csg_shape.cpp 70 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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 "core/math/geometry_2d.h"
  32. void CSGShape3D::set_use_collision(bool p_enable) {
  33. if (use_collision == p_enable) {
  34. return;
  35. }
  36. use_collision = p_enable;
  37. if (!is_inside_tree() || !is_root_shape()) {
  38. return;
  39. }
  40. if (use_collision) {
  41. root_collision_shape.instantiate();
  42. root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
  43. PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
  44. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  45. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  46. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  47. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  48. set_collision_layer(collision_layer);
  49. set_collision_mask(collision_mask);
  50. set_collision_priority(collision_priority);
  51. _make_dirty(); //force update
  52. } else {
  53. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  54. root_collision_instance = RID();
  55. root_collision_shape.unref();
  56. }
  57. notify_property_list_changed();
  58. }
  59. bool CSGShape3D::is_using_collision() const {
  60. return use_collision;
  61. }
  62. void CSGShape3D::set_collision_layer(uint32_t p_layer) {
  63. collision_layer = p_layer;
  64. if (root_collision_instance.is_valid()) {
  65. PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
  66. }
  67. }
  68. uint32_t CSGShape3D::get_collision_layer() const {
  69. return collision_layer;
  70. }
  71. void CSGShape3D::set_collision_mask(uint32_t p_mask) {
  72. collision_mask = p_mask;
  73. if (root_collision_instance.is_valid()) {
  74. PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
  75. }
  76. }
  77. uint32_t CSGShape3D::get_collision_mask() const {
  78. return collision_mask;
  79. }
  80. void CSGShape3D::set_collision_layer_value(int p_layer_number, bool p_value) {
  81. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  82. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  83. uint32_t collision_layer = get_collision_layer();
  84. if (p_value) {
  85. collision_layer |= 1 << (p_layer_number - 1);
  86. } else {
  87. collision_layer &= ~(1 << (p_layer_number - 1));
  88. }
  89. set_collision_layer(collision_layer);
  90. }
  91. bool CSGShape3D::get_collision_layer_value(int p_layer_number) const {
  92. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  93. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  94. return get_collision_layer() & (1 << (p_layer_number - 1));
  95. }
  96. void CSGShape3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  97. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  98. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  99. uint32_t mask = get_collision_mask();
  100. if (p_value) {
  101. mask |= 1 << (p_layer_number - 1);
  102. } else {
  103. mask &= ~(1 << (p_layer_number - 1));
  104. }
  105. set_collision_mask(mask);
  106. }
  107. bool CSGShape3D::get_collision_mask_value(int p_layer_number) const {
  108. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  109. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  110. return get_collision_mask() & (1 << (p_layer_number - 1));
  111. }
  112. void CSGShape3D::set_collision_priority(real_t p_priority) {
  113. collision_priority = p_priority;
  114. if (root_collision_instance.is_valid()) {
  115. PhysicsServer3D::get_singleton()->body_set_collision_priority(root_collision_instance, p_priority);
  116. }
  117. }
  118. real_t CSGShape3D::get_collision_priority() const {
  119. return collision_priority;
  120. }
  121. bool CSGShape3D::is_root_shape() const {
  122. return !parent_shape;
  123. }
  124. void CSGShape3D::set_snap(float p_snap) {
  125. snap = p_snap;
  126. }
  127. float CSGShape3D::get_snap() const {
  128. return snap;
  129. }
  130. void CSGShape3D::_make_dirty(bool p_parent_removing) {
  131. if ((p_parent_removing || is_root_shape()) && !dirty) {
  132. call_deferred(SNAME("_update_shape")); // Must be deferred; otherwise, is_root_shape() will use the previous parent
  133. }
  134. if (!is_root_shape()) {
  135. parent_shape->_make_dirty();
  136. } else if (!dirty) {
  137. call_deferred(SNAME("_update_shape"));
  138. }
  139. dirty = true;
  140. }
  141. CSGBrush *CSGShape3D::_get_brush() {
  142. if (dirty) {
  143. if (brush) {
  144. memdelete(brush);
  145. }
  146. brush = nullptr;
  147. CSGBrush *n = _build_brush();
