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2 /*  primitive_meshes.cpp                                                 */
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30 
31 #include "primitive_meshes.h"
32 #include "servers/visual_server.h"
33 
34 /**
35   PrimitiveMesh
36 */
_update() const37 void PrimitiveMesh::_update() const {
38 
39 	Array arr;
40 	arr.resize(VS::ARRAY_MAX);
41 	_create_mesh_array(arr);
42 
43 	PoolVector<Vector3> points = arr[VS::ARRAY_VERTEX];
44 
45 	aabb = AABB();
46 
47 	int pc = points.size();
48 	ERR_FAIL_COND(pc == 0);
49 	{
50 
51 		PoolVector<Vector3>::Read r = points.read();
52 		for (int i = 0; i < pc; i++) {
53 			if (i == 0)
54 				aabb.position = r[i];
55 			else
56 				aabb.expand_to(r[i]);
57 		}
58 	}
59 
60 	if (flip_faces) {
61 		PoolVector<Vector3> normals = arr[VS::ARRAY_NORMAL];
62 		PoolVector<int> indices = arr[VS::ARRAY_INDEX];
63 		if (normals.size() && indices.size()) {
64 
65 			{
66 				int nc = normals.size();
67 				PoolVector<Vector3>::Write w = normals.write();
68 				for (int i = 0; i < nc; i++) {
69 					w[i] = -w[i];
70 				}
71 			}
72 
73 			{
74 				int ic = indices.size();
75 				PoolVector<int>::Write w = indices.write();
76 				for (int i = 0; i < ic; i += 3) {
77 					SWAP(w[i + 0], w[i + 1]);
78 				}
79 			}
80 			arr[VS::ARRAY_NORMAL] = normals;
81 			arr[VS::ARRAY_INDEX] = indices;
82 		}
83 	}
84 
85 	// in with the new
86 	VisualServer::get_singleton()->mesh_clear(mesh);
87 	VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr);
88 	VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
89 
90 	pending_request = false;
91 
92 	clear_cache();
93 
94 	const_cast<PrimitiveMesh *>(this)->emit_changed();
95 }
96 
_request_update()97 void PrimitiveMesh::_request_update() {
98 
99 	if (pending_request)
100 		return;
101 	_update();
102 }
103 
get_surface_count() const104 int PrimitiveMesh::get_surface_count() const {
105 	if (pending_request) {
106 		_update();
107 	}
108 	return 1;
109 }
110 
surface_get_array_len(int p_idx) const111 int PrimitiveMesh::surface_get_array_len(int p_idx) const {
112 	ERR_FAIL_INDEX_V(p_idx, 1, -1);
113 	if (pending_request) {
114 		_update();
115 	}
116 
117 	return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0);
118 }
119 
surface_get_array_index_len(int p_idx) const120 int PrimitiveMesh::surface_get_array_index_len(int p_idx) const {
121 	ERR_FAIL_INDEX_V(p_idx, 1, -1);
122 	if (pending_request) {
123 		_update();
124 	}
125 
126 	return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
127 }
128 
surface_get_arrays(int p_surface) const129 Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
130 	ERR_FAIL_INDEX_V(p_surface, 1, Array());
131 	if (pending_request) {
132 		_update();
133 	}
134 
135 	return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
136 }
137 
surface_get_blend_shape_arrays(int p_surface) const138 Array PrimitiveMesh::surface_get_blend_shape_arrays(int p_surface) const {
139 	ERR_FAIL_INDEX_V(p_surface, 1, Array());
140 	if (pending_request) {
141 		_update();
142 	}
143 
144 	return Array();
145 }
146 
surface_get_format(int p_idx) const147 uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
148 	ERR_FAIL_INDEX_V(p_idx, 1, 0);
149 	if (pending_request) {
150 		_update();
151 	}
152 
153 	return VisualServer::get_singleton()->mesh_surface_get_format(mesh, 0);
154 }
155 
surface_get_primitive_type(int p_idx) const156 Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
157 	return primitive_type;
158 }
159 
surface_set_material(int p_idx,const Ref<Material> & p_material)160 void PrimitiveMesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
161 	ERR_FAIL_INDEX(p_idx, 1);
162 
163 	set_material(p_material);
164 }
165 
surface_get_material(int p_idx) const166 Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const {
167 	ERR_FAIL_INDEX_V(p_idx, 1, NULL);
168 
169 	return material;
170 }
171 
get_blend_shape_count() const172 int PrimitiveMesh::get_blend_shape_count() const {
173 	return 0;
174 }
175 
get_blend_shape_name(int p_index) const176 StringName PrimitiveMesh::get_blend_shape_name(int p_index) const {
177 	return StringName();
178 }
179 
get_aabb() const180 AABB PrimitiveMesh::get_aabb() const {
181 	if (pending_request) {
182 		_update();
183 	}
184 
185 	return aabb;
186 }
187 
get_rid() const188 RID PrimitiveMesh::get_rid() const {
189 	if (pending_request) {
190 		_update();
191 	}
192 	return mesh;
193 }
194 
_bind_methods()195 void PrimitiveMesh::_bind_methods() {
196 	ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update);
197 
198 	ClassDB::bind_method(D_METHOD("set_material", "material"), &PrimitiveMesh::set_material);
199 	ClassDB::bind_method(D_METHOD("get_material"), &PrimitiveMesh::get_material);
200 
201 	ClassDB::bind_method(D_METHOD("get_mesh_arrays"), &PrimitiveMesh::get_mesh_arrays);
202 
203 	ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &PrimitiveMesh::set_custom_aabb);
204 	ClassDB::bind_method(D_METHOD("get_custom_aabb"), &PrimitiveMesh::get_custom_aabb);
205 
206 	ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &PrimitiveMesh::set_flip_faces);
207 	ClassDB::bind_method(D_METHOD("get_flip_faces"), &PrimitiveMesh::get_flip_faces);
208 
209 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
210 	ADD_PROPERTY(PropertyInfo(Variant::AABB, "custom_aabb", PROPERTY_HINT_NONE, ""), "set_custom_aabb", "get_custom_aabb");
211 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
212 }
213 
set_material(const Ref<Material> & p_material)214 void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
215 	material = p_material;
216 	if (!pending_request) {
217 		// just apply it, else it'll happen when _update is called.
