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-rw-r--r--scene/resources/primitive_meshes.cpp1249
1 files changed, 881 insertions, 368 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index f038a79b8f..4c6d533c72 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -30,12 +30,16 @@
#include "primitive_meshes.h"
+#include "core/config/project_settings.h"
#include "core/core_string_names.h"
#include "scene/resources/theme.h"
+#include "scene/theme/theme_db.h"
#include "servers/rendering_server.h"
#include "thirdparty/misc/clipper.hpp"
#include "thirdparty/misc/polypartition.h"
+#define PADDING_REF_SIZE 1024.0
+
/**
PrimitiveMesh
*/
@@ -93,6 +97,26 @@ void PrimitiveMesh::_update() const {
}
}
+ if (add_uv2) {
+ // _create_mesh_array should populate our UV2, this is a fallback in case it doesn't.
+ // As we don't know anything about the geometry we only pad the right and bottom edge
+ // of our texture.
+ Vector<Vector2> uv = arr[RS::ARRAY_TEX_UV];
+ Vector<Vector2> uv2 = arr[RS::ARRAY_TEX_UV2];
+
+ if (uv.size() > 0 && uv2.size() == 0) {
+ Vector2 uv2_scale = get_uv2_scale();
+ uv2.resize(uv.size());
+
+ Vector2 *uv2w = uv2.ptrw();
+ for (int i = 0; i < uv.size(); i++) {
+ uv2w[i] = uv[i] * uv2_scale;
+ }
+ }
+
+ arr[RS::ARRAY_TEX_UV2] = uv2;
+ }
+
array_len = pc;
index_array_len = indices.size();
// in with the new
@@ -152,14 +176,19 @@ Dictionary PrimitiveMesh::surface_get_lods(int p_surface) const {
return Dictionary(); //not really supported
}
-Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const {
- return Array(); //not really supported
+TypedArray<Array> PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const {
+ return TypedArray<Array>(); //not really supported
}
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;
+ uint32_t mesh_format = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX;
+ if (add_uv2) {
+ mesh_format |= RS::ARRAY_FORMAT_TEX_UV2;
+ }
+
+ return mesh_format;
}
Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
@@ -218,9 +247,17 @@ 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);
+ ClassDB::bind_method(D_METHOD("set_add_uv2", "add_uv2"), &PrimitiveMesh::set_add_uv2);
+ ClassDB::bind_method(D_METHOD("get_add_uv2"), &PrimitiveMesh::get_add_uv2);
+
+ ClassDB::bind_method(D_METHOD("set_uv2_padding", "uv2_padding"), &PrimitiveMesh::set_uv2_padding);
+ ClassDB::bind_method(D_METHOD("get_uv2_padding"), &PrimitiveMesh::get_uv2_padding);
+
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_custom_aabb", "get_custom_aabb");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "add_uv2"), "set_add_uv2", "get_add_uv2");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_padding"), "set_uv2_padding", "get_uv2_padding");
GDVIRTUAL_BIND(_create_mesh_array);
}
@@ -232,7 +269,7 @@ void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
notify_property_list_changed();
emit_changed();
- };
+ }
}
Ref<Material> PrimitiveMesh::get_material() const {
@@ -262,6 +299,42 @@ bool PrimitiveMesh::get_flip_faces() const {
return flip_faces;
}
+void PrimitiveMesh::set_add_uv2(bool p_enable) {
+ add_uv2 = p_enable;
+ _update_lightmap_size();
+ _request_update();
+}
+
+void PrimitiveMesh::set_uv2_padding(float p_padding) {
+ uv2_padding = p_padding;
+ _update_lightmap_size();
+ _request_update();
+}
+
+Vector2 PrimitiveMesh::get_uv2_scale(Vector2 p_margin_scale) const {
+ Vector2 uv2_scale;
+ Vector2 lightmap_size = get_lightmap_size_hint();
+
+ // Calculate it as a margin, if no lightmap size hint is given we assume "PADDING_REF_SIZE" as our texture size.
+ uv2_scale.x = p_margin_scale.x * uv2_padding / (lightmap_size.x == 0.0 ? PADDING_REF_SIZE : lightmap_size.x);
+ uv2_scale.y = p_margin_scale.y * uv2_padding / (lightmap_size.y == 0.0 ? PADDING_REF_SIZE : lightmap_size.y);
+
+ // Inverse it to turn our margin into a scale
+ uv2_scale = Vector2(1.0, 1.0) - uv2_scale;
+
+ return uv2_scale;
+}
+
+float PrimitiveMesh::get_lightmap_texel_size() const {
+ float texel_size = GLOBAL_GET("rendering/lightmapping/primitive_meshes/texel_size");
+
+ if (texel_size <= 0.0) {
+ texel_size = 0.2;
+ }
+
+ return texel_size;
+}
+
PrimitiveMesh::PrimitiveMesh() {
mesh = RenderingServer::get_singleton()->mesh_create();
}
@@ -274,22 +347,52 @@ PrimitiveMesh::~PrimitiveMesh() {
CapsuleMesh
*/
+void CapsuleMesh::_update_lightmap_size() {
+ if (get_add_uv2()) {
+ // size must have changed, update lightmap size hint
+ Size2i _lightmap_size_hint;
+ float texel_size = get_lightmap_texel_size();
+ float padding = get_uv2_padding();
+
+ float radial_length = radius * Math_PI * 0.5; // circumference of 90 degree bend
+ float vertical_length = radial_length * 2 + (height - 2.0 * radius); // total vertical length
+
+ _lightmap_size_hint.x = MAX(1.0, 4.0 * radial_length / texel_size) + padding;
+ _lightmap_size_hint.y = MAX(1.0, vertical_length / texel_size) + padding;
+
+ set_lightmap_size_hint(_lightmap_size_hint);
+ }
+}
+
void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
- create_mesh_array(p_arr, radius, height, radial_segments, rings);
+ bool _add_uv2 = get_add_uv2();
+ float texel_size = get_lightmap_texel_size();
+ float _uv2_padding = get_uv2_padding() * texel_size;
+
+ create_mesh_array(p_arr, radius, height, radial_segments, rings, _add_uv2, _uv2_padding);
}
-void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const float height, const int radial_segments, const int rings) {
+void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const float height, const int radial_segments, const int rings, bool p_add_uv2, const float p_uv2_padding) {
int i, j, prevrow, thisrow, point;
float x, y, z, u, v, w;
float onethird = 1.0 / 3.0;
float twothirds = 2.0 / 3.0;
+ // Only used if we calculate UV2
+ float radial_width = 2.0 * radius * Math_PI;
+ float radial_h = radial_width / (radial_width + p_uv2_padding);
+ float radial_length = radius * Math_PI * 0.5; // circumference of 90 degree bend
+ float vertical_length = radial_length * 2 + (height - 2.0 * radius) + p_uv2_padding; // total vertical length
+ float radial_v = radial_length / vertical_length; // v size of top and bottom section
+ float height_v = (height - 2.0 * radius) / vertical_length; // v size of height section
+
// note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom
Vector<Vector3> points;
Vector<Vector3> normals;
Vector<float> tangents;
Vector<Vector2> uvs;
+ Vector<Vector2> uv2s;
Vector<int> indices;
point = 0;
@@ -321,6 +424,9 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
normals.push_back(p.normalized());
ADD_TANGENT(-z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, v * onethird));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(u * radial_h, v * radial_v));
+ }
point++;
if (i > 0 && j > 0) {
@@ -331,12 +437,12 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
indices.push_back(prevrow + i);
indices.push_back(thisrow + i);
indices.push_back(thisrow + i - 1);
- };
- };
+ }
+ }
prevrow = thisrow;
thisrow = point;
- };
+ }
/* cylinder */
thisrow = point;
@@ -360,6 +466,9 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
normals.push_back(Vector3(x, 0.0, -z));
ADD_TANGENT(-z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, onethird + (v * onethird)));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(u * radial_h, radial_v + (v * height_v)));
+ }
point++;
if (i > 0 && j > 0) {
@@ -370,12 +479,12 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
indices.push_back(prevrow + i);
indices.push_back(thisrow + i);
indices.push_back(thisrow + i - 1);
- };
- };
+ }
+ }
prevrow = thisrow;
thisrow = point;
- };
+ }
/* bottom hemisphere */
thisrow = point;
@@ -389,17 +498,20 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
y = radius * cos(0.5 * Math_PI * v);
for (i = 0; i <= radial_segments; i++) {
- float u2 = i;
- u2 /= radial_segments;
+ u = i;
+ u /= radial_segments;
- x = -sin(u2 * Math_TAU);
- z = cos(u2 * Math_TAU);
+ 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 * height + radius, 0.0));
normals.push_back(p.normalized());
ADD_TANGENT(-z, 0.0, -x, 1.0)
- uvs.push_back(Vector2(u2, twothirds + ((v - 1.0) * onethird)));
+ uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(u * radial_h, radial_v + height_v + ((v - 1.0) * radial_v)));
+ }
point++;
if (i > 0 && j > 0) {
@@ -410,17 +522,20 @@ void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const floa
indices.push_back(prevrow + i);
indices.push_back(thisrow + i);
indices.push_back(thisrow + i - 1);
- };
- };
+ }
+ }
prevrow = thisrow;
thisrow = point;
- };
+ }
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;
+ if (p_add_uv2) {
+ p_arr[RS::ARRAY_TEX_UV2] = uv2s;
+ }
p_arr[RS::ARRAY_INDEX] = indices;
}
@@ -449,6 +564,7 @@ void CapsuleMesh::set_radius(const float p_radius) {
if (radius > height * 0.5) {
height = radius * 2.0;
}
+ _update_lightmap_size();
_request_update();
}
@@ -461,6 +577,7 @@ void CapsuleMesh::set_height(const float p_height) {
if (radius > height * 0.5) {
radius = height * 0.5;
}
+ _update_lightmap_size();
_request_update();
}
@@ -492,16 +609,53 @@ CapsuleMesh::CapsuleMesh() {}
BoxMesh
*/
+void BoxMesh::_update_lightmap_size() {
+ if (get_add_uv2()) {
+ // size must have changed, update lightmap size hint
+ Size2i _lightmap_size_hint;
+ float texel_size = get_lightmap_texel_size();
+ float padding = get_uv2_padding();
+
+ float width = (size.x + size.z) / texel_size;
+ float length = (size.y + size.y + MAX(size.x, size.z)) / texel_size;
+
+ _lightmap_size_hint.x = MAX(1.0, width) + 2.0 * padding;
+ _lightmap_size_hint.y = MAX(1.0, length) + 3.0 * padding;
+
+ set_lightmap_size_hint(_lightmap_size_hint);
+ }
+}
+
void BoxMesh::_create_mesh_array(Array &p_arr) const {
- BoxMesh::create_mesh_array(p_arr, size, subdivide_w, subdivide_h, subdivide_d);
+ // Note about padding, with our box each face of the box faces a different direction so we want a seam
+ // around every face. We thus add our padding to the right and bottom of each face.
