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154 | /**************************************************************************/
/* immediate_geometry.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "immediate_geometry.h"
void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive, const Ref<Texture> &p_texture) {
VS::get_singleton()->immediate_begin(im, (VS::PrimitiveType)p_primitive, p_texture.is_valid() ? p_texture->get_rid() : RID());
if (p_texture.is_valid()) {
cached_textures.push_back(p_texture);
}
}
void ImmediateGeometry::set_normal(const Vector3 &p_normal) {
VS::get_singleton()->immediate_normal(im, p_normal);
}
void ImmediateGeometry::set_tangent(const Plane &p_tangent) {
VS::get_singleton()->immediate_tangent(im, p_tangent);
}
void ImmediateGeometry::set_color(const Color &p_color) {
VS::get_singleton()->immediate_color(im, p_color);
}
void ImmediateGeometry::set_uv(const Vector2 &p_uv) {
VS::get_singleton()->immediate_uv(im, p_uv);
}
void ImmediateGeometry::set_uv2(const Vector2 &p_uv2) {
VS::get_singleton()->immediate_uv2(im, p_uv2);
}
void ImmediateGeometry::add_vertex(const Vector3 &p_vertex) {
VS::get_singleton()->immediate_vertex(im, p_vertex);
if (empty) {
aabb.position = p_vertex;
aabb.size = Vector3();
empty = false;
} else {
aabb.expand_to(p_vertex);
}
}
void ImmediateGeometry::end() {
VS::get_singleton()->immediate_end(im);
}
void ImmediateGeometry::clear() {
VS::get_singleton()->immediate_clear(im);
empty = true;
cached_textures.clear();
}
AABB ImmediateGeometry::get_aabb() const {
return aabb;
}
PoolVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
void ImmediateGeometry::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
for (int i = 1; i <= p_lats; i++) {
double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for (int j = p_lons; j >= 1; j--) {
double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
double lng1 = 2 * Math_PI * (double)(j) / p_lons;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
Vector3 v[4] = {
Vector3(x1 * zr0, z0, y1 * zr0),
Vector3(x1 * zr1, z1, y1 * zr1),
Vector3(x0 * zr1, z1, y0 * zr1),
Vector3(x0 * zr0, z0, y0 * zr0)
};
#define ADD_POINT(m_idx) \
if (p_add_uv) { \
set_uv(Vector2(Math::atan2(v[m_idx].x, v[m_idx].z) / Math_PI * 0.5 + 0.5, v[m_idx].y * 0.5 + 0.5)); \
set_tangent(Plane(Vector3(-v[m_idx].z, v[m_idx].y, v[m_idx].x), 1)); \
} \
set_normal(v[m_idx]); \
add_vertex(v[m_idx] * p_radius);
ADD_POINT(0);
ADD_POINT(1);
ADD_POINT(2);
ADD_POINT(2);
ADD_POINT(3);
ADD_POINT(0);
}
}
}
void ImmediateGeometry::_bind_methods() {
ClassDB::bind_method(D_METHOD("begin", "primitive", "texture"), &ImmediateGeometry::begin, DEFVAL(Ref<Texture>()));
ClassDB::bind_method(D_METHOD("set_normal", "normal"), &ImmediateGeometry::set_normal);
ClassDB::bind_method(D_METHOD("set_tangent", "tangent"), &ImmediateGeometry::set_tangent);
ClassDB::bind_method(D_METHOD("set_color", "color"), &ImmediateGeometry::set_color);
ClassDB::bind_method(D_METHOD("set_uv", "uv"), &ImmediateGeometry::set_uv);
ClassDB::bind_method(D_METHOD("set_uv2", "uv"), &ImmediateGeometry::set_uv2);
ClassDB::bind_method(D_METHOD("add_vertex", "position"), &ImmediateGeometry::add_vertex);
ClassDB::bind_method(D_METHOD("add_sphere", "lats", "lons", "radius", "add_uv"), &ImmediateGeometry::add_sphere, DEFVAL(true));
ClassDB::bind_method(D_METHOD("end"), &ImmediateGeometry::end);
ClassDB::bind_method(D_METHOD("clear"), &ImmediateGeometry::clear);
}
ImmediateGeometry::ImmediateGeometry() {
im = RID_PRIME(VisualServer::get_singleton()->immediate_create());<--- Variable 'im' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'im' a value by passing the value to the constructor in the initialization list.
set_base(im);
empty = true;
}
ImmediateGeometry::~ImmediateGeometry() {
VisualServer::get_singleton()->free(im);
}
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