#ifndef CSG_SHAPE_H #define CSG_SHAPE_H /*************************************************************************/ /* csg_shape.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #define CSGJS_HEADER_ONLY #include "csg.h" #include "scene/3d/path.h" #include "scene/3d/visual_instance.h" #include "scene/resources/shapes/concave_polygon_shape.h" #include "thirdparty/misc/mikktspace.h" class MeshInstance; class CSGShape : public GeometryInstance { GDCLASS(CSGShape, GeometryInstance); public: enum Operation { OPERATION_UNION, OPERATION_INTERSECTION, OPERATION_SUBTRACTION, }; private: Operation operation; CSGShape *parent_shape; CSGBrush *brush; AABB node_aabb; bool dirty; bool last_visible = false; float snap; bool use_collision; uint32_t collision_layer; uint32_t collision_mask; Ref root_collision_shape; RID root_collision_instance; bool calculate_tangents; Ref root_mesh; struct Vector3Hasher { _ALWAYS_INLINE_ uint32_t hash(const Vector3 &p_vec3) const { uint32_t h = hash_djb2_one_float(p_vec3.x); h = hash_djb2_one_float(p_vec3.y, h); h = hash_djb2_one_float(p_vec3.z, h); return h; } }; struct ShapeUpdateSurface { PoolVector vertices; PoolVector normals; PoolVector uvs; PoolVector tans; Ref material; int last_added; PoolVector::Write verticesw; PoolVector::Write normalsw; PoolVector::Write uvsw; PoolVector::Write tansw; }; //mikktspace callbacks static int mikktGetNumFaces(const SMikkTSpaceContext *pContext); static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace); static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert); static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert); static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert); static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT, const tbool bIsOrientationPreserving, const int iFace, const int iVert); void _update_shape(); void _update_collision_faces(); protected: void _notification(int p_what); virtual CSGBrush *_build_brush() = 0; void _make_dirty(bool p_parent_removing = false); static void _bind_methods(); friend class CSGCombiner; CSGBrush *_get_brush(); virtual void _validate_property(PropertyInfo &property) const; public: Array get_meshes() const; void force_update_shape(); void set_operation(Operation p_operation); Operation get_operation() const; virtual PoolVector get_brush_faces(); virtual AABB get_aabb() const; virtual PoolVector get_faces(uint32_t p_usage_flags) const; bool split_by_surface(Vector p_destination_mesh_instances); void set_use_collision(bool p_enable); bool is_using_collision() const; void set_collision_layer(uint32_t p_layer); uint32_t get_collision_layer() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_layer_bit(int p_bit, bool p_value); bool get_collision_layer_bit(int p_bit) const; void set_collision_mask_bit(int p_bit, bool p_value); bool get_collision_mask_bit(int p_bit) const; void set_snap(float p_snap); float get_snap() const; void set_calculate_tangents(bool p_calculate_tangents); bool is_calculating_tangents() const; bool is_root_shape() const; CSGShape(); ~CSGShape(); }; VARIANT_ENUM_CAST(CSGShape::Operation) class CSGCombiner : public CSGShape { GDCLASS(CSGCombiner, CSGShape); private: virtual CSGBrush *_build_brush(); public: CSGCombiner(); }; class CSGPrimitive : public CSGShape { GDCLASS(CSGPrimitive, CSGShape); protected: bool invert_faces; CSGBrush *_create_brush_from_arrays(const PoolVector &p_vertices, const PoolVector &p_uv, const PoolVector &p_smooth, const PoolVector> &p_materials); static void _bind_methods(); public: void set_invert_faces(bool p_invert); bool is_inverting_faces(); CSGPrimitive(); }; class CSGMesh : public CSGPrimitive { GDCLASS(CSGMesh, CSGPrimitive); virtual CSGBrush *_build_brush(); Ref mesh; Ref material; void _mesh_changed(); protected: static void _bind_methods(); public: void set_mesh(const Ref &p_mesh); Ref get_mesh(); void set_material(const Ref &p_material); Ref get_material() const; }; class CSGSphere : public CSGPrimitive { GDCLASS(CSGSphere, CSGPrimitive); virtual CSGBrush *_build_brush(); Ref material; bool smooth_faces; float radius; int radial_segments; int rings; protected: static void _bind_methods(); public: void set_radius(const float p_radius); float get_radius() 