diff options
author | Aaron Franke <arnfranke@yahoo.com> | 2021-08-13 11:42:45 -0500 |
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committer | Aaron Franke <arnfranke@yahoo.com> | 2024-02-26 05:23:04 -0600 |
commit | c399424db9ee39e94cd21569ee87567de10586e2 (patch) | |
tree | 591fac0386894290d6b161d18d70dd39233bad02 /scene/resources/3d/primitive_meshes.cpp | |
parent | 1cb531ddb6fedb5bed432eeaa17793a9e07f61ac (diff) | |
download | redot-engine-c399424db9ee39e94cd21569ee87567de10586e2.tar.gz |
Move 3D-only resources to their own folder
Diffstat (limited to 'scene/resources/3d/primitive_meshes.cpp')
-rw-r--r-- | scene/resources/3d/primitive_meshes.cpp | 3655 |
1 files changed, 3655 insertions, 0 deletions
diff --git a/scene/resources/3d/primitive_meshes.cpp b/scene/resources/3d/primitive_meshes.cpp new file mode 100644 index 0000000000..b8b4854109 --- /dev/null +++ b/scene/resources/3d/primitive_meshes.cpp @@ -0,0 +1,3655 @@ +/**************************************************************************/ +/* primitive_meshes.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 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 "primitive_meshes.h" + +#include "core/config/project_settings.h" +#include "scene/resources/theme.h" +#include "scene/theme/theme_db.h" +#include "servers/rendering_server.h" +#include "thirdparty/misc/polypartition.h" + +#define PADDING_REF_SIZE 1024.0 + +/** + PrimitiveMesh +*/ +void PrimitiveMesh::_update() const { + Array arr; + if (GDVIRTUAL_CALL(_create_mesh_array, arr)) { + ERR_FAIL_COND_MSG(arr.size() != RS::ARRAY_MAX, "_create_mesh_array must return an array of Mesh.ARRAY_MAX elements."); + } else { + arr.resize(RS::ARRAY_MAX); + _create_mesh_array(arr); + } + + Vector<Vector3> points = arr[RS::ARRAY_VERTEX]; + + ERR_FAIL_COND_MSG(points.is_empty(), "_create_mesh_array must return at least a vertex array."); + + aabb = AABB(); + + int pc = points.size(); + ERR_FAIL_COND(pc == 0); + { + const Vector3 *r = points.ptr(); + for (int i = 0; i < pc; i++) { + if (i == 0) { + aabb.position = r[i]; + } else { + aabb.expand_to(r[i]); + } + } + } + + Vector<int> indices = arr[RS::ARRAY_INDEX]; + + if (flip_faces) { + Vector<Vector3> normals = arr[RS::ARRAY_NORMAL]; + + if (normals.size() && indices.size()) { + { + int nc = normals.size(); + Vector3 *w = normals.ptrw(); + for (int i = 0; i < nc; i++) { + w[i] = -w[i]; + } + } + + { + int ic = indices.size(); + int *w = indices.ptrw(); + for (int i = 0; i < ic; i += 3) { + SWAP(w[i + 0], w[i + 1]); + } + } + arr[RS::ARRAY_NORMAL] = normals; + arr[RS::ARRAY_INDEX] = indices; + } + } + + if (add_uv2) { + // _create_mesh_array should populate our UV2, this is a fallback in case it doesn't. + // As we don't know anything about the geometry we only pad the right and bottom edge + // of our texture. + Vector<Vector2> uv = arr[RS::ARRAY_TEX_UV]; + Vector<Vector2> uv2 = arr[RS::ARRAY_TEX_UV2]; + + if (uv.size() > 0 && uv2.size() == 0) { + Vector2 uv2_scale = get_uv2_scale(); + uv2.resize(uv.size()); + + Vector2 *uv2w = uv2.ptrw(); + for (int i = 0; i < uv.size(); i++) { + uv2w[i] = uv[i] * uv2_scale; + } + } + + arr[RS::ARRAY_TEX_UV2] = uv2; + } + + array_len = pc; + index_array_len = indices.size(); + // in with the new + RenderingServer::get_singleton()->mesh_clear(mesh); + RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (RenderingServer::PrimitiveType)primitive_type, arr); + RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); + + pending_request = false; + + clear_cache(); + + const_cast<PrimitiveMesh *>(this)->emit_changed(); +} + +void PrimitiveMesh::_request_update() { + if (pending_request) { + return; + } + _update(); +} + +int PrimitiveMesh::get_surface_count() const { + if (pending_request) { + _update(); + } + return 1; +} + +int PrimitiveMesh::surface_get_array_len(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, 1, -1); + if (pending_request) { + _update(); + } + + return array_len; +} + +int PrimitiveMesh::surface_get_array_index_len(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, 1, -1); + if (pending_request) { + _update(); + } + + return index_array_len; +} + +Array PrimitiveMesh::surface_get_arrays(int p_surface) const { + ERR_FAIL_INDEX_V(p_surface, 1, Array()); + if (pending_request) { + _update(); + } + + return RenderingServer::get_singleton()->mesh_surface_get_arrays(mesh, 0); +} + +Dictionary PrimitiveMesh::surface_get_lods(int p_surface) const { + return Dictionary(); //not really supported +} + +TypedArray<Array> PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const { + return TypedArray<Array>(); //not really supported +} + +BitField<Mesh::ArrayFormat> PrimitiveMesh::surface_get_format(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, 1, 0); + + uint64_t mesh_format = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX; + if (add_uv2) { + mesh_format |= RS::ARRAY_FORMAT_TEX_UV2; + } + + return mesh_format; +} + +Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const { + return primitive_type; +} + +void PrimitiveMesh::surface_set_material(int p_idx, const Ref<Material> &p_material) { + ERR_FAIL_INDEX(p_idx, 1); + + set_material(p_material); +} + +Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, 1, nullptr); + + return material; +} + +int PrimitiveMesh::get_blend_shape_count() const { + return 0; +} + +StringName PrimitiveMesh::get_blend_shape_name(int p_index) const { + return StringName(); +} + +void PrimitiveMesh::set_blend_shape_name(int p_index, const StringName &p_name) { +} + +AABB PrimitiveMesh::get_aabb() const { + if (pending_request) { + _update(); + } + + return aabb; +} + +RID PrimitiveMesh::get_rid() const { + if (pending_request) { + _update(); + } + return mesh; +} + +void PrimitiveMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_material", "material"), &PrimitiveMesh::set_material); + ClassDB::bind_method(D_METHOD("get_material"), &PrimitiveMesh::get_material); + + ClassDB::bind_method(D_METHOD("get_mesh_arrays"), &PrimitiveMesh::get_mesh_arrays); + + ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &PrimitiveMesh::set_custom_aabb); + ClassDB::bind_method(D_METHOD("get_custom_aabb"), &PrimitiveMesh::get_custom_aabb); + + ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &PrimitiveMesh::set_flip_faces); + ClassDB::bind_method(D_METHOD("get_flip_faces"), &PrimitiveMesh::get_flip_faces); + + ClassDB::bind_method(D_METHOD("set_add_uv2", "add_uv2"), &PrimitiveMesh::set_add_uv2); + ClassDB::bind_method(D_METHOD("get_add_uv2"), &PrimitiveMesh::get_add_uv2); + + ClassDB::bind_method(D_METHOD("set_uv2_padding", "uv2_padding"), &PrimitiveMesh::set_uv2_padding); + ClassDB::bind_method(D_METHOD("get_uv2_padding"), &PrimitiveMesh::get_uv2_padding); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material"); + ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, "suffix:m"), "set_custom_aabb", "get_custom_aabb"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "add_uv2"), "set_add_uv2", "get_add_uv2"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "uv2_padding", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), "set_uv2_padding", "get_uv2_padding"); + + GDVIRTUAL_BIND(_create_mesh_array); +} + +void PrimitiveMesh::set_material(const Ref<Material> &p_material) { + material = p_material; + if (!pending_request) { + // just apply it, else it'll happen when _update is called. + RenderingServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); + notify_property_list_changed(); + emit_changed(); + } +} + +Ref<Material> PrimitiveMesh::get_material() const { + return material; +} + +Array PrimitiveMesh::get_mesh_arrays() const { + return surface_get_arrays(0); +} + +void PrimitiveMesh::set_custom_aabb(const AABB &p_custom) { + custom_aabb = p_custom; + RS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb); + emit_changed(); +} + +AABB PrimitiveMesh::get_custom_aabb() const { + return custom_aabb; +} + +void PrimitiveMesh::set_flip_faces(bool p_enable) { + flip_faces = p_enable; + _request_update(); +} + +bool PrimitiveMesh::get_flip_faces() const { + return flip_faces; +} + +void PrimitiveMesh::set_add_uv2(bool p_enable) { + add_uv2 = p_enable; + _update_lightmap_size(); + _request_update(); +} + +void PrimitiveMesh::set_uv2_padding(float p_padding) { + uv2_padding = p_padding; + _update_lightmap_size(); + _request_update(); +} + +Vector2 PrimitiveMesh::get_uv2_scale(Vector2 p_margin_scale) const { + Vector2 uv2_scale; + Vector2 lightmap_size = get_lightmap_size_hint(); + + // Calculate it as a margin, if no lightmap size hint is given we assume "PADDING_REF_SIZE" as our texture size. + uv2_scale.x = p_margin_scale.x * uv2_padding / (lightmap_size.x == 0.0 ? PADDING_REF_SIZE : lightmap_size.x); + uv2_scale.y = p_margin_scale.y * uv2_padding / (lightmap_size.y == 0.0 ? PADDING_REF_SIZE : lightmap_size.y); + + // Inverse it to turn our margin into a scale + uv2_scale = Vector2(1.0, 1.0) - uv2_scale; + + return uv2_scale; +} + +float PrimitiveMesh::get_lightmap_texel_size() const { + float texel_size = GLOBAL_GET("rendering/lightmapping/primitive_meshes/texel_size"); + + if (texel_size <= 0.0) { + texel_size = 0.2; + } + + return texel_size; +} + +PrimitiveMesh::PrimitiveMesh() { + mesh = RenderingServer::get_singleton()->mesh_create(); +} + +PrimitiveMesh::~PrimitiveMesh() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); + RenderingServer::get_singleton()->free(mesh); +} + +/** + CapsuleMesh +*/ + +void CapsuleMesh::_update_lightmap_size() { + if (get_add_uv2()) { + // size must have changed, update lightmap size hint + Size2i _lightmap_size_hint; + float texel_size = get_lightmap_texel_size(); + float padding = get_uv2_padding(); + + float radial_length = radius * Math_PI * 0.5; // circumference of 90 degree bend + float vertical_length = radial_length * 2 + (height - 2.0 * radius); // total vertical length + + _lightmap_size_hint.x = MAX(1.0, 4.0 * radial_length / texel_size) + padding; + _lightmap_size_hint.y = MAX(1.0, vertical_length / texel_size) + padding; + + set_lightmap_size_hint(_lightmap_size_hint); + } +} + +void CapsuleMesh::_create_mesh_array(Array &p_arr) const { + bool _add_uv2 = get_add_uv2(); + float texel_size = get_lightmap_texel_size(); + float _uv2_padding = get_uv2_padding() * texel_size; + + create_mesh_array(p_arr, radius, height, radial_segments, rings, _add_uv2, _uv2_padding); +} + +void CapsuleMesh::create_mesh_array(Array &p_arr, const float radius, const float height, const int radial_segments, const int rings, bool p_add_uv2, const float p_uv2_padding) { + int i, j, prevrow, thisrow, point; + float x, y, z, u, v, w; + float onethird = 1.0 / 3.0; + float twothirds = 2.0 / 3.0; + + // Only used if we calculate UV2 + float radial_width = 2.0 * radius * Math_PI; + float radial_h = radial_width / (radial_width + p_uv2_padding); + float radial_length = radius * Math_PI * 0.5; // circumference of 90 degree bend + float vertical_length = radial_length * 2 + (height - 2.0 * radius) + p_uv2_padding; // total vertical length + float radial_v = radial_length / vertical_length; // v size of top and bottom section + float height_v = (height - 2.0 * radius) / vertical_length; // v size of height section + + // note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom + + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<Vector2> uv2s; + Vector<int> indices; + point = 0; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + /* top hemisphere */ + thisrow = 0; + prevrow = 0; + for (j = 0; j <= (rings + 1); j++) { + v = j; + + v /= (rings + 1); + w = sin(0.5 * Math_PI * v); + y = radius * cos(0.5 * Math_PI * v); + + for (i = 0; i <= radial_segments; i++) { + u = i; + u /= radial_segments; + + x = -sin(u * Math_TAU); + z = cos(u * Math_TAU); + + Vector3 p = Vector3(x * radius * w, y, -z * radius * w); + points.push_back(p + Vector3(0.0, 0.5 * height - radius, 0.0)); + normals.push_back(p.normalized()); + ADD_TANGENT(-z, 0.0, -x, 1.0) + uvs.push_back(Vector2(u, v * onethird)); + if (p_add_uv2) { + uv2s.push_back(Vector2(u * radial_h, v * radial_v)); + } + point++; + + if (i > 0 && j > 0) { + indices.push_back(prevrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i - 1); + + indices.push_back(prevrow + i); + indices.push_back(thisrow + i); + indices.push_back(thisrow + i - 1); + } + } + + prevrow = thisrow; + thisrow = point; + } + + /* cylinder */ + thisrow = point; + prevrow = 0; + for (j = 0; j <= (rings + 1); j++) { + v = j; + v /= (rings + 1); + + y = (height - 2.0 * radius) * v; + y = (0.5 * height - radius) - y; + + for (i = 0; i <= radial_segments; i++) { + u = i; + u /= radial_segments; + + x = -sin(u * Math_TAU); + z = cos(u * Math_TAU); + + Vector3 p = Vector3(x * radius, y, -z * radius); + points.push_back(p); + normals.push_back(Vector3(x, 0.0, -z)); + ADD_TANGENT(-z, 0.0, -x, 1.0) + uvs.push_back(Vector2(u, onethird + (v * onethird))); + if (p_add_uv2) { + uv2s.push_back(Vector2(u * radial_h, radial_v + (v * height_v))); + } + point++; + + if (i > 0 && j > 0) { + indices.push_back(prevrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i - 1); + + indices.push_back(prevrow + i); + indices.push_back(thisrow + i); + indices.push_back(thisrow + i - 1); + } + } + + prevrow = thisrow; + thisrow = point; + } + + /* bottom hemisphere */ + thisrow = point; + prevrow = 0; + for (j = 0; j <= (rings + 1); j++) { + v = j; + + v /= (rings + 1); + v += 1.0; + w = sin(0.5 * Math_PI * v); + y = radius * cos(0.5 * Math_PI * v); + + for (i = 0; i <= radial_segments; i++) { + u = i; + u /= radial_segments; + + x = -sin(u * Math_TAU); + z = cos(u * Math_TAU); + + Vector3 p = Vector3(x * radius * w, y, -z * radius * w); + points.push_back(p + Vector3(0.0, -0.5 * height + radius, 0.0)); + normals.push_back(p.normalized()); + ADD_TANGENT(-z, 0.0, -x, 1.0) + uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird))); + if (p_add_uv2) { + uv2s.push_back(Vector2(u * radial_h, radial_v + height_v + ((v - 1.0) * radial_v))); + } + point++; + + if (i > 0 && j > 0) { + indices.push_back(prevrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i - 1); + + indices.push_back(prevrow + i); + indices.push_back(thisrow + i); + indices.push_back(thisrow + i - 1); + } + } + + prevrow = thisrow; + thisrow = point; + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + if (p_add_uv2) { + p_arr[RS::ARRAY_TEX_UV2] = uv2s; + } + p_arr[RS::ARRAY_INDEX] = indices; +} + +void CapsuleMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius); + ClassDB::bind_method(D_METHOD("set_height", "height"), &CapsuleMesh::set_height); + ClassDB::bind_method(D_METHOD("get_height"), &CapsuleMesh::get_height); + + ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments); + ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments); + ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings); + ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater,suffix:m"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater,suffix:m"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_rings", "get_rings"); + + ADD_LINKED_PROPERTY("radius", "height"); + ADD_LINKED_PROPERTY("height", "radius"); +} + +void CapsuleMesh::set_radius(const float p_radius) { + radius = p_radius; + if (radius > height * 0.5) { + height = radius * 2.0; + } + _update_lightmap_size(); + _request_update(); +} + +float CapsuleMesh::get_radius() const { + return radius; +} + +void CapsuleMesh::set_height(const float p_height) { + height = p_height; + if (radius > height * 0.5) { + radius = height * 0.5; + } + _update_lightmap_size(); + _request_update(); +} + +float CapsuleMesh::get_height() const { + return height; +} + +void CapsuleMesh::set_radial_segments(const int p_segments) { + radial_segments = p_segments > 4 ? p_segments : 4; + _request_update(); +} + +int CapsuleMesh::get_radial_segments() const { + return radial_segments; +} + +void CapsuleMesh::set_rings(const int p_rings) { + ERR_FAIL_COND(p_rings < 0); + rings = p_rings; + _request_update(); +} + +int CapsuleMesh::get_rings() const { + return rings; +} + +CapsuleMesh::CapsuleMesh() {} + +/** + BoxMesh +*/ + +void BoxMesh::_update_lightmap_size() { + if (get_add_uv2()) { + // size must have changed, update lightmap size hint + Size2i _lightmap_size_hint; + float texel_size = get_lightmap_texel_size(); + float padding = get_uv2_padding(); + + float width = (size.x + size.z) / texel_size; + float length = (size.y + size.y + MAX(size.x, size.z)) / texel_size; + + _lightmap_size_hint.x = MAX(1.0, width) + 2.0 * padding; + _lightmap_size_hint.y = MAX(1.0, length) + 3.0 * padding; + + set_lightmap_size_hint(_lightmap_size_hint); + } +} + +void BoxMesh::_create_mesh_array(Array &p_arr) const { + // Note about padding, with our box each face of the box faces a different direction so we want a seam + // around every face. We thus add our padding to the right and bottom of each face. + // With 3 faces along the width and 2 along the height of the texture we need to adjust our scale + // accordingly. + bool _add_uv2 = get_add_uv2(); + float texel_size = get_lightmap_texel_size(); + float _uv2_padding = get_uv2_padding() * texel_size; + + BoxMesh::create_mesh_array(p_arr, size, subdivide_w, subdivide_h, subdivide_d, _add_uv2, _uv2_padding); +} + +void BoxMesh::create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w, int subdivide_h, int subdivide_d, bool p_add_uv2, const float p_uv2_padding) { + int i, j, prevrow, thisrow, point; + float x, y, z; + float onethird = 1.0 / 3.0; + float twothirds = 2.0 / 3.0; + + // Only used if we calculate UV2 + // TODO this could be improved by changing the order depending on which side is the longest (basically the below works best if size.y is the longest) + float total_h = (size.x + size.z + (2.0 * p_uv2_padding)); + float padding_h = p_uv2_padding / total_h; + float width_h = size.x / total_h; + float depth_h = size.z / total_h; + float total_v = (size.y + size.y + MAX(size.x, size.z) + (3.0 * p_uv2_padding)); + float padding_v = p_uv2_padding / total_v; + float width_v = size.x / total_v; + float height_v = size.y / total_v; + float depth_v = size.z / total_v; + + Vector3 start_pos = size * -0.5; + + // set our bounding box + + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<Vector2> uv2s; + Vector<int> indices; + point = 0; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + // front + back + y = start_pos.y; + thisrow = point; + prevrow = 0; + for (j = 0; j <= subdivide_h + 1; j++) { + float v = j; + float v2 = v / (subdivide_w + 1.0); + v /= (2.0 * (subdivide_h + 1.0)); + + x = start_pos.x; + for (i = 0; i <= subdivide_w + 1; i++) { + float u = i; + float u2 = u / (subdivide_w + 1.0); + u /= (3.0 * (subdivide_w + 1.0)); + + // front + points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z! + normals.push_back(Vector3(0.0, 0.0, 1.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); + uvs.push_back(Vector2(u, v)); + if (p_add_uv2) { + uv2s.push_back(Vector2(u2 * width_h, v2 * height_v)); + } + point++; + + // back + points.push_back(Vector3(-x, -y, start_pos.z)); + normals.push_back(Vector3(0.0, 0.0, -1.0)); + ADD_TANGENT(-1.0, 0.0, 0.0, 1.0); + uvs.push_back(Vector2(twothirds + u, v)); + if (p_add_uv2) { + uv2s.push_back(Vector2(u2 * width_h, height_v + padding_v + (v2 * height_v))); + } + point++; + + if (i > 0 && j > 0) { + int i2 = i * 2; + + // front + indices.push_back(prevrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2); + indices.push_back(thisrow + i2 - 2); + + // back + indices.push_back(prevrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + } + + x += size.x / (subdivide_w + 1.0); + } + + y += size.y / (subdivide_h + 1.0); + prevrow = thisrow; + thisrow = point; + } + + // left + right + y = start_pos.y; + thisrow = point; + prevrow = 0; + for (j = 0; j <= (subdivide_h + 1); j++) { + float v = j; + float v2 = v / (subdivide_h + 1.0); + v /= (2.0 * (subdivide_h + 1.0)); + + z = start_pos.z; + for (i = 0; i <= (subdivide_d + 1); i++) { + float u = i; + float u2 = u / (subdivide_d + 1.0); + u /= (3.0 * (subdivide_d + 1.0)); + + // right + points.push_back(Vector3(-start_pos.x, -y, -z)); + normals.push_back(Vector3(1.0, 0.0, 0.0)); + ADD_TANGENT(0.0, 0.0, -1.0, 1.0); + uvs.push_back(Vector2(onethird + u, v)); + if (p_add_uv2) { + uv2s.push_back(Vector2(width_h + padding_h + (u2 * depth_h), v2 * height_v)); + } + point++; + + // left + points.push_back(Vector3(start_pos.x, -y, z)); + normals.push_back(Vector3(-1.0, 0.0, 0.0)); + ADD_TANGENT(0.0, 0.0, 1.0, 1.0); + uvs.push_back(Vector2(u, 0.5 + v)); + if (p_add_uv2) { + uv2s.push_back(Vector2(width_h + padding_h + (u2 * depth_h), height_v + padding_v + (v2 * height_v))); + } + point++; + + if (i > 0 && j > 0) { + int i2 = i * 2; + + // right + indices.push_back(prevrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2); + indices.push_back(thisrow + i2 - 2); + + // left + indices.push_back(prevrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + } + + z += size.z / (subdivide_d + 1.0); + } + + y += size.y / (subdivide_h + 1.0); + prevrow = thisrow; + thisrow = point; + } + + // top + bottom + z = start_pos.z; + thisrow = point; + prevrow = 0; + for (j = 0; j <= (subdivide_d + 1); j++) { + float v = j; + float v2 = v / (subdivide_d + 1.0); + v /= (2.0 * (subdivide_d + 1.0)); + + x = start_pos.x; + for (i = 0; i <= (subdivide_w + 1); i++) { + float u = i; + float u2 = u / (subdivide_w + 1.0); + u /= (3.0 * (subdivide_w + 1.0)); + + // top + points.push_back(Vector3(-x, -start_pos.y, -z)); + normals.push_back(Vector3(0.0, 1.0, 0.0)); + ADD_TANGENT(-1.0, 0.0, 0.0, 1.0); + uvs.push_back(Vector2(onethird + u, 0.5 + v)); + if (p_add_uv2) { + uv2s.push_back(Vector2(u2 * width_h, ((height_v + padding_v) * 2.0) + (v2 * depth_v))); + } + point++; + + // bottom + points.push_back(Vector3(x, start_pos.y, -z)); + normals.push_back(Vector3(0.0, -1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); + uvs.push_back(Vector2(twothirds + u, 0.5 + v)); + if (p_add_uv2) { + uv2s.push_back(Vector2(width_h + padding_h + (u2 * depth_h), ((height_v + padding_v) * 2.0) + (v2 * width_v))); + } + point++; + + if (i > 0 && j > 0) { + int i2 = i * 2; + + // top + indices.push_back(prevrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2); + indices.push_back(thisrow + i2 - 2); + + // bottom + indices.push_back(prevrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + } + + x += size.x / (subdivide_w + 1.0); + } + + z += size.z / (subdivide_d + 1.0); + prevrow = thisrow; + thisrow = point; + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + if (p_add_uv2) { + p_arr[RS::ARRAY_TEX_UV2] = uv2s; + } + p_arr[RS::ARRAY_INDEX] = indices; +} + +void BoxMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxMesh::set_size); + ClassDB::bind_method(D_METHOD("get_size"), &BoxMesh::get_size); + + ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &BoxMesh::set_subdivide_width); + ClassDB::bind_method(D_METHOD("get_subdivide_width"), &BoxMesh::get_subdivide_width); + ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &BoxMesh::set_subdivide_height); + ClassDB::bind_method(D_METHOD("get_subdivide_height"), &BoxMesh::get_subdivide_height); + ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &BoxMesh::set_subdivide_depth); + ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &BoxMesh::get_subdivide_depth); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth"); +} + +void BoxMesh::set_size(const Vector3 &p_size) { + size = p_size; + _update_lightmap_size(); + _request_update(); +} + +Vector3 BoxMesh::get_size() const { + return size; +} + +void BoxMesh::set_subdivide_width(const int p_divisions) { + subdivide_w = p_divisions > 0 ? p_divisions : 0; + _request_update(); +} + +int BoxMesh::get_subdivide_width() const { + return subdivide_w; +} + +void BoxMesh::set_subdivide_height(const int p_divisions) { + subdivide_h = p_divisions > 0 ? p_divisions : 0; + _request_update(); +} + +int BoxMesh::get_subdivide_height() const { + return subdivide_h; +} + +void BoxMesh::set_subdivide_depth(const int p_divisions) { + subdivide_d = p_divisions > 0 ? p_divisions : 0; + _request_update(); +} + +int BoxMesh::get_subdivide_depth() const { + return subdivide_d; +} + +BoxMesh::BoxMesh() {} + +/** + CylinderMesh +*/ + +void CylinderMesh::_update_lightmap_size() { + if (get_add_uv2()) { + // size must have changed, update lightmap size hint + Size2i _lightmap_size_hint; + float texel_size = get_lightmap_texel_size(); + float padding = get_uv2_padding(); + + float top_circumference = top_radius * Math_PI * 2.0; + float bottom_circumference = bottom_radius * Math_PI * 2.0; + + float _width = MAX(top_circumference, bottom_circumference) / texel_size + padding; + _width = MAX(_width, (((top_radius + bottom_radius) / texel_size) + padding) * 2.0); // this is extremely unlikely to be larger, will only happen if padding is larger then our diameter. + _lightmap_size_hint.x = MAX(1.0, _width); + + float _height = ((height + (MAX(top_radius, bottom_radius) * 2.0)) / texel_size) + (2.0 * padding); + + _lightmap_size_hint.y = MAX(1.0, _height); + + set_lightmap_size_hint(_lightmap_size_hint); + } +} + +void CylinderMesh::_create_mesh_array(Array &p_arr) const { + bool _add_uv2 = get_add_uv2(); + float texel_size = get_lightmap_texel_size(); + float _uv2_padding = get_uv2_padding() * texel_size; + + create_mesh_array(p_arr, top_radius, bottom_radius, height, radial_segments, rings, cap_top, cap_bottom, _add_uv2, _uv2_padding); +} + +void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments, int rings, bool cap_top, bool cap_bottom, bool p_add_uv2, const float p_uv2_padding) { + int i, j, prevrow, thisrow, point; + float x, y, z, u, v, radius, radius_h; + + // Only used if we calculate UV2 + float top_circumference = top_radius * Math_PI * 2.0; + float bottom_circumference = bottom_radius * Math_PI * 2.0; + float vertical_length = height + MAX(2.0 * top_radius, 2.0 * bottom_radius) + (2.0 * p_uv2_padding); + float height_v = height / vertical_length; + float padding_v = p_uv2_padding / vertical_length; + + float horizonal_length = MAX(MAX(2.0 * (top_radius + bottom_radius + p_uv2_padding), top_circumference + p_uv2_padding), bottom_circumference + p_uv2_padding); + float center_h = 0.5 * (horizonal_length - p_uv2_padding) / horizonal_length; + float top_h = top_circumference / horizonal_length; + float bottom_h = bottom_circumference / horizonal_length; + float padding_h = p_uv2_padding / horizonal_length; + + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<Vector2> uv2s; + Vector<int> indices; + point = 0; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + thisrow = 0; + prevrow = 0; + const real_t side_normal_y = (bottom_radius - top_radius) / height; + for (j = 0; j <= (rings + 1); j++) { + v = j; + v /= (rings + 1); + + radius = top_radius + ((bottom_radius - top_radius) * v); + radius_h = top_h + ((bottom_h - top_h) * v); + + y = height * v; + y = (height * 0.5) - y; + + for (i = 0; i <= radial_segments; i++) { + u = i; + u /= radial_segments; + + x = sin(u * Math_TAU); + z = cos(u * Math_TAU); + + Vector3 p = Vector3(x * radius, y, z * radius); + points.push_back(p); + normals.push_back(Vector3(x, side_normal_y, z).normalized()); + ADD_TANGENT(z, 0.0, -x, 1.0) + uvs.push_back(Vector2(u, v * 0.5)); + if (p_add_uv2) { + uv2s.push_back(Vector2(center_h + (u - 0.5) * radius_h, v * height_v)); + } + point++; + + if (i > 0 && j > 0) { + indices.push_back(prevrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i - 1); + + indices.push_back(prevrow + i); + indices.push_back(thisrow + i); + indices.push_back(thisrow + i - 1); + } + } + + prevrow = thisrow; + thisrow = point; + } + + // Adjust for bottom section, only used if we calculate UV2s. + top_h = top_radius / horizonal_length; + float top_v = top_radius / vertical_length; + bottom_h = bottom_radius / horizonal_length; + float bottom_v = bottom_radius / vertical_length; + + // Add top. + if (cap_top && top_radius > 0.0) { + y = height * 0.5; + + thisrow = point; + points.push_back(Vector3(0.0, y, 0.0)); + normals.push_back(Vector3(0.0, 1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) + uvs.push_back(Vector2(0.25, 0.75)); + if (p_add_uv2) { + uv2s.push_back(Vector2(top_h, height_v + padding_v + MAX(top_v, bottom_v))); + } + point++; + + for (i = 0; i <= radial_segments; i++) { + float r = i; + r /= radial_segments; + + x = sin(r * Math_TAU); + z = cos(r * Math_TAU); + + u = ((x + 1.0) * 0.25); + v = 0.5 + ((z + 1.0) * 0.25); + + Vector3 p = Vector3(x * top_radius, y, z * top_radius); + points.push_back(p); + normals.push_back(Vector3(0.0, 1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) + uvs.push_back(Vector2(u, v)); + if (p_add_uv2) { + uv2s.push_back(Vector2(top_h + (x * top_h), height_v + padding_v + MAX(top_v, bottom_v) + (z * top_v))); + } + point++; + + if (i > 0) { + indices.push_back(thisrow); + indices.push_back(point - 1); + indices.push_back(point - 2); + } + } + } + + // Add bottom. + if (cap_bottom && bottom_radius > 0.0) { + y = height * -0.5; + + thisrow = point; + points.push_back(Vector3(0.0, y, 0.0)); + normals.push_back(Vector3(0.0, -1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) + uvs.push_back(Vector2(0.75, 0.75)); + if (p_add_uv2) { + uv2s.push_back(Vector2(top_h + top_h + padding_h + bottom_h, height_v + padding_v + MAX(top_v, bottom_v))); + } + point++; + + for (i = 0; i <= radial_segments; i++) { + float r = i; + r /= radial_segments; + + x = sin(r * Math_TAU); + z = cos(r * Math_TAU); + + u = 0.5 + ((x + 1.0) * 0.25); + v = 1.0 - ((z + 1.0) * 0.25); + + Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius); + points.push_back(p); + normals.push_back(Vector3(0.0, -1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) + uvs.push_back(Vector2(u, v)); + if (p_add_uv2) { + uv2s.push_back(Vector2(top_h + top_h + padding_h + bottom_h + (x * bottom_h), height_v + padding_v + MAX(top_v, bottom_v) - (z * bottom_v))); + } + point++; + + if (i > 0) { + indices.push_back(thisrow); + indices.push_back(point - 2); + indices.push_back(point - 1); + } + } + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + if (p_add_uv2) { + p_arr[RS::ARRAY_TEX_UV2] = uv2s; + } + p_arr[RS::ARRAY_INDEX] = indices; +} + +void CylinderMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_top_radius", "radius"), &CylinderMesh::set_top_radius); + ClassDB::bind_method(D_METHOD("get_top_radius"), &CylinderMesh::get_top_radius); + ClassDB::bind_method(D_METHOD("set_bottom_radius", "radius"), &CylinderMesh::set_bottom_radius); + ClassDB::bind_method(D_METHOD("get_bottom_radius"), &CylinderMesh::get_bottom_radius); + ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderMesh::set_height); + ClassDB::bind_method(D_METHOD("get_height"), &CylinderMesh::get_height); + + ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CylinderMesh::set_radial_segments); + ClassDB::bind_method(D_METHOD("get_radial_segments"), &CylinderMesh::get_radial_segments); + ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CylinderMesh::set_rings); + ClassDB::bind_method(D_METHOD("get_rings"), &CylinderMesh::get_rings); + + ClassDB::bind_method(D_METHOD("set_cap_top", "cap_top"), &CylinderMesh::set_cap_top); + ClassDB::bind_method(D_METHOD("is_cap_top"), &CylinderMesh::is_cap_top); + + ClassDB::bind_method(D_METHOD("set_cap_bottom", "cap_bottom"), &CylinderMesh::set_cap_bottom); + ClassDB::bind_method(D_METHOD("is_cap_bottom"), &CylinderMesh::is_cap_bottom); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "top_radius", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater,suffix:m"), "set_top_radius", "get_top_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bottom_radius", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater,suffix:m"), "set_bottom_radius", "get_bottom_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100,0.001,or_greater,suffix:m"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_rings", "get_rings"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cap_top"), "set_cap_top", "is_cap_top"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cap_bottom"), "set_cap_bottom", "is_cap_bottom"); +} + +void CylinderMesh::set_top_radius(const float p_radius) { + top_radius = p_radius; + _update_lightmap_size(); + _request_update(); +} + +float CylinderMesh::get_top_radius() const { + return top_radius; +} + +void CylinderMesh::set_bottom_radius(const float p_radius) { + bottom_radius = p_radius; + _update_lightmap_size(); + _request_update(); +} + +float CylinderMesh::get_bottom_radius() const { + return bottom_radius; +} + +void CylinderMesh::set_height(const float p_height) { + height = p_height; + _update_lightmap_size(); + _request_update(); +} + +float CylinderMesh::get_height() const { + return height; +} + +void CylinderMesh::set_radial_segments(const int p_segments) { + radial_segments = p_segments > 4 ? p_segments : 4; + _request_update(); +} + +int CylinderMesh::get_radial_segments() const { + return radial_segments; +} + +void CylinderMesh::set_rings(const int p_rings) { + ERR_FAIL_COND(p_rings < 0); + rings = p_rings; + _request_update(); +} + +int CylinderMesh::get_rings() const { + return rings; +} + +void CylinderMesh::set_cap_top(bool p_cap_top) { + cap_top = p_cap_top; + _request_update(); +} + +bool CylinderMesh::is_cap_top() const { + return cap_top; +} + +void CylinderMesh::set_cap_bottom(bool p_cap_bottom) { + cap_bottom = p_cap_bottom; + _request_update(); +} + +bool CylinderMesh::is_cap_bottom() const { + return cap_bottom; +} + +CylinderMesh::CylinderMesh() {} + +/** + PlaneMesh +*/ + +void PlaneMesh::_update_lightmap_size() { + if (get_add_uv2()) { + // size must have changed, update lightmap size hint + Size2i _lightmap_size_hint; + float texel_size = get_lightmap_texel_size(); + float padding = get_uv2_padding(); + + _lightmap_size_hint.x = MAX(1.0, (size.x / texel_size) + padding); + _lightmap_size_hint.y = MAX(1.0, (size.y / texel_size) + padding); + + set_lightmap_size_hint(_lightmap_size_hint); + } +} + +void PlaneMesh::_create_mesh_array(Array &p_arr) const { + int i, j, prevrow, thisrow, point; + float x, z; + + // Plane mesh can use default UV2 calculation as implemented in Primitive Mesh + + Size2 start_pos = size * -0.5; + + Vector3 normal = Vector3(0.0, 1.0, 0.0); + if (orientation == FACE_X) { + normal = Vector3(1.0, 0.0, 0.0); + } else if (orientation == FACE_Z) { + normal = Vector3(0.0, 0.0, 1.0); + } + + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<int> indices; + point = 0; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + /* top + bottom */ + z = start_pos.y; + thisrow = point; + prevrow = 0; + for (j = 0; j <= (subdivide_d + 1); j++) { + x = start_pos.x; + for (i = 0; i <= (subdivide_w + 1); i++) { + float u = i; + float v = j; + u /= (subdivide_w + 1.0); + v /= (subdivide_d + 1.0); + + if (orientation == FACE_X) { + points.push_back(Vector3(0.0, z, x) + center_offset); + } else if (orientation == FACE_Y) { + points.push_back(Vector3(-x, 0.0, -z) + center_offset); + } else if (orientation == FACE_Z) { + points.push_back(Vector3(-x, z, 0.0) + center_offset); + } + normals.push_back(normal); + if (orientation == FACE_X) { + ADD_TANGENT(0.0, 0.0, -1.0, 1.0); + } else { + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); + } + uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */ + point++; + + if (i > 0 && j > 0) { + indices.push_back(prevrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i); + indices.push_back(thisrow + i - 1); + } + + x += size.x / (subdivide_w + 1.0); + } + + z += size.y / (subdivide_d + 1.0); + prevrow = thisrow; + thisrow = point; + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_INDEX] = indices; +} + +void PlaneMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_size", "size"), &PlaneMesh::set_size); + ClassDB::bind_method(D_METHOD("get_size"), &PlaneMesh::get_size); + + ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &PlaneMesh::set_subdivide_width); + ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PlaneMesh::get_subdivide_width); + ClassDB::bind_method(D_METHOD("set_subdivide_depth", "subdivide"), &PlaneMesh::set_subdivide_depth); + ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PlaneMesh::get_subdivide_depth); + + ClassDB::bind_method(D_METHOD("set_center_offset", "offset"), &PlaneMesh::set_center_offset); + ClassDB::bind_method(D_METHOD("get_center_offset"), &PlaneMesh::get_center_offset); + + ClassDB::bind_method(D_METHOD("set_orientation", "orientation"), &PlaneMesh::set_orientation); + ClassDB::bind_method(D_METHOD("get_orientation"), &PlaneMesh::get_orientation); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_center_offset", "get_center_offset"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "orientation", PROPERTY_HINT_ENUM, "Face X,Face Y,Face Z"), "set_orientation", "get_orientation"); + + BIND_ENUM_CONSTANT(FACE_X) + BIND_ENUM_CONSTANT(FACE_Y) + BIND_ENUM_CONSTANT(FACE_Z) +} + +void PlaneMesh::set_size(const Size2 &p_size) { + size = p_size; + _update_lightmap_size(); + _request_update(); +} + +Size2 PlaneMesh::get_size() const { + return size; +} + +void PlaneMesh::set_subdivide_width(const int p_divisions) { + subdivide_w = p_divisions > 0 ? p_divisions : 0; + _request_update(); +} + +int PlaneMesh::get_subdivide_width() const { + return subdivide_w; +} + +void PlaneMesh::set_subdivide_depth(const int p_divisions) { + subdivide_d = p_divisions > 0 ? p_divisions : 0; + _request_update(); +} + +int PlaneMesh::get_subdivide_depth() const { + return subdivide_d; +} + +void PlaneMesh::set_center_offset(const Vector3 p_offset) { + center_offset = p_offset; + _request_update(); +} + +Vector3 PlaneMesh::get_center_offset() const { + return center_offset; +} + +void PlaneMesh::set_orientation(const Orientation p_orientation) { + orientation = p_orientation; + _request_update(); +} + +PlaneMesh::Orientation PlaneMesh::get_orientation() const { + return orientation; +} + +PlaneMesh::PlaneMesh() {} + +/** + PrismMesh +*/ + +void PrismMesh::_update_lightmap_size() { + if (get_add_uv2()) { + // size must have changed, update lightmap size hint + Size2i _lightmap_size_hint; + float texel_size = get_lightmap_texel_size(); + float padding = get_uv2_padding(); + + // left_to_right does not effect the surface area of the prism so we ignore that. + // TODO we could combine the two triangles and save some space but we need to re-align the uv1 and adjust the tangent. + + float width = (size.x + size.z) / texel_size; + float length = (size.y + size.y + size.z) / texel_size; + + _lightmap_size_hint.x = MAX(1.0, width) + 2.0 * padding; + _lightmap_size_hint.y = MAX(1.0, length) + 3.0 * padding; + + set_lightmap_size_hint(_lightmap_size_hint); + } +} + +void PrismMesh::_create_mesh_array(Array &p_arr) const { + int i, j, prevrow, thisrow, point; + float x, y, z; + float onethird = 1.0 / 3.0; + float twothirds = 2.0 / 3.0; + + // Only used if we calculate UV2 + bool _add_uv2 = get_add_uv2(); + float texel_size = get_lightmap_texel_size(); + float _uv2_padding = get_uv2_padding() * texel_size; + + float horizontal_total = size.x + size.z + 2.0 * _uv2_padding; + float width_h = size.x / horizontal_total; + float depth_h = size.z / horizontal_total; + float padding_h = _uv2_padding / horizontal_total; + + float vertical_total = (size.y + size.y + size.z) + (3.0 * _uv2_padding); + float height_v = size.y / vertical_total; + float depth_v = size.z / vertical_total; + float padding_v = _uv2_padding / vertical_total; + + // and start building + + Vector3 start_pos = size * -0.5; + + // set our bounding box + + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<Vector2> uv2s; + Vector<int> indices; + point = 0; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + /* front + back */ + y = start_pos.y; + thisrow = point; + prevrow = 0; + for (j = 0; j <= (subdivide_h + 1); j++) { + float scale = j / (subdivide_h + 1.0); + float scaled_size_x = size.x * scale; + float start_x = start_pos.x + (1.0 - scale) * size.x * left_to_right; + float offset_front = (1.0 - scale) * onethird * left_to_right; + float offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right); + + float v = j; + float v2 = scale; + v /= 2.0 * (subdivide_h + 1.0); + + x = 0.0; + for (i = 0; i <= (subdivide_w + 1); i++) { + float u = i; + float u2 = i / (subdivide_w + 1.0); + u /= (3.0 * (subdivide_w + 1.0)); + + u *= scale; + + /* front */ + points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z! + normals.push_back(Vector3(0.0, 0.0, 1.