/*************************************************************************/ /* primitive_meshes.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "primitive_meshes.h" #include "servers/visual_server.h" #include "core/core_string_names.h" #include "core/os/main_loop.h" #include "scene/resources/theme.h" #include "thirdparty/misc/clipper.hpp" #include "thirdparty/misc/triangulator.h" /** PrimitiveMesh */ void PrimitiveMesh::_update() const { Array arr; arr.resize(VS::ARRAY_MAX); _create_mesh_array(arr); PoolVector points = arr[VS::ARRAY_VERTEX]; aabb = AABB(); int pc = points.size(); ERR_FAIL_COND(pc == 0); { PoolVector::Read r = points.read(); for (int i = 0; i < pc; i++) { if (i == 0) { aabb.position = r[i]; } else { aabb.expand_to(r[i]); } } } if (flip_faces) { PoolVector normals = arr[VS::ARRAY_NORMAL]; PoolVector indices = arr[VS::ARRAY_INDEX]; if (normals.size() && indices.size()) { { int nc = normals.size(); PoolVector::Write w = normals.write(); for (int i = 0; i < nc; i++) { w[i] = -w[i]; } } { int ic = indices.size(); PoolVector::Write w = indices.write(); 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; } } // 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()); pending_request = false; clear_cache(); const_cast(this)->emit_changed(); } void PrimitiveMesh::_request_update() { if (pending_request) { return; } _update(); } int PrimitiveMesh::get_surface_count() const { if (pending_request) { _update(); } return 1; } int PrimitiveMesh::surface_get_array_len(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, 1, -1); if (pending_request) { _update(); } return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0); } int PrimitiveMesh::surface_get_array_index_len(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, 1, -1); if (pending_request) { _update(); } return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0); } Array PrimitiveMesh::surface_get_arrays(int p_surface) const { ERR_FAIL_INDEX_V(p_surface, 1, Array()); if (pending_request) { _update(); } return VisualServer::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(); } return Array(); } 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); } Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const { return primitive_type; } void PrimitiveMesh::surface_set_material(int p_idx, const Ref &p_material) { ERR_FAIL_INDEX(p_idx, 1); set_material(p_material); } Ref PrimitiveMesh::surface_get_material(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, 1, nullptr); return material; } int PrimitiveMesh::get_blend_shape_count() const { return 0; } StringName PrimitiveMesh::get_blend_shape_name(int p_index) const { return StringName(); } void PrimitiveMesh::set_blend_shape_name(int p_index, const StringName &p_name) { } AABB PrimitiveMesh::get_aabb() const { if (pending_request) { _update(); } return aabb; } RID PrimitiveMesh::get_rid() const { if (pending_request) { _update(); } return mesh; } void PrimitiveMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update); ClassDB::bind_method(D_METHOD("set_material", "material"), &PrimitiveMesh::set_material); ClassDB::bind_method(D_METHOD("get_material"), &PrimitiveMesh::get_material); ClassDB::bind_method(D_METHOD("get_mesh_arrays"), &PrimitiveMesh::get_mesh_arrays); ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &PrimitiveMesh::set_custom_aabb); ClassDB::bind_method(D_METHOD("get_custom_aabb"), &PrimitiveMesh::get_custom_aabb); 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::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"); } void PrimitiveMesh::set_material(const Ref &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()); _change_notify(); emit_changed(); }; } Ref PrimitiveMesh::get_material() const { return material; } Array PrimitiveMesh::get_mesh_arrays() const { return surface_get_arrays(0); } void PrimitiveMesh::set_custom_aabb(const AABB &p_custom) { custom_aabb = p_custom; VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb); emit_changed(); } AABB PrimitiveMesh::get_custom_aabb() const { return custom_aabb; } void PrimitiveMesh::set_flip_faces(bool p_enable) { flip_faces = p_enable; _request_update(); } bool PrimitiveMesh::get_flip_faces() const { return flip_faces; } PrimitiveMesh::PrimitiveMesh() { flip_faces = false; // defaults mesh = RID_PRIME(VisualServer::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; } PrimitiveMesh::~PrimitiveMesh() { VisualServer::get_singleton()->free(mesh); } /** CapsuleMesh */ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { create_mesh_array(p_arr, radius, mid_height, radial_segments, rings); } void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const float mid_height, const int radial_segments, const int rings) { 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; // note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom PoolVector points; PoolVector normals; PoolVector tangents; PoolVector uvs; PoolVector indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ tangents.push_back(m_x); \ tangents.push_back(m_y); \ tangents.push_back(m_z); \ tangents.push_back(m_d); /* top hemisphere */ thisrow = 0; prevrow = 0; for (j = 0; j <= (rings + 1); j++) { v = j; v /= (rings + 1); w = sin(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)); y = -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)); normals.push_back(p.normalized()); ADD_TANGENT(-y, x, 