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Diffstat (limited to 'scene/resources/mesh.cpp')
-rw-r--r--scene/resources/mesh.cpp106
1 files changed, 53 insertions, 53 deletions
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index ed35eb0216..bad87910ff 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -79,9 +79,9 @@ bool Mesh::_set(const StringName& p_name, const Variant& p_value) {
if (p_name=="morph_target/names") {
- DVector<String> sk=p_value;
+ PoolVector<String> sk=p_value;
int sz = sk.size();
- DVector<String>::Read r = sk.read();
+ PoolVector<String>::Read r = sk.read();
for(int i=0;i<sz;i++)
add_morph_target(r[i]);
return true;
@@ -133,8 +133,8 @@ bool Mesh::_set(const StringName& p_name, const Variant& p_value) {
} else if (d.has("array_data")) {
- DVector<uint8_t> array_data = d["array_data"];
- DVector<uint8_t> array_index_data;
+ PoolVector<uint8_t> array_data = d["array_data"];
+ PoolVector<uint8_t> array_index_data;
if (d.has("array_index_data"))
array_index_data=d["array_index_data"];
@@ -151,12 +151,12 @@ bool Mesh::_set(const StringName& p_name, const Variant& p_value) {
if (d.has("index_count"))
index_count=d["index_count"];
- Vector< DVector<uint8_t> > morphs;
+ Vector< PoolVector<uint8_t> > morphs;
if (d.has("morph_data")) {
Array morph_data=d["morph_data"];
for(int i=0;i<morph_data.size();i++) {
- DVector<uint8_t> morph = morph_data[i];
+ PoolVector<uint8_t> morph = morph_data[i];
morphs.push_back(morph_data[i]);
}
}
@@ -201,7 +201,7 @@ bool Mesh::_get(const StringName& p_name,Variant &r_ret) const {
if (p_name=="morph_target/names") {
- DVector<String> sk;
+ PoolVector<String> sk;
for(int i=0;i<morph_targets.size();i++)
sk.push_back(morph_targets[i]);
r_ret=sk;
@@ -251,7 +251,7 @@ bool Mesh::_get(const StringName& p_name,Variant &r_ret) const {
}
d["skeleton_aabb"]=arr;
- Vector< DVector<uint8_t> > morph_data = VS::get_singleton()->mesh_surface_get_blend_shapes(mesh,idx);
+ Vector< PoolVector<uint8_t> > morph_data = VS::get_singleton()->mesh_surface_get_blend_shapes(mesh,idx);
Array md;
for(int i=0;i<morph_data.size();i++) {
@@ -306,7 +306,7 @@ void Mesh::_recompute_aabb() {
}
-void Mesh::add_surface(uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs) {
+void Mesh::add_surface(uint32_t p_format,PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs) {
Surface s;
s.aabb=p_aabb;
@@ -330,10 +330,10 @@ void Mesh::add_surface_from_arrays(PrimitiveType p_primitive,const Array& p_arra
/* make aABB? */ {
- DVector<Vector3> vertices=p_arrays[ARRAY_VERTEX];
+ PoolVector<Vector3> vertices=p_arrays[ARRAY_VERTEX];
int len=vertices.size();
ERR_FAIL_COND(len==0);
- DVector<Vector3>::Read r=vertices.read();
+ PoolVector<Vector3>::Read r=vertices.read();
const Vector3 *vtx=r.ptr();
// check AABB
@@ -569,21 +569,21 @@ AABB Mesh::get_custom_aabb() const {
}
-DVector<Face3> Mesh::get_faces() const {
+PoolVector<Face3> Mesh::get_faces() const {
Ref<TriangleMesh> tm = generate_triangle_mesh();
if (tm.is_valid())
return tm->get_faces();
- return DVector<Face3>();
+ return PoolVector<Face3>();
/*
for (int i=0;i<surfaces.size();i++) {
if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
continue;
- DVector<int> indices;
- DVector<Vector3> vertices;
