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Merge pull request #8661 from BastiaanOlij/primitives_3.0

Godot 3.0 primitives as resources for use with MeshInstance
Rémi Verschelde %!s(int64=8) %!d(string=hai) anos
pai
achega
9ff7bd46cc

+ 0 - 20
editor/spatial_editor_gizmos.cpp

@@ -1439,20 +1439,6 @@ VehicleWheelSpatialGizmo::VehicleWheelSpatialGizmo(VehicleWheel *p_car_wheel) {
 	car_wheel = p_car_wheel;
 }
 
-///
-
-void TestCubeSpatialGizmo::redraw() {
-
-	clear();
-	add_collision_triangles(SpatialEditorGizmos::singleton->test_cube_tm);
-}
-
-TestCubeSpatialGizmo::TestCubeSpatialGizmo(TestCube *p_tc) {
-
-	tc = p_tc;
-	set_spatial_node(p_tc);
-}
-
 ///////////
 
 String CollisionShapeSpatialGizmo::get_handle_name(int p_idx) const {
@@ -3045,12 +3031,6 @@ Ref<SpatialEditorGizmo> SpatialEditorGizmos::get_gizmo(Spatial *p_spatial) {
 		return misg;
 	}
 
-	if (p_spatial->cast_to<TestCube>()) {
-
-		Ref<TestCubeSpatialGizmo> misg = memnew(TestCubeSpatialGizmo(p_spatial->cast_to<TestCube>()));
-		return misg;
-	}
-
 	if (p_spatial->cast_to<CollisionShape>()) {
 
 		Ref<CollisionShapeSpatialGizmo> misg = memnew(CollisionShapeSpatialGizmo(p_spatial->cast_to<CollisionShape>()));

+ 0 - 12
editor/spatial_editor_gizmos.h

@@ -46,7 +46,6 @@
 #include "scene/3d/ray_cast.h"
 #include "scene/3d/reflection_probe.h"
 #include "scene/3d/room_instance.h"
-#include "scene/3d/test_cube.h"
 #include "scene/3d/vehicle_body.h"
 #include "scene/3d/visibility_notifier.h"
 
@@ -187,17 +186,6 @@ public:
 	SkeletonSpatialGizmo(Skeleton *p_skel = NULL);
 };
 
-class TestCubeSpatialGizmo : public EditorSpatialGizmo {
-
-	GDCLASS(TestCubeSpatialGizmo, EditorSpatialGizmo);
-
-	TestCube *tc;
-
-public:
-	void redraw();
-	TestCubeSpatialGizmo(TestCube *p_tc = NULL);
-};
-
 class RoomSpatialGizmo : public EditorSpatialGizmo {
 
 	GDCLASS(RoomSpatialGizmo, EditorSpatialGizmo);

+ 1 - 6
main/tests/test_gui.cpp

@@ -53,7 +53,6 @@
 #include "scene/main/scene_main_loop.h"
 
 #include "scene/3d/camera.h"
-#include "scene/3d/test_cube.h"
 #include "scene/main/viewport.h"
 
 namespace TestGUI {
@@ -87,10 +86,6 @@ public:
 		vp->add_child(camera);
 		camera->make_current();
 
-		TestCube *testcube = memnew( TestCube );
-		vp->add_child(testcube);
-		testcube->set_transform(Transform( Basis().rotated(Vector3(0,1,0),Math_PI*0.25), Vector3(0,0,-8)));
-
 		Sprite *sp = memnew( Sprite );
 		sp->set_texture( vp->get_render_target_texture() );
 		//sp->set_texture( ResourceLoader::load("res://ball.png") );
@@ -375,6 +370,6 @@ MainLoop *test() {
 
