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.h"
  32. void CSGShape::set_use_collision(bool p_enable) {
  33. if (use_collision == p_enable)
  34. return;
  35. use_collision = p_enable;
  36. if (!is_inside_tree() || !is_root_shape())
  37. return;
  38. if (use_collision) {
  39. root_collision_shape.instance();
  40. root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
  41. PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
  42. PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  43. PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
  44. PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  45. set_collision_layer(collision_layer);
  46. set_collision_mask(collision_mask);
  47. _make_dirty(); //force update
  48. } else {
  49. PhysicsServer::get_singleton()->free(root_collision_instance);
  50. root_collision_instance = RID();
  51. root_collision_shape.unref();
  52. }
  53. _change_notify();
  54. }
  55. bool CSGShape::is_using_collision() const {
  56. return use_collision;
  57. }
  58. void CSGShape::set_collision_layer(uint32_t p_layer) {
  59. collision_layer = p_layer;
  60. if (root_collision_instance.is_valid()) {
  61. PhysicsServer::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
  62. }
  63. }
  64. uint32_t CSGShape::get_collision_layer() const {
  65. return collision_layer;
  66. }
  67. void CSGShape::set_collision_mask(uint32_t p_mask) {
  68. collision_mask = p_mask;
  69. if (root_collision_instance.is_valid()) {
  70. PhysicsServer::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
  71. }
  72. }
  73. uint32_t CSGShape::get_collision_mask() const {
  74. return collision_mask;
  75. }
  76. void CSGShape::set_collision_mask_bit(int p_bit, bool p_value) {
  77. uint32_t mask = get_collision_mask();
  78. if (p_value)
  79. mask |= 1 << p_bit;
  80. else
  81. mask &= ~(1 << p_bit);
  82. set_collision_mask(mask);
  83. }
  84. bool CSGShape::get_collision_mask_bit(int p_bit) const {
  85. return get_collision_mask() & (1 << p_bit);
  86. }
  87. void CSGShape::set_collision_layer_bit(int p_bit, bool p_value) {
  88. uint32_t mask = get_collision_layer();
  89. if (p_value)
  90. mask |= 1 << p_bit;
  91. else
  92. mask &= ~(1 << p_bit);
  93. set_collision_layer(mask);
  94. }
  95. bool CSGShape::get_collision_layer_bit(int p_bit) const {
  96. return get_collision_layer() & (1 << p_bit);
  97. }
  98. bool CSGShape::is_root_shape() const {
  99. return !parent;
  100. }
  101. void CSGShape::set_snap(float p_snap) {
  102. snap = p_snap;
  103. }
  104. float CSGShape::get_snap() const {
  105. return snap;
  106. }
  107. void CSGShape::_make_dirty() {
  108. if (!is_inside_tree())
  109. return;
  110. if (parent) {
  111. parent->_make_dirty();
  112. } else if (!dirty) {
  113. call_deferred("_update_shape");
  114. }
  115. dirty = true;
  116. }
  117. CSGBrush *CSGShape::_get_brush() {
  118. if (dirty) {
  119. if (brush) {
  120. memdelete(brush);
  121. }
  122. brush = NULL;
  123. CSGBrush *n = _build_brush();
  124. for (int i = 0; i < get_child_count(); i++) {
  125. CSGShape *child = Object::cast_to<CSGShape>(get_child(i));
  126. if (!child)
  127. continue;
  128. if (!child->is_visible_in_tree())
  129. continue;
  130. CSGBrush *n2 = child->_get_brush();
  131. if (!n2)
  132. continue;
  133. if (!n) {
  134. n = memnew(CSGBrush);
  135. n->copy_from(*n2, child->get_transform());
  136. } else {
  137. CSGBrush *nn = memnew(CSGBrush);
  138. CSGBrush *nn2 = memnew(CSGBrush);
  139. nn2->copy_from(*n2, child->get_transform());
  140. CSGBrushOperation bop;
  141. switch (child->get_operation()) {
  142. case CSGShape::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
  143. case CSGShape::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break;
  144. case CSGShape::OPERATION_SUBTRACTION: bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap); break;
  145. }
  146. memdelete(n);
  147. memdelete(nn2);
  148. n = nn;
  149. }
  150. }
  151. if (n) {
  152. AABB aabb;
  153. for (int i = 0; i < n->faces.size(); i++) {
  154. for (int j = 0; j < 3; j++) {
  155. if (i == 0 && j == 0)
  156. aabb.position = n->faces[i].vertices[j];
  157. else
  158. aabb.expand_to(n->faces[i].vertices[j]);
  159. }
  160. }
  161. node_aabb = aabb;
  162. } else {
  163. node_aabb = AABB();
  164. }
  165. brush = n;
  166. dirty = false;
  167. }
  168. return brush;
  169. }
  170. int CSGShape::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  171. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  172. return surface.vertices.size() / 3;
  173. }
  174. int CSGShape::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  175. // always 3
  176. return 3;
  177. }
  178. void CSGShape::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
  179. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  180. Vector3 v = surface.verticesw[iFace * 3 + iVert];
  181. fvPosOut[0] = v.x;
  182. fvPosOut[1] = v.y;
  183. fvPosOut[2] = v.z;
  184. }
  185. void CSGShape::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
  186. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  187. Vector3 n = surface.normalsw[iFace * 3 + iVert];
  188. fvNormOut[0] = n.x;
  189. fvNormOut[1] = n.y;
  190. fvNormOut[2] = n.z;
  191. }
  192. void CSGShape::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
  193. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  194. Vector2 t = surface.uvsw[iFace * 3 + iVert];
  195. fvTexcOut[0] = t.x;
  196. fvTexcOut[1] = t.y;
  197. }
  198. void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
  199. const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
  200. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  201. int i = iFace * 3 + iVert;
  202. Vector3 normal = surface.normalsw[i];
  203. Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
  204. Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
  205. float d = bitangent.dot(normal.cross(tangent));
  206. i *= 4;
  207. surface.tansw[i++] = tangent.x;
  208. surface.tansw[i++] = tangent.y;
  209. surface.tansw[i++] = tangent.z;
  210. surface.tansw[i++] = d < 0 ? -1 : 1;
  211. }
  212. void CSGShape::_update_shape() {
  213. if (parent)
  214. return;
  215. set_base(RID());
  216. root_mesh.unref(); //byebye root mesh
  217. CSGBrush *n = _get_brush();
  218. ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
  219. OAHashMap<Vector3, Vector3> vec_map;
  220. Vector<int> face_count;
  221. face_count.resize(n->materials.size() + 1);
  222. for (int i = 0; i < face_count.size(); i++) {
  223. face_count.write[i] = 0;
  224. }
  225. for (int i = 0; i < n->faces.size(); i++) {
  226. int mat = n->faces[i].material;
  227. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  228. int idx = mat == -1 ? face_count.size() - 1 : mat;
  229. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  230. for (int j = 0; j < 3; j++) {
  231. Vector3 v = n->faces[i].vertices[j];
  232. Vector3 add;
  233. if (vec_map.lookup(v, add)) {
  234. add += p.normal;
  235. } else {
  236. add = p.normal;
  237. }
  238. vec_map.set(v, add);
  239. }
  240. face_count.write[idx]++;
  241. }
  242. Vector<ShapeUpdateSurface> surfaces;
  243. surfaces.resize(face_count.size());
  244. //create arrays
  245. for (int i = 0; i < surfaces.size(); i++) {
  246. surfaces.write[i].vertices.resize(face_count[i] * 3);
  247. surfaces.write[i].normals.resize(face_count[i] * 3);
  248. surfaces.write[i].uvs.resize(face_count[i] * 3);
  249. if (calculate_tangents) {
  250. surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
  251. }
  252. surfaces.write[i].last_added = 0;
  253. if (i != surfaces.size() - 1) {
  254. surfaces.write[i].material = n->materials[i];
  255. }
  256. surfaces.write[i].verticesw = surfaces.write[i].vertices.write();
  257. surfaces.write[i].normalsw = surfaces.write[i].normals.write();
  258. surfaces.write[i].uvsw = surfaces.write[i].uvs.write();
  259. if (calculate_tangents) {
  260. surfaces.write[i].tansw = surfaces.write[i].tans.write();
  261. }
  262. }
  263. // Update collision faces.
