f8520dbba7
-Added some break condition for bad poly data to avoid editor freezes
360 lines
6.9 KiB
C++
360 lines
6.9 KiB
C++
#ifndef CSG_SHAPE_H
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#define CSG_SHAPE_H
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#define CSGJS_HEADER_ONLY
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#include "csg.h"
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/concave_polygon_shape.h"
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class CSGShape : public VisualInstance {
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GDCLASS(CSGShape, VisualInstance);
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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;
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CSGShape *parent;
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CSGBrush *brush;
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AABB node_aabb;
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bool dirty;
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float snap;
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bool use_collision;
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Ref<ConcavePolygonShape> root_collision_shape;
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RID root_collision_instance;
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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_djb2_one_float(p_vec3.x);
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h = hash_djb2_one_float(p_vec3.y, h);
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h = hash_djb2_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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PoolVector<Vector3> vertices;
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PoolVector<Vector3> normals;
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PoolVector<Vector2> uvs;
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Ref<Material> material;
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int last_added;
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PoolVector<Vector3>::Write verticesw;
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PoolVector<Vector3>::Write normalsw;
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PoolVector<Vector2>::Write uvsw;
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};
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void _update_shape();
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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();
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static void _bind_methods();
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friend class CSGCombiner;
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CSGBrush *_get_brush();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_operation(Operation p_operation);
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Operation get_operation() const;
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virtual PoolVector<Vector3> get_brush_faces();
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virtual AABB get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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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_snap(float p_snap);
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float get_snap() const;
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bool is_root_shape() const;
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CSGShape();
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~CSGShape();
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};
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VARIANT_ENUM_CAST(CSGShape::Operation)
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class CSGCombiner : public CSGShape {
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GDCLASS(CSGCombiner, CSGShape)
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private:
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virtual CSGBrush *_build_brush();
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public:
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CSGCombiner();
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};
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class CSGPrimitive : public CSGShape {
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GDCLASS(CSGPrimitive, CSGShape)
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private:
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bool invert_faces;
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protected:
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CSGBrush *_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials);
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static void _bind_methods();
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public:
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void set_invert_faces(bool p_invert);
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bool is_inverting_faces();
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CSGPrimitive();
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};
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class CSGMesh : public CSGPrimitive {
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GDCLASS(CSGMesh, CSGPrimitive)
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virtual CSGBrush *_build_brush();
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Ref<Mesh> mesh;
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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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};
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class CSGSphere : public CSGPrimitive {
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GDCLASS(CSGSphere, CSGPrimitive)
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virtual CSGBrush *_build_brush();
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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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CSGSphere();
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};
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class CSGBox : public CSGPrimitive {
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GDCLASS(CSGBox, CSGPrimitive)
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virtual CSGBrush *_build_brush();
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Ref<Material> material;
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float width;
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float height;
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float depth;
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protected:
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static void _bind_methods();
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public:
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void set_width(const float p_width);
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float get_width() 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_depth(const float p_depth);
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float get_depth() 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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CSGBox();
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};
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class CSGCylinder : public CSGPrimitive {
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GDCLASS(CSGCylinder, CSGPrimitive)
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virtual CSGBrush *_build_brush();
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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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CSGCylinder();
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};
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class CSGTorus : public CSGPrimitive {
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GDCLASS(CSGTorus, CSGPrimitive)
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virtual CSGBrush *_build_brush();
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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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CSGTorus();
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};
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class CSGPolygon : public CSGPrimitive {
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GDCLASS(CSGPolygon, CSGPrimitive)
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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 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();
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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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float path_interval;
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PathRotation path_rotation;
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Node *path_cache;
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bool smooth_faces;
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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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virtual void _validate_property(PropertyInfo &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_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(float p_interval);
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float get_path_interval() 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_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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CSGPolygon();
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};
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VARIANT_ENUM_CAST(CSGPolygon::Mode)
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VARIANT_ENUM_CAST(CSGPolygon::PathRotation)
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#endif // CSG_SHAPE_H
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