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+/*************************************************************************/
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+/* primitive_meshes.cpp */
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+/*************************************************************************/
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+/* This file is part of: */
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+/* GODOT ENGINE */
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+/* http://www.godotengine.org */
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+/*************************************************************************/
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+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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+/* */
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+/* Permission is hereby granted, free of charge, to any person obtaining */
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+/* a copy of this software and associated documentation files (the */
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+/* "Software"), to deal in the Software without restriction, including */
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+/* without limitation the rights to use, copy, modify, merge, publish, */
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+/* distribute, sublicense, and/or sell copies of the Software, and to */
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+/* permit persons to whom the Software is furnished to do so, subject to */
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+/* the following conditions: */
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+/* */
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+/* The above copyright notice and this permission notice shall be */
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+/* included in all copies or substantial portions of the Software. */
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+/* */
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+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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+/*************************************************************************/
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+
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+#include "primitive_meshes.h"
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+#include "servers/visual_server.h"
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+
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+/**
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+ PrimitiveMesh
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+*/
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+void PrimitiveMesh::_update() {
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+ if (!cache_is_dirty)
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+ return;
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+
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+ Array arr;
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+ arr.resize(VS::ARRAY_MAX);
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+ _create_mesh_array(arr);
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+
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+ // in with the new
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+ VisualServer::get_singleton()->mesh_clear(mesh);
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+ VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr);
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+ VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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+
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+ cache_is_dirty = false;
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+
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+ _clear_triangle_mesh();
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+ _change_notify();
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+ emit_changed();
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+}
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+
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+void PrimitiveMesh::_queue_update() {
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+ if (!cache_is_dirty) {
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+ cache_is_dirty = true;
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+ call_deferred("_update");
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+ }
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+}
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+
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+void PrimitiveMesh::set_aabb(Rect3 p_aabb) {
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+ aabb = p_aabb;
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+}
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+
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+int PrimitiveMesh::get_surface_count() const {
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+ return 1;
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+}
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+
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+int PrimitiveMesh::surface_get_array_len(int p_idx) const {
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+ ERR_FAIL_INDEX_V(p_idx, 1, -1);
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+ return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0);
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+}
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+
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+int PrimitiveMesh::surface_get_array_index_len(int p_idx) const {
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+ ERR_FAIL_INDEX_V(p_idx, 1, -1);
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+ return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
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+}
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+
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+Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
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+ ERR_FAIL_INDEX_V(p_surface, 1, Array());
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+ return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
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+}
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+
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+uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
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+ ERR_FAIL_INDEX_V(p_idx, 1, 0);
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+ return VisualServer::get_singleton()->mesh_surface_get_format(mesh, 0);
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+}
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+
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+Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
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+ return primitive_type;
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+}
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+
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+Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const {
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+ return material;
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+}
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+
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+int PrimitiveMesh::get_blend_shape_count() const {
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+ return 0;
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+}
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+
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+StringName PrimitiveMesh::get_blend_shape_name(int p_index) const {
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+ return StringName();
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+}
