diff options
Diffstat (limited to 'scene/resources/primitive_meshes.cpp')
-rw-r--r-- | scene/resources/primitive_meshes.cpp | 80 |
1 files changed, 46 insertions, 34 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp index d4221dcb3f..81cfd0e5f0 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -53,7 +53,15 @@ void PrimitiveMesh::_update() { emit_changed(); } -void PrimitiveMesh::_queue_update() { +void PrimitiveMesh::_queue_update(bool p_first_mesh) { + + if (first_mesh && p_first_mesh) { + first_mesh = false; + cache_is_dirty = true; + _update(); + return; + } + if (!cache_is_dirty) { cache_is_dirty = true; call_deferred("_update"); @@ -145,6 +153,7 @@ PrimitiveMesh::PrimitiveMesh() { // make sure we do an update after we've finished constructing our object cache_is_dirty = false; + first_mesh = true; _queue_update(); } @@ -162,7 +171,9 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) { float onethird = 1.0 / 3.0; float twothirds = 2.0 / 3.0; - set_aabb(Rect3(Vector3(-radius, (mid_height * -0.5) - radius, -radius), Vector3(radius * 2.0, mid_height + (2.0 * radius), radius * 2.0))); + // note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom + + set_aabb(Rect3(Vector3(-radius, -radius, (mid_height * -0.5) - radius), Vector3(radius * 2.0, radius * 2.0, mid_height + (2.0 * radius)))); PoolVector<Vector3> points; PoolVector<Vector3> normals; @@ -186,19 +197,19 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) { v /= (rings + 1); w = sin(0.5 * Math_PI * v); - y = radius * cos(0.5 * Math_PI * v); + z = 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)); - z = cos(u * (Math_PI * 2.0)); + y = -cos(u * (Math_PI * 2.0)); - Vector3 p = Vector3(x * radius * w, y, z * radius * w); - points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0)); + Vector3 p = Vector3(x * radius * w, y * radius * w, z); + points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height)); normals.push_back(p.normalized()); - ADD_TANGENT(-z, 0.0, x, -1.0) + ADD_TANGENT(y, -x, 0.0, -1.0) uvs.push_back(Vector2(u, v * onethird)); point++; @@ -224,20 +235,20 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) { v = j; v /= (rings + 1); - y = mid_height * v; - y = (mid_height * 0.5) - y; + z = mid_height * v; + z = (mid_height * 0.5) - z; for (i = 0; i <= radial_segments; i++) { u = i; u /= radial_segments; x = sin(u * (Math_PI * 2.0)); - z = cos(u * (Math_PI * 2.0)); + y = -cos(u * (Math_PI * 2.0)); - Vector3 p = Vector3(x * radius, y, z * radius); + Vector3 p = Vector3(x * radius, y * radius, z); points.push_back(p); - normals.push_back(Vector3(x, 0.0, z)); - ADD_TANGENT(-z, 0.0, x, -1.0) + normals.push_back(Vector3(x, y, 0.0)); + ADD_TANGENT(y, -x, 0.0, -1.0) uvs.push_back(Vector2(u, onethird + (v * onethird))); point++; @@ -266,19 +277,19 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) { v /= (rings + 1); v += 1.0; w = sin(0.5 * Math_PI * v); - y = radius * cos(0.5 * Math_PI * v); + z = radius * cos(0.5 * Math_PI * v); for (i = 0; i <= radial_segments; i++) { float u = i; u /= radial_segments; x = sin(u * (Math_PI * 2.0)); - z = cos(u * (Math_PI * 2.0)); + y = -cos(u * (Math_PI * 2.0)); - Vector3 p = Vector3(x * radius * w, y, z * radius * w); - points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0)); + Vector3 p = Vector3(x * radius * w, y * radius * w, z); + points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height)); normals.push_back(p.normalized()); - ADD_TANGENT(-z, 