godot/scene/3d/immediate_geometry.cpp
2015-01-02 13:21:07 -03:00

153 lines
3.5 KiB
C++

#include "immediate_geometry.h"
void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture) {
VS::get_singleton()->immediate_begin(im,(VS::PrimitiveType)p_primitive,p_texture.is_valid()?p_texture->get_rid():RID());
if (p_texture.is_valid())
cached_textures.push_back(p_texture);
}
void ImmediateGeometry::set_normal(const Vector3& p_normal){
VS::get_singleton()->immediate_normal(im,p_normal);
}
void ImmediateGeometry::set_tangent(const Plane& p_tangent){
VS::get_singleton()->immediate_tangent(im,p_tangent);
}
void ImmediateGeometry::set_color(const Color& p_color){
VS::get_singleton()->immediate_color(im,p_color);
}
void ImmediateGeometry::set_uv(const Vector2& p_uv){
VS::get_singleton()->immediate_uv(im,p_uv);
}
void ImmediateGeometry::set_uv2(const Vector2& p_uv2){
VS::get_singleton()->immediate_uv2(im,p_uv2);
}
void ImmediateGeometry::add_vertex(const Vector3& p_vertex){
VS::get_singleton()->immediate_vertex(im,p_vertex);
if (empty) {
aabb.pos=p_vertex;
aabb.size=Vector3();
} else {
aabb.expand_to(p_vertex);
}
}
void ImmediateGeometry::end(){
VS::get_singleton()->immediate_end(im);
}
void ImmediateGeometry::clear(){
VS::get_singleton()->immediate_clear(im);
empty=true;
cached_textures.clear();
}
AABB ImmediateGeometry::get_aabb() const {
return aabb;
}
DVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
return DVector<Face3>();
}
void ImmediateGeometry::add_sphere(int p_lats,int p_lons,float p_radius) {
for(int i = 1; i <= p_lats; i++) {
double lat0 = Math_PI * (-0.5 + (double) (i - 1) / p_lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double) i / p_lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for(int j = p_lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double) (j - 1) / p_lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double) (j) / p_lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4]={
Vector3(x1 * zr0, z0, y1 *zr0),
Vector3(x1 * zr1, z1, y1 *zr1),
Vector3(x0 * zr1, z1, y0 *zr1),
Vector3(x0 * zr0, z0, y0 *zr0)
};
#define ADD_POINT(m_idx)\
set_normal(v[m_idx]);\
add_vertex(v[m_idx]*p_radius);
ADD_POINT(0);
ADD_POINT(1);
ADD_POINT(2);
ADD_POINT(2);
ADD_POINT(3);
ADD_POINT(0);
}
}
}
void ImmediateGeometry::_bind_methods() {
ObjectTypeDB::bind_method(_MD("begin","primitive","texture:Texture"),&ImmediateGeometry::begin);
ObjectTypeDB::bind_method(_MD("set_normal","normal"),&ImmediateGeometry::set_normal);
ObjectTypeDB::bind_method(_MD("set_tangent","tangent"),&ImmediateGeometry::set_tangent);
ObjectTypeDB::bind_method(_MD("set_color","color"),&ImmediateGeometry::set_color);
ObjectTypeDB::bind_method(_MD("set_uv","uv"),&ImmediateGeometry::set_uv);
ObjectTypeDB::bind_method(_MD("set_uv2","uv"),&ImmediateGeometry::set_uv2);
ObjectTypeDB::bind_method(_MD("add_vertex","pos"),&ImmediateGeometry::add_vertex);
ObjectTypeDB::bind_method(_MD("add_sphere","lats","lons","radius"),&ImmediateGeometry::add_sphere);
ObjectTypeDB::bind_method(_MD("end"),&ImmediateGeometry::end);
ObjectTypeDB::bind_method(_MD("clear"),&ImmediateGeometry::clear);
}
ImmediateGeometry::ImmediateGeometry() {
im = VisualServer::get_singleton()->immediate_create();
set_base(im);
empty=true;
}
ImmediateGeometry::~ImmediateGeometry() {
VisualServer::get_singleton()->free(im);
}