218 		VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
219 		_change_notify();
220 		emit_changed();
221 	};
222 }
223 
get_material() const224 Ref<Material> PrimitiveMesh::get_material() const {
225 	return material;
226 }
227 
get_mesh_arrays() const228 Array PrimitiveMesh::get_mesh_arrays() const {
229 	return surface_get_arrays(0);
230 }
231 
set_custom_aabb(const AABB & p_custom)232 void PrimitiveMesh::set_custom_aabb(const AABB &p_custom) {
233 
234 	custom_aabb = p_custom;
235 	VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
236 	emit_changed();
237 }
238 
get_custom_aabb() const239 AABB PrimitiveMesh::get_custom_aabb() const {
240 
241 	return custom_aabb;
242 }
243 
set_flip_faces(bool p_enable)244 void PrimitiveMesh::set_flip_faces(bool p_enable) {
245 	flip_faces = p_enable;
246 	_request_update();
247 }
248 
get_flip_faces() const249 bool PrimitiveMesh::get_flip_faces() const {
250 	return flip_faces;
251 }
252 
PrimitiveMesh()253 PrimitiveMesh::PrimitiveMesh() {
254 
255 	flip_faces = false;
256 	// defaults
257 	mesh = VisualServer::get_singleton()->mesh_create();
258 
259 	// assume primitive triangles as the type, correct for all but one and it will change this :)
260 	primitive_type = Mesh::PRIMITIVE_TRIANGLES;
261 
262 	// make sure we do an update after we've finished constructing our object
263 	pending_request = true;
264 }
265 
~PrimitiveMesh()266 PrimitiveMesh::~PrimitiveMesh() {
267 	VisualServer::get_singleton()->free(mesh);
268 }
269 
270 /**
271 	CapsuleMesh
272 */
273 
_create_mesh_array(Array & p_arr) const274 void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
275 	int i, j, prevrow, thisrow, point;
276 	float x, y, z, u, v, w;
277 	float onethird = 1.0 / 3.0;
278 	float twothirds = 2.0 / 3.0;
279 
280 	// note, this has been aligned with our collision shape but I've left the descriptions as top/middle/bottom
281 
282 	PoolVector<Vector3> points;
283 	PoolVector<Vector3> normals;
284 	PoolVector<float> tangents;
285 	PoolVector<Vector2> uvs;
286 	PoolVector<int> indices;
287 	point = 0;
288 
289 #define ADD_TANGENT(m_x, m_y, m_z, m_d) \
290 	tangents.push_back(m_x);            \
291 	tangents.push_back(m_y);            \
292 	tangents.push_back(m_z);            \
293 	tangents.push_back(m_d);
294 
295 	/* top hemisphere */
296 	thisrow = 0;
297 	prevrow = 0;
298 	for (j = 0; j <= (rings + 1); j++) {
299 		v = j;
300 
301 		v /= (rings + 1);
302 		w = sin(0.5 * Math_PI * v);
303 		z = radius * cos(0.5 * Math_PI * v);
304 
305 		for (i = 0; i <= radial_segments; i++) {
306 			u = i;
307 			u /= radial_segments;
308 
309 			x = sin(u * (Math_PI * 2.0));
310 			y = -cos(u * (Math_PI * 2.0));
311 
312 			Vector3 p = Vector3(x * radius * w, y * radius * w, z);
313 			points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height));
314 			normals.push_back(p.normalized());
315 			ADD_TANGENT(-y, x, 0.0, 1.0)
316 			uvs.push_back(Vector2(u, v * onethird));
317 			point++;
318 
319 			if (i > 0 && j > 0) {
320 				indices.push_back(prevrow + i - 1);
321 				indices.push_back(prevrow + i);
322 				indices.push_back(thisrow + i - 1);
323 
324 				indices.push_back(prevrow + i);
325 				indices.push_back(thisrow + i);
326 				indices.push_back(thisrow + i - 1);
327 			};
328 		};
329 
330 		prevrow = thisrow;
331 		thisrow = point;
332 	};
333 
334 	/* cylinder */
335 	thisrow = point;
336 	prevrow = 0;
337 	for (j = 0; j <= (rings + 1); j++) {
338 		v = j;
339 		v /= (rings + 1);
340 
341 		z = mid_height * v;
342 		z = (mid_height * 0.5) - z;
343 
344 		for (i = 0; i <= radial_segments; i++) {
345 			u = i;
346 			u /= radial_segments;
347 
348 			x = sin(u * (Math_PI * 2.0));
349 			y = -cos(u * (Math_PI * 2.0));
350 
351 			Vector3 p = Vector3(x * radius, y * radius, z);
352 			points.push_back(p);
353 			normals.push_back(Vector3(x, y, 0.0));
354 			ADD_TANGENT(-y, x, 0.0, 1.0)
355 			uvs.push_back(Vector2(u, onethird + (v * onethird)));
356 			point++;
357 
358 			if (i > 0 && j > 0) {
359 				indices.push_back(prevrow + i - 1);
360 				indices.push_back(prevrow + i);
361 				indices.push_back(thisrow + i - 1);
362 
363 				indices.push_back(prevrow + i);
364 				indices.push_back(thisrow + i);
365 				indices.push_back(thisrow + i - 1);
366 			};
367 		};
368 
369 		prevrow = thisrow;
370 		thisrow = point;
371 	};
372 
373 	/* bottom hemisphere */
374 	thisrow = point;
375 	prevrow = 0;
376 	for (j = 0; j <= (rings + 1); j++) {
377 		v = j;
378 
379 		v /= (rings + 1);
380 		v += 1.0;
381 		w = sin(0.5 * Math_PI * v);
382 		z = radius * cos(0.5 * Math_PI * v);
383 
384 		for (i = 0; i <= radial_segments; i++) {
385 			float u2 = i;
386 			u2 /= radial_segments;
387 
388 			x = sin(u2 * (Math_PI * 2.0));
389 			y = -cos(u2 * (Math_PI * 2.0));
390 
391 			Vector3 p = Vector3(x * radius * w, y * radius * w, z);
392 			points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height));
393 			normals.push_back(p.normalized());
394 			ADD_TANGENT(-y, x, 0.0, 1.0)
395 			uvs.push_back(Vector2(u2, twothirds + ((v - 1.0) * onethird)));
396 			point++;
397 
398 			if (i > 0 && j > 0) {
399 				indices.push_back(prevrow + i - 1);
400 				indices.push_back(prevrow + i);
401 				indices.push_back(thisrow + i - 1);
402 
403 				indices.push_back(prevrow + i);
404 				indices.push_back(thisrow + i);
405 				indices.push_back(thisrow + i - 1);
406 			};
407 		};
408 
409 		prevrow = thisrow;
410 		thisrow = point;
411 	};
412 
413 	p_arr[VS::ARRAY_VERTEX] = points;
414 	p_arr[VS::ARRAY_NORMAL] = normals;
415 	p_arr[VS::ARRAY_TANGENT] = tangents;
416 	p_arr[VS::ARRAY_TEX_UV] = uvs;
417 	p_arr[VS::ARRAY_INDEX] = indices;
418 }
419 
_bind_methods()420 void CapsuleMesh::_bind_methods() {
421 	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius);
422 	ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius);
423 	ClassDB::bind_method(D_METHOD("set_mid_height", "mid_height"), &CapsuleMesh::set_mid_height);
424 	ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_height);
425 
426 	ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments);
427 	ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments);
428 	ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings);
