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-rw-r--r--scene/3d/immediate_geometry_3d.cpp169
1 files changed, 169 insertions, 0 deletions
diff --git a/scene/3d/immediate_geometry_3d.cpp b/scene/3d/immediate_geometry_3d.cpp
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+++ b/scene/3d/immediate_geometry_3d.cpp
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+/*************************************************************************/
+/* immediate_geometry_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 "immediate_geometry_3d.h"
+
+void ImmediateGeometry3D::begin(Mesh::PrimitiveType p_primitive, const Ref<Texture2D> &p_texture) {
+
+ RS::get_singleton()->immediate_begin(im, (RS::PrimitiveType)p_primitive, p_texture.is_valid() ? p_texture->get_rid() : RID());
+ if (p_texture.is_valid())
+ cached_textures.push_back(p_texture);
+}
+
+void ImmediateGeometry3D::set_normal(const Vector3 &p_normal) {
+
+ RS::get_singleton()->immediate_normal(im, p_normal);
+}
+
+void ImmediateGeometry3D::set_tangent(const Plane &p_tangent) {
+
+ RS::get_singleton()->immediate_tangent(im, p_tangent);
+}
+
+void ImmediateGeometry3D::set_color(const Color &p_color) {
+
+ RS::get_singleton()->immediate_color(im, p_color);
+}
+
+void ImmediateGeometry3D::set_uv(const Vector2 &p_uv) {
+
+ RS::get_singleton()->immediate_uv(im, p_uv);
+}
+
+void ImmediateGeometry3D::set_uv2(const Vector2 &p_uv2) {
+
+ RS::get_singleton()->immediate_uv2(im, p_uv2);
+}
+
+void ImmediateGeometry3D::add_vertex(const Vector3 &p_vertex) {
+
+ RS::get_singleton()->immediate_vertex(im, p_vertex);
+ if (empty) {
+ aabb.position = p_vertex;
+ aabb.size = Vector3();
+ empty = false;
+ } else {
+ aabb.expand_to(p_vertex);
+ }
+}
+
+void ImmediateGeometry3D::end() {
+
+ RS::get_singleton()->immediate_end(im);
+}
+
+void ImmediateGeometry3D::clear() {
+
+ RS::get_singleton()->immediate_clear(im);
+ empty = true;
+ cached_textures.clear();
+}
+
+AABB ImmediateGeometry3D::get_aabb() const {
+
+ return aabb;
+}
+Vector<Face3> ImmediateGeometry3D::get_faces(uint32_t p_usage_flags) const {
+
+ return Vector<Face3>();
+}
+
+void ImmediateGeometry3D::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
+
+ for (int i = 1; i <= p_lats; i++) {
+ double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
+ double z0 = Math::sin(lat0);
+ double zr0 = Math::cos(lat0);
+
+ double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
+ double z1 = Math::sin(lat1);
+ double zr1 = Math::cos(lat1);
+
+ for (int j = p_lons; j >= 1; j--) {
+
+ double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
+ double x0 = Math::cos(lng0);
+ double y0 = Math::sin(lng0);
+
+ double lng1 = 2 * Math_PI * (double)(j) / p_lons;
+ double x1 = Math::cos(lng1);
+ double y1 = Math::sin(lng1);
+
+ Vector3 v[4] = {
+ Vector3(x1 * zr0, z0, y1 * zr0),
+ Vector3(x1 * zr1, z1, y1 * zr1),
+ Vector3(x0 * zr1, z1, y0 * zr1),
+ Vector3(x0 * zr0, z0, y0 * zr0)
+ };
+
+#define ADD_POINT(m_idx) \
+ if (p_add_uv) { \
+ set_uv(Vector2(Math::atan2(v[m_idx].x, v[m_idx].z) / Math_PI * 0.5 + 0.5, v[m_idx].y * 0.5 + 0.5)); \
+ set_tangent(Plane(Vector3(-v[m_idx].z, v[m_idx].y, v[m_idx].x), 1)); \
+ } \
+ set_normal(v[m_idx]); \
+ add_vertex(v[m_idx] * p_radius);
+
+ ADD_POINT(0);
+ ADD_POINT(1);
+ ADD_POINT(2);
+
+ ADD_POINT(2);
+ ADD_POINT(3);
+ ADD_POINT(0);
+ }
+ }
+}
+
+void ImmediateGeometry3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("begin", "primitive", "texture"), &ImmediateGeometry3D::begin, DEFVAL(Ref<Texture2D>()));
+ ClassDB::bind_method(D_METHOD("set_normal", "normal"), &ImmediateGeometry3D::set_normal);
+ ClassDB::bind_method(D_METHOD("set_tangent", "tangent"), &ImmediateGeometry3D::set_tangent);
+ ClassDB::bind_method(D_METHOD("set_color", "color"), &ImmediateGeometry3D::set_color);
+ ClassDB::bind_method(D_METHOD("set_uv", "uv"), &ImmediateGeometry3D::set_uv);
+ ClassDB::bind_method(D_METHOD("set_uv2", "uv"), &ImmediateGeometry3D::set_uv2);
+ ClassDB::bind_method(D_METHOD("add_vertex", "position"), &ImmediateGeometry3D::add_vertex);
+ ClassDB::bind_method(D_METHOD("add_sphere", "lats", "lons", "radius", "add_uv"), &ImmediateGeometry3D::add_sphere, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("end"), &ImmediateGeometry3D::end);
+ ClassDB::bind_method(D_METHOD("clear"), &ImmediateGeometry3D::clear);
+}
+
+ImmediateGeometry3D::ImmediateGeometry3D() {
+
+ im = RenderingServer::get_singleton()->immediate_create();
+ set_base(im);
+ empty = true;
+}
+
+ImmediateGeometry3D::~ImmediateGeometry3D() {
+
+ RenderingServer::get_singleton()->free(im);
+}