/*************************************************************************/ /* csg_shape.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 CSG_SHAPE_H #define CSG_SHAPE_H #define CSGJS_HEADER_ONLY #include "csg.h" #include "scene/3d/visual_instance_3d.h" #include "scene/resources/concave_polygon_shape_3d.h" #include "thirdparty/misc/mikktspace.h" class CSGShape3D : public GeometryInstance3D { GDCLASS(CSGShape3D, GeometryInstance3D); public: enum Operation { OPERATION_UNION, OPERATION_INTERSECTION, OPERATION_SUBTRACTION, }; private: Operation operation = OPERATION_UNION; CSGShape3D *parent = nullptr; CSGBrush *brush = nullptr; AABB node_aabb; bool dirty = false; float snap = 0.001; bool use_collision = false; uint32_t collision_layer = 1; uint32_t collision_mask = 1; Ref root_collision_shape; RID root_collision_instance; bool calculate_tangents = true; 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 { Vector vertices; Vector normals; Vector uvs; Vector tans; Ref material; int last_added = 0; Vector3 *verticesw = nullptr; Vector3 *normalsw = nullptr; Vector2 *uvsw = nullptr; real_t *tansw = nullptr; }; //mikktspace callbacks static int mikktGetNumFaces(const SMikkTSpaceContext *pContext); static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace); static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert); static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert); static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert); static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT, const tbool bIsOrientationPreserving, const int iFace, const int iVert); void _update_shape(); protected: void _notification(int p_what); virtual CSGBrush *_build_brush() = 0; void _make_dirty(); static void _bind_methods(); friend class CSGCombiner3D; CSGBrush *_get_brush(); virtual void _validate_property(PropertyInfo &property) const override; public: Array get_meshes() const; void set_operation(Operation p_operation); Operation get_operation() const; virtual Vector get_brush_faces(); virtual AABB get_aabb() const override; virtual Vector get_faces(uint32_t p_usage_flags) const override; void set_use_collision(bool p_enable); bool is_using_collision() const; void set_collision_layer(uint32_t p_layer); uint32_t get_collision_layer() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_layer_bit(int p_bit, bool p_value); bool get_collision_layer_bit(int p_bit) const; void set_collision_mask_bit(int p_bit, bool p_value); bool get_collision_mask_bit(int p_bit) const; void set_snap(float p_snap); float get_snap() const; void set_calculate_tangents(bool p_calculate_tangents); bool is_calculating_tangents() const; bool is_root_shape() const; CSGShape3D(); ~CSGShape3D(); }; VARIANT_ENUM_CAST(CSGShape3D::Operation) class CSGCombiner3D : public CSGShape3D { GDCLASS(CSGCombiner3D, CSGShape3D); private: virtual CSGBrush *_build_brush() override; public: CSGCombiner3D(); }; class CSGPrimitive3D : public CSGShape3D { GDCLASS(CSGPrimitive3D, CSGShape3D); private: bool invert_faces; protected: CSGBrush *_create_brush_from_arrays(const Vector &p_vertices, const Vector &p_uv, const Vector &p_smooth, const Vector> &p_materials); static void _bind_methods(); public: void set_invert_faces(bool p_invert); bool is_inverting_faces(); CSGPrimitive3D(); }; class CSGMesh3D : public CSGPrimitive3D { GDCLASS(CSGMesh3D, CSGPrimitive3D); virtual CSGBrush *_build_brush() override; Ref mesh; Ref material; void _mesh_changed(); protected: static void _bind_methods(); public: void set_mesh(const Ref &p_mesh); Ref get_mesh(); void set_material(const Ref &p_material); Ref get_material() const; }; class CSGSphere3D : public CSGPrimitive3D { GDCLASS(CSGSphere3D, CSGPrimitive3D); virtual CSGBrush *_build_brush() override; 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; CSGSphere3D(); }; class CSGBox3D : public CSGPrimitive3D { GDCLASS(CSGBox3D, CSGPrimitive3D); virtual CSGBrush *_build_brush() override; Ref material; Vector3 size = Vector3(2, 2, 2); protected: static void _bind_methods(); public: void set_size(const Vector3 &p_size); Vector3 get_size() const; void set_material(const Ref &p_material); Ref get_material() const; CSGBox3D() {} }; class CSGCylinder3D : public CSGPrimitive3D { GDCLASS(CSGCylinder3D, CSGPrimitive3D); virtual CSGBrush *_build_brush() override; 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; CSGCylinder3D(); }; class CSGTorus3D : public CSGPrimitive3D { GDCLASS(CSGTorus3D, CSGPrimitive3D); virtual CSGBrush *_build_brush() override; 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; CSGTorus3D(); }; class CSGPolygon3D : public CSGPrimitive3D { GDCLASS(CSGPolygon3D, CSGPrimitive3D); 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() override; Vector polygon; Ref material; Mode mode; float depth; float spin_degrees; int spin_sides; NodePath path_node; float path_interval; PathRotation path_rotation; bool path_local; Node *path_cache; bool smooth_faces; bool path_continuous_u; bool path_joined; 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 override; 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_spin_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_path_local(bool p_enable); bool is_path_local() const; void set_path_continuous_u(bool p_enable); bool is_path_continuous_u() const; void set_path_joined(bool p_enable); bool is_path_joined() 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; CSGPolygon3D(); }; VARIANT_ENUM_CAST(CSGPolygon3D::Mode) VARIANT_ENUM_CAST(CSGPolygon3D::PathRotation) #endif // CSG_SHAPE_H