  148. for (int i = 0; i < get_child_count(); i++) {
  149. CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
  150. if (!child) {
  151. continue;
  152. }
  153. if (!child->is_visible()) {
  154. continue;
  155. }
  156. CSGBrush *n2 = child->_get_brush();
  157. if (!n2) {
  158. continue;
  159. }
  160. if (!n) {
  161. n = memnew(CSGBrush);
  162. n->copy_from(*n2, child->get_transform());
  163. } else {
  164. CSGBrush *nn = memnew(CSGBrush);
  165. CSGBrush *nn2 = memnew(CSGBrush);
  166. nn2->copy_from(*n2, child->get_transform());
  167. CSGBrushOperation bop;
  168. switch (child->get_operation()) {
  169. case CSGShape3D::OPERATION_UNION:
  170. bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap);
  171. break;
  172. case CSGShape3D::OPERATION_INTERSECTION:
  173. bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap);
  174. break;
  175. case CSGShape3D::OPERATION_SUBTRACTION:
  176. bop.merge_brushes(CSGBrushOperation::OPERATION_SUBTRACTION, *n, *nn2, *nn, snap);
  177. break;
  178. }
  179. memdelete(n);
  180. memdelete(nn2);
  181. n = nn;
  182. }
  183. }
  184. if (n) {
  185. AABB aabb;
  186. for (int i = 0; i < n->faces.size(); i++) {
  187. for (int j = 0; j < 3; j++) {
  188. if (i == 0 && j == 0) {
  189. aabb.position = n->faces[i].vertices[j];
  190. } else {
  191. aabb.expand_to(n->faces[i].vertices[j]);
  192. }
  193. }
  194. }
  195. node_aabb = aabb;
  196. } else {
  197. node_aabb = AABB();
  198. }
  199. brush = n;
  200. dirty = false;
  201. }
  202. return brush;
  203. }
  204. int CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  205. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  206. return surface.vertices.size() / 3;
  207. }
  208. int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  209. // always 3
  210. return 3;
  211. }
  212. void CSGShape3D::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
  213. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  214. Vector3 v = surface.verticesw[iFace * 3 + iVert];
  215. fvPosOut[0] = v.x;
  216. fvPosOut[1] = v.y;
  217. fvPosOut[2] = v.z;
  218. }
  219. void CSGShape3D::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
  220. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  221. Vector3 n = surface.normalsw[iFace * 3 + iVert];
  222. fvNormOut[0] = n.x;
  223. fvNormOut[1] = n.y;
  224. fvNormOut[2] = n.z;
  225. }
  226. void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
  227. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  228. Vector2 t = surface.uvsw[iFace * 3 + iVert];
  229. fvTexcOut[0] = t.x;
  230. fvTexcOut[1] = t.y;
  231. }
  232. void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
  233. const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
  234. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  235. int i = iFace * 3 + iVert;
  236. Vector3 normal = surface.normalsw[i];
  237. Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
  238. Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
  239. float d = bitangent.dot(normal.cross(tangent));
  240. i *= 4;
  241. surface.tansw[i++] = tangent.x;
  242. surface.tansw[i++] = tangent.y;
  243. surface.tansw[i++] = tangent.z;
  244. surface.tansw[i++] = d < 0 ? -1 : 1;
  245. }
  246. void CSGShape3D::_update_shape() {
  247. if (!is_root_shape()) {
  248. return;
  249. }
  250. set_base(RID());
  251. root_mesh.unref(); //byebye root mesh
  252. CSGBrush *n = _get_brush();
  253. ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
  254. OAHashMap<Vector3, Vector3> vec_map;
  255. Vector<int> face_count;
  256. face_count.resize(n->materials.size() + 1);
  257. for (int i = 0; i < face_count.size(); i++) {
  258. face_count.write[i] = 0;
  259. }
  260. for (int i = 0; i < n->faces.size(); i++) {
  261. int mat = n->faces[i].material;
  262. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  263. int idx = mat == -1 ? face_count.size() - 1 : mat;
  264. if (n->faces[i].smooth) {
  265. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  266. for (int j = 0; j < 3; j++) {
  267. Vector3 v = n->faces[i].vertices[j];
  268. Vector3 add;
  269. if (vec_map.lookup(v, add)) {
  270. add += p.normal;
  271. } else {
  272. add = p.normal;
  273. }
  274. vec_map.set(v, add);
  275. }
  276. }
  277. face_count.write[idx]++;
  278. }
  279. Vector<ShapeUpdateSurface> surfaces;
  280. surfaces.resize(face_count.size());
  281. //create arrays
  282. for (int i = 0; i < surfaces.size(); i++) {
  283. surfaces.write[i].vertices.resize(face_count[i] * 3);
