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								/**************************************************************************/
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								/*  sphere_shape.cpp                                                      */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/* "Software"), to deal in the Software without restriction, including    */
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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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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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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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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								#include "sphere_shape.h"
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								#include "servers/physics_server.h"
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								Vector<Vector3> SphereShape::get_debug_mesh_lines() {
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									float r = get_radius();
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									Vector<Vector3> points;
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									for (int i = 0; i <= 360; i++) {
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										float ra = Math::deg2rad((float)i);
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										float rb = Math::deg2rad((float)i + 1);
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										Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * r;
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										Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
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										points.push_back(Vector3(a.x, 0, a.y));
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										points.push_back(Vector3(b.x, 0, b.y));
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										points.push_back(Vector3(0, a.x, a.y));
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										points.push_back(Vector3(0, b.x, b.y));
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										points.push_back(Vector3(a.x, a.y, 0));
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										points.push_back(Vector3(b.x, b.y, 0));
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									}
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									return points;
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								}
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								real_t SphereShape::get_enclosing_radius() const {
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									return radius;
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								}
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								void SphereShape::_update_shape() {
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									PhysicsServer::get_singleton()->shape_set_data(get_shape(), radius);
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									Shape::_update_shape();
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								}
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								void SphereShape::set_radius(float p_radius) {
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									radius = p_radius;
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									_update_shape();
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									notify_change_to_owners();
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									_change_notify("radius");
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								}
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								float SphereShape::get_radius() const {
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									return radius;
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								}
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								void SphereShape::_bind_methods() {
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									ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape::set_radius);
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									ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape::get_radius);
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									ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater"), "set_radius", "get_radius");
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								}
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								SphereShape::SphereShape() :
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										Shape(RID_PRIME(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_SPHERE))) {
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									set_radius(1.0);
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								}
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