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+
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+Rect3 PrimitiveMesh::get_aabb() const {
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+ return aabb;
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+}
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+
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+RID PrimitiveMesh::get_rid() const {
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+ return mesh;
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+}
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+
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+void PrimitiveMesh::_bind_methods() {
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+ ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update);
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+
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+ ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &PrimitiveMesh::set_material);
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+ ClassDB::bind_method(D_METHOD("get_material:Material"), &PrimitiveMesh::get_material);
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+
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+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
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+}
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+
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+void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
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+ material = p_material;
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+ if (!cache_is_dirty) {
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+ // just apply it, else it'll happen when _update is called.
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+ VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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+
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+ _change_notify();
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+ emit_changed();
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+ };
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+}
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+
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+Ref<Material> PrimitiveMesh::get_material() const {
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+ return material;
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+}
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+
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+PrimitiveMesh::PrimitiveMesh() {
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+ // defaults
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+ mesh = VisualServer::get_singleton()->mesh_create();
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+
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+ // assume primitive triangles as the type, correct for all but one and it will change this :)
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+ primitive_type = Mesh::PRIMITIVE_TRIANGLES;
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+
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+ // make sure we do an update after we've finished constructing our object
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+ cache_is_dirty = false;
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+ _queue_update();
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+}
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+
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+PrimitiveMesh::~PrimitiveMesh() {
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+ VisualServer::get_singleton()->free(mesh);
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+}
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+
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+/**
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+ CapsuleMesh
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+*/
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+
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+void CapsuleMesh::_create_mesh_array(Array &p_arr) {
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+ int i, j, prevrow, thisrow, point;
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+ float x, y, z, u, v, w;
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+ float onethird = 1.0 / 3.0;
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+ float twothirds = 2.0 / 3.0;
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+
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+ set_aabb(Rect3(Vector3(-radius, (mid_height * -0.5) - radius, -radius), Vector3(radius * 2.0, mid_height + (2.0 * radius), radius * 2.0)));
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+
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+ PoolVector<Vector3> points;
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+ PoolVector<Vector3> normals;
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+ PoolVector<float> tangents;
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+ PoolVector<Vector2> uvs;
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+ PoolVector<int> indices;
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+ point = 0;
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+
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+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
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+ tangents.push_back(m_x); \
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+ tangents.push_back(m_y); \
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+ tangents.push_back(m_z); \
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+ tangents.push_back(m_d);
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+
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+ /* top hemisphere */
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+ thisrow = 0;
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+ prevrow = 0;
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+ for (j = 0; j <= (rings + 1); j++) {
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+ v = j;
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+ w;
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+
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+ v /= (rings + 1);
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+ w = sin(0.5 * Math_PI * v);
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+ y = radius * cos(0.5 * Math_PI * v);
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+
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+ for (i = 0; i <= radial_segments; i++) {
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+ u = i;
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+ u /= radial_segments;
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+
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+ x = sin(u * (Math_PI * 2.0));
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+ z = cos(u * (Math_PI * 2.0));
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+
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+ Vector3 p = Vector3(x * radius * w, y, z * radius * w);
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+ points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0));
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+ normals.push_back(p.normalized());
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+ ADD_TANGENT(-z, 0.0, x, -1.0)
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+ uvs.push_back(Vector2(u, v * onethird));
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+ point++;
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+
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+ if (i > 0 && j > 0) {
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+ indices.push_back(prevrow + i - 1);
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+ indices.push_back(prevrow + i);
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+ indices.push_back(thisrow + i - 1);
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+
