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			1574 lines
		
	
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1574 lines
		
	
	
	
		
			41 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  visual_server.cpp                                                    */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                    http://www.godotengine.org                         */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "visual_server.h"
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#include "global_config.h"
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#include "method_bind_ext.inc"
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VisualServer *VisualServer::singleton = NULL;
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VisualServer *(*VisualServer::create_func)() = NULL;
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VisualServer *VisualServer::get_singleton() {
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	return singleton;
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}
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PoolVector<String> VisualServer::_shader_get_param_list(RID p_shader) const {
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	//remove at some point
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	PoolVector<String> pl;
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#if 0
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	List<StringName> params;
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	shader_get_param_list(p_shader,¶ms);
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	for(List<StringName>::Element *E=params.front();E;E=E->next()) {
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		pl.push_back(E->get());
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	}
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#endif
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	return pl;
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}
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VisualServer *VisualServer::create() {
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	ERR_FAIL_COND_V(singleton, NULL);
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	if (create_func)
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		return create_func();
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	return NULL;
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}
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RID VisualServer::texture_create_from_image(const Ref<Image> &p_image, uint32_t p_flags) {
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	ERR_FAIL_COND_V(!p_image.is_valid(), RID());
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	RID texture = texture_create();
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	texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), p_flags); //if it has mipmaps, use, else generate
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	ERR_FAIL_COND_V(!texture.is_valid(), texture);
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	texture_set_data(texture, p_image);
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	return texture;
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}
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RID VisualServer::get_test_texture() {
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	if (test_texture.is_valid()) {
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		return test_texture;
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	};
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#define TEST_TEXTURE_SIZE 256
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	PoolVector<uint8_t> test_data;
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	test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3);
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	{
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		PoolVector<uint8_t>::Write w = test_data.write();
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		for (int x = 0; x < TEST_TEXTURE_SIZE; x++) {
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			for (int y = 0; y < TEST_TEXTURE_SIZE; y++) {
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				Color c;
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				int r = 255 - (x + y) / 2;
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				if ((x % (TEST_TEXTURE_SIZE / 8)) < 2 || (y % (TEST_TEXTURE_SIZE / 8)) < 2) {
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					c.r = y;
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					c.g = r;
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					c.b = x;
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				} else {
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					c.r = r;
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					c.g = x;
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					c.b = y;
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				}
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				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r * 255, 0, 255));
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				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g * 255, 0, 255));
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				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b * 255, 0, 255));
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			}
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		}
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	}
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	Ref<Image> data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data));
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	test_texture = texture_create_from_image(data);
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	return test_texture;
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}
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void VisualServer::_free_internal_rids() {
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	if (test_texture.is_valid())
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		free(test_texture);
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	if (white_texture.is_valid())
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		free(white_texture);
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	if (test_material.is_valid())
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		free(test_material);
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	for (int i = 0; i < 16; i++) {
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		if (material_2d[i].is_valid())
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			free(material_2d[i]);
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	}
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}
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RID VisualServer::_make_test_cube() {
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	PoolVector<Vector3> vertices;
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	PoolVector<Vector3> normals;
