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								/**************************************************************************/
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								/*  primitive_meshes.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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 PRIMITIVE_MESHES_H
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								#define PRIMITIVE_MESHES_H
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								#include "scene/resources/font.h"
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								#include "scene/resources/mesh.h"
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								#include "servers/text_server.h"
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								///@TODO probably should change a few integers to unsigned integers...
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								/**
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									Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
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									This class is set apart that it assumes a single surface is always generated for our mesh.
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								*/
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											2022-01-04 20:26:22 +01:00
										 
									 
								 
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								class PrimitiveMesh : public Mesh {
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									GDCLASS(PrimitiveMesh, Mesh);
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								private:
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									RID mesh;
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									mutable AABB aabb;
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									AABB custom_aabb;
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									mutable int array_len = 0;
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									mutable int index_array_len = 0;
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									Ref<Material> material;
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									bool flip_faces = false;
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									bool add_uv2 = false;
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									float uv2_padding = 2.0;
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									// make sure we do an update after we've finished constructing our object
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									mutable bool pending_request = true;
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									void _update() const;
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								protected:
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									// assume primitive triangles as the type, correct for all but one and it will change this :)
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									Mesh::PrimitiveType primitive_type = Mesh::PRIMITIVE_TRIANGLES;
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									static void _bind_methods();
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									virtual void _create_mesh_array(Array &p_arr) const {}
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									void _request_update();
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									GDVIRTUAL0RC(Array, _create_mesh_array)
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									Vector2 get_uv2_scale(Vector2 p_margin_scale = Vector2(1.0, 1.0)) const;
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									float get_lightmap_texel_size() const;
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									virtual void _update_lightmap_size(){};
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								public:
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									virtual int get_surface_count() const override;
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									virtual int surface_get_array_len(int p_idx) const override;
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									virtual int surface_get_array_index_len(int p_idx) const override;
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									virtual Array surface_get_arrays(int p_surface) const override;
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									virtual TypedArray<Array> surface_get_blend_shape_arrays(int p_surface) const override;
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									virtual Dictionary surface_get_lods(int p_surface) const override;
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									virtual BitField<ArrayFormat> surface_get_format(int p_idx) const override;
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									virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const override;
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									virtual void surface_set_material(int p_idx, const Ref<Material> &p_material) override;
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									virtual Ref<Material> surface_get_material(int p_idx) const override;
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									virtual int get_blend_shape_count() const override;
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									virtual StringName get_blend_shape_name(int p_index) const override;
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									virtual void set_blend_shape_name(int p_index, const StringName &p_name) override;
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									virtual AABB get_aabb() const override;
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									virtual RID get_rid() const override;
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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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									Array get_mesh_arrays() const;
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									void set_custom_aabb(const AABB &p_custom);
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									AABB get_custom_aabb() const;
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									void set_flip_faces(bool p_enable);
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									bool get_flip_faces() const;
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									void set_add_uv2(bool p_enable);
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									bool get_add_uv2() const { return add_uv2; }
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									void set_uv2_padding(float p_padding);
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									float get_uv2_padding() const { return uv2_padding; }
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									PrimitiveMesh();
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									~PrimitiveMesh();
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								};
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								/**
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									Mesh for a simple capsule
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								*/
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								class CapsuleMesh : public PrimitiveMesh {
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									GDCLASS(CapsuleMesh, PrimitiveMesh);
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								private:
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									float radius = 0.5;
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									float height = 2.0;
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									int radial_segments = 64;
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									int rings = 8;
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								protected:
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									static void _bind_methods();
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											2020-07-10 11:34:39 +01:00
										 
									 
								 
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									virtual void _create_mesh_array(Array &p_arr) const override;
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									virtual void _update_lightmap_size() override;
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								public:
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									static void create_mesh_array(Array &p_arr, float radius, float height, int radial_segments = 64, int rings = 8, bool p_add_uv2 = false, const float p_uv2_padding = 1.0);
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											2022-04-07 20:54:21 +02:00
										 
									 
								 
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									void set_radius(const float p_radius);
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									float get_radius() const;
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											2021-08-11 10:38:14 -07:00
										 
									 
								 
