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Rename CubeMesh BoxMesh
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@ -1,11 +1,11 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CubeMesh" inherits="PrimitiveMesh" version="4.0">
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<class name="BoxMesh" inherits="PrimitiveMesh" version="4.0">
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<brief_description>
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Generate an axis-aligned cuboid [PrimitiveMesh].
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Generate an axis-aligned box [PrimitiveMesh].
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</brief_description>
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<description>
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Generate an axis-aligned cuboid [PrimitiveMesh].
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The cube's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code].
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Generate an axis-aligned box [PrimitiveMesh].
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The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material's UV property to [code]Vector3(3, 2, 1)[/code].
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</description>
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<tutorials>
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</tutorials>
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@ -13,7 +13,7 @@
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</methods>
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<members>
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<member name="size" type="Vector3" setter="set_size" getter="get_size" default="Vector3( 2, 2, 2 )">
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Size of the cuboid mesh.
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Size of the box mesh.
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</member>
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<member name="subdivide_depth" type="int" setter="set_subdivide_depth" getter="get_subdivide_depth" default="0">
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Number of extra edge loops inserted along the Z axis.
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@ -10,7 +10,7 @@
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[codeblocks]
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[gdscript]
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var mesh = ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new().get_mesh_arrays())
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, BoxMesh.new().get_mesh_arrays())
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var mdt = MeshDataTool.new()
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mdt.create_from_surface(mesh, 0)
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for i in range(mdt.get_vertex_count()):
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@ -27,7 +27,7 @@
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[/gdscript]
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[csharp]
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var mesh = new ArrayMesh();
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mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new CubeMesh().GetMeshArrays());
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mesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, new BoxMesh().GetMeshArrays());
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var mdt = new MeshDataTool();
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mdt.CreateFromSurface(mesh, 0);
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for (var i = 0; i < mdt.GetVertexCount(); i++)
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@ -4,7 +4,7 @@
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Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh.
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</brief_description>
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<description>
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Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh].
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Base class for all primitive meshes. Handles applying a [Material] to a primitive mesh. Examples include [BoxMesh], [CapsuleMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh].
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</description>
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<tutorials>
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</tutorials>
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@ -873,7 +873,7 @@ Ref<Texture2D> CodeTextEditor::_get_completion_icon(const ScriptCodeCompletionOp
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tex = get_theme_icon("MemberMethod", "EditorIcons");
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break;
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case ScriptCodeCompletionOption::KIND_PLAIN_TEXT:
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tex = get_theme_icon("CubeMesh", "EditorIcons");
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tex = get_theme_icon("BoxMesh", "EditorIcons");
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break;
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default:
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tex = get_theme_icon("String", "EditorIcons");
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Before Width: | Height: | Size: 334 B After Width: | Height: | Size: 334 B |
@ -398,10 +398,10 @@ void EditorNode3DGizmo::add_handles(const Vector<Vector3> &p_handles, const Ref<
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void EditorNode3DGizmo::add_solid_box(Ref<Material> &p_material, Vector3 p_size, Vector3 p_position) {
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ERR_FAIL_COND(!spatial_node);
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CubeMesh cubem;
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cubem.set_size(p_size);
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BoxMesh box_mesh;
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box_mesh.set_size(p_size);
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Array arrays = cubem.surface_get_arrays(0);
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Array arrays = box_mesh.surface_get_arrays(0);
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PackedVector3Array vertex = arrays[RS::ARRAY_VERTEX];
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Vector3 *w = vertex.ptrw();
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@ -412,7 +412,7 @@ void EditorNode3DGizmo::add_solid_box(Ref<Material> &p_material, Vector3 p_size,
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arrays[RS::ARRAY_VERTEX] = vertex;
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Ref<ArrayMesh> m = memnew(ArrayMesh);
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m->add_surface_from_arrays(cubem.surface_get_primitive_type(0), arrays);
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m->add_surface_from_arrays(box_mesh.surface_get_primitive_type(0), arrays);
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m->surface_set_material(0, p_material);
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add_mesh(m);
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}
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@ -55,7 +55,7 @@ class MaterialEditor : public Control {
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Camera3D *camera;
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Ref<SphereMesh> sphere_mesh;
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Ref<CubeMesh> box_mesh;
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Ref<BoxMesh> box_mesh;
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TextureButton *sphere_switch;
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TextureButton *box_switch;
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@ -176,10 +176,10 @@ void NavigationMeshGenerator::_parse_geometry(Transform p_accumulated_transform,
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BoxShape3D *box = Object::cast_to<BoxShape3D>(*s);
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if (box) {
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Ref<CubeMesh> cube_mesh;
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cube_mesh.instance();
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cube_mesh->set_size(box->get_extents() * 2.0);
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mesh = cube_mesh;
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Ref<BoxMesh> box_mesh;
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box_mesh.instance();
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box_mesh->set_size(box->get_extents() * 2.0);
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mesh = box_mesh;
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}
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CapsuleShape3D *capsule = Object::cast_to<CapsuleShape3D>(*s);
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@ -670,8 +670,8 @@ void register_scene_types() {
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#ifndef _3D_DISABLED
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ClassDB::register_virtual_class<PrimitiveMesh>();
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ClassDB::register_class<BoxMesh>();
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ClassDB::register_class<CapsuleMesh>();