429 	ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings);
430 
431 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius");
432 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_mid_height", "get_mid_height");
433 	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
434 	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings");
435 }
436 
set_radius(const float p_radius)437 void CapsuleMesh::set_radius(const float p_radius) {
438 	radius = p_radius;
439 	_request_update();
440 }
441 
get_radius() const442 float CapsuleMesh::get_radius() const {
443 	return radius;
444 }
445 
set_mid_height(const float p_mid_height)446 void CapsuleMesh::set_mid_height(const float p_mid_height) {
447 	mid_height = p_mid_height;
448 	_request_update();
449 }
450 
get_mid_height() const451 float CapsuleMesh::get_mid_height() const {
452 	return mid_height;
453 }
454 
set_radial_segments(const int p_segments)455 void CapsuleMesh::set_radial_segments(const int p_segments) {
456 	radial_segments = p_segments > 4 ? p_segments : 4;
457 	_request_update();
458 }
459 
get_radial_segments() const460 int CapsuleMesh::get_radial_segments() const {
461 	return radial_segments;
462 }
463 
set_rings(const int p_rings)464 void CapsuleMesh::set_rings(const int p_rings) {
465 	rings = p_rings > 1 ? p_rings : 1;
466 	_request_update();
467 }
468 
get_rings() const469 int CapsuleMesh::get_rings() const {
470 	return rings;
471 }
472 
CapsuleMesh()473 CapsuleMesh::CapsuleMesh() {
474 	// defaults
475 	radius = 1.0;
476 	mid_height = 1.0;
477 	radial_segments = 64;
478 	rings = 8;
479 }
480 
481 /**
482   CubeMesh
483 */
484 
_create_mesh_array(Array & p_arr) const485 void CubeMesh::_create_mesh_array(Array &p_arr) const {
486 	int i, j, prevrow, thisrow, point;
487 	float x, y, z;
488 	float onethird = 1.0 / 3.0;
489 	float twothirds = 2.0 / 3.0;
490 
491 	Vector3 start_pos = size * -0.5;
492 
493 	// set our bounding box
494 
495 	PoolVector<Vector3> points;
496 	PoolVector<Vector3> normals;
497 	PoolVector<float> tangents;
498 	PoolVector<Vector2> uvs;
499 	PoolVector<int> indices;
500 	point = 0;
501 
502 #define ADD_TANGENT(m_x, m_y, m_z, m_d) \
503 	tangents.push_back(m_x);            \
504 	tangents.push_back(m_y);            \
505 	tangents.push_back(m_z);            \
506 	tangents.push_back(m_d);
507 
508 	// front + back
509 	y = start_pos.y;
510 	thisrow = point;
511 	prevrow = 0;
512 	for (j = 0; j <= subdivide_h + 1; j++) {
513 		x = start_pos.x;
514 		for (i = 0; i <= subdivide_w + 1; i++) {
515 			float u = i;
516 			float v = j;
517 			u /= (3.0 * (subdivide_w + 1.0));
518 			v /= (2.0 * (subdivide_h + 1.0));
519 
520 			// front
521 			points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
522 			normals.push_back(Vector3(0.0, 0.0, 1.0));
523 			ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
524 			uvs.push_back(Vector2(u, v));
525 			point++;
526 
527 			// back
528 			points.push_back(Vector3(-x, -y, start_pos.z));
529 			normals.push_back(Vector3(0.0, 0.0, -1.0));
530 			ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
531 			uvs.push_back(Vector2(twothirds + u, v));
532 			point++;
533 
534 			if (i > 0 && j > 0) {
535 				int i2 = i * 2;
536 
537 				// front
538 				indices.push_back(prevrow + i2 - 2);
539 				indices.push_back(prevrow + i2);
540 				indices.push_back(thisrow + i2 - 2);
541 				indices.push_back(prevrow + i2);
542 				indices.push_back(thisrow + i2);
543 				indices.push_back(thisrow + i2 - 2);
544 
545 				// back
546 				indices.push_back(prevrow + i2 - 1);
547 				indices.push_back(prevrow + i2 + 1);
548 				indices.push_back(thisrow + i2 - 1);
549 				indices.push_back(prevrow + i2 + 1);
550 				indices.push_back(thisrow + i2 + 1);
551 				indices.push_back(thisrow + i2 - 1);
552 			};
553 
554 			x += size.x / (subdivide_w + 1.0);
555 		};
556 
557 		y += size.y / (subdivide_h + 1.0);
558 		prevrow = thisrow;
559 		thisrow = point;
560 	};
561 
562 	// left + right
563 	y = start_pos.y;
564 	thisrow = point;
565 	prevrow = 0;
566 	for (j = 0; j <= (subdivide_h + 1); j++) {
567 		z = start_pos.z;
568 		for (i = 0; i <= (subdivide_d + 1); i++) {
569 			float u = i;
570 			float v = j;
571 			u /= (3.0 * (subdivide_d + 1.0));
572 			v /= (2.0 * (subdivide_h + 1.0));
573 
574 			// right
575 			points.push_back(Vector3(-start_pos.x, -y, -z));
576 			normals.push_back(Vector3(1.0, 0.0, 0.0));
577 			ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
578 			uvs.push_back(Vector2(onethird + u, v));
579 			point++;
580 
581 			// left
582 			points.push_back(Vector3(start_pos.x, -y, z));
583 			normals.push_back(Vector3(-1.0, 0.0, 0.0));
584 			ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
585 			uvs.push_back(Vector2(u, 0.5 + v));
586 			point++;
587 
588 			if (i > 0 && j > 0) {
589 				int i2 = i * 2;
590 
591 				// right
592 				indices.push_back(prevrow + i2 - 2);
593 				indices.push_back(prevrow + i2);
594 				indices.push_back(thisrow + i2 - 2);
595 				indices.push_back(prevrow + i2);
596 				indices.push_back(thisrow + i2);
597 				indices.push_back(thisrow + i2 - 2);
598 
599 				// left
600 				indices.push_back(prevrow + i2 - 1);
601 				indices.push_back(prevrow + i2 + 1);
602 				indices.push_back(thisrow + i2 - 1);
603 				indices.push_back(prevrow + i2 + 1);
604 				indices.push_back(thisrow + i2 + 1);
605 				indices.push_back(thisrow + i2 - 1);
606 			};
607 
608 			z += size.z / (subdivide_d + 1.0);
609 		};
610 
611 		y += size.y / (subdivide_h + 1.0);
612 		prevrow = thisrow;
613 		thisrow = point;
614 	};
615 
616 	// top + bottom
617 	z = start_pos.z;
618 	thisrow = point;
619 	prevrow = 0;
620 	for (j = 0; j <= (subdivide_d + 1); j++) {
621 		x = start_pos.x;
622 		for (i = 0; i <= (subdivide_w + 1); i++) {
623 			float u = i;
624 			float v = j;
625 			u /= (3.0 * (subdivide_w + 1.0));
626 			v /= (2.0 * (subdivide_d + 1.0));
627 
628 			// top
629 			points.push_back(Vector3(-x, -start_pos.y, -z));
630 			normals.push_back(Vector3(0.0, 1.0, 0.0));
631 			ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
632 			uvs.push_back(Vector2(onethird + u, 0.5 + v));
633 			point++;
634 
635 			// bottom
636 			points.push_back(Vector3(x, start_pos.y, -z));