+ // With 3 faces along the width and 2 along the height of the texture we need to adjust our scale
+ // accordingly.
+ bool _add_uv2 = get_add_uv2();
+ float texel_size = get_lightmap_texel_size();
+ float _uv2_padding = get_uv2_padding() * texel_size;
+
+ BoxMesh::create_mesh_array(p_arr, size, subdivide_w, subdivide_h, subdivide_d, _add_uv2, _uv2_padding);
}
-void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int subdivide_h, int subdivide_d) {
+void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int subdivide_h, int subdivide_d, bool p_add_uv2, const float p_uv2_padding) {
int i, j, prevrow, thisrow, point;
float x, y, z;
float onethird = 1.0 / 3.0;
float twothirds = 2.0 / 3.0;
+ // Only used if we calculate UV2
+ // TODO this could be improved by changing the order depending on which side is the longest (basically the below works best if size.y is the longest)
+ float total_h = (size.x + size.z + (2.0 * p_uv2_padding));
+ float padding_h = p_uv2_padding / total_h;
+ float width_h = size.x / total_h;
+ float depth_h = size.z / total_h;
+ float total_v = (size.y + size.y + MAX(size.x, size.z) + (3.0 * p_uv2_padding));
+ float padding_v = p_uv2_padding / total_v;
+ float width_v = size.x / total_v;
+ float height_v = size.y / total_v;
+ float depth_v = size.z / total_v;
+
Vector3 start_pos = size * -0.5;
// set our bounding box
@@ -510,6 +664,7 @@ void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int
Vector<Vector3> normals;
Vector<float> tangents;
Vector<Vector2> uvs;
+ Vector<Vector2> uv2s;
Vector<int> indices;
point = 0;
@@ -524,18 +679,24 @@ void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int
thisrow = point;
prevrow = 0;
for (j = 0; j <= subdivide_h + 1; j++) {
+ float v = j;
+ float v2 = v / (subdivide_w + 1.0);
+ v /= (2.0 * (subdivide_h + 1.0));
+
x = start_pos.x;
for (i = 0; i <= subdivide_w + 1; i++) {
float u = i;
- float v = j;
+ float u2 = u / (subdivide_w + 1.0);
u /= (3.0 * (subdivide_w + 1.0));
- v /= (2.0 * (subdivide_h + 1.0));
// front
points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
normals.push_back(Vector3(0.0, 0.0, 1.0));
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(u, v));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(u2 * width_h, v2 * height_v));
+ }
point++;
// back
@@ -543,6 +704,9 @@ void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int
normals.push_back(Vector3(0.0, 0.0, -1.0));
ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, v));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(u2 * width_h, height_v + padding_v + (v2 * height_v)));
+ }
point++;
if (i > 0 && j > 0) {
@@ -563,33 +727,39 @@ void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int
indices.push_back(prevrow + i2 + 1);
indices.push_back(thisrow + i2 + 1);
indices.push_back(thisrow + i2 - 1);
- };
+ }
x += size.x / (subdivide_w + 1.0);
- };
+ }
y += size.y / (subdivide_h + 1.0);
prevrow = thisrow;
thisrow = point;
- };
+ }
// left + right
y = start_pos.y;
thisrow = point;
prevrow = 0;
for (j = 0; j <= (subdivide_h + 1); j++) {
+ float v = j;
+ float v2 = v / (subdivide_h + 1.0);
+ v /= (2.0 * (subdivide_h + 1.0));
+
z = start_pos.z;
for (i = 0; i <= (subdivide_d + 1); i++) {
float u = i;
- float v = j;
+ float u2 = u / (subdivide_d + 1.0);
u /= (3.0 * (subdivide_d + 1.0));
- v /= (2.0 * (subdivide_h + 1.0));
// right
points.push_back(Vector3(-start_pos.x, -y, -z));
normals.push_back(Vector3(1.0, 0.0, 0.0));
ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
uvs.push_back(Vector2(onethird + u, v));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(width_h + padding_h + (u2 * depth_h), v2 * height_v));
+ }
point++;
// left
@@ -597,6 +767,9 @@ void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int
normals.push_back(Vector3(-1.0, 0.0, 0.0));
ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
uvs.push_back(Vector2(u, 0.5 + v));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(width_h + padding_h + (u2 * depth_h), height_v + padding_v + (v2 * height_v)));
+ }
point++;
if (i > 0 && j > 0) {
@@ -617,33 +790,39 @@ void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int
indices.push_back(prevrow + i2 + 1);
indices.push_back(thisrow + i2 + 1);
indices.push_back(thisrow + i2 - 1);
- };
+ }
z += size.z / (subdivide_d + 1.0);
- };
+ }
y += size.y / (subdivide_h + 1.0);
prevrow = thisrow;
thisrow = point;
- };
+ }
// top + bottom
z = start_pos.z;
thisrow = point;
prevrow = 0;
for (j = 0; j <= (subdivide_d + 1); j++) {
+ float v = j;
+ float v2 = v / (subdivide_d + 1.0);
+ v /= (2.0 * (subdivide_d + 1.0));
+
x = start_pos.x;
for (i = 0; i <= (subdivide_w + 1); i++) {
float u = i;
- float v = j;
+ float u2 = u / (subdivide_w + 1.0);
u /= (3.0 * (subdivide_w + 1.0));
- v /= (2.0 * (subdivide_d + 1.0));
// top
points.push_back(Vector3(-x, -start_pos.y, -z));
normals.push_back(Vector3(0.0, 1.0, 0.0));
ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(onethird + u, 0.5 + v));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(u2 * width_h, ((height_v + padding_v) * 2.0) + (v2 * depth_v)));
+ }
point++;
// bottom
@@ -651,6 +830,9 @@ void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int
normals.push_back(Vector3(0.0, -1.0, 0.0));
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(width_h + padding_h + (u2 * depth_h), ((height_v + padding_v) * 2.0) + (v2 * width_v)));
+ }
point++;
if (i > 0 && j > 0) {
@@ -671,20 +853,23 @@ void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int
indices.push_back(prevrow + i2 + 1);
indices.push_back(thisrow + i2 + 1);
indices.push_back(thisrow + i2 - 1);
- };
+ }
x += size.x / (subdivide_w + 1.0);
- };
+ }
z += size.z / (subdivide_d + 1.0);
prevrow = thisrow;
thisrow = point;
- };
+ }
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;
+ if (p_add_uv2) {
+ p_arr[RS::ARRAY_TEX_UV2] = uv2s;
+ }
p_arr[RS::ARRAY_INDEX] = indices;
}
@@ -707,6 +892,7 @@ void BoxMesh::_bind_methods() {
void BoxMesh::set_size(const Vector3 &p_size) {
size = p_size;
+ _update_lightmap_size();
_request_update();
}
@@ -747,18 +933,58 @@ BoxMesh::BoxMesh() {}
CylinderMesh
*/
+void CylinderMesh::_update_lightmap_size() {
+ if (get_add_uv2()) {
+ // size must have changed, update lightmap size hint
+ Size2i _lightmap_size_hint;
+ float texel_size = get_lightmap_texel_size();
+ float padding = get_uv2_padding();
+
+ float top_circumference = top_radius * Math_PI * 2.0;
+ float bottom_circumference = bottom_radius * Math_PI * 2.0;
+
+ float _width = MAX(top_circumference, bottom_circumference) / texel_size + padding;
+ _width = MAX(_width, (((top_radius + bottom_radius) / texel_size) + padding) * 2.0); // this is extremely unlikely to be larger, will only happen if padding is larger then our diameter.
