1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
|
/*************************************************************************/
/* primitive_meshes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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...
/**
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;
mutable int array_len = 0;
mutable int index_array_len = 0;
Ref<Material> material;
bool flip_faces = false;
// make sure we do an update after we've finished constructing our object
mutable bool pending_request = true;
void _update() const;
protected:
// assume primitive triangles as the type, correct for all but one and it will change this :)
Mesh::PrimitiveType primitive_type = Mesh::PRIMITIVE_TRIANGLES;
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const {}
void _request_update();
GDVIRTUAL0RC(Array, _create_mesh_array)
public:
virtual int get_surface_count() const override;
virtual int surface_get_array_len(int p_idx) const override;
virtual int surface_get_array_index_len(int p_idx) const override;
virtual Array surface_get_arrays(int p_surface) const override;
virtual Array surface_get_blend_shape_arrays(int p_surface) const override;
virtual Dictionary surface_get_lods(int p_surface) const override;
virtual uint32_t surface_get_format(int p_idx) const override;
virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const override;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override;
virtual Ref<Material> surface_get_material(int p_idx) const override;
virtual int get_blend_shape_count() const override;
virtual StringName get_blend_shape_name(int p_index) const override;
virtual void set_blend_shape_name(int p_index, const StringName &p_name) override;
virtual AABB get_aabb() const override;
virtual RID get_rid() const override;
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 = 0.5;
float height = 2.0;
int radial_segments = 64;
int rings = 8;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
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_segments);
int get_radial_segments() const;
void set_rings(const int p_rings);
int get_rings() const;
CapsuleMesh();
};
/**
A box
*/
class BoxMesh : public PrimitiveMesh {
GDCLASS(BoxMesh, PrimitiveMesh);
private:
Vector3 size = Vector3(1, 1, 1);
int subdivide_w = 0;
int subdivide_h = 0;
int subdivide_d = 0;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
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;
BoxMesh();
};
/**
A cylinder
*/
class CylinderMesh : public PrimitiveMesh {
GDCLASS(CylinderMesh, PrimitiveMesh);
private:
float top_radius = 0.5;
float bottom_radius = 0.5;
float height = 2.0;
int radial_segments = 64;
int rings = 4;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
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 = Size2(2.0, 2.0);
int subdivide_w = 0;
int subdivide_d = 0;
Vector3 center_offset;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
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;
void set_center_offset(const Vector3 p_offset);
Vector3 get_center_offset() const;
PlaneMesh();
};
/**
A prism shapen, handy for ramps, triangles, etc.
*/
class PrismMesh : public PrimitiveMesh {
GDCLASS(PrismMesh, PrimitiveMesh);
private:
float left_to_right = 0.5;
Vector3 size = Vector3(2.0, 2.0, 2.0);
int subdivide_w = 0;
int subdivide_h = 0;
int subdivide_d = 0;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
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 = Size2(1.0, 1.0);
Vector3 center_offset;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
public:
virtual uint32_t surface_get_format(int p_idx) const override;
QuadMesh();
void set_size(const Size2 &p_size);
Size2 get_size() const;
void set_center_offset(const Vector3 p_offset);
Vector3 get_center_offset() const;
};
/**
A sphere..
*/
class SphereMesh : public PrimitiveMesh {
GDCLASS(SphereMesh, PrimitiveMesh);
private:
float radius = 1.0;
float height = 2.0;
int radial_segments = 64;
int rings = 32;
bool is_hemisphere = false;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
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 override;
public:
PointMesh();
};
class TubeTrailMesh : public PrimitiveMesh {
GDCLASS(TubeTrailMesh, PrimitiveMesh);
private:
float radius = 1.0;
int radial_steps = 8;
int sections = 5;
float section_length = 0.2;
int section_rings = 3;
Ref<Curve> curve;
void _curve_changed();
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
public:
void set_radius(const float p_radius);
float get_radius() const;
void set_radial_steps(const int p_radial_steps);
int get_radial_steps() const;
void set_sections(const int p_sections);
int get_sections() const;
void set_section_length(float p_sectionlength);
float get_section_length() const;
void set_section_rings(const int p_section_rings);
int get_section_rings() const;
void set_curve(const Ref<Curve> &p_curve);
Ref<Curve> get_curve() const;
virtual int get_builtin_bind_pose_count() const override;
virtual Transform3D get_builtin_bind_pose(int p_index) const override;
TubeTrailMesh();
};
class RibbonTrailMesh : public PrimitiveMesh {
GDCLASS(RibbonTrailMesh, PrimitiveMesh);
public:
enum Shape {
SHAPE_FLAT,
SHAPE_CROSS
};
private:
float size = 1.0;
int sections = 5;
float section_length = 0.2;
int section_segments = 3;
Shape shape = SHAPE_CROSS;
Ref<Curve> curve;
void _curve_changed();
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const override;
public:
void set_shape(Shape p_shape);
Shape get_shape() const;
void set_size(const float p_size);
float get_size() const;
void set_sections(const int p_sections);
int get_sections() const;
void set_section_length(float p_sectionlength);
float get_section_length() const;
void set_section_segments(const int p_section_segments);
int get_section_segments() const;
void set_curve(const Ref<Curve> &p_curve);
Ref<Curve> get_curve() const;
virtual int get_builtin_bind_pose_count() const override;
virtual Transform3D get_builtin_bind_pose(int p_index) const override;
RibbonTrailMesh();
};
VARIANT_ENUM_CAST(RibbonTrailMesh::Shape)
#endif
|