5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
132 lines
5.1 KiB
C++
132 lines
5.1 KiB
C++
/*************************************************************************/
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/* surface_tool.h */
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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) 2007-2017 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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#ifndef SURFACE_TOOL_H
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#define SURFACE_TOOL_H
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#include "mikktspace.h"
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#include "scene/resources/mesh.h"
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class SurfaceTool : public Reference {
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GDCLASS(SurfaceTool, Reference);
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public:
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Vector3 binormal;
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Vector3 tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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bool operator==(const Vertex &p_vertex) const;
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Vertex() {}
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};
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private:
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struct VertexHasher {
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static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
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};
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bool begun;
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bool first;
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Mesh::PrimitiveType primitive;
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int format;
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Ref<Material> material;
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//arrays
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List<Vertex> vertex_array;
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List<int> index_array;
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Map<int, bool> smooth_groups;
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//memory
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Color last_color;
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Vector3 last_normal;
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Vector2 last_uv;
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Vector2 last_uv2;
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Vector<int> last_bones;
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Vector<float> last_weights;
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Plane last_tangent;
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void _create_list(const Ref<Mesh> &p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index, int &lformat);
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//mikktspace callbacks
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static int mikktGetNumFaces(const SMikkTSpaceContext *pContext);
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static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace);
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static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert);
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static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert);
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static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert);
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static void mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert);
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protected:
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static void _bind_methods();
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public:
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void begin(Mesh::PrimitiveType p_primitive);
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void add_vertex(const Vector3 &p_vertex);
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void add_color(Color p_color);
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void add_normal(const Vector3 &p_normal);
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void add_tangent(const Plane &p_tangent);
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void add_uv(const Vector2 &p_uv);
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void add_uv2(const Vector2 &p_uv);
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void add_bones(const Vector<int> &p_indices);
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void add_weights(const Vector<float> &p_weights);
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void add_smooth_group(bool p_smooth);
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void add_triangle_fan(const Vector<Vector3> &p_vertexes, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>());
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void add_index(int p_index);
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void index();
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void deindex();
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void generate_normals();
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void generate_tangents();
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void add_to_format(int p_flags) { format |= p_flags; }
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void set_material(const Ref<Material> &p_material);
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void clear();
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List<Vertex> &get_vertex_array() { return vertex_array; }
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void create_from(const Ref<Mesh> &p_existing, int p_surface);
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void append_from(const Ref<Mesh> &p_existing, int p_surface, const Transform &p_xform);
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Ref<Mesh> commit(const Ref<Mesh> &p_existing = Ref<Mesh>());
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SurfaceTool();
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};
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#endif
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