88dba8e625
Using codespell 2.2-dev from current git.
2218 lines
65 KiB
C++
2218 lines
65 KiB
C++
/*************************************************************************/
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/* primitive_meshes.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 "primitive_meshes.h"
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#include "core/core_string_names.h"
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#include "core/os/main_loop.h"
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#include "scene/resources/theme.h"
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#include "servers/visual_server.h"
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#include "thirdparty/misc/clipper.hpp"
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#include "thirdparty/misc/triangulator.h"
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/**
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PrimitiveMesh
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*/
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void PrimitiveMesh::_update() const {
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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_create_mesh_array(arr);
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PoolVector<Vector3> points = arr[VS::ARRAY_VERTEX];
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aabb = AABB();
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int pc = points.size();
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ERR_FAIL_COND(pc == 0);
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{
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PoolVector<Vector3>::Read r = points.read();
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for (int i = 0; i < pc; i++) {
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if (i == 0) {
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aabb.position = r[i];
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} else {
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aabb.expand_to(r[i]);
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}
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}
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}
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if (flip_faces) {
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PoolVector<Vector3> normals = arr[VS::ARRAY_NORMAL];
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PoolVector<int> indices = arr[VS::ARRAY_INDEX];
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if (normals.size() && indices.size()) {
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{
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int nc = normals.size();
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PoolVector<Vector3>::Write w = normals.write();
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for (int i = 0; i < nc; i++) {
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w[i] = -w[i];
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}
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}
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{
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int ic = indices.size();
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PoolVector<int>::Write w = indices.write();
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for (int i = 0; i < ic; i += 3) {
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SWAP(w[i + 0], w[i + 1]);
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}
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}
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arr[VS::ARRAY_NORMAL] = normals;
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arr[VS::ARRAY_INDEX] = indices;
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}
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}
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// in with the new
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VisualServer::get_singleton()->mesh_clear(mesh);
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr);
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VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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pending_request = false;
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clear_cache();
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const_cast<PrimitiveMesh *>(this)->emit_changed();
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}
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void PrimitiveMesh::_request_update() {
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if (pending_request) {
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return;
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}
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_update();
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}
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int PrimitiveMesh::get_surface_count() const {
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if (pending_request) {
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_update();
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}
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return 1;
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}
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int PrimitiveMesh::surface_get_array_len(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, 1, -1);
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if (pending_request) {
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_update();
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}
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return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0);
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}
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int PrimitiveMesh::surface_get_array_index_len(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, 1, -1);
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if (pending_request) {
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_update();
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}
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return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
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}
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Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface, 1, Array());
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if (pending_request) {
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_update();
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}
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return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
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}
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Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const {
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ERR_FAIL_INDEX_V(p_surface, 1, Array());
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if (pending_request) {
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_update();
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}
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return Array();
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}
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uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, 1, 0);
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if (pending_request) {
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_update();
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}
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return VisualServer::get_singleton()->mesh_surface_get_format(mesh, 0);
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}
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Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
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return primitive_type;
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}
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void PrimitiveMesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
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ERR_FAIL_INDEX(p_idx, 1);
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set_material(p_material);
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}
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Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, 1, nullptr);
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return material;
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}
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int PrimitiveMesh::get_blend_shape_count() const {
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return 0;
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}
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StringName PrimitiveMesh::get_blend_shape_name(int p_index) const {
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return StringName();
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}
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void PrimitiveMesh::set_blend_shape_name(int p_index, const StringName &p_name) {
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}
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AABB PrimitiveMesh::get_aabb() const {
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if (pending_request) {
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_update();
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}
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return aabb;
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}
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RID PrimitiveMesh::get_rid() const {
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if (pending_request) {
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_update();
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}
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return mesh;
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}
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void PrimitiveMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update);