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+ indices.push_back(prevrow + i);
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+ indices.push_back(thisrow + i);
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+ indices.push_back(thisrow + i - 1);
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+ };
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+ };
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+
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+ prevrow = thisrow;
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+ thisrow = point;
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+ };
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+
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+ /* cylinder */
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+ thisrow = point;
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+ prevrow = 0;
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+ for (j = 0; j <= (rings + 1); j++) {
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+ v = j;
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+ v /= (rings + 1);
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+
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+ y = mid_height * v;
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+ y = (mid_height * 0.5) - y;
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+
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+ for (i = 0; i <= radial_segments; i++) {
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+ u = i;
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+ u /= radial_segments;
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+
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+ x = sin(u * (Math_PI * 2.0));
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+ z = cos(u * (Math_PI * 2.0));
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+
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+ Vector3 p = Vector3(x * radius, y, z * radius);
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+ points.push_back(p);
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+ normals.push_back(Vector3(x, 0.0, z));
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+ ADD_TANGENT(-z, 0.0, x, -1.0)
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+ uvs.push_back(Vector2(u, onethird + (v * onethird)));
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+ point++;
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+
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+ if (i > 0 && j > 0) {
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+ indices.push_back(prevrow + i - 1);
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+ indices.push_back(prevrow + i);
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+ indices.push_back(thisrow + i - 1);
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+
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+ indices.push_back(prevrow + i);
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+ indices.push_back(thisrow + i);
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+ indices.push_back(thisrow + i - 1);
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+ };
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+ };
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+
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+ prevrow = thisrow;
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+ thisrow = point;
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+ };
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+
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+ /* bottom hemisphere */
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+ thisrow = point;
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+ prevrow = 0;
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+ for (j = 0; j <= (rings + 1); j++) {
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+ v = j;
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+ w;
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+
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+ v /= (rings + 1);
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+ v += 1.0;
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+ w = sin(0.5 * Math_PI * v);
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+ y = radius * cos(0.5 * Math_PI * v);
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+
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+ for (i = 0; i <= radial_segments; i++) {
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+ float u = i;
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+ u /= radial_segments;
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+
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+ x = sin(u * (Math_PI * 2.0));
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+ z = cos(u * (Math_PI * 2.0));
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+
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+ Vector3 p = Vector3(x * radius * w, y, z * radius * w);
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+ points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0));
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+ normals.push_back(p.normalized());
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+ ADD_TANGENT(-z, 0.0, x, -1.0)
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+ uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
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+ point++;
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+
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+ if (i > 0 && j > 0) {
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+ indices.push_back(prevrow + i - 1);
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+ indices.push_back(prevrow + i);
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+ indices.push_back(thisrow + i - 1);
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+
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+ indices.push_back(prevrow + i);
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+ indices.push_back(thisrow + i);
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+ indices.push_back(thisrow + i - 1);
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+ };
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+ };
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+
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+ prevrow = thisrow;
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+ thisrow = point;
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+ };
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+
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+ p_arr[VS::ARRAY_VERTEX] = points;
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+ p_arr[VS::ARRAY_NORMAL] = normals;
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+ p_arr[VS::ARRAY_TANGENT] = tangents;
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+ p_arr[VS::ARRAY_TEX_UV] = uvs;
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+ p_arr[VS::ARRAY_INDEX] = indices;
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+}
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+
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+void CapsuleMesh::_bind_methods() {
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+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius);
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+ ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius);
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+ ClassDB::bind_method(D_METHOD("set_mid_height", "mid_height"), &CapsuleMesh::set_mid_height);
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+ ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_height);
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+
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+ ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments);
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+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments);
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+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings);