  284. surfaces.write[i].normals.resize(face_count[i] * 3);
  285. surfaces.write[i].uvs.resize(face_count[i] * 3);
  286. if (calculate_tangents) {
  287. surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
  288. }
  289. surfaces.write[i].last_added = 0;
  290. if (i != surfaces.size() - 1) {
  291. surfaces.write[i].material = n->materials[i];
  292. }
  293. surfaces.write[i].verticesw = surfaces.write[i].vertices.ptrw();
  294. surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw();
  295. surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw();
  296. if (calculate_tangents) {
  297. surfaces.write[i].tansw = surfaces.write[i].tans.ptrw();
  298. }
  299. }
  300. //fill arrays
  301. {
  302. for (int i = 0; i < n->faces.size(); i++) {
  303. int order[3] = { 0, 1, 2 };
  304. if (n->faces[i].invert) {
  305. SWAP(order[1], order[2]);
  306. }
  307. int mat = n->faces[i].material;
  308. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  309. int idx = mat == -1 ? face_count.size() - 1 : mat;
  310. int last = surfaces[idx].last_added;
  311. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  312. for (int j = 0; j < 3; j++) {
  313. Vector3 v = n->faces[i].vertices[j];
  314. Vector3 normal = p.normal;
  315. if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
  316. normal.normalize();
  317. }
  318. if (n->faces[i].invert) {
  319. normal = -normal;
  320. }
  321. int k = last + order[j];
  322. surfaces[idx].verticesw[k] = v;
  323. surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
  324. surfaces[idx].normalsw[k] = normal;
  325. if (calculate_tangents) {
  326. // zero out our tangents for now
  327. k *= 4;
  328. surfaces[idx].tansw[k++] = 0.0;
  329. surfaces[idx].tansw[k++] = 0.0;
  330. surfaces[idx].tansw[k++] = 0.0;
  331. surfaces[idx].tansw[k++] = 0.0;
  332. }
  333. }
  334. surfaces.write[idx].last_added += 3;
  335. }
  336. }
  337. root_mesh.instantiate();
  338. //create surfaces
  339. for (int i = 0; i < surfaces.size(); i++) {
  340. // calculate tangents for this surface
  341. bool have_tangents = calculate_tangents;
  342. if (have_tangents) {
  343. SMikkTSpaceInterface mkif;
  344. mkif.m_getNormal = mikktGetNormal;
  345. mkif.m_getNumFaces = mikktGetNumFaces;
  346. mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
  347. mkif.m_getPosition = mikktGetPosition;
  348. mkif.m_getTexCoord = mikktGetTexCoord;
  349. mkif.m_setTSpace = mikktSetTSpaceDefault;
  350. mkif.m_setTSpaceBasic = nullptr;
  351. SMikkTSpaceContext msc;
  352. msc.m_pInterface = &mkif;
  353. msc.m_pUserData = &surfaces.write[i];
  354. have_tangents = genTangSpaceDefault(&msc);
  355. }
  356. if (surfaces[i].last_added == 0) {
  357. continue;
  358. }
  359. // and convert to surface array
  360. Array array;
  361. array.resize(Mesh::ARRAY_MAX);
  362. array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
  363. array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
  364. array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
  365. if (have_tangents) {
  366. array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
  367. }
  368. int idx = root_mesh->get_surface_count();
  369. root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
  370. root_mesh->surface_set_material(idx, surfaces[i].material);
  371. }
  372. set_base(root_mesh->get_rid());
  373. _update_collision_faces();
  374. }
  375. void CSGShape3D::_update_collision_faces() {
  376. if (use_collision && is_root_shape() && root_collision_shape.is_valid()) {
  377. CSGBrush *n = _get_brush();
  378. ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
  379. Vector<Vector3> physics_faces;
  380. physics_faces.resize(n->faces.size() * 3);
  381. Vector3 *physicsw = physics_faces.ptrw();
  382. for (int i = 0; i < n->faces.size(); i++) {
  383. int order[3] = { 0, 1, 2 };
  384. if (n->faces[i].invert) {
  385. SWAP(order[1], order[2]);
  386. }
  387. physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
  388. physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
  389. physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
  390. }
  391. root_collision_shape->set_faces(physics_faces);
  392. }
  393. }
  394. AABB CSGShape3D::get_aabb() const {
  395. return node_aabb;
  396. }
  397. Vector<Vector3> CSGShape3D::get_brush_faces() {
  398. ERR_FAIL_COND_V(!is_inside_tree(), Vector<Vector3>());
  399. CSGBrush *b = _get_brush();
  400. if (!b) {
  401. return Vector<Vector3>();
  402. }
  403. Vector<Vector3> faces;
