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Diffstat (limited to 'scene/resources/primitive_meshes.cpp')
-rw-r--r-- | scene/resources/primitive_meshes.cpp | 1454 |
1 files changed, 1454 insertions, 0 deletions
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp new file mode 100644 index 0000000000..d4221dcb3f --- /dev/null +++ b/scene/resources/primitive_meshes.cpp @@ -0,0 +1,1454 @@ +/*************************************************************************/ +/* primitive_meshes.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "primitive_meshes.h" +#include "servers/visual_server.h" + +/** + PrimitiveMesh +*/ +void PrimitiveMesh::_update() { + if (!cache_is_dirty) + return; + + Array arr; + arr.resize(VS::ARRAY_MAX); + _create_mesh_array(arr); + + // in with the new + VisualServer::get_singleton()->mesh_clear(mesh); + VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr); + VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); + + cache_is_dirty = false; + + _clear_triangle_mesh(); + emit_changed(); +} + +void PrimitiveMesh::_queue_update() { + if (!cache_is_dirty) { + cache_is_dirty = true; + call_deferred("_update"); + } +} + +void PrimitiveMesh::set_aabb(Rect3 p_aabb) { + aabb = p_aabb; +} + +int PrimitiveMesh::get_surface_count() const { + return 1; +} + +int PrimitiveMesh::surface_get_array_len(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, 1, -1); + return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0); +} + +int PrimitiveMesh::surface_get_array_index_len(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, 1, -1); + return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0); +} + +Array PrimitiveMesh::surface_get_arrays(int p_surface) const { + ERR_FAIL_INDEX_V(p_surface, 1, Array()); + return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0); +} + +uint32_t PrimitiveMesh::surface_get_format(int p_idx) const { + ERR_FAIL_INDEX_V(p_idx, 1, 0); + return VisualServer::get_singleton()->mesh_surface_get_format(mesh, 0); +} + +Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const { + return primitive_type; +} + +Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const { + return material; +} + +int PrimitiveMesh::get_blend_shape_count() const { + return 0; +} + +StringName PrimitiveMesh::get_blend_shape_name(int p_index) const { + return StringName(); +} + +Rect3 PrimitiveMesh::get_aabb() const { + return aabb; +} + +RID PrimitiveMesh::get_rid() const { + return mesh; +} + +void PrimitiveMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update); + + ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &PrimitiveMesh::set_material); + ClassDB::bind_method(D_METHOD("get_material:Material"), &PrimitiveMesh::get_material); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material"); +} + +void PrimitiveMesh::set_material(const Ref<Material> &p_material) { + material = p_material; + if (!cache_is_dirty) { + // just apply it, else it'll happen when _update is called. + VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid()); + + _change_notify(); + emit_changed(); + }; +} + +Ref<Material> PrimitiveMesh::get_material() const { + return material; +} + +PrimitiveMesh::PrimitiveMesh() { + // defaults + mesh = VisualServer::get_singleton()->mesh_create(); + + // assume primitive triangles as the type, correct for all but one and it will change this :) + primitive_type = Mesh::PRIMITIVE_TRIANGLES; + + // make sure we do an update after we've finished constructing our object + cache_is_dirty = false; + _queue_update(); +} + +PrimitiveMesh::~PrimitiveMesh() { + VisualServer::get_singleton()->free(mesh); +} + +/** + CapsuleMesh +*/ + +void CapsuleMesh::_create_mesh_array(Array &p_arr) { + 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; + + set_aabb(Rect3(Vector3(-radius, (mid_height * -0.5) - radius, -radius), Vector3(radius * 2.0, mid_height + (2.0 * radius), radius * 2.0))); + + PoolVector<Vector3> points; + PoolVector<Vector3> normals; + PoolVector<float> tangents; + PoolVector<Vector2> uvs; + PoolVector<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; + w; + + 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_PI * 2.0)); + z = cos(u * (Math_PI * 2.0)); + + Vector3 p = Vector3(x * radius * w, y, z * radius * w); + points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0)); + normals.push_back(p.normalized()); + ADD_TANGENT(-z, 0.0, x, -1.0) + uvs.push_back(Vector2(u, v * onethird)); + 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 = mid_height * v; + y = (mid_height * 0.5) - y; + + for (i = 0; i <= radial_segments; i++) { + u = i; + u /= radial_segments; + + x = sin(u * (Math_PI * 2.0)); + z = cos(u * (Math_PI * 2.0)); + + 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))); + 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; + w; + + 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++) { + float u = i; + u /= radial_segments; + + x = sin(u * (Math_PI * 2.0)); + z = cos(u * (Math_PI * 2.0)); + + Vector3 p = Vector3(x * radius * w, y, z * radius * w); + points.push_back(p + Vector3(0.0, -0.5 * mid_height, 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))); + 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[VS::ARRAY_VERTEX] = points; + p_arr[VS::ARRAY_NORMAL] = normals; + p_arr[VS::ARRAY_TANGENT] = tangents; + p_arr[VS::ARRAY_TEX_UV] = uvs; + p_arr[VS::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_mid_height", "mid_height"), &CapsuleMesh::set_mid_height); + ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_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::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_mid_height", "get_mid_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings"); +} + +void CapsuleMesh::set_radius(const float p_radius) { + radius = p_radius; + _queue_update(); +} + +float CapsuleMesh::get_radius() const { + return radius; +} + +void CapsuleMesh::set_mid_height(const float p_mid_height) { + mid_height = p_mid_height; + _queue_update(); +} + +float CapsuleMesh::get_mid_height() const { + return mid_height; +} + +void CapsuleMesh::set_radial_segments(const int p_segments) { + radial_segments = p_segments > 4 ? p_segments : 4; + _queue_update(); +} + +int CapsuleMesh::get_radial_segments() const { + return radial_segments; +} + +void CapsuleMesh::set_rings(const int p_rings) { + rings = p_rings > 1 ? p_rings : 1; + _queue_update(); +} + +int CapsuleMesh::get_rings() const { + return rings; +} + +CapsuleMesh::CapsuleMesh() { + // defaults + radius = 0.5; + mid_height = 0.5; + radial_segments = 64; + rings = 8; +} + +/** + CubeMesh +*/ + +void CubeMesh::_create_mesh_array(Array &p_arr) { + int i, j, prevrow, thisrow, point; + float x, y, z; + float onethird = 1.0 / 3.0; + float twothirds = 2.0 / 3.0; + + Vector3 start_pos = size * -0.5; + + // set our bounding box + set_aabb(Rect3(start_pos, size)); + + PoolVector<Vector3> points; + PoolVector<Vector3> normals; + PoolVector<float> tangents; + PoolVector<Vector2> uvs; + PoolVector<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++) { + x = start_pos.x; + for (i = 0; i <= subdivide_w + 1; i++) { + float u = i; + float v = j; + u /= (3.0 * (subdivide_w + 1.0)); + v /= (2.0 * (subdivide_h + 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)); + 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)); + 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++) { + z = start_pos.z; + for (i = 0; i <= (subdivide_d + 1); i++) { + float u = i; + float v = j; + u /= (3.0 * (subdivide_d + 1.0)); + v /= (2.0 * (subdivide_h + 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)); + 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)); + 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++) { + x = start_pos.x; + for (i = 0; i <= (subdivide_w + 1); i++) { + float u = i; + float v = j; + u /= (3.0 * (subdivide_w + 1.0)); + v /= (2.0 * (subdivide_d + 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)); + 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)); + 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[VS::ARRAY_VERTEX] = points; + p_arr[VS::ARRAY_NORMAL] = normals; + p_arr[VS::ARRAY_TANGENT] = tangents; + p_arr[VS::ARRAY_TEX_UV] = uvs; + p_arr[VS::ARRAY_INDEX] = indices; +} + +void CubeMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_size", "size"), &CubeMesh::set_size); + ClassDB::bind_method(D_METHOD("get_size"), &CubeMesh::get_size); + + ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &CubeMesh::set_subdivide_width); + ClassDB::bind_method(D_METHOD("get_subdivide_width"), &CubeMesh::get_subdivide_width); + ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &CubeMesh::set_subdivide_height); + ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height); + ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &CubeMesh::set_subdivide_depth); + ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_height", "get_subdivide_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_depth", "get_subdivide_depth"); +} + +void CubeMesh::set_size(const Vector3 &p_size) { + size = p_size; + _queue_update(); +} + +Vector3 CubeMesh::get_size() const { + return size; +} + +void CubeMesh::set_subdivide_width(const int p_subdivide) { + subdivide_w = p_subdivide > 0 ? p_subdivide : 0; + _queue_update(); +} + +int CubeMesh::get_subdivide_width() const { + return subdivide_w; +} + +void CubeMesh::set_subdivide_height(const int p_subdivide) { + subdivide_h = p_subdivide > 0 ? p_subdivide : 0; + _queue_update(); +} + +int CubeMesh::get_subdivide_height() const { + return subdivide_h; +} + +void CubeMesh::set_subdivide_depth(const int p_subdivide) { + subdivide_d = p_subdivide > 0 ? p_subdivide : 0; + _queue_update(); +} + +int CubeMesh::get_subdivide_depth() const { + return subdivide_d; +} + +CubeMesh::CubeMesh() { + // defaults + size = Vector3(1.0, 1.0, 1.0); + subdivide_w = 0; + subdivide_h = 0; + subdivide_d = 0; +} + +/** + CylinderMesh +*/ + +void CylinderMesh::_create_mesh_array(Array &p_arr) { + int i, j, prevrow, thisrow, point; + float x, y, z, u, v, radius; + + radius = bottom_radius > top_radius ? bottom_radius : top_radius; + + set_aabb(Rect3(Vector3(-radius, height * -0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0))); + + PoolVector<Vector3> points; + PoolVector<Vector3> normals; + PoolVector<float> tangents; + PoolVector<Vector2> uvs; + PoolVector<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++) { + v = j; + v /= (rings + 1); + + radius = top_radius + ((bottom_radius - top_radius) * 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_PI * 2.0)); + z = cos(u * (Math_PI * 2.0)); + + 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, v * 0.5)); + 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; + }; + + // add top + if (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)); + point++; + + for (i = 0; i <= radial_segments; i++) { + float r = i; + r /= radial_segments; + + x = sin(r * (Math_PI * 2.0)); + z = cos(r * (Math_PI * 2.0)); + + 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)); + point++; + + if (i > 0) { + indices.push_back(thisrow); + indices.push_back(point - 1); + indices.push_back(point - 2); + }; + }; + }; + + // add bottom + if (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)); + point++; + + for (i = 0; i <= radial_segments; i++) { + float r = i; + r /= radial_segments; + + x = sin(r * (Math_PI * 2.0)); + z = cos(r * (Math_PI * 2.0)); + + 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)); + point++; + + if (i > 0) { + indices.push_back(thisrow); + indices.push_back(point - 2); + indices.push_back(point - 1); + }; + }; + }; + + p_arr[VS::ARRAY_VERTEX] = points; + p_arr[VS::ARRAY_NORMAL] = normals; + p_arr[VS::ARRAY_TANGENT] = tangents; + p_arr[VS::ARRAY_TEX_UV] = uvs; + p_arr[VS::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); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "top_radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_top_radius", "get_top_radius"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_bottom_radius", "get_bottom_radius"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings"); +} + +void CylinderMesh::set_top_radius(const float p_radius) { + top_radius = p_radius; + _queue_update(); +} + +float CylinderMesh::get_top_radius() const { + return top_radius; +} + +void CylinderMesh::set_bottom_radius(const float p_radius) { + bottom_radius = p_radius; + _queue_update(); +} + +float CylinderMesh::get_bottom_radius() const { + return bottom_radius; +} + +void