  264. if (root_collision_shape.is_valid()) {
  265. PoolVector<Vector3> physics_faces;
  266. physics_faces.resize(n->faces.size() * 3);
  267. PoolVector<Vector3>::Write physicsw = physics_faces.write();
  268. for (int i = 0; i < n->faces.size(); i++) {
  269. int order[3] = { 0, 1, 2 };
  270. if (n->faces[i].invert) {
  271. SWAP(order[1], order[2]);
  272. }
  273. physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
  274. physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
  275. physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
  276. }
  277. root_collision_shape->set_faces(physics_faces);
  278. }
  279. //fill arrays
  280. {
  281. for (int i = 0; i < n->faces.size(); i++) {
  282. int order[3] = { 0, 1, 2 };
  283. if (n->faces[i].invert) {
  284. SWAP(order[1], order[2]);
  285. }
  286. int mat = n->faces[i].material;
  287. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  288. int idx = mat == -1 ? face_count.size() - 1 : mat;
  289. int last = surfaces[idx].last_added;
  290. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  291. for (int j = 0; j < 3; j++) {
  292. Vector3 v = n->faces[i].vertices[j];
  293. Vector3 normal = p.normal;
  294. if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
  295. normal.normalize();
  296. }
  297. if (n->faces[i].invert) {
  298. normal = -normal;
  299. }
  300. int k = last + order[j];
  301. surfaces[idx].verticesw[k] = v;
  302. surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
  303. surfaces[idx].normalsw[k] = normal;
  304. if (calculate_tangents) {
  305. // zero out our tangents for now
  306. k *= 4;
  307. surfaces[idx].tansw[k++] = 0.0;
  308. surfaces[idx].tansw[k++] = 0.0;
  309. surfaces[idx].tansw[k++] = 0.0;
  310. surfaces[idx].tansw[k++] = 0.0;
  311. }
  312. }
  313. surfaces.write[idx].last_added += 3;
  314. }
  315. }
  316. root_mesh.instance();
  317. //create surfaces
  318. for (int i = 0; i < surfaces.size(); i++) {
  319. // calculate tangents for this surface
  320. bool have_tangents = calculate_tangents;
  321. if (have_tangents) {
  322. SMikkTSpaceInterface mkif;
  323. mkif.m_getNormal = mikktGetNormal;
  324. mkif.m_getNumFaces = mikktGetNumFaces;
  325. mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
  326. mkif.m_getPosition = mikktGetPosition;
  327. mkif.m_getTexCoord = mikktGetTexCoord;
  328. mkif.m_setTSpace = mikktSetTSpaceDefault;
  329. mkif.m_setTSpaceBasic = NULL;
  330. SMikkTSpaceContext msc;
  331. msc.m_pInterface = &mkif;
  332. msc.m_pUserData = &surfaces.write[i];
  333. have_tangents = genTangSpaceDefault(&msc);
  334. }
  335. // unset write access
  336. surfaces.write[i].verticesw.release();
  337. surfaces.write[i].normalsw.release();
  338. surfaces.write[i].uvsw.release();
  339. surfaces.write[i].tansw.release();
  340. if (surfaces[i].last_added == 0)
  341. continue;
  342. // and convert to surface array
  343. Array array;
  344. array.resize(Mesh::ARRAY_MAX);
  345. array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
  346. array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
  347. array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
  348. if (have_tangents) {
  349. array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
  350. }
  351. int idx = root_mesh->get_surface_count();
  352. root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
  353. root_mesh->surface_set_material(idx, surfaces[i].material);
  354. }
  355. set_base(root_mesh->get_rid());
  356. }
  357. AABB CSGShape::get_aabb() const {
  358. return node_aabb;
  359. }
  360. PoolVector<Vector3> CSGShape::get_brush_faces() {
  361. ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>());
  362. CSGBrush *b = _get_brush();
  363. if (!b) {
  364. return PoolVector<Vector3>();
  365. }
  366. PoolVector<Vector3> faces;
  367. int fc = b->faces.size();
  368. faces.resize(fc * 3);
  369. {
  370. PoolVector<Vector3>::Write w = faces.write();
  371. for (int i = 0; i < fc; i++) {
  372. w[i * 3 + 0] = b->faces[i].vertices[0];
  373. w[i * 3 + 1] = b->faces[i].vertices[1];
  374. w[i * 3 + 2] = b->faces[i].vertices[2];
  375. }
  376. }
  377. return faces;
  378. }
  379. PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const {
  380. return PoolVector<Face3>();
  381. }
  382. void CSGShape::_notification(int p_what) {
  383. if (p_what == NOTIFICATION_ENTER_TREE) {
  384. Node *parentn = get_parent();
  385. if (parentn) {
  386. parent = Object::cast_to<CSGShape>(parentn);
  387. if (parent) {
  388. set_base(RID());
  389. root_mesh.unref();
  390. }
  391. }
  392. if (use_collision && is_root_shape()) {
  393. root_collision_shape.instance();
  394. root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
  395. PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
  396. PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  397. PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
  398. PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  399. set_collision_layer(collision_layer);
  400. set_collision_mask(collision_mask);
  401. }
  402. _make_dirty();
  403. }
  404. if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
  405. if (parent) {
  406. parent->_make_dirty();
  407. }
  408. }
  409. if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
  410. if (parent) {
  411. parent->_make_dirty();
  412. }
  413. }
  414. if (p_what == NOTIFICATION_EXIT_TREE) {
  415. if (parent)
  416. parent->_make_dirty();
  417. parent = NULL;
  418. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  419. PhysicsServer::get_singleton()->free(root_collision_instance);
  420. root_collision_instance = RID();
  421. root_collision_shape.unref();
  422. }
  423. _make_dirty();
  424. }
  425. }
  426. void CSGShape::set_operation(Operation p_operation) {
  427. operation = p_operation;
  428. _make_dirty();
  429. update_gizmo();
  430. }
  431. CSGShape::Operation CSGShape::get_operation() const {
  432. return operation;
  433. }
  434. void CSGShape::set_calculate_tangents(bool p_calculate_tangents) {
  435. calculate_tangents = p_calculate_tangents;
  436. _make_dirty();
  437. }
  438. bool CSGShape::is_calculating_tangents() const {
  439. return calculate_tangents;
  440. }
  441. void CSGShape::_validate_property(PropertyInfo &property) const {
  442. bool is_collision_prefixed = property.name.begins_with("collision_");
  443. if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  444. //hide collision if not root
  445. property.usage = PROPERTY_USAGE_NOEDITOR;
  446. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  447. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  448. }
  449. }
  450. Array CSGShape::get_meshes() const {
  451. if (root_mesh.is_valid()) {
  452. Array arr;
  453. arr.resize(2);
  454. arr[0] = Transform();
  455. arr[1] = root_mesh;
  456. return arr;
  457. }
  458. return Array();
  459. }
  460. void CSGShape::_bind_methods() {
  461. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape::_update_shape);
  462. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape::is_root_shape);
  463. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape::set_operation);
  464. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape::get_operation);
  465. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape::set_snap);
  466. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape::get_snap);
  467. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape::set_use_collision);
  468. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape::is_using_collision);
  469. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape::set_collision_layer);
  470. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape::get_collision_layer);
  471. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape::set_collision_mask);
  472. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape::get_collision_mask);
  473. ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape::set_collision_mask_bit);
  474. ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape::get_collision_mask_bit);
  475. ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape::set_collision_layer_bit);
  476. ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape::get_collision_layer_bit);
  477. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape::set_calculate_tangents);
  478. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape::is_calculating_tangents);
  479. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape::get_meshes);
  480. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  481. ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
  482. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  483. ADD_GROUP("Collision", "collision_");