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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_radial_segments(const int p_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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									CapsuleMesh();
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								};
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								/**
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											2020-12-04 15:39:45 +00:00
										 
									 
								 
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									A box
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								*/
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											2020-12-04 15:39:45 +00:00
										 
									 
								 
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								class BoxMesh : public PrimitiveMesh {
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									GDCLASS(BoxMesh, PrimitiveMesh);
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								private:
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											2021-12-30 15:20:56 -08:00
										 
									 
								 
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									Vector3 size = Vector3(1, 1, 1);
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											2021-02-09 18:24:36 +01:00
										 
									 
								 
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									int subdivide_w = 0;
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									int subdivide_h = 0;
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									int subdivide_d = 0;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								protected:
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									static void _bind_methods();
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											2020-07-10 11:34:39 +01:00
										 
									 
								 
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									virtual void _create_mesh_array(Array &p_arr) const override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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											2022-10-29 01:14:53 +11:00
										 
									 
								 
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									virtual void _update_lightmap_size() override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								public:
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									static void create_mesh_array(Array &p_arr, Vector3 size, int subdivide_w = 0, int subdivide_h = 0, int subdivide_d = 0, bool p_add_uv2 = false, const float p_uv2_padding = 1.0);
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											2022-04-07 20:54:21 +02:00
										 
									 
								 
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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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_subdivide_width(const int p_divisions);
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									int get_subdivide_width() const;
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									void set_subdivide_height(const int p_divisions);
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									int get_subdivide_height() const;
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									void set_subdivide_depth(const int p_divisions);
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									int get_subdivide_depth() const;
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											2020-12-04 15:39:45 +00:00
										 
									 
								 
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									BoxMesh();
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								};
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								/**
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									A cylinder
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								*/
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								class CylinderMesh : public PrimitiveMesh {
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									GDCLASS(CylinderMesh, PrimitiveMesh);
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								private:
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											2021-12-30 15:20:56 -08:00
										 
									 
								 
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									float top_radius = 0.5;
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									float bottom_radius = 0.5;
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											2021-02-09 18:24:36 +01:00
										 
									 
								 
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									float height = 2.0;
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									int radial_segments = 64;
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									int rings = 4;
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											2022-05-20 00:17:51 +02:00
										 
									 
								 
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									bool cap_top = true;
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									bool cap_bottom = true;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								protected:
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									static void _bind_methods();
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											2020-07-10 11:34:39 +01:00
										 
									 
								 
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									virtual void _create_mesh_array(Array &p_arr) const override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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											2022-10-29 01:14:53 +11:00
										 
									 
								 
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									virtual void _update_lightmap_size() override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								public:
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											2022-10-29 01:14:53 +11:00
										 
									 
								 
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									static void create_mesh_array(Array &p_arr, float top_radius, float bottom_radius, float height, int radial_segments = 64, int rings = 4, bool cap_top = true, bool cap_bottom = true, bool p_add_uv2 = false, const float p_uv2_padding = 1.0);
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											2022-04-07 20:54:21 +02:00
										 
									 
								 
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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									void set_top_radius(const float p_radius);
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									float get_top_radius() const;
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									void set_bottom_radius(const float p_radius);
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									float get_bottom_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_radial_segments(const int p_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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											2022-05-20 00:17:51 +02:00
										 
									 
								 
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									void set_cap_top(bool p_cap_top);
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									bool is_cap_top() const;
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									void set_cap_bottom(bool p_cap_bottom);
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									bool is_cap_bottom() const;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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									CylinderMesh();
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								};
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											2022-08-23 15:15:40 -06:00
										 
									 
								 
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								/*
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									A flat rectangle, can be used as quad or heightmap.
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								*/
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								class PlaneMesh : public PrimitiveMesh {
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									GDCLASS(PlaneMesh, PrimitiveMesh);
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											2022-08-23 15:15:40 -06:00
										 
									 
								 
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								public:
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									enum Orientation {
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										FACE_X,
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										FACE_Y,
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										FACE_Z,
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									};
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								private:
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											2021-02-09 18:24:36 +01:00
										 
									 
								 
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									Size2 size = Size2(2.0, 2.0);
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									int subdivide_w = 0;
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									int subdivide_d = 0;
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											2021-05-16 14:20:24 +02:00
										 
