csg_shape.cpp 67 KB

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  1. /*************************************************************************/
  2. /* csg_shape.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "csg_shape.h"
  31. #include "scene/3d/path.h"
  32. void CSGShape::set_use_collision(bool p_enable) {
  33. if (use_collision == p_enable)
  34. return;
  35. use_collision = p_enable;
  36. if (!is_inside_tree() || !is_root_shape())
  37. return;
  38. if (use_collision) {
  39. root_collision_shape.instance();
  40. root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
  41. PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
  42. PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  43. PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
  44. PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  45. set_collision_layer(collision_layer);
  46. set_collision_mask(collision_mask);
  47. _make_dirty(); //force update
  48. } else {
  49. PhysicsServer::get_singleton()->free(root_collision_instance);
  50. root_collision_instance = RID();
  51. root_collision_shape.unref();
  52. }
  53. _change_notify();
  54. }
  55. bool CSGShape::is_using_collision() const {
  56. return use_collision;
  57. }
  58. void CSGShape::set_collision_layer(uint32_t p_layer) {
  59. collision_layer = p_layer;
  60. if (root_collision_instance.is_valid()) {
  61. PhysicsServer::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
  62. }
  63. }
  64. uint32_t CSGShape::get_collision_layer() const {
  65. return collision_layer;
  66. }
  67. void CSGShape::set_collision_mask(uint32_t p_mask) {
  68. collision_mask = p_mask;
  69. if (root_collision_instance.is_valid()) {
  70. PhysicsServer::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
  71. }
  72. }
  73. uint32_t CSGShape::get_collision_mask() const {
  74. return collision_mask;
  75. }
  76. void CSGShape::set_collision_mask_bit(int p_bit, bool p_value) {
  77. uint32_t mask = get_collision_mask();
  78. if (p_value)
  79. mask |= 1 << p_bit;
  80. else
  81. mask &= ~(1 << p_bit);
  82. set_collision_mask(mask);
  83. }
  84. bool CSGShape::get_collision_mask_bit(int p_bit) const {
  85. return get_collision_mask() & (1 << p_bit);
  86. }
  87. void CSGShape::set_collision_layer_bit(int p_bit, bool p_value) {
  88. uint32_t mask = get_collision_layer();
  89. if (p_value)
  90. mask |= 1 << p_bit;
  91. else
  92. mask &= ~(1 << p_bit);
  93. set_collision_layer(mask);
  94. }
  95. bool CSGShape::get_collision_layer_bit(int p_bit) const {
  96. return get_collision_layer() & (1 << p_bit);
  97. }
  98. bool CSGShape::is_root_shape() const {
  99. return !parent;
  100. }
  101. void CSGShape::set_snap(float p_snap) {
  102. snap = p_snap;
  103. }
  104. float CSGShape::get_snap() const {
  105. return snap;
  106. }
  107. void CSGShape::_make_dirty() {
  108. if (!is_inside_tree())
  109. return;
  110. if (dirty) {
  111. return;
  112. }
  113. dirty = true;
  114. if (parent) {
  115. parent->_make_dirty();
  116. } else {
  117. //only parent will do
  118. call_deferred("_update_shape");
  119. }
  120. }
  121. CSGBrush *CSGShape::_get_brush() {
  122. if (dirty) {
  123. if (brush) {
  124. memdelete(brush);
  125. }
  126. brush = NULL;
  127. CSGBrush *n = _build_brush();
  128. for (int i = 0; i < get_child_count(); i++) {
  129. CSGShape *child = Object::cast_to<CSGShape>(get_child(i));
  130. if (!child)
  131. continue;
  132. if (!child->is_visible_in_tree())
  133. continue;
  134. CSGBrush *n2 = child->_get_brush();
  135. if (!n2)
  136. continue;
  137. if (!n) {
  138. n = memnew(CSGBrush);
  139. n->copy_from(*n2, child->get_transform());
  140. } else {
  141. CSGBrush *nn = memnew(CSGBrush);
  142. CSGBrush *nn2 = memnew(CSGBrush);
  143. nn2->copy_from(*n2, child->get_transform());
  144. CSGBrushOperation bop;
  145. switch (child->get_operation()) {
  146. case CSGShape::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
  147. case CSGShape::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break;
  148. case CSGShape::OPERATION_SUBTRACTION: bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap); break;
  149. }
  150. memdelete(n);
  151. memdelete(nn2);
  152. n = nn;
  153. }
  154. }
  155. if (n) {
  156. AABB aabb;
  157. for (int i = 0; i < n->faces.size(); i++) {
  158. for (int j = 0; j < 3; j++) {
  159. if (i == 0 && j == 0)
  160. aabb.position = n->faces[i].vertices[j];
  161. else
  162. aabb.expand_to(n->faces[i].vertices[j]);
  163. }
  164. }
  165. node_aabb = aabb;
  166. } else {
  167. node_aabb = AABB();
  168. }
  169. brush = n;
  170. dirty = false;
  171. }
  172. return brush;
  173. }
  174. int CSGShape::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  175. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  176. return surface.vertices.size() / 3;
  177. }
  178. int CSGShape::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  179. // always 3
  180. return 3;
  181. }
  182. void CSGShape::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
  183. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  184. Vector3 v = surface.verticesw[iFace * 3 + iVert];
  185. fvPosOut[0] = v.x;
  186. fvPosOut[1] = v.y;
  187. fvPosOut[2] = v.z;
  188. }
  189. void CSGShape::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
  190. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  191. Vector3 n = surface.normalsw[iFace * 3 + iVert];
  192. fvNormOut[0] = n.x;
  193. fvNormOut[1] = n.y;
  194. fvNormOut[2] = n.z;
  195. }
  196. void CSGShape::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
  197. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  198. Vector2 t = surface.uvsw[iFace * 3 + iVert];
  199. fvTexcOut[0] = t.x;
  200. fvTexcOut[1] = t.y;
  201. }
  202. void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
  203. const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
  204. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  205. int i = iFace * 3 + iVert;
  206. Vector3 normal = surface.normalsw[i];
  207. Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
  208. Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
  209. float d = bitangent.dot(normal.cross(tangent));
  210. i *= 4;
  211. surface.tansw[i++] = tangent.x;
  212. surface.tansw[i++] = tangent.y;
  213. surface.tansw[i++] = tangent.z;
  214. surface.tansw[i++] = d < 0 ? -1 : 1;
  215. }
  216. void CSGShape::_update_shape() {
  217. if (parent)
  218. return;
  219. set_base(RID());
  220. root_mesh.unref(); //byebye root mesh
  221. CSGBrush *n = _get_brush();
  222. ERR_FAIL_COND(!n);
  223. OAHashMap<Vector3, Vector3> vec_map;
  224. Vector<int> face_count;
  225. face_count.resize(n->materials.size() + 1);
  226. for (int i = 0; i < face_count.size(); i++) {
  227. face_count.write[i] = 0;
  228. }
  229. for (int i = 0; i < n->faces.size(); i++) {
  230. int mat = n->faces[i].material;
  231. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  232. int idx = mat == -1 ? face_count.size() - 1 : mat;
  233. if (n->faces[i].smooth) {
  234. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  235. for (int j = 0; j < 3; j++) {
  236. Vector3 v = n->faces[i].vertices[j];
  237. Vector3 add;
  238. if (vec_map.lookup(v, add)) {
  239. add += p.normal;
  240. } else {
  241. add = p.normal;
  242. }
  243. vec_map.set(v, add);
  244. }
  245. }
  246. face_count.write[idx]++;
  247. }
  248. Vector<ShapeUpdateSurface> surfaces;
  249. surfaces.resize(face_count.size());
  250. //create arrays
  251. for (int i = 0; i < surfaces.size(); i++) {
  252. surfaces.write[i].vertices.resize(face_count[i] * 3);
  253. surfaces.write[i].normals.resize(face_count[i] * 3);
  254. surfaces.write[i].uvs.resize(face_count[i] * 3);
  255. if (calculate_tangents) {
  256. surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
  257. }
  258. surfaces.write[i].last_added = 0;
  259. if (i != surfaces.size() - 1) {
  260. surfaces.write[i].material = n->materials[i];
  261. }
  262. surfaces.write[i].verticesw = surfaces.write[i].vertices.write();
  263. surfaces.write[i].normalsw = surfaces.write[i].normals.write();
  264. surfaces.write[i].uvsw = surfaces.write[i].uvs.write();
  265. if (calculate_tangents) {
  266. surfaces.write[i].tansw = surfaces.write[i].tans.write();
  267. }
  268. }
  269. //fill arrays
  270. PoolVector<Vector3> physics_faces;
  271. bool fill_physics_faces = false;
  272. if (root_collision_shape.is_valid()) {
  273. physics_faces.resize(n->faces.size() * 3);
