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	-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
		
			
				
	
	
		
			1537 lines
		
	
	
	
		
			42 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1537 lines
		
	
	
	
		
			42 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  primitive_meshes.cpp                                                 */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      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 "primitive_meshes.h"
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#include "servers/rendering_server.h"
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/**
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  PrimitiveMesh
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*/
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void PrimitiveMesh::_update() const {
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	Array arr;
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	arr.resize(RS::ARRAY_MAX);
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	_create_mesh_array(arr);
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	Vector<Vector3> points = arr[RS::ARRAY_VERTEX];
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	aabb = AABB();
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	int pc = points.size();
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	ERR_FAIL_COND(pc == 0);
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	{
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		const Vector3 *r = points.ptr();
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		for (int i = 0; i < pc; i++) {
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			if (i == 0) {
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				aabb.position = r[i];
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			} else {
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				aabb.expand_to(r[i]);
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			}
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		}
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	}
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	Vector<int> indices = arr[RS::ARRAY_INDEX];
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	if (flip_faces) {
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		Vector<Vector3> normals = arr[RS::ARRAY_NORMAL];
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		if (normals.size() && indices.size()) {
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			{
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				int nc = normals.size();
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				Vector3 *w = normals.ptrw();
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				for (int i = 0; i < nc; i++) {
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					w[i] = -w[i];
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				}
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			}
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			{
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				int ic = indices.size();
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				int *w = indices.ptrw();
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				for (int i = 0; i < ic; i += 3) {
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					SWAP(w[i + 0], w[i + 1]);
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				}
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			}
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			arr[RS::ARRAY_NORMAL] = normals;
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			arr[RS::ARRAY_INDEX] = indices;
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		}
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	}
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	array_len = pc;
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	index_array_len = indices.size();
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	// in with the new
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	RenderingServer::get_singleton()->mesh_clear(mesh);
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	RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (RenderingServer::PrimitiveType)primitive_type, arr);
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	RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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	pending_request = false;
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	clear_cache();
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	const_cast<PrimitiveMesh *>(this)->emit_changed();
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}
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void PrimitiveMesh::_request_update() {
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	if (pending_request) {
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		return;
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	}
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	_update();
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}
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int PrimitiveMesh::get_surface_count() const {
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	if (pending_request) {
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		_update();
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	}
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	return 1;
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}
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int PrimitiveMesh::surface_get_array_len(int p_idx) const {
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	ERR_FAIL_INDEX_V(p_idx, 1, -1);
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	if (pending_request) {
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		_update();
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	}
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	return array_len;
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}
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int PrimitiveMesh::surface_get_array_index_len(int p_idx) const {
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	ERR_FAIL_INDEX_V(p_idx, 1, -1);
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	if (pending_request) {
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		_update();
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	}
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	return index_array_len;
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}
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Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
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	ERR_FAIL_INDEX_V(p_surface, 1, Array());
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	if (pending_request) {
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		_update();
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	}
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	return RenderingServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
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}
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Dictionary PrimitiveMesh::surface_get_lods(int p_surface) const {
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	return Dictionary(); //not really supported
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}
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Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const {
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	return Array(); //not really supported
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}
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uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
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	ERR_FAIL_INDEX_V(p_idx, 1, 0);
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	return RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX;
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}
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Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
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	return primitive_type;
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}
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void PrimitiveMesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
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	ERR_FAIL_INDEX(p_idx, 1);
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	set_material(p_material);
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}
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Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const {
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	ERR_FAIL_INDEX_V(p_idx, 1, nullptr);
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	return material;
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}
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int PrimitiveMesh::get_blend_shape_count() const {
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	return 0;
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}
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StringName PrimitiveMesh::get_blend_shape_name(int p_index) const {
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	return StringName();
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}
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AABB PrimitiveMesh::get_aabb() const {
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	if (pending_request) {
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		_update();
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	}
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	return aabb;
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}
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RID PrimitiveMesh::get_rid() const {
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	if (pending_request) {
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		_update();
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	}
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	return mesh;
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}
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void PrimitiveMesh::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update);
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	ClassDB::bind_method(D_METHOD("set_material", "material"), &PrimitiveMesh::set_material);
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	ClassDB::bind_method(D_METHOD("get_material"), &PrimitiveMesh::get_material);
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	ClassDB::bind_method(D_METHOD("get_mesh_arrays"), &PrimitiveMesh::get_mesh_arrays);
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	ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &PrimitiveMesh::set_custom_aabb);
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	ClassDB::bind_method(D_METHOD("get_custom_aabb"), &PrimitiveMesh::get_custom_aabb);
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	ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &PrimitiveMesh::set_flip_faces);
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	ClassDB::bind_method(D_METHOD("get_flip_faces"), &PrimitiveMesh::get_flip_faces);
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	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D"), "set_material", "get_material");
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	ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
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	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
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}
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void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
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	material = p_material;
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	if (!pending_request) {
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		// just apply it, else it'll happen when _update is called.