+ _lightmap_size_hint.x = MAX(1.0, _width);
+
+ float _height = ((height + (MAX(top_radius, bottom_radius) * 2.0)) / texel_size) + (2.0 * padding);
+
+ _lightmap_size_hint.y = MAX(1.0, _height);
+
+ set_lightmap_size_hint(_lightmap_size_hint);
+ }
+}
+
void CylinderMesh::_create_mesh_array(Array &p_arr) const {
- create_mesh_array(p_arr, top_radius, bottom_radius, height, radial_segments, rings, cap_top, cap_bottom);
+ bool _add_uv2 = get_add_uv2();
+ float texel_size = get_lightmap_texel_size();
+ float _uv2_padding = get_uv2_padding() * texel_size;
+
+ create_mesh_array(p_arr, top_radius, bottom_radius, height, radial_segments, rings, cap_top, cap_bottom, _add_uv2, _uv2_padding);
}
-void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments, int rings, bool cap_top, bool cap_bottom) {
+void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments, int rings, bool cap_top, bool cap_bottom, bool p_add_uv2, const float p_uv2_padding) {
int i, j, prevrow, thisrow, point;
- float x, y, z, u, v, radius;
+ float x, y, z, u, v, radius, radius_h;
+
+ // Only used if we calculate UV2
+ float top_circumference = top_radius * Math_PI * 2.0;
+ float bottom_circumference = bottom_radius * Math_PI * 2.0;
+ float vertical_length = height + MAX(2.0 * top_radius, 2.0 * bottom_radius) + (2.0 * p_uv2_padding);
+ float height_v = height / vertical_length;
+ float padding_v = p_uv2_padding / vertical_length;
+
+ float horizonal_length = MAX(MAX(2.0 * (top_radius + bottom_radius + p_uv2_padding), top_circumference + p_uv2_padding), bottom_circumference + p_uv2_padding);
+ float center_h = 0.5 * (horizonal_length - p_uv2_padding) / horizonal_length;
+ float top_h = top_circumference / horizonal_length;
+ float bottom_h = bottom_circumference / horizonal_length;
+ float padding_h = p_uv2_padding / horizonal_length;
Vector<Vector3> points;
Vector<Vector3> normals;
Vector<float> tangents;
Vector<Vector2> uvs;
+ Vector<Vector2> uv2s;
Vector<int> indices;
point = 0;
@@ -770,11 +996,13 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
thisrow = 0;
prevrow = 0;
+ const real_t side_normal_y = (bottom_radius - top_radius) / height;
for (j = 0; j <= (rings + 1); j++) {
v = j;
v /= (rings + 1);
radius = top_radius + ((bottom_radius - top_radius) * v);
+ radius_h = top_h + ((bottom_h - top_h) * v);
y = height * v;
y = (height * 0.5) - y;
@@ -788,9 +1016,12 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
Vector3 p = Vector3(x * radius, y, z * radius);
points.push_back(p);
- normals.push_back(Vector3(x, 0.0, z));
+ normals.push_back(Vector3(x, side_normal_y, z).normalized());
ADD_TANGENT(z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, v * 0.5));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(center_h + (u - 0.5) * radius_h, v * height_v));
+ }
point++;
if (i > 0 && j > 0) {
@@ -801,14 +1032,20 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
indices.push_back(prevrow + i);
indices.push_back(thisrow + i);
indices.push_back(thisrow + i - 1);
- };
- };
+ }
+ }
prevrow = thisrow;
thisrow = point;
- };
+ }
- // add top
+ // Adjust for bottom section, only used if we calculate UV2s.
+ top_h = top_radius / horizonal_length;
+ float top_v = top_radius / vertical_length;
+ bottom_h = bottom_radius / horizonal_length;
+ float bottom_v = bottom_radius / vertical_length;
+
+ // Add top.
if (cap_top && top_radius > 0.0) {
y = height * 0.5;
@@ -817,6 +1054,9 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
normals.push_back(Vector3(0.0, 1.0, 0.0));
ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(0.25, 0.75));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(top_h, height_v + padding_v + MAX(top_v, bottom_v)));
+ }
point++;
for (i = 0; i <= radial_segments; i++) {
@@ -834,17 +1074,20 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
normals.push_back(Vector3(0.0, 1.0, 0.0));
ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(u, v));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(top_h + (x * top_h), height_v + padding_v + MAX(top_v, bottom_v) + (z * top_v)));
+ }
point++;
if (i > 0) {
indices.push_back(thisrow);
indices.push_back(point - 1);
indices.push_back(point - 2);
- };
- };
- };
+ }
+ }
+ }
- // add bottom
+ // Add bottom.
if (cap_bottom && bottom_radius > 0.0) {
y = height * -0.5;
@@ -853,6 +1096,9 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
normals.push_back(Vector3(0.0, -1.0, 0.0));
ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(0.75, 0.75));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(top_h + top_h + padding_h + bottom_h, height_v + padding_v + MAX(top_v, bottom_v)));
+ }
point++;
for (i = 0; i <= radial_segments; i++) {
@@ -870,20 +1116,26 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto
normals.push_back(Vector3(0.0, -1.0, 0.0));
ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(u, v));
+ if (p_add_uv2) {
+ uv2s.push_back(Vector2(top_h + top_h + padding_h + bottom_h + (x * bottom_h), height_v + padding_v + MAX(top_v, bottom_v) - (z * bottom_v)));
+ }
point++;
if (i > 0) {
indices.push_back(thisrow);
indices.push_back(point - 2);
indices.push_back(point - 1);
- };
- };
- };
+ }
+ }
+ }
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;
+ if (p_add_uv2) {
+ p_arr[RS::ARRAY_TEX_UV2] = uv2s;
+ }
p_arr[RS::ARRAY_INDEX] = indices;
}
@@ -917,6 +1169,7 @@ void CylinderMesh::_bind_methods() {
void CylinderMesh::set_top_radius(const float p_radius) {
top_radius = p_radius;
+ _update_lightmap_size();
_request_update();
}
@@ -926,6 +1179,7 @@ float CylinderMesh::get_top_radius() const {
void CylinderMesh::set_bottom_radius(const float p_radius) {
bottom_radius = p_radius;
+ _update_lightmap_size();
_request_update();
}
@@ -935,6 +1189,7 @@ float CylinderMesh::get_bottom_radius() const {
void CylinderMesh::set_height(const float p_height) {
height = p_height;
+ _update_lightmap_size();
_request_update();
}
@@ -984,12 +1239,35 @@ CylinderMesh::CylinderMesh() {}
PlaneMesh
*/
+void PlaneMesh::_update_lightmap_size() {
+ if (get_add_uv2()) {
+ // size must have changed, update lightmap size hint
+ Size2i _lightmap_size_hint;
+ float texel_size = get_lightmap_texel_size();
+ float padding = get_uv2_padding();
+
+ _lightmap_size_hint.x = MAX(1.0, (size.x / texel_size) + padding);
+ _lightmap_size_hint.y = MAX(1.0, (size.y / texel_size) + padding);
+
+ set_lightmap_size_hint(_lightmap_size_hint);
+ }
+}
+
void PlaneMesh::_create_mesh_array(Array &p_arr) const {
int i, j, prevrow, thisrow, point;
float x, z;
+ // Plane mesh can use default UV2 calculation as implemented in Primitive Mesh
+
Size2 start_pos = size * -0.5;
+ Vector3 normal = Vector3(0.0, 1.0, 0.0);
+ if (orientation == FACE_X) {
+ normal = Vector3(1.0, 0.0, 0.0);
+ } else if (orientation == FACE_Z) {
+ normal = Vector3(0.0, 0.0, 1.0);
+ }
+
Vector<Vector3> points;
Vector<Vector3> normals;
Vector<float> tangents;
@@ -1015,8 +1293,14 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
u /= (subdivide_w + 1.0);
v /= (subdivide_d + 1.0);
- points.push_back(Vector3(-x, 0.0, -z) + center_offset);
- normals.push_back(Vector3(0.0, 1.0, 0.0));
+ if (orientation == FACE_X) {
+ points.push_back(Vector3(0.0, z, x) + center_offset);
+ } else if (orientation == FACE_Y) {
+ points.push_back(Vector3(-x, 0.0, -z) + center_offset);
+ } else if (orientation == FACE_Z) {
+ points.push_back(Vector3(-x, z, 0.0) + center_offset);
+ }
+ normals.push_back(normal);
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
point++;
@@ -1028,15 +1312,15 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
indices.push_back(prevrow + i);
indices.push_back(thisrow + i);
indices.push_back(thisrow + i - 1);
- };
+ }
x += size.x / (subdivide_w + 1.0);
- };
+ }
z += size.y / (subdivide_d + 1.0);
prevrow = thisrow;
thisrow = point;
- };
+ }
p_arr[RS::ARRAY_VERTEX] = points;
p_arr[RS::ARRAY_NORMAL] = normals;
@@ -1053,17 +1337,27 @@ void PlaneMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PlaneMesh::get_subdivide_width);
ClassDB::bind_method(D_METHOD("set_subdivide_depth", "subdivide"), &PlaneMesh::set_subdivide_depth);
ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PlaneMesh::get_subdivide_depth);
+
ClassDB::bind_method(D_METHOD("set_center_offset", "offset"), &PlaneMesh::set_center_offset);
ClassDB::bind_method(D_METHOD("get_center_offset"), &PlaneMesh::get_center_offset);
+ ClassDB::bind_method(D_METHOD("set_orientation", "orientation"), &PlaneMesh::set_orientation);
+ ClassDB::bind_method(D_METHOD("get_orientation"), &PlaneMesh::get_orientation);
+
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_NONE, "suffix:m"), "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_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_center_offset", "get_center_offset");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "orientation", PROPERTY_HINT_ENUM, "Face X,Face Y,Face Z"), "set_orientation", "get_orientation");
+
+ BIND_ENUM_CONSTANT(FACE_X)
+ BIND_ENUM_CONSTANT(FACE_Y)
+ BIND_ENUM_CONSTANT(FACE_Z)
}
void PlaneMesh::set_size(const Size2 &p_size) {
size = p_size;
+ _update_lightmap_size();
_request_update();
}
@@ -1098,18 +1392,64 @@ Vector3 PlaneMesh::get_center_offset() const {
return center_offset;
}
+void PlaneMesh::set_orientation(const Orientation p_orientation) {
+ orientation = p_orientation;
+ _request_update();
+}
+
+PlaneMesh::Orientation PlaneMesh::get_orientation() const {
+ return orientation;
+}
+
PlaneMesh::PlaneMesh() {}
/**
PrismMesh
*/
+void PrismMesh::_update_lightmap_size() {
+ if (get_add_uv2()) {
+ // size must have changed, update lightmap size hint
+ Size2i _lightmap_size_hint;
+ float texel_size = get_lightmap_texel_size();
+ float padding = get_uv2_padding();
+
+ // left_to_right does not effect the surface area of the prism so we ignore that.
