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authorBastiaanOlij <mux213@gmail.com>2017-05-06 10:17:21 +1000
committerBastiaanOlij <mux213@gmail.com>2017-06-16 21:40:23 +1000
commit94836131388f575f79a5f0b077227f3a7a53af40 (patch)
treea6c88ed94f4928f10db8da7f9bdfce6854e15b05
parent80929d36bedebb3ed2d68185fd099253307b30aa (diff)
Godot 3.0 primitives as resources for use with MeshInstance
Adds the following resources: - CapsuleMesh: a capsule object - CubeMesh: a cube that can be subdivided - CylinderMesh: a cylinder - PlaneMesh: a horizontal plane that can be subdivided - PrismMesh: a prism shape - SphereMesh: a sphere - QuadMesh: reintroduction of the original quadmesh Removes the old Quad and TestCube nodes
-rw-r--r--editor/spatial_editor_gizmos.cpp20
-rw-r--r--editor/spatial_editor_gizmos.h12
-rw-r--r--main/tests/test_gui.cpp7
-rw-r--r--scene/3d/quad.cpp226
-rw-r--r--scene/3d/quad.h76
-rw-r--r--scene/3d/test_cube.cpp48
-rw-r--r--scene/3d/test_cube.h53
-rw-r--r--scene/register_scene_types.cpp16
-rw-r--r--scene/resources/mesh.cpp69
-rw-r--r--scene/resources/mesh.h17
-rw-r--r--scene/resources/primitive_meshes.cpp1455
-rw-r--r--scene/resources/primitive_meshes.h312
12 files changed, 1778 insertions, 533 deletions
diff --git a/editor/spatial_editor_gizmos.cpp b/editor/spatial_editor_gizmos.cpp
index 1b7afd3c43..76df9eb1ff 100644
--- a/editor/spatial_editor_gizmos.cpp
+++ b/editor/spatial_editor_gizmos.cpp
@@ -1439,20 +1439,6 @@ VehicleWheelSpatialGizmo::VehicleWheelSpatialGizmo(VehicleWheel *p_car_wheel) {
car_wheel = p_car_wheel;
}
-///
-
-void TestCubeSpatialGizmo::redraw() {
-
- clear();
- add_collision_triangles(SpatialEditorGizmos::singleton->test_cube_tm);
-}
-
-TestCubeSpatialGizmo::TestCubeSpatialGizmo(TestCube *p_tc) {
-
- tc = p_tc;
- set_spatial_node(p_tc);
-}
-
///////////
String CollisionShapeSpatialGizmo::get_handle_name(int p_idx) const {
@@ -3045,12 +3031,6 @@ Ref<SpatialEditorGizmo> SpatialEditorGizmos::get_gizmo(Spatial *p_spatial) {
return misg;
}
- if (p_spatial->cast_to<TestCube>()) {
-
- Ref<TestCubeSpatialGizmo> misg = memnew(TestCubeSpatialGizmo(p_spatial->cast_to<TestCube>()));
- return misg;
- }
-
if (p_spatial->cast_to<CollisionShape>()) {
Ref<CollisionShapeSpatialGizmo> misg = memnew(CollisionShapeSpatialGizmo(p_spatial->cast_to<CollisionShape>()));
diff --git a/editor/spatial_editor_gizmos.h b/editor/spatial_editor_gizmos.h
index 6a77e91425..a8ace87530 100644
--- a/editor/spatial_editor_gizmos.h
+++ b/editor/spatial_editor_gizmos.h
@@ -46,7 +46,6 @@
#include "scene/3d/ray_cast.h"
#include "scene/3d/reflection_probe.h"
#include "scene/3d/room_instance.h"
-#include "scene/3d/test_cube.h"
#include "scene/3d/vehicle_body.h"
#include "scene/3d/visibility_notifier.h"
@@ -187,17 +186,6 @@ public:
SkeletonSpatialGizmo(Skeleton *p_skel = NULL);
};
-class TestCubeSpatialGizmo : public EditorSpatialGizmo {
-
- GDCLASS(TestCubeSpatialGizmo, EditorSpatialGizmo);
-
- TestCube *tc;
-
-public:
- void redraw();
- TestCubeSpatialGizmo(TestCube *p_tc = NULL);
-};
-
class RoomSpatialGizmo : public EditorSpatialGizmo {
GDCLASS(RoomSpatialGizmo, EditorSpatialGizmo);
diff --git a/main/tests/test_gui.cpp b/main/tests/test_gui.cpp
index 3d0b96ae5b..291a557d04 100644
--- a/main/tests/test_gui.cpp
+++ b/main/tests/test_gui.cpp
@@ -53,7 +53,6 @@
#include "scene/main/scene_main_loop.h"
#include "scene/3d/camera.h"
-#include "scene/3d/test_cube.h"
#include "scene/main/viewport.h"
namespace TestGUI {
@@ -87,10 +86,6 @@ public:
vp->add_child(camera);
camera->make_current();
- TestCube *testcube = memnew( TestCube );
- vp->add_child(testcube);
- testcube->set_transform(Transform( Basis().rotated(Vector3(0,1,0),Math_PI*0.25), Vector3(0,0,-8)));
-
Sprite *sp = memnew( Sprite );
sp->set_texture( vp->get_render_target_texture() );
//sp->set_texture( ResourceLoader::load("res://ball.png") );
@@ -375,6 +370,6 @@ MainLoop *test() {
return memnew(TestMainLoop);
}
-}
+} // namespace TestGUI
#endif
diff --git a/scene/3d/quad.cpp b/scene/3d/quad.cpp
deleted file mode 100644
index c3d83ad50d..0000000000
--- a/scene/3d/quad.cpp
+++ /dev/null
@@ -1,226 +0,0 @@
-/*************************************************************************/
-/* quad.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* http://www.godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#include "quad.h"
-#include "servers/visual_server.h"