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		RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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		notify_property_list_changed();
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		emit_changed();
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	};
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}
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Ref<Material> PrimitiveMesh::get_material() const {
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	return material;
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}
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Array PrimitiveMesh::get_mesh_arrays() const {
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	return surface_get_arrays(0);
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}
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void PrimitiveMesh::set_custom_aabb(const AABB &p_custom) {
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	custom_aabb = p_custom;
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	RS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
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	emit_changed();
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}
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AABB PrimitiveMesh::get_custom_aabb() const {
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	return custom_aabb;
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}
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void PrimitiveMesh::set_flip_faces(bool p_enable) {
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	flip_faces = p_enable;
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	_request_update();
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}
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bool PrimitiveMesh::get_flip_faces() const {
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	return flip_faces;
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}
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PrimitiveMesh::PrimitiveMesh() {
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	mesh = RenderingServer::get_singleton()->mesh_create();
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}
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PrimitiveMesh::~PrimitiveMesh() {
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	RenderingServer::get_singleton()->free(mesh);
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}
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/**
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	CapsuleMesh
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*/
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void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
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	int i, j, prevrow, thisrow, point;
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	float x, y, z, u, v, w;
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	float onethird = 1.0 / 3.0;
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	float twothirds = 2.0 / 3.0;
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	// note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom
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	Vector<Vector3> points;
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	Vector<Vector3> normals;
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	Vector<float> tangents;
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	Vector<Vector2> uvs;
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	Vector<int> indices;
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	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);            \
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	tangents.push_back(m_y);            \
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	tangents.push_back(m_z);            \
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	tangents.push_back(m_d);
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	/* top hemisphere */
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	thisrow = 0;
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	prevrow = 0;
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	for (j = 0; j <= (rings + 1); j++) {
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		v = j;
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		v /= (rings + 1);
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		w = sin(0.5 * Math_PI * v);
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		y = radius * cos(0.5 * Math_PI * v);
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		for (i = 0; i <= radial_segments; i++) {