637 			normals.push_back(Vector3(0.0, -1.0, 0.0));
638 			ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
639 			uvs.push_back(Vector2(twothirds + u, 0.5 + v));
640 			point++;
641 
642 			if (i > 0 && j > 0) {
643 				int i2 = i * 2;
644 
645 				// top
646 				indices.push_back(prevrow + i2 - 2);
647 				indices.push_back(prevrow + i2);
648 				indices.push_back(thisrow + i2 - 2);
649 				indices.push_back(prevrow + i2);
650 				indices.push_back(thisrow + i2);
651 				indices.push_back(thisrow + i2 - 2);
652 
653 				// bottom
654 				indices.push_back(prevrow + i2 - 1);
655 				indices.push_back(prevrow + i2 + 1);
656 				indices.push_back(thisrow + i2 - 1);
657 				indices.push_back(prevrow + i2 + 1);
658 				indices.push_back(thisrow + i2 + 1);
659 				indices.push_back(thisrow + i2 - 1);
660 			};
661 
662 			x += size.x / (subdivide_w + 1.0);
663 		};
664 
665 		z += size.z / (subdivide_d + 1.0);
666 		prevrow = thisrow;
667 		thisrow = point;
668 	};
669 
670 	p_arr[VS::ARRAY_VERTEX] = points;
671 	p_arr[VS::ARRAY_NORMAL] = normals;
672 	p_arr[VS::ARRAY_TANGENT] = tangents;
673 	p_arr[VS::ARRAY_TEX_UV] = uvs;
674 	p_arr[VS::ARRAY_INDEX] = indices;
675 }
676 
_bind_methods()677 void CubeMesh::_bind_methods() {
678 	ClassDB::bind_method(D_METHOD("set_size", "size"), &CubeMesh::set_size);
679 	ClassDB::bind_method(D_METHOD("get_size"), &CubeMesh::get_size);
680 
681 	ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &CubeMesh::set_subdivide_width);
682 	ClassDB::bind_method(D_METHOD("get_subdivide_width"), &CubeMesh::get_subdivide_width);
683 	ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &CubeMesh::set_subdivide_height);
684 	ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height);
685 	ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &CubeMesh::set_subdivide_depth);
686 	ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth);
687 
688 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
689 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
690 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height");
691 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
692 }
693 
set_size(const Vector3 & p_size)694 void CubeMesh::set_size(const Vector3 &p_size) {
695 	size = p_size;
696 	_request_update();
697 }
698 
get_size() const699 Vector3 CubeMesh::get_size() const {
700 	return size;
701 }
702 
set_subdivide_width(const int p_divisions)703 void CubeMesh::set_subdivide_width(const int p_divisions) {
704 	subdivide_w = p_divisions > 0 ? p_divisions : 0;
705 	_request_update();
706 }
707 
get_subdivide_width() const708 int CubeMesh::get_subdivide_width() const {
709 	return subdivide_w;
710 }
711 
set_subdivide_height(const int p_divisions)712 void CubeMesh::set_subdivide_height(const int p_divisions) {
713 	subdivide_h = p_divisions > 0 ? p_divisions : 0;
714 	_request_update();
715 }
716 
get_subdivide_height() const717 int CubeMesh::get_subdivide_height() const {
718 	return subdivide_h;
719 }
720 
set_subdivide_depth(const int p_divisions)721 void CubeMesh::set_subdivide_depth(const int p_divisions) {
722 	subdivide_d = p_divisions > 0 ? p_divisions : 0;
723 	_request_update();
724 }
725 
get_subdivide_depth() const726 int CubeMesh::get_subdivide_depth() const {
727 	return subdivide_d;
728 }
729 
CubeMesh()730 CubeMesh::CubeMesh() {
731 	// defaults
732 	size = Vector3(2.0, 2.0, 2.0);
733 	subdivide_w = 0;
734 	subdivide_h = 0;
735 	subdivide_d = 0;
736 }
737 
738 /**
739   CylinderMesh
740 */
741 
_create_mesh_array(Array & p_arr) const742 void CylinderMesh::_create_mesh_array(Array &p_arr) const {
743 	int i, j, prevrow, thisrow, point;
744 	float x, y, z, u, v, radius;
745 
746 	PoolVector<Vector3> points;
747 	PoolVector<Vector3> normals;
748 	PoolVector<float> tangents;
749 	PoolVector<Vector2> uvs;
750 	PoolVector<int> indices;
751 	point = 0;
752 
753 #define ADD_TANGENT(m_x, m_y, m_z, m_d) \
754 	tangents.push_back(m_x);            \
755 	tangents.push_back(m_y);            \
756 	tangents.push_back(m_z);            \
757 	tangents.push_back(m_d);
758 
759 	thisrow = 0;
760 	prevrow = 0;
761 	for (j = 0; j <= (rings + 1); j++) {
762 		v = j;
763 		v /= (rings + 1);
764 
765 		radius = top_radius + ((bottom_radius - top_radius) * v);
766 
767 		y = height * v;
768 		y = (height * 0.5) - y;
769 
770 		for (i = 0; i <= radial_segments; i++) {
771 			u = i;
772 			u /= radial_segments;
773 
774 			x = sin(u * (Math_PI * 2.0));
775 			z = cos(u * (Math_PI * 2.0));
776 
777 			Vector3 p = Vector3(x * radius, y, z * radius);
778 			points.push_back(p);
779 			normals.push_back(Vector3(x, 0.0, z));
780 			ADD_TANGENT(z, 0.0, -x, 1.0)
781 			uvs.push_back(Vector2(u, v * 0.5));
782 			point++;
783 
784 			if (i > 0 && j > 0) {
785 				indices.push_back(prevrow + i - 1);
786 				indices.push_back(prevrow + i);
787 				indices.push_back(thisrow + i - 1);
788 
789 				indices.push_back(prevrow + i);
790 				indices.push_back(thisrow + i);
791 				indices.push_back(thisrow + i - 1);
792 			};
793 		};
794 
795 		prevrow = thisrow;
796 		thisrow = point;
797 	};
798 
799 	// add top
800 	if (top_radius > 0.0) {
801 		y = height * 0.5;
802 
803 		thisrow = point;
804 		points.push_back(Vector3(0.0, y, 0.0));
805 		normals.push_back(Vector3(0.0, 1.0, 0.0));
806 		ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
807 		uvs.push_back(Vector2(0.25, 0.75));
808 		point++;
809 
810 		for (i = 0; i <= radial_segments; i++) {
811 			float r = i;
812 			r /= radial_segments;
813 
814 			x = sin(r * (Math_PI * 2.0));
815 			z = cos(r * (Math_PI * 2.0));
816 
817 			u = ((x + 1.0) * 0.25);
818 			v = 0.5 + ((z + 1.0) * 0.25);
819 
820 			Vector3 p = Vector3(x * top_radius, y, z * top_radius);
821 			points.push_back(p);
822 			normals.push_back(Vector3(0.0, 1.0, 0.0));
823 			ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
824 			uvs.push_back(Vector2(u, v));
825 			point++;
826 
827 			if (i > 0) {
828 				indices.push_back(thisrow);
829 				indices.push_back(point - 1);
830 				indices.push_back(point - 2);
831 			};
832 		};
833 	};
834 
835 	// add bottom
836 	if (bottom_radius > 0.0) {
837 		y = height * -0.5;
838 
839 		thisrow = point;
840 		points.push_back(Vector3(0.0, y, 0.0));