-
-void Quad::_update() {
-
- if (!is_inside_tree())
- return;
-
- Vector3 normal;
- normal[axis] = 1.0;
-
- const int axis_order_1[3] = { 1, 2, 0 };
- const int axis_order_2[3] = { 2, 0, 1 };
- const int a1 = axis_order_1[axis];
- const int a2 = axis_order_2[axis];
-
- PoolVector<Vector3> points;
- points.resize(4);
- PoolVector<Vector3>::Write pointsw = points.write();
-
- Vector2 s2 = size * 0.5;
- Vector2 o = offset;
- if (!centered)
- o += s2;
-
- pointsw[0][a1] = -s2.x + offset.x;
- pointsw[0][a2] = s2.y + offset.y;
-
- pointsw[1][a1] = s2.x + offset.x;
- pointsw[1][a2] = s2.y + offset.y;
-
- pointsw[2][a1] = s2.x + offset.x;
- pointsw[2][a2] = -s2.y + offset.y;
-
- pointsw[3][a1] = -s2.x + offset.x;
- pointsw[3][a2] = -s2.y + offset.y;
-
- aabb = Rect3(pointsw[0], Vector3());
- for (int i = 1; i < 4; i++)
- aabb.expand_to(pointsw[i]);
-
- pointsw = PoolVector<Vector3>::Write();
-
- PoolVector<Vector3> normals;
- normals.resize(4);
- PoolVector<Vector3>::Write normalsw = normals.write();
-
- for (int i = 0; i < 4; i++)
- normalsw[i] = normal;
-
- normalsw = PoolVector<Vector3>::Write();
-
- PoolVector<Vector2> uvs;
- uvs.resize(4);
- PoolVector<Vector2>::Write uvsw = uvs.write();
-
- uvsw[0] = Vector2(0, 0);
- uvsw[1] = Vector2(1, 0);
- uvsw[2] = Vector2(1, 1);
- uvsw[3] = Vector2(0, 1);
-
- uvsw = PoolVector<Vector2>::Write();
-
- PoolVector<int> indices;
- indices.resize(6);
-
- PoolVector<int>::Write indicesw = indices.write();
- indicesw[0] = 0;
- indicesw[1] = 1;
- indicesw[2] = 2;
- indicesw[3] = 2;
- indicesw[4] = 3;
- indicesw[5] = 0;
-
- indicesw = PoolVector<int>::Write();
-
- Array arr;
- arr.resize(VS::ARRAY_MAX);
- arr[VS::ARRAY_VERTEX] = points;
- arr[VS::ARRAY_NORMAL] = normals;
- arr[VS::ARRAY_TEX_UV] = uvs;
- arr[VS::ARRAY_INDEX] = indices;
-
- if (configured) {
- VS::get_singleton()->mesh_remove_surface(mesh, 0);
- } else {
- configured = true;
- }
- VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLES, arr);
-
- pending_update = false;
-}
-
-void Quad::set_axis(Vector3::Axis p_axis) {
-
- axis = p_axis;
- _update();
-}
-
-Vector3::Axis Quad::get_axis() const {
-
- return axis;
-}
-
-void Quad::set_size(const Vector2 &p_size) {
-
- size = p_size;
- _update();
-}
-Vector2 Quad::get_size() const {
-
- return size;
-}
-
-void Quad::set_offset(const Vector2 &p_offset) {
-
- offset = p_offset;
- _update();
-}
-Vector2 Quad::get_offset() const {
-
- return offset;
-}
-
-void Quad::set_centered(bool p_enabled) {
-
- centered = p_enabled;
- _update();
-}
-bool Quad::is_centered() const {
-
- return centered;
-}
-
-void Quad::_notification(int p_what) {
-
- switch (p_what) {
-
- case NOTIFICATION_ENTER_TREE: {
-
- if (pending_update)
- _update();
-
- } break;
- case NOTIFICATION_EXIT_TREE: {
-
- pending_update = true;
-
- } break;
- }
-}
-
-PoolVector<Face3> Quad::get_faces(uint32_t p_usage_flags) const {
-
- return PoolVector<Face3>();
-}
-
-Rect3 Quad::get_aabb() const {
-
- return aabb;
-}
-
-void Quad::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_axis", "axis"), &Quad::set_axis);
- ClassDB::bind_method(D_METHOD("get_axis"), &Quad::get_axis);
-
- ClassDB::bind_method(D_METHOD("set_size", "size"), &Quad::set_size);
- ClassDB::bind_method(D_METHOD("get_size"), &Quad::get_size);
-
- ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Quad::set_centered);
- ClassDB::bind_method(D_METHOD("is_centered"), &Quad::is_centered);
-
- ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Quad::set_offset);
- ClassDB::bind_method(D_METHOD("get_offset"), &Quad::get_offset);
-
- ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_axis", "get_axis");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
-}
-
-Quad::Quad() {
-
- pending_update = true;
- centered = true;
- //offset=0;
- size = Vector2(1, 1);
- axis = Vector3::AXIS_Z;
- mesh = VisualServer::get_singleton()->mesh_create();
- set_base(mesh);
- configured = false;
-}
-
-Quad::~Quad() {
- VisualServer::get_singleton()->free(mesh);
-}
diff --git a/scene/3d/quad.h b/scene/3d/quad.h
deleted file mode 100644
index bb6c1219ad..0000000000
--- a/scene/3d/quad.h
+++ /dev/null
@@ -1,76 +0,0 @@
-/*************************************************************************/
-/* quad.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* http://www.godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#ifndef QUAD_H
-#define QUAD_H
