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5ad9be4c24
Rename user facing methods and variables as well as the corresponding C++ methods according to the folloming changes: * pos -> position * rot -> rotation * loc -> location C++ variables are left as is.
169 lines
6.3 KiB
C++
169 lines
6.3 KiB
C++
/*************************************************************************/
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/* immediate_geometry.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "immediate_geometry.h"
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void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive, const Ref<Texture> &p_texture) {
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VS::get_singleton()->immediate_begin(im, (VS::PrimitiveType)p_primitive, p_texture.is_valid() ? p_texture->get_rid() : RID());
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if (p_texture.is_valid())
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cached_textures.push_back(p_texture);
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}
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void ImmediateGeometry::set_normal(const Vector3 &p_normal) {
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VS::get_singleton()->immediate_normal(im, p_normal);
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}
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void ImmediateGeometry::set_tangent(const Plane &p_tangent) {
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VS::get_singleton()->immediate_tangent(im, p_tangent);
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}
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void ImmediateGeometry::set_color(const Color &p_color) {
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VS::get_singleton()->immediate_color(im, p_color);
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}
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void ImmediateGeometry::set_uv(const Vector2 &p_uv) {
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VS::get_singleton()->immediate_uv(im, p_uv);
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}
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void ImmediateGeometry::set_uv2(const Vector2 &p_uv2) {
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VS::get_singleton()->immediate_uv2(im, p_uv2);
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}
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void ImmediateGeometry::add_vertex(const Vector3 &p_vertex) {
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VS::get_singleton()->immediate_vertex(im, p_vertex);
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if (empty) {
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aabb.position = p_vertex;
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aabb.size = Vector3();
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empty = false;
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} else {
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aabb.expand_to(p_vertex);
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}
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}
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void ImmediateGeometry::end() {
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VS::get_singleton()->immediate_end(im);
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}
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void ImmediateGeometry::clear() {
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VS::get_singleton()->immediate_clear(im);
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empty = true;
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cached_textures.clear();
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}
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Rect3 ImmediateGeometry::get_aabb() const {
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return aabb;
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}
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PoolVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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}
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void ImmediateGeometry::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
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for (int i = 1; i <= p_lats; i++) {
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double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
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double z0 = Math::sin(lat0);
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double zr0 = Math::cos(lat0);
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double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
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double z1 = Math::sin(lat1);
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double zr1 = Math::cos(lat1);
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for (int j = p_lons; j >= 1; j--) {
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double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
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double x0 = Math::cos(lng0);
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double y0 = Math::sin(lng0);
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double lng1 = 2 * Math_PI * (double)(j) / p_lons;
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double x1 = Math::cos(lng1);
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double y1 = Math::sin(lng1);
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Vector3 v[4] = {
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Vector3(x1 * zr0, z0, y1 * zr0),
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Vector3(x1 * zr1, z1, y1 * zr1),
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Vector3(x0 * zr1, z1, y0 * zr1),
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Vector3(x0 * zr0, z0, y0 * zr0)
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};
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#define ADD_POINT(m_idx) \
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if (p_add_uv) { \
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set_uv(Vector2(Math::atan2(v[m_idx].x, v[m_idx].z) / Math_PI * 0.5 + 0.5, v[m_idx].y * 0.5 + 0.5)); \
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set_tangent(Plane(Vector3(-v[m_idx].z, v[m_idx].y, v[m_idx].x), 1)); \
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} \
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set_normal(v[m_idx]); \
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add_vertex(v[m_idx] * p_radius);
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ADD_POINT(0);
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ADD_POINT(1);
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ADD_POINT(2);
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ADD_POINT(2);
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ADD_POINT(3);
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ADD_POINT(0);
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}
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}
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}
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void ImmediateGeometry::_bind_methods() {
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ClassDB::bind_method(D_METHOD("begin", "primitive", "texture"), &ImmediateGeometry::begin, DEFVAL(Ref<Texture>()));
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ClassDB::bind_method(D_METHOD("set_normal", "normal"), &ImmediateGeometry::set_normal);
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ClassDB::bind_method(D_METHOD("set_tangent", "tangent"), &ImmediateGeometry::set_tangent);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &ImmediateGeometry::set_color);
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ClassDB::bind_method(D_METHOD("set_uv", "uv"), &ImmediateGeometry::set_uv);
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ClassDB::bind_method(D_METHOD("set_uv2", "uv"), &ImmediateGeometry::set_uv2);
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ClassDB::bind_method(D_METHOD("add_vertex", "position"), &ImmediateGeometry::add_vertex);
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ClassDB::bind_method(D_METHOD("add_sphere", "lats", "lons", "radius", "add_uv"), &ImmediateGeometry::add_sphere, DEFVAL(true));
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ClassDB::bind_method(D_METHOD("end"), &ImmediateGeometry::end);
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ClassDB::bind_method(D_METHOD("clear"), &ImmediateGeometry::clear);
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}
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ImmediateGeometry::ImmediateGeometry() {
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im = VisualServer::get_singleton()->immediate_create();
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set_base(im);
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empty = true;
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}
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ImmediateGeometry::~ImmediateGeometry() {
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VisualServer::get_singleton()->free(im);
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}
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