/*************************************************************************/ /* primitive_meshes.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 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 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; 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 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 &p_material); Ref 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