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_material(const Ref &p_material); Ref get_material() const; void set_smooth_faces(bool p_smooth_faces); bool get_smooth_faces() const; CSGSphere(); }; class CSGBox : public CSGPrimitive { GDCLASS(CSGBox, CSGPrimitive); virtual CSGBrush *_build_brush(); Ref material; float width; float height; float depth; protected: static void _bind_methods(); public: void set_width(const float p_width); float get_width() const; void set_height(const float p_height); float get_height() const; void set_depth(const float p_depth); float get_depth() const; void set_material(const Ref &p_material); Ref get_material() const; CSGBox(); }; class CSGCylinder : public CSGPrimitive { GDCLASS(CSGCylinder, CSGPrimitive); virtual CSGBrush *_build_brush(); Ref material; float radius; float height; int sides; bool cone; bool smooth_faces; protected: static void _bind_methods(); 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_sides(const int p_sides); int get_sides() const; void set_cone(const bool p_cone); bool is_cone() const; void set_smooth_faces(bool p_smooth_faces); bool get_smooth_faces() const; void set_material(const Ref &p_material); Ref get_material() const; CSGCylinder(); }; class CSGTorus : public CSGPrimitive { GDCLASS(CSGTorus, CSGPrimitive); virtual CSGBrush *_build_brush(); Ref material; float inner_radius; float outer_radius; int sides; int ring_sides; bool smooth_faces; protected: static void _bind_methods(); public: void set_inner_radius(const float p_inner_radius); float get_inner_radius() const; void set_outer_radius(const float p_outer_radius); float get_outer_radius() const; void set_sides(const int p_sides); int get_sides() const; void set_ring_sides(const int p_ring_sides); int get_ring_sides() const; void set_smooth_faces(bool p_smooth_faces); bool get_smooth_faces() const; void set_material(const Ref &p_material); Ref get_material() const; CSGTorus(); }; class CSGPolygon : public CSGPrimitive { GDCLASS(CSGPolygon, CSGPrimitive); public: enum Mode { MODE_DEPTH, MODE_SPIN, MODE_PATH }; enum PathIntervalType { PATH_INTERVAL_DISTANCE, PATH_INTERVAL_SUBDIVIDE }; enum PathRotation { PATH_ROTATION_POLYGON, PATH_ROTATION_PATH, PATH_ROTATION_PATH_FOLLOW, }; private: virtual CSGBrush *_build_brush(); Vector polygon; Ref material; Mode mode; float depth; float spin_degrees; int spin_sides; NodePath path_node; PathIntervalType path_interval_type; float path_interval; float path_simplify_angle; PathRotation path_rotation; bool path_local; Path *path; bool smooth_faces; bool path_continuous_u; real_t path_u_distance; bool path_joined; bool _is_editable_3d_polygon() const; bool _has_editable_3d_polygon_no_depth() const; void _path_changed(); void _path_exited(); protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const; void _notification(int p_what); public: void set_polygon(const Vector &p_polygon); Vector get_polygon() const; void set_mode(Mode p_mode); Mode get_mode() const; void set_depth(float p_depth); float get_depth() const; void set_spin_degrees(float p_spin_degrees); float get_spin_degrees() const; void set_spin_sides(int p_spin_sides); int get_spin_sides() const; void set_path_node(const NodePath &p_path); NodePath get_path_node() const; void set_path_interval_type(PathIntervalType p_interval_type); PathIntervalType get_path_interval_type() const; void set_path_interval(float p_interval); float get_path_interval() const; void set_path_simplify_angle(float p_angle); float get_path_simplify_angle() const; void set_path_rotation(PathRotation p_rotation); PathRotation get_path_rotation() const; void set_path_local(bool p_enable); bool is_path_local() const; void set_path_continuous_u(bool p_enable); bool is_path_continuous_u() const; void set_path_u_distance(real_t p_path_u_distance); real_t get_path_u_distance() const; void set_path_joined(bool p_enable); bool is_path_joined() const; void set_smooth_faces(bool p_smooth_faces); bool get_smooth_faces() const; void set_material(const Ref &p_material); Ref get_material() const; CSGPolygon(); }; VARIANT_ENUM_CAST(CSGPolygon::Mode) VARIANT_ENUM_CAST(CSGPolygon::PathRotation) VARIANT_ENUM_CAST(CSGPolygon::PathIntervalType) #endif // CSG_SHAPE_H