csg_shape.cpp 69 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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 (parent) {
  111. parent->_make_dirty();
  112. } else if (!dirty) {
  113. call_deferred("_update_shape");
  114. }
  115. dirty = true;
  116. }
  117. CSGBrush *CSGShape::_get_brush() {
  118. if (dirty) {
  119. if (brush) {
  120. memdelete(brush);
  121. }
  122. brush = NULL;
  123. CSGBrush *n = _build_brush();
  124. for (int i = 0; i < get_child_count(); i++) {
  125. CSGShape *child = Object::cast_to<CSGShape>(get_child(i));
  126. if (!child)
  127. continue;
  128. if (!child->is_visible_in_tree())
  129. continue;
  130. CSGBrush *n2 = child->_get_brush();
  131. if (!n2)
  132. continue;
  133. if (!n) {
  134. n = memnew(CSGBrush);
  135. n->copy_from(*n2, child->get_transform());
  136. } else {
  137. CSGBrush *nn = memnew(CSGBrush);
  138. CSGBrush *nn2 = memnew(CSGBrush);
  139. nn2->copy_from(*n2, child->get_transform());
  140. CSGBrushOperation bop;
  141. switch (child->get_operation()) {
  142. case CSGShape::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
  143. case CSGShape::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break;
  144. case CSGShape::OPERATION_SUBTRACTION: bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap); break;
  145. }
  146. memdelete(n);
  147. memdelete(nn2);
  148. n = nn;
  149. }
  150. }
  151. if (n) {
  152. AABB aabb;
  153. for (int i = 0; i < n->faces.size(); i++) {
  154. for (int j = 0; j < 3; j++) {
  155. if (i == 0 && j == 0)
  156. aabb.position = n->faces[i].vertices[j];
  157. else
  158. aabb.expand_to(n->faces[i].vertices[j]);
  159. }
  160. }
  161. node_aabb = aabb;
  162. } else {
  163. node_aabb = AABB();
  164. }
  165. brush = n;
  166. dirty = false;
  167. }
  168. return brush;
  169. }
  170. int CSGShape::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  171. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  172. return surface.vertices.size() / 3;
  173. }
  174. int CSGShape::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  175. // always 3
  176. return 3;
  177. }
  178. void CSGShape::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
  179. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  180. Vector3 v = surface.verticesw[iFace * 3 + iVert];
  181. fvPosOut[0] = v.x;
  182. fvPosOut[1] = v.y;
  183. fvPosOut[2] = v.z;
  184. }
  185. void CSGShape::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
  186. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  187. Vector3 n = surface.normalsw[iFace * 3 + iVert];
  188. fvNormOut[0] = n.x;
  189. fvNormOut[1] = n.y;
  190. fvNormOut[2] = n.z;
  191. }
  192. void CSGShape::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
  193. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  194. Vector2 t = surface.uvsw[iFace * 3 + iVert];
  195. fvTexcOut[0] = t.x;
  196. fvTexcOut[1] = t.y;
  197. }
  198. void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
  199. const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
  200. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  201. int i = iFace * 3 + iVert;
  202. Vector3 normal = surface.normalsw[i];
  203. Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
  204. Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
  205. float d = bitangent.dot(normal.cross(tangent));
  206. i *= 4;
  207. surface.tansw[i++] = tangent.x;
  208. surface.tansw[i++] = tangent.y;
  209. surface.tansw[i++] = tangent.z;
  210. surface.tansw[i++] = d < 0 ? -1 : 1;
  211. }
  212. void CSGShape::_update_shape() {
  213. if (parent)
  214. return;
  215. set_base(RID());
  216. root_mesh.unref(); //byebye root mesh
  217. CSGBrush *n = _get_brush();
  218. ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
  219. OAHashMap<Vector3, Vector3> vec_map;
  220. Vector<int> face_count;
  221. face_count.resize(n->materials.size() + 1);
  222. for (int i = 0; i < face_count.size(); i++) {
  223. face_count.write[i] = 0;
  224. }
  225. for (int i = 0; i < n->faces.size(); i++) {
  226. int mat = n->faces[i].material;
  227. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  228. int idx = mat == -1 ? face_count.size() - 1 : mat;
  229. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  230. for (int j = 0; j < 3; j++) {
  231. Vector3 v = n->faces[i].vertices[j];
  232. Vector3 add;
  233. if (vec_map.lookup(v, add)) {
  234. add += p.normal;
  235. } else {
  236. add = p.normal;
  237. }
  238. vec_map.set(v, add);
  239. }
  240. face_count.write[idx]++;
  241. }
  242. Vector<ShapeUpdateSurface> surfaces;
  243. surfaces.resize(face_count.size());
  244. //create arrays
  245. for (int i = 0; i < surfaces.size(); i++) {
  246. surfaces.write[i].vertices.resize(face_count[i] * 3);
  247. surfaces.write[i].normals.resize(face_count[i] * 3);
  248. surfaces.write[i].uvs.resize(face_count[i] * 3);
  249. if (calculate_tangents) {
  250. surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
  251. }
  252. surfaces.write[i].last_added = 0;
  253. if (i != surfaces.size() - 1) {
  254. surfaces.write[i].material = n->materials[i];
  255. }
  256. surfaces.write[i].verticesw = surfaces.write[i].vertices.write();
  257. surfaces.write[i].normalsw = surfaces.write[i].normals.write();
  258. surfaces.write[i].uvsw = surfaces.write[i].uvs.write();
  259. if (calculate_tangents) {
  260. surfaces.write[i].tansw = surfaces.write[i].tans.write();
  261. }
  262. }
  263. // Update collision faces.
  264. if (root_collision_shape.is_valid()) {
  265. PoolVector<Vector3> physics_faces;
  266. physics_faces.resize(n->faces.size() * 3);
  267. PoolVector<Vector3>::Write physicsw = physics_faces.write();
  268. for (int i = 0; i < n->faces.size(); i++) {
  269. int order[3] = { 0, 1, 2 };
  270. if (n->faces[i].invert) {
  271. SWAP(order[1], order[2]);
  272. }
  273. physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
  274. physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
  275. physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
  276. }
  277. root_collision_shape->set_faces(physics_faces);
  278. }
  279. //fill arrays
  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. int mat = n->faces[i].material;
  287. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  288. int idx = mat == -1 ? face_count.size() - 1 : mat;
  289. int last = surfaces[idx].last_added;
  290. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  291. for (int j = 0; j < 3; j++) {
  292. Vector3 v = n->faces[i].vertices[j];
  293. Vector3 normal = p.normal;
  294. if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
  295. normal.normalize();
  296. }
  297. if (n->faces[i].invert) {
  298. normal = -normal;
  299. }
  300. int k = last + order[j];
  301. surfaces[idx].verticesw[k] = v;
  302. surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
  303. surfaces[idx].normalsw[k] = normal;
  304. if (calculate_tangents) {
  305. // zero out our tangents for now
  306. k *= 4;
  307. surfaces[idx].tansw[k++] = 0.0;
  308. surfaces[idx].tansw[k++] = 0.0;
  309. surfaces[idx].tansw[k++] = 0.0;
  310. surfaces[idx].tansw[k++] = 0.0;
  311. }
  312. }
  313. surfaces.write[idx].last_added += 3;
  314. }
  315. }
  316. root_mesh.instance();
  317. //create surfaces
  318. for (int i = 0; i < surfaces.size(); i++) {
  319. // calculate tangents for this surface
  320. bool have_tangents = calculate_tangents;
  321. if (have_tangents) {
  322. SMikkTSpaceInterface mkif;
  323. mkif.m_getNormal = mikktGetNormal;
  324. mkif.m_getNumFaces = mikktGetNumFaces;
  325. mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
  326. mkif.m_getPosition = mikktGetPosition;
  327. mkif.m_getTexCoord = mikktGetTexCoord;
  328. mkif.m_setTSpace = mikktSetTSpaceDefault;
  329. mkif.m_setTSpaceBasic = NULL;
  330. SMikkTSpaceContext msc;
  331. msc.m_pInterface = &mkif;
  332. msc.m_pUserData = &surfaces.write[i];
  333. have_tangents = genTangSpaceDefault(&msc);
  334. }
  335. // unset write access
  336. surfaces.write[i].verticesw.release();
  337. surfaces.write[i].normalsw.release();
  338. surfaces.write[i].uvsw.release();
  339. surfaces.write[i].tansw.release();
  340. if (surfaces[i].last_added == 0)
  341. continue;
  342. // and convert to surface array
  343. Array array;
  344. array.resize(Mesh::ARRAY_MAX);
  345. array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
  346. array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
  347. array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
  348. if (have_tangents) {
  349. array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
  350. }
  351. int idx = root_mesh->get_surface_count();
  352. root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
  353. root_mesh->surface_set_material(idx, surfaces[i].material);
  354. }
  355. set_base(root_mesh->get_rid());
  356. }
  357. AABB CSGShape::get_aabb() const {
  358. return node_aabb;
  359. }
  360. PoolVector<Vector3> CSGShape::get_brush_faces() {
  361. ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>());
  362. CSGBrush *b = _get_brush();
  363. if (!b) {
