6df53e0401
- From now materials assigned to the MeshInstance (not the Mesh) get exported into the MeshLibrary when such materials exist. This enables workflows where the MeshLibrary is exported from an imported scene (e.g. GLTF) where the materials assigned to the Mesh (not the MeshInstance) get overwritten on re-import, thus can't use editor set materials in the exported MeshLibrary unless they are assigned to the MeshInstance whose materials get saved with the inherited scene thus persist across re-imports. - When appending to an existing MeshLibrary only generate previews for newly added or modified meshes. - During preview generation transform camera and lights instead of the mesh and use the source MeshInstance's transform for the mesh to avoid weird previews being generated for meshes with a position dependent material (e.g. when using triplanar mapping). - Adjust the camera angle and light directions used in mesh preview generation for better results.
1576 lines
43 KiB
C++
1576 lines
43 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 "servers/visual_server.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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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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_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, NULL);
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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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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 = 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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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 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, 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 = 64;
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rings = 8;
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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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int i, j, prevrow, thisrow, point;
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float x, y, z;
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float onethird = 1.0 / 3.0;
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float twothirds = 2.0 / 3.0;
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Vector3 start_pos = size * -0.5;
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|
|
|
// 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 = 0;
|
|
subdivide_h = 0;
|
|
subdivide_d = 0;
|
|
}
|
|
|
|
/**
|
|
CylinderMesh
|
|
*/
|
|
|
|
void CylinderMesh::_create_mesh_array(Array &p_arr) const {
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, y, z, u, v, radius;
|
|
|
|
radius = bottom_radius > top_radius ? bottom_radius : top_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, "0.001,100.0,0.001,or_greater"), "set_top_radius", "get_top_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_bottom_radius", "get_bottom_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");
|
|
}
|
|
|
|
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 = 64;
|
|
rings = 4;
|
|
}
|
|
|
|
/**
|
|
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));
|
|
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);
|
|
|
|
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");
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
PlaneMesh::PlaneMesh() {
|
|
// defaults
|
|
size = Size2(2.0, 2.0);
|
|
subdivide_w = 0;
|
|
subdivide_d = 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 * 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),
|
|
Vector3(-_size.x, _size.y, 0),
|
|
Vector3(_size.x, _size.y, 0),
|
|
Vector3(_size.x, -_size.y, 0),
|
|
};
|
|
|
|
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);
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
|
|
}
|
|
|
|
QuadMesh::QuadMesh() {
|
|
primitive_type = PRIMITIVE_TRIANGLES;
|
|
size = Size2(1.0, 1.0);
|
|
}
|
|
|
|
void QuadMesh::set_size(const Size2 &p_size) {
|
|
size = p_size;
|
|
_request_update();
|
|
}
|
|
|
|
Size2 QuadMesh::get_size() const {
|
|
return size;
|
|
}
|
|
|
|
/**
|
|
SphereMesh
|
|
*/
|
|
|
|
void SphereMesh::_create_mesh_array(Array &p_arr) const {
|
|
int i, j, prevrow, thisrow, point;
|
|
float x, y, z;
|
|
|
|
// 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 = height * (is_hemisphere ? 1.0 : 0.5) * 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);
|
|
normals.push_back(p.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 = 64;
|
|
rings = 32;
|
|
is_hemisphere = false;
|
|
}
|