diff options
Diffstat (limited to 'scene/resources/primitive_meshes.cpp')
-rw-r--r-- | scene/resources/primitive_meshes.cpp | 277 |
1 files changed, 137 insertions, 140 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp index 74df72619a..8d9c5f07b2 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -29,42 +29,42 @@ /*************************************************************************/ #include "primitive_meshes.h" -#include "servers/visual_server.h" +#include "servers/rendering_server.h" /** PrimitiveMesh */ void PrimitiveMesh::_update() const { - Array arr; - arr.resize(VS::ARRAY_MAX); + arr.resize(RS::ARRAY_MAX); _create_mesh_array(arr); - PoolVector<Vector3> points = arr[VS::ARRAY_VERTEX]; + Vector<Vector3> points = arr[RS::ARRAY_VERTEX]; aabb = AABB(); int pc = points.size(); ERR_FAIL_COND(pc == 0); { - - PoolVector<Vector3>::Read r = points.read(); + const Vector3 *r = points.ptr(); for (int i = 0; i < pc; i++) { - if (i == 0) + if (i == 0) { aabb.position = r[i]; - else + } else { aabb.expand_to(r[i]); + } } } + Vector<int> indices = arr[RS::ARRAY_INDEX]; + if (flip_faces) { - PoolVector<Vector3> normals = arr[VS::ARRAY_NORMAL]; - PoolVector<int> indices = arr[VS::ARRAY_INDEX]; - if (normals.size() && indices.size()) { + Vector<Vector3> normals = arr[RS::ARRAY_NORMAL]; + if (normals.size() && indices.size()) { { int nc = normals.size(); - PoolVector<Vector3>::Write w = normals.write(); + Vector3 *w = normals.ptrw(); for (int i = 0; i < nc; i++) { w[i] = -w[i]; } @@ -72,20 +72,22 @@ void PrimitiveMesh::_update() const { { int ic = indices.size(); - PoolVector<int>::Write w = indices.write(); + int *w = indices.ptrw(); for (int i = 0; i < ic; i += 3) { SWAP(w[i + 0], w[i + 1]); } } - arr[VS::ARRAY_NORMAL] = normals; - arr[VS::ARRAY_INDEX] = indices; + arr[RS::ARRAY_NORMAL] = normals; + arr[RS::ARRAY_INDEX] = indices; } } + array_len = pc; + index_array_len = indices.size(); // in with the new - VisualServer::get_singleton()->mesh_clear(mesh); - VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr); - VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); + RenderingServer::get_singleton()->mesh_clear(mesh); + RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (RenderingServer::PrimitiveType)primitive_type, arr); + RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); pending_request = false; @@ -95,9 +97,9 @@ void PrimitiveMesh::_update() const { } void PrimitiveMesh::_request_update() { - - if (pending_request) + if (pending_request) { return; + } _update(); } @@ -114,7 +116,7 @@ int PrimitiveMesh::surface_get_array_len(int p_idx) const { _update(); } - return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0); + return array_len; } int PrimitiveMesh::surface_get_array_index_len(int p_idx) const { @@ -123,7 +125,7 @@ int PrimitiveMesh::surface_get_array_index_len(int p_idx) const { _update(); } - return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0); + return index_array_len; } Array PrimitiveMesh::surface_get_arrays(int p_surface) const { @@ -132,25 +134,21 @@ Array PrimitiveMesh::surface_get_arrays(int p_surface) const { _update(); } - return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0); + return RenderingServer::get_singleton()->mesh_surface_get_arrays(mesh, 0); } -Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const { - ERR_FAIL_INDEX_V(p_surface, 1, Array()); - if (pending_request) { - _update(); - } +Dictionary PrimitiveMesh::surface_get_lods(int p_surface) const { + return Dictionary(); //not really supported +} - return Array(); +Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const { + return Array(); //not really supported } uint32_t PrimitiveMesh::surface_get_format(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, 1, 0); - if (pending_request) { - _update(); - } - return VisualServer::get_singleton()->mesh_surface_get_format(mesh, 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; } Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const { @@ -164,7 +162,7 @@ void PrimitiveMesh::surface_set_material(int p_idx, const Ref<Material> &p_mater } Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const { - ERR_FAIL_INDEX_V(p_idx, 1, NULL); + ERR_FAIL_INDEX_V(p_idx, 1, nullptr); return material; } @@ -206,7 +204,7 @@ void PrimitiveMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &PrimitiveMesh::set_flip_faces); ClassDB::bind_method(D_METHOD("get_flip_faces"), &PrimitiveMesh::get_flip_faces); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D"), "set_material", "get_material"); ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces"); } @@ -215,7 +213,7 @@ void PrimitiveMesh::set_material(const Ref<Material> &p_material) { material = p_material; if (!pending_request) { // just apply it, else it'll happen when _update is called. - VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); + RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); _change_notify(); emit_changed(); }; @@ -230,14 +228,12 @@ Array PrimitiveMesh::get_mesh_arrays() const { } void PrimitiveMesh::set_custom_aabb(const AABB &p_custom) { - custom_aabb = p_custom; - VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb); + RS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb); emit_changed(); } AABB PrimitiveMesh::get_custom_aabb() const { - return custom_aabb; } @@ -251,20 +247,22 @@ bool PrimitiveMesh::get_flip_faces() const { } PrimitiveMesh::PrimitiveMesh() { - flip_faces = false; // defaults - mesh = VisualServer::get_singleton()->mesh_create(); + 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() { - VisualServer::get_singleton()->free(mesh); + RenderingServer::get_singleton()->free(mesh); } /** @@ -279,11 +277,11 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { // note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom - PoolVector<Vector3> points; - PoolVector<Vector3> normals; - PoolVector<float> tangents; - PoolVector<Vector2> uvs; - PoolVector<int> indices; + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<int> indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ @@ -300,19 +298,19 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { v /= (rings + 1); w = sin(0.5 * Math_PI * v); - z = radius * cos(0.5 * Math_PI * v); + y = radius * cos(0.5 * Math_PI * v); for (i = 0; i <= radial_segments; i++) { u = i; u /= radial_segments; - x = sin(u * (Math_PI * 2.0)); - y = -cos(u * (Math_PI * 2.0)); + x = -sin(u * (Math_PI * 2.0)); + z = cos(u * (Math_PI * 2.0)); - Vector3 p = Vector3(x * radius * w, y * radius * w, z); - points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height)); + Vector3 p = Vector3(x * radius * w, y, -z * radius * w); + points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0)); normals.push_back(p.normalized()); - ADD_TANGENT(-y, x, 0.0, 1.0) + ADD_TANGENT(z, 0.0, x, 1.0) uvs.push_back(Vector2(u, v * onethird)); point++; @@ -338,20 +336,20 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { v = j; v /= (rings + 1); - z = mid_height * v; - z = (mid_height * 0.5) - z; + y = mid_height * v; + y = (mid_height * 0.5) - y; for (i = 0; i <= radial_segments; i++) { u = i; u /= radial_segments; - x = sin(u * (Math_PI * 2.0)); - y = -cos(u * (Math_PI * 2.0)); + x = -sin(u * (Math_PI * 2.0)); + z = cos(u * (Math_PI * 2.0)); - Vector3 p = Vector3(x * radius, y * radius, z); + Vector3 p = Vector3(x * radius, y, -z * radius); points.push_back(p); - normals.push_back(Vector3(x, y, 0.0)); - ADD_TANGENT(-y, x, 0.0, 1.0) + normals.push_back(Vector3(x, 0.0, -z)); + ADD_TANGENT(z, 0.0, x, 1.0) uvs.push_back(Vector2(u, onethird + (v * onethird))); point++; @@ -379,19 +377,19 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { v /= (rings + 1); v += 1.0; w = sin(0.5 * Math_PI * v); - z = radius * cos(0.5 * Math_PI * v); + y = radius * cos(0.5 * Math_PI * v); for (i = 0; i <= radial_segments; i++) { float u2 = i; u2 /= radial_segments; - x = sin(u2 * (Math_PI * 2.0)); - y = -cos(u2 * (Math_PI * 2.0)); + x = -sin(u2 * (Math_PI * 