 	return memnew(TestMainLoop);
 }
-}
+} // namespace TestGUI
 
 #endif

+ 0 - 226
scene/3d/quad.cpp

@@ -1,226 +0,0 @@
-/*************************************************************************/
-/*  quad.cpp                                                             */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                    http://www.godotengine.org                         */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
-/*                                                                       */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* 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,       */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
-/*************************************************************************/
-#include "quad.h"
-#include "servers/visual_server.h"
-
-void Quad::_update() {
-
-	if (!is_inside_tree())
-		return;
-
-	Vector3 normal;
-	normal[axis] = 1.0;
-
-	const int axis_order_1[3] = { 1, 2, 0 };
-	const int axis_order_2[3] = { 2, 0, 1 };
-	const int a1 = axis_order_1[axis];
-	const int a2 = axis_order_2[axis];
-
-	PoolVector<Vector3> points;
-	points.resize(4);
-	PoolVector<Vector3>::Write pointsw = points.write();
-
-	Vector2 s2 = size * 0.5;
-	Vector2 o = offset;
-	if (!centered)
-		o += s2;
-
-	pointsw[0][a1] = -s2.x + offset.x;
-	pointsw[0][a2] = s2.y + offset.y;
-
-	pointsw[1][a1] = s2.x + offset.x;
-	pointsw[1][a2] = s2.y + offset.y;
-
-	pointsw[2][a1] = s2.x + offset.x;
-	pointsw[2][a2] = -s2.y + offset.y;
-
-	pointsw[3][a1] = -s2.x + offset.x;
-	pointsw[3][a2] = -s2.y + offset.y;
-
-	aabb = Rect3(pointsw[0], Vector3());
-	for (int i = 1; i < 4; i++)
-		aabb.expand_to(pointsw[i]);
-
-	pointsw = PoolVector<Vector3>::Write();
-
-	PoolVector<Vector3> normals;
-	normals.resize(4);
-	PoolVector<Vector3>::Write normalsw = normals.write();
-
-	for (int i = 0; i < 4; i++)
-		normalsw[i] = normal;
-
-	normalsw = PoolVector<Vector3>::Write();
-
-	PoolVector<Vector2> uvs;
-	uvs.resize(4);
-	PoolVector<Vector2>::Write uvsw = uvs.write();
-
-	uvsw[0] = Vector2(0, 0);
-	uvsw[1] = Vector2(1, 0);
-	uvsw[2] = Vector2(1, 1);
-	uvsw[3] = Vector2(0, 1);
-
-	uvsw = PoolVector<Vector2>::Write();
-
-	PoolVector<int> indices;
-	indices.resize(6);
-
-	PoolVector<int>::Write indicesw = indices.write();
-	indicesw[0] = 0;
-	indicesw[1] = 1;
-	indicesw[2] = 2;
-	indicesw[3] = 2;
-	indicesw[4] = 3;
-	indicesw[5] = 0;
-
-	indicesw = PoolVector<int>::Write();
-
-	Array arr;
-	arr.resize(VS::ARRAY_MAX);
-	arr[VS::ARRAY_VERTEX] = points;
-	arr[VS::ARRAY_NORMAL] = normals;
-	arr[VS::ARRAY_TEX_UV] = uvs;
-	arr[VS::ARRAY_INDEX] = indices;
-
-	if (configured) {
-		VS::get_singleton()->mesh_remove_surface(mesh, 0);
-	} else {
-		configured = true;
-	}
-	VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLES, arr);
-
-	pending_update = false;
-}
-
-void Quad::set_axis(Vector3::Axis p_axis) {
-
-	axis = p_axis;
-	_update();
-}
-
-Vector3::Axis Quad::get_axis() const {
-
-	return axis;
-}
-
-void Quad::set_size(const Vector2 &p_size) {
-
-	size = p_size;
-	_update();
-}
-Vector2 Quad::get_size() const {
-
-	return size;
-}
-
-void Quad::set_offset(const Vector2 &p_offset) {
-
-	offset = p_offset;
-	_update();
-}
-Vector2 Quad::get_offset() const {
-
-	return offset;
-}
-
-void Quad::set_centered(bool p_enabled) {
-
-	centered = p_enabled;
-	_update();
-}
-bool Quad::is_centered() const {
-
-	return centered;
-}
-
-void Quad::_notification(int p_what) {
-
-	switch (p_what) {
-
-		case NOTIFICATION_ENTER_TREE: {
-
-			if (pending_update)
-				_update();
-
-		} break;
-		case NOTIFICATION_EXIT_TREE: {
-
-			pending_update = true;
-
-		} break;
-	}
-}
-
-PoolVector<Face3> Quad::get_faces(uint32_t p_usage_flags) const {
-
-	return PoolVector<Face3>();
-}
-
-Rect3 Quad::get_aabb() const {
-
-	return aabb;
-}
-
-void Quad::_bind_methods() {
-
-	ClassDB::bind_method(D_METHOD("set_axis", "axis"), &Quad::set_axis);
-	ClassDB::bind_method(D_METHOD("get_axis"), &Quad::get_axis);
-
-	ClassDB::bind_method(D_METHOD("set_size", "size"), &Quad::set_size);
-	ClassDB::bind_method(D_METHOD("get_size"), &Quad::get_size);
-
-	ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Quad::set_centered);
-	ClassDB::bind_method(D_METHOD("is_centered"), &Quad::is_centered);
-
-	ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Quad::set_offset);
-	ClassDB::bind_method(D_METHOD("get_offset"), &Quad::get_offset);
-
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_axis", "get_axis");
-	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
-	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
-	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
-}
-
-Quad::Quad() {
-
-	pending_update = true;
-	centered = true;
-	//offset=0;
-	size = Vector2(1, 1);
-	axis = Vector3::AXIS_Z;
-	mesh = VisualServer::get_singleton()->mesh_create();
-	set_base(mesh);
-	configured = false;
-}
-
-Quad::~Quad() {
-	VisualServer::get_singleton()->free(mesh);
-}

