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c4b116cff7
Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed.
92 lines
4.1 KiB
C++
92 lines
4.1 KiB
C++
/*************************************************************************/
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/* circle_shape_2d.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 "circle_shape_2d.h"
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#include "servers/physics_server_2d.h"
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#include "servers/rendering_server.h"
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bool CircleShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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return p_point.length() < get_radius() + p_tolerance;
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}
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void CircleShape2D::_update_shape() {
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PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), radius);
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emit_changed();
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}
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void CircleShape2D::set_radius(real_t p_radius) {
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radius = p_radius;
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_update_shape();
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}
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real_t CircleShape2D::get_radius() const {
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return radius;
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}
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void CircleShape2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CircleShape2D::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &CircleShape2D::get_radius);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.01,16384,0.5"), "set_radius", "get_radius");
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}
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Rect2 CircleShape2D::get_rect() const {
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Rect2 rect;
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rect.position = -Point2(get_radius(), get_radius());
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rect.size = Point2(get_radius(), get_radius()) * 2.0;
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return rect;
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}
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real_t CircleShape2D::get_enclosing_radius() const {
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return radius;
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}
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void CircleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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Vector<Vector2> points;
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const real_t turn_step = Math_TAU / 24.0;
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for (int i = 0; i < 24; i++) {
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points.push_back(Vector2(Math::cos(i * turn_step), Math::sin(i * turn_step)) * get_radius());
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}
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Vector<Color> col;
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col.push_back(p_color);
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RenderingServer::get_singleton()->canvas_item_add_polygon(p_to_rid, points, col);
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if (is_collision_outline_enabled()) {
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RenderingServer::get_singleton()->canvas_item_add_polyline(p_to_rid, points, col);
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// Draw the last segment as it's not drawn by `canvas_item_add_polyline()`.
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RenderingServer::get_singleton()->canvas_item_add_line(p_to_rid, points[points.size() - 1], points[0], p_color);
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}
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}
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CircleShape2D::CircleShape2D() :
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Shape2D(PhysicsServer2D::get_singleton()->circle_shape_create()) {
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_update_shape();
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}
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