									 
								 
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									Vector3 center_offset;
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											2022-08-23 15:15:40 -06:00
										 
									 
								 
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									Orientation orientation = FACE_Y;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								protected:
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									static void _bind_methods();
							 | 
						
					
						
							
								
									
										
										
										
											2020-07-10 11:34:39 +01:00
										 
									 
								 
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									virtual void _create_mesh_array(Array &p_arr) const override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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									virtual void _update_lightmap_size() override;
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								public:
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									void set_size(const Size2 &p_size);
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									Size2 get_size() const;
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									void set_subdivide_width(const int p_divisions);
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									int get_subdivide_width() const;
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									void set_subdivide_depth(const int p_divisions);
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									int get_subdivide_depth() const;
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											2021-05-16 14:20:24 +02:00
										 
									 
								 
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									void set_center_offset(const Vector3 p_offset);
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									Vector3 get_center_offset() const;
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											2022-08-23 15:15:40 -06:00
										 
									 
								 
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									void set_orientation(const Orientation p_orientation);
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									Orientation get_orientation() const;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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									PlaneMesh();
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								};
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											2022-08-23 15:15:40 -06:00
										 
									 
								 
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								VARIANT_ENUM_CAST(PlaneMesh::Orientation)
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											2022-09-16 09:54:42 -07:00
										 
									 
								 
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								/*
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									A flat rectangle, inherits from PlaneMesh but defaults to facing the Z-plane.
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								*/
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								class QuadMesh : public PlaneMesh {
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									GDCLASS(QuadMesh, PlaneMesh);
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								public:
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									QuadMesh() {
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										set_orientation(FACE_Z);
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											2022-09-23 10:30:13 -07:00
										 
									 
								 
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										set_size(Size2(1, 1));
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											2022-09-16 09:54:42 -07:00
										 
									 
								 
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									}
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								};
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								/**
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									A prism shapen, handy for ramps, triangles, etc.
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								*/
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								class PrismMesh : public PrimitiveMesh {
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									GDCLASS(PrismMesh, PrimitiveMesh);
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								private:
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											2021-02-09 18:24:36 +01:00
										 
									 
								 
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									float left_to_right = 0.5;
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											2022-03-19 16:54:55 +01:00
										 
									 
								 
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									Vector3 size = Vector3(1.0, 1.0, 1.0);
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											2021-02-09 18:24:36 +01:00
										 
									 
								 
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									int subdivide_w = 0;
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									int subdivide_h = 0;
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									int subdivide_d = 0;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								protected:
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									static void _bind_methods();
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											2020-07-10 11:34:39 +01:00
										 
									 
								 
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									virtual void _create_mesh_array(Array &p_arr) const override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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											2022-10-29 01:14:53 +11:00
										 
									 
								 
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									virtual void _update_lightmap_size() override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								public:
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									void set_left_to_right(const float p_left_to_right);
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									float get_left_to_right() const;
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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_subdivide_width(const int p_divisions);
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									int get_subdivide_width() const;
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									void set_subdivide_height(const int p_divisions);
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									int get_subdivide_height() const;
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									void set_subdivide_depth(const int p_divisions);
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									int get_subdivide_depth() const;
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									PrismMesh();
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								};
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								/**
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									A sphere..
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								*/
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								class SphereMesh : public PrimitiveMesh {
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									GDCLASS(SphereMesh, PrimitiveMesh);
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								private:
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											2022-03-19 16:54:55 +01:00
										 
									 
								 
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									float radius = 0.5;
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									float height = 1.0;
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											2021-02-09 18:24:36 +01:00
										 
									 
								 
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									int radial_segments = 64;
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									int rings = 32;
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									bool is_hemisphere = false;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								protected:
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									static void _bind_methods();
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											2020-07-10 11:34:39 +01:00
										 
									 
								 
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									virtual void _create_mesh_array(Array &p_arr) const override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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											2022-10-29 01:14:53 +11:00
										 
									 
								 
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									virtual void _update_lightmap_size() override;
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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								public:
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											2022-10-29 01:14:53 +11:00
										 
									 
								 