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			u = i;
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			u /= radial_segments;
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			x = -sin(u * Math_TAU);
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			z = cos(u * Math_TAU);
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			Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
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			points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0));
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			normals.push_back(p.normalized());
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			ADD_TANGENT(z, 0.0, x, 1.0)
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			uvs.push_back(Vector2(u, v * onethird));
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			point++;
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			if (i > 0 && j > 0) {
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				indices.push_back(prevrow + i - 1);
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				indices.push_back(prevrow + i);
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				indices.push_back(thisrow + i - 1);
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				indices.push_back(prevrow + i);
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				indices.push_back(thisrow + i);
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				indices.push_back(thisrow + i - 1);
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			};
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		};
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		prevrow = thisrow;
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		thisrow = point;
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	};
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	/* cylinder */
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	thisrow = point;
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	prevrow = 0;
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	for (j = 0; j <= (rings + 1); j++) {
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		v = j;
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		v /= (rings + 1);
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		y = mid_height * v;
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		y = (mid_height * 0.5) - y;
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		for (i = 0; i <= radial_segments; i++) {
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			u = i;
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			u /= radial_segments;
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			x = -sin(u * Math_TAU);
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			z = cos(u * Math_TAU);
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			Vector3 p = Vector3(x * radius, y, -z * radius);
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			points.push_back(p);
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			normals.push_back(Vector3(x, 0.0, -z));
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			ADD_TANGENT(z, 0.0, x, 1.0)
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			uvs.push_back(Vector2(u, onethird + (v * onethird)));
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			point++;
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			if (i > 0 && j > 0) {
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				indices.push_back(prevrow + i - 1);
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				indices.push_back(prevrow + i);
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				indices.push_back(thisrow + i - 1);
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				indices.push_back(prevrow + i);
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				indices.push_back(thisrow + i);
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				indices.push_back(thisrow + i - 1);
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						|
			};
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		};
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		prevrow = thisrow;
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		thisrow = point;
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	};
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	/* bottom hemisphere */
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						|
	thisrow = point;
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						|
	prevrow = 0;
 | 
						|
	for (j = 0; j <= (rings + 1); j++) {
 | 
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		v = j;
 | 
						|
 | 
						|
		v /= (rings + 1);
 | 
						|
		v += 1.0;
 | 
						|
		w = sin(0.5 * Math_PI * v);