  364. return PoolVector<Vector3>();
  365. }
  366. PoolVector<Vector3> faces;
  367. int fc = b->faces.size();
  368. faces.resize(fc * 3);
  369. {
  370. PoolVector<Vector3>::Write w = faces.write();
  371. for (int i = 0; i < fc; i++) {
  372. w[i * 3 + 0] = b->faces[i].vertices[0];
  373. w[i * 3 + 1] = b->faces[i].vertices[1];
  374. w[i * 3 + 2] = b->faces[i].vertices[2];
  375. }
  376. }
  377. return faces;
  378. }
  379. PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const {
  380. return PoolVector<Face3>();
  381. }
  382. void CSGShape::_notification(int p_what) {
  383. if (p_what == NOTIFICATION_ENTER_TREE) {
  384. Node *parentn = get_parent();
  385. if (parentn) {
  386. parent = Object::cast_to<CSGShape>(parentn);
  387. if (parent) {
  388. set_base(RID());
  389. root_mesh.unref();
  390. }
  391. }
  392. if (use_collision && is_root_shape()) {
  393. root_collision_shape.instance();
  394. root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
  395. PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
  396. PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  397. PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
  398. PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  399. set_collision_layer(collision_layer);
  400. set_collision_mask(collision_mask);
  401. }
  402. _make_dirty();
  403. }
  404. if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
  405. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  406. PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
  407. }
  408. }
  409. if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
  410. if (parent) {
  411. parent->_make_dirty();
  412. }
  413. }
  414. if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
  415. if (parent) {
  416. parent->_make_dirty();
  417. }
  418. }
  419. if (p_what == NOTIFICATION_EXIT_TREE) {
  420. if (parent)
  421. parent->_make_dirty();
  422. parent = NULL;
  423. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  424. PhysicsServer::get_singleton()->free(root_collision_instance);
  425. root_collision_instance = RID();
  426. root_collision_shape.unref();
  427. }
  428. _make_dirty();
  429. }
  430. }
  431. void CSGShape::set_operation(Operation p_operation) {
  432. operation = p_operation;
  433. _make_dirty();
  434. update_gizmo();
  435. }
  436. CSGShape::Operation CSGShape::get_operation() const {
  437. return operation;
  438. }
  439. void CSGShape::set_calculate_tangents(bool p_calculate_tangents) {
  440. calculate_tangents = p_calculate_tangents;
  441. _make_dirty();
  442. }
  443. bool CSGShape::is_calculating_tangents() const {
  444. return calculate_tangents;
  445. }
  446. void CSGShape::_validate_property(PropertyInfo &property) const {
  447. bool is_collision_prefixed = property.name.begins_with("collision_");
  448. if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  449. //hide collision if not root
  450. property.usage = PROPERTY_USAGE_NOEDITOR;
  451. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  452. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  453. }
  454. }
  455. Array CSGShape::get_meshes() const {
  456. if (root_mesh.is_valid()) {
  457. Array arr;
  458. arr.resize(2);
  459. arr[0] = Transform();
  460. arr[1] = root_mesh;
  461. return arr;
  462. }
  463. return Array();
  464. }
  465. void CSGShape::_bind_methods() {
  466. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape::_update_shape);
  467. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape::is_root_shape);
  468. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape::set_operation);
  469. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape::get_operation);
  470. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape::set_snap);
  471. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape::get_snap);
  472. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape::set_use_collision);
  473. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape::is_using_collision);
  474. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape::set_collision_layer);
  475. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape::get_collision_layer);
  476. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape::set_collision_mask);
  477. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape::get_collision_mask);
  478. ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape::set_collision_mask_bit);
  479. ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape::get_collision_mask_bit);
  480. ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape::set_collision_layer_bit);
  481. ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape::get_collision_layer_bit);
  482. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape::set_calculate_tangents);
  483. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape::is_calculating_tangents);
  484. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape::get_meshes);
  485. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  486. ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
  487. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  488. ADD_GROUP("Collision", "collision_");
  489. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  490. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  491. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  492. BIND_ENUM_CONSTANT(OPERATION_UNION);
  493. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  494. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  495. }
  496. CSGShape::CSGShape() {
  497. operation = OPERATION_UNION;
  498. parent = NULL;
  499. brush = NULL;
  500. dirty = false;
  501. snap = 0.001;
  502. use_collision = false;
  503. collision_layer = 1;
  504. collision_mask = 1;
  505. calculate_tangents = true;
  506. set_notify_local_transform(true);
  507. }
  508. CSGShape::~CSGShape() {
  509. if (brush) {
  510. memdelete(brush);
  511. brush = NULL;
  512. }
  513. }
  514. //////////////////////////////////
  515. CSGBrush *CSGCombiner::_build_brush() {
  516. return memnew(CSGBrush); //does not build anything
  517. }
  518. CSGCombiner::CSGCombiner() {
  519. }
  520. /////////////////////
  521. 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) {
  522. CSGBrush *brush = memnew(CSGBrush);
  523. PoolVector<bool> invert;
  524. invert.resize(p_vertices.size() / 3);
  525. {
  526. int ic = invert.size();
  527. PoolVector<bool>::Write w = invert.write();
  528. for (int i = 0; i < ic; i++) {
  529. w[i] = invert_faces;
  530. }
  531. }
  532. brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  533. return brush;
  534. }
  535. void CSGPrimitive::_bind_methods() {
  536. ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive::set_invert_faces);
  537. ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive::is_inverting_faces);
  538. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
  539. }
  540. void CSGPrimitive::set_invert_faces(bool p_invert) {
  541. if (invert_faces == p_invert)
  542. return;
  543. invert_faces = p_invert;
  544. _make_dirty();
  545. }
  546. bool CSGPrimitive::is_inverting_faces() {
  547. return invert_faces;
  548. }
  549. CSGPrimitive::CSGPrimitive() {
  550. invert_faces = false;
  551. }
  552. /////////////////////
  553. CSGBrush *CSGMesh::_build_brush() {
  554. if (!mesh.is_valid()) {
  555. return memnew(CSGBrush);
  556. }
  557. PoolVector<Vector3> vertices;
  558. PoolVector<bool> smooth;
  559. PoolVector<Ref<Material>> materials;
  560. PoolVector<Vector2> uvs;
  561. Ref<Material> material = get_material();
  562. for (int i = 0; i < mesh->get_surface_count(); i++) {
  563. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  564. continue;
  565. }
  566. Array arrays = mesh->surface_get_arrays(i);
  567. if (arrays.size() == 0) {
  568. _make_dirty();
  569. ERR_FAIL_COND_V(arrays.size() == 0, memnew(CSGBrush));
  570. }
  571. PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  572. if (avertices.size() == 0)
  573. continue;
  574. PoolVector<Vector3>::Read vr = avertices.read();
  575. PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  576. PoolVector<Vector3>::Read nr;
  577. bool nr_used = false;
  578. if (anormals.size()) {
  579. nr = anormals.read();
  580. nr_used = true;
  581. }
  582. PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  583. PoolVector<Vector2>::Read uvr;
  584. bool uvr_used = false;
  585. if (auvs.size()) {
  586. uvr = auvs.read();
  587. uvr_used = true;
  588. }
  589. Ref<Material> mat;
  590. if (material.is_valid()) {
  591. mat = material;
  592. } else {
  593. mat = mesh->surface_get_material(i);
  594. }
  595. PoolVector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  596. if (aindices.size()) {
  597. int as = vertices.size();
  598. int is = aindices.size();
  599. vertices.resize(as + is);
  600. smooth.resize((as + is) / 3);
  601. materials.resize((as + is) / 3);
  602. uvs.resize(as + is);
  603. PoolVector<Vector3>::Write vw = vertices.write();
  604. PoolVector<bool>::Write sw = smooth.write();
  605. PoolVector<Vector2>::Write uvw = uvs.write();
