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			Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed.
		
			
				
	
	
		
			121 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			121 lines
		
	
	
	
		
			4.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  capsule_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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| 
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| #include "capsule_shape_2d.h"
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| 
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| #include "core/math/geometry_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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| 
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| Vector<Vector2> CapsuleShape2D::_get_points() const {
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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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| 		Vector2 ofs = Vector2(0, (i > 6 && i <= 18) ? -get_height() * 0.5 : get_height() * 0.5);
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| 
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| 		points.push_back(Vector2(Math::sin(i * turn_step), Math::cos(i * turn_step)) * get_radius() + ofs);
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| 		if (i == 6 || i == 18) {
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| 			points.push_back(Vector2(Math::sin(i * turn_step), Math::cos(i * turn_step)) * get_radius() - ofs);
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| 		}
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| 	}
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| 
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| 	return points;
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| }
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| 
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| bool CapsuleShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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| 	return Geometry2D::is_point_in_polygon(p_point, _get_points());
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| }
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| 
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| void CapsuleShape2D::_update_shape() {
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| 	PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), Vector2(radius, height));
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| 	emit_changed();
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| }
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| 
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| void CapsuleShape2D::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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| 
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| real_t CapsuleShape2D::get_radius() const {
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| 	return radius;
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| }
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| 
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| void CapsuleShape2D::set_height(real_t p_height) {
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| 	height = p_height;
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| 	if (height < 0) {
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| 		height = 0;
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| 	}
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| 
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| 	_update_shape();
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| }
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| 
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| real_t CapsuleShape2D::get_height() const {
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| 	return height;
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| }
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| 
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| void CapsuleShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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| 	Vector<Vector2> points = _get_points();
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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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| 
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| Rect2 CapsuleShape2D::get_rect() const {
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| 	Vector2 he = Point2(get_radius(), get_radius() + get_height() * 0.5);
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| 	Rect2 rect;
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| 	rect.position = -he;
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| 	rect.size = he * 2.0;
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| 	return rect;
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| }
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| 
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| real_t CapsuleShape2D::get_enclosing_radius() const {
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| 	return radius + height * 0.5;
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| }
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| 
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| void CapsuleShape2D::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleShape2D::set_radius);
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| 	ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleShape2D::get_radius);
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| 
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| 	ClassDB::bind_method(D_METHOD("set_height", "height"), &CapsuleShape2D::set_height);
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| 	ClassDB::bind_method(D_METHOD("get_height"), &CapsuleShape2D::get_height);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius"), "set_radius", "get_radius");
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| 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height"), "set_height", "get_height");
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| }
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| 
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| CapsuleShape2D::CapsuleShape2D() :
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| 		Shape2D(PhysicsServer2D::get_singleton()->capsule_shape_create()) {
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| 	_update_shape();
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| }
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