0.0, x, -1.0) + ADD_TANGENT(y, -x, 0.0, -1.0) uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird))); point++; @@ -350,7 +361,7 @@ int CapsuleMesh::get_radial_segments() const { void CapsuleMesh::set_rings(const int p_rings) { rings = p_rings > 1 ? p_rings : 1; - _queue_update(); + _queue_update(true); //last property set, force update mesh } int CapsuleMesh::get_rings() const { @@ -359,8 +370,8 @@ int CapsuleMesh::get_rings() const { CapsuleMesh::CapsuleMesh() { // defaults - radius = 0.5; - mid_height = 0.5; + radius = 1.0; + mid_height = 1.0; radial_segments = 64; rings = 8; } @@ -608,7 +619,7 @@ int CubeMesh::get_subdivide_height() const { void CubeMesh::set_subdivide_depth(const int p_subdivide) { subdivide_d = p_subdivide > 0 ? p_subdivide : 0; - _queue_update(); + _queue_update(true); //last property set, force update mesh } int CubeMesh::get_subdivide_depth() const { @@ -617,7 +628,7 @@ int CubeMesh::get_subdivide_depth() const { CubeMesh::CubeMesh() { // defaults - size = Vector3(1.0, 1.0, 1.0); + size = Vector3(2.0, 2.0, 2.0); subdivide_w = 0; subdivide_h = 0; subdivide_d = 0; @@ -825,7 +836,7 @@ int CylinderMesh::get_radial_segments() const { void CylinderMesh::set_rings(const int p_rings) { rings = p_rings > 0 ? p_rings : 0; - _queue_update(); + _queue_update(true); //last property set, force update mesh } int CylinderMesh::get_rings() const { @@ -834,9 +845,9 @@ int CylinderMesh::get_rings() const { CylinderMesh::CylinderMesh() { // defaults - top_radius = 0.5; - bottom_radius = 0.5; - height = 1.0; + top_radius = 1.0; + bottom_radius = 1.0; + height = 2.0; radial_segments = 64; rings = 4; } @@ -942,7 +953,7 @@ int PlaneMesh::get_subdivide_width() const { void PlaneMesh::set_subdivide_depth(const int p_subdivide) { subdivide_d = p_subdivide > 0 ? p_subdivide : 0; - _queue_update(); + _queue_update(true); //last property set, force update mesh } int PlaneMesh::get_subdivide_depth() const { @@ -951,7 +962,7 @@ int PlaneMesh::get_subdivide_depth() const { PlaneMesh::PlaneMesh() { // defaults - size = Size2(1.0, 1.0); + size = Size2(2.0, 2.0); subdivide_w = 0; subdivide_d = 0; } @@ -1232,7 +1243,7 @@ int PrismMesh::get_subdivide_height() const { void PrismMesh::set_subdivide_depth(const int p_divisions) { subdivide_d = p_divisions > 0 ? p_divisions : 0; - _queue_update(); + _queue_update(true); //last property set, force update mesh } int PrismMesh::get_subdivide_depth() const { @@ -1242,7 +1253,7 @@ int PrismMesh::get_subdivide_depth() const { PrismMesh::PrismMesh() { // defaults left_to_right = 0.5; - size = Vector3(1.0, 1.0, 1.0); + size = Vector3(2.0, 2.0, 2.0); subdivide_w = 0; subdivide_h = 0; subdivide_d = 0; @@ -1301,6 +1312,7 @@ void QuadMesh::_bind_methods() { QuadMesh::QuadMesh() { primitive_type = PRIMITIVE_TRIANGLE_FAN; + _queue_update(true); } /** @@ -1437,7 +1449,7 @@ int SphereMesh::get_rings() const { void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) { is_hemisphere = p_is_hemisphere; - _queue_update(); + _queue_update(true); //last property set, force update mesh } bool SphereMesh::get_is_hemisphere() const { @@ -1446,8 +1458,8 @@ bool SphereMesh::get_is_hemisphere() const { SphereMesh::SphereMesh() { // defaults - radius = 0.5; - height = 1.0; + radius = 1.0; + height = 2.0; radial_segments = 64; rings = 32; is_hemisphere = false; |