Merged PrimitiveMeshes into MeshUtils.

This commit is contained in:
Relintai 2024-01-13 00:12:42 +01:00
parent 083d5ac925
commit e5b7ff3491
4 changed files with 914 additions and 2623 deletions

View File

@ -1,3 +1,8 @@
/*************************************************************************/
/* Most of these are originally from primitive_meshes.cpp */
/* From https://github.com/Relintai/pandemonium_engine (MIT) */
/*************************************************************************/
//--STRIP //--STRIP
#include "render_core/mesh_utils.h" #include "render_core/mesh_utils.h"
//--STRIP //--STRIP
@ -74,3 +79,900 @@ void MeshUtils::create_cone(Ref<Mesh> mesh) {
mesh->add_triangle(12 + vc, 13 + vc, 14 + vc); mesh->add_triangle(12 + vc, 13 + vc, 14 + vc);
mesh->add_triangle(13 + vc, 12 + vc, 15 + vc); mesh->add_triangle(13 + vc, 12 + vc, 15 + vc);
} }
/*
void MeshUtils::create_capsule(Array &p_arr, const float radius, const float mid_height, const int radial_segments, const int rings) {
//radial_segments = p_segments > 4 ? p_segments : 4;
//rings = p_rings > 1 ? p_rings : 1;
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<Vector3> points;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector2> uvs;
PoolVector<int> 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[RS::ARRAY_VERTEX] = points;
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
p_arr[RS::ARRAY_INDEX] = indices;
}
void MeshUtils::create_cube(Array &p_arr, const Vector3 size, const int subdivide_w, const int subdivide_h, const int subdivide_d) {
//subdivide_w = p_divisions > 0 ? p_divisions : 0;
//subdivide_d = p_divisions > 0 ? p_divisions : 0;
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<Vector3> points;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector2> uvs;
PoolVector<int> 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[RS::ARRAY_VERTEX] = points;
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
p_arr[RS::ARRAY_INDEX] = indices;
}
void MeshUtils::create_cylinder(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments, int rings) {
//radial_segments = p_segments > 4 ? p_segments : 4;
//rings = p_rings > 0 ? p_rings : 0;
int i, j, prevrow, thisrow, point;
float x, y, z, u, v, radius;
PoolVector<Vector3> points;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector2> uvs;
PoolVector<int> indices;
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;
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);
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, side_normal_y, z).normalized());
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[RS::ARRAY_VERTEX] = points;
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
p_arr[RS::ARRAY_INDEX] = indices;
}
void MeshUtils::create_plane(Array &p_arr, Size2 size, int subdivide_w, int subdivide_d, Vector3 center_offset) {
//subdivide_w = p_divisions > 0 ? p_divisions : 0;
//subdivide_d = p_divisions > 0 ? p_divisions : 0;
int i, j, prevrow, thisrow, point;
float x, z;
Size2 start_pos = size * -0.5;
PoolVector<Vector3> points;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector2> uvs;
PoolVector<int> 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[RS::ARRAY_VERTEX] = points;
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
p_arr[RS::ARRAY_INDEX] = indices;
}
void MeshUtils::create_prism(Array &p_arr, float left_to_right, Vector3 size, int subdivide_w, int subdivide_h, int subdivide_d) {
//subdivide_w = p_divisions > 0 ? p_divisions : 0;
//subdivide_h = p_divisions > 0 ? p_divisions : 0;
//subdivide_d = p_divisions > 0 ? p_divisions : 0;
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<Vector3> points;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector2> uvs;
PoolVector<int> 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[RS::ARRAY_VERTEX] = points;
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
p_arr[RS::ARRAY_INDEX] = indices;
}
void MeshUtils::create_quad(Array &p_arr, Size2 size, Vector3 center_offset) {
PoolVector<Vector3> faces;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<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,
};
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[RS::ARRAY_VERTEX] = faces;
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
}
void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int radial_segments, int rings, bool is_hemisphere) {
//radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
//rings = p_rings > 1 ? p_rings : 1;
int i, j, prevrow, thisrow, point;
float x, y, z;
float scale = height * (is_hemisphere ? 1.0 : 0.5);
// set our bounding box
PoolVector<Vector3> points;
PoolVector<Vector3> normals;
PoolVector<float> tangents;
PoolVector<Vector2> uvs;
PoolVector<int> 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[RS::ARRAY_VERTEX] = points;
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
p_arr[RS::ARRAY_INDEX] = indices;
}
void MeshUtils::create_point(Array &p_arr) {
PoolVector<Vector3> faces;
faces.resize(1);
faces.set(0, Vector3(0.0, 0.0, 0.0));
p_arr[RS::ARRAY_VERTEX] = faces;
}
*/

