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+/*************************************************************************/
+/* primitive_meshes.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 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 appart that it assumes a single surface is always generated for our mesh.
+*/
+class PrimitiveMesh : public Mesh {
+
+ GDCLASS(PrimitiveMesh, Mesh);
+
+private:
+ RID mesh;
+ Rect3 aabb;
+
+ Ref<Material> material;
+
+ bool cache_is_dirty;
+ void _update();
+
+protected:
+ Mesh::PrimitiveType primitive_type;
+
+ static void _bind_methods();
+
+ virtual void _create_mesh_array(Array &p_arr) = 0;
+ void _queue_update();
+
+ void set_aabb(Rect3 p_aabb);
+
+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 uint32_t surface_get_format(int p_idx) const;
+ virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const;
+ 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 Rect3 get_aabb() const;
+ virtual RID get_rid() const;
+
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() 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);
+
+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);
+
+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);
+
+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 tesselation 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);
+
+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);
+
+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:
+ // nothing? really? Maybe add size some day atleast... :)
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ QuadMesh();
+};
+
+/**
+ 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);
+
+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();
+};
+
+#endif