+ 0 - 76
scene/3d/quad.h

@@ -1,76 +0,0 @@
-/*************************************************************************/
-/*  quad.h                                                               */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                    http://www.godotengine.org                         */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
-/*                                                                       */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* 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,       */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
-/*************************************************************************/
-#ifndef QUAD_H
-#define QUAD_H
-
-#include "rid.h"
-#include "scene/3d/visual_instance.h"
-
-class Quad : public GeometryInstance {
-
-	GDCLASS(Quad, GeometryInstance);
-
-	Vector3::Axis axis;
-	bool centered;
-	Vector2 offset;
-	Vector2 size;
-
-	Rect3 aabb;
-	bool configured;
-	bool pending_update;
-	RID mesh;
-
-	void _update();
-
-protected:
-	void _notification(int p_what);
-	static void _bind_methods();
-
-public:
-	void set_axis(Vector3::Axis p_axis);
-	Vector3::Axis get_axis() const;
-
-	void set_size(const Vector2 &p_sizze);
-	Vector2 get_size() const;
-
-	void set_offset(const Vector2 &p_offset);
-	Vector2 get_offset() const;
-
-	void set_centered(bool p_enabled);
-	bool is_centered() const;
-
-	virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
-	virtual Rect3 get_aabb() const;
-
-	Quad();
-	~Quad();
-};
-
-#endif // QUAD_H

+ 0 - 48
scene/3d/test_cube.cpp

@@ -1,48 +0,0 @@
-/*************************************************************************/
-/*  test_cube.cpp                                                        */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                    http://www.godotengine.org                         */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
-/*                                                                       */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* 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,       */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
-/*************************************************************************/
-#include "test_cube.h"
-#include "servers/visual_server.h"
-
-Rect3 TestCube::get_aabb() const {
-
-	return Rect3(Vector3(-1, -1, -1), Vector3(2, 2, 2));
-}
-PoolVector<Face3> TestCube::get_faces(uint32_t p_usage_flags) const {
-
-	return PoolVector<Face3>();
-}
-
-TestCube::TestCube() {
-
-	set_base(VisualServer::get_singleton()->get_test_cube());
-}
-
-TestCube::~TestCube() {
-}