841 		normals.push_back(Vector3(0.0, -1.0, 0.0));
842 		ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
843 		uvs.push_back(Vector2(0.75, 0.75));
844 		point++;
845 
846 		for (i = 0; i <= radial_segments; i++) {
847 			float r = i;
848 			r /= radial_segments;
849 
850 			x = sin(r * (Math_PI * 2.0));
851 			z = cos(r * (Math_PI * 2.0));
852 
853 			u = 0.5 + ((x + 1.0) * 0.25);
854 			v = 1.0 - ((z + 1.0) * 0.25);
855 
856 			Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius);
857 			points.push_back(p);
858 			normals.push_back(Vector3(0.0, -1.0, 0.0));
859 			ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
860 			uvs.push_back(Vector2(u, v));
861 			point++;
862 
863 			if (i > 0) {
864 				indices.push_back(thisrow);
865 				indices.push_back(point - 2);
866 				indices.push_back(point - 1);
867 			};
868 		};
869 	};
870 
871 	p_arr[VS::ARRAY_VERTEX] = points;
872 	p_arr[VS::ARRAY_NORMAL] = normals;
873 	p_arr[VS::ARRAY_TANGENT] = tangents;
874 	p_arr[VS::ARRAY_TEX_UV] = uvs;
875 	p_arr[VS::ARRAY_INDEX] = indices;
876 }
877 
_bind_methods()878 void CylinderMesh::_bind_methods() {
879 	ClassDB::bind_method(D_METHOD("set_top_radius", "radius"), &CylinderMesh::set_top_radius);
880 	ClassDB::bind_method(D_METHOD("get_top_radius"), &CylinderMesh::get_top_radius);
881 	ClassDB::bind_method(D_METHOD("set_bottom_radius", "radius"), &CylinderMesh::set_bottom_radius);
882 	ClassDB::bind_method(D_METHOD("get_bottom_radius"), &CylinderMesh::get_bottom_radius);
883 	ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderMesh::set_height);
884 	ClassDB::bind_method(D_METHOD("get_height"), &CylinderMesh::get_height);
885 
886 	ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CylinderMesh::set_radial_segments);
887 	ClassDB::bind_method(D_METHOD("get_radial_segments"), &CylinderMesh::get_radial_segments);
888 	ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CylinderMesh::set_rings);
889 	ClassDB::bind_method(D_METHOD("get_rings"), &CylinderMesh::get_rings);
890 
891 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "top_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_top_radius", "get_top_radius");
892 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_bottom_radius", "get_bottom_radius");
893 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height");
894 	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
895 	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings");
896 }
897 
set_top_radius(const float p_radius)898 void CylinderMesh::set_top_radius(const float p_radius) {
899 	top_radius = p_radius;
900 	_request_update();
901 }
902 
get_top_radius() const903 float CylinderMesh::get_top_radius() const {
904 	return top_radius;
905 }
906 
set_bottom_radius(const float p_radius)907 void CylinderMesh::set_bottom_radius(const float p_radius) {
908 	bottom_radius = p_radius;
909 	_request_update();
910 }
911 
get_bottom_radius() const912 float CylinderMesh::get_bottom_radius() const {
913 	return bottom_radius;
914 }
915 
set_height(const float p_height)916 void CylinderMesh::set_height(const float p_height) {
917 	height = p_height;
918 	_request_update();
919 }
920 
get_height() const921 float CylinderMesh::get_height() const {
922 	return height;
923 }
924 
set_radial_segments(const int p_segments)925 void CylinderMesh::set_radial_segments(const int p_segments) {
926 	radial_segments = p_segments > 4 ? p_segments : 4;
927 	_request_update();
928 }
929 
get_radial_segments() const930 int CylinderMesh::get_radial_segments() const {
931 	return radial_segments;
932 }
933 
set_rings(const int p_rings)934 void CylinderMesh::set_rings(const int p_rings) {
935 	rings = p_rings > 0 ? p_rings : 0;
936 	_request_update();
937 }
938 
get_rings() const939 int CylinderMesh::get_rings() const {
940 	return rings;
941 }
942 
CylinderMesh()943 CylinderMesh::CylinderMesh() {
944 	// defaults
945 	top_radius = 1.0;
946 	bottom_radius = 1.0;
947 	height = 2.0;
948 	radial_segments = 64;
949 	rings = 4;
950 }
951 
952 /**
953   PlaneMesh
954 */
955 
_create_mesh_array(Array & p_arr) const956 void PlaneMesh::_create_mesh_array(Array &p_arr) const {
957 	int i, j, prevrow, thisrow, point;
958 	float x, z;
959 
960 	Size2 start_pos = size * -0.5;
961 
962 	PoolVector<Vector3> points;
963 	PoolVector<Vector3> normals;
964 	PoolVector<float> tangents;
965 	PoolVector<Vector2> uvs;
966 	PoolVector<int> indices;
967 	point = 0;
968 
969 #define ADD_TANGENT(m_x, m_y, m_z, m_d) \
970 	tangents.push_back(m_x);            \
971 	tangents.push_back(m_y);            \
972 	tangents.push_back(m_z);            \
973 	tangents.push_back(m_d);
974 
975 	/* top + bottom */
976 	z = start_pos.y;
977 	thisrow = point;
978 	prevrow = 0;
979 	for (j = 0; j <= (subdivide_d + 1); j++) {
980 		x = start_pos.x;
981 		for (i = 0; i <= (subdivide_w + 1); i++) {
982 			float u = i;
983 			float v = j;
984 			u /= (subdivide_w + 1.0);
985 			v /= (subdivide_d + 1.0);
986 
987 			points.push_back(Vector3(-x, 0.0, -z));
988 			normals.push_back(Vector3(0.0, 1.0, 0.0));
989 			ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
990 			uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
991 			point++;
992 
993 			if (i > 0 && j > 0) {
994 				indices.push_back(prevrow + i - 1);
995 				indices.push_back(prevrow + i);
996 				indices.push_back(thisrow + i - 1);
997 				indices.push_back(prevrow + i);
998 				indices.push_back(thisrow + i);
999 				indices.push_back(thisrow + i - 1);
1000 			};
1001 
1002 			x += size.x / (subdivide_w + 1.0);
1003 		};
1004 
1005 		z += size.y / (subdivide_d + 1.0);
1006 		prevrow = thisrow;
1007 		thisrow = point;
1008 	};
1009 
1010 	p_arr[VS::ARRAY_VERTEX] = points;
1011 	p_arr[VS::ARRAY_NORMAL] = normals;
1012 	p_arr[VS::ARRAY_TANGENT] = tangents;
1013 	p_arr[VS::ARRAY_TEX_UV] = uvs;
1014 	p_arr[VS::ARRAY_INDEX] = indices;
1015 }
1016 
_bind_methods()1017 void PlaneMesh::_bind_methods() {
1018 	ClassDB::bind_method(D_METHOD("set_size", "size"), &PlaneMesh::set_size);
1019 	ClassDB::bind_method(D_METHOD("get_size"), &PlaneMesh::get_size);
1020 
1021 	ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &PlaneMesh::set_subdivide_width);
1022 	ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PlaneMesh::get_subdivide_width);