  274. fill_physics_faces = true;
  275. }
  276. {
  277. PoolVector<Vector3>::Write physicsw;
  278. if (fill_physics_faces) {
  279. physicsw = physics_faces.write();
  280. }
  281. for (int i = 0; i < n->faces.size(); i++) {
  282. int order[3] = { 0, 1, 2 };
  283. if (n->faces[i].invert) {
  284. SWAP(order[1], order[2]);
  285. }
  286. if (fill_physics_faces) {
  287. physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
  288. physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
  289. physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
  290. }
  291. int mat = n->faces[i].material;
  292. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  293. int idx = mat == -1 ? face_count.size() - 1 : mat;
  294. int last = surfaces[idx].last_added;
  295. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  296. for (int j = 0; j < 3; j++) {
  297. Vector3 v = n->faces[i].vertices[j];
  298. Vector3 normal = p.normal;
  299. if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
  300. normal.normalize();
  301. }
  302. if (n->faces[i].invert) {
  303. normal = -normal;
  304. }
  305. int k = last + order[j];
  306. surfaces[idx].verticesw[k] = v;
  307. surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
  308. surfaces[idx].normalsw[k] = normal;
  309. if (calculate_tangents) {
  310. // zero out our tangents for now
  311. k *= 4;
  312. surfaces[idx].tansw[k++] = 0.0;
  313. surfaces[idx].tansw[k++] = 0.0;
  314. surfaces[idx].tansw[k++] = 0.0;
  315. surfaces[idx].tansw[k++] = 0.0;
  316. }
  317. }
  318. surfaces.write[idx].last_added += 3;
  319. }
  320. }
  321. root_mesh.instance();
  322. //create surfaces
  323. for (int i = 0; i < surfaces.size(); i++) {
  324. // calculate tangents for this surface
  325. bool have_tangents = calculate_tangents;
  326. if (have_tangents) {
  327. SMikkTSpaceInterface mkif;
  328. mkif.m_getNormal = mikktGetNormal;
  329. mkif.m_getNumFaces = mikktGetNumFaces;
  330. mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
  331. mkif.m_getPosition = mikktGetPosition;
  332. mkif.m_getTexCoord = mikktGetTexCoord;
  333. mkif.m_setTSpace = mikktSetTSpaceDefault;
  334. mkif.m_setTSpaceBasic = NULL;
  335. SMikkTSpaceContext msc;
  336. msc.m_pInterface = &mkif;
  337. msc.m_pUserData = &surfaces.write[i];
  338. have_tangents = genTangSpaceDefault(&msc);
  339. }
  340. // unset write access
  341. surfaces.write[i].verticesw = PoolVector<Vector3>::Write();
  342. surfaces.write[i].normalsw = PoolVector<Vector3>::Write();
  343. surfaces.write[i].uvsw = PoolVector<Vector2>::Write();
  344. surfaces.write[i].tansw = PoolVector<float>::Write();
  345. if (surfaces[i].last_added == 0)
  346. continue;
  347. // and convert to surface array
  348. Array array;
  349. array.resize(Mesh::ARRAY_MAX);
  350. array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
  351. array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
  352. array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
  353. if (have_tangents) {
  354. array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
  355. }
  356. int idx = root_mesh->get_surface_count();
  357. root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
  358. root_mesh->surface_set_material(idx, surfaces[i].material);
  359. }
  360. if (root_collision_shape.is_valid()) {
  361. root_collision_shape->set_faces(physics_faces);
  362. }
  363. set_base(root_mesh->get_rid());
  364. }
  365. AABB CSGShape::get_aabb() const {
  366. return node_aabb;
  367. }
  368. PoolVector<Vector3> CSGShape::get_brush_faces() {
  369. ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>());
  370. CSGBrush *b = _get_brush();
  371. if (!b) {
  372. return PoolVector<Vector3>();
  373. }
  374. PoolVector<Vector3> faces;
  375. int fc = b->faces.size();
  376. faces.resize(fc * 3);
  377. {
  378. PoolVector<Vector3>::Write w = faces.write();
  379. for (int i = 0; i < fc; i++) {
  380. w[i * 3 + 0] = b->faces[i].vertices[0];
  381. w[i * 3 + 1] = b->faces[i].vertices[1];
  382. w[i * 3 + 2] = b->faces[i].vertices[2];
  383. }
  384. }
  385. return faces;
  386. }
  387. PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const {
  388. return PoolVector<Face3>();
  389. }
  390. void CSGShape::_notification(int p_what) {
  391. if (p_what == NOTIFICATION_ENTER_TREE) {
  392. Node *parentn = get_parent();
  393. if (parentn) {
  394. parent = Object::cast_to<CSGShape>(parentn);
  395. if (parent) {
  396. set_base(RID());
  397. root_mesh.unref();
  398. }
  399. }
  400. if (use_collision && is_root_shape()) {
  401. root_collision_shape.instance();
  402. root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
  403. PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
  404. PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  405. PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
  406. PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  407. set_collision_layer(collision_layer);
  408. set_collision_mask(collision_mask);
  409. }
  410. _make_dirty();
  411. }
  412. if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
  413. if (parent) {
  414. parent->_make_dirty();
  415. }
  416. }
  417. if (p_what == NOTIFICATION_EXIT_TREE) {
  418. if (parent)
  419. parent->_make_dirty();
  420. parent = NULL;
  421. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  422. PhysicsServer::get_singleton()->free(root_collision_instance);
  423. root_collision_instance = RID();
  424. root_collision_shape.unref();
  425. }
  426. _make_dirty();
  427. }
  428. }
  429. void CSGShape::set_operation(Operation p_operation) {
  430. operation = p_operation;
  431. _make_dirty();
  432. }
  433. CSGShape::Operation CSGShape::get_operation() const {
  434. return operation;
  435. }
  436. void CSGShape::set_calculate_tangents(bool p_calculate_tangents) {
  437. calculate_tangents = p_calculate_tangents;
  438. _make_dirty();
  439. }
  440. bool CSGShape::is_calculating_tangents() const {
  441. return calculate_tangents;
  442. }
  443. void CSGShape::_validate_property(PropertyInfo &property) const {
  444. bool is_collision_prefixed = property.name.begins_with("collision_");
  445. if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  446. //hide collision if not root
  447. property.usage = PROPERTY_USAGE_NOEDITOR;
  448. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  449. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  450. }
  451. }
  452. Array CSGShape::get_meshes() const {
  453. if (root_mesh.is_valid()) {
  454. Array arr;
  455. arr.resize(2);
  456. arr[0] = Transform();
  457. arr[1] = root_mesh;
  458. return arr;
  459. }
  460. return Array();
  461. }
  462. void CSGShape::_bind_methods() {
  463. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape::_update_shape);
  464. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape::is_root_shape);
  465. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape::set_operation);
  466. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape::get_operation);
  467. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape::set_snap);
  468. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape::get_snap);
  469. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape::set_use_collision);
  470. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape::is_using_collision);
  471. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape::set_collision_layer);
  472. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape::get_collision_layer);
  473. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape::set_collision_mask);
  474. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape::get_collision_mask);
  475. ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape::set_collision_mask_bit);
  476. ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape::get_collision_mask_bit);
  477. ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape::set_collision_layer_bit);
  478. ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape::get_collision_layer_bit);
  479. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape::set_calculate_tangents);
  480. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape::is_calculating_tangents);
  481. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape::get_meshes);
  482. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  483. ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
  484. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  485. ADD_GROUP("Collision", "collision_");
