csg_shape.cpp 68 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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_3d.h"
  32. void CSGShape3D::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 = PhysicsServer3D::get_singleton()->body_create(PhysicsServer3D::BODY_MODE_STATIC);
  41. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  42. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  43. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  44. PhysicsServer3D::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. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  50. root_collision_instance = RID();
  51. root_collision_shape.unref();
  52. }
  53. _change_notify();
  54. }
  55. bool CSGShape3D::is_using_collision() const {
  56. return use_collision;
  57. }
  58. void CSGShape3D::set_collision_layer(uint32_t p_layer) {
  59. collision_layer = p_layer;
  60. if (root_collision_instance.is_valid()) {
  61. PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
  62. }
  63. }
  64. uint32_t CSGShape3D::get_collision_layer() const {
  65. return collision_layer;
  66. }
  67. void CSGShape3D::set_collision_mask(uint32_t p_mask) {
  68. collision_mask = p_mask;
  69. if (root_collision_instance.is_valid()) {
  70. PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
  71. }
  72. }
  73. uint32_t CSGShape3D::get_collision_mask() const {
  74. return collision_mask;
  75. }
  76. void CSGShape3D::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 CSGShape3D::get_collision_mask_bit(int p_bit) const {
  85. return get_collision_mask() & (1 << p_bit);
  86. }
  87. void CSGShape3D::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 CSGShape3D::get_collision_layer_bit(int p_bit) const {
  96. return get_collision_layer() & (1 << p_bit);
  97. }
  98. bool CSGShape3D::is_root_shape() const {
  99. return !parent;
  100. }
  101. void CSGShape3D::set_snap(float p_snap) {
  102. snap = p_snap;
  103. }
  104. float CSGShape3D::get_snap() const {
  105. return snap;
  106. }
  107. void CSGShape3D::_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 *CSGShape3D::_get_brush() {
  122. if (dirty) {
  123. if (brush) {
  124. memdelete(brush);
  125. }
  126. brush = nullptr;
  127. CSGBrush *n = _build_brush();
  128. for (int i = 0; i < get_child_count(); i++) {
  129. CSGShape3D *child = Object::cast_to<CSGShape3D>(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 CSGShape3D::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
  147. case CSGShape3D::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break;
  148. case CSGShape3D::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 CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  175. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  176. return surface.vertices.size() / 3;
  177. }
  178. int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  179. // always 3
  180. return 3;
  181. }
  182. void CSGShape3D::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 CSGShape3D::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 CSGShape3D::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 CSGShape3D::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 CSGShape3D::_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_MSG(!n, "Cannot get CSGBrush.");
  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.ptrw();
  263. surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw();
  264. surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw();
  265. if (calculate_tangents) {
  266. surfaces.write[i].tansw = surfaces.write[i].tans.ptrw();
  267. }
  268. }
  269. //fill arrays
  270. Vector<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. Vector3 *physicsw;
  278. if (fill_physics_faces) {
  279. physicsw = physics_faces.ptrw();
  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 = nullptr;
  335. SMikkTSpaceContext msc;
  336. msc.m_pInterface = &mkif;
  337. msc.m_pUserData = &surfaces.write[i];
  338. have_tangents = genTangSpaceDefault(&msc);
  339. }
  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. if (root_collision_shape.is_valid()) {
  356. root_collision_shape->set_faces(physics_faces);
  357. }
  358. set_base(root_mesh->get_rid());
  359. }
  360. AABB CSGShape3D::get_aabb() const {
  361. return node_aabb;
  362. }
  363. Vector<Vector3> CSGShape3D::get_brush_faces() {
  364. ERR_FAIL_COND_V(!is_inside_tree(), Vector<Vector3>());
  365. CSGBrush *b = _get_brush();
  366. if (!b) {
  367. return Vector<Vector3>();
  368. }
  369. Vector<Vector3> faces;
  370. int fc = b->faces.size();
  371. faces.resize(fc * 3);
  372. {
  373. Vector3 *w = faces.ptrw();
  374. for (int i = 0; i < fc; i++) {
  375. w[i * 3 + 0] = b->faces[i].vertices[0];
  376. w[i * 3 + 1] = b->faces[i].vertices[1];
  377. w[i * 3 + 2] = b->faces[i].vertices[2];
  378. }
  379. }
  380. return faces;
  381. }
  382. Vector<Face3> CSGShape3D::get_faces(uint32_t p_usage_flags) const {
  383. return Vector<Face3>();
  384. }
  385. void CSGShape3D::_notification(int p_what) {
  386. if (p_what == NOTIFICATION_ENTER_TREE) {
  387. Node *parentn = get_parent();
  388. if (parentn) {
  389. parent = Object::cast_to<CSGShape3D>(parentn);
  390. if (parent) {
  391. set_base(RID());
  392. root_mesh.unref();
  393. }
  394. }
  395. if (use_collision && is_root_shape()) {
  396. root_collision_shape.instance();
  397. root_collision_instance = PhysicsServer3D::get_singleton()->body_create(PhysicsServer3D::BODY_MODE_STATIC);
  398. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  399. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  400. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  401. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  402. set_collision_layer(collision_layer);
  403. set_collision_mask(collision_mask);
  404. }
  405. _make_dirty();
  406. }
  407. if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
  408. if (parent) {
  409. parent->_make_dirty();
  410. }
  411. }
  412. if (p_what == NOTIFICATION_VISIBILITY_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 = nullptr;
  421. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  422. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  423. root_collision_instance = RID();
  424. root_collision_shape.unref();
  425. }
  426. _make_dirty();
  427. }
  428. }
  429. void CSGShape3D::set_operation(Operation p_operation) {
  430. operation = p_operation;
  431. _make_dirty();
  432. update_gizmo();
  433. }
  434. CSGShape3D::Operation CSGShape3D::get_operation() const {
  435. return operation;
  436. }
  437. void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
  438. calculate_tangents = p_calculate_tangents;
  439. _make_dirty();
  440. }
  441. bool CSGShape3D::is_calculating_tangents() const {
  442. return calculate_tangents;
  443. }
  444. void CSGShape3D::_validate_property(PropertyInfo &property) const {
  445. bool is_collision_prefixed = property.name.begins_with("collision_");
  446. if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  447. //hide collision if not root
  448. property.usage = PROPERTY_USAGE_NOEDITOR;
