csg_shape.cpp 72 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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 "core/math/geometry_2d.h"
  32. void CSGShape3D::set_use_collision(bool p_enable) {
  33. if (use_collision == p_enable) {
  34. return;
  35. }
  36. use_collision = p_enable;
  37. if (!is_inside_tree() || !is_root_shape()) {
  38. return;
  39. }
  40. if (use_collision) {
  41. root_collision_shape.instantiate();
  42. root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
  43. PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
  44. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  45. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  46. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  47. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  48. set_collision_layer(collision_layer);
  49. set_collision_mask(collision_mask);
  50. set_collision_priority(collision_priority);
  51. _make_dirty(); //force update
  52. } else {
  53. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  54. root_collision_instance = RID();
  55. root_collision_shape.unref();
  56. }
  57. notify_property_list_changed();
  58. }
  59. bool CSGShape3D::is_using_collision() const {
  60. return use_collision;
  61. }
  62. void CSGShape3D::set_collision_layer(uint32_t p_layer) {
  63. collision_layer = p_layer;
  64. if (root_collision_instance.is_valid()) {
  65. PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
  66. }
  67. }
  68. uint32_t CSGShape3D::get_collision_layer() const {
  69. return collision_layer;
  70. }
  71. void CSGShape3D::set_collision_mask(uint32_t p_mask) {
  72. collision_mask = p_mask;
  73. if (root_collision_instance.is_valid()) {
  74. PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
  75. }
  76. }
  77. uint32_t CSGShape3D::get_collision_mask() const {
  78. return collision_mask;
  79. }
  80. void CSGShape3D::set_collision_layer_value(int p_layer_number, bool p_value) {
  81. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  82. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  83. uint32_t layer = get_collision_layer();
  84. if (p_value) {
  85. layer |= 1 << (p_layer_number - 1);
  86. } else {
  87. layer &= ~(1 << (p_layer_number - 1));
  88. }
  89. set_collision_layer(layer);
  90. }
  91. bool CSGShape3D::get_collision_layer_value(int p_layer_number) const {
  92. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  93. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  94. return get_collision_layer() & (1 << (p_layer_number - 1));
  95. }
  96. void CSGShape3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  97. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  98. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  99. uint32_t mask = get_collision_mask();
  100. if (p_value) {
  101. mask |= 1 << (p_layer_number - 1);
  102. } else {
  103. mask &= ~(1 << (p_layer_number - 1));
  104. }
  105. set_collision_mask(mask);
  106. }
  107. bool CSGShape3D::get_collision_mask_value(int p_layer_number) const {
  108. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  109. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  110. return get_collision_mask() & (1 << (p_layer_number - 1));
  111. }
  112. void CSGShape3D::set_collision_priority(real_t p_priority) {
  113. collision_priority = p_priority;
  114. if (root_collision_instance.is_valid()) {
  115. PhysicsServer3D::get_singleton()->body_set_collision_priority(root_collision_instance, p_priority);
  116. }
  117. }
  118. real_t CSGShape3D::get_collision_priority() const {
  119. return collision_priority;
  120. }
  121. bool CSGShape3D::is_root_shape() const {
  122. return !parent_shape;
  123. }
  124. void CSGShape3D::set_snap(float p_snap) {
  125. if (snap == p_snap) {
  126. return;
  127. }
  128. snap = p_snap;
  129. _make_dirty();
  130. }
  131. float CSGShape3D::get_snap() const {
  132. return snap;
  133. }
  134. void CSGShape3D::_make_dirty(bool p_parent_removing) {
  135. if ((p_parent_removing || is_root_shape()) && !dirty) {
  136. callable_mp(this, &CSGShape3D::_update_shape).call_deferred(); // Must be deferred; otherwise, is_root_shape() will use the previous parent.
  137. }
  138. if (!is_root_shape()) {
  139. parent_shape->_make_dirty();
  140. } else if (!dirty) {
  141. callable_mp(this, &CSGShape3D::_update_shape).call_deferred();
  142. }
  143. dirty = true;
  144. }
  145. CSGBrush *CSGShape3D::_get_brush() {
  146. if (dirty) {
  147. if (brush) {
  148. memdelete(brush);
  149. }
  150. brush = nullptr;
  151. CSGBrush *n = _build_brush();
  152. for (int i = 0; i < get_child_count(); i++) {
  153. CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
  154. if (!child) {
  155. continue;
  156. }
  157. if (!child->is_visible()) {
  158. continue;
  159. }
  160. CSGBrush *n2 = child->_get_brush();
  161. if (!n2) {
  162. continue;
  163. }
  164. if (!n) {
  165. n = memnew(CSGBrush);
  166. n->copy_from(*n2, child->get_transform());
  167. } else {
  168. CSGBrush *nn = memnew(CSGBrush);
  169. CSGBrush *nn2 = memnew(CSGBrush);
  170. nn2->copy_from(*n2, child->get_transform());
  171. CSGBrushOperation bop;
  172. switch (child->get_operation()) {
  173. case CSGShape3D::OPERATION_UNION:
  174. bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap);
  175. break;
  176. case CSGShape3D::OPERATION_INTERSECTION:
  177. bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap);
  178. break;
  179. case CSGShape3D::OPERATION_SUBTRACTION:
  180. bop.merge_brushes(CSGBrushOperation::OPERATION_SUBTRACTION, *n, *nn2, *nn, snap);
  181. break;
  182. }
  183. memdelete(n);
  184. memdelete(nn2);
  185. n = nn;
  186. }
  187. }
  188. if (n) {
  189. AABB aabb;
  190. for (int i = 0; i < n->faces.size(); i++) {
  191. for (int j = 0; j < 3; j++) {
  192. if (i == 0 && j == 0) {
  193. aabb.position = n->faces[i].vertices[j];
  194. } else {
  195. aabb.expand_to(n->faces[i].vertices[j]);
  196. }
  197. }
  198. }
  199. node_aabb = aabb;
  200. } else {
  201. node_aabb = AABB();
  202. }
  203. brush = n;
  204. dirty = false;
  205. }
  206. return brush;
  207. }
  208. int CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  209. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  210. return surface.vertices.size() / 3;
  211. }
  212. int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  213. // always 3
  214. return 3;
  215. }
  216. void CSGShape3D::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
  217. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  218. Vector3 v = surface.verticesw[iFace * 3 + iVert];
  219. fvPosOut[0] = v.x;
  220. fvPosOut[1] = v.y;
  221. fvPosOut[2] = v.z;
  222. }
  223. void CSGShape3D::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
  224. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  225. Vector3 n = surface.normalsw[iFace * 3 + iVert];
  226. fvNormOut[0] = n.x;
  227. fvNormOut[1] = n.y;
  228. fvNormOut[2] = n.z;
  229. }
  230. void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
  231. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  232. Vector2 t = surface.uvsw[iFace * 3 + iVert];
  233. fvTexcOut[0] = t.x;
  234. fvTexcOut[1] = t.y;
  235. }
  236. void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
  237. const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
  238. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  239. int i = iFace * 3 + iVert;
  240. Vector3 normal = surface.normalsw[i];
  241. Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
  242. Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
  243. float d = bitangent.dot(normal.cross(tangent));
  244. i *= 4;
  245. surface.tansw[i++] = tangent.x;
  246. surface.tansw[i++] = tangent.y;
  247. surface.tansw[i++] = tangent.z;
  248. surface.tansw[i++] = d < 0 ? -1 : 1;
  249. }
  250. void CSGShape3D::_update_shape() {
  251. if (!is_root_shape()) {
  252. return;
  253. }
  254. set_base(RID());
  255. root_mesh.unref(); //byebye root mesh
  256. CSGBrush *n = _get_brush();
  257. ERR_FAIL_NULL_MSG(n, "Cannot get CSGBrush.");
  258. OAHashMap<Vector3, Vector3> vec_map;
  259. Vector<int> face_count;
  260. face_count.resize(n->materials.size() + 1);
  261. for (int i = 0; i < face_count.size(); i++) {
  262. face_count.write[i] = 0;
  263. }
  264. for (int i = 0; i < n->faces.size(); i++) {
  265. int mat = n->faces[i].material;
  266. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  267. int idx = mat == -1 ? face_count.size() - 1 : mat;
  268. if (n->faces[i].smooth) {
  269. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  270. for (int j = 0; j < 3; j++) {
  271. Vector3 v = n->faces[i].vertices[j];
  272. Vector3 add;
  273. if (vec_map.lookup(v, add)) {
  274. add += p.normal;
  275. } else {
  276. add = p.normal;
  277. }
  278. vec_map.set(v, add);
  279. }
  280. }
  281. face_count.write[idx]++;
  282. }
  283. Vector<ShapeUpdateSurface> surfaces;
  284. surfaces.resize(face_count.size());
  285. //create arrays
  286. for (int i = 0; i < surfaces.size(); i++) {
  287. surfaces.write[i].vertices.resize(face_count[i] * 3);
  288. surfaces.write[i].normals.resize(face_count[i] * 3);
  289. surfaces.write[i].uvs.resize(face_count[i] * 3);
  290. if (calculate_tangents) {
  291. surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
  292. }
  293. surfaces.write[i].last_added = 0;
  294. if (i != surfaces.size() - 1) {
  295. surfaces.write[i].material = n->materials[i];
  296. }
  297. surfaces.write[i].verticesw = surfaces.write[i].vertices.ptrw();
  298. surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw();
  299. surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw();
  300. if (calculate_tangents) {