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									static void create_mesh_array(Array &p_arr, float radius, float height, int radial_segments = 64, int rings = 32, bool is_hemisphere = false, bool p_add_uv2 = false, const float p_uv2_padding = 1.0);
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											2022-04-07 20:54:21 +02:00
										 
									 
								 
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											2017-05-06 10:17:21 +10:00
										 
									 
								 
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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_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_is_hemisphere(const bool p_is_hemisphere);
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									bool get_is_hemisphere() const;
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									SphereMesh();
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								};
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											2022-05-07 00:04:45 -05:00
										 
									 
								 
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								/**
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									Big donut
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								*/
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								class TorusMesh : public PrimitiveMesh {
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									GDCLASS(TorusMesh, PrimitiveMesh);
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								private:
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									float inner_radius = 0.5;
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									float outer_radius = 1.0;
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									int rings = 64;
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									int ring_segments = 32;
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								protected:
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									static void _bind_methods();
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									virtual void _create_mesh_array(Array &p_arr) const override;
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											2022-10-29 01:14:53 +11:00
										 
									 
								 
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									virtual void _update_lightmap_size() override;
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											2022-05-07 00:04:45 -05:00
										 
									 
								 
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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_rings(const int p_rings);
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									int get_rings() const;
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									void set_ring_segments(const int p_ring_segments);
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									int get_ring_segments() const;
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									TorusMesh();
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								};
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											2018-11-18 21:13:09 -08:00
										 
									 
								 
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								/**
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									A single point for use in particle systems
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								*/
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								class PointMesh : public PrimitiveMesh {
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									GDCLASS(PointMesh, PrimitiveMesh)
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								protected:
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											2020-07-10 11:34:39 +01:00
										 
									 
								 
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									virtual void _create_mesh_array(Array &p_arr) const override;
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											2018-11-18 21:13:09 -08:00
										 
									 
								 
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								public:
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									PointMesh();
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								};
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											2021-04-27 12:43:49 -03:00
										 
									 
								 
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								class TubeTrailMesh : public PrimitiveMesh {
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									GDCLASS(TubeTrailMesh, PrimitiveMesh);
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								private:
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											2022-03-19 16:54:55 +01:00
										 
									 
								 
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									float radius = 0.5;
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											2021-04-27 12:43:49 -03:00
										 
									 
								 
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									int radial_steps = 8;
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									int sections = 5;
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									float section_length = 0.2;
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									int section_rings = 3;
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											2022-05-21 02:03:34 +02:00
										 
									 
								 
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									bool cap_top = true;
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									bool cap_bottom = true;
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											2021-04-27 12:43:49 -03:00
										 
									 
								 
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									Ref<Curve> curve;
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									void _curve_changed();
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								protected:
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									static void _bind_methods();
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									virtual void _create_mesh_array(Array &p_arr) const override;
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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_steps(const int p_radial_steps);
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									int get_radial_steps() const;
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									void set_sections(const int p_sections);
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									int get_sections() const;
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									void set_section_length(float p_sectionlength);
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									float get_section_length() const;
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									void set_section_rings(const int p_section_rings);
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									int get_section_rings() const;
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											2022-05-21 02:03:34 +02:00
										 
									 
								 
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									void set_cap_top(bool p_cap_top);
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									bool is_cap_top() const;
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									void set_cap_bottom(bool p_cap_bottom);
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									bool is_cap_bottom() const;
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											2021-04-27 12:43:49 -03:00
										 
									 
								 
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									void set_curve(const Ref<Curve> &p_curve);
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									Ref<Curve> get_curve() const;
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									virtual int get_builtin_bind_pose_count() const override;
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											2020-10-17 01:08:21 -04:00
										 
									 
								 
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									virtual Transform3D get_builtin_bind_pose(int p_index) const override;
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											2021-04-27 12:43:49 -03:00
										 
									 
								 