+ 0 - 53
scene/3d/test_cube.h

@@ -1,53 +0,0 @@
-/*************************************************************************/
-/*  test_cube.h                                                          */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                    http://www.godotengine.org                         */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
-/*                                                                       */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* 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,       */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
-/*************************************************************************/
-#ifndef TEST_CUBE_H
-#define TEST_CUBE_H
-
-#include "rid.h"
-#include "scene/3d/visual_instance.h"
-
-/**
-	@author Juan Linietsky <[email protected]>
-*/
-class TestCube : public GeometryInstance {
-
-	GDCLASS(TestCube, GeometryInstance);
-
-	RID instance;
-
-public:
-	virtual Rect3 get_aabb() const;
-	virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
-
-	TestCube();
-	~TestCube();
-};
-
-#endif

+ 10 - 6
scene/register_scene_types.cpp

@@ -74,7 +74,6 @@
 #include "scene/gui/separator.h"
 #include "scene/gui/slider.h"
 #include "scene/gui/spin_box.h"
-#include "scene/gui/spin_box.h"
 #include "scene/gui/split_container.h"
 #include "scene/gui/tab_container.h"
 #include "scene/gui/tabs.h"
@@ -130,7 +129,6 @@
 #include "scene/animation/tween.h"
 #include "scene/main/resource_preloader.h"
 #include "scene/main/scene_main_loop.h"
-#include "scene/main/scene_main_loop.h"
 #include "scene/resources/packed_scene.h"
 
 #include "scene/resources/mesh_data_tool.h"
@@ -172,6 +170,8 @@
 #include "scene/resources/sky_box.h"
 #include "scene/resources/texture.h"
 
+#include "scene/resources/primitive_meshes.h"
+
 #include "scene/resources/shader_graph.h"
 
 #include "scene/resources/world.h"
@@ -206,9 +206,7 @@
 #include "scene/3d/physics_body.h"
 #include "scene/3d/portal.h"
 #include "scene/3d/position_3d.h"
-#include "scene/3d/quad.h"
 #include "scene/3d/reflection_probe.h"
-#include "scene/3d/test_cube.h"
 #include "scene/resources/environment.h"
 
 #include "scene/3d/area.h"
@@ -407,7 +405,6 @@ void register_scene_types() {
 	ClassDB::register_class<Camera>();
 	ClassDB::register_class<Listener>();
 	ClassDB::register_class<InterpolatedCamera>();
-	ClassDB::register_class<TestCube>();
 	ClassDB::register_class<MeshInstance>();
 	ClassDB::register_class<ImmediateGeometry>();
 	ClassDB::register_class<Sprite3D>();
@@ -423,7 +420,6 @@ void register_scene_types() {
 	ClassDB::register_class<Portal>();
 	ClassDB::register_class<Particles>();
 	ClassDB::register_class<Position3D>();
-	ClassDB::register_class<Quad>();
 	ClassDB::register_class<NavigationMeshInstance>();
 	ClassDB::register_class<NavigationMesh>();
 	ClassDB::register_class<Navigation>();
@@ -522,6 +518,14 @@ void register_scene_types() {
 #ifndef _3D_DISABLED
 	ClassDB::register_virtual_class<Mesh>();
 	ClassDB::register_class<ArrayMesh>();
+	ClassDB::register_virtual_class<PrimitiveMesh>();
+	ClassDB::register_class<CapsuleMesh>();
+	ClassDB::register_class<CubeMesh>();
+	ClassDB::register_class<CylinderMesh>();
+	ClassDB::register_class<PlaneMesh>();
+	ClassDB::register_class<PrismMesh>();
+	ClassDB::register_class<QuadMesh>();
+	ClassDB::register_class<SphereMesh>();
 	ClassDB::register_virtual_class<Material>();
 	ClassDB::register_class<SpatialMaterial>();
 	ClassDB::add_compatibility_class("FixedSpatialMaterial", "SpatialMaterial");

