/*************************************************************************/ /* test_detailer.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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 "geometry.h" #include "math_funcs.h" #include "os/main_loop.h" #include "print_string.h" #include "quick_hull.h" #include "servers/visual_server.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); } }