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	PoolVector<float> tangents;
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	PoolVector<Vector3> uvs;
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	int vtx_idx = 0;
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#define ADD_VTX(m_idx)                                                             \
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	vertices.push_back(face_points[m_idx]);                                        \
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	normals.push_back(normal_points[m_idx]);                                       \
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	tangents.push_back(normal_points[m_idx][1]);                                   \
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	tangents.push_back(normal_points[m_idx][2]);                                   \
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	tangents.push_back(normal_points[m_idx][0]);                                   \
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	tangents.push_back(1.0);                                                       \
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	uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \
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	vtx_idx++;
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	for (int i = 0; i < 6; i++) {
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		Vector3 face_points[4];
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		Vector3 normal_points[4];
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		float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
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		for (int j = 0; j < 4; j++) {
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			float v[3];
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			v[0] = 1.0;
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			v[1] = 1 - 2 * ((j >> 1) & 1);
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			v[2] = v[1] * (1 - 2 * (j & 1));
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			for (int k = 0; k < 3; k++) {
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				if (i < 3)
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					face_points[j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
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				else
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					face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
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			}
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			normal_points[j] = Vector3();
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			normal_points[j][i % 3] = (i >= 3 ? -1 : 1);
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		}
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		//tri 1
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		ADD_VTX(0);
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		ADD_VTX(1);
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		ADD_VTX(2);
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		//tri 2
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		ADD_VTX(2);
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		ADD_VTX(3);
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		ADD_VTX(0);
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	}
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	RID test_cube = mesh_create();
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	Array d;
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	d.resize(VS::ARRAY_MAX);
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	d[VisualServer::ARRAY_NORMAL] = normals;
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	d[VisualServer::ARRAY_TANGENT] = tangents;
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	d[VisualServer::ARRAY_TEX_UV] = uvs;
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	d[VisualServer::ARRAY_VERTEX] = vertices;
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	PoolVector<int> indices;
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	indices.resize(vertices.size());
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	for (int i = 0; i < vertices.size(); i++)
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		indices.set(i, i);
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	d[VisualServer::ARRAY_INDEX] = indices;
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	mesh_add_surface_from_arrays(test_cube, PRIMITIVE_TRIANGLES, d);
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	/*
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	test_material = fixed_material_create();
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	//material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true);
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	fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() );
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	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 );
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	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) );
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	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) );
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	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) );
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*/
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	mesh_surface_set_material(test_cube, 0, test_material);
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	return test_cube;
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}
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RID VisualServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
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	PoolVector<Vector3> vertices;
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	PoolVector<Vector3> normals;
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	for (int i = 1; i <= p_lats; i++) {
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		double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
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		double z0 = Math::sin(lat0);
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		double zr0 = Math::cos(lat0);
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		double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
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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 = 2 * Math_PI * (double)(j - 1) / p_lons;
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			double x0 = Math::cos(lng0);
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			double y0 = Math::sin(lng0);
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			double lng1 = 2 * Math_PI * (double)(j) / p_lons;
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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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	normals.push_back(v[m_idx]); \
