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-rw-r--r--scene/resources/2d/world_boundary_shape_2d.cpp126
1 files changed, 126 insertions, 0 deletions
diff --git a/scene/resources/2d/world_boundary_shape_2d.cpp b/scene/resources/2d/world_boundary_shape_2d.cpp
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+/**************************************************************************/
+/* world_boundary_shape_2d.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
+
+#include "world_boundary_shape_2d.h"
+
+#include "core/math/geometry_2d.h"
+#include "servers/physics_server_2d.h"
+#include "servers/rendering_server.h"
+
+bool WorldBoundaryShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
+ Vector2 point = distance * normal;
+ Vector2 l[2][2] = { { point - normal.orthogonal() * 100, point + normal.orthogonal() * 100 }, { point, point + normal * 30 } };
+
+ for (int i = 0; i < 2; i++) {
+ Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]);
+ if (p_point.distance_to(closest) < p_tolerance) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void WorldBoundaryShape2D::_update_shape() {
+ Array arr;
+ arr.push_back(normal);
+ arr.push_back(distance);
+ PhysicsServer2D::get_singleton()->shape_set_data(get_rid(), arr);
+ emit_changed();
+}
+
+void WorldBoundaryShape2D::set_normal(const Vector2 &p_normal) {
+ // Can be non-unit but prevent zero.
+ ERR_FAIL_COND(p_normal.is_zero_approx());
+ if (normal == p_normal) {
+ return;
+ }
+ normal = p_normal;
+ _update_shape();
+}
+
+void WorldBoundaryShape2D::set_distance(real_t p_distance) {
+ if (distance == p_distance) {
+ return;
+ }
+ distance = p_distance;
+ _update_shape();
+}
+
+Vector2 WorldBoundaryShape2D::get_normal() const {
+ return normal;
+}
+
+real_t WorldBoundaryShape2D::get_distance() const {
+ return distance;
+}
+
+void WorldBoundaryShape2D::draw(const RID &p_to_rid, const Color &p_color) {
+ Vector2 point = distance * normal;
+ real_t line_width = 3.0;
+
+ Vector2 l1[2] = { point - normal.orthogonal() * 100, point + normal.orthogonal() * 100 };
+ RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, line_width);
+ Vector2 l2[2] = { point + normal.normalized() * (0.5 * line_width), point + normal * 30 };
+ RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, line_width);
+}
+
+Rect2 WorldBoundaryShape2D::get_rect() const {
+ Vector2 point = distance * normal;
+
+ Vector2 l1[2] = { point - normal.orthogonal() * 100, point + normal.orthogonal() * 100 };
+ Vector2 l2[2] = { point, point + normal * 30 };
+ Rect2 rect;
+ rect.position = l1[0];
+ rect.expand_to(l1[1]);
+ rect.expand_to(l2[0]);
+ rect.expand_to(l2[1]);
+ return rect;
+}
+
+real_t WorldBoundaryShape2D::get_enclosing_radius() const {
+ return distance;
+}
+
+void WorldBoundaryShape2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_normal", "normal"), &WorldBoundaryShape2D::set_normal);
+ ClassDB::bind_method(D_METHOD("get_normal"), &WorldBoundaryShape2D::get_normal);
+
+ ClassDB::bind_method(D_METHOD("set_distance", "distance"), &WorldBoundaryShape2D::set_distance);
+ ClassDB::bind_method(D_METHOD("get_distance"), &WorldBoundaryShape2D::get_distance);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "normal"), "set_normal", "get_normal");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance", PROPERTY_HINT_RANGE, "-1024,1024,0.01,or_greater,or_less,suffix:px"), "set_distance", "get_distance");
+}
+
+WorldBoundaryShape2D::WorldBoundaryShape2D() :
+ Shape2D(PhysicsServer2D::get_singleton()->world_boundary_shape_create()) {
+ _update_shape();
+}