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+ ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings);
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+
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+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
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+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height"), "set_mid_height", "get_mid_height");
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+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments"), "set_radial_segments", "get_radial_segments");
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+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings"), "set_rings", "get_rings");
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+}
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+
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+void CapsuleMesh::set_radius(const float p_radius) {
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+ radius = p_radius;
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+ _queue_update();
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+}
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+
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+float CapsuleMesh::get_radius() const {
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+ return radius;
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+}
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+
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+void CapsuleMesh::set_mid_height(const float p_mid_height) {
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+ mid_height = p_mid_height;
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+ _queue_update();
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+}
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+
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+float CapsuleMesh::get_mid_height() const {
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+ return mid_height;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CapsuleMesh::set_radial_segments(const int p_segments) {
|
|
|
|
+ radial_segments = p_segments > 4 ? p_segments : 4;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int CapsuleMesh::get_radial_segments() const {
|
|
|
|
+ return radial_segments;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CapsuleMesh::set_rings(const int p_rings) {
|
|
|
|
+ rings = p_rings > 1 ? p_rings : 1;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int CapsuleMesh::get_rings() const {
|
|
|
|
+ return rings;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+CapsuleMesh::CapsuleMesh() {
|
|
|
|
+ // defaults
|
|
|
|
+ radius = 0.5;
|
|
|
|
+ mid_height = 0.5;
|
|
|
|
+ radial_segments = 64;
|
|
|
|
+ rings = 8;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/**
|
|
|
|
+ CubeMesh
|
|
|
|
+*/
|
|
|
|
+
|
|
|
|
+void CubeMesh::_create_mesh_array(Array &p_arr) {
|
|
|
|
+ int i, j, prevrow, thisrow, point;
|
|
|
|
+ float x, y, z;
|
|
|
|
+ float onethird = 1.0 / 3.0;
|
|
|
|
+ float twothirds = 2.0 / 3.0;
|
|
|
|
+
|
|
|
|
+ Vector3 start_pos = size * -0.5;
|
|
|
|
+
|
|
|
|
+ // set our bounding box
|
|
|
|
+ set_aabb(Rect3(start_pos, size));
|
|
|
|
+
|
|
|
|
+ PoolVector<Vector3> points;
|
|
|
|
+ PoolVector<Vector3> normals;
|
|
|
|
+ PoolVector<float> tangents;
|
|
|
|
+ PoolVector<Vector2> uvs;
|
|
|
|
+ PoolVector<int> indices;
|
|
|
|
+ point = 0;
|
|
|
|
+
|
|
|
|
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
|
|
+ tangents.push_back(m_x); \
|
|
|
|
+ tangents.push_back(m_y); \
|
|
|
|
+ tangents.push_back(m_z); \
|
|
|
|
+ tangents.push_back(m_d);
|
|
|
|
+
|
|
|
|
+ // front + back
|
|
|
|
+ y = start_pos.y;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= subdivide_h + 1; j++) {
|
|
|
|
+ x = start_pos.x;
|
|
|
|
+ for (i = 0; i <= subdivide_w + 1; i++) {
|
|
|
|
+ float u = i;
|
|
|
|
+ float v = j;
|
|
|
|
+ u /= (3.0 * (subdivide_w + 1.0));
|
|
|
|
+ v /= (2.0 * (subdivide_h + 1.0));
|
|
|
|
+
|
|
|
|
+ // front
|
|
|
|
+ points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
|
|
|
|
+ normals.push_back(Vector3(0.0, 0.0, 1.0));
|
|
|
|
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ // back
|
|
|
|
+ points.push_back(Vector3(-x, -y, start_pos.z));
|
|
|
|
+ normals.push_back(Vector3(0.0, 0.0, -1.0));
|
|
|
|
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(twothirds + u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j > 0) {
|
|
|
|
+ int i2 = i * 2;
|
|
|
|
+
|
|
|
|
+ // front
|
|
|
|
+ indices.push_back(prevrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+
|
|
|
|
+ // back
|
|
|
|
+ indices.push_back(prevrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ x += size.x / (subdivide_w + 1.0);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ y += size.y / (subdivide_h + 1.0);
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // left + right
|
|
|
|
+ y = start_pos.y;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= (subdivide_h + 1); j++) {
|
|
|
|
+ z = start_pos.z;
|
|
|
|
+ for (i = 0; i <= (subdivide_d + 1); i++) {
|
|
|
|
+ float u = i;
|
|
|
|
+ float v = j;
|
|
|
|
+ u /= (3.0 * (subdivide_d + 1.0));
|
|
|
|
+ v /= (2.0 * (subdivide_h + 1.0));
|
|
|
|
+
|
|
|
|
+ // right
|
|
|
|
+ points.push_back(Vector3(-start_pos.x, -y, -z));
|
|
|
|
+ normals.push_back(Vector3(1.0, 0.0, 0.0));
|
|
|
|
+ ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(onethird + u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ // left
|
|
|
|
+ points.push_back(Vector3(start_pos.x, -y, z));
|
|
|
|
+ normals.push_back(Vector3(-1.0, 0.0, 0.0));
|
|
|
|
+ ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(u, 0.5 + v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j > 0) {
|
|
|
|
+ int i2 = i * 2;
|
|
|
|
+
|
|
|
|
+ // right
|
|
|
|
+ indices.push_back(prevrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+
|
|
|
|
+ // left
|
|
|
|
+ indices.push_back(prevrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ z += size.z / (subdivide_d + 1.0);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ y += size.y / (subdivide_h + 1.0);
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // top + bottom
|
|
|
|
+ z = start_pos.z;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= (subdivide_d + 1); j++) {
|
|
|
|
+ x = start_pos.x;
|
|
|
|
+ for (i = 0; i <= (subdivide_w + 1); i++) {
|
|
|
|
+ float u = i;
|
|
|
|
+ float v = j;
|
|
|
|
+ u /= (3.0 * (subdivide_w + 1.0));
|
|
|
|
+ v /= (2.0 * (subdivide_d + 1.0));
|
|
|
|
+
|
|
|
|
+ // top
|
|
|
|
+ points.push_back(Vector3(-x, -start_pos.y, -z));
|
|
|
|
+ normals.push_back(Vector3(0.0, 1.0, 0.0));
|
|
|
|
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(onethird + u, 0.5 + v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ // bottom
|
|
|
|
+ points.push_back(Vector3(x, start_pos.y, -z));
|
|
|
|
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
|
|
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(twothirds + u, 0.5 + v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j > 0) {
|
|
|
|
+ int i2 = i * 2;
|
|
|
|
+
|
|
|
|
+ // top
|
|
|
|
+ indices.push_back(prevrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+
|
|
|
|
+ // bottom
|
|
|
|
+ indices.push_back(prevrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ x += size.x / (subdivide_w + 1.0);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ z += size.z / (subdivide_d + 1.0);
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ p_arr[VS::ARRAY_VERTEX] = points;
|
|
|
|
+ p_arr[VS::ARRAY_NORMAL] = normals;
|
|
|
|
+ p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
|
|
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
|
|
+ p_arr[VS::ARRAY_INDEX] = indices;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CubeMesh::_bind_methods() {
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &CubeMesh::set_size);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_size"), &CubeMesh::get_size);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &CubeMesh::set_subdivide_width);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_subdivide_width"), &CubeMesh::get_subdivide_width);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_subdivide_height", "ivisions"), &CubeMesh::set_subdivide_height);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "ivisions"), &CubeMesh::set_subdivide_depth);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth);
