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authorAndreaCatania <info@andreacatania.com>2017-11-21 01:36:32 +0100
committerAndrea Catania <info@andreacatania.com>2018-07-23 20:50:23 +0200
commit17ebbfb56de980c5529c8a02a12141dd7bb766c8 (patch)
tree3c06696b55283ebed113934f9e49075de948794f /scene/resources/mesh.cpp
parentfbf3ad284182b002edc63b453f2aa943a93bdd86 (diff)
Implemented Soft body
- Soft Body Physics node - Soft Body Rendering - Soft body Editor - Soft body importer
Diffstat (limited to 'scene/resources/mesh.cpp')
-rw-r--r--scene/resources/mesh.cpp53
1 files changed, 52 insertions, 1 deletions
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index b0620d3363..fe87dcdd2c 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -40,7 +40,6 @@
void Mesh::_clear_triangle_mesh() const {
triangle_mesh.unref();
- ;
}
Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
@@ -110,6 +109,54 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
return triangle_mesh;
}
+void Mesh::generate_debug_mesh_lines(Vector<Vector3> &r_lines) {
+
+ Ref<TriangleMesh> tm = generate_triangle_mesh();
+ if (tm.is_null())
+ return;
+
+ PoolVector<int> triangle_indices;
+ tm->get_indices(&triangle_indices);
+ const int triangles_num = tm->get_triangles().size();
+ PoolVector<Vector3> vertices = tm->get_vertices();
+
+ r_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line
+
+ PoolVector<int>::Read ind_r = triangle_indices.read();
+ PoolVector<Vector3>::Read ver_r = vertices.read();
+ for (int j = 0, x = 0, i = 0; i < triangles_num; j += 6, x += 3, ++i) {
+ // Triangle line 1
+ r_lines[j + 0] = ver_r[ind_r[x + 0]];
+ r_lines[j + 1] = ver_r[ind_r[x + 1]];
+
+ // Triangle line 2
+ r_lines[j + 2] = ver_r[ind_r[x + 1]];
+ r_lines[j + 3] = ver_r[ind_r[x + 2]];
+
+ // Triangle line 3
+ r_lines[j + 4] = ver_r[ind_r[x + 2]];
+ r_lines[j + 5] = ver_r[ind_r[x + 0]];
+ }
+}
+void Mesh::generate_debug_mesh_indices(Vector<Vector3> &r_points) {
+ Ref<TriangleMesh> tm = generate_triangle_mesh();
+ if (tm.is_null())
+ return;
+
+ PoolVector<Vector3> vertices = tm->get_vertices();
+
+ int vertices_size = vertices.size();
+ r_points.resize(vertices_size);
+ for (int i = 0; i < vertices_size; ++i) {
+ r_points[i] = vertices[i];
+ }
+}
+
+bool Mesh::surface_is_softbody_friendly(int p_idx) const {
+ const uint32_t surface_format = surface_get_format(p_idx);
+ return (surface_format & Mesh::ARRAY_FLAG_USE_DYNAMIC_UPDATE && (!(surface_format & Mesh::ARRAY_COMPRESS_VERTEX)) && (!(surface_format & Mesh::ARRAY_COMPRESS_NORMAL)));
+}
+
PoolVector<Face3> Mesh::get_faces() const {
Ref<TriangleMesh> tm = generate_triangle_mesh();
@@ -484,6 +531,10 @@ void Mesh::_bind_methods() {
BIND_ENUM_CONSTANT(ARRAY_MAX);
}
+void Mesh::clear_cache() {
+ _clear_triangle_mesh();
+}
+
Mesh::Mesh() {
}