/*************************************************************************/ /* test_detailer.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "test_detailer.h" #include "servers/visual_server.h" #include "os/main_loop.h" #include "math_funcs.h" #include "print_string.h" #include "geometry.h" #include "quick_hull.h" namespace TestMultiMesh { class TestMainLoop : public MainLoop { RID instance; RID camera; RID viewport; RID light; RID mesh; RID scenario; #define MULTIMESH_COUNT 1500 float ofs_x,ofs_y; bool quit; public: virtual void _update_qh() { VisualServer *vs=VisualServer::get_singleton(); Vector vts; /* static const int s = 20; for(int i=0;i convex_planes = Geometry::build_cylinder_planes(0.5,0.7,4,Vector3::AXIS_Z); Geometry::MeshData convex_data = Geometry::build_convex_mesh(convex_planes); vts=convex_data.vertices; Geometry::MeshData md; Error err = QuickHull::build(vts,md); print_line("ERR: "+itos(err)); vs->mesh_remove_surface(mesh,0); vs->mesh_add_surface_from_mesh_data(mesh,md); //vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME); /* RID sm = vs->shader_create(); //vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);"); //vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);"); vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));"); RID tcmat = vs->mesh_surface_get_material(test_cube,0); vs->material_set_shader(tcmat,sm); */ } virtual void input_event(const InputEvent& p_event) { if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&4) { ofs_x+=p_event.mouse_motion.relative_y/200.0; ofs_y+=p_event.mouse_motion.relative_x/200.0; } if (p_event.type==InputEvent::MOUSE_BUTTON && p_event.mouse_button.pressed && p_event.mouse_button.button_index==1) { QuickHull::debug_stop_after++; _update_qh(); } if (p_event.type==InputEvent::MOUSE_BUTTON && p_event.mouse_button.pressed && p_event.mouse_button.button_index==2) { if (QuickHull::debug_stop_after>0) QuickHull::debug_stop_after--; _update_qh(); } } virtual void request_quit() { quit=true; } virtual void init() { VisualServer *vs=VisualServer::get_singleton(); mesh = vs->mesh_create(); scenario = vs->scenario_create(); QuickHull::debug_stop_after=0; _update_qh(); instance = vs->instance_create2(mesh,scenario); camera = vs->camera_create(); vs->camera_set_perspective( camera, 60.0,0.1, 100.0 ); viewport = vs->viewport_create(); vs->viewport_attach_camera( viewport, camera ); vs->viewport_attach_to_screen(viewport); vs->viewport_set_scenario( viewport, scenario ); vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,0,2 ) ) ); RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL ); vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) ); light = vs->instance_create2( lightaux,scenario ); vs->instance_set_transform(light,Transform(Matrix3(Vector3(0.1,0.4,0.7).normalized(),0.9))); ofs_x=0; ofs_y=0; quit=false; } virtual bool idle(float p_time) { return false; } virtual bool iteration(float p_time) { VisualServer *vs=VisualServer::get_singleton(); Transform tr_camera; tr_camera.rotate( Vector3(0,1,0), ofs_y ); tr_camera.rotate( Vector3(1,0,0),ofs_x ); tr_camera.translate(0,0,10); vs->camera_set_transform( camera, tr_camera ); return quit; } virtual void finish() { } }; MainLoop* test() { return memnew(TestMainLoop); } }