  449. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  450. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  451. }
  452. }
  453. Array CSGShape3D::get_meshes() const {
  454. if (root_mesh.is_valid()) {
  455. Array arr;
  456. arr.resize(2);
  457. arr[0] = Transform();
  458. arr[1] = root_mesh;
  459. return arr;
  460. }
  461. return Array();
  462. }
  463. void CSGShape3D::_bind_methods() {
  464. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
  465. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
  466. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation);
  467. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
  468. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
  469. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
  470. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
  471. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
  472. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
  473. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
  474. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
  475. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
  476. ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape3D::set_collision_mask_bit);
  477. ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape3D::get_collision_mask_bit);
  478. ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape3D::set_collision_layer_bit);
  479. ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape3D::get_collision_layer_bit);
  480. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
  481. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
  482. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
  483. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  484. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
  485. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  486. ADD_GROUP("Collision", "collision_");
  487. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  488. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  489. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  490. BIND_ENUM_CONSTANT(OPERATION_UNION);
  491. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  492. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  493. }
  494. CSGShape3D::CSGShape3D() {
  495. operation = OPERATION_UNION;
  496. parent = nullptr;
  497. brush = nullptr;
  498. dirty = false;
  499. snap = 0.001;
  500. use_collision = false;
  501. collision_layer = 1;
  502. collision_mask = 1;
  503. calculate_tangents = true;
  504. set_notify_local_transform(true);
  505. }
  506. CSGShape3D::~CSGShape3D() {
  507. if (brush) {
  508. memdelete(brush);
  509. brush = nullptr;
  510. }
  511. }
  512. //////////////////////////////////
  513. CSGBrush *CSGCombiner3D::_build_brush() {
  514. return nullptr; //does not build anything
  515. }
  516. CSGCombiner3D::CSGCombiner3D() {
  517. }
  518. /////////////////////
  519. CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials) {
  520. CSGBrush *brush = memnew(CSGBrush);
  521. Vector<bool> invert;
  522. invert.resize(p_vertices.size() / 3);
  523. {
  524. int ic = invert.size();
  525. bool *w = invert.ptrw();
  526. for (int i = 0; i < ic; i++) {
  527. w[i] = invert_faces;
  528. }
  529. }
  530. brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  531. return brush;
  532. }
  533. void CSGPrimitive3D::_bind_methods() {
  534. ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive3D::set_invert_faces);
  535. ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive3D::is_inverting_faces);
  536. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
  537. }
  538. void CSGPrimitive3D::set_invert_faces(bool p_invert) {
  539. if (invert_faces == p_invert)
  540. return;
  541. invert_faces = p_invert;
  542. _make_dirty();
  543. }
  544. bool CSGPrimitive3D::is_inverting_faces() {
  545. return invert_faces;
  546. }
  547. CSGPrimitive3D::CSGPrimitive3D() {
  548. invert_faces = false;
  549. }
  550. /////////////////////
  551. CSGBrush *CSGMesh3D::_build_brush() {
  552. if (!mesh.is_valid())
  553. return nullptr;
  554. Vector<Vector3> vertices;
  555. Vector<bool> smooth;
  556. Vector<Ref<Material>> materials;
  557. Vector<Vector2> uvs;
  558. Ref<Material> material = get_material();
  559. for (int i = 0; i < mesh->get_surface_count(); i++) {
  560. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  561. continue;
  562. }
  563. Array arrays = mesh->surface_get_arrays(i);
  564. if (arrays.size() == 0) {
  565. _make_dirty();
  566. ERR_FAIL_COND_V(arrays.size() == 0, nullptr);
  567. }
  568. Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  569. if (avertices.size() == 0)
  570. continue;
  571. const Vector3 *vr = avertices.ptr();
  572. Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  573. const Vector3 *nr = nullptr;
  574. if (anormals.size()) {
  575. nr = anormals.ptr();
  576. }
  577. Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  578. const Vector2 *uvr = nullptr;
  579. if (auvs.size()) {
  580. uvr = auvs.ptr();
  581. }
  582. Ref<Material> mat;
  583. if (material.is_valid()) {
  584. mat = material;
  585. } else {
  586. mat = mesh->surface_get_material(i);
  587. }
  588. Vector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  589. if (aindices.size()) {
  590. int as = vertices.size();
  591. int is = aindices.size();
  592. vertices.resize(as + is);
  593. smooth.resize((as + is) / 3);
  594. materials.resize((as + is) / 3);
  595. uvs.resize(as + is);
  596. Vector3 *vw = vertices.ptrw();
  597. bool *sw = smooth.ptrw();
  598. Vector2 *uvw = uvs.ptrw();
  599. Ref<Material> *mw = materials.ptrw();
  600. const int *ir = aindices.ptr();
  601. for (int j = 0; j < is; j += 3) {
  602. Vector3 vertex[3];
  603. Vector3 normal[3];
  604. Vector2 uv[3];
  605. for (int k = 0; k < 3; k++) {
  606. int idx = ir[j + k];
  607. vertex[k] = vr[idx];
  608. if (nr) {
  609. normal[k] = nr[idx];
  610. }
  611. if (uvr) {
  612. uv[k] = uvr[idx];
  613. }
  614. }
  615. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  616. vw[as + j + 0] = vertex[0];
  617. vw[as + j + 1] = vertex[1];
  618. vw[as + j + 2] = vertex[2];
  619. uvw[as + j + 0] = uv[0];
  620. uvw[as + j + 1] = uv[1];
  621. uvw[as + j + 2] = uv[2];
  622. sw[(as + j) / 3] = !flat;
  623. mw[(as + j) / 3] = mat;
  624. }
  625. } else {
  626. int as = vertices.size();
  627. int is = avertices.size();
  628. vertices.resize(as + is);
  629. smooth.resize((as + is) / 3);
  630. uvs.resize(as + is);
  631. materials.resize((as + is) / 3);
  632. Vector3 *vw = vertices.ptrw();
  633. bool *sw = smooth.ptrw();
  634. Vector2 *uvw = uvs.ptrw();
  635. Ref<Material> *mw = materials.ptrw();
  636. for (int j = 0; j < is; j += 3) {
  637. Vector3 vertex[3];
  638. Vector3 normal[3];
  639. Vector2 uv[3];
  640. for (int k = 0; k < 3; k++) {
  641. vertex[k] = vr[j + k];
  642. if (nr) {
  643. normal[k] = nr[j + k];
  644. }
  645. if (uvr) {
  646. uv[k] = uvr[j + k];
  647. }
  648. }
  649. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  650. vw[as + j + 0] = vertex[0];