-
-#include "rid.h"
-#include "scene/3d/visual_instance.h"
-
-class Quad : public GeometryInstance {
-
- GDCLASS(Quad, GeometryInstance);
-
- Vector3::Axis axis;
- bool centered;
- Vector2 offset;
- Vector2 size;
-
- Rect3 aabb;
- bool configured;
- bool pending_update;
- RID mesh;
-
- void _update();
-
-protected:
- void _notification(int p_what);
- static void _bind_methods();
-
-public:
- void set_axis(Vector3::Axis p_axis);
- Vector3::Axis get_axis() const;
-
- void set_size(const Vector2 &p_sizze);
- Vector2 get_size() const;
-
- void set_offset(const Vector2 &p_offset);
- Vector2 get_offset() const;
-
- void set_centered(bool p_enabled);
- bool is_centered() const;
-
- virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
- virtual Rect3 get_aabb() const;
-
- Quad();
- ~Quad();
-};
-
-#endif // QUAD_H
diff --git a/scene/3d/test_cube.cpp b/scene/3d/test_cube.cpp
deleted file mode 100644
index af09bef7a7..0000000000
--- a/scene/3d/test_cube.cpp
+++ /dev/null
@@ -1,48 +0,0 @@
-/*************************************************************************/
-/* test_cube.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* http://www.godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#include "test_cube.h"
-#include "servers/visual_server.h"
-
-Rect3 TestCube::get_aabb() const {
-
- return Rect3(Vector3(-1, -1, -1), Vector3(2, 2, 2));
-}
-PoolVector<Face3> TestCube::get_faces(uint32_t p_usage_flags) const {
-
- return PoolVector<Face3>();
-}
-
-TestCube::TestCube() {
-
- set_base(VisualServer::get_singleton()->get_test_cube());
-}
-
-TestCube::~TestCube() {
-}
diff --git a/scene/3d/test_cube.h b/scene/3d/test_cube.h
deleted file mode 100644
index db2bef67fe..0000000000
--- a/scene/3d/test_cube.h
+++ /dev/null
@@ -1,53 +0,0 @@
-/*************************************************************************/
-/* test_cube.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* http://www.godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-#ifndef TEST_CUBE_H
-#define TEST_CUBE_H
-
-#include "rid.h"
-#include "scene/3d/visual_instance.h"
-
-/**
- @author Juan Linietsky <reduzio@gmail.com>
-*/
-class TestCube : public GeometryInstance {
-
- GDCLASS(TestCube, GeometryInstance);
-
- RID instance;
-
-public:
- virtual Rect3 get_aabb() const;
- virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
-
- TestCube();
- ~TestCube();
-};
-
-#endif
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 3e714f7c31..6cf49b6317 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -74,7 +74,6 @@
#include "scene/gui/separator.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
-#include "scene/gui/spin_box.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/tabs.h"
@@ -130,7 +129,6 @@
#include "scene/animation/tween.h"
#include "scene/main/resource_preloader.h"
#include "scene/main/scene_main_loop.h"
-#include "scene/main/scene_main_loop.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/mesh_data_tool.h"
@@ -172,6 +170,8 @@
#include "scene/resources/sky_box.h"
#include "scene/resources/texture.h"
+#include "scene/resources/primitive_meshes.h"
+
#include "scene/resources/shader_graph.h"
#include "scene/resources/world.h"
@@ -206,9 +206,7 @@
#include "scene/3d/physics_body.h"
#include "scene/3d/portal.h"
#include "scene/3d/position_3d.h"
-#include "scene/3d/quad.h"
#include "scene/3d/reflection_probe.h"
-#include "scene/3d/test_cube.h"
#include "scene/resources/environment.h"
#include "scene/3d/area.h"
@@ -407,7 +405,6 @@ void register_scene_types() {
ClassDB::register_class<Camera>();
ClassDB::register_class<Listener>();
ClassDB::register_class<InterpolatedCamera>();
- ClassDB::register_class<TestCube>();
ClassDB::register_class<MeshInstance>();
ClassDB::register_class<ImmediateGeometry>();
ClassDB::register_class<Sprite3D>();
@@ -423,7 +420,6 @@ void register_scene_types() {
ClassDB::register_class<Portal>();
ClassDB::register_class<Particles>();
ClassDB::register_class<Position3D>();
- ClassDB::register_class<Quad>();
ClassDB::register_class<NavigationMeshInstance>();
ClassDB::register_class<NavigationMesh>();
ClassDB::register_class<Navigation>();
@@ -522,6 +518,14 @@ void register_scene_types() {
#ifndef _3D_DISABLED
ClassDB::register_virtual_class<Mesh>();
ClassDB::register_class<ArrayMesh>();
+ ClassDB::register_virtual_class<PrimitiveMesh>();
+ ClassDB::register_class<CapsuleMesh>();