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@ -7,7 +7,18 @@
class MeshUtils { class MeshUtils {
public: public:
static void create_cone(Ref<Mesh> mesh); static void create_cone(Ref<Mesh> mesh);
/*
static void create_capsule(Array &p_arr, float radius, float mid_height, int radial_segments = 64, int rings = 8);
static void create_cube(Array &p_arr, Vector3 size, int subdivide_w = 0, int subdivide_h = 0, int subdivide_d = 0);
static void create_cylinder(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments = 64, int rings = 4);
static void create_plane(Array &p_arr, Size2 size = Size2(2.0, 2.0), int subdivide_w = 0, int subdivide_d = 0, Vector3 center_offset = Vector3(0.0, 0.0, 0.0));
static void create_prism(Array &p_arr, float left_to_right = 0.5, Vector3 size = Vector3(2.0, 2.0, 2.0), int subdivide_w = 0, int subdivide_h = 0, int subdivide_d = 0);
static void create_quad(Array &p_arr, Size2 size = Size2(1.0, 1.0), Vector3 center_offset = Vector3(0.0, 0.0, 0.0));
static void create_sphere(Array &p_arr, float radius, float height, int radial_segments = 64, int rings = 32, bool is_hemisphere = false);
static void create_point(Array &p_arr);
*/
}; };
#endif #endif