  404. int fc = b->faces.size();
  405. faces.resize(fc * 3);
  406. {
  407. Vector3 *w = faces.ptrw();
  408. for (int i = 0; i < fc; i++) {
  409. w[i * 3 + 0] = b->faces[i].vertices[0];
  410. w[i * 3 + 1] = b->faces[i].vertices[1];
  411. w[i * 3 + 2] = b->faces[i].vertices[2];
  412. }
  413. }
  414. return faces;
  415. }
  416. void CSGShape3D::_notification(int p_what) {
  417. switch (p_what) {
  418. case NOTIFICATION_PARENTED: {
  419. Node *parentn = get_parent();
  420. if (parentn) {
  421. parent_shape = Object::cast_to<CSGShape3D>(parentn);
  422. if (parent_shape) {
  423. set_base(RID());
  424. root_mesh.unref();
  425. }
  426. }
  427. if (!brush || parent_shape) {
  428. // Update this node if uninitialized, or both this node and its new parent if it gets added to another CSG shape
  429. _make_dirty();
  430. }
  431. last_visible = is_visible();
  432. } break;
  433. case NOTIFICATION_UNPARENTED: {
  434. if (!is_root_shape()) {
  435. // Update this node and its previous parent only if it's currently being removed from another CSG shape
  436. _make_dirty(true); // Must be forced since is_root_shape() uses the previous parent
  437. }
  438. parent_shape = nullptr;
  439. } break;
  440. case NOTIFICATION_VISIBILITY_CHANGED: {
  441. if (!is_root_shape() && last_visible != is_visible()) {
  442. // Update this node's parent only if its own visibility has changed, not the visibility of parent nodes
  443. parent_shape->_make_dirty();
  444. }
  445. last_visible = is_visible();
  446. } break;
  447. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  448. if (!is_root_shape()) {
  449. // Update this node's parent only if its own transformation has changed, not the transformation of parent nodes
  450. parent_shape->_make_dirty();
  451. }
  452. } break;
  453. case NOTIFICATION_ENTER_TREE: {
  454. if (use_collision && is_root_shape()) {
  455. root_collision_shape.instantiate();
  456. root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
  457. PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
  458. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  459. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  460. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  461. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  462. set_collision_layer(collision_layer);
  463. set_collision_mask(collision_mask);
  464. set_collision_priority(collision_priority);
  465. _update_collision_faces();
  466. }
  467. } break;
  468. case NOTIFICATION_EXIT_TREE: {
  469. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  470. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  471. root_collision_instance = RID();
  472. root_collision_shape.unref();
  473. }
  474. } break;
  475. case NOTIFICATION_TRANSFORM_CHANGED: {
  476. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  477. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  478. }
  479. } break;
  480. }
  481. }
  482. void CSGShape3D::set_operation(Operation p_operation) {
  483. operation = p_operation;
  484. _make_dirty();
  485. update_gizmos();
  486. }
  487. CSGShape3D::Operation CSGShape3D::get_operation() const {
  488. return operation;
  489. }
  490. void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
  491. calculate_tangents = p_calculate_tangents;
  492. _make_dirty();
  493. }
  494. bool CSGShape3D::is_calculating_tangents() const {
  495. return calculate_tangents;
  496. }
  497. void CSGShape3D::_validate_property(PropertyInfo &property) const {
  498. bool is_collision_prefixed = property.name.begins_with("collision_");
  499. if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  500. //hide collision if not root
  501. property.usage = PROPERTY_USAGE_NO_EDITOR;
  502. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  503. property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
  504. }
  505. GeometryInstance3D::_validate_property(property);
  506. }
  507. Array CSGShape3D::get_meshes() const {
  508. if (root_mesh.is_valid()) {
  509. Array arr;
  510. arr.resize(2);
  511. arr[0] = Transform3D();
  512. arr[1] = root_mesh;
  513. return arr;
  514. }
  515. return Array();
  516. }
  517. void CSGShape3D::_bind_methods() {
  518. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
  519. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
  520. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation);
  521. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
  522. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
