bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
185 lines
5.8 KiB
C++
185 lines
5.8 KiB
C++
/*************************************************************************/
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/* immediate_geometry.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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/* */
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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 "immediate_geometry.h"
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void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture) {
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VS::get_singleton()->immediate_begin(im,(VS::PrimitiveType)p_primitive,p_texture.is_valid()?p_texture->get_rid():RID());
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if (p_texture.is_valid())
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cached_textures.push_back(p_texture);
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}
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void ImmediateGeometry::set_normal(const Vector3& p_normal){
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VS::get_singleton()->immediate_normal(im,p_normal);
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}
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void ImmediateGeometry::set_tangent(const Plane& p_tangent){
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VS::get_singleton()->immediate_tangent(im,p_tangent);
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}
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void ImmediateGeometry::set_color(const Color& p_color){
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VS::get_singleton()->immediate_color(im,p_color);
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}
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void ImmediateGeometry::set_uv(const Vector2& p_uv){
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VS::get_singleton()->immediate_uv(im,p_uv);
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}
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void ImmediateGeometry::set_uv2(const Vector2& p_uv2){
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VS::get_singleton()->immediate_uv2(im,p_uv2);
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}
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void ImmediateGeometry::add_vertex(const Vector3& p_vertex){
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VS::get_singleton()->immediate_vertex(im,p_vertex);
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if (empty) {
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aabb.pos=p_vertex;
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aabb.size=Vector3();
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empty=false;
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} else {
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aabb.expand_to(p_vertex);
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}
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}
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void ImmediateGeometry::end(){
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VS::get_singleton()->immediate_end(im);
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}
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void ImmediateGeometry::clear(){
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VS::get_singleton()->immediate_clear(im);
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empty=true;
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cached_textures.clear();
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}
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Rect3 ImmediateGeometry::get_aabb() const {
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return aabb;
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}
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PoolVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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}
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void ImmediateGeometry::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
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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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if (p_add_uv) {\
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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));\
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set_tangent(Plane(Vector3(-v[m_idx].z,v[m_idx].y,v[m_idx].x),1)); \
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}\
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set_normal(v[m_idx]);\
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add_vertex(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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}
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void ImmediateGeometry::_bind_methods() {
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ClassDB::bind_method(_MD("begin","primitive","texture:Texture"),&ImmediateGeometry::begin,DEFVAL(Ref<Texture>()));
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ClassDB::bind_method(_MD("set_normal","normal"),&ImmediateGeometry::set_normal);
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ClassDB::bind_method(_MD("set_tangent","tangent"),&ImmediateGeometry::set_tangent);
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ClassDB::bind_method(_MD("set_color","color"),&ImmediateGeometry::set_color);
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ClassDB::bind_method(_MD("set_uv","uv"),&ImmediateGeometry::set_uv);
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ClassDB::bind_method(_MD("set_uv2","uv"),&ImmediateGeometry::set_uv2);
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ClassDB::bind_method(_MD("add_vertex","pos"),&ImmediateGeometry::add_vertex);
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ClassDB::bind_method(_MD("add_sphere","lats","lons","radius","add_uv"),&ImmediateGeometry::add_sphere,DEFVAL(true));
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ClassDB::bind_method(_MD("end"),&ImmediateGeometry::end);
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ClassDB::bind_method(_MD("clear"),&ImmediateGeometry::clear);
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}
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ImmediateGeometry::ImmediateGeometry() {
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im = VisualServer::get_singleton()->immediate_create();
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set_base(im);
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empty=true;
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}
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ImmediateGeometry::~ImmediateGeometry() {
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VisualServer::get_singleton()->free(im);
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}
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