  606. PoolVector<Ref<Material>>::Write mw = materials.write();
  607. PoolVector<int>::Read ir = aindices.read();
  608. for (int j = 0; j < is; j += 3) {
  609. Vector3 vertex[3];
  610. Vector3 normal[3];
  611. Vector2 uv[3];
  612. for (int k = 0; k < 3; k++) {
  613. int idx = ir[j + k];
  614. vertex[k] = vr[idx];
  615. if (nr_used) {
  616. normal[k] = nr[idx];
  617. }
  618. if (uvr_used) {
  619. uv[k] = uvr[idx];
  620. }
  621. }
  622. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  623. vw[as + j + 0] = vertex[0];
  624. vw[as + j + 1] = vertex[1];
  625. vw[as + j + 2] = vertex[2];
  626. uvw[as + j + 0] = uv[0];
  627. uvw[as + j + 1] = uv[1];
  628. uvw[as + j + 2] = uv[2];
  629. sw[(as + j) / 3] = !flat;
  630. mw[(as + j) / 3] = mat;
  631. }
  632. } else {
  633. int as = vertices.size();
  634. int is = avertices.size();
  635. vertices.resize(as + is);
  636. smooth.resize((as + is) / 3);
  637. uvs.resize(as + is);
  638. materials.resize((as + is) / 3);
  639. PoolVector<Vector3>::Write vw = vertices.write();
  640. PoolVector<bool>::Write sw = smooth.write();
  641. PoolVector<Vector2>::Write uvw = uvs.write();
  642. PoolVector<Ref<Material>>::Write mw = materials.write();
  643. for (int j = 0; j < is; j += 3) {
  644. Vector3 vertex[3];
  645. Vector3 normal[3];
  646. Vector2 uv[3];
  647. for (int k = 0; k < 3; k++) {
  648. vertex[k] = vr[j + k];
  649. if (nr_used) {
  650. normal[k] = nr[j + k];
  651. }
  652. if (uvr_used) {
  653. uv[k] = uvr[j + k];
  654. }
  655. }
  656. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  657. vw[as + j + 0] = vertex[0];
  658. vw[as + j + 1] = vertex[1];
  659. vw[as + j + 2] = vertex[2];
  660. uvw[as + j + 0] = uv[0];
  661. uvw[as + j + 1] = uv[1];
  662. uvw[as + j + 2] = uv[2];
  663. sw[(as + j) / 3] = !flat;
  664. mw[(as + j) / 3] = mat;
  665. }
  666. }
  667. }
  668. if (vertices.size() == 0) {
  669. return memnew(CSGBrush);
  670. }
  671. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  672. }
  673. void CSGMesh::_mesh_changed() {
  674. _make_dirty();
  675. update_gizmo();
  676. }
  677. void CSGMesh::set_material(const Ref<Material> &p_material) {
  678. if (material == p_material)
  679. return;
  680. material = p_material;
  681. _make_dirty();
  682. }
  683. Ref<Material> CSGMesh::get_material() const {
  684. return material;
  685. }
  686. void CSGMesh::_bind_methods() {
  687. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh::set_mesh);
  688. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh::get_mesh);
  689. ClassDB::bind_method(D_METHOD("_mesh_changed"), &CSGMesh::_mesh_changed);
  690. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh::set_material);
  691. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh::get_material);
  692. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  693. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  694. }
  695. void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
  696. if (mesh == p_mesh)
  697. return;
  698. if (mesh.is_valid()) {
  699. mesh->disconnect("changed", this, "_mesh_changed");
  700. }
  701. mesh = p_mesh;
  702. if (mesh.is_valid()) {
  703. mesh->connect("changed", this, "_mesh_changed");
  704. }
  705. _mesh_changed();
  706. }
  707. Ref<Mesh> CSGMesh::get_mesh() {
  708. return mesh;
  709. }
  710. ////////////////////////////////
  711. CSGBrush *CSGSphere::_build_brush() {
  712. // set our bounding box
  713. CSGBrush *brush = memnew(CSGBrush);
  714. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  715. bool invert_val = is_inverting_faces();
  716. Ref<Material> material = get_material();
  717. PoolVector<Vector3> faces;
  718. PoolVector<Vector2> uvs;
  719. PoolVector<bool> smooth;
  720. PoolVector<Ref<Material>> materials;
  721. PoolVector<bool> invert;
  722. faces.resize(face_count * 3);
  723. uvs.resize(face_count * 3);
  724. smooth.resize(face_count);
  725. materials.resize(face_count);
  726. invert.resize(face_count);
  727. {
  728. PoolVector<Vector3>::Write facesw = faces.write();
  729. PoolVector<Vector2>::Write uvsw = uvs.write();
  730. PoolVector<bool>::Write smoothw = smooth.write();
  731. PoolVector<Ref<Material>>::Write materialsw = materials.write();
  732. PoolVector<bool>::Write invertw = invert.write();
  733. int face = 0;
  734. for (int i = 1; i <= rings; i++) {
  735. double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
  736. double z0 = Math::sin(lat0);
  737. double zr0 = Math::cos(lat0);
  738. double u0 = double(i - 1) / rings;
  739. double lat1 = Math_PI * (-0.5 + (double)i / rings);
  740. double z1 = Math::sin(lat1);
  741. double zr1 = Math::cos(lat1);
  742. double u1 = double(i) / rings;
  743. for (int j = radial_segments; j >= 1; j--) {
  744. double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
  745. double x0 = Math::cos(lng0);
  746. double y0 = Math::sin(lng0);
  747. double v0 = double(i - 1) / radial_segments;
  748. double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
  749. double x1 = Math::cos(lng1);
  750. double y1 = Math::sin(lng1);
  751. double v1 = double(i) / radial_segments;
  752. Vector3 v[4] = {
  753. Vector3(x1 * zr0, z0, y1 * zr0) * radius,
  754. Vector3(x1 * zr1, z1, y1 * zr1) * radius,
  755. Vector3(x0 * zr1, z1, y0 * zr1) * radius,
  756. Vector3(x0 * zr0, z0, y0 * zr0) * radius
  757. };
  758. Vector2 u[4] = {
  759. Vector2(v1, u0),
  760. Vector2(v1, u1),
  761. Vector2(v0, u1),
  762. Vector2(v0, u0),
  763. };
  764. if (i < rings) {
  765. //face 1
  766. facesw[face * 3 + 0] = v[0];
  767. facesw[face * 3 + 1] = v[1];
  768. facesw[face * 3 + 2] = v[2];
  769. uvsw[face * 3 + 0] = u[0];
  770. uvsw[face * 3 + 1] = u[1];
  771. uvsw[face * 3 + 2] = u[2];
  772. smoothw[face] = smooth_faces;
  773. invertw[face] = invert_val;
  774. materialsw[face] = material;
  775. face++;
  776. }
  777. if (i > 1) {
  778. //face 2
  779. facesw[face * 3 + 0] = v[2];
  780. facesw[face * 3 + 1] = v[3];
  781. facesw[face * 3 + 2] = v[0];
  782. uvsw[face * 3 + 0] = u[2];
  783. uvsw[face * 3 + 1] = u[3];
  784. uvsw[face * 3 + 2] = u[0];
  785. smoothw[face] = smooth_faces;
  786. invertw[face] = invert_val;
  787. materialsw[face] = material;
  788. face++;
  789. }
  790. }
  791. }
  792. if (face != face_count) {
  793. ERR_PRINT("Face mismatch bug! fix code");
  794. }
  795. }
  796. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  797. return brush;
  798. }
  799. void CSGSphere::_bind_methods() {
  800. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere::set_radius);
  801. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere::get_radius);
  802. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere::set_radial_segments);
  803. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere::get_radial_segments);
  804. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere::set_rings);
  805. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere::get_rings);
  806. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere::set_smooth_faces);
  807. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere::get_smooth_faces);
  808. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material);
  809. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material);
  810. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
  811. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  812. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  813. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  814. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  815. }
  816. void CSGSphere::set_radius(const float p_radius) {
  817. ERR_FAIL_COND(p_radius <= 0);
  818. radius = p_radius;
  819. _make_dirty();
  820. update_gizmo();
  821. _change_notify("radius");
  822. }
  823. float CSGSphere::get_radius() const {
  824. return radius;
  825. }
  826. void CSGSphere::set_radial_segments(const int p_radial_segments) {
  827. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  828. _make_dirty();
  829. update_gizmo();
  830. }
  831. int CSGSphere::get_radial_segments() const {
  832. return radial_segments;
  833. }
  834. void CSGSphere::set_rings(const int p_rings) {
  835. rings = p_rings > 1 ? p_rings : 1;
  836. _make_dirty();
  837. update_gizmo();
  838. }
  839. int CSGSphere::get_rings() const {
  840. return rings;
  841. }
  842. void CSGSphere::set_smooth_faces(const bool p_smooth_faces) {
  843. smooth_faces = p_smooth_faces;
  844. _make_dirty();
  845. }
  846. bool CSGSphere::get_smooth_faces() const {
  847. return smooth_faces;
  848. }
  849. void CSGSphere::set_material(const Ref<Material> &p_material) {
  850. material = p_material;
  851. _make_dirty();
  852. }
  853. Ref<Material> CSGSphere::get_material() const {
  854. return material;
  855. }
  856. CSGSphere::CSGSphere() {
  857. // defaults
  858. radius = 1.0;
  859. radial_segments = 12;
  860. rings = 6;
  861. smooth_faces = true;
  862. }
  863. ///////////////
  864. CSGBrush *CSGBox::_build_brush() {
  865. // set our bounding box
  866. CSGBrush *brush = memnew(CSGBrush);
  867. int face_count = 12; //it's a cube..