  301. surfaces.write[i].tansw = surfaces.write[i].tans.ptrw();
  302. }
  303. }
  304. //fill arrays
  305. {
  306. for (int i = 0; i < n->faces.size(); i++) {
  307. int order[3] = { 0, 1, 2 };
  308. if (n->faces[i].invert) {
  309. SWAP(order[1], order[2]);
  310. }
  311. int mat = n->faces[i].material;
  312. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  313. int idx = mat == -1 ? face_count.size() - 1 : mat;
  314. int last = surfaces[idx].last_added;
  315. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  316. for (int j = 0; j < 3; j++) {
  317. Vector3 v = n->faces[i].vertices[j];
  318. Vector3 normal = p.normal;
  319. if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
  320. normal.normalize();
  321. }
  322. if (n->faces[i].invert) {
  323. normal = -normal;
  324. }
  325. int k = last + order[j];
  326. surfaces[idx].verticesw[k] = v;
  327. surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
  328. surfaces[idx].normalsw[k] = normal;
  329. if (calculate_tangents) {
  330. // zero out our tangents for now
  331. k *= 4;
  332. surfaces[idx].tansw[k++] = 0.0;
  333. surfaces[idx].tansw[k++] = 0.0;
  334. surfaces[idx].tansw[k++] = 0.0;
  335. surfaces[idx].tansw[k++] = 0.0;
  336. }
  337. }
  338. surfaces.write[idx].last_added += 3;
  339. }
  340. }
  341. root_mesh.instantiate();
  342. //create surfaces
  343. for (int i = 0; i < surfaces.size(); i++) {
  344. // calculate tangents for this surface
  345. bool have_tangents = calculate_tangents;
  346. if (have_tangents) {
  347. SMikkTSpaceInterface mkif;
  348. mkif.m_getNormal = mikktGetNormal;
  349. mkif.m_getNumFaces = mikktGetNumFaces;
  350. mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
  351. mkif.m_getPosition = mikktGetPosition;
  352. mkif.m_getTexCoord = mikktGetTexCoord;
  353. mkif.m_setTSpace = mikktSetTSpaceDefault;
  354. mkif.m_setTSpaceBasic = nullptr;
  355. SMikkTSpaceContext msc;
  356. msc.m_pInterface = &mkif;
  357. msc.m_pUserData = &surfaces.write[i];
  358. have_tangents = genTangSpaceDefault(&msc);
  359. }
  360. if (surfaces[i].last_added == 0) {
  361. continue;
  362. }
  363. // and convert to surface array
  364. Array array;
  365. array.resize(Mesh::ARRAY_MAX);
  366. array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
  367. array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
  368. array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
  369. if (have_tangents) {
  370. array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
  371. }
  372. int idx = root_mesh->get_surface_count();
  373. root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
  374. root_mesh->surface_set_material(idx, surfaces[i].material);
  375. }
  376. set_base(root_mesh->get_rid());
  377. _update_collision_faces();
  378. }
  379. void CSGShape3D::_update_collision_faces() {
  380. if (use_collision && is_root_shape() && root_collision_shape.is_valid()) {
  381. CSGBrush *n = _get_brush();
  382. ERR_FAIL_NULL_MSG(n, "Cannot get CSGBrush.");
  383. Vector<Vector3> physics_faces;
  384. physics_faces.resize(n->faces.size() * 3);
  385. Vector3 *physicsw = physics_faces.ptrw();
  386. for (int i = 0; i < n->faces.size(); i++) {
  387. int order[3] = { 0, 1, 2 };
  388. if (n->faces[i].invert) {
  389. SWAP(order[1], order[2]);
  390. }
  391. physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
  392. physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
  393. physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
  394. }
  395. root_collision_shape->set_faces(physics_faces);
  396. if (_is_debug_collision_shape_visible()) {
  397. _update_debug_collision_shape();
  398. }
  399. }
  400. }
  401. bool CSGShape3D::_is_debug_collision_shape_visible() {
  402. return is_inside_tree() && (get_tree()->is_debugging_collisions_hint() || Engine::get_singleton()->is_editor_hint());
  403. }
  404. void CSGShape3D::_update_debug_collision_shape() {
  405. if (!use_collision || !is_root_shape() || !root_collision_shape.is_valid() || !_is_debug_collision_shape_visible()) {
  406. return;
  407. }
  408. ERR_FAIL_NULL(RenderingServer::get_singleton());
  409. if (root_collision_debug_instance.is_null()) {
  410. root_collision_debug_instance = RS::get_singleton()->instance_create();
  411. }
  412. Ref<Mesh> debug_mesh = root_collision_shape->get_debug_mesh();
  413. RS::get_singleton()->instance_set_scenario(root_collision_debug_instance, get_world_3d()->get_scenario());
  414. RS::get_singleton()->instance_set_base(root_collision_debug_instance, debug_mesh->get_rid());
  415. RS::get_singleton()->instance_set_transform(root_collision_debug_instance, get_global_transform());
  416. }
  417. void CSGShape3D::_clear_debug_collision_shape() {
  418. if (root_collision_debug_instance.is_valid()) {
  419. RS::get_singleton()->free(root_collision_debug_instance);
  420. root_collision_debug_instance = RID();
  421. }
  422. }
  423. void CSGShape3D::_on_transform_changed() {
  424. if (root_collision_debug_instance.is_valid() && !debug_shape_old_transform.is_equal_approx(get_global_transform())) {
  425. debug_shape_old_transform = get_global_transform();
  426. RS::get_singleton()->instance_set_transform(root_collision_debug_instance, debug_shape_old_transform);
  427. }
  428. }
  429. AABB CSGShape3D::get_aabb() const {
  430. return node_aabb;
  431. }
  432. Vector<Vector3> CSGShape3D::get_brush_faces() {
  433. ERR_FAIL_COND_V(!is_inside_tree(), Vector<Vector3>());
  434. CSGBrush *b = _get_brush();
  435. if (!b) {
  436. return Vector<Vector3>();
  437. }
  438. Vector<Vector3> faces;
  439. int fc = b->faces.size();
  440. faces.resize(fc * 3);
  441. {
  442. Vector3 *w = faces.ptrw();
  443. for (int i = 0; i < fc; i++) {
  444. w[i * 3 + 0] = b->faces[i].vertices[0];
  445. w[i * 3 + 1] = b->faces[i].vertices[1];
  446. w[i * 3 + 2] = b->faces[i].vertices[2];
  447. }
  448. }
  449. return faces;
  450. }
  451. void CSGShape3D::_notification(int p_what) {
  452. switch (p_what) {
  453. case NOTIFICATION_PARENTED: {
  454. Node *parentn = get_parent();
  455. if (parentn) {
  456. parent_shape = Object::cast_to<CSGShape3D>(parentn);
  457. if (parent_shape) {
  458. set_base(RID());
  459. root_mesh.unref();
  460. }
  461. }
  462. if (!brush || parent_shape) {
  463. // Update this node if uninitialized, or both this node and its new parent if it gets added to another CSG shape
  464. _make_dirty();
  465. }
  466. last_visible = is_visible();
  467. } break;
  468. case NOTIFICATION_UNPARENTED: {
  469. if (!is_root_shape()) {
  470. // Update this node and its previous parent only if it's currently being removed from another CSG shape
  471. _make_dirty(true); // Must be forced since is_root_shape() uses the previous parent
  472. }
  473. parent_shape = nullptr;
  474. } break;
  475. case NOTIFICATION_VISIBILITY_CHANGED: {
  476. if (!is_root_shape() && last_visible != is_visible()) {
  477. // Update this node's parent only if its own visibility has changed, not the visibility of parent nodes
  478. parent_shape->_make_dirty();
  479. }
  480. if (is_visible()) {
  481. _update_debug_collision_shape();
  482. } else {
  483. _clear_debug_collision_shape();
  484. }
  485. last_visible = is_visible();
  486. } break;
  487. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  488. if (!is_root_shape()) {
  489. // Update this node's parent only if its own transformation has changed, not the transformation of parent nodes
  490. parent_shape->_make_dirty();
  491. }
  492. } break;
  493. case NOTIFICATION_ENTER_TREE: {
  494. if (use_collision && is_root_shape()) {
  495. root_collision_shape.instantiate();
  496. root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
  497. PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
  498. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  499. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  500. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  501. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  502. set_collision_layer(collision_layer);
  503. set_collision_mask(collision_mask);
  504. set_collision_priority(collision_priority);
  505. debug_shape_old_transform = get_global_transform();
  506. _make_dirty();
  507. }
  508. } break;
  509. case NOTIFICATION_EXIT_TREE: {
  510. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  511. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  512. root_collision_instance = RID();
  513. root_collision_shape.unref();
  514. _clear_debug_collision_shape();
  515. }
  516. } break;
  517. case NOTIFICATION_TRANSFORM_CHANGED: {
  518. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  519. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  520. }
  521. _on_transform_changed();
  522. } break;
  523. }
  524. }
  525. void CSGShape3D::set_operation(Operation p_operation) {
  526. operation = p_operation;
  527. _make_dirty();
  528. update_gizmos();
  529. }
  530. CSGShape3D::Operation CSGShape3D::get_operation() const {
  531. return operation;
  532. }
  533. void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
  534. calculate_tangents = p_calculate_tangents;
  535. _make_dirty();
  536. }
  537. bool CSGShape3D::is_calculating_tangents() const {
  538. return calculate_tangents;
  539. }
  540. void CSGShape3D::_validate_property(PropertyInfo &p_property) const {
  541. bool is_collision_prefixed = p_property.name.begins_with("collision_");
  542. if ((is_collision_prefixed || p_property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  543. //hide collision if not root
  544. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  545. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  546. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  547. }