0.0, 1.0) uvs.push_back(Vector2(u, v * onethird)); point++; if (i > 0 && j > 0) { indices.push_back(prevrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i); indices.push_back(thisrow + i - 1); }; }; prevrow = thisrow; thisrow = point; }; /* cylinder */ thisrow = point; prevrow = 0; for (j = 0; j <= (rings + 1); j++) { v = j; v /= (rings + 1); 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)); y = -cos(u * (Math_PI * 2.0)); Vector3 p = Vector3(x * radius, y * radius, z); points.push_back(p); 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++; if (i > 0 && j > 0) { indices.push_back(prevrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i); indices.push_back(thisrow + i - 1); }; }; prevrow = thisrow; thisrow = point; }; /* bottom hemisphere */ thisrow = point; prevrow = 0; for (j = 0; j <= (rings + 1); j++) { v = j; v /= (rings + 1); v += 1.0; w = sin(0.5 * Math_PI * v); z = 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)); 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(-y, x, 0.0, 1.0) uvs.push_back(Vector2(u2, twothirds + ((v - 1.0) * onethird))); point++; if (i > 0 && j > 0) { indices.push_back(prevrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i); indices.push_back(thisrow + i - 1); }; }; prevrow = thisrow; 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; } void CapsuleMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius); ClassDB::bind_method(D_METHOD("set_mid_height", "mid_height"), &CapsuleMesh::set_mid_height); ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_height); ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments); ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments); 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::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"); } void CapsuleMesh::set_radius(const float p_radius) { radius = p_radius; _request_update(); } float CapsuleMesh::get_radius() const { return radius; } void CapsuleMesh::set_mid_height(const float p_mid_height) { mid_height = p_mid_height; _request_update(); } float CapsuleMesh::get_mid_height() const { return mid_height; } void CapsuleMesh::set_radial_segments(const int p_segments) { radial_segments = p_segments > 4 ? p_segments : 4; _request_update(); } int CapsuleMesh::get_radial_segments() const { return radial_segments; } void CapsuleMesh::set_rings(const int p_rings) { rings = p_rings > 1 ? p_rings : 1; _request_update(); } int CapsuleMesh::get_rings() const { return rings; } CapsuleMesh::CapsuleMesh() { // defaults radius = 1.0; mid_height = 1.0; radial_segments = 64; rings = 8; } /** CubeMesh */ void CubeMesh::_create_mesh_array(Array &p_arr) const { create_mesh_array(p_arr, size, subdivide_w, subdivide_h, subdivide_d); } void CubeMesh::create_mesh_array(Array &p_arr, const Vector3 size, const int subdivide_w, const int subdivide_h, const int subdivide_d) { int i, j, prevrow, thisrow, point; float x, y, z; float onethird = 1.0 / 3.0; float twothirds = 2.0 / 3.0; Vector3 start_pos = size * -0.5; // set our bounding box PoolVector points; PoolVector normals; PoolVector tangents; PoolVector uvs; PoolVector indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ tangents.push_back(m_x); \ tangents.push_back(m_y); \ tangents.push_back(m_z); \ tangents.push_back(m_d); // front + back y = start_pos.y; thisrow = point; prevrow = 0; for (j = 0; j <= subdivide_h + 1; j++) { x = start_pos.x; for (i = 0; i <= subdivide_w + 1; i++) { float u = i; float v = j; 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)); point++; // back points.push_back(Vector3(-x, -y, start_pos.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(twothirds + u, v)); point++; if (i > 0 && j > 0) { int i2 = i * 2; // front indices.push_back(prevrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2); indices.push_back(thisrow + i2 - 2); // back indices.push_back(prevrow + i2 - 1); indices.push_back(prevrow + i2 + 1); indices.push_back(thisrow + i2 - 1); 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++) { z = start_pos.z; for (i = 0; i <= (subdivide_d + 1); i++) { float u = i; float v = j; 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)); point++; // left 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(u, 0.5 + v)); point++; if (i > 0 && j > 0) { int i2 = i * 2; // right indices.push_back(prevrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2); indices.push_back(thisrow + i2 - 2); // left indices.push_back(prevrow + i2 - 1); indices.push_back(prevrow + i2 + 1); indices.push_back(thisrow + i2 - 1); 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++) { x = start_pos.x; for (i = 0; i <= (subdivide_w + 1); i++) { float u = i; float v = j; 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)); point++; // 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)); point++; if (i > 0 && j > 0) { int i2 = i * 2; // top indices.push_back(prevrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2); indices.push_back(thisrow + i2 - 2); // bottom indices.push_back(prevrow + i2 - 1); indices.push_back(prevrow + i2 + 1); indices.push_back(thisrow + i2 - 1); 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[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; } void CubeMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_size", "size"), &CubeMesh::set_size); ClassDB::bind_method(D_METHOD("get_size"), &CubeMesh::get_size); ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &CubeMesh::set_subdivide_width); ClassDB::bind_method(D_METHOD("get_subdivide_width"), &CubeMesh::get_subdivide_width); ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &CubeMesh::set_subdivide_height); ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height); ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &CubeMesh::set_subdivide_depth); ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth); 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"); ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth"); } void CubeMesh::set_size(const Vector3 &p_size) { size = p_size; _request_update(); } Vector3 CubeMesh::get_size() const { return size; } void CubeMesh::set_subdivide_width(const int p_divisions) { subdivide_w = p_divisions > 0 ? p_divisions : 0; _request_update(); } int CubeMesh::get_subdivide_width() const { return subdivide_w; } void CubeMesh::set_subdivide_height(const int p_divisions) { subdivide_h = p_divisions > 0 ? p_divisions : 0; _request_update(); } int CubeMesh::get_subdivide_height() const { return subdivide_h; } void CubeMesh::set_subdivide_depth(const int p_divisions) { subdivide_d = p_divisions > 0 ? p_divisions : 0; _request_update(); } int CubeMesh::get_subdivide_depth() const { return subdivide_d; } CubeMesh::CubeMesh() { // defaults size = Vector3(2.0, 2.0, 2.0); subdivide_w = 0; subdivide_h = 0; subdivide_d = 0; } /** CylinderMesh */ void CylinderMesh::_create_mesh_array(Array &p_arr) const { create_mesh_array(p_arr, top_radius, bottom_radius, height, radial_segments, rings); } void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments, int rings) { int i, j, prevrow, thisrow, point; float x, y, z, u, v, radius; PoolVector points; PoolVector normals; PoolVector tangents; PoolVector uvs; PoolVector indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ tangents.push_back(m_x); \ tangents.push_back(m_y); \ tangents.push_back(m_z); \ tangents.push_back(m_d); thisrow = 0; prevrow = 0; for (j = 0; j <= (rings + 1); j++) { v = j; v /= (rings + 1); radius = top_radius + ((bottom_radius - top_radius) * v); y = height * v; y = (height * 0.5) - y; 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)); Vector3 p = Vector3(x * radius, y, z * radius); points.push_back(p); normals.push_back(Vector3(x, 0.0, z)); ADD_TANGENT(z, 0.0, -x, 1.0) uvs.push_back(Vector2(u, v * 0.5)); point++; if (i > 0 && j > 0) { indices.push_back(prevrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i); indices.push_back(thisrow + i - 1); }; }; prevrow = thisrow; thisrow = point; }; // add top if (top_radius > 0.0) { y = height * 0.5; thisrow = point; points.push_back(Vector3(0.0, y, 0.0)); 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)); point++; for (i = 0; i <= radial_segments; i++) { float r = i; r /= radial_segments; x = sin(r * (Math_PI * 2.0)); z = cos(r * (Math_PI * 2.0)); u = ((x + 1.0) * 0.25); v = 0.5 + ((z + 1.0) * 0.25); Vector3 p = Vector3(x * top_radius, y, z * top_radius); points.push_back(p); 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)); point++; if (i > 0) { indices.push_back(thisrow); indices.push_back(point - 1); indices.push_back(point - 2); }; }; }; // add bottom if (bottom_radius > 0.0) { y = height * -0.5; thisrow = point; points.push_back(Vector3(0.0, y, 0.0)); 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)); point++; for (i = 0; i <= radial_segments; i++) { float r = i; r /= radial_segments; x = sin(r * (Math_PI * 2.0)); z = cos(r * (Math_PI * 2.0)); u = 0.5 + ((x + 1.0) * 0.25); v = 1.0 - ((z + 1.0) * 0.25); Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius); points.push_back(p); 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)); point++; if (i > 0) { indices.push_back(thisrow); indices.push_back(point - 2); indices.push_back(point - 1); }; }; }; 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; } void CylinderMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_top_radius", "radius"), &CylinderMesh::set_top_radius); ClassDB::bind_method(D_METHOD("get_top_radius"), &CylinderMesh::get_top_radius); ClassDB::bind_method(D_METHOD("set_bottom_radius", "radius"), &CylinderMesh::set_bottom_radius); ClassDB::bind_method(D_METHOD("get_bottom_radius"), &CylinderMesh::get_bottom_radius); ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderMesh::set_height); ClassDB::bind_method(D_METHOD("get_height"), &CylinderMesh::get_height); ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CylinderMesh::set_radial_segments); ClassDB::bind_method(D_METHOD("get_radial_segments"), &CylinderMesh::get_radial_segments); 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, "0,100,0.001,or_greater"), "set_top_radius", "get_top_radius"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), "set_bottom_radius", "get_bottom_radius"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,100,0.001,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, "0,100,1,or_greater"), "set_rings", "get_rings"); } void CylinderMesh::set_top_radius(const float p_radius) { top_radius = p_radius; _request_update(); } float CylinderMesh::get_top_radius() const { return top_radius; } void CylinderMesh::set_bottom_radius(const float p_radius) { bottom_radius = p_radius; _request_update(); } float CylinderMesh::get_bottom_radius() const { return bottom_radius; } void CylinderMesh::set_height(const float p_height) { height = p_height; _request_update(); } float CylinderMesh::get_height() const { return height; } void CylinderMesh::set_radial_segments(const int p_segments) { radial_segments = p_segments > 4 ? p_segments : 4; _request_update(); } int CylinderMesh::get_radial_segments() const { return radial_segments; } void CylinderMesh::set_rings(const int p_rings) { rings = p_rings > 0 ? p_rings : 0; _request_update(); } int CylinderMesh::get_rings() const { return rings; } CylinderMesh::CylinderMesh() { // defaults top_radius = 1.0; bottom_radius = 1.0; height = 2.0; radial_segments = 64; rings = 4; } /** PlaneMesh */ void PlaneMesh::_create_mesh_array(Array &p_arr) const { int i, j, prevrow, thisrow, point; float x, z; Size2 start_pos = size * -0.5; PoolVector points; PoolVector normals; PoolVector tangents; PoolVector uvs; PoolVector indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ tangents.push_back(m_x); \ tangents.push_back(m_y); \ tangents.push_back(m_z); \ tangents.push_back(m_d); /* top + bottom */ z = start_pos.y; thisrow = point; prevrow = 0; for (j = 0; j <= (subdivide_d + 1); j++) { x = start_pos.x; for (i = 0; i <= (subdivide_w + 1); i++) { float u = i; float v = j; 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)); 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++; if (i > 0 && j > 0) { indices.push_back(prevrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i - 1); 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[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; } void PlaneMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_size", "size"), &PlaneMesh::set_size); ClassDB::bind_method(D_METHOD("get_size"), &PlaneMesh::get_size); ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &PlaneMesh::set_subdivide_width); 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); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "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_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset"), "set_center_offset", "get_center_offset"); } void PlaneMesh::set_size(const Size2 &p_size) { size = p_size; _request_update(); } Size2 PlaneMesh::get_size() const { return size; } void PlaneMesh::set_subdivide_width(const int p_divisions) { subdivide_w = p_divisions > 0 ? p_divisions : 0; _request_update(); } int PlaneMesh::get_subdivide_width() const { return subdivide_w; } void PlaneMesh::set_subdivide_depth(const int p_divisions) { subdivide_d = p_divisions > 0 ? p_divisions : 0; _request_update(); } int PlaneMesh::get_subdivide_depth() const { return subdivide_d; } void PlaneMesh::set_center_offset(const Vector3 p_offset) { center_offset = p_offset; _request_update(); } Vector3 PlaneMesh::get_center_offset() const { return center_offset; } PlaneMesh::PlaneMesh() { // defaults size = Size2(2.0, 2.0); subdivide_w = 0; subdivide_d = 0; center_offset = Vector3(0.0, 0.0, 0.0); } /** PrismMesh */ 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; Vector3 start_pos = size * -0.5; // set our bounding box PoolVector points; PoolVector normals; PoolVector tangents; PoolVector uvs; PoolVector indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ tangents.push_back(m_x); \ tangents.push_back(m_y); \ tangents.push_back(m_z); \ tangents.push_back(m_d); /* front + back */ y = start_pos.y; thisrow = point; prevrow = 0; for (j = 0; j <= (subdivide_h + 1); j++) { float scale = (y - start_pos.y) / size.y; float scaled_size_x = size.x * scale; float start_x = start_pos.x + (1.0 - scale) * size.x * left_to_right; float offset_front = (1.0 - scale) * onethird * left_to_right; float offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right); x = 0.0; for (i = 0; i <= (subdivide_w + 1); i++) { float u = i; float v = j; u /= (3.0 * (subdivide_w + 1.0)); v /= (2.0 * (subdivide_h + 1.0)); u *= scale; /* front */ points.push_back(Vector3(start_x + 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(offset_front + u, v)); point++; /* back */ points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.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(twothirds + offset_back + u, v)); point++; if (i > 0 && j == 1) { int i2 = i * 2; /* front */ indices.push_back(prevrow + i2); indices.push_back(thisrow + i2); indices.push_back(thisrow + i2 - 2); /* back */ indices.push_back(prevrow + i2 + 1); indices.push_back(thisrow + i2 + 1); indices.push_back(thisrow + i2 - 1); } else if (i > 0 && j > 0) { int i2 = i * 2; /* front */ indices.push_back(prevrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2); indices.push_back(thisrow + i2 - 2); /* back */ indices.push_back(prevrow + i2 - 1); indices.push_back(prevrow + i2 + 1); indices.push_back(thisrow + i2 - 1); 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; normal_left = Vector3(-size.y, size.x * left_to_right, 0.0); normal_right = Vector3(size.y, size.x * (1.0 - left_to_right), 0.0); normal_left.normalize(); normal_right.normalize(); y = start_pos.y; thisrow = point; prevrow = 0; for (j = 0; j <= (subdivide_h + 1); j++) { float left, right; float scale = (y - start_pos.y) / size.y; left = start_pos.x + (size.x * (1.0 - scale) * left_to_right); right = left + (size.x * scale); z = start_pos.z; for (i = 0; i <= (subdivide_d + 1); i++) { float u = i; float v = j; 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)); point++; /* left */ points.push_back(Vector3(left, -y, z)); normals.push_back(normal_left); ADD_TANGENT(0.0, 0.0, 1.0, 1.0); uvs.push_back(Vector2(u, 0.5 + v)); point++; if (i > 0 && j > 0) { int i2 = i * 2; /* right */ indices.push_back(prevrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2 - 2); indices.push_back(prevrow + i2); indices.push_back(thisrow + i2); indices.push_back(thisrow + i2 - 2); /* left */ indices.push_back(prevrow + i2 - 1); indices.push_back(prevrow + i2 + 1); indices.push_back(thisrow + i2 - 1); 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++) { x = start_pos.x; for (i = 0; i <= (subdivide_w + 1); i++) { float u = i; float v = j; 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)); point++; if (i > 0 && j > 0) { /* bottom */ indices.push_back(prevrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i - 1); 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[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; } void PrismMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_left_to_right", "left_to_right"), &PrismMesh::set_left_to_right); ClassDB::bind_method(D_METHOD("get_left_to_right"), &PrismMesh::get_left_to_right); ClassDB::bind_method(D_METHOD("set_size", "size"), &PrismMesh::set_size); ClassDB::bind_method(D_METHOD("get_size"), &PrismMesh::get_size); ClassDB::bind_method(D_METHOD("set_subdivide_width", "segments"), &PrismMesh::set_subdivide_width); ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PrismMesh::get_subdivide_width); ClassDB::bind_method(D_METHOD("set_subdivide_height", "segments"), &PrismMesh::set_subdivide_height); ClassDB::bind_method(D_METHOD("get_subdivide_height"), &PrismMesh::get_subdivide_height); 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::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"); ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth"); } void PrismMesh::set_left_to_right(const float p_left_to_right) { left_to_right = p_left_to_right; _request_update(); } float PrismMesh::get_left_to_right() const { return left_to_right; } void PrismMesh::set_size(const Vector3 &p_size) { size = p_size; _request_update(); } Vector3 PrismMesh::get_size() const { return size; } void PrismMesh::set_subdivide_width(const int p_divisions) { subdivide_w = p_divisions > 0 ? p_divisions : 0; _request_update(); } int PrismMesh::get_subdivide_width() const { return subdivide_w; } void PrismMesh::set_subdivide_height(const int p_divisions) { subdivide_h = p_divisions > 0 ? p_divisions : 0; _request_update(); } int PrismMesh::get_subdivide_height() const { return subdivide_h; } void PrismMesh::set_subdivide_depth(const int p_divisions) { subdivide_d = p_divisions > 0 ? p_divisions : 0; _request_update(); } int PrismMesh::get_subdivide_depth() const { return subdivide_d; } PrismMesh::PrismMesh() { // defaults left_to_right = 0.5; size = Vector3(2.0, 2.0, 2.0); subdivide_w = 0; subdivide_h = 0; subdivide_d = 0; } /** QuadMesh */ void QuadMesh::_create_mesh_array(Array &p_arr) const { PoolVector faces; PoolVector normals; PoolVector tangents; PoolVector 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, }; static const int indices[6] = { 0, 1, 2, 0, 2, 3 }; 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]); } 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; } 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"), "set_size", "get_size"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset"), "set_center_offset", "get_center_offset"); } QuadMesh::QuadMesh() { primitive_type = PRIMITIVE_TRIANGLES; size = Size2(1.0, 1.0); center_offset = Vector3(0.0, 0.0, 0.0); } 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); } void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int radial_segments, int rings, bool is_hemisphere) { int i, j, prevrow, thisrow, point; float x, y, z; float scale = height * (is_hemisphere ? 1.0 : 0.5); // set our bounding box PoolVector points; PoolVector normals; PoolVector tangents; PoolVector uvs; PoolVector indices; point = 0; #define ADD_TANGENT(m_x, m_y, m_z, m_d) \ tangents.push_back(m_x); \ tangents.push_back(m_y); \ tangents.push_back(m_z); \ tangents.push_back(m_d); thisrow = 0; prevrow = 0; for (j = 0; j <= (rings + 1); j++) { float v = j; float w; v /= (rings + 1); w = sin(Math_PI * v); y = scale * cos(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)); if (is_hemisphere && y < 0.0) { points.push_back(Vector3(x * radius * w, 0.0, z * radius * w)); normals.push_back(Vector3(0.0, -1.0, 0.0)); } else { Vector3 p = Vector3(x * radius * w, y, z * radius * w); 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)); point++; if (i > 0 && j > 0) { indices.push_back(prevrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i - 1); indices.push_back(prevrow + i); indices.push_back(thisrow + i); indices.push_back(thisrow + i - 1); }; }; prevrow = thisrow; 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; } void SphereMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereMesh::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &SphereMesh::get_radius); ClassDB::bind_method(D_METHOD("set_height", "height"), &SphereMesh::set_height); ClassDB::bind_method(D_METHOD("get_height"), &SphereMesh::get_height); ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &SphereMesh::set_radial_segments); ClassDB::bind_method(D_METHOD("get_radial_segments"), &SphereMesh::get_radial_segments); ClassDB::bind_method(D_METHOD("set_rings", "rings"), &SphereMesh::set_rings); ClassDB::bind_method(D_METHOD("get_rings"), &SphereMesh::get_rings); 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::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"); } void SphereMesh::set_radius(const float p_radius) { radius = p_radius; _request_update(); } float SphereMesh::get_radius() const { return radius; } void SphereMesh::set_height(const float p_height) { height = p_height; _request_update(); } float SphereMesh::get_height() const { return height; } void SphereMesh::set_radial_segments(const int p_radial_segments) { radial_segments = p_radial_segments > 4 ? p_radial_segments : 4; _request_update(); } int SphereMesh::get_radial_segments() const { return radial_segments; } void SphereMesh::set_rings(const int p_rings) { rings = p_rings > 1 ? p_rings : 1; _request_update(); } int SphereMesh::get_rings() const { return rings; } void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) { is_hemisphere = p_is_hemisphere; _request_update(); } bool SphereMesh::get_is_hemisphere() const { return is_hemisphere; } SphereMesh::SphereMesh() { // defaults radius = 1.0; height = 2.0; radial_segments = 64; rings = 32; is_hemisphere = false; } /** PointMesh */ void PointMesh::_create_mesh_array(Array &p_arr) const { PoolVector faces; faces.resize(1); faces.set(0, Vector3(0.0, 0.0, 0.0)); p_arr[VS::ARRAY_VERTEX] = faces; } PointMesh::PointMesh() { primitive_type = PRIMITIVE_POINTS; } /** TextMesh */ void TextMesh::_generate_glyph_mesh_data(uint32_t p_utf32_char, const Ref &p_font, CharType p_char, CharType p_next) const { if (cache.has(p_utf32_char)) { return; } GlyphMeshData &gl_data = cache[p_utf32_char]; Dictionary d = p_font->get_char_contours(p_char, p_next); PoolVector3Array points = d["points"]; PoolIntArray contours = d["contours"]; bool orientation = d["orientation"]; if (points.size() < 3 || contours.size() < 1) { return; // No full contours, only glyph control points (or nothing), ignore. } // Approximate Bezier curves as polygons. // See https://freetype.org/freetype2/docs/glyphs/glyphs-6.html, for more info. for (int i = 0; i < contours.size(); i++) { int32_t start = (i == 0) ? 0 : (contours[i - 1] + 1); int32_t end = contours[i]; Vector polygon; for (int32_t j = start; j <= end; j++) { if (points[j].z == Font::CONTOUR_CURVE_TAG_ON) { // Point on the curve. Vector2 p = Vector2(points[j].x, points[j].y) * pixel_size; polygon.push_back(ContourPoint(p, true)); } else if (points[j].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) { // Conic Bezier arc. int32_t next = (j == end) ? start : (j + 1); int32_t prev = (j == start) ? end : (j - 1); Vector2 p0; Vector2 p1 = Vector2(points[j].x, points[j].y); Vector2 p2; // For successive conic OFF points add a virtual ON point in the middle. if (points[prev].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) { p0 = (Vector2(points[prev].x, points[prev].y) + Vector2(points[j].x, points[j].y)) / 2.0; } else if (points[prev].z == Font::CONTOUR_CURVE_TAG_ON) { p0 = Vector2(points[prev].x, points[prev].y); } else { ERR_FAIL_MSG(vformat("Invalid conic arc point sequence at %d:%d", i, j)); } if (points[next].z == Font::CONTOUR_CURVE_TAG_OFF_CONIC) { p2 = (Vector2(points[j].x, points[j].y) + Vector2(points[next].x, points[next].y)) / 2.0; } else if (points[next].z == Font::CONTOUR_CURVE_TAG_ON) { p2 = Vector2(points[next].x, points[next].y); } else { ERR_FAIL_MSG(vformat("Invalid conic arc point sequence at %d:%d", i, j)); } real_t step = CLAMP(curve_step / (p0 - p2).length(), 0.01, 0.5); real_t t = step; while (t < 1.0) { real_t omt = (1.0 - t); real_t omt2 = omt * omt; real_t t2 = t * t; Vector2 point = p1 + omt2 * (p0 - p1) + t2 * (p2 - p1); Vector2 p = point * pixel_size; polygon.push_back(ContourPoint(p, false)); t += step; } } else if (points[j].z == Font::CONTOUR_CURVE_TAG_OFF_CUBIC) { // Cubic Bezier arc. int32_t cur = j; int32_t next1 = (j == end) ? start : (j + 1); int32_t next2 = (next1 == end) ? start : (next1 + 1); int32_t prev = (j == start) ? end : (j - 1); // There must be exactly two OFF points and two ON points for each cubic arc. if (points[prev].z != Font::CONTOUR_CURVE_TAG_ON) { cur = (cur == 0) ? end : cur - 1; next1 = (next1 == 0) ? end : next1 - 1; next2 = (next2 == 0) ? end : next2 - 1; prev = (prev == 0) ? end : prev - 1; } else { j++; } ERR_FAIL_COND_MSG(points[prev].z != Font::CONTOUR_CURVE_TAG_ON, vformat("Invalid cubic arc point sequence at %d:%d", i, prev)); ERR_FAIL_COND_MSG(points[cur].z != Font::CONTOUR_CURVE_TAG_OFF_CUBIC, vformat("Invalid cubic arc point sequence at %d:%d", i, cur)); ERR_FAIL_COND_MSG(points[next1].z != Font::CONTOUR_CURVE_TAG_OFF_CUBIC, vformat("Invalid cubic arc point sequence at %d:%d", i, next1)); ERR_FAIL_COND_MSG(points[next2].z != Font::CONTOUR_CURVE_TAG_ON, vformat("Invalid cubic arc point sequence at %d:%d", i, next2)); Vector2 p0 = Vector2(points[prev].x, points[prev].y); Vector2 p1 = Vector2(points[cur].x, points[cur].y); Vector2 p2 = Vector2(points[next1].x, points[next1].y); Vector2 p3 = Vector2(points[next2].x, points[next2].y); real_t step = CLAMP(curve_step / (p0 - p3).length(), 0.01, 0.5); real_t t = step; while (t < 1.0) { real_t omt = (1.0 - t); real_t omt2 = omt * omt; real_t omt3 = omt2 * omt; real_t t2 = t * t; real_t t3 = t2 * t; Vector2 point = p0 * omt3 + p1 * omt2 * t * 3.0 + p2 * omt * t2 * 3.0 + p3 * t3; Vector2 p = point * pixel_size; polygon.push_back(ContourPoint(p, false)); t += step; } } else { ERR_FAIL_MSG(vformat("Unknown point tag at %d:%d", i, j)); } } if (polygon.size() < 3) { continue; // Skip glyph control points. } if (!orientation) { polygon.invert(); } gl_data.contours.push_back(polygon); } // Calculate bounds. List in_poly; for (int i = 0; i < gl_data.contours.size(); i++) { TriangulatorPoly inp; inp.Init(gl_data.contours[i].size()); real_t length = 0.0; for (int j = 0; j < gl_data.contours[i].size(); j++) { int next = (j + 1 == gl_data.contours[i].size()) ? 0 : (j + 1); gl_data.min_p.x = MIN(gl_data.min_p.x, gl_data.contours[i][j].point.x); gl_data.min_p.y = MIN(gl_data.min_p.y, gl_data.contours[i][j].point.y); gl_data.max_p.x = MAX(gl_data.max_p.x, gl_data.contours[i][j].point.x); gl_data.max_p.y = MAX(gl_data.max_p.y, gl_data.contours[i][j].point.y); length += (gl_data.contours[i][next].point - gl_data.contours[i][j].point).length(); inp.GetPoint(j) = gl_data.contours[i][j].point; } int poly_orient = inp.GetOrientation(); if (poly_orient == TRIANGULATOR_CW) { inp.SetHole(true); } in_poly.push_back(inp); gl_data.contours_info.push_back(ContourInfo(length, poly_orient == TRIANGULATOR_CCW)); } TriangulatorPartition tpart; //Decompose and triangulate. List out_poly; if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { ERR_FAIL_MSG("Convex decomposing failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh."); } List out_tris; for (List::Element *I = out_poly.front(); I; I = I->next()) { if (tpart.Triangulate_OPT(&(I->get()), &out_tris) == 0) { ERR_FAIL_MSG("Triangulation failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh."); } } for (List::Element *I = out_tris.front(); I; I = I->next()) { TriangulatorPoly &tp = I->get(); ERR_FAIL_COND(tp.GetNumPoints() != 3); // Triangles only. for (int i = 0; i < 3; i++) { gl_data.triangles.push_back(Vector2(tp.GetPoint(i).x, tp.GetPoint(i).y)); } } } void TextMesh::_create_mesh_array(Array &p_arr) const { Ref font = _get_font_or_default(); ERR_FAIL_COND(font.is_null()); if (dirty_cache) { cache.clear(); dirty_cache = false; } String t = (uppercase) ? xl_text.to_upper() : xl_text; float line_width = font->get_string_size(t).x * pixel_size; Vector2 offset; switch (horizontal_alignment) { case ALIGN_LEFT: offset.x = 0.0; break; case ALIGN_CENTER: { offset.x = -line_width / 2.0; } break; case ALIGN_RIGHT: { offset.x = -line_width; } 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; Vector2 min_p = Vector2(INFINITY, INFINITY); Vector2 max_p = Vector2(-INFINITY, -INFINITY); Vector2 offset_pre = offset; for (int i = 0; i < t.size(); i++) { CharType c = t[i]; CharType n = t[i + 1]; uint32_t utf32_char = c; if (((c & 0xfffffc00) == 0xd800) && (n & 0xfffffc00) == 0xdc00) { // decode surrogate pair. utf32_char = (c << 10UL) + n - ((0xd800 << 10UL) + 0xdc00 - 0x10000); } if ((c & 0xfffffc00) == 0xdc00) { // skip trail surrogate. continue; } _generate_glyph_mesh_data(utf32_char, font, c, n); GlyphMeshData &gl_data = cache[utf32_char]; p_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1); i_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1); if (has_depth) { for (int j = 0; j < gl_data.contours.size(); j++) { p_size += gl_data.contours[j].size() * 4; i_size += gl_data.contours[j].size() * 6; } } 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); offset_pre.x += font->get_char_size(c, n).x * pixel_size; } PoolVector vertices; PoolVector normals; PoolVector tangents; PoolVector uvs; PoolVector indices; vertices.resize(p_size); normals.resize(p_size); uvs.resize(p_size); tangents.resize(p_size * 4); indices.resize(i_size); PoolVector::Write vertices_ptr = vertices.write(); PoolVector::Write normals_ptr = normals.write(); PoolVector::Write tangents_ptr = tangents.write(); PoolVector::Write uvs_ptr = uvs.write(); PoolVector::Write indices_ptr = indices.write(); // Generate mesh. int32_t p_idx = 0; int32_t i_idx = 0; for (int i = 0; i < t.size(); i++) { CharType c = t[i]; CharType n = t[i + 1]; uint32_t utf32_char = c; if (((c & 0xfffffc00) == 0xd800) && (n & 0xfffffc00) == 0xdc00) { // decode surrogate pair. utf32_char = (c << 10UL) + n - ((0xd800 << 10UL) + 0xdc00 - 0x10000); } if ((c & 0xfffffc00) == 0xdc00) { // skip trail surrogate. continue; } _generate_glyph_mesh_data(utf32_char, font, c, n); GlyphMeshData &gl_data = cache[utf32_char]; int64_t ts = gl_data.triangles.size(); const Vector2 *ts_ptr = gl_data.triangles.ptr(); 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); 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; 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(); } 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); } 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); } 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 + 1; indices_ptr[i_idx++] = p_idx + 3; indices_ptr[i_idx++] = p_idx + 2; length += seg_len; p_idx += 4; } } } offset.x += font->get_char_size(c, n).x * pixel_size; } if (p_size == 