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ClassDB::bind_method(D_METHOD("set_material", "material"), &PrimitiveMesh::set_material);
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ClassDB::bind_method(D_METHOD("get_material"), &PrimitiveMesh::get_material);
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ClassDB::bind_method(D_METHOD("get_mesh_arrays"), &PrimitiveMesh::get_mesh_arrays);
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ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &PrimitiveMesh::set_custom_aabb);
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ClassDB::bind_method(D_METHOD("get_custom_aabb"), &PrimitiveMesh::get_custom_aabb);
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ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &PrimitiveMesh::set_flip_faces);
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ClassDB::bind_method(D_METHOD("get_flip_faces"), &PrimitiveMesh::get_flip_faces);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
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ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
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}
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void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
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material = p_material;
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if (!pending_request) {
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// just apply it, else it'll happen when _update is called.
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VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
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_change_notify();
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emit_changed();
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};
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}
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Ref<Material> PrimitiveMesh::get_material() const {
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return material;
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}
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Array PrimitiveMesh::get_mesh_arrays() const {
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return surface_get_arrays(0);
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}
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void PrimitiveMesh::set_custom_aabb(const AABB &p_custom) {
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custom_aabb = p_custom;
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VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
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emit_changed();
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}
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AABB PrimitiveMesh::get_custom_aabb() const {
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return custom_aabb;
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}
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void PrimitiveMesh::set_flip_faces(bool p_enable) {
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flip_faces = p_enable;
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_request_update();
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}
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bool PrimitiveMesh::get_flip_faces() const {
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return flip_faces;
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}
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PrimitiveMesh::PrimitiveMesh() {
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flip_faces = false;
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// defaults
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mesh = RID_PRIME(VisualServer::get_singleton()->mesh_create());
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// assume primitive triangles as the type, correct for all but one and it will change this :)
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primitive_type = Mesh::PRIMITIVE_TRIANGLES;
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// make sure we do an update after we've finished constructing our object
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pending_request = true;
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}
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PrimitiveMesh::~PrimitiveMesh() {
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VisualServer::get_singleton()->free(mesh);
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}
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/**
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CapsuleMesh
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*/
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void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
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create_mesh_array(p_arr, radius, mid_height, radial_segments, rings);
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}
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void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const float mid_height, const int radial_segments, const int rings) {
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int i, j, prevrow, thisrow, point;
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float x, y, z, u, v, w;
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float onethird = 1.0 / 3.0;
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float twothirds = 2.0 / 3.0;
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// note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom
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PoolVector<Vector3> points;
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PoolVector<Vector3> normals;
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PoolVector<float> tangents;
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PoolVector<Vector2> uvs;
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PoolVector<int> indices;
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point = 0;
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#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
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tangents.push_back(m_x); \
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tangents.push_back(m_y); \
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tangents.push_back(m_z); \
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tangents.push_back(m_d);
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/* top hemisphere */
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thisrow = 0;
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prevrow = 0;
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for (j = 0; j <= (rings + 1); j++) {
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v = j;
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v /= (rings + 1);
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w = sin(0.5 * Math_PI * v);
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z = radius * cos(0.5 * Math_PI * v);
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u /= radial_segments;
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x = sin(u * (Math_PI * 2.0));
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y = -cos(u * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius * w, y * radius * w, z);
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points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height));
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normals.push_back(p.normalized());
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ADD_TANGENT(-y, x, 0.0, 1.0)
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uvs.push_back(Vector2(u, v * onethird));
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point++;
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if (i > 0 && j > 0) {
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indices.push_back(prevrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i);
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indices.push_back(thisrow + i - 1);
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};
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};
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prevrow = thisrow;
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thisrow = point;
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};
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/* cylinder */
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= (rings + 1); j++) {
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v = j;
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v /= (rings + 1);
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z = mid_height * v;
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z = (mid_height * 0.5) - z;
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u /= radial_segments;
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x = sin(u * (Math_PI * 2.0));
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y = -cos(u * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius, y * radius, z);
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points.push_back(p);
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normals.push_back(Vector3(x, y, 0.0));
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ADD_TANGENT(-y, x, 0.0, 1.0)
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uvs.push_back(Vector2(u, onethird + (v * onethird)));
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point++;
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if (i > 0 && j > 0) {
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indices.push_back(prevrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i);
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indices.push_back(thisrow + i - 1);
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};
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};
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prevrow = thisrow;
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thisrow = point;
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};
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/* bottom hemisphere */
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= (rings + 1); j++) {
