mirror of
https://github.com/Relintai/pandemonium_engine.git
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104 lines
4.3 KiB
C++
104 lines
4.3 KiB
C++
/*
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Copyright (c) 2019-2023 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_data_static_body.h"
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#include "prop_data.h"
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#include "scene/3d/physics_body.h"
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#include "scene/resources/physics_material.h"
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Ref<PhysicsMaterial> PropDataStaticBody::get_physics_material_override() const {
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return _physics_material_override;
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}
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void PropDataStaticBody::set_physics_material_override(const Ref<PhysicsMaterial> &p_material) {
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_physics_material_override = p_material;
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}
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Vector3 PropDataStaticBody::get_constant_linear_velocity() const {
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return _constant_linear_velocity;
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}
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void PropDataStaticBody::set_constant_linear_velocity(const Vector3 &p_value) {
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_constant_linear_velocity = p_value;
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}
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Vector3 PropDataStaticBody::get_constant_angular_velocity() const {
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return _constant_angular_velocity;
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}
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void PropDataStaticBody::set_constant_angular_velocity(const Vector3 &p_value) {
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_constant_angular_velocity = p_value;
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}
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bool PropDataStaticBody::_processor_handles(Node *node) {
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return Object::cast_to<StaticBody>(node);
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}
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void PropDataStaticBody::_processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform) {
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StaticBody *sb = Object::cast_to<StaticBody>(node);
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Ref<PropDataStaticBody> c;
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c.instance();
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c->set_physics_material_override(sb->get_physics_material_override());
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c->set_constant_linear_velocity(sb->get_constant_linear_velocity());
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c->set_constant_angular_velocity(sb->get_constant_angular_velocity());
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c->set_transform(transform);
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c->set_collision_layer(sb->get_collision_layer());
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c->set_collision_mask(sb->get_collision_mask());
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c->processor_process_collision_objects(node, Transform());
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prop_data->add_prop(c);
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}
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Node *PropDataStaticBody::_processor_get_node_for(const Transform &transform) {
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StaticBody *sb = memnew(StaticBody);
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sb->set_transform(transform);
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sb->set_physics_material_override(_physics_material_override);
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sb->set_constant_linear_velocity(_constant_linear_velocity);
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sb->set_constant_angular_velocity(_constant_angular_velocity);
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processor_create_shapes_for(sb);
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return sb;
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}
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PropDataStaticBody::PropDataStaticBody() {
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}
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PropDataStaticBody::~PropDataStaticBody() {
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}
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void PropDataStaticBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_physics_material_override"), &PropDataStaticBody::get_physics_material_override);
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ClassDB::bind_method(D_METHOD("set_physics_material_override", "material"), &PropDataStaticBody::set_physics_material_override);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "physics_material_override", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsMaterial"), "set_physics_material_override", "get_physics_material_override");
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ClassDB::bind_method(D_METHOD("get_constant_linear_velocity"), &PropDataStaticBody::get_constant_linear_velocity);
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ClassDB::bind_method(D_METHOD("set_constant_linear_velocity", "layer"), &PropDataStaticBody::set_constant_linear_velocity);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_linear_velocity"), "set_constant_linear_velocity", "get_constant_linear_velocity");
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ClassDB::bind_method(D_METHOD("get_constant_angular_velocity"), &PropDataStaticBody::get_constant_angular_velocity);
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ClassDB::bind_method(D_METHOD("set_constant_angular_velocity", "layer"), &PropDataStaticBody::set_constant_angular_velocity);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant_angular_velocity"), "set_constant_angular_velocity", "get_constant_angular_velocity");
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}
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