+ ClassDB::register_class<CubeMesh>();
+ ClassDB::register_class<CylinderMesh>();
+ ClassDB::register_class<PlaneMesh>();
+ ClassDB::register_class<PrismMesh>();
+ ClassDB::register_class<QuadMesh>();
+ ClassDB::register_class<SphereMesh>();
ClassDB::register_virtual_class<Material>();
ClassDB::register_class<SpatialMaterial>();
ClassDB::add_compatibility_class("FixedSpatialMaterial", "SpatialMaterial");
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 9f55f0c364..a3180ee1df 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -1047,72 +1047,3 @@ ArrayMesh::~ArrayMesh() {
VisualServer::get_singleton()->free(mesh);
}
-
-////////////////////////
-#if 0
-void QuadMesh::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &QuadMesh::set_material);
- ClassDB::bind_method(D_METHOD("get_material:Material"), &QuadMesh::get_material);
-
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
-}
-
-void QuadMesh::set_material(const Ref<Material> &p_material) {
-
- surface_set_material(0, p_material);
-}
-
-Ref<Material> QuadMesh::get_material() const {
-
- return surface_get_material(0);
-}
-
-QuadMesh::QuadMesh() {
-
- PoolVector<Vector3> faces;
- PoolVector<Vector3> normals;
- PoolVector<float> tangents;
- PoolVector<Vector2> uvs;
-
- faces.resize(4);
- normals.resize(4);
- tangents.resize(4 * 4);
- uvs.resize(4);
-
- for (int i = 0; i < 4; i++) {
-
- static const Vector3 quad_faces[4] = {
- Vector3(-1, -1, 0),
- Vector3(-1, 1, 0),
- Vector3(1, 1, 0),
- Vector3(1, -1, 0),
- };
-
- faces.set(i, quad_faces[i]);
- 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[i]);
- }
-
- Array arr;
- arr.resize(ARRAY_MAX);
- arr[ARRAY_VERTEX] = faces;
- arr[ARRAY_NORMAL] = normals;
- arr[ARRAY_TANGENT] = tangents;
- arr[ARRAY_TEX_UV] = uvs;
-
- add_surface_from_arrays(PRIMITIVE_TRIANGLE_FAN, arr);
-}
-#endif
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index 0e2a6a5fe0..37fddf3aa6 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -214,23 +214,6 @@ public:
~ArrayMesh();
};
-#if 0
-class QuadMesh : public Mesh {
-
- GDCLASS(QuadMesh, Mesh)
-
-protected:
- virtual bool _is_generated() const { return true; }
- static void _bind_methods();
-
-public:
- void set_material(const Ref<Material> &p_material);
- Ref<Material> get_material() const;
- QuadMesh();
-};
-
-#endif
-
VARIANT_ENUM_CAST(Mesh::ArrayType);
VARIANT_ENUM_CAST(Mesh::PrimitiveType);
VARIANT_ENUM_CAST(Mesh::BlendShapeMode);
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
new file mode 100644
index 0000000000..f1510bb892
--- /dev/null
+++ b/scene/resources/primitive_meshes.cpp
@@ -0,0 +1,1455 @@
+/*************************************************************************/
+/* primitive_meshes.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "primitive_meshes.h"
+#include "servers/visual_server.h"
+
+/**
+ PrimitiveMesh
+*/
+void PrimitiveMesh::_update() {
+ if (!cache_is_dirty)
+ return;
+
+ Array arr;
+ arr.resize(VS::ARRAY_MAX);
+ _create_mesh_array(arr);
+
+ // in with the new
+ VisualServer::get_singleton()->mesh_clear(mesh);
+ VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr);
+ VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
+
+ cache_is_dirty = false;
+
+ _clear_triangle_mesh();
+ _change_notify();
+ emit_changed();
+}
+
+void PrimitiveMesh::_queue_update() {
+ if (!cache_is_dirty) {
+ cache_is_dirty = true;
+ call_deferred("_update");
+ }
+}
+
+void PrimitiveMesh::set_aabb(Rect3 p_aabb) {
+ aabb = p_aabb;
+}
+
+int PrimitiveMesh::get_surface_count() const {
+ return 1;
+}
+
+int PrimitiveMesh::surface_get_array_len(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, 1, -1);
+ return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0);
+}
+
+int PrimitiveMesh::surface_get_array_index_len(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, 1, -1);
+ return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
+}
+
+Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
+ ERR_FAIL_INDEX_V(p_surface, 1, Array());
+ return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
+}
+
+uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, 1, 0);
+ return VisualServer::get_singleton()->mesh_surface_get_format(mesh, 0);
+}
+
+Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
+ return primitive_type;
+}
+
+Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const {
+ return material;
+}
+
+int PrimitiveMesh::get_blend_shape_count() const {