  651. vw[as + j + 1] = vertex[1];
  652. vw[as + j + 2] = vertex[2];
  653. uvw[as + j + 0] = uv[0];
  654. uvw[as + j + 1] = uv[1];
  655. uvw[as + j + 2] = uv[2];
  656. sw[(as + j) / 3] = !flat;
  657. mw[(as + j) / 3] = mat;
  658. }
  659. }
  660. }
  661. if (vertices.size() == 0)
  662. return nullptr;
  663. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  664. }
  665. void CSGMesh3D::_mesh_changed() {
  666. _make_dirty();
  667. update_gizmo();
  668. }
  669. void CSGMesh3D::set_material(const Ref<Material> &p_material) {
  670. if (material == p_material)
  671. return;
  672. material = p_material;
  673. _make_dirty();
  674. }
  675. Ref<Material> CSGMesh3D::get_material() const {
  676. return material;
  677. }
  678. void CSGMesh3D::_bind_methods() {
  679. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
  680. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
  681. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
  682. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
  683. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  684. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  685. }
  686. void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
  687. if (mesh == p_mesh)
  688. return;
  689. if (mesh.is_valid()) {
  690. mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  691. }
  692. mesh = p_mesh;
  693. if (mesh.is_valid()) {
  694. mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  695. }
  696. _make_dirty();
  697. }
  698. Ref<Mesh> CSGMesh3D::get_mesh() {
  699. return mesh;
  700. }
  701. ////////////////////////////////
  702. CSGBrush *CSGSphere3D::_build_brush() {
  703. // set our bounding box
  704. CSGBrush *brush = memnew(CSGBrush);
  705. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  706. bool invert_val = is_inverting_faces();
  707. Ref<Material> material = get_material();
  708. Vector<Vector3> faces;
  709. Vector<Vector2> uvs;
  710. Vector<bool> smooth;
  711. Vector<Ref<Material>> materials;
  712. Vector<bool> invert;
  713. faces.resize(face_count * 3);
  714. uvs.resize(face_count * 3);
  715. smooth.resize(face_count);
  716. materials.resize(face_count);
  717. invert.resize(face_count);
  718. {
  719. Vector3 *facesw = faces.ptrw();
  720. Vector2 *uvsw = uvs.ptrw();
  721. bool *smoothw = smooth.ptrw();
  722. Ref<Material> *materialsw = materials.ptrw();
  723. bool *invertw = invert.ptrw();
  724. int face = 0;
  725. for (int i = 1; i <= rings; i++) {
  726. double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
  727. double z0 = Math::sin(lat0);
  728. double zr0 = Math::cos(lat0);
  729. double u0 = double(i - 1) / rings;
  730. double lat1 = Math_PI * (-0.5 + (double)i / rings);
  731. double z1 = Math::sin(lat1);
  732. double zr1 = Math::cos(lat1);
  733. double u1 = double(i) / rings;
  734. for (int j = radial_segments; j >= 1; j--) {
  735. double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
  736. double x0 = Math::cos(lng0);
  737. double y0 = Math::sin(lng0);
  738. double v0 = double(i - 1) / radial_segments;
  739. double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
  740. double x1 = Math::cos(lng1);
  741. double y1 = Math::sin(lng1);
  742. double v1 = double(i) / radial_segments;
  743. Vector3 v[4] = {
  744. Vector3(x1 * zr0, z0, y1 * zr0) * radius,
  745. Vector3(x1 * zr1, z1, y1 * zr1) * radius,
  746. Vector3(x0 * zr1, z1, y0 * zr1) * radius,
  747. Vector3(x0 * zr0, z0, y0 * zr0) * radius
  748. };
  749. Vector2 u[4] = {
  750. Vector2(v1, u0),
  751. Vector2(v1, u1),
  752. Vector2(v0, u1),
  753. Vector2(v0, u0),
  754. };
  755. if (i < rings) {
  756. //face 1
  757. facesw[face * 3 + 0] = v[0];
  758. facesw[face * 3 + 1] = v[1];
  759. facesw[face * 3 + 2] = v[2];
  760. uvsw[face * 3 + 0] = u[0];
  761. uvsw[face * 3 + 1] = u[1];
  762. uvsw[face * 3 + 2] = u[2];
  763. smoothw[face] = smooth_faces;
  764. invertw[face] = invert_val;
  765. materialsw[face] = material;
  766. face++;
  767. }
  768. if (i > 1) {
  769. //face 2
  770. facesw[face * 3 + 0] = v[2];
  771. facesw[face * 3 + 1] = v[3];
  772. facesw[face * 3 + 2] = v[0];
  773. uvsw[face * 3 + 0] = u[2];
  774. uvsw[face * 3 + 1] = u[3];
  775. uvsw[face * 3 + 2] = u[0];
  776. smoothw[face] = smooth_faces;
  777. invertw[face] = invert_val;
  778. materialsw[face] = material;
  779. face++;
  780. }
  781. }
  782. }
  783. if (face != face_count) {
  784. ERR_PRINT("Face mismatch bug! fix code");
  785. }
  786. }
  787. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  788. return brush;
  789. }
  790. void CSGSphere3D::_bind_methods() {
  791. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
  792. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius);
  793. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
  794. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
  795. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
  796. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings);
  797. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
  798. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
  799. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
  800. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
  801. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
  802. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  803. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  804. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  805. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  806. }
  807. void CSGSphere3D::set_radius(const float p_radius) {
  808. ERR_FAIL_COND(p_radius <= 0);
  809. radius = p_radius;
  810. _make_dirty();
  811. update_gizmo();
  812. _change_notify("radius");
  813. }
  814. float CSGSphere3D::get_radius() const {
  815. return radius;
  816. }
  817. void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
  818. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  819. _make_dirty();
  820. update_gizmo();
  821. }
  822. int CSGSphere3D::get_radial_segments() const {
  823. return radial_segments;
  824. }
  825. void CSGSphere3D::set_rings(const int p_rings) {
  826. rings = p_rings > 1 ? p_rings : 1;
  827. _make_dirty();
  828. update_gizmo();
  829. }
  830. int CSGSphere3D::get_rings() const {
  831. return rings;
  832. }
  833. void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
  834. smooth_faces = p_smooth_faces;
  835. _make_dirty();
  836. }
  837. bool CSGSphere3D::get_smooth_faces() const {
  838. return smooth_faces;
  839. }
  840. void CSGSphere3D::set_material(const Ref<Material> &p_material) {
  841. material = p_material;
  842. _make_dirty();
  843. }
  844. Ref<Material> CSGSphere3D::get_material() const {
  845. return material;
  846. }
  847. CSGSphere3D::CSGSphere3D() {
  848. // defaults
  849. radius = 1.0;
  850. radial_segments = 12;
  851. rings = 6;
  852. smooth_faces = true;
  853. }
  854. ///////////////
  855. CSGBrush *CSGBox3D::_build_brush() {
  856. // set our bounding box
  857. CSGBrush *brush = memnew(CSGBrush);
  858. int face_count = 12; //it's a cube..
