/*************************************************************************/
/*  primitive_meshes.h                                                   */
/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
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#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;
	bool flip_faces;

	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 void surface_set_material(int p_idx, const Ref<Material> &p_material);
	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;

	void set_flip_faces(bool p_enable);
	bool get_flip_faces() 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();
};

/**
	A single point for use in particle systems
*/

class PointMesh : public PrimitiveMesh {

	GDCLASS(PointMesh, PrimitiveMesh)

protected:
	virtual void _create_mesh_array(Array &p_arr) const;

public:
	PointMesh();
};

#endif