  548. }
  549. Array CSGShape3D::get_meshes() const {
  550. if (root_mesh.is_valid()) {
  551. Array arr;
  552. arr.resize(2);
  553. arr[0] = Transform3D();
  554. arr[1] = root_mesh;
  555. return arr;
  556. }
  557. return Array();
  558. }
  559. void CSGShape3D::_bind_methods() {
  560. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
  561. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
  562. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation);
  563. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
  564. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
  565. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
  566. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
  567. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
  568. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
  569. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
  570. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
  571. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
  572. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CSGShape3D::set_collision_mask_value);
  573. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CSGShape3D::get_collision_mask_value);
  574. ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CSGShape3D::set_collision_layer_value);
  575. ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CSGShape3D::get_collision_layer_value);
  576. ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CSGShape3D::set_collision_priority);
  577. ClassDB::bind_method(D_METHOD("get_collision_priority"), &CSGShape3D::get_collision_priority);
  578. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
  579. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
  580. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
  581. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  582. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.000001,1,0.000001,suffix:m"), "set_snap", "get_snap");
  583. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  584. ADD_GROUP("Collision", "collision_");
  585. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  586. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  587. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  588. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
  589. BIND_ENUM_CONSTANT(OPERATION_UNION);
  590. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  591. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  592. }
  593. CSGShape3D::CSGShape3D() {
  594. set_notify_local_transform(true);
  595. }
  596. CSGShape3D::~CSGShape3D() {
  597. if (brush) {
  598. memdelete(brush);
  599. brush = nullptr;
  600. }
  601. }
  602. //////////////////////////////////
  603. CSGBrush *CSGCombiner3D::_build_brush() {
  604. return memnew(CSGBrush); //does not build anything
  605. }
  606. CSGCombiner3D::CSGCombiner3D() {
  607. }
  608. /////////////////////
  609. 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) {
  610. CSGBrush *new_brush = memnew(CSGBrush);
  611. Vector<bool> invert;
  612. invert.resize(p_vertices.size() / 3);
  613. {
  614. int ic = invert.size();
  615. bool *w = invert.ptrw();
  616. for (int i = 0; i < ic; i++) {
  617. w[i] = flip_faces;
  618. }
  619. }
  620. new_brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  621. return new_brush;
  622. }
  623. void CSGPrimitive3D::_bind_methods() {
  624. ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &CSGPrimitive3D::set_flip_faces);
  625. ClassDB::bind_method(D_METHOD("get_flip_faces"), &CSGPrimitive3D::get_flip_faces);
  626. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
  627. }
  628. void CSGPrimitive3D::set_flip_faces(bool p_invert) {
  629. if (flip_faces == p_invert) {
  630. return;
  631. }
  632. flip_faces = p_invert;
  633. _make_dirty();
  634. }
  635. bool CSGPrimitive3D::get_flip_faces() {
  636. return flip_faces;
  637. }
  638. CSGPrimitive3D::CSGPrimitive3D() {
  639. flip_faces = false;
  640. }
  641. /////////////////////
  642. CSGBrush *CSGMesh3D::_build_brush() {
  643. if (!mesh.is_valid()) {
  644. return memnew(CSGBrush);
  645. }
  646. Vector<Vector3> vertices;
  647. Vector<bool> smooth;
  648. Vector<Ref<Material>> materials;
  649. Vector<Vector2> uvs;
  650. Ref<Material> base_material = get_material();
  651. for (int i = 0; i < mesh->get_surface_count(); i++) {
  652. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  653. continue;
  654. }
  655. Array arrays = mesh->surface_get_arrays(i);
  656. if (arrays.size() == 0) {
  657. _make_dirty();
  658. ERR_FAIL_COND_V(arrays.is_empty(), memnew(CSGBrush));
  659. }
  660. Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  661. if (avertices.size() == 0) {
  662. continue;
  663. }
  664. const Vector3 *vr = avertices.ptr();
  665. Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  666. const Vector3 *nr = nullptr;
  667. if (anormals.size()) {
  668. nr = anormals.ptr();
  669. }
  670. Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  671. const Vector2 *uvr = nullptr;
  672. if (auvs.size()) {
  673. uvr = auvs.ptr();
  674. }
  675. Ref<Material> mat;
  676. if (base_material.is_valid()) {
  677. mat = base_material;
  678. } else {
  679. mat = mesh->surface_get_material(i);
  680. }
  681. Vector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  682. if (aindices.size()) {
  683. int as = vertices.size();
  684. int is = aindices.size();
  685. vertices.resize(as + is);
  686. smooth.resize((as + is) / 3);
  687. materials.resize((as + is) / 3);
  688. uvs.resize(as + is);
  689. Vector3 *vw = vertices.ptrw();
  690. bool *sw = smooth.ptrw();
  691. Vector2 *uvw = uvs.ptrw();
  692. Ref<Material> *mw = materials.ptrw();
  693. const int *ir = aindices.ptr();
  694. for (int j = 0; j < is; j += 3) {
  695. Vector3 vertex[3];
  696. Vector3 normal[3];
  697. Vector2 uv[3];
  698. for (int k = 0; k < 3; k++) {
  699. int idx = ir[j + k];
  700. vertex[k] = vr[idx];
  701. if (nr) {
  702. normal[k] = nr[idx];
  703. }
  704. if (uvr) {
  705. uv[k] = uvr[idx];
  706. }
  707. }
  708. bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
  709. vw[as + j + 0] = vertex[0];
  710. vw[as + j + 1] = vertex[1];
  711. vw[as + j + 2] = vertex[2];
  712. uvw[as + j + 0] = uv[0];
  713. uvw[as + j + 1] = uv[1];
  714. uvw[as + j + 2] = uv[2];
  715. sw[(as + j) / 3] = !flat;
  716. mw[(as + j) / 3] = mat;
  717. }
  718. } else {
  719. int as = vertices.size();
  720. int is = avertices.size();
  721. vertices.resize(as + is);
  722. smooth.resize((as + is) / 3);
  723. uvs.resize(as + is);
  724. materials.resize((as + is) / 3);
  725. Vector3 *vw = vertices.ptrw();
  726. bool *sw = smooth.ptrw();
  727. Vector2 *uvw = uvs.ptrw();
  728. Ref<Material> *mw = materials.ptrw();
  729. for (int j = 0; j < is; j += 3) {
  730. Vector3 vertex[3];
  731. Vector3 normal[3];
  732. Vector2 uv[3];
  733. for (int k = 0; k < 3; k++) {
  734. vertex[k] = vr[j + k];
  735. if (nr) {
  736. normal[k] = nr[j + k];
  737. }
  738. if (uvr) {
  739. uv[k] = uvr[j + k];
  740. }
  741. }
  742. bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
  743. vw[as + j + 0] = vertex[0];
  744. vw[as + j + 1] = vertex[1];
  745. vw[as + j + 2] = vertex[2];
  746. uvw[as + j + 0] = uv[0];
  747. uvw[as + j + 1] = uv[1];
  748. uvw[as + j + 2] = uv[2];
  749. sw[(as + j) / 3] = !flat;
  750. mw[(as + j) / 3] = mat;
  751. }
  752. }
  753. }
  754. if (vertices.size() == 0) {
  755. return memnew(CSGBrush);
  756. }
  757. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  758. }
  759. void CSGMesh3D::_mesh_changed() {
  760. _make_dirty();
  761. update_gizmos();
  762. }
  763. void CSGMesh3D::set_material(const Ref<Material> &p_material) {
  764. if (material == p_material) {
  765. return;
  766. }
  767. material = p_material;
  768. _make_dirty();
  769. }
  770. Ref<Material> CSGMesh3D::get_material() const {
  771. return material;
  772. }
  773. void CSGMesh3D::_bind_methods() {
  774. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
  775. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
  776. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
  777. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
  778. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  779. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  780. }
  781. void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
  782. if (mesh == p_mesh) {
  783. return;
  784. }
  785. if (mesh.is_valid()) {
  786. mesh->disconnect_changed(callable_mp(this, &CSGMesh3D::_mesh_changed));
  787. }
  788. mesh = p_mesh;
  789. if (mesh.is_valid()) {
  790. mesh->connect_changed(callable_mp(this, &CSGMesh3D::_mesh_changed));
  791. }
  792. _mesh_changed();
  793. }
  794. Ref<Mesh> CSGMesh3D::get_mesh() {
  795. return mesh;
  796. }
  797. ////////////////////////////////
  798. CSGBrush *CSGSphere3D::_build_brush() {
  799. // set our bounding box
  800. CSGBrush *new_brush = memnew(CSGBrush);
  801. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  802. bool invert_val = get_flip_faces();
  803. Ref<Material> base_material = get_material();
  804. Vector<Vector3> faces;
  805. Vector<Vector2> uvs;
  806. Vector<bool> smooth;
  807. Vector<Ref<Material>> materials;
  808. Vector<bool> invert;
  809. faces.resize(face_count * 3);
  810. uvs.resize(face_count * 3);
  811. smooth.resize(face_count);
  812. materials.resize(face_count);
  813. invert.resize(face_count);
  814. {
  815. Vector3 *facesw = faces.ptrw();
  816. Vector2 *uvsw = uvs.ptrw();
  817. bool *smoothw = smooth.ptrw();
  818. Ref<Material> *materialsw = materials.ptrw();
  819. bool *invertw = invert.ptrw();
  820. // We want to follow an order that's convenient for UVs.
