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/*************************************************************************/
/* 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);
ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh);
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);
}
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