+ return 0;
+}
+
+StringName PrimitiveMesh::get_blend_shape_name(int p_index) const {
+ return StringName();
+}
+
+Rect3 PrimitiveMesh::get_aabb() const {
+ return aabb;
+}
+
+RID PrimitiveMesh::get_rid() const {
+ return mesh;
+}
+
+void PrimitiveMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &PrimitiveMesh::set_material);
+ ClassDB::bind_method(D_METHOD("get_material:Material"), &PrimitiveMesh::get_material);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
+}
+
+void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
+ material = p_material;
+ if (!cache_is_dirty) {
+ // just apply it, else it'll happen when _update is called.
+ VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
+
+ _change_notify();
+ emit_changed();
+ };
+}
+
+Ref<Material> PrimitiveMesh::get_material() const {
+ return material;
+}
+
+PrimitiveMesh::PrimitiveMesh() {
+ // defaults
+ mesh = VisualServer::get_singleton()->mesh_create();
+
+ // assume primitive triangles as the type, correct for all but one and it will change this :)
+ primitive_type = Mesh::PRIMITIVE_TRIANGLES;
+
+ // make sure we do an update after we've finished constructing our object
+ cache_is_dirty = false;
+ _queue_update();
+}
+
+PrimitiveMesh::~PrimitiveMesh() {
+ VisualServer::get_singleton()->free(mesh);
+}
+
+/**
+ CapsuleMesh
+*/
+
+void CapsuleMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, y, z, u, v, w;
+ float onethird = 1.0 / 3.0;
+ float twothirds = 2.0 / 3.0;
+
+ set_aabb(Rect3(Vector3(-radius, (mid_height * -0.5) - radius, -radius), Vector3(radius * 2.0, mid_height + (2.0 * radius), radius * 2.0)));
+
+ 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 hemisphere */
+ thisrow = 0;
+ prevrow = 0;
+ for (j = 0; j <= (rings + 1); j++) {
+ v = j;
+ w;
+
+ v /= (rings + 1);
+ w = sin(0.5 * Math_PI * v);
+ y = radius * cos(0.5 * Math_PI * v);
+
+ 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 * w, y, z * radius * w);
+ points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0));
+ normals.push_back(p.normalized());
+ ADD_TANGENT(-z, 0.0, x, -1.0)
+ uvs.push_back(Vector2(u, v * onethird));
+ 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;
+ };
+
+ /* cylinder */
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (rings + 1); j++) {
+ v = j;
+ v /= (rings + 1);
+
+ y = mid_height * v;
+ y = (mid_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, onethird + (v * onethird)));
+ 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;
+ };
+
+ /* bottom hemisphere */
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (rings + 1); j++) {
+ v = j;
+ w;
+
+ v /= (rings + 1);
+ v += 1.0;
+ w = sin(0.5 * Math_PI * v);
+ y = radius * cos(0.5 * 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));
+
+ Vector3 p = Vector3(x * radius * w, y, z * radius * w);
+ points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0));
+ normals.push_back(p.normalized());
+ ADD_TANGENT(-z, 0.0, x, -1.0)
+ uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
+ 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 CapsuleMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius);
+ ClassDB::bind_method(D_METHOD("set_mid_height", "mid_height"), &CapsuleMesh::set_mid_height);
+ ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_height);
+
+ ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments);
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments);
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings);
+ ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height"), "set_mid_height", "get_mid_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments"), "set_radial_segments", "get_radial_segments");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings"), "set_rings", "get_rings");
+}
+
+void CapsuleMesh::set_radius(const float p_radius) {
+ radius = p_radius;
+ _queue_update();
+}
+
+float CapsuleMesh::get_radius() const {
+ return radius;
+}
+
+void CapsuleMesh::set_mid_height(const float p_mid_height) {
+ mid_height = p_mid_height;
+ _queue_update();
+}
+
+float CapsuleMesh::get_mid_height() const {
+ return mid_height;
+}
+
+void CapsuleMesh::set_radial_segments(const int p_segments) {
+ radial_segments = p_segments > 4 ? p_segments : 4;
+ _queue_update();
+}
+
+int CapsuleMesh::get_radial_segments() const {
+ return radial_segments;
+}
+
+void CapsuleMesh::set_rings(const int p_rings) {