  859. bool invert_val = is_inverting_faces();
  860. Ref<Material> material = get_material();
  861. Vector<Vector3> faces;
  862. Vector<Vector2> uvs;
  863. Vector<bool> smooth;
  864. Vector<Ref<Material>> materials;
  865. Vector<bool> invert;
  866. faces.resize(face_count * 3);
  867. uvs.resize(face_count * 3);
  868. smooth.resize(face_count);
  869. materials.resize(face_count);
  870. invert.resize(face_count);
  871. {
  872. Vector3 *facesw = faces.ptrw();
  873. Vector2 *uvsw = uvs.ptrw();
  874. bool *smoothw = smooth.ptrw();
  875. Ref<Material> *materialsw = materials.ptrw();
  876. bool *invertw = invert.ptrw();
  877. int face = 0;
  878. Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
  879. {
  880. for (int i = 0; i < 6; i++) {
  881. Vector3 face_points[4];
  882. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  883. for (int j = 0; j < 4; j++) {
  884. float v[3];
  885. v[0] = 1.0;
  886. v[1] = 1 - 2 * ((j >> 1) & 1);
  887. v[2] = v[1] * (1 - 2 * (j & 1));
  888. for (int k = 0; k < 3; k++) {
  889. if (i < 3)
  890. face_points[j][(i + k) % 3] = v[k];
  891. else
  892. face_points[3 - j][(i + k) % 3] = -v[k];
  893. }
  894. }
  895. Vector2 u[4];
  896. for (int j = 0; j < 4; j++) {
  897. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  898. }
  899. //face 1
  900. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  901. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  902. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  903. uvsw[face * 3 + 0] = u[0];
  904. uvsw[face * 3 + 1] = u[1];
  905. uvsw[face * 3 + 2] = u[2];
  906. smoothw[face] = false;
  907. invertw[face] = invert_val;
  908. materialsw[face] = material;
  909. face++;
  910. //face 1
  911. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  912. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  913. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  914. uvsw[face * 3 + 0] = u[2];
  915. uvsw[face * 3 + 1] = u[3];
  916. uvsw[face * 3 + 2] = u[0];
  917. smoothw[face] = false;
  918. invertw[face] = invert_val;
  919. materialsw[face] = material;
  920. face++;
  921. }
  922. }
  923. if (face != face_count) {
  924. ERR_PRINT("Face mismatch bug! fix code");
  925. }
  926. }
  927. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  928. return brush;
  929. }
  930. void CSGBox3D::_bind_methods() {
  931. ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox3D::set_width);
  932. ClassDB::bind_method(D_METHOD("get_width"), &CSGBox3D::get_width);
  933. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox3D::set_height);
  934. ClassDB::bind_method(D_METHOD("get_height"), &CSGBox3D::get_height);
  935. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox3D::set_depth);
  936. ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox3D::get_depth);
  937. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
  938. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
  939. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
  940. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  941. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  942. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  943. }
  944. void CSGBox3D::set_width(const float p_width) {
  945. width = p_width;
  946. _make_dirty();
  947. update_gizmo();
  948. _change_notify("width");
  949. }
  950. float CSGBox3D::get_width() const {
  951. return width;
  952. }
  953. void CSGBox3D::set_height(const float p_height) {
  954. height = p_height;
  955. _make_dirty();
  956. update_gizmo();
  957. _change_notify("height");
  958. }
  959. float CSGBox3D::get_height() const {
  960. return height;
  961. }
  962. void CSGBox3D::set_depth(const float p_depth) {
  963. depth = p_depth;
  964. _make_dirty();
  965. update_gizmo();
  966. _change_notify("depth");
  967. }
  968. float CSGBox3D::get_depth() const {
  969. return depth;
  970. }
  971. void CSGBox3D::set_material(const Ref<Material> &p_material) {
  972. material = p_material;
  973. _make_dirty();
  974. update_gizmo();
  975. }
  976. Ref<Material> CSGBox3D::get_material() const {
  977. return material;
  978. }
  979. CSGBox3D::CSGBox3D() {
  980. // defaults
  981. width = 2.0;
  982. height = 2.0;
  983. depth = 2.0;
  984. }
  985. ///////////////
  986. CSGBrush *CSGCylinder3D::_build_brush() {
  987. // set our bounding box
  988. CSGBrush *brush = memnew(CSGBrush);
  989. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  990. bool invert_val = is_inverting_faces();
  991. Ref<Material> material = get_material();
  992. Vector<Vector3> faces;
  993. Vector<Vector2> uvs;
  994. Vector<bool> smooth;
  995. Vector<Ref<Material>> materials;
  996. Vector<bool> invert;
  997. faces.resize(face_count * 3);
  998. uvs.resize(face_count * 3);
  999. smooth.resize(face_count);
  1000. materials.resize(face_count);
  1001. invert.resize(face_count);
  1002. {
  1003. Vector3 *facesw = faces.ptrw();
  1004. Vector2 *uvsw = uvs.ptrw();
  1005. bool *smoothw = smooth.ptrw();
  1006. Ref<Material> *materialsw = materials.ptrw();
  1007. bool *invertw = invert.ptrw();
  1008. int face = 0;
  1009. Vector3 vertex_mul(radius, height * 0.5, radius);
  1010. {
  1011. for (int i = 0; i < sides; i++) {
  1012. float inc = float(i) / sides;
  1013. float inc_n = float((i + 1)) / sides;
  1014. float ang = inc * Math_PI * 2.0;
  1015. float ang_n = inc_n * Math_PI * 2.0;
  1016. Vector3 base(Math::cos(ang), 0, Math::sin(ang));
  1017. Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1018. Vector3 face_points[4] = {
  1019. base + Vector3(0, -1, 0),
  1020. base_n + Vector3(0, -1, 0),
  1021. base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1022. base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1023. };
  1024. Vector2 u[4] = {
  1025. Vector2(inc, 0),
  1026. Vector2(inc_n, 0),
  1027. Vector2(inc_n, 1),
  1028. Vector2(inc, 1),
  1029. };
  1030. //side face 1
  1031. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1032. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1033. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1034. uvsw[face * 3 + 0] = u[0];
  1035. uvsw[face * 3 + 1] = u[1];
  1036. uvsw[face * 3 + 2] = u[2];
  1037. smoothw[face] = smooth_faces;
  1038. invertw[face] = invert_val;
  1039. materialsw[face] = material;
  1040. face++;
  1041. if (!cone) {
  1042. //side face 2
  1043. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1044. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1045. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1046. uvsw[face * 3 + 0] = u[2];
  1047. uvsw[face * 3 + 1] = u[3];
  1048. uvsw[face * 3 + 2] = u[0];
  1049. smoothw[face] = smooth_faces;
  1050. invertw[face] = invert_val;
  1051. materialsw[face] = material;
  1052. face++;
  1053. }
  1054. //bottom face 1
  1055. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1056. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1057. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1058. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1059. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1060. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1061. smoothw[face] = false;
  1062. invertw[face] = invert_val;
  1063. materialsw[face] = material;
  1064. face++;
  1065. if (!cone) {
  1066. //top face 1
  1067. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1068. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1069. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1070. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1071. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1072. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1073. smoothw[face] = false;