+ PoolVector<int> indices;
+ PoolVector<Vector3> vertices;
vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);
@@ -604,10 +604,10 @@ DVector<Face3> Mesh::get_faces() const {
if (len<=0)
continue;
- DVector<int>::Read indicesr = indices.read();
+ PoolVector<int>::Read indicesr = indices.read();
const int *indicesptr = indicesr.ptr();
- DVector<Vector3>::Read verticesr = vertices.read();
+ PoolVector<Vector3>::Read verticesr = vertices.read();
const Vector3 *verticesptr = verticesr.ptr();
int old_faces=faces.size();
@@ -615,7 +615,7 @@ DVector<Face3> Mesh::get_faces() const {
faces.resize(new_faces);
- DVector<Face3>::Write facesw = faces.write();
+ PoolVector<Face3>::Write facesw = faces.write();
Face3 *facesptr=facesw.ptr();
@@ -639,12 +639,12 @@ DVector<Face3> Mesh::get_faces() const {
Ref<Shape> Mesh::create_convex_shape() const {
- DVector<Vector3> vertices;
+ PoolVector<Vector3> vertices;
for(int i=0;i<get_surface_count();i++) {
Array a = surface_get_arrays(i);
- DVector<Vector3> v=a[ARRAY_VERTEX];
+ PoolVector<Vector3> v=a[ARRAY_VERTEX];
vertices.append_array(v);
}
@@ -656,11 +656,11 @@ Ref<Shape> Mesh::create_convex_shape() const {
Ref<Shape> Mesh::create_trimesh_shape() const {
- DVector<Face3> faces = get_faces();
+ PoolVector<Face3> faces = get_faces();
if (faces.size()==0)
return Ref<Shape>();
- DVector<Vector3> face_points;
+ PoolVector<Vector3> face_points;
face_points.resize( faces.size()*3 );
for (int i=0;i<face_points.size();i++) {
@@ -681,9 +681,9 @@ void Mesh::center_geometry() {
for(int i=0;i<get_surface_count();i++) {
- DVector<Vector3> geom = surface_get_array(i,ARRAY_VERTEX);
+ PoolVector<Vector3> geom = surface_get_array(i,ARRAY_VERTEX);
int gc =geom.size();
- DVector<Vector3>::Write w = geom.write();
+ PoolVector<Vector3>::Write w = geom.write();
surfaces[i].aabb.pos-=ofs;
for(int i=0;i<gc;i++) {
@@ -691,7 +691,7 @@ void Mesh::center_geometry() {
w[i]-=ofs;
}
- w = DVector<Vector3>::Write();
+ w = PoolVector<Vector3>::Write();
surface_set_array(i,ARRAY_VERTEX,geom);
@@ -752,9 +752,9 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
if (facecount==0 || (facecount%3)!=0)
return triangle_mesh;
- DVector<Vector3> faces;
+ PoolVector<Vector3> faces;
faces.resize(facecount);
- DVector<Vector3>::Write facesw=faces.write();
+ PoolVector<Vector3>::Write facesw=faces.write();
int widx=0;
@@ -766,14 +766,14 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
Array a = surface_get_arrays(i);
int vc = surface_get_array_len(i);
- DVector<Vector3> vertices = a[ARRAY_VERTEX];
- DVector<Vector3>::Read vr=vertices.read();
+ PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
+ PoolVector<Vector3>::Read vr=vertices.read();
if (surface_get_format(i)&ARRAY_FORMAT_INDEX) {
int ic=surface_get_array_index_len(i);
- DVector<int> indices = a[ARRAY_INDEX];
- DVector<int>::Read ir = indices.read();
+ PoolVector<int> indices = a[ARRAY_INDEX];
+ PoolVector<int>::Read ir = indices.read();
for(int i=0;i<ic;i++) {
int index = ir[i];
@@ -788,7 +788,7 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
}
- facesw=DVector<Vector3>::Write();
+ facesw=PoolVector<Vector3>::Write();
triangle_mesh = Ref<TriangleMesh>( memnew( TriangleMesh ));
