virtualx-engine/scene/3d/immediate_geometry.cpp
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00

185 lines
5.8 KiB
C++

/*************************************************************************/
/* immediate_geometry.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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 "immediate_geometry.h"
void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture) {
VS::get_singleton()->immediate_begin(im,(VS::PrimitiveType)p_primitive,p_texture.is_valid()?p_texture->get_rid():RID());
if (p_texture.is_valid())
cached_textures.push_back(p_texture);
}
void ImmediateGeometry::set_normal(const Vector3& p_normal){
VS::get_singleton()->immediate_normal(im,p_normal);
}
void ImmediateGeometry::set_tangent(const Plane& p_tangent){
VS::get_singleton()->immediate_tangent(im,p_tangent);
}
void ImmediateGeometry::set_color(const Color& p_color){
VS::get_singleton()->immediate_color(im,p_color);
}
void ImmediateGeometry::set_uv(const Vector2& p_uv){
VS::get_singleton()->immediate_uv(im,p_uv);
}
void ImmediateGeometry::set_uv2(const Vector2& p_uv2){
VS::get_singleton()->immediate_uv2(im,p_uv2);
}
void ImmediateGeometry::add_vertex(const Vector3& p_vertex){
VS::get_singleton()->immediate_vertex(im,p_vertex);
if (empty) {
aabb.pos=p_vertex;
aabb.size=Vector3();
empty=false;
} else {
aabb.expand_to(p_vertex);
}
}
void ImmediateGeometry::end(){
VS::get_singleton()->immediate_end(im);
}
void ImmediateGeometry::clear(){
VS::get_singleton()->immediate_clear(im);
empty=true;
cached_textures.clear();
}
Rect3 ImmediateGeometry::get_aabb() const {
return aabb;
}
PoolVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
void ImmediateGeometry::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
for(int i = 1; i <= p_lats; i++) {
double lat0 = Math_PI * (-0.5 + (double) (i - 1) / p_lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double) i / p_lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for(int j = p_lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double) (j - 1) / p_lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double) (j) / p_lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4]={
Vector3(x1 * zr0, z0, y1 *zr0),
Vector3(x1 * zr1, z1, y1 *zr1),
Vector3(x0 * zr1, z1, y0 *zr1),
Vector3(x0 * zr0, z0, y0 *zr0)
};
#define ADD_POINT(m_idx)\
if (p_add_uv) {\
set_uv(Vector2(Math::atan2(v[m_idx].x,v[m_idx].z)/Math_PI * 0.5+0.5,v[m_idx].y*0.5+0.5));\
set_tangent(Plane(Vector3(-v[m_idx].z,v[m_idx].y,v[m_idx].x),1)); \
}\
set_normal(v[m_idx]);\
add_vertex(v[m_idx]*p_radius);
ADD_POINT(0);
ADD_POINT(1);
ADD_POINT(2);
ADD_POINT(2);
ADD_POINT(3);
ADD_POINT(0);
}
}
}
void ImmediateGeometry::_bind_methods() {
ClassDB::bind_method(_MD("begin","primitive","texture:Texture"),&ImmediateGeometry::begin,DEFVAL(Ref<Texture>()));
ClassDB::bind_method(_MD("set_normal","normal"),&ImmediateGeometry::set_normal);
ClassDB::bind_method(_MD("set_tangent","tangent"),&ImmediateGeometry::set_tangent);
ClassDB::bind_method(_MD("set_color","color"),&ImmediateGeometry::set_color);
ClassDB::bind_method(_MD("set_uv","uv"),&ImmediateGeometry::set_uv);
ClassDB::bind_method(_MD("set_uv2","uv"),&ImmediateGeometry::set_uv2);
ClassDB::bind_method(_MD("add_vertex","pos"),&ImmediateGeometry::add_vertex);
ClassDB::bind_method(_MD("add_sphere","lats","lons","radius","add_uv"),&ImmediateGeometry::add_sphere,DEFVAL(true));
ClassDB::bind_method(_MD("end"),&ImmediateGeometry::end);
ClassDB::bind_method(_MD("clear"),&ImmediateGeometry::clear);
}
ImmediateGeometry::ImmediateGeometry() {
im = VisualServer::get_singleton()->immediate_create();
set_base(im);
empty=true;
}
ImmediateGeometry::~ImmediateGeometry() {
VisualServer::get_singleton()->free(im);
}