void ConcavePolygonShapeSW::_setup(DVector<Vector3> p_faces) { int src_face_count=p_faces.size(); if (src_face_count==0) { configure(AABB()); return; } ERR_FAIL_COND(src_face_count%3); src_face_count/=3; DVector<Vector3>::Read r = p_faces.read(); const Vector3 * facesr= r.ptr(); #if 0 Map<Vector3,int> point_map; List<Face> face_list; for(int i=0;i<src_face_count;i++) { Face3 faceaux; for(int j=0;j<3;j++) { faceaux.vertex[j]=facesr[i*3+j].snapped(_POINT_SNAP); //faceaux.vertex[j]=facesr[i*3+j];//facesr[i*3+j].snapped(_POINT_SNAP); } ERR_CONTINUE( faceaux.is_degenerate() ); Face face; for(int j=0;j<3;j++) { Map<Vector3,int>::Element *E=point_map.find(faceaux.vertex[j]); if (E) { face.indices[j]=E->value(); } else { face.indices[j]=point_map.size(); point_map.insert(faceaux.vertex[j],point_map.size()); } } face_list.push_back(face); } vertices.resize( point_map.size() ); DVector<Vector3>::Write vw = vertices.write(); Vector3 *verticesw=vw.ptr(); AABB _aabb; for( Map<Vector3,int>::Element *E=point_map.front();E;E=E->next()) { if (E==point_map.front()) { _aabb.pos=E->key(); } else { _aabb.expand_to(E->key()); } verticesw[E->value()]=E->key(); } point_map.clear(); // not needed anymore faces.resize(face_list.size()); DVector<Face>::Write w = faces.write(); Face *facesw=w.ptr(); int fc=0; for( List<Face>::Element *E=face_list.front();E;E=E->next()) { facesw[fc++]=E->get(); } face_list.clear(); DVector<_VolumeSW_BVH_Element> bvh_array; bvh_array.resize( fc ); DVector<_VolumeSW_BVH_Element>::Write bvhw = bvh_array.write(); _VolumeSW_BVH_Element *bvh_arrayw=bvhw.ptr(); for(int i=0;i<fc;i++) { AABB face_aabb; face_aabb.pos=verticesw[facesw[i].indices[0]]; face_aabb.expand_to( verticesw[facesw[i].indices[1]] ); face_aabb.expand_to( verticesw[facesw[i].indices[2]] ); bvh_arrayw[i].face_index=i; bvh_arrayw[i].aabb=face_aabb; bvh_arrayw[i].center=face_aabb.pos+face_aabb.size*0.5; } w=DVector<Face>::Write(); vw=DVector<Vector3>::Write(); int count=0; _VolumeSW_BVH *bvh_tree=_volume_sw_build_bvh(bvh_arrayw,fc,count); ERR_FAIL_COND(count==0); bvhw=DVector<_VolumeSW_BVH_Element>::Write(); bvh.resize( count+1 ); DVector<BVH>::Write bvhw2 = bvh.write(); BVH*bvh_arrayw2=bvhw2.ptr(); int idx=0; _fill_bvh(bvh_tree,bvh_arrayw2,idx); set_aabb(_aabb); #else DVector<_VolumeSW_BVH_Element> bvh_array; bvh_array.resize( src_face_count ); DVector<_VolumeSW_BVH_Element>::Write bvhw = bvh_array.write(); _VolumeSW_BVH_Element *bvh_arrayw=bvhw.ptr(); faces.resize(src_face_count); DVector<Face>::Write w = faces.write(); Face *facesw=w.ptr(); vertices.resize( src_face_count*3 ); DVector<Vector3>::Write vw = vertices.write(); Vector3 *verticesw=vw.ptr(); AABB _aabb; for(int i=0;i<src_face_count;i++) { Face3 face( facesr[i*3+0], facesr[i*3+1], facesr[i*3+2] ); bvh_arrayw[i].aabb=face.get_aabb(); bvh_arrayw[i].center = bvh_arrayw[i].aabb.pos + bvh_arrayw[i].aabb.size * 0.5; bvh_arrayw[i].face_index=i; facesw[i].indices[0]=i*3+0; facesw[i].indices[1]=i*3+1; facesw[i].indices[2]=i*3+2; facesw[i].normal=face.get_plane().normal; verticesw[i*3+0]=face.vertex[0]; verticesw[i*3+1]=face.vertex[1]; verticesw[i*3+2]=face.vertex[2]; if (i==0) _aabb=bvh_arrayw[i].aabb; else _aabb.merge_with(bvh_arrayw[i].aabb); } w=DVector<Face>::Write(); vw=DVector<Vector3>::Write(); int count=0; _VolumeSW_BVH *bvh_tree=_volume_sw_build_bvh(bvh_arrayw,src_face_count,count); bvh.resize( count+1 ); DVector<BVH>::Write bvhw2 = bvh.write(); BVH*bvh_arrayw2=bvhw2.ptr(); int idx=0; _fill_bvh(bvh_tree,bvh_arrayw2,idx); configure(_aabb); // this type of shape has no margin #endif }
