| 
									
										
										
										
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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  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(); | 
					
						
							|  |  |  | 	emit_changed(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | void PrimitiveMesh::_queue_update(bool p_first_mesh) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (first_mesh && p_first_mesh) { | 
					
						
							|  |  |  | 		first_mesh = false; | 
					
						
							|  |  |  | 		cache_is_dirty = true; | 
					
						
							|  |  |  | 		_update(); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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										 |  |  | 	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); | 
					
						
							|  |  |  | 
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							|  |  |  | 	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()); | 
					
						
							|  |  |  | 
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							|  |  |  | 		_change_notify(); | 
					
						
							|  |  |  | 		emit_changed(); | 
					
						
							|  |  |  | 	}; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Ref<Material> PrimitiveMesh::get_material() const { | 
					
						
							|  |  |  | 	return material; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | PrimitiveMesh::PrimitiveMesh() { | 
					
						
							|  |  |  | 	// defaults
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							|  |  |  | 	mesh = VisualServer::get_singleton()->mesh_create(); | 
					
						
							|  |  |  | 
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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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							|  |  |  | 	// 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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										 |  |  | 	first_mesh = true; | 
					
						
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										 |  |  | 	_queue_update(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | PrimitiveMesh::~PrimitiveMesh() { | 
					
						
							|  |  |  | 	VisualServer::get_singleton()->free(mesh); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | /**
 | 
					
						
							|  |  |  | 	CapsuleMesh | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | 
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							|  |  |  | 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; | 
					
						
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										 |  |  | 	// note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom
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							|  |  |  | 
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							|  |  |  | 	set_aabb(Rect3(Vector3(-radius, -radius, (mid_height * -0.5) - radius), Vector3(radius * 2.0, radius * 2.0, mid_height + (2.0 * radius)))); | 
					
						
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										 |  |  | 
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							|  |  |  | 	PoolVector<Vector3> points; | 
					
						
							|  |  |  | 	PoolVector<Vector3> normals; | 
					
						
							|  |  |  | 	PoolVector<float> tangents; | 
					
						
							|  |  |  | 	PoolVector<Vector2> uvs; | 
					
						
							|  |  |  | 	PoolVector<int> indices; | 
					
						
							|  |  |  | 	point = 0; | 
					
						
							|  |  |  | 
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							|  |  |  | #define ADD_TANGENT(m_x, m_y, m_z, m_d) \
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							|  |  |  | 	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); | 
					
						
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										 |  |  | 		z = radius * cos(0.5 * Math_PI * v); | 
					
						
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										 |  |  | 
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							|  |  |  | 		for (i = 0; i <= radial_segments; i++) { | 
					
						
							|  |  |  | 			u = i; | 
					
						
							|  |  |  | 			u /= radial_segments; | 
					
						
							|  |  |  | 
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							|  |  |  | 			x = sin(u * (Math_PI * 2.0)); | 
					
						
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										 |  |  | 			y = -cos(u * (Math_PI * 2.0)); | 
					
						
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										 |  |  | 			Vector3 p = Vector3(x * radius * w, y * radius * w, z); | 
					
						
							|  |  |  | 			points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height)); | 
					
						
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										 |  |  | 			normals.push_back(p.normalized()); | 
					
						
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										 |  |  | 			ADD_TANGENT(y, -x, 0.0, -1.0) | 
					
						
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										 |  |  | 			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); | 
					
						
							|  |  |  | 
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										 |  |  | 		z = mid_height * v; | 
					
						
							|  |  |  | 		z = (mid_height * 0.5) - z; | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 		for (i = 0; i <= radial_segments; i++) { | 
					
						
							|  |  |  | 			u = i; | 
					
						
							|  |  |  | 			u /= radial_segments; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			x = sin(u * (Math_PI * 2.0)); | 
					
						
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										 |  |  | 			y = -cos(u * (Math_PI * 2.0)); | 
					
						
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										 |  |  | 
 | 
					
						
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										 |  |  | 			Vector3 p = Vector3(x * radius, y * radius, z); | 
					
						
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										 |  |  | 			points.push_back(p); | 
					
						
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										 |  |  | 			normals.push_back(Vector3(x, y, 0.0)); | 
					
						
							|  |  |  | 			ADD_TANGENT(y, -x, 0.0, -1.0) | 
					
						
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										 |  |  | 			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); | 
					
						
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										 |  |  | 		z = radius * cos(0.5 * Math_PI * v); | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | 		for (i = 0; i <= radial_segments; i++) { | 
					
						
							|  |  |  | 			float u = i; | 
					
						
							|  |  |  | 			u /= radial_segments; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			x = sin(u * (Math_PI * 2.0)); | 
					
						
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										 |  |  | 			y = -cos(u * (Math_PI * 2.0)); | 
					
						
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-07-03 23:53:06 +10:00
										 |  |  | 			Vector3 p = Vector3(x * radius * w, y * radius * w, z); | 
					
						
							|  |  |  | 			points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height)); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 			normals.push_back(p.normalized()); | 
					
						
							| 
									
										
										
										
											2017-07-03 23:53:06 +10:00
										 |  |  | 			ADD_TANGENT(y, -x, 0.0, -1.0) | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 			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); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-06-17 09:18:09 +10:00
										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_radius", "get_radius"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_mid_height", "get_mid_height"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings"); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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; | 
					
						
							| 
									
										
										
