godot/modules/csg/csg_shape.h
Juan Linietsky f8520dbba7 -Changed how operators work, any shape can operate on any other
-Added some break condition for bad poly data to avoid editor freezes
2018-04-28 12:33:23 -03:00

361 lines
6.9 KiB
C++

#ifndef CSG_SHAPE_H
#define CSG_SHAPE_H
#define CSGJS_HEADER_ONLY
#include "csg.h"
#include "scene/3d/visual_instance.h"
#include "scene/resources/concave_polygon_shape.h"
class CSGShape : public VisualInstance {
GDCLASS(CSGShape, VisualInstance);
public:
enum Operation {
OPERATION_UNION,
OPERATION_INTERSECTION,
OPERATION_SUBTRACTION,
};
private:
Operation operation;
CSGShape *parent;
CSGBrush *brush;
AABB node_aabb;
bool dirty;
float snap;
bool use_collision;
Ref<ConcavePolygonShape> root_collision_shape;
RID root_collision_instance;
Ref<ArrayMesh> root_mesh;
struct Vector3Hasher {
_ALWAYS_INLINE_ uint32_t hash(const Vector3 &p_vec3) const {
uint32_t h = hash_djb2_one_float(p_vec3.x);
h = hash_djb2_one_float(p_vec3.y, h);
h = hash_djb2_one_float(p_vec3.z, h);
return h;
}
};
struct ShapeUpdateSurface {
PoolVector<Vector3> vertices;
PoolVector<Vector3> normals;
PoolVector<Vector2> uvs;
Ref<Material> material;
int last_added;
PoolVector<Vector3>::Write verticesw;
PoolVector<Vector3>::Write normalsw;
PoolVector<Vector2>::Write uvsw;
};
void _update_shape();
protected:
void _notification(int p_what);
virtual CSGBrush *_build_brush() = 0;
void _make_dirty();
static void _bind_methods();
friend class CSGCombiner;
CSGBrush *_get_brush();
virtual void _validate_property(PropertyInfo &property) const;
public:
void set_operation(Operation p_operation);
Operation get_operation() const;
virtual PoolVector<Vector3> get_brush_faces();
virtual AABB get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
void set_use_collision(bool p_enable);
bool is_using_collision() const;
void set_snap(float p_snap);
float get_snap() const;
bool is_root_shape() const;
CSGShape();
~CSGShape();
};
VARIANT_ENUM_CAST(CSGShape::Operation)
class CSGCombiner : public CSGShape {
GDCLASS(CSGCombiner, CSGShape)
private:
virtual CSGBrush *_build_brush();
public:
CSGCombiner();
};
class CSGPrimitive : public CSGShape {
GDCLASS(CSGPrimitive, CSGShape)
private:
bool invert_faces;
protected:
CSGBrush *_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials);
static void _bind_methods();
public:
void set_invert_faces(bool p_invert);
bool is_inverting_faces();
CSGPrimitive();
};
class CSGMesh : public CSGPrimitive {
GDCLASS(CSGMesh, CSGPrimitive)
virtual CSGBrush *_build_brush();
Ref<Mesh> mesh;
void _mesh_changed();
protected:
static void _bind_methods();
public:
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh();
};
class CSGSphere : public CSGPrimitive {
GDCLASS(CSGSphere, CSGPrimitive)
virtual CSGBrush *_build_brush();
Ref<Material> material;
bool smooth_faces;
float radius;
int radial_segments;
int rings;
protected:
static void _bind_methods();
public:
void set_radius(const float p_radius);
float get_radius() 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_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
void set_smooth_faces(bool p_smooth_faces);
bool get_smooth_faces() const;
CSGSphere();
};
class CSGBox : public CSGPrimitive {
GDCLASS(CSGBox, CSGPrimitive)
virtual CSGBrush *_build_brush();
Ref<Material> material;
float width;
float height;
float depth;
protected:
static void _bind_methods();
public:
void set_width(const float p_width);
float get_width() const;
void set_height(const float p_height);
float get_height() const;
void set_depth(const float p_depth);
float get_depth() const;
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
CSGBox();
};
class CSGCylinder : public CSGPrimitive {
GDCLASS(CSGCylinder, CSGPrimitive)
virtual CSGBrush *_build_brush();
Ref<Material> material;
float radius;
float height;
int sides;
bool cone;
bool smooth_faces;
protected:
static void _bind_methods();
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_sides(const int p_sides);
int get_sides() const;
void set_cone(const bool p_cone);
bool is_cone() const;
void set_smooth_faces(bool p_smooth_faces);
bool get_smooth_faces() const;
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
CSGCylinder();
};
class CSGTorus : public CSGPrimitive {
GDCLASS(CSGTorus, CSGPrimitive)
virtual CSGBrush *_build_brush();
Ref<Material> material;
float inner_radius;
float outer_radius;
int sides;
int ring_sides;
bool smooth_faces;
protected:
static void _bind_methods();
public:
void set_inner_radius(const float p_inner_radius);
float get_inner_radius() const;
void set_outer_radius(const float p_outer_radius);
float get_outer_radius() const;
void set_sides(const int p_sides);
int get_sides() const;
void set_ring_sides(const int p_ring_sides);
int get_ring_sides() const;
void set_smooth_faces(bool p_smooth_faces);
bool get_smooth_faces() const;
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
CSGTorus();
};
class CSGPolygon : public CSGPrimitive {
GDCLASS(CSGPolygon, CSGPrimitive)
public:
enum Mode {
MODE_DEPTH,
MODE_SPIN,
MODE_PATH
};
enum PathRotation {
PATH_ROTATION_POLYGON,
PATH_ROTATION_PATH,
PATH_ROTATION_PATH_FOLLOW,
};
private:
virtual CSGBrush *_build_brush();
Vector<Vector2> polygon;
Ref<Material> material;
Mode mode;
float depth;
float spin_degrees;
int spin_sides;
NodePath path_node;
float path_interval;
PathRotation path_rotation;
Node *path_cache;
bool smooth_faces;
bool _is_editable_3d_polygon() const;
bool _has_editable_3d_polygon_no_depth() const;
void _path_changed();
void _path_exited();
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;
void _notification(int p_what);
public:
void set_polygon(const Vector<Vector2> &p_polygon);
Vector<Vector2> get_polygon() const;
void set_mode(Mode p_mode);
Mode get_mode() const;
void set_depth(float p_depth);
float get_depth() const;
void set_spin_degrees(float p_spin_degrees);
float get_spin_degrees() const;
void set_spin_sides(int p_sides);
int get_spin_sides() const;
void set_path_node(const NodePath &p_path);
NodePath get_path_node() const;
void set_path_interval(float p_interval);
float get_path_interval() const;
void set_path_rotation(PathRotation p_rotation);
PathRotation get_path_rotation() const;
void set_smooth_faces(bool p_smooth_faces);
bool get_smooth_faces() const;
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
CSGPolygon();
};
VARIANT_ENUM_CAST(CSGPolygon::Mode)
VARIANT_ENUM_CAST(CSGPolygon::PathRotation)
#endif // CSG_SHAPE_H