  868. bool invert_val = is_inverting_faces();
  869. Ref<Material> material = get_material();
  870. PoolVector<Vector3> faces;
  871. PoolVector<Vector2> uvs;
  872. PoolVector<bool> smooth;
  873. PoolVector<Ref<Material>> materials;
  874. PoolVector<bool> invert;
  875. faces.resize(face_count * 3);
  876. uvs.resize(face_count * 3);
  877. smooth.resize(face_count);
  878. materials.resize(face_count);
  879. invert.resize(face_count);
  880. {
  881. PoolVector<Vector3>::Write facesw = faces.write();
  882. PoolVector<Vector2>::Write uvsw = uvs.write();
  883. PoolVector<bool>::Write smoothw = smooth.write();
  884. PoolVector<Ref<Material>>::Write materialsw = materials.write();
  885. PoolVector<bool>::Write invertw = invert.write();
  886. int face = 0;
  887. Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
  888. {
  889. for (int i = 0; i < 6; i++) {
  890. Vector3 face_points[4];
  891. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  892. for (int j = 0; j < 4; j++) {
  893. float v[3];
  894. v[0] = 1.0;
  895. v[1] = 1 - 2 * ((j >> 1) & 1);
  896. v[2] = v[1] * (1 - 2 * (j & 1));
  897. for (int k = 0; k < 3; k++) {
  898. if (i < 3)
  899. face_points[j][(i + k) % 3] = v[k];
  900. else
  901. face_points[3 - j][(i + k) % 3] = -v[k];
  902. }
  903. }
  904. Vector2 u[4];
  905. for (int j = 0; j < 4; j++) {
  906. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  907. }
  908. //face 1
  909. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  910. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  911. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  912. uvsw[face * 3 + 0] = u[0];
  913. uvsw[face * 3 + 1] = u[1];
  914. uvsw[face * 3 + 2] = u[2];
  915. smoothw[face] = false;
  916. invertw[face] = invert_val;
  917. materialsw[face] = material;
  918. face++;
  919. //face 1
  920. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  921. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  922. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  923. uvsw[face * 3 + 0] = u[2];
  924. uvsw[face * 3 + 1] = u[3];
  925. uvsw[face * 3 + 2] = u[0];
  926. smoothw[face] = false;
  927. invertw[face] = invert_val;
  928. materialsw[face] = material;
  929. face++;
  930. }
  931. }
  932. if (face != face_count) {
  933. ERR_PRINT("Face mismatch bug! fix code");
  934. }
  935. }
  936. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  937. return brush;
  938. }
  939. void CSGBox::_bind_methods() {
  940. ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox::set_width);
  941. ClassDB::bind_method(D_METHOD("get_width"), &CSGBox::get_width);
  942. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox::set_height);
  943. ClassDB::bind_method(D_METHOD("get_height"), &CSGBox::get_height);
  944. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox::set_depth);
  945. ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox::get_depth);
  946. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox::set_material);
  947. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox::get_material);
  948. ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
  949. ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  950. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  951. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  952. }
  953. void CSGBox::set_width(const float p_width) {
  954. width = p_width;
  955. _make_dirty();
  956. update_gizmo();
  957. _change_notify("width");
  958. }
  959. float CSGBox::get_width() const {
  960. return width;
  961. }
  962. void CSGBox::set_height(const float p_height) {
  963. height = p_height;
  964. _make_dirty();
  965. update_gizmo();
  966. _change_notify("height");
  967. }
  968. float CSGBox::get_height() const {
  969. return height;
  970. }
  971. void CSGBox::set_depth(const float p_depth) {
  972. depth = p_depth;
  973. _make_dirty();
  974. update_gizmo();
  975. _change_notify("depth");
  976. }
  977. float CSGBox::get_depth() const {
  978. return depth;
  979. }
  980. void CSGBox::set_material(const Ref<Material> &p_material) {
  981. material = p_material;
  982. _make_dirty();
  983. update_gizmo();
  984. }
  985. Ref<Material> CSGBox::get_material() const {
  986. return material;
  987. }
  988. CSGBox::CSGBox() {
  989. // defaults
  990. width = 2.0;
  991. height = 2.0;
  992. depth = 2.0;
  993. }
  994. ///////////////
  995. CSGBrush *CSGCylinder::_build_brush() {
  996. // set our bounding box
  997. CSGBrush *brush = memnew(CSGBrush);
  998. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  999. bool invert_val = is_inverting_faces();
  1000. Ref<Material> material = get_material();
  1001. PoolVector<Vector3> faces;
  1002. PoolVector<Vector2> uvs;
  1003. PoolVector<bool> smooth;
  1004. PoolVector<Ref<Material>> materials;
  1005. PoolVector<bool> invert;
  1006. faces.resize(face_count * 3);
  1007. uvs.resize(face_count * 3);
  1008. smooth.resize(face_count);
  1009. materials.resize(face_count);
  1010. invert.resize(face_count);
  1011. {
  1012. PoolVector<Vector3>::Write facesw = faces.write();
  1013. PoolVector<Vector2>::Write uvsw = uvs.write();
  1014. PoolVector<bool>::Write smoothw = smooth.write();
  1015. PoolVector<Ref<Material>>::Write materialsw = materials.write();
  1016. PoolVector<bool>::Write invertw = invert.write();
  1017. int face = 0;
  1018. Vector3 vertex_mul(radius, height * 0.5, radius);
  1019. {
  1020. for (int i = 0; i < sides; i++) {
  1021. float inc = float(i) / sides;
  1022. float inc_n = float((i + 1)) / sides;
  1023. float ang = inc * Math_PI * 2.0;
  1024. float ang_n = inc_n * Math_PI * 2.0;
  1025. Vector3 base(Math::cos(ang), 0, Math::sin(ang));
  1026. Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1027. Vector3 face_points[4] = {
  1028. base + Vector3(0, -1, 0),
  1029. base_n + Vector3(0, -1, 0),
  1030. base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1031. base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1032. };
  1033. Vector2 u[4] = {
  1034. Vector2(inc, 0),
  1035. Vector2(inc_n, 0),
  1036. Vector2(inc_n, 1),
  1037. Vector2(inc, 1),
  1038. };
  1039. //side face 1
  1040. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1041. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1042. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1043. uvsw[face * 3 + 0] = u[0];
  1044. uvsw[face * 3 + 1] = u[1];
  1045. uvsw[face * 3 + 2] = u[2];
  1046. smoothw[face] = smooth_faces;
  1047. invertw[face] = invert_val;
  1048. materialsw[face] = material;
  1049. face++;
  1050. if (!cone) {
  1051. //side face 2
  1052. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1053. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1054. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1055. uvsw[face * 3 + 0] = u[2];
  1056. uvsw[face * 3 + 1] = u[3];
  1057. uvsw[face * 3 + 2] = u[0];
  1058. smoothw[face] = smooth_faces;
  1059. invertw[face] = invert_val;
  1060. materialsw[face] = material;
  1061. face++;
  1062. }
  1063. //bottom face 1
  1064. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1065. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1066. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1067. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1068. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1069. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1070. smoothw[face] = false;
  1071. invertw[face] = invert_val;
  1072. materialsw[face] = material;
  1073. face++;
  1074. if (!cone) {
  1075. //top face 1
  1076. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1077. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1078. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1079. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1080. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1081. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1082. smoothw[face] = false;