  821. // For latitude step we start at the top and move down like in an image.
  822. const double latitude_step = -Math_PI / rings;
  823. const double longitude_step = Math_TAU / radial_segments;
  824. int face = 0;
  825. for (int i = 0; i < rings; i++) {
  826. double latitude0 = latitude_step * i + Math_TAU / 4;
  827. double cos0 = Math::cos(latitude0);
  828. double sin0 = Math::sin(latitude0);
  829. double v0 = double(i) / rings;
  830. double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
  831. double cos1 = Math::cos(latitude1);
  832. double sin1 = Math::sin(latitude1);
  833. double v1 = double(i + 1) / rings;
  834. for (int j = 0; j < radial_segments; j++) {
  835. double longitude0 = longitude_step * j;
  836. // We give sin to X and cos to Z on purpose.
  837. // This allows UVs to be CCW on +X so it maps to images well.
  838. double x0 = Math::sin(longitude0);
  839. double z0 = Math::cos(longitude0);
  840. double u0 = double(j) / radial_segments;
  841. double longitude1 = longitude_step * (j + 1);
  842. if (j == radial_segments - 1) {
  843. longitude1 = 0;
  844. }
  845. double x1 = Math::sin(longitude1);
  846. double z1 = Math::cos(longitude1);
  847. double u1 = double(j + 1) / radial_segments;
  848. Vector3 v[4] = {
  849. Vector3(x0 * cos0, sin0, z0 * cos0) * radius,
  850. Vector3(x1 * cos0, sin0, z1 * cos0) * radius,
  851. Vector3(x1 * cos1, sin1, z1 * cos1) * radius,
  852. Vector3(x0 * cos1, sin1, z0 * cos1) * radius,
  853. };
  854. Vector2 u[4] = {
  855. Vector2(u0, v0),
  856. Vector2(u1, v0),
  857. Vector2(u1, v1),
  858. Vector2(u0, v1),
  859. };
  860. // Draw the first face, but skip this at the north pole (i == 0).
  861. if (i > 0) {
  862. facesw[face * 3 + 0] = v[0];
  863. facesw[face * 3 + 1] = v[1];
  864. facesw[face * 3 + 2] = v[2];
  865. uvsw[face * 3 + 0] = u[0];
  866. uvsw[face * 3 + 1] = u[1];
  867. uvsw[face * 3 + 2] = u[2];
  868. smoothw[face] = smooth_faces;
  869. invertw[face] = invert_val;
  870. materialsw[face] = base_material;
  871. face++;
  872. }
  873. // Draw the second face, but skip this at the south pole (i == rings - 1).
  874. if (i < rings - 1) {
  875. facesw[face * 3 + 0] = v[2];
  876. facesw[face * 3 + 1] = v[3];
  877. facesw[face * 3 + 2] = v[0];
  878. uvsw[face * 3 + 0] = u[2];
  879. uvsw[face * 3 + 1] = u[3];
  880. uvsw[face * 3 + 2] = u[0];
  881. smoothw[face] = smooth_faces;
  882. invertw[face] = invert_val;
  883. materialsw[face] = base_material;
  884. face++;
  885. }
  886. }
  887. }
  888. if (face != face_count) {
  889. ERR_PRINT("Face mismatch bug! fix code");
  890. }
  891. }
  892. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  893. return new_brush;
  894. }
  895. void CSGSphere3D::_bind_methods() {
  896. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
  897. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius);
  898. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
  899. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
  900. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
  901. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings);
  902. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
  903. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
  904. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
  905. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
  906. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,suffix:m"), "set_radius", "get_radius");
  907. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  908. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  909. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  910. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  911. }
  912. void CSGSphere3D::set_radius(const float p_radius) {
  913. ERR_FAIL_COND(p_radius <= 0);
  914. radius = p_radius;
  915. _make_dirty();
  916. update_gizmos();
  917. }
  918. float CSGSphere3D::get_radius() const {
  919. return radius;
  920. }
  921. void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
  922. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  923. _make_dirty();
  924. update_gizmos();
  925. }
  926. int CSGSphere3D::get_radial_segments() const {
  927. return radial_segments;
  928. }
  929. void CSGSphere3D::set_rings(const int p_rings) {
  930. rings = p_rings > 1 ? p_rings : 1;
  931. _make_dirty();
  932. update_gizmos();
  933. }
  934. int CSGSphere3D::get_rings() const {
  935. return rings;
  936. }
  937. void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
  938. smooth_faces = p_smooth_faces;
  939. _make_dirty();
  940. }
  941. bool CSGSphere3D::get_smooth_faces() const {
  942. return smooth_faces;
  943. }
  944. void CSGSphere3D::set_material(const Ref<Material> &p_material) {
  945. material = p_material;
  946. _make_dirty();
  947. }
  948. Ref<Material> CSGSphere3D::get_material() const {
  949. return material;
  950. }
  951. CSGSphere3D::CSGSphere3D() {
  952. // defaults
  953. radius = 0.5;
  954. radial_segments = 12;
  955. rings = 6;
  956. smooth_faces = true;
  957. }
  958. ///////////////
  959. CSGBrush *CSGBox3D::_build_brush() {
  960. // set our bounding box
  961. CSGBrush *new_brush = memnew(CSGBrush);
  962. int face_count = 12; //it's a cube..
  963. bool invert_val = get_flip_faces();
  964. Ref<Material> base_material = get_material();
  965. Vector<Vector3> faces;
  966. Vector<Vector2> uvs;
  967. Vector<bool> smooth;
  968. Vector<Ref<Material>> materials;
  969. Vector<bool> invert;
  970. faces.resize(face_count * 3);
  971. uvs.resize(face_count * 3);
  972. smooth.resize(face_count);
  973. materials.resize(face_count);
  974. invert.resize(face_count);
  975. {
  976. Vector3 *facesw = faces.ptrw();
  977. Vector2 *uvsw = uvs.ptrw();
  978. bool *smoothw = smooth.ptrw();
  979. Ref<Material> *materialsw = materials.ptrw();
  980. bool *invertw = invert.ptrw();
  981. int face = 0;
  982. Vector3 vertex_mul = size / 2;
  983. {
  984. for (int i = 0; i < 6; i++) {
  985. Vector3 face_points[4];
  986. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  987. for (int j = 0; j < 4; j++) {
  988. float v[3];
  989. v[0] = 1.0;
  990. v[1] = 1 - 2 * ((j >> 1) & 1);
  991. v[2] = v[1] * (1 - 2 * (j & 1));
  992. for (int k = 0; k < 3; k++) {
  993. if (i < 3) {
  994. face_points[j][(i + k) % 3] = v[k];
  995. } else {
  996. face_points[3 - j][(i + k) % 3] = -v[k];
  997. }
  998. }
  999. }
  1000. Vector2 u[4];
  1001. for (int j = 0; j < 4; j++) {
  1002. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  1003. }
  1004. //face 1
  1005. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1006. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1007. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1008. uvsw[face * 3 + 0] = u[0];
  1009. uvsw[face * 3 + 1] = u[1];
  1010. uvsw[face * 3 + 2] = u[2];
  1011. smoothw[face] = false;
  1012. invertw[face] = invert_val;
  1013. materialsw[face] = base_material;
  1014. face++;
  1015. //face 2
  1016. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1017. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1018. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1019. uvsw[face * 3 + 0] = u[2];
  1020. uvsw[face * 3 + 1] = u[3];
  1021. uvsw[face * 3 + 2] = u[0];
  1022. smoothw[face] = false;
  1023. invertw[face] = invert_val;
  1024. materialsw[face] = base_material;
  1025. face++;
  1026. }
  1027. }
  1028. if (face != face_count) {
  1029. ERR_PRINT("Face mismatch bug! fix code");
  1030. }
  1031. }
  1032. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1033. return new_brush;
  1034. }
  1035. void CSGBox3D::_bind_methods() {
  1036. ClassDB::bind_method(D_METHOD("set_size", "size"), &CSGBox3D::set_size);
  1037. ClassDB::bind_method(D_METHOD("get_size"), &CSGBox3D::get_size);
  1038. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
  1039. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
  1040. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
  1041. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1042. }
  1043. void CSGBox3D::set_size(const Vector3 &p_size) {
  1044. size = p_size;
  1045. _make_dirty();
  1046. update_gizmos();
  1047. }
  1048. Vector3 CSGBox3D::get_size() const {
  1049. return size;
  1050. }
  1051. #ifndef DISABLE_DEPRECATED
  1052. // Kept for compatibility from 3.x to 4.0.