+ 0 - 69
scene/resources/mesh.cpp

@@ -1047,72 +1047,3 @@ ArrayMesh::~ArrayMesh() {
 
 	VisualServer::get_singleton()->free(mesh);
 }
-
-////////////////////////
-#if 0
-void QuadMesh::_bind_methods() {
-
-	ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &QuadMesh::set_material);
-	ClassDB::bind_method(D_METHOD("get_material:Material"), &QuadMesh::get_material);
-
-	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
-}
-
-void QuadMesh::set_material(const Ref<Material> &p_material) {
-
-	surface_set_material(0, p_material);
-}
-
-Ref<Material> QuadMesh::get_material() const {
-
-	return surface_get_material(0);
-}
-
-QuadMesh::QuadMesh() {
-
-	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]);
-	}
-
-	Array arr;
-	arr.resize(ARRAY_MAX);
-	arr[ARRAY_VERTEX] = faces;
-	arr[ARRAY_NORMAL] = normals;
-	arr[ARRAY_TANGENT] = tangents;
-	arr[ARRAY_TEX_UV] = uvs;
-
-	add_surface_from_arrays(PRIMITIVE_TRIANGLE_FAN, arr);
-}
-#endif

+ 0 - 17
scene/resources/mesh.h

@@ -214,23 +214,6 @@ public:
 	~ArrayMesh();
 };
 
-#if 0
-class QuadMesh : public Mesh {
-
-	GDCLASS(QuadMesh, Mesh)
-
-protected:
-	virtual bool _is_generated() const { return true; }
-	static void _bind_methods();
-
-public:
-	void set_material(const Ref<Material> &p_material);
-	Ref<Material> get_material() const;
-	QuadMesh();
-};
-
-#endif
-
 VARIANT_ENUM_CAST(Mesh::ArrayType);
 VARIANT_ENUM_CAST(Mesh::PrimitiveType);
 VARIANT_ENUM_CAST(Mesh::BlendShapeMode);

