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-rw-r--r--scene/resources/primitive_meshes.cpp74
1 files changed, 37 insertions, 37 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 8d9c5f07b2..398bce0602 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 */
@@ -148,7 +148,7 @@ Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const {
uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, 1, 0);
- return RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX | RS::ARRAY_COMPRESS_DEFAULT;
+ return RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX;
}
Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
@@ -304,8 +304,8 @@ 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 +343,8 @@ 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 +383,8 @@ 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));
@@ -477,10 +477,10 @@ CapsuleMesh::CapsuleMesh() {
}
/**
- CubeMesh
+ BoxMesh
*/
-void CubeMesh::_create_mesh_array(Array &p_arr) const {
+void BoxMesh::_create_mesh_array(Array &p_arr) const {
int i, j, prevrow, thisrow, point;
float x, y, z;
float onethird = 1.0 / 3.0;
@@ -672,16 +672,16 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
p_arr[RS::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);
+void BoxMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxMesh::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &BoxMesh::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", "divisions"), &CubeMesh::set_subdivide_height);
- ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height);
- ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &CubeMesh::set_subdivide_depth);
- ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth);
+ ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &BoxMesh::set_subdivide_width);
+ ClassDB::bind_method(D_METHOD("get_subdivide_width"), &BoxMesh::get_subdivide_width);
+ ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &BoxMesh::set_subdivide_height);
+ ClassDB::bind_method(D_METHOD("get_subdivide_height"), &BoxMesh::get_subdivide_height);
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &BoxMesh::set_subdivide_depth);
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &BoxMesh::get_subdivide_depth);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
@@ -689,43 +689,43 @@ void CubeMesh::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
}
-void CubeMesh::set_size(const Vector3 &p_size) {
+void BoxMesh::set_size(const Vector3 &p_size) {
size = p_size;
_request_update();
}
-Vector3 CubeMesh::get_size() const {
+Vector3 BoxMesh::get_size() const {
return size;
}
-void CubeMesh::set_subdivide_width(const int p_divisions) {
+void BoxMesh::set_subdivide_width(const int p_divisions) {
subdivide_w = p_divisions > 0 ? p_divisions : 0;
_request_update();
}
-int CubeMesh::get_subdivide_width() const {
+int BoxMesh::get_subdivide_width() const {
return subdivide_w;
}
-void CubeMesh::set_subdivide_height(const int p_divisions) {
+void BoxMesh::set_subdivide_height(const int p_divisions) {
subdivide_h = p_divisions > 0 ? p_divisions : 0;
_request_update();
}
-int CubeMesh::get_subdivide_height() const {
+int BoxMesh::get_subdivide_height() const {
return subdivide_h;
}
-void CubeMesh::set_subdivide_depth(const int p_divisions) {
+void BoxMesh::set_subdivide_depth(const int p_divisions) {
subdivide_d = p_divisions > 0 ? p_divisions : 0;
_request_update();
}
-int CubeMesh::get_subdivide_depth() const {
+int BoxMesh::get_subdivide_depth() const {
return subdivide_d;
}
-CubeMesh::CubeMesh() {
+BoxMesh::BoxMesh() {
// defaults
size = Vector3(2.0, 2.0, 2.0);
subdivide_w = 0;
@@ -769,8 +769,8 @@ 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 +809,8 @@ 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 +845,8 @@ 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);
@@ -1458,8 +1458,8 @@ 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));