  486. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  487. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  488. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  489. BIND_ENUM_CONSTANT(OPERATION_UNION);
  490. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  491. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  492. }
  493. CSGShape::CSGShape() {
  494. operation = OPERATION_UNION;
  495. parent = NULL;
  496. brush = NULL;
  497. dirty = false;
  498. snap = 0.001;
  499. use_collision = false;
  500. collision_layer = 1;
  501. collision_mask = 1;
  502. calculate_tangents = true;
  503. set_notify_local_transform(true);
  504. }
  505. CSGShape::~CSGShape() {
  506. if (brush) {
  507. memdelete(brush);
  508. brush = NULL;
  509. }
  510. }
  511. //////////////////////////////////
  512. CSGBrush *CSGCombiner::_build_brush() {
  513. return NULL; //does not build anything
  514. }
  515. CSGCombiner::CSGCombiner() {
  516. }
  517. /////////////////////
  518. CSGBrush *CSGPrimitive::_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials) {
  519. CSGBrush *brush = memnew(CSGBrush);
  520. PoolVector<bool> invert;
  521. invert.resize(p_vertices.size() / 3);
  522. {
  523. int ic = invert.size();
  524. PoolVector<bool>::Write w = invert.write();
  525. for (int i = 0; i < ic; i++) {
  526. w[i] = invert_faces;
  527. }
  528. }
  529. brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  530. return brush;
  531. }
  532. void CSGPrimitive::_bind_methods() {
  533. ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive::set_invert_faces);
  534. ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive::is_inverting_faces);
  535. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
  536. }
  537. void CSGPrimitive::set_invert_faces(bool p_invert) {
  538. if (invert_faces == p_invert)
  539. return;
  540. invert_faces = p_invert;
  541. _make_dirty();
  542. }
  543. bool CSGPrimitive::is_inverting_faces() {
  544. return invert_faces;
  545. }
  546. CSGPrimitive::CSGPrimitive() {
  547. invert_faces = false;
  548. }
  549. /////////////////////
  550. CSGBrush *CSGMesh::_build_brush() {
  551. if (!mesh.is_valid())
  552. return NULL;
  553. PoolVector<Vector3> vertices;
  554. PoolVector<bool> smooth;
  555. PoolVector<Ref<Material> > materials;
  556. PoolVector<Vector2> uvs;
  557. for (int i = 0; i < mesh->get_surface_count(); i++) {
  558. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  559. continue;
  560. }
  561. Array arrays = mesh->surface_get_arrays(i);
  562. if (arrays.size() == 0) {
  563. _make_dirty();
  564. ERR_FAIL_COND_V(arrays.size() == 0, NULL);
  565. }
  566. PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  567. if (avertices.size() == 0)
  568. continue;
  569. PoolVector<Vector3>::Read vr = avertices.read();
  570. PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  571. PoolVector<Vector3>::Read nr;
  572. bool nr_used = false;
  573. if (anormals.size()) {
  574. nr = anormals.read();
  575. nr_used = true;
  576. }
  577. PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  578. PoolVector<Vector2>::Read uvr;
  579. bool uvr_used = false;
  580. if (auvs.size()) {
  581. uvr = auvs.read();
  582. uvr_used = true;
  583. }
  584. Ref<Material> mat = mesh->surface_get_material(i);
  585. PoolVector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  586. if (aindices.size()) {
  587. int as = vertices.size();
  588. int is = aindices.size();
  589. vertices.resize(as + is);
  590. smooth.resize((as + is) / 3);
  591. materials.resize((as + is) / 3);
  592. uvs.resize(as + is);
  593. PoolVector<Vector3>::Write vw = vertices.write();
  594. PoolVector<bool>::Write sw = smooth.write();
  595. PoolVector<Vector2>::Write uvw = uvs.write();
  596. PoolVector<Ref<Material> >::Write mw = materials.write();
  597. PoolVector<int>::Read ir = aindices.read();
  598. for (int j = 0; j < is; j += 3) {
  599. Vector3 vertex[3];
  600. Vector3 normal[3];
  601. Vector2 uv[3];
  602. for (int k = 0; k < 3; k++) {
  603. int idx = ir[j + k];
  604. vertex[k] = vr[idx];
  605. if (nr_used) {
  606. normal[k] = nr[idx];
  607. }
  608. if (uvr_used) {
  609. uv[k] = uvr[idx];
  610. }
  611. }
  612. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  613. vw[as + j + 0] = vertex[0];
  614. vw[as + j + 1] = vertex[1];
  615. vw[as + j + 2] = vertex[2];
  616. uvw[as + j + 0] = uv[0];
  617. uvw[as + j + 1] = uv[1];
  618. uvw[as + j + 2] = uv[2];
  619. sw[j / 3] = !flat;
  620. mw[j / 3] = mat;
  621. }
  622. } else {
  623. int as = vertices.size();
  624. int is = avertices.size();
  625. vertices.resize(as + is);
  626. smooth.resize((as + is) / 3);
  627. uvs.resize(as + is);
  628. materials.resize((as + is) / 3);
  629. PoolVector<Vector3>::Write vw = vertices.write();
  630. PoolVector<bool>::Write sw = smooth.write();
  631. PoolVector<Vector2>::Write uvw = uvs.write();
  632. PoolVector<Ref<Material> >::Write mw = materials.write();
  633. for (int j = 0; j < is; j += 3) {
  634. Vector3 vertex[3];
  635. Vector3 normal[3];
  636. Vector2 uv[3];
  637. for (int k = 0; k < 3; k++) {
  638. vertex[k] = vr[j + k];
  639. if (nr_used) {
  640. normal[k] = nr[j + k];
  641. }
  642. if (uvr_used) {
  643. uv[k] = uvr[j + k];
  644. }
  645. }
  646. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  647. vw[as + j + 0] = vertex[0];
  648. vw[as + j + 1] = vertex[1];
  649. vw[as + j + 2] = vertex[2];
  650. uvw[as + j + 0] = uv[0];
  651. uvw[as + j + 1] = uv[1];
  652. uvw[as + j + 2] = uv[2];
  653. sw[j / 3] = !flat;
  654. mw[j / 3] = mat;
  655. }
  656. }
  657. }
  658. if (vertices.size() == 0)
  659. return NULL;
  660. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  661. }
  662. void CSGMesh::_mesh_changed() {
  663. _make_dirty();
  664. update_gizmo();
  665. }
  666. void CSGMesh::_bind_methods() {
  667. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh::set_mesh);
  668. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh::get_mesh);
  669. ClassDB::bind_method(D_METHOD("_mesh_changed"), &CSGMesh::_mesh_changed);
  670. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  671. }
  672. void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
  673. if (mesh == p_mesh)
  674. return;
  675. if (mesh.is_valid()) {
  676. mesh->disconnect("changed", this, "_mesh_changed");
  677. }
  678. mesh = p_mesh;
  679. if (mesh.is_valid()) {
  680. mesh->connect("changed", this, "_mesh_changed");
  681. }
  682. _make_dirty();
  683. }
  684. Ref<Mesh> CSGMesh::get_mesh() {
  685. return mesh;
  686. }
  687. ////////////////////////////////
  688. CSGBrush *CSGSphere::_build_brush() {
  689. // set our bounding box
  690. CSGBrush *brush = memnew(CSGBrush);
  691. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  692. bool invert_val = is_inverting_faces();
  693. Ref<Material> material = get_material();
  694. PoolVector<Vector3> faces;
  695. PoolVector<Vector2> uvs;
  696. PoolVector<bool> smooth;
  697. PoolVector<Ref<Material> > materials;
  698. PoolVector<bool> invert;
  699. faces.resize(face_count * 3);
  700. uvs.resize(face_count * 3);
  701. smooth.resize(face_count);
  702. materials.resize(face_count);
  703. invert.resize(face_count);
  704. {
  705. PoolVector<Vector3>::Write facesw = faces.write();
  706. PoolVector<Vector2>::Write uvsw = uvs.write();
  707. PoolVector<bool>::Write smoothw = smooth.write();
  708. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  709. PoolVector<bool>::Write invertw = invert.write();
  710. int face = 0;
  711. for (int i = 1; i <= rings; i++) {
  712. double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
  713. double z0 = Math::sin(lat0);
  714. double zr0 = Math::cos(lat0);
  715. double u0 = double(i - 1) / rings;
  716. double lat1 = Math_PI * (-0.5 + (double)i / rings);
  717. double z1 = Math::sin(lat1);
  718. double zr1 = Math::cos(lat1);
  719. double u1 = double(i) / rings;
  720. for (int j = radial_segments; j >= 1; j--) {
  721. double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
  722. double x0 = Math::cos(lng0);
  723. double y0 = Math::sin(lng0);
  724. double v0 = double(i - 1) / radial_segments;
  725. double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
  726. double x1 = Math::cos(lng1);
  727. double y1 = Math::sin(lng1);
  728. double v1 = double(i) / radial_segments;
  729. Vector3 v[4] = {
  730. Vector3(x1 * zr0, z0, y1 * zr0) * radius,
  731. Vector3(x1 * zr1, z1, y1 * zr1) * radius,
  732. Vector3(x0 * zr1, z1, y0 * zr1) * radius,