 | 
						|
		y = radius * cos(0.5 * Math_PI * v);
 | 
						|
 | 
						|
		for (i = 0; i <= radial_segments; i++) {
 | 
						|
			float u2 = i;
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			u2 /= radial_segments;
 | 
						|
 | 
						|
			x = -sin(u2 * Math_TAU);
 | 
						|
			z = cos(u2 * Math_TAU);
 | 
						|
 | 
						|
			Vector3 p = Vector3(x * radius * w, y, -z * radius * w);
 | 
						|
			points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0));
 | 
						|
			normals.push_back(p.normalized());
 | 
						|
			ADD_TANGENT(z, 0.0, x, 1.0)
 | 
						|
			uvs.push_back(Vector2(u2, 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[RS::ARRAY_VERTEX] = points;
 | 
						|
	p_arr[RS::ARRAY_NORMAL] = normals;
 | 
						|
	p_arr[RS::ARRAY_TANGENT] = tangents;
 | 
						|
	p_arr[RS::ARRAY_TEX_UV] = uvs;
 | 
						|
	p_arr[RS::ARRAY_INDEX] = indices;
 | 
						|
}
 | 
						|
 | 
						|
void CapsuleMesh::_bind_methods() {
 | 
						|
	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_mid_height", "mid_height"), &CapsuleMesh::set_mid_height);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_height);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings);
 | 
						|
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mid_height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_mid_height", "get_mid_height");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings");
 | 
						|
}
 | 
						|
 | 
						|
void CapsuleMesh::set_radius(const float p_radius) {
 | 
						|
	radius = p_radius;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
float CapsuleMesh::get_radius() const {
 | 
						|
	return radius;
 | 
						|
}
 | 
						|
 | 
						|
void CapsuleMesh::set_mid_height(const float p_mid_height) {
 | 
						|
	mid_height = p_mid_height;
 | 
						|
	_request_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;
 | 
						|
	_request_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;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int CapsuleMesh::get_rings() const {
 | 
						|
	return rings;
 | 
						|
}
 | 
						|
 | 
						|
CapsuleMesh::CapsuleMesh() {}
 | 
						|
 | 
						|
/**
 | 
						|
  BoxMesh
 | 
						|
*/
 | 
						|
 | 
						|
void BoxMesh::_create_mesh_array(Array &p_arr) const {
 | 
						|
	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
 | 
						|
 | 
						|
	Vector<Vector3> points;
 | 
						|
	Vector<Vector3> normals;
 | 
						|
	Vector<float> tangents;
 | 
						|
	Vector<Vector2> uvs;
 | 
						|
	Vector<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[RS::ARRAY_VERTEX] = points;
 | 
						|
	p_arr[RS::ARRAY_NORMAL] = normals;
 | 
						|
	p_arr[RS::ARRAY_TANGENT] = tangents;
 | 
						|
	p_arr[RS::ARRAY_TEX_UV] = uvs;
 | 
						|
	p_arr[RS::ARRAY_INDEX] = indices;
 | 
						|
}
 | 
						|
 | 
						|
void BoxMesh::_bind_methods() {
 | 
						|
	ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxMesh::set_size);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_size"), &BoxMesh::get_size);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &BoxMesh::set_subdivide_width);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_subdivide_width"), &BoxMesh::get_subdivide_width);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &BoxMesh::set_subdivide_height);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_subdivide_height"), &BoxMesh::get_subdivide_height);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &BoxMesh::set_subdivide_depth);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &BoxMesh::get_subdivide_depth);
 | 
						|
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
 | 
						|
}
 | 
						|
 | 
						|
void BoxMesh::set_size(const Vector3 &p_size) {
 | 
						|
	size = p_size;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
Vector3 BoxMesh::get_size() const {
 | 
						|
	return size;
 | 
						|
}
 | 
						|
 | 
						|
void BoxMesh::set_subdivide_width(const int p_divisions) {
 | 
						|
	subdivide_w = p_divisions > 0 ? p_divisions : 0;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int BoxMesh::get_subdivide_width() const {
 | 
						|
	return subdivide_w;
 | 
						|
}
 | 
						|
 | 
						|
void BoxMesh::set_subdivide_height(const int p_divisions) {
 | 
						|
	subdivide_h = p_divisions > 0 ? p_divisions : 0;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int BoxMesh::get_subdivide_height() const {
 | 
						|
	return subdivide_h;
 | 
						|
}
 | 
						|
 | 
						|
void BoxMesh::set_subdivide_depth(const int p_divisions) {
 | 
						|
	subdivide_d = p_divisions > 0 ? p_divisions : 0;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int BoxMesh::get_subdivide_depth() const {
 | 
						|
	return subdivide_d;
