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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
460 lines
12 KiB
C++
460 lines
12 KiB
C++
/**************************************************************************/
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/* csg_shape.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef CSG_SHAPE_H
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#define CSG_SHAPE_H
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#include "csg.h"
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#include "scene/3d/path_3d.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "thirdparty/misc/mikktspace.h"
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class CSGShape3D : public GeometryInstance3D {
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GDCLASS(CSGShape3D, GeometryInstance3D);
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public:
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enum Operation {
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OPERATION_UNION,
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OPERATION_INTERSECTION,
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OPERATION_SUBTRACTION,
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};
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private:
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Operation operation = OPERATION_UNION;
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CSGShape3D *parent_shape = nullptr;
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CSGBrush *brush = nullptr;
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AABB node_aabb;
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bool dirty = false;
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bool last_visible = false;
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float snap = 0.001;
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bool use_collision = false;
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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real_t collision_priority = 1.0;
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Ref<ConcavePolygonShape3D> root_collision_shape;
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RID root_collision_instance;
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RID root_collision_debug_instance;
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Transform3D debug_shape_old_transform;
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bool calculate_tangents = true;
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Ref<ArrayMesh> root_mesh;
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struct Vector3Hasher {
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_ALWAYS_INLINE_ uint32_t hash(const Vector3 &p_vec3) const {
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uint32_t h = hash_murmur3_one_float(p_vec3.x);
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h = hash_murmur3_one_float(p_vec3.y, h);
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h = hash_murmur3_one_float(p_vec3.z, h);
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return h;
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}
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};
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struct ShapeUpdateSurface {
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Vector2> uvs;
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Vector<real_t> tans;
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Ref<Material> material;
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int last_added = 0;
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Vector3 *verticesw = nullptr;
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Vector3 *normalsw = nullptr;
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Vector2 *uvsw = nullptr;
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real_t *tansw = nullptr;
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};
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//mikktspace callbacks
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static int mikktGetNumFaces(const SMikkTSpaceContext *pContext);
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static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace);
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static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert);
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static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert);
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static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert);
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static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
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const tbool bIsOrientationPreserving, const int iFace, const int iVert);
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void _update_shape();
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void _update_collision_faces();
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bool _is_debug_collision_shape_visible();
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void _update_debug_collision_shape();
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void _clear_debug_collision_shape();
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void _on_transform_changed();
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protected:
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void _notification(int p_what);
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virtual CSGBrush *_build_brush() = 0;
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void _make_dirty(bool p_parent_removing = false);
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static void _bind_methods();
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friend class CSGCombiner3D;
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CSGBrush *_get_brush();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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Array get_meshes() const;
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void set_operation(Operation p_operation);
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Operation get_operation() const;
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virtual Vector<Vector3> get_brush_faces();
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virtual AABB get_aabb() const override;
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void set_use_collision(bool p_enable);
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bool is_using_collision() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_value(int p_layer_number, bool p_value);
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bool get_collision_layer_value(int p_layer_number) const;
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_collision_priority(real_t p_priority);
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real_t get_collision_priority() const;
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void set_snap(float p_snap);
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float get_snap() const;
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void set_calculate_tangents(bool p_calculate_tangents);
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bool is_calculating_tangents() const;
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bool is_root_shape() const;
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CSGShape3D();
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~CSGShape3D();
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};
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VARIANT_ENUM_CAST(CSGShape3D::Operation)
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class CSGCombiner3D : public CSGShape3D {
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GDCLASS(CSGCombiner3D, CSGShape3D);
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private:
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virtual CSGBrush *_build_brush() override;
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public:
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CSGCombiner3D();
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};
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class CSGPrimitive3D : public CSGShape3D {
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GDCLASS(CSGPrimitive3D, CSGShape3D);
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protected:
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bool flip_faces;
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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);
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static void _bind_methods();
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public:
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void set_flip_faces(bool p_invert);
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bool get_flip_faces();
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CSGPrimitive3D();
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};
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class CSGMesh3D : public CSGPrimitive3D {
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GDCLASS(CSGMesh3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Mesh> mesh;
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Ref<Material> material;
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void _mesh_changed();
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protected:
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static void _bind_methods();
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public:
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void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh();
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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};
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class CSGSphere3D : public CSGPrimitive3D {
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GDCLASS(CSGSphere3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Material> material;
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bool smooth_faces;
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float radius;
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int radial_segments;
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int rings;
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protected:
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static void _bind_methods();
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public:
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void set_radius(const float p_radius);
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float get_radius() const;
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void set_radial_segments(const int p_radial_segments);
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int get_radial_segments() const;
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void set_rings(const int p_rings);
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int get_rings() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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CSGSphere3D();
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};
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class CSGBox3D : public CSGPrimitive3D {
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GDCLASS(CSGBox3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Material> material;
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Vector3 size = Vector3(1, 1, 1);
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protected:
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static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
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// Kept for compatibility from 3.x to 4.0.