  484. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  485. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  486. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  487. BIND_ENUM_CONSTANT(OPERATION_UNION);
  488. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  489. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  490. }
  491. CSGShape::CSGShape() {
  492. operation = OPERATION_UNION;
  493. parent = NULL;
  494. brush = NULL;
  495. dirty = false;
  496. snap = 0.001;
  497. use_collision = false;
  498. collision_layer = 1;
  499. collision_mask = 1;
  500. calculate_tangents = true;
  501. set_notify_local_transform(true);
  502. }
  503. CSGShape::~CSGShape() {
  504. if (brush) {
  505. memdelete(brush);
  506. brush = NULL;
  507. }
  508. }
  509. //////////////////////////////////
  510. CSGBrush *CSGCombiner::_build_brush() {
  511. return memnew(CSGBrush); //does not build anything
  512. }
  513. CSGCombiner::CSGCombiner() {
  514. }
  515. /////////////////////
  516. CSGBrush *CSGPrimitive::_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials) {
  517. CSGBrush *brush = memnew(CSGBrush);
  518. PoolVector<bool> invert;
  519. invert.resize(p_vertices.size() / 3);
  520. {
  521. int ic = invert.size();
  522. PoolVector<bool>::Write w = invert.write();
  523. for (int i = 0; i < ic; i++) {
  524. w[i] = invert_faces;
  525. }
  526. }
  527. brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  528. return brush;
  529. }
  530. void CSGPrimitive::_bind_methods() {
  531. ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive::set_invert_faces);
  532. ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive::is_inverting_faces);
  533. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
  534. }
  535. void CSGPrimitive::set_invert_faces(bool p_invert) {
  536. if (invert_faces == p_invert)
  537. return;
  538. invert_faces = p_invert;
  539. _make_dirty();
  540. }
  541. bool CSGPrimitive::is_inverting_faces() {
  542. return invert_faces;
  543. }
  544. CSGPrimitive::CSGPrimitive() {
  545. invert_faces = false;
  546. }
  547. /////////////////////
  548. CSGBrush *CSGMesh::_build_brush() {
  549. if (!mesh.is_valid())
  550. return NULL;
  551. PoolVector<Vector3> vertices;
  552. PoolVector<bool> smooth;
  553. PoolVector<Ref<Material> > materials;
  554. PoolVector<Vector2> uvs;
  555. Ref<Material> material = get_material();
  556. for (int i = 0; i < mesh->get_surface_count(); i++) {
  557. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  558. continue;
  559. }
  560. Array arrays = mesh->surface_get_arrays(i);
  561. if (arrays.size() == 0) {
  562. _make_dirty();
  563. ERR_FAIL_COND_V(arrays.size() == 0, NULL);
  564. }
  565. PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  566. if (avertices.size() == 0)
  567. continue;
  568. PoolVector<Vector3>::Read vr = avertices.read();
  569. PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  570. PoolVector<Vector3>::Read nr;
  571. bool nr_used = false;
  572. if (anormals.size()) {
  573. nr = anormals.read();
  574. nr_used = true;
  575. }
  576. PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  577. PoolVector<Vector2>::Read uvr;
  578. bool uvr_used = false;
  579. if (auvs.size()) {
  580. uvr = auvs.read();
  581. uvr_used = true;
  582. }
  583. Ref<Material> mat;
  584. if (material.is_valid()) {
  585. mat = material;
  586. } else {
  587. mat = mesh->surface_get_material(i);
  588. }
  589. PoolVector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  590. if (aindices.size()) {
  591. int as = vertices.size();
  592. int is = aindices.size();
  593. vertices.resize(as + is);
  594. smooth.resize((as + is) / 3);
  595. materials.resize((as + is) / 3);
  596. uvs.resize(as + is);
  597. PoolVector<Vector3>::Write vw = vertices.write();
  598. PoolVector<bool>::Write sw = smooth.write();
  599. PoolVector<Vector2>::Write uvw = uvs.write();
  600. PoolVector<Ref<Material> >::Write mw = materials.write();
  601. PoolVector<int>::Read ir = aindices.read();
  602. for (int j = 0; j < is; j += 3) {
  603. Vector3 vertex[3];
  604. Vector3 normal[3];
  605. Vector2 uv[3];
  606. for (int k = 0; k < 3; k++) {
  607. int idx = ir[j + k];
  608. vertex[k] = vr[idx];
  609. if (nr_used) {
  610. normal[k] = nr[idx];
  611. }
  612. if (uvr_used) {
  613. uv[k] = uvr[idx];
  614. }
  615. }
  616. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  617. vw[as + j + 0] = vertex[0];
  618. vw[as + j + 1] = vertex[1];
  619. vw[as + j + 2] = vertex[2];
  620. uvw[as + j + 0] = uv[0];
  621. uvw[as + j + 1] = uv[1];
  622. uvw[as + j + 2] = uv[2];
  623. sw[(as + j) / 3] = !flat;
  624. mw[(as + j) / 3] = mat;
  625. }
  626. } else {
  627. int as = vertices.size();
  628. int is = avertices.size();
  629. vertices.resize(as + is);
  630. smooth.resize((as + is) / 3);
  631. uvs.resize(as + is);
  632. materials.resize((as + is) / 3);
  633. PoolVector<Vector3>::Write vw = vertices.write();
  634. PoolVector<bool>::Write sw = smooth.write();
  635. PoolVector<Vector2>::Write uvw = uvs.write();
  636. PoolVector<Ref<Material> >::Write mw = materials.write();
  637. for (int j = 0; j < is; j += 3) {
  638. Vector3 vertex[3];
  639. Vector3 normal[3];
  640. Vector2 uv[3];
  641. for (int k = 0; k < 3; k++) {
  642. vertex[k] = vr[j + k];
  643. if (nr_used) {
  644. normal[k] = nr[j + k];
  645. }
  646. if (uvr_used) {
  647. uv[k] = uvr[j + k];
  648. }
  649. }
  650. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  651. vw[as + j + 0] = vertex[0];
  652. vw[as + j + 1] = vertex[1];
  653. vw[as + j + 2] = vertex[2];
  654. uvw[as + j + 0] = uv[0];
  655. uvw[as + j + 1] = uv[1];
  656. uvw[as + j + 2] = uv[2];
  657. sw[(as + j) / 3] = !flat;
  658. mw[(as + j) / 3] = mat;
  659. }
  660. }
  661. }
  662. if (vertices.size() == 0)
  663. return NULL;
  664. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  665. }
  666. void CSGMesh::_mesh_changed() {
  667. _make_dirty();
  668. update_gizmo();
  669. }
  670. void CSGMesh::set_material(const Ref<Material> &p_material) {
  671. if (material == p_material)
  672. return;
  673. material = p_material;
  674. _make_dirty();
  675. }
  676. Ref<Material> CSGMesh::get_material() const {
  677. return material;
  678. }
  679. void CSGMesh::_bind_methods() {
  680. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh::set_mesh);
  681. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh::get_mesh);
  682. ClassDB::bind_method(D_METHOD("_mesh_changed"), &CSGMesh::_mesh_changed);
  683. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh::set_material);
  684. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh::get_material);
  685. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  686. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  687. }
  688. void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
  689. if (mesh == p_mesh)
  690. return;
  691. if (mesh.is_valid()) {
  692. mesh->disconnect("changed", this, "_mesh_changed");
  693. }
  694. mesh = p_mesh;
  695. if (mesh.is_valid()) {
  696. mesh->connect("changed", this, "_mesh_changed");
  697. }
  698. _make_dirty();
  699. }
  700. Ref<Mesh> CSGMesh::get_mesh() {
  701. return mesh;
  702. }
  703. ////////////////////////////////
  704. CSGBrush *CSGSphere::_build_brush() {
  705. // set our bounding box
  706. CSGBrush *brush = memnew(CSGBrush);
  707. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  708. bool invert_val = is_inverting_faces();
  709. Ref<Material> material = get_material();
  710. PoolVector<Vector3> faces;
  711. PoolVector<Vector2> uvs;
  712. PoolVector<bool> smooth;
  713. PoolVector<Ref<Material> > materials;
  714. PoolVector<bool> invert;
  715. faces.resize(face_count * 3);
  716. uvs.resize(face_count * 3);
  717. smooth.resize(face_count);
  718. materials.resize(face_count);
  719. invert.resize(face_count);
  720. {
  721. PoolVector<Vector3>::Write facesw = faces.write();
  722. PoolVector<Vector2>::Write uvsw = uvs.write();
  723. PoolVector<bool>::Write smoothw = smooth.write();
  724. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  725. PoolVector<bool>::Write invertw = invert.write();
  726. int face = 0;
  727. for (int i = 1; i <= rings; i++) {
  728. double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
  729. double z0 = Math::sin(lat0);
  730. double zr0 = Math::cos(lat0);
  731. double u0 = double(i - 1) / rings;
  732. double lat1 = Math_PI * (-0.5 + (double)i / rings);
  733. double z1 = Math::sin(lat1);
  734. double zr1 = Math::cos(lat1);
  735. double u1 = double(i) / rings;
  736. for (int j = radial_segments; j >= 1; j--) {
