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