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/*************************************************************************/
/*  box_shape_3d.cpp                                                     */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 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 "box_shape_3d.h"
#include "servers/physics_server_3d.h"

Vector<Vector3> BoxShape3D::get_debug_mesh_lines() const {
	Vector<Vector3> lines;
	AABB aabb;
	aabb.position = -size / 2;
	aabb.size = size;

	for (int i = 0; i < 12; i++) {
		Vector3 a, b;
		aabb.get_edge(i, a, b);
		lines.push_back(a);
		lines.push_back(b);
	}

	return lines;
}

real_t BoxShape3D::get_enclosing_radius() const {
	return size.length() / 2;
}

void BoxShape3D::_update_shape() {
	PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), size / 2);
	Shape3D::_update_shape();
}

#ifndef DISABLE_DEPRECATED
bool BoxShape3D::_set(const StringName &p_name, const Variant &p_value) {
	if (p_name == "extents") { // Compatibility with Godot 3.x.
		// Convert to `size`, twice as big.
		set_size((Vector3)p_value * 2);
		return true;
	}
	return false;
}

bool BoxShape3D::_get(const StringName &p_name, Variant &r_property) const {
	if (p_name == "extents") { // Compatibility with Godot 3.x.
		// Convert to `extents`, half as big.
		r_property = size / 2;
		return true;
	}
	return false;
}
#endif // DISABLE_DEPRECATED

void BoxShape3D::set_size(const Vector3 &p_size) {
	size = p_size;
	_update_shape();
	notify_change_to_owners();
}

Vector3 BoxShape3D::get_size() const {
	return size;
}

void BoxShape3D::_bind_methods() {
	ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxShape3D::set_size);
	ClassDB::bind_method(D_METHOD("get_size"), &BoxShape3D::get_size);

	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
}

BoxShape3D::BoxShape3D() :
		Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_BOX)) {
	set_size(Vector3(1, 1, 1));
}