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); + uvs.push_back(Vector2(offset_front + u, v)); + if (_add_uv2) { + uv2s.push_back(Vector2(u2 * scale * width_h, v2 * height_v)); + } + point++; + + /* back */ + points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z)); + normals.push_back(Vector3(0.0, 0.0, -1.0)); + ADD_TANGENT(-1.0, 0.0, 0.0, 1.0); + uvs.push_back(Vector2(twothirds + offset_back + u, v)); + if (_add_uv2) { + uv2s.push_back(Vector2(u2 * scale * width_h, height_v + padding_v + v2 * height_v)); + } + point++; + + if (i > 0 && j == 1) { + int i2 = i * 2; + + /* front */ + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2); + indices.push_back(thisrow + i2 - 2); + + /* back */ + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + } else if (i > 0 && j > 0) { + int i2 = i * 2; + + /* front */ + indices.push_back(prevrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2); + indices.push_back(thisrow + i2 - 2); + + /* back */ + indices.push_back(prevrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + } + + x += scale * size.x / (subdivide_w + 1.0); + } + + y += size.y / (subdivide_h + 1.0); + prevrow = thisrow; + thisrow = point; + } + + /* left + right */ + Vector3 normal_left, normal_right; + + normal_left = Vector3(-size.y, size.x * left_to_right, 0.0); + normal_right = Vector3(size.y, size.x * (1.0 - left_to_right), 0.0); + normal_left.normalize(); + normal_right.normalize(); + + y = start_pos.y; + thisrow = point; + prevrow = 0; + for (j = 0; j <= (subdivide_h + 1); j++) { + float left, right; + float scale = j / (subdivide_h + 1.0); + + left = start_pos.x + (size.x * (1.0 - scale) * left_to_right); + right = left + (size.x * scale); + + float v = j; + float v2 = scale; + v /= 2.0 * (subdivide_h + 1.0); + + z = start_pos.z; + for (i = 0; i <= (subdivide_d + 1); i++) { + float u = i; + float u2 = u / (subdivide_d + 1.0); + u /= (3.0 * (subdivide_d + 1.0)); + + /* right */ + points.push_back(Vector3(right, -y, -z)); + normals.push_back(normal_right); + ADD_TANGENT(0.0, 0.0, -1.0, 1.0); + uvs.push_back(Vector2(onethird + u, v)); + if (_add_uv2) { + uv2s.push_back(Vector2(width_h + padding_h + u2 * depth_h, v2 * height_v)); + } + point++; + + /* left */ + points.push_back(Vector3(left, -y, z)); + normals.push_back(normal_left); + ADD_TANGENT(0.0, 0.0, 1.0, 1.0); + uvs.push_back(Vector2(u, 0.5 + v)); + if (_add_uv2) { + uv2s.push_back(Vector2(width_h + padding_h + u2 * depth_h, height_v + padding_v + v2 * height_v)); + } + point++; + + if (i > 0 && j > 0) { + int i2 = i * 2; + + /* right */ + indices.push_back(prevrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2 - 2); + indices.push_back(prevrow + i2); + indices.push_back(thisrow + i2); + indices.push_back(thisrow + i2 - 2); + + /* left */ + indices.push_back(prevrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + indices.push_back(prevrow + i2 + 1); + indices.push_back(thisrow + i2 + 1); + indices.push_back(thisrow + i2 - 1); + } + + z += size.z / (subdivide_d + 1.0); + } + + y += size.y / (subdivide_h + 1.0); + prevrow = thisrow; + thisrow = point; + } + + /* bottom */ + z = start_pos.z; + thisrow = point; + prevrow = 0; + for (j = 0; j <= (subdivide_d + 1); j++) { + float v = j; + float v2 = v / (subdivide_d + 1.0); + v /= (2.0 * (subdivide_d + 1.0)); + + x = start_pos.x; + for (i = 0; i <= (subdivide_w + 1); i++) { + float u = i; + float u2 = u / (subdivide_w + 1.0); + u /= (3.0 * (subdivide_w + 1.0)); + + /* bottom */ + points.push_back(Vector3(x, start_pos.y, -z)); + normals.push_back(Vector3(0.0, -1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0); + uvs.push_back(Vector2(twothirds + u, 0.5 + v)); + if (_add_uv2) { + uv2s.push_back(Vector2(u2 * width_h, 2.0 * (height_v + padding_v) + v2 * depth_v)); + } + point++; + + if (i > 0 && j > 0) { + /* bottom */ + indices.push_back(prevrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i); + indices.push_back(thisrow + i - 1); + } + + x += size.x / (subdivide_w + 1.0); + } + + z += size.z / (subdivide_d + 1.0); + prevrow = thisrow; + thisrow = point; + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + if (_add_uv2) { + p_arr[RS::ARRAY_TEX_UV2] = uv2s; + } + p_arr[RS::ARRAY_INDEX] = indices; +} + +void PrismMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_left_to_right", "left_to_right"), &PrismMesh::set_left_to_right); + ClassDB::bind_method(D_METHOD("get_left_to_right"), &PrismMesh::get_left_to_right); + + ClassDB::bind_method(D_METHOD("set_size", "size"), &PrismMesh::set_size); + ClassDB::bind_method(D_METHOD("get_size"), &PrismMesh::get_size); + + ClassDB::bind_method(D_METHOD("set_subdivide_width", "segments"), &PrismMesh::set_subdivide_width); + ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PrismMesh::get_subdivide_width); + ClassDB::bind_method(D_METHOD("set_subdivide_height", "segments"), &PrismMesh::set_subdivide_height); + ClassDB::bind_method(D_METHOD("get_subdivide_height"), &PrismMesh::get_subdivide_height); + ClassDB::bind_method(D_METHOD("set_subdivide_depth", "segments"), &PrismMesh::set_subdivide_depth); + ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth"); +} + +void PrismMesh::set_left_to_right(const float p_left_to_right) { + left_to_right = p_left_to_right; + _request_update(); +} + +float PrismMesh::get_left_to_right() const { + return left_to_right; +} + +void PrismMesh::set_size(const Vector3 &p_size) { + size = p_size; + _update_lightmap_size(); + _request_update(); +} + +Vector3 PrismMesh::get_size() const { + return size; +} + +void PrismMesh::set_subdivide_width(const int p_divisions) { + subdivide_w = p_divisions > 0 ? p_divisions : 0; + _request_update(); +} + +int PrismMesh::get_subdivide_width() const { + return subdivide_w; +} + +void PrismMesh::set_subdivide_height(const int p_divisions) { + subdivide_h = p_divisions > 0 ? p_divisions : 0; + _request_update(); +} + +int PrismMesh::get_subdivide_height() const { + return subdivide_h; +} + +void PrismMesh::set_subdivide_depth(const int p_divisions) { + subdivide_d = p_divisions > 0 ? p_divisions : 0; + _request_update(); +} + +int PrismMesh::get_subdivide_depth() const { + return subdivide_d; +} + +PrismMesh::PrismMesh() {} + +/** + SphereMesh +*/ + +void SphereMesh::_update_lightmap_size() { + if (get_add_uv2()) { + // size must have changed, update lightmap size hint + Size2i _lightmap_size_hint; + float texel_size = get_lightmap_texel_size(); + float padding = get_uv2_padding(); + + float _width = radius * Math_TAU; + _lightmap_size_hint.x = MAX(1.0, (_width / texel_size) + padding); + float _height = (is_hemisphere ? 1.0 : 0.5) * height * Math_PI; // note, with hemisphere height is our radius, while with a full sphere it is the diameter.. + _lightmap_size_hint.y = MAX(1.0, (_height / texel_size) + padding); + + set_lightmap_size_hint(_lightmap_size_hint); + } +} + +void SphereMesh::_create_mesh_array(Array &p_arr) const { + bool _add_uv2 = get_add_uv2(); + float texel_size = get_lightmap_texel_size(); + float _uv2_padding = get_uv2_padding() * texel_size; + + create_mesh_array(p_arr, radius, height, radial_segments, rings, is_hemisphere, _add_uv2, _uv2_padding); +} + +void SphereMesh::create_mesh_array(Array &p_arr, float radius, float height, int radial_segments, int rings, bool is_hemisphere, bool p_add_uv2, const float p_uv2_padding) { + int i, j, prevrow, thisrow, point; + float x, y, z; + + float scale = height * (is_hemisphere ? 1.0 : 0.5); + + // Only used if we calculate UV2 + float circumference = radius * Math_TAU; + float horizontal_length = circumference + p_uv2_padding; + float center_h = 0.5 * circumference / horizontal_length; + + float height_v = scale * Math_PI / ((scale * Math_PI) + p_uv2_padding); + + // set our bounding box + + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<Vector2> uv2s; + Vector<int> indices; + point = 0; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + thisrow = 0; + prevrow = 0; + for (j = 0; j <= (rings + 1); j++) { + float v = j; + float w; + + v /= (rings + 1); + w = sin(Math_PI * v); + y = scale * cos(Math_PI * v); + + for (i = 0; i <= radial_segments; i++) { + float u = i; + u /= radial_segments; + + x = sin(u * Math_TAU); + z = cos(u * Math_TAU); + + if (is_hemisphere && y < 0.0) { + points.push_back(Vector3(x * radius * w, 0.0, z * radius * w)); + normals.push_back(Vector3(0.0, -1.0, 0.0)); + } else { + Vector3 p = Vector3(x * radius * w, y, z * radius * w); + points.push_back(p); + Vector3 normal = Vector3(x * w * scale, radius * (y / scale), z * w * scale); + normals.push_back(normal.normalized()); + } + ADD_TANGENT(z, 0.0, -x, 1.0) + uvs.push_back(Vector2(u, v)); + if (p_add_uv2) { + float w_h = w * 2.0 * center_h; + uv2s.push_back(Vector2(center_h + ((u - 0.5) * w_h), v * height_v)); + } + point++; + + if (i > 0 && j > 0) { + indices.push_back(prevrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i - 1); + + indices.push_back(prevrow + i); + indices.push_back(thisrow + i); + indices.push_back(thisrow + i - 1); + } + } + + prevrow = thisrow; + thisrow = point; + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + if (p_add_uv2) { + p_arr[RS::ARRAY_TEX_UV2] = uv2s; + } + p_arr[RS::ARRAY_INDEX] = indices; +} + +void SphereMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereMesh::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &SphereMesh::get_radius); + ClassDB::bind_method(D_METHOD("set_height", "height"), &SphereMesh::set_height); + ClassDB::bind_method(D_METHOD("get_height"), &SphereMesh::get_height); + + ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &SphereMesh::set_radial_segments); + ClassDB::bind_method(D_METHOD("get_radial_segments"), &SphereMesh::get_radial_segments); + ClassDB::bind_method(D_METHOD("set_rings", "rings"), &SphereMesh::set_rings); + ClassDB::bind_method(D_METHOD("get_rings"), &SphereMesh::get_rings); + + ClassDB::bind_method(D_METHOD("set_is_hemisphere", "is_hemisphere"), &SphereMesh::set_is_hemisphere); + ClassDB::bind_method(D_METHOD("get_is_hemisphere"), &SphereMesh::get_is_hemisphere); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater,suffix:m"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater,suffix:m"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_hemisphere"), "set_is_hemisphere", "get_is_hemisphere"); +} + +void SphereMesh::set_radius(const float p_radius) { + radius = p_radius; + _update_lightmap_size(); + _request_update(); +} + +float SphereMesh::get_radius() const { + return radius; +} + +void SphereMesh::set_height(const float p_height) { + height = p_height; + _update_lightmap_size(); + _request_update(); +} + +float SphereMesh::get_height() const { + return height; +} + +void SphereMesh::set_radial_segments(const int p_radial_segments) { + radial_segments = p_radial_segments > 4 ? p_radial_segments : 4; + _request_update(); +} + +int SphereMesh::get_radial_segments() const { + return radial_segments; +} + +void SphereMesh::set_rings(const int p_rings) { + ERR_FAIL_COND(p_rings < 1); + rings = p_rings; + _request_update(); +} + +int SphereMesh::get_rings() const { + return rings; +} + +void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) { + is_hemisphere = p_is_hemisphere; + _update_lightmap_size(); + _request_update(); +} + +bool SphereMesh::get_is_hemisphere() const { + return is_hemisphere; +} + +SphereMesh::SphereMesh() {} + +/** + TorusMesh +*/ + +void TorusMesh::_update_lightmap_size() { + if (get_add_uv2()) { + // size must have changed, update lightmap size hint + Size2i _lightmap_size_hint; + float texel_size = get_lightmap_texel_size(); + float padding = get_uv2_padding(); + + float min_radius = inner_radius; + float max_radius = outer_radius; + + if (min_radius > max_radius) { + SWAP(min_radius, max_radius); + } + + float radius = (max_radius - min_radius) * 0.5; + + float _width = max_radius * Math_TAU; + _lightmap_size_hint.x = MAX(1.0, (_width / texel_size) + padding); + float _height = radius * Math_TAU; + _lightmap_size_hint.y = MAX(1.0, (_height / texel_size) + padding); + + set_lightmap_size_hint(_lightmap_size_hint); + } +} + +void TorusMesh::_create_mesh_array(Array &p_arr) const { + // set our bounding box + + Vector<Vector3> points; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<Vector2> uv2s; + Vector<int> indices; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + ERR_FAIL_COND_MSG(inner_radius == outer_radius, "Inner radius and outer radius cannot be the same."); + + float min_radius = inner_radius; + float max_radius = outer_radius; + + if (min_radius > max_radius) { + SWAP(min_radius, max_radius); + } + + float radius = (max_radius - min_radius) * 0.5; + + // Only used if we calculate UV2 + bool _add_uv2 = get_add_uv2(); + float texel_size = get_lightmap_texel_size(); + float _uv2_padding = get_uv2_padding() * texel_size; + + float horizontal_total = max_radius * Math_TAU + _uv2_padding; + float max_h = max_radius * Math_TAU / horizontal_total; + float delta_h = (max_radius - min_radius) * Math_TAU / horizontal_total; + + float height_v = radius * Math_TAU / (radius * Math_TAU + _uv2_padding); + + for (int i = 0; i <= rings; i++) { + int prevrow = (i - 1) * (ring_segments + 1); + int thisrow = i * (ring_segments + 1); + float inci = float(i) / rings; + float angi = inci * Math_TAU; + + Vector2 normali = Vector2(-Math::sin(angi), -Math::cos(angi)); + + for (int j = 0; j <= ring_segments; j++) { + float incj = float(j) / ring_segments; + float angj = incj * Math_TAU; + + Vector2 normalj = Vector2(-Math::cos(angj), Math::sin(angj)); + Vector2 normalk = normalj * radius + Vector2(min_radius + radius, 0); + + float offset_h = 0.5 * (1.0 - normalj.x) * delta_h; + float adj_h = max_h - offset_h; + offset_h *= 0.5; + + points.push_back(Vector3(normali.x * normalk.x, normalk.y, normali.y * normalk.x)); + normals.push_back(Vector3(normali.x * normalj.x, normalj.y, normali.y * normalj.x)); + ADD_TANGENT(-Math::cos(angi), 0.0, Math::sin(angi), 1.0); + uvs.push_back(Vector2(inci, incj)); + if (_add_uv2) { + uv2s.push_back(Vector2(offset_h + inci * adj_h, incj * height_v)); + } + + if (i > 0 && j > 0) { + indices.push_back(thisrow + j - 1); + indices.push_back(prevrow + j); + indices.push_back(prevrow + j - 1); + + indices.push_back(thisrow + j - 1); + indices.push_back(thisrow + j); + indices.push_back(prevrow + j); + } + } + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + if (_add_uv2) { + p_arr[RS::ARRAY_TEX_UV2] = uv2s; + } + p_arr[RS::ARRAY_INDEX] = indices; +} + +void TorusMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &TorusMesh::set_inner_radius); + ClassDB::bind_method(D_METHOD("get_inner_radius"), &TorusMesh::get_inner_radius); + + ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &TorusMesh::set_outer_radius); + ClassDB::bind_method(D_METHOD("get_outer_radius"), &TorusMesh::get_outer_radius); + + ClassDB::bind_method(D_METHOD("set_rings", "rings"), &TorusMesh::set_rings); + ClassDB::bind_method(D_METHOD("get_rings"), &TorusMesh::get_rings); + + ClassDB::bind_method(D_METHOD("set_ring_segments", "rings"), &TorusMesh::set_ring_segments); + ClassDB::bind_method(D_METHOD("get_ring_segments"), &TorusMesh::get_ring_segments); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp"), "set_inner_radius", "get_inner_radius"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp"), "set_outer_radius", "get_outer_radius"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "3,128,1,or_greater"), "set_rings", "get_rings"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_segments", PROPERTY_HINT_RANGE, "3,64,1,or_greater"), "set_ring_segments", "get_ring_segments"); +} + +void TorusMesh::set_inner_radius(const float p_inner_radius) { + inner_radius = p_inner_radius; + _request_update(); +} + +float TorusMesh::get_inner_radius() const { + return inner_radius; +} + +void TorusMesh::set_outer_radius(const float p_outer_radius) { + outer_radius = p_outer_radius; + _request_update(); +} + +float TorusMesh::get_outer_radius() const { + return outer_radius; +} + +void TorusMesh::set_rings(const int p_rings) { + ERR_FAIL_COND(p_rings < 3); + rings = p_rings; + _request_update(); +} + +int TorusMesh::get_rings() const { + return rings; +} + +void TorusMesh::set_ring_segments(const int p_ring_segments) { + ERR_FAIL_COND(p_ring_segments < 3); + ring_segments = p_ring_segments; + _request_update(); +} + +int TorusMesh::get_ring_segments() const { + return ring_segments; +} + +TorusMesh::TorusMesh() {} + +/** + PointMesh +*/ + +void PointMesh::_create_mesh_array(Array &p_arr) const { + Vector<Vector3> faces; + faces.resize(1); + faces.set(0, Vector3(0.0, 0.0, 0.0)); + + p_arr[RS::ARRAY_VERTEX] = faces; +} + +PointMesh::PointMesh() { + primitive_type = PRIMITIVE_POINTS; +} +// TUBE TRAIL + +void TubeTrailMesh::set_radius(const float p_radius) { + radius = p_radius; + _request_update(); +} +float TubeTrailMesh::get_radius() const { + return radius; +} + +void TubeTrailMesh::set_radial_steps(const int p_radial_steps) { + ERR_FAIL_COND(p_radial_steps < 3 || p_radial_steps > 128); + radial_steps = p_radial_steps; + _request_update(); +} +int TubeTrailMesh::get_radial_steps() const { + return radial_steps; +} + +void TubeTrailMesh::set_sections(const int p_sections) { + ERR_FAIL_COND(p_sections < 2 || p_sections > 128); + sections = p_sections; + _request_update(); +} +int TubeTrailMesh::get_sections() const { + return sections; +} + +void TubeTrailMesh::set_section_length(float p_section_length) { + section_length = p_section_length; + _request_update(); +} +float TubeTrailMesh::get_section_length() const { + return section_length; +} + +void TubeTrailMesh::set_section_rings(const int p_section_rings) { + ERR_FAIL_COND(p_section_rings < 1 || p_section_rings > 1024); + section_rings = p_section_rings; + _request_update(); +} +int TubeTrailMesh::get_section_rings() const { + return section_rings; +} + +void TubeTrailMesh::set_cap_top(bool p_cap_top) { + cap_top = p_cap_top; + _request_update(); +} + +bool TubeTrailMesh::is_cap_top() const { + return cap_top; +} + +void TubeTrailMesh::set_cap_bottom(bool p_cap_bottom) { + cap_bottom = p_cap_bottom; + _request_update(); +} + +bool TubeTrailMesh::is_cap_bottom() const { + return cap_bottom; +} + +void TubeTrailMesh::set_curve(const Ref<Curve> &p_curve) { + if (curve == p_curve) { + return; + } + if (curve.is_valid()) { + curve->disconnect_changed(callable_mp(this, &TubeTrailMesh::_curve_changed)); + } + curve = p_curve; + if (curve.is_valid()) { + curve->connect_changed(callable_mp(this, &TubeTrailMesh::_curve_changed)); + } + _request_update(); +} +Ref<Curve> TubeTrailMesh::get_curve() const { + return curve; +} + +void TubeTrailMesh::_curve_changed() { + _request_update(); +} +int TubeTrailMesh::get_builtin_bind_pose_count() const { + return sections + 1; +} + +Transform3D TubeTrailMesh::get_builtin_bind_pose(int p_index) const { + float depth = section_length * sections; + + Transform3D xform; + xform.origin.y = depth / 2.0 - section_length * float(p_index); + xform.origin.y = -xform.origin.y; //bind is an inverse transform, so negate y + + return xform; +} + +void TubeTrailMesh::_create_mesh_array(Array &p_arr) const { + // Seeing use case for TubeTrailMesh, no need to do anything more then default UV2 calculation + + PackedVector3Array points; + PackedVector3Array normals; + PackedFloat32Array tangents; + PackedVector2Array uvs; + PackedInt32Array bone_indices; + PackedFloat32Array bone_weights; + PackedInt32Array indices; + + int point = 0; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + int thisrow = 0; + int prevrow = 0; + + int total_rings = section_rings * sections; + float depth = section_length * sections; + + for (int j = 0; j <= total_rings; j++) { + float v = j; + v /= total_rings; + + float y = depth * v; + y = (depth * 0.5) - y; + + int bone = j / section_rings; + float blend = 1.0 - float(j % section_rings) / float(section_rings); + + for (int i = 0; i <= radial_steps; i++) { + float u = i; + u /= radial_steps; + + float r = radius; + if (curve.is_valid() && curve->get_point_count() > 0) { + r *= curve->sample_baked(v); + } + float x = sin(u * Math_TAU); + float z = cos(u * Math_TAU); + + Vector3 p = Vector3(x * r, y, z * r); + points.push_back(p); + normals.push_back(Vector3(x, 0, z)); + ADD_TANGENT(z, 0.0, -x, 1.0) + uvs.push_back(Vector2(u, v * 0.5)); + point++; + { + bone_indices.push_back(bone); + bone_indices.push_back(MIN(sections, bone + 1)); + bone_indices.push_back(0); + bone_indices.push_back(0); + + bone_weights.push_back(blend); + bone_weights.push_back(1.0 - blend); + bone_weights.push_back(0); + bone_weights.push_back(0); + } + + if (i > 0 && j > 0) { + indices.push_back(prevrow + i - 1); + indices.push_back(prevrow + i); + indices.push_back(thisrow + i - 1); + + indices.push_back(prevrow + i); + indices.push_back(thisrow + i); + indices.push_back(thisrow + i - 1); + } + } + + prevrow = thisrow; + thisrow = point; + } + + if (cap_top) { + // add top + float scale_pos = 1.0; + if (curve.is_valid() && curve->get_point_count() > 0) { + scale_pos = curve->sample_baked(0); + } + + if (scale_pos > CMP_EPSILON) { + float y = depth * 0.5; + + thisrow = point; + points.push_back(Vector3(0.0, y, 0)); + normals.push_back(Vector3(0.0, 1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) + uvs.push_back(Vector2(0.25, 0.75)); + point++; + + bone_indices.push_back(0); + bone_indices.push_back(0); + bone_indices.push_back(0); + bone_indices.push_back(0); + + bone_weights.push_back(1.0); + bone_weights.push_back(0); + bone_weights.push_back(0); + bone_weights.push_back(0); + + float rm = radius * scale_pos; + + for (int i = 0; i <= radial_steps; i++) { + float r = i; + r /= radial_steps; + + float x = sin(r * Math_TAU); + float z = cos(r * Math_TAU); + + float u = ((x + 1.0) * 0.25); + float v = 0.5 + ((z + 1.0) * 0.25); + + Vector3 p = Vector3(x * rm, y, z * rm); + points.push_back(p); + normals.push_back(Vector3(0.0, 1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) + uvs.push_back(Vector2(u, v)); + point++; + + bone_indices.push_back(0); + bone_indices.push_back(0); + bone_indices.push_back(0); + bone_indices.push_back(0); + + bone_weights.push_back(1.0); + bone_weights.push_back(0); + bone_weights.push_back(0); + bone_weights.push_back(0); + + if (i > 0) { + indices.push_back(thisrow); + indices.push_back(point - 1); + indices.push_back(point - 2); + } + } + } + } + + if (cap_bottom) { + float scale_neg = 1.0; + if (curve.is_valid() && curve->get_point_count() > 0) { + scale_neg = curve->sample_baked(1.0); + } + + if (scale_neg > CMP_EPSILON) { + // add bottom + float y = depth * -0.5; + + thisrow = point; + points.push_back(Vector3(0.0, y, 0.0)); + normals.push_back(Vector3(0.0, -1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) + uvs.push_back(Vector2(0.75, 0.75)); + point++; + + bone_indices.push_back(sections); + bone_indices.push_back(0); + bone_indices.push_back(0); + bone_indices.push_back(0); + + bone_weights.push_back(1.0); + bone_weights.push_back(0); + bone_weights.push_back(0); + bone_weights.push_back(0); + + float rm = radius * scale_neg; + + for (int i = 0; i <= radial_steps; i++) { + float r = i; + r /= radial_steps; + + float x = sin(r * Math_TAU); + float z = cos(r * Math_TAU); + + float u = 0.5 + ((x + 1.0) * 0.25); + float v = 1.0 - ((z + 1.0) * 0.25); + + Vector3 p = Vector3(x * rm, y, z * rm); + points.push_back(p); + normals.push_back(Vector3(0.0, -1.0, 0.0)); + ADD_TANGENT(1.0, 0.0, 0.0, 1.0) + uvs.push_back(Vector2(u, v)); + point++; + + bone_indices.push_back(sections); + bone_indices.push_back(0); + bone_indices.push_back(0); + bone_indices.push_back(0); + + bone_weights.push_back(1.0); + bone_weights.push_back(0); + bone_weights.push_back(0); + bone_weights.push_back(0); + + if (i > 0) { + indices.push_back(thisrow); + indices.push_back(point - 2); + indices.push_back(point - 1); + } + } + } + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_BONES] = bone_indices; + p_arr[RS::ARRAY_WEIGHTS] = bone_weights; + p_arr[RS::ARRAY_INDEX] = indices; +} + +void TubeTrailMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_radius", "radius"), &TubeTrailMesh::set_radius); + ClassDB::bind_method(D_METHOD("get_radius"), &TubeTrailMesh::get_radius); + + ClassDB::bind_method(D_METHOD("set_radial_steps", "radial_steps"), &TubeTrailMesh::set_radial_steps); + ClassDB::bind_method(D_METHOD("get_radial_steps"), &TubeTrailMesh::get_radial_steps); + + ClassDB::bind_method(D_METHOD("set_sections", "sections"), &TubeTrailMesh::set_sections); + ClassDB::bind_method(D_METHOD("get_sections"), &TubeTrailMesh::get_sections); + + ClassDB::bind_method(D_METHOD("set_section_length", "section_length"), &TubeTrailMesh::set_section_length); + ClassDB::bind_method(D_METHOD("get_section_length"), &TubeTrailMesh::get_section_length); + + ClassDB::bind_method(D_METHOD("set_section_rings", "section_rings"), &TubeTrailMesh::set_section_rings); + ClassDB::bind_method(D_METHOD("get_section_rings"), &TubeTrailMesh::get_section_rings); + + ClassDB::bind_method(D_METHOD("set_cap_top", "cap_top"), &TubeTrailMesh::set_cap_top); + ClassDB::bind_method(D_METHOD("is_cap_top"), &TubeTrailMesh::is_cap_top); + + ClassDB::bind_method(D_METHOD("set_cap_bottom", "cap_bottom"), &TubeTrailMesh::set_cap_bottom); + ClassDB::bind_method(D_METHOD("is_cap_bottom"), &TubeTrailMesh::is_cap_bottom); + + ClassDB::bind_method(D_METHOD("set_curve", "curve"), &TubeTrailMesh::set_curve); + ClassDB::bind_method(D_METHOD("get_curve"), &TubeTrailMesh::get_curve); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater,suffix:m"), "set_radius", "get_radius"); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_steps", PROPERTY_HINT_RANGE, "3,128,1"), "set_radial_steps", "get_radial_steps"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "sections", PROPERTY_HINT_RANGE, "2,128,1"), "set_sections", "get_sections"); + + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "section_length", PROPERTY_HINT_RANGE, "0.001,1024.0,0.001,or_greater,suffix:m"), "set_section_length", "get_section_length"); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "section_rings", PROPERTY_HINT_RANGE, "1,128,1"), "set_section_rings", "get_section_rings"); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cap_top"), "set_cap_top", "is_cap_top"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cap_bottom"), "set_cap_bottom", "is_cap_bottom"); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve", "get_curve"); +} + +TubeTrailMesh::TubeTrailMesh() { +} + +// RIBBON