  737. double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
  738. double x0 = Math::cos(lng0);
  739. double y0 = Math::sin(lng0);
  740. double v0 = double(i - 1) / radial_segments;
  741. double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
  742. double x1 = Math::cos(lng1);
  743. double y1 = Math::sin(lng1);
  744. double v1 = double(i) / radial_segments;
  745. Vector3 v[4] = {
  746. Vector3(x1 * zr0, z0, y1 * zr0) * radius,
  747. Vector3(x1 * zr1, z1, y1 * zr1) * radius,
  748. Vector3(x0 * zr1, z1, y0 * zr1) * radius,
  749. Vector3(x0 * zr0, z0, y0 * zr0) * radius
  750. };
  751. Vector2 u[4] = {
  752. Vector2(v1, u0),
  753. Vector2(v1, u1),
  754. Vector2(v0, u1),
  755. Vector2(v0, u0),
  756. };
  757. if (i < rings) {
  758. //face 1
  759. facesw[face * 3 + 0] = v[0];
  760. facesw[face * 3 + 1] = v[1];
  761. facesw[face * 3 + 2] = v[2];
  762. uvsw[face * 3 + 0] = u[0];
  763. uvsw[face * 3 + 1] = u[1];
  764. uvsw[face * 3 + 2] = u[2];
  765. smoothw[face] = smooth_faces;
  766. invertw[face] = invert_val;
  767. materialsw[face] = material;
  768. face++;
  769. }
  770. if (i > 1) {
  771. //face 2
  772. facesw[face * 3 + 0] = v[2];
  773. facesw[face * 3 + 1] = v[3];
  774. facesw[face * 3 + 2] = v[0];
  775. uvsw[face * 3 + 0] = u[2];
  776. uvsw[face * 3 + 1] = u[3];
  777. uvsw[face * 3 + 2] = u[0];
  778. smoothw[face] = smooth_faces;
  779. invertw[face] = invert_val;
  780. materialsw[face] = material;
  781. face++;
  782. }
  783. }
  784. }
  785. if (face != face_count) {
  786. ERR_PRINT("Face mismatch bug! fix code");
  787. }
  788. }
  789. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  790. return brush;
  791. }
  792. void CSGSphere::_bind_methods() {
  793. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere::set_radius);
  794. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere::get_radius);
  795. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere::set_radial_segments);
  796. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere::get_radial_segments);
  797. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere::set_rings);
  798. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere::get_rings);
  799. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere::set_smooth_faces);
  800. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere::get_smooth_faces);
  801. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material);
  802. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material);
  803. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
  804. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  805. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  806. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  807. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  808. }
  809. void CSGSphere::set_radius(const float p_radius) {
  810. ERR_FAIL_COND(p_radius <= 0);
  811. radius = p_radius;
  812. _make_dirty();
  813. update_gizmo();
  814. _change_notify("radius");
  815. }
  816. float CSGSphere::get_radius() const {
  817. return radius;
  818. }
  819. void CSGSphere::set_radial_segments(const int p_radial_segments) {
  820. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  821. _make_dirty();
  822. update_gizmo();
  823. }
  824. int CSGSphere::get_radial_segments() const {
  825. return radial_segments;
  826. }
  827. void CSGSphere::set_rings(const int p_rings) {
  828. rings = p_rings > 1 ? p_rings : 1;
  829. _make_dirty();
  830. update_gizmo();
  831. }
  832. int CSGSphere::get_rings() const {
  833. return rings;
  834. }
  835. void CSGSphere::set_smooth_faces(const bool p_smooth_faces) {
  836. smooth_faces = p_smooth_faces;
  837. _make_dirty();
  838. }
  839. bool CSGSphere::get_smooth_faces() const {
  840. return smooth_faces;
  841. }
  842. void CSGSphere::set_material(const Ref<Material> &p_material) {
  843. material = p_material;
  844. _make_dirty();
  845. }
  846. Ref<Material> CSGSphere::get_material() const {
  847. return material;
  848. }
  849. CSGSphere::CSGSphere() {
  850. // defaults
  851. radius = 1.0;
  852. radial_segments = 12;
  853. rings = 6;
  854. smooth_faces = true;
  855. }
  856. ///////////////
  857. CSGBrush *CSGBox::_build_brush() {
  858. // set our bounding box
  859. CSGBrush *brush = memnew(CSGBrush);
  860. int face_count = 12; //it's a cube..
  861. bool invert_val = is_inverting_faces();
  862. Ref<Material> material = get_material();
  863. PoolVector<Vector3> faces;
  864. PoolVector<Vector2> uvs;
  865. PoolVector<bool> smooth;
  866. PoolVector<Ref<Material> > materials;
  867. PoolVector<bool> invert;
  868. faces.resize(face_count * 3);
  869. uvs.resize(face_count * 3);
  870. smooth.resize(face_count);
  871. materials.resize(face_count);
  872. invert.resize(face_count);
  873. {
  874. PoolVector<Vector3>::Write facesw = faces.write();
  875. PoolVector<Vector2>::Write uvsw = uvs.write();
  876. PoolVector<bool>::Write smoothw = smooth.write();
  877. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  878. PoolVector<bool>::Write invertw = invert.write();
  879. int face = 0;
  880. Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
  881. {
  882. for (int i = 0; i < 6; i++) {
  883. Vector3 face_points[4];
  884. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  885. for (int j = 0; j < 4; j++) {
  886. float v[3];
  887. v[0] = 1.0;
  888. v[1] = 1 - 2 * ((j >> 1) & 1);
  889. v[2] = v[1] * (1 - 2 * (j & 1));
  890. for (int k = 0; k < 3; k++) {
  891. if (i < 3)
  892. face_points[j][(i + k) % 3] = v[k];
  893. else
  894. face_points[3 - j][(i + k) % 3] = -v[k];
  895. }
  896. }
  897. Vector2 u[4];
  898. for (int j = 0; j < 4; j++) {
  899. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  900. }
  901. //face 1
  902. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  903. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  904. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  905. uvsw[face * 3 + 0] = u[0];
  906. uvsw[face * 3 + 1] = u[1];
  907. uvsw[face * 3 + 2] = u[2];
  908. smoothw[face] = false;
  909. invertw[face] = invert_val;
  910. materialsw[face] = material;
  911. face++;
  912. //face 1
  913. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  914. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  915. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  916. uvsw[face * 3 + 0] = u[2];
  917. uvsw[face * 3 + 1] = u[3];
  918. uvsw[face * 3 + 2] = u[0];
  919. smoothw[face] = false;
  920. invertw[face] = invert_val;
  921. materialsw[face] = material;
  922. face++;
  923. }
  924. }
  925. if (face != face_count) {
  926. ERR_PRINT("Face mismatch bug! fix code");
  927. }
  928. }
  929. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  930. return brush;
  931. }
  932. void CSGBox::_bind_methods() {
  933. ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox::set_width);
  934. ClassDB::bind_method(D_METHOD("get_width"), &CSGBox::get_width);
  935. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox::set_height);
  936. ClassDB::bind_method(D_METHOD("get_height"), &CSGBox::get_height);
  937. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox::set_depth);
  938. ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox::get_depth);
  939. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox::set_material);
  940. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox::get_material);
  941. ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
  942. ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  943. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  944. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  945. }
  946. void CSGBox::set_width(const float p_width) {
  947. width = p_width;
  948. _make_dirty();
  949. update_gizmo();
  950. _change_notify("width");
  951. }
  952. float CSGBox::get_width() const {
  953. return width;
  954. }
  955. void CSGBox::set_height(const float p_height) {
  956. height = p_height;
  957. _make_dirty();
  958. update_gizmo();
  959. _change_notify("height");
  960. }
  961. float CSGBox::get_height() const {
  962. return height;
  963. }
  964. void CSGBox::set_depth(const float p_depth) {
  965. depth = p_depth;
  966. _make_dirty();
  967. update_gizmo();
  968. _change_notify("depth");
  969. }
  970. float CSGBox::get_depth() const {
  971. return depth;
  972. }
  973. void CSGBox::set_material(const Ref<Material> &p_material) {
  974. material = p_material;
  975. _make_dirty();
  976. update_gizmo();
  977. }
  978. Ref<Material> CSGBox::get_material() const {
  979. return material;
  980. }
  981. CSGBox::CSGBox() {
  982. // defaults
  983. width = 2.0;
  984. height = 2.0;
  985. depth = 2.0;
