#ifndef GODOT_CPP_GEOMETRY_HPP #define GODOT_CPP_GEOMETRY_HPP #include #include #include #include #include "Object.hpp" namespace godot { class Geometry : public Object { static Geometry *_singleton; Geometry(); struct ___method_bindings { godot_method_bind *mb_build_box_planes; godot_method_bind *mb_build_capsule_planes; godot_method_bind *mb_build_cylinder_planes; godot_method_bind *mb_clip_polygon; godot_method_bind *mb_clip_polygons_2d; godot_method_bind *mb_clip_polyline_with_polygon_2d; godot_method_bind *mb_convex_hull_2d; godot_method_bind *mb_exclude_polygons_2d; godot_method_bind *mb_get_closest_point_to_segment; godot_method_bind *mb_get_closest_point_to_segment_2d; godot_method_bind *mb_get_closest_point_to_segment_uncapped; godot_method_bind *mb_get_closest_point_to_segment_uncapped_2d; godot_method_bind *mb_get_closest_points_between_segments; godot_method_bind *mb_get_closest_points_between_segments_2d; godot_method_bind *mb_get_uv84_normal_bit; godot_method_bind *mb_intersect_polygons_2d; godot_method_bind *mb_intersect_polyline_with_polygon_2d; godot_method_bind *mb_is_point_in_circle; godot_method_bind *mb_is_point_in_polygon; godot_method_bind *mb_is_polygon_clockwise; godot_method_bind *mb_line_intersects_line_2d; godot_method_bind *mb_make_atlas; godot_method_bind *mb_merge_polygons_2d; godot_method_bind *mb_offset_polygon_2d; godot_method_bind *mb_offset_polyline_2d; godot_method_bind *mb_point_is_inside_triangle; godot_method_bind *mb_ray_intersects_triangle; godot_method_bind *mb_segment_intersects_circle; godot_method_bind *mb_segment_intersects_convex; godot_method_bind *mb_segment_intersects_cylinder; godot_method_bind *mb_segment_intersects_segment_2d; godot_method_bind *mb_segment_intersects_sphere; godot_method_bind *mb_segment_intersects_triangle; godot_method_bind *mb_triangulate_delaunay_2d; godot_method_bind *mb_triangulate_polygon; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline Geometry *get_singleton() { if (!Geometry::_singleton) { Geometry::_singleton = new Geometry; } return Geometry::_singleton; } static inline const char *___get_class_name() { return (const char *) "Geometry"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums enum PolyEndType { END_POLYGON = 0, END_JOINED = 1, END_BUTT = 2, END_SQUARE = 3, END_ROUND = 4, }; enum PolyBooleanOperation { OPERATION_UNION = 0, OPERATION_DIFFERENCE = 1, OPERATION_INTERSECTION = 2, OPERATION_XOR = 3, }; enum PolyJoinType { JOIN_SQUARE = 0, JOIN_ROUND = 1, JOIN_MITER = 2, }; // constants // methods Array build_box_planes(const Vector3 extents); Array build_capsule_planes(const real_t radius, const real_t height, const int64_t sides, const int64_t lats, const int64_t axis = 2); Array build_cylinder_planes(const real_t radius, const real_t height, const int64_t sides, const int64_t axis = 2); PoolVector3Array clip_polygon(const PoolVector3Array points, const Plane plane); Array clip_polygons_2d(const PoolVector2Array polygon_a, const PoolVector2Array polygon_b); Array clip_polyline_with_polygon_2d(const PoolVector2Array polyline, const PoolVector2Array polygon); PoolVector2Array convex_hull_2d(const PoolVector2Array points); Array exclude_polygons_2d(const PoolVector2Array polygon_a, const PoolVector2Array polygon_b); Vector3 get_closest_point_to_segment(const Vector3 point, const Vector3 s1, const Vector3 s2); Vector2 get_closest_point_to_segment_2d(const Vector2 point, const Vector2 s1, const Vector2 s2); Vector3 get_closest_point_to_segment_uncapped(const Vector3 point, const Vector3 s1, const Vector3 s2); Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2 point, const Vector2 s1, const Vector2 s2); PoolVector3Array get_closest_points_between_segments(const Vector3 p1, const Vector3 p2, const Vector3 q1, const Vector3 q2); PoolVector2Array get_closest_points_between_segments_2d(const Vector2 p1, const Vector2 q1, const Vector2 p2, const Vector2 q2); int64_t get_uv84_normal_bit(const Vector3 normal); Array intersect_polygons_2d(const PoolVector2Array polygon_a, const PoolVector2Array polygon_b); Array intersect_polyline_with_polygon_2d(const PoolVector2Array polyline, const PoolVector2Array polygon); bool is_point_in_circle(const Vector2 point, const Vector2 circle_position, const real_t circle_radius); bool is_point_in_polygon(const Vector2 point, const PoolVector2Array polygon); bool is_polygon_clockwise(const PoolVector2Array polygon); Variant line_intersects_line_2d(const Vector2 from_a, const Vector2 dir_a, const Vector2 from_b, const Vector2 dir_b); Dictionary make_atlas(const PoolVector2Array sizes); Array merge_polygons_2d(const PoolVector2Array polygon_a, const PoolVector2Array polygon_b); Array offset_polygon_2d(const PoolVector2Array polygon, const real_t delta, const int64_t join_type = 0); Array offset_polyline_2d(const PoolVector2Array polyline, const real_t delta, const int64_t join_type = 0, const int64_t end_type = 3); bool point_is_inside_triangle(const Vector2 point, const Vector2 a, const Vector2 b, const Vector2 c) const; Variant ray_intersects_triangle(const Vector3 from, const Vector3 dir, const Vector3 a, const Vector3 b, const Vector3 c); real_t segment_intersects_circle(const Vector2 segment_from, const Vector2 segment_to, const Vector2 circle_position, const real_t circle_radius); PoolVector3Array segment_intersects_convex(const Vector3 from, const Vector3 to, const Array planes); PoolVector3Array segment_intersects_cylinder(const Vector3 from, const Vector3 to, const real_t height, const real_t radius); Variant segment_intersects_segment_2d(const Vector2 from_a, const Vector2 to_a, const Vector2 from_b, const Vector2 to_b); PoolVector3Array segment_intersects_sphere(const Vector3 from, const Vector3 to, const Vector3 sphere_position, const real_t sphere_radius); Variant segment_intersects_triangle(const Vector3 from, const Vector3 to, const Vector3 a, const Vector3 b, const Vector3 c); PoolIntArray triangulate_delaunay_2d(const PoolVector2Array points); PoolIntArray triangulate_polygon(const PoolVector2Array polygon); }; } #endif