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	vertices.push_back(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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	RID mesh = mesh_create();
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	Array d;
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	d.resize(VS::ARRAY_MAX);
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	d[ARRAY_VERTEX] = vertices;
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	d[ARRAY_NORMAL] = normals;
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	mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d);
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	return mesh;
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}
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RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_alpha, bool p_opaque_prepass) {
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	int version = 0;
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	if (p_shaded)
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		version = 1;
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	if (p_transparent)
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		version |= 2;
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	if (p_cut_alpha)
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		version |= 4;
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	if (p_opaque_prepass)
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		version |= 8;
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	if (material_2d[version].is_valid())
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		return material_2d[version];
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	//not valid, make
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	/*	material_2d[version]=fixed_material_create();
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	fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_USE_ALPHA,p_transparent);
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	fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true);
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	fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_DISCARD_ALPHA,p_cut_alpha);
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	material_set_flag(material_2d[version],MATERIAL_FLAG_UNSHADED,!p_shaded);
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	material_set_flag(material_2d[version],MATERIAL_FLAG_DOUBLE_SIDED,true);
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	material_set_depth_draw_mode(material_2d[version],p_opaque_prepass?MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA:MATERIAL_DEPTH_DRAW_OPAQUE_ONLY);
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	fixed_material_set_texture(material_2d[version],FIXED_MATERIAL_PARAM_DIFFUSE,get_white_texture());
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	//material cut alpha?*/
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	return material_2d[version];
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}
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RID VisualServer::get_white_texture() {
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	if (white_texture.is_valid())
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		return white_texture;
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	PoolVector<uint8_t> wt;
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	wt.resize(16 * 3);
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	{
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		PoolVector<uint8_t>::Write w = wt.write();
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		for (int i = 0; i < 16 * 3; i++)
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			w[i] = 255;
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	}
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	Ref<Image> white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt));
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	white_texture = texture_create();
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	texture_allocate(white_texture, 4, 4, Image::FORMAT_RGB8);
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	texture_set_data(white_texture, white);
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	return white_texture;
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}
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Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector<uint8_t> &r_vertex_array, int p_vertex_array_len, PoolVector<uint8_t> &r_index_array, int p_index_array_len, Rect3 &r_aabb, Vector<Rect3> r_bone_aabb) {
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	PoolVector<uint8_t>::Write vw = r_vertex_array.write();
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	PoolVector<uint8_t>::Write iw;
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	if (r_index_array.size()) {
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		print_line("elements: " + itos(r_index_array.size()));
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 | 
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		iw = r_index_array.write();
 | 
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	}
 | 
						|
 | 
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	int max_bone = 0;
 | 
						|
 | 
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	for (int ai = 0; ai < VS::ARRAY_MAX; ai++) {
 | 
						|
 | 
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		if (!(p_format & (1 << ai))) // no array
 | 
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			continue;
 | 
						|
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		switch (ai) {
 | 
						|
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			case VS::ARRAY_VERTEX: {
 | 
						|
 | 
						|
				if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
 | 
						|
 | 
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					PoolVector<Vector2> array = p_arrays[ai];
 | 
						|
					ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
					PoolVector<Vector2>::Read read = array.read();
 | 
						|
					const Vector2 *src = read.ptr();
 | 
						|
 | 
						|
					// setting vertices means regenerating the AABB
 | 
						|
					Rect2 aabb;
 | 
						|
 | 
						|
					if (p_format & ARRAY_COMPRESS_VERTEX) {
 | 
						|
 | 
						|
						for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
							uint16_t vector[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
 | 
						|
 | 
						|
							copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(uint16_t) * 2);
 | 
						|
 | 
						|
							if (i == 0) {
 | 
						|
 | 
						|
								aabb = Rect2(src[i], Vector2());
 | 
						|
							} else {
 | 
						|
 | 
						|
								aabb.expand_to(src[i]);
 | 
						|
							}
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
						for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
							float vector[2] = { src[i].x, src[i].y };
 | 
						|
 | 
						|
							copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 2);