CylinderMesh::set_height(const float p_height) { + height = p_height; + _queue_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; + _queue_update(); +} + +int CylinderMesh::get_radial_segments() const { + return radial_segments; +} + +void CylinderMesh::set_rings(const int p_rings) { + rings = p_rings > 0 ? p_rings : 0; + _queue_update(); +} + +int CylinderMesh::get_rings() const { + return rings; +} + +CylinderMesh::CylinderMesh() { + // defaults + top_radius = 0.5; + bottom_radius = 0.5; + height = 1.0; + radial_segments = 64; + rings = 4; +} + +/** + PlaneMesh +*/ + +void PlaneMesh::_create_mesh_array(Array &p_arr) { + int i, j, prevrow, thisrow, point; + float x, z; + + Size2 start_pos = size * -0.5; + + set_aabb(Rect3(Vector3(start_pos.x, 0.0, start_pos.y), Vector3(size.x, 0.0, size.y))); + + PoolVector<Vector3> points; + PoolVector<Vector3> normals; + PoolVector<float> tangents; + PoolVector<Vector2> uvs; + PoolVector<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); + + points.push_back(Vector3(-x, 0.0, -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(u, 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); + }; + + x += size.x / (subdivide_w + 1.0); + }; + + z += size.y / (subdivide_d + 1.0); + prevrow = thisrow; + thisrow = point; + }; + + p_arr[VS::ARRAY_VERTEX] = points; + p_arr[VS::ARRAY_NORMAL] = normals; + p_arr[VS::ARRAY_TANGENT] = tangents; + p_arr[VS::ARRAY_TEX_UV] = uvs; + p_arr[VS::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); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_depth", "get_subdivide_depth"); +} + +void PlaneMesh::set_size(const Size2 &p_size) { + size = p_size; + _queue_update(); +} + +Size2 PlaneMesh::get_size() const { + return size; +} + +void PlaneMesh::set_subdivide_width(const int p_subdivide) { + subdivide_w = p_subdivide > 0 ? p_subdivide : 0; + _queue_update(); +} + +int PlaneMesh::get_subdivide_width() const { + return subdivide_w; +} + +void PlaneMesh::set_subdivide_depth(const int p_subdivide) { + subdivide_d = p_subdivide > 0 ? p_subdivide : 0; + _queue_update(); +} + +int PlaneMesh::get_subdivide_depth() const { + return subdivide_d; +} + +PlaneMesh::PlaneMesh() { + // defaults + size = Size2(1.0, 1.0); + subdivide_w = 0; + subdivide_d = 0; +} + +/** + PrismMesh +*/ + +void PrismMesh::_create_mesh_array(Array &p_arr) { + int i, j, prevrow, thisrow, point; + float x, y, z; + float onethird = 1.0 / 3.0; + float twothirds = 2.0 / 3.0; + + Vector3 start_pos = size * -0.5; + + // set our bounding box + set_aabb(Rect3(start_pos, size)); + + PoolVector<Vector3> points; + PoolVector<Vector3> normals; + PoolVector<float> tangents; + PoolVector<Vector2> uvs; + PoolVector<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 = (y - start_pos.y) / size.y; + float scaled_size_x = size.x * scale; + float start_x = start_pos.x; + float offset_front = 0.0; + float offset_back = 0.0; + + start_x += (1.0 - scale) * size.x * left_to_right; + offset_front += (1.0 - scale) * onethird * left_to_right; + offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right); + + x = 0.0; + for (i = 0; i <= (subdivide_w + 1); i++) { + float u = i; + float v = j; + u /= (3.0 * (subdivide_w + 1.0)); + v /= (2.0 * (subdivide_h + 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)); + 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)); + 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 * 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 = (y - start_pos.y) / size.y; + + left = start_pos.x + (size.x * (1.0 - scale) * left_to_right); + right = left + (size.x * scale); + + z = start_pos.z; + for (i = 0; i <= (subdivide_d + 1); i++) { + float u = i; + float v = j; + u /= (3.0 * (subdivide_d + 1.0)); + v /= (2.0 * (subdivide_h + 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)); + 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)); + 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++) { + x = start_pos.x; + for (i = 0; i <= (subdivide_w + 1); i++) { + float u = i; + float v = j; + u /= (3.0 * (subdivide_w + 1.0)); + v /= (2.0 * (subdivide_d + 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)); + 