  733. Vector3(x0 * zr0, z0, y0 * zr0) * radius
  734. };
  735. Vector2 u[4] = {
  736. Vector2(v1, u0),
  737. Vector2(v1, u1),
  738. Vector2(v0, u1),
  739. Vector2(v0, u0),
  740. };
  741. if (i < rings) {
  742. //face 1
  743. facesw[face * 3 + 0] = v[0];
  744. facesw[face * 3 + 1] = v[1];
  745. facesw[face * 3 + 2] = v[2];
  746. uvsw[face * 3 + 0] = u[0];
  747. uvsw[face * 3 + 1] = u[1];
  748. uvsw[face * 3 + 2] = u[2];
  749. smoothw[face] = smooth_faces;
  750. invertw[face] = invert_val;
  751. materialsw[face] = material;
  752. face++;
  753. }
  754. if (i > 1) {
  755. //face 2
  756. facesw[face * 3 + 0] = v[2];
  757. facesw[face * 3 + 1] = v[3];
  758. facesw[face * 3 + 2] = v[0];
  759. uvsw[face * 3 + 0] = u[2];
  760. uvsw[face * 3 + 1] = u[3];
  761. uvsw[face * 3 + 2] = u[0];
  762. smoothw[face] = smooth_faces;
  763. invertw[face] = invert_val;
  764. materialsw[face] = material;
  765. face++;
  766. }
  767. }
  768. }
  769. if (face != face_count) {
  770. ERR_PRINT("Face mismatch bug! fix code");
  771. }
  772. }
  773. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  774. return brush;
  775. }
  776. void CSGSphere::_bind_methods() {
  777. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere::set_radius);
  778. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere::get_radius);
  779. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere::set_radial_segments);
  780. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere::get_radial_segments);
  781. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere::set_rings);
  782. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere::get_rings);
  783. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere::set_smooth_faces);
  784. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere::get_smooth_faces);
  785. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material);
  786. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material);
  787. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
  788. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  789. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  790. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  791. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  792. }
  793. void CSGSphere::set_radius(const float p_radius) {
  794. ERR_FAIL_COND(p_radius <= 0);
  795. radius = p_radius;
  796. _make_dirty();
  797. update_gizmo();
  798. }
  799. float CSGSphere::get_radius() const {
  800. return radius;
  801. }
  802. void CSGSphere::set_radial_segments(const int p_radial_segments) {
  803. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  804. _make_dirty();
  805. update_gizmo();
  806. }
  807. int CSGSphere::get_radial_segments() const {
  808. return radial_segments;
  809. }
  810. void CSGSphere::set_rings(const int p_rings) {
  811. rings = p_rings > 1 ? p_rings : 1;
  812. _make_dirty();
  813. update_gizmo();
  814. }
  815. int CSGSphere::get_rings() const {
  816. return rings;
  817. }
  818. void CSGSphere::set_smooth_faces(const bool p_smooth_faces) {
  819. smooth_faces = p_smooth_faces;
  820. _make_dirty();
  821. }
  822. bool CSGSphere::get_smooth_faces() const {
  823. return smooth_faces;
  824. }
  825. void CSGSphere::set_material(const Ref<Material> &p_material) {
  826. material = p_material;
  827. _make_dirty();
  828. }
  829. Ref<Material> CSGSphere::get_material() const {
  830. return material;
  831. }
  832. CSGSphere::CSGSphere() {
  833. // defaults
  834. radius = 1.0;
  835. radial_segments = 12;
  836. rings = 6;
  837. smooth_faces = true;
  838. }
  839. ///////////////
  840. CSGBrush *CSGBox::_build_brush() {
  841. // set our bounding box
  842. CSGBrush *brush = memnew(CSGBrush);
  843. int face_count = 12; //it's a cube..
  844. bool invert_val = is_inverting_faces();
  845. Ref<Material> material = get_material();
  846. PoolVector<Vector3> faces;
  847. PoolVector<Vector2> uvs;
  848. PoolVector<bool> smooth;
  849. PoolVector<Ref<Material> > materials;
  850. PoolVector<bool> invert;
  851. faces.resize(face_count * 3);
  852. uvs.resize(face_count * 3);
  853. smooth.resize(face_count);
  854. materials.resize(face_count);
  855. invert.resize(face_count);
  856. {
  857. PoolVector<Vector3>::Write facesw = faces.write();
  858. PoolVector<Vector2>::Write uvsw = uvs.write();
  859. PoolVector<bool>::Write smoothw = smooth.write();
  860. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  861. PoolVector<bool>::Write invertw = invert.write();
  862. int face = 0;
  863. Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
  864. {
  865. for (int i = 0; i < 6; i++) {
  866. Vector3 face_points[4];
  867. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  868. for (int j = 0; j < 4; j++) {
  869. float v[3];
  870. v[0] = 1.0;
  871. v[1] = 1 - 2 * ((j >> 1) & 1);
  872. v[2] = v[1] * (1 - 2 * (j & 1));
  873. for (int k = 0; k < 3; k++) {
  874. if (i < 3)
  875. face_points[j][(i + k) % 3] = v[k];
  876. else
  877. face_points[3 - j][(i + k) % 3] = -v[k];
  878. }
  879. }
  880. Vector2 u[4];
  881. for (int j = 0; j < 4; j++) {
  882. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  883. }
  884. //face 1
  885. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  886. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  887. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  888. uvsw[face * 3 + 0] = u[0];
  889. uvsw[face * 3 + 1] = u[1];
  890. uvsw[face * 3 + 2] = u[2];
  891. smoothw[face] = false;
  892. invertw[face] = invert_val;
  893. materialsw[face] = material;
  894. face++;
  895. //face 1
  896. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  897. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  898. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  899. uvsw[face * 3 + 0] = u[2];
  900. uvsw[face * 3 + 1] = u[3];
  901. uvsw[face * 3 + 2] = u[0];
  902. smoothw[face] = false;
  903. invertw[face] = invert_val;
  904. materialsw[face] = material;
  905. face++;
  906. }
  907. }
  908. if (face != face_count) {
  909. ERR_PRINT("Face mismatch bug! fix code");
  910. }
  911. }
  912. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  913. return brush;
  914. }
  915. void CSGBox::_bind_methods() {
  916. ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox::set_width);
  917. ClassDB::bind_method(D_METHOD("get_width"), &CSGBox::get_width);
  918. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox::set_height);
  919. ClassDB::bind_method(D_METHOD("get_height"), &CSGBox::get_height);
  920. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox::set_depth);
  921. ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox::get_depth);
  922. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox::set_material);
  923. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox::get_material);
  924. ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
  925. ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  926. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  927. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  928. }
  929. void CSGBox::set_width(const float p_width) {
  930. width = p_width;
  931. _make_dirty();
  932. update_gizmo();
  933. }
  934. float CSGBox::get_width() const {
  935. return width;
  936. }
  937. void CSGBox::set_height(const float p_height) {
  938. height = p_height;
  939. _make_dirty();
  940. update_gizmo();
  941. }
  942. float CSGBox::get_height() const {
  943. return height;
  944. }
  945. void CSGBox::set_depth(const float p_depth) {
  946. depth = p_depth;
  947. _make_dirty();
  948. update_gizmo();
  949. }
  950. float CSGBox::get_depth() const {
  951. return depth;
  952. }
  953. void CSGBox::set_material(const Ref<Material> &p_material) {
  954. material = p_material;
  955. _make_dirty();
  956. update_gizmo();
  957. }
  958. Ref<Material> CSGBox::get_material() const {
  959. return material;
  960. }
  961. CSGBox::CSGBox() {
  962. // defaults
  963. width = 2.0;
  964. height = 2.0;
  965. depth = 2.0;
  966. }
  967. ///////////////
  968. CSGBrush *CSGCylinder::_build_brush() {
  969. // set our bounding box
  970. CSGBrush *brush = memnew(CSGBrush);
  971. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  972. bool invert_val = is_inverting_faces();
  973. Ref<Material> material = get_material();
  974. PoolVector<Vector3> faces;
  975. PoolVector<Vector2> uvs;
  976. PoolVector<bool> smooth;
  977. PoolVector<Ref<Material> > materials;
  978. PoolVector<bool> invert;