1023 	ClassDB::bind_method(D_METHOD("set_subdivide_depth", "subdivide"), &PlaneMesh::set_subdivide_depth);
1024 	ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PlaneMesh::get_subdivide_depth);
1025 
1026 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
1027 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
1028 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
1029 }
1030 
set_size(const Size2 & p_size)1031 void PlaneMesh::set_size(const Size2 &p_size) {
1032 	size = p_size;
1033 	_request_update();
1034 }
1035 
get_size() const1036 Size2 PlaneMesh::get_size() const {
1037 	return size;
1038 }
1039 
set_subdivide_width(const int p_divisions)1040 void PlaneMesh::set_subdivide_width(const int p_divisions) {
1041 	subdivide_w = p_divisions > 0 ? p_divisions : 0;
1042 	_request_update();
1043 }
1044 
get_subdivide_width() const1045 int PlaneMesh::get_subdivide_width() const {
1046 	return subdivide_w;
1047 }
1048 
set_subdivide_depth(const int p_divisions)1049 void PlaneMesh::set_subdivide_depth(const int p_divisions) {
1050 	subdivide_d = p_divisions > 0 ? p_divisions : 0;
1051 	_request_update();
1052 }
1053 
get_subdivide_depth() const1054 int PlaneMesh::get_subdivide_depth() const {
1055 	return subdivide_d;
1056 }
1057 
PlaneMesh()1058 PlaneMesh::PlaneMesh() {
1059 	// defaults
1060 	size = Size2(2.0, 2.0);
1061 	subdivide_w = 0;
1062 	subdivide_d = 0;
1063 }
1064 
1065 /**
1066   PrismMesh
1067 */
1068 
_create_mesh_array(Array & p_arr) const1069 void PrismMesh::_create_mesh_array(Array &p_arr) const {
1070 	int i, j, prevrow, thisrow, point;
1071 	float x, y, z;
1072 	float onethird = 1.0 / 3.0;
1073 	float twothirds = 2.0 / 3.0;
1074 
1075 	Vector3 start_pos = size * -0.5;
1076 
1077 	// set our bounding box
1078 
1079 	PoolVector<Vector3> points;
1080 	PoolVector<Vector3> normals;
1081 	PoolVector<float> tangents;
1082 	PoolVector<Vector2> uvs;
1083 	PoolVector<int> indices;
1084 	point = 0;
1085 
1086 #define ADD_TANGENT(m_x, m_y, m_z, m_d) \
1087 	tangents.push_back(m_x);            \
1088 	tangents.push_back(m_y);            \
1089 	tangents.push_back(m_z);            \
1090 	tangents.push_back(m_d);
1091 
1092 	/* front + back */
1093 	y = start_pos.y;
1094 	thisrow = point;
1095 	prevrow = 0;
1096 	for (j = 0; j <= (subdivide_h + 1); j++) {
1097 		float scale = (y - start_pos.y) / size.y;
1098 		float scaled_size_x = size.x * scale;
1099 		float start_x = start_pos.x + (1.0 - scale) * size.x * left_to_right;
1100 		float offset_front = (1.0 - scale) * onethird * left_to_right;
1101 		float offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right);
1102 
1103 		x = 0.0;
1104 		for (i = 0; i <= (subdivide_w + 1); i++) {
1105 			float u = i;
1106 			float v = j;
1107 			u /= (3.0 * (subdivide_w + 1.0));
1108 			v /= (2.0 * (subdivide_h + 1.0));
1109 
1110 			u *= scale;
1111 
1112 			/* front */
1113 			points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z!
1114 			normals.push_back(Vector3(0.0, 0.0, 1.0));
1115 			ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
1116 			uvs.push_back(Vector2(offset_front + u, v));
1117 			point++;
1118 
1119 			/* back */
1120 			points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z));
1121 			normals.push_back(Vector3(0.0, 0.0, -1.0));
1122 			ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
1123 			uvs.push_back(Vector2(twothirds + offset_back + u, v));
1124 			point++;
1125 
1126 			if (i > 0 && j == 1) {
1127 				int i2 = i * 2;
1128 
1129 				/* front */
1130 				indices.push_back(prevrow + i2);
1131 				indices.push_back(thisrow + i2);
1132 				indices.push_back(thisrow + i2 - 2);
1133 
1134 				/* back */
1135 				indices.push_back(prevrow + i2 + 1);
1136 				indices.push_back(thisrow + i2 + 1);
1137 				indices.push_back(thisrow + i2 - 1);
1138 			} else if (i > 0 && j > 0) {
1139 				int i2 = i * 2;
1140 
1141 				/* front */
1142 				indices.push_back(prevrow + i2 - 2);
1143 				indices.push_back(prevrow + i2);
1144 				indices.push_back(thisrow + i2 - 2);
1145 				indices.push_back(prevrow + i2);
1146 				indices.push_back(thisrow + i2);
1147 				indices.push_back(thisrow + i2 - 2);
1148 
1149 				/* back */
1150 				indices.push_back(prevrow + i2 - 1);
1151 				indices.push_back(prevrow + i2 + 1);
1152 				indices.push_back(thisrow + i2 - 1);
1153 				indices.push_back(prevrow + i2 + 1);
1154 				indices.push_back(thisrow + i2 + 1);
1155 				indices.push_back(thisrow + i2 - 1);
1156 			};
1157 
1158 			x += scale * size.x / (subdivide_w + 1.0);
1159 		};
1160 
1161 		y += size.y / (subdivide_h + 1.0);
1162 		prevrow = thisrow;
1163 		thisrow = point;
1164 	};
1165 
1166 	/* left + right */
1167 	Vector3 normal_left, normal_right;
1168 
1169 	normal_left = Vector3(-size.y, size.x * left_to_right, 0.0);
1170 	normal_right = Vector3(size.y, size.x * left_to_right, 0.0);
1171 	normal_left.normalize();
1172 	normal_right.normalize();
1173 
1174 	y = start_pos.y;
1175 	thisrow = point;
1176 	prevrow = 0;
1177 	for (j = 0; j <= (subdivide_h + 1); j++) {
1178 		float left, right;
1179 		float scale = (y - start_pos.y) / size.y;
1180 
1181 		left = start_pos.x + (size.x * (1.0 - scale) * left_to_right);
1182 		right = left + (size.x * scale);
1183 
1184 		z = start_pos.z;
1185 		for (i = 0; i <= (subdivide_d + 1); i++) {
1186 			float u = i;
1187 			float v = j;
1188 			u /= (3.0 * (subdivide_d + 1.0));
1189 			v /= (2.0 * (subdivide_h + 1.0));
1190 
1191 			/* right */
1192 			points.push_back(Vector3(right, -y, -z));
1193 			normals.push_back(normal_right);
1194 			ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
1195 			uvs.push_back(Vector2(onethird + u, v));
1196 			point++;
1197 
1198 			/* left */
1199 			points.push_back(Vector3(left, -y, z));
1200 			normals.push_back(normal_left);
1201 			ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
1202 			uvs.push_back(Vector2(u, 0.5 + v));
1203 			point++;
1204 
1205 			if (i > 0 && j > 0) {
1206 				int i2 = i * 2;
1207 
1208 				/* right */
1209 				indices.push_back(prevrow + i2 - 2);
1210 				indices.push_back(prevrow + i2);
1211 				indices.push_back(thisrow + i2 - 2);
1212 				indices.push_back(prevrow + i2);
