godot/scene/3d/immediate_geometry.cpp
letheed 5ad9be4c24 Rename pos to position in user facing methods and variables
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.
2017-09-20 13:11:10 +02:00

169 lines
6.3 KiB
C++

/*************************************************************************/
/* immediate_geometry.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://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 "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.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();
}
Rect3 ImmediateGeometry::get_aabb() const {
return aabb;
}
PoolVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
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<Texture>()));
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);
}