 | 
						|
}
 | 
						|
 | 
						|
BoxMesh::BoxMesh() {}
 | 
						|
 | 
						|
/**
 | 
						|
  CylinderMesh
 | 
						|
*/
 | 
						|
 | 
						|
void CylinderMesh::_create_mesh_array(Array &p_arr) const {
 | 
						|
	int i, j, prevrow, thisrow, point;
 | 
						|
	float x, y, z, u, v, radius;
 | 
						|
 | 
						|
	Vector<Vector3> points;
 | 
						|
	Vector<Vector3> normals;
 | 
						|
	Vector<float> tangents;
 | 
						|
	Vector<Vector2> uvs;
 | 
						|
	Vector<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_TAU);
 | 
						|
			z = cos(u * Math_TAU);
 | 
						|
 | 
						|
			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_TAU);
 | 
						|
			z = cos(r * Math_TAU);
 | 
						|
 | 
						|
			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_TAU);
 | 
						|
			z = cos(r * Math_TAU);
 | 
						|
 | 
						|
			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[RS::ARRAY_VERTEX] = points;
 | 
						|
	p_arr[RS::ARRAY_NORMAL] = normals;
 | 
						|
	p_arr[RS::ARRAY_TANGENT] = tangents;
 | 
						|
	p_arr[RS::ARRAY_TEX_UV] = uvs;
 | 
						|
	p_arr[RS::ARRAY_INDEX] = indices;
 | 
						|
}
 | 
						|
 | 
						|
void CylinderMesh::_bind_methods() {
 | 
						|
	ClassDB::bind_method(D_METHOD("set_top_radius", "radius"), &CylinderMesh::set_top_radius);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_top_radius"), &CylinderMesh::get_top_radius);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_bottom_radius", "radius"), &CylinderMesh::set_bottom_radius);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_bottom_radius"), &CylinderMesh::get_bottom_radius);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderMesh::set_height);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_height"), &CylinderMesh::get_height);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CylinderMesh::set_radial_segments);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_radial_segments"), &CylinderMesh::get_radial_segments);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CylinderMesh::set_rings);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_rings"), &CylinderMesh::get_rings);
 | 
						|
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "top_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_top_radius", "get_top_radius");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bottom_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_bottom_radius", "get_bottom_radius");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings");
 | 
						|
}
 | 
						|
 | 
						|
void CylinderMesh::set_top_radius(const float p_radius) {
 | 
						|
	top_radius = p_radius;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
float CylinderMesh::get_top_radius() const {
 | 
						|
	return top_radius;
 | 
						|
}
 | 
						|
 | 
						|
void CylinderMesh::set_bottom_radius(const float p_radius) {
 | 
						|
	bottom_radius = p_radius;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
float CylinderMesh::get_bottom_radius() const {
 | 
						|
	return bottom_radius;
 | 
						|
}
 | 
						|
 | 
						|
void CylinderMesh::set_height(const float p_height) {
 | 
						|
	height = p_height;
 | 
						|
	_request_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;
 | 
						|
	_request_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;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int CylinderMesh::get_rings() const {
 | 
						|
	return rings;
 | 
						|
}
 | 
						|
 | 
						|
CylinderMesh::CylinderMesh() {}
 | 
						|
 | 
						|
/**
 | 
						|
  PlaneMesh
 | 
						|
*/
 | 
						|
 | 
						|
void PlaneMesh::_create_mesh_array(Array &p_arr) const {
 | 
						|
	int i, j, prevrow, thisrow, point;
 | 
						|
	float x, z;
 | 
						|
 | 
						|
	Size2 start_pos = size * -0.5;
 | 
						|
 | 
						|
	Vector<Vector3> points;
 | 
						|
	Vector<Vector3> normals;
 | 
						|
	Vector<float> tangents;
 | 
						|
	Vector<Vector2> uvs;
 | 
						|
	Vector<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(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
 | 
						|
			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[RS::ARRAY_VERTEX] = points;
 | 
						|
	p_arr[RS::ARRAY_NORMAL] = normals;
 | 
						|
	p_arr[RS::ARRAY_TANGENT] = tangents;
 | 
						|
	p_arr[RS::ARRAY_TEX_UV] = uvs;
 | 
						|
	p_arr[RS::ARRAY_INDEX] = indices;
 | 
						|
}
 | 
						|
 | 
						|
void PlaneMesh::_bind_methods() {
 | 
						|
	ClassDB::bind_method(D_METHOD("set_size", "size"), &PlaneMesh::set_size);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_size"), &PlaneMesh::get_size);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &PlaneMesh::set_subdivide_width);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PlaneMesh::get_subdivide_width);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_subdivide_depth", "subdivide"), &PlaneMesh::set_subdivide_depth);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PlaneMesh::get_subdivide_depth);
