#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; bool use_collision; Ref root_collision_shape; RID root_collision_instance; Ref 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 vertices; PoolVector normals; PoolVector uvs; Ref material; int last_added; PoolVector::Write verticesw; PoolVector::Write normalsw; PoolVector::Write uvsw; }; void _update_shape(); protected: void _notification(int p_what); virtual CSGBrush *_build_brush(AABB *r_aabb) = 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 get_brush_faces(); virtual AABB get_aabb() const; virtual PoolVector get_faces(uint32_t p_usage_flags) const; void set_use_collision(bool p_enable); bool is_using_collision() const; bool is_root_shape() const; CSGShape(); ~CSGShape(); }; VARIANT_ENUM_CAST(CSGShape::Operation) class CSGCombiner : public CSGShape { GDCLASS(CSGCombiner, CSGShape) private: float snap; virtual CSGBrush *_build_brush(AABB *r_aabb); protected: static void _bind_methods(); public: void set_snap(float p_snap); float get_snap() const; CSGCombiner(); }; class CSGPrimitive : public CSGShape { GDCLASS(CSGPrimitive, CSGShape) private: bool invert_faces; protected: CSGBrush *_create_brush_from_arrays(const PoolVector &p_vertices, const PoolVector &p_uv, const PoolVector &p_smooth, const PoolVector > &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(AABB *r_aabb); Ref mesh; void _mesh_changed(); protected: static void _bind_methods(); public: void set_mesh(const Ref &p_mesh); Ref get_mesh(); }; class CSGSphere : public CSGPrimitive { GDCLASS(CSGSphere, CSGPrimitive) virtual CSGBrush *_build_brush(AABB *r_aabb); Ref 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 &p_material); Ref 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(AABB *r_aabb); Ref 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 &p_material); Ref get_material() const; CSGBox(); }; class CSGCylinder : public CSGPrimitive { GDCLASS(CSGCylinder, CSGPrimitive) virtual CSGBrush *_build_brush(AABB *r_aabb); Ref 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 &p_material); Ref get_material() const; CSGCylinder(); }; class CSGTorus : public CSGPrimitive { GDCLASS(CSGTorus, CSGPrimitive) virtual CSGBrush *_build_brush(AABB *r_aabb); Ref 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 &p_material); Ref 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(AABB *r_aabb); Vector polygon; Ref 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 &p_polygon); Vector 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 &p_material); Ref get_material() const; CSGPolygon(); }; VARIANT_ENUM_CAST(CSGPolygon::Mode) VARIANT_ENUM_CAST(CSGPolygon::PathRotation) #endif // CSG_SHAPE_H