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- /*************************************************************************/
- /* primitive_meshes.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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. */
- /*************************************************************************/
- #ifndef PRIMITIVE_MESHES_H
- #define PRIMITIVE_MESHES_H
- #include "scene/resources/mesh.h"
- ///@TODO probably should change a few integers to unsigned integers...
- /**
- @author Bastiaan Olij <mux213@gmail.com>
- Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
- This class is set apart that it assumes a single surface is always generated for our mesh.
- */
- class PrimitiveMesh : public Mesh {
- GDCLASS(PrimitiveMesh, Mesh);
- private:
- RID mesh;
- mutable AABB aabb;
- AABB custom_aabb;
- Ref<Material> material;
- mutable bool pending_request;
- void _update() const;
- protected:
- Mesh::PrimitiveType primitive_type;
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const = 0;
- void _request_update();
- public:
- virtual int get_surface_count() const;
- virtual int surface_get_array_len(int p_idx) const;
- virtual int surface_get_array_index_len(int p_idx) const;
- virtual Array surface_get_arrays(int p_surface) const;
- virtual Array surface_get_blend_shape_arrays(int p_surface) const;
- virtual uint32_t surface_get_format(int p_idx) const;
- virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const;
- virtual Ref<Material> surface_get_material(int p_idx) const;
- virtual int get_blend_shape_count() const;
- virtual StringName get_blend_shape_name(int p_index) const;
- virtual AABB get_aabb() const;
- virtual RID get_rid() const;
- void set_material(const Ref<Material> &p_material);
- Ref<Material> get_material() const;
- Array get_mesh_arrays() const;
- void set_custom_aabb(const AABB &p_custom);
- AABB get_custom_aabb() const;
- PrimitiveMesh();
- ~PrimitiveMesh();
- };
- /**
- Mesh for a simple capsule
- */
- class CapsuleMesh : public PrimitiveMesh {
- GDCLASS(CapsuleMesh, PrimitiveMesh);
- private:
- float radius;
- float mid_height;
- int radial_segments;
- int rings;
- protected:
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const;
- public:
- void set_radius(const float p_radius);
- float get_radius() const;
- void set_mid_height(const float p_mid_height);
- float get_mid_height() const;
- void set_radial_segments(const int p_segments);
- int get_radial_segments() const;
- void set_rings(const int p_rings);
- int get_rings() const;
- CapsuleMesh();
- };
- /**
- Similar to test cube but with subdivision support and different texture coordinates
- */
- class CubeMesh : public PrimitiveMesh {
- GDCLASS(CubeMesh, PrimitiveMesh);
- private:
- Vector3 size;
- int subdivide_w;
- int subdivide_h;
- int subdivide_d;
- protected:
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const;
- public:
- void set_size(const Vector3 &p_size);
- Vector3 get_size() const;
- void set_subdivide_width(const int p_divisions);
- int get_subdivide_width() const;
- void set_subdivide_height(const int p_divisions);
- int get_subdivide_height() const;
- void set_subdivide_depth(const int p_divisions);
- int get_subdivide_depth() const;
- CubeMesh();
- };
- /**
- A cylinder
- */
- class CylinderMesh : public PrimitiveMesh {
- GDCLASS(CylinderMesh, PrimitiveMesh);
- private:
- float top_radius;
- float bottom_radius;
- float height;
- int radial_segments;
- int rings;
- protected:
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const;
- public:
- void set_top_radius(const float p_radius);
- float get_top_radius() const;
- void set_bottom_radius(const float p_radius);
- float get_bottom_radius() const;
- void set_height(const float p_height);
- float get_height() const;
- void set_radial_segments(const int p_segments);
- int get_radial_segments() const;
- void set_rings(const int p_rings);
- int get_rings() const;
- CylinderMesh();
- };
- /**
- Similar to quadmesh but with tessellation support
- */
- class PlaneMesh : public PrimitiveMesh {
- GDCLASS(PlaneMesh, PrimitiveMesh);
- private:
- Size2 size;
- int subdivide_w;
- int subdivide_d;
- protected:
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const;
- public:
- void set_size(const Size2 &p_size);
- Size2 get_size() const;
- void set_subdivide_width(const int p_divisions);
- int get_subdivide_width() const;
- void set_subdivide_depth(const int p_divisions);
- int get_subdivide_depth() const;
- PlaneMesh();
- };
- /**
- A prism shapen, handy for ramps, triangles, etc.
- */
- class PrismMesh : public PrimitiveMesh {
- GDCLASS(PrismMesh, PrimitiveMesh);
- private:
- float left_to_right;
- Vector3 size;
- int subdivide_w;
- int subdivide_h;
- int subdivide_d;
- protected:
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const;
- public:
- void set_left_to_right(const float p_left_to_right);
- float get_left_to_right() const;
- void set_size(const Vector3 &p_size);
- Vector3 get_size() const;
- void set_subdivide_width(const int p_divisions);
- int get_subdivide_width() const;
- void set_subdivide_height(const int p_divisions);
- int get_subdivide_height() const;
- void set_subdivide_depth(const int p_divisions);
- int get_subdivide_depth() const;
- PrismMesh();
- };
- /**
- Our original quadmesh...
- */
- class QuadMesh : public PrimitiveMesh {
- GDCLASS(QuadMesh, PrimitiveMesh)
- private:
- Size2 size;
- protected:
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const;
- public:
- QuadMesh();
- void set_size(const Size2 &p_size);
- Size2 get_size() const;
- };
- /**
- A sphere..
- */
- class SphereMesh : public PrimitiveMesh {
- GDCLASS(SphereMesh, PrimitiveMesh);
- private:
- float radius;
- float height;
- int radial_segments;
- int rings;
- bool is_hemisphere;
- protected:
- static void _bind_methods();
- virtual void _create_mesh_array(Array &p_arr) const;
- public:
- void set_radius(const float p_radius);
- float get_radius() const;
- void set_height(const float p_height);
- float get_height() const;
- void set_radial_segments(const int p_radial_segments);
- int get_radial_segments() const;
- void set_rings(const int p_rings);
- int get_rings() const;
- void set_is_hemisphere(const bool p_is_hemisphere);
- bool get_is_hemisphere() const;
- SphereMesh();
- };
- #endif
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