 | 
						|
 | 
						|
							if (i == 0) {
 | 
						|
 | 
						|
								aabb = Rect2(src[i], Vector2());
 | 
						|
							} else {
 | 
						|
 | 
						|
								aabb.expand_to(src[i]);
 | 
						|
							}
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					r_aabb = Rect3(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0));
 | 
						|
 | 
						|
				} else {
 | 
						|
					PoolVector<Vector3> array = p_arrays[ai];
 | 
						|
					ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
					PoolVector<Vector3>::Read read = array.read();
 | 
						|
					const Vector3 *src = read.ptr();
 | 
						|
 | 
						|
					// setting vertices means regenerating the AABB
 | 
						|
					Rect3 aabb;
 | 
						|
 | 
						|
					if (p_format & ARRAY_COMPRESS_VERTEX) {
 | 
						|
 | 
						|
						for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
							uint16_t vector[4] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z), Math::make_half_float(1.0) };
 | 
						|
 | 
						|
							copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(uint16_t) * 4);
 | 
						|
 | 
						|
							if (i == 0) {
 | 
						|
 | 
						|
								aabb = Rect3(src[i], Vector3());
 | 
						|
							} else {
 | 
						|
 | 
						|
								aabb.expand_to(src[i]);
 | 
						|
							}
 | 
						|
						}
 | 
						|
 | 
						|
					} else {
 | 
						|
						for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
							float vector[3] = { src[i].x, src[i].y, src[i].z };
 | 
						|
 | 
						|
							copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 3);
 | 
						|
 | 
						|
							if (i == 0) {
 | 
						|
 | 
						|
								aabb = Rect3(src[i], Vector3());
 | 
						|
							} else {
 | 
						|
 | 
						|
								aabb.expand_to(src[i]);
 | 
						|
							}
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					r_aabb = aabb;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_NORMAL: {
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<Vector3> array = p_arrays[ai];
 | 
						|
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<Vector3>::Read read = array.read();
 | 
						|
				const Vector3 *src = read.ptr();
 | 
						|
 | 
						|
				// setting vertices means regenerating the AABB
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_NORMAL) {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						uint8_t vector[4] = {
 | 
						|
							CLAMP(src[i].x * 127, -128, 127),
 | 
						|
							CLAMP(src[i].y * 127, -128, 127),
 | 
						|
							CLAMP(src[i].z * 127, -128, 127),
 | 
						|
							0,
 | 
						|
						};
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], vector, 4);
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						float vector[3] = { src[i].x, src[i].y, src[i].z };
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], vector, 3 * 4);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
 | 
						|
			case VS::ARRAY_TANGENT: {
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<real_t> array = p_arrays[ai];
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<real_t>::Read read = array.read();
 | 
						|
				const real_t *src = read.ptr();
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_TANGENT) {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						uint8_t xyzw[4] = {
 | 
						|
							CLAMP(src[i * 4 + 0] * 127, -128, 127),
 | 
						|
							CLAMP(src[i * 4 + 1] * 127, -128, 127),
 | 
						|
							CLAMP(src[i * 4 + 2] * 127, -128, 127),
 | 
						|
							CLAMP(src[i * 4 + 3] * 127, -128, 127)
 | 
						|
						};
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4);
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						float xyzw[4] = {
 | 
						|
							src[i * 4 + 0],
 | 
						|
							src[i * 4 + 1],
 | 
						|
							src[i * 4 + 2],
 | 
						|
							src[i * 4 + 3]
 | 
						|
						};
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4 * 4);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_COLOR: {
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_COLOR_ARRAY, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<Color> array = p_arrays[ai];
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<Color>::Read read = array.read();
 | 
						|
				const Color *src = read.ptr();
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_COLOR) {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						uint8_t colors[4];
 | 
						|
 | 
						|
						for (int j = 0; j < 4; j++) {
 | 
						|
 | 
						|
							colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255);
 | 
						|
						}
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], colors, 4);
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], &src[i], 4 * 4);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_TEX_UV: {
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<Vector2> array = p_arrays[ai];
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<Vector2>::Read read = array.read();
 | 
						|
 | 
						|
				const Vector2 *src = read.ptr();
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_TEX_UV) {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						float uv[2] = { src[i].x, src[i].y };
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
 | 
						|
			case VS::ARRAY_TEX_UV2: {
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<Vector2> array = p_arrays[ai];
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<Vector2>::Read read = array.read();
 | 
						|
 | 
						|
				const Vector2 *src = read.ptr();
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						float uv[2] = { src[i].x, src[i].y };
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_WEIGHTS: {
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<real_t> array = p_arrays[ai];
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<real_t>::Read read = array.read();
 | 
						|
 | 
						|
				const real_t *src = read.ptr();
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
 | 
						|
						for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
 | 
						|
							data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535);
 | 
						|
						}
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4);
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						float data[VS::ARRAY_WEIGHTS_SIZE];
 | 
						|
						for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
 | 
						|
							data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
 | 
						|
						}
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], data, 4 * 4);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_BONES: {
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY && p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<int> array = p_arrays[ai];
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<int>::Read read = array.read();
 | 
						|
 | 
						|
				const int *src = read.ptr();
 | 
						|
 | 
						|
				if (!(p_format & ARRAY_FLAG_USE_16_BIT_BONES)) {
 | 
						|
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						uint8_t data[VS::ARRAY_WEIGHTS_SIZE];
 | 
						|
						for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