  1083. invertw[face] = invert_val;
  1084. materialsw[face] = material;
  1085. face++;
  1086. }
  1087. }
  1088. }
  1089. if (face != face_count) {
  1090. ERR_PRINT("Face mismatch bug! fix code");
  1091. }
  1092. }
  1093. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1094. return brush;
  1095. }
  1096. void CSGCylinder::_bind_methods() {
  1097. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder::set_radius);
  1098. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder::get_radius);
  1099. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder::set_height);
  1100. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder::get_height);
  1101. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder::set_sides);
  1102. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder::get_sides);
  1103. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder::set_cone);
  1104. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder::is_cone);
  1105. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder::set_material);
  1106. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder::get_material);
  1107. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder::set_smooth_faces);
  1108. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder::get_smooth_faces);
  1109. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
  1110. ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  1111. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1112. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1113. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1114. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1115. }
  1116. void CSGCylinder::set_radius(const float p_radius) {
  1117. radius = p_radius;
  1118. _make_dirty();
  1119. update_gizmo();
  1120. _change_notify("radius");
  1121. }
  1122. float CSGCylinder::get_radius() const {
  1123. return radius;
  1124. }
  1125. void CSGCylinder::set_height(const float p_height) {
  1126. height = p_height;
  1127. _make_dirty();
  1128. update_gizmo();
  1129. _change_notify("height");
  1130. }
  1131. float CSGCylinder::get_height() const {
  1132. return height;
  1133. }
  1134. void CSGCylinder::set_sides(const int p_sides) {
  1135. ERR_FAIL_COND(p_sides < 3);
  1136. sides = p_sides;
  1137. _make_dirty();
  1138. update_gizmo();
  1139. }
  1140. int CSGCylinder::get_sides() const {
  1141. return sides;
  1142. }
  1143. void CSGCylinder::set_cone(const bool p_cone) {
  1144. cone = p_cone;
  1145. _make_dirty();
  1146. update_gizmo();
  1147. }
  1148. bool CSGCylinder::is_cone() const {
  1149. return cone;
  1150. }
  1151. void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) {
  1152. smooth_faces = p_smooth_faces;
  1153. _make_dirty();
  1154. }
  1155. bool CSGCylinder::get_smooth_faces() const {
  1156. return smooth_faces;
  1157. }
  1158. void CSGCylinder::set_material(const Ref<Material> &p_material) {
  1159. material = p_material;
  1160. _make_dirty();
  1161. }
  1162. Ref<Material> CSGCylinder::get_material() const {
  1163. return material;
  1164. }
  1165. CSGCylinder::CSGCylinder() {
  1166. // defaults
  1167. radius = 1.0;
  1168. height = 1.0;
  1169. sides = 8;
  1170. cone = false;
  1171. smooth_faces = true;
  1172. }
  1173. ///////////////
  1174. CSGBrush *CSGTorus::_build_brush() {
  1175. // set our bounding box
  1176. float min_radius = inner_radius;
  1177. float max_radius = outer_radius;
  1178. if (min_radius == max_radius) {
  1179. return memnew(CSGBrush); //sorry, can't
  1180. }
  1181. if (min_radius > max_radius) {
  1182. SWAP(min_radius, max_radius);
  1183. }
  1184. float radius = (max_radius - min_radius) * 0.5;
  1185. CSGBrush *brush = memnew(CSGBrush);
  1186. int face_count = ring_sides * sides * 2;
  1187. bool invert_val = is_inverting_faces();
  1188. Ref<Material> material = get_material();
  1189. PoolVector<Vector3> faces;
  1190. PoolVector<Vector2> uvs;
  1191. PoolVector<bool> smooth;
  1192. PoolVector<Ref<Material>> materials;
  1193. PoolVector<bool> invert;
  1194. faces.resize(face_count * 3);
  1195. uvs.resize(face_count * 3);
  1196. smooth.resize(face_count);
  1197. materials.resize(face_count);
  1198. invert.resize(face_count);
  1199. {
  1200. PoolVector<Vector3>::Write facesw = faces.write();
  1201. PoolVector<Vector2>::Write uvsw = uvs.write();
  1202. PoolVector<bool>::Write smoothw = smooth.write();
  1203. PoolVector<Ref<Material>>::Write materialsw = materials.write();
  1204. PoolVector<bool>::Write invertw = invert.write();
  1205. int face = 0;
  1206. {
  1207. for (int i = 0; i < sides; i++) {
  1208. float inci = float(i) / sides;
  1209. float inci_n = float((i + 1)) / sides;
  1210. float angi = inci * Math_PI * 2.0;
  1211. float angi_n = inci_n * Math_PI * 2.0;
  1212. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1213. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1214. for (int j = 0; j < ring_sides; j++) {
  1215. float incj = float(j) / ring_sides;
  1216. float incj_n = float((j + 1)) / ring_sides;
  1217. float angj = incj * Math_PI * 2.0;
  1218. float angj_n = incj_n * Math_PI * 2.0;
  1219. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1220. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1221. Vector3 face_points[4] = {
  1222. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1223. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1224. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1225. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1226. };
  1227. Vector2 u[4] = {
  1228. Vector2(inci, incj),
  1229. Vector2(inci, incj_n),
  1230. Vector2(inci_n, incj_n),
  1231. Vector2(inci_n, incj),
  1232. };
  1233. // face 1
  1234. facesw[face * 3 + 0] = face_points[0];
  1235. facesw[face * 3 + 1] = face_points[2];
  1236. facesw[face * 3 + 2] = face_points[1];
  1237. uvsw[face * 3 + 0] = u[0];
  1238. uvsw[face * 3 + 1] = u[2];
  1239. uvsw[face * 3 + 2] = u[1];
  1240. smoothw[face] = smooth_faces;
  1241. invertw[face] = invert_val;
  1242. materialsw[face] = material;
  1243. face++;
  1244. //face 2
  1245. facesw[face * 3 + 0] = face_points[3];
  1246. facesw[face * 3 + 1] = face_points[2];
  1247. facesw[face * 3 + 2] = face_points[0];
  1248. uvsw[face * 3 + 0] = u[3];
  1249. uvsw[face * 3 + 1] = u[2];
  1250. uvsw[face * 3 + 2] = u[0];
  1251. smoothw[face] = smooth_faces;
  1252. invertw[face] = invert_val;
  1253. materialsw[face] = material;
  1254. face++;
  1255. }
  1256. }
  1257. }
  1258. if (face != face_count) {
  1259. ERR_PRINT("Face mismatch bug! fix code");
  1260. }
  1261. }
  1262. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1263. return brush;
  1264. }
  1265. void CSGTorus::_bind_methods() {
  1266. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus::set_inner_radius);
  1267. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus::get_inner_radius);
  1268. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus::set_outer_radius);
  1269. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus::get_outer_radius);
  1270. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus::set_sides);
  1271. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus::get_sides);
  1272. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus::set_ring_sides);
  1273. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus::get_ring_sides);
  1274. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus::set_material);
  1275. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus::get_material);
  1276. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus::set_smooth_faces);
  1277. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus::get_smooth_faces);
  1278. 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");
  1279. 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");