  986. }
  987. ///////////////
  988. CSGBrush *CSGCylinder::_build_brush() {
  989. // set our bounding box
  990. CSGBrush *brush = memnew(CSGBrush);
  991. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  992. bool invert_val = is_inverting_faces();
  993. Ref<Material> material = get_material();
  994. PoolVector<Vector3> faces;
  995. PoolVector<Vector2> uvs;
  996. PoolVector<bool> smooth;
  997. PoolVector<Ref<Material> > materials;
  998. PoolVector<bool> invert;
  999. faces.resize(face_count * 3);
  1000. uvs.resize(face_count * 3);
  1001. smooth.resize(face_count);
  1002. materials.resize(face_count);
  1003. invert.resize(face_count);
  1004. {
  1005. PoolVector<Vector3>::Write facesw = faces.write();
  1006. PoolVector<Vector2>::Write uvsw = uvs.write();
  1007. PoolVector<bool>::Write smoothw = smooth.write();
  1008. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  1009. PoolVector<bool>::Write invertw = invert.write();
  1010. int face = 0;
  1011. Vector3 vertex_mul(radius, height * 0.5, radius);
  1012. {
  1013. for (int i = 0; i < sides; i++) {
  1014. float inc = float(i) / sides;
  1015. float inc_n = float((i + 1)) / sides;
  1016. float ang = inc * Math_PI * 2.0;
  1017. float ang_n = inc_n * Math_PI * 2.0;
  1018. Vector3 base(Math::cos(ang), 0, Math::sin(ang));
  1019. Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1020. Vector3 face_points[4] = {
  1021. base + Vector3(0, -1, 0),
  1022. base_n + Vector3(0, -1, 0),
  1023. base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1024. base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1025. };
  1026. Vector2 u[4] = {
  1027. Vector2(inc, 0),
  1028. Vector2(inc_n, 0),
  1029. Vector2(inc_n, 1),
  1030. Vector2(inc, 1),
  1031. };
  1032. //side face 1
  1033. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1034. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1035. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1036. uvsw[face * 3 + 0] = u[0];
  1037. uvsw[face * 3 + 1] = u[1];
  1038. uvsw[face * 3 + 2] = u[2];
  1039. smoothw[face] = smooth_faces;
  1040. invertw[face] = invert_val;
  1041. materialsw[face] = material;
  1042. face++;
  1043. if (!cone) {
  1044. //side face 2
  1045. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1046. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1047. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1048. uvsw[face * 3 + 0] = u[2];
  1049. uvsw[face * 3 + 1] = u[3];
  1050. uvsw[face * 3 + 2] = u[0];
  1051. smoothw[face] = smooth_faces;
  1052. invertw[face] = invert_val;
  1053. materialsw[face] = material;
  1054. face++;
  1055. }
  1056. //bottom face 1
  1057. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1058. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1059. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1060. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1061. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1062. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1063. smoothw[face] = false;
  1064. invertw[face] = invert_val;
  1065. materialsw[face] = material;
  1066. face++;
  1067. if (!cone) {
  1068. //top face 1
  1069. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1070. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1071. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1072. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1073. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1074. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1075. smoothw[face] = false;
  1076. invertw[face] = invert_val;
  1077. materialsw[face] = material;
  1078. face++;
  1079. }
  1080. }
  1081. }
  1082. if (face != face_count) {
  1083. ERR_PRINT("Face mismatch bug! fix code");
  1084. }
  1085. }
  1086. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1087. return brush;
  1088. }
  1089. void CSGCylinder::_bind_methods() {
  1090. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder::set_radius);
  1091. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder::get_radius);
  1092. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder::set_height);
  1093. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder::get_height);
  1094. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder::set_sides);
  1095. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder::get_sides);
  1096. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder::set_cone);
  1097. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder::is_cone);
  1098. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder::set_material);
  1099. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder::get_material);
  1100. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder::set_smooth_faces);
  1101. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder::get_smooth_faces);
  1102. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
  1103. ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  1104. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1105. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1106. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1107. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1108. }
  1109. void CSGCylinder::set_radius(const float p_radius) {
  1110. radius = p_radius;
  1111. _make_dirty();
  1112. update_gizmo();
  1113. _change_notify("radius");
  1114. }
  1115. float CSGCylinder::get_radius() const {
  1116. return radius;
  1117. }
  1118. void CSGCylinder::set_height(const float p_height) {
  1119. height = p_height;
  1120. _make_dirty();
  1121. update_gizmo();
  1122. _change_notify("height");
  1123. }
  1124. float CSGCylinder::get_height() const {
  1125. return height;
  1126. }
  1127. void CSGCylinder::set_sides(const int p_sides) {
  1128. ERR_FAIL_COND(p_sides < 3);
  1129. sides = p_sides;
  1130. _make_dirty();
  1131. update_gizmo();
  1132. }
  1133. int CSGCylinder::get_sides() const {
  1134. return sides;
  1135. }
  1136. void CSGCylinder::set_cone(const bool p_cone) {
  1137. cone = p_cone;
  1138. _make_dirty();
  1139. update_gizmo();
  1140. }
  1141. bool CSGCylinder::is_cone() const {
  1142. return cone;
  1143. }
  1144. void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) {
  1145. smooth_faces = p_smooth_faces;
  1146. _make_dirty();
  1147. }
  1148. bool CSGCylinder::get_smooth_faces() const {
  1149. return smooth_faces;
  1150. }
  1151. void CSGCylinder::set_material(const Ref<Material> &p_material) {
  1152. material = p_material;
  1153. _make_dirty();
  1154. }
  1155. Ref<Material> CSGCylinder::get_material() const {
  1156. return material;
  1157. }
  1158. CSGCylinder::CSGCylinder() {
  1159. // defaults
  1160. radius = 1.0;
  1161. height = 1.0;
  1162. sides = 8;
  1163. cone = false;
  1164. smooth_faces = true;
  1165. }
  1166. ///////////////
  1167. CSGBrush *CSGTorus::_build_brush() {
  1168. // set our bounding box
  1169. float min_radius = inner_radius;
  1170. float max_radius = outer_radius;
  1171. if (min_radius == max_radius)
  1172. return NULL; //sorry, can't
  1173. if (min_radius > max_radius) {
  1174. SWAP(min_radius, max_radius);
  1175. }
  1176. float radius = (max_radius - min_radius) * 0.5;
  1177. CSGBrush *brush = memnew(CSGBrush);
  1178. int face_count = ring_sides * sides * 2;
  1179. bool invert_val = is_inverting_faces();
  1180. Ref<Material> material = get_material();
  1181. PoolVector<Vector3> faces;
  1182. PoolVector<Vector2> uvs;
  1183. PoolVector<bool> smooth;
  1184. PoolVector<Ref<Material> > materials;
  1185. PoolVector<bool> invert;
  1186. faces.resize(face_count * 3);
  1187. uvs.resize(face_count * 3);
  1188. smooth.resize(face_count);
  1189. materials.resize(face_count);
  1190. invert.resize(face_count);
  1191. {
  1192. PoolVector<Vector3>::Write facesw = faces.write();
  1193. PoolVector<Vector2>::Write uvsw = uvs.write();
  1194. PoolVector<bool>::Write smoothw = smooth.write();
  1195. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  1196. PoolVector<bool>::Write invertw = invert.write();
  1197. int face = 0;
  1198. {
  1199. for (int i = 0; i < sides; i++) {
  1200. float inci = float(i) / sides;
  1201. float inci_n = float((i + 1)) / sides;
  1202. float angi = inci * Math_PI * 2.0;
  1203. float angi_n = inci_n * Math_PI * 2.0;
  1204. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1205. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1206. for (int j = 0; j < ring_sides; j++) {
  1207. float incj = float(j) / ring_sides;
  1208. float incj_n = float((j + 1)) / ring_sides;
  1209. float angj = incj * Math_PI * 2.0;
  1210. float angj_n = incj_n * Math_PI * 2.0;