 | 
						|
							data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j], 0, 255);
 | 
						|
							max_bone = MAX(data[j], max_bone);
 | 
						|
						}
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], data, 4);
 | 
						|
					}
 | 
						|
 | 
						|
				} else {
 | 
						|
					for (int i = 0; i < p_vertex_array_len; i++) {
 | 
						|
 | 
						|
						uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
 | 
						|
						for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
 | 
						|
							data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
 | 
						|
							max_bone = MAX(data[j], max_bone);
 | 
						|
						}
 | 
						|
 | 
						|
						copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_INDEX: {
 | 
						|
 | 
						|
				ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA);
 | 
						|
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				PoolVector<int> indices = p_arrays[ai];
 | 
						|
				ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
 | 
						|
				ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER);
 | 
						|
 | 
						|
				/* determine wether using 16 or 32 bits indices */
 | 
						|
 | 
						|
				PoolVector<int>::Read read = indices.read();
 | 
						|
				const int *src = read.ptr();
 | 
						|
 | 
						|
				for (int i = 0; i < p_index_array_len; i++) {
 | 
						|
 | 
						|
					if (p_vertex_array_len < (1 << 16)) {
 | 
						|
						uint16_t v = src[i];
 | 
						|
 | 
						|
						copymem(&iw[i * 2], &v, 2);
 | 
						|
					} else {
 | 
						|
						uint32_t v = src[i];
 | 
						|
 | 
						|
						copymem(&iw[i * 4], &v, 4);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			} break;
 | 
						|
			default: {
 | 
						|
				ERR_FAIL_V(ERR_INVALID_DATA);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (p_format & VS::ARRAY_FORMAT_BONES) {
 | 
						|
		//create AABBs for each detected bone
 | 
						|
		int total_bones = max_bone + 1;
 | 
						|
 | 
						|
		bool first = r_bone_aabb.size() == 0;
 | 
						|
 | 
						|
		r_bone_aabb.resize(total_bones);
 | 
						|
 | 
						|
		if (first) {
 | 
						|
			for (int i = 0; i < total_bones; i++) {
 | 
						|
				r_bone_aabb[i].size == Vector3(-1, -1, -1); //negative means unused
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		PoolVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
 | 
						|
		PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
 | 
						|
		PoolVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];
 | 
						|
 | 
						|
		bool any_valid = false;
 | 
						|
 | 
						|
		if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) {
 | 
						|
 | 
						|
			int vs = vertices.size();
 | 
						|
			PoolVector<Vector3>::Read rv = vertices.read();
 | 
						|
			PoolVector<int>::Read rb = bones.read();
 | 
						|
			PoolVector<float>::Read rw = weights.read();
 | 
						|
 | 
						|
			Rect3 *bptr = r_bone_aabb.ptr();
 | 
						|
 | 
						|
			for (int i = 0; i < vs; i++) {
 | 
						|
 | 
						|
				Vector3 v = rv[i];
 | 
						|
				for (int j = 0; j < 4; j++) {
 | 
						|
 | 
						|
					int idx = rb[i * 4 + j];
 | 
						|
					float w = rw[i * 4 + j];
 | 
						|
					if (w == 0)
 | 
						|
						continue; //break;
 | 
						|
					ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA);
 | 
						|
 | 
						|
					if (bptr->size.x < 0) {
 | 
						|
						//first
 | 
						|
						bptr[idx] = Rect3();
 | 
						|
						bptr[idx].position = v;
 | 
						|
						any_valid = true;
 | 
						|
					} else {
 | 
						|
						bptr[idx].expand_to(v);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (!any_valid && first) {
 | 
						|
 | 
						|
			r_bone_aabb.clear();
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return OK;
 | 
						|
}
 | 
						|
 | 
						|
void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_compress_format) {
 | 
						|
 | 
						|
	ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX);
 | 
						|
	ERR_FAIL_COND(p_arrays.size() != VS::ARRAY_MAX);
 | 
						|
 | 
						|
	uint32_t format = 0;
 | 
						|
 | 
						|
	// validation
 | 
						|
	int index_array_len = 0;
 | 
						|
	int array_len = 0;
 | 
						|
 | 
						|
	for (int i = 0; i < p_arrays.size(); i++) {
 | 
						|
 | 
						|
		if (p_arrays[i].get_type() == Variant::NIL)
 | 
						|
			continue;
 | 
						|
 | 
						|
		format |= (1 << i);
 | 
						|
 | 
						|
		if (i == VS::ARRAY_VERTEX) {
 | 
						|
 | 
						|
			Variant var = p_arrays[i];
 | 
						|
			switch (var.get_type()) {
 | 
						|
				case Variant::POOL_VECTOR2_ARRAY: {
 | 
						|
					PoolVector<Vector2> v2 = var;
 | 
						|
					array_len = v2.size();
 | 
						|
				} break;
 | 
						|
				case Variant::POOL_VECTOR3_ARRAY: {
 | 
						|
					PoolVector<Vector3> v3 = var;
 | 
						|
					array_len = v3.size();
 | 
						|
				} break;
 | 
						|
				default: {
 | 
						|
					Array v = var;
 | 
						|
					array_len = v.size();
 | 
						|
				} break;
 | 
						|
			}
 | 
						|
 | 
						|
			array_len = PoolVector3Array(p_arrays[i]).size();
 | 
						|
			ERR_FAIL_COND(array_len == 0);
 | 
						|
		} else if (i == VS::ARRAY_INDEX) {
 | 
						|
 | 
						|
			index_array_len = PoolIntArray(p_arrays[i]).size();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	ERR_FAIL_COND((format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory
 | 
						|
 | 
						|
	if (p_blend_shapes.size()) {
 | 
						|
		//validate format for morphs
 | 
						|
		for (int i = 0; i < p_blend_shapes.size(); i++) {
 | 
						|
 | 
						|
			uint32_t bsformat = 0;
 | 
						|
			Array arr = p_blend_shapes[i];
 | 
						|
			for (int j = 0; j < arr.size(); j++) {
 | 
						|
 | 
						|
				if (arr[j].get_type() != Variant::NIL)
 | 
						|
					bsformat |= (1 << j);
 | 
						|
			}
 | 
						|
 | 
						|
			ERR_FAIL_COND((bsformat) != (format & (VS::ARRAY_FORMAT_INDEX - 1)));
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	uint32_t offsets[VS::ARRAY_MAX];
 | 
						|
 | 
						|
	int total_elem_size = 0;
 | 
						|
 | 
						|
	for (int i = 0; i < VS::ARRAY_MAX; i++) {
 | 
						|
 | 
						|
		offsets[i] = 0; //reset
 | 
						|
 | 
						|
		if (!(format & (1 << i))) // no array
 | 
						|
			continue;
 | 
						|
 | 
						|
		int elem_size = 0;
 | 
						|
 | 
						|
		switch (i) {
 | 
						|
 | 
						|
			case VS::ARRAY_VERTEX: {
 | 
						|
 | 
						|
				Variant arr = p_arrays[0];
 | 
						|
				if (arr.get_type() == Variant::POOL_VECTOR2_ARRAY) {
 | 
						|
					elem_size = 2;
 | 
						|
					p_compress_format |= ARRAY_FLAG_USE_2D_VERTICES;
 | 
						|
				} else if (arr.get_type() == Variant::POOL_VECTOR3_ARRAY) {
 | 
						|
					p_compress_format &= ~ARRAY_FLAG_USE_2D_VERTICES;
 | 
						|
					elem_size = 3;
 | 
						|
				} else {
 | 
						|
					elem_size = (p_compress_format & ARRAY_FLAG_USE_2D_VERTICES) ? 2 : 3;
 | 
						|
				}
 | 
						|
 | 
						|
				if (p_compress_format & ARRAY_COMPRESS_VERTEX) {
 | 
						|
					elem_size *= sizeof(int16_t);
 | 
						|
				} else {
 | 
						|