TRAIL + +void RibbonTrailMesh::set_shape(Shape p_shape) { + shape = p_shape; + _request_update(); +} +RibbonTrailMesh::Shape RibbonTrailMesh::get_shape() const { + return shape; +} + +void RibbonTrailMesh::set_size(const float p_size) { + size = p_size; + _request_update(); +} +float RibbonTrailMesh::get_size() const { + return size; +} + +void RibbonTrailMesh::set_sections(const int p_sections) { + ERR_FAIL_COND(p_sections < 2 || p_sections > 128); + sections = p_sections; + _request_update(); +} +int RibbonTrailMesh::get_sections() const { + return sections; +} + +void RibbonTrailMesh::set_section_length(float p_section_length) { + section_length = p_section_length; + _request_update(); +} +float RibbonTrailMesh::get_section_length() const { + return section_length; +} + +void RibbonTrailMesh::set_section_segments(const int p_section_segments) { + ERR_FAIL_COND(p_section_segments < 1 || p_section_segments > 1024); + section_segments = p_section_segments; + _request_update(); +} +int RibbonTrailMesh::get_section_segments() const { + return section_segments; +} + +void RibbonTrailMesh::set_curve(const Ref<Curve> &p_curve) { + if (curve == p_curve) { + return; + } + if (curve.is_valid()) { + curve->disconnect_changed(callable_mp(this, &RibbonTrailMesh::_curve_changed)); + } + curve = p_curve; + if (curve.is_valid()) { + curve->connect_changed(callable_mp(this, &RibbonTrailMesh::_curve_changed)); + } + _request_update(); +} +Ref<Curve> RibbonTrailMesh::get_curve() const { + return curve; +} + +void RibbonTrailMesh::_curve_changed() { + _request_update(); +} +int RibbonTrailMesh::get_builtin_bind_pose_count() const { + return sections + 1; +} + +Transform3D RibbonTrailMesh::get_builtin_bind_pose(int p_index) const { + float depth = section_length * sections; + + Transform3D xform; + xform.origin.y = depth / 2.0 - section_length * float(p_index); + xform.origin.y = -xform.origin.y; //bind is an inverse transform, so negate y + + return xform; +} + +void RibbonTrailMesh::_create_mesh_array(Array &p_arr) const { + // Seeing use case of ribbon trail mesh, no need to implement special UV2 calculation + + PackedVector3Array points; + PackedVector3Array normals; + PackedFloat32Array tangents; + PackedVector2Array uvs; + PackedInt32Array bone_indices; + PackedFloat32Array bone_weights; + PackedInt32Array indices; + +#define ADD_TANGENT(m_x, m_y, m_z, m_d) \ + tangents.push_back(m_x); \ + tangents.push_back(m_y); \ + tangents.push_back(m_z); \ + tangents.push_back(m_d); + + int total_segments = section_segments * sections; + float depth = section_length * sections; + + for (int j = 0; j <= total_segments; j++) { + float v = j; + v /= total_segments; + + float y = depth * v; + y = (depth * 0.5) - y; + + int bone = j / section_segments; + float blend = 1.0 - float(j % section_segments) / float(section_segments); + + float s = size; + + if (curve.is_valid() && curve->get_point_count() > 0) { + s *= curve->sample_baked(v); + } + + points.push_back(Vector3(-s * 0.5, y, 0)); + points.push_back(Vector3(+s * 0.5, y, 0)); + if (shape == SHAPE_CROSS) { + points.push_back(Vector3(0, y, -s * 0.5)); + points.push_back(Vector3(0, y, +s * 0.5)); + } + + normals.push_back(Vector3(0, 0, 1)); + normals.push_back(Vector3(0, 0, 1)); + if (shape == SHAPE_CROSS) { + normals.push_back(Vector3(1, 0, 0)); + normals.push_back(Vector3(1, 0, 0)); + } + + uvs.push_back(Vector2(0, v)); + uvs.push_back(Vector2(1, v)); + if (shape == SHAPE_CROSS) { + uvs.push_back(Vector2(0, v)); + uvs.push_back(Vector2(1, v)); + } + + ADD_TANGENT(0.0, 1.0, 0.0, 1.0) + ADD_TANGENT(0.0, 1.0, 0.0, 1.0) + if (shape == SHAPE_CROSS) { + ADD_TANGENT(0.0, 1.0, 0.0, 1.0) + ADD_TANGENT(0.0, 1.0, 0.0, 1.0) + } + + for (int i = 0; i < (shape == SHAPE_CROSS ? 4 : 2); i++) { + bone_indices.push_back(bone); + bone_indices.push_back(MIN(sections, bone + 1)); + bone_indices.push_back(0); + bone_indices.push_back(0); + + bone_weights.push_back(blend); + bone_weights.push_back(1.0 - blend); + bone_weights.push_back(0); + bone_weights.push_back(0); + } + + if (j > 0) { + if (shape == SHAPE_CROSS) { + int base = j * 4 - 4; + indices.push_back(base + 0); + indices.push_back(base + 1); + indices.push_back(base + 4); + + indices.push_back(base + 1); + indices.push_back(base + 5); + indices.push_back(base + 4); + + indices.push_back(base + 2); + indices.push_back(base + 3); + indices.push_back(base + 6); + + indices.push_back(base + 3); + indices.push_back(base + 7); + indices.push_back(base + 6); + } else { + int base = j * 2 - 2; + indices.push_back(base + 0); + indices.push_back(base + 1); + indices.push_back(base + 2); + + indices.push_back(base + 1); + indices.push_back(base + 3); + indices.push_back(base + 2); + } + } + } + + p_arr[RS::ARRAY_VERTEX] = points; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_BONES] = bone_indices; + p_arr[RS::ARRAY_WEIGHTS] = bone_weights; + p_arr[RS::ARRAY_INDEX] = indices; +} + +void RibbonTrailMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_size", "size"), &RibbonTrailMesh::set_size); + ClassDB::bind_method(D_METHOD("get_size"), &RibbonTrailMesh::get_size); + + ClassDB::bind_method(D_METHOD("set_sections", "sections"), &RibbonTrailMesh::set_sections); + ClassDB::bind_method(D_METHOD("get_sections"), &RibbonTrailMesh::get_sections); + + ClassDB::bind_method(D_METHOD("set_section_length", "section_length"), &RibbonTrailMesh::set_section_length); + ClassDB::bind_method(D_METHOD("get_section_length"), &RibbonTrailMesh::get_section_length); + + ClassDB::bind_method(D_METHOD("set_section_segments", "section_segments"), &RibbonTrailMesh::set_section_segments); + ClassDB::bind_method(D_METHOD("get_section_segments"), &RibbonTrailMesh::get_section_segments); + + ClassDB::bind_method(D_METHOD("set_curve", "curve"), &RibbonTrailMesh::set_curve); + ClassDB::bind_method(D_METHOD("get_curve"), &RibbonTrailMesh::get_curve); + + ClassDB::bind_method(D_METHOD("set_shape", "shape"), &RibbonTrailMesh::set_shape); + ClassDB::bind_method(D_METHOD("get_shape"), &RibbonTrailMesh::get_shape); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "shape", PROPERTY_HINT_ENUM, "Flat,Cross"), "set_shape", "get_shape"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater,suffix:m"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "sections", PROPERTY_HINT_RANGE, "2,128,1"), "set_sections", "get_sections"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "section_length", PROPERTY_HINT_RANGE, "0.001,1024.0,0.001,or_greater,suffix:m"), "set_section_length", "get_section_length"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "section_segments", PROPERTY_HINT_RANGE, "1,128,1"), "set_section_segments", "get_section_segments"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve", "get_curve"); + + BIND_ENUM_CONSTANT(SHAPE_FLAT) + BIND_ENUM_CONSTANT(SHAPE_CROSS) +} + +RibbonTrailMesh::RibbonTrailMesh() { +} + +/*************************************************************************/ +/* TextMesh */ +/*************************************************************************/ + +void TextMesh::_generate_glyph_mesh_data(const GlyphMeshKey &p_key, const Glyph &p_gl) const { + if (cache.has(p_key)) { + return; + } + + GlyphMeshData &gl_data = cache[p_key]; + + Dictionary d = TS->font_get_glyph_contours(p_gl.font_rid, p_gl.font_size, p_gl.index); + + PackedVector3Array points = d["points"]; + PackedInt32Array contours = d["contours"]; + bool orientation = d["orientation"]; + + if (points.size() < 3 || contours.size() < 1) { + return; // No full contours, only glyph control points (or nothing), ignore. + } + + // Approximate Bezier curves as polygons. + // See https://freetype.org/freetype2/docs/glyphs/glyphs-6.html, for more info. + for (int i = 0; i < contours.size(); i++) { + int32_t start = (i == 0) ? 0 : (contours[i - 1] + 1); + int32_t end = contours[i]; + Vector<ContourPoint> polygon; + + for (int32_t j = start; j <= end; j++) { + if (points[j].z == TextServer::CONTOUR_CURVE_TAG_ON) { + // Point on the curve. + Vector2 p = Vector2(points[j].x, points[j].y) * pixel_size; + polygon.push_back(ContourPoint(p, true)); + } else if (points[j].z == TextServer::CONTOUR_CURVE_TAG_OFF_CONIC) { + // Conic Bezier arc. + int32_t next = (j == end) ? start : (j + 1); + int32_t prev = (j == start) ? end : (j - 1); + Vector2 p0; + Vector2 p1 = Vector2(points[j].x, points[j].y); + Vector2 p2; + + // For successive conic OFF points add a virtual ON point in the middle. + if (points[prev].z == TextServer::CONTOUR_CURVE_TAG_OFF_CONIC) { + p0 = (Vector2(points[prev].x, points[prev].y) + Vector2(points[j].x, points[j].y)) / 2.0; + } else if (points[prev].z == TextServer::CONTOUR_CURVE_TAG_ON) { + p0 = Vector2(points[prev].x, points[prev].y); + } else { + ERR_FAIL_MSG(vformat("Invalid conic arc point sequence at %d:%d", i, j)); + } + if (points[next].z == TextServer::CONTOUR_CURVE_TAG_OFF_CONIC) { + p2 = (Vector2(points[j].x, points[j].y) + Vector2(points[next].x, points[next].y)) / 2.0; + } else if (points[next].z == TextServer::CONTOUR_CURVE_TAG_ON) { + p2 = Vector2(points[next].x, points[next].y); + } else { + ERR_FAIL_MSG(vformat("Invalid conic arc point sequence at %d:%d", i, j)); + } + + real_t step = CLAMP(curve_step / (p0 - p2).length(), 0.01, 0.5); + real_t t = step; + while (t < 1.0) { + real_t omt = (1.0 - t); + real_t omt2 = omt * omt; + real_t t2 = t * t; + + Vector2 point = p1 + omt2 * (p0 - p1) + t2 * (p2 - p1); + Vector2 p = point * pixel_size; + polygon.push_back(ContourPoint(p, false)); + t += step; + } + } else if (points[j].z == TextServer::CONTOUR_CURVE_TAG_OFF_CUBIC) { + // Cubic Bezier arc. + int32_t cur = j; + int32_t next1 = (j == end) ? start : (j + 1); + int32_t next2 = (next1 == end) ? start : (next1 + 1); + int32_t prev = (j == start) ? end : (j - 1); + + // There must be exactly two OFF points and two ON points for each cubic arc. + if (points[prev].z != TextServer::CONTOUR_CURVE_TAG_ON) { + cur = (cur == 0) ? end : cur - 1; + next1 = (next1 == 0) ? end : next1 - 1; + next2 = (next2 == 0) ? end : next2 - 1; + prev = (prev == 0) ? end : prev - 1; + } else { + j++; + } + ERR_FAIL_COND_MSG(points[prev].z != TextServer::CONTOUR_CURVE_TAG_ON, vformat("Invalid cubic arc point sequence at %d:%d", i, prev)); + ERR_FAIL_COND_MSG(points[cur].z != TextServer::CONTOUR_CURVE_TAG_OFF_CUBIC, vformat("Invalid cubic arc point sequence at %d:%d", i, cur)); + ERR_FAIL_COND_MSG(points[next1].z != TextServer::CONTOUR_CURVE_TAG_OFF_CUBIC, vformat("Invalid cubic arc point sequence at %d:%d", i, next1)); + ERR_FAIL_COND_MSG(points[next2].z != TextServer::CONTOUR_CURVE_TAG_ON, vformat("Invalid cubic arc point sequence at %d:%d", i, next2)); + + Vector2 p0 = Vector2(points[prev].x, points[prev].y); + Vector2 p1 = Vector2(points[cur].x, points[cur].y); + Vector2 p2 = Vector2(points[next1].x, points[next1].y); + Vector2 p3 = Vector2(points[next2].x, points[next2].y); + + real_t step = CLAMP(curve_step / (p0 - p3).length(), 0.01, 0.5); + real_t t = step; + while (t < 1.0) { + Vector2 point = p0.bezier_interpolate(p1, p2, p3, t); + Vector2 p = point * pixel_size; + polygon.push_back(ContourPoint(p, false)); + t += step; + } + } else { + ERR_FAIL_MSG(vformat("Unknown point tag at %d:%d", i, j)); + } + } + + if (polygon.size() < 3) { + continue; // Skip glyph control points. + } + + if (!orientation) { + polygon.reverse(); + } + + gl_data.contours.push_back(polygon); + } + + // Calculate bounds. + List<TPPLPoly> in_poly; + for (int i = 0; i < gl_data.contours.size(); i++) { + TPPLPoly inp; + inp.Init(gl_data.contours[i].size()); + real_t length = 0.0; + for (int j = 0; j < gl_data.contours[i].size(); j++) { + int next = (j + 1 == gl_data.contours[i].size()) ? 