  523. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
  524. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
  525. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
  526. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
  527. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
  528. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
  529. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
  530. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CSGShape3D::set_collision_mask_value);
  531. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CSGShape3D::get_collision_mask_value);
  532. ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CSGShape3D::set_collision_layer_value);
  533. ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CSGShape3D::get_collision_layer_value);
  534. ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CSGShape3D::set_collision_priority);
  535. ClassDB::bind_method(D_METHOD("get_collision_priority"), &CSGShape3D::get_collision_priority);
  536. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
  537. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
  538. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
  539. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  540. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001,suffix:m"), "set_snap", "get_snap");
  541. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  542. ADD_GROUP("Collision", "collision_");
  543. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  544. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  545. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  546. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
  547. BIND_ENUM_CONSTANT(OPERATION_UNION);
  548. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  549. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  550. }
  551. CSGShape3D::CSGShape3D() {
  552. set_notify_local_transform(true);
  553. }
  554. CSGShape3D::~CSGShape3D() {
  555. if (brush) {
  556. memdelete(brush);
  557. brush = nullptr;
  558. }
  559. }
  560. //////////////////////////////////
  561. CSGBrush *CSGCombiner3D::_build_brush() {
  562. return memnew(CSGBrush); //does not build anything
  563. }
  564. CSGCombiner3D::CSGCombiner3D() {
  565. }
  566. /////////////////////
  567. CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials) {
  568. CSGBrush *brush = memnew(CSGBrush);
  569. Vector<bool> invert;
  570. invert.resize(p_vertices.size() / 3);
  571. {
  572. int ic = invert.size();
  573. bool *w = invert.ptrw();
  574. for (int i = 0; i < ic; i++) {
  575. w[i] = flip_faces;
  576. }
  577. }
  578. brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  579. return brush;
  580. }
  581. void CSGPrimitive3D::_bind_methods() {
  582. ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &CSGPrimitive3D::set_flip_faces);
  583. ClassDB::bind_method(D_METHOD("get_flip_faces"), &CSGPrimitive3D::get_flip_faces);
  584. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
  585. }
  586. void CSGPrimitive3D::set_flip_faces(bool p_invert) {
  587. if (flip_faces == p_invert) {
  588. return;
  589. }
  590. flip_faces = p_invert;
  591. _make_dirty();
  592. }
  593. bool CSGPrimitive3D::get_flip_faces() {
  594. return flip_faces;
  595. }
  596. CSGPrimitive3D::CSGPrimitive3D() {
  597. flip_faces = false;
  598. }
  599. /////////////////////
  600. CSGBrush *CSGMesh3D::_build_brush() {
  601. if (!mesh.is_valid()) {
  602. return memnew(CSGBrush);
  603. }
  604. Vector<Vector3> vertices;
  605. Vector<bool> smooth;
  606. Vector<Ref<Material>> materials;
  607. Vector<Vector2> uvs;
  608. Ref<Material> material = get_material();
  609. for (int i = 0; i < mesh->get_surface_count(); i++) {
  610. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  611. continue;
  612. }
  613. Array arrays = mesh->surface_get_arrays(i);
  614. if (arrays.size() == 0) {
  615. _make_dirty();
  616. ERR_FAIL_COND_V(arrays.size() == 0, memnew(CSGBrush));
  617. }
  618. Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  619. if (avertices.size() == 0) {
  620. continue;
  621. }
  622. const Vector3 *vr = avertices.ptr();
  623. Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  624. const Vector3 *nr = nullptr;
  625. if (anormals.size()) {
  626. nr = anormals.ptr();
  627. }
  628. Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  629. const Vector2 *uvr = nullptr;
  630. if (auvs.size()) {
  631. uvr = auvs.ptr();
  632. }
  633. Ref<Material> mat;
  634. if (material.is_valid()) {