  1280. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1281. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1282. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1283. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1284. }
  1285. void CSGTorus::set_inner_radius(const float p_inner_radius) {
  1286. inner_radius = p_inner_radius;
  1287. _make_dirty();
  1288. update_gizmo();
  1289. _change_notify("inner_radius");
  1290. }
  1291. float CSGTorus::get_inner_radius() const {
  1292. return inner_radius;
  1293. }
  1294. void CSGTorus::set_outer_radius(const float p_outer_radius) {
  1295. outer_radius = p_outer_radius;
  1296. _make_dirty();
  1297. update_gizmo();
  1298. _change_notify("outer_radius");
  1299. }
  1300. float CSGTorus::get_outer_radius() const {
  1301. return outer_radius;
  1302. }
  1303. void CSGTorus::set_sides(const int p_sides) {
  1304. ERR_FAIL_COND(p_sides < 3);
  1305. sides = p_sides;
  1306. _make_dirty();
  1307. update_gizmo();
  1308. }
  1309. int CSGTorus::get_sides() const {
  1310. return sides;
  1311. }
  1312. void CSGTorus::set_ring_sides(const int p_ring_sides) {
  1313. ERR_FAIL_COND(p_ring_sides < 3);
  1314. ring_sides = p_ring_sides;
  1315. _make_dirty();
  1316. update_gizmo();
  1317. }
  1318. int CSGTorus::get_ring_sides() const {
  1319. return ring_sides;
  1320. }
  1321. void CSGTorus::set_smooth_faces(const bool p_smooth_faces) {
  1322. smooth_faces = p_smooth_faces;
  1323. _make_dirty();
  1324. }
  1325. bool CSGTorus::get_smooth_faces() const {
  1326. return smooth_faces;
  1327. }
  1328. void CSGTorus::set_material(const Ref<Material> &p_material) {
  1329. material = p_material;
  1330. _make_dirty();
  1331. }
  1332. Ref<Material> CSGTorus::get_material() const {
  1333. return material;
  1334. }
  1335. CSGTorus::CSGTorus() {
  1336. // defaults
  1337. inner_radius = 2.0;
  1338. outer_radius = 3.0;
  1339. sides = 8;
  1340. ring_sides = 6;
  1341. smooth_faces = true;
  1342. }
  1343. ///////////////
  1344. CSGBrush *CSGPolygon::_build_brush() {
  1345. // set our bounding box
  1346. if (polygon.size() < 3) {
  1347. return memnew(CSGBrush);
  1348. }
  1349. Vector<Point2> final_polygon = polygon;
  1350. if (Triangulate::get_area(final_polygon) > 0) {
  1351. final_polygon.invert();
  1352. }
  1353. Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
  1354. if (triangles.size() < 3) {
  1355. return memnew(CSGBrush);
  1356. }
  1357. Path *path = NULL;
  1358. Ref<Curve3D> curve;
  1359. // get bounds for our polygon
  1360. Vector2 final_polygon_min;
  1361. Vector2 final_polygon_max;
  1362. for (int i = 0; i < final_polygon.size(); i++) {
  1363. Vector2 p = final_polygon[i];
  1364. if (i == 0) {
  1365. final_polygon_min = p;
  1366. final_polygon_max = final_polygon_min;
  1367. } else {
  1368. if (p.x < final_polygon_min.x)
  1369. final_polygon_min.x = p.x;
  1370. if (p.y < final_polygon_min.y)
  1371. final_polygon_min.y = p.y;
  1372. if (p.x > final_polygon_max.x)
  1373. final_polygon_max.x = p.x;
  1374. if (p.y > final_polygon_max.y)
  1375. final_polygon_max.y = p.y;
  1376. }
  1377. }
  1378. Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
  1379. if (mode == MODE_PATH) {
  1380. if (!has_node(path_node)) {
  1381. return memnew(CSGBrush);
  1382. }
  1383. Node *n = get_node(path_node);
  1384. if (!n) {
  1385. return memnew(CSGBrush);
  1386. }
  1387. path = Object::cast_to<Path>(n);
  1388. if (!path) {
  1389. return memnew(CSGBrush);
  1390. }
  1391. if (path != path_cache) {
  1392. if (path_cache) {
  1393. path_cache->disconnect("tree_exited", this, "_path_exited");
  1394. path_cache->disconnect("curve_changed", this, "_path_changed");
  1395. path_cache = NULL;
  1396. }
  1397. path_cache = path;
  1398. path_cache->connect("tree_exited", this, "_path_exited");
  1399. path_cache->connect("curve_changed", this, "_path_changed");
  1400. }
  1401. curve = path->get_curve();
  1402. if (curve.is_null()) {
  1403. return memnew(CSGBrush);
  1404. }
  1405. if (curve->get_baked_length() <= 0) {
  1406. return memnew(CSGBrush);
  1407. }
  1408. }
  1409. CSGBrush *brush = memnew(CSGBrush);
  1410. int face_count = 0;
  1411. switch (mode) {
  1412. case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break;
  1413. case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break;
  1414. case MODE_PATH: {
  1415. float bl = curve->get_baked_length();
  1416. int splits = MAX(2, Math::ceil(bl / path_interval));
  1417. if (path_joined) {
  1418. face_count = splits * final_polygon.size() * 2;
  1419. } else {
  1420. face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
  1421. }
  1422. } break;
  1423. }
  1424. bool invert_val = is_inverting_faces();
  1425. Ref<Material> material = get_material();
  1426. PoolVector<Vector3> faces;
  1427. PoolVector<Vector2> uvs;
  1428. PoolVector<bool> smooth;
  1429. PoolVector<Ref<Material>> materials;
  1430. PoolVector<bool> invert;
  1431. faces.resize(face_count * 3);
  1432. uvs.resize(face_count * 3);
  1433. smooth.resize(face_count);
  1434. materials.resize(face_count);
  1435. invert.resize(face_count);
  1436. AABB aabb; //must be computed
  1437. {
  1438. PoolVector<Vector3>::Write facesw = faces.write();
  1439. PoolVector<Vector2>::Write uvsw = uvs.write();
  1440. PoolVector<bool>::Write smoothw = smooth.write();
  1441. PoolVector<Ref<Material>>::Write materialsw = materials.write();
  1442. PoolVector<bool>::Write invertw = invert.write();
  1443. int face = 0;
  1444. switch (mode) {
  1445. case MODE_DEPTH: {
  1446. //add triangles, front and back
  1447. for (int i = 0; i < 2; i++) {
  1448. for (int j = 0; j < triangles.size(); j += 3) {
  1449. for (int k = 0; k < 3; k++) {
  1450. int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
  1451. Vector2 p = final_polygon[triangles[j + src[k]]];
  1452. Vector3 v = Vector3(p.x, p.y, 0);
  1453. if (i == 0) {
  1454. v.z -= depth;
  1455. }
  1456. facesw[face * 3 + k] = v;
  1457. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1458. if (i == 0) {
  1459. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1460. }
  1461. }
  1462. smoothw[face] = false;
  1463. materialsw[face] = material;
  1464. invertw[face] = invert_val;
  1465. face++;
  1466. }
  1467. }
  1468. //add triangles for depth
  1469. for (int i = 0; i < final_polygon.size(); i++) {
  1470. int i_n = (i + 1) % final_polygon.size();
  1471. Vector3 v[4] = {
  1472. Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
  1473. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
  1474. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
  1475. Vector3(final_polygon[i].x, final_polygon[i].y, 0),
  1476. };
  1477. Vector2 u[4] = {
  1478. Vector2(0, 0),
  1479. Vector2(0, 1),
  1480. Vector2(1, 1),
  1481. Vector2(1, 0)
  1482. };
  1483. // face 1
  1484. facesw[face * 3 + 0] = v[0];
  1485. facesw[face * 3 + 1] = v[1];
  1486. facesw[face * 3 + 2] = v[2];
  1487. uvsw[face * 3 + 0] = u[0];
  1488. uvsw[face * 3 + 1] = u[1];
  1489. uvsw[face * 3 + 2] = u[2];
  1490. smoothw[face] = smooth_faces;
  1491. invertw[face] = invert_val;
  1492. materialsw[face] = material;
  1493. face++;
  1494. // face 2
  1495. facesw[face * 3 + 0] = v[2];
  1496. facesw[face * 3 + 1] = v[3];
  1497. facesw[face * 3 + 2] = v[0];
  1498. uvsw[face * 3 + 0] = u[2];
  1499. uvsw[face * 3 + 1] = u[3];
  1500. uvsw[face * 3 + 2] = u[0];
  1501. smoothw[face] = smooth_faces;
  1502. invertw[face] = invert_val;
  1503. materialsw[face] = material;
  1504. face++;
  1505. }
  1506. } break;
  1507. case MODE_SPIN: {
  1508. for (int i = 0; i < spin_sides; i++) {
  1509. float inci = float(i) / spin_sides;
  1510. float inci_n = float((i + 1)) / spin_sides;
  1511. float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