|
|
|
|
+
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width"), "set_subdivide_width", "get_subdivide_width");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height"), "set_subdivide_height", "get_subdivide_height");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth"), "set_subdivide_depth", "get_subdivide_depth");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CubeMesh::set_size(const Vector3 &p_size) {
|
|
|
|
+ size = p_size;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+Vector3 CubeMesh::get_size() const {
|
|
|
|
+ return size;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CubeMesh::set_subdivide_width(const int p_subdivide) {
|
|
|
|
+ subdivide_w = p_subdivide > 0 ? p_subdivide : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int CubeMesh::get_subdivide_width() const {
|
|
|
|
+ return subdivide_w;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CubeMesh::set_subdivide_height(const int p_subdivide) {
|
|
|
|
+ subdivide_h = p_subdivide > 0 ? p_subdivide : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int CubeMesh::get_subdivide_height() const {
|
|
|
|
+ return subdivide_h;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CubeMesh::set_subdivide_depth(const int p_subdivide) {
|
|
|
|
+ subdivide_d = p_subdivide > 0 ? p_subdivide : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int CubeMesh::get_subdivide_depth() const {
|
|
|
|
+ return subdivide_d;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+CubeMesh::CubeMesh() {
|
|
|
|
+ // defaults
|
|
|
|
+ size = Vector3(1.0, 1.0, 1.0);
|
|
|
|
+ subdivide_w = 0;
|
|
|
|
+ subdivide_h = 0;
|
|
|
|
+ subdivide_d = 0;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/**
|
|
|
|
+ CylinderMesh
|
|
|
|
+*/
|
|
|
|
+
|
|
|
|
+void CylinderMesh::_create_mesh_array(Array &p_arr) {
|
|
|
|
+ int i, j, prevrow, thisrow, point;
|
|
|
|
+ float x, y, z, u, v, radius;
|
|
|
|
+
|
|
|
|
+ radius = bottom_radius > top_radius ? bottom_radius : top_radius;
|
|
|
|
+
|
|
|
|
+ set_aabb(Rect3(Vector3(-radius, height * -0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
|
|
|
|
+
|
|
|
|
+ PoolVector<Vector3> points;
|
|
|
|
+ PoolVector<Vector3> normals;
|
|
|
|
+ PoolVector<float> tangents;
|
|
|
|
+ PoolVector<Vector2> uvs;
|
|
|
|
+ PoolVector<int> indices;
|
|
|
|
+ point = 0;
|
|
|
|
+
|
|
|
|
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
|
|
+ tangents.push_back(m_x); \
|
|
|
|
+ tangents.push_back(m_y); \
|
|
|
|
+ tangents.push_back(m_z); \
|
|
|
|
+ tangents.push_back(m_d);
|
|
|
|
+
|
|
|
|
+ thisrow = 0;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= (rings + 1); j++) {
|
|
|
|
+ v = j;
|
|
|
|
+ v /= (rings + 1);
|
|
|
|
+
|
|
|
|
+ radius = top_radius + ((bottom_radius - top_radius) * v);
|
|
|
|
+
|
|
|
|
+ y = height * v;
|
|
|
|
+ y = (height * 0.5) - y;
|
|
|
|
+
|
|
|
|
+ for (i = 0; i <= radial_segments; i++) {
|
|
|
|
+ u = i;
|
|
|
|
+ u /= radial_segments;
|
|
|
|
+
|
|
|
|
+ x = sin(u * (Math_PI * 2.0));
|
|
|
|
+ z = cos(u * (Math_PI * 2.0));
|
|
|
|
+
|
|
|
|
+ Vector3 p = Vector3(x * radius, y, z * radius);
|
|
|
|
+ points.push_back(p);
|
|
|
|
+ normals.push_back(Vector3(x, 0.0, z));
|
|
|
|
+ ADD_TANGENT(-z, 0.0, x, -1.0)
|
|
|
|
+ uvs.push_back(Vector2(u, v * 0.5));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j > 0) {
|
|
|
|
+ indices.push_back(prevrow + i - 1);
|
|
|
|
+ indices.push_back(prevrow + i);
|
|
|
|
+ indices.push_back(thisrow + i - 1);
|
|
|
|
+
|
|
|
|
+ indices.push_back(prevrow + i);
|
|
|
|
+ indices.push_back(thisrow + i);
|
|
|
|
+ indices.push_back(thisrow + i - 1);
|
|
|
|
+ };
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // add top
|
|
|
|
+ if (top_radius > 0.0) {
|
|
|
|
+ y = height * 0.5;
|
|
|
|
+
|
|
|
|
+ thisrow = point;
|
|
|
|
+ points.push_back(Vector3(0.0, y, 0.0));
|
|
|
|
+ normals.push_back(Vector3(0.0, 1.0, 0.0));
|
|
|
|
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
|
|
|
|
+ uvs.push_back(Vector2(0.25, 0.75));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ for (i = 0; i <= radial_segments; i++) {
|
|
|
|
+ float r = i;
|
|
|
|
+ r /= radial_segments;
|
|
|
|
+
|
|
|
|
+ x = sin(r * (Math_PI * 2.0));
|
|
|
|
+ z = cos(r * (Math_PI * 2.0));
|
|
|
|
+
|
|
|
|
+ u = ((x + 1.0) * 0.25);
|
|
|
|
+ v = 0.5 + ((z + 1.0) * 0.25);
|
|
|
|
+
|
|
|
|
+ Vector3 p = Vector3(x * top_radius, y, z * top_radius);
|
|
|
|
+ points.push_back(p);
|
|
|
|
+ normals.push_back(Vector3(0.0, 1.0, 0.0));
|
|
|
|
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
|
|
|
|
+ uvs.push_back(Vector2(u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0) {
|
|
|
|
+ indices.push_back(thisrow);
|
|
|
|
+ indices.push_back(point - 1);
|
|
|
|
+ indices.push_back(point - 2);
|
|
|
|
+ };
|
|
|
|
+ };
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ // add bottom
|
|
|
|
+ if (bottom_radius > 0.0) {
|
|
|
|
+ y = height * -0.5;
|
|
|
|
+
|
|
|
|
+ thisrow = point;
|
|
|
|
+ points.push_back(Vector3(0.0, y, 0.0));
|
|
|
|
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
|
|
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0)
|
|
|
|
+ uvs.push_back(Vector2(0.75, 0.75));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ for (i = 0; i <= radial_segments; i++) {
|
|
|
|
+ float r = i;
|
|
|
|
+ r /= radial_segments;
|
|
|
|
+
|
|
|
|
+ x = sin(r * (Math_PI * 2.0));
|
|
|
|
+ z = cos(r * (Math_PI * 2.0));
|
|
|
|
+
|
|
|
|
+ u = 0.5 + ((x + 1.0) * 0.25);
|
|
|
|
+ v = 1.0 - ((z + 1.0) * 0.25);
|
|
|
|
+
|
|
|
|
+ Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius);
|
|
|
|
+ points.push_back(p);
|
|
|
|
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
|
|
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0)
|
|
|
|
+ uvs.push_back(Vector2(u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0) {
|
|
|
|
+ indices.push_back(thisrow);
|
|
|
|
+ indices.push_back(point - 2);
|
|
|
|
+ indices.push_back(point - 1);
|
|
|
|
+ };
|
|
|
|
+ };
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ p_arr[VS::ARRAY_VERTEX] = points;
|
|
|
|
+ p_arr[VS::ARRAY_NORMAL] = normals;
|
|
|
|
+ p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
|
|
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
|
|
+ p_arr[VS::ARRAY_INDEX] = indices;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CylinderMesh::_bind_methods() {
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_top_radius", "radius"), &CylinderMesh::set_top_radius);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_top_radius"), &CylinderMesh::get_top_radius);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_bottom_radius", "radius"), &CylinderMesh::set_bottom_radius);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_bottom_radius"), &CylinderMesh::get_bottom_radius);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderMesh::set_height);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_height"), &CylinderMesh::get_height);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CylinderMesh::set_radial_segments);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &CylinderMesh::get_radial_segments);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CylinderMesh::set_rings);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_rings"), &CylinderMesh::get_rings);
|
|
|
|
+
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "top_radius"), "set_top_radius", "get_top_radius");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius"), "set_bottom_radius", "get_bottom_radius");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height"), "set_height", "get_height");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments"), "set_radial_segments", "get_radial_segments");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings"), "set_rings", "get_rings");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CylinderMesh::set_top_radius(const float p_radius) {
|
|
|
|