  635. mat = material;
  636. } else {
  637. mat = mesh->surface_get_material(i);
  638. }
  639. Vector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  640. if (aindices.size()) {
  641. int as = vertices.size();
  642. int is = aindices.size();
  643. vertices.resize(as + is);
  644. smooth.resize((as + is) / 3);
  645. materials.resize((as + is) / 3);
  646. uvs.resize(as + is);
  647. Vector3 *vw = vertices.ptrw();
  648. bool *sw = smooth.ptrw();
  649. Vector2 *uvw = uvs.ptrw();
  650. Ref<Material> *mw = materials.ptrw();
  651. const int *ir = aindices.ptr();
  652. for (int j = 0; j < is; j += 3) {
  653. Vector3 vertex[3];
  654. Vector3 normal[3];
  655. Vector2 uv[3];
  656. for (int k = 0; k < 3; k++) {
  657. int idx = ir[j + k];
  658. vertex[k] = vr[idx];
  659. if (nr) {
  660. normal[k] = nr[idx];
  661. }
  662. if (uvr) {
  663. uv[k] = uvr[idx];
  664. }
  665. }
  666. bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
  667. vw[as + j + 0] = vertex[0];
  668. vw[as + j + 1] = vertex[1];
  669. vw[as + j + 2] = vertex[2];
  670. uvw[as + j + 0] = uv[0];
  671. uvw[as + j + 1] = uv[1];
  672. uvw[as + j + 2] = uv[2];
  673. sw[(as + j) / 3] = !flat;
  674. mw[(as + j) / 3] = mat;
  675. }
  676. } else {
  677. int as = vertices.size();
  678. int is = avertices.size();
  679. vertices.resize(as + is);
  680. smooth.resize((as + is) / 3);
  681. uvs.resize(as + is);
  682. materials.resize((as + is) / 3);
  683. Vector3 *vw = vertices.ptrw();
  684. bool *sw = smooth.ptrw();
  685. Vector2 *uvw = uvs.ptrw();
  686. Ref<Material> *mw = materials.ptrw();
  687. for (int j = 0; j < is; j += 3) {
  688. Vector3 vertex[3];
  689. Vector3 normal[3];
  690. Vector2 uv[3];
  691. for (int k = 0; k < 3; k++) {
  692. vertex[k] = vr[j + k];
  693. if (nr) {
  694. normal[k] = nr[j + k];
  695. }
  696. if (uvr) {
  697. uv[k] = uvr[j + k];
  698. }
  699. }
  700. bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
  701. vw[as + j + 0] = vertex[0];
  702. vw[as + j + 1] = vertex[1];
  703. vw[as + j + 2] = vertex[2];
  704. uvw[as + j + 0] = uv[0];
  705. uvw[as + j + 1] = uv[1];
  706. uvw[as + j + 2] = uv[2];
  707. sw[(as + j) / 3] = !flat;
  708. mw[(as + j) / 3] = mat;
  709. }
  710. }
  711. }
  712. if (vertices.size() == 0) {
  713. return memnew(CSGBrush);
  714. }
  715. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  716. }
  717. void CSGMesh3D::_mesh_changed() {
  718. _make_dirty();
  719. update_gizmos();
  720. }
  721. void CSGMesh3D::set_material(const Ref<Material> &p_material) {
  722. if (material == p_material) {
  723. return;
  724. }
  725. material = p_material;
  726. _make_dirty();
  727. }
  728. Ref<Material> CSGMesh3D::get_material() const {
  729. return material;
  730. }
  731. void CSGMesh3D::_bind_methods() {
  732. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
  733. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
  734. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
  735. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
  736. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  737. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  738. }
  739. void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
  740. if (mesh == p_mesh) {
  741. return;
  742. }
  743. if (mesh.is_valid()) {
  744. mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  745. }
  746. mesh = p_mesh;
  747. if (mesh.is_valid()) {
  748. mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  749. }
  750. _mesh_changed();
  751. }
  752. Ref<Mesh> CSGMesh3D::get_mesh() {
  753. return mesh;
  754. }
  755. ////////////////////////////////
  756. CSGBrush *CSGSphere3D::_build_brush() {
  757. // set our bounding box
  758. CSGBrush *brush = memnew(CSGBrush);
  759. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  760. bool invert_val = get_flip_faces();
  761. Ref<Material> material = get_material();
  762. Vector<Vector3> faces;
  763. Vector<Vector2> uvs;
  764. Vector<bool> smooth;
  765. Vector<Ref<Material>> materials;
  766. Vector<bool> invert;
  767. faces.resize(face_count * 3);
  768. uvs.resize(face_count * 3);
  769. smooth.resize(face_count);
  770. materials.resize(face_count);
  771. invert.resize(face_count);
  772. {
  773. Vector3 *facesw = faces.ptrw();
  774. Vector2 *uvsw = uvs.ptrw();
  775. bool *smoothw = smooth.ptrw();
  776. Ref<Material> *materialsw = materials.ptrw();
  777. bool *invertw = invert.ptrw();
  778. // We want to follow an order that's convenient for UVs.
