shape.cpp 3.6 KB

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  1. /*************************************************************************/
  2. /* shape.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "shape.h"
  31. #include "os/os.h"
  32. #include "scene/main/scene_tree.h"
  33. #include "scene/resources/mesh.h"
  34. #include "servers/physics_server.h"
  35. void Shape::add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform) {
  36. Vector<Vector3> toadd = _gen_debug_mesh_lines();
  37. if (toadd.size()) {
  38. int base = array.size();
  39. array.resize(base + toadd.size());
  40. PoolVector<Vector3>::Write w = array.write();
  41. for (int i = 0; i < toadd.size(); i++) {
  42. w[i + base] = p_xform.xform(toadd[i]);
  43. }
  44. }
  45. }
  46. Ref<ArrayMesh> Shape::get_debug_mesh() {
  47. if (debug_mesh_cache.is_valid())
  48. return debug_mesh_cache;
  49. Vector<Vector3> lines = _gen_debug_mesh_lines();
  50. debug_mesh_cache = Ref<ArrayMesh>(memnew(ArrayMesh));
  51. if (!lines.empty()) {
  52. //make mesh
  53. PoolVector<Vector3> array;
  54. array.resize(lines.size());
  55. {
  56. PoolVector<Vector3>::Write w = array.write();
  57. for (int i = 0; i < lines.size(); i++) {
  58. w[i] = lines[i];
  59. }
  60. }
  61. Array arr;
  62. arr.resize(Mesh::ARRAY_MAX);
  63. arr[Mesh::ARRAY_VERTEX] = array;
  64. SceneTree *st = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
  65. debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, arr);
  66. if (st) {
  67. debug_mesh_cache->surface_set_material(0, st->get_debug_collision_material());
  68. }
  69. }
  70. return debug_mesh_cache;
  71. }
  72. Shape::Shape() {
  73. ERR_PRINT("Constructor must not be called!");
  74. }
  75. Shape::Shape(RID p_shape) {
  76. shape = p_shape;
  77. }
  78. Shape::~Shape() {
  79. PhysicsServer::get_singleton()->free(shape);
  80. }