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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
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Here's to a great year 2021 for all Godot users 🎆
428 lines
11 KiB
C++
428 lines
11 KiB
C++
/*************************************************************************/
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/* csg_shape.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CSG_SHAPE_H
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#define CSG_SHAPE_H
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#define CSGJS_HEADER_ONLY
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#include "csg.h"
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "thirdparty/misc/mikktspace.h"
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class CSGShape3D : public GeometryInstance3D {
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GDCLASS(CSGShape3D, GeometryInstance3D);
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public:
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enum Operation {
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OPERATION_UNION,
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OPERATION_INTERSECTION,
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OPERATION_SUBTRACTION,
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};
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private:
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Operation operation;
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CSGShape3D *parent;
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CSGBrush *brush;
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AABB node_aabb;
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bool dirty;
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float snap;
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bool use_collision;
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uint32_t collision_layer;
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uint32_t collision_mask;
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Ref<ConcavePolygonShape3D> root_collision_shape;
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RID root_collision_instance;
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bool calculate_tangents;
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Ref<ArrayMesh> root_mesh;
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struct Vector3Hasher {
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_ALWAYS_INLINE_ uint32_t hash(const Vector3 &p_vec3) const {
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uint32_t h = hash_djb2_one_float(p_vec3.x);
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h = hash_djb2_one_float(p_vec3.y, h);
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h = hash_djb2_one_float(p_vec3.z, h);
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return h;
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}
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};
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struct ShapeUpdateSurface {
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Vector2> uvs;
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Vector<float> tans;
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Ref<Material> material;
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int last_added;
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Vector3 *verticesw;
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Vector3 *normalsw;
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Vector2 *uvsw;
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float *tansw;
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};
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//mikktspace callbacks
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static int mikktGetNumFaces(const SMikkTSpaceContext *pContext);
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static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace);
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static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert);
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static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert);
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static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert);
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static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
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const tbool bIsOrientationPreserving, const int iFace, const int iVert);
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void _update_shape();
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protected:
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void _notification(int p_what);
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virtual CSGBrush *_build_brush() = 0;
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void _make_dirty();
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static void _bind_methods();
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friend class CSGCombiner3D;
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CSGBrush *_get_brush();
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virtual void _validate_property(PropertyInfo &property) const override;
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public:
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Array get_meshes() const;
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void set_operation(Operation p_operation);
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Operation get_operation() const;
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virtual Vector<Vector3> get_brush_faces();
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virtual AABB get_aabb() const override;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
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void set_use_collision(bool p_enable);
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bool is_using_collision() const;
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void set_collision_layer(uint32_t p_layer);
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uint32_t get_collision_layer() const;
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void set_collision_mask(uint32_t p_mask);
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uint32_t get_collision_mask() const;
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void set_collision_layer_bit(int p_bit, bool p_value);
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bool get_collision_layer_bit(int p_bit) const;
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void set_collision_mask_bit(int p_bit, bool p_value);
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bool get_collision_mask_bit(int p_bit) const;
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void set_snap(float p_snap);
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float get_snap() const;
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void set_calculate_tangents(bool p_calculate_tangents);
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bool is_calculating_tangents() const;
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bool is_root_shape() const;
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CSGShape3D();
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~CSGShape3D();
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};
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VARIANT_ENUM_CAST(CSGShape3D::Operation)
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class CSGCombiner3D : public CSGShape3D {
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GDCLASS(CSGCombiner3D, CSGShape3D);
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private:
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virtual CSGBrush *_build_brush() override;
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public:
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CSGCombiner3D();
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};
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class CSGPrimitive3D : public CSGShape3D {
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GDCLASS(CSGPrimitive3D, CSGShape3D);
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private:
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bool invert_faces;
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protected:
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CSGBrush *_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials);
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static void _bind_methods();
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public:
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void set_invert_faces(bool p_invert);
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bool is_inverting_faces();
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CSGPrimitive3D();
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};
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class CSGMesh3D : public CSGPrimitive3D {
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GDCLASS(CSGMesh3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Mesh> mesh;
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Ref<Material> material;
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void _mesh_changed();
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protected:
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static void _bind_methods();
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public:
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void set_mesh(const Ref<Mesh> &p_mesh);
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Ref<Mesh> get_mesh();
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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};
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class CSGSphere3D : public CSGPrimitive3D {
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GDCLASS(CSGSphere3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Material> material;
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bool smooth_faces;
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float radius;