void Sprite3D::_draw() { RID immediate = get_immediate(); VS::get_singleton()->immediate_clear(immediate); if (!texture.is_valid()) return; //no texuture no life Vector2 tsize = texture->get_size(); if (tsize.x==0 || tsize.y==0) return; Size2i s; Rect2i src_rect; if (region) { s=region_rect.size; src_rect=region_rect; } else { s = texture->get_size(); s=s/Size2i(hframes,vframes); src_rect.size=s; src_rect.pos.x+=(frame%hframes)*s.x; src_rect.pos.y+=(frame/hframes)*s.y; } Point2i ofs=get_offset(); if (is_centered()) ofs-=s/2; Rect2i dst_rect(ofs,s); Rect2 final_rect; Rect2 final_src_rect; if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect)) return; if (final_rect.size.x==0 || final_rect.size.y==0) return; Color color=_get_color_accum(); color.a*=get_opacity(); float pixel_size=get_pixel_size(); Vector2 vertices[4]={ (final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size, (final_rect.pos+final_rect.size) * pixel_size, (final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size, final_rect.pos * pixel_size, }; Vector2 uvs[4]={ final_src_rect.pos / tsize, (final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize, (final_src_rect.pos+final_src_rect.size) / tsize, (final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize, }; if (is_flipped_h()) { SWAP(uvs[0],uvs[1]); SWAP(uvs[2],uvs[3]); } if (is_flipped_v()) { SWAP(uvs[0],uvs[3]); SWAP(uvs[1],uvs[2]); } Vector3 normal; int axis = get_axis(); normal[axis]=1.0; RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate,mat); VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid()); int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); AABB aabb; for(int i=0;i<4;i++) { VS::get_singleton()->immediate_normal(immediate,normal); VS::get_singleton()->immediate_color(immediate,color); VS::get_singleton()->immediate_uv(immediate,uvs[i]); Vector3 vtx; vtx[x_axis]=vertices[i][x_axis]; vtx[y_axis]=vertices[i][y_axis]; VS::get_singleton()->immediate_vertex(immediate,vtx); if (i==0) { aabb.pos=vtx; aabb.size=Vector3(); } else { aabb.expand_to(vtx); } } set_aabb(aabb); VS::get_singleton()->immediate_end(immediate); }
void AnimatedSprite3D::_draw() { RID immediate = get_immediate(); VS::get_singleton()->immediate_clear(immediate); if (!frames.is_valid() || !frames->get_frame_count(animation) || frame<0 || frame>=frames->get_frame_count(animation)) { return; } Ref<Texture> texture = frames->get_frame(animation,frame); if (!texture.is_valid()) return; //no texuture no life Vector2 tsize = texture->get_size(); if (tsize.x==0 || tsize.y==0) return; Size2i s=tsize; Rect2i src_rect; src_rect.size=s; Point2i ofs=get_offset(); if (is_centered()) ofs-=s/2; Rect2i dst_rect(ofs,s); Rect2 final_rect; Rect2 final_src_rect; if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect)) return; if (final_rect.size.x==0 || final_rect.size.y==0) return; Color color=_get_color_accum(); color.a*=get_opacity(); float pixel_size=get_pixel_size(); Vector2 vertices[4]={ (final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size, (final_rect.pos+final_rect.size) * pixel_size, (final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size, final_rect.pos * pixel_size, }; Vector2 uvs[4]={ final_src_rect.pos / tsize, (final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize, (final_src_rect.pos+final_src_rect.size) / tsize, (final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize, }; if (is_flipped_h()) { SWAP(uvs[0],uvs[1]); SWAP(uvs[2],uvs[3]); } if (is_flipped_v()) { SWAP(uvs[0],uvs[3]); SWAP(uvs[1],uvs[2]); } Vector3 normal; int axis = get_axis(); normal[axis]=1.0; RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate,mat); VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid()); int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); if (axis!