+ 1455 - 0
scene/resources/primitive_meshes.cpp

@@ -0,0 +1,1455 @@
+/*************************************************************************/
+/*  primitive_meshes.cpp                                                 */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                    http://www.godotengine.org                         */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* 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,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "primitive_meshes.h"
+#include "servers/visual_server.h"
+
+/**
+  PrimitiveMesh
+*/
+void PrimitiveMesh::_update() {
+	if (!cache_is_dirty)
+		return;
+
+	Array arr;
+	arr.resize(VS::ARRAY_MAX);
+	_create_mesh_array(arr);
+
+	// in with the new
+	VisualServer::get_singleton()->mesh_clear(mesh);
+	VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr);
+	VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
+
+	cache_is_dirty = false;
+
+	_clear_triangle_mesh();
+	_change_notify();
+	emit_changed();
+}
+
+void PrimitiveMesh::_queue_update() {
+	if (!cache_is_dirty) {
+		cache_is_dirty = true;
+		call_deferred("_update");
+	}
+}
+
+void PrimitiveMesh::set_aabb(Rect3 p_aabb) {
+	aabb = p_aabb;
+}
+
+int PrimitiveMesh::get_surface_count() const {
+	return 1;
+}
+
+int PrimitiveMesh::surface_get_array_len(int p_idx) const {
+	ERR_FAIL_INDEX_V(p_idx, 1, -1);
+	return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0);
+}
+
+int PrimitiveMesh::surface_get_array_index_len(int p_idx) const {
+	ERR_FAIL_INDEX_V(p_idx, 1, -1);
+	return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
+}
+
+Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
+	ERR_FAIL_INDEX_V(p_surface, 1, Array());
+	return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
+}
+
+uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
+	ERR_FAIL_INDEX_V(p_idx, 1, 0);
+	return VisualServer::get_singleton()->mesh_surface_get_format(mesh, 0);
+}
+
+Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
+	return primitive_type;
+}
+
+Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const {
+	return material;
+}
+
+int PrimitiveMesh::get_blend_shape_count() const {
+	return 0;
+}
+
+StringName PrimitiveMesh::get_blend_shape_name(int p_index) const {
+	return StringName();
+}
+
+Rect3 PrimitiveMesh::get_aabb() const {
+	return aabb;
+}
+
+RID PrimitiveMesh::get_rid() const {
+	return mesh;
+}
+
+void PrimitiveMesh::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update);
+
+	ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &PrimitiveMesh::set_material);
+	ClassDB::bind_method(D_METHOD("get_material:Material"), &PrimitiveMesh::get_material);
+
+	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
+}
+
+void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
+	material = p_material;
+	if (!cache_is_dirty) {
+		// just apply it, else it'll happen when _update is called.
+		VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
+
+		_change_notify();
+		emit_changed();
+	};
+}
+
+Ref<Material> PrimitiveMesh::get_material() const {
+	return material;
+}
+
+PrimitiveMesh::PrimitiveMesh() {
+	// defaults
+	mesh = VisualServer::get_singleton()->mesh_create();
+
+	// assume primitive triangles as the type, correct for all but one and it will change this :)
+	primitive_type = Mesh::PRIMITIVE_TRIANGLES;
+
+	// make sure we do an update after we've finished constructing our object
+	cache_is_dirty = false;
+	_queue_update();
+}
+
+PrimitiveMesh::~PrimitiveMesh() {
+	VisualServer::get_singleton()->free(mesh);
+}
+
+/**
+	CapsuleMesh
+*/
+
+void CapsuleMesh::_create_mesh_array(Array &p_arr) {
+	int i, j, prevrow, thisrow, point;
+	float x, y, z, u, v, w;
+	float onethird = 1.0 / 3.0;
+	float twothirds = 2.0 / 3.0;
+
+	set_aabb(Rect3(Vector3(-radius, (mid_height * -0.5) - radius, -radius), Vector3(radius * 2.0, mid_height + (2.0 * radius), 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);
+
+	/* top hemisphere */
+	thisrow = 0;
+	prevrow = 0;
+	for (j = 0; j <= (rings + 1); j++) {
+		v = j;
+		w;
+
+		v /= (rings + 1);
+		w = sin(0.5 * Math_PI * v);
+		y = radius * cos(0.5 * Math_PI * v);
+
+		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 * w, y, z * radius * w);
+			points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0));
+			normals.push_back(p.normalized());
+			ADD_TANGENT(-z, 0.0, x, -1.0)
+			uvs.push_back(Vector2(u, v * onethird));
+			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;
+	};
+
+	/* cylinder */
+	thisrow = point;
+	prevrow = 0;
+	for (j = 0; j <= (rings + 1); j++) {
+		v = j;
+		v /= (rings + 1);
+
+		y = mid_height * v;
+		y = (mid_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, onethird + (v * onethird)));
+			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;
+	};
+
+	/* bottom hemisphere */
+	thisrow = point;
+	prevrow = 0;
+	for (j = 0; j <= (rings + 1); j++) {
+		v = j;
+		w;
+
+		v /= (rings + 1);
+		v += 1.0;
+		w = sin(0.5 * Math_PI * v);
+		y = radius * cos(0.5 * 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));
+
+			Vector3 p = Vector3(x * radius * w, y, z * radius * w);
+			points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0));
+			normals.push_back(p.normalized());
+			ADD_TANGENT(-z, 0.0, x, -1.0)
+			uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
+			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 CapsuleMesh::_bind_methods() {
+	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius);
+	ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius);
+	ClassDB::bind_method(D_METHOD("set_mid_height", "mid_height"), &CapsuleMesh::set_mid_height);
+	ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_height);
+
+	ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments);
+	ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments);
+	ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings);
+	ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings);
+
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
+	ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height"), "set_mid_height", "get_mid_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 CapsuleMesh::set_radius(const float p_radius) {
+	radius = p_radius;
+	_queue_update();
+}
+
+float CapsuleMesh::get_radius() const {
+	return radius;
+}
+
+void CapsuleMesh::set_mid_height(const float p_mid_height) {
+	mid_height = p_mid_height;
+	_queue_update();
+}
+
+float CapsuleMesh::get_mid_height() const {
+	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;
+}