  779. // For latitude step we start at the top and move down like in an image.
  780. const double latitude_step = -Math_PI / rings;
  781. const double longitude_step = Math_TAU / radial_segments;
  782. int face = 0;
  783. for (int i = 0; i < rings; i++) {
  784. double latitude0 = latitude_step * i + Math_TAU / 4;
  785. double cos0 = Math::cos(latitude0);
  786. double sin0 = Math::sin(latitude0);
  787. double v0 = double(i) / rings;
  788. double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
  789. double cos1 = Math::cos(latitude1);
  790. double sin1 = Math::sin(latitude1);
  791. double v1 = double(i + 1) / rings;
  792. for (int j = 0; j < radial_segments; j++) {
  793. double longitude0 = longitude_step * j;
  794. // We give sin to X and cos to Z on purpose.
  795. // This allows UVs to be CCW on +X so it maps to images well.
  796. double x0 = Math::sin(longitude0);
  797. double z0 = Math::cos(longitude0);
  798. double u0 = double(j) / radial_segments;
  799. double longitude1 = longitude_step * (j + 1);
  800. if (j == radial_segments - 1) {
  801. longitude1 = 0;
  802. }
  803. double x1 = Math::sin(longitude1);
  804. double z1 = Math::cos(longitude1);
  805. double u1 = double(j + 1) / radial_segments;
  806. Vector3 v[4] = {
  807. Vector3(x0 * cos0, sin0, z0 * cos0) * radius,
  808. Vector3(x1 * cos0, sin0, z1 * cos0) * radius,
  809. Vector3(x1 * cos1, sin1, z1 * cos1) * radius,
  810. Vector3(x0 * cos1, sin1, z0 * cos1) * radius,
  811. };
  812. Vector2 u[4] = {
  813. Vector2(u0, v0),
  814. Vector2(u1, v0),
  815. Vector2(u1, v1),
  816. Vector2(u0, v1),
  817. };
  818. // Draw the first face, but skip this at the north pole (i == 0).
  819. if (i > 0) {
  820. facesw[face * 3 + 0] = v[0];
  821. facesw[face * 3 + 1] = v[1];
  822. facesw[face * 3 + 2] = v[2];
  823. uvsw[face * 3 + 0] = u[0];
  824. uvsw[face * 3 + 1] = u[1];
  825. uvsw[face * 3 + 2] = u[2];
  826. smoothw[face] = smooth_faces;
  827. invertw[face] = invert_val;
  828. materialsw[face] = material;
  829. face++;
  830. }
  831. // Draw the second face, but skip this at the south pole (i == rings - 1).