+ top_radius = p_radius;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+float CylinderMesh::get_top_radius() const {
|
|
|
|
+ return top_radius;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CylinderMesh::set_bottom_radius(const float p_radius) {
|
|
|
|
+ bottom_radius = p_radius;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+float CylinderMesh::get_bottom_radius() const {
|
|
|
|
+ return bottom_radius;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CylinderMesh::set_height(const float p_height) {
|
|
|
|
+ height = p_height;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+float CylinderMesh::get_height() const {
|
|
|
|
+ return height;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CylinderMesh::set_radial_segments(const int p_segments) {
|
|
|
|
+ radial_segments = p_segments > 4 ? p_segments : 4;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int CylinderMesh::get_radial_segments() const {
|
|
|
|
+ return radial_segments;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void CylinderMesh::set_rings(const int p_rings) {
|
|
|
|
+ rings = p_rings > 0 ? p_rings : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int CylinderMesh::get_rings() const {
|
|
|
|
+ return rings;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+CylinderMesh::CylinderMesh() {
|
|
|
|
+ // defaults
|
|
|
|
+ top_radius = 0.5;
|
|
|
|
+ bottom_radius = 0.5;
|
|
|
|
+ height = 1.0;
|
|
|
|
+ radial_segments = 64;
|
|
|
|
+ rings = 4;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/**
|
|
|
|
+ PlaneMesh
|
|
|
|
+*/
|
|
|
|
+
|
|
|
|
+void PlaneMesh::_create_mesh_array(Array &p_arr) {
|
|
|
|
+ int i, j, prevrow, thisrow, point;
|
|
|
|
+ float x, z;
|
|
|
|
+
|
|
|
|
+ Size2 start_pos = size * -0.5;
|
|
|
|
+
|
|
|
|
+ set_aabb(Rect3(Vector3(start_pos.x, 0.0, start_pos.y), Vector3(size.x, 0.0, size.y)));
|
|
|
|
+
|
|
|
|
+ PoolVector<Vector3> points;
|
|
|
|
+ PoolVector<Vector3> normals;
|
|
|
|
+ PoolVector<float> tangents;
|
|
|
|
+ PoolVector<Vector2> uvs;
|
|
|
|
+ PoolVector<int> indices;
|
|
|
|
+ point = 0;
|
|
|
|
+
|
|
|
|
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
|
|
+ tangents.push_back(m_x); \
|
|
|
|
+ tangents.push_back(m_y); \
|
|
|
|
+ tangents.push_back(m_z); \
|
|
|
|
+ tangents.push_back(m_d);
|
|
|
|
+
|
|
|
|
+ /* top + bottom */
|
|
|
|
+ z = start_pos.y;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= (subdivide_d + 1); j++) {
|
|
|
|
+ x = start_pos.x;
|
|
|
|
+ for (i = 0; i <= (subdivide_w + 1); i++) {
|
|
|
|
+ float u = i;
|
|
|
|
+ float v = j;
|
|
|
|
+ u /= (subdivide_w + 1.0);
|
|
|
|
+ v /= (subdivide_d + 1.0);
|
|
|
|
+
|
|
|
|
+ points.push_back(Vector3(-x, 0.0, -z));
|
|
|
|
+ normals.push_back(Vector3(0.0, 1.0, 0.0));
|
|
|
|
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j > 0) {
|
|
|
|
+ indices.push_back(prevrow + i - 1);
|
|
|
|
+ indices.push_back(prevrow + i);
|
|
|
|
+ indices.push_back(thisrow + i - 1);
|
|
|
|
+ indices.push_back(prevrow + i);
|
|
|
|
+ indices.push_back(thisrow + i);
|
|
|
|
+ indices.push_back(thisrow + i - 1);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ x += size.x / (subdivide_w + 1.0);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ z += size.y / (subdivide_d + 1.0);
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ p_arr[VS::ARRAY_VERTEX] = points;
|
|
|
|
+ p_arr[VS::ARRAY_NORMAL] = normals;
|
|
|
|
+ p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
|
|
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
|
|
+ p_arr[VS::ARRAY_INDEX] = indices;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PlaneMesh::_bind_methods() {
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &PlaneMesh::set_size);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_size"), &PlaneMesh::get_size);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &PlaneMesh::set_subdivide_width);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PlaneMesh::get_subdivide_width);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "subdivide"), &PlaneMesh::set_subdivide_depth);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PlaneMesh::get_subdivide_depth);
|
|
|
|
+
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width"), "set_subdivide_width", "get_subdivide_width");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth"), "set_subdivide_depth", "get_subdivide_depth");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PlaneMesh::set_size(const Size2 &p_size) {
|
|
|
|
+ size = p_size;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+Size2 PlaneMesh::get_size() const {
|
|
|
|
+ return size;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PlaneMesh::set_subdivide_width(const int p_subdivide) {
|
|
|
|
+ subdivide_w = p_subdivide > 0 ? p_subdivide : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int PlaneMesh::get_subdivide_width() const {
|
|
|
|
+ return subdivide_w;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PlaneMesh::set_subdivide_depth(const int p_subdivide) {
|
|
|
|
+ subdivide_d = p_subdivide > 0 ? p_subdivide : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int PlaneMesh::get_subdivide_depth() const {
|
|
|
|
+ return subdivide_d;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+PlaneMesh::PlaneMesh() {
|
|
|
|
+ // defaults
|
|
|
|
+ size = Size2(1.0, 1.0);
|
|
|
|
+ subdivide_w = 0;
|
|
|
|
+ subdivide_d = 0;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/**
|
|
|
|
+ PrismMesh
|
|
|
|
+*/
|
|
|
|
+
|
|
|
|
+void PrismMesh::_create_mesh_array(Array &p_arr) {
|
|
|
|
+ int i, j, prevrow, thisrow, point;
|
|
|
|
+ float x, y, z;
|
|
|
|
+ float onethird = 1.0 / 3.0;
|
|
|
|
+ float twothirds = 2.0 / 3.0;
|
|
|
|
+
|
|
|
|
+ Vector3 start_pos = size * -0.5;
|
|
|
|
+
|
|
|
|
+ // set our bounding box
|
|
|
|
+ set_aabb(Rect3(start_pos, size));
|
|
|
|
+
|
|
|
|
+ PoolVector<Vector3> points;
|
|
|
|
+ PoolVector<Vector3> normals;
|
|
|
|
+ PoolVector<float> tangents;
|
|
|
|
+ PoolVector<Vector2> uvs;
|
|
|
|
+ PoolVector<int> indices;
|
|
|
|
+ point = 0;
|
|
|
|
+
|
|
|
|
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
|
|
+ tangents.push_back(m_x); \
|
|
|
|
+ tangents.push_back(m_y); \
|
|
|
|
+ tangents.push_back(m_z); \
|
|
|
|
+ tangents.push_back(m_d);
|
|
|
|
+
|
|
|
|
+ /* front + back */
|
|
|
|
+ y = start_pos.y;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= (subdivide_h + 1); j++) {
|
|
|
|
+ float scale = (y - start_pos.y) / size.y;
|
|
|
|
+ float scaled_size_x = size.x * scale;
|
|
|
|
+ float start_x = start_pos.x;
|
|
|
|
+ float offset_front = 0.0;
|
|
|
|
+ float offset_back = 0.0;
|
|
|
|
+
|
|
|
|
+ start_x += (1.0 - scale) * size.x * left_to_right;
|
|
|
|
+ offset_front += (1.0 - scale) * onethird * left_to_right;
|
|
|
|
+ offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right);
|
|
|
|
+
|
|
|
|
+ x = 0.0;
|
|
|
|
+ for (i = 0; i <= (subdivide_w + 1); i++) {
|
|
|
|
+ float u = i;
|
|
|
|
+ float v = j;
|
|
|
|
+ u /= (3.0 * (subdivide_w + 1.0));
|
|
|
|
+ v /= (2.0 * (subdivide_h + 1.0));
|
|
|
|
+
|
|
|
|
+ u *= scale;
|
|
|
|
+
|
|
|
|
+ /* front */
|
|
|
|
+ points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z!
|
|
|
|
+ normals.push_back(Vector3(0.0, 0.0, 1.0));
|
|
|
|
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(offset_front + u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ /* back */
|
|
|
|
+ points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z));
|
|
|
|
+ normals.push_back(Vector3(0.0, 0.0, -1.0));
|
|
|
|
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(twothirds + offset_back + u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j == 1) {
|
|
|
|
+ int i2 = i * 2;
|
|
|
|
+
|
|
|
|
+ /* front */
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+
|
|
|
|
+ /* back */
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ } else if (i > 0 && j > 0) {
|
|
|
|
+ int i2 = i * 2;
|
|
|
|
+
|
|
|
|
+ /* front */
|
|
|
|
+ indices.push_back(prevrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+
|
|
|
|
+ /* back */
|
|
|
|
+ indices.push_back(prevrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ x += scale * size.x / (subdivide_w + 1.0);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ y += size.y / (subdivide_h + 1.0);
