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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
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			117 lines
		
	
	
	
		
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			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  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 "shape_3d.h"
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| 
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| #include "core/os/os.h"
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| #include "scene/main/scene_tree.h"
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| #include "scene/resources/mesh.h"
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| #include "servers/physics_server_3d.h"
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| 
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| void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform &p_xform) {
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| 	Vector<Vector3> toadd = get_debug_mesh_lines();
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| 
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| 	if (toadd.size()) {
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| 		int base = array.size();
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| 		array.resize(base + toadd.size());
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| 		Vector3 *w = array.ptrw();
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| 		for (int i = 0; i < toadd.size(); i++) {
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| 			w[i + base] = p_xform.xform(toadd[i]);
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| 		}
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| 	}
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| }
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| 
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| real_t Shape3D::get_margin() const {
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| 	return margin;
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| }
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| 
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| void Shape3D::set_margin(real_t p_margin) {
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| 	margin = p_margin;
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| 	PhysicsServer3D::get_singleton()->shape_set_margin(shape, margin);
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| }
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| 
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| Ref<ArrayMesh> Shape3D::get_debug_mesh() {
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| 	if (debug_mesh_cache.is_valid()) {
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| 		return debug_mesh_cache;
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| 	}
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| 
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| 	Vector<Vector3> lines = get_debug_mesh_lines();
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| 
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| 	debug_mesh_cache = Ref<ArrayMesh>(memnew(ArrayMesh));
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| 
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| 	if (!lines.is_empty()) {
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| 		//make mesh
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| 		Vector<Vector3> array;
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| 		array.resize(lines.size());
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| 		{
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| 			Vector3 *w = array.ptrw();
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| 			for (int i = 0; i < lines.size(); i++) {
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| 				w[i] = lines[i];
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| 			}
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| 		}
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| 
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| 		Array arr;
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| 		arr.resize(Mesh::ARRAY_MAX);
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| 		arr[Mesh::ARRAY_VERTEX] = array;
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| 
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| 		SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
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| 
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| 		debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, arr);
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| 
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| 		if (st) {
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| 			debug_mesh_cache->surface_set_material(0, st->get_debug_collision_material());
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| 		}
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| 	}
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| 
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| 	return debug_mesh_cache;
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| }
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| 
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| void Shape3D::_update_shape() {
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| 	emit_changed();
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| 	debug_mesh_cache.unref();
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| }
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| 
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| void Shape3D::_bind_methods() {
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| 	ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin);
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| 	ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin");
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| }
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| 
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| Shape3D::Shape3D() {
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| 	ERR_PRINT("Default constructor must not be called!");
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| }
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| 
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| Shape3D::Shape3D(RID p_shape) :
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| 		shape(p_shape) {}
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| 
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| Shape3D::~Shape3D() {
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| 	PhysicsServer3D::get_singleton()->free(shape);
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| }
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