  1074. invertw[face] = invert_val;
  1075. materialsw[face] = material;
  1076. face++;
  1077. }
  1078. }
  1079. }
  1080. if (face != face_count) {
  1081. ERR_PRINT("Face mismatch bug! fix code");
  1082. }
  1083. }
  1084. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1085. return brush;
  1086. }
  1087. void CSGCylinder3D::_bind_methods() {
  1088. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
  1089. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius);
  1090. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height);
  1091. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height);
  1092. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides);
  1093. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides);
  1094. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone);
  1095. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone);
  1096. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material);
  1097. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material);
  1098. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
  1099. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
  1100. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
  1101. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  1102. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1103. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1104. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1105. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1106. }
  1107. void CSGCylinder3D::set_radius(const float p_radius) {
  1108. radius = p_radius;
  1109. _make_dirty();
  1110. update_gizmo();
  1111. _change_notify("radius");
  1112. }
  1113. float CSGCylinder3D::get_radius() const {
  1114. return radius;
  1115. }
  1116. void CSGCylinder3D::set_height(const float p_height) {
  1117. height = p_height;
  1118. _make_dirty();
  1119. update_gizmo();
  1120. _change_notify("height");
  1121. }
  1122. float CSGCylinder3D::get_height() const {
  1123. return height;
  1124. }
  1125. void CSGCylinder3D::set_sides(const int p_sides) {
  1126. ERR_FAIL_COND(p_sides < 3);
  1127. sides = p_sides;
  1128. _make_dirty();
  1129. update_gizmo();
  1130. }
  1131. int CSGCylinder3D::get_sides() const {
  1132. return sides;
  1133. }
  1134. void CSGCylinder3D::set_cone(const bool p_cone) {
  1135. cone = p_cone;
  1136. _make_dirty();
  1137. update_gizmo();
  1138. }
  1139. bool CSGCylinder3D::is_cone() const {
  1140. return cone;
  1141. }
  1142. void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
  1143. smooth_faces = p_smooth_faces;
  1144. _make_dirty();
  1145. }
  1146. bool CSGCylinder3D::get_smooth_faces() const {
  1147. return smooth_faces;
  1148. }
  1149. void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
  1150. material = p_material;
  1151. _make_dirty();
  1152. }
  1153. Ref<Material> CSGCylinder3D::get_material() const {
  1154. return material;
  1155. }
  1156. CSGCylinder3D::CSGCylinder3D() {
  1157. // defaults
  1158. radius = 1.0;
  1159. height = 1.0;
  1160. sides = 8;
  1161. cone = false;
  1162. smooth_faces = true;
  1163. }
  1164. ///////////////
  1165. CSGBrush *CSGTorus3D::_build_brush() {
  1166. // set our bounding box
  1167. float min_radius = inner_radius;
  1168. float max_radius = outer_radius;
  1169. if (min_radius == max_radius)
  1170. return nullptr; //sorry, can't
  1171. if (min_radius > max_radius) {
  1172. SWAP(min_radius, max_radius);
  1173. }
  1174. float radius = (max_radius - min_radius) * 0.5;
  1175. CSGBrush *brush = memnew(CSGBrush);
  1176. int face_count = ring_sides * sides * 2;
  1177. bool invert_val = is_inverting_faces();
  1178. Ref<Material> material = get_material();
  1179. Vector<Vector3> faces;
  1180. Vector<Vector2> uvs;
  1181. Vector<bool> smooth;
  1182. Vector<Ref<Material>> materials;
  1183. Vector<bool> invert;
  1184. faces.resize(face_count * 3);
  1185. uvs.resize(face_count * 3);
  1186. smooth.resize(face_count);
  1187. materials.resize(face_count);
  1188. invert.resize(face_count);
  1189. {
  1190. Vector3 *facesw = faces.ptrw();
  1191. Vector2 *uvsw = uvs.ptrw();
  1192. bool *smoothw = smooth.ptrw();
  1193. Ref<Material> *materialsw = materials.ptrw();
  1194. bool *invertw = invert.ptrw();
  1195. int face = 0;
  1196. {
  1197. for (int i = 0; i < sides; i++) {
  1198. float inci = float(i) / sides;
  1199. float inci_n = float((i + 1)) / sides;
  1200. float angi = inci * Math_PI * 2.0;
  1201. float angi_n = inci_n * Math_PI * 2.0;
  1202. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1203. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1204. for (int j = 0; j < ring_sides; j++) {
  1205. float incj = float(j) / ring_sides;
  1206. float incj_n = float((j + 1)) / ring_sides;
  1207. float angj = incj * Math_PI * 2.0;
  1208. float angj_n = incj_n * Math_PI * 2.0;
  1209. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1210. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1211. Vector3 face_points[4] = {
  1212. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1213. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1214. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1215. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1216. };
  1217. Vector2 u[4] = {
  1218. Vector2(inci, incj),
  1219. Vector2(inci, incj_n),
  1220. Vector2(inci_n, incj_n),
  1221. Vector2(inci_n, incj),
  1222. };
  1223. // face 1
  1224. facesw[face * 3 + 0] = face_points[0];
  1225. facesw[face * 3 + 1] = face_points[2];
  1226. facesw[face * 3 + 2] = face_points[1];
  1227. uvsw[face * 3 + 0] = u[0];
  1228. uvsw[face * 3 + 1] = u[2];
  1229. uvsw[face * 3 + 2] = u[1];
  1230. smoothw[face] = smooth_faces;
  1231. invertw[face] = invert_val;
  1232. materialsw[face] = material;
  1233. face++;
  1234. //face 2
  1235. facesw[face * 3 + 0] = face_points[3];
  1236. facesw[face * 3 + 1] = face_points[2];
  1237. facesw[face * 3 + 2] = face_points[0];
  1238. uvsw[face * 3 + 0] = u[3];
  1239. uvsw[face * 3 + 1] = u[2];
  1240. uvsw[face * 3 + 2] = u[0];
  1241. smoothw[face] = smooth_faces;
  1242. invertw[face] = invert_val;
  1243. materialsw[face] = material;
  1244. face++;
  1245. }
  1246. }
  1247. }
  1248. if (face != face_count) {
  1249. ERR_PRINT("Face mismatch bug! fix code");
  1250. }
  1251. }
  1252. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1253. return brush;
  1254. }
  1255. void CSGTorus3D::_bind_methods() {
  1256. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
  1257. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius);
  1258. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
  1259. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius);
  1260. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides);
  1261. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides);
  1262. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
  1263. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides);
  1264. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material);
  1265. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material);
  1266. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
  1267. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
  1268. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
  1269. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_outer_radius", "get_outer_radius");
