/*************************************************************************/ /* quad.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "quad.h" #include "servers/visual_server.h" void Quad::_update() { if (!is_inside_tree()) return; Vector3 normal; normal[axis] = 1.0; const int axis_order_1[3] = { 1, 2, 0 }; const int axis_order_2[3] = { 2, 0, 1 }; const int a1 = axis_order_1[axis]; const int a2 = axis_order_2[axis]; PoolVector points; points.resize(4); PoolVector::Write pointsw = points.write(); Vector2 s2 = size * 0.5; Vector2 o = offset; if (!centered) o += s2; pointsw[0][a1] = -s2.x + offset.x; pointsw[0][a2] = s2.y + offset.y; pointsw[1][a1] = s2.x + offset.x; pointsw[1][a2] = s2.y + offset.y; pointsw[2][a1] = s2.x + offset.x; pointsw[2][a2] = -s2.y + offset.y; pointsw[3][a1] = -s2.x + offset.x; pointsw[3][a2] = -s2.y + offset.y; aabb = Rect3(pointsw[0], Vector3()); for (int i = 1; i < 4; i++) aabb.expand_to(pointsw[i]); pointsw = PoolVector::Write(); PoolVector normals; normals.resize(4); PoolVector::Write normalsw = normals.write(); for (int i = 0; i < 4; i++) normalsw[i] = normal; normalsw = PoolVector::Write(); PoolVector uvs; uvs.resize(4); PoolVector::Write uvsw = uvs.write(); uvsw[0] = Vector2(0, 0); uvsw[1] = Vector2(1, 0); uvsw[2] = Vector2(1, 1); uvsw[3] = Vector2(0, 1); uvsw = PoolVector::Write(); PoolVector indices; indices.resize(6); PoolVector::Write indicesw = indices.write(); indicesw[0] = 0; indicesw[1] = 1; indicesw[2] = 2; indicesw[3] = 2; indicesw[4] = 3; indicesw[5] = 0; indicesw = PoolVector::Write(); Array arr; arr.resize(VS::ARRAY_MAX); arr[VS::ARRAY_VERTEX] = points; arr[VS::ARRAY_NORMAL] = normals; arr[VS::ARRAY_TEX_UV] = uvs; arr[VS::ARRAY_INDEX] = indices; if (configured) { VS::get_singleton()->mesh_remove_surface(mesh, 0); } else { configured = true; } VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLES, arr); pending_update = false; } void Quad::set_axis(Vector3::Axis p_axis) { axis = p_axis; _update(); } Vector3::Axis Quad::get_axis() const { return axis; } void Quad::set_size(const Vector2 &p_size) { size = p_size; _update(); } Vector2 Quad::get_size() const { return size; } void Quad::set_offset(const Vector2 &p_offset) { offset = p_offset; _update(); } Vector2 Quad::get_offset() const { return offset; } void Quad::set_centered(bool p_enabled) { centered = p_enabled; _update(); } bool Quad::is_centered() const { return centered; } void Quad::_notification(int p_what) { switch (p_what) { case NOTIFICATION_ENTER_TREE: { if (pending_update) _update(); } break; case NOTIFICATION_EXIT_TREE: { pending_update = true; } break; } } PoolVector Quad::get_faces(uint32_t p_usage_flags) const { return PoolVector(); } Rect3 Quad::get_aabb() const { return aabb; } void Quad::_bind_methods() { ClassDB::bind_method(D_METHOD("set_axis", "axis"), &Quad::set_axis); ClassDB::bind_method(D_METHOD("get_axis"), &Quad::get_axis); ClassDB::bind_method(D_METHOD("set_size", "size"), &Quad::set_size); ClassDB::bind_method(D_METHOD("get_size"), &Quad::get_size); ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Quad::set_centered); ClassDB::bind_method(D_METHOD("is_centered"), &Quad::is_centered); ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Quad::set_offset); ClassDB::bind_method(D_METHOD("get_offset"), &Quad::get_offset); ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_axis", "get_axis"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered"); } Quad::Quad() { pending_update = true; centered = true; //offset=0; size = Vector2(1, 1); axis = Vector3::AXIS_Z; mesh = VisualServer::get_singleton()->mesh_create(); set_base(mesh); configured = false; } Quad::~Quad() { VisualServer::get_singleton()->free(mesh); }