  1211. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1212. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1213. Vector3 face_points[4] = {
  1214. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1215. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1216. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1217. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1218. };
  1219. Vector2 u[4] = {
  1220. Vector2(inci, incj),
  1221. Vector2(inci, incj_n),
  1222. Vector2(inci_n, incj_n),
  1223. Vector2(inci_n, incj),
  1224. };
  1225. // face 1
  1226. facesw[face * 3 + 0] = face_points[0];
  1227. facesw[face * 3 + 1] = face_points[2];
  1228. facesw[face * 3 + 2] = face_points[1];
  1229. uvsw[face * 3 + 0] = u[0];
  1230. uvsw[face * 3 + 1] = u[2];
  1231. uvsw[face * 3 + 2] = u[1];
  1232. smoothw[face] = smooth_faces;
  1233. invertw[face] = invert_val;
  1234. materialsw[face] = material;
  1235. face++;
  1236. //face 2
  1237. facesw[face * 3 + 0] = face_points[3];
  1238. facesw[face * 3 + 1] = face_points[2];
  1239. facesw[face * 3 + 2] = face_points[0];
  1240. uvsw[face * 3 + 0] = u[3];
  1241. uvsw[face * 3 + 1] = u[2];
  1242. uvsw[face * 3 + 2] = u[0];
  1243. smoothw[face] = smooth_faces;
  1244. invertw[face] = invert_val;
  1245. materialsw[face] = material;
  1246. face++;
  1247. }
  1248. }
  1249. }
  1250. if (face != face_count) {
  1251. ERR_PRINT("Face mismatch bug! fix code");
  1252. }
  1253. }
  1254. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1255. return brush;
  1256. }
  1257. void CSGTorus::_bind_methods() {
  1258. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus::set_inner_radius);
  1259. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus::get_inner_radius);
  1260. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus::set_outer_radius);
  1261. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus::get_outer_radius);
  1262. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus::set_sides);
  1263. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus::get_sides);
  1264. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus::set_ring_sides);
  1265. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus::get_ring_sides);
  1266. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus::set_material);
  1267. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus::get_material);
  1268. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus::set_smooth_faces);
  1269. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus::get_smooth_faces);
  1270. ADD_PROPERTY(PropertyInfo(Variant::REAL, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
  1271. ADD_PROPERTY(PropertyInfo(Variant::REAL, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_outer_radius", "get_outer_radius");
  1272. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1273. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1274. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1275. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1276. }
  1277. void CSGTorus::set_inner_radius(const float p_inner_radius) {
  1278. inner_radius = p_inner_radius;
  1279. _make_dirty();
  1280. update_gizmo();
  1281. _change_notify("inner_radius");
  1282. }
  1283. float CSGTorus::get_inner_radius() const {
  1284. return inner_radius;
  1285. }
  1286. void CSGTorus::set_outer_radius(const float p_outer_radius) {
  1287. outer_radius = p_outer_radius;
  1288. _make_dirty();
  1289. update_gizmo();
  1290. _change_notify("outer_radius");
  1291. }
  1292. float CSGTorus::get_outer_radius() const {
  1293. return outer_radius;
  1294. }
  1295. void CSGTorus::set_sides(const int p_sides) {
  1296. ERR_FAIL_COND(p_sides < 3);
  1297. sides = p_sides;
  1298. _make_dirty();
  1299. update_gizmo();
  1300. }
  1301. int CSGTorus::get_sides() const {
  1302. return sides;
  1303. }
  1304. void CSGTorus::set_ring_sides(const int p_ring_sides) {
  1305. ERR_FAIL_COND(p_ring_sides < 3);
  1306. ring_sides = p_ring_sides;
  1307. _make_dirty();
  1308. update_gizmo();
  1309. }
  1310. int CSGTorus::get_ring_sides() const {
  1311. return ring_sides;
  1312. }
  1313. void CSGTorus::set_smooth_faces(const bool p_smooth_faces) {
  1314. smooth_faces = p_smooth_faces;
  1315. _make_dirty();
  1316. }
  1317. bool CSGTorus::get_smooth_faces() const {
  1318. return smooth_faces;
  1319. }
  1320. void CSGTorus::set_material(const Ref<Material> &p_material) {
  1321. material = p_material;
  1322. _make_dirty();
  1323. }
  1324. Ref<Material> CSGTorus::get_material() const {
  1325. return material;
  1326. }
  1327. CSGTorus::CSGTorus() {
  1328. // defaults
  1329. inner_radius = 2.0;
  1330. outer_radius = 3.0;
  1331. sides = 8;
  1332. ring_sides = 6;
  1333. smooth_faces = true;
  1334. }
  1335. ///////////////
  1336. CSGBrush *CSGPolygon::_build_brush() {
  1337. // set our bounding box
  1338. if (polygon.size() < 3)
  1339. return NULL;
  1340. Vector<Point2> final_polygon = polygon;
  1341. if (Triangulate::get_area(final_polygon) > 0) {
  1342. final_polygon.invert();
  1343. }
  1344. Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
  1345. if (triangles.size() < 3)
  1346. return NULL;
  1347. Path *path = NULL;
  1348. Ref<Curve3D> curve;
  1349. // get bounds for our polygon
  1350. Vector2 final_polygon_min;
  1351. Vector2 final_polygon_max;
  1352. for (int i = 0; i < final_polygon.size(); i++) {
  1353. Vector2 p = final_polygon[i];
  1354. if (i == 0) {
  1355. final_polygon_min = p;
  1356. final_polygon_max = final_polygon_min;
  1357. } else {
  1358. if (p.x < final_polygon_min.x) final_polygon_min.x = p.x;
  1359. if (p.y < final_polygon_min.y) final_polygon_min.y = p.y;
  1360. if (p.x > final_polygon_max.x) final_polygon_max.x = p.x;
  1361. if (p.y > final_polygon_max.y) final_polygon_max.y = p.y;
  1362. }
  1363. }
  1364. Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
  1365. if (mode == MODE_PATH) {
  1366. if (!has_node(path_node))
  1367. return NULL;
  1368. Node *n = get_node(path_node);
  1369. if (!n)
  1370. return NULL;
  1371. path = Object::cast_to<Path>(n);
  1372. if (!path)
  1373. return NULL;
  1374. if (path != path_cache) {
  1375. if (path_cache) {
  1376. path_cache->disconnect("tree_exited", this, "_path_exited");
  1377. path_cache->disconnect("curve_changed", this, "_path_changed");
  1378. path_cache = NULL;
  1379. }
  1380. path_cache = path;
  1381. path_cache->connect("tree_exited", this, "_path_exited");
  1382. path_cache->connect("curve_changed", this, "_path_changed");
  1383. path_cache = NULL;
  1384. }
  1385. curve = path->get_curve();
  1386. if (curve.is_null())
  1387. return NULL;
  1388. if (curve->get_baked_length() <= 0)
  1389. return NULL;
  1390. }
  1391. CSGBrush *brush = memnew(CSGBrush);
  1392. int face_count = 0;
  1393. switch (mode) {
  1394. case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break;
  1395. case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break;
  1396. case MODE_PATH: {
  1397. float bl = curve->get_baked_length();
  1398. int splits = MAX(2, Math::ceil(bl / path_interval));
  1399. if (path_joined) {
  1400. face_count = splits * final_polygon.size() * 2;
  1401. } else {
  1402. face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
  1403. }
  1404. } break;
  1405. }
  1406. bool invert_val = is_inverting_faces();
  1407. Ref<Material> material = get_material();
  1408. PoolVector<Vector3> faces;
  1409. PoolVector<Vector2> uvs;
  1410. PoolVector<bool> smooth;
  1411. PoolVector<Ref<Material> > materials;
  1412. PoolVector<bool> invert;
  1413. faces.resize(face_count * 3);
  1414. uvs.resize(face_count * 3);
  1415. smooth.resize(face_count);
  1416. materials.resize(face_count);
  1417. invert.resize(face_count);
  1418. AABB aabb; //must be computed
  1419. {
  1420. PoolVector<Vector3>::Write facesw = faces.write();
  1421. PoolVector<Vector2>::Write uvsw = uvs.write();
  1422. PoolVector<bool>::Write smoothw = smooth.write();
  1423. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  1424. PoolVector<bool>::Write invertw = invert.write();
  1425. int face = 0;
  1426. switch (mode) {
  1427. case MODE_DEPTH: {
  1428. //add triangles, front and back
  1429. for (int i = 0; i < 2; i++) {
  1430. for (int j = 0; j < triangles.size(); j += 3) {
  1431. for (int k = 0; k < 3; k++) {
  1432. int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
  1433. Vector2 p = final_polygon[triangles[j + src[k]]];
  1434. Vector3 v = Vector3(p.x, p.y, 0);
  1435. if (i == 0) {
  1436. v.z -= depth;
  1437. }
  1438. facesw[face * 3 + k] = v;
  1439. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1440. if (i == 0) {
  1441. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1442. }
  1443. }