					elem_size *= sizeof(float);
 | 
						|
				}
 | 
						|
 | 
						|
				if (elem_size == 6) {
 | 
						|
					//had to pad
 | 
						|
					elem_size = 8;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_NORMAL: {
 | 
						|
 | 
						|
				if (p_compress_format & ARRAY_COMPRESS_NORMAL) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 3;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
 | 
						|
			case VS::ARRAY_TANGENT: {
 | 
						|
				if (p_compress_format & ARRAY_COMPRESS_TANGENT) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 4;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_COLOR: {
 | 
						|
 | 
						|
				if (p_compress_format & ARRAY_COMPRESS_COLOR) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 4;
 | 
						|
				}
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_TEX_UV: {
 | 
						|
				if (p_compress_format & ARRAY_COMPRESS_TEX_UV) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 2;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
 | 
						|
			case VS::ARRAY_TEX_UV2: {
 | 
						|
				if (p_compress_format & ARRAY_COMPRESS_TEX_UV2) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 2;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_WEIGHTS: {
 | 
						|
 | 
						|
				if (p_compress_format & ARRAY_COMPRESS_WEIGHTS) {
 | 
						|
					elem_size = sizeof(uint16_t) * 4;
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 4;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_BONES: {
 | 
						|
 | 
						|
				PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
 | 
						|
				int max_bone = 0;
 | 
						|
 | 
						|
				{
 | 
						|
					int bc = bones.size();
 | 
						|
					PoolVector<int>::Read r = bones.read();
 | 
						|
					for (int j = 0; j < bc; j++) {
 | 
						|
						max_bone = MAX(r[j], max_bone);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				if (max_bone > 255) {
 | 
						|
					p_compress_format |= ARRAY_FLAG_USE_16_BIT_BONES;
 | 
						|
					elem_size = sizeof(uint16_t) * 4;
 | 
						|
				} else {
 | 
						|
					p_compress_format &= ~ARRAY_FLAG_USE_16_BIT_BONES;
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_INDEX: {
 | 
						|
 | 
						|
				if (index_array_len <= 0) {
 | 
						|
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
 | 
						|
					break;
 | 
						|
				}
 | 
						|
				/* determine wether using 16 or 32 bits indices */
 | 
						|
				if (array_len >= (1 << 16)) {
 | 
						|
 | 
						|
					elem_size = 4;
 | 
						|
 | 
						|
				} else {
 | 
						|
					elem_size = 2;
 | 
						|
				}
 | 
						|
				offsets[i] = elem_size;
 | 
						|
				continue;
 | 
						|
			} break;
 | 
						|
			default: {
 | 
						|
				ERR_FAIL();
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		offsets[i] = total_elem_size;
 | 
						|
		total_elem_size += elem_size;
 | 
						|
	}
 | 
						|
 | 
						|
	uint32_t mask = (1 << ARRAY_MAX) - 1;
 | 
						|
	format |= (~mask) & p_compress_format; //make the full format
 | 
						|
 | 
						|
	int array_size = total_elem_size * array_len;
 | 
						|
 | 
						|
	PoolVector<uint8_t> vertex_array;
 | 
						|
	vertex_array.resize(array_size);
 | 
						|
 | 
						|
	int index_array_size = offsets[VS::ARRAY_INDEX] * index_array_len;
 | 
						|
 | 
						|
	PoolVector<uint8_t> index_array;
 | 
						|
	index_array.resize(index_array_size);
 | 
						|
 | 
						|
	Rect3 aabb;
 | 
						|
	Vector<Rect3> bone_aabb;
 | 
						|
 | 
						|
	Error err = _surface_set_data(p_arrays, format, offsets, total_elem_size, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb);
 | 
						|
 | 
						|
	if (err) {
 | 
						|
		ERR_EXPLAIN("Invalid array format for surface");
 | 
						|
		ERR_FAIL_COND(err != OK);
 | 
						|
	}
 | 
						|
 | 
						|
	Vector<PoolVector<uint8_t> > blend_shape_data;
 | 
						|
 | 
						|
	for (int i = 0; i < p_blend_shapes.size(); i++) {
 | 
						|
 | 
						|
		PoolVector<uint8_t> vertex_array_shape;
 | 
						|
		vertex_array_shape.resize(array_size);
 | 
						|
		PoolVector<uint8_t> noindex;
 | 
						|
 | 
						|
		Rect3 laabb;
 | 
						|
		Error err = _surface_set_data(p_blend_shapes[i], format & ~ARRAY_FORMAT_INDEX, offsets, total_elem_size, vertex_array_shape, array_len, noindex, 0, laabb, bone_aabb);
 | 
						|
		aabb.merge_with(laabb);
 | 
						|
		if (err) {
 | 
						|
			ERR_EXPLAIN("Invalid blend shape array format for surface");
 | 
						|
			ERR_FAIL_COND(err != OK);
 | 
						|
		}
 | 
						|
 | 
						|
		blend_shape_data.push_back(vertex_array_shape);
 | 
						|
	}
 | 
						|
 | 
						|
	mesh_add_surface(p_mesh, format, p_primitive, vertex_array, array_len, index_array, index_array_len, aabb, blend_shape_data, bone_aabb);
 | 
						|
}
 | 
						|
 | 
						|
Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector<uint8_t> p_vertex_data, int p_vertex_len, PoolVector<uint8_t> p_index_data, int p_index_len) const {
 | 
						|
 | 
						|
	uint32_t offsets[ARRAY_MAX];
 | 
						|
 | 
						|
	int total_elem_size = 0;
 | 
						|
 | 
						|
	for (int i = 0; i < VS::ARRAY_MAX; i++) {
 | 
						|
 | 
						|
		offsets[i] = 0; //reset
 | 
						|
 | 
						|
		if (!(p_format & (1 << i))) // no array
 | 
						|
			continue;
 | 
						|
 | 
						|
		int elem_size = 0;
 | 
						|
 | 
						|
		switch (i) {
 | 
						|
 | 
						|
			case VS::ARRAY_VERTEX: {
 | 
						|
 | 
						|
				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
 | 
						|
					elem_size = 2;
 | 
						|
				} else {
 | 
						|
					elem_size = 3;
 | 
						|
				}
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_VERTEX) {
 | 
						|
					elem_size *= sizeof(int16_t);
 | 
						|
				} else {
 | 
						|
					elem_size *= sizeof(float);
 | 
						|
				}
 | 
						|
 | 
						|
				if (elem_size == 6) {
 | 
						|
					elem_size = 8;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_NORMAL: {
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_NORMAL) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 3;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
 | 
						|
			case VS::ARRAY_TANGENT: {
 | 
						|
				if (p_format & ARRAY_COMPRESS_TANGENT) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 4;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_COLOR: {
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_COLOR) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 4;
 | 
						|
				}
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_TEX_UV: {
 | 
						|
				if (p_format & ARRAY_COMPRESS_TEX_UV) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 2;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
 | 
						|
			case VS::ARRAY_TEX_UV2: {
 | 
						|
				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 2;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_WEIGHTS: {
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
 | 
						|
					elem_size = sizeof(uint16_t) * 4;
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(float) * 4;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_BONES: {
 | 
						|
 | 
						|