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									TubeTrailMesh();
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								};
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								class RibbonTrailMesh : public PrimitiveMesh {
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									GDCLASS(RibbonTrailMesh, PrimitiveMesh);
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								public:
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									enum Shape {
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										SHAPE_FLAT,
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										SHAPE_CROSS
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									};
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								private:
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									float size = 1.0;
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									int sections = 5;
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									float section_length = 0.2;
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									int section_segments = 3;
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									Shape shape = SHAPE_CROSS;
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									Ref<Curve> curve;
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									void _curve_changed();
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								protected:
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									static void _bind_methods();
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									virtual void _create_mesh_array(Array &p_arr) const override;
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								public:
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									void set_shape(Shape p_shape);
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									Shape get_shape() const;
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									void set_size(const float p_size);
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									float get_size() const;
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									void set_sections(const int p_sections);
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									int get_sections() const;
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									void set_section_length(float p_sectionlength);
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									float get_section_length() const;
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									void set_section_segments(const int p_section_segments);
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									int get_section_segments() const;
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									void set_curve(const Ref<Curve> &p_curve);
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									Ref<Curve> get_curve() const;
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									virtual int get_builtin_bind_pose_count() const override;
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											2020-10-17 01:08:21 -04:00
										 
									 
								 
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									virtual Transform3D get_builtin_bind_pose(int p_index) const override;
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											2021-04-27 12:43:49 -03:00
										 
									 
								 
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									RibbonTrailMesh();
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								};
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											2022-04-25 13:14:30 +03:00
										 
									 
								 
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								/**
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									Text...
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								*/
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								class TextMesh : public PrimitiveMesh {
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									GDCLASS(TextMesh, PrimitiveMesh);
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								private:
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									struct ContourPoint {
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										Vector2 point;
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										bool sharp = false;
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										ContourPoint(){};
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										ContourPoint(const Vector2 &p_pt, bool p_sharp) {
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											point = p_pt;
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											sharp = p_sharp;
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										};
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									};
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											2022-06-18 16:14:08 +03:00
										 
									 
								 
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											2022-04-25 13:14:30 +03:00
										 
									 
								 
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									struct ContourInfo {
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										real_t length = 0.0;
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										bool ccw = true;
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										ContourInfo(){};
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							 | 
							
							
										ContourInfo(real_t p_len, bool p_ccw) {
							 | 
						
					
						
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											length = p_len;
							 | 
						
					
						
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											ccw = p_ccw;
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										}
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									};
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											2022-06-18 16:14:08 +03:00
										 
									 
								 
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									struct GlyphMeshKey {
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							 | 
							
							
										uint64_t font_id;
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							 | 
							
							
										uint32_t gl_id;
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										bool operator==(const GlyphMeshKey &p_b) const {
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											return (font_id == p_b.font_id) && (gl_id == p_b.gl_id);
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										}
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										GlyphMeshKey(uint64_t p_font_id, uint32_t p_gl_id) {
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											font_id = p_font_id;
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											gl_id = p_gl_id;
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										}
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									};
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									struct GlyphMeshKeyHasher {
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										_FORCE_INLINE_ static uint32_t hash(const GlyphMeshKey &p_a) {
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											return hash_murmur3_buffer(&p_a, sizeof(GlyphMeshKey));
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										}
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									};
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											2022-04-25 13:14:30 +03:00
										 
									 
								 
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									struct GlyphMeshData {
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										Vector<Vector2> triangles;
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										Vector<Vector<ContourPoint>> contours;
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										Vector<ContourInfo> contours_info;
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										Vector2 min_p = Vector2(INFINITY, INFINITY);
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										Vector2 max_p = Vector2(-INFINITY, -INFINITY);
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									};
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									mutable HashMap<GlyphMeshKey, GlyphMeshData, GlyphMeshKeyHasher> cache;
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									RID text_rid;
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									mutable Vector<RID> lines_rid;
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									String text;
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									String xl_text;
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									int font_size = 16;
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									Ref<Font> font_override;
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									TextServer::AutowrapMode autowrap_mode = TextServer::AUTOWRAP_OFF;
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											2023-03-23 11:22:37 +02:00
										 
									 
								 
