initial commit, 4.5 stable
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This commit is contained in:
137
scene/resources/3d/world_boundary_shape_3d.cpp
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137
scene/resources/3d/world_boundary_shape_3d.cpp
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/**************************************************************************/
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/* world_boundary_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "world_boundary_shape_3d.h"
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#include "scene/resources/mesh.h"
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#include "servers/physics_server_3d.h"
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Vector<Vector3> WorldBoundaryShape3D::get_debug_mesh_lines() const {
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Plane p = get_plane();
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Vector3 n1 = p.get_any_perpendicular_normal();
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Vector3 n2 = p.normal.cross(n1).normalized();
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Vector3 pface[4] = {
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p.normal * p.d + n1 * 10.0 + n2 * 10.0,
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p.normal * p.d + n1 * 10.0 + n2 * -10.0,
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p.normal * p.d + n1 * -10.0 + n2 * -10.0,
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p.normal * p.d + n1 * -10.0 + n2 * 10.0,
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};
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Vector<Vector3> points = {
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pface[0],
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pface[1],
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pface[1],
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pface[2],
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pface[2],
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pface[3],
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pface[3],
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pface[0],
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p.normal * p.d,
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p.normal * p.d + p.normal * 3
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};
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return points;
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}
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Ref<ArrayMesh> WorldBoundaryShape3D::get_debug_arraymesh_faces(const Color &p_modulate) const {
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Plane p = get_plane();
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Vector3 n1 = p.get_any_perpendicular_normal();
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Vector3 n2 = p.normal.cross(n1).normalized();
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Vector3 pface[4] = {
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p.normal * p.d + n1 * 10.0 + n2 * 10.0,
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p.normal * p.d + n1 * 10.0 + n2 * -10.0,
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p.normal * p.d + n1 * -10.0 + n2 * -10.0,
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p.normal * p.d + n1 * -10.0 + n2 * 10.0,
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};
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Vector<Vector3> points = {
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pface[0],
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pface[1],
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pface[2],
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pface[3],
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};
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Vector<Color> colors = {
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p_modulate,
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p_modulate,
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p_modulate,
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p_modulate,
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};
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Vector<int> indices = {
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0,
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1,
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2,
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0,
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2,
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3,
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};
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Ref<ArrayMesh> mesh = memnew(ArrayMesh);
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Array a;
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a.resize(Mesh::ARRAY_MAX);
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a[RS::ARRAY_VERTEX] = points;
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a[RS::ARRAY_COLOR] = colors;
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a[RS::ARRAY_INDEX] = indices;
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a);
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return mesh;
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}
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void WorldBoundaryShape3D::_update_shape() {
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PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), plane);
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Shape3D::_update_shape();
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}
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void WorldBoundaryShape3D::set_plane(const Plane &p_plane) {
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plane = p_plane;
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_update_shape();
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emit_changed();
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}
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const Plane &WorldBoundaryShape3D::get_plane() const {
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return plane;
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}
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void WorldBoundaryShape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_plane", "plane"), &WorldBoundaryShape3D::set_plane);
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ClassDB::bind_method(D_METHOD("get_plane"), &WorldBoundaryShape3D::get_plane);
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ADD_PROPERTY(PropertyInfo(Variant::PLANE, "plane", PROPERTY_HINT_NONE, "suffix:m"), "set_plane", "get_plane");
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}
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WorldBoundaryShape3D::WorldBoundaryShape3D() :
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Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_WORLD_BOUNDARY)) {
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set_plane(Plane(0, 1, 0, 0));
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}
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