+ // TODO we could combine the two triangles and save some space but we need to re-align the uv1 and adjust the tangent.
+
+ float width = (size.x + size.z) / texel_size;
+ float length = (size.y + size.y + size.z) / texel_size;
+
+ _lightmap_size_hint.x = MAX(1.0, width) + 2.0 * padding;
+ _lightmap_size_hint.y = MAX(1.0, length) + 3.0 * padding;
+
+ set_lightmap_size_hint(_lightmap_size_hint);
+ }
+}
+
void PrismMesh::_create_mesh_array(Array &p_arr) const {
int i, j, prevrow, thisrow, point;
float x, y, z;
float onethird = 1.0 / 3.0;
float twothirds = 2.0 / 3.0;
+ // Only used if we calculate UV2
+ bool _add_uv2 = get_add_uv2();
+ float texel_size = get_lightmap_texel_size();
+ float _uv2_padding = get_uv2_padding() * texel_size;
+
+ float horizontal_total = size.x + size.z + 2.0 * _uv2_padding;
+ float width_h = size.x / horizontal_total;
+ float depth_h = size.z / horizontal_total;
+ float padding_h = _uv2_padding / horizontal_total;
+
+ float vertical_total = (size.y + size.y + size.z) + (3.0 * _uv2_padding);
+ float height_v = size.y / vertical_total;
+ float depth_v = size.z / vertical_total;
+ float padding_v = _uv2_padding / vertical_total;
+
+ // and start building
+
Vector3 start_pos = size * -0.5;
// set our bounding box
@@ -1118,6 +1458,7 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
Vector<Vector3> normals;
Vector<float> tangents;
Vector<Vector2> uvs;
+ Vector<Vector2> uv2s;
Vector<int> indices;
point = 0;
@@ -1138,12 +1479,15 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
float offset_front = (1.0 - scale) * onethird * left_to_right;
float offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right);
+ float v = j;
+ float v2 = j / (subdivide_h + 1.0);
+ v /= (2.0 * (subdivide_h + 1.0));
+
x = 0.0;
for (i = 0; i <= (subdivide_w + 1); i++) {
float u = i;
- float v = j;
+ float u2 = i / (subdivide_w + 1.0);
u /= (3.0 * (subdivide_w + 1.0));
- v /= (2.0 * (subdivide_h + 1.0));
u *= scale;
@@ -1152,6 +1496,9 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
normals.push_back(Vector3(0.0, 0.0, 1.0));
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(offset_front + u, v));
+ if (_add_uv2) {
+ uv2s.push_back(Vector2(u2 * scale * width_h, v2 * height_v));
+ }
point++;
/* back */
@@ -1159,6 +1506,9 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
normals.push_back(Vector3(0.0, 0.0, -1.0));
ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + offset_back + u, v));
+ if (_add_uv2) {
+ uv2s.push_back(Vector2(u2 * scale * width_h, height_v + padding_v + v2 * height_v));
+ }
point++;
if (i > 0 && j == 1) {
@@ -1191,15 +1541,15 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
indices.push_back(prevrow + i2 + 1);
indices.push_back(thisrow + i2 + 1);
indices.push_back(thisrow + i2 - 1);
- };
+ }
x += scale * size.x / (subdivide_w + 1.0);
- };
+ }
y += size.y / (subdivide_h + 1.0);
prevrow = thisrow;
thisrow = point;
- };
+ }
/* left + right */
Vector3 normal_left, normal_right;
@@ -1213,6 +1563,10 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
prevrow = 0;
for (j = 0; j <= (subdivide_h + 1); j++) {
+ float v = j;
+ float v2 = j / (subdivide_h + 1.0);
+ v /= (2.0 * (subdivide_h + 1.0));
+
float left, right;
float scale = (y - start_pos.y) / size.y;
@@ -1222,15 +1576,17 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
z = start_pos.z;
for (i = 0; i <= (subdivide_d + 1); i++) {
float u = i;
- float v = j;
+ float u2 = u / (subdivide_d + 1.0);
u /= (3.0 * (subdivide_d + 1.0));
- v /= (2.0 * (subdivide_h + 1.0));
/* right */
points.push_back(Vector3(right, -y, -z));
normals.push_back(normal_right);
ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
uvs.push_back(Vector2(onethird + u, v));
+ if (_add_uv2) {
+ uv2s.push_back(Vector2(width_h + padding_h + u2 * depth_h, v2 * height_v));
+ }
point++;
/* left */
@@ -1238,6 +1594,9 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
normals.push_back(normal_left);
ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
uvs.push_back(Vector2(u, 0.5 + v));
+ if (_add_uv2) {
+ uv2s.push_back(Vector2(width_h + padding_h + u2 * depth_h, height_v + padding_v + v2 * height_v));
+ }
point++;
if (i > 0 && j > 0) {
@@ -1258,33 +1617,39 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
indices.push_back(prevrow + i2 + 1);
indices.push_back(thisrow + i2 + 1);
indices.push_back(thisrow + i2 - 1);
- };
+ }
z += size.z / (subdivide_d + 1.0);
- };
+ }
y += size.y / (subdivide_h + 1.0);
prevrow = thisrow;
thisrow = point;
- };
+ }
/* bottom */
z = start_pos.z;
thisrow = point;
prevrow = 0;
for (j = 0; j <= (subdivide_d + 1); j++) {
+ float v = j;
+ float v2 = v / (subdivide_d + 1.0);
+ v /= (2.0 * (subdivide_d + 1.0));
+
x = start_pos.x;
for (i = 0; i <= (subdivide_w + 1); i++) {
float u = i;
- float v = j;
+ float u2 = u / (subdivide_w + 1.0);
u /= (3.0 * (subdivide_w + 1.0));
- v /= (2.0 * (subdivide_d + 1.0));
/* bottom */
points.push_back(Vector3(x, start_pos.y, -z));
normals.push_back(Vector3(0.0, -1.0, 0.0));
ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
+ if (_add_uv2) {
+ uv2s.push_back(Vector2(u2 * width_h, 2.0 * (height_v + padding_v) + v2 * depth_v));
+ }
point++;
if (i > 0 && j > 0) {
@@ -1295,20 +1660,23 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
indices.push_back(prevrow + i);
indices.push_back(thisrow + i);
indices.push_back(thisrow + i - 1);
- };
+ }
x += size.x / (subdivide_w + 1.0);
- };
+ }
z += size.z / (subdivide_d + 1.0);
prevrow = thisrow;
thisrow = point;
- };
+ }
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;
+ if (_add_uv2) {
+ p_arr[RS::ARRAY_TEX_UV2] = uv2s;
+ }
p_arr[RS::ARRAY_INDEX] = indices;
}
@@ -1344,6 +1712,7 @@ float PrismMesh::get_left_to_right() const {
void PrismMesh::set_size(const Vector3 &p_size) {
size = p_size;
+ _update_lightmap_size();
_request_update();
}
@@ -1381,117 +1750,53 @@ int PrismMesh::get_subdivide_depth() const {
PrismMesh::PrismMesh() {}
/**
- QuadMesh
+ SphereMesh
*/
-void QuadMesh::_create_mesh_array(Array &p_arr) const {
- Vector<Vector3> faces;
- Vector<Vector3> normals;
- Vector<float> tangents;
- Vector<Vector2> uvs;
-
- faces.resize(6);
- normals.resize(6);
- tangents.resize(6 * 4);
- uvs.resize(6);
-
- Vector2 _size = Vector2(size.x / 2.0f, size.y / 2.0f);
-
- Vector3 quad_faces[4] = {
- Vector3(-_size.x, -_size.y, 0) + center_offset,
- Vector3(-_size.x, _size.y, 0) + center_offset,
- Vector3(_size.x, _size.y, 0) + center_offset,
- Vector3(_size.x, -_size.y, 0) + center_offset,
- };
+void SphereMesh::_update_lightmap_size() {
+ if (get_add_uv2()) {
+ // size must have changed, update lightmap size hint
+ Size2i _lightmap_size_hint;
+ float texel_size = get_lightmap_texel_size();
+ float padding = get_uv2_padding();
- static const int indices[6] = {
- 0, 1, 2,
- 0, 2, 3
- };
+ float _width = radius * Math_TAU;
+ _lightmap_size_hint.x = MAX(1.0, (_width / texel_size) + padding);
+ float _height = (is_hemisphere ? 1.0 : 0.5) * height * Math_PI; // note, with hemisphere height is our radius, while with a full sphere it is the diameter..