0 : (j + 1); + + gl_data.min_p.x = MIN(gl_data.min_p.x, gl_data.contours[i][j].point.x); + gl_data.min_p.y = MIN(gl_data.min_p.y, gl_data.contours[i][j].point.y); + gl_data.max_p.x = MAX(gl_data.max_p.x, gl_data.contours[i][j].point.x); + gl_data.max_p.y = MAX(gl_data.max_p.y, gl_data.contours[i][j].point.y); + length += (gl_data.contours[i][next].point - gl_data.contours[i][j].point).length(); + + inp.GetPoint(j) = gl_data.contours[i][j].point; + } + TPPLOrientation poly_orient = inp.GetOrientation(); + if (poly_orient == TPPL_ORIENTATION_CW) { + inp.SetHole(true); + } + in_poly.push_back(inp); + gl_data.contours_info.push_back(ContourInfo(length, poly_orient == TPPL_ORIENTATION_CCW)); + } + + TPPLPartition tpart; + + //Decompose and triangulate. + List<TPPLPoly> out_poly; + if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { + ERR_FAIL_MSG("Convex decomposing failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh."); + } + List<TPPLPoly> out_tris; + for (List<TPPLPoly>::Element *I = out_poly.front(); I; I = I->next()) { + if (tpart.Triangulate_OPT(&(I->get()), &out_tris) == 0) { + ERR_FAIL_MSG("Triangulation failed. Make sure the font doesn't contain self-intersecting lines, as these are not supported in TextMesh."); + } + } + + for (List<TPPLPoly>::Element *I = out_tris.front(); I; I = I->next()) { + TPPLPoly &tp = I->get(); + ERR_FAIL_COND(tp.GetNumPoints() != 3); // Triangles only. + + for (int i = 0; i < 3; i++) { + gl_data.triangles.push_back(Vector2(tp.GetPoint(i).x, tp.GetPoint(i).y)); + } + } +} + +void TextMesh::_create_mesh_array(Array &p_arr) const { + Ref<Font> font = _get_font_or_default(); + ERR_FAIL_COND(font.is_null()); + + if (dirty_cache) { + cache.clear(); + dirty_cache = false; + } + + // When a shaped text is invalidated by an external source, we want to reshape it. + if (!TS->shaped_text_is_ready(text_rid)) { + dirty_text = true; + } + + for (const RID &line_rid : lines_rid) { + if (!TS->shaped_text_is_ready(line_rid)) { + dirty_lines = true; + break; + } + } + + // Update text buffer. + if (dirty_text) { + TS->shaped_text_clear(text_rid); + TS->shaped_text_set_direction(text_rid, text_direction); + + String txt = (uppercase) ? TS->string_to_upper(xl_text, language) : xl_text; + TS->shaped_text_add_string(text_rid, txt, font->get_rids(), font_size, font->get_opentype_features(), language); + + TypedArray<Vector3i> stt; + if (st_parser == TextServer::STRUCTURED_TEXT_CUSTOM) { + GDVIRTUAL_CALL(_structured_text_parser, st_args, txt, stt); + } else { + stt = TS->parse_structured_text(st_parser, st_args, txt); + } + TS->shaped_text_set_bidi_override(text_rid, stt); + + dirty_text = false; + dirty_font = false; + dirty_lines = true; + } else if (dirty_font) { + int spans = TS->shaped_get_span_count(text_rid); + for (int i = 0; i < spans; i++) { + TS->shaped_set_span_update_font(text_rid, i, font->get_rids(), font_size, font->get_opentype_features()); + } + + dirty_font = false; + dirty_lines = true; + } + + if (dirty_lines) { + for (int i = 0; i < lines_rid.size(); i++) { + TS->free_rid(lines_rid[i]); + } + lines_rid.clear(); + + BitField<TextServer::LineBreakFlag> autowrap_flags = TextServer::BREAK_MANDATORY; + switch (autowrap_mode) { + case TextServer::AUTOWRAP_WORD_SMART: + autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_ADAPTIVE | TextServer::BREAK_MANDATORY; + break; + case TextServer::AUTOWRAP_WORD: + autowrap_flags = TextServer::BREAK_WORD_BOUND | TextServer::BREAK_MANDATORY; + break; + case TextServer::AUTOWRAP_ARBITRARY: + autowrap_flags = TextServer::BREAK_GRAPHEME_BOUND | TextServer::BREAK_MANDATORY; + break; + case TextServer::AUTOWRAP_OFF: + break; + } + PackedInt32Array line_breaks = TS->shaped_text_get_line_breaks(text_rid, width, 0, autowrap_flags); + + float max_line_w = 0.0; + for (int i = 0; i < line_breaks.size(); i = i + 2) { + RID line = TS->shaped_text_substr(text_rid, line_breaks[i], line_breaks[i + 1] - line_breaks[i]); + max_line_w = MAX(max_line_w, TS->shaped_text_get_width(line)); + lines_rid.push_back(line); + } + + if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL) { + int jst_to_line = lines_rid.size(); + if (lines_rid.size() == 1 && jst_flags.has_flag(TextServer::JUSTIFICATION_DO_NOT_SKIP_SINGLE_LINE)) { + jst_to_line = lines_rid.size(); + } else { + if (jst_flags.has_flag(TextServer::JUSTIFICATION_SKIP_LAST_LINE)) { + jst_to_line = lines_rid.size() - 1; + } + if (jst_flags.has_flag(TextServer::JUSTIFICATION_SKIP_LAST_LINE_WITH_VISIBLE_CHARS)) { + for (int i = lines_rid.size() - 1; i >= 0; i--) { + if (TS->shaped_text_has_visible_chars(lines_rid[i])) { + jst_to_line = i; + break; + } + } + } + } + for (int i = 0; i < jst_to_line; i++) { + TS->shaped_text_fit_to_width(lines_rid[i], (width > 0) ? width : max_line_w, jst_flags); + } + } + dirty_lines = false; + } + + float total_h = 0.0; + for (int i = 0; i < lines_rid.size(); i++) { + total_h += (TS->shaped_text_get_size(lines_rid[i]).y + line_spacing) * pixel_size; + } + + float vbegin = 0.0; + switch (vertical_alignment) { + case VERTICAL_ALIGNMENT_FILL: + case VERTICAL_ALIGNMENT_TOP: { + // Nothing. + } break; + case VERTICAL_ALIGNMENT_CENTER: { + vbegin = (total_h - line_spacing * pixel_size) / 2.0; + } break; + case VERTICAL_ALIGNMENT_BOTTOM: { + vbegin = (total_h - line_spacing * pixel_size); + } break; + } + + Vector<Vector3> vertices; + Vector<Vector3> normals; + Vector<float> tangents; + Vector<Vector2> uvs; + Vector<int32_t> indices; + + Vector2 min_p = Vector2(INFINITY, INFINITY); + Vector2 max_p = Vector2(-INFINITY, -INFINITY); + + int32_t p_size = 0; + int32_t i_size = 0; + + Vector2 offset = Vector2(0, vbegin + lbl_offset.y * pixel_size); + for (int i = 0; i < lines_rid.size(); i++) { + const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]); + int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]); + float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size; + + switch (horizontal_alignment) { + case HORIZONTAL_ALIGNMENT_LEFT: + offset.x = 0.0; + break; + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_CENTER: { + offset.x = -line_width / 2.0; + } break; + case HORIZONTAL_ALIGNMENT_RIGHT: { + offset.x = -line_width; + } break; + } + offset.x += lbl_offset.x * pixel_size; + offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size; + + bool has_depth = !Math::is_zero_approx(depth); + + for (int j = 0; j < gl_size; j++) { + if (glyphs[j].index == 0) { + offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat; + continue; + } + if (glyphs[j].font_rid != RID()) { + GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index); + _generate_glyph_mesh_data(key, glyphs[j]); + GlyphMeshData &gl_data = cache[key]; + const Vector2 gl_of = Vector2(glyphs[j].x_off, glyphs[j].y_off) * pixel_size; + + p_size += glyphs[j].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1); + i_size += glyphs[j].repeat * gl_data.triangles.size() * ((has_depth) ? 2 : 1); + + if (has_depth) { + for (int k = 0; k < gl_data.contours.size(); k++) { + p_size += glyphs[j].repeat * gl_data.contours[k].size() * 4; + i_size += glyphs[j].repeat * gl_data.contours[k].size() * 6; + } + } + + for (int r = 0; r < glyphs[j].repeat; r++) { + min_p.x = MIN(gl_data.min_p.x + offset.x + gl_of.x, min_p.x); + min_p.y = MIN(gl_data.min_p.y - offset.y + gl_of.y, min_p.y); + max_p.x = MAX(gl_data.max_p.x + offset.x + gl_of.x, max_p.x); + max_p.y = MAX(gl_data.max_p.y - offset.y + gl_of.y, max_p.y); + + offset.x += glyphs[j].advance * pixel_size; + } + } else { + p_size += glyphs[j].repeat * 4; + i_size += glyphs[j].repeat * 6; + + offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat; + } + } + offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size; + } + + vertices.resize(p_size); + normals.resize(p_size); + uvs.resize(p_size); + tangents.resize(p_size * 4); + indices.resize(i_size); + + Vector3 *vertices_ptr = vertices.ptrw(); + Vector3 *normals_ptr = normals.ptrw(); + float *tangents_ptr = tangents.ptrw(); + Vector2 *uvs_ptr = uvs.ptrw(); + int32_t *indices_ptr = indices.ptrw(); + + // Generate mesh. + int32_t p_idx = 0; + int32_t i_idx = 0; + + offset = Vector2(0, vbegin + lbl_offset.y * pixel_size); + for (int i = 0; i < lines_rid.size(); i++) { + const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]); + int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]); + float line_width = TS->shaped_text_get_width(lines_rid[i]) * pixel_size; + + switch (horizontal_alignment) { + case HORIZONTAL_ALIGNMENT_LEFT: + offset.x = 0.0; + break; + case HORIZONTAL_ALIGNMENT_FILL: + case HORIZONTAL_ALIGNMENT_CENTER: { + offset.x = -line_width / 2.0; + } break; + case HORIZONTAL_ALIGNMENT_RIGHT: { + offset.x = -line_width; + } break; + } + offset.x += lbl_offset.x * pixel_size; + offset.y -= TS->shaped_text_get_ascent(lines_rid[i]) * pixel_size; + + bool has_depth = !Math::is_zero_approx(depth); + + // Generate glyph data, precalculate size of the arrays and mesh bounds for UV. + for (int j = 0; j < gl_size; j++) { + if (glyphs[j].index == 0) { + offset.x += glyphs[j].advance * pixel_size * glyphs[j].repeat; + continue; + } + if (glyphs[j].font_rid != RID()) { + GlyphMeshKey key = GlyphMeshKey(glyphs[j].font_rid.get_id(), glyphs[j].index); + _generate_glyph_mesh_data(key, glyphs[j]); + const GlyphMeshData &gl_data = cache[key]; + + int64_t ts = gl_data.triangles.size(); + const Vector2 *ts_ptr = gl_data.triangles.ptr(); + const Vector2 gl_of = Vector2(glyphs[j].x_off, glyphs[j].y_off) * pixel_size; + + for (int r = 0; r < glyphs[j].repeat; r++) { + for (int k = 0; k < ts; k += 3) { + // Add front face. + for (int l = 0; l < 3; l++) { + Vector3 point = Vector3(ts_ptr[k + l].x + offset.x + gl_of.x, -ts_ptr[k + l].y + offset.y - gl_of.y, depth / 2.0); + vertices_ptr[p_idx] = point; + normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0); + if (has_depth) { + uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0))); + } else { + uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0))); + } + tangents_ptr[p_idx * 4 + 0] = 1.0; + tangents_ptr[p_idx * 4 + 1] = 0.0; + tangents_ptr[p_idx * 4 + 2] = 0.0; + tangents_ptr[p_idx * 4 + 3] = 1.0; + indices_ptr[i_idx++] = p_idx; + p_idx++; + } + if (has_depth) { + // Add back face. + for (int l = 2; l >= 0; l--) { + Vector3 point = Vector3(ts_ptr[k + l].x + offset.x + gl_of.x, -ts_ptr[k + l].y + offset.y - gl_of.y, -depth / 2.0); + vertices_ptr[p_idx] = point; + normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0); + uvs_ptr[p_idx] = Vector2(Math::remap(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(point.y, -max_p.y, -min_p.y, real_t(0.8), real_t(0.4))); + tangents_ptr[p_idx * 4 + 0] = -1.0; + tangents_ptr[p_idx * 4 + 1] = 0.0; + tangents_ptr[p_idx * 4 + 2] = 0.0; + tangents_ptr[p_idx * 4 + 3] = 1.0; + indices_ptr[i_idx++] = p_idx; + p_idx++; + } + } + } + // Add sides. + if (has_depth) { + for (int k = 0; k < gl_data.contours.size(); k++) { + int64_t ps = gl_data.contours[k].size(); + const ContourPoint *ps_ptr = gl_data.contours[k].ptr(); + const ContourInfo &ps_info = gl_data.contours_info[k]; + real_t length = 0.0; + for (int l = 0; l < ps; l++) { + int prev = (l == 0) ? (ps - 1) : (l - 1); + int next = (l + 1 == ps) ? 0 : (l + 1); + Vector2 d1; + Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized(); + if (ps_ptr[l].sharp) { + d1 = d2; + } else { + d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized(); + } + real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length(); + + Vector3 quad_faces[4] = { + Vector3(ps_ptr[l].point.x + offset.x + gl_of.x, -ps_ptr[l].point.y + offset.y - gl_of.y, -depth / 2.0), + Vector3(ps_ptr[next].point.x + offset.x + gl_of.x, -ps_ptr[next].point.y + offset.y - gl_of.y, -depth / 2.0), + Vector3(ps_ptr[l].point.x + offset.x + gl_of.x, -ps_ptr[l].point.y + offset.y - gl_of.y, depth / 2.0), + Vector3(ps_ptr[next].point.x + offset.x + gl_of.x, -ps_ptr[next].point.y + offset.y - gl_of.y, depth / 2.0), + }; + for (int m = 0; m < 4; m++) { + const Vector2 &d = ((m % 2) == 0) ? d1 : d2; + real_t u_pos = ((m % 2) == 0) ? length : length + seg_len; + vertices_ptr[p_idx + m] = quad_faces[m]; + normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0); + if (m < 2) { + uvs_ptr[p_idx + m] = Vector2(Math::remap(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9); + } else { + uvs_ptr[p_idx + m] = Vector2(Math::remap(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0); + } + tangents_ptr[(p_idx + m) * 4 + 0] = d.x; + tangents_ptr[(p_idx + m) * 4 + 1] = -d.y; + tangents_ptr[(p_idx + m) * 4 + 2] = 0.0; + tangents_ptr[(p_idx + m) * 4 + 3] = 1.0; + } + + indices_ptr[i_idx++] = p_idx; + indices_ptr[i_idx++] = p_idx + 1; + indices_ptr[i_idx++] = p_idx + 2; + + indices_ptr[i_idx++] = p_idx + 1; + indices_ptr[i_idx++] = p_idx + 3; + indices_ptr[i_idx++] = p_idx + 2; + + length += seg_len; + p_idx += 4; + } + } + } + offset.x += glyphs[j].advance * pixel_size; + } + } else { + // Add fallback quad for missing glyphs. + for (int r = 0; r < glyphs[j].repeat; r++) { + Size2 sz = TS->get_hex_code_box_size(glyphs[j].font_size, glyphs[j].index) * pixel_size; + Vector3 quad_faces[4] = { + Vector3(offset.x, offset.y, 0.0), + Vector3(offset.x, sz.y + offset.y, 0.0), + Vector3(sz.x + offset.x, sz.y + offset.y, 0.0), + Vector3(sz.x + offset.x, offset.y, 0.0), + }; + for (int k = 0; k < 4; k++) { + vertices_ptr[p_idx + k] = quad_faces[k]; + normals_ptr[p_idx + k] = Vector3(0.0, 0.0, 1.0); + if (has_depth) { + uvs_ptr[p_idx + k] = Vector2(Math::remap(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(quad_faces[k].y, -max_p.y, -min_p.y, real_t(0.4), real_t(0.0))); + } else { + uvs_ptr[p_idx + k] = Vector2(Math::remap(quad_faces[k].x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::remap(quad_faces[k].y, -max_p.y, -min_p.y, real_t(1.0), real_t(0.0))); + } + tangents_ptr[(p_idx + k) * 4 + 0] = 1.0; + tangents_ptr[(p_idx + k) * 4 + 1] = 0.0; + tangents_ptr[(p_idx + k) * 4 + 2] = 0.0; + tangents_ptr[(p_idx + k) * 4 + 3] = 1.0; + } + + indices_ptr[i_idx++] = p_idx; + indices_ptr[i_idx++] = p_idx + 1; + indices_ptr[i_idx++] = p_idx + 2; + + indices_ptr[i_idx++] = p_idx + 0; + indices_ptr[i_idx++] = p_idx + 2; + indices_ptr[i_idx++] = p_idx + 3; + p_idx += 4; + + offset.x += glyphs[j].advance * pixel_size; + } + } + } + offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing) * pixel_size; + } + + if (indices.is_empty()) { + // If empty, add single triangle to suppress errors. + vertices.push_back(Vector3()); + normals.push_back(Vector3()); + uvs.push_back(Vector2()); + tangents.push_back(1.0); + tangents.push_back(0.0); + tangents.push_back(0.0); + tangents.push_back(1.0); + indices.push_back(0); + indices.push_back(0); + indices.push_back(0); + } + + p_arr[RS::ARRAY_VERTEX] = vertices; + p_arr[RS::ARRAY_NORMAL] = normals; + p_arr[RS::ARRAY_TANGENT] = tangents; + p_arr[RS::ARRAY_TEX_UV] = uvs; + p_arr[RS::ARRAY_INDEX] = indices; +} + +void TextMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &TextMesh::set_horizontal_alignment); + ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &TextMesh::get_horizontal_alignment); + + ClassDB::bind_method(D_METHOD("set_vertical_alignment", "alignment"), &TextMesh::set_vertical_alignment); + ClassDB::bind_method(D_METHOD("get_vertical_alignment"), &TextMesh::get_vertical_alignment); + + ClassDB::bind_method(D_METHOD("set_text", "text"), &TextMesh::set_text); + ClassDB::bind_method(D_METHOD("get_text"), &TextMesh::get_text); + + ClassDB::bind_method(D_METHOD("set_font", "font"), &TextMesh::set_font); + ClassDB::bind_method(D_METHOD("get_font"), &TextMesh::get_font); + + ClassDB::bind_method(D_METHOD("set_font_size", "font_size"), &TextMesh::set_font_size); + ClassDB::bind_method(D_METHOD("get_font_size"), &TextMesh::get_font_size); + + ClassDB::bind_method(D_METHOD("set_line_spacing", "line_spacing"), &TextMesh::set_line_spacing); + ClassDB::bind_method(D_METHOD("get_line_spacing"), &TextMesh::get_line_spacing); + + ClassDB::bind_method(D_METHOD("set_autowrap_mode", "autowrap_mode"), &TextMesh::set_autowrap_mode); + ClassDB::bind_method(D_METHOD("get_autowrap_mode"), &TextMesh::get_autowrap_mode); + + ClassDB::bind_method(D_METHOD("set_justification_flags", "justification_flags"), &TextMesh::set_justification_flags); + ClassDB::bind_method(D_METHOD("get_justification_flags"), &TextMesh::get_justification_flags); + + ClassDB::bind_method(D_METHOD("set_depth", "depth"), &TextMesh::set_depth); + ClassDB::bind_method(D_METHOD("get_depth"), &TextMesh::get_depth); + + ClassDB::bind_method(D_METHOD("set_width", "width"), &TextMesh::set_width); + ClassDB::bind_method(D_METHOD("get_width"), &TextMesh::get_width); + + ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &TextMesh::set_pixel_size); + ClassDB::bind_method(D_METHOD("get_pixel_size"), &TextMesh::get_pixel_size); + + ClassDB::bind_method(D_METHOD("set_offset", "offset"), &TextMesh::set_offset); + ClassDB::bind_method(D_METHOD("get_offset"), &TextMesh::get_offset); + + ClassDB::bind_method(D_METHOD("set_curve_step", "curve_step"), &TextMesh::set_curve_step); + ClassDB::bind_method(D_METHOD("get_curve_step"), &TextMesh::get_curve_step); + + ClassDB::bind_method(D_METHOD("set_text_direction", "direction"), &TextMesh::set_text_direction); + ClassDB::bind_method(D_METHOD("get_text_direction"), &TextMesh::get_text_direction); + + ClassDB::bind_method(D_METHOD("set_language", "language"), &TextMesh::set_language); + ClassDB::bind_method(D_METHOD("get_language"), &TextMesh::get_language); + + ClassDB::bind_method(D_METHOD("set_structured_text_bidi_override", "parser"), &TextMesh::set_structured_text_bidi_override); + ClassDB::bind_method(D_METHOD("get_structured_text_bidi_override"), &TextMesh::get_structured_text_bidi_override); + + ClassDB::bind_method(D_METHOD("set_structured_text_bidi_override_options", "args"), &TextMesh::set_structured_text_bidi_override_options); + ClassDB::bind_method(D_METHOD("get_structured_text_bidi_override_options"), &TextMesh::get_structured_text_bidi_override_options); + + ClassDB::bind_method(D_METHOD("set_uppercase", "enable"), &TextMesh::set_uppercase); + ClassDB::bind_method(D_METHOD("is_uppercase"), &TextMesh::is_uppercase); + + ClassDB::bind_method(D_METHOD("_request_update"), &TextMesh::_request_update); + + ADD_GROUP("Text", ""); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "text", PROPERTY_HINT_MULTILINE_TEXT, ""), "set_text", "get_text"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_font", "get_font"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "font_size", PROPERTY_HINT_RANGE, "1,256,1,or_greater,suffix:px"), "set_font_size", "get_font_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "horizontal_alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "vertical_alignment", PROPERTY_HINT_ENUM, "Top,Center,Bottom"), "set_vertical_alignment", "get_vertical_alignment"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "uppercase"), "set_uppercase", "is_uppercase"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "line_spacing", PROPERTY_HINT_NONE, "suffix:px"), "set_line_spacing", "get_line_spacing"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "autowrap_mode", PROPERTY_HINT_ENUM, "Off,Arbitrary,Word,Word (Smart)"), "set_autowrap_mode", "get_autowrap_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "justification_flags", PROPERTY_HINT_FLAGS, "Kashida Justification:1,Word Justification:2,Justify Only After Last Tab:8,Skip Last Line:32,Skip Last Line With Visible Characters:64,Do Not Skip Single Line:128"), "set_justification_flags", "get_justification_flags"); + + ADD_GROUP("Mesh", ""); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001,suffix:m"), "set_pixel_size", "get_pixel_size"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "curve_step", PROPERTY_HINT_RANGE, "0.1,10,0.1,suffix:px"), "set_curve_step", "get_curve_step"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.0,100.0,0.001,or_greater,suffix:m"), "set_depth", "get_depth"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width", PROPERTY_HINT_NONE, "suffix:px"), "set_width", "get_width"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset", PROPERTY_HINT_NONE, "suffix:px"), "set_offset", "get_offset"); + + ADD_GROUP("BiDi", ""); + ADD_PROPERTY(PropertyInfo(Variant::INT, "text_direction", PROPERTY_HINT_ENUM, "Auto,Left-to-Right,Right-to-Left"), "set_text_direction", "get_text_direction"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "language", PROPERTY_HINT_LOCALE_ID, ""), "set_language", "get_language"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "structured_text_bidi_override", PROPERTY_HINT_ENUM, "Default,URI,File,Email,List,None,Custom"), "set_structured_text_bidi_override", "get_structured_text_bidi_override"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "structured_text_bidi_override_options"), "set_structured_text_bidi_override_options", "get_structured_text_bidi_override_options"); +} + +void TextMesh::_notification(int p_what) { + switch (p_what) { + case MainLoop::NOTIFICATION_TRANSLATION_CHANGED: { + String new_text = tr(text); + if (new_text == xl_text) { + return; // Nothing new. + } + xl_text = new_text; + dirty_text = true; + _request_update(); + } break; + } +} + +TextMesh::TextMesh() { + primitive_type = PRIMITIVE_TRIANGLES; + text_rid = TS->create_shaped_text(); +} + +TextMesh::~TextMesh() { + for (int i = 0; i < lines_rid.size(); i++) { + TS->free_rid(lines_rid[i]); + } + lines_rid.clear(); + + TS->free_rid(text_rid); +} + +void TextMesh::set_horizontal_alignment(HorizontalAlignment p_alignment) { + ERR_FAIL_INDEX((int)p_alignment, 4); + if (horizontal_alignment != p_alignment) { + if (horizontal_alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) { + dirty_lines = true; + } + horizontal_alignment = p_alignment; + _request_update(); + } +} + +HorizontalAlignment TextMesh::get_horizontal_alignment() const { + return horizontal_alignment; +} + +void TextMesh::set_vertical_alignment(VerticalAlignment p_alignment) { + ERR_FAIL_INDEX((int)p_alignment, 4); + if (vertical_alignment != p_alignment) { + vertical_alignment = p_alignment; + _request_update(); + } +} + +VerticalAlignment TextMesh::get_vertical_alignment() const { + return vertical_alignment; +} + +void TextMesh::set_text(const String &p_string) { + if (text != p_string) { + text = p_string; + xl_text = tr(text); + dirty_text = true; + _request_update(); + } +} + +String TextMesh::get_text() const { + return text; +} + +void TextMesh::_font_changed() { + dirty_font = true; + dirty_cache = true; + call_deferred(SNAME("_request_update")); +} + +void TextMesh::set_font(const Ref<Font> &p_font) { + if (font_override != p_font) { + const Callable font_changed = callable_mp(this, &TextMesh::_font_changed); + + if (font_override.is_valid()) { + font_override->disconnect_changed(font_changed); + } + font_override = p_font; + dirty_font = true; + dirty_cache = true; + if (font_override.is_valid()) { + font_override->connect_changed(font_changed); + } + _request_update(); + } +} + +Ref<Font> TextMesh::get_font() const { + return font_override; +} + +Ref<Font> TextMesh::_get_font_or_default() const { + if (font_override.is_valid()) { + return font_override; + } + + StringName theme_name = "font"; + List<StringName> theme_types; + ThemeDB::get_singleton()->get_native_type_dependencies(get_class_name(), &theme_types); + + ThemeContext *global_context = ThemeDB::get_singleton()->get_default_theme_context(); + for (const Ref<Theme> &theme : global_context->get_themes()) { + if (theme.is_null()) { + continue; + } + + for (const StringName &E : theme_types) { + if (theme->has_font(theme_name, E)) { + return theme->get_font(theme_name, E); + } + } + } + + return global_context->get_fallback_theme()->get_font(theme_name, StringName()); +} + +void TextMesh::set_font_size(int p_size) { + if (font_size != p_size) { + font_size = CLAMP(p_size, 1, 127); + dirty_font = true; + dirty_cache = true; + _request_update(); + } +} + +int TextMesh::get_font_size() const { + return font_size; +} + +void TextMesh::set_line_spacing(float p_line_spacing) { + if (line_spacing != p_line_spacing) { + line_spacing = p_line_spacing; + _request_update(); + } +} + +float TextMesh::get_line_spacing() const { + return line_spacing; +} + +void TextMesh::set_autowrap_mode(TextServer::AutowrapMode p_mode) { + if (autowrap_mode != p_mode) { + autowrap_mode = p_mode; + dirty_lines = true; + _request_update(); + } +} + +TextServer::AutowrapMode TextMesh::get_autowrap_mode() const { + return autowrap_mode; +} + +void TextMesh::set_justification_flags(BitField<TextServer::JustificationFlag> p_flags) { + if (jst_flags != p_flags) { + jst_flags = p_flags; + dirty_lines = true; + _request_update(); + } +} + +BitField<TextServer::JustificationFlag> TextMesh::get_justification_flags() const { + return jst_flags; +} + +void TextMesh::set_depth(real_t p_depth) { + if (depth != p_depth) { + depth = MAX(p_depth, 0.0); + _request_update(); + } +} + +real_t TextMesh::get_depth() const { + return depth; +} + +void TextMesh::set_width(real_t p_width) { + if (width != p_width) { + width = p_width; + dirty_lines = true; + _request_update(); + } +} + +real_t TextMesh::get_width() const { + return width; +} + +void TextMesh::set_pixel_size(real_t p_amount) { + if (pixel_size != p_amount) { + pixel_size = CLAMP(p_amount, 0.0001, 128.0); + dirty_cache = true; + _request_update(); + } +} + +real_t TextMesh::get_pixel_size() const { + return pixel_size; +} + +void TextMesh::set_offset(const Point2 &p_offset) { + if (lbl_offset != p_offset) { + lbl_offset = p_offset; + _request_update(); + } +} + +Point2 TextMesh::get_offset() const { + return lbl_offset; +} + +void TextMesh::set_curve_step(real_t p_step) { + if (curve_step != p_step) { + curve_step = CLAMP(p_step, 0.1, 10.0); + dirty_cache = true; + _request_update(); + } +} + +real_t TextMesh::get_curve_step() const { + return curve_step; +} + +void TextMesh::set_text_direction(TextServer::Direction p_text_direction) { + ERR_FAIL_COND((int)p_text_direction < -1 || (int)p_text_direction > 3); + if (text_direction != p_text_direction) { + text_direction = p_text_direction; + dirty_text = true; + _request_update(); + } +} + +TextServer::Direction TextMesh::get_text_direction() const { + return text_direction; +} + +void TextMesh::set_language(const String &p_language) { + if (language != p_language) { + language = p_language; + dirty_text = true; + _request_update(); + } +} + +String TextMesh::get_language() const { + return language; +} + +void TextMesh::set_structured_text_bidi_override(TextServer::StructuredTextParser p_parser) { + if (st_parser != p_parser) { + st_parser = p_parser; + dirty_text = true; + _request_update(); + } +} + +TextServer::StructuredTextParser TextMesh::get_structured_text_bidi_override() const { + return st_parser; +} + +void TextMesh::set_structured_text_bidi_override_options(Array p_args) { + if (st_args != p_args) { + st_args = p_args; + dirty_text = true; + _request_update(); + } +} + +Array TextMesh::get_structured_text_bidi_override_options() const { + return st_args; +} + +void TextMesh::set_uppercase(bool p_uppercase) { + if (uppercase != p_uppercase) { + uppercase = p_uppercase; + dirty_text = true; + _request_update(); + } +} + +bool TextMesh::is_uppercase() const { + return uppercase; +} |