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		1aa2823fa3
		
	
	
	
	
		
			
			-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
		
			
				
	
	
		
			114 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			114 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  capsule_shape_3d.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_3d.h"
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| #include "servers/physics_server_3d.h"
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| 
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| Vector<Vector3> CapsuleShape3D::get_debug_mesh_lines() const {
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| 	float radius = get_radius();
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| 	float height = get_height();
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| 
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| 	Vector<Vector3> points;
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| 
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| 	Vector3 d(0, height * 0.5, 0);
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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)) * radius;
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| 		Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;
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| 
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| 		points.push_back(Vector3(a.x, 0, a.y) + d);
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| 		points.push_back(Vector3(b.x, 0, b.y) + d);
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| 
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| 		points.push_back(Vector3(a.x, 0, a.y) - d);
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| 		points.push_back(Vector3(b.x, 0, b.y) - d);
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| 
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| 		if (i % 90 == 0) {
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| 			points.push_back(Vector3(a.x, 0, a.y) + d);
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| 			points.push_back(Vector3(a.x, 0, a.y) - d);
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| 		}
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| 
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| 		Vector3 dud = i < 180 ? d : -d;
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| 
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| 		points.push_back(Vector3(0, a.x, a.y) + dud);
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| 		points.push_back(Vector3(0, b.x, b.y) + dud);
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| 		points.push_back(Vector3(a.y, a.x, 0) + dud);
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| 		points.push_back(Vector3(b.y, b.x, 0) + dud);
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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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| real_t CapsuleShape3D::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 CapsuleShape3D::_update_shape() {
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| 	Dictionary d;
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| 	d["radius"] = radius;
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| 	d["height"] = height;
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| 	PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), d);
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| 	Shape3D::_update_shape();
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| }
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| 
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| void CapsuleShape3D::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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| }
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| 
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| float CapsuleShape3D::get_radius() const {
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| 	return radius;
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| }
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| 
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| void CapsuleShape3D::set_height(float p_height) {
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| 	height = p_height;
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| 	_update_shape();
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| 	notify_change_to_owners();
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| }
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| 
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| float CapsuleShape3D::get_height() const {
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| 	return height;
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| }
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| 
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| void CapsuleShape3D::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleShape3D::set_radius);
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| 	ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleShape3D::get_radius);
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| 	ClassDB::bind_method(D_METHOD("set_height", "height"), &CapsuleShape3D::set_height);
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| 	ClassDB::bind_method(D_METHOD("get_height"), &CapsuleShape3D::get_height);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,4096,0.001"), "set_radius", "get_radius");
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| 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,4096,0.001"), "set_height", "get_height");
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| }
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| 
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| CapsuleShape3D::CapsuleShape3D() :
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| 		Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_CAPSULE)) {
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| 	_update_shape();
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| }
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