  1053. bool CSGBox3D::_set(const StringName &p_name, const Variant &p_value) {
  1054. if (p_name == "width") {
  1055. size.x = p_value;
  1056. _make_dirty();
  1057. update_gizmos();
  1058. return true;
  1059. } else if (p_name == "height") {
  1060. size.y = p_value;
  1061. _make_dirty();
  1062. update_gizmos();
  1063. return true;
  1064. } else if (p_name == "depth") {
  1065. size.z = p_value;
  1066. _make_dirty();
  1067. update_gizmos();
  1068. return true;
  1069. } else {
  1070. return false;
  1071. }
  1072. }
  1073. #endif
  1074. void CSGBox3D::set_material(const Ref<Material> &p_material) {
  1075. material = p_material;
  1076. _make_dirty();
  1077. update_gizmos();
  1078. }
  1079. Ref<Material> CSGBox3D::get_material() const {
  1080. return material;
  1081. }
  1082. ///////////////
  1083. CSGBrush *CSGCylinder3D::_build_brush() {
  1084. // set our bounding box
  1085. CSGBrush *new_brush = memnew(CSGBrush);
  1086. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  1087. bool invert_val = get_flip_faces();
  1088. Ref<Material> base_material = get_material();
  1089. Vector<Vector3> faces;
  1090. Vector<Vector2> uvs;
  1091. Vector<bool> smooth;
  1092. Vector<Ref<Material>> materials;
  1093. Vector<bool> invert;
  1094. faces.resize(face_count * 3);
  1095. uvs.resize(face_count * 3);
  1096. smooth.resize(face_count);
  1097. materials.resize(face_count);
  1098. invert.resize(face_count);
  1099. {
  1100. Vector3 *facesw = faces.ptrw();
  1101. Vector2 *uvsw = uvs.ptrw();
  1102. bool *smoothw = smooth.ptrw();
  1103. Ref<Material> *materialsw = materials.ptrw();
  1104. bool *invertw = invert.ptrw();
  1105. int face = 0;
  1106. Vector3 vertex_mul(radius, height * 0.5, radius);
  1107. {
  1108. for (int i = 0; i < sides; i++) {
  1109. float inc = float(i) / sides;
  1110. float inc_n = float((i + 1)) / sides;
  1111. if (i == sides - 1) {
  1112. inc_n = 0;
  1113. }
  1114. float ang = inc * Math_TAU;
  1115. float ang_n = inc_n * Math_TAU;
  1116. Vector3 face_base(Math::cos(ang), 0, Math::sin(ang));
  1117. Vector3 face_base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1118. Vector3 face_points[4] = {
  1119. face_base + Vector3(0, -1, 0),
  1120. face_base_n + Vector3(0, -1, 0),
  1121. face_base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1122. face_base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1123. };
  1124. Vector2 u[4] = {
  1125. Vector2(inc, 0),
  1126. Vector2(inc_n, 0),
  1127. Vector2(inc_n, 1),
  1128. Vector2(inc, 1),
  1129. };
  1130. //side face 1
  1131. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1132. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1133. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1134. uvsw[face * 3 + 0] = u[0];
  1135. uvsw[face * 3 + 1] = u[1];
  1136. uvsw[face * 3 + 2] = u[2];
  1137. smoothw[face] = smooth_faces;
  1138. invertw[face] = invert_val;
  1139. materialsw[face] = base_material;
  1140. face++;
  1141. if (!cone) {
  1142. //side face 2
  1143. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1144. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1145. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1146. uvsw[face * 3 + 0] = u[2];
  1147. uvsw[face * 3 + 1] = u[3];
  1148. uvsw[face * 3 + 2] = u[0];
  1149. smoothw[face] = smooth_faces;
  1150. invertw[face] = invert_val;
  1151. materialsw[face] = base_material;
  1152. face++;
  1153. }
  1154. //bottom face 1
  1155. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1156. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1157. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1158. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1159. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1160. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1161. smoothw[face] = false;
  1162. invertw[face] = invert_val;
  1163. materialsw[face] = base_material;
  1164. face++;
  1165. if (!cone) {
  1166. //top face 1
  1167. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1168. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1169. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1170. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1171. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1172. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1173. smoothw[face] = false;
  1174. invertw[face] = invert_val;
  1175. materialsw[face] = base_material;
  1176. face++;
  1177. }
  1178. }
  1179. }
  1180. if (face != face_count) {
  1181. ERR_PRINT("Face mismatch bug! fix code");
  1182. }
  1183. }
  1184. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1185. return new_brush;
  1186. }
  1187. void CSGCylinder3D::_bind_methods() {
  1188. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
  1189. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius);
  1190. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height);
  1191. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height);
  1192. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides);
  1193. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides);
  1194. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone);
  1195. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone);
  1196. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material);
  1197. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material);
  1198. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
  1199. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
  1200. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_radius", "get_radius");
  1201. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_height", "get_height");
  1202. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1203. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1204. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1205. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1206. }
  1207. void CSGCylinder3D::set_radius(const float p_radius) {
  1208. radius = p_radius;
  1209. _make_dirty();
  1210. update_gizmos();
  1211. }
  1212. float CSGCylinder3D::get_radius() const {
  1213. return radius;
  1214. }
  1215. void CSGCylinder3D::set_height(const float p_height) {
  1216. height = p_height;
  1217. _make_dirty();
  1218. update_gizmos();
  1219. }
  1220. float CSGCylinder3D::get_height() const {
  1221. return height;
  1222. }
  1223. void CSGCylinder3D::set_sides(const int p_sides) {
  1224. ERR_FAIL_COND(p_sides < 3);
  1225. sides = p_sides;
  1226. _make_dirty();
  1227. update_gizmos();
  1228. }
  1229. int CSGCylinder3D::get_sides() const {
  1230. return sides;
  1231. }
  1232. void CSGCylinder3D::set_cone(const bool p_cone) {
  1233. cone = p_cone;
  1234. _make_dirty();
  1235. update_gizmos();
  1236. }
  1237. bool CSGCylinder3D::is_cone() const {
  1238. return cone;
  1239. }
  1240. void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
  1241. smooth_faces = p_smooth_faces;
  1242. _make_dirty();
  1243. }
  1244. bool CSGCylinder3D::get_smooth_faces() const {
  1245. return smooth_faces;
  1246. }
  1247. void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
  1248. material = p_material;
  1249. _make_dirty();
  1250. }
  1251. Ref<Material> CSGCylinder3D::get_material() const {
  1252. return material;
  1253. }
  1254. CSGCylinder3D::CSGCylinder3D() {
  1255. // defaults
  1256. radius = 0.5;
  1257. height = 2.0;
  1258. sides = 8;
  1259. cone = false;
  1260. smooth_faces = true;
  1261. }
  1262. ///////////////
  1263. CSGBrush *CSGTorus3D::_build_brush() {
  1264. // set our bounding box
  1265. float min_radius = inner_radius;
  1266. float max_radius = outer_radius;
  1267. if (min_radius == max_radius) {
  1268. return memnew(CSGBrush); //sorry, can't
  1269. }
  1270. if (min_radius > max_radius) {
  1271. SWAP(min_radius, max_radius);
  1272. }
  1273. float radius = (max_radius - min_radius) * 0.5;
  1274. CSGBrush *new_brush = memnew(CSGBrush);
  1275. int face_count = ring_sides * sides * 2;
  1276. bool invert_val = get_flip_faces();
  1277. Ref<Material> base_material = get_material();
  1278. Vector<Vector3> faces;
  1279. Vector<Vector2> uvs;
  1280. Vector<bool> smooth;
  1281. Vector<Ref<Material>> materials;
  1282. Vector<bool> invert;
  1283. faces.resize(face_count * 3);
  1284. uvs.resize(face_count * 3);
  1285. smooth.resize(face_count);
  1286. materials.resize(face_count);
