/**************************************************************************/ /* primitive_meshes.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 PRIMITIVE_MESHES_H #define PRIMITIVE_MESHES_H #include "scene/resources/font.h" #include "scene/resources/mesh.h" #include "servers/text_server.h" ///@TODO probably should change a few integers to unsigned integers... /** 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 apart that it assumes a single surface is always generated for our mesh. */ class PrimitiveMesh : public Mesh { … }; /** Mesh for a simple capsule */ class CapsuleMesh : public PrimitiveMesh { … }; /** A box */ class BoxMesh : public PrimitiveMesh { … }; /** A cylinder */ class CylinderMesh : public PrimitiveMesh { … }; /* A flat rectangle, can be used as quad or heightmap. */ class PlaneMesh : public PrimitiveMesh { … }; VARIANT_ENUM_CAST(PlaneMesh::Orientation) /* A flat rectangle, inherits from PlaneMesh but defaults to facing the Z-plane. */ class QuadMesh : public PlaneMesh { … }; /** A prism shapen, handy for ramps, triangles, etc. */ class PrismMesh : public PrimitiveMesh { … }; /** A sphere.. */ class SphereMesh : public PrimitiveMesh { … }; /** Big donut */ class TorusMesh : public PrimitiveMesh { … }; /** A single point for use in particle systems */ class PointMesh : public PrimitiveMesh { … }; class TubeTrailMesh : public PrimitiveMesh { … }; class RibbonTrailMesh : public PrimitiveMesh { … }; /** Text... */ class TextMesh : public PrimitiveMesh { … }; VARIANT_ENUM_CAST(RibbonTrailMesh::Shape) #endif // PRIMITIVE_MESHES_H