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