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ /* left + right */
|
|
|
|
+ Vector3 normal_left, normal_right;
|
|
|
|
+
|
|
|
|
+ normal_left = Vector3(-size.y, size.x * left_to_right, 0.0);
|
|
|
|
+ normal_right = Vector3(size.y, size.x * left_to_right, 0.0);
|
|
|
|
+ normal_left.normalize();
|
|
|
|
+ normal_right.normalize();
|
|
|
|
+
|
|
|
|
+ y = start_pos.y;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= (subdivide_h + 1); j++) {
|
|
|
|
+ float left, right;
|
|
|
|
+ float scale = (y - start_pos.y) / size.y;
|
|
|
|
+
|
|
|
|
+ left = start_pos.x + (size.x * (1.0 - scale) * left_to_right);
|
|
|
|
+ right = left + (size.x * scale);
|
|
|
|
+
|
|
|
|
+ z = start_pos.z;
|
|
|
|
+ for (i = 0; i <= (subdivide_d + 1); i++) {
|
|
|
|
+ float u = i;
|
|
|
|
+ float v = j;
|
|
|
|
+ u /= (3.0 * (subdivide_d + 1.0));
|
|
|
|
+ v /= (2.0 * (subdivide_h + 1.0));
|
|
|
|
+
|
|
|
|
+ /* right */
|
|
|
|
+ points.push_back(Vector3(right, -y, -z));
|
|
|
|
+ normals.push_back(normal_right);
|
|
|
|
+ ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(onethird + u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ /* left */
|
|
|
|
+ points.push_back(Vector3(left, -y, z));
|
|
|
|
+ normals.push_back(normal_left);
|
|
|
|
+ ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(u, 0.5 + v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j > 0) {
|
|
|
|
+ int i2 = i * 2;
|
|
|
|
+
|
|
|
|
+ /* right */
|
|
|
|
+ indices.push_back(prevrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+ indices.push_back(prevrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2);
|
|
|
|
+ indices.push_back(thisrow + i2 - 2);
|
|
|
|
+
|
|
|
|
+ /* left */
|
|
|
|
+ indices.push_back(prevrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ indices.push_back(prevrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 + 1);
|
|
|
|
+ indices.push_back(thisrow + i2 - 1);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ z += size.z / (subdivide_d + 1.0);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ y += size.y / (subdivide_h + 1.0);
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ /* bottom */
|
|
|
|
+ z = start_pos.z;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= (subdivide_d + 1); j++) {
|
|
|
|
+ x = start_pos.x;
|
|
|
|
+ for (i = 0; i <= (subdivide_w + 1); i++) {
|
|
|
|
+ float u = i;
|
|
|
|
+ float v = j;
|
|
|
|
+ u /= (3.0 * (subdivide_w + 1.0));
|
|
|
|
+ v /= (2.0 * (subdivide_d + 1.0));
|
|
|
|
+
|
|
|
|
+ /* bottom */
|
|
|
|
+ points.push_back(Vector3(x, start_pos.y, -z));
|
|
|
|
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
|
|
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
|
|
|
|
+ uvs.push_back(Vector2(twothirds + u, 0.5 + v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j > 0) {
|
|
|
|
+ /* bottom */
|
|
|
|
+ indices.push_back(prevrow + i - 1);
|
|
|
|
+ indices.push_back(prevrow + i);
|
|
|
|
+ indices.push_back(thisrow + i - 1);
|
|
|
|
+ indices.push_back(prevrow + i);
|
|
|
|
+ indices.push_back(thisrow + i);
|
|
|
|
+ indices.push_back(thisrow + i - 1);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ x += size.x / (subdivide_w + 1.0);
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ z += size.z / (subdivide_d + 1.0);
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ p_arr[VS::ARRAY_VERTEX] = points;
|
|
|
|
+ p_arr[VS::ARRAY_NORMAL] = normals;
|
|
|
|
+ p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
|
|
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
|
|
+ p_arr[VS::ARRAY_INDEX] = indices;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PrismMesh::_bind_methods() {
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_left_to_right", "left_to_right"), &PrismMesh::set_left_to_right);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_left_to_right"), &PrismMesh::get_left_to_right);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &PrismMesh::set_size);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_size"), &PrismMesh::get_size);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_subdivide_width", "segments"), &PrismMesh::set_subdivide_width);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PrismMesh::get_subdivide_width);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_subdivide_height", "segments"), &PrismMesh::set_subdivide_height);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_subdivide_height"), &PrismMesh::get_subdivide_height);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "segments"), &PrismMesh::set_subdivide_depth);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth);
|
|
|
|
+
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "left_to_right"), "set_left_to_right", "get_left_to_right");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width"), "set_subdivide_width", "get_subdivide_width");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height"), "set_subdivide_height", "get_subdivide_height");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth"), "set_subdivide_depth", "get_subdivide_depth");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PrismMesh::set_left_to_right(const float p_left_to_right) {
|
|
|
|
+ left_to_right = p_left_to_right;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+float PrismMesh::get_left_to_right() const {
|
|
|
|
+ return left_to_right;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PrismMesh::set_size(const Vector3 &p_size) {
|
|
|
|
+ size = p_size;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+Vector3 PrismMesh::get_size() const {
|
|
|
|
+ return size;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PrismMesh::set_subdivide_width(const int p_divisions) {
|
|
|
|
+ subdivide_w = p_divisions > 0 ? p_divisions : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int PrismMesh::get_subdivide_width() const {
|
|
|
|
+ return subdivide_w;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PrismMesh::set_subdivide_height(const int p_divisions) {
|
|
|
|
+ subdivide_h = p_divisions > 0 ? p_divisions : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int PrismMesh::get_subdivide_height() const {
|
|
|
|
+ return subdivide_h;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void PrismMesh::set_subdivide_depth(const int p_divisions) {
|
|
|
|
+ subdivide_d = p_divisions > 0 ? p_divisions : 0;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int PrismMesh::get_subdivide_depth() const {
|
|
|
|
+ return subdivide_d;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+PrismMesh::PrismMesh() {
|
|
|
|
+ // defaults
|
|
|
|
+ left_to_right = 0.5;
|
|
|
|
+ size = Vector3(1.0, 1.0, 1.0);
|
|
|
|
+ subdivide_w = 0;
|
|
|
|
+ subdivide_h = 0;
|
|
|
|
+ subdivide_d = 0;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/**
|
|
|
|
+ QuadMesh
|
|
|
|
+*/
|
|
|
|
+
|
|
|
|
+void QuadMesh::_create_mesh_array(Array &p_arr) {
|
|
|
|
+ PoolVector<Vector3> faces;
|
|
|
|
+ PoolVector<Vector3> normals;
|
|
|
|
+ PoolVector<float> tangents;
|
|
|
|
+ PoolVector<Vector2> uvs;
|
|
|
|
+
|
|
|
|
+ faces.resize(4);
|
|
|
|
+ normals.resize(4);
|
|
|
|
+ tangents.resize(4 * 4);
|
|
|
|
+ uvs.resize(4);
|
|
|
|
+
|
|
|
|
+ for (int i = 0; i < 4; i++) {
|
|
|
|
+
|
|
|
|
+ static const Vector3 quad_faces[4] = {
|
|
|
|
+ Vector3(-1, -1, 0),
|
|
|
|
+ Vector3(-1, 1, 0),
|
|
|
|
+ Vector3(1, 1, 0),
|
|
|
|
+ Vector3(1, -1, 0),
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ faces.set(i, quad_faces[i]);
|
|
|
|
+ normals.set(i, Vector3(0, 0, 1));
|
|
|
|
+ tangents.set(i * 4 + 0, 1.0);
|
|
|
|
+ tangents.set(i * 4 + 1, 0.0);
|
|
|
|
+ tangents.set(i * 4 + 2, 0.0);
|
|
|
|
+ tangents.set(i * 4 + 3, 1.0);
|
|
|
|
+
|
|
|
|
+ static const Vector2 quad_uv[4] = {
|
|
|
|
+ Vector2(0, 1),
|
|
|
|
+ Vector2(0, 0),
|
|
|
|
+ Vector2(1, 0),
|
|
|
|
+ Vector2(1, 1),
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ uvs.set(i, quad_uv[i]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ p_arr[ARRAY_VERTEX] = faces;
|
|
|
|
+ p_arr[ARRAY_NORMAL] = normals;
|
|
|
|
+ p_arr[ARRAY_TANGENT] = tangents;
|
|
|
|
+ p_arr[ARRAY_TEX_UV] = uvs;
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+void QuadMesh::_bind_methods() {
|
|
|
|
+ // nothing here yet...