2.0)); + z = cos(u2 * (Math_PI * 2.0)); - Vector3 p = Vector3(x * radius * w, y * radius * w, z); - points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height)); + Vector3 p = Vector3(x * radius * w, y, -z * radius * w); + points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0)); normals.push_back(p.normalized()); - ADD_TANGENT(-y, x, 0.0, 1.0) + ADD_TANGENT(z, 0.0, x, 1.0) uvs.push_back(Vector2(u2, twothirds + ((v - 1.0) * onethird))); point++; @@ -410,11 +408,11 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { thisrow = point; }; - p_arr[VS::ARRAY_VERTEX] = points; - p_arr[VS::ARRAY_NORMAL] = normals; - p_arr[VS::ARRAY_TANGENT] = tangents; - p_arr[VS::ARRAY_TEX_UV] = uvs; - p_arr[VS::ARRAY_INDEX] = indices; + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_INDEX] = indices; } void CapsuleMesh::_bind_methods() { @@ -428,8 +426,8 @@ void CapsuleMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings); ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_mid_height", "get_mid_height"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mid_height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_mid_height", "get_mid_height"); ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments"); ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings"); } @@ -492,11 +490,11 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const { // set our bounding box - PoolVector<Vector3> points; - PoolVector<Vector3> normals; - PoolVector<float> tangents; - PoolVector<Vector2> uvs; - PoolVector<int> indices; + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<int> indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ @@ -667,11 +665,11 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const { thisrow = point; }; - p_arr[VS::ARRAY_VERTEX] = points; - p_arr[VS::ARRAY_NORMAL] = normals; - p_arr[VS::ARRAY_TANGENT] = tangents; - p_arr[VS::ARRAY_TEX_UV] = uvs; - p_arr[VS::ARRAY_INDEX] = indices; + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_INDEX] = indices; } void CubeMesh::_bind_methods() { @@ -743,11 +741,11 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const { int i, j, prevrow, thisrow, point; float x, y, z, u, v, radius; - PoolVector<Vector3> points; - PoolVector<Vector3> normals; - PoolVector<float> tangents; - PoolVector<Vector2> uvs; - PoolVector<int> indices; + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<int> indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ @@ -868,11 +866,11 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const { }; }; - p_arr[VS::ARRAY_VERTEX] = points; - p_arr[VS::ARRAY_NORMAL] = normals; - p_arr[VS::ARRAY_TANGENT] = tangents; - p_arr[VS::ARRAY_TEX_UV] = uvs; - p_arr[VS::ARRAY_INDEX] = indices; + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_INDEX] = indices; } void CylinderMesh::_bind_methods() { @@ -888,9 +886,9 @@ void CylinderMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CylinderMesh::set_rings); ClassDB::bind_method(D_METHOD("get_rings"), &CylinderMesh::get_rings); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "top_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_top_radius", "get_top_radius"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_bottom_radius", "get_bottom_radius"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "top_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_top_radius", "get_top_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bottom_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_bottom_radius", "get_bottom_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments"); ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings"); } @@ -959,11 +957,11 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const { Size2 start_pos = size * -0.5; - PoolVector<Vector3> points; - PoolVector<Vector3> normals; - PoolVector<float> tangents; - PoolVector<Vector2> uvs; - PoolVector<int> indices; + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<int> indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ @@ -1007,11 +1005,11 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const { thisrow = point; }; - p_arr[VS::ARRAY_VERTEX] = points; - p_arr[VS::ARRAY_NORMAL] = normals; - p_arr[VS::ARRAY_TANGENT] = tangents; - p_arr[VS::ARRAY_TEX_UV] = uvs; - p_arr[VS::ARRAY_INDEX] = indices; + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_INDEX] = indices; } void PlaneMesh::_bind_methods() { @@ -1076,11 +1074,11 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const { // set our bounding box - PoolVector<Vector3> points; - PoolVector<Vector3> normals; - PoolVector<float> tangents; - PoolVector<Vector2> uvs; - PoolVector<int> indices; + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<int> indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ @@ -1267,11 +1265,11 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const { thisrow = point; }; - p_arr[VS::ARRAY_VERTEX] = points; - p_arr[VS::ARRAY_NORMAL] = normals; - p_arr[VS::ARRAY_TANGENT] = tangents; - p_arr[VS::ARRAY_TEX_UV] = uvs; - p_arr[VS::ARRAY_INDEX] = indices; + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_INDEX] = indices; } void PrismMesh::_bind_methods() { @@ -1288,7 +1286,7 @@ void PrismMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_subdivide_depth", "segments"), &PrismMesh::set_subdivide_depth); ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right"); 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"); ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height"); @@ -1354,10 +1352,10 @@ PrismMesh::PrismMesh() { */ void QuadMesh::_create_mesh_array(Array &p_arr) const { - PoolVector<Vector3> faces; - PoolVector<Vector3> normals; - PoolVector<float> tangents; - PoolVector<Vector2> uvs; + Vector<Vector3> faces; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; faces.resize(6); normals.resize(6); @@ -1379,7 +1377,6 @@ void QuadMesh::_create_mesh_array(Array &p_arr) const { }; for (int i = 0; i < 6; i++) { - int j = indices[i]; faces.set(i, quad_faces[j]); normals.set(i, Vector3(0, 0, 1)); @@ -1398,10 +1395,10 @@ void QuadMesh::_create_mesh_array(Array &p_arr) const { uvs.set(i, quad_uv[j]); } - p_arr[VS::ARRAY_VERTEX] = faces; - p_arr[VS::ARRAY_NORMAL] = normals; - p_arr[VS::ARRAY_TANGENT] = tangents; - p_arr[VS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_VERTEX] = faces; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; } void QuadMesh::_bind_methods() { @@ -1434,11 +1431,11 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const { // set our bounding box - PoolVector<Vector3> points; - PoolVector<Vector3> normals; - PoolVector<float> tangents; - PoolVector<Vector2> uvs; - PoolVector<int> indices; + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<int> indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ @@ -1491,11 +1488,11 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const { thisrow = point; }; - p_arr[VS::ARRAY_VERTEX] = points; - p_arr[VS::ARRAY_NORMAL] = normals; - p_arr[VS::ARRAY_TANGENT] = tangents; - p_arr[VS::ARRAY_TEX_UV] = uvs; - p_arr[VS::ARRAY_INDEX] = indices; + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_INDEX] = indices; } void SphereMesh::_bind_methods() { @@ -1512,8 +1509,8 @@ void SphereMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_is_hemisphere", "is_hemisphere"), &SphereMesh::set_is_hemisphere); ClassDB::bind_method(D_METHOD("get_is_hemisphere"), &SphereMesh::get_is_hemisphere); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius"); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments"); ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_hemisphere"), "set_is_hemisphere", "get_is_hemisphere"); @@ -1578,11 +1575,11 @@ SphereMesh::SphereMesh() { */ void PointMesh::_create_mesh_array(Array &p_arr) const { - PoolVector<Vector3> faces; + Vector<Vector3> faces; faces.resize(1); faces.set(0, Vector3(0.0, 0.0, 0.0)); - p_arr[VS::ARRAY_VERTEX] = faces; + p_arr[RS::ARRAY_VERTEX] = faces; } PointMesh::PointMesh() { |