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v = j;
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v /= (rings + 1);
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v += 1.0;
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w = sin(0.5 * Math_PI * v);
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z = radius * cos(0.5 * Math_PI * v);
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for (i = 0; i <= radial_segments; i++) {
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float u2 = i;
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u2 /= radial_segments;
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x = sin(u2 * (Math_PI * 2.0));
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y = -cos(u2 * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius * w, y * radius * w, z);
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points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height));
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normals.push_back(p.normalized());
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ADD_TANGENT(-y, x, 0.0, 1.0)
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uvs.push_back(Vector2(u2, twothirds + ((v - 1.0) * onethird)));
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point++;
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if (i > 0 && j > 0) {
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indices.push_back(prevrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i);
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indices.push_back(thisrow + i - 1);
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};
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};
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prevrow = thisrow;
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thisrow = point;
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};
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p_arr[VS::ARRAY_VERTEX] = points;
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p_arr[VS::ARRAY_NORMAL] = normals;
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p_arr[VS::ARRAY_TANGENT] = tangents;
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p_arr[VS::ARRAY_TEX_UV] = uvs;
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p_arr[VS::ARRAY_INDEX] = indices;
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}
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void CapsuleMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius);
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ClassDB::bind_method(D_METHOD("set_mid_height", "mid_height"), &CapsuleMesh::set_mid_height);
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ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_height);
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ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments);
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ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments);
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ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings);
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ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_mid_height", "get_mid_height");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings");
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}
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void CapsuleMesh::set_radius(const float p_radius) {
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radius = p_radius;
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_request_update();
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}
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float CapsuleMesh::get_radius() const {
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return radius;
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}
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void CapsuleMesh::set_mid_height(const float p_mid_height) {
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mid_height = p_mid_height;
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_request_update();
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}
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float CapsuleMesh::get_mid_height() const {
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return mid_height;
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}
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void CapsuleMesh::set_radial_segments(const int p_segments) {
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radial_segments = p_segments > 4 ? p_segments : 4;
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_request_update();
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}
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int CapsuleMesh::get_radial_segments() const {
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return radial_segments;
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}
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void CapsuleMesh::set_rings(const int p_rings) {
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rings = p_rings > 1 ? p_rings : 1;
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_request_update();
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}
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int CapsuleMesh::get_rings() const {
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return rings;
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}
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CapsuleMesh::CapsuleMesh() {
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// defaults
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radius = 1.0;
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mid_height = 1.0;
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radial_segments = default_radial_segments;
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rings = default_rings;
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}
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/**
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CubeMesh
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*/
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void CubeMesh::_create_mesh_array(Array &p_arr) const {
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create_mesh_array(p_arr, size, subdivide_w, subdivide_h, subdivide_d);
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}
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|
|
|
void CubeMesh::create_mesh_array(Array &p_arr, const Vector3 size, const int subdivide_w, const int subdivide_h, const int subdivide_d) {
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, y, z;
|
|
float onethird = 1.0 / 3.0;
|
|
float twothirds = 2.0 / 3.0;
|
|
|
|
Vector3 start_pos = size * -0.5;
|
|
|
|
// set our bounding box
|
|
|
|
PoolVector<Vector3> points;
|
|
PoolVector<Vector3> normals;
|
|
PoolVector<float> tangents;
|
|
PoolVector<Vector2> uvs;
|
|
PoolVector<int> indices;
|
|
point = 0;
|
|
|
|
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
tangents.push_back(m_x); \
|
|
tangents.push_back(m_y); \
|
|
tangents.push_back(m_z); \
|
|
tangents.push_back(m_d);
|
|
|
|
// front + back
|
|
y = start_pos.y;
|
|
thisrow = point;
|
|
prevrow = 0;
|
|
for (j = 0; j <= subdivide_h + 1; j++) {
|
|
x = start_pos.x;
|
|
for (i = 0; i <= subdivide_w + 1; i++) {
|
|
float u = i;
|
|
float v = j;
|
|
u /= (3.0 * (subdivide_w + 1.0));
|
|
v /= (2.0 * (subdivide_h + 1.0));
|
|
|
|
// front
|
|
points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
|
|
normals.push_back(Vector3(0.0, 0.0, 1.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
|
|
uvs.push_back(Vector2(u, v));
|
|
point++;
|
|
|
|
// back
|
|
points.push_back(Vector3(-x, -y, start_pos.z));
|
|
normals.push_back(Vector3(0.0, 0.0, -1.0));
|
|
ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
|
|
uvs.push_back(Vector2(twothirds + u, v));
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
int i2 = i * 2;
|
|
|
|
// front
|
|
indices.push_back(prevrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
|
|
// back
|
|
indices.push_back(prevrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
};
|
|
|
|
x += size.x / (subdivide_w + 1.0);
|
|
};
|
|
|
|
y += size.y / (subdivide_h + 1.0);
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
// left + right
|
|
y = start_pos.y;
|
|
thisrow = point;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (subdivide_h + 1); j++) {
|
|
z = start_pos.z;
|
|
for (i = 0; i <= (subdivide_d + 1); i++) {
|
|
float u = i;
|
|
float v = j;
|
|
u /= (3.0 * (subdivide_d + 1.0));
|
|
v /= (2.0 * (subdivide_h + 1.0));
|
|
|
|
// right
|
|
points.push_back(Vector3(-start_pos.x, -y, -z));
|
|
normals.push_back(Vector3(1.0, 0.0, 0.0));
|
|
ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
|
|
uvs.push_back(Vector2(onethird + u, v));
|
|
point++;
|
|
|
|
// left
|
|
points.push_back(Vector3(start_pos.x, -y, z));
|
|
normals.push_back(Vector3(-1.0, 0.0, 0.0));
|
|
ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
|
|
uvs.push_back(Vector2(u, 0.5 + v));
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
int i2 = i * 2;
|
|
|
|
// right
|
|
indices.push_back(prevrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
|
|
// left
|
|
indices.push_back(prevrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
};
|
|
|
|
z += size.z / (subdivide_d + 1.0);
|
|
};
|
|
|
|
y += size.y / (subdivide_h + 1.0);
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
// top + bottom
|
|
z = start_pos.z;
|
|
thisrow = point;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (subdivide_d + 1); j++) {
|
|
x = start_pos.x;
|
|
for (i = 0; i <= (subdivide_w + 1); i++) {
|
|
float u = i;
|
|
float v = j;
|
|
u /= (3.0 * (subdivide_w + 1.0));
|
|
v /= (2.0 * (subdivide_d + 1.0));
|
|
|
|
// top
|
|
points.push_back(Vector3(-x, -start_pos.y, -z));
|
|
normals.push_back(Vector3(0.0, 1.0, 0.0));
|
|
ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
|
|
uvs.push_back(Vector2(onethird + u, 0.5 + v));
|
|
point++;
|
|
|
|
// bottom
|
|
points.push_back(Vector3(x, start_pos.y, -z));
|
|
normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
|
|
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
int i2 = i * 2;
|
|
|
|
// top
|
|