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+QuadMesh::QuadMesh() {
|
|
|
|
+ primitive_type = PRIMITIVE_TRIANGLE_FAN;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+/**
|
|
|
|
+ SphereMesh
|
|
|
|
+*/
|
|
|
|
+
|
|
|
|
+void SphereMesh::_create_mesh_array(Array &p_arr) {
|
|
|
|
+ int i, j, prevrow, thisrow, point;
|
|
|
|
+ float x, y, z;
|
|
|
|
+
|
|
|
|
+ // set our bounding box
|
|
|
|
+ set_aabb(Rect3(Vector3(-radius, height * -0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
|
|
|
|
+
|
|
|
|
+ PoolVector<Vector3> points;
|
|
|
|
+ PoolVector<Vector3> normals;
|
|
|
|
+ PoolVector<float> tangents;
|
|
|
|
+ PoolVector<Vector2> uvs;
|
|
|
|
+ PoolVector<int> indices;
|
|
|
|
+ point = 0;
|
|
|
|
+
|
|
|
|
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
|
|
+ tangents.push_back(m_x); \
|
|
|
|
+ tangents.push_back(m_y); \
|
|
|
|
+ tangents.push_back(m_z); \
|
|
|
|
+ tangents.push_back(m_d);
|
|
|
|
+
|
|
|
|
+ thisrow = 0;
|
|
|
|
+ prevrow = 0;
|
|
|
|
+ for (j = 0; j <= (rings + 1); j++) {
|
|
|
|
+ float v = j;
|
|
|
|
+ float w;
|
|
|
|
+
|
|
|
|
+ v /= (rings + 1);
|
|
|
|
+ w = sin(Math_PI * v);
|
|
|
|
+ y = height * (is_hemisphere ? 1.0 : 0.5) * cos(Math_PI * v);
|
|
|
|
+
|
|
|
|
+ for (i = 0; i <= radial_segments; i++) {
|
|
|
|
+ float u = i;
|
|
|
|
+ u /= radial_segments;
|
|
|
|
+
|
|
|
|
+ x = sin(u * (Math_PI * 2.0));
|
|
|
|
+ z = cos(u * (Math_PI * 2.0));
|
|
|
|
+
|
|
|
|
+ if (is_hemisphere && y < 0.0) {
|
|
|
|
+ points.push_back(Vector3(x * radius * w, 0.0, z * radius * w));
|
|
|
|
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
|
|
+ } else {
|
|
|
|
+ Vector3 p = Vector3(x * radius * w, y, z * radius * w);
|
|
|
|
+ points.push_back(p);
|
|
|
|
+ normals.push_back(p.normalized());
|
|
|
|
+ };
|
|
|
|
+ ADD_TANGENT(-z, 0.0, x, -1.0)
|
|
|
|
+ uvs.push_back(Vector2(u, v));
|
|
|
|
+ point++;
|
|
|
|
+
|
|
|
|
+ if (i > 0 && j > 0) {
|
|
|
|
+ indices.push_back(prevrow + i - 1);
|
|
|
|
+ indices.push_back(prevrow + i);
|
|
|
|
+ indices.push_back(thisrow + i - 1);
|
|
|
|
+
|
|
|
|
+ indices.push_back(prevrow + i);
|
|
|
|
+ indices.push_back(thisrow + i);
|
|
|
|
+ indices.push_back(thisrow + i - 1);
|
|
|
|
+ };
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ prevrow = thisrow;
|
|
|
|
+ thisrow = point;
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ p_arr[VS::ARRAY_VERTEX] = points;
|
|
|
|
+ p_arr[VS::ARRAY_NORMAL] = normals;
|
|
|
|
+ p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
|
|
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
|
|
+ p_arr[VS::ARRAY_INDEX] = indices;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SphereMesh::_bind_methods() {
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereMesh::set_radius);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_radius"), &SphereMesh::get_radius);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &SphereMesh::set_height);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_height"), &SphereMesh::get_height);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &SphereMesh::set_radial_segments);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &SphereMesh::get_radial_segments);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &SphereMesh::set_rings);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_rings"), &SphereMesh::get_rings);
|
|
|
|
+
|
|
|
|
+ ClassDB::bind_method(D_METHOD("set_is_hemisphere", "is_hemisphere"), &SphereMesh::set_is_hemisphere);
|
|
|
|
+ ClassDB::bind_method(D_METHOD("get_is_hemisphere"), &SphereMesh::get_is_hemisphere);
|
|
|
|
+
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height"), "set_height", "get_height");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments"), "set_radial_segments", "get_radial_segments");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings"), "set_rings", "get_rings");
|
|
|
|
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_hemisphere"), "set_is_hemisphere", "get_is_hemisphere");
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SphereMesh::set_radius(const float p_radius) {
|
|
|
|
+ radius = p_radius;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+float SphereMesh::get_radius() const {
|
|
|
|
+ return radius;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SphereMesh::set_height(const float p_height) {
|
|
|
|
+ height = p_height;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+float SphereMesh::get_height() const {
|
|
|
|
+ return height;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SphereMesh::set_radial_segments(const int p_radial_segments) {
|
|
|
|
+ radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int SphereMesh::get_radial_segments() const {
|
|
|
|
+ return radial_segments;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SphereMesh::set_rings(const int p_rings) {
|
|
|
|
+ rings = p_rings > 1 ? p_rings : 1;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+int SphereMesh::get_rings() const {
|
|
|
|
+ return rings;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) {
|
|
|
|
+ is_hemisphere = p_is_hemisphere;
|
|
|
|
+ _queue_update();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+bool SphereMesh::get_is_hemisphere() const {
|
|
|
|
+ return is_hemisphere;
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+SphereMesh::SphereMesh() {
|
|
|
|
+ // defaults
|
|
|
|
+ radius = 0.5;
|
|
|
|
+ height = 1.0;
|
|
|
|
+ radial_segments = 64;
|
|
|
|
+ rings = 32;
|
|
|
|
+ is_hemisphere = false;
|
|
|
|
+}
|