mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-21 03:16:54 +01:00
Relintai
35eabcb846
- improved mesh data calculation from standalone static colliders so that no
VisualServer calls are performed - and thus no VS mutexes need to
be locked in case of on-thread baking
- improved the same for GridMap's static colliders
- Scony
3035b9c44c
349 lines
9.2 KiB
C++
349 lines
9.2 KiB
C++
#ifndef PRIMITIVE_MESHES_H
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#define PRIMITIVE_MESHES_H
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/*************************************************************************/
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/* primitive_meshes.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "scene/resources/mesh.h"
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///@TODO probably should change a few integers to unsigned integers...
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/**
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@author Bastiaan Olij <mux213@gmail.com>
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Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
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This class is set apart that it assumes a single surface is always generated for our mesh.
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*/
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class PrimitiveMesh : public Mesh {
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GDCLASS(PrimitiveMesh, Mesh);
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private:
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RID mesh;
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mutable AABB aabb;
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AABB custom_aabb;
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Ref<Material> material;
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bool flip_faces;
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mutable bool pending_request;
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void _update() const;
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protected:
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Mesh::PrimitiveType primitive_type;
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static void _bind_methods();
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virtual void _create_mesh_array(Array &p_arr) const = 0;
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void _request_update();
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public:
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virtual int get_surface_count() const;
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virtual int surface_get_array_len(int p_idx) const;
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virtual int surface_get_array_index_len(int p_idx) const;
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virtual Array surface_get_arrays(int p_surface) const;
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virtual Array surface_get_blend_shape_arrays(int p_surface) const;
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virtual uint32_t surface_get_format(int p_idx) const;
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virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const;
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virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
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virtual Ref<Material> surface_get_material(int p_idx) const;
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virtual int get_blend_shape_count() const;
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virtual StringName get_blend_shape_name(int p_index) const;
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virtual void set_blend_shape_name(int p_index, const StringName &p_name);
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virtual AABB get_aabb() const;
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virtual RID get_rid() 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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Array get_mesh_arrays() const;
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void set_custom_aabb(const AABB &p_custom);
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AABB get_custom_aabb() const;
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void set_flip_faces(bool p_enable);
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bool get_flip_faces() const;
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PrimitiveMesh();
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~PrimitiveMesh();
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};
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/**
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Mesh for a simple capsule
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*/
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class CapsuleMesh : public PrimitiveMesh {
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GDCLASS(CapsuleMesh, PrimitiveMesh);
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private:
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float radius;
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float mid_height;
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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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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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static void create_mesh_array(Array &p_arr, float radius, float mid_height, int radial_segments = 64, int rings = 8);
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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_mid_height(const float p_mid_height);
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float get_mid_height() const;
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void set_radial_segments(const int p_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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CapsuleMesh();
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};
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/**
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Similar to test cube but with subdivision support and different texture coordinates
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*/
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class CubeMesh : public PrimitiveMesh {
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GDCLASS(CubeMesh, PrimitiveMesh);
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private:
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Vector3 size;
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int subdivide_w;
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int subdivide_h;
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int subdivide_d;
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protected:
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static void _bind_methods();
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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static void create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w = 0, int subdivide_h = 0, int subdivide_d = 0);
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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_subdivide_width(const int p_divisions);
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int get_subdivide_width() const;
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void set_subdivide_height(const int p_divisions);
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int get_subdivide_height() const;
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void set_subdivide_depth(const int p_divisions);
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int get_subdivide_depth() const;
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CubeMesh();
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};
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/**
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A cylinder
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*/
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class CylinderMesh : public PrimitiveMesh {
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GDCLASS(CylinderMesh, PrimitiveMesh);
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private:
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float top_radius;
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float bottom_radius;
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float height;
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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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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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static void create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments = 64, int rings = 4);
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void set_top_radius(const float p_radius);
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float get_top_radius() const;
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void set_bottom_radius(const float p_radius);
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float get_bottom_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_radial_segments(const int p_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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CylinderMesh();
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};
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/**
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Similar to quadmesh but with tessellation support
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*/
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class PlaneMesh : public PrimitiveMesh {
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GDCLASS(PlaneMesh, PrimitiveMesh);
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private:
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Size2 size;
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int subdivide_w;
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int subdivide_d;
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Vector3 center_offset;
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protected:
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static void _bind_methods();
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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void set_size(const Size2 &p_size);
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Size2 get_size() const;
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void set_subdivide_width(const int p_divisions);
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int get_subdivide_width() const;
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void set_subdivide_depth(const int p_divisions);
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int get_subdivide_depth() const;
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void set_center_offset(const Vector3 p_offset);
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Vector3 get_center_offset() const;
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PlaneMesh();
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};
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/**
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A prism shapen, handy for ramps, triangles, etc.
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*/
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class PrismMesh : public PrimitiveMesh {
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GDCLASS(PrismMesh, PrimitiveMesh);
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private:
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float left_to_right;
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Vector3 size;
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int subdivide_w;
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int subdivide_h;
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int subdivide_d;
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protected:
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static void _bind_methods();
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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void set_left_to_right(const float p_left_to_right);
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float get_left_to_right() const;
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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_subdivide_width(const int p_divisions);
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int get_subdivide_width() const;
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void set_subdivide_height(const int p_divisions);
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int get_subdivide_height() const;
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void set_subdivide_depth(const int p_divisions);
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int get_subdivide_depth() const;
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PrismMesh();
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};
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/**
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Our original quadmesh...
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*/
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class QuadMesh : public PrimitiveMesh {
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GDCLASS(QuadMesh, PrimitiveMesh);
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private:
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Size2 size;
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Vector3 center_offset;
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protected:
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static void _bind_methods();
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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QuadMesh();
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void set_size(const Size2 &p_size);
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Size2 get_size() const;
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void set_center_offset(const Vector3 p_offset);
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Vector3 get_center_offset() const;
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};
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/**
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A sphere..
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*/
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class SphereMesh : public PrimitiveMesh {
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GDCLASS(SphereMesh, PrimitiveMesh);
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private:
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float radius;
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float height;
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int radial_segments;
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int rings;
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bool is_hemisphere;
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protected:
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static void _bind_methods();
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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static void create_mesh_array(Array &p_arr, float radius, float height, int radial_segments = 64, int rings = 32, bool is_hemisphere = false);
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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_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_is_hemisphere(const bool p_is_hemisphere);
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bool get_is_hemisphere() const;
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SphereMesh();
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};
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/**
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A single point for use in particle systems
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*/
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class PointMesh : public PrimitiveMesh {
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GDCLASS(PointMesh, PrimitiveMesh)
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protected:
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virtual void _create_mesh_array(Array &p_arr) const;
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public:
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PointMesh();
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};
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#endif
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