csg.h 3.2 KB

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  1. /**************************************************************************/
  2. /* csg.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef CSG_H
  31. #define CSG_H
  32. #include "core/math/aabb.h"
  33. #include "core/math/transform_3d.h"
  34. #include "core/math/vector2.h"
  35. #include "core/math/vector3.h"
  36. #include "core/object/ref_counted.h"
  37. #include "core/templates/vector.h"
  38. #include "scene/resources/material.h"
  39. struct CSGBrush {
  40. struct Face {
  41. Vector3 vertices[3];
  42. Vector2 uvs[3];
  43. AABB aabb;
  44. bool smooth = false;
  45. bool invert = false;
  46. int material = 0;
  47. };
  48. Vector<Face> faces;
  49. Vector<Ref<Material>> materials;
  50. inline void _regen_face_aabbs() {
  51. for (int i = 0; i < faces.size(); i++) {
  52. faces.write[i].aabb = AABB();
  53. faces.write[i].aabb.position = faces[i].vertices[0];
  54. faces.write[i].aabb.expand_to(faces[i].vertices[1]);
  55. faces.write[i].aabb.expand_to(faces[i].vertices[2]);
  56. }
  57. }
  58. // Create a brush from faces.
  59. 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);
  60. void copy_from(const CSGBrush &p_brush, const Transform3D &p_xform);
  61. };
  62. #endif // CSG_H