+ rings = p_rings > 1 ? p_rings : 1;
+ _queue_update();
+}
+
+int CapsuleMesh::get_rings() const {
+ return rings;
+}
+
+CapsuleMesh::CapsuleMesh() {
+ // defaults
+ radius = 0.5;
+ mid_height = 0.5;
+ radial_segments = 64;
+ rings = 8;
+}
+
+/**
+ CubeMesh
+*/
+
+void CubeMesh::_create_mesh_array(Array &p_arr) {
+ 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
+ set_aabb(Rect3(start_pos, size));
+
+ 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", "ivisions"), &CubeMesh::set_subdivide_height);
+ ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height);
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "ivisions"), &CubeMesh::set_subdivide_depth);
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width"), "set_subdivide_width", "get_subdivide_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height"), "set_subdivide_height", "get_subdivide_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth"), "set_subdivide_depth", "get_subdivide_depth");
+}
+
+void CubeMesh::set_size(const Vector3 &p_size) {
+ size = p_size;
+ _queue_update();
+}
+
+Vector3 CubeMesh::get_size() const {
+ return size;
+}
+
+void CubeMesh::set_subdivide_width(const int p_subdivide) {
+ subdivide_w = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int CubeMesh::get_subdivide_width() const {
+ return subdivide_w;
+}
+
+void CubeMesh::set_subdivide_height(const int p_subdivide) {
+ subdivide_h = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int CubeMesh::get_subdivide_height() const {
+ return subdivide_h;
+}
+
+void CubeMesh::set_subdivide_depth(const int p_subdivide) {
+ subdivide_d = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int CubeMesh::get_subdivide_depth() const {
+ return subdivide_d;
+}
+
+CubeMesh::CubeMesh() {
+ // defaults
+ size = Vector3(1.0, 1.0, 1.0);
+ subdivide_w = 0;
+ subdivide_h = 0;
+ subdivide_d = 0;
+}
+
+/**
+ CylinderMesh
+*/
+
+void CylinderMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, y, z, u, v, radius;
+
+ radius = bottom_radius > top_radius ? bottom_radius : top_radius;
+
+ set_aabb(Rect3(Vector3(-radius, height * -0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
+
+ 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"), "set_top_radius", "get_top_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius"), "set_bottom_radius", "get_bottom_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments"), "set_radial_segments", "get_radial_segments");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings"), "set_rings", "get_rings");
+}
+
+void CylinderMesh::set_top_radius(const float p_radius) {
+ top_radius = p_radius;
+ _queue_update();
+}
+
+float CylinderMesh::get_top_radius() const {
+ return top_radius;
+}
+
+void CylinderMesh::set_bottom_radius(const float p_radius) {
+ bottom_radius = p_radius;
+ _queue_update();
+}
+
+float CylinderMesh::get_bottom_radius() const {
+ return bottom_radius;
+}
+
+void CylinderMesh::set_height(const float p_height) {
+ height = p_height;
+ _queue_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;
+ _queue_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;
+ _queue_update();
+}
+
+int CylinderMesh::get_rings() const {
+ return rings;
+}
+
+CylinderMesh::CylinderMesh() {
+ // defaults
+ top_radius = 0.5;
+ bottom_radius = 0.5;
+ height = 1.0;
+ radial_segments = 64;
+ rings = 4;
+}
+
+/**
+ PlaneMesh
+*/
+
+void PlaneMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, z;
+
+ Size2 start_pos = size * -0.5;
+
+ set_aabb(Rect3(Vector3(start_pos.x, 0.0, start_pos.y), Vector3(size.x, 0.0, size.y)));
+
+ 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(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);
+ };
+
+ 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"), "set_subdivide_width", "get_subdivide_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth"), "set_subdivide_depth", "get_subdivide_depth");
+}
+
+void PlaneMesh::set_size(const Size2 &p_size) {
+ size = p_size;
+ _queue_update();
+}
+
+Size2 PlaneMesh::get_size() const {
+ return size;
+}
+
+void PlaneMesh::set_subdivide_width(const int p_subdivide) {
+ subdivide_w = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int PlaneMesh::get_subdivide_width() const {
+ return subdivide_w;
+}
+
+void PlaneMesh::set_subdivide_depth(const int p_subdivide) {