indices.push_back(prevrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
|
|
// bottom
|
|
indices.push_back(prevrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
};
|
|
|
|
x += size.x / (subdivide_w + 1.0);
|
|
};
|
|
|
|
z += size.z / (subdivide_d + 1.0);
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
p_arr[VS::ARRAY_VERTEX] = points;
|
|
p_arr[VS::ARRAY_NORMAL] = normals;
|
|
p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
p_arr[VS::ARRAY_INDEX] = indices;
|
|
}
|
|
|
|
void CubeMesh::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_size", "size"), &CubeMesh::set_size);
|
|
ClassDB::bind_method(D_METHOD("get_size"), &CubeMesh::get_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &CubeMesh::set_subdivide_width);
|
|
ClassDB::bind_method(D_METHOD("get_subdivide_width"), &CubeMesh::get_subdivide_width);
|
|
ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &CubeMesh::set_subdivide_height);
|
|
ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height);
|
|
ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &CubeMesh::set_subdivide_depth);
|
|
ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
|
|
}
|
|
|
|
void CubeMesh::set_size(const Vector3 &p_size) {
|
|
size = p_size;
|
|
_request_update();
|
|
}
|
|
|
|
Vector3 CubeMesh::get_size() const {
|
|
return size;
|
|
}
|
|
|
|
void CubeMesh::set_subdivide_width(const int p_divisions) {
|
|
subdivide_w = p_divisions > 0 ? p_divisions : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int CubeMesh::get_subdivide_width() const {
|
|
return subdivide_w;
|
|
}
|
|
|
|
void CubeMesh::set_subdivide_height(const int p_divisions) {
|
|
subdivide_h = p_divisions > 0 ? p_divisions : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int CubeMesh::get_subdivide_height() const {
|
|
return subdivide_h;
|
|
}
|
|
|
|
void CubeMesh::set_subdivide_depth(const int p_divisions) {
|
|
subdivide_d = p_divisions > 0 ? p_divisions : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int CubeMesh::get_subdivide_depth() const {
|
|
return subdivide_d;
|
|
}
|
|
|
|
CubeMesh::CubeMesh() {
|
|
// defaults
|
|
size = Vector3(2.0, 2.0, 2.0);
|
|
subdivide_w = default_subdivide_w;
|
|
subdivide_h = default_subdivide_h;
|
|
subdivide_d = default_subdivide_d;
|
|
}
|
|
|
|
/**
|
|
CylinderMesh
|
|
*/
|
|
|
|
void CylinderMesh::_create_mesh_array(Array &p_arr) const {
|
|
create_mesh_array(p_arr, top_radius, bottom_radius, height, radial_segments, rings);
|
|
}
|
|
|
|
void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments, int rings) {
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, y, z, u, v, radius;
|
|
|
|
PoolVector<Vector3> points;
|
|
PoolVector<Vector3> normals;
|
|
PoolVector<float> tangents;
|
|
PoolVector<Vector2> uvs;
|
|
PoolVector<int> indices;
|
|
point = 0;
|
|
|
|
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
tangents.push_back(m_x); \
|
|
tangents.push_back(m_y); \
|
|
tangents.push_back(m_z); \
|
|
tangents.push_back(m_d);
|
|
|
|
thisrow = 0;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (rings + 1); j++) {
|
|
v = j;
|
|
v /= (rings + 1);
|
|
|
|
radius = top_radius + ((bottom_radius - top_radius) * v);
|
|
|
|
y = height * v;
|
|
y = (height * 0.5) - y;
|
|
|
|
for (i = 0; i <= radial_segments; i++) {
|
|
u = i;
|
|
u /= radial_segments;
|
|
|
|
x = sin(u * (Math_PI * 2.0));
|
|
z = cos(u * (Math_PI * 2.0));
|
|
|
|
Vector3 p = Vector3(x * radius, y, z * radius);
|
|
points.push_back(p);
|
|
normals.push_back(Vector3(x, 0.0, z));
|
|
ADD_TANGENT(z, 0.0, -x, 1.0)
|
|
uvs.push_back(Vector2(u, v * 0.5));
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
indices.push_back(prevrow + i - 1);
|
|
indices.push_back(prevrow + i);
|
|
indices.push_back(thisrow + i - 1);
|
|
|
|
indices.push_back(prevrow + i);
|
|
indices.push_back(thisrow + i);
|
|
indices.push_back(thisrow + i - 1);
|
|
};
|
|
};
|
|
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
// add top
|
|
if (top_radius > 0.0) {
|
|
y = height * 0.5;
|
|
|
|
thisrow = point;
|
|
points.push_back(Vector3(0.0, y, 0.0));
|
|
normals.push_back(Vector3(0.0, 1.0, 0.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
|
|
uvs.push_back(Vector2(0.25, 0.75));
|
|
point++;
|
|
|
|
for (i = 0; i <= radial_segments; i++) {
|
|
float r = i;
|
|
r /= radial_segments;
|
|
|
|
x = sin(r * (Math_PI * 2.0));
|
|
z = cos(r * (Math_PI * 2.0));
|
|
|
|
u = ((x + 1.0) * 0.25);
|
|
v = 0.5 + ((z + 1.0) * 0.25);
|
|
|
|
Vector3 p = Vector3(x * top_radius, y, z * top_radius);
|
|
points.push_back(p);
|
|
normals.push_back(Vector3(0.0, 1.0, 0.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
|
|
uvs.push_back(Vector2(u, v));
|
|
point++;
|
|
|
|
if (i > 0) {
|
|
indices.push_back(thisrow);
|
|
indices.push_back(point - 1);
|
|
indices.push_back(point - 2);
|
|
};
|
|
};
|
|
};
|
|
|
|
// add bottom
|
|
if (bottom_radius > 0.0) {
|
|
y = height * -0.5;
|
|
|
|
thisrow = point;
|
|
points.push_back(Vector3(0.0, y, 0.0));
|
|
normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
|
|
uvs.push_back(Vector2(0.75, 0.75));
|
|
point++;
|
|
|
|
for (i = 0; i <= radial_segments; i++) {
|
|
float r = i;
|
|
r /= radial_segments;
|
|
|
|
x = sin(r * (Math_PI * 2.0));
|
|
z = cos(r * (Math_PI * 2.0));
|
|
|
|
u = 0.5 + ((x + 1.0) * 0.25);
|
|
v = 1.0 - ((z + 1.0) * 0.25);
|
|
|
|
Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius);
|
|
points.push_back(p);
|
|
normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
|
|
uvs.push_back(Vector2(u, v));
|
|
point++;
|
|
|
|
if (i > 0) {
|
|
indices.push_back(thisrow);
|
|
indices.push_back(point - 2);
|
|
indices.push_back(point - 1);
|
|
};
|
|
};
|
|
};
|
|
|
|
p_arr[VS::ARRAY_VERTEX] = points;
|
|
p_arr[VS::ARRAY_NORMAL] = normals;
|
|
p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
p_arr[VS::ARRAY_INDEX] = indices;
|
|
}
|
|
|
|
void CylinderMesh::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_top_radius", "radius"), &CylinderMesh::set_top_radius);
|
|
ClassDB::bind_method(D_METHOD("get_top_radius"), &CylinderMesh::get_top_radius);
|
|
ClassDB::bind_method(D_METHOD("set_bottom_radius", "radius"), &CylinderMesh::set_bottom_radius);
|
|
ClassDB::bind_method(D_METHOD("get_bottom_radius"), &CylinderMesh::get_bottom_radius);
|
|
ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderMesh::set_height);
|
|
ClassDB::bind_method(D_METHOD("get_height"), &CylinderMesh::get_height);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CylinderMesh::set_radial_segments);
|
|
ClassDB::bind_method(D_METHOD("get_radial_segments"), &CylinderMesh::get_radial_segments);
|
|
ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CylinderMesh::set_rings);
|
|
ClassDB::bind_method(D_METHOD("get_rings"), &CylinderMesh::get_rings);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "top_radius", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_top_radius", "get_top_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_bottom_radius", "get_bottom_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater"), "set_height", "get_height");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_rings", "get_rings");
|
|
}
|
|
|
|
void CylinderMesh::set_top_radius(const float p_radius) {
|
|
top_radius = p_radius;
|
|
_request_update();
|
|
}
|
|
|
|
float CylinderMesh::get_top_radius() const {
|
|
return top_radius;
|
|
}
|
|
|
|
void CylinderMesh::set_bottom_radius(const float p_radius) {
|
|
bottom_radius = p_radius;
|
|
_request_update();
|
|
}
|
|
|
|
float CylinderMesh::get_bottom_radius() const {
|
|
return bottom_radius;
|
|
}
|
|
|
|
void CylinderMesh::set_height(const float p_height) {
|
|
height = p_height;
|
|
_request_update();
|
|
}
|
|
|
|
float CylinderMesh::get_height() const {
|
|
return height;
|
|
}
|
|
|
|
void CylinderMesh::set_radial_segments(const int p_segments) {
|
|
radial_segments = p_segments > 4 ? p_segments : 4;
|
|
_request_update();
|
|
}
|
|
|
|
int CylinderMesh::get_radial_segments() const {
|
|
return radial_segments;
|
|
}
|
|
|
|
void CylinderMesh::set_rings(const int p_rings) {
|
|
rings = p_rings > 0 ? p_rings : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int CylinderMesh::get_rings() const {
|
|
return rings;
|
|
}
|
|
|
|
CylinderMesh::CylinderMesh() {
|
|
// defaults
|
|
top_radius = 1.0;
|
|
bottom_radius = 1.0;
|
|
height = 2.0;
|
|
radial_segments = default_radial_segments;
|
|
rings = default_rings;
|
|
}
|
|
|
|
/**
|
|
PlaneMesh
|
|
*/
|
|
|
|
void PlaneMesh::_create_mesh_array(Array &p_arr) const {
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, z;
|
|
|
|
Size2 start_pos = size * -0.5;
|
|
|
|
PoolVector<Vector3> points;
|
|
PoolVector<Vector3> normals;
|
|
PoolVector<float> tangents;
|
|
PoolVector<Vector2> uvs;
|
|
PoolVector<int> indices;
|
|
point = 0;
|
|
|
|
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
tangents.push_back(m_x); \
|
|
tangents.push_back(m_y); \
|
|
tangents.push_back(m_z); \
|
|
tangents.push_back(m_d);
|
|
|
|
/* top + bottom */
|
|
z = start_pos.y;
|
|
thisrow = point;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (subdivide_d + 1); j++) {
|
|
x = start_pos.x;
|
|
for (i = 0; i <= (subdivide_w + 1); i++) {
|
|
float u = i;
|
|
float v = j;
|
|
u /= (subdivide_w + 1.0);
|
|
v /= (subdivide_d + 1.0);
|
|
|
|
points.push_back(Vector3(-x, 0.0, -z) + center_offset);
|
|
normals.push_back(Vector3(0.0, 1.0, 0.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
|
|
uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
indices.push_back(prevrow + i - 1);
|
|
indices.push_back(prevrow + i);
|
|
indices.push_back(thisrow + i - 1);
|
|
indices.push_back(prevrow + i);
|
|
indices.push_back(thisrow + i);
|
|
indices.push_back(thisrow + i - 1);
|
|
};
|
|
|
|
x += size.x / (subdivide_w + 1.0);
|
|
};
|
|
|
|
z += size.y / (subdivide_d + 1.0);
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
p_arr[VS::ARRAY_VERTEX] = points;
|
|
p_arr[VS::ARRAY_NORMAL] = normals;
|
|
p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
p_arr[VS::ARRAY_INDEX] = indices;
|
|
}
|
|
|
|
void PlaneMesh::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_size", "size"), &PlaneMesh::set_size);
|
|
ClassDB::bind_method(D_METHOD("get_size"), &PlaneMesh::get_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &PlaneMesh::set_subdivide_width);
|
|
ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PlaneMesh::get_subdivide_width);
|
|
ClassDB::bind_method(D_METHOD("set_subdivide_depth", "subdivide"), &PlaneMesh::set_subdivide_depth);