  1444. smoothw[face] = false;
  1445. materialsw[face] = material;
  1446. invertw[face] = invert_val;
  1447. face++;
  1448. }
  1449. }
  1450. //add triangles for depth
  1451. for (int i = 0; i < final_polygon.size(); i++) {
  1452. int i_n = (i + 1) % final_polygon.size();
  1453. Vector3 v[4] = {
  1454. Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
  1455. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
  1456. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
  1457. Vector3(final_polygon[i].x, final_polygon[i].y, 0),
  1458. };
  1459. Vector2 u[4] = {
  1460. Vector2(0, 0),
  1461. Vector2(0, 1),
  1462. Vector2(1, 1),
  1463. Vector2(1, 0)
  1464. };
  1465. // face 1
  1466. facesw[face * 3 + 0] = v[0];
  1467. facesw[face * 3 + 1] = v[1];
  1468. facesw[face * 3 + 2] = v[2];
  1469. uvsw[face * 3 + 0] = u[0];
  1470. uvsw[face * 3 + 1] = u[1];
  1471. uvsw[face * 3 + 2] = u[2];
  1472. smoothw[face] = smooth_faces;
  1473. invertw[face] = invert_val;
  1474. materialsw[face] = material;
  1475. face++;
  1476. // face 2
  1477. facesw[face * 3 + 0] = v[2];
  1478. facesw[face * 3 + 1] = v[3];
  1479. facesw[face * 3 + 2] = v[0];
  1480. uvsw[face * 3 + 0] = u[2];
  1481. uvsw[face * 3 + 1] = u[3];
  1482. uvsw[face * 3 + 2] = u[0];
  1483. smoothw[face] = smooth_faces;
  1484. invertw[face] = invert_val;
  1485. materialsw[face] = material;
  1486. face++;
  1487. }
  1488. } break;
  1489. case MODE_SPIN: {
  1490. for (int i = 0; i < spin_sides; i++) {
  1491. float inci = float(i) / spin_sides;
  1492. float inci_n = float((i + 1)) / spin_sides;
  1493. float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
  1494. float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
  1495. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1496. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1497. //add triangles for depth
  1498. for (int j = 0; j < final_polygon.size(); j++) {
  1499. int j_n = (j + 1) % final_polygon.size();
  1500. Vector3 v[4] = {
  1501. Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
  1502. Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
  1503. Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
  1504. Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
  1505. };
  1506. Vector2 u[4] = {
  1507. Vector2(0, 0),
  1508. Vector2(0, 1),
  1509. Vector2(1, 1),
  1510. Vector2(1, 0)
  1511. };
  1512. // face 1
  1513. facesw[face * 3 + 0] = v[0];
  1514. facesw[face * 3 + 1] = v[2];
  1515. facesw[face * 3 + 2] = v[1];
  1516. uvsw[face * 3 + 0] = u[0];
  1517. uvsw[face * 3 + 1] = u[2];
  1518. uvsw[face * 3 + 2] = u[1];
  1519. smoothw[face] = smooth_faces;
  1520. invertw[face] = invert_val;
  1521. materialsw[face] = material;
  1522. face++;
  1523. // face 2
  1524. facesw[face * 3 + 0] = v[2];
  1525. facesw[face * 3 + 1] = v[0];
  1526. facesw[face * 3 + 2] = v[3];
  1527. uvsw[face * 3 + 0] = u[2];
  1528. uvsw[face * 3 + 1] = u[0];
  1529. uvsw[face * 3 + 2] = u[3];
  1530. smoothw[face] = smooth_faces;
  1531. invertw[face] = invert_val;
  1532. materialsw[face] = material;
  1533. face++;
  1534. }
  1535. if (i == 0 && spin_degrees < 360) {
  1536. for (int j = 0; j < triangles.size(); j += 3) {
  1537. for (int k = 0; k < 3; k++) {
  1538. int src[3] = { 0, 2, 1 };
  1539. Vector2 p = final_polygon[triangles[j + src[k]]];
  1540. Vector3 v = Vector3(p.x, p.y, 0);
  1541. facesw[face * 3 + k] = v;
  1542. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1543. }
  1544. smoothw[face] = false;
  1545. materialsw[face] = material;
  1546. invertw[face] = invert_val;
  1547. face++;
  1548. }
  1549. }
  1550. if (i == spin_sides - 1 && spin_degrees < 360) {
  1551. for (int j = 0; j < triangles.size(); j += 3) {
  1552. for (int k = 0; k < 3; k++) {
  1553. int src[3] = { 0, 1, 2 };
  1554. Vector2 p = final_polygon[triangles[j + src[k]]];
  1555. Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
  1556. facesw[face * 3 + k] = v;
  1557. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1558. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1559. }
  1560. smoothw[face] = false;
  1561. materialsw[face] = material;
  1562. invertw[face] = invert_val;
  1563. face++;
  1564. }
  1565. }
  1566. }
  1567. } break;
  1568. case MODE_PATH: {
  1569. float bl = curve->get_baked_length();
  1570. int splits = MAX(2, Math::ceil(bl / path_interval));
  1571. float u1 = 0.0;
  1572. float u2 = path_continuous_u ? 0.0 : 1.0;
  1573. Transform path_to_this;
  1574. if (!path_local) {
  1575. // center on paths origin
  1576. path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
  1577. }
  1578. Transform prev_xf;
  1579. Vector3 lookat_dir;
  1580. if (path_rotation == PATH_ROTATION_POLYGON) {
  1581. lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
  1582. } else {
  1583. Vector3 p1, p2;
  1584. p1 = curve->interpolate_baked(0);
  1585. p2 = curve->interpolate_baked(0.1);
  1586. lookat_dir = (p2 - p1).normalized();
  1587. }
  1588. for (int i = 0; i <= splits; i++) {
  1589. float ofs = i * path_interval;
  1590. if (ofs > bl) {
  1591. ofs = bl;
  1592. }
  1593. if (i == splits && path_joined) {
  1594. ofs = 0.0;
  1595. }
  1596. Transform xf;
  1597. xf.origin = curve->interpolate_baked(ofs);
  1598. Vector3 local_dir;
  1599. if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
  1600. //before end
  1601. Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
  1602. Vector3 p2 = curve->interpolate_baked(ofs);
  1603. local_dir = (p2 - p1).normalized();
  1604. } else {
  1605. local_dir = lookat_dir;
  1606. }
  1607. xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
  1608. Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
  1609. xf = xf * rot; //post mult
  1610. xf = path_to_this * xf;
  1611. if (i > 0) {
  1612. if (path_continuous_u) {
  1613. u1 = u2;
  1614. u2 += (prev_xf.origin - xf.origin).length();
  1615. };
  1616. //put triangles where they belong
  1617. //add triangles for depth
  1618. for (int j = 0; j < final_polygon.size(); j++) {
  1619. int j_n = (j + 1) % final_polygon.size();
  1620. Vector3 v[4] = {
  1621. prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1622. prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1623. xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1624. xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1625. };
  1626. Vector2 u[4] = {
  1627. Vector2(u1, 1),
  1628. Vector2(u1, 0),
  1629. Vector2(u2, 0),
  1630. Vector2(u2, 1)
  1631. };
  1632. // face 1
  1633. facesw[face * 3 + 0] = v[0];
  1634. facesw[face * 3 + 1] = v[1];
  1635. facesw[face * 3 + 2] = v[2];
  1636. uvsw[face * 3 + 0] = u[0];
  1637. uvsw[face * 3 + 1] = u[1];
  1638. uvsw[face * 3 + 2] = u[2];
  1639. smoothw[face] = smooth_faces;
  1640. invertw[face] = invert_val;
  1641. materialsw[face] = material;
  1642. face++;
  1643. // face 2
  1644. facesw[face * 3 + 0] = v[2];
  1645. facesw[face * 3 + 1] = v[3];
  1646. facesw[face * 3 + 2] = v[0];
  1647. uvsw[face * 3 + 0] = u[2];
  1648. uvsw[face * 3 + 1] = u[3];
  1649. uvsw[face * 3 + 2] = u[0];
  1650. smoothw[face] = smooth_faces;
  1651. invertw[face] = invert_val;
  1652. materialsw[face] = material;
  1653. face++;
  1654. }
  1655. }
  1656. if (i == 0 && !path_joined) {
  1657. for (int j = 0; j < triangles.size(); j += 3) {
  1658. for (int k = 0; k < 3; k++) {
  1659. int src[3] = { 0, 1, 2 };
  1660. Vector2 p = final_polygon[triangles[j + src[k]]];
  1661. Vector3 v = Vector3(p.x, p.y, 0);
  1662. facesw[face * 3 + k] = xf.xform(v);
  1663. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1664. }
  1665. smoothw[face] = false;
  1666. materialsw[face] = material;
  1667. invertw[face] = invert_val;
  1668. face++;
  1669. }
  1670. }
  1671. if (i == splits && !path_joined) {
  1672. for (int j = 0; j < triangles.size(); j += 3) {
  1673. for (int k = 0; k < 3; k++) {
  1674. int src[3] = { 0, 2, 1 };
  1675. Vector2 p = final_polygon[triangles[j + src[k]]];
  1676. Vector3 v = Vector3(p.x, p.y, 0);
  1677. facesw[face * 3 + k] = xf.xform(v);
  1678. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1679. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1680. }
  1681. smoothw[face] = false;
  1682. materialsw[face] = material;
  1683. invertw[face] = invert_val;
  1684. face++;
  1685. }
  1686. }
  1687. prev_xf = xf;
  1688. }
  1689. } break;
  1690. }
  1691. if (face != face_count) {
  1692. ERR_PRINT("Face mismatch bug! fix code");
  1693. }
  1694. for (int i = 0; i < face_count * 3; i++) {
  1695. if (i == 0) {
  1696. aabb.position = facesw[i];
  1697. } else {
  1698. aabb.expand_to(facesw[i]);
  1699. }
  1700. // invert UVs on the Y-axis OpenGL = upside down