0) { // If empty, add single trinagle to suppress errors. vertices.push_back(Vector3()); normals.push_back(Vector3()); uvs.push_back(Vector2()); tangents.push_back(1.0); tangents.push_back(0.0); tangents.push_back(0.0); tangents.push_back(1.0); indices.push_back(0); indices.push_back(0); indices.push_back(0); } p_arr[VS::ARRAY_VERTEX] = vertices; 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; } 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_text", "text"), &TextMesh::set_text); ClassDB::bind_method(D_METHOD("get_text"), &TextMesh::get_text); ClassDB::bind_method(D_METHOD("set_font", "font"), &TextMesh::set_font); ClassDB::bind_method(D_METHOD("get_font"), &TextMesh::get_font); ClassDB::bind_method(D_METHOD("set_depth", "depth"), &TextMesh::set_depth); ClassDB::bind_method(D_METHOD("get_depth"), &TextMesh::get_depth); 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_curve_step", "curve_step"), &TextMesh::set_curve_step); ClassDB::bind_method(D_METHOD("get_curve_step"), &TextMesh::get_curve_step); ClassDB::bind_method(D_METHOD("set_uppercase", "enable"), &TextMesh::set_uppercase); ClassDB::bind_method(D_METHOD("is_uppercase"), &TextMesh::is_uppercase); ClassDB::bind_method(D_METHOD("_font_changed"), &TextMesh::_font_changed); 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::OBJECT, "font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_font", "get_font"); ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right"), "set_horizontal_alignment", "get_horizontal_alignment"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase"); ADD_GROUP("Mesh", ""); ADD_PROPERTY(PropertyInfo(Variant::REAL, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001"), "set_pixel_size", "get_pixel_size"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "curve_step", PROPERTY_HINT_RANGE, "0.1,10,0.1"), "set_curve_step", "get_curve_step"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_RANGE, "0.0,100.0,0.001,or_greater"), "set_depth", "get_depth"); BIND_ENUM_CONSTANT(ALIGN_LEFT); BIND_ENUM_CONSTANT(ALIGN_CENTER); BIND_ENUM_CONSTANT(ALIGN_RIGHT); } void TextMesh::_notification(int p_what) { switch (p_what) { case MainLoop::NOTIFICATION_TRANSLATION_CHANGED: { String new_text = tr(text); if (new_text == xl_text) { return; // Nothing new. } xl_text = new_text; _request_update(); } break; } } TextMesh::TextMesh() { primitive_type = PRIMITIVE_TRIANGLES; } TextMesh::~TextMesh() { } void TextMesh::set_horizontal_alignment(TextMesh::Align p_alignment) { ERR_FAIL_INDEX((int)p_alignment, 3); if (horizontal_alignment != p_alignment) { horizontal_alignment = p_alignment; _request_update(); } } TextMesh::Align TextMesh::get_horizontal_alignment() const { return horizontal_alignment; } void TextMesh::set_text(const String &p_string) { if (text != p_string) { text = p_string; xl_text = tr(text); _request_update(); } } String TextMesh::get_text() const { return text; } void TextMesh::_font_changed() { dirty_cache = true; call_deferred("_request_update"); } void TextMesh::set_font(const Ref &p_font) { if (font_override != p_font) { if (font_override.is_valid()) { font_override->disconnect(CoreStringNames::get_singleton()->changed, this, "_font_changed"); } font_override = p_font; dirty_cache = true; if (font_override.is_valid()) { font_override->connect(CoreStringNames::get_singleton()->changed, this, "_font_changed"); } _request_update(); } } Ref TextMesh::get_font() const { return font_override; } Ref TextMesh::_get_font_or_default() const { if (font_override.is_valid()) { return font_override; } // Check the project-defined Theme resource. if (Theme::get_project_default().is_valid()) { List theme_types; Theme::get_project_default()->get_type_dependencies(get_class_name(), StringName(), &theme_types); for (List::Element *E = theme_types.front(); E; E = E->next()) { if (Theme::get_project_default()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E->get())) { return Theme::get_project_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E->get()); } } } // Lastly, fall back on the items defined in the default Theme, if they exist. { List theme_types; Theme::get_default()->get_type_dependencies(get_class_name(), StringName(), &theme_types); for (List::Element *E = theme_types.front(); E; E = E->next()) { if (Theme::get_default()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E->get())) { return Theme::get_default()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E->get()); } } } // 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()); } void TextMesh::set_depth(real_t p_depth) { if (depth != p_depth) { depth = MAX(p_depth, 0.0); _request_update(); } } real_t TextMesh::get_depth() const { return depth; } void TextMesh::set_pixel_size(real_t p_amount) { if (pixel_size != p_amount) { pixel_size = CLAMP(p_amount, 0.0001, 128.0); dirty_cache = true; _request_update(); } } real_t TextMesh::get_pixel_size() const { return pixel_size; } void TextMesh::set_curve_step(real_t p_step) { if (curve_step != p_step) { curve_step = CLAMP(p_step, 0.1, 10.0); dirty_cache = true; _request_update(); } } real_t TextMesh::get_curve_step() const { return curve_step; } void TextMesh::set_uppercase(bool p_uppercase) { if (uppercase != p_uppercase) { uppercase = p_uppercase; _request_update(); } } bool TextMesh::is_uppercase() const { return uppercase; }