2af2a84a03
========== -NOTIFICATION_WM_QUIT fixed on android (seems tha way this is reported changed in newer sdk) -WIP implementation of APK Expansion APIs for publishing games larger than 50mb in Play Store -Feaures in the new tutorials are all present in the sourcecode -This (hopefully) should get rid of the animation list order getting corrupted -Improved 3D Scene Importer (Skeletons, Animations and other stuff were not being merged). Anything missing? -In code editor, the automatic syntax checker will only use file_exists() to check preload() else it might freeze the editor too much while typing if the preload is a big resource -Fixed bugs in PolygonPathFinder, stil pending to do a node and a demo
218 lines
6.3 KiB
C++
218 lines
6.3 KiB
C++
/*************************************************************************/
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/* test_detailer.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "test_detailer.h"
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#include "servers/visual_server.h"
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#include "os/main_loop.h"
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#include "math_funcs.h"
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#include "print_string.h"
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#include "geometry.h"
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#include "quick_hull.h"
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namespace TestMultiMesh {
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class TestMainLoop : public MainLoop {
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RID instance;
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RID camera;
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RID viewport;
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RID light;
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RID mesh;
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RID scenario;
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#define MULTIMESH_COUNT 1500
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float ofs_x,ofs_y;
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bool quit;
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public:
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virtual void _update_qh() {
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VisualServer *vs=VisualServer::get_singleton();
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Vector<Vector3> vts;
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/*
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static const int s = 20;
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for(int i=0;i<s;i++) {
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Matrix3 rot(Vector3(0,1,0),i*Math_PI/s);
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for(int j=0;j<s;j++) {
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Vector3 v;
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v.x=Math::sin(j*Math_PI*2/s);
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v.y=Math::cos(j*Math_PI*2/s);
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vts.push_back( rot.xform(v*2 ) );
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}
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}*/
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/*
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Math::seed(0);
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for(int i=0;i<50;i++) {
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vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2);
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}*/
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/*
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vts.push_back(Vector3(0,0,1));
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vts.push_back(Vector3(0,0,-1));
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vts.push_back(Vector3(0,1,0));
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vts.push_back(Vector3(0,-1,0));
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vts.push_back(Vector3(1,0,0));
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vts.push_back(Vector3(-1,0,0));*/
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/*
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vts.push_back(Vector3(1,1,1));
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vts.push_back(Vector3(1,-1,1));
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vts.push_back(Vector3(-1,1,1));
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vts.push_back(Vector3(-1,-1,1));
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vts.push_back(Vector3(1,1,-1));
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vts.push_back(Vector3(1,-1,-1));
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vts.push_back(Vector3(-1,1,-1));
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vts.push_back(Vector3(-1,-1,-1));
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*/
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DVector<Plane> convex_planes = Geometry::build_cylinder_planes(0.5,0.7,4,Vector3::AXIS_Z);
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Geometry::MeshData convex_data = Geometry::build_convex_mesh(convex_planes);
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vts=convex_data.vertices;
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Geometry::MeshData md;
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Error err = QuickHull::build(vts,md);
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print_line("ERR: "+itos(err));
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vs->mesh_remove_surface(mesh,0);
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vs->mesh_add_surface_from_mesh_data(mesh,md);
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//vs->scenario_set_debug(scenario,VS::SCENARIO_DEBUG_WIREFRAME);
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/*
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RID sm = vs->shader_create();
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//vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
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//vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
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vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));");
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RID tcmat = vs->mesh_surface_get_material(test_cube,0);
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vs->material_set_shader(tcmat,sm);
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*/
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}
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virtual void input_event(const InputEvent& p_event) {
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if (p_event.type==InputEvent::MOUSE_MOTION && p_event.mouse_motion.button_mask&4) {
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ofs_x+=p_event.mouse_motion.relative_y/200.0;
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ofs_y+=p_event.mouse_motion.relative_x/200.0;
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}
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if (p_event.type==InputEvent::MOUSE_BUTTON && p_event.mouse_button.pressed && p_event.mouse_button.button_index==1) {
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QuickHull::debug_stop_after++;
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_update_qh();
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}
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if (p_event.type==InputEvent::MOUSE_BUTTON && p_event.mouse_button.pressed && p_event.mouse_button.button_index==2) {
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if (QuickHull::debug_stop_after>0)
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QuickHull::debug_stop_after--;
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_update_qh();
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}
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}
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virtual void request_quit() {
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quit=true;
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}
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virtual void init() {
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VisualServer *vs=VisualServer::get_singleton();
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mesh = vs->mesh_create();
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scenario = vs->scenario_create();
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QuickHull::debug_stop_after=0;
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_update_qh();
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instance = vs->instance_create2(mesh,scenario);
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camera = vs->camera_create();
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vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
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viewport = vs->viewport_create();
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vs->viewport_attach_camera( viewport, camera );
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vs->viewport_attach_to_screen(viewport);
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vs->viewport_set_scenario( viewport, scenario );
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vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,0,2 ) ) );
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RID lightaux = vs->light_create( VisualServer::LIGHT_DIRECTIONAL );
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//vs->light_set_color( lightaux, VisualServer::LIGHT_COLOR_AMBIENT, Color(0.3,0.3,0.3) );
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light = vs->instance_create2( lightaux,scenario );
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vs->instance_set_transform(light,Transform(Matrix3(Vector3(0.1,0.4,0.7).normalized(),0.9)));
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ofs_x=0;
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ofs_y=0;
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quit=false;
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}
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virtual bool idle(float p_time) {
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return false;
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}
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virtual bool iteration(float p_time) {
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VisualServer *vs=VisualServer::get_singleton();
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Transform tr_camera;
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tr_camera.rotate( Vector3(0,1,0), ofs_y );
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tr_camera.rotate( Vector3(1,0,0),ofs_x );
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tr_camera.translate(0,0,10);
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vs->camera_set_transform( camera, tr_camera );
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return quit;
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}
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virtual void finish() {
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}
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};
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MainLoop* test() {
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return memnew(TestMainLoop);
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}
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}
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