+ 312 - 0
scene/resources/primitive_meshes.h

@@ -0,0 +1,312 @@
+/*************************************************************************/
+/*  primitive_meshes.h                                                   */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                    http://www.godotengine.org                         */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* 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,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef PRIMITIVE_MESHES_H
+#define PRIMITIVE_MESHES_H
+
+#include "scene/resources/mesh.h"
+
+///@TODO probably should change a few integers to unsigned integers...
+
+/**
+	@author Bastiaan Olij <[email protected]>
+
+	Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
+	This class is set appart that it assumes a single surface is always generated for our mesh.
+*/
+class PrimitiveMesh : public Mesh {
+
+	GDCLASS(PrimitiveMesh, Mesh);
+
+private:
+	RID mesh;
+	Rect3 aabb;
+
+	Ref<Material> material;
+
+	bool cache_is_dirty;
+	void _update();
+
+protected:
+	Mesh::PrimitiveType primitive_type;
+
+	static void _bind_methods();
+
+	virtual void _create_mesh_array(Array &p_arr) = 0;
+	void _queue_update();
+
+	void set_aabb(Rect3 p_aabb);
+
+public:
+	virtual int get_surface_count() const;
+	virtual int surface_get_array_len(int p_idx) const;
+	virtual int surface_get_array_index_len(int p_idx) const;
+	virtual Array surface_get_arrays(int p_surface) const;
+	virtual uint32_t surface_get_format(int p_idx) const;
+	virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const;
+	virtual Ref<Material> surface_get_material(int p_idx) const;
+	virtual int get_blend_shape_count() const;
+	virtual StringName get_blend_shape_name(int p_index) const;
+	virtual Rect3 get_aabb() const;
+	virtual RID get_rid() const;
+
+	void set_material(const Ref<Material> &p_material);
+	Ref<Material> get_material() const;
+
+	PrimitiveMesh();
+	~PrimitiveMesh();
+};
+
+/**
+	Mesh for a simple capsule
+*/
+class CapsuleMesh : public PrimitiveMesh {
+	GDCLASS(CapsuleMesh, PrimitiveMesh);
+
+private:
+	float radius;
+	float mid_height;
+	int radial_segments;
+	int rings;
+
+protected:
+	static void _bind_methods();
+	virtual void _create_mesh_array(Array &p_arr);
+
+public:
+	void set_radius(const float p_radius);
+	float get_radius() const;
+
+	void set_mid_height(const float p_mid_height);
+	float get_mid_height() const;
+
+	void set_radial_segments(const int p_segments);
+	int get_radial_segments() const;
+
+	void set_rings(const int p_rings);
+	int get_rings() const;
+
+	CapsuleMesh();
+};
+
+/**
+	Similar to test cube but with subdivision support and different texture coordinates
+*/
+class CubeMesh : public PrimitiveMesh {
+
+	GDCLASS(CubeMesh, PrimitiveMesh);
+
+private:
+	Vector3 size;
+	int subdivide_w;
+	int subdivide_h;
+	int subdivide_d;
+
+protected:
+	static void _bind_methods();
+	virtual void _create_mesh_array(Array &p_arr);
+
+public:
+	void set_size(const Vector3 &p_size);
+	Vector3 get_size() const;
+
+	void set_subdivide_width(const int p_divisions);
+	int get_subdivide_width() const;
+
+	void set_subdivide_height(const int p_divisions);
+	int get_subdivide_height() const;
+
