godot_voxel/dmc/mesh_builder.cpp

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#include "mesh_builder.h"
namespace dmc {
Ref<ArrayMesh> MeshBuilder::commit(bool wireframe) {
if (_positions.size() == 0) {
return Ref<ArrayMesh>();
}
ERR_FAIL_COND_V(_indices.size() % 3 != 0, Ref<ArrayMesh>());
if (wireframe) {
// Debug purpose, no effort to be fast here
std::vector<int> wireframe_indices;
for (int i = 0; i < _indices.size(); i += 3) {
wireframe_indices.push_back(_indices[i]);
wireframe_indices.push_back(_indices[i + 1]);
wireframe_indices.push_back(_indices[i + 1]);
wireframe_indices.push_back(_indices[i + 2]);
wireframe_indices.push_back(_indices[i + 2]);
wireframe_indices.push_back(_indices[i]);
}
_indices = wireframe_indices;
}
PoolVector3Array positions;
PoolVector3Array normals;
PoolIntArray indices;
raw_copy_to(positions, _positions);
raw_copy_to(normals, _normals);
raw_copy_to(indices, _indices);
clear();
Array surface;
surface.resize(Mesh::ARRAY_MAX);
surface[Mesh::ARRAY_VERTEX] = positions;
surface[Mesh::ARRAY_NORMAL] = normals;
surface[Mesh::ARRAY_INDEX] = indices;
Ref<ArrayMesh> mesh;
mesh.instance();
mesh->add_surface_from_arrays(wireframe ? Mesh::PRIMITIVE_LINES : Mesh::PRIMITIVE_TRIANGLES, surface);
return mesh;
}
void MeshBuilder::clear() {
_positions.clear();
_normals.clear();
_indices.clear();
_position_to_index.clear();
}
} // namespace dmc