  979. faces.resize(face_count * 3);
  980. uvs.resize(face_count * 3);
  981. smooth.resize(face_count);
  982. materials.resize(face_count);
  983. invert.resize(face_count);
  984. {
  985. PoolVector<Vector3>::Write facesw = faces.write();
  986. PoolVector<Vector2>::Write uvsw = uvs.write();
  987. PoolVector<bool>::Write smoothw = smooth.write();
  988. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  989. PoolVector<bool>::Write invertw = invert.write();
  990. int face = 0;
  991. Vector3 vertex_mul(radius, height * 0.5, radius);
  992. {
  993. for (int i = 0; i < sides; i++) {
  994. float inc = float(i) / sides;
  995. float inc_n = float((i + 1)) / sides;
  996. float ang = inc * Math_PI * 2.0;
  997. float ang_n = inc_n * Math_PI * 2.0;
  998. Vector3 base(Math::cos(ang), 0, Math::sin(ang));
  999. Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1000. Vector3 face_points[4] = {
  1001. base + Vector3(0, -1, 0),
  1002. base_n + Vector3(0, -1, 0),
  1003. base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1004. base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1005. };
  1006. Vector2 u[4] = {
  1007. Vector2(inc, 0),
  1008. Vector2(inc_n, 0),
  1009. Vector2(inc_n, 1),
  1010. Vector2(inc, 1),
  1011. };
  1012. //side face 1
  1013. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1014. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1015. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1016. uvsw[face * 3 + 0] = u[0];
  1017. uvsw[face * 3 + 1] = u[1];
  1018. uvsw[face * 3 + 2] = u[2];
  1019. smoothw[face] = smooth_faces;
  1020. invertw[face] = invert_val;
  1021. materialsw[face] = material;
  1022. face++;
  1023. if (!cone) {
  1024. //side face 2
  1025. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1026. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1027. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1028. uvsw[face * 3 + 0] = u[2];
  1029. uvsw[face * 3 + 1] = u[3];
  1030. uvsw[face * 3 + 2] = u[0];
  1031. smoothw[face] = smooth_faces;
  1032. invertw[face] = invert_val;
  1033. materialsw[face] = material;
  1034. face++;
  1035. }
  1036. //bottom face 1
  1037. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1038. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1039. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1040. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1041. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1042. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1043. smoothw[face] = false;
  1044. invertw[face] = invert_val;
  1045. materialsw[face] = material;
  1046. face++;
  1047. if (!cone) {
  1048. //top face 1
  1049. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1050. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1051. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1052. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1053. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1054. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1055. smoothw[face] = false;
  1056. invertw[face] = invert_val;
  1057. materialsw[face] = material;
  1058. face++;
  1059. }
  1060. }
  1061. }
  1062. if (face != face_count) {
  1063. ERR_PRINT("Face mismatch bug! fix code");
  1064. }
  1065. }
  1066. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1067. return brush;
  1068. }
  1069. void CSGCylinder::_bind_methods() {
  1070. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder::set_radius);
  1071. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder::get_radius);
  1072. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder::set_height);
  1073. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder::get_height);
  1074. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder::set_sides);
  1075. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder::get_sides);
  1076. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder::set_cone);
  1077. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder::is_cone);
  1078. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder::set_material);
  1079. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder::get_material);
  1080. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder::set_smooth_faces);
  1081. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder::get_smooth_faces);
  1082. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
  1083. ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  1084. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1085. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1086. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1087. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1088. }
  1089. void CSGCylinder::set_radius(const float p_radius) {
  1090. radius = p_radius;
  1091. _make_dirty();
  1092. update_gizmo();
  1093. }
  1094. float CSGCylinder::get_radius() const {
  1095. return radius;
  1096. }
  1097. void CSGCylinder::set_height(const float p_height) {
  1098. height = p_height;
  1099. _make_dirty();
  1100. update_gizmo();
  1101. }
  1102. float CSGCylinder::get_height() const {
  1103. return height;
  1104. }
  1105. void CSGCylinder::set_sides(const int p_sides) {
  1106. ERR_FAIL_COND(p_sides < 3);
  1107. sides = p_sides;
  1108. _make_dirty();
  1109. update_gizmo();
  1110. }
  1111. int CSGCylinder::get_sides() const {
  1112. return sides;
  1113. }
  1114. void CSGCylinder::set_cone(const bool p_cone) {
  1115. cone = p_cone;
  1116. _make_dirty();
  1117. update_gizmo();
  1118. }
  1119. bool CSGCylinder::is_cone() const {
  1120. return cone;
  1121. }
  1122. void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) {
  1123. smooth_faces = p_smooth_faces;
  1124. _make_dirty();
  1125. }
  1126. bool CSGCylinder::get_smooth_faces() const {
  1127. return smooth_faces;
  1128. }
  1129. void CSGCylinder::set_material(const Ref<Material> &p_material) {
  1130. material = p_material;
  1131. _make_dirty();
  1132. }
  1133. Ref<Material> CSGCylinder::get_material() const {
  1134. return material;
  1135. }
  1136. CSGCylinder::CSGCylinder() {
  1137. // defaults
  1138. radius = 1.0;
  1139. height = 1.0;
  1140. sides = 8;
  1141. cone = false;
  1142. smooth_faces = true;
  1143. }
  1144. ///////////////
  1145. CSGBrush *CSGTorus::_build_brush() {
  1146. // set our bounding box
  1147. float min_radius = inner_radius;
  1148. float max_radius = outer_radius;
  1149. if (min_radius == max_radius)
  1150. return NULL; //sorry, can't
  1151. if (min_radius > max_radius) {
  1152. SWAP(min_radius, max_radius);
  1153. }
  1154. float radius = (max_radius - min_radius) * 0.5;
  1155. CSGBrush *brush = memnew(CSGBrush);
  1156. int face_count = ring_sides * sides * 2;
  1157. bool invert_val = is_inverting_faces();
  1158. Ref<Material> material = get_material();
  1159. PoolVector<Vector3> faces;
  1160. PoolVector<Vector2> uvs;
  1161. PoolVector<bool> smooth;
  1162. PoolVector<Ref<Material> > materials;
  1163. PoolVector<bool> invert;
  1164. faces.resize(face_count * 3);
  1165. uvs.resize(face_count * 3);
  1166. smooth.resize(face_count);
  1167. materials.resize(face_count);
  1168. invert.resize(face_count);
  1169. {
  1170. PoolVector<Vector3>::Write facesw = faces.write();
  1171. PoolVector<Vector2>::Write uvsw = uvs.write();
  1172. PoolVector<bool>::Write smoothw = smooth.write();
  1173. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  1174. PoolVector<bool>::Write invertw = invert.write();
  1175. int face = 0;
  1176. {
  1177. for (int i = 0; i < sides; i++) {
  1178. float inci = float(i) / sides;
  1179. float inci_n = float((i + 1)) / sides;
  1180. float angi = inci * Math_PI * 2.0;
  1181. float angi_n = inci_n * Math_PI * 2.0;
  1182. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1183. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1184. for (int j = 0; j < ring_sides; j++) {
  1185. float incj = float(j) / ring_sides;
  1186. float incj_n = float((j + 1)) / ring_sides;
  1187. float angj = incj * Math_PI * 2.0;
  1188. float angj_n = incj_n * Math_PI * 2.0;
  1189. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1190. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1191. Vector3 face_points[4] = {
  1192. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1193. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1194. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1195. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1196. };
  1197. Vector2 u[4] = {
  1198. Vector2(inci, incj),