				if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
 | 
						|
					elem_size = sizeof(uint16_t) * 4;
 | 
						|
				} else {
 | 
						|
					elem_size = sizeof(uint32_t);
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_INDEX: {
 | 
						|
 | 
						|
				if (p_index_len <= 0) {
 | 
						|
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
 | 
						|
					break;
 | 
						|
				}
 | 
						|
				/* determine wether using 16 or 32 bits indices */
 | 
						|
				if (p_vertex_len >= (1 << 16)) {
 | 
						|
 | 
						|
					elem_size = 4;
 | 
						|
 | 
						|
				} else {
 | 
						|
					elem_size = 2;
 | 
						|
				}
 | 
						|
				offsets[i] = elem_size;
 | 
						|
				continue;
 | 
						|
			} break;
 | 
						|
			default: {
 | 
						|
				ERR_FAIL_V(Array());
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		offsets[i] = total_elem_size;
 | 
						|
		total_elem_size += elem_size;
 | 
						|
	}
 | 
						|
 | 
						|
	Array ret;
 | 
						|
	ret.resize(VS::ARRAY_MAX);
 | 
						|
 | 
						|
	PoolVector<uint8_t>::Read r = p_vertex_data.read();
 | 
						|
 | 
						|
	for (int i = 0; i < VS::ARRAY_MAX; i++) {
 | 
						|
 | 
						|
		if (!(p_format & (1 << i)))
 | 
						|
			continue;
 | 
						|
 | 
						|
		switch (i) {
 | 
						|
 | 
						|
			case VS::ARRAY_VERTEX: {
 | 
						|
 | 
						|
				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
 | 
						|
 | 
						|
					PoolVector<Vector2> arr_2d;
 | 
						|
					arr_2d.resize(p_vertex_len);
 | 
						|
 | 
						|
					if (p_format & ARRAY_COMPRESS_VERTEX) {
 | 
						|
 | 
						|
						PoolVector<Vector2>::Write w = arr_2d.write();
 | 
						|
 | 
						|
						for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
							const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
							w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
 | 
						|
						}
 | 
						|
					} else {
 | 
						|
 | 
						|
						PoolVector<Vector2>::Write w = arr_2d.write();
 | 
						|
 | 
						|
						for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
							const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
 | 
						|
							w[j] = Vector2(v[0], v[1]);
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					ret[i] = arr_2d;
 | 
						|
				} else {
 | 
						|
 | 
						|
					PoolVector<Vector3> arr_3d;
 | 
						|
					arr_3d.resize(p_vertex_len);
 | 
						|
 | 
						|
					if (p_format & ARRAY_COMPRESS_VERTEX) {
 | 
						|
 | 
						|
						PoolVector<Vector3>::Write w = arr_3d.write();
 | 
						|
 | 
						|
						for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
							const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
							w[j] = Vector3(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]), Math::halfptr_to_float(&v[2]));
 | 
						|
						}
 | 
						|
					} else {
 | 
						|
 | 
						|
						PoolVector<Vector3>::Write w = arr_3d.write();
 | 
						|
 | 
						|
						for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
							const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
 | 
						|
							w[j] = Vector3(v[0], v[1], v[2]);
 | 
						|
						}
 | 
						|
					}
 | 
						|
 | 
						|
					ret[i] = arr_3d;
 | 
						|
				}
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_NORMAL: {
 | 
						|
				PoolVector<Vector3> arr;
 | 
						|
				arr.resize(p_vertex_len);
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_NORMAL) {
 | 
						|
 | 
						|
					PoolVector<Vector3>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						w[j] = Vector3(float(v[0] / 255.0) * 2.0 - 1.0, float(v[1] / 255.0) * 2.0 - 1.0, float(v[2] / 255.0) * 2.0 - 1.0);
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
					PoolVector<Vector3>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						w[j] = Vector3(v[0], v[1], v[2]);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				ret[i] = arr;
 | 
						|
 | 
						|
			} break;
 | 
						|
 | 
						|
			case VS::ARRAY_TANGENT: {
 | 
						|
				PoolVector<float> arr;
 | 
						|
				arr.resize(p_vertex_len * 4);
 | 
						|
				if (p_format & ARRAY_COMPRESS_TANGENT) {
 | 
						|
					PoolVector<float>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						for (int k = 0; k < 4; k++) {
 | 
						|
							w[j * 4 + k] = float(v[k] / 255.0) * 2.0 - 1.0;
 | 
						|
						}
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
 | 
						|
					PoolVector<float>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						for (int k = 0; k < 4; k++) {
 | 
						|
							w[j * 4 + k] = v[k];
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				ret[i] = arr;
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_COLOR: {
 | 
						|
 | 
						|
				PoolVector<Color> arr;
 | 
						|
				arr.resize(p_vertex_len);
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_COLOR) {
 | 
						|
 | 
						|
					PoolVector<Color>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						w[j] = Color(float(v[0] / 255.0) * 2.0 - 1.0, float(v[1] / 255.0) * 2.0 - 1.0, float(v[2] / 255.0) * 2.0 - 1.0, float(v[3] / 255.0) * 2.0 - 1.0);
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
					PoolVector<Color>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						w[j] = Color(v[0], v[1], v[2], v[3]);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				ret[i] = arr;
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_TEX_UV: {
 | 
						|
 | 
						|
				PoolVector<Vector2> arr;
 | 
						|
				arr.resize(p_vertex_len);
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_TEX_UV) {
 | 
						|
 | 
						|
					PoolVector<Vector2>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
 | 
						|
					PoolVector<Vector2>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						w[j] = Vector2(v[0], v[1]);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				ret[i] = arr;
 | 
						|
			} break;
 | 
						|
 | 
						|
			case VS::ARRAY_TEX_UV2: {
 | 
						|
				PoolVector<Vector2> arr;
 | 
						|
				arr.resize(p_vertex_len);
 | 
						|
 | 
						|
				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
 | 
						|
 | 
						|
					PoolVector<Vector2>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
 | 
						|
					PoolVector<Vector2>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						w[j] = Vector2(v[0], v[1]);
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				ret[i] = arr;
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_WEIGHTS: {
 | 
						|
 | 
						|
				PoolVector<float> arr;
 | 
						|
				arr.resize(p_vertex_len * 4);
 | 
						|
				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
 | 
						|
					PoolVector<float>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						for (int k = 0; k < 4; k++) {
 | 
						|
							w[j * 4 + k] = float(v[k] / 65535.0) * 2.0 - 1.0;
 | 
						|
						}
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
 | 
						|
					PoolVector<float>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						for (int k = 0; k < 4; k++) {
 | 
						|
							w[j * 4 + k] = v[k];
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				ret[i] = arr;
