godot/scene/3d/quad.cpp

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/*************************************************************************/
/* quad.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 "quad.h"
#include "servers/visual_server.h"
void Quad::_update() {
if (!is_inside_tree())
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return;
Vector3 normal;
normal[axis]=1.0;
const int axis_order_1[3]={1,2,0};
const int axis_order_2[3]={2,0,1};
const int a1=axis_order_1[axis];
const int a2=axis_order_2[axis];
PoolVector<Vector3> points;
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points.resize(4);
PoolVector<Vector3>::Write pointsw = points.write();
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Vector2 s2 = size*0.5;
Vector2 o = offset;
if (!centered)
o+=s2;
pointsw[0][a1]=-s2.x+offset.x;
pointsw[0][a2]=s2.y+offset.y;
pointsw[1][a1]=s2.x+offset.x;
pointsw[1][a2]=s2.y+offset.y;
pointsw[2][a1]=s2.x+offset.x;
pointsw[2][a2]=-s2.y+offset.y;
pointsw[3][a1]=-s2.x+offset.x;
pointsw[3][a2]=-s2.y+offset.y;
aabb=AABB(pointsw[0],Vector3());
for(int i=1;i<4;i++)
aabb.expand_to(pointsw[i]);
pointsw = PoolVector<Vector3>::Write();
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PoolVector<Vector3> normals;
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normals.resize(4);
PoolVector<Vector3>::Write normalsw = normals.write();
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for(int i=0;i<4;i++)
normalsw[i]=normal;
normalsw=PoolVector<Vector3>::Write();
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PoolVector<Vector2> uvs;
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uvs.resize(4);
PoolVector<Vector2>::Write uvsw = uvs.write();
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uvsw[0]=Vector2(0,0);
uvsw[1]=Vector2(1,0);
uvsw[2]=Vector2(1,1);
uvsw[3]=Vector2(0,1);
uvsw = PoolVector<Vector2>::Write();
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PoolVector<int> indices;
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indices.resize(6);
PoolVector<int>::Write indicesw = indices.write();
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indicesw[0]=0;
indicesw[1]=1;
indicesw[2]=2;
indicesw[3]=2;
indicesw[4]=3;
indicesw[5]=0;
indicesw=PoolVector<int>::Write();
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Array arr;
arr.resize(VS::ARRAY_MAX);
arr[VS::ARRAY_VERTEX]=points;
arr[VS::ARRAY_NORMAL]=normals;
arr[VS::ARRAY_TEX_UV]=uvs;
arr[VS::ARRAY_INDEX]=indices;
if (configured) {
VS::get_singleton()->mesh_remove_surface(mesh,0);
} else {
configured=true;
}
VS::get_singleton()->mesh_add_surface_from_arrays(mesh,VS::PRIMITIVE_TRIANGLES,arr);
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pending_update=false;
}
void Quad::set_axis(Vector3::Axis p_axis) {
axis=p_axis;
_update();
}
Vector3::Axis Quad::get_axis() const{
return axis;
}
void Quad::set_size(const Vector2& p_size){
size=p_size;
_update();
}
Vector2 Quad::get_size() const{
return size;
}
void Quad::set_offset(const Vector2& p_offset){
offset=p_offset;
_update();
}
Vector2 Quad::get_offset() const{
return offset;
}
void Quad::set_centered(bool p_enabled){
centered=p_enabled;
_update();
}
bool Quad::is_centered() const{
return centered;
}
void Quad::_notification(int p_what) {
switch(p_what) {
case NOTIFICATION_ENTER_TREE: {
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if (pending_update)
_update();
} break;
case NOTIFICATION_EXIT_TREE: {
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pending_update=true;
} break;
}
}
PoolVector<Face3> Quad::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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}
AABB Quad::get_aabb() const {
return aabb;
}
void Quad::_bind_methods(){
ClassDB::bind_method(_MD("set_axis","axis"),&Quad::set_axis);
ClassDB::bind_method(_MD("get_axis"),&Quad::get_axis);
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ClassDB::bind_method(_MD("set_size","size"),&Quad::set_size);
ClassDB::bind_method(_MD("get_size"),&Quad::get_size);
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ClassDB::bind_method(_MD("set_centered","centered"),&Quad::set_centered);
ClassDB::bind_method(_MD("is_centered"),&Quad::is_centered);
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ClassDB::bind_method(_MD("set_offset","offset"),&Quad::set_offset);
ClassDB::bind_method(_MD("get_offset"),&Quad::get_offset);
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ADD_PROPERTY( PropertyInfo( Variant::INT, "axis", PROPERTY_HINT_ENUM,"X,Y,Z" ), _SCS("set_axis"), _SCS("get_axis"));
ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "size" ), _SCS("set_size"), _SCS("get_size"));
ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "offset" ), _SCS("set_offset"), _SCS("get_offset"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "centered" ), _SCS("set_centered"), _SCS("is_centered"));
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}
Quad::Quad() {
pending_update=true;
centered=true;
//offset=0;
size=Vector2(1,1);
axis=Vector3::AXIS_Z;
mesh=VisualServer::get_singleton()->mesh_create();
set_base(mesh);
configured=false;
}
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Quad::~Quad() {
VisualServer::get_singleton()->free(mesh);
}