5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
226 lines
6.1 KiB
C++
226 lines
6.1 KiB
C++
/*************************************************************************/
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/* quad.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "quad.h"
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#include "servers/visual_server.h"
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void Quad::_update() {
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if (!is_inside_tree())
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return;
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Vector3 normal;
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normal[axis] = 1.0;
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const int axis_order_1[3] = { 1, 2, 0 };
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const int axis_order_2[3] = { 2, 0, 1 };
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const int a1 = axis_order_1[axis];
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const int a2 = axis_order_2[axis];
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PoolVector<Vector3> points;
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points.resize(4);
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PoolVector<Vector3>::Write pointsw = points.write();
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Vector2 s2 = size * 0.5;
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Vector2 o = offset;
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if (!centered)
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o += s2;
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pointsw[0][a1] = -s2.x + offset.x;
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pointsw[0][a2] = s2.y + offset.y;
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pointsw[1][a1] = s2.x + offset.x;
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pointsw[1][a2] = s2.y + offset.y;
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pointsw[2][a1] = s2.x + offset.x;
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pointsw[2][a2] = -s2.y + offset.y;
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pointsw[3][a1] = -s2.x + offset.x;
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pointsw[3][a2] = -s2.y + offset.y;
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aabb = Rect3(pointsw[0], Vector3());
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for (int i = 1; i < 4; i++)
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aabb.expand_to(pointsw[i]);
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pointsw = PoolVector<Vector3>::Write();
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PoolVector<Vector3> normals;
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normals.resize(4);
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PoolVector<Vector3>::Write normalsw = normals.write();
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for (int i = 0; i < 4; i++)
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normalsw[i] = normal;
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normalsw = PoolVector<Vector3>::Write();
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PoolVector<Vector2> uvs;
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uvs.resize(4);
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PoolVector<Vector2>::Write uvsw = uvs.write();
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uvsw[0] = Vector2(0, 0);
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uvsw[1] = Vector2(1, 0);
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uvsw[2] = Vector2(1, 1);
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uvsw[3] = Vector2(0, 1);
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uvsw = PoolVector<Vector2>::Write();
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PoolVector<int> indices;
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indices.resize(6);
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PoolVector<int>::Write indicesw = indices.write();
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indicesw[0] = 0;
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indicesw[1] = 1;
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indicesw[2] = 2;
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indicesw[3] = 2;
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indicesw[4] = 3;
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indicesw[5] = 0;
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indicesw = PoolVector<int>::Write();
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Array arr;
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arr.resize(VS::ARRAY_MAX);
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arr[VS::ARRAY_VERTEX] = points;
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arr[VS::ARRAY_NORMAL] = normals;
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arr[VS::ARRAY_TEX_UV] = uvs;
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arr[VS::ARRAY_INDEX] = indices;
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if (configured) {
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VS::get_singleton()->mesh_remove_surface(mesh, 0);
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} else {
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configured = true;
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}
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLES, arr);
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pending_update = false;
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}
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void Quad::set_axis(Vector3::Axis p_axis) {
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axis = p_axis;
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_update();
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}
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Vector3::Axis Quad::get_axis() const {
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return axis;
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}
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void Quad::set_size(const Vector2 &p_size) {
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size = p_size;
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_update();
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}
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Vector2 Quad::get_size() const {
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return size;
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}
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void Quad::set_offset(const Vector2 &p_offset) {
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offset = p_offset;
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_update();
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}
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Vector2 Quad::get_offset() const {
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return offset;
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}
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void Quad::set_centered(bool p_enabled) {
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centered = p_enabled;
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_update();
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}
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bool Quad::is_centered() const {
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return centered;
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}
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void Quad::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (pending_update)
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_update();
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} break;
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case NOTIFICATION_EXIT_TREE: {
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pending_update = true;
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} break;
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}
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}
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PoolVector<Face3> Quad::get_faces(uint32_t p_usage_flags) const {
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return PoolVector<Face3>();
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}
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Rect3 Quad::get_aabb() const {
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return aabb;
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}
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void Quad::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_axis", "axis"), &Quad::set_axis);
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ClassDB::bind_method(D_METHOD("get_axis"), &Quad::get_axis);
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ClassDB::bind_method(D_METHOD("set_size", "size"), &Quad::set_size);
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ClassDB::bind_method(D_METHOD("get_size"), &Quad::get_size);
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ClassDB::bind_method(D_METHOD("set_centered", "centered"), &Quad::set_centered);
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ClassDB::bind_method(D_METHOD("is_centered"), &Quad::is_centered);
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ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Quad::set_offset);
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ClassDB::bind_method(D_METHOD("get_offset"), &Quad::get_offset);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X,Y,Z"), "set_axis", "get_axis");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
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}
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Quad::Quad() {
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pending_update = true;
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centered = true;
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//offset=0;
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size = Vector2(1, 1);
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axis = Vector3::AXIS_Z;
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mesh = VisualServer::get_singleton()->mesh_create();
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set_base(mesh);
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configured = false;
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}
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Quad::~Quad() {
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VisualServer::get_singleton()->free(mesh);
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}
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