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/*************************************************************************/
/*  ray_shape.cpp                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 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 "ray_shape.h"

#include "servers/physics_server.h"

Vector<Vector3> RayShape::_gen_debug_mesh_lines() {

	Vector<Vector3> points;
	points.push_back(Vector3());
	points.push_back(Vector3(0, 0, get_length()));

	return points;
}

void RayShape::_update_shape() {

	PhysicsServer::get_singleton()->shape_set_data(get_shape(), length);
	emit_changed();
}

void RayShape::set_length(float p_length) {

	length = p_length;
	_update_shape();
	notify_change_to_owners();
}

float RayShape::get_length() const {

	return length;
}

void RayShape::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape::set_length);
	ClassDB::bind_method(D_METHOD("get_length"), &RayShape::get_length);

	ADD_PROPERTY(PropertyInfo(Variant::REAL, "length", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_length", "get_length");
}

RayShape::RayShape() :
		Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_RAY)) {

	set_length(1.0);
}