 | 
						|
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
 | 
						|
}
 | 
						|
 | 
						|
void PlaneMesh::set_size(const Size2 &p_size) {
 | 
						|
	size = p_size;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
Size2 PlaneMesh::get_size() const {
 | 
						|
	return size;
 | 
						|
}
 | 
						|
 | 
						|
void PlaneMesh::set_subdivide_width(const int p_divisions) {
 | 
						|
	subdivide_w = p_divisions > 0 ? p_divisions : 0;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int PlaneMesh::get_subdivide_width() const {
 | 
						|
	return subdivide_w;
 | 
						|
}
 | 
						|
 | 
						|
void PlaneMesh::set_subdivide_depth(const int p_divisions) {
 | 
						|
	subdivide_d = p_divisions > 0 ? p_divisions : 0;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int PlaneMesh::get_subdivide_depth() const {
 | 
						|
	return subdivide_d;
 | 
						|
}
 | 
						|
 | 
						|
PlaneMesh::PlaneMesh() {}
 | 
						|
 | 
						|
/**
 | 
						|
  PrismMesh
 | 
						|
*/
 | 
						|
 | 
						|
void PrismMesh::_create_mesh_array(Array &p_arr) const {
 | 
						|
	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
 | 
						|
 | 
						|
	Vector<Vector3> points;
 | 
						|
	Vector<Vector3> normals;
 | 
						|
	Vector<float> tangents;
 | 
						|
	Vector<Vector2> uvs;
 | 
						|
	Vector<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 + (1.0 - scale) * size.x * left_to_right;
 | 
						|
		float offset_front = (1.0 - scale) * onethird * left_to_right;
 | 
						|
		float 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[RS::ARRAY_VERTEX] = points;
 | 
						|
	p_arr[RS::ARRAY_NORMAL] = normals;
 | 
						|
	p_arr[RS::ARRAY_TANGENT] = tangents;
 | 
						|
	p_arr[RS::ARRAY_TEX_UV] = uvs;
 | 
						|
	p_arr[RS::ARRAY_INDEX] = indices;
 | 
						|
}
 | 
						|
 | 
						|
void PrismMesh::_bind_methods() {
 | 
						|
	ClassDB::bind_method(D_METHOD("set_left_to_right", "left_to_right"), &PrismMesh::set_left_to_right);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_left_to_right"), &PrismMesh::get_left_to_right);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("set_size", "size"), &PrismMesh::set_size);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_size"), &PrismMesh::get_size);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("set_subdivide_width", "segments"), &PrismMesh::set_subdivide_width);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PrismMesh::get_subdivide_width);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_subdivide_height", "segments"), &PrismMesh::set_subdivide_height);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_subdivide_height"), &PrismMesh::get_subdivide_height);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_subdivide_depth", "segments"), &PrismMesh::set_subdivide_depth);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth);
 | 
						|
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
 | 
						|
}
 | 
						|
 | 
						|
void PrismMesh::set_left_to_right(const float p_left_to_right) {
 | 
						|
	left_to_right = p_left_to_right;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
float PrismMesh::get_left_to_right() const {
 | 
						|
	return left_to_right;
 | 
						|
}
 | 
						|
 | 
						|
void PrismMesh::set_size(const Vector3 &p_size) {
 | 
						|
	size = p_size;
 | 
						|
	_request_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;
 | 
						|
	_request_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;
 | 
						|
	_request_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;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int PrismMesh::get_subdivide_depth() const {
 | 
						|
	return subdivide_d;
 | 
						|
}
 | 
						|
 | 
						|
PrismMesh::PrismMesh() {}
 | 
						|
 | 
						|
/**
 | 
						|
  QuadMesh
 | 
						|
*/
 | 
						|
 | 
						|
void QuadMesh::_create_mesh_array(Array &p_arr) const {
 | 
						|
	Vector<Vector3> faces;
 | 
						|
	Vector<Vector3> normals;
 | 
						|
	Vector<float> tangents;
 | 
						|
	Vector<Vector2> uvs;
 | 
						|
 | 
						|
	faces.resize(6);
 | 
						|
	normals.resize(6);
 | 
						|
	tangents.resize(6 * 4);
 | 
						|
	uvs.resize(6);
 | 
						|
 | 
						|
	Vector2 _size = Vector2(size.x / 2.0f, size.y / 2.0f);
 | 
						|
 | 
						|
	Vector3 quad_faces[4] = {
 | 
						|
		Vector3(-_size.x, -_size.y, 0),
 | 
						|
		Vector3(-_size.x, _size.y, 0),
 | 
						|
		Vector3(_size.x, _size.y, 0),
 | 
						|