|
|
ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PlaneMesh::get_subdivide_depth);
|
|
ClassDB::bind_method(D_METHOD("set_center_offset", "offset"), &PlaneMesh::set_center_offset);
|
|
ClassDB::bind_method(D_METHOD("get_center_offset"), &PlaneMesh::get_center_offset);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset"), "set_center_offset", "get_center_offset");
|
|
}
|
|
|
|
void PlaneMesh::set_size(const Size2 &p_size) {
|
|
size = p_size;
|
|
_request_update();
|
|
}
|
|
|
|
Size2 PlaneMesh::get_size() const {
|
|
return size;
|
|
}
|
|
|
|
void PlaneMesh::set_subdivide_width(const int p_divisions) {
|
|
subdivide_w = p_divisions > 0 ? p_divisions : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int PlaneMesh::get_subdivide_width() const {
|
|
return subdivide_w;
|
|
}
|
|
|
|
void PlaneMesh::set_subdivide_depth(const int p_divisions) {
|
|
subdivide_d = p_divisions > 0 ? p_divisions : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int PlaneMesh::get_subdivide_depth() const {
|
|
return subdivide_d;
|
|
}
|
|
|
|
void PlaneMesh::set_center_offset(const Vector3 p_offset) {
|
|
center_offset = p_offset;
|
|
_request_update();
|
|
}
|
|
|
|
Vector3 PlaneMesh::get_center_offset() const {
|
|
return center_offset;
|
|
}
|
|
|
|
PlaneMesh::PlaneMesh() {
|
|
// defaults
|
|
size = Size2(2.0, 2.0);
|
|
subdivide_w = 0;
|
|
subdivide_d = 0;
|
|
center_offset = Vector3(0.0, 0.0, 0.0);
|
|
}
|
|
|
|
/**
|
|
PrismMesh
|
|
*/
|
|
|
|
void PrismMesh::_create_mesh_array(Array &p_arr) const {
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, y, z;
|
|
float onethird = 1.0 / 3.0;
|
|
float twothirds = 2.0 / 3.0;
|
|
|
|
Vector3 start_pos = size * -0.5;
|
|
|
|
// set our bounding box
|
|
|
|
PoolVector<Vector3> points;
|
|
PoolVector<Vector3> normals;
|
|
PoolVector<float> tangents;
|
|
PoolVector<Vector2> uvs;
|
|
PoolVector<int> indices;
|
|
point = 0;
|
|
|
|
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
tangents.push_back(m_x); \
|
|
tangents.push_back(m_y); \
|
|
tangents.push_back(m_z); \
|
|
tangents.push_back(m_d);
|
|
|
|
/* front + back */
|
|
y = start_pos.y;
|
|
thisrow = point;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (subdivide_h + 1); j++) {
|
|
float scale = (y - start_pos.y) / size.y;
|
|
float scaled_size_x = size.x * scale;
|
|
float start_x = start_pos.x + (1.0 - scale) * size.x * left_to_right;
|
|
float offset_front = (1.0 - scale) * onethird * left_to_right;
|
|
float offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right);
|
|
|
|
x = 0.0;
|
|
for (i = 0; i <= (subdivide_w + 1); i++) {
|
|
float u = i;
|
|
float v = j;
|
|
u /= (3.0 * (subdivide_w + 1.0));
|
|
v /= (2.0 * (subdivide_h + 1.0));
|
|
|
|
u *= scale;
|
|
|
|
/* front */
|
|
points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z!
|
|
normals.push_back(Vector3(0.0, 0.0, 1.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
|
|
uvs.push_back(Vector2(offset_front + u, v));
|
|
point++;
|
|
|
|
/* back */
|
|
points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z));
|
|
normals.push_back(Vector3(0.0, 0.0, -1.0));
|
|
ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
|
|
uvs.push_back(Vector2(twothirds + offset_back + u, v));
|
|
point++;
|
|
|
|
if (i > 0 && j == 1) {
|
|
int i2 = i * 2;
|
|
|
|
/* front */
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
|
|
/* back */
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
} else if (i > 0 && j > 0) {
|
|
int i2 = i * 2;
|
|
|
|
/* front */
|
|
indices.push_back(prevrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
|
|
/* back */
|
|
indices.push_back(prevrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
};
|
|
|
|
x += scale * size.x / (subdivide_w + 1.0);
|
|
};
|
|
|
|
y += size.y / (subdivide_h + 1.0);
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
/* left + right */
|
|
Vector3 normal_left, normal_right;
|
|
|
|
normal_left = Vector3(-size.y, size.x * left_to_right, 0.0);
|
|
normal_right = Vector3(size.y, size.x * (1.0 - left_to_right), 0.0);
|
|
normal_left.normalize();
|
|
normal_right.normalize();
|
|
|
|
y = start_pos.y;
|
|
thisrow = point;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (subdivide_h + 1); j++) {
|
|
float left, right;
|
|
float scale = (y - start_pos.y) / size.y;
|
|
|
|
left = start_pos.x + (size.x * (1.0 - scale) * left_to_right);
|
|
right = left + (size.x * scale);
|
|
|
|
z = start_pos.z;
|
|
for (i = 0; i <= (subdivide_d + 1); i++) {
|
|
float u = i;
|
|
float v = j;
|
|
u /= (3.0 * (subdivide_d + 1.0));
|
|
v /= (2.0 * (subdivide_h + 1.0));
|
|
|
|
/* right */
|
|
points.push_back(Vector3(right, -y, -z));
|
|
normals.push_back(normal_right);
|
|
ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
|
|
uvs.push_back(Vector2(onethird + u, v));
|
|
point++;
|
|
|
|
/* left */
|
|
points.push_back(Vector3(left, -y, z));
|
|
normals.push_back(normal_left);
|
|
ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
|
|
uvs.push_back(Vector2(u, 0.5 + v));
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
int i2 = i * 2;
|
|
|
|
/* right */
|
|
indices.push_back(prevrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
indices.push_back(prevrow + i2);
|
|
indices.push_back(thisrow + i2);
|
|
indices.push_back(thisrow + i2 - 2);
|
|
|
|
/* left */
|
|
indices.push_back(prevrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
indices.push_back(prevrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 + 1);
|
|
indices.push_back(thisrow + i2 - 1);
|
|
};
|
|
|
|
z += size.z / (subdivide_d + 1.0);
|
|
};
|
|
|
|
y += size.y / (subdivide_h + 1.0);
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
/* bottom */
|
|
z = start_pos.z;
|
|
thisrow = point;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (subdivide_d + 1); j++) {
|
|
x = start_pos.x;
|
|
for (i = 0; i <= (subdivide_w + 1); i++) {
|
|
float u = i;
|
|
float v = j;
|
|
u /= (3.0 * (subdivide_w + 1.0));
|
|
v /= (2.0 * (subdivide_d + 1.0));
|
|
|
|
/* bottom */
|
|
points.push_back(Vector3(x, start_pos.y, -z));
|
|
normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
|
|
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
/* bottom */
|
|
indices.push_back(prevrow + i - 1);
|
|
indices.push_back(prevrow + i);
|
|
indices.push_back(thisrow + i - 1);
|
|
indices.push_back(prevrow + i);
|
|
indices.push_back(thisrow + i);
|
|
indices.push_back(thisrow + i - 1);
|
|
};
|
|
|
|
x += size.x / (subdivide_w + 1.0);
|
|
};
|
|
|
|
z += size.z / (subdivide_d + 1.0);
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
p_arr[VS::ARRAY_VERTEX] = points;
|
|
p_arr[VS::ARRAY_NORMAL] = normals;
|
|
p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
p_arr[VS::ARRAY_INDEX] = indices;
|
|
}
|
|
|
|
void PrismMesh::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_left_to_right", "left_to_right"), &PrismMesh::set_left_to_right);
|
|
ClassDB::bind_method(D_METHOD("get_left_to_right"), &PrismMesh::get_left_to_right);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_size", "size"), &PrismMesh::set_size);
|
|
ClassDB::bind_method(D_METHOD("get_size"), &PrismMesh::get_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_subdivide_width", "segments"), &PrismMesh::set_subdivide_width);
|
|
ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PrismMesh::get_subdivide_width);
|
|
ClassDB::bind_method(D_METHOD("set_subdivide_height", "segments"), &PrismMesh::set_subdivide_height);
|
|
ClassDB::bind_method(D_METHOD("get_subdivide_height"), &PrismMesh::get_subdivide_height);
|
|
ClassDB::bind_method(D_METHOD("set_subdivide_depth", "segments"), &PrismMesh::set_subdivide_depth);
|
|
ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
|
|
}
|
|
|
|
void PrismMesh::set_left_to_right(const float p_left_to_right) {
|
|
left_to_right = p_left_to_right;
|
|
_request_update();
|
|
}
|
|
|
|
float PrismMesh::get_left_to_right() const {
|
|
return left_to_right;
|
|
}
|
|
|
|
void PrismMesh::set_size(const Vector3 &p_size) {
|
|
size = p_size;
|
|
_request_update();
|
|
}
|
|
|
|
Vector3 PrismMesh::get_size() const {
|
|
return size;
|
|
}
|
|
|
|
void PrismMesh::set_subdivide_width(const int p_divisions) {
|
|
subdivide_w = p_divisions > 0 ? p_divisions : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int PrismMesh::get_subdivide_width() const {
|
|
return subdivide_w;
|
|
}
|
|
|
|
void PrismMesh::set_subdivide_height(const int p_divisions) {
|
|
subdivide_h = p_divisions > 0 ? p_divisions : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int PrismMesh::get_subdivide_height() const {
|
|
return subdivide_h;
|
|
}
|
|
|
|
void PrismMesh::set_subdivide_depth(const int p_divisions) {
|
|
subdivide_d = p_divisions > 0 ? p_divisions : 0;
|
|
_request_update();
|
|
}
|
|
|
|
int PrismMesh::get_subdivide_depth() const {
|
|
return subdivide_d;
|
|
}
|
|
|
|
PrismMesh::PrismMesh() {
|
|
// defaults
|
|
left_to_right = 0.5;
|
|
size = Vector3(2.0, 2.0, 2.0);
|
|
subdivide_w = 0;
|
|
subdivide_h = 0;
|
|
subdivide_d = 0;
|
|
}
|
|
|
|
/**
|
|
QuadMesh
|
|
*/
|
|
|
|
void QuadMesh::_create_mesh_array(Array &p_arr) const {
|
|
PoolVector<Vector3> faces;
|
|
PoolVector<Vector3> normals;
|
|
PoolVector<float> tangents;
|
|
PoolVector<Vector2> uvs;
|
|
|
|
faces.resize(6);
|
|
normals.resize(6);
|
|
tangents.resize(6 * 4);
|
|
uvs.resize(6);
|
|
|
|
Vector2 _size = Vector2(size.x / 2.0f, size.y / 2.0f);
|
|
|
|
Vector3 quad_faces[4] = {
|
|
Vector3(-_size.x, -_size.y, 0) + center_offset,
|
|
Vector3(-_size.x, _size.y, 0) + center_offset,
|
|
Vector3(_size.x, _size.y, 0) + center_offset,
|
|
Vector3(_size.x, -_size.y, 0) + center_offset,
|
|
};
|
|
|
|
static const int indices[6] = {
|
|
0, 1, 2,
|
|
0, 2, 3
|
|
};
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
int j = indices[i];
|
|
faces.set(i, quad_faces[j]);
|
|
normals.set(i, Vector3(0, 0, 1));
|
|
tangents.set(i * 4 + 0, 1.0);
|
|
tangents.set(i * 4 + 1, 0.0);
|
|
tangents.set(i * 4 + 2, 0.0);
|
|
tangents.set(i * 4 + 3, 1.0);
|
|
|
|
static const Vector2 quad_uv[4] = {
|
|
Vector2(0, 1),
|
|
Vector2(0, 0),
|
|
Vector2(1, 0),
|
|
Vector2(1, 1),
|
|
};
|
|
|
|
uvs.set(i, quad_uv[j]);
|
|
}
|
|
|
|
p_arr[VS::ARRAY_VERTEX] = faces;
|
|
p_arr[VS::ARRAY_NORMAL] = normals;
|
|
p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
}
|
|
|
|
void QuadMesh::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_size", "size"), &QuadMesh::set_size);
