godot/main/tests/test_detailer.cpp
2017-08-27 14:11:45 +02:00

202 lines
6.3 KiB
C++

/*************************************************************************/
/* test_detailer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "test_detailer.h"
#include "geometry.h"
#include "math_funcs.h"
#include "os/main_loop.h"
#include "print_string.h"
#include "quick_hull.h"
#include "servers/visual_server.h"
namespace TestMultiMesh {
class TestMainLoop : public MainLoop {
RID instance;
RID camera;
RID viewport;
RID light;
RID mesh;
RID scenario;
#define MULTIMESH_COUNT 1500
float ofs_x, ofs_y;
bool quit;
public:
virtual void _update_qh() {
VisualServer *vs = VisualServer::get_singleton();
Vector<Vector3> vts;
/*
static const int s = 20;
for(int i=0;i<s;i++) {
Matrix3 rot(Vector3(0,1,0),i*Math_PI/s);
for(int j=0;j<s;j++) {
Vector3 v;
v.x=Math::sin(j*Math_PI*2/s);
v.y=Math::cos(j*Math_PI*2/s);
vts.push_back( rot.xform(v*2 ) );
}
}*/
/*
Math::seed(0);
for(int i=0;i<50;i++) {
vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2);
}*/
/*
vts.push_back(Vector3(0,0,1));
vts.push_back(Vector3(0,0,-1));
vts.push_back(Vector3(0,1,0));
vts.push_back(Vector3(0,-1,0));
vts.push_back(Vector3(1,0,0));
vts.push_back(Vector3(-1,0,0));*/
/*
vts.push_back(Vector3(1,1,1));
vts.push_back(Vector3(1,-1,1));
vts.push_back(Vector3(-1,1,1));
vts.push_back(Vector3(-1,-1,1));
vts.push_back(Vector3(1,1,-1));
vts.push_back(Vector3(1,-1,-1));
vts.push_back(Vector3(-1,1,-1));
vts.push_back(Vector3(-1,-1,-1));
*/
DVector<Plane> convex_planes = Geometry::build_cylinder_planes(0.5, 0.7, 4, Vector3::AXIS_Z);
Geometry::MeshData convex_data = Geometry::build_convex_mesh(convex_planes);
vts = convex_data.vertices;
Geometry::MeshData md;
Error err = QuickHull::build(vts, md);
print_line("ERR: " + itos(err));
vs->mesh_remove_surface(mesh, 0);
vs->mesh_add_surface_from_mesh_data(mesh, md);
//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
/*
RID sm = vs->shader_create();
//vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
//vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));");
RID tcmat = vs->mesh_surface_get_material(test_cube,0);
vs->material_set_shader(tcmat,sm);
*/
}
virtual void input_event(const InputEvent &p_event) {
if (p_event.type == InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask & 4) {
ofs_x += p_event.mouse_motion.relative_y / 200.0;
ofs_y += p_event.mouse_motion.relative_x / 200.0;
}
if (p_event.type == InputEvent::MOUSE_BUTTON && p_event.mouse_button.pressed && p_event.mouse_button.button_index == 1) {
QuickHull::debug_stop_after++;
_update_qh();
}
if (p_event.type == InputEvent::MOUSE_BUTTON && p_event.mouse_button.pressed && p_event.mouse_button.button_index == 2) {
if (QuickHull::debug_stop_after > 0)
QuickHull::debug_stop_after--;
_update_qh();
}
}
virtual void request_quit() {
quit = true;
}
virtual void init() {
VisualServer *vs = VisualServer::get_singleton();
mesh = vs->mesh_create();
scenario = vs->scenario_create();
QuickHull::debug_stop_after = 0;
_update_qh();
instance = vs->instance_create2(mesh, scenario);
camera = vs->camera_create();
vs->camera_set_perspective(camera, 60.0, 0.1, 100.0);
viewport = vs->viewport_create();
vs->viewport_attach_camera(viewport, camera);
vs->viewport_attach_to_screen(viewport);
vs->viewport_set_scenario(viewport, scenario);
vs->camera_set_transform(camera, Transform(Matrix3(), Vector3(0, 0, 2)));
RID lightaux = vs->light_create(VisualServer::LIGHT_DIRECTIONAL);
//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
light = vs->instance_create2(lightaux, scenario);
vs->instance_set_transform(light, Transform(Matrix3(Vector3(0.1, 0.4, 0.7).normalized(), 0.9)));
ofs_x = 0;
ofs_y = 0;
quit = false;
}
virtual bool idle(float p_time) {
return false;
}
virtual bool iteration(float p_time) {
VisualServer *vs = VisualServer::get_singleton();
Transform tr_camera;
tr_camera.rotate(Vector3(0, 1, 0), ofs_y);
tr_camera.rotate(Vector3(1, 0, 0), ofs_x);
tr_camera.translate(0, 0, 10);
vs->camera_set_transform(camera, tr_camera);
return quit;
}
virtual void finish() {
}
};
MainLoop *test() {
return memnew(TestMainLoop);
}
}