+ subdivide_d = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int PlaneMesh::get_subdivide_depth() const {
+ return subdivide_d;
+}
+
+PlaneMesh::PlaneMesh() {
+ // defaults
+ size = Size2(1.0, 1.0);
+ subdivide_w = 0;
+ subdivide_d = 0;
+}
+
+/**
+ PrismMesh
+*/
+
+void PrismMesh::_create_mesh_array(Array &p_arr) {
+ 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
+ set_aabb(Rect3(start_pos, size));
+
+ 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;
+ float offset_front = 0.0;
+ float offset_back = 0.0;
+
+ start_x += (1.0 - scale) * size.x * left_to_right;
+ offset_front += (1.0 - scale) * onethird * left_to_right;
+ 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"), "set_left_to_right", "get_left_to_right");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width"), "set_subdivide_width", "get_subdivide_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height"), "set_subdivide_height", "get_subdivide_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth"), "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;
+ _queue_update();
+}
+
+float PrismMesh::get_left_to_right() const {
+ return left_to_right;
+}
+
+void PrismMesh::set_size(const Vector3 &p_size) {
+ size = p_size;
+ _queue_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;
+ _queue_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;
+ _queue_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;
+ _queue_update();
+}
+
+int PrismMesh::get_subdivide_depth() const {
+ return subdivide_d;
+}
+
+PrismMesh::PrismMesh() {
+ // defaults
+ left_to_right = 0.5;
+ size = Vector3(1.0, 1.0, 1.0);
+ subdivide_w = 0;
+ subdivide_h = 0;
+ subdivide_d = 0;
+}
+
+/**
+ QuadMesh
+*/
+
+void QuadMesh::_create_mesh_array(Array &p_arr) {
+ PoolVector<Vector3> faces;
+ PoolVector<Vector3> normals;
+ PoolVector<float> tangents;
+ PoolVector<Vector2> uvs;
+
+ faces.resize(4);
+ normals.resize(4);
+ tangents.resize(4 * 4);
+ uvs.resize(4);
+
+ for (int i = 0; i < 4; i++) {
+
+ static const Vector3 quad_faces[4] = {
+ Vector3(-1, -1, 0),
+ Vector3(-1, 1, 0),
+ Vector3(1, 1, 0),
+ Vector3(1, -1, 0),
+ };
+
+ faces.set(i, quad_faces[i]);
+ 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[i]);
+ }
+
+ p_arr[ARRAY_VERTEX] = faces;
+ p_arr[ARRAY_NORMAL] = normals;
+ p_arr[ARRAY_TANGENT] = tangents;
+ p_arr[ARRAY_TEX_UV] = uvs;
+};
+
+void QuadMesh::_bind_methods() {
+ // nothing here yet...
+}
+
+QuadMesh::QuadMesh() {
+ primitive_type = PRIMITIVE_TRIANGLE_FAN;
+}
+
+/**
+ SphereMesh
+*/
+
+void SphereMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, y, z;
+
+ // set our bounding box
+ set_aabb(Rect3(Vector3(-radius, height * -0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
+
+ 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"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments"), "set_radial_segments", "get_radial_segments");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings"), "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;
+ _queue_update();
+}
+
+float SphereMesh::get_radius() const {
+ return radius;
+}
+
+void SphereMesh::set_height(const float p_height) {
+ height = p_height;
+ _queue_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;
+ _queue_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;
+ _queue_update();
+}
+
+int SphereMesh::get_rings() const {
+ return rings;
+}
+
+void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) {
+ is_hemisphere = p_is_hemisphere;
+ _queue_update();
+}
+
+bool SphereMesh::get_is_hemisphere() const {
+ return is_hemisphere;
+}
+
+SphereMesh::SphereMesh() {
+ // defaults
+ radius = 0.5;
+ height = 1.0;
+ radial_segments = 64;
+ rings = 32;
+ is_hemisphere = false;
+}
diff --git a/scene/resources/primitive_meshes.h b/scene/resources/primitive_meshes.h
new file mode 100644
index 0000000000..91d1af2ee1
--- /dev/null
+++ b/scene/resources/primitive_meshes.h
@@ -0,0 +1,312 @@
+/*************************************************************************/
+/* primitive_meshes.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef PRIMITIVE_MESHES_H
+#define PRIMITIVE_MESHES_H
+
+#include "scene/resources/mesh.h"
+
+///@TODO probably should change a few integers to unsigned integers...
+
+/**
+ @author Bastiaan Olij <mux213@gmail.com>
+
+ Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
+ This class is set appart that it assumes a single surface is always generated for our mesh.