|
|
ClassDB::bind_method(D_METHOD("get_size"), &QuadMesh::get_size);
|
|
ClassDB::bind_method(D_METHOD("set_center_offset", "center_offset"), &QuadMesh::set_center_offset);
|
|
ClassDB::bind_method(D_METHOD("get_center_offset"), &QuadMesh::get_center_offset);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset"), "set_center_offset", "get_center_offset");
|
|
}
|
|
|
|
QuadMesh::QuadMesh() {
|
|
primitive_type = PRIMITIVE_TRIANGLES;
|
|
size = Size2(1.0, 1.0);
|
|
center_offset = Vector3(0.0, 0.0, 0.0);
|
|
}
|
|
|
|
void QuadMesh::set_size(const Size2 &p_size) {
|
|
size = p_size;
|
|
_request_update();
|
|
}
|
|
|
|
Size2 QuadMesh::get_size() const {
|
|
return size;
|
|
}
|
|
|
|
void QuadMesh::set_center_offset(Vector3 p_center_offset) {
|
|
center_offset = p_center_offset;
|
|
_request_update();
|
|
}
|
|
|
|
Vector3 QuadMesh::get_center_offset() const {
|
|
return center_offset;
|
|
}
|
|
|
|
/**
|
|
SphereMesh
|
|
*/
|
|
|
|
void SphereMesh::_create_mesh_array(Array &p_arr) const {
|
|
create_mesh_array(p_arr, radius, height, radial_segments, rings, is_hemisphere);
|
|
}
|
|
|
|
void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int radial_segments, int rings, bool is_hemisphere) {
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, y, z;
|
|
|
|
float scale = height * (is_hemisphere ? 1.0 : 0.5);
|
|
|
|
// set our bounding box
|
|
|
|
PoolVector<Vector3> points;
|
|
PoolVector<Vector3> normals;
|
|
PoolVector<float> tangents;
|
|
PoolVector<Vector2> uvs;
|
|
PoolVector<int> indices;
|
|
point = 0;
|
|
|
|
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
|
|
tangents.push_back(m_x); \
|
|
tangents.push_back(m_y); \
|
|
tangents.push_back(m_z); \
|
|
tangents.push_back(m_d);
|
|
|
|
thisrow = 0;
|
|
prevrow = 0;
|
|
for (j = 0; j <= (rings + 1); j++) {
|
|
float v = j;
|
|
float w;
|
|
|
|
v /= (rings + 1);
|
|
w = sin(Math_PI * v);
|
|
y = scale * cos(Math_PI * v);
|
|
|
|
for (i = 0; i <= radial_segments; i++) {
|
|
float u = i;
|
|
u /= radial_segments;
|
|
|
|
x = sin(u * (Math_PI * 2.0));
|
|
z = cos(u * (Math_PI * 2.0));
|
|
|
|
if (is_hemisphere && y < 0.0) {
|
|
points.push_back(Vector3(x * radius * w, 0.0, z * radius * w));
|
|
normals.push_back(Vector3(0.0, -1.0, 0.0));
|
|
} else {
|
|
Vector3 p = Vector3(x * radius * w, y, z * radius * w);
|
|
points.push_back(p);
|
|
Vector3 normal = Vector3(x * w * scale, radius * (y / scale), z * w * scale);
|
|
normals.push_back(normal.normalized());
|
|
};
|
|
ADD_TANGENT(z, 0.0, -x, 1.0)
|
|
uvs.push_back(Vector2(u, v));
|
|
point++;
|
|
|
|
if (i > 0 && j > 0) {
|
|
indices.push_back(prevrow + i - 1);
|
|
indices.push_back(prevrow + i);
|
|
indices.push_back(thisrow + i - 1);
|
|
|
|
indices.push_back(prevrow + i);
|
|
indices.push_back(thisrow + i);
|
|
indices.push_back(thisrow + i - 1);
|
|
};
|
|
};
|
|
|
|
prevrow = thisrow;
|
|
thisrow = point;
|
|
};
|
|
|
|
p_arr[VS::ARRAY_VERTEX] = points;
|
|
p_arr[VS::ARRAY_NORMAL] = normals;
|
|
p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
p_arr[VS::ARRAY_INDEX] = indices;
|
|
}
|
|
|
|
void SphereMesh::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereMesh::set_radius);
|
|
ClassDB::bind_method(D_METHOD("get_radius"), &SphereMesh::get_radius);
|
|
ClassDB::bind_method(D_METHOD("set_height", "height"), &SphereMesh::set_height);
|
|
ClassDB::bind_method(D_METHOD("get_height"), &SphereMesh::get_height);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &SphereMesh::set_radial_segments);
|
|
ClassDB::bind_method(D_METHOD("get_radial_segments"), &SphereMesh::get_radial_segments);
|
|
ClassDB::bind_method(D_METHOD("set_rings", "rings"), &SphereMesh::set_rings);
|
|
ClassDB::bind_method(D_METHOD("get_rings"), &SphereMesh::get_rings);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_is_hemisphere", "is_hemisphere"), &SphereMesh::set_is_hemisphere);
|
|
ClassDB::bind_method(D_METHOD("get_is_hemisphere"), &SphereMesh::get_is_hemisphere);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_hemisphere"), "set_is_hemisphere", "get_is_hemisphere");
|
|
}
|
|
|
|
void SphereMesh::set_radius(const float p_radius) {
|
|
radius = p_radius;
|
|
_request_update();
|
|
}
|
|
|
|
float SphereMesh::get_radius() const {
|
|
return radius;
|
|
}
|
|
|
|
void SphereMesh::set_height(const float p_height) {
|
|
height = p_height;
|
|
_request_update();
|
|
}
|
|
|
|
float SphereMesh::get_height() const {
|
|
return height;
|
|
}
|
|
|
|
void SphereMesh::set_radial_segments(const int p_radial_segments) {
|
|
radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
|
|
_request_update();
|
|
}
|
|
|
|
int SphereMesh::get_radial_segments() const {
|
|
return radial_segments;
|
|
}
|
|
|
|
void SphereMesh::set_rings(const int p_rings) {
|
|
rings = p_rings > 1 ? p_rings : 1;
|
|
_request_update();
|
|
}
|
|
|
|
int SphereMesh::get_rings() const {
|
|
return rings;
|
|
}
|
|
|
|
void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) {
|
|
is_hemisphere = p_is_hemisphere;
|
|
_request_update();
|
|
}
|
|
|
|
bool SphereMesh::get_is_hemisphere() const {
|
|
return is_hemisphere;
|
|
}
|
|
|
|
SphereMesh::SphereMesh() {
|
|
// defaults
|
|
radius = 1.0;
|
|
height = 2.0;
|
|
radial_segments = default_radial_segments;
|
|
rings = default_rings;
|
|
is_hemisphere = default_is_hemisphere;
|
|
}
|
|
|
|
/**
|
|
PointMesh
|
|
*/
|
|
|
|
void PointMesh::_create_mesh_array(Array &p_arr) const {
|
|
PoolVector<Vector3> faces;
|
|
faces.resize(1);
|
|
faces.set(0, Vector3(0.0, 0.0, 0.0));
|
|
|
|
p_arr[VS::ARRAY_VERTEX] = faces;
|
|
}
|
|
|
|
PointMesh::PointMesh() {
|
|
primitive_type = PRIMITIVE_POINTS;
|
|
}
|
|
|
|
/**
|
|
TextMesh
|
|
*/
|
|
|
|
void TextMesh::_generate_glyph_mesh_data(uint32_t p_utf32_char, const Ref<Font> &p_font, CharType p_char, CharType p_next) const {
|
|
if (cache.has(p_utf32_char)) {
|
|
return;
|
|
}
|
|
|
|
GlyphMeshData &gl_data = cache[p_utf32_char];
|
|
|
|
Dictionary d = p_font->get_char_contours(p_char, p_next);
|
|
|
|
PoolVector3Array points = d["points"];
|
|
PoolIntArray contours = d["contours"];
|
|
bool orientation = d["orientation"];
|
|
|
|
if (points.size() < 3 || contours.size() < 1) {
|
|
return; // No full contours, only glyph control points (or nothing), ignore.
|
|
}
|
|
|
|
// Approximate Bezier curves as polygons.
|
|
// See https://freetype.org/freetype2/docs/glyphs/glyphs-6.html, for more info.
|
|
for (int i = 0; i < contours.size(); i++) {
|
|
int32_t start = (i == 0) ? 0 : (contours[i - 1] + 1);
|
|
int32_t end = contours[i];
|
|
Vector<ContourPoint> polygon;
|
|
|
|
for (int32_t j = start; j <= end; j++) {
|
|
if (points[j].z == Font::CONTOUR_CURVE_TAG_ON) {
|
|
// Point on the curve.
|
|
Vector2 p = Vector2(points[j].x, points[j].y) * pixel_size;
|
|
polygon.push_back(ContourPoint(p, true));
|
|
} else if (points[j].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) {
|
|
// Conic Bezier arc.
|
|
int32_t next = (j == end) ? start : (j + 1);
|
|
int32_t prev = (j == start) ? end : (j - 1);
|
|
Vector2 p0;
|
|
Vector2 p1 = Vector2(points[j].x, points[j].y);
|
|
Vector2 p2;
|
|
|
|
// For successive conic OFF points add a virtual ON point in the middle.
|
|
if (points[prev].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) {
|
|
p0 = (Vector2(points[prev].x, points[prev].y) + Vector2(points[j].x, points[j].y)) / 2.0;
|
|
} else if (points[prev].z == Font::CONTOUR_CURVE_TAG_ON) {
|
|
p0 = Vector2(points[prev].x, points[prev].y);
|
|
} else {
|
|
ERR_FAIL_MSG(vformat("Invalid conic arc point sequence at %d:%d", i, j));
|
|
}
|
|
if (points[next].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) {
|
|
p2 = (Vector2(points[j].x, points[j].y) + Vector2(points[next].x, points[next].y)) / 2.0;
|
|
} else if (points[next].z == Font::CONTOUR_CURVE_TAG_ON) {
|
|
p2 = Vector2(points[next].x, points[next].y);
|
|
} else {
|
|
ERR_FAIL_MSG(vformat("Invalid conic arc point sequence at %d:%d", i, j));
|
|
}
|
|
|
|
real_t step = CLAMP(curve_step / (p0 - p2).length(), 0.01, 0.5);
|
|
real_t t = step;
|
|
while (t < 1.0) {
|
|
real_t omt = (1.0 - t);
|
|
real_t omt2 = omt * omt;
|
|
real_t t2 = t * t;
|
|
|
|
Vector2 point = p1 + omt2 * (p0 - p1) + t2 * (p2 - p1);
|
|
Vector2 p = point * pixel_size;
|
|
polygon.push_back(ContourPoint(p, false));
|
|
t += step;
|
|
}
|
|
} else if (points[j].z == Font::CONTOUR_CURVE_TAG_OFF_CUBIC) {
|
|
// Cubic Bezier arc.
|
|
int32_t cur = j;
|
|
int32_t next1 = (j == end) ? start : (j + 1);
|
|
int32_t next2 = (next1 == end) ? start : (next1 + 1);
|
|
int32_t prev = (j == start) ? end : (j - 1);
|
|
|
|
// There must be exactly two OFF points and two ON points for each cubic arc.
|
|
if (points[prev].z != Font::CONTOUR_CURVE_TAG_ON) {
|
|
cur = (cur == 0) ? end : cur - 1;
|
|
next1 = (next1 == 0) ? end : next1 - 1;
|
|
next2 = (next2 == 0) ? end : next2 - 1;
|
|
prev = (prev == 0) ? end : prev - 1;
|
|
} else {
|
|
j++;
|
|
}
|
|
ERR_FAIL_COND_MSG(points[prev].z != Font::CONTOUR_CURVE_TAG_ON, vformat("Invalid cubic arc point sequence at %d:%d", i, prev));
|
|
ERR_FAIL_COND_MSG(points[cur].z != Font::CONTOUR_CURVE_TAG_OFF_CUBIC, vformat("Invalid cubic arc point sequence at %d:%d", i, cur));
|
|
ERR_FAIL_COND_MSG(points[next1].z != Font::CONTOUR_CURVE_TAG_OFF_CUBIC, vformat("Invalid cubic arc point sequence at %d:%d", i, next1));
|
|
ERR_FAIL_COND_MSG(points[next2].z != Font::CONTOUR_CURVE_TAG_ON, vformat("Invalid cubic arc point sequence at %d:%d", i, next2));
|
|
|
|
Vector2 p0 = Vector2(points[prev].x, points[prev].y);
|
|
Vector2 p1 = Vector2(points[cur].x, points[cur].y);
|
|
Vector2 p2 = Vector2(points[next1].x, points[next1].y);
|
|
Vector2 p3 = Vector2(points[next2].x, points[next2].y);
|
|
|
|
real_t step = CLAMP(curve_step / (p0 - p3).length(), 0.01, 0.5);
|
|
real_t t = step;
|
|
while (t < 1.0) {
|
|
real_t omt = (1.0 - t);
|
|
real_t omt2 = omt * omt;
|
|
real_t omt3 = omt2 * omt;
|
|
real_t t2 = t * t;
|
|
real_t t3 = t2 * t;
|
|
|
|
Vector2 point = p0 * omt3 + p1 * omt2 * t * 3.0 + p2 * omt * t2 * 3.0 + p3 * t3;
|
|
Vector2 p = point * pixel_size;
|
|
polygon.push_back(ContourPoint(p, false));
|
|
t += step;
|
|
}
|
|
} else {
|
|
ERR_FAIL_MSG(vformat("Unknown point tag at %d:%d", i, j));
|
|
}
|
|
}
|
|
|
|
if (polygon.size() < 3) {
|
|
continue; // Skip glyph control points.
|
|
}
|
|
|
|
if (!orientation) {
|
|
polygon.invert();
|
|
}
|
|
|
|
gl_data.contours.push_back(polygon);
|
|
}
|
|
|
|
// Calculate bounds.
