diff options
Diffstat (limited to 'scene/resources/primitive_meshes.cpp')
-rw-r--r-- | scene/resources/primitive_meshes.cpp | 96 |
1 files changed, 23 insertions, 73 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp index 06e181cb99..ba6c4591c9 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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 */ @@ -214,7 +214,7 @@ void PrimitiveMesh::set_material(const Ref<Material> &p_material) { if (!pending_request) { // just apply it, else it'll happen when _update is called. RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); - _change_notify(); + notify_property_list_changed(); emit_changed(); }; } @@ -247,18 +247,7 @@ bool PrimitiveMesh::get_flip_faces() const { } PrimitiveMesh::PrimitiveMesh() { - flip_faces = false; - // defaults mesh = RenderingServer::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 - pending_request = true; - - array_len = 0; - index_array_len = 0; } PrimitiveMesh::~PrimitiveMesh() { @@ -304,8 +293,8 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { u = i; u /= radial_segments; - x = -sin(u * (Math_PI * 2.0)); - z = cos(u * (Math_PI * 2.0)); + x = -sin(u * Math_TAU); + z = cos(u * Math_TAU); Vector3 p = Vector3(x * radius * w, y, -z * radius * w); points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0)); @@ -343,8 +332,8 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { u = i; u /= radial_segments; - x = -sin(u * (Math_PI * 2.0)); - z = cos(u * (Math_PI * 2.0)); + x = -sin(u * Math_TAU); + z = cos(u * Math_TAU); Vector3 p = Vector3(x * radius, y, -z * radius); points.push_back(p); @@ -383,8 +372,8 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { float u2 = i; u2 /= radial_segments; - x = -sin(u2 * (Math_PI * 2.0)); - z = cos(u2 * (Math_PI * 2.0)); + x = -sin(u2 * Math_TAU); + z = cos(u2 * Math_TAU); Vector3 p = Vector3(x * radius * w, y, -z * radius * w); points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0)); @@ -468,13 +457,7 @@ int CapsuleMesh::get_rings() const { return rings; } -CapsuleMesh::CapsuleMesh() { - // defaults - radius = 1.0; - mid_height = 1.0; - radial_segments = 64; - rings = 8; -} +CapsuleMesh::CapsuleMesh() {} /** BoxMesh @@ -725,13 +708,7 @@ int BoxMesh::get_subdivide_depth() const { return subdivide_d; } -BoxMesh::BoxMesh() { - // defaults - size = Vector3(2.0, 2.0, 2.0); - subdivide_w = 0; - subdivide_h = 0; - subdivide_d = 0; -} +BoxMesh::BoxMesh() {} /** CylinderMesh @@ -769,8 +746,8 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const { u = i; u /= radial_segments; - x = sin(u * (Math_PI * 2.0)); - z = cos(u * (Math_PI * 2.0)); + x = sin(u * Math_TAU); + z = cos(u * Math_TAU); Vector3 p = Vector3(x * radius, y, z * radius); points.push_back(p); @@ -809,8 +786,8 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const { float r = i; r /= radial_segments; - x = sin(r * (Math_PI * 2.0)); - z = cos(r * (Math_PI * 2.0)); + x = sin(r * Math_TAU); + z = cos(r * Math_TAU); u = ((x + 1.0) * 0.25); v = 0.5 + ((z + 1.0) * 0.25); @@ -845,8 +822,8 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const { float r = i; r /= radial_segments; - x = sin(r * (Math_PI * 2.0)); - z = cos(r * (Math_PI * 2.0)); + x = sin(r * Math_TAU); + z = cos(r * Math_TAU); u = 0.5 + ((x + 1.0) * 0.25); v = 1.0 - ((z + 1.0) * 0.25); @@ -938,14 +915,7 @@ 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; -} +CylinderMesh::CylinderMesh() {} /** PlaneMesh @@ -1053,12 +1023,7 @@ int PlaneMesh::get_subdivide_depth() const { return subdivide_d; } -PlaneMesh::PlaneMesh() { - // defaults - size = Size2(2.0, 2.0); - subdivide_w = 0; - subdivide_d = 0; -} +PlaneMesh::PlaneMesh() {} /** PrismMesh @@ -1338,14 +1303,7 @@ 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; -} +PrismMesh::PrismMesh() {} /** QuadMesh @@ -1409,7 +1367,6 @@ void QuadMesh::_bind_methods() { QuadMesh::QuadMesh() { primitive_type = PRIMITIVE_TRIANGLES; - size = Size2(1.0, 1.0); } void QuadMesh::set_size(const Size2 &p_size) { @@ -1458,8 +1415,8 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const { float u = i; u /= radial_segments; - x = sin(u * (Math_PI * 2.0)); - z = cos(u * (Math_PI * 2.0)); + x = sin(u * Math_TAU); + z = cos(u * Math_TAU); if (is_hemisphere && y < 0.0) { points.push_back(Vector3(x * radius * w, 0.0, z * radius * w)); @@ -1561,14 +1518,7 @@ 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; -} +SphereMesh::SphereMesh() {} /** PointMesh |