godot/scene/resources/primitive_meshes.h
BastiaanOlij 9483613138 Godot 3.0 primitives as resources for use with MeshInstance
Adds the following resources:
- CapsuleMesh: a capsule object
- CubeMesh: a cube that can be subdivided
- CylinderMesh: a cylinder
- PlaneMesh: a horizontal plane that can be subdivided
- PrismMesh: a prism shape
- SphereMesh: a sphere
- QuadMesh: reintroduction of the original quadmesh

Removes the old Quad and TestCube nodes
2017-06-16 21:40:23 +10:00

313 lines
7.8 KiB
C++

/*************************************************************************/
/* primitive_meshes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#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