virtualx-engine/scene/resources/primitive_meshes.h
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

336 lines
8.5 KiB
C++

/*************************************************************************/
/* primitive_meshes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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...
/**
@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;
mutable int index_array_len;
Ref<Material> material;
bool flip_faces;
mutable bool pending_request;
void _update() const;
protected:
Mesh::PrimitiveType primitive_type;
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const = 0;
void _request_update();
public:
virtual int get_surface_count() const;
virtual int surface_get_array_len(int p_idx) const;
virtual int surface_get_array_index_len(int p_idx) const;
virtual Array surface_get_arrays(int p_surface) const;
virtual Array surface_get_blend_shape_arrays(int p_surface) const;
virtual Dictionary surface_get_lods(int p_surface) const;
virtual uint32_t surface_get_format(int p_idx) const;
virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
virtual Ref<Material> surface_get_material(int p_idx) const;
virtual int get_blend_shape_count() const;
virtual StringName get_blend_shape_name(int p_index) const;
virtual AABB get_aabb() const;
virtual RID get_rid() const;
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;
float mid_height;
int radial_segments;
int rings;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
void set_radius(const float p_radius);
float get_radius() const;
void set_mid_height(const float p_mid_height);
float get_mid_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();
};
/**
Similar to test cube but with subdivision support and different texture coordinates
*/
class CubeMesh : public PrimitiveMesh {
GDCLASS(CubeMesh, PrimitiveMesh);
private:
Vector3 size;
int subdivide_w;
int subdivide_h;
int subdivide_d;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
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;
CubeMesh();
};
/**
A cylinder
*/
class CylinderMesh : public PrimitiveMesh {
GDCLASS(CylinderMesh, PrimitiveMesh);
private:
float top_radius;
float bottom_radius;
float height;
int radial_segments;
int rings;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
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;
int subdivide_w;
int subdivide_d;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
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;
PlaneMesh();
};
/**
A prism shapen, handy for ramps, triangles, etc.
*/
class PrismMesh : public PrimitiveMesh {
GDCLASS(PrismMesh, PrimitiveMesh);
private:
float left_to_right;
Vector3 size;
int subdivide_w;
int subdivide_h;
int subdivide_d;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
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;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
public:
QuadMesh();
void set_size(const Size2 &p_size);
Size2 get_size() const;
};
/**
A sphere..
*/
class SphereMesh : public PrimitiveMesh {
GDCLASS(SphereMesh, PrimitiveMesh);
private:
float radius;
float height;
int radial_segments;
int rings;
bool is_hemisphere;
protected:
static void _bind_methods();
virtual void _create_mesh_array(Array &p_arr) const;
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;
public:
PointMesh();
};
#endif