1213 				indices.push_back(thisrow + i2);
1214 				indices.push_back(thisrow + i2 - 2);
1215 
1216 				/* left */
1217 				indices.push_back(prevrow + i2 - 1);
1218 				indices.push_back(prevrow + i2 + 1);
1219 				indices.push_back(thisrow + i2 - 1);
1220 				indices.push_back(prevrow + i2 + 1);
1221 				indices.push_back(thisrow + i2 + 1);
1222 				indices.push_back(thisrow + i2 - 1);
1223 			};
1224 
1225 			z += size.z / (subdivide_d + 1.0);
1226 		};
1227 
1228 		y += size.y / (subdivide_h + 1.0);
1229 		prevrow = thisrow;
1230 		thisrow = point;
1231 	};
1232 
1233 	/* bottom */
1234 	z = start_pos.z;
1235 	thisrow = point;
1236 	prevrow = 0;
1237 	for (j = 0; j <= (subdivide_d + 1); j++) {
1238 		x = start_pos.x;
1239 		for (i = 0; i <= (subdivide_w + 1); i++) {
1240 			float u = i;
1241 			float v = j;
1242 			u /= (3.0 * (subdivide_w + 1.0));
1243 			v /= (2.0 * (subdivide_d + 1.0));
1244 
1245 			/* bottom */
1246 			points.push_back(Vector3(x, start_pos.y, -z));
1247 			normals.push_back(Vector3(0.0, -1.0, 0.0));
1248 			ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
1249 			uvs.push_back(Vector2(twothirds + u, 0.5 + v));
1250 			point++;
1251 
1252 			if (i > 0 && j > 0) {
1253 				/* bottom */
1254 				indices.push_back(prevrow + i - 1);
1255 				indices.push_back(prevrow + i);
1256 				indices.push_back(thisrow + i - 1);
1257 				indices.push_back(prevrow + i);
1258 				indices.push_back(thisrow + i);
1259 				indices.push_back(thisrow + i - 1);
1260 			};
1261 
1262 			x += size.x / (subdivide_w + 1.0);
1263 		};
1264 
1265 		z += size.z / (subdivide_d + 1.0);
1266 		prevrow = thisrow;
1267 		thisrow = point;
1268 	};
1269 
1270 	p_arr[VS::ARRAY_VERTEX] = points;
1271 	p_arr[VS::ARRAY_NORMAL] = normals;
1272 	p_arr[VS::ARRAY_TANGENT] = tangents;
1273 	p_arr[VS::ARRAY_TEX_UV] = uvs;
1274 	p_arr[VS::ARRAY_INDEX] = indices;
1275 }
1276 
_bind_methods()1277 void PrismMesh::_bind_methods() {
1278 	ClassDB::bind_method(D_METHOD("set_left_to_right", "left_to_right"), &PrismMesh::set_left_to_right);
1279 	ClassDB::bind_method(D_METHOD("get_left_to_right"), &PrismMesh::get_left_to_right);
1280 
1281 	ClassDB::bind_method(D_METHOD("set_size", "size"), &PrismMesh::set_size);
1282 	ClassDB::bind_method(D_METHOD("get_size"), &PrismMesh::get_size);
1283 
1284 	ClassDB::bind_method(D_METHOD("set_subdivide_width", "segments"), &PrismMesh::set_subdivide_width);
1285 	ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PrismMesh::get_subdivide_width);
1286 	ClassDB::bind_method(D_METHOD("set_subdivide_height", "segments"), &PrismMesh::set_subdivide_height);
1287 	ClassDB::bind_method(D_METHOD("get_subdivide_height"), &PrismMesh::get_subdivide_height);
1288 	ClassDB::bind_method(D_METHOD("set_subdivide_depth", "segments"), &PrismMesh::set_subdivide_depth);
1289 	ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth);
1290 
1291 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right");
1292 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
1293 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
1294 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height");
1295 	ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
1296 }
1297 
set_left_to_right(const float p_left_to_right)1298 void PrismMesh::set_left_to_right(const float p_left_to_right) {
1299 	left_to_right = p_left_to_right;
1300 	_request_update();
1301 }
1302 
get_left_to_right() const1303 float PrismMesh::get_left_to_right() const {
1304 	return left_to_right;
1305 }
1306 
set_size(const Vector3 & p_size)1307 void PrismMesh::set_size(const Vector3 &p_size) {
1308 	size = p_size;
1309 	_request_update();
1310 }
1311 
get_size() const1312 Vector3 PrismMesh::get_size() const {
1313 	return size;
1314 }
1315 
set_subdivide_width(const int p_divisions)1316 void PrismMesh::set_subdivide_width(const int p_divisions) {
1317 	subdivide_w = p_divisions > 0 ? p_divisions : 0;
1318 	_request_update();
1319 }
1320 
get_subdivide_width() const1321 int PrismMesh::get_subdivide_width() const {
1322 	return subdivide_w;
1323 }
1324 
set_subdivide_height(const int p_divisions)1325 void PrismMesh::set_subdivide_height(const int p_divisions) {
1326 	subdivide_h = p_divisions > 0 ? p_divisions : 0;
1327 	_request_update();
1328 }
1329 
get_subdivide_height() const1330 int PrismMesh::get_subdivide_height() const {
1331 	return subdivide_h;
1332 }
1333 
set_subdivide_depth(const int p_divisions)1334 void PrismMesh::set_subdivide_depth(const int p_divisions) {
1335 	subdivide_d = p_divisions > 0 ? p_divisions : 0;
1336 	_request_update();
1337 }
1338 
get_subdivide_depth() const1339 int PrismMesh::get_subdivide_depth() const {
1340 	return subdivide_d;
1341 }
1342 
PrismMesh()1343 PrismMesh::PrismMesh() {
1344 	// defaults
1345 	left_to_right = 0.5;
1346 	size = Vector3(2.0, 2.0, 2.0);
1347 	subdivide_w = 0;
1348 	subdivide_h = 0;
1349 	subdivide_d = 0;
1350 }
1351 
1352 /**
1353   QuadMesh
1354 */
1355 
_create_mesh_array(Array & p_arr) const1356 void QuadMesh::_create_mesh_array(Array &p_arr) const {
1357 	PoolVector<Vector3> faces;
1358 	PoolVector<Vector3> normals;
1359 	PoolVector<float> tangents;
1360 	PoolVector<Vector2> uvs;
1361 
1362 	faces.resize(6);
1363 	normals.resize(6);
1364 	tangents.resize(6 * 4);
1365 	uvs.resize(6);
1366 
1367 	Vector2 _size = Vector2(size.x / 2.0f, size.y / 2.0f);
1368 
1369 	Vector3 quad_faces[4] = {
1370 		Vector3(-_size.x, -_size.y, 0),
1371 		Vector3(-_size.x, _size.y, 0),
1372 		Vector3(_size.x, _size.y, 0),
1373 		Vector3(_size.x, -_size.y, 0),
1374 	};
1375 
1376 	static const int indices[6] = {
1377 		0, 1, 2,
1378 		0, 2, 3
1379 	};
1380 
1381 	for (int i = 0; i < 6; i++) {
1382 
1383 		int j = indices[i];
1384 		faces.set(i, quad_faces[j]);
1385 		normals.set(i, Vector3(0, 0, 1));
1386 		tangents.set(i * 4 + 0, 1.0);
1387 		tangents.set(i * 4 + 1, 0.0);
1388 		tangents.set(i * 4 + 2, 0.0);
1389 		tangents.set(i * 4 + 3, 1.0);
1390 
1391 		static const Vector2 quad_uv[4] = {
1392 			Vector2(0, 1),
1393 			Vector2(0, 0),
1394 			Vector2(1, 0),
1395 			Vector2(1, 1),
1396 		};
1397 
1398 		uvs.set(i, quad_uv[j]);
1399 	}
1400 
1401 	p_arr[VS::ARRAY_VERTEX] = faces;
1402 	p_arr[VS::ARRAY_NORMAL] = normals;
1403 	p_arr[VS::ARRAY_TANGENT] = tangents;