  1287. invert.resize(face_count);
  1288. {
  1289. Vector3 *facesw = faces.ptrw();
  1290. Vector2 *uvsw = uvs.ptrw();
  1291. bool *smoothw = smooth.ptrw();
  1292. Ref<Material> *materialsw = materials.ptrw();
  1293. bool *invertw = invert.ptrw();
  1294. int face = 0;
  1295. {
  1296. for (int i = 0; i < sides; i++) {
  1297. float inci = float(i) / sides;
  1298. float inci_n = float((i + 1)) / sides;
  1299. if (i == sides - 1) {
  1300. inci_n = 0;
  1301. }
  1302. float angi = inci * Math_TAU;
  1303. float angi_n = inci_n * Math_TAU;
  1304. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1305. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1306. for (int j = 0; j < ring_sides; j++) {
  1307. float incj = float(j) / ring_sides;
  1308. float incj_n = float((j + 1)) / ring_sides;
  1309. if (j == ring_sides - 1) {
  1310. incj_n = 0;
  1311. }
  1312. float angj = incj * Math_TAU;
  1313. float angj_n = incj_n * Math_TAU;
  1314. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1315. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1316. Vector3 face_points[4] = {
  1317. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1318. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1319. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1320. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1321. };
  1322. Vector2 u[4] = {
  1323. Vector2(inci, incj),
  1324. Vector2(inci, incj_n),
  1325. Vector2(inci_n, incj_n),
  1326. Vector2(inci_n, incj),
  1327. };
  1328. // face 1
  1329. facesw[face * 3 + 0] = face_points[0];
  1330. facesw[face * 3 + 1] = face_points[2];
  1331. facesw[face * 3 + 2] = face_points[1];
  1332. uvsw[face * 3 + 0] = u[0];
  1333. uvsw[face * 3 + 1] = u[2];
  1334. uvsw[face * 3 + 2] = u[1];
  1335. smoothw[face] = smooth_faces;
  1336. invertw[face] = invert_val;
  1337. materialsw[face] = base_material;
  1338. face++;
  1339. //face 2
  1340. facesw[face * 3 + 0] = face_points[3];
  1341. facesw[face * 3 + 1] = face_points[2];
  1342. facesw[face * 3 + 2] = face_points[0];
  1343. uvsw[face * 3 + 0] = u[3];
  1344. uvsw[face * 3 + 1] = u[2];
  1345. uvsw[face * 3 + 2] = u[0];
  1346. smoothw[face] = smooth_faces;
  1347. invertw[face] = invert_val;
  1348. materialsw[face] = base_material;
  1349. face++;
  1350. }
  1351. }
  1352. }
  1353. if (face != face_count) {
  1354. ERR_PRINT("Face mismatch bug! fix code");
  1355. }
  1356. }
  1357. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1358. return new_brush;
  1359. }
  1360. void CSGTorus3D::_bind_methods() {
  1361. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
  1362. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius);
  1363. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
  1364. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius);
  1365. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides);
  1366. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides);
  1367. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
  1368. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides);
  1369. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material);
  1370. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material);
  1371. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
  1372. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
  1373. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_inner_radius", "get_inner_radius");
  1374. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_outer_radius", "get_outer_radius");
  1375. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1376. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1377. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1378. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1379. }
  1380. void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
  1381. inner_radius = p_inner_radius;
  1382. _make_dirty();
  1383. update_gizmos();
  1384. }
  1385. float CSGTorus3D::get_inner_radius() const {
  1386. return inner_radius;
  1387. }
  1388. void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
  1389. outer_radius = p_outer_radius;
  1390. _make_dirty();
  1391. update_gizmos();
  1392. }
  1393. float CSGTorus3D::get_outer_radius() const {
  1394. return outer_radius;
  1395. }
  1396. void CSGTorus3D::set_sides(const int p_sides) {
  1397. ERR_FAIL_COND(p_sides < 3);
  1398. sides = p_sides;
  1399. _make_dirty();
  1400. update_gizmos();
  1401. }
  1402. int CSGTorus3D::get_sides() const {
  1403. return sides;
  1404. }
  1405. void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
  1406. ERR_FAIL_COND(p_ring_sides < 3);
  1407. ring_sides = p_ring_sides;
  1408. _make_dirty();
  1409. update_gizmos();
  1410. }
  1411. int CSGTorus3D::get_ring_sides() const {
  1412. return ring_sides;
  1413. }
  1414. void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
  1415. smooth_faces = p_smooth_faces;
  1416. _make_dirty();
  1417. }
  1418. bool CSGTorus3D::get_smooth_faces() const {
  1419. return smooth_faces;
  1420. }
  1421. void CSGTorus3D::set_material(const Ref<Material> &p_material) {
  1422. material = p_material;
  1423. _make_dirty();
  1424. }
  1425. Ref<Material> CSGTorus3D::get_material() const {
  1426. return material;
  1427. }
  1428. CSGTorus3D::CSGTorus3D() {
  1429. // defaults
  1430. inner_radius = 0.5;
  1431. outer_radius = 1.0;
  1432. sides = 8;
  1433. ring_sides = 6;
  1434. smooth_faces = true;
  1435. }
  1436. ///////////////
  1437. CSGBrush *CSGPolygon3D::_build_brush() {
  1438. CSGBrush *new_brush = memnew(CSGBrush);
  1439. if (polygon.size() < 3) {
  1440. return new_brush;
  1441. }
  1442. // Triangulate polygon shape.
  1443. Vector<Point2> shape_polygon = polygon;
  1444. if (Triangulate::get_area(shape_polygon) > 0) {
  1445. shape_polygon.reverse();
  1446. }
  1447. int shape_sides = shape_polygon.size();
  1448. Vector<int> shape_faces = Geometry2D::triangulate_polygon(shape_polygon);
  1449. ERR_FAIL_COND_V_MSG(shape_faces.size() < 3, new_brush, "Failed to triangulate CSGPolygon. Make sure the polygon doesn't have any intersecting edges.");
  1450. // Get polygon enclosing Rect2.
  1451. Rect2 shape_rect(shape_polygon[0], Vector2());
  1452. for (int i = 1; i < shape_sides; i++) {
  1453. shape_rect.expand_to(shape_polygon[i]);
  1454. }
  1455. // If MODE_PATH, check if curve has changed.
  1456. Ref<Curve3D> curve;
  1457. if (mode == MODE_PATH) {
  1458. Path3D *current_path = Object::cast_to<Path3D>(get_node_or_null(path_node));
  1459. if (path != current_path) {
  1460. if (path) {
  1461. path->disconnect(SceneStringName(tree_exited), callable_mp(this, &CSGPolygon3D::_path_exited));
  1462. path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1463. path->set_update_callback(Callable());
  1464. }
  1465. path = current_path;
  1466. if (path) {
  1467. path->connect(SceneStringName(tree_exited), callable_mp(this, &CSGPolygon3D::_path_exited));
  1468. path->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1469. path->set_update_callback(callable_mp(this, &CSGPolygon3D::_path_changed));
  1470. }
  1471. }
  1472. if (!path) {
  1473. return new_brush;
  1474. }
  1475. curve = path->get_curve();
  1476. if (curve.is_null() || curve->get_point_count() < 2) {
  1477. return new_brush;
  1478. }
  1479. }
  1480. // Calculate the number extrusions, ends and faces.
  1481. int extrusions = 0;
  1482. int extrusion_face_count = shape_sides * 2;
  1483. int end_count = 0;
  1484. int shape_face_count = shape_faces.size() / 3;
  1485. real_t curve_length = 1.0;
  1486. switch (mode) {
  1487. case MODE_DEPTH:
  1488. extrusions = 1;
  1489. end_count = 2;
  1490. break;
  1491. case MODE_SPIN:
  1492. extrusions = spin_sides;
  1493. if (spin_degrees < 360) {
  1494. end_count = 2;
  1495. }
  1496. break;
  1497. case MODE_PATH: {
  1498. curve_length = curve->get_baked_length();
  1499. if (path_interval_type == PATH_INTERVAL_DISTANCE) {
  1500. extrusions = MAX(1, Math::ceil(curve_length / path_interval)) + 1;
  1501. } else {
  1502. extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval);
  1503. }
  1504. if (!path_joined) {
  1505. end_count = 2;
  1506. extrusions -= 1;
  1507. }
  1508. } break;
  1509. }
  1510. int face_count = extrusions * extrusion_face_count + end_count * shape_face_count;
  1511. // Initialize variables used to create the mesh.
