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Merged PrimitiveMeshes into MeshUtils.
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@ -1,3 +1,8 @@
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/*************************************************************************/
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/* Most of these are originally from primitive_meshes.cpp */
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/* From https://github.com/Relintai/pandemonium_engine (MIT) */
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/*************************************************************************/
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//--STRIP
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#include "render_core/mesh_utils.h"
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//--STRIP
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@ -74,3 +79,900 @@ void MeshUtils::create_cone(Ref<Mesh> mesh) {
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mesh->add_triangle(12 + vc, 13 + vc, 14 + vc);
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mesh->add_triangle(13 + vc, 12 + vc, 15 + vc);
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}
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/*
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void MeshUtils::create_capsule(Array &p_arr, const float radius, const float mid_height, const int radial_segments, const int rings) {
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//radial_segments = p_segments > 4 ? p_segments : 4;
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//rings = p_rings > 1 ? p_rings : 1;
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int i, j, prevrow, thisrow, point;
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float x, y, z, u, v, w;
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float onethird = 1.0 / 3.0;
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float twothirds = 2.0 / 3.0;
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// note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom
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PoolVector<Vector3> points;
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PoolVector<Vector3> normals;
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PoolVector<float> tangents;
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PoolVector<Vector2> uvs;
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PoolVector<int> indices;
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point = 0;
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#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
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tangents.push_back(m_x); \
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tangents.push_back(m_y); \
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tangents.push_back(m_z); \
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tangents.push_back(m_d);
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// top hemisphere
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thisrow = 0;
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prevrow = 0;
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for (j = 0; j <= (rings + 1); j++) {
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v = j;
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v /= (rings + 1);
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w = sin(0.5 * Math_PI * v);
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z = radius * cos(0.5 * Math_PI * v);
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u /= radial_segments;
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x = sin(u * (Math_PI * 2.0));
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y = -cos(u * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius * w, y * radius * w, z);
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points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height));
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normals.push_back(p.normalized());
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ADD_TANGENT(-y, x, 0.0, 1.0)
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uvs.push_back(Vector2(u, v * onethird));
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point++;
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if (i > 0 && j > 0) {
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indices.push_back(prevrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i);
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indices.push_back(thisrow + i - 1);
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};
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};
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prevrow = thisrow;
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thisrow = point;
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};
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// cylinder
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= (rings + 1); j++) {
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v = j;
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v /= (rings + 1);
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z = mid_height * v;
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z = (mid_height * 0.5) - z;
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u /= radial_segments;
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x = sin(u * (Math_PI * 2.0));
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y = -cos(u * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius, y * radius, z);
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points.push_back(p);
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normals.push_back(Vector3(x, y, 0.0));
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ADD_TANGENT(-y, x, 0.0, 1.0)
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uvs.push_back(Vector2(u, onethird + (v * onethird)));
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point++;
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if (i > 0 && j > 0) {
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indices.push_back(prevrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i);
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indices.push_back(thisrow + i - 1);
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};
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};
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prevrow = thisrow;
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thisrow = point;
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};
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// bottom hemisphere
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= (rings + 1); j++) {
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v = j;
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v /= (rings + 1);
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v += 1.0;
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w = sin(0.5 * Math_PI * v);
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z = radius * cos(0.5 * Math_PI * v);
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for (i = 0; i <= radial_segments; i++) {
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float u2 = i;
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u2 /= radial_segments;
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x = sin(u2 * (Math_PI * 2.0));
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y = -cos(u2 * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius * w, y * radius * w, z);
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points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height));
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normals.push_back(p.normalized());
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ADD_TANGENT(-y, x, 0.0, 1.0)
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uvs.push_back(Vector2(u2, twothirds + ((v - 1.0) * onethird)));
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point++;
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if (i > 0 && j > 0) {
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indices.push_back(prevrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i);
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indices.push_back(thisrow + i - 1);
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};
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};
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prevrow = thisrow;
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thisrow = point;
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};
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p_arr[RS::ARRAY_VERTEX] = points;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void MeshUtils::create_cube(Array &p_arr, const Vector3 size, const int subdivide_w, const int subdivide_h, const int subdivide_d) {
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//subdivide_w = p_divisions > 0 ? p_divisions : 0;
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//subdivide_d = p_divisions > 0 ? p_divisions : 0;
