0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
436 lines
11 KiB
C++
436 lines
11 KiB
C++
/*************************************************************************/
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/* csg_shape.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 CSG_SHAPE_H
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#define CSG_SHAPE_H
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#define CSGJS_HEADER_ONLY
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#include "csg.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "thirdparty/misc/mikktspace.h"
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class CSGShape3D : public GeometryInstance3D {
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GDCLASS(CSGShape3D, GeometryInstance3D);
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public:
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enum Operation {
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OPERATION_UNION,
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OPERATION_INTERSECTION,
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OPERATION_SUBTRACTION,
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};
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private:
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Operation operation;
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CSGShape3D *parent;
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CSGBrush *brush;
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AABB node_aabb;
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bool dirty;
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float snap;
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bool use_collision;
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uint32_t collision_layer;
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uint32_t collision_mask;
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Ref<ConcavePolygonShape3D> root_collision_shape;
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RID root_collision_instance;
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bool calculate_tangents;
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Ref<ArrayMesh> root_mesh;
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struct Vector3Hasher {
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_ALWAYS_INLINE_ uint32_t hash(const Vector3 &p_vec3) const {
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uint32_t h = hash_djb2_one_float(p_vec3.x);
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h = hash_djb2_one_float(p_vec3.y, h);
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h = hash_djb2_one_float(p_vec3.z, h);
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return h;
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}
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};
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struct ShapeUpdateSurface {
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Vector2> uvs;
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Vector<float> tans;
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Ref<Material> material;
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int last_added;
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Vector3 *verticesw;
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Vector3 *normalsw;
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Vector2 *uvsw;
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float *tansw;
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};
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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 mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
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const tbool bIsOrientationPreserving, const int iFace, const int iVert);
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void _update_shape();
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protected:
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void _notification(int p_what);
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virtual CSGBrush *_build_brush() = 0;
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void _make_dirty();
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static void _bind_methods();
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friend class CSGCombiner3D;
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CSGBrush *_get_brush();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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Array get_meshes() const;
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void set_operation(Operation p_operation);
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Operation get_operation() const;
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virtual Vector<Vector3> get_brush_faces();
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virtual AABB get_aabb() const;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const;
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void set_use_collision(bool p_enable);
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bool is_using_collision() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_bit(int p_bit, bool p_value);
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bool get_collision_layer_bit(int p_bit) const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_snap(float p_snap);
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float get_snap() const;
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void set_calculate_tangents(bool p_calculate_tangents);
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bool is_calculating_tangents() const;
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bool is_root_shape() const;
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CSGShape3D();
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~CSGShape3D();
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};
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VARIANT_ENUM_CAST(CSGShape3D::Operation)
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class CSGCombiner3D : public CSGShape3D {
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GDCLASS(CSGCombiner3D, CSGShape3D);
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private:
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virtual CSGBrush *_build_brush();
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public:
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CSGCombiner3D();
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};
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class CSGPrimitive3D : public CSGShape3D {
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GDCLASS(CSGPrimitive3D, CSGShape3D);
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private:
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bool invert_faces;
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protected:
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CSGBrush *_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials);
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static void _bind_methods();
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public:
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void set_invert_faces(bool p_invert);
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bool is_inverting_faces();
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CSGPrimitive3D();
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};
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class CSGMesh3D : public CSGPrimitive3D {
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GDCLASS(CSGMesh3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush();
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Ref<Mesh> mesh;
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Ref<Material> material;
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void _mesh_changed();
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protected:
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static void _bind_methods();
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public:
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void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh();
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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};
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class CSGSphere3D : public CSGPrimitive3D {
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GDCLASS(CSGSphere3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush();
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Ref<Material> material;
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bool smooth_faces;
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float radius;
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int radial_segments;
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int rings;
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protected:
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static void _bind_methods();
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public:
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void set_radius(const float p_radius);
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float get_radius() const;
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void set_radial_segments(const int p_radial_segments);
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int get_radial_segments() const;
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void set_rings(const int p_rings);