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									BitField<TextServer::JustificationFlag> jst_flags = TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_SKIP_LAST_LINE | TextServer::JUSTIFICATION_DO_NOT_SKIP_SINGLE_LINE;
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									float width = 500.0;
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									float line_spacing = 0.f;
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									Point2 lbl_offset;
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									HorizontalAlignment horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER;
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									VerticalAlignment vertical_alignment = VERTICAL_ALIGNMENT_CENTER;
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									bool uppercase = false;
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									String language;
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									TextServer::Direction text_direction = TextServer::DIRECTION_AUTO;
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									TextServer::StructuredTextParser st_parser = TextServer::STRUCTURED_TEXT_DEFAULT;
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									Array st_args;
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									real_t depth = 0.05;
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									real_t pixel_size = 0.01;
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									real_t curve_step = 0.5;
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											2022-08-10 14:33:05 +03:00
										 
									 
								 
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									mutable bool dirty_lines = true;
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									mutable bool dirty_text = true;
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									mutable bool dirty_font = true;
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									mutable bool dirty_cache = true;
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											2022-06-18 16:14:08 +03:00
										 
									 
								 
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									void _generate_glyph_mesh_data(const GlyphMeshKey &p_key, const Glyph &p_glyph) const;
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											2022-04-25 13:14:30 +03:00
										 
									 
								 
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									void _font_changed();
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								protected:
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									static void _bind_methods();
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									void _notification(int p_what);
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									virtual void _create_mesh_array(Array &p_arr) const override;
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								public:
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											2023-01-18 09:33:35 +02:00
										 
									 
								 
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									GDVIRTUAL2RC(TypedArray<Vector3i>, _structured_text_parser, Array, String)
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									TextMesh();
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									~TextMesh();
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									void set_horizontal_alignment(HorizontalAlignment p_alignment);
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									HorizontalAlignment get_horizontal_alignment() const;
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									void set_vertical_alignment(VerticalAlignment p_alignment);
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									VerticalAlignment get_vertical_alignment() const;
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									void set_text(const String &p_string);
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									String get_text() const;
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									void set_font(const Ref<Font> &p_font);
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									Ref<Font> get_font() const;
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									Ref<Font> _get_font_or_default() const;
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									void set_font_size(int p_size);
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									int get_font_size() const;
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											2022-08-10 14:33:05 +03:00
										 
									 
								 
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									void set_line_spacing(float p_size);
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									float get_line_spacing() const;
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									void set_autowrap_mode(TextServer::AutowrapMode p_mode);
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									TextServer::AutowrapMode get_autowrap_mode() const;
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											2023-03-23 11:22:37 +02:00
										 
									 
								 
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									void set_justification_flags(BitField<TextServer::JustificationFlag> p_flags);
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									BitField<TextServer::JustificationFlag> get_justification_flags() const;
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											2022-04-25 13:14:30 +03:00
										 
									 
								 
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									void set_text_direction(TextServer::Direction p_text_direction);
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									TextServer::Direction get_text_direction() const;
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									void set_language(const String &p_language);
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									String get_language() const;
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									void set_structured_text_bidi_override(TextServer::StructuredTextParser p_parser);
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									TextServer::StructuredTextParser get_structured_text_bidi_override() const;
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									void set_structured_text_bidi_override_options(Array p_args);
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									Array get_structured_text_bidi_override_options() const;
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									void set_uppercase(bool p_uppercase);
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									bool is_uppercase() const;
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									void set_width(real_t p_width);
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									real_t get_width() const;
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									void set_depth(real_t p_depth);
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									real_t get_depth() const;
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									void set_curve_step(real_t p_step);
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									real_t get_curve_step() const;
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									void set_pixel_size(real_t p_amount);
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							 | 
							
							
									real_t get_pixel_size() const;
							 | 
						
					
						
							
								
									
										
										
										
											2022-08-10 14:33:05 +03:00
										 
									 
								 
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									void set_offset(const Point2 &p_offset);
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							 | 
							
							
									Point2 get_offset() const;
							 | 
						
					
						
							
								
									
										
										
										
											2022-04-25 13:14:30 +03:00
										 
									 
								 
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								};
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											2021-04-27 12:43:49 -03:00
										 
									 
								 
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							 | 
							
								
							 | 
							
							
								VARIANT_ENUM_CAST(RibbonTrailMesh::Shape)
							 | 
						
					
						
							
								
									
										
										
										
											2022-07-23 23:41:51 +02:00
										 
									 
								 
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								#endif // PRIMITIVE_MESHES_H
							 |