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int i, j, prevrow, thisrow, point;
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float x, y, z;
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float onethird = 1.0 / 3.0;
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float twothirds = 2.0 / 3.0;
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Vector3 start_pos = size * -0.5;
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// set our bounding box
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PoolVector<Vector3> points;
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PoolVector<Vector3> normals;
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PoolVector<float> tangents;
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PoolVector<Vector2> uvs;
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PoolVector<int> indices;
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point = 0;
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#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
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tangents.push_back(m_x); \
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tangents.push_back(m_y); \
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tangents.push_back(m_z); \
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tangents.push_back(m_d);
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// front + back
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y = start_pos.y;
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= subdivide_h + 1; j++) {
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x = start_pos.x;
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for (i = 0; i <= subdivide_w + 1; i++) {
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float u = i;
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float v = j;
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u /= (3.0 * (subdivide_w + 1.0));
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v /= (2.0 * (subdivide_h + 1.0));
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// front
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points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
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normals.push_back(Vector3(0.0, 0.0, 1.0));
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ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
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uvs.push_back(Vector2(u, v));
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point++;
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// back
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points.push_back(Vector3(-x, -y, start_pos.z));
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normals.push_back(Vector3(0.0, 0.0, -1.0));
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ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
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uvs.push_back(Vector2(twothirds + u, v));
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point++;
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if (i > 0 && j > 0) {
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int i2 = i * 2;
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// front
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indices.push_back(prevrow + i2 - 2);
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indices.push_back(prevrow + i2);
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indices.push_back(thisrow + i2 - 2);
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indices.push_back(prevrow + i2);
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indices.push_back(thisrow + i2);
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indices.push_back(thisrow + i2 - 2);
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// back
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indices.push_back(prevrow + i2 - 1);
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indices.push_back(prevrow + i2 + 1);
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indices.push_back(thisrow + i2 - 1);
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indices.push_back(prevrow + i2 + 1);
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indices.push_back(thisrow + i2 + 1);
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indices.push_back(thisrow + i2 - 1);
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};
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x += size.x / (subdivide_w + 1.0);
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};
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y += size.y / (subdivide_h + 1.0);
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prevrow = thisrow;
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thisrow = point;
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};
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// left + right
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y = start_pos.y;
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= (subdivide_h + 1); j++) {
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z = start_pos.z;
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for (i = 0; i <= (subdivide_d + 1); i++) {
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float u = i;
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float v = j;
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u /= (3.0 * (subdivide_d + 1.0));
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v /= (2.0 * (subdivide_h + 1.0));
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// right
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points.push_back(Vector3(-start_pos.x, -y, -z));
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normals.push_back(Vector3(1.0, 0.0, 0.0));
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ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
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uvs.push_back(Vector2(onethird + u, v));
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point++;
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// left
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points.push_back(Vector3(start_pos.x, -y, z));
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normals.push_back(Vector3(-1.0, 0.0, 0.0));
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ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
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uvs.push_back(Vector2(u, 0.5 + v));
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point++;
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if (i > 0 && j > 0) {
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int i2 = i * 2;
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// right
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indices.push_back(prevrow + i2 - 2);
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indices.push_back(prevrow + i2);
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indices.push_back(thisrow + i2 - 2);
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indices.push_back(prevrow + i2);
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indices.push_back(thisrow + i2);
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indices.push_back(thisrow + i2 - 2);
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// left
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indices.push_back(prevrow + i2 - 1);
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indices.push_back(prevrow + i2 + 1);
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indices.push_back(thisrow + i2 - 1);
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indices.push_back(prevrow + i2 + 1);
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indices.push_back(thisrow + i2 + 1);
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indices.push_back(thisrow + i2 - 1);
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};
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z += size.z / (subdivide_d + 1.0);
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};
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y += size.y / (subdivide_h + 1.0);
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prevrow = thisrow;
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thisrow = point;
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};
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// top + bottom
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z = start_pos.z;
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thisrow = point;
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prevrow = 0;
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for (j = 0; j <= (subdivide_d + 1); j++) {
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x = start_pos.x;
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for (i = 0; i <= (subdivide_w + 1); i++) {
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float u = i;
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float v = j;
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u /= (3.0 * (subdivide_w + 1.0));
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v /= (2.0 * (subdivide_d + 1.0));