  1512. Ref<Material> base_material = get_material();
  1513. Vector<Vector3> faces;
  1514. Vector<Vector2> uvs;
  1515. Vector<bool> smooth;
  1516. Vector<Ref<Material>> materials;
  1517. Vector<bool> invert;
  1518. faces.resize(face_count * 3);
  1519. uvs.resize(face_count * 3);
  1520. smooth.resize(face_count);
  1521. materials.resize(face_count);
  1522. invert.resize(face_count);
  1523. int faces_removed = 0;
  1524. {
  1525. Vector3 *facesw = faces.ptrw();
  1526. Vector2 *uvsw = uvs.ptrw();
  1527. bool *smoothw = smooth.ptrw();
  1528. Ref<Material> *materialsw = materials.ptrw();
  1529. bool *invertw = invert.ptrw();
  1530. int face = 0;
  1531. Transform3D base_xform;
  1532. Transform3D current_xform;
  1533. Transform3D previous_xform;
  1534. Transform3D previous_previous_xform;
  1535. double u_step = 1.0 / extrusions;
  1536. if (path_u_distance > 0.0) {
  1537. u_step *= curve_length / path_u_distance;
  1538. }
  1539. double v_step = 1.0 / shape_sides;
  1540. double spin_step = Math::deg_to_rad(spin_degrees / spin_sides);
  1541. double extrusion_step = 1.0 / extrusions;
  1542. if (mode == MODE_PATH) {
  1543. if (path_joined) {
  1544. extrusion_step = 1.0 / (extrusions - 1);
  1545. }
  1546. extrusion_step *= curve_length;
  1547. }
  1548. if (mode == MODE_PATH) {
  1549. if (!path_local) {
  1550. base_xform = path->get_global_transform();
  1551. }
  1552. Vector3 current_point = curve->sample_baked(0);
  1553. Vector3 next_point = curve->sample_baked(extrusion_step);
  1554. Vector3 current_up = Vector3(0, 1, 0);
  1555. Vector3 direction = next_point - current_point;
  1556. if (path_joined) {
  1557. Vector3 last_point = curve->sample_baked(curve->get_baked_length());
  1558. direction = next_point - last_point;
  1559. }
  1560. switch (path_rotation) {
  1561. case PATH_ROTATION_POLYGON:
  1562. direction = Vector3(0, 0, -1);
  1563. break;
  1564. case PATH_ROTATION_PATH:
  1565. break;
  1566. case PATH_ROTATION_PATH_FOLLOW:
  1567. current_up = curve->sample_baked_up_vector(0, true);
  1568. break;
  1569. }
  1570. Transform3D facing = Transform3D().looking_at(direction, current_up);
  1571. current_xform = base_xform.translated_local(current_point) * facing;
  1572. }
  1573. // Create the mesh.
  1574. if (end_count > 0) {
  1575. // Add front end face.
  1576. for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
  1577. for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
  1578. // We need to reverse the rotation of the shape face vertices.
  1579. int index = shape_faces[face_idx * 3 + 2 - face_vertex_idx];
  1580. Point2 p = shape_polygon[index];
  1581. Point2 uv = (p - shape_rect.position) / shape_rect.size;
  1582. // Use the left side of the bottom half of the y-inverted texture.
  1583. uv.x = uv.x / 2;
  1584. uv.y = 1 - (uv.y / 2);
  1585. facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
  1586. uvsw[face * 3 + face_vertex_idx] = uv;
  1587. }
  1588. smoothw[face] = false;
  1589. materialsw[face] = base_material;
  1590. invertw[face] = flip_faces;
  1591. face++;
  1592. }
  1593. }
  1594. real_t angle_simplify_dot = Math::cos(Math::deg_to_rad(path_simplify_angle));
  1595. Vector3 previous_simplify_dir = Vector3(0, 0, 0);
  1596. int faces_combined = 0;
  1597. // Add extrusion faces.
  1598. for (int x0 = 0; x0 < extrusions; x0++) {
  1599. previous_previous_xform = previous_xform;
  1600. previous_xform = current_xform;
  1601. switch (mode) {
  1602. case MODE_DEPTH: {
  1603. current_xform.translate_local(Vector3(0, 0, -depth));
  1604. } break;
  1605. case MODE_SPIN: {
  1606. current_xform.rotate(Vector3(0, 1, 0), spin_step);
  1607. } break;
  1608. case MODE_PATH: {
  1609. double previous_offset = x0 * extrusion_step;
  1610. double current_offset = (x0 + 1) * extrusion_step;
  1611. double next_offset = (x0 + 2) * extrusion_step;
  1612. if (x0 == extrusions - 1) {
  1613. if (path_joined) {
  1614. current_offset = 0;
  1615. next_offset = extrusion_step;
  1616. } else {
  1617. next_offset = current_offset;
  1618. }
  1619. }
  1620. Vector3 previous_point = curve->sample_baked(previous_offset);
  1621. Vector3 current_point = curve->sample_baked(current_offset);
  1622. Vector3 next_point = curve->sample_baked(next_offset);
  1623. Vector3 current_up = Vector3(0, 1, 0);
  1624. Vector3 direction = next_point - previous_point;
  1625. Vector3 current_dir = (current_point - previous_point).normalized();
  1626. // If the angles are similar, remove the previous face and replace it with this one.
  1627. if (path_simplify_angle > 0.0 && x0 > 0 && previous_simplify_dir.dot(current_dir) > angle_simplify_dot) {
  1628. faces_combined += 1;
  1629. previous_xform = previous_previous_xform;
  1630. face -= extrusion_face_count;
  1631. faces_removed += extrusion_face_count;
  1632. } else {
  1633. faces_combined = 0;
  1634. previous_simplify_dir = current_dir;
  1635. }
  1636. switch (path_rotation) {
  1637. case PATH_ROTATION_POLYGON:
  1638. direction = Vector3(0, 0, -1);
  1639. break;
  1640. case PATH_ROTATION_PATH:
  1641. break;
  1642. case PATH_ROTATION_PATH_FOLLOW:
  1643. current_up = curve->sample_baked_up_vector(current_offset, true);
  1644. break;
  1645. }
  1646. Transform3D facing = Transform3D().looking_at(direction, current_up);
  1647. current_xform = base_xform.translated_local(current_point) * facing;
  1648. } break;
  1649. }
  1650. double u0 = (x0 - faces_combined) * u_step;
  1651. double u1 = ((x0 + 1) * u_step);
  1652. if (mode == MODE_PATH && !path_continuous_u) {
  1653. u0 = 0.0;
  1654. u1 = 1.0;
  1655. }
  1656. for (int y0 = 0; y0 < shape_sides; y0++) {
  1657. int y1 = (y0 + 1) % shape_sides;
  1658. // Use the top half of the texture.
  1659. double v0 = (y0 * v_step) / 2;
  1660. double v1 = ((y0 + 1) * v_step) / 2;
  1661. Vector3 v[4] = {
  1662. previous_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
  1663. current_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
  1664. current_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
  1665. previous_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
  1666. };
  1667. Vector2 u[4] = {
  1668. Vector2(u0, v0),
  1669. Vector2(u1, v0),
  1670. Vector2(u1, v1),
  1671. Vector2(u0, v1),
  1672. };
  1673. // Face 1
  1674. facesw[face * 3 + 0] = v[0];
  1675. facesw[face * 3 + 1] = v[1];
  1676. facesw[face * 3 + 2] = v[2];
  1677. uvsw[face * 3 + 0] = u[0];
  1678. uvsw[face * 3 + 1] = u[1];
  1679. uvsw[face * 3 + 2] = u[2];
  1680. smoothw[face] = smooth_faces;
  1681. invertw[face] = flip_faces;
  1682. materialsw[face] = base_material;
  1683. face++;
  1684. // Face 2
  1685. facesw[face * 3 + 0] = v[2];
  1686. facesw[face * 3 + 1] = v[3];
  1687. facesw[face * 3 + 2] = v[0];
  1688. uvsw[face * 3 + 0] = u[2];
  1689. uvsw[face * 3 + 1] = u[3];
  1690. uvsw[face * 3 + 2] = u[0];
  1691. smoothw[face] = smooth_faces;
  1692. invertw[face] = flip_faces;
  1693. materialsw[face] = base_material;
  1694. face++;
  1695. }
  1696. }
  1697. if (end_count > 1) {
  1698. // Add back end face.
  1699. for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
  1700. for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
  1701. int index = shape_faces[face_idx * 3 + face_vertex_idx];
  1702. Point2 p = shape_polygon[index];
  1703. Point2 uv = (p - shape_rect.position) / shape_rect.size;
  1704. // Use the x-inverted ride side of the bottom half of the y-inverted texture.