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int radial_segments;
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int rings;
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protected:
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static void _bind_methods();
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public:
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void set_radius(const float p_radius);
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float get_radius() const;
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void set_radial_segments(const int p_radial_segments);
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int get_radial_segments() const;
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void set_rings(const int p_rings);
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int get_rings() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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CSGSphere3D();
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};
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class CSGBox3D : public CSGPrimitive3D {
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GDCLASS(CSGBox3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Material> material;
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Vector3 size = Vector3(2, 2, 2);
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protected:
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static void _bind_methods();
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public:
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void set_size(const Vector3 &p_size);
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Vector3 get_size() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGBox3D() {}
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};
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class CSGCylinder3D : public CSGPrimitive3D {
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GDCLASS(CSGCylinder3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Material> material;
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float radius;
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float height;
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int sides;
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bool cone;
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bool smooth_faces;
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protected:
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static void _bind_methods();
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public:
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void set_radius(const float p_radius);
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float get_radius() const;
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void set_height(const float p_height);
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float get_height() const;
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void set_sides(const int p_sides);
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int get_sides() const;
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void set_cone(const bool p_cone);
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bool is_cone() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGCylinder3D();
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};
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class CSGTorus3D : public CSGPrimitive3D {
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GDCLASS(CSGTorus3D, CSGPrimitive3D);
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virtual CSGBrush *_build_brush() override;
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Ref<Material> material;
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float inner_radius;
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float outer_radius;
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int sides;
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int ring_sides;
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bool smooth_faces;
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protected:
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static void _bind_methods();
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public:
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void set_inner_radius(const float p_inner_radius);
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float get_inner_radius() const;
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void set_outer_radius(const float p_outer_radius);
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float get_outer_radius() const;
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void set_sides(const int p_sides);
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int get_sides() const;
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void set_ring_sides(const int p_ring_sides);
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int get_ring_sides() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGTorus3D();
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};
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class CSGPolygon3D : public CSGPrimitive3D {
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GDCLASS(CSGPolygon3D, CSGPrimitive3D);
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public:
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enum Mode {
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MODE_DEPTH,
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MODE_SPIN,
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MODE_PATH
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};
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enum PathRotation {
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PATH_ROTATION_POLYGON,
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PATH_ROTATION_PATH,
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PATH_ROTATION_PATH_FOLLOW,
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};
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private:
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virtual CSGBrush *_build_brush() override;
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Vector<Vector2> polygon;
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Ref<Material> material;
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Mode mode;
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float depth;
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float spin_degrees;
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int spin_sides;
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NodePath path_node;
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float path_interval;
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PathRotation path_rotation;
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bool path_local;
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Node *path_cache;
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bool smooth_faces;
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bool path_continuous_u;
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bool path_joined;
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bool _is_editable_3d_polygon() const;
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bool _has_editable_3d_polygon_no_depth() const;
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void _path_changed();
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void _path_exited();
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const override;
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void _notification(int p_what);
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public:
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void set_polygon(const Vector<Vector2> &p_polygon);
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Vector<Vector2> get_polygon() const;
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_depth(float p_depth);
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float get_depth() const;
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void set_spin_degrees(float p_spin_degrees);
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float get_spin_degrees() const;
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void set_spin_sides(int p_spin_sides);
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int get_spin_sides() const;
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void set_path_node(const NodePath &p_path);
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NodePath get_path_node() const;
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void set_path_interval(float p_interval);
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float get_path_interval() const;
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void set_path_rotation(PathRotation p_rotation);
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PathRotation get_path_rotation() const;
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void set_path_local(bool p_enable);
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bool is_path_local() const;
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void set_path_continuous_u(bool p_enable);
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bool is_path_continuous_u() const;
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void set_path_joined(bool p_enable);
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bool is_path_joined() const;
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void set_smooth_faces(bool p_smooth_faces);
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bool get_smooth_faces() const;
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void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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CSGPolygon3D();
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};
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VARIANT_ENUM_CAST(CSGPolygon3D::Mode)
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VARIANT_ENUM_CAST(CSGPolygon3D::PathRotation)
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#endif // CSG_SHAPE_H
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