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https://github.com/godotengine/godot
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96 lines
3.7 KiB
C++
96 lines
3.7 KiB
C++
/*************************************************************************/
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/* ray_shape.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "ray_shape.h"
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#include "servers/physics_server.h"
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Vector<Vector3> RayShape::_gen_debug_mesh_lines() {
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Vector<Vector3> points;
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points.push_back(Vector3());
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points.push_back(Vector3(0, 0, get_length()));
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return points;
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}
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void RayShape::_update_shape() {
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Dictionary d;
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d["length"] = length;
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d["slips_on_slope"] = slips_on_slope;
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PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
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Shape::_update_shape();
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}
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void RayShape::set_length(float p_length) {
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length = p_length;
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_update_shape();
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notify_change_to_owners();
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_change_notify("length");
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}
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float RayShape::get_length() const {
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return length;
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}
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void RayShape::set_slips_on_slope(bool p_active) {
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slips_on_slope = p_active;
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_update_shape();
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notify_change_to_owners();
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_change_notify("slips_on_slope");
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}
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bool RayShape::get_slips_on_slope() const {
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return slips_on_slope;
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}
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void RayShape::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_length", "length"), &RayShape::set_length);
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ClassDB::bind_method(D_METHOD("get_length"), &RayShape::get_length);
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ClassDB::bind_method(D_METHOD("set_slips_on_slope", "active"), &RayShape::set_slips_on_slope);
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ClassDB::bind_method(D_METHOD("get_slips_on_slope"), &RayShape::get_slips_on_slope);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "length", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_length", "get_length");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "slips_on_slope"), "set_slips_on_slope", "get_slips_on_slope");
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}
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RayShape::RayShape() :
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Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_RAY)) {
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set_length(1.0);
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set_slips_on_slope(false);
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}
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