/**************************************************************************/1/* csg.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#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"3940struct CSGBrush {41struct Face {42Vector3 vertices[3];43Vector2 uvs[3];44AABB aabb;45bool smooth = false;46bool invert = false;47int material = 0;48};4950Vector<Face> faces;51Vector<Ref<Material>> materials;5253inline void _regen_face_aabbs() {54for (int i = 0; i < faces.size(); i++) {55faces.write[i].aabb = AABB();56faces.write[i].aabb.position = faces[i].vertices[0];57faces.write[i].aabb.expand_to(faces[i].vertices[1]);58faces.write[i].aabb.expand_to(faces[i].vertices[2]);59}60}6162// Create a brush from faces.63void 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);64void copy_from(const CSGBrush &p_brush, const Transform3D &p_xform);65};666768