+	void set_subdivide_depth(const int p_divisions);
+	int get_subdivide_depth() const;
+
+	CubeMesh();
+};
+
+/**
+	A cylinder
+*/
+
+class CylinderMesh : public PrimitiveMesh {
+
+	GDCLASS(CylinderMesh, PrimitiveMesh);
+
+private:
+	float top_radius;
+	float bottom_radius;
+	float height;
+	int radial_segments;
+	int rings;
+
+protected:
+	static void _bind_methods();
+	virtual void _create_mesh_array(Array &p_arr);
+
+public:
+	void set_top_radius(const float p_radius);
+	float get_top_radius() const;
+
+	void set_bottom_radius(const float p_radius);
+	float get_bottom_radius() const;
+
+	void set_height(const float p_height);
+	float get_height() const;
+
+	void set_radial_segments(const int p_segments);
+	int get_radial_segments() const;
+
+	void set_rings(const int p_rings);
+	int get_rings() const;
+
+	CylinderMesh();
+};
+
+/**
+	Similar to quadmesh but with tesselation support
+*/
+class PlaneMesh : public PrimitiveMesh {
+
+	GDCLASS(PlaneMesh, PrimitiveMesh);
+
+private:
+	Size2 size;
+	int subdivide_w;
+	int subdivide_d;
+
+protected:
+	static void _bind_methods();
+	virtual void _create_mesh_array(Array &p_arr);
+
+public:
+	void set_size(const Size2 &p_size);
+	Size2 get_size() const;
+
+	void set_subdivide_width(const int p_divisions);
+	int get_subdivide_width() const;
+
+	void set_subdivide_depth(const int p_divisions);
+	int get_subdivide_depth() const;
+
+	PlaneMesh();
+};
+
+/**
+	A prism shapen, handy for ramps, triangles, etc.
+*/
+class PrismMesh : public PrimitiveMesh {
+
+	GDCLASS(PrismMesh, PrimitiveMesh);
+
+private:
+	float left_to_right;
+	Vector3 size;
+	int subdivide_w;
+	int subdivide_h;
+	int subdivide_d;
+
+protected:
+	static void _bind_methods();
+	virtual void _create_mesh_array(Array &p_arr);
+
+public:
+	void set_left_to_right(const float p_left_to_right);
+	float get_left_to_right() const;
+
+	void set_size(const Vector3 &p_size);
+	Vector3 get_size() const;
+
+	void set_subdivide_width(const int p_divisions);
+	int get_subdivide_width() const;
+
+	void set_subdivide_height(const int p_divisions);
+	int get_subdivide_height() const;
+
+	void set_subdivide_depth(const int p_divisions);
+	int get_subdivide_depth() const;
+
+	PrismMesh();
+};
+
+/**
+	Our original quadmesh...
+*/
+
+class QuadMesh : public PrimitiveMesh {
+
+	GDCLASS(QuadMesh, PrimitiveMesh)
+
+private:
+	// nothing? really? Maybe add size some day atleast... :)
+
+protected:
+	static void _bind_methods();
+	virtual void _create_mesh_array(Array &p_arr);
+
+public:
+	QuadMesh();
+};
+
+/**
+	A sphere..
+*/
+class SphereMesh : public PrimitiveMesh {
+
+	GDCLASS(SphereMesh, PrimitiveMesh);
+
+private:
+	float radius;
+	float height;
+	int radial_segments;
+	int rings;
+	bool is_hemisphere;
+
+protected:
+	static void _bind_methods();
+	virtual void _create_mesh_array(Array &p_arr);
+
+public:
+	void set_radius(const float p_radius);
+	float get_radius() const;
+
+	void set_height(const float p_height);
+	float get_height() const;
+
+	void set_radial_segments(const int p_radial_segments);
+	int get_radial_segments() const;
+
+	void set_rings(const int p_rings);
+	int get_rings() const;
+
+	void set_is_hemisphere(const bool p_is_hemisphere);
+	bool get_is_hemisphere() const;
+
+	SphereMesh();
+};
+
+#endif