/*************************************************************************/
/*  box_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 "box_shape.h"
#include "servers/physics_server.h"

Vector<Vector3> BoxShape::get_debug_mesh_lines() {

	Vector<Vector3> lines;
	AABB aabb;
	aabb.position = -get_extents();
	aabb.size = aabb.position * -2;

	for (int i = 0; i < 12; i++) {
		Vector3 a, b;
		aabb.get_edge(i, a, b);
		lines.push_back(a);
		lines.push_back(b);
	}

	return lines;
}

void BoxShape::_update_shape() {

	PhysicsServer::get_singleton()->shape_set_data(get_shape(), extents);
	Shape::_update_shape();
}

void BoxShape::set_extents(const Vector3 &p_extents) {

	extents = p_extents;
	_update_shape();
	notify_change_to_owners();
	_change_notify("extents");
}

Vector3 BoxShape::get_extents() const {

	return extents;
}

void BoxShape::_bind_methods() {

	ClassDB::bind_method(D_METHOD("set_extents", "extents"), &BoxShape::set_extents);
	ClassDB::bind_method(D_METHOD("get_extents"), &BoxShape::get_extents);

	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents"), "set_extents", "get_extents");
}

BoxShape::BoxShape() :
		Shape(PhysicsServer::get_singleton()->shape_create(PhysicsServer::SHAPE_BOX)) {

	set_extents(Vector3(1, 1, 1));
}