  1199. Vector2(inci, incj_n),
  1200. Vector2(inci_n, incj_n),
  1201. Vector2(inci_n, incj),
  1202. };
  1203. // face 1
  1204. facesw[face * 3 + 0] = face_points[0];
  1205. facesw[face * 3 + 1] = face_points[2];
  1206. facesw[face * 3 + 2] = face_points[1];
  1207. uvsw[face * 3 + 0] = u[0];
  1208. uvsw[face * 3 + 1] = u[2];
  1209. uvsw[face * 3 + 2] = u[1];
  1210. smoothw[face] = smooth_faces;
  1211. invertw[face] = invert_val;
  1212. materialsw[face] = material;
  1213. face++;
  1214. //face 2
  1215. facesw[face * 3 + 0] = face_points[3];
  1216. facesw[face * 3 + 1] = face_points[2];
  1217. facesw[face * 3 + 2] = face_points[0];
  1218. uvsw[face * 3 + 0] = u[3];
  1219. uvsw[face * 3 + 1] = u[2];
  1220. uvsw[face * 3 + 2] = u[0];
  1221. smoothw[face] = smooth_faces;
  1222. invertw[face] = invert_val;
  1223. materialsw[face] = material;
  1224. face++;
  1225. }
  1226. }
  1227. }
  1228. if (face != face_count) {
  1229. ERR_PRINT("Face mismatch bug! fix code");
  1230. }
  1231. }
  1232. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1233. return brush;
  1234. }
  1235. void CSGTorus::_bind_methods() {
  1236. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus::set_inner_radius);
  1237. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus::get_inner_radius);
  1238. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus::set_outer_radius);
  1239. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus::get_outer_radius);
  1240. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus::set_sides);
  1241. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus::get_sides);
  1242. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus::set_ring_sides);
  1243. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus::get_ring_sides);
  1244. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus::set_material);
  1245. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus::get_material);
  1246. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus::set_smooth_faces);
  1247. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus::get_smooth_faces);
  1248. ADD_PROPERTY(PropertyInfo(Variant::REAL, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
  1249. ADD_PROPERTY(PropertyInfo(Variant::REAL, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_outer_radius", "get_outer_radius");
  1250. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1251. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1252. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1253. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1254. }
  1255. void CSGTorus::set_inner_radius(const float p_inner_radius) {
  1256. inner_radius = p_inner_radius;
  1257. _make_dirty();
  1258. update_gizmo();
  1259. }
  1260. float CSGTorus::get_inner_radius() const {
  1261. return inner_radius;
  1262. }
  1263. void CSGTorus::set_outer_radius(const float p_outer_radius) {
  1264. outer_radius = p_outer_radius;
  1265. _make_dirty();
  1266. update_gizmo();
  1267. }
  1268. float CSGTorus::get_outer_radius() const {
  1269. return outer_radius;
  1270. }
  1271. void CSGTorus::set_sides(const int p_sides) {
  1272. ERR_FAIL_COND(p_sides < 3);
  1273. sides = p_sides;
  1274. _make_dirty();
  1275. update_gizmo();
  1276. }
  1277. int CSGTorus::get_sides() const {
  1278. return sides;
  1279. }
  1280. void CSGTorus::set_ring_sides(const int p_ring_sides) {
  1281. ERR_FAIL_COND(p_ring_sides < 3);
  1282. ring_sides = p_ring_sides;
  1283. _make_dirty();
  1284. update_gizmo();
  1285. }
  1286. int CSGTorus::get_ring_sides() const {
  1287. return ring_sides;
  1288. }
  1289. void CSGTorus::set_smooth_faces(const bool p_smooth_faces) {
  1290. smooth_faces = p_smooth_faces;
  1291. _make_dirty();
  1292. }
  1293. bool CSGTorus::get_smooth_faces() const {
  1294. return smooth_faces;
  1295. }
  1296. void CSGTorus::set_material(const Ref<Material> &p_material) {
  1297. material = p_material;
  1298. _make_dirty();
  1299. }
  1300. Ref<Material> CSGTorus::get_material() const {
  1301. return material;
  1302. }
  1303. CSGTorus::CSGTorus() {
  1304. // defaults
  1305. inner_radius = 2.0;
  1306. outer_radius = 3.0;
  1307. sides = 8;
  1308. ring_sides = 6;
  1309. smooth_faces = true;
  1310. }
  1311. ///////////////
  1312. CSGBrush *CSGPolygon::_build_brush() {
  1313. // set our bounding box
  1314. if (polygon.size() < 3)
  1315. return NULL;
  1316. Vector<Point2> final_polygon = polygon;
  1317. if (Triangulate::get_area(final_polygon) > 0) {
  1318. final_polygon.invert();
  1319. }
  1320. Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
  1321. if (triangles.size() < 3)
  1322. return NULL;
  1323. Path *path = NULL;
  1324. Ref<Curve3D> curve;
  1325. // get bounds for our polygon
  1326. Vector2 final_polygon_min;
  1327. Vector2 final_polygon_max;
  1328. for (int i = 0; i < final_polygon.size(); i++) {
  1329. Vector2 p = final_polygon[i];
  1330. if (i == 0) {
  1331. final_polygon_min = p;
  1332. final_polygon_max = final_polygon_min;
  1333. } else {
  1334. if (p.x < final_polygon_min.x) final_polygon_min.x = p.x;
  1335. if (p.y < final_polygon_min.y) final_polygon_min.y = p.y;
  1336. if (p.x > final_polygon_max.x) final_polygon_max.x = p.x;
  1337. if (p.y > final_polygon_max.y) final_polygon_max.y = p.y;
  1338. }
  1339. }
  1340. Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
  1341. if (mode == MODE_PATH) {
  1342. if (!has_node(path_node))
  1343. return NULL;
  1344. Node *n = get_node(path_node);
  1345. if (!n)
  1346. return NULL;
  1347. path = Object::cast_to<Path>(n);
  1348. if (!path)
  1349. return NULL;
  1350. if (path != path_cache) {
  1351. if (path_cache) {
  1352. path_cache->disconnect("tree_exited", this, "_path_exited");
  1353. path_cache->disconnect("curve_changed", this, "_path_changed");
  1354. path_cache = NULL;
  1355. }
  1356. path_cache = path;
  1357. if (path_cache) {
  1358. path_cache->connect("tree_exited", this, "_path_exited");
  1359. path_cache->connect("curve_changed", this, "_path_changed");
  1360. path_cache = NULL;
  1361. }
  1362. }
  1363. curve = path->get_curve();
  1364. if (curve.is_null())
  1365. return NULL;
  1366. if (curve->get_baked_length() <= 0)
  1367. return NULL;
  1368. }
  1369. CSGBrush *brush = memnew(CSGBrush);
  1370. int face_count = 0;
  1371. switch (mode) {
  1372. case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break;
  1373. case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break;
  1374. case MODE_PATH: {
  1375. float bl = curve->get_baked_length();
  1376. int splits = MAX(2, Math::ceil(bl / path_interval));
  1377. if (path_joined) {
  1378. face_count = splits * final_polygon.size() * 2;
  1379. } else {
  1380. face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
  1381. }
  1382. } break;
  1383. }
  1384. bool invert_val = is_inverting_faces();
  1385. Ref<Material> material = get_material();
  1386. PoolVector<Vector3> faces;
  1387. PoolVector<Vector2> uvs;
  1388. PoolVector<bool> smooth;
  1389. PoolVector<Ref<Material> > materials;
  1390. PoolVector<bool> invert;
  1391. faces.resize(face_count * 3);
  1392. uvs.resize(face_count * 3);
  1393. smooth.resize(face_count);
  1394. materials.resize(face_count);
  1395. invert.resize(face_count);
  1396. AABB aabb; //must be computed
  1397. {
  1398. PoolVector<Vector3>::Write facesw = faces.write();
  1399. PoolVector<Vector2>::Write uvsw = uvs.write();
  1400. PoolVector<bool>::Write smoothw = smooth.write();
  1401. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  1402. PoolVector<bool>::Write invertw = invert.write();
  1403. int face = 0;
  1404. switch (mode) {
  1405. case MODE_DEPTH: {
  1406. //add triangles, front and back
  1407. for (int i = 0; i < 2; i++) {
  1408. for (int j = 0; j < triangles.size(); j += 3) {
  1409. for (int k = 0; k < 3; k++) {
  1410. int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
  1411. Vector2 p = final_polygon[triangles[j + src[k]]];
  1412. Vector3 v = Vector3(p.x, p.y, 0);
  1413. if (i == 0) {
  1414. v.z -= depth;
  1415. }
  1416. facesw[face * 3 + k] = v;
  1417. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1418. if (i == 0) {
  1419. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1420. }
  1421. }
  1422. smoothw[face] = false;
  1423. materialsw[face] = material;
  1424. invertw[face] = invert_val;
  1425. face++;
  1426. }
  1427. }
  1428. //add triangles for depth
  1429. for (int i = 0; i < final_polygon.size(); i++) {