1404 	p_arr[VS::ARRAY_TEX_UV] = uvs;
1405 }
1406 
_bind_methods()1407 void QuadMesh::_bind_methods() {
1408 	ClassDB::bind_method(D_METHOD("set_size", "size"), &QuadMesh::set_size);
1409 	ClassDB::bind_method(D_METHOD("get_size"), &QuadMesh::get_size);
1410 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
1411 }
1412 
QuadMesh()1413 QuadMesh::QuadMesh() {
1414 	primitive_type = PRIMITIVE_TRIANGLES;
1415 	size = Size2(1.0, 1.0);
1416 }
1417 
set_size(const Size2 & p_size)1418 void QuadMesh::set_size(const Size2 &p_size) {
1419 	size = p_size;
1420 	_request_update();
1421 }
1422 
get_size() const1423 Size2 QuadMesh::get_size() const {
1424 	return size;
1425 }
1426 
1427 /**
1428   SphereMesh
1429 */
1430 
_create_mesh_array(Array & p_arr) const1431 void SphereMesh::_create_mesh_array(Array &p_arr) const {
1432 	int i, j, prevrow, thisrow, point;
1433 	float x, y, z;
1434 
1435 	// set our bounding box
1436 
1437 	PoolVector<Vector3> points;
1438 	PoolVector<Vector3> normals;
1439 	PoolVector<float> tangents;
1440 	PoolVector<Vector2> uvs;
1441 	PoolVector<int> indices;
1442 	point = 0;
1443 
1444 #define ADD_TANGENT(m_x, m_y, m_z, m_d) \
1445 	tangents.push_back(m_x);            \
1446 	tangents.push_back(m_y);            \
1447 	tangents.push_back(m_z);            \
1448 	tangents.push_back(m_d);
1449 
1450 	thisrow = 0;
1451 	prevrow = 0;
1452 	for (j = 0; j <= (rings + 1); j++) {
1453 		float v = j;
1454 		float w;
1455 
1456 		v /= (rings + 1);
1457 		w = sin(Math_PI * v);
1458 		y = height * (is_hemisphere ? 1.0 : 0.5) * cos(Math_PI * v);
1459 
1460 		for (i = 0; i <= radial_segments; i++) {
1461 			float u = i;
1462 			u /= radial_segments;
1463 
1464 			x = sin(u * (Math_PI * 2.0));
1465 			z = cos(u * (Math_PI * 2.0));
1466 
1467 			if (is_hemisphere && y < 0.0) {
1468 				points.push_back(Vector3(x * radius * w, 0.0, z * radius * w));
1469 				normals.push_back(Vector3(0.0, -1.0, 0.0));
1470 			} else {
1471 				Vector3 p = Vector3(x * radius * w, y, z * radius * w);
1472 				points.push_back(p);
1473 				normals.push_back(p.normalized());
1474 			};
1475 			ADD_TANGENT(z, 0.0, -x, 1.0)
1476 			uvs.push_back(Vector2(u, v));
1477 			point++;
1478 
1479 			if (i > 0 && j > 0) {
1480 				indices.push_back(prevrow + i - 1);
1481 				indices.push_back(prevrow + i);
1482 				indices.push_back(thisrow + i - 1);
1483 
1484 				indices.push_back(prevrow + i);
1485 				indices.push_back(thisrow + i);
1486 				indices.push_back(thisrow + i - 1);
1487 			};
1488 		};
1489 
1490 		prevrow = thisrow;
1491 		thisrow = point;
1492 	};
1493 
1494 	p_arr[VS::ARRAY_VERTEX] = points;
1495 	p_arr[VS::ARRAY_NORMAL] = normals;
1496 	p_arr[VS::ARRAY_TANGENT] = tangents;
1497 	p_arr[VS::ARRAY_TEX_UV] = uvs;
1498 	p_arr[VS::ARRAY_INDEX] = indices;
1499 }
1500 
_bind_methods()1501 void SphereMesh::_bind_methods() {
1502 	ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereMesh::set_radius);
1503 	ClassDB::bind_method(D_METHOD("get_radius"), &SphereMesh::get_radius);
1504 	ClassDB::bind_method(D_METHOD("set_height", "height"), &SphereMesh::set_height);
1505 	ClassDB::bind_method(D_METHOD("get_height"), &SphereMesh::get_height);
1506 
1507 	ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &SphereMesh::set_radial_segments);
1508 	ClassDB::bind_method(D_METHOD("get_radial_segments"), &SphereMesh::get_radial_segments);
1509 	ClassDB::bind_method(D_METHOD("set_rings", "rings"), &SphereMesh::set_rings);
1510 	ClassDB::bind_method(D_METHOD("get_rings"), &SphereMesh::get_rings);
1511 
1512 	ClassDB::bind_method(D_METHOD("set_is_hemisphere", "is_hemisphere"), &SphereMesh::set_is_hemisphere);
1513 	ClassDB::bind_method(D_METHOD("get_is_hemisphere"), &SphereMesh::get_is_hemisphere);
1514 
1515 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_radius", "get_radius");
1516 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_height", "get_height");
1517 	ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_radial_segments", "get_radial_segments");
1518 	ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1,or_greater"), "set_rings", "get_rings");
1519 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_hemisphere"), "set_is_hemisphere", "get_is_hemisphere");
1520 }
1521 
set_radius(const float p_radius)1522 void SphereMesh::set_radius(const float p_radius) {
1523 	radius = p_radius;
1524 	_request_update();
1525 }
1526 
get_radius() const1527 float SphereMesh::get_radius() const {
1528 	return radius;
1529 }
1530 
set_height(const float p_height)1531 void SphereMesh::set_height(const float p_height) {
1532 	height = p_height;
1533 	_request_update();
1534 }
1535 
get_height() const1536 float SphereMesh::get_height() const {
1537 	return height;
1538 }
1539 
set_radial_segments(const int p_radial_segments)1540 void SphereMesh::set_radial_segments(const int p_radial_segments) {
1541 	radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
1542 	_request_update();
1543 }
1544 
get_radial_segments() const1545 int SphereMesh::get_radial_segments() const {
1546 	return radial_segments;
1547 }
1548 
set_rings(const int p_rings)1549 void SphereMesh::set_rings(const int p_rings) {
1550 	rings = p_rings > 1 ? p_rings : 1;
1551 	_request_update();
1552 }
1553 
get_rings() const1554 int SphereMesh::get_rings() const {
1555 	return rings;
1556 }
1557 
set_is_hemisphere(const bool p_is_hemisphere)1558 void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) {
1559 	is_hemisphere = p_is_hemisphere;
1560 	_request_update();
1561 }
1562 
get_is_hemisphere() const1563 bool SphereMesh::get_is_hemisphere() const {
1564 	return is_hemisphere;
1565 }
1566 
SphereMesh()1567 SphereMesh::SphereMesh() {
1568 	// defaults
1569 	radius = 1.0;
1570 	height = 2.0;
1571 	radial_segments = 64;
1572 	rings = 32;
1573 	is_hemisphere = false;
1574 }
1575 
1576 /**
1577   PointMesh
1578 */
1579 
_create_mesh_array(Array & p_arr) const1580 void PointMesh::_create_mesh_array(Array &p_arr) const {
1581 	PoolVector<Vector3> faces;
1582 	faces.resize(1);
1583 	faces.set(0, Vector3(0.0, 0.0, 0.0));
1584 
1585 	p_arr[VS::ARRAY_VERTEX] = faces;
1586 }
1587 
PointMesh()1588 PointMesh::PointMesh() {
1589 	primitive_type = PRIMITIVE_POINTS;
1590 }
1591