=Vector3::AXIS_Z) { SWAP(x_axis,y_axis); for(int i=0;i<4;i++) { //uvs[i] = Vector2(1.0,1.0)-uvs[i]; //SWAP(vertices[i].x,vertices[i].y); if (axis==Vector3::AXIS_Y) { vertices[i].y = - vertices[i].y; } else if (axis==Vector3::AXIS_X) { vertices[i].x = - vertices[i].x; } } } AABB aabb; for(int i=0;i<4;i++) { VS::get_singleton()->immediate_normal(immediate,normal); VS::get_singleton()->immediate_color(immediate,color); VS::get_singleton()->immediate_uv(immediate,uvs[i]); Vector3 vtx; vtx[x_axis]=vertices[i][0]; vtx[y_axis]=vertices[i][1]; VS::get_singleton()->immediate_vertex(immediate,vtx); if (i==0) { aabb.pos=vtx; aabb.size=Vector3(); } else { aabb.expand_to(vtx); } } set_aabb(aabb); VS::get_singleton()->immediate_end(immediate); }
void Sprite3D::_draw() { RID immediate = get_immediate(); VS::get_singleton()->immediate_clear(immediate); if (!texture.is_valid()) return; //no texuture no life Vector2 tsize = texture->get_size(); if (tsize.x == 0 || tsize.y == 0) return; Size2i s; Rect2i src_rect; if (region) { s = region_rect.size; src_rect = region_rect; } else { s = texture->get_size(); s = s / Size2i(hframes, vframes); src_rect.size = s; src_rect.position.x += (frame % hframes) * s.x; src_rect.position.y += (frame / hframes) * s.y; } Point2i ofs = get_offset(); if (is_centered()) ofs -= s / 2; Rect2i dst_rect(ofs, s); Rect2 final_rect; Rect2 final_src_rect; if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect)) return; if (final_rect.size.x == 0 || final_rect.size.y == 0) return; Color color = _get_color_accum(); color.a *= get_opacity(); float pixel_size = get_pixel_size(); Vector2 vertices[4] = { (final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size, (final_rect.position + final_rect.size) * pixel_size, (final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size, final_rect.position * pixel_size, }; Vector2 src_tsize = tsize; // Properly setup UVs for impostor textures (AtlasTexture). Ref<AtlasTexture> atlas_tex = texture; if (atlas_tex != NULL) { src_tsize[0] = atlas_tex->get_atlas()->get_width(); src_tsize[1] = atlas_tex->get_atlas()->get_height(); } Vector2 uvs[4] = { final_src_rect.position / src_tsize, (final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize, (final_src_rect.position + final_src_rect.size) / src_tsize, (final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize, }; if (is_flipped_h()) { SWAP(uvs[0], uvs[1]); SWAP(uvs[2], uvs[3]); } if (is_flipped_v()) { SWAP(uvs[0], uvs[3]); SWAP(uvs[1], uvs[2]); } Vector3 normal; int axis = get_axis(); normal[axis] = 1.0; RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS); VS::get_singleton()->immediate_set_material(immediate, mat); VS::get_singleton()->immediate_begin(immediate, VS::PRIMITIVE_TRIANGLE_FAN, texture->get_rid()); int x_axis = ((axis + 1) % 3); int y_axis = ((axis + 2) % 3); if (axis != Vector3::AXIS_Z) { SWAP(x_axis, y_axis); for (int i = 0; i < 4; i++) { //uvs[i] = Vector2(1.0,1.0)-uvs[i]; //SWAP(vertices[i].x,vertices[i].y); if (axis == Vector3::AXIS_Y) { vertices[i].y = -vertices[i].y; } else if (axis == Vector3::AXIS_X) { vertices[i].x = -vertices[i].x; } } } AABB aabb; for (int i = 0; i < 4; i++) { VS::get_singleton()->immediate_normal(immediate, normal); VS::get_singleton()->immediate_color(immediate, color); VS::get_singleton()->immediate_uv(immediate, uvs[i]); Vector3 vtx; vtx[x_axis] = vertices[i][0]; vtx[y_axis] = vertices[i][1]; VS::get_singleton()->immediate_vertex(immediate, vtx); if (i == 0) { aabb.position = vtx; aabb.size = Vector3(); } else { aabb.expand_to(vtx); } } set_aabb(aabb); VS::get_singleton()->immediate_end(immediate); }