  1270. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1271. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1272. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1273. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1274. }
  1275. void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
  1276. inner_radius = p_inner_radius;
  1277. _make_dirty();
  1278. update_gizmo();
  1279. _change_notify("inner_radius");
  1280. }
  1281. float CSGTorus3D::get_inner_radius() const {
  1282. return inner_radius;
  1283. }
  1284. void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
  1285. outer_radius = p_outer_radius;
  1286. _make_dirty();
  1287. update_gizmo();
  1288. _change_notify("outer_radius");
  1289. }
  1290. float CSGTorus3D::get_outer_radius() const {
  1291. return outer_radius;
  1292. }
  1293. void CSGTorus3D::set_sides(const int p_sides) {
  1294. ERR_FAIL_COND(p_sides < 3);
  1295. sides = p_sides;
  1296. _make_dirty();
  1297. update_gizmo();
  1298. }
  1299. int CSGTorus3D::get_sides() const {
  1300. return sides;
  1301. }
  1302. void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
  1303. ERR_FAIL_COND(p_ring_sides < 3);
  1304. ring_sides = p_ring_sides;
  1305. _make_dirty();
  1306. update_gizmo();
  1307. }
  1308. int CSGTorus3D::get_ring_sides() const {
  1309. return ring_sides;
  1310. }
  1311. void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
  1312. smooth_faces = p_smooth_faces;
  1313. _make_dirty();
  1314. }
  1315. bool CSGTorus3D::get_smooth_faces() const {
  1316. return smooth_faces;
  1317. }
  1318. void CSGTorus3D::set_material(const Ref<Material> &p_material) {
  1319. material = p_material;
  1320. _make_dirty();
  1321. }
  1322. Ref<Material> CSGTorus3D::get_material() const {
  1323. return material;
  1324. }
  1325. CSGTorus3D::CSGTorus3D() {
  1326. // defaults
  1327. inner_radius = 2.0;
  1328. outer_radius = 3.0;
  1329. sides = 8;
  1330. ring_sides = 6;
  1331. smooth_faces = true;
  1332. }
  1333. ///////////////
  1334. CSGBrush *CSGPolygon3D::_build_brush() {
  1335. // set our bounding box
  1336. if (polygon.size() < 3)
  1337. return nullptr;
  1338. Vector<Point2> final_polygon = polygon;
  1339. if (Triangulate::get_area(final_polygon) > 0) {
  1340. final_polygon.invert();
  1341. }
  1342. Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
  1343. if (triangles.size() < 3)
  1344. return nullptr;
  1345. Path3D *path = nullptr;
  1346. Ref<Curve3D> curve;
  1347. // get bounds for our polygon
  1348. Vector2 final_polygon_min;
  1349. Vector2 final_polygon_max;
  1350. for (int i = 0; i < final_polygon.size(); i++) {
  1351. Vector2 p = final_polygon[i];
  1352. if (i == 0) {
  1353. final_polygon_min = p;
  1354. final_polygon_max = final_polygon_min;
  1355. } else {
  1356. if (p.x < final_polygon_min.x) final_polygon_min.x = p.x;
  1357. if (p.y < final_polygon_min.y) final_polygon_min.y = p.y;
  1358. if (p.x > final_polygon_max.x) final_polygon_max.x = p.x;
  1359. if (p.y > final_polygon_max.y) final_polygon_max.y = p.y;
  1360. }
  1361. }
  1362. Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
  1363. if (mode == MODE_PATH) {
  1364. if (!has_node(path_node))
  1365. return nullptr;
  1366. Node *n = get_node(path_node);
  1367. if (!n)
  1368. return nullptr;
  1369. path = Object::cast_to<Path3D>(n);
  1370. if (!path)
  1371. return nullptr;
  1372. if (path != path_cache) {
  1373. if (path_cache) {
  1374. path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1375. path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1376. path_cache = nullptr;
  1377. }
  1378. path_cache = path;
  1379. path_cache->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1380. path_cache->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1381. path_cache = nullptr;
  1382. }
  1383. curve = path->get_curve();
  1384. if (curve.is_null())
  1385. return nullptr;
  1386. if (curve->get_baked_length() <= 0)
  1387. return nullptr;
  1388. }
  1389. CSGBrush *brush = memnew(CSGBrush);
  1390. int face_count = 0;
  1391. switch (mode) {
  1392. case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break;
  1393. case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break;
  1394. case MODE_PATH: {
  1395. float bl = curve->get_baked_length();
  1396. int splits = MAX(2, Math::ceil(bl / path_interval));
  1397. if (path_joined) {
  1398. face_count = splits * final_polygon.size() * 2;
  1399. } else {
  1400. face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
  1401. }
  1402. } break;
  1403. }
  1404. bool invert_val = is_inverting_faces();
  1405. Ref<Material> material = get_material();
  1406. Vector<Vector3> faces;
  1407. Vector<Vector2> uvs;
  1408. Vector<bool> smooth;
  1409. Vector<Ref<Material>> materials;
  1410. Vector<bool> invert;
  1411. faces.resize(face_count * 3);
  1412. uvs.resize(face_count * 3);
  1413. smooth.resize(face_count);
  1414. materials.resize(face_count);
  1415. invert.resize(face_count);
  1416. AABB aabb; //must be computed
  1417. {
  1418. Vector3 *facesw = faces.ptrw();
  1419. Vector2 *uvsw = uvs.ptrw();
  1420. bool *smoothw = smooth.ptrw();
  1421. Ref<Material> *materialsw = materials.ptrw();
  1422. bool *invertw = invert.ptrw();
  1423. int face = 0;
  1424. switch (mode) {
  1425. case MODE_DEPTH: {
  1426. //add triangles, front and back
  1427. for (int i = 0; i < 2; i++) {
  1428. for (int j = 0; j < triangles.size(); j += 3) {
  1429. for (int k = 0; k < 3; k++) {
  1430. int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
  1431. Vector2 p = final_polygon[triangles[j + src[k]]];
  1432. Vector3 v = Vector3(p.x, p.y, 0);
  1433. if (i == 0) {
  1434. v.z -= depth;
  1435. }
  1436. facesw[face * 3 + k] = v;
  1437. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1438. if (i == 0) {
  1439. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1440. }
  1441. }
  1442. smoothw[face] = false;
  1443. materialsw[face] = material;
  1444. invertw[face] = invert_val;
  1445. face++;
  1446. }
  1447. }
  1448. //add triangles for depth
  1449. for (int i = 0; i < final_polygon.size(); i++) {
  1450. int i_n = (i + 1) % final_polygon.size();
  1451. Vector3 v[4] = {
  1452. Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
  1453. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
  1454. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
  1455. Vector3(final_polygon[i].x, final_polygon[i].y, 0),
  1456. };
  1457. Vector2 u[4] = {
  1458. Vector2(0, 0),
  1459. Vector2(0, 1),
  1460. Vector2(1, 1),
  1461. Vector2(1, 0)
  1462. };
  1463. // face 1
  1464. facesw[face * 3 + 0] = v[0];
  1465. facesw[face * 3 + 1] = v[1];
  1466. facesw[face * 3 + 2] = v[2];
  1467. uvsw[face * 3 + 0] = u[0];
  1468. uvsw[face * 3 + 1] = u[1];
  1469. uvsw[face * 3 + 2] = u[2];
  1470. smoothw[face] = smooth_faces;
  1471. invertw[face] = invert_val;
  1472. materialsw[face] = material;
  1473. face++;
  1474. // face 2
  1475. facesw[face * 3 + 0] = v[2];
  1476. facesw[face * 3 + 1] = v[3];
  1477. facesw[face * 3 + 2] = v[0];
  1478. uvsw[face * 3 + 0] = u[2];
  1479. uvsw[face * 3 + 1] = u[3];
  1480. uvsw[face * 3 + 2] = u[0];
  1481. smoothw[face] = smooth_faces;
  1482. invertw[face] = invert_val;
  1483. materialsw[face] = material;
  1484. face++;
  1485. }
  1486. } break;
  1487. case MODE_SPIN: {
  1488. for (int i = 0; i < spin_sides; i++) {
  1489. float inci = float(i) / spin_sides;
  1490. float inci_n = float((i + 1)) / spin_sides;
  1491. float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