  1705. uv.x = 1 - uv.x / 2;
  1706. uv.y = 1 - (uv.y / 2);
  1707. facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
  1708. uvsw[face * 3 + face_vertex_idx] = uv;
  1709. }
  1710. smoothw[face] = false;
  1711. materialsw[face] = base_material;
  1712. invertw[face] = flip_faces;
  1713. face++;
  1714. }
  1715. }
  1716. face_count -= faces_removed;
  1717. ERR_FAIL_COND_V_MSG(face != face_count, new_brush, "Bug: Failed to create the CSGPolygon mesh correctly.");
  1718. }
  1719. if (faces_removed > 0) {
  1720. faces.resize(face_count * 3);
  1721. uvs.resize(face_count * 3);
  1722. smooth.resize(face_count);
  1723. materials.resize(face_count);
  1724. invert.resize(face_count);
  1725. }
  1726. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1727. return new_brush;
  1728. }
  1729. void CSGPolygon3D::_notification(int p_what) {
  1730. if (p_what == NOTIFICATION_EXIT_TREE) {
  1731. if (path) {
  1732. path->disconnect(SceneStringName(tree_exited), callable_mp(this, &CSGPolygon3D::_path_exited));
  1733. path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1734. path = nullptr;
  1735. }
  1736. }
  1737. }
  1738. void CSGPolygon3D::_validate_property(PropertyInfo &p_property) const {
  1739. if (p_property.name.begins_with("spin") && mode != MODE_SPIN) {
  1740. p_property.usage = PROPERTY_USAGE_NONE;
  1741. }
  1742. if (p_property.name.begins_with("path") && mode != MODE_PATH) {
  1743. p_property.usage = PROPERTY_USAGE_NONE;
  1744. }
  1745. if (p_property.name == "depth" && mode != MODE_DEPTH) {
  1746. p_property.usage = PROPERTY_USAGE_NONE;
  1747. }
  1748. }
  1749. void CSGPolygon3D::_path_changed() {
  1750. _make_dirty();
  1751. update_gizmos();
  1752. }
  1753. void CSGPolygon3D::_path_exited() {
  1754. path = nullptr;
  1755. }
  1756. void CSGPolygon3D::_bind_methods() {
  1757. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
  1758. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
  1759. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode);
  1760. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
  1761. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth);
  1762. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
  1763. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
  1764. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
  1765. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
  1766. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
  1767. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
  1768. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
  1769. ClassDB::bind_method(D_METHOD("set_path_interval_type", "interval_type"), &CSGPolygon3D::set_path_interval_type);
  1770. ClassDB::bind_method(D_METHOD("get_path_interval_type"), &CSGPolygon3D::get_path_interval_type);
  1771. ClassDB::bind_method(D_METHOD("set_path_interval", "interval"), &CSGPolygon3D::set_path_interval);
  1772. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
  1773. ClassDB::bind_method(D_METHOD("set_path_simplify_angle", "degrees"), &CSGPolygon3D::set_path_simplify_angle);
  1774. ClassDB::bind_method(D_METHOD("get_path_simplify_angle"), &CSGPolygon3D::get_path_simplify_angle);
  1775. ClassDB::bind_method(D_METHOD("set_path_rotation", "path_rotation"), &CSGPolygon3D::set_path_rotation);
  1776. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
  1777. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
  1778. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
  1779. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
  1780. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
  1781. ClassDB::bind_method(D_METHOD("set_path_u_distance", "distance"), &CSGPolygon3D::set_path_u_distance);
  1782. ClassDB::bind_method(D_METHOD("get_path_u_distance"), &CSGPolygon3D::get_path_u_distance);
  1783. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
  1784. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
  1785. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material);
  1786. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
  1787. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
  1788. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
  1789. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
  1790. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
  1791. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1792. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1793. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.01,100.0,0.01,or_greater,exp,suffix:m"), "set_depth", "get_depth");
  1794. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1795. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1796. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path3D"), "set_path_node", "get_path_node");
  1797. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_interval_type", PROPERTY_HINT_ENUM, "Distance,Subdivide"), "set_path_interval_type", "get_path_interval_type");
  1798. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_RANGE, "0.01,1.0,0.01,exp,or_greater"), "set_path_interval", "get_path_interval");
  1799. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_simplify_angle", PROPERTY_HINT_RANGE, "0.0,180.0,0.1"), "set_path_simplify_angle", "get_path_simplify_angle");
  1800. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1801. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1802. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1803. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_u_distance", PROPERTY_HINT_RANGE, "0.0,10.0,0.01,or_greater,suffix:m"), "set_path_u_distance", "get_path_u_distance");
  1804. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1805. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1806. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1807. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1808. BIND_ENUM_CONSTANT(MODE_SPIN);
  1809. BIND_ENUM_CONSTANT(MODE_PATH);
  1810. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1811. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1812. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1813. BIND_ENUM_CONSTANT(PATH_INTERVAL_DISTANCE);
  1814. BIND_ENUM_CONSTANT(PATH_INTERVAL_SUBDIVIDE);
  1815. }
  1816. void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
  1817. polygon = p_polygon;
  1818. _make_dirty();
  1819. update_gizmos();
  1820. }
  1821. Vector<Vector2> CSGPolygon3D::get_polygon() const {
  1822. return polygon;
  1823. }
  1824. void CSGPolygon3D::set_mode(Mode p_mode) {
  1825. mode = p_mode;
  1826. _make_dirty();
  1827. update_gizmos();
  1828. notify_property_list_changed();
  1829. }
  1830. CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
  1831. return mode;
  1832. }
  1833. void CSGPolygon3D::set_depth(const float p_depth) {
  1834. ERR_FAIL_COND(p_depth < 0.001);
  1835. depth = p_depth;
  1836. _make_dirty();
  1837. update_gizmos();
  1838. }
  1839. float CSGPolygon3D::get_depth() const {
  1840. return depth;
  1841. }
  1842. void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
  1843. path_continuous_u = p_enable;
  1844. _make_dirty();
  1845. }
  1846. bool CSGPolygon3D::is_path_continuous_u() const {
  1847. return path_continuous_u;
  1848. }
  1849. void CSGPolygon3D::set_path_u_distance(real_t p_path_u_distance) {
  1850. path_u_distance = p_path_u_distance;
  1851. _make_dirty();
  1852. update_gizmos();
  1853. }
  1854. real_t CSGPolygon3D::get_path_u_distance() const {
  1855. return path_u_distance;
  1856. }
  1857. void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
  1858. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1859. spin_degrees = p_spin_degrees;
  1860. _make_dirty();
  1861. update_gizmos();
  1862. }
  1863. float CSGPolygon3D::get_spin_degrees() const {
  1864. return spin_degrees;
  1865. }
  1866. void CSGPolygon3D::set_spin_sides(int p_spin_sides) {
  1867. ERR_FAIL_COND(p_spin_sides < 3);
  1868. spin_sides = p_spin_sides;
  1869. _make_dirty();
  1870. update_gizmos();
  1871. }
  1872. int CSGPolygon3D::get_spin_sides() const {
  1873. return spin_sides;
  1874. }
  1875. void CSGPolygon3D::set_path_node(const NodePath &p_path) {
  1876. path_node = p_path;
  1877. _make_dirty();
  1878. update_gizmos();
  1879. }
  1880. NodePath CSGPolygon3D::get_path_node() const {
  1881. return path_node;
  1882. }
  1883. void CSGPolygon3D::set_path_interval_type(PathIntervalType p_interval_type) {
  1884. path_interval_type = p_interval_type;
  1885. _make_dirty();
  1886. update_gizmos();
  1887. }
  1888. CSGPolygon3D::PathIntervalType CSGPolygon3D::get_path_interval_type() const {
  1889. return path_interval_type;
  1890. }
  1891. void CSGPolygon3D::set_path_interval(float p_interval) {
  1892. path_interval = p_interval;
  1893. _make_dirty();
  1894. update_gizmos();
  1895. }
  1896. float CSGPolygon3D::get_path_interval() const {
  1897. return path_interval;
  1898. }
  1899. void CSGPolygon3D::set_path_simplify_angle(float p_angle) {
  1900. path_simplify_angle = p_angle;
  1901. _make_dirty();
  1902. update_gizmos();
  1903. }
  1904. float CSGPolygon3D::get_path_simplify_angle() const {
  1905. return path_simplify_angle;
  1906. }
  1907. void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
  1908. path_rotation = p_rotation;
  1909. _make_dirty();
  1910. update_gizmos();
  1911. }
  1912. CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
  1913. return path_rotation;
  1914. }
  1915. void CSGPolygon3D::set_path_local(bool p_enable) {
  1916. path_local = p_enable;
  1917. _make_dirty();
  1918. update_gizmos();
  1919. }
  1920. bool CSGPolygon3D::is_path_local() const {
  1921. return path_local;
  1922. }
  1923. void CSGPolygon3D::set_path_joined(bool p_enable) {
  1924. path_joined = p_enable;
  1925. _make_dirty();
  1926. update_gizmos();
  1927. }
  1928. bool CSGPolygon3D::is_path_joined() const {
  1929. return path_joined;
  1930. }
  1931. void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
  1932. smooth_faces = p_smooth_faces;
  1933. _make_dirty();
  1934. }
  1935. bool CSGPolygon3D::get_smooth_faces() const {
  1936. return smooth_faces;
  1937. }
  1938. void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
  1939. material = p_material;
  1940. _make_dirty();
  1941. }
  1942. Ref<Material> CSGPolygon3D::get_material() const {
  1943. return material;
  1944. }
  1945. bool CSGPolygon3D::_is_editable_3d_polygon() const {
  1946. return true;
  1947. }
  1948. bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
  1949. return true;
  1950. }
  1951. CSGPolygon3D::CSGPolygon3D() {
  1952. // defaults
  1953. mode = MODE_DEPTH;
  1954. polygon.push_back(Vector2(0, 0));
  1955. polygon.push_back(Vector2(0, 1));
  1956. polygon.push_back(Vector2(1, 1));
  1957. polygon.push_back(Vector2(1, 0));
  1958. depth = 1.0;
  1959. spin_degrees = 360;
  1960. spin_sides = 8;
  1961. smooth_faces = false;
  1962. path_interval_type = PATH_INTERVAL_DISTANCE;
  1963. path_interval = 1.0;
  1964. path_simplify_angle = 0.0;
  1965. path_rotation = PATH_ROTATION_PATH_FOLLOW;
  1966. path_local = false;
  1967. path_continuous_u = true;
  1968. path_u_distance = 1.0;
  1969. path_joined = false;
  1970. path = nullptr;
  1971. }