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path: root/scene/resources/shape_line_2d.cpp
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/*************************************************************************/
/*  shape_line_2d.cpp                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* 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_line_2d.h"
#include "servers/physics_2d_server.h"
#include "servers/visual_server.h"
void LineShape2D::_update_shape() {

	Array arr;
	arr.push_back(normal);
	arr.push_back(d);
	Physics2DServer::get_singleton()->shape_set_data(get_rid(),arr);
	emit_changed();

}

void LineShape2D::set_normal(const Vector2& p_normal) {

	normal=p_normal;
	_update_shape();

}

void LineShape2D::set_d(real_t p_d) {

	d=p_d;
	_update_shape();

}

Vector2 LineShape2D::get_normal() const {

	return normal;
}
real_t LineShape2D::get_d() const {

	return d;
}


void LineShape2D::draw(const RID& p_to_rid,const Color& p_color) {

	Vector2 point = get_d() * get_normal();

	Vector2 l1[2]={point-get_normal().tangent()*100,point+get_normal().tangent()*100};
	VS::get_singleton()->canvas_item_add_line(p_to_rid,l1[0],l1[1],p_color,3);
	Vector2 l2[2]={point,point+get_normal()*30};
	VS::get_singleton()->canvas_item_add_line(p_to_rid,l2[0],l2[1],p_color,3);

}
Rect2 LineShape2D::get_rect() const{

	Vector2 point = get_d() * get_normal();

	Vector2 l1[2]={point-get_normal().tangent()*100,point+get_normal().tangent()*100};
	Vector2 l2[2]={point,point+get_normal()*30};
	Rect2 rect;
	rect.pos=l1[0];
	rect.expand_to(l1[1]);
	rect.expand_to(l2[0]);
	rect.expand_to(l2[1]);
	return rect;

}

void LineShape2D::_bind_methods() {

	ClassDB::bind_method(_MD("set_normal","normal"),&LineShape2D::set_normal);
	ClassDB::bind_method(_MD("get_normal"),&LineShape2D::get_normal);

	ClassDB::bind_method(_MD("set_d","d"),&LineShape2D::set_d);
	ClassDB::bind_method(_MD("get_d"),&LineShape2D::get_d);

	ADD_PROPERTY( PropertyInfo(Variant::VECTOR2,"normal"),_SCS("set_normal"),_SCS("get_normal") );
	ADD_PROPERTY( PropertyInfo(Variant::REAL,"d"),_SCS("set_d"),_SCS("get_d") );

}

LineShape2D::LineShape2D() : Shape2D( Physics2DServer::get_singleton()->shape_create(Physics2DServer::SHAPE_LINE)) {

	normal=Vector2(0,-1);
	d=0;
	_update_shape();
}