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_BONES: {
 | 
						|
 | 
						|
				PoolVector<int> arr;
 | 
						|
				arr.resize(p_vertex_len * 4);
 | 
						|
				if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
 | 
						|
 | 
						|
					PoolVector<int>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
 | 
						|
						const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						for (int k = 0; k < 4; k++) {
 | 
						|
							w[j * 4 + k] = v[k];
 | 
						|
						}
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
 | 
						|
					PoolVector<int>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_vertex_len; j++) {
 | 
						|
						const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]];
 | 
						|
						for (int k = 0; k < 4; k++) {
 | 
						|
							w[j * 4 + k] = v[k];
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
 | 
						|
				ret[i] = arr;
 | 
						|
 | 
						|
			} break;
 | 
						|
			case VS::ARRAY_INDEX: {
 | 
						|
				/* determine wether using 16 or 32 bits indices */
 | 
						|
 | 
						|
				PoolVector<uint8_t>::Read ir = p_index_data.read();
 | 
						|
 | 
						|
				PoolVector<int> arr;
 | 
						|
				arr.resize(p_index_len);
 | 
						|
				if (p_vertex_len < (1 << 16)) {
 | 
						|
 | 
						|
					PoolVector<int>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_index_len; j++) {
 | 
						|
 | 
						|
						const uint16_t *v = (const uint16_t *)&ir[j * 2];
 | 
						|
						w[j] = *v;
 | 
						|
					}
 | 
						|
				} else {
 | 
						|
 | 
						|
					PoolVector<int>::Write w = arr.write();
 | 
						|
 | 
						|
					for (int j = 0; j < p_index_len; j++) {
 | 
						|
						const int *v = (const int *)&ir[j * 4];
 | 
						|
						w[j] = *v;
 | 
						|
					}
 | 
						|
				}
 | 
						|
				ret[i] = arr;
 | 
						|
			} break;
 | 
						|
			default: {
 | 
						|
				ERR_FAIL_V(ret);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return ret;
 | 
						|
}
 | 
						|
 | 
						|
Array VisualServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const {
 | 
						|
 | 
						|
	PoolVector<uint8_t> vertex_data = mesh_surface_get_array(p_mesh, p_surface);
 | 
						|
	ERR_FAIL_COND_V(vertex_data.size() == 0, Array());
 | 
						|
	int vertex_len = mesh_surface_get_array_len(p_mesh, p_surface);
 | 
						|
 | 
						|
	PoolVector<uint8_t> index_data = mesh_surface_get_index_array(p_mesh, p_surface);
 | 
						|
	int index_len = mesh_surface_get_array_index_len(p_mesh, p_surface);
 | 
						|
 | 
						|
	uint32_t format = mesh_surface_get_format(p_mesh, p_surface);
 | 
						|
 | 
						|
	return _get_array_from_surface(format, vertex_data, vertex_len, index_data, index_len);
 | 
						|
}
 | 
						|
 | 
						|
void VisualServer::_bind_methods() {
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create);
 | 
						|
	ClassDB::bind_method(D_METHOD("texture_create_from_image"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT));
 | 
						|
	//ClassDB::bind_method(D_METHOD("texture_allocate"),&VisualServer::texture_allocate,DEFVAL( TEXTURE_FLAGS_DEFAULT ) );
 | 
						|
	//ClassDB::bind_method(D_METHOD("texture_set_data"),&VisualServer::texture_blit_rect,DEFVAL( CUBEMAP_LEFT ) );
 | 
						|
	//ClassDB::bind_method(D_METHOD("texture_get_rect"),&VisualServer::texture_get_rect );
 | 
						|
	ClassDB::bind_method(D_METHOD("texture_set_flags"), &VisualServer::texture_set_flags);
 | 
						|
	ClassDB::bind_method(D_METHOD("texture_get_flags"), &VisualServer::texture_get_flags);
 | 
						|
	ClassDB::bind_method(D_METHOD("texture_get_width"), &VisualServer::texture_get_width);
 | 
						|
	ClassDB::bind_method(D_METHOD("texture_get_height"), &VisualServer::texture_get_height);
 | 
						|
 | 
						|
	ClassDB::bind_method(D_METHOD("texture_set_shrink_all_x2_on_set_data", "shrink"), &VisualServer::texture_set_shrink_all_x2_on_set_data);
 | 
						|
}
 | 
						|
 | 
						|
void VisualServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate) {
 | 
						|
 | 
						|
	ERR_FAIL_COND(p_margins.size() != 4);
 | 
						|
	//canvas_item_add_style_box(p_item,p_rect,p_source,p_texture,Vector2(p_margins[0],p_margins[1]),Vector2(p_margins[2],p_margins[3]),true,p_modulate);
 | 
						|
}
 | 
						|
 | 
						|
void VisualServer::_camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
 | 
						|
 | 
						|
	camera_set_orthogonal(p_camera, p_size, p_z_near, p_z_far);
 | 
						|
}
 | 
						|
 | 
						|
void VisualServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data) {
 | 
						|
 | 
						|
#if 1
 | 
						|
	PoolVector<Vector3> vertices;
 | 
						|
	PoolVector<Vector3> normals;
 | 
						|
 | 
						|
	for (int i = 0; i < p_mesh_data.faces.size(); i++) {
 | 
						|
 | 
						|
		const Geometry::MeshData::Face &f = p_mesh_data.faces[i];
 | 
						|
 | 
						|
		for (int j = 2; j < f.indices.size(); j++) {
 | 
						|
 | 
						|
#define _ADD_VERTEX(m_idx)                                      \
 | 
						|
	vertices.push_back(p_mesh_data.vertices[f.indices[m_idx]]); \
 | 
						|
	normals.push_back(f.plane.normal);
 | 
						|
 | 
						|
			_ADD_VERTEX(0);
 | 
						|
			_ADD_VERTEX(j - 1);
 | 
						|
			_ADD_VERTEX(j);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	Array d;
 | 
						|
	d.resize(VS::ARRAY_MAX);
 | 
						|
	d[ARRAY_VERTEX] = vertices;
 | 
						|
	d[ARRAY_NORMAL] = normals;
 | 
						|
	mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d);
 | 
						|
 | 
						|
#else
 | 
						|
 | 
						|
	PoolVector<Vector3> vertices;
 | 
						|
 | 
						|
	for (int i = 0; i < p_mesh_data.edges.size(); i++) {
 | 
						|
 | 
						|
		const Geometry::MeshData::Edge &f = p_mesh_data.edges[i];
 | 
						|
		vertices.push_back(p_mesh_data.vertices[f.a]);
 | 
						|
		vertices.push_back(p_mesh_data.vertices[f.b]);
 | 
						|
	}
 | 
						|
 | 
						|
	Array d;
 | 
						|
	d.resize(VS::ARRAY_MAX);
 | 
						|
	d[ARRAY_VERTEX] = vertices;
 | 
						|
	mesh_add_surface(p_mesh, PRIMITIVE_LINES, d);
 | 
						|
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
void VisualServer::mesh_add_surface_from_planes(RID p_mesh, const PoolVector<Plane> &p_planes) {
 | 
						|
 | 
						|
	Geometry::MeshData mdata = Geometry::build_convex_mesh(p_planes);
 | 
						|
	mesh_add_surface_from_mesh_data(p_mesh, mdata);
 | 
						|
}
 | 
						|
 | 
						|
void VisualServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) {
 | 
						|
	immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0));
 | 
						|
}
 | 
						|
 | 
						|
RID VisualServer::instance_create2(RID p_base, RID p_scenario) {
 | 
						|
 | 
						|
	RID instance = instance_create();
 | 
						|
	instance_set_base(instance, p_base);
 | 
						|
	instance_set_scenario(instance, p_scenario);
 | 
						|
	return instance;
 | 
						|
}
 | 
						|
 | 
						|
VisualServer::VisualServer() {
 | 
						|
 | 
						|
	//ERR_FAIL_COND(singleton);
 | 
						|
	singleton = this;
 | 
						|
}
 | 
						|
 | 
						|
VisualServer::~VisualServer() {
 | 
						|
 | 
						|
	singleton = NULL;
 | 
						|
}
 |