+ _lightmap_size_hint.y = MAX(1.0, (_height / texel_size) + padding);
- for (int i = 0; i < 6; i++) {
- int j = indices[i];
- faces.set(i, quad_faces[j]);
- normals.set(i, Vector3(0, 0, 1));
- tangents.set(i * 4 + 0, 1.0);
- tangents.set(i * 4 + 1, 0.0);
- tangents.set(i * 4 + 2, 0.0);
- tangents.set(i * 4 + 3, 1.0);
-
- static const Vector2 quad_uv[4] = {
- Vector2(0, 1),
- Vector2(0, 0),
- Vector2(1, 0),
- Vector2(1, 1),
- };
-
- uvs.set(i, quad_uv[j]);
+ set_lightmap_size_hint(_lightmap_size_hint);
}
-
- 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() {
- ClassDB::bind_method(D_METHOD("set_size", "size"), &QuadMesh::set_size);
- ClassDB::bind_method(D_METHOD("get_size"), &QuadMesh::get_size);
- ClassDB::bind_method(D_METHOD("set_center_offset", "center_offset"), &QuadMesh::set_center_offset);
- ClassDB::bind_method(D_METHOD("get_center_offset"), &QuadMesh::get_center_offset);
-
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_center_offset", "get_center_offset");
-}
-
-uint32_t QuadMesh::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;
-}
-
-QuadMesh::QuadMesh() {
- primitive_type = PRIMITIVE_TRIANGLES;
-}
-
-void QuadMesh::set_size(const Size2 &p_size) {
- size = p_size;
- _request_update();
-}
-
-Size2 QuadMesh::get_size() const {
- return size;
-}
-
-void QuadMesh::set_center_offset(Vector3 p_center_offset) {
- center_offset = p_center_offset;
- _request_update();
-}
-
-Vector3 QuadMesh::get_center_offset() const {
- return center_offset;
-}
-
-/**
- SphereMesh
-*/
-
void SphereMesh::_create_mesh_array(Array &p_arr) const {
- create_mesh_array(p_arr, radius, height, radial_segments, rings, is_hemisphere);
+ bool _add_uv2 = get_add_uv2();
+ float texel_size = get_lightmap_texel_size();
+ float _uv2_padding = get_uv2_padding() * texel_size;
+
+ create_mesh_array(p_arr, radius, height, radial_segments, rings, is_hemisphere, _add_uv2, _uv2_padding);
}
-void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int radial_segments, int rings, bool is_hemisphere) {
+void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int radial_segments, int rings, bool is_hemisphere, bool p_add_uv2, const float p_uv2_padding) {
int i, j, prevrow, thisrow, point;
float x, y, z;
float scale = height * (is_hemisphere ? 1.0 : 0.5);
+ // Only used if we calculate UV2
+ float circumference = radius * Math_TAU;
+ float horizontal_length = circumference + p_uv2_padding;
+ float center_h = 0.5 * circumference / horizontal_length;
+
+ float height_v = scale * Math_PI / ((scale * Math_PI) + p_uv2_padding);
+
// set our bounding box
Vector<Vector3> points;
Vector<Vector3> normals;
Vector<float> tangents;
Vector<Vector2> uvs;
+ Vector<Vector2> uv2s;
Vector<int> indices;
point = 0;
@@ -1526,9 +1831,13 @@ void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int
points.push_back(p);
Vector3 normal = Vector3(x * w * scale, radius * (y / scale), z * w * scale);
normals.push_back(normal.normalized());
- };
+ }
ADD_TANGENT(z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, v));
+ if (p_add_uv2) {
+ float w_h = w * 2.0 * center_h;
+ uv2s.push_back(Vector2(center_h + ((u - 0.5) * w_h), v * height_v));
+ }
point++;
if (i > 0 && j > 0) {
@@ -1539,17 +1848,20 @@ void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int
indices.push_back(prevrow + i);
indices.push_back(thisrow + i);
indices.push_back(thisrow + i - 1);
- };
- };
+ }
+ }
prevrow = thisrow;
thisrow = point;
- };
+ }
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;
+ if (p_add_uv2) {
+ p_arr[RS::ARRAY_TEX_UV2] = uv2s;
+ }
p_arr[RS::ARRAY_INDEX] = indices;
}
@@ -1576,6 +1888,7 @@ void SphereMesh::_bind_methods() {
void SphereMesh::set_radius(const float p_radius) {
radius = p_radius;
+ _update_lightmap_size();
_request_update();
}
@@ -1585,6 +1898,7 @@ float SphereMesh::get_radius() const {
void SphereMesh::set_height(const float p_height) {
height = p_height;
+ _update_lightmap_size();
_request_update();
}
@@ -1612,6 +1926,7 @@ int SphereMesh::get_rings() const {
void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) {
is_hemisphere = p_is_hemisphere;
+ _update_lightmap_size();
_request_update();
}
@@ -1625,6 +1940,31 @@ SphereMesh::SphereMesh() {}
TorusMesh
*/
+void TorusMesh::_update_lightmap_size() {
+ if (get_add_uv2()) {
+ // size must have changed, update lightmap size hint
+ Size2i _lightmap_size_hint;
+ float texel_size = get_lightmap_texel_size();
+ float padding = get_uv2_padding();
+
+ float min_radius = inner_radius;
+ float max_radius = outer_radius;
+
+ if (min_radius > max_radius) {
+ SWAP(min_radius, max_radius);
+ }
+
+ float radius = (max_radius - min_radius) * 0.5;
+
+ float _width = max_radius * Math_TAU;
+ _lightmap_size_hint.x = MAX(1.0, (_width / texel_size) + padding);
+ float _height = radius * Math_TAU;
+ _lightmap_size_hint.y = MAX(1.0, (_height / texel_size) + padding);
+
+ set_lightmap_size_hint(_lightmap_size_hint);
+ }
+}
+
void TorusMesh::_create_mesh_array(Array &p_arr) const {
// set our bounding box
@@ -1632,6 +1972,7 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {
Vector<Vector3> normals;
Vector<float> tangents;
Vector<Vector2> uvs;
+ Vector<Vector2> uv2s;
Vector<int> indices;
#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
@@ -1651,6 +1992,17 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {
float radius = (max_radius - min_radius) * 0.5;
+ // Only used if we calculate UV2
+ bool _add_uv2 = get_add_uv2();
+ float texel_size = get_lightmap_texel_size();
+ float _uv2_padding = get_uv2_padding() * texel_size;
+
+ float horizontal_total = max_radius * Math_TAU + _uv2_padding;
+ float max_h = max_radius * Math_TAU / horizontal_total;
+ float delta_h = (max_radius - min_radius) * Math_TAU / horizontal_total;
+
+ float height_v = radius * Math_TAU / (radius * Math_TAU + _uv2_padding);
+
for (int i = 0; i <= rings; i++) {
int prevrow = (i - 1) * (ring_segments + 1);
int thisrow = i * (ring_segments + 1);
@@ -1666,10 +2018,17 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {
Vector2 normalj = Vector2(-Math::cos(angj), Math::sin(angj));
Vector2 normalk = normalj * radius + Vector2(min_radius + radius, 0);
+ float offset_h = 0.5 * (1.0 - normalj.x) * delta_h;
+ float adj_h = max_h - offset_h;
+ offset_h *= 0.5;
+
points.push_back(Vector3(normali.x * normalk.x, normalk.y, normali.y * normalk.x));
normals.push_back(Vector3(normali.x * normalj.x, normalj.y, normali.y * normalj.x));
ADD_TANGENT(-Math::cos(angi), 0.0, Math::sin(angi), 1.0);
uvs.push_back(Vector2(inci, incj));
+ if (_add_uv2) {
+ uv2s.push_back(Vector2(offset_h + inci * adj_h, incj * height_v));
+ }
if (i > 0 && j > 0) {
indices.push_back(thisrow + j - 1);
@@ -1687,6 +2046,9 @@ void TorusMesh::_create_mesh_array(Array &p_arr) const {
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
+ if (_add_uv2) {
+ p_arr[RS::ARRAY_TEX_UV2] = uv2s;
+ }
p_arr[RS::ARRAY_INDEX] = indices;
}
@@ -1844,6 +2206,8 @@ Transform3D TubeTrailMesh::get_builtin_bind_pose(int p_index) const {
}
void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
+ // Seeing use case for TubeTrailMesh, no need to do anything more then default UV2 calculation
+
PackedVector3Array points;
PackedVector3Array normals;
PackedFloat32Array tangents;
@@ -1882,7 +2246,7 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
float r = radius;
if (curve.is_valid() && curve->get_point_count() > 0) {
- r *= curve->interpolate_baked(v);
+ r *= curve->sample_baked(v);
}
float x = sin(u * Math_TAU);
float z = cos(u * Math_TAU);
@@ -1923,7 +2287,7 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
// add top
float scale_pos = 1.0;
if (curve.is_valid() && curve->get_point_count() > 0) {
- scale_pos = curve->interpolate_baked(0);
+ scale_pos = curve->sample_baked(0);
}
if (scale_pos > CMP_EPSILON) {
@@ -1979,13 +2343,13 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
indices.push_back(thisrow);
indices.push_back(point - 1);
indices.push_back(point - 2);
- };
- };
- };
+ }
+ }
+ }
float scale_neg = 1.0;
if (curve.is_valid() && curve->get_point_count() > 0) {
- scale_neg = curve->interpolate_baked(1.0);
+ scale_neg = curve->sample_baked(1.0);
}
// add bottom
@@ -2042,9 +2406,9 @@ void TubeTrailMesh::_create_mesh_array(Array &p_arr) const {
indices.push_back(thisrow);
indices.push_back(point - 2);
indices.push_back(point - 1);
- };
- };
- };
+ }
+ }
+ }
p_arr[RS::ARRAY_VERTEX] = points;
p_arr[RS::ARRAY_NORMAL] = normals;