  1430. int i_n = (i + 1) % final_polygon.size();
  1431. Vector3 v[4] = {
  1432. Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
  1433. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
  1434. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
  1435. Vector3(final_polygon[i].x, final_polygon[i].y, 0),
  1436. };
  1437. Vector2 u[4] = {
  1438. Vector2(0, 0),
  1439. Vector2(0, 1),
  1440. Vector2(1, 1),
  1441. Vector2(1, 0)
  1442. };
  1443. // face 1
  1444. facesw[face * 3 + 0] = v[0];
  1445. facesw[face * 3 + 1] = v[1];
  1446. facesw[face * 3 + 2] = v[2];
  1447. uvsw[face * 3 + 0] = u[0];
  1448. uvsw[face * 3 + 1] = u[1];
  1449. uvsw[face * 3 + 2] = u[2];
  1450. smoothw[face] = smooth_faces;
  1451. invertw[face] = invert_val;
  1452. materialsw[face] = material;
  1453. face++;
  1454. // face 2
  1455. facesw[face * 3 + 0] = v[2];
  1456. facesw[face * 3 + 1] = v[3];
  1457. facesw[face * 3 + 2] = v[0];
  1458. uvsw[face * 3 + 0] = u[2];
  1459. uvsw[face * 3 + 1] = u[3];
  1460. uvsw[face * 3 + 2] = u[0];
  1461. smoothw[face] = smooth_faces;
  1462. invertw[face] = invert_val;
  1463. materialsw[face] = material;
  1464. face++;
  1465. }
  1466. } break;
  1467. case MODE_SPIN: {
  1468. for (int i = 0; i < spin_sides; i++) {
  1469. float inci = float(i) / spin_sides;
  1470. float inci_n = float((i + 1)) / spin_sides;
  1471. float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
  1472. float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
  1473. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1474. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1475. //add triangles for depth
  1476. for (int j = 0; j < final_polygon.size(); j++) {
  1477. int j_n = (j + 1) % final_polygon.size();
  1478. Vector3 v[4] = {
  1479. Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
  1480. Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
  1481. Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
  1482. Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
  1483. };
  1484. Vector2 u[4] = {
  1485. Vector2(0, 0),
  1486. Vector2(0, 1),
  1487. Vector2(1, 1),
  1488. Vector2(1, 0)
  1489. };
  1490. // face 1
  1491. facesw[face * 3 + 0] = v[0];
  1492. facesw[face * 3 + 1] = v[2];
  1493. facesw[face * 3 + 2] = v[1];
  1494. uvsw[face * 3 + 0] = u[0];
  1495. uvsw[face * 3 + 1] = u[2];
  1496. uvsw[face * 3 + 2] = u[1];
  1497. smoothw[face] = smooth_faces;
  1498. invertw[face] = invert_val;
  1499. materialsw[face] = material;
  1500. face++;
  1501. // face 2
  1502. facesw[face * 3 + 0] = v[2];
  1503. facesw[face * 3 + 1] = v[0];
  1504. facesw[face * 3 + 2] = v[3];
  1505. uvsw[face * 3 + 0] = u[2];
  1506. uvsw[face * 3 + 1] = u[0];
  1507. uvsw[face * 3 + 2] = u[3];
  1508. smoothw[face] = smooth_faces;
  1509. invertw[face] = invert_val;
  1510. materialsw[face] = material;
  1511. face++;
  1512. }
  1513. if (i == 0 && spin_degrees < 360) {
  1514. for (int j = 0; j < triangles.size(); j += 3) {
  1515. for (int k = 0; k < 3; k++) {
  1516. int src[3] = { 0, 2, 1 };
  1517. Vector2 p = final_polygon[triangles[j + src[k]]];
  1518. Vector3 v = Vector3(p.x, p.y, 0);
  1519. facesw[face * 3 + k] = v;
  1520. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1521. }
  1522. smoothw[face] = false;
  1523. materialsw[face] = material;
  1524. invertw[face] = invert_val;
  1525. face++;
  1526. }
  1527. }
  1528. if (i == spin_sides - 1 && spin_degrees < 360) {
  1529. for (int j = 0; j < triangles.size(); j += 3) {
  1530. for (int k = 0; k < 3; k++) {
  1531. int src[3] = { 0, 1, 2 };
  1532. Vector2 p = final_polygon[triangles[j + src[k]]];
  1533. Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
  1534. facesw[face * 3 + k] = v;
  1535. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1536. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1537. }
  1538. smoothw[face] = false;
  1539. materialsw[face] = material;
  1540. invertw[face] = invert_val;
  1541. face++;
  1542. }
  1543. }
  1544. }
  1545. } break;
  1546. case MODE_PATH: {
  1547. float bl = curve->get_baked_length();
  1548. int splits = MAX(2, Math::ceil(bl / path_interval));
  1549. float u1 = 0.0;
  1550. float u2 = path_continuous_u ? 0.0 : 1.0;
  1551. Transform path_to_this;
  1552. if (!path_local) {
  1553. // center on paths origin
  1554. path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
  1555. }
  1556. Transform prev_xf;
  1557. Vector3 lookat_dir;
  1558. if (path_rotation == PATH_ROTATION_POLYGON) {
  1559. lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
  1560. } else {
  1561. Vector3 p1, p2;
  1562. p1 = curve->interpolate_baked(0);
  1563. p2 = curve->interpolate_baked(0.1);
  1564. lookat_dir = (p2 - p1).normalized();
  1565. }
  1566. for (int i = 0; i <= splits; i++) {
  1567. float ofs = i * path_interval;
  1568. if (i == splits && path_joined) {
  1569. ofs = 0.0;
  1570. }
  1571. Transform xf;
  1572. xf.origin = curve->interpolate_baked(ofs);
  1573. Vector3 local_dir;
  1574. if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
  1575. //before end
  1576. Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
  1577. Vector3 p2 = curve->interpolate_baked(ofs);
  1578. local_dir = (p2 - p1).normalized();
  1579. } else {
  1580. local_dir = lookat_dir;
  1581. }
  1582. xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
  1583. Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
  1584. xf = xf * rot; //post mult
  1585. xf = path_to_this * xf;
  1586. if (i > 0) {
  1587. if (path_continuous_u) {
  1588. u1 = u2;
  1589. u2 += (prev_xf.origin - xf.origin).length();
  1590. };
  1591. //put triangles where they belong
  1592. //add triangles for depth
  1593. for (int j = 0; j < final_polygon.size(); j++) {
  1594. int j_n = (j + 1) % final_polygon.size();
  1595. Vector3 v[4] = {
  1596. prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1597. prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1598. xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1599. xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1600. };
  1601. Vector2 u[4] = {
  1602. Vector2(u1, 1),
  1603. Vector2(u1, 0),
  1604. Vector2(u2, 0),
  1605. Vector2(u2, 1)
  1606. };
  1607. // face 1
  1608. facesw[face * 3 + 0] = v[0];
  1609. facesw[face * 3 + 1] = v[1];
  1610. facesw[face * 3 + 2] = v[2];
  1611. uvsw[face * 3 + 0] = u[0];
  1612. uvsw[face * 3 + 1] = u[1];
  1613. uvsw[face * 3 + 2] = u[2];
  1614. smoothw[face] = smooth_faces;
  1615. invertw[face] = invert_val;
  1616. materialsw[face] = material;
  1617. face++;
  1618. // face 2
  1619. facesw[face * 3 + 0] = v[2];
  1620. facesw[face * 3 + 1] = v[3];
  1621. facesw[face * 3 + 2] = v[0];
  1622. uvsw[face * 3 + 0] = u[2];
  1623. uvsw[face * 3 + 1] = u[3];
  1624. uvsw[face * 3 + 2] = u[0];
  1625. smoothw[face] = smooth_faces;
  1626. invertw[face] = invert_val;
  1627. materialsw[face] = material;
  1628. face++;
  1629. }
  1630. }
  1631. if (i == 0 && !path_joined) {
  1632. for (int j = 0; j < triangles.size(); j += 3) {
  1633. for (int k = 0; k < 3; k++) {
  1634. int src[3] = { 0, 1, 2 };
  1635. Vector2 p = final_polygon[triangles[j + src[k]]];
  1636. Vector3 v = Vector3(p.x, p.y, 0);
  1637. facesw[face * 3 + k] = xf.xform(v);
  1638. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1639. }
  1640. smoothw[face] = false;
  1641. materialsw[face] = material;
  1642. invertw[face] = invert_val;
  1643. face++;
  1644. }
  1645. }
  1646. if (i == splits && !path_joined) {
  1647. for (int j = 0; j < triangles.size(); j += 3) {
  1648. for (int k = 0; k < 3; k++) {
  1649. int src[3] = { 0, 2, 1 };
  1650. Vector2 p = final_polygon[triangles[j + src[k]]];
  1651. Vector3 v = Vector3(p.x, p.y, 0);
  1652. facesw[face * 3 + k] = xf.xform(v);
  1653. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1654. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1655. }
  1656. smoothw[face] = false;
  1657. materialsw[face] = material;
  1658. invertw[face] = invert_val;
  1659. face++;
  1660. }
  1661. }
  1662. prev_xf = xf;
  1663. }
  1664. } break;
  1665. }
  1666. if (face != face_count) {
  1667. ERR_PRINT("Face mismatch bug! fix code");
  1668. }
  1669. for (int i = 0; i < face_count * 3; i++) {
  1670. if (i == 0) {
  1671. aabb.position = facesw[i];
  1672. } else {
  1673. aabb.expand_to(facesw[i]);
  1674. }
  1675. // invert UVs on the Y-axis OpenGL = upside down
  1676. uvsw[i].y = 1.0 - uvsw[i].y;
  1677. }
  1678. }
  1679. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1680. return brush;
  1681. }