+*/
+class PrimitiveMesh : public Mesh {
+
+ GDCLASS(PrimitiveMesh, Mesh);
+
+private:
+ RID mesh;
+ Rect3 aabb;
+
+ Ref<Material> material;
+
+ bool cache_is_dirty;
+ void _update();
+
+protected:
+ Mesh::PrimitiveType primitive_type;
+
+ static void _bind_methods();
+
+ virtual void _create_mesh_array(Array &p_arr) = 0;
+ void _queue_update();
+
+ void set_aabb(Rect3 p_aabb);
+
+public:
+ virtual int get_surface_count() const;
+ virtual int surface_get_array_len(int p_idx) const;
+ virtual int surface_get_array_index_len(int p_idx) const;
+ virtual Array surface_get_arrays(int p_surface) const;
+ virtual uint32_t surface_get_format(int p_idx) const;
+ virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const;
+ virtual Ref<Material> surface_get_material(int p_idx) const;
+ virtual int get_blend_shape_count() const;
+ virtual StringName get_blend_shape_name(int p_index) const;
+ virtual Rect3 get_aabb() const;
+ virtual RID get_rid() const;
+
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
+
+ PrimitiveMesh();
+ ~PrimitiveMesh();
+};
+
+/**
+ Mesh for a simple capsule
+*/
+class CapsuleMesh : public PrimitiveMesh {
+ GDCLASS(CapsuleMesh, PrimitiveMesh);
+
+private:
+ float radius;
+ float mid_height;
+ int radial_segments;
+ int rings;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_radius(const float p_radius);
+ float get_radius() const;
+
+ void set_mid_height(const float p_mid_height);
+ float get_mid_height() const;
+
+ void set_radial_segments(const int p_segments);
+ int get_radial_segments() const;
+
+ void set_rings(const int p_rings);
+ int get_rings() const;
+
+ CapsuleMesh();
+};
+
+/**
+ Similar to test cube but with subdivision support and different texture coordinates
+*/
+class CubeMesh : public PrimitiveMesh {
+
+ GDCLASS(CubeMesh, PrimitiveMesh);
+
+private:
+ Vector3 size;
+ int subdivide_w;
+ int subdivide_h;
+ int subdivide_d;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
+
+ void set_subdivide_width(const int p_divisions);
+ int get_subdivide_width() const;
+
+ void set_subdivide_height(const int p_divisions);
+ int get_subdivide_height() const;
+
+ void set_subdivide_depth(const int p_divisions);
+ int get_subdivide_depth() const;
+
+ CubeMesh();
+};
+
+/**
+ A cylinder
+*/
+
+class CylinderMesh : public PrimitiveMesh {
+
+ GDCLASS(CylinderMesh, PrimitiveMesh);
+
+private:
+ float top_radius;
+ float bottom_radius;
+ float height;
+ int radial_segments;
+ int rings;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_top_radius(const float p_radius);
+ float get_top_radius() const;
+
+ void set_bottom_radius(const float p_radius);
+ float get_bottom_radius() const;
+
+ void set_height(const float p_height);
+ float get_height() const;
+
+ void set_radial_segments(const int p_segments);
+ int get_radial_segments() const;
+
+ void set_rings(const int p_rings);
+ int get_rings() const;
+
+ CylinderMesh();
+};
+
+/**
+ Similar to quadmesh but with tesselation support
+*/
+class PlaneMesh : public PrimitiveMesh {
+
+ GDCLASS(PlaneMesh, PrimitiveMesh);
+
+private:
+ Size2 size;
+ int subdivide_w;
+ int subdivide_d;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_size(const Size2 &p_size);
+ Size2 get_size() const;
+
+ void set_subdivide_width(const int p_divisions);
+ int get_subdivide_width() const;
+
+ void set_subdivide_depth(const int p_divisions);
+ int get_subdivide_depth() const;
+
+ PlaneMesh();
+};
+
+/**
+ A prism shapen, handy for ramps, triangles, etc.
+*/
+class PrismMesh : public PrimitiveMesh {
+
+ GDCLASS(PrismMesh, PrimitiveMesh);
+
+private:
+ float left_to_right;
+ Vector3 size;
+ int subdivide_w;
+ int subdivide_h;
+ int subdivide_d;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_left_to_right(const float p_left_to_right);
+ float get_left_to_right() const;
+
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
+
+ void set_subdivide_width(const int p_divisions);
+ int get_subdivide_width() const;
+
+ void set_subdivide_height(const int p_divisions);
+ int get_subdivide_height() const;
+
+ void set_subdivide_depth(const int p_divisions);
+ int get_subdivide_depth() const;
+
+ PrismMesh();
+};
+
+/**
+ Our original quadmesh...
+*/
+
+class QuadMesh : public PrimitiveMesh {
+
+ GDCLASS(QuadMesh, PrimitiveMesh)
+
+private:
+ // nothing? really? Maybe add size some day atleast... :)
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ QuadMesh();
+};
+
+/**
+ A sphere..
+*/
+class SphereMesh : public PrimitiveMesh {
+
+ GDCLASS(SphereMesh, PrimitiveMesh);
+
+private:
+ float radius;
+ float height;
+ int radial_segments;
+ int rings;
+ bool is_hemisphere;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_radius(const float p_radius);
+ float get_radius() const;
+
+ void set_height(const float p_height);
+ float get_height() const;
+
+ void set_radial_segments(const int p_radial_segments);
+ int get_radial_segments() const;
+
+ void set_rings(const int p_rings);
+ int get_rings() const;
+
+ void set_is_hemisphere(const bool p_is_hemisphere);
+ bool get_is_hemisphere() const;
+
+ SphereMesh();
+};
+
+#endif