/**************************************************************************/ /* csg.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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. */ /**************************************************************************/ #ifndef CSG_H #define CSG_H #include "core/math/aabb.h" #include "core/math/plane.h" #include "core/math/transform_3d.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "core/object/ref_counted.h" #include "core/templates/list.h" #include "core/templates/oa_hash_map.h" #include "core/templates/vector.h" #include "scene/resources/material.h" struct CSGBrush { struct Face { Vector3 vertices[3]; Vector2 uvs[3]; AABB aabb; bool smooth = false; bool invert = false; int material = 0; }; Vector faces; Vector> materials; inline void _regen_face_aabbs() { for (int i = 0; i < faces.size(); i++) { faces.write[i].aabb = AABB(); faces.write[i].aabb.position = faces[i].vertices[0]; faces.write[i].aabb.expand_to(faces[i].vertices[1]); faces.write[i].aabb.expand_to(faces[i].vertices[2]); } } // Create a brush from faces. void build_from_faces(const Vector &p_vertices, const Vector &p_uvs, const Vector &p_smooth, const Vector> &p_materials, const Vector &p_invert_faces); void copy_from(const CSGBrush &p_brush, const Transform3D &p_xform); }; #endif // CSG_H