@@ -2168,6 +2532,8 @@ Transform3D RibbonTrailMesh::get_builtin_bind_pose(int p_index) const {
}
void RibbonTrailMesh::_create_mesh_array(Array &p_arr) const {
+ // Seeing use case of ribbon trail mesh, no need to implement special UV2 calculation
+
PackedVector3Array points;
PackedVector3Array normals;
PackedFloat32Array tangents;
@@ -2198,7 +2564,7 @@ void RibbonTrailMesh::_create_mesh_array(Array &p_arr) const {
float s = size;
if (curve.is_valid() && curve->get_point_count() > 0) {
- s *= curve->interpolate_baked(v);
+ s *= curve->sample_baked(v);
}
points.push_back(Vector3(-s * 0.5, y, 0));
@@ -2503,25 +2869,23 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
TS->shaped_text_clear(text_rid);
TS->shaped_text_set_direction(text_rid, text_direction);
- String text = (uppercase) ? TS->string_to_upper(xl_text, language) : xl_text;
- TS->shaped_text_add_string(text_rid, text, font->get_rids(), font_size, font->get_opentype_features(), language);
+ String txt = (uppercase) ? TS->string_to_upper(xl_text, language) : xl_text;
+ TS->shaped_text_add_string(text_rid, txt, font->get_rids(), font_size, font->get_opentype_features(), language);
for (int i = 0; i < TextServer::SPACING_MAX; i++) {
TS->shaped_text_set_spacing(text_rid, TextServer::SpacingType(i), font->get_spacing(TextServer::SpacingType(i)));
}
Array stt;
if (st_parser == TextServer::STRUCTURED_TEXT_CUSTOM) {
- GDVIRTUAL_CALL(_structured_text_parser, st_args, text, stt);
+ GDVIRTUAL_CALL(_structured_text_parser, st_args, txt, stt);
} else {
- stt = TS->parse_structured_text(st_parser, st_args, text);
+ stt = TS->parse_structured_text(st_parser, st_args, txt);
}
TS->shaped_text_set_bidi_override(text_rid, stt);
dirty_text = false;
dirty_font = false;
- if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
- TS->shaped_text_fit_to_width(text_rid, width, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
- }
+ dirty_lines = true;
} else if (dirty_font) {
int spans = TS->shaped_get_span_count(text_rid);
for (int i = 0; i < spans; i++) {
@@ -2532,81 +2896,138 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
}
dirty_font = false;
+ dirty_lines = true;
+ }
+
+ if (dirty_lines) {
+ for (int i = 0; i < lines_rid.size(); i++) {
+ TS->free_rid(lines_rid[i]);
+ }
+ lines_rid.clear();
+
+ BitField<TextServer::LineBreakFlag> autowrap_flags = TextServer::BREAK_MANDATORY;
+ switch (autowrap_mode) {
+ case TextServer::AUTOWRAP_WORD_SMART:
+ autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_ADAPTIVE | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_WORD:
+ autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_ARBITRARY:
+ autowrap_flags = TextServer::BREAK_GRAPHEME_BOUND | TextServer::BREAK_MANDATORY;
+ break;
+ case TextServer::AUTOWRAP_OFF:
+ break;
+ }
+ PackedInt32Array line_breaks = TS->shaped_text_get_line_breaks(text_rid, width, 0, autowrap_flags);
+
+ float max_line_w = 0.0;
+ for (int i = 0; i < line_breaks.size(); i = i + 2) {
+ RID line = TS->shaped_text_substr(text_rid, line_breaks[i], line_breaks[i + 1] - line_breaks[i]);
+ max_line_w = MAX(max_line_w, TS->shaped_text_get_width(line));
+ lines_rid.push_back(line);
+ }
+
if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
- TS->shaped_text_fit_to_width(text_rid, width, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
+ for (int i = 0; i < lines_rid.size() - 1; i++) {
+ TS->shaped_text_fit_to_width(lines_rid[i], (width > 0) ? width : max_line_w, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
+ }
}
+ dirty_lines = false;
}
- Vector2 offset;
- const Glyph *glyphs = TS->shaped_text_get_glyphs(text_rid);
- int gl_size = TS->shaped_text_get_glyph_count(text_rid);
- float line_width = TS->shaped_text_get_width(text_rid) * pixel_size;
+ float total_h = 0.0;
+ for (int i = 0; i < lines_rid.size(); i++) {
+ total_h += (TS->shaped_text_get_size(lines_rid[i]).y + line_spacing) * pixel_size;
+ }
- switch (horizontal_alignment) {
- case HORIZONTAL_ALIGNMENT_LEFT:
- offset.x = 0.0;
- break;
- case HORIZONTAL_ALIGNMENT_FILL:
- case HORIZONTAL_ALIGNMENT_CENTER: {
- offset.x = -line_width / 2.0;
+ float vbegin = 0.0;
+ switch (vertical_alignment) {
+ case VERTICAL_ALIGNMENT_FILL:
+ case VERTICAL_ALIGNMENT_TOP: {
+ // Nothing.
+ } break;
+ case VERTICAL_ALIGNMENT_CENTER: {
+ vbegin = (total_h - line_spacing * pixel_size) / 2.0;
} break;
- case HORIZONTAL_ALIGNMENT_RIGHT: {
- offset.x = -line_width;
+ case VERTICAL_ALIGNMENT_BOTTOM: {
+ vbegin = (total_h - line_spacing * pixel_size);
} break;
}
- bool has_depth = !Math::is_zero_approx(depth);
-
- // Generate glyph data, precalculate size of the arrays and mesh bounds for UV.
- int64_t p_size = 0;
- int64_t i_size = 0;
+ Vector<Vector3> vertices;
+ Vector<Vector3> normals;
+ Vector<float> tangents;
+ Vector<Vector2> uvs;
+ Vector<int32_t> indices;
Vector2 min_p = Vector2(INFINITY, INFINITY);
Vector2 max_p = Vector2(-INFINITY, -INFINITY);
- Vector2 offset_pre = offset;
- for (int i = 0; i < gl_size; i++) {
- if (glyphs[i].index == 0) {
- offset.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
- continue;
+ int32_t p_size = 0;
+ int32_t i_size = 0;
+
+ Vector2 offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
+ for (int i = 0; i < lines_rid.size(); i++) {
+ const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
+ int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
+ float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size;
+
+ switch (horizontal_alignment) {
+ case HORIZONTAL_ALIGNMENT_LEFT:
+ offset.x = 0.0;
+ break;
+ case HORIZONTAL_ALIGNMENT_FILL:
+ case HORIZONTAL_ALIGNMENT_CENTER: {
+ offset.x = -line_width / 2.0;
+ } break;
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
+ offset.x = -line_width;
+ } break;
}
- if (glyphs[i].font_rid != RID()) {
- GlyphMeshKey key = GlyphMeshKey(glyphs[i].font_rid.get_id(), glyphs[i].index);
- _generate_glyph_mesh_data(key, glyphs[i]);
- GlyphMeshData &gl_data = cache[key];
-
- p_size += glyphs[i].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
- i_size += glyphs[i].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
-
- if (has_depth) {
- for (int j = 0; j < gl_data.contours.size(); j++) {
- p_size += glyphs[i].repeat * gl_data.contours[j].size() * 4;
- i_size += glyphs[i].repeat * gl_data.contours[j].size() * 6;
- }
- }
+ offset.x += lbl_offset.x * pixel_size;
+ offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size;
- for (int j = 0; j < glyphs[i].repeat; j++) {
- min_p.x = MIN(gl_data.min_p.x + offset_pre.x, min_p.x);
- min_p.y = MIN(gl_data.min_p.y + offset_pre.y, min_p.y);
- max_p.x = MAX(gl_data.max_p.x + offset_pre.x, max_p.x);
- max_p.y = MAX(gl_data.max_p.y + offset_pre.y, max_p.y);
+ bool has_depth = !Math::is_zero_approx(depth);
- offset_pre.x += glyphs[i].advance * pixel_size;
+ for (int j = 0; j < gl_size; j++) {
+ if (glyphs[j].index == 0) {
+ offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
+ continue;
}
- } else {
- p_size += glyphs[i].repeat * 4;
- i_size += glyphs[i].repeat * 6;
+ if (glyphs[j].font_rid != RID()) {
+ GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index);
+ _generate_glyph_mesh_data(key, glyphs[j]);
+ GlyphMeshData &gl_data = cache[key];
+
+ p_size += glyphs[j].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
+ i_size += glyphs[j].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1);
+
+ if (has_depth) {
+ for (int k = 0; k < gl_data.contours.size(); k++) {
+ p_size += glyphs[j].repeat * gl_data.contours[k].size() * 4;
+ i_size += glyphs[j].repeat * gl_data.contours[k].size() * 6;
+ }
+ }
+
+ for (int r = 0; r < glyphs[j].repeat; r++) {
+ min_p.x = MIN(gl_data.min_p.x + offset.x, min_p.x);
+ min_p.y = MIN(gl_data.min_p.y - offset.y, min_p.y);
+ max_p.x = MAX(gl_data.max_p.x + offset.x, max_p.x);
+ max_p.y = MAX(gl_data.max_p.y - offset.y, max_p.y);
+
+ offset.x += glyphs[j].advance * pixel_size;
+ }
+ } else {
+ p_size += glyphs[j].repeat * 4;
+ i_size += glyphs[j].repeat * 6;
- offset_pre.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
+ offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
+ }
}
+ offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size;
}
- Vector<Vector3> vertices;
- Vector<Vector3> normals;
- Vector<float> tangents;
- Vector<Vector2> uvs;
- Vector<int32_t> indices;
-
vertices.resize(p_size);
normals.resize(p_size);
uvs.resize(p_size);
@@ -2622,149 +3043,176 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
// Generate mesh.