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int get_rings() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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CSGSphere3D();
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};
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class CSGBox3D : public CSGPrimitive3D {
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GDCLASS(CSGBox3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush();
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Ref<Material> material;
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float width;
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float height;
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float depth;
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protected:
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static void _bind_methods();
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public:
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void set_width(const float p_width);
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float get_width() const;
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void set_height(const float p_height);
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float get_height() const;
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void set_depth(const float p_depth);
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float get_depth() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGBox3D();
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};
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class CSGCylinder3D : public CSGPrimitive3D {
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GDCLASS(CSGCylinder3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush();
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Ref<Material> material;
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float radius;
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float height;
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int sides;
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bool cone;
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bool smooth_faces;
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protected:
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static void _bind_methods();
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public:
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void set_radius(const float p_radius);
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float get_radius() const;
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void set_height(const float p_height);
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float get_height() const;
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void set_sides(const int p_sides);
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int get_sides() const;
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void set_cone(const bool p_cone);
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bool is_cone() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGCylinder3D();
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};
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class CSGTorus3D : public CSGPrimitive3D {
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GDCLASS(CSGTorus3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush();
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Ref<Material> material;
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float inner_radius;
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float outer_radius;
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int sides;
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int ring_sides;
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bool smooth_faces;
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protected:
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static void _bind_methods();
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public:
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void set_inner_radius(const float p_inner_radius);
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float get_inner_radius() const;
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void set_outer_radius(const float p_outer_radius);
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float get_outer_radius() const;
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void set_sides(const int p_sides);
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int get_sides() const;
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void set_ring_sides(const int p_ring_sides);
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int get_ring_sides() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGTorus3D();
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};
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class CSGPolygon3D : public CSGPrimitive3D {
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GDCLASS(CSGPolygon3D, CSGPrimitive3D);
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public:
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enum Mode {
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MODE_DEPTH,
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MODE_SPIN,
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MODE_PATH
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};
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enum PathRotation {
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PATH_ROTATION_POLYGON,
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PATH_ROTATION_PATH,
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PATH_ROTATION_PATH_FOLLOW,
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};
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private:
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virtual CSGBrush *_build_brush();
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Vector<Vector2> polygon;
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Ref<Material> material;
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Mode mode;
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float depth;
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float spin_degrees;
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int spin_sides;
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NodePath path_node;
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float path_interval;
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PathRotation path_rotation;
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bool path_local;
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Node *path_cache;
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bool smooth_faces;
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bool path_continuous_u;
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bool path_joined;
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bool _is_editable_3d_polygon() const;
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bool _has_editable_3d_polygon_no_depth() const;
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void _path_changed();
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void _path_exited();
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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void _notification(int p_what);
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public:
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void set_polygon(const Vector<Vector2> &p_polygon);
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Vector<Vector2> get_polygon() const;
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_depth(float p_depth);
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float get_depth() const;
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void set_spin_degrees(float p_spin_degrees);
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float get_spin_degrees() const;
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void set_spin_sides(int p_spin_sides);
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int get_spin_sides() const;
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void set_path_node(const NodePath &p_path);
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NodePath get_path_node() const;
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void set_path_interval(float p_interval);
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float get_path_interval() const;
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void set_path_rotation(PathRotation p_rotation);
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PathRotation get_path_rotation() const;
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void set_path_local(bool p_enable);
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bool is_path_local() const;
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void set_path_continuous_u(bool p_enable);
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bool is_path_continuous_u() const;
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void set_path_joined(bool p_enable);
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bool is_path_joined() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGPolygon3D();
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};
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VARIANT_ENUM_CAST(CSGPolygon3D::Mode)
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VARIANT_ENUM_CAST(CSGPolygon3D::PathRotation)
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#endif // CSG_SHAPE_H
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