  1682. void CSGPolygon::_notification(int p_what) {
  1683. if (p_what == NOTIFICATION_EXIT_TREE) {
  1684. if (path_cache) {
  1685. path_cache->disconnect("tree_exited", this, "_path_exited");
  1686. path_cache->disconnect("curve_changed", this, "_path_changed");
  1687. path_cache = NULL;
  1688. }
  1689. }
  1690. }
  1691. void CSGPolygon::_validate_property(PropertyInfo &property) const {
  1692. if (property.name.begins_with("spin") && mode != MODE_SPIN) {
  1693. property.usage = 0;
  1694. }
  1695. if (property.name.begins_with("path") && mode != MODE_PATH) {
  1696. property.usage = 0;
  1697. }
  1698. if (property.name == "depth" && mode != MODE_DEPTH) {
  1699. property.usage = 0;
  1700. }
  1701. CSGShape::_validate_property(property);
  1702. }
  1703. void CSGPolygon::_path_changed() {
  1704. _make_dirty();
  1705. update_gizmo();
  1706. }
  1707. void CSGPolygon::_path_exited() {
  1708. path_cache = NULL;
  1709. }
  1710. void CSGPolygon::_bind_methods() {
  1711. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon::set_polygon);
  1712. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon::get_polygon);
  1713. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon::set_mode);
  1714. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon::get_mode);
  1715. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon::set_depth);
  1716. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon::get_depth);
  1717. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon::set_spin_degrees);
  1718. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon::get_spin_degrees);
  1719. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon::set_spin_sides);
  1720. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon::get_spin_sides);
  1721. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon::set_path_node);
  1722. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon::get_path_node);
  1723. ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon::set_path_interval);
  1724. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon::get_path_interval);
  1725. ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon::set_path_rotation);
  1726. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation);
  1727. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon::set_path_local);
  1728. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon::is_path_local);
  1729. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon::set_path_continuous_u);
  1730. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon::is_path_continuous_u);
  1731. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon::set_path_joined);
  1732. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon::is_path_joined);
  1733. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon::set_material);
  1734. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material);
  1735. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon::set_smooth_faces);
  1736. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon::get_smooth_faces);
  1737. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon::_is_editable_3d_polygon);
  1738. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon::_has_editable_3d_polygon_no_depth);
  1739. ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited);
  1740. ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed);
  1741. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1742. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1743. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  1744. ADD_PROPERTY(PropertyInfo(Variant::REAL, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1745. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1746. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
  1747. ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
  1748. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1749. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1750. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1751. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1752. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1753. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1754. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1755. BIND_ENUM_CONSTANT(MODE_SPIN);
  1756. BIND_ENUM_CONSTANT(MODE_PATH);
  1757. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1758. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1759. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1760. }
  1761. void CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) {
  1762. polygon = p_polygon;
  1763. _make_dirty();
  1764. update_gizmo();
  1765. }
  1766. Vector<Vector2> CSGPolygon::get_polygon() const {
  1767. return polygon;
  1768. }
  1769. void CSGPolygon::set_mode(Mode p_mode) {
  1770. mode = p_mode;
  1771. _make_dirty();
  1772. update_gizmo();
  1773. _change_notify();
  1774. }
  1775. CSGPolygon::Mode CSGPolygon::get_mode() const {
  1776. return mode;
  1777. }
  1778. void CSGPolygon::set_depth(const float p_depth) {
  1779. ERR_FAIL_COND(p_depth < 0.001);
  1780. depth = p_depth;
  1781. _make_dirty();
  1782. update_gizmo();
  1783. }
  1784. float CSGPolygon::get_depth() const {
  1785. return depth;
  1786. }
  1787. void CSGPolygon::set_path_continuous_u(bool p_enable) {
  1788. path_continuous_u = p_enable;
  1789. _make_dirty();
  1790. }
  1791. bool CSGPolygon::is_path_continuous_u() const {
  1792. return path_continuous_u;
  1793. }
  1794. void CSGPolygon::set_spin_degrees(const float p_spin_degrees) {
  1795. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1796. spin_degrees = p_spin_degrees;
  1797. _make_dirty();
  1798. update_gizmo();
  1799. }
  1800. float CSGPolygon::get_spin_degrees() const {
  1801. return spin_degrees;
  1802. }
  1803. void CSGPolygon::set_spin_sides(const int p_spin_sides) {
  1804. ERR_FAIL_COND(p_spin_sides < 3);
  1805. spin_sides = p_spin_sides;
  1806. _make_dirty();
  1807. update_gizmo();
  1808. }
  1809. int CSGPolygon::get_spin_sides() const {
  1810. return spin_sides;
  1811. }
  1812. void CSGPolygon::set_path_node(const NodePath &p_path) {
  1813. path_node = p_path;
  1814. _make_dirty();
  1815. update_gizmo();
  1816. }
  1817. NodePath CSGPolygon::get_path_node() const {
  1818. return path_node;
  1819. }
  1820. void CSGPolygon::set_path_interval(float p_interval) {
  1821. ERR_FAIL_COND(p_interval < 0.001);
  1822. path_interval = p_interval;
  1823. _make_dirty();
  1824. update_gizmo();
  1825. }
  1826. float CSGPolygon::get_path_interval() const {
  1827. return path_interval;
  1828. }
  1829. void CSGPolygon::set_path_rotation(PathRotation p_rotation) {
  1830. path_rotation = p_rotation;
  1831. _make_dirty();
  1832. update_gizmo();
  1833. }
  1834. CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const {
  1835. return path_rotation;
  1836. }
  1837. void CSGPolygon::set_path_local(bool p_enable) {
  1838. path_local = p_enable;
  1839. _make_dirty();
  1840. update_gizmo();
  1841. }
  1842. bool CSGPolygon::is_path_local() const {
  1843. return path_local;
  1844. }
  1845. void CSGPolygon::set_path_joined(bool p_enable) {
  1846. path_joined = p_enable;
  1847. _make_dirty();
  1848. update_gizmo();
  1849. }
  1850. bool CSGPolygon::is_path_joined() const {
  1851. return path_joined;
  1852. }
  1853. void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) {
  1854. smooth_faces = p_smooth_faces;
  1855. _make_dirty();
  1856. }
  1857. bool CSGPolygon::get_smooth_faces() const {
  1858. return smooth_faces;
  1859. }
  1860. void CSGPolygon::set_material(const Ref<Material> &p_material) {
  1861. material = p_material;
  1862. _make_dirty();
  1863. }
  1864. Ref<Material> CSGPolygon::get_material() const {
  1865. return material;
  1866. }
  1867. bool CSGPolygon::_is_editable_3d_polygon() const {
  1868. return true;
  1869. }
  1870. bool CSGPolygon::_has_editable_3d_polygon_no_depth() const {
  1871. return true;
  1872. }
  1873. CSGPolygon::CSGPolygon() {
  1874. // defaults
  1875. mode = MODE_DEPTH;
  1876. polygon.push_back(Vector2(0, 0));
  1877. polygon.push_back(Vector2(0, 1));
  1878. polygon.push_back(Vector2(1, 1));
  1879. polygon.push_back(Vector2(1, 0));
  1880. depth = 1.0;
  1881. spin_degrees = 360;
  1882. spin_sides = 8;
  1883. smooth_faces = false;
  1884. path_interval = 1;
  1885. path_rotation = PATH_ROTATION_PATH;
  1886. path_local = false;
  1887. path_continuous_u = false;
  1888. path_joined = false;
  1889. path_cache = NULL;
  1890. }