/*************************************************************************/ /* immediate_geometry.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 "immediate_geometry.h" void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive, const Ref &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.position = p_vertex; aabb.size = Vector3(); empty = false; } 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; } PoolVector ImmediateGeometry::get_faces(uint32_t p_usage_flags) const { return PoolVector(); } void ImmediateGeometry::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) { 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) \ if (p_add_uv) { \ 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)); \ set_tangent(Plane(Vector3(-v[m_idx].z, v[m_idx].y, v[m_idx].x), 1)); \ } \ 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() { ClassDB::bind_method(D_METHOD("begin", "primitive", "texture"), &ImmediateGeometry::begin, DEFVAL(Ref())); ClassDB::bind_method(D_METHOD("set_normal", "normal"), &ImmediateGeometry::set_normal); ClassDB::bind_method(D_METHOD("set_tangent", "tangent"), &ImmediateGeometry::set_tangent); ClassDB::bind_method(D_METHOD("set_color", "color"), &ImmediateGeometry::set_color); ClassDB::bind_method(D_METHOD("set_uv", "uv"), &ImmediateGeometry::set_uv); ClassDB::bind_method(D_METHOD("set_uv2", "uv"), &ImmediateGeometry::set_uv2); ClassDB::bind_method(D_METHOD("add_vertex", "position"), &ImmediateGeometry::add_vertex); ClassDB::bind_method(D_METHOD("add_sphere", "lats", "lons", "radius", "add_uv"), &ImmediateGeometry::add_sphere, DEFVAL(true)); ClassDB::bind_method(D_METHOD("end"), &ImmediateGeometry::end); ClassDB::bind_method(D_METHOD("clear"), &ImmediateGeometry::clear); } ImmediateGeometry::ImmediateGeometry() { im = VisualServer::get_singleton()->immediate_create(); set_base(im); empty = true; } ImmediateGeometry::~ImmediateGeometry() { VisualServer::get_singleton()->free(im); }