  1512. float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
  1513. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1514. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1515. //add triangles for depth
  1516. for (int j = 0; j < final_polygon.size(); j++) {
  1517. int j_n = (j + 1) % final_polygon.size();
  1518. Vector3 v[4] = {
  1519. Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
  1520. Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
  1521. Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
  1522. Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
  1523. };
  1524. Vector2 u[4] = {
  1525. Vector2(0, 0),
  1526. Vector2(0, 1),
  1527. Vector2(1, 1),
  1528. Vector2(1, 0)
  1529. };
  1530. // face 1
  1531. facesw[face * 3 + 0] = v[0];
  1532. facesw[face * 3 + 1] = v[2];
  1533. facesw[face * 3 + 2] = v[1];
  1534. uvsw[face * 3 + 0] = u[0];
  1535. uvsw[face * 3 + 1] = u[2];
  1536. uvsw[face * 3 + 2] = u[1];
  1537. smoothw[face] = smooth_faces;
  1538. invertw[face] = invert_val;
  1539. materialsw[face] = material;
  1540. face++;
  1541. // face 2
  1542. facesw[face * 3 + 0] = v[2];
  1543. facesw[face * 3 + 1] = v[0];
  1544. facesw[face * 3 + 2] = v[3];
  1545. uvsw[face * 3 + 0] = u[2];
  1546. uvsw[face * 3 + 1] = u[0];
  1547. uvsw[face * 3 + 2] = u[3];
  1548. smoothw[face] = smooth_faces;
  1549. invertw[face] = invert_val;
  1550. materialsw[face] = material;
  1551. face++;
  1552. }
  1553. if (i == 0 && spin_degrees < 360) {
  1554. for (int j = 0; j < triangles.size(); j += 3) {
  1555. for (int k = 0; k < 3; k++) {
  1556. int src[3] = { 0, 2, 1 };
  1557. Vector2 p = final_polygon[triangles[j + src[k]]];
  1558. Vector3 v = Vector3(p.x, p.y, 0);
  1559. facesw[face * 3 + k] = v;
  1560. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1561. }
  1562. smoothw[face] = false;
  1563. materialsw[face] = material;
  1564. invertw[face] = invert_val;
  1565. face++;
  1566. }
  1567. }
  1568. if (i == spin_sides - 1 && spin_degrees < 360) {
  1569. for (int j = 0; j < triangles.size(); j += 3) {
  1570. for (int k = 0; k < 3; k++) {
  1571. int src[3] = { 0, 1, 2 };
  1572. Vector2 p = final_polygon[triangles[j + src[k]]];
  1573. Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
  1574. facesw[face * 3 + k] = v;
  1575. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1576. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1577. }
  1578. smoothw[face] = false;
  1579. materialsw[face] = material;
  1580. invertw[face] = invert_val;
  1581. face++;
  1582. }
  1583. }
  1584. }
  1585. } break;
  1586. case MODE_PATH: {
  1587. float bl = curve->get_baked_length();
  1588. int splits = MAX(2, Math::ceil(bl / path_interval));
  1589. float u1 = 0.0;
  1590. float u2 = path_continuous_u ? 0.0 : 1.0;
  1591. Transform path_to_this;
  1592. if (!path_local) {
  1593. // center on paths origin
  1594. path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
  1595. }
  1596. Transform prev_xf;
  1597. Vector3 lookat_dir;
  1598. if (path_rotation == PATH_ROTATION_POLYGON) {
  1599. lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
  1600. } else {
  1601. Vector3 p1, p2;
  1602. p1 = curve->interpolate_baked(0);
  1603. p2 = curve->interpolate_baked(0.1);
  1604. lookat_dir = (p2 - p1).normalized();
  1605. }
  1606. for (int i = 0; i <= splits; i++) {
  1607. float ofs = i * path_interval;
  1608. if (ofs > bl) {
  1609. ofs = bl;
  1610. }
  1611. if (i == splits && path_joined) {
  1612. ofs = 0.0;
  1613. }
  1614. Transform xf;
  1615. xf.origin = curve->interpolate_baked(ofs);
  1616. Vector3 local_dir;
  1617. if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
  1618. //before end
  1619. Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
  1620. Vector3 p2 = curve->interpolate_baked(ofs);
  1621. local_dir = (p2 - p1).normalized();
  1622. } else {
  1623. local_dir = lookat_dir;
  1624. }
  1625. xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
  1626. Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
  1627. xf = xf * rot; //post mult
  1628. xf = path_to_this * xf;
  1629. if (i > 0) {
  1630. if (path_continuous_u) {
  1631. u1 = u2;
  1632. u2 += (prev_xf.origin - xf.origin).length();
  1633. };
  1634. //put triangles where they belong
  1635. //add triangles for depth
  1636. for (int j = 0; j < final_polygon.size(); j++) {
  1637. int j_n = (j + 1) % final_polygon.size();
  1638. Vector3 v[4] = {
  1639. prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1640. prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1641. xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1642. xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1643. };
  1644. Vector2 u[4] = {
  1645. Vector2(u1, 1),
  1646. Vector2(u1, 0),
  1647. Vector2(u2, 0),
  1648. Vector2(u2, 1)
  1649. };
  1650. // face 1
  1651. facesw[face * 3 + 0] = v[0];
  1652. facesw[face * 3 + 1] = v[1];
  1653. facesw[face * 3 + 2] = v[2];
  1654. uvsw[face * 3 + 0] = u[0];
  1655. uvsw[face * 3 + 1] = u[1];
  1656. uvsw[face * 3 + 2] = u[2];
  1657. smoothw[face] = smooth_faces;
  1658. invertw[face] = invert_val;
  1659. materialsw[face] = material;
  1660. face++;
  1661. // face 2
  1662. facesw[face * 3 + 0] = v[2];
  1663. facesw[face * 3 + 1] = v[3];
  1664. facesw[face * 3 + 2] = v[0];
  1665. uvsw[face * 3 + 0] = u[2];
  1666. uvsw[face * 3 + 1] = u[3];
  1667. uvsw[face * 3 + 2] = u[0];
  1668. smoothw[face] = smooth_faces;
  1669. invertw[face] = invert_val;
  1670. materialsw[face] = material;
  1671. face++;
  1672. }
  1673. }
  1674. if (i == 0 && !path_joined) {
  1675. for (int j = 0; j < triangles.size(); j += 3) {
  1676. for (int k = 0; k < 3; k++) {
  1677. int src[3] = { 0, 1, 2 };
  1678. Vector2 p = final_polygon[triangles[j + src[k]]];
  1679. Vector3 v = Vector3(p.x, p.y, 0);
  1680. facesw[face * 3 + k] = xf.xform(v);
  1681. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1682. }
  1683. smoothw[face] = false;
  1684. materialsw[face] = material;
  1685. invertw[face] = invert_val;
  1686. face++;
  1687. }
  1688. }
  1689. if (i == splits && !path_joined) {
  1690. for (int j = 0; j < triangles.size(); j += 3) {
  1691. for (int k = 0; k < 3; k++) {
  1692. int src[3] = { 0, 2, 1 };
  1693. Vector2 p = final_polygon[triangles[j + src[k]]];
  1694. Vector3 v = Vector3(p.x, p.y, 0);
  1695. facesw[face * 3 + k] = xf.xform(v);
  1696. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1697. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1698. }
  1699. smoothw[face] = false;
  1700. materialsw[face] = material;
  1701. invertw[face] = invert_val;
  1702. face++;
  1703. }
  1704. }
  1705. prev_xf = xf;
  1706. }
  1707. } break;
  1708. }
  1709. if (face != face_count) {
  1710. ERR_PRINT("Face mismatch bug! fix code");
  1711. }
  1712. for (int i = 0; i < face_count * 3; i++) {
  1713. if (i == 0) {
  1714. aabb.position = facesw[i];
  1715. } else {
  1716. aabb.expand_to(facesw[i]);
  1717. }
  1718. // invert UVs on the Y-axis OpenGL = upside down
  1719. uvsw[i].y = 1.0 - uvsw[i].y;
  1720. }
  1721. }
  1722. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1723. return brush;
  1724. }
  1725. void CSGPolygon::_notification(int p_what) {
  1726. if (p_what == NOTIFICATION_EXIT_TREE) {
  1727. if (path_cache) {
  1728. path_cache->disconnect("tree_exited", this, "_path_exited");
  1729. path_cache->disconnect("curve_changed", this, "_path_changed");
  1730. path_cache = NULL;
  1731. }
  1732. }
  1733. }
  1734. void CSGPolygon::_validate_property(PropertyInfo &property) const {
  1735. if (property.name.begins_with("spin") && mode != MODE_SPIN) {
  1736. property.usage = 0;
  1737. }
  1738. if (property.name.begins_with("path") && mode != MODE_PATH) {
  1739. property.usage = 0;
  1740. }
  1741. if (property.name == "depth" && mode != MODE_DEPTH) {
  1742. property.usage = 0;
  1743. }
