godot/scene/resources/primitive_meshes.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

3621 lines
112 KiB
C++

/**************************************************************************/
/* 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 "core/core_string_names.h"
#include "scene/resources/theme.h"
#include "scene/theme/theme_db.h"
#include "servers/rendering_server.h"
#include "thirdparty/misc/clipper.hpp"
#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.size() == 0, "_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
}
uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, 1, 0);
uint32_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("_update"), &PrimitiveMesh::_update);
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"), "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, "1,100,1,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) {
rings = p_rings > 1 ? p_rings : 1;
_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, "1,100,1,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) {
rings = p_rings > 0 ? p_rings : 0;
_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);
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 = (y - start_pos.y) / size.y;
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 = j / (subdivide_h + 1.0);
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 v = j;
float v2 = j / (subdivide_h + 1.0);
v /= (2.0 * (subdivide_h + 1.0));
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 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) {
rings = p_rings > 1 ? p_rings : 1;
_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"), "set_rings", "get_rings");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_segments", PROPERTY_HINT_RANGE, "3,64,1"), "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);
Vector2 origin = Vector2(p_gl.x_off, p_gl.y_off) * pixel_size;
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 + origin;
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 + origin;
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 + origin;
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;
}
// 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);
for (int i = 0; i < TextServer::SPACING_MAX; i++) {
TS->shaped_text_set_spacing(text_rid, TextServer::SpacingType(i), font->get_spacing(TextServer::SpacingType(i)));
}
Array 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());
}
for (int i = 0; i < TextServer::SPACING_MAX; i++) {
TS->shaped_text_set_spacing(text_rid, TextServer::SpacingType(i), font->get_spacing(TextServer::SpacingType(i)));
}
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) {
for (int i = 0; i < lines_rid.size() - 1; i++) {
TS->shaped_text_fit_to_width(lines_rid[i], (width > 0) ? width : max_line_w, TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA);
}
}
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];
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, min_p.x);
min_p.y = MIN(gl_data.min_p.y - offset.y, min_p.y);
max_p.x = MAX(gl_data.max_p.x + offset.x, max_p.x);
max_p.y = MAX(gl_data.max_p.y - offset.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();
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, -ts_ptr[k + l].y + offset.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, -ts_ptr[k + l].y + offset.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, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.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_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("_font_changed"), &TextMesh::_font_changed);
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_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:m"), "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) {
if (font_override.is_valid()) {
font_override->disconnect(CoreStringNames::get_singleton()->changed, Callable(this, "_font_changed"));
}
font_override = p_font;
dirty_font = true;
dirty_cache = true;
if (font_override.is_valid()) {
font_override->connect(CoreStringNames::get_singleton()->changed, Callable(this, "_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;
}
// Check the project-defined Theme resource.
if (ThemeDB::get_singleton()->get_project_theme().is_valid()) {
List<StringName> theme_types;
ThemeDB::get_singleton()->get_project_theme()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
for (const StringName &E : theme_types) {
if (ThemeDB::get_singleton()->get_project_theme()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E)) {
return ThemeDB::get_singleton()->get_project_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E);
}
}
}
// Lastly, fall back on the items defined in the default Theme, if they exist.
{
List<StringName> theme_types;
ThemeDB::get_singleton()->get_default_theme()->get_type_dependencies(get_class_name(), StringName(), &theme_types);
for (const StringName &E : theme_types) {
if (ThemeDB::get_singleton()->get_default_theme()->has_theme_item(Theme::DATA_TYPE_FONT, "font", E)) {
return ThemeDB::get_singleton()->get_default_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", E);
}
}
}
// If they don't exist, use any type to return the default/empty value.
return ThemeDB::get_singleton()->get_default_theme()->get_theme_item(Theme::DATA_TYPE_FONT, "font", 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_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;
}