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- /**************************************************************************/
- /* 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/transform_3d.h"
- #include "core/math/vector2.h"
- #include "core/math/vector3.h"
- #include "core/object/ref_counted.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<Face> faces;
- Vector<Ref<Material>> 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<Vector3> &p_vertices, const Vector<Vector2> &p_uvs, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials, const Vector<bool> &p_invert_faces);
- void copy_from(const CSGBrush &p_brush, const Transform3D &p_xform);
- };
- #endif // CSG_H
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