virtualx-engine/scene/resources/primitive_meshes.h
2021-09-27 13:10:34 -04:00

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/*************************************************************************/
/* primitive_meshes.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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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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;
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 = 0;
void _request_update();
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 = 1.0;
float height = 3.0;
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(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_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 = 1.0;
float bottom_radius = 1.0;
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