text: /*************************************************************************/
  /*  sphere_shape_3d.cpp                                                  */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
  /*                                                                       */
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  /* 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,       */
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  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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  /*************************************************************************/
  
  #include "sphere_shape_3d.h"
  #include "servers/physics_server_3d.h"
  
  Vector<Vector3> SphereShape3D::get_debug_mesh_lines() {
  	float r = get_radius();
  
  	Vector<Vector3> points;
  
  	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)) * r;
  		Point2 b = Vector2(Math::sin(rb), Math::cos(rb)) * r;
  
  		points.push_back(Vector3(a.x, 0, a.y));
  		points.push_back(Vector3(b.x, 0, b.y));
  		points.push_back(Vector3(0, a.x, a.y));
  		points.push_back(Vector3(0, b.x, b.y));
  		points.push_back(Vector3(a.x, a.y, 0));
  		points.push_back(Vector3(b.x, b.y, 0));
  	}
  
  	return points;
  }
  
  real_t SphereShape3D::get_enclosing_radius() const {
  	return radius;
  }
  
  void SphereShape3D::_update_shape() {
  	PhysicsServer3D::get_singleton()->shape_set_data(get_shape(), radius);
  	Shape3D::_update_shape();
  }
  
  void SphereShape3D::set_radius(float p_radius) {
  	radius = p_radius;
  	_update_shape();
  	notify_change_to_owners();
  	_change_notify("radius");
  }
  
  float SphereShape3D::get_radius() const {
  	return radius;
  }
  
  void SphereShape3D::_bind_methods() {
  	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereShape3D::set_radius);
  	ClassDB::bind_method(D_METHOD("get_radius"), &SphereShape3D::get_radius);
  
  	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_radius", "get_radius");
  }
  
  SphereShape3D::SphereShape3D() :
  		Shape3D(PhysicsServer3D::get_singleton()->shape_create(PhysicsServer3D::SHAPE_SPHERE)) {
  	set_radius(1.0);
  }
  