  1492. float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
  1493. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1494. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1495. //add triangles for depth
  1496. for (int j = 0; j < final_polygon.size(); j++) {
  1497. int j_n = (j + 1) % final_polygon.size();
  1498. Vector3 v[4] = {
  1499. Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
  1500. Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
  1501. Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
  1502. Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
  1503. };
  1504. Vector2 u[4] = {
  1505. Vector2(0, 0),
  1506. Vector2(0, 1),
  1507. Vector2(1, 1),
  1508. Vector2(1, 0)
  1509. };
  1510. // face 1
  1511. facesw[face * 3 + 0] = v[0];
  1512. facesw[face * 3 + 1] = v[2];
  1513. facesw[face * 3 + 2] = v[1];
  1514. uvsw[face * 3 + 0] = u[0];
  1515. uvsw[face * 3 + 1] = u[2];
  1516. uvsw[face * 3 + 2] = u[1];
  1517. smoothw[face] = smooth_faces;
  1518. invertw[face] = invert_val;
  1519. materialsw[face] = material;
  1520. face++;
  1521. // face 2
  1522. facesw[face * 3 + 0] = v[2];
  1523. facesw[face * 3 + 1] = v[0];
  1524. facesw[face * 3 + 2] = v[3];
  1525. uvsw[face * 3 + 0] = u[2];
  1526. uvsw[face * 3 + 1] = u[0];
  1527. uvsw[face * 3 + 2] = u[3];
  1528. smoothw[face] = smooth_faces;
  1529. invertw[face] = invert_val;
  1530. materialsw[face] = material;
  1531. face++;
  1532. }
  1533. if (i == 0 && spin_degrees < 360) {
  1534. for (int j = 0; j < triangles.size(); j += 3) {
  1535. for (int k = 0; k < 3; k++) {
  1536. int src[3] = { 0, 2, 1 };
  1537. Vector2 p = final_polygon[triangles[j + src[k]]];
  1538. Vector3 v = Vector3(p.x, p.y, 0);
  1539. facesw[face * 3 + k] = v;
  1540. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1541. }
  1542. smoothw[face] = false;
  1543. materialsw[face] = material;
  1544. invertw[face] = invert_val;
  1545. face++;
  1546. }
  1547. }
  1548. if (i == spin_sides - 1 && spin_degrees < 360) {
  1549. for (int j = 0; j < triangles.size(); j += 3) {
  1550. for (int k = 0; k < 3; k++) {
  1551. int src[3] = { 0, 1, 2 };
  1552. Vector2 p = final_polygon[triangles[j + src[k]]];
  1553. Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
  1554. facesw[face * 3 + k] = v;
  1555. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1556. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1557. }
  1558. smoothw[face] = false;
  1559. materialsw[face] = material;
  1560. invertw[face] = invert_val;
  1561. face++;
  1562. }
  1563. }
  1564. }
  1565. } break;
  1566. case MODE_PATH: {
  1567. float bl = curve->get_baked_length();
  1568. int splits = MAX(2, Math::ceil(bl / path_interval));
  1569. float u1 = 0.0;
  1570. float u2 = path_continuous_u ? 0.0 : 1.0;
  1571. Transform path_to_this;
  1572. if (!path_local) {
  1573. // center on paths origin
  1574. path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
  1575. }
  1576. Transform prev_xf;
  1577. Vector3 lookat_dir;
  1578. if (path_rotation == PATH_ROTATION_POLYGON) {
  1579. lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
  1580. } else {
  1581. Vector3 p1, p2;
  1582. p1 = curve->interpolate_baked(0);
  1583. p2 = curve->interpolate_baked(0.1);
  1584. lookat_dir = (p2 - p1).normalized();
  1585. }
  1586. for (int i = 0; i <= splits; i++) {
  1587. float ofs = i * path_interval;
  1588. if (ofs > bl) {
  1589. ofs = bl;
  1590. }
  1591. if (i == splits && path_joined) {
  1592. ofs = 0.0;
  1593. }
  1594. Transform xf;
  1595. xf.origin = curve->interpolate_baked(ofs);
  1596. Vector3 local_dir;
  1597. if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
  1598. //before end
  1599. Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
  1600. Vector3 p2 = curve->interpolate_baked(ofs);
  1601. local_dir = (p2 - p1).normalized();
  1602. } else {
  1603. local_dir = lookat_dir;
  1604. }
  1605. xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
  1606. Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
  1607. xf = xf * rot; //post mult
  1608. xf = path_to_this * xf;
  1609. if (i > 0) {
  1610. if (path_continuous_u) {
  1611. u1 = u2;
  1612. u2 += (prev_xf.origin - xf.origin).length();
  1613. };
  1614. //put triangles where they belong
  1615. //add triangles for depth
  1616. for (int j = 0; j < final_polygon.size(); j++) {
  1617. int j_n = (j + 1) % final_polygon.size();
  1618. Vector3 v[4] = {
  1619. prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1620. prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1621. xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1622. xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1623. };
  1624. Vector2 u[4] = {
  1625. Vector2(u1, 1),
  1626. Vector2(u1, 0),
  1627. Vector2(u2, 0),
  1628. Vector2(u2, 1)
  1629. };
  1630. // face 1
  1631. facesw[face * 3 + 0] = v[0];
  1632. facesw[face * 3 + 1] = v[1];
  1633. facesw[face * 3 + 2] = v[2];
  1634. uvsw[face * 3 + 0] = u[0];
  1635. uvsw[face * 3 + 1] = u[1];
  1636. uvsw[face * 3 + 2] = u[2];
  1637. smoothw[face] = smooth_faces;
  1638. invertw[face] = invert_val;
  1639. materialsw[face] = material;
  1640. face++;
  1641. // face 2
  1642. facesw[face * 3 + 0] = v[2];
  1643. facesw[face * 3 + 1] = v[3];
  1644. facesw[face * 3 + 2] = v[0];
  1645. uvsw[face * 3 + 0] = u[2];
  1646. uvsw[face * 3 + 1] = u[3];
  1647. uvsw[face * 3 + 2] = u[0];
  1648. smoothw[face] = smooth_faces;
  1649. invertw[face] = invert_val;
  1650. materialsw[face] = material;
  1651. face++;
  1652. }
  1653. }
  1654. if (i == 0 && !path_joined) {
  1655. for (int j = 0; j < triangles.size(); j += 3) {
  1656. for (int k = 0; k < 3; k++) {
  1657. int src[3] = { 0, 1, 2 };
  1658. Vector2 p = final_polygon[triangles[j + src[k]]];
  1659. Vector3 v = Vector3(p.x, p.y, 0);
  1660. facesw[face * 3 + k] = xf.xform(v);
  1661. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1662. }
  1663. smoothw[face] = false;
  1664. materialsw[face] = material;
  1665. invertw[face] = invert_val;
  1666. face++;
  1667. }
  1668. }
  1669. if (i == splits && !path_joined) {
  1670. for (int j = 0; j < triangles.size(); j += 3) {
  1671. for (int k = 0; k < 3; k++) {
  1672. int src[3] = { 0, 2, 1 };
  1673. Vector2 p = final_polygon[triangles[j + src[k]]];
  1674. Vector3 v = Vector3(p.x, p.y, 0);
  1675. facesw[face * 3 + k] = xf.xform(v);
  1676. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1677. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1678. }
  1679. smoothw[face] = false;
  1680. materialsw[face] = material;
  1681. invertw[face] = invert_val;
  1682. face++;
  1683. }
  1684. }
  1685. prev_xf = xf;
  1686. }
  1687. } break;
  1688. }
  1689. if (face != face_count) {
  1690. ERR_PRINT("Face mismatch bug! fix code");
  1691. }
  1692. for (int i = 0; i < face_count * 3; i++) {
  1693. if (i == 0) {
  1694. aabb.position = facesw[i];
  1695. } else {
  1696. aabb.expand_to(facesw[i]);
  1697. }
  1698. // invert UVs on the Y-axis OpenGL = upside down
  1699. uvsw[i].y = 1.0 - uvsw[i].y;
  1700. }
  1701. }
  1702. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1703. return brush;
  1704. }
  1705. void CSGPolygon3D::_notification(int p_what) {
  1706. if (p_what == NOTIFICATION_EXIT_TREE) {
  1707. if (path_cache) {
  1708. path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1709. path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1710. path_cache = nullptr;
  1711. }
  1712. }
  1713. }
  1714. void CSGPolygon3D::_validate_property(PropertyInfo &property) const {