		Vector3(_size.x, -_size.y, 0),
 | 
						|
	};
 | 
						|
 | 
						|
	static const int indices[6] = {
 | 
						|
		0, 1, 2,
 | 
						|
		0, 2, 3
 | 
						|
	};
 | 
						|
 | 
						|
	for (int i = 0; i < 6; i++) {
 | 
						|
		int j = indices[i];
 | 
						|
		faces.set(i, quad_faces[j]);
 | 
						|
		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[j]);
 | 
						|
	}
 | 
						|
 | 
						|
	p_arr[RS::ARRAY_VERTEX] = faces;
 | 
						|
	p_arr[RS::ARRAY_NORMAL] = normals;
 | 
						|
	p_arr[RS::ARRAY_TANGENT] = tangents;
 | 
						|
	p_arr[RS::ARRAY_TEX_UV] = uvs;
 | 
						|
}
 | 
						|
 | 
						|
void QuadMesh::_bind_methods() {
 | 
						|
	ClassDB::bind_method(D_METHOD("set_size", "size"), &QuadMesh::set_size);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_size"), &QuadMesh::get_size);
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
 | 
						|
}
 | 
						|
 | 
						|
QuadMesh::QuadMesh() {
 | 
						|
	primitive_type = PRIMITIVE_TRIANGLES;
 | 
						|
}
 | 
						|
 | 
						|
void QuadMesh::set_size(const Size2 &p_size) {
 | 
						|
	size = p_size;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
Size2 QuadMesh::get_size() const {
 | 
						|
	return size;
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
  SphereMesh
 | 
						|
*/
 | 
						|
 | 
						|
void SphereMesh::_create_mesh_array(Array &p_arr) const {
 | 
						|
	int i, j, prevrow, thisrow, point;
 | 
						|
	float x, y, z;
 | 
						|
 | 
						|
	// set our bounding box
 | 
						|
 | 
						|
	Vector<Vector3> points;
 | 
						|
	Vector<Vector3> normals;
 | 
						|
	Vector<float> tangents;
 | 
						|
	Vector<Vector2> uvs;
 | 
						|
	Vector<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_TAU);
 | 
						|
			z = cos(u * Math_TAU);
 | 
						|
 | 
						|
			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[RS::ARRAY_VERTEX] = points;
 | 
						|
	p_arr[RS::ARRAY_NORMAL] = normals;
 | 
						|
	p_arr[RS::ARRAY_TANGENT] = tangents;
 | 
						|
	p_arr[RS::ARRAY_TEX_UV] = uvs;
 | 
						|
	p_arr[RS::ARRAY_INDEX] = indices;
 | 
						|
}
 | 
						|
 | 
						|
void SphereMesh::_bind_methods() {
 | 
						|
	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereMesh::set_radius);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_radius"), &SphereMesh::get_radius);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_height", "height"), &SphereMesh::set_height);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_height"), &SphereMesh::get_height);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &SphereMesh::set_radial_segments);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_radial_segments"), &SphereMesh::get_radial_segments);
 | 
						|
	ClassDB::bind_method(D_METHOD("set_rings", "rings"), &SphereMesh::set_rings);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_rings"), &SphereMesh::get_rings);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("set_is_hemisphere", "is_hemisphere"), &SphereMesh::set_is_hemisphere);
 | 
						|
	ClassDB::bind_method(D_METHOD("get_is_hemisphere"), &SphereMesh::get_is_hemisphere);
 | 
						|
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings");
 | 
						|
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_hemisphere"), "set_is_hemisphere", "get_is_hemisphere");
 | 
						|
}
 | 
						|
 | 
						|
void SphereMesh::set_radius(const float p_radius) {
 | 
						|
	radius = p_radius;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
float SphereMesh::get_radius() const {
 | 
						|
	return radius;
 | 
						|
}
 | 
						|
 | 
						|
void SphereMesh::set_height(const float p_height) {
 | 
						|
	height = p_height;
 | 
						|
	_request_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;
 | 
						|
	_request_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;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
int SphereMesh::get_rings() const {
 | 
						|
	return rings;
 | 
						|
}
 | 
						|
 | 
						|
void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) {
 | 
						|
	is_hemisphere = p_is_hemisphere;
 | 
						|
	_request_update();
 | 
						|
}
 | 
						|
 | 
						|
bool SphereMesh::get_is_hemisphere() const {
 | 
						|
	return is_hemisphere;
 | 
						|
}
 | 
						|
 | 
						|
SphereMesh::SphereMesh() {}
 | 
						|
 | 
						|
/**
 | 
						|
  PointMesh
 | 
						|
*/
 | 
						|
 | 
						|
void PointMesh::_create_mesh_array(Array &p_arr) const {
 | 
						|
	Vector<Vector3> faces;
 | 
						|
	faces.resize(1);
 | 
						|
	faces.set(0, Vector3(0.0, 0.0, 0.0));
 | 
						|
 | 
						|
	p_arr[RS::ARRAY_VERTEX] = faces;
 | 
						|
}
 | 
						|
 | 
						|
PointMesh::PointMesh() {
 | 
						|
	primitive_type = PRIMITIVE_POINTS;
 | 
						|
}
 |