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			157 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
	
		
			6.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  immediate_geometry_3d.cpp                                            */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "immediate_geometry_3d.h"
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void ImmediateGeometry3D::begin(Mesh::PrimitiveType p_primitive, const Ref<Texture2D> &p_texture) {
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	RS::get_singleton()->immediate_begin(im, (RS::PrimitiveType)p_primitive, p_texture.is_valid() ? p_texture->get_rid() : RID());
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	if (p_texture.is_valid()) {
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		cached_textures.push_back(p_texture);
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	}
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}
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void ImmediateGeometry3D::set_normal(const Vector3 &p_normal) {
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	RS::get_singleton()->immediate_normal(im, p_normal);
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}
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void ImmediateGeometry3D::set_tangent(const Plane &p_tangent) {
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	RS::get_singleton()->immediate_tangent(im, p_tangent);
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}
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void ImmediateGeometry3D::set_color(const Color &p_color) {
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	RS::get_singleton()->immediate_color(im, p_color);
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}
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void ImmediateGeometry3D::set_uv(const Vector2 &p_uv) {
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	RS::get_singleton()->immediate_uv(im, p_uv);
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}
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void ImmediateGeometry3D::set_uv2(const Vector2 &p_uv2) {
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	RS::get_singleton()->immediate_uv2(im, p_uv2);
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}
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void ImmediateGeometry3D::add_vertex(const Vector3 &p_vertex) {
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	RS::get_singleton()->immediate_vertex(im, p_vertex);
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	if (empty) {
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		aabb.position = p_vertex;
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		aabb.size = Vector3();
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		empty = false;
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	} else {
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		aabb.expand_to(p_vertex);
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	}
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}
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void ImmediateGeometry3D::end() {
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	RS::get_singleton()->immediate_end(im);
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}
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void ImmediateGeometry3D::clear() {
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	RS::get_singleton()->immediate_clear(im);
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	empty = true;
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	cached_textures.clear();
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}
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AABB ImmediateGeometry3D::get_aabb() const {
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	return aabb;
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}
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Vector<Face3> ImmediateGeometry3D::get_faces(uint32_t p_usage_flags) const {
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	return Vector<Face3>();
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}
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void ImmediateGeometry3D::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
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	const double lat_step = Math_TAU / p_lats;
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	const double lon_step = Math_TAU / p_lons;
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	for (int i = 1; i <= p_lats; i++) {
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		double lat0 = lat_step * (i - 1) - Math_TAU / 4;
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		double z0 = Math::sin(lat0);
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		double zr0 = Math::cos(lat0);
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		double lat1 = lat_step * i - Math_TAU / 4;
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		double z1 = Math::sin(lat1);
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		double zr1 = Math::cos(lat1);
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		for (int j = p_lons; j >= 1; j--) {
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			double lng0 = lon_step * (j - 1);
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			double x0 = Math::cos(lng0);
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			double y0 = Math::sin(lng0);
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			double lng1 = lon_step * j;
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			double x1 = Math::cos(lng1);
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			double y1 = Math::sin(lng1);
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			Vector3 v[4] = {
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				Vector3(x1 * zr0, z0, y1 * zr0),
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				Vector3(x1 * zr1, z1, y1 * zr1),
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				Vector3(x0 * zr1, z1, y0 * zr1),
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				Vector3(x0 * zr0, z0, y0 * zr0)
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			};
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#define ADD_POINT(m_idx)                                                                                    \
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	if (p_add_uv) {                                                                                         \
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		set_uv(Vector2(Math::atan2(v[m_idx].x, v[m_idx].z) / Math_PI * 0.5 + 0.5, v[m_idx].y * 0.5 + 0.5)); \
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		set_tangent(Plane(Vector3(-v[m_idx].z, v[m_idx].y, v[m_idx].x), 1));                                \
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	}                                                                                                       \
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	set_normal(v[m_idx]);                                                                                   \
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	add_vertex(v[m_idx] * p_radius);
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			ADD_POINT(0);
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			ADD_POINT(1);
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			ADD_POINT(2);
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			ADD_POINT(2);
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			ADD_POINT(3);
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			ADD_POINT(0);
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		}
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	}
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}
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void ImmediateGeometry3D::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("begin", "primitive", "texture"), &ImmediateGeometry3D::begin, DEFVAL(Ref<Texture2D>()));
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	ClassDB::bind_method(D_METHOD("set_normal", "normal"), &ImmediateGeometry3D::set_normal);
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	ClassDB::bind_method(D_METHOD("set_tangent", "tangent"), &ImmediateGeometry3D::set_tangent);
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	ClassDB::bind_method(D_METHOD("set_color", "color"), &ImmediateGeometry3D::set_color);
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	ClassDB::bind_method(D_METHOD("set_uv", "uv"), &ImmediateGeometry3D::set_uv);
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	ClassDB::bind_method(D_METHOD("set_uv2", "uv"), &ImmediateGeometry3D::set_uv2);
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	ClassDB::bind_method(D_METHOD("add_vertex", "position"), &ImmediateGeometry3D::add_vertex);
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	ClassDB::bind_method(D_METHOD("add_sphere", "lats", "lons", "radius", "add_uv"), &ImmediateGeometry3D::add_sphere, DEFVAL(true));
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	ClassDB::bind_method(D_METHOD("end"), &ImmediateGeometry3D::end);
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	ClassDB::bind_method(D_METHOD("clear"), &ImmediateGeometry3D::clear);
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}
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ImmediateGeometry3D::ImmediateGeometry3D() {
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	im = RenderingServer::get_singleton()->immediate_create();
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	set_base(im);
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}
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ImmediateGeometry3D::~ImmediateGeometry3D() {
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	RenderingServer::get_singleton()->free(im);
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}
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