  1715. if (property.name.begins_with("spin") && mode != MODE_SPIN) {
  1716. property.usage = 0;
  1717. }
  1718. if (property.name.begins_with("path") && mode != MODE_PATH) {
  1719. property.usage = 0;
  1720. }
  1721. if (property.name == "depth" && mode != MODE_DEPTH) {
  1722. property.usage = 0;
  1723. }
  1724. CSGShape3D::_validate_property(property);
  1725. }
  1726. void CSGPolygon3D::_path_changed() {
  1727. _make_dirty();
  1728. update_gizmo();
  1729. }
  1730. void CSGPolygon3D::_path_exited() {
  1731. path_cache = nullptr;
  1732. }
  1733. void CSGPolygon3D::_bind_methods() {
  1734. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
  1735. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
  1736. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode);
  1737. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
  1738. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth);
  1739. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
  1740. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
  1741. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
  1742. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
  1743. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
  1744. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
  1745. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
  1746. ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon3D::set_path_interval);
  1747. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
  1748. ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon3D::set_path_rotation);
  1749. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
  1750. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
  1751. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
  1752. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
  1753. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
  1754. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
  1755. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
  1756. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material);
  1757. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
  1758. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
  1759. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
  1760. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
  1761. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
  1762. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1763. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1764. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  1765. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1766. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1767. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
  1768. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
  1769. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1770. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1771. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1772. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1773. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1774. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1775. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1776. BIND_ENUM_CONSTANT(MODE_SPIN);
  1777. BIND_ENUM_CONSTANT(MODE_PATH);
  1778. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1779. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1780. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1781. }
  1782. void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
  1783. polygon = p_polygon;
  1784. _make_dirty();
  1785. update_gizmo();
  1786. }
  1787. Vector<Vector2> CSGPolygon3D::get_polygon() const {
  1788. return polygon;
  1789. }
  1790. void CSGPolygon3D::set_mode(Mode p_mode) {
  1791. mode = p_mode;
  1792. _make_dirty();
  1793. update_gizmo();
  1794. _change_notify();
  1795. }
  1796. CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
  1797. return mode;
  1798. }
  1799. void CSGPolygon3D::set_depth(const float p_depth) {
  1800. ERR_FAIL_COND(p_depth < 0.001);
  1801. depth = p_depth;
  1802. _make_dirty();
  1803. update_gizmo();
  1804. }
  1805. float CSGPolygon3D::get_depth() const {
  1806. return depth;
  1807. }
  1808. void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
  1809. path_continuous_u = p_enable;
  1810. _make_dirty();
  1811. }
  1812. bool CSGPolygon3D::is_path_continuous_u() const {
  1813. return path_continuous_u;
  1814. }
  1815. void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
  1816. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1817. spin_degrees = p_spin_degrees;
  1818. _make_dirty();
  1819. update_gizmo();
  1820. }
  1821. float CSGPolygon3D::get_spin_degrees() const {
  1822. return spin_degrees;
  1823. }
  1824. void CSGPolygon3D::set_spin_sides(const int p_spin_sides) {
  1825. ERR_FAIL_COND(p_spin_sides < 3);
  1826. spin_sides = p_spin_sides;
  1827. _make_dirty();
  1828. update_gizmo();
  1829. }
  1830. int CSGPolygon3D::get_spin_sides() const {
  1831. return spin_sides;
  1832. }
  1833. void CSGPolygon3D::set_path_node(const NodePath &p_path) {
  1834. path_node = p_path;
  1835. _make_dirty();
  1836. update_gizmo();
  1837. }
  1838. NodePath CSGPolygon3D::get_path_node() const {
  1839. return path_node;
  1840. }
  1841. void CSGPolygon3D::set_path_interval(float p_interval) {
  1842. ERR_FAIL_COND_MSG(p_interval < 0.001, "Path interval cannot be smaller than 0.001.");
  1843. path_interval = p_interval;
  1844. _make_dirty();
  1845. update_gizmo();
  1846. }
  1847. float CSGPolygon3D::get_path_interval() const {
  1848. return path_interval;
  1849. }
  1850. void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
  1851. path_rotation = p_rotation;
  1852. _make_dirty();
  1853. update_gizmo();
  1854. }
  1855. CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
  1856. return path_rotation;
  1857. }
  1858. void CSGPolygon3D::set_path_local(bool p_enable) {
  1859. path_local = p_enable;
  1860. _make_dirty();
  1861. update_gizmo();
  1862. }
  1863. bool CSGPolygon3D::is_path_local() const {
  1864. return path_local;
  1865. }
  1866. void CSGPolygon3D::set_path_joined(bool p_enable) {
  1867. path_joined = p_enable;
  1868. _make_dirty();
  1869. update_gizmo();
  1870. }
  1871. bool CSGPolygon3D::is_path_joined() const {
  1872. return path_joined;
  1873. }
  1874. void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
  1875. smooth_faces = p_smooth_faces;
  1876. _make_dirty();
  1877. }
  1878. bool CSGPolygon3D::get_smooth_faces() const {
  1879. return smooth_faces;
  1880. }
  1881. void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
  1882. material = p_material;
  1883. _make_dirty();
  1884. }
  1885. Ref<Material> CSGPolygon3D::get_material() const {
  1886. return material;
  1887. }
  1888. bool CSGPolygon3D::_is_editable_3d_polygon() const {
  1889. return true;
  1890. }
  1891. bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
  1892. return true;
  1893. }
  1894. CSGPolygon3D::CSGPolygon3D() {
  1895. // defaults
  1896. mode = MODE_DEPTH;
  1897. polygon.push_back(Vector2(0, 0));
  1898. polygon.push_back(Vector2(0, 1));
  1899. polygon.push_back(Vector2(1, 1));
  1900. polygon.push_back(Vector2(1, 0));
  1901. depth = 1.0;
  1902. spin_degrees = 360;
  1903. spin_sides = 8;
  1904. smooth_faces = false;
  1905. path_interval = 1;
  1906. path_rotation = PATH_ROTATION_PATH;
  1907. path_local = false;
  1908. path_continuous_u = false;
  1909. path_joined = false;
  1910. path_cache = nullptr;
  1911. }