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[VS::ARRAY_VERTEX] = points; + p_arr[VS::ARRAY_NORMAL] = normals; + p_arr[VS::ARRAY_TANGENT] = tangents; + p_arr[VS::ARRAY_TEX_UV] = uvs; + p_arr[VS::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::REAL, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_height", "get_subdivide_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "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; + _queue_update(); +} + +float PrismMesh::get_left_to_right() const { + return left_to_right; +} + +void PrismMesh::set_size(const Vector3 &p_size) { + size = p_size; + _queue_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; + _queue_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; + _queue_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; + _queue_update(); +} + +int PrismMesh::get_subdivide_depth() const { + return subdivide_d; +} + +PrismMesh::PrismMesh() { + // defaults + left_to_right = 0.5; + size = Vector3(1.0, 1.0, 1.0); + subdivide_w = 0; + subdivide_h = 0; + subdivide_d = 0; +} + +/** + QuadMesh +*/ + +void QuadMesh::_create_mesh_array(Array &p_arr) { + PoolVector<Vector3> faces; + PoolVector<Vector3> normals; + PoolVector<float> tangents; + PoolVector<Vector2> uvs; + + faces.resize(4); + normals.resize(4); + tangents.resize(4 * 4); + uvs.resize(4); + + for (int i = 0; i < 4; i++) { + + static const Vector3 quad_faces[4] = { + Vector3(-1, -1, 0), + Vector3(-1, 1, 0), + Vector3(1, 1, 0), + Vector3(1, -1, 0), + }; + + faces.set(i, quad_faces[i]); + normals.set(i, Vector3(0, 0, 1)); + tangents.set(i * 4 + 0, 1.0); + tangents.set(i * 4 + 1, 0.0); + tangents.set(i * 4 + 2, 0.0); + tangents.set(i * 4 + 3, 1.0); + + static const Vector2 quad_uv[4] = { + Vector2(0, 1), + Vector2(0, 0), + Vector2(1, 0), + Vector2(1, 1), + }; + + uvs.set(i, quad_uv[i]); + } + + p_arr[ARRAY_VERTEX] = faces; + p_arr[ARRAY_NORMAL] = normals; + p_arr[ARRAY_TANGENT] = tangents; + p_arr[ARRAY_TEX_UV] = uvs; +}; + +void QuadMesh::_bind_methods() { + // nothing here yet... +} + +QuadMesh::QuadMesh() { + primitive_type = PRIMITIVE_TRIANGLE_FAN; +} + +/** + SphereMesh +*/ + +void SphereMesh::_create_mesh_array(Array &p_arr) { + int i, j, prevrow, thisrow, point; + float x, y, z; + + // set our bounding box + set_aabb(Rect3(Vector3(-radius, height * -0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0))); + + PoolVector<Vector3> points; + PoolVector<Vector3> normals; + PoolVector<float> tangents; + PoolVector<Vector2> uvs; + PoolVector<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 = height * (is_hemisphere ? 1.0 : 0.5) * cos(Math_PI * v); + + for (i = 0; i <= radial_segments; i++) { + float u = i; + u /= radial_segments; + + x = sin(u * (Math_PI * 2.0)); + z = cos(u * (Math_PI * 2.0)); + + 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); + normals.push_back(p.normalized()); + }; + ADD_TANGENT(-z, 0.0, x, -1.0) + uvs.push_back(Vector2(u, 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[VS::ARRAY_VERTEX] = points; + p_arr[VS::ARRAY_NORMAL] = normals; + p_arr[VS::ARRAY_TANGENT] = tangents; + p_arr[VS::ARRAY_TEX_UV] = uvs; + p_arr[VS::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::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_radius", "get_radius"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "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; + _queue_update(); +} + +float SphereMesh::get_radius() const { + return radius; +} + +void SphereMesh::set_height(const float p_height) { + height = p_height; + _queue_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; + _queue_update(); +} + +int SphereMesh::get_radial_segments() const { + return radial_segments; +} + +void SphereMesh::set_rings(const int p_rings) { + rings = p_rings > 1 ? p_rings : 1; + _queue_update(); +} + +int SphereMesh::get_rings() const { + return rings; +} + +void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) { + is_hemisphere = p_is_hemisphere; + _queue_update(); +} + +bool SphereMesh::get_is_hemisphere() const { + return is_hemisphere; +} + +SphereMesh::SphereMesh() { + // defaults + radius = 0.5; + height = 1.0; + radial_segments = 64; + rings = 32; + is_hemisphere = false; +} |