.push_back(normal); arr.push_back(distance); PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), arr); emit_changed(); } void WorldBoundaryShape2D::set_normal(const Vector2 &p_normal) { normal = p_normal; _update_shape(); } void WorldBoundaryShape2D::set_distance(real_t p_distance) { distance = p_distance; _update_shape(); } Vector2 WorldBoundaryShape2D::get_normal() const { return normal; } real_t WorldBoundaryShape2D::get_distance() const { return distance; } void WorldBoundaryShape2D::draw(const RID &p_to_rid, const Color &p_color) { Vector2 point = get_distance() * get_normal(); Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }; RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3); Vector2 l2[2] = { point, point + get_normal() * 30 }; RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3); } Rect2 WorldBoundaryShape2D::get_rect() const { Vector2 point = get_distance() * get_normal(); Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }; Vector2 l2[2] = { point, point + get_normal() * 30 }; Rect2 rect; rect.position = l1[0]; rect.expand_to(l1[1]); rect.expand_to(l2[0]); rect.expand_to(l2[1]); return rect; } real_t WorldBoundaryShape2D::get_enclosing_radius() const { return distance; } void WorldBoundaryShape2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_normal", "normal"), &WorldBoundaryShape2D::set_normal); ClassDB::bind_method(D_METHOD("get_normal"), &WorldBoundaryShape2D::get_normal); ClassDB::bind_method(D_METHOD("set_distance", "distance"), &WorldBoundaryShape2D::set_distance); ClassDB::bind_method(D_METHOD("get_distance"), &WorldBoundaryShape2D::get_distance); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "set_normal", "get_normal"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance"), "set_distance", "get_distance"); } WorldBoundaryShape2D::WorldBoundaryShape2D() : Shape2D(PhysicsServer2D::get_singleton()->world_boundary_shape_create()) { _update_shape(); }