Remove QuadMesh and add orientation parameter to PlaneMesh

This commit is contained in:
clayjohn 2022-08-23 15:15:40 -06:00
parent 649e76aa38
commit 861c5bff0e
6 changed files with 65 additions and 147 deletions

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@ -4,7 +4,7 @@
Class representing a planar [PrimitiveMesh].
</brief_description>
<description>
Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, use [QuadMesh] instead.
Class representing a planar [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Z axes; this default rotation isn't suited for use with billboarded materials. For billboarded materials, change [member orientation] to [constant FACE_Z].
[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase [member subdivide_depth] and [member subdivide_width] until you no longer notice UV jittering.
</description>
<tutorials>
@ -13,6 +13,9 @@
<member name="center_offset" type="Vector3" setter="set_center_offset" getter="get_center_offset" default="Vector3(0, 0, 0)">
Offset of the generated plane. Useful for particles.
</member>
<member name="orientation" type="int" setter="set_orientation" getter="get_orientation" enum="PlaneMesh.Orientation" default="1">
Direction that the [PlaneMesh] is facing. See [enum Orientation] for options.
</member>
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(2, 2)">
Size of the generated plane.
</member>
@ -23,4 +26,15 @@
Number of subdivision along the X axis.
</member>
</members>
<constants>
<constant name="FACE_X" value="0" enum="Orientation">
[PlaneMesh] will face the positive X-axis.
</constant>
<constant name="FACE_Y" value="1" enum="Orientation">
[PlaneMesh] will face the positive Y-axis. This matches the behaviour of the [PlaneMesh] in Godot 3.x.
</constant>
<constant name="FACE_Z" value="2" enum="Orientation">
[PlaneMesh] will face the positive Z-axis. This matches the behvaiour of the QuadMesh in Godot 3.x.
</constant>
</constants>
</class>

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@ -4,7 +4,7 @@
Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
</brief_description>
<description>
Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh].
Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], and [SphereMesh].
</description>
<tutorials>
</tutorials>

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@ -1,21 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="QuadMesh" inherits="PrimitiveMesh" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Class representing a square mesh.
</brief_description>
<description>
Class representing a square [PrimitiveMesh]. This flat mesh does not have a thickness. By default, this mesh is aligned on the X and Y axes; this default rotation is more suited for use with billboarded materials. Unlike [PlaneMesh], this mesh doesn't provide subdivision options.
</description>
<tutorials>
<link title="GUI in 3D Demo">https://godotengine.org/asset-library/asset/127</link>
<link title="2D in 3D Demo">https://godotengine.org/asset-library/asset/129</link>
</tutorials>
<members>
<member name="center_offset" type="Vector3" setter="set_center_offset" getter="get_center_offset" default="Vector3(0, 0, 0)">
Offset of the generated Quad. Useful for particles.
</member>
<member name="size" type="Vector2" setter="set_size" getter="get_size" default="Vector2(1, 1)">
Size on the X and Y axes.
</member>
</members>
</class>

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@ -780,7 +780,6 @@ void register_scene_types() {
GDREGISTER_CLASS(CylinderMesh);
GDREGISTER_CLASS(PlaneMesh);
GDREGISTER_CLASS(PrismMesh);
GDREGISTER_CLASS(QuadMesh);
GDREGISTER_CLASS(SphereMesh);
GDREGISTER_CLASS(TextMesh);
GDREGISTER_CLASS(TorusMesh);
@ -943,6 +942,7 @@ void register_scene_types() {
ClassDB::add_compatibility_class("Navigation3D", "Node3D");
ClassDB::add_compatibility_class("Navigation2D", "Node2D");
ClassDB::add_compatibility_class("OpenSimplexNoise", "FastNoiseLite");
ClassDB::add_compatibility_class("QuadMesh", "PlaneMesh");
ClassDB::add_compatibility_class("ToolButton", "Button");
ClassDB::add_compatibility_class("YSort", "Node2D");
// Portal and room occlusion was replaced by raster occlusion (OccluderInstance3D node).

