1 /*************************************************************************/
2 /* shape.cpp */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
6 /* https://godotengine.org */
7 /*************************************************************************/
8 /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2019 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
32 #include "os/os.h"
33 #include "scene/main/scene_main_loop.h"
34 #include "scene/resources/mesh.h"
35 #include "servers/physics_server.h"
36
add_vertices_to_array(DVector<Vector3> & array,const Transform & p_xform)37 void Shape::add_vertices_to_array(DVector<Vector3> &array, const Transform &p_xform) {
38
39 Vector<Vector3> toadd = _gen_debug_mesh_lines();
40
41 if (toadd.size()) {
42
43 int base = array.size();
44 array.resize(base + toadd.size());
45 DVector<Vector3>::Write w = array.write();
46 for (int i = 0; i < toadd.size(); i++) {
47 w[i + base] = p_xform.xform(toadd[i]);
48 }
49 }
50 }
51
get_debug_mesh()52 Ref<Mesh> Shape::get_debug_mesh() {
53
54 if (debug_mesh_cache.is_valid())
55 return debug_mesh_cache;
56
57 Vector<Vector3> lines = _gen_debug_mesh_lines();
58
59 debug_mesh_cache = Ref<Mesh>(memnew(Mesh));
60
61 if (!lines.empty()) {
62 //make mesh
63 DVector<Vector3> array;
64 array.resize(lines.size());
65 {
66
67 DVector<Vector3>::Write w = array.write();
68 for (int i = 0; i < lines.size(); i++) {
69 w[i] = lines[i];
70 }
71 }
72
73 Array arr;
74 arr.resize(Mesh::ARRAY_MAX);
75 arr[Mesh::ARRAY_VERTEX] = array;
76
77 SceneTree *st = OS::get_singleton()->get_main_loop()->cast_to<SceneTree>();
78
79 debug_mesh_cache->add_surface(Mesh::PRIMITIVE_LINES, arr);
80
81 if (st) {
82 debug_mesh_cache->surface_set_material(0, st->get_debug_collision_material());
83 }
84 }
85
86 return debug_mesh_cache;
87 }
88
Shape()89 Shape::Shape() {
90
91 ERR_PRINT("Constructor must not be called!");
92 }
93
Shape(RID p_shape)94 Shape::Shape(RID p_shape) {
95
96 shape = p_shape;
97 }
98
~Shape()99 Shape::~Shape() {
100
101 PhysicsServer::get_singleton()->free(shape);
102 }
103