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// top
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points.push_back(Vector3(-x, -start_pos.y, -z));
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normals.push_back(Vector3(0.0, 1.0, 0.0));
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ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
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uvs.push_back(Vector2(onethird + u, 0.5 + v));
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point++;
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// bottom
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points.push_back(Vector3(x, start_pos.y, -z));
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normals.push_back(Vector3(0.0, -1.0, 0.0));
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ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
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uvs.push_back(Vector2(twothirds + u, 0.5 + v));
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point++;
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if (i > 0 && j > 0) {
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int i2 = i * 2;
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// top
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indices.push_back(prevrow + i2 - 2);
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indices.push_back(prevrow + i2);
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indices.push_back(thisrow + i2 - 2);
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indices.push_back(prevrow + i2);
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indices.push_back(thisrow + i2);
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indices.push_back(thisrow + i2 - 2);
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// bottom
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indices.push_back(prevrow + i2 - 1);
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indices.push_back(prevrow + i2 + 1);
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indices.push_back(thisrow + i2 - 1);
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indices.push_back(prevrow + i2 + 1);
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indices.push_back(thisrow + i2 + 1);
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indices.push_back(thisrow + i2 - 1);
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};
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x += size.x / (subdivide_w + 1.0);
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};
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z += size.z / (subdivide_d + 1.0);
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prevrow = thisrow;
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thisrow = point;
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};
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p_arr[RS::ARRAY_VERTEX] = points;
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p_arr[RS::ARRAY_NORMAL] = normals;
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p_arr[RS::ARRAY_TANGENT] = tangents;
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p_arr[RS::ARRAY_TEX_UV] = uvs;
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void MeshUtils::create_cylinder(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments, int rings) {
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//radial_segments = p_segments > 4 ? p_segments : 4;
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//rings = p_rings > 0 ? p_rings : 0;
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int i, j, prevrow, thisrow, point;
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float x, y, z, u, v, radius;
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PoolVector<Vector3> points;
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PoolVector<Vector3> normals;
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PoolVector<float> tangents;
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PoolVector<Vector2> uvs;
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PoolVector<int> indices;
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point = 0;
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#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
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tangents.push_back(m_x); \
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tangents.push_back(m_y); \
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tangents.push_back(m_z); \
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tangents.push_back(m_d);
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thisrow = 0;
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prevrow = 0;
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const real_t side_normal_y = (bottom_radius - top_radius) / height;
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for (j = 0; j <= (rings + 1); j++) {
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v = j;
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v /= (rings + 1);
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radius = top_radius + ((bottom_radius - top_radius) * v);
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y = height * v;
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y = (height * 0.5) - y;
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for (i = 0; i <= radial_segments; i++) {
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u = i;
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u /= radial_segments;
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x = sin(u * (Math_PI * 2.0));
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z = cos(u * (Math_PI * 2.0));
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Vector3 p = Vector3(x * radius, y, z * radius);
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points.push_back(p);
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normals.push_back(Vector3(x, side_normal_y, z).normalized());
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ADD_TANGENT(z, 0.0, -x, 1.0)
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uvs.push_back(Vector2(u, v * 0.5));
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point++;
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if (i > 0 && j > 0) {
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indices.push_back(prevrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i - 1);
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indices.push_back(prevrow + i);
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indices.push_back(thisrow + i);
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indices.push_back(thisrow + i - 1);
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};
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};
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prevrow = thisrow;
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thisrow = point;
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};
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// add top
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if (top_radius > 0.0) {
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y = height * 0.5;
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thisrow = point;
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points.push_back(Vector3(0.0, y, 0.0));
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normals.push_back(Vector3(0.0, 1.0, 0.0));
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ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
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uvs.push_back(Vector2(0.25, 0.75));
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point++;
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for (i = 0; i <= radial_segments; i++) {
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float r = i;
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r /= radial_segments;
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x = sin(r * (Math_PI * 2.0));
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z = cos(r * (Math_PI * 2.0));
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u = ((x + 1.0) * 0.25);
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v = 0.5 + ((z + 1.0) * 0.25);
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Vector3 p = Vector3(x * top_radius, y, z * top_radius);
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points.push_back(p);
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normals.push_back(Vector3(0.0, 1.0, 0.0));
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ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
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uvs.push_back(Vector2(u, v));
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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;
|
||||
}
|
||||
|
||||
*/
|
@ -8,6 +8,17 @@
|
||||
class MeshUtils {
|
||||
public:
|
||||
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
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -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
|
Loading…
Reference in New Issue
Block a user