mirror of
https://github.com/Relintai/sfw.git
synced 2025-03-11 23:39:09 +01:00
978 lines
24 KiB
C++
978 lines
24 KiB
C++
/*************************************************************************/
|
|
/* Most of these are originally from primitive_meshes.cpp */
|
|
/* From https://github.com/Relintai/pandemonium_engine (MIT) */
|
|
/*************************************************************************/
|
|
|
|
//--STRIP
|
|
#include "render_core/mesh_utils.h"
|
|
//--STRIP
|
|
|
|
void MeshUtils::create_cone(Ref<Mesh> mesh) {
|
|
if (!mesh.is_valid()) {
|
|
return;
|
|
}
|
|
|
|
uint32_t vc = mesh->vertices.size();
|
|
|
|
//eleje
|
|
mesh->add_color(1, 0, 0);
|
|
mesh->add_vertex3(0, 0.5, 0);
|
|
|
|
mesh->add_color(1, 0, 0);
|
|
mesh->add_vertex3(-0.5, -0.5, 0.5);
|
|
|
|
mesh->add_color(1, 0, 0);
|
|
mesh->add_vertex3(0.5, -0.5, 0.5);
|
|
|
|
mesh->add_triangle(0 + vc, 1 + vc, 2 + vc);
|
|
|
|
//bal
|
|
mesh->add_color(0, 1, 0);
|
|
mesh->add_vertex3(0, 0.5, 0);
|
|
|
|
mesh->add_color(0, 1, 0);
|
|
mesh->add_vertex3(-0.5, -0.5, -0.5);
|
|
|
|
mesh->add_color(0, 1, 0);
|
|
mesh->add_vertex3(-0.5, -0.5, 0.5);
|
|
|
|
mesh->add_triangle(3 + vc, 4 + vc, 5 + vc);
|
|
|
|
//jobb
|
|
mesh->add_color(0, 0, 1);
|
|
mesh->add_vertex3(0, 0.5, 0);
|
|
|
|
mesh->add_color(0, 0, 1);
|
|
mesh->add_vertex3(0.5, -0.5, 0.5);
|
|
|
|
mesh->add_color(0, 0, 1);
|
|
mesh->add_vertex3(0.5, -0.5, -0.5);
|
|
|
|
mesh->add_triangle(6 + vc, 7 + vc, 8 + vc);
|
|
|
|
//hátulja
|
|
mesh->add_color(1, 1, 0);
|
|
mesh->add_vertex3(0, 0.5, 0);
|
|
|
|
mesh->add_color(1, 1, 0);
|
|
mesh->add_vertex3(0.5, -0.5, -0.5);
|
|
|
|
mesh->add_color(1, 1, 0);
|
|
mesh->add_vertex3(-0.5, -0.5, -0.5);
|
|
|
|
mesh->add_triangle(9 + vc, 10 + vc, 11 + vc);
|
|
|
|
//alja
|
|
|
|
mesh->add_color(1, 0, 1);
|
|
mesh->add_vertex3(-0.5, -0.5, -0.5);
|
|
|
|
mesh->add_color(1, 0, 1);
|
|
mesh->add_vertex3(0.5, -0.5, 0.5);
|
|
|
|
mesh->add_color(1, 0, 1);
|
|
mesh->add_vertex3(-0.5, -0.5, 0.5);
|
|
|
|
mesh->add_color(1, 0, 1);
|
|
mesh->add_vertex3(0.5, -0.5, -0.5);
|
|
|
|
mesh->add_triangle(12 + vc, 13 + vc, 14 + 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;
|
|
}
|
|
|
|
*/ |