int32_t p_idx = 0;
int32_t i_idx = 0;
- for (int i = 0; i < gl_size; i++) {
- if (glyphs[i].index == 0) {
- offset.x += glyphs[i].advance * pixel_size * glyphs[i].repeat;
- continue;
+
+ offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
+ for (int i = 0; i < lines_rid.size(); i++) {
+ const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
+ int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
+ float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size;
+
+ switch (horizontal_alignment) {
+ case HORIZONTAL_ALIGNMENT_LEFT:
+ offset.x = 0.0;
+ break;
+ case HORIZONTAL_ALIGNMENT_FILL:
+ case HORIZONTAL_ALIGNMENT_CENTER: {
+ offset.x = -line_width / 2.0;
+ } break;
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
+ offset.x = -line_width;
+ } break;
}
- if (glyphs[i].font_rid != RID()) {
- GlyphMeshKey key = GlyphMeshKey(glyphs[i].font_rid.get_id(), glyphs[i].index);
- _generate_glyph_mesh_data(key, glyphs[i]);
- const GlyphMeshData &gl_data = cache[key];
-
- int64_t ts = gl_data.triangles.size();
- const Vector2 *ts_ptr = gl_data.triangles.ptr();
-
- for (int j = 0; j < glyphs[i].repeat; j++) {
- for (int k = 0; k < ts; k += 3) {
- // Add front face.
- for (int l = 0; l < 3; l++) {
- Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
- vertices_ptr[p_idx] = point;
- normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
- if (has_depth) {
- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
- } else {
- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
- }
- tangents_ptr[p_idx * 4 + 0] = 1.0;
- tangents_ptr[p_idx * 4 + 1] = 0.0;
- tangents_ptr[p_idx * 4 + 2] = 0.0;
- tangents_ptr[p_idx * 4 + 3] = 1.0;
- indices_ptr[i_idx++] = p_idx;
- p_idx++;
- }
- if (has_depth) {
- // Add back face.
- for (int l = 2; l >= 0; l--) {
- Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
+ offset.x += lbl_offset.x * pixel_size;
+ offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size;
+
+ bool has_depth = !Math::is_zero_approx(depth);
+
+ // Generate glyph data, precalculate size of the arrays and mesh bounds for UV.
+ for (int j = 0; j < gl_size; j++) {
+ if (glyphs[j].index == 0) {
+ offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat;
+ continue;
+ }
+ if (glyphs[j].font_rid != RID()) {
+ GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index);
+ _generate_glyph_mesh_data(key, glyphs[j]);
+ const GlyphMeshData &gl_data = cache[key];
+
+ int64_t ts = gl_data.triangles.size();
+ const Vector2 *ts_ptr = gl_data.triangles.ptr();
+
+ for (int r = 0; r < glyphs[j].repeat; r++) {
+ for (int k = 0; k < ts; k += 3) {
+ // Add front face.
+ for (int l = 0; l < 3; l++) {
+ Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
vertices_ptr[p_idx] = point;
- normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
- uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.4), real_t(0.8)));
- tangents_ptr[p_idx * 4 + 0] = -1.0;
+ normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
+ if (has_depth) {
+ uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
+ } else {
+ uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
+ }
+ tangents_ptr[p_idx * 4 + 0] = 1.0;
tangents_ptr[p_idx * 4 + 1] = 0.0;
tangents_ptr[p_idx * 4 + 2] = 0.0;
tangents_ptr[p_idx * 4 + 3] = 1.0;
indices_ptr[i_idx++] = p_idx;
p_idx++;
}
- }
- }
- // Add sides.
- if (has_depth) {
- for (int k = 0; k < gl_data.contours.size(); k++) {
- int64_t ps = gl_data.contours[k].size();
- const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
- const ContourInfo &ps_info = gl_data.contours_info[k];
- real_t length = 0.0;
- for (int l = 0; l < ps; l++) {
- int prev = (l == 0) ? (ps - 1) : (l - 1);
- int next = (l + 1 == ps) ? 0 : (l + 1);
- Vector2 d1;
- Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
- if (ps_ptr[l].sharp) {
- d1 = d2;
- } else {
- d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
+ if (has_depth) {
+ // Add back face.
+ for (int l = 2; l >= 0; l--) {
+ Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
+ vertices_ptr[p_idx] = point;
+ normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
+ uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(0.8), real_t(0.4)));
+ tangents_ptr[p_idx * 4 + 0] = -1.0;
+ tangents_ptr[p_idx * 4 + 1] = 0.0;
+ tangents_ptr[p_idx * 4 + 2] = 0.0;
+ tangents_ptr[p_idx * 4 + 3] = 1.0;
+ indices_ptr[i_idx++] = p_idx;
+ p_idx++;
}
- real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
-
- Vector3 quad_faces[4] = {
- Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
- Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
- Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
- Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
- };
- for (int m = 0; m < 4; m++) {
- const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
- real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
- vertices_ptr[p_idx + m] = quad_faces[m];
- normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
- if (m < 2) {
- uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
+ }
+ }
+ // Add sides.
+ if (has_depth) {
+ for (int k = 0; k < gl_data.contours.size(); k++) {
+ int64_t ps = gl_data.contours[k].size();
+ const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
+ const ContourInfo &ps_info = gl_data.contours_info[k];
+ real_t length = 0.0;
+ for (int l = 0; l < ps; l++) {
+ int prev = (l == 0) ? (ps - 1) : (l - 1);
+ int next = (l + 1 == ps) ? 0 : (l + 1);
+ Vector2 d1;
+ Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
+ if (ps_ptr[l].sharp) {
+ d1 = d2;
} else {
- uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
+ d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
+ }
+ real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
+
+ Vector3 quad_faces[4] = {
+ Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
+ Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
+ Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
+ Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
+ };
+ for (int m = 0; m < 4; m++) {
+ const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
+ real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
+ vertices_ptr[p_idx + m] = quad_faces[m];
+ normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
+ if (m < 2) {
+ uvs_ptr[p_idx + m] = Vector2(Math::remap(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
+ } else {
+ uvs_ptr[p_idx + m] = Vector2(Math::remap(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
+ }
+ tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
+ tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
+ tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
+ tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
}
- tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
- tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
- tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
- tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
- }
- indices_ptr[i_idx++] = p_idx;
- indices_ptr[i_idx++] = p_idx + 1;
- indices_ptr[i_idx++] = p_idx + 2;
+ indices_ptr[i_idx++] = p_idx;
+ indices_ptr[i_idx++] = p_idx + 1;
+ indices_ptr[i_idx++] = p_idx + 2;
- indices_ptr[i_idx++] = p_idx + 1;
- indices_ptr[i_idx++] = p_idx + 3;
- indices_ptr[i_idx++] = p_idx + 2;
+ indices_ptr[i_idx++] = p_idx + 1;
+ indices_ptr[i_idx++] = p_idx + 3;
+ indices_ptr[i_idx++] = p_idx + 2;
- length += seg_len;
- p_idx += 4;
+ length += seg_len;
+ p_idx += 4;
+ }
}
}
+ offset.x += glyphs[j].advance * pixel_size;
}
- offset.x += glyphs[i].advance * pixel_size;
- }
- } else {
- // Add fallback quad for missing glyphs.
- for (int j = 0; j < glyphs[i].repeat; j++) {
- Size2 sz = TS->get_hex_code_box_size(glyphs[i].font_size, glyphs[i].index) * pixel_size;
- Vector3 quad_faces[4] = {
- Vector3(offset.x, offset.y, 0.0),
- Vector3(offset.x, sz.y + offset.y, 0.0),
- Vector3(sz.x + offset.x, sz.y + offset.y, 0.0),
- Vector3(sz.x + offset.x, offset.y, 0.0),
- };
- for (int k = 0; k < 4; k++) {
- vertices_ptr[p_idx + k] = quad_faces[k];
- normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0);
- if (has_depth) {
- uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
- } else {
- uvs_ptr[p_idx + k] = Vector2(Math::range_lerp(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(quad_faces[k].y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
+ } else {
+ // Add fallback quad for missing glyphs.