|
|
List<TriangulatorPoly> in_poly;
|
|
for (int i = 0; i < gl_data.contours.size(); i++) {
|
|
TriangulatorPoly inp;
|
|
inp.Init(gl_data.contours[i].size());
|
|
real_t length = 0.0;
|
|
for (int j = 0; j < gl_data.contours[i].size(); j++) {
|
|
int next = (j + 1 == gl_data.contours[i].size()) ? 0 : (j + 1);
|
|
|
|
gl_data.min_p.x = MIN(gl_data.min_p.x, gl_data.contours[i][j].point.x);
|
|
gl_data.min_p.y = MIN(gl_data.min_p.y, gl_data.contours[i][j].point.y);
|
|
gl_data.max_p.x = MAX(gl_data.max_p.x, gl_data.contours[i][j].point.x);
|
|
gl_data.max_p.y = MAX(gl_data.max_p.y, gl_data.contours[i][j].point.y);
|
|
length += (gl_data.contours[i][next].point - gl_data.contours[i][j].point).length();
|
|
|
|
inp.GetPoint(j) = gl_data.contours[i][j].point;
|
|
}
|
|
int poly_orient = inp.GetOrientation();
|
|
if (poly_orient == TRIANGULATOR_CW) {
|
|
inp.SetHole(true);
|
|
}
|
|
in_poly.push_back(inp);
|
|
gl_data.contours_info.push_back(ContourInfo(length, poly_orient == TRIANGULATOR_CCW));
|
|
}
|
|
|
|
TriangulatorPartition tpart;
|
|
|
|
//Decompose and triangulate.
|
|
List<TriangulatorPoly> out_poly;
|
|
if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) {
|
|
ERR_FAIL_MSG("Convex decomposing failed!");
|
|
}
|
|
List<TriangulatorPoly> out_tris;
|
|
for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
|
|
if (tpart.Triangulate_OPT(&(I->get()), &out_tris) == 0) {
|
|
ERR_FAIL_MSG("Triangulation failed!");
|
|
}
|
|
}
|
|
|
|
for (List<TriangulatorPoly>::Element *I = out_tris.front(); I; I = I->next()) {
|
|
TriangulatorPoly &tp = I->get();
|
|
ERR_FAIL_COND(tp.GetNumPoints() != 3); // Trianges only.
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
gl_data.triangles.push_back(Vector2(tp.GetPoint(i).x, tp.GetPoint(i).y));
|
|
}
|
|
}
|
|
}
|
|
|
|
void TextMesh::_create_mesh_array(Array &p_arr) const {
|
|
Ref<Font> font = _get_font_or_default();
|
|
ERR_FAIL_COND(font.is_null());
|
|
|
|
if (dirty_cache) {
|
|
cache.clear();
|
|
dirty_cache = false;
|
|
}
|
|
|
|
String t = (uppercase) ? xl_text.to_upper() : xl_text;
|
|
|
|
float line_width = font->get_string_size(t).x * pixel_size;
|
|
|
|
Vector2 offset;
|
|
switch (horizontal_alignment) {
|
|
case ALIGN_LEFT:
|
|
offset.x = 0.0;
|
|
break;
|
|
case ALIGN_CENTER: {
|
|
offset.x = -line_width / 2.0;
|
|
} break;
|
|
case ALIGN_RIGHT: {
|
|
offset.x = -line_width;
|
|
} break;
|
|
}
|
|
|
|
bool has_depth = !Math::is_zero_approx(depth);
|
|
|
|
// Generate glyph data, precalculate size of the arrays and mesh bounds for UV.
|
|
int64_t p_size = 0;
|
|
int64_t i_size = 0;
|
|
|
|
Vector2 min_p = Vector2(INFINITY, INFINITY);
|
|
Vector2 max_p = Vector2(-INFINITY, -INFINITY);
|
|
|
|
Vector2 offset_pre = offset;
|
|
for (int i = 0; i < t.size(); i++) {
|
|
CharType c = t[i];
|
|
CharType n = t[i + 1];
|
|
uint32_t utf32_char = c;
|
|
if (((c & 0xfffffc00) == 0xd800) && (n & 0xfffffc00) == 0xdc00) { // decode surrogate pair.
|
|
utf32_char = (c << 10UL) + n - ((0xd800 << 10UL) + 0xdc00 - 0x10000);
|
|
}
|
|
if ((c & 0xfffffc00) == 0xdc00) { // skip trail surrogate.
|
|
continue;
|
|
}
|
|
|
|
_generate_glyph_mesh_data(utf32_char, font, c, n);
|
|
GlyphMeshData &gl_data = cache[utf32_char];
|
|
|
|
p_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1);
|
|
i_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1);
|
|
|
|
if (has_depth) {
|
|
for (int j = 0; j < gl_data.contours.size(); j++) {
|
|
p_size += gl_data.contours[j].size() * 4;
|
|
i_size += gl_data.contours[j].size() * 6;
|
|
}
|
|
}
|
|
|
|
min_p.x = MIN(gl_data.min_p.x + offset_pre.x, min_p.x);
|
|
min_p.y = MIN(gl_data.min_p.y + offset_pre.y, min_p.y);
|
|
max_p.x = MAX(gl_data.max_p.x + offset_pre.x, max_p.x);
|
|
max_p.y = MAX(gl_data.max_p.y + offset_pre.y, max_p.y);
|
|
|
|
offset_pre.x += font->get_char_size(c, n).x * pixel_size;
|
|
}
|
|
|
|
PoolVector<Vector3> vertices;
|
|
PoolVector<Vector3> normals;
|
|
PoolVector<float> tangents;
|
|
PoolVector<Vector2> uvs;
|
|
PoolVector<int> indices;
|
|
|
|
vertices.resize(p_size);
|
|
normals.resize(p_size);
|
|
uvs.resize(p_size);
|
|
tangents.resize(p_size * 4);
|
|
indices.resize(i_size);
|
|
|
|
PoolVector<Vector3>::Write vertices_ptr = vertices.write();
|
|
PoolVector<Vector3>::Write normals_ptr = normals.write();
|
|
PoolVector<float>::Write tangents_ptr = tangents.write();
|
|
PoolVector<Vector2>::Write uvs_ptr = uvs.write();
|
|
PoolVector<int>::Write indices_ptr = indices.write();
|
|
|
|
// Generate mesh.
|
|
int32_t p_idx = 0;
|
|
int32_t i_idx = 0;
|
|
|
|
for (int i = 0; i < t.size(); i++) {
|
|
CharType c = t[i];
|
|
CharType n = t[i + 1];
|
|
uint32_t utf32_char = c;
|
|
if (((c & 0xfffffc00) == 0xd800) && (n & 0xfffffc00) == 0xdc00) { // decode surrogate pair.
|
|
utf32_char = (c << 10UL) + n - ((0xd800 << 10UL) + 0xdc00 - 0x10000);
|
|
}
|
|
if ((c & 0xfffffc00) == 0xdc00) { // skip trail surrogate.
|
|
continue;
|
|
}
|
|
_generate_glyph_mesh_data(utf32_char, font, c, n);
|
|
GlyphMeshData &gl_data = cache[utf32_char];
|
|
|
|
int64_t ts = gl_data.triangles.size();
|
|
const Vector2 *ts_ptr = gl_data.triangles.ptr();
|
|
|
|
for (int k = 0; k < ts; k += 3) {
|
|
// Add front face.
|
|
for (int l = 0; l < 3; l++) {
|
|
Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
|
|
vertices_ptr[p_idx] = point;
|
|
normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
|
|
if (has_depth) {
|
|
uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
|
|
} else {
|
|
uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
|
|
}
|
|
tangents_ptr[p_idx * 4 + 0] = 1.0;
|
|
tangents_ptr[p_idx * 4 + 1] = 0.0;
|
|
tangents_ptr[p_idx * 4 + 2] = 0.0;
|
|
tangents_ptr[p_idx * 4 + 3] = 1.0;
|
|
indices_ptr[i_idx++] = p_idx;
|
|
p_idx++;
|
|
}
|
|
if (has_depth) {
|
|
// Add back face.
|
|
for (int l = 2; l >= 0; l--) {
|
|
Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
|
|
vertices_ptr[p_idx] = point;
|
|
normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
|
|
uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.4), real_t(0.8)));
|
|
tangents_ptr[p_idx * 4 + 0] = -1.0;
|
|
tangents_ptr[p_idx * 4 + 1] = 0.0;
|
|
tangents_ptr[p_idx * 4 + 2] = 0.0;
|
|
tangents_ptr[p_idx * 4 + 3] = 1.0;
|
|
indices_ptr[i_idx++] = p_idx;
|
|
p_idx++;
|
|
}
|
|
}
|
|
}
|
|
// Add sides.
