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/*************************************************************************/
/* 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;
CSGShape3D *parent;
CSGBrush *brush;
AABB node_aabb;
bool dirty;
float snap;
bool use_collision;
uint32_t collision_layer;
uint32_t collision_mask;
Ref<ConcavePolygonShape3D> root_collision_shape;
RID root_collision_instance;
bool calculate_tangents;
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 {
Vector<Vector3> vertices;
Vector<Vector3> normals;
Vector<Vector2> uvs;
Vector<float> tans;
Ref<Material> material;
int last_added;
Vector3 *verticesw;
Vector3 *normalsw;
Vector2 *uvsw;
float *tansw;
};
//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<Vector3> get_brush_faces();
virtual AABB get_aabb() const override;
virtual Vector<Face3> 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<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &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> mesh;
Ref<Material> material;
void _mesh_changed();
protected:
static void _bind_methods();
public:
void set_mesh(const Ref<Mesh> &p_mesh);
Ref<Mesh> get_mesh();
void set_material(const Ref<Material> &p_material);
Ref<Material> get_material() const;
};
class CSGSphere3D : public CSGPrimitive3D {
GDCLASS(CSGSphere3D, CSGPrimitive3D);
virtual CSGBrush *_build_brush() override;
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;
CSGSphere3D();
};
class CSGBox3D : public CSGPrimitive3D {
GDCLASS(CSGBox3D, CSGPrimitive3D);
virtual CSGBrush *_build_brush() override;
Ref<Material> 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<Material> &p_material);
Ref<Material> get_material() const;
CSGBox3D() {}
};
class CSGCylinder3D : public CSGPrimitive3D {
GDCLASS(CSGCylinder3D, CSGPrimitive3D);
virtual CSGBrush *_build_brush() override;
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;
CSGCylinder3D();
};
class CSGTorus3D : public CSGPrimitive3D {
GDCLASS(CSGTorus3D, CSGPrimitive3D);
virtual CSGBrush *_build_brush() override;
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;
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<Vector2> polygon;
Ref<Material> 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<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_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<Material> &p_material);
Ref<Material> get_material() const;
CSGPolygon3D();
};
VARIANT_ENUM_CAST(CSGPolygon3D::Mode)
VARIANT_ENUM_CAST(CSGPolygon3D::PathRotation)
#endif // CSG_SHAPE_H
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