@@ -814,7 +814,7 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
if (i==0) {
arrays=a;
- DVector<Vector3> v=a[ARRAY_VERTEX];
+ PoolVector<Vector3> v=a[ARRAY_VERTEX];
index_accum+=v.size();
} else {
@@ -831,8 +831,8 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
case ARRAY_VERTEX:
case ARRAY_NORMAL: {
- DVector<Vector3> dst = arrays[j];
- DVector<Vector3> src = a[j];
+ PoolVector<Vector3> dst = arrays[j];
+ PoolVector<Vector3> src = a[j];
if (j==ARRAY_VERTEX)
vcount=src.size();
if (dst.size()==0 || src.size()==0) {
@@ -846,8 +846,8 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
case ARRAY_BONES:
case ARRAY_WEIGHTS: {
- DVector<real_t> dst = arrays[j];
- DVector<real_t> src = a[j];
+ PoolVector<real_t> dst = arrays[j];
+ PoolVector<real_t> src = a[j];
if (dst.size()==0 || src.size()==0) {
arrays[j]=Variant();
continue;
@@ -857,8 +857,8 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
} break;
case ARRAY_COLOR: {
- DVector<Color> dst = arrays[j];
- DVector<Color> src = a[j];
+ PoolVector<Color> dst = arrays[j];
+ PoolVector<Color> src = a[j];
if (dst.size()==0 || src.size()==0) {
arrays[j]=Variant();
continue;
@@ -869,8 +869,8 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
} break;
case ARRAY_TEX_UV:
case ARRAY_TEX_UV2: {
- DVector<Vector2> dst = arrays[j];
- DVector<Vector2> src = a[j];
+ PoolVector<Vector2> dst = arrays[j];
+ PoolVector<Vector2> src = a[j];
if (dst.size()==0 || src.size()==0) {
arrays[j]=Variant();
continue;
@@ -880,15 +880,15 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
} break;
case ARRAY_INDEX: {
- DVector<int> dst = arrays[j];
- DVector<int> src = a[j];
+ PoolVector<int> dst = arrays[j];
+ PoolVector<int> src = a[j];
if (dst.size()==0 || src.size()==0) {
arrays[j]=Variant();
continue;
}
{
int ss = src.size();
- DVector<int>::Write w = src.write();
+ PoolVector<int>::Write w = src.write();
for(int k=0;k<ss;k++) {
w[k]+=index_accum;
}
@@ -906,13 +906,13 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
}
{
- DVector<int>::Write ir;
- DVector<int> indices =arrays[ARRAY_INDEX];
+ PoolVector<int>::Write ir;
+ PoolVector<int> indices =arrays[ARRAY_INDEX];
bool has_indices=false;
- DVector<Vector3> vertices =arrays[ARRAY_VERTEX];
+ PoolVector<Vector3> vertices =arrays[ARRAY_VERTEX];
int vc = vertices.size();
ERR_FAIL_COND_V(!vc,Ref<Mesh>());
- DVector<Vector3>::Write r=vertices.write();
+ PoolVector<Vector3>::Write r=vertices.write();
if (indices.size()) {
@@ -977,14 +977,14 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
r[i]=t;
}
- r = DVector<Vector3>::Write();
+ r = PoolVector<Vector3>::Write();
arrays[ARRAY_VERTEX]=vertices;
if (!has_indices) {
- DVector<int> new_indices;
+ PoolVector<int> new_indices;
new_indices.resize(vertices.size());
- DVector<int>::Write iw = new_indices.write();
+ PoolVector<int>::Write iw = new_indices.write();
for(int j=0;j<vc2;j+=3) {
@@ -993,7 +993,7 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
iw[j+2]=j+1;
}
- iw=DVector<int>::Write();
+ iw=PoolVector<int>::Write();
arrays[ARRAY_INDEX]=new_indices;
} else {
@@ -1002,7 +1002,7 @@ Ref<Mesh> Mesh::create_outline(float p_margin) const {
SWAP(ir[j+1],ir[j+2]);
}
- ir=DVector<int>::Write();
+ ir=PoolVector<int>::Write();
arrays[ARRAY_INDEX]=indices;
}