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ClassDB::register_class<CubeMesh>();
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ClassDB::register_class<CylinderMesh>();
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ClassDB::register_class<PlaneMesh>();
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ClassDB::register_class<PrismMesh>();
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@ -835,6 +835,7 @@ void register_scene_types() {
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ClassDB::add_compatibility_class("CSGShape", "CSGShape3D");
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ClassDB::add_compatibility_class("CSGSphere", "CSGSphere3D");
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ClassDB::add_compatibility_class("CSGTorus", "CSGTorus3D");
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ClassDB::add_compatibility_class("CubeMesh", "BoxMesh");
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ClassDB::add_compatibility_class("CylinderShape", "CylinderShape3D");
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ClassDB::add_compatibility_class("DirectionalLight", "DirectionalLight3D");
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ClassDB::add_compatibility_class("EditorSpatialGizmo", "EditorNode3DGizmo");
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@ -477,10 +477,10 @@ CapsuleMesh::CapsuleMesh() {
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}
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/**
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CubeMesh
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BoxMesh
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*/
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void CubeMesh::_create_mesh_array(Array &p_arr) const {
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void BoxMesh::_create_mesh_array(Array &p_arr) const {
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int i, j, prevrow, thisrow, point;
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float x, y, z;
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float onethird = 1.0 / 3.0;
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@ -672,16 +672,16 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
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p_arr[RS::ARRAY_INDEX] = indices;
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}
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void CubeMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_size", "size"), &CubeMesh::set_size);
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ClassDB::bind_method(D_METHOD("get_size"), &CubeMesh::get_size);
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void BoxMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_size", "size"), &BoxMesh::set_size);
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ClassDB::bind_method(D_METHOD("get_size"), &BoxMesh::get_size);
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ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &CubeMesh::set_subdivide_width);
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ClassDB::bind_method(D_METHOD("get_subdivide_width"), &CubeMesh::get_subdivide_width);
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ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &CubeMesh::set_subdivide_height);
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ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height);
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ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &CubeMesh::set_subdivide_depth);
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ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth);
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ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &BoxMesh::set_subdivide_width);
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ClassDB::bind_method(D_METHOD("get_subdivide_width"), &BoxMesh::get_subdivide_width);
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ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &BoxMesh::set_subdivide_height);
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ClassDB::bind_method(D_METHOD("get_subdivide_height"), &BoxMesh::get_subdivide_height);
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ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &BoxMesh::set_subdivide_depth);
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ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &BoxMesh::get_subdivide_depth);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width");
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@ -689,43 +689,43 @@ void CubeMesh::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth");
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}
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void CubeMesh::set_size(const Vector3 &p_size) {
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void BoxMesh::set_size(const Vector3 &p_size) {
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size = p_size;
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_request_update();
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}
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Vector3 CubeMesh::get_size() const {
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Vector3 BoxMesh::get_size() const {
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return size;
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}
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void CubeMesh::set_subdivide_width(const int p_divisions) {
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void BoxMesh::set_subdivide_width(const int p_divisions) {
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subdivide_w = p_divisions > 0 ? p_divisions : 0;
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_request_update();
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}
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int CubeMesh::get_subdivide_width() const {
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int BoxMesh::get_subdivide_width() const {
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return subdivide_w;
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}
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void CubeMesh::set_subdivide_height(const int p_divisions) {
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void BoxMesh::set_subdivide_height(const int p_divisions) {
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subdivide_h = p_divisions > 0 ? p_divisions : 0;
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_request_update();
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}
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int CubeMesh::get_subdivide_height() const {
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int BoxMesh::get_subdivide_height() const {
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return subdivide_h;
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}
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void CubeMesh::set_subdivide_depth(const int p_divisions) {
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void BoxMesh::set_subdivide_depth(const int p_divisions) {
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subdivide_d = p_divisions > 0 ? p_divisions : 0;
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_request_update();
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}
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int CubeMesh::get_subdivide_depth() const {
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int BoxMesh::get_subdivide_depth() const {
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return subdivide_d;
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}
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CubeMesh::CubeMesh() {
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BoxMesh::BoxMesh() {
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// defaults
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size = Vector3(2.0, 2.0, 2.0);
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subdivide_w = 0;
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};
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/**
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Similar to test cube but with subdivision support and different texture coordinates
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A box
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*/
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class CubeMesh : public PrimitiveMesh {
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GDCLASS(CubeMesh, PrimitiveMesh);
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class BoxMesh : public PrimitiveMesh {
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GDCLASS(BoxMesh, PrimitiveMesh);
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private:
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Vector3 size;
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@ -158,7 +158,7 @@ public:
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void set_subdivide_depth(const int p_divisions);
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int get_subdivide_depth() const;
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CubeMesh();
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BoxMesh();
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};
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/**
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