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@ -990,6 +990,13 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
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;
@ -1015,8 +1022,14 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
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);
normals.push_back(Vector3(0.0, 1.0, 0.0));
} else if (orientation == FACE_Z) {
points.push_back(Vector3(-x, z, 0.0) + center_offset);
}
normals.push_back(normal);
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++;
@ -1053,13 +1066,22 @@ void PlaneMesh::_bind_methods() {
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) {
@ -1098,6 +1120,15 @@ 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() {}
/**
@ -1380,98 +1411,6 @@ int PrismMesh::get_subdivide_depth() const {
PrismMesh::PrismMesh() {}
/**
QuadMesh
*/
void QuadMesh::_create_mesh_array(Array &p_arr) const {
Vector<Vector3> faces;
Vector<Vector3> normals;
Vector<float> tangents;
Vector<Vector2> uvs;
faces.resize(6);
normals.resize(6);
tangents.resize(6 * 4);
uvs.resize(6);
Vector2 _size = Vector2(size.x / 2.0f, size.y / 2.0f);
Vector3 quad_faces[4] = {
Vector3(-_size.x, -_size.y, 0) + center_offset,
Vector3(-_size.x, _size.y, 0) + center_offset,
Vector3(_size.x, _size.y, 0) + center_offset,
Vector3(_size.x, -_size.y, 0) + center_offset,
};
static const int indices[6] = {
0, 1, 2,
0, 2, 3
};
for (int i = 0; i < 6; i++) {
int j = indices[i];
faces.set(i, quad_faces[j]);
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[j]);
}
p_arr[RS::ARRAY_VERTEX] = faces;
p_arr[RS::ARRAY_NORMAL] = normals;
p_arr[RS::ARRAY_TANGENT] = tangents;
p_arr[RS::ARRAY_TEX_UV] = uvs;
}
void QuadMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_size", "size"), &QuadMesh::set_size);
ClassDB::bind_method(D_METHOD("get_size"), &QuadMesh::get_size);
ClassDB::bind_method(D_METHOD("set_center_offset", "center_offset"), &QuadMesh::set_center_offset);
ClassDB::bind_method(D_METHOD("get_center_offset"), &QuadMesh::get_center_offset);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_offset", PROPERTY_HINT_NONE, "suffix:m"), "set_center_offset", "get_center_offset");
}
uint32_t QuadMesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, 1, 0);
return RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_NORMAL | RS::ARRAY_FORMAT_TANGENT | RS::ARRAY_FORMAT_TEX_UV;
}
QuadMesh::QuadMesh() {
primitive_type = PRIMITIVE_TRIANGLES;
}
void QuadMesh::set_size(const Size2 &p_size) {
size = p_size;
_request_update();
}
Size2 QuadMesh::get_size() const {
return size;
}
void QuadMesh::set_center_offset(Vector3 p_center_offset) {
center_offset = p_center_offset;
_request_update();
}
Vector3 QuadMesh::get_center_offset() const {
return center_offset;
}
/**
SphereMesh
*/

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@ -217,17 +217,25 @@ public:
CylinderMesh();
};
/**
Similar to quadmesh but with tessellation support
/*
A flat rectangle, can be used as quad or heightmap.
*/
class PlaneMesh : public PrimitiveMesh {
GDCLASS(PlaneMesh, PrimitiveMesh);
public:
enum Orientation {
FACE_X,
FACE_Y,
FACE_Z,
};
private:
Size2 size = Size2(2.0, 2.0);
int subdivide_w = 0;
int subdivide_d = 0;
Vector3 center_offset;
Orientation orientation = FACE_Y;
protected:
static void _bind_methods();
@ -246,9 +254,14 @@ public:
void set_center_offset(const Vector3 p_offset);
Vector3 get_center_offset() const;
void set_orientation(const Orientation p_orientation);
Orientation get_orientation() const;
PlaneMesh();
};
VARIANT_ENUM_CAST(PlaneMesh::Orientation)
/**
A prism shapen, handy for ramps, triangles, etc.
*/
@ -285,33 +298,6 @@ public:
PrismMesh();
};
/**
Our original quadmesh...
*/
class QuadMesh : public PrimitiveMesh {
GDCLASS(QuadMesh, PrimitiveMesh);
private:
Size2 size = Size2(1.0, 1.0);
Vector3 center_offset;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
public:
virtual uint32_t surface_get_format(int p_idx) const override;
QuadMesh();
void set_size(const Size2 &p_size);
Size2 get_size() const;
void set_center_offset(const Vector3 p_offset);
Vector3 get_center_offset() const;
};
/**
A sphere..
*/