										
											2017-06-30 21:30:17 -03:00
										 |  |  | 	_queue_update(true); //last property set, force update mesh
 | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int CapsuleMesh::get_rings() const { | 
					
						
							|  |  |  | 	return rings; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | CapsuleMesh::CapsuleMesh() { | 
					
						
							|  |  |  | 	// defaults
 | 
					
						
							| 
									
										
										
										
											2017-06-19 21:40:16 +10:00
										 |  |  | 	radius = 1.0; | 
					
						
							|  |  |  | 	mid_height = 1.0; | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	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); | 
					
						
							| 
									
										
										
										
											2017-06-16 23:56:13 +10:00
										 |  |  | 	ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &CubeMesh::set_subdivide_height); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height); | 
					
						
							| 
									
										
										
										
											2017-06-16 23:56:13 +10:00
										 |  |  | 	ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &CubeMesh::set_subdivide_depth); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size"); | 
					
						
							| 
									
										
										
										
											2017-06-17 09:18:09 +10:00
										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_height", "get_subdivide_height"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_depth", "get_subdivide_depth"); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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; | 
					
						
							| 
									
										
										
										
											2017-06-30 21:30:17 -03:00
										 |  |  | 	_queue_update(true); //last property set, force update mesh
 | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int CubeMesh::get_subdivide_depth() const { | 
					
						
							|  |  |  | 	return subdivide_d; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | CubeMesh::CubeMesh() { | 
					
						
							|  |  |  | 	// defaults
 | 
					
						
							| 
									
										
										
										
											2017-06-19 21:40:16 +10:00
										 |  |  | 	size = Vector3(2.0, 2.0, 2.0); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	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); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-06-17 09:18:09 +10:00
										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "top_radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_top_radius", "get_top_radius"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_bottom_radius", "get_bottom_radius"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_height", "get_height"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings"); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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; | 
					
						
							| 
									
										
										
										
											2017-06-30 21:30:17 -03:00
										 |  |  | 	_queue_update(true); //last property set, force update mesh
 | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int CylinderMesh::get_rings() const { | 
					
						
							|  |  |  | 	return rings; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | CylinderMesh::CylinderMesh() { | 
					
						
							|  |  |  | 	// defaults
 | 
					
						
							| 
									
										
										
										
											2017-06-19 21:40:16 +10:00
										 |  |  | 	top_radius = 1.0; | 
					
						
							|  |  |  | 	bottom_radius = 1.0; | 
					
						
							|  |  |  | 	height = 2.0; | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	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"); | 
					
						
							| 
									
										
										
										
											2017-06-17 09:18:09 +10:00
										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_depth", "get_subdivide_depth"); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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; | 
					
						
							| 
									
										
										
										
											2017-06-30 21:30:17 -03:00
										 |  |  | 	_queue_update(true); //last property set, force update mesh
 | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int PlaneMesh::get_subdivide_depth() const { | 
					
						
							|  |  |  | 	return subdivide_d; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | PlaneMesh::PlaneMesh() { | 
					
						
							|  |  |  | 	// defaults
 | 
					
						
							| 
									
										
										
										
											2017-06-19 21:40:16 +10:00
										 |  |  | 	size = Size2(2.0, 2.0); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	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); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-06-16 23:56:13 +10:00
										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right"); | 
					
						
							| 
									
										
										
										
											2017-06-17 09:18:09 +10:00
										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_size", "get_size"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_height", "get_subdivide_height"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_depth", "get_subdivide_depth"); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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; | 
					
						
							| 
									
										
										
										
											2017-06-30 21:30:17 -03:00
										 |  |  | 	_queue_update(true); //last property set, force update mesh
 | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int PrismMesh::get_subdivide_depth() const { | 
					
						
							|  |  |  | 	return subdivide_d; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | PrismMesh::PrismMesh() { | 
					
						
							|  |  |  | 	// defaults
 | 
					
						
							|  |  |  | 	left_to_right = 0.5; | 
					
						
							| 
									
										
										
										
											2017-06-19 21:40:16 +10:00
										 |  |  | 	size = Vector3(2.0, 2.0, 2.0); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	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; | 
					
						
							| 
									
										
										
										
											2017-06-30 21:30:17 -03:00
										 |  |  | 	_queue_update(true); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | /**
 | 
					
						
							|  |  |  |   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); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2017-06-17 09:18:09 +10:00
										 |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_radius", "get_radius"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_height", "get_height"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments"); | 
					
						
							|  |  |  | 	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings"); | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	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; | 
					
						
							| 
									
										
										
										
											2017-06-30 21:30:17 -03:00
										 |  |  | 	_queue_update(true); //last property set, force update mesh
 | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | bool SphereMesh::get_is_hemisphere() const { | 
					
						
							|  |  |  | 	return is_hemisphere; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | SphereMesh::SphereMesh() { | 
					
						
							|  |  |  | 	// defaults
 | 
					
						
							| 
									
										
										
										
											2017-06-19 21:40:16 +10:00
										 |  |  | 	radius = 1.0; | 
					
						
							|  |  |  | 	height = 2.0; | 
					
						
							| 
									
										
										
										
											2017-05-06 10:17:21 +10:00
										 |  |  | 	radial_segments = 64; | 
					
						
							|  |  |  | 	rings = 32; | 
					
						
							|  |  |  | 	is_hemisphere = false; | 
					
						
							|  |  |  | } |