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@ -1,423 +0,0 @@
#ifndef PRIMITIVE_MESHES_H
#define PRIMITIVE_MESHES_H
/*************************************************************************/
/* primitive_meshes.h */
/* From https://github.com/Relintai/pandemonium_engine (MIT) */
/*************************************************************************/
//--STRIP
#include "scene/resources/font/font.h"
#include "scene/resources/mesh/mesh.h"
//--STRIP
///@TODO probably should change a few integers to unsigned integers...
/**
@author Bastiaan Olij <mux213@gmail.com>
Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
This class is set apart that it assumes a single surface is always generated for our mesh.
*/
class PrimitiveMesh : public Mesh {
SFW_OBJECT(PrimitiveMesh, Mesh);
private:
RID mesh;
mutable AABB aabb;
AABB custom_aabb;
Ref<Material> material;
bool flip_faces;
mutable bool pending_request;
void _update() const;
protected:
Mesh::PrimitiveType primitive_type;
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const = 0;
void _request_update();
public:
virtual int get_surface_count() const;
virtual int surface_get_array_len(int p_idx) const;
virtual int surface_get_array_index_len(int p_idx) const;
virtual Array surface_get_arrays(int p_surface) const;
virtual Array surface_get_blend_shape_arrays(int p_surface) const;
virtual uint32_t surface_get_format(int p_idx) const;
virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
virtual Ref<Material> surface_get_material(int p_idx) const;
virtual int get_blend_shape_count() const;
virtual StringName get_blend_shape_name(int p_index) const;
virtual void set_blend_shape_name(int p_index, const StringName &p_name);
virtual AABB get_aabb() const;
virtual RID get_rid() const;
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
Array get_mesh_arrays() const;
void set_custom_aabb(const AABB &p_custom);
AABB get_custom_aabb() const;
void set_flip_faces(bool p_enable);
bool get_flip_faces() const;
PrimitiveMesh();
~PrimitiveMesh();
};
/**
Mesh for a simple capsule
*/
class CapsuleMesh : public PrimitiveMesh {
SFW_OBJECT(CapsuleMesh, PrimitiveMesh);
private:
float radius;
float mid_height;
int radial_segments;
int rings;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
static void create_mesh_array(Array &p_arr, float radius, float mid_height, int radial_segments = 64, int rings = 8);
void set_radius(const float p_radius);
float get_radius() const;
void set_mid_height(const float p_mid_height);
float get_mid_height() const;
void set_radial_segments(const int p_segments);
int get_radial_segments() const;
void set_rings(const int p_rings);
int get_rings() const;
CapsuleMesh();
};
/**
Similar to test cube but with subdivision support and different texture coordinates
*/
class CubeMesh : public PrimitiveMesh {
SFW_OBJECT(CubeMesh, PrimitiveMesh);
private:
Vector3 size;
int subdivide_w;
int subdivide_h;
int subdivide_d;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
static void create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w = 0, int subdivide_h = 0, int subdivide_d = 0);
void set_size(const Vector3 &p_size);
Vector3 get_size() const;
void set_subdivide_width(const int p_divisions);
int get_subdivide_width() const;
void set_subdivide_height(const int p_divisions);
int get_subdivide_height() const;
void set_subdivide_depth(const int p_divisions);
int get_subdivide_depth() const;
CubeMesh();
};
/**
A cylinder
*/
class CylinderMesh : public PrimitiveMesh {
SFW_OBJECT(CylinderMesh, PrimitiveMesh);
private:
float top_radius;
float bottom_radius;
float height;
int radial_segments;
int rings;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
static void create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments = 64, int rings = 4);
void set_top_radius(const float p_radius);
float get_top_radius() const;
void set_bottom_radius(const float p_radius);
float get_bottom_radius() const;
void set_height(const float p_height);
float get_height() const;
void set_radial_segments(const int p_segments);
int get_radial_segments() const;
void set_rings(const int p_rings);
int get_rings() const;
CylinderMesh();
};
/**
Similar to quadmesh but with tessellation support
*/
class PlaneMesh : public PrimitiveMesh {
SFW_OBJECT(PlaneMesh, PrimitiveMesh);
private:
Size2 size;
int subdivide_w;
int subdivide_d;
Vector3 center_offset;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
void set_size(const Size2 &p_size);
Size2 get_size() const;
void set_subdivide_width(const int p_divisions);
int get_subdivide_width() const;
void set_subdivide_depth(const int p_divisions);
int get_subdivide_depth() const;
void set_center_offset(const Vector3 p_offset);
Vector3 get_center_offset() const;
PlaneMesh();
};
/**
A prism shapen, handy for ramps, triangles, etc.
*/
class PrismMesh : public PrimitiveMesh {
SFW_OBJECT(PrismMesh, PrimitiveMesh);
private:
float left_to_right;
Vector3 size;
int subdivide_w;
int subdivide_h;
int subdivide_d;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
void set_left_to_right(const float p_left_to_right);
float get_left_to_right() const;
void set_size(const Vector3 &p_size);
Vector3 get_size() const;
void set_subdivide_width(const int p_divisions);
int get_subdivide_width() const;
void set_subdivide_height(const int p_divisions);
int get_subdivide_height() const;
void set_subdivide_depth(const int p_divisions);
int get_subdivide_depth() const;
PrismMesh();
};
/**
Our original quadmesh...
*/
class QuadMesh : public PrimitiveMesh {
SFW_OBJECT(QuadMesh, PrimitiveMesh);
private:
Size2 size;
Vector3 center_offset;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
QuadMesh();
void set_size(const Size2 &p_size);
Size2 get_size() const;
void set_center_offset(const Vector3 p_offset);
Vector3 get_center_offset() const;
};
/**
A sphere..
*/
class SphereMesh : public PrimitiveMesh {
SFW_OBJECT(SphereMesh, PrimitiveMesh);
private:
float radius;
float height;
int radial_segments;
int rings;
bool is_hemisphere;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
static void create_mesh_array(Array &p_arr, float radius, float height, int radial_segments = 64, int rings = 32, bool is_hemisphere = false);
void set_radius(const float p_radius);
float get_radius() const;
void set_height(const float p_height);
float get_height() const;
void set_radial_segments(const int p_radial_segments);
int get_radial_segments() const;
void set_rings(const int p_rings);
int get_rings() const;
void set_is_hemisphere(const bool p_is_hemisphere);
bool get_is_hemisphere() const;
SphereMesh();
};
/**
A single point for use in particle systems
*/
class PointMesh : public PrimitiveMesh {
SFW_OBJECT(PointMesh, PrimitiveMesh)
protected:
virtual void _create_mesh_array(Array &p_arr) const;
public:
PointMesh();
};
/**
Text...
*/
class TextMesh : public PrimitiveMesh {
SFW_OBJECT(TextMesh, PrimitiveMesh);
public:
enum Align {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT
};
private:
struct ContourPoint {
Vector2 point;
bool sharp = false;
ContourPoint(){};
ContourPoint(const Vector2 &p_pt, bool p_sharp) {
point = p_pt;
sharp = p_sharp;
};
};
struct ContourInfo {
real_t length = 0.0;
bool ccw = true;
ContourInfo(){};
ContourInfo(real_t p_len, bool p_ccw) {
length = p_len;
ccw = p_ccw;
}
};
struct GlyphMeshData {
Vector<Vector2> triangles;
Vector<Vector<ContourPoint>> contours;
Vector<ContourInfo> contours_info;
Vector2 min_p = Vector2(INFINITY, INFINITY);
Vector2 max_p = Vector2(-INFINITY, -INFINITY);
};
mutable HashMap<uint32_t, GlyphMeshData> cache;
String text;
String xl_text;
Ref<Font> font_override;
Align horizontal_alignment = ALIGN_CENTER;
bool uppercase = false;
real_t depth = 0.05;
real_t pixel_size = 0.01;
real_t curve_step = 0.5;
mutable bool dirty_cache = true;
void _generate_glyph_mesh_data(uint32_t p_utf32_char, const Ref<Font> &p_font, CharType p_char, CharType p_next) const;
void _font_changed();
protected:
static void _bind_methods();
void _notification(int p_what);
virtual void _create_mesh_array(Array &p_arr) const;
public:
TextMesh();
~TextMesh();
void set_horizontal_alignment(Align p_alignment);
Align get_horizontal_alignment() const;
void set_text(const String &p_string);
String get_text() const;
void set_font(const Ref<Font> &p_font);
Ref<Font> get_font() const;
Ref<Font> _get_font_or_default() const;
void set_uppercase(bool p_uppercase);
bool is_uppercase() const;
void set_depth(real_t p_depth);
real_t get_depth() const;
void set_curve_step(real_t p_step);
real_t get_curve_step() const;
void set_pixel_size(real_t p_amount);
real_t get_pixel_size() const;
};
VARIANT_ENUM_CAST(TextMesh::Align);
#endif