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bool _set(const StringName &p_name, const Variant &p_value);
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#endif
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public:
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void set_size(const Vector3 &p_size);
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Vector3 get_size() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGBox3D() {}
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};
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class CSGCylinder3D : public CSGPrimitive3D {
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GDCLASS(CSGCylinder3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Material> material;
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float radius;
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float height;
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int sides;
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bool cone;
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bool smooth_faces;
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protected:
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static void _bind_methods();
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public:
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void set_radius(const float p_radius);
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float get_radius() const;
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void set_height(const float p_height);
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float get_height() const;
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void set_sides(const int p_sides);
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int get_sides() const;
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void set_cone(const bool p_cone);
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bool is_cone() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGCylinder3D();
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};
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class CSGTorus3D : public CSGPrimitive3D {
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GDCLASS(CSGTorus3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Material> material;
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float inner_radius;
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float outer_radius;
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int sides;
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int ring_sides;
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bool smooth_faces;
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protected:
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static void _bind_methods();
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public:
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void set_inner_radius(const float p_inner_radius);
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float get_inner_radius() const;
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void set_outer_radius(const float p_outer_radius);
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float get_outer_radius() const;
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void set_sides(const int p_sides);
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int get_sides() const;
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void set_ring_sides(const int p_ring_sides);
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int get_ring_sides() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGTorus3D();
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};
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class CSGPolygon3D : public CSGPrimitive3D {
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GDCLASS(CSGPolygon3D, CSGPrimitive3D);
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public:
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enum Mode {
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MODE_DEPTH,
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MODE_SPIN,
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MODE_PATH
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};
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enum PathIntervalType {
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PATH_INTERVAL_DISTANCE,
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PATH_INTERVAL_SUBDIVIDE
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};
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enum PathRotation {
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PATH_ROTATION_POLYGON,
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PATH_ROTATION_PATH,
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PATH_ROTATION_PATH_FOLLOW,
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};
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private:
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virtual CSGBrush *_build_brush() override;
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Vector<Vector2> polygon;
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Ref<Material> material;
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Mode mode;
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float depth;
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float spin_degrees;
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int spin_sides;
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NodePath path_node;
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PathIntervalType path_interval_type;
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float path_interval;
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float path_simplify_angle;
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PathRotation path_rotation;
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bool path_local;
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Path3D *path = nullptr;
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bool smooth_faces;
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bool path_continuous_u;
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real_t path_u_distance;
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bool path_joined;
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bool _is_editable_3d_polygon() const;
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bool _has_editable_3d_polygon_no_depth() const;
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void _path_changed();
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void _path_exited();
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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void _notification(int p_what);
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public:
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void set_polygon(const Vector<Vector2> &p_polygon);
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Vector<Vector2> get_polygon() const;
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_depth(float p_depth);
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float get_depth() const;
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void set_spin_degrees(float p_spin_degrees);
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float get_spin_degrees() const;
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void set_spin_sides(int p_spin_sides);
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int get_spin_sides() const;
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void set_path_node(const NodePath &p_path);
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NodePath get_path_node() const;
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void set_path_interval_type(PathIntervalType p_interval_type);
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PathIntervalType get_path_interval_type() const;
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void set_path_interval(float p_interval);
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float get_path_interval() const;
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void set_path_simplify_angle(float p_angle);
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float get_path_simplify_angle() const;
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void set_path_rotation(PathRotation p_rotation);
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PathRotation get_path_rotation() const;
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void set_path_local(bool p_enable);
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bool is_path_local() const;
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void set_path_continuous_u(bool p_enable);
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bool is_path_continuous_u() const;
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void set_path_u_distance(real_t p_path_u_distance);
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real_t get_path_u_distance() const;
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void set_path_joined(bool p_enable);
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bool is_path_joined() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGPolygon3D();
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};
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VARIANT_ENUM_CAST(CSGPolygon3D::Mode)
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VARIANT_ENUM_CAST(CSGPolygon3D::PathRotation)
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VARIANT_ENUM_CAST(CSGPolygon3D::PathIntervalType)
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#endif // CSG_SHAPE_H
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