  1744. CSGShape::_validate_property(property);
  1745. }
  1746. void CSGPolygon::_path_changed() {
  1747. _make_dirty();
  1748. update_gizmo();
  1749. }
  1750. void CSGPolygon::_path_exited() {
  1751. path_cache = NULL;
  1752. }
  1753. void CSGPolygon::_bind_methods() {
  1754. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon::set_polygon);
  1755. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon::get_polygon);
  1756. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon::set_mode);
  1757. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon::get_mode);
  1758. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon::set_depth);
  1759. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon::get_depth);
  1760. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon::set_spin_degrees);
  1761. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon::get_spin_degrees);
  1762. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon::set_spin_sides);
  1763. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon::get_spin_sides);
  1764. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon::set_path_node);
  1765. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon::get_path_node);
  1766. ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon::set_path_interval);
  1767. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon::get_path_interval);
  1768. ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon::set_path_rotation);
  1769. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation);
  1770. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon::set_path_local);
  1771. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon::is_path_local);
  1772. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon::set_path_continuous_u);
  1773. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon::is_path_continuous_u);
  1774. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon::set_path_joined);
  1775. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon::is_path_joined);
  1776. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon::set_material);
  1777. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material);
  1778. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon::set_smooth_faces);
  1779. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon::get_smooth_faces);
  1780. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon::_is_editable_3d_polygon);
  1781. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon::_has_editable_3d_polygon_no_depth);
  1782. ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited);
  1783. ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed);
  1784. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1785. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1786. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  1787. ADD_PROPERTY(PropertyInfo(Variant::REAL, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1788. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1789. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
  1790. 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");
  1791. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1792. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1793. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1794. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1795. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1796. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1797. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1798. BIND_ENUM_CONSTANT(MODE_SPIN);
  1799. BIND_ENUM_CONSTANT(MODE_PATH);
  1800. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1801. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1802. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1803. }
  1804. void CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) {
  1805. polygon = p_polygon;
  1806. _make_dirty();
  1807. update_gizmo();
  1808. }
  1809. Vector<Vector2> CSGPolygon::get_polygon() const {
  1810. return polygon;
  1811. }
  1812. void CSGPolygon::set_mode(Mode p_mode) {
  1813. mode = p_mode;
  1814. _make_dirty();
  1815. update_gizmo();
  1816. _change_notify();
  1817. }
  1818. CSGPolygon::Mode CSGPolygon::get_mode() const {
  1819. return mode;
  1820. }
  1821. void CSGPolygon::set_depth(const float p_depth) {
  1822. ERR_FAIL_COND(p_depth < 0.001);
  1823. depth = p_depth;
  1824. _make_dirty();
  1825. update_gizmo();
  1826. }
  1827. float CSGPolygon::get_depth() const {
  1828. return depth;
  1829. }
  1830. void CSGPolygon::set_path_continuous_u(bool p_enable) {
  1831. path_continuous_u = p_enable;
  1832. _make_dirty();
  1833. }
  1834. bool CSGPolygon::is_path_continuous_u() const {
  1835. return path_continuous_u;
  1836. }
  1837. void CSGPolygon::set_spin_degrees(const float p_spin_degrees) {
  1838. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1839. spin_degrees = p_spin_degrees;
  1840. _make_dirty();
  1841. update_gizmo();
  1842. }
  1843. float CSGPolygon::get_spin_degrees() const {
  1844. return spin_degrees;
  1845. }
  1846. void CSGPolygon::set_spin_sides(const int p_spin_sides) {
  1847. ERR_FAIL_COND(p_spin_sides < 3);
  1848. spin_sides = p_spin_sides;
  1849. _make_dirty();
  1850. update_gizmo();
  1851. }
  1852. int CSGPolygon::get_spin_sides() const {
  1853. return spin_sides;
  1854. }
  1855. void CSGPolygon::set_path_node(const NodePath &p_path) {
  1856. path_node = p_path;
  1857. _make_dirty();
  1858. update_gizmo();
  1859. }
  1860. NodePath CSGPolygon::get_path_node() const {
  1861. return path_node;
  1862. }
  1863. void CSGPolygon::set_path_interval(float p_interval) {
  1864. ERR_FAIL_COND_MSG(p_interval < 0.001, "Path interval cannot be smaller than 0.001.");
  1865. path_interval = p_interval;
  1866. _make_dirty();
  1867. update_gizmo();
  1868. }
  1869. float CSGPolygon::get_path_interval() const {
  1870. return path_interval;
  1871. }
  1872. void CSGPolygon::set_path_rotation(PathRotation p_rotation) {
  1873. path_rotation = p_rotation;
  1874. _make_dirty();
  1875. update_gizmo();
  1876. }
  1877. CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const {
  1878. return path_rotation;
  1879. }
  1880. void CSGPolygon::set_path_local(bool p_enable) {
  1881. path_local = p_enable;
  1882. _make_dirty();
  1883. update_gizmo();
  1884. }
  1885. bool CSGPolygon::is_path_local() const {
  1886. return path_local;
  1887. }
  1888. void CSGPolygon::set_path_joined(bool p_enable) {
  1889. path_joined = p_enable;
  1890. _make_dirty();
  1891. update_gizmo();
  1892. }
  1893. bool CSGPolygon::is_path_joined() const {
  1894. return path_joined;
  1895. }
  1896. void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) {
  1897. smooth_faces = p_smooth_faces;
  1898. _make_dirty();
  1899. }
  1900. bool CSGPolygon::get_smooth_faces() const {
  1901. return smooth_faces;
  1902. }
  1903. void CSGPolygon::set_material(const Ref<Material> &p_material) {
  1904. material = p_material;
  1905. _make_dirty();
  1906. }
  1907. Ref<Material> CSGPolygon::get_material() const {
  1908. return material;
  1909. }
  1910. bool CSGPolygon::_is_editable_3d_polygon() const {
  1911. return true;
  1912. }
  1913. bool CSGPolygon::_has_editable_3d_polygon_no_depth() const {
  1914. return true;
  1915. }
  1916. CSGPolygon::CSGPolygon() {
  1917. // defaults
  1918. mode = MODE_DEPTH;
  1919. polygon.push_back(Vector2(0, 0));
  1920. polygon.push_back(Vector2(0, 1));
  1921. polygon.push_back(Vector2(1, 1));
  1922. polygon.push_back(Vector2(1, 0));
  1923. depth = 1.0;
  1924. spin_degrees = 360;
  1925. spin_sides = 8;
  1926. smooth_faces = false;
  1927. path_interval = 1;
  1928. path_rotation = PATH_ROTATION_PATH;
  1929. path_local = false;
  1930. path_continuous_u = false;
  1931. path_joined = false;
  1932. path_cache = NULL;
  1933. }