+ for (int r = 0; r < glyphs[j].repeat; r++) {
+ Size2 sz = TS->get_hex_code_box_size(glyphs[j].font_size, glyphs[j].index) * pixel_size;
+ Vector3 quad_faces[4] = {
+ Vector3(offset.x, offset.y, 0.0),
+ Vector3(offset.x, sz.y + offset.y, 0.0),
+ Vector3(sz.x + offset.x, sz.y + offset.y, 0.0),
+ Vector3(sz.x + offset.x, offset.y, 0.0),
+ };
+ for (int k = 0; k < 4; k++) {
+ vertices_ptr[p_idx + k] = quad_faces[k];
+ normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0);
+ if (has_depth) {
+ uvs_ptr[p_idx + k] = Vector2(Math::remap(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(quad_faces[k].y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0)));
+ } else {
+ uvs_ptr[p_idx + k] = Vector2(Math::remap(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(quad_faces[k].y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0)));
+ }
+ tangents_ptr[(p_idx + k) * 4 + 0] = 1.0;
+ tangents_ptr[(p_idx + k) * 4 + 1] = 0.0;
+ tangents_ptr[(p_idx + k) * 4 + 2] = 0.0;
+ tangents_ptr[(p_idx + k) * 4 + 3] = 1.0;
}
- tangents_ptr[(p_idx + k) * 4 + 0] = 1.0;
- tangents_ptr[(p_idx + k) * 4 + 1] = 0.0;
- tangents_ptr[(p_idx + k) * 4 + 2] = 0.0;
- tangents_ptr[(p_idx + k) * 4 + 3] = 1.0;
- }
- indices_ptr[i_idx++] = p_idx;
- indices_ptr[i_idx++] = p_idx + 1;
- indices_ptr[i_idx++] = p_idx + 2;
+ indices_ptr[i_idx++] = p_idx;
+ indices_ptr[i_idx++] = p_idx + 1;
+ indices_ptr[i_idx++] = p_idx + 2;
- indices_ptr[i_idx++] = p_idx + 0;
- indices_ptr[i_idx++] = p_idx + 2;
- indices_ptr[i_idx++] = p_idx + 3;
- p_idx += 4;
+ indices_ptr[i_idx++] = p_idx + 0;
+ indices_ptr[i_idx++] = p_idx + 2;
+ indices_ptr[i_idx++] = p_idx + 3;
+ p_idx += 4;
- offset.x += glyphs[i].advance * pixel_size;
+ offset.x += glyphs[j].advance * pixel_size;
+ }
}
}
+ offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size;
}
- if (p_size == 0) {
+ if (indices.is_empty()) {
// If empty, add single triangle to suppress errors.
vertices.push_back(Vector3());
normals.push_back(Vector3());
@@ -2789,6 +3237,9 @@ void TextMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &TextMesh::set_horizontal_alignment);
ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &TextMesh::get_horizontal_alignment);
+ ClassDB::bind_method(D_METHOD("set_vertical_alignment", "alignment"), &TextMesh::set_vertical_alignment);
+ ClassDB::bind_method(D_METHOD("get_vertical_alignment"), &TextMesh::get_vertical_alignment);
+
ClassDB::bind_method(D_METHOD("set_text", "text"), &TextMesh::set_text);
ClassDB::bind_method(D_METHOD("get_text"), &TextMesh::get_text);
@@ -2798,6 +3249,12 @@ void TextMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_font_size", "font_size"), &TextMesh::set_font_size);
ClassDB::bind_method(D_METHOD("get_font_size"), &TextMesh::get_font_size);
+ ClassDB::bind_method(D_METHOD("set_line_spacing", "line_spacing"), &TextMesh::set_line_spacing);
+ ClassDB::bind_method(D_METHOD("get_line_spacing"), &TextMesh::get_line_spacing);
+
+ ClassDB::bind_method(D_METHOD("set_autowrap_mode", "autowrap_mode"), &TextMesh::set_autowrap_mode);
+ ClassDB::bind_method(D_METHOD("get_autowrap_mode"), &TextMesh::get_autowrap_mode);
+
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &TextMesh::set_depth);
ClassDB::bind_method(D_METHOD("get_depth"), &TextMesh::get_depth);
@@ -2807,6 +3264,9 @@ void TextMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &TextMesh::set_pixel_size);
ClassDB::bind_method(D_METHOD("get_pixel_size"), &TextMesh::get_pixel_size);
+ ClassDB::bind_method(D_METHOD("set_offset", "offset"), &TextMesh::set_offset);
+ ClassDB::bind_method(D_METHOD("get_offset"), &TextMesh::get_offset);
+
ClassDB::bind_method(D_METHOD("set_curve_step", "curve_step"), &TextMesh::set_curve_step);
ClassDB::bind_method(D_METHOD("get_curve_step"), &TextMesh::get_curve_step);
@@ -2829,17 +3289,21 @@ void TextMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("_request_update"), &TextMesh::_request_update);
ADD_GROUP("Text", "");
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "text"), "set_text", "get_text");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "text", PROPERTY_HINT_MULTILINE_TEXT, ""), "set_text", "get_text");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_font", "get_font");
ADD_PROPERTY(PropertyInfo(Variant::INT, "font_size", PROPERTY_HINT_RANGE, "1,256,1,or_greater,suffix:px"), "set_font_size", "get_font_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "vertical_alignment", PROPERTY_HINT_ENUM, "Top,Center,Bottom"), "set_vertical_alignment", "get_vertical_alignment");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "line_spacing", PROPERTY_HINT_NONE, "suffix:px"), "set_line_spacing", "get_line_spacing");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "autowrap_mode", PROPERTY_HINT_ENUM, "Off,Arbitrary,Word,Word (Smart)"), "set_autowrap_mode", "get_autowrap_mode");
ADD_GROUP("Mesh", "");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001,suffix:m"), "set_pixel_size", "get_pixel_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "curve_step", PROPERTY_HINT_RANGE, "0.1,10,0.1,suffix:px"), "set_curve_step", "get_curve_step");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.0,100.0,0.001,or_greater,suffix:m"), "set_depth", "get_depth");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width", PROPERTY_HINT_NONE, "suffix:m"), "set_width", "get_width");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset");
ADD_GROUP("BiDi", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "text_direction", PROPERTY_HINT_ENUM, "Auto,Left-to-Right,Right-to-Left"), "set_text_direction", "get_text_direction");
@@ -2868,6 +3332,11 @@ TextMesh::TextMesh() {
}
TextMesh::~TextMesh() {
+ for (int i = 0; i < lines_rid.size(); i++) {
+ TS->free_rid(lines_rid[i]);
+ }
+ lines_rid.clear();
+
TS->free_rid(text_rid);
}
@@ -2875,7 +3344,7 @@ void TextMesh::set_horizontal_alignment(HorizontalAlignment p_alignment) {
ERR_FAIL_INDEX((int)p_alignment, 4);
if (horizontal_alignment != p_alignment) {
if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
- dirty_text = true;
+ dirty_lines = true;
}
horizontal_alignment = p_alignment;
_request_update();
@@ -2886,6 +3355,18 @@ HorizontalAlignment TextMesh::get_horizontal_alignment() const {
return horizontal_alignment;
}
+void TextMesh::set_vertical_alignment(VerticalAlignment p_alignment) {
+ ERR_FAIL_INDEX((int)p_alignment, 4);
+ if (vertical_alignment != p_alignment) {
+ vertical_alignment = p_alignment;
+ _request_update();
+ }
+}
+
+VerticalAlignment TextMesh::get_vertical_alignment() const {
+ return vertical_alignment;
+}
+
void TextMesh::set_text(const String &p_string) {
if (text != p_string) {
text = p_string;
@@ -2930,13 +3411,13 @@ Ref<Font> TextMesh::_get_font_or_default() const {
}
// Check the project-defined Theme resource.
- if (Theme::get_project_default().is_valid()) {
+ if (ThemeDB::get_singleton()->get_project_theme().is_valid()) {
List<StringName> theme_types;
- Theme::get_project_default()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
+ ThemeDB::get_singleton()->get_project_theme()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
for (const StringName &E : theme_types) {
- if (Theme::get_project_default()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E)) {
- return Theme::get_project_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E);
+ if (ThemeDB::get_singleton()->get_project_theme()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E)) {
+ return ThemeDB::get_singleton()->get_project_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E);
}
}
}
@@ -2944,17 +3425,17 @@ Ref<Font> TextMesh::_get_font_or_default() const {
// Lastly, fall back on the items defined in the default Theme, if they exist.
{
List<StringName> theme_types;
- Theme::get_default()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
+ ThemeDB::get_singleton()->get_default_theme()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
for (const StringName &E : theme_types) {
- if (Theme::get_default()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E)) {
- return Theme::get_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E);
+ if (ThemeDB::get_singleton()->get_default_theme()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E)) {
+ return ThemeDB::get_singleton()->get_default_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E);
}
}
}
// If they don't exist, use any type to return the default/empty value.
- return Theme::get_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", StringName());
+ return ThemeDB::get_singleton()->get_default_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", StringName());
}
void TextMesh::set_font_size(int p_size) {
@@ -2970,6 +3451,29 @@ int TextMesh::get_font_size() const {
return font_size;
}
+void TextMesh::set_line_spacing(float p_line_spacing) {
+ if (line_spacing != p_line_spacing) {
+ line_spacing = p_line_spacing;
+ _request_update();
+ }
+}
+
+float TextMesh::get_line_spacing() const {
+ return line_spacing;
+}
+
+void TextMesh::set_autowrap_mode(TextServer::AutowrapMode p_mode) {
+ if (autowrap_mode != p_mode) {
+ autowrap_mode = p_mode;
+ dirty_lines = true;
+ _request_update();
+ }
+}
+
+TextServer::AutowrapMode TextMesh::get_autowrap_mode() const {
+ return autowrap_mode;
+}
+
void TextMesh::set_depth(real_t p_depth) {
if (depth != p_depth) {
depth = MAX(p_depth, 0.0);
@@ -2984,9 +3488,7 @@ real_t TextMesh::get_depth() const {
void TextMesh::set_width(real_t p_width) {
if (width != p_width) {
width = p_width;
- if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) {
- dirty_text = true;
- }
+ dirty_lines = true;
_request_update();
}
}
@@ -3007,6 +3509,17 @@ real_t TextMesh::get_pixel_size() const {
return pixel_size;
}
+void TextMesh::set_offset(const Point2 &p_offset) {
+ if (lbl_offset != p_offset) {
+ lbl_offset = p_offset;
+ _request_update();
+ }
+}
+
+Point2 TextMesh::get_offset() const {
+ return lbl_offset;
+}
+
void TextMesh::set_curve_step(real_t p_step) {
if (curve_step != p_step) {
curve_step = CLAMP(p_step, 0.1, 10.0);