/*************************************************************************/
/*  capsule_shape.cpp                                                    */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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#include "capsule_shape.h"
#include "servers/physics_server.h"

Vector<Vector3> CapsuleShape::get_debug_mesh_lines() {

	float radius = get_radius();
	float height = get_height();

	Vector<Vector3> points;

	Vector3 d(0, 0, height * 0.5);
	for (int i = 0; i < 360; i++) {

		float ra = Math::deg2rad((float)i);
		float rb = Math::deg2rad((float)i + 1);
		Point2 a = Vector2(Math::sin(ra), Math::cos(ra)) * radius;
		Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * radius;

		points.push_back(Vector3(a.x, a.y, 0) + d);
		points.push_back(Vector3(b.x, b.y, 0) + d);

		points.push_back(Vector3(a.x, a.y, 0) - d);
		points.push_back(Vector3(b.x, b.y, 0) - d);

		if (i % 90 == 0) {

			points.push_back(Vector3(a.x, a.y, 0) + d);
			points.push_back(Vector3(a.x, a.y, 0) - d);
		}

		Vector3 dud = i < 180 ? d : -d;

		points.push_back(Vector3(0, a.y, a.x) + dud);
		points.push_back(Vector3(0, b.y, b.x) + dud);
		points.push_back(Vector3(a.y, 0, a.x) + dud);
		points.push_back(Vector3(b.y, 0, b.x) + dud);
	}

	return points;
}

void CapsuleShape::_update_shape() {

	Dictionary d;
	d["radius"] = radius;
	d["height"] = height;
	PhysicsServer::get_singleton()->shape_set_data(get_shape(), d);
	Shape::_update_shape();
}

void CapsuleShape::set_radius(float p_radius) {

	radius = p_radius;
	_update_shape();
	notify_change_to_owners();
	_change_notify("radius");
}

float CapsuleShape::get_radius() const {

	return radius;
}

void CapsuleShape::set_height(float p_height) {

	height = p_height;
	_update_shape();
	notify_change_to_owners();
	_change_notify("height");
}

float CapsuleShape::get_height() const {

	return height;
}

void CapsuleShape::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleShape::set_radius);
	ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleShape::get_radius);
	ClassDB::bind_method(D_METHOD("set_height", "height"), &CapsuleShape::set_height);
	ClassDB::bind_method(D_METHOD("get_height"), &CapsuleShape::get_height);

	ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.01,4096,0.01"), "set_radius", "get_radius");
	ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.01,4096,0.01"), "set_height", "get_height");
}

CapsuleShape::CapsuleShape() :
		Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_CAPSULE)) {

	radius = 1.0;
	height = 1.0;
	_update_shape();
}