  1701. uvsw[i].y = 1.0 - uvsw[i].y;
  1702. }
  1703. }
  1704. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1705. return brush;
  1706. }
  1707. void CSGPolygon::_notification(int p_what) {
  1708. if (p_what == NOTIFICATION_EXIT_TREE) {
  1709. if (path_cache) {
  1710. path_cache->disconnect("tree_exited", this, "_path_exited");
  1711. path_cache->disconnect("curve_changed", this, "_path_changed");
  1712. path_cache = NULL;
  1713. }
  1714. }
  1715. }
  1716. void CSGPolygon::_validate_property(PropertyInfo &property) const {
  1717. if (property.name.begins_with("spin") && mode != MODE_SPIN) {
  1718. property.usage = 0;
  1719. }
  1720. if (property.name.begins_with("path") && mode != MODE_PATH) {
  1721. property.usage = 0;
  1722. }
  1723. if (property.name == "depth" && mode != MODE_DEPTH) {
  1724. property.usage = 0;
  1725. }
  1726. CSGShape::_validate_property(property);
  1727. }
  1728. void CSGPolygon::_path_changed() {
  1729. _make_dirty();
  1730. update_gizmo();
  1731. }
  1732. void CSGPolygon::_path_exited() {
  1733. path_cache = NULL;
  1734. }
  1735. void CSGPolygon::_bind_methods() {
  1736. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon::set_polygon);
  1737. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon::get_polygon);
  1738. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon::set_mode);
  1739. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon::get_mode);
  1740. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon::set_depth);
  1741. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon::get_depth);
  1742. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon::set_spin_degrees);
  1743. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon::get_spin_degrees);
  1744. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon::set_spin_sides);
  1745. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon::get_spin_sides);
  1746. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon::set_path_node);
  1747. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon::get_path_node);
  1748. ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon::set_path_interval);
  1749. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon::get_path_interval);
  1750. ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon::set_path_rotation);
  1751. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation);
  1752. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon::set_path_local);
  1753. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon::is_path_local);
  1754. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon::set_path_continuous_u);
  1755. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon::is_path_continuous_u);
  1756. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon::set_path_joined);
  1757. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon::is_path_joined);
  1758. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon::set_material);
  1759. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material);
  1760. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon::set_smooth_faces);
  1761. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon::get_smooth_faces);
  1762. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon::_is_editable_3d_polygon);
  1763. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon::_has_editable_3d_polygon_no_depth);
  1764. ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited);
  1765. ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed);
  1766. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1767. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1768. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  1769. ADD_PROPERTY(PropertyInfo(Variant::REAL, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1770. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1771. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
  1772. ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
  1773. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1774. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1775. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1776. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1777. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1778. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1779. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1780. BIND_ENUM_CONSTANT(MODE_SPIN);
  1781. BIND_ENUM_CONSTANT(MODE_PATH);
  1782. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1783. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1784. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1785. }
  1786. void CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) {
  1787. polygon = p_polygon;
  1788. _make_dirty();
  1789. update_gizmo();
  1790. }
  1791. Vector<Vector2> CSGPolygon::get_polygon() const {
  1792. return polygon;
  1793. }
  1794. void CSGPolygon::set_mode(Mode p_mode) {
  1795. mode = p_mode;
  1796. _make_dirty();
  1797. update_gizmo();
  1798. _change_notify();
  1799. }
  1800. CSGPolygon::Mode CSGPolygon::get_mode() const {
  1801. return mode;
  1802. }
  1803. void CSGPolygon::set_depth(const float p_depth) {
  1804. ERR_FAIL_COND(p_depth < 0.001);
  1805. depth = p_depth;
  1806. _make_dirty();
  1807. update_gizmo();
  1808. }
  1809. float CSGPolygon::get_depth() const {
  1810. return depth;
  1811. }
  1812. void CSGPolygon::set_path_continuous_u(bool p_enable) {
  1813. path_continuous_u = p_enable;
  1814. _make_dirty();
  1815. }
  1816. bool CSGPolygon::is_path_continuous_u() const {
  1817. return path_continuous_u;
  1818. }
  1819. void CSGPolygon::set_spin_degrees(const float p_spin_degrees) {
  1820. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1821. spin_degrees = p_spin_degrees;
  1822. _make_dirty();
  1823. update_gizmo();
  1824. }
  1825. float CSGPolygon::get_spin_degrees() const {
  1826. return spin_degrees;
  1827. }
  1828. void CSGPolygon::set_spin_sides(const int p_spin_sides) {
  1829. ERR_FAIL_COND(p_spin_sides < 3);
  1830. spin_sides = p_spin_sides;
  1831. _make_dirty();
  1832. update_gizmo();
  1833. }
  1834. int CSGPolygon::get_spin_sides() const {
  1835. return spin_sides;
  1836. }
  1837. void CSGPolygon::set_path_node(const NodePath &p_path) {
  1838. path_node = p_path;
  1839. _make_dirty();
  1840. update_gizmo();
  1841. }
  1842. NodePath CSGPolygon::get_path_node() const {
  1843. return path_node;
  1844. }
  1845. void CSGPolygon::set_path_interval(float p_interval) {
  1846. ERR_FAIL_COND_MSG(p_interval < 0.001, "Path interval cannot be smaller than 0.001.");
  1847. path_interval = p_interval;
  1848. _make_dirty();
  1849. update_gizmo();
  1850. }
  1851. float CSGPolygon::get_path_interval() const {
  1852. return path_interval;
  1853. }
  1854. void CSGPolygon::set_path_rotation(PathRotation p_rotation) {
  1855. path_rotation = p_rotation;
  1856. _make_dirty();
  1857. update_gizmo();
  1858. }
  1859. CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const {
  1860. return path_rotation;
  1861. }
  1862. void CSGPolygon::set_path_local(bool p_enable) {
  1863. path_local = p_enable;
  1864. _make_dirty();
  1865. update_gizmo();
  1866. }
  1867. bool CSGPolygon::is_path_local() const {
  1868. return path_local;
  1869. }
  1870. void CSGPolygon::set_path_joined(bool p_enable) {
  1871. path_joined = p_enable;
  1872. _make_dirty();
  1873. update_gizmo();
  1874. }
  1875. bool CSGPolygon::is_path_joined() const {
  1876. return path_joined;
  1877. }
  1878. void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) {
  1879. smooth_faces = p_smooth_faces;
  1880. _make_dirty();
  1881. }
  1882. bool CSGPolygon::get_smooth_faces() const {
  1883. return smooth_faces;
  1884. }
  1885. void CSGPolygon::set_material(const Ref<Material> &p_material) {
  1886. material = p_material;
  1887. _make_dirty();
  1888. }
  1889. Ref<Material> CSGPolygon::get_material() const {
  1890. return material;
  1891. }
  1892. bool CSGPolygon::_is_editable_3d_polygon() const {
  1893. return true;
  1894. }
  1895. bool CSGPolygon::_has_editable_3d_polygon_no_depth() const {
  1896. return true;
  1897. }
  1898. CSGPolygon::CSGPolygon() {
  1899. // defaults
  1900. mode = MODE_DEPTH;
  1901. polygon.push_back(Vector2(0, 0));
  1902. polygon.push_back(Vector2(0, 1));
  1903. polygon.push_back(Vector2(1, 1));
  1904. polygon.push_back(Vector2(1, 0));
  1905. depth = 1.0;
  1906. spin_degrees = 360;
  1907. spin_sides = 8;
  1908. smooth_faces = false;
  1909. path_interval = 1;
  1910. path_rotation = PATH_ROTATION_PATH;
  1911. path_local = false;
  1912. path_continuous_u = false;
  1913. path_joined = false;
  1914. path_cache = NULL;
  1915. }