godot/scene/resources/primitive_meshes.cpp

3589 lines
111 KiB
C++

/*************************************************************************/
/* primitive_meshes.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "primitive_meshes.h"
#include "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() {
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_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;
}
// 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);
}
}
}
float scale_neg = 1.0;
if (curve.is_valid() && curve->get_point_count() > 0) {
scale_neg = curve->sample_baked(1.0);
}
// add bottom
if (scale_neg > CMP_EPSILON) {
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_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::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve", "get_curve");
}
TubeTrailMesh::TubeTrailMesh() {
}
// TUBE 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;
}