|
|
if (has_depth) {
|
|
for (int k = 0; k < gl_data.contours.size(); k++) {
|
|
int64_t ps = gl_data.contours[k].size();
|
|
const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
|
|
const ContourInfo &ps_info = gl_data.contours_info[k];
|
|
real_t length = 0.0;
|
|
for (int l = 0; l < ps; l++) {
|
|
int prev = (l == 0) ? (ps - 1) : (l - 1);
|
|
int next = (l + 1 == ps) ? 0 : (l + 1);
|
|
Vector2 d1;
|
|
Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
|
|
if (ps_ptr[l].sharp) {
|
|
d1 = d2;
|
|
} else {
|
|
d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
|
|
}
|
|
real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
|
|
|
|
Vector3 quad_faces[4] = {
|
|
Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
|
|
Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
|
|
Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
|
|
Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
|
|
};
|
|
for (int m = 0; m < 4; m++) {
|
|
const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
|
|
real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
|
|
vertices_ptr[p_idx + m] = quad_faces[m];
|
|
normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
|
|
if (m < 2) {
|
|
uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
|
|
} else {
|
|
uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
|
|
}
|
|
tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
|
|
tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
|
|
tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
|
|
tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
|
|
}
|
|
|
|
indices_ptr[i_idx++] = p_idx;
|
|
indices_ptr[i_idx++] = p_idx + 1;
|
|
indices_ptr[i_idx++] = p_idx + 2;
|
|
|
|
indices_ptr[i_idx++] = p_idx + 1;
|
|
indices_ptr[i_idx++] = p_idx + 3;
|
|
indices_ptr[i_idx++] = p_idx + 2;
|
|
|
|
length += seg_len;
|
|
p_idx += 4;
|
|
}
|
|
}
|
|
}
|
|
offset.x += font->get_char_size(c, n).x * pixel_size;
|
|
}
|
|
|
|
if (p_size == 0) {
|
|
// If empty, add single triangle to suppress errors.
|
|
vertices.push_back(Vector3());
|
|
normals.push_back(Vector3());
|
|
uvs.push_back(Vector2());
|
|
tangents.push_back(1.0);
|
|
tangents.push_back(0.0);
|
|
tangents.push_back(0.0);
|
|
tangents.push_back(1.0);
|
|
indices.push_back(0);
|
|
indices.push_back(0);
|
|
indices.push_back(0);
|
|
}
|
|
|
|
p_arr[VS::ARRAY_VERTEX] = vertices;
|
|
p_arr[VS::ARRAY_NORMAL] = normals;
|
|
p_arr[VS::ARRAY_TANGENT] = tangents;
|
|
p_arr[VS::ARRAY_TEX_UV] = uvs;
|
|
p_arr[VS::ARRAY_INDEX] = indices;
|
|
}
|
|
|
|
void TextMesh::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &TextMesh::set_horizontal_alignment);
|
|
ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &TextMesh::get_horizontal_alignment);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_text", "text"), &TextMesh::set_text);
|
|
ClassDB::bind_method(D_METHOD("get_text"), &TextMesh::get_text);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_font", "font"), &TextMesh::set_font);
|
|
ClassDB::bind_method(D_METHOD("get_font"), &TextMesh::get_font);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &TextMesh::set_depth);
|
|
ClassDB::bind_method(D_METHOD("get_depth"), &TextMesh::get_depth);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &TextMesh::set_pixel_size);
|
|
ClassDB::bind_method(D_METHOD("get_pixel_size"), &TextMesh::get_pixel_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_curve_step", "curve_step"), &TextMesh::set_curve_step);
|
|
ClassDB::bind_method(D_METHOD("get_curve_step"), &TextMesh::get_curve_step);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_uppercase", "enable"), &TextMesh::set_uppercase);
|
|
ClassDB::bind_method(D_METHOD("is_uppercase"), &TextMesh::is_uppercase);
|
|
|
|
ClassDB::bind_method(D_METHOD("_font_changed"), &TextMesh::_font_changed);
|
|
ClassDB::bind_method(D_METHOD("_request_update"), &TextMesh::_request_update);
|
|
|
|
ADD_GROUP("Text", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "text"), "set_text", "get_text");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_font", "get_font");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_horizontal_alignment", "get_horizontal_alignment");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase");
|
|
|
|
ADD_GROUP("Mesh", "");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001"), "set_pixel_size", "get_pixel_size");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "curve_step", PROPERTY_HINT_RANGE, "0.1,10,0.1"), "set_curve_step", "get_curve_step");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_RANGE, "0.0,100.0,0.001,or_greater"), "set_depth", "get_depth");
|
|
|
|
BIND_ENUM_CONSTANT(ALIGN_LEFT);
|
|
BIND_ENUM_CONSTANT(ALIGN_CENTER);
|
|
BIND_ENUM_CONSTANT(ALIGN_RIGHT);
|
|
}
|
|
|
|
void TextMesh::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case MainLoop::NOTIFICATION_TRANSLATION_CHANGED: {
|
|
String new_text = tr(text);
|
|
if (new_text == xl_text) {
|
|
return; // Nothing new.
|
|
}
|
|
xl_text = new_text;
|
|
_request_update();
|
|
} break;
|
|
}
|
|
}
|
|
|
|
TextMesh::TextMesh() {
|
|
primitive_type = PRIMITIVE_TRIANGLES;
|
|
}
|
|
|
|
TextMesh::~TextMesh() {
|
|
}
|
|
|
|
void TextMesh::set_horizontal_alignment(TextMesh::Align p_alignment) {
|
|
ERR_FAIL_INDEX((int)p_alignment, 3);
|
|
if (horizontal_alignment != p_alignment) {
|
|
horizontal_alignment = p_alignment;
|
|
_request_update();
|
|
}
|
|
}
|
|
|
|
TextMesh::Align TextMesh::get_horizontal_alignment() const {
|
|
return horizontal_alignment;
|
|
}
|
|
|
|
void TextMesh::set_text(const String &p_string) {
|
|
if (text != p_string) {
|
|
text = p_string;
|
|
xl_text = tr(text);
|
|
_request_update();
|
|
}
|
|
}
|
|
|
|
String TextMesh::get_text() const {
|
|
return text;
|
|
}
|
|
|
|
void TextMesh::_font_changed() {
|
|
dirty_cache = true;
|
|
call_deferred("_request_update");
|
|
}
|
|
|
|
void TextMesh::set_font(const Ref<Font> &p_font) {
|
|
if (font_override != p_font) {
|
|
if (font_override.is_valid()) {
|
|
font_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_font_changed");
|
|
}
|
|
font_override = p_font;
|
|
dirty_cache = true;
|
|
if (font_override.is_valid()) {
|
|
font_override->connect(CoreStringNames::get_singleton()->changed, this, "_font_changed");
|
|
}
|
|
_request_update();
|
|
}
|
|
}
|
|
|
|
Ref<Font> TextMesh::get_font() const {
|
|
return font_override;
|
|
}
|
|
|
|
Ref<Font> TextMesh::_get_font_or_default() const {
|
|
if (font_override.is_valid()) {
|
|
return font_override;
|
|
}
|
|
|
|
// Check the project-defined Theme resource.
|
|
if (Theme::get_project_default().is_valid()) {
|
|
List<StringName> theme_types;
|
|
Theme::get_project_default()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
|
|
|
|
for (List<StringName>::Element *E = theme_types.front(); E; E = E->next()) {
|
|
if (Theme::get_project_default()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E->get())) {
|
|
return Theme::get_project_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E->get());
|
|
}
|
|
}
|
|
}
|
|
|
|
// Lastly, fall back on the items defined in the default Theme, if they exist.
|
|
{
|
|
List<StringName> theme_types;
|
|
Theme::get_default()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
|
|
|
|
for (List<StringName>::Element *E = theme_types.front(); E; E = E->next()) {
|
|
if (Theme::get_default()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E->get())) {
|
|
return Theme::get_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E->get());
|
|
}
|
|
}
|
|
}
|
|
|
|
// If they don't exist, use any type to return the default/empty value.
|
|
return Theme::get_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", StringName());
|
|
}
|
|
|
|
void TextMesh::set_depth(real_t p_depth) {
|
|
if (depth != p_depth) {
|
|
depth = MAX(p_depth, 0.0);
|
|
_request_update();
|
|
}
|
|
}
|
|
|
|
real_t TextMesh::get_depth() const {
|
|
return depth;
|
|
}
|
|
|
|
void TextMesh::set_pixel_size(real_t p_amount) {
|
|
if (pixel_size != p_amount) {
|
|
pixel_size = CLAMP(p_amount, 0.0001, 128.0);
|
|
dirty_cache = true;
|
|
_request_update();
|
|
}
|
|
}
|
|
|
|
real_t TextMesh::get_pixel_size() const {
|
|
return pixel_size;
|
|
}
|
|
|
|
void TextMesh::set_curve_step(real_t p_step) {
|
|
if (curve_step != p_step) {
|
|
curve_step = CLAMP(p_step, 0.1, 10.0);
|
|
dirty_cache = true;
|
|
_request_update();
|
|
}
|
|
}
|
|
|
|
real_t TextMesh::get_curve_step() const {
|
|
return curve_step;
|
|
}
|
|
|
|
void TextMesh::set_uppercase(bool p_uppercase) {
|
|
if (uppercase != p_uppercase) {
|
|
uppercase = p_uppercase;
|
|
_request_update();
|
|
}
|
|
}
|
|
|
|
bool TextMesh::is_uppercase() const {
|
|
return uppercase;
|
|
}
|