  832. if (i < rings - 1) {
  833. facesw[face * 3 + 0] = v[2];
  834. facesw[face * 3 + 1] = v[3];
  835. facesw[face * 3 + 2] = v[0];
  836. uvsw[face * 3 + 0] = u[2];
  837. uvsw[face * 3 + 1] = u[3];
  838. uvsw[face * 3 + 2] = u[0];
  839. smoothw[face] = smooth_faces;
  840. invertw[face] = invert_val;
  841. materialsw[face] = material;
  842. face++;
  843. }
  844. }
  845. }
  846. if (face != face_count) {
  847. ERR_PRINT("Face mismatch bug! fix code");
  848. }
  849. }
  850. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  851. return brush;
  852. }
  853. void CSGSphere3D::_bind_methods() {
  854. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
  855. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius);
  856. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
  857. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
  858. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
  859. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings);
  860. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
  861. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
  862. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
  863. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
  864. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,suffix:m"), "set_radius", "get_radius");
  865. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  866. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  867. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  868. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  869. }
  870. void CSGSphere3D::set_radius(const float p_radius) {
  871. ERR_FAIL_COND(p_radius <= 0);
  872. radius = p_radius;
  873. _make_dirty();
  874. update_gizmos();
  875. }
  876. float CSGSphere3D::get_radius() const {
  877. return radius;
  878. }
  879. void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
  880. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  881. _make_dirty();
  882. update_gizmos();
  883. }
  884. int CSGSphere3D::get_radial_segments() const {
  885. return radial_segments;
  886. }
  887. void CSGSphere3D::set_rings(const int p_rings) {
  888. rings = p_rings > 1 ? p_rings : 1;
  889. _make_dirty();
  890. update_gizmos();
  891. }
  892. int CSGSphere3D::get_rings() const {
  893. return rings;
  894. }
  895. void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
  896. smooth_faces = p_smooth_faces;
  897. _make_dirty();
  898. }
  899. bool CSGSphere3D::get_smooth_faces() const {
  900. return smooth_faces;
  901. }
  902. void CSGSphere3D::set_material(const Ref<Material> &p_material) {
  903. material = p_material;
  904. _make_dirty();
  905. }
  906. Ref<Material> CSGSphere3D::get_material() const {
  907. return material;
  908. }
  909. CSGSphere3D::CSGSphere3D() {
  910. // defaults
  911. radius = 0.5;
  912. radial_segments = 12;
  913. rings = 6;
  914. smooth_faces = true;
  915. }
  916. ///////////////
  917. CSGBrush *CSGBox3D::_build_brush() {
  918. // set our bounding box
  919. CSGBrush *brush = memnew(CSGBrush);
  920. int face_count = 12; //it's a cube..
  921. bool invert_val = get_flip_faces();
  922. Ref<Material> material = get_material();
  923. Vector<Vector3> faces;
  924. Vector<Vector2> uvs;
  925. Vector<bool> smooth;
  926. Vector<Ref<Material>> materials;
  927. Vector<bool> invert;
  928. faces.resize(face_count * 3);
  929. uvs.resize(face_count * 3);
  930. smooth.resize(face_count);
  931. materials.resize(face_count);
  932. invert.resize(face_count);
  933. {
  934. Vector3 *facesw = faces.ptrw();
  935. Vector2 *uvsw = uvs.ptrw();
  936. bool *smoothw = smooth.ptrw();
  937. Ref<Material> *materialsw = materials.ptrw();
  938. bool *invertw = invert.ptrw();
  939. int face = 0;
  940. Vector3 vertex_mul = size / 2;
  941. {
  942. for (int i = 0; i < 6; i++) {
  943. Vector3 face_points[4];
  944. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  945. for (int j = 0; j < 4; j++) {
  946. float v[3];
  947. v[0] = 1.0;
  948. v[1] = 1 - 2 * ((j >> 1) & 1);
  949. v[2] = v[1] * (1 - 2 * (j & 1));
  950. for (int k = 0; k < 3; k++) {
  951. if (i < 3) {
  952. face_points[j][(i + k) % 3] = v[k];
  953. } else {
  954. face_points[3 - j][(i + k) % 3] = -v[k];
  955. }
  956. }
  957. }
  958. Vector2 u[4];
  959. for (int j = 0; j < 4; j++) {
  960. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  961. }
  962. //face 1
  963. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  964. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  965. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  966. uvsw[face * 3 + 0] = u[0];
  967. uvsw[face * 3 + 1] = u[1];
  968. uvsw[face * 3 + 2] = u[2];
  969. smoothw[face] = false;
  970. invertw[face] = invert_val;
  971. materialsw[face] = material;
  972. face++;
  973. //face 2
  974. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  975. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  976. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  977. uvsw[face * 3 + 0] = u[2];
  978. uvsw[face * 3 + 1] = u[3];
  979. uvsw[face * 3 + 2] = u[0];
  980. smoothw[face] = false;
  981. invertw[face] = invert_val;
  982. materialsw[face] = material;
  983. face++;
  984. }
  985. }
  986. if (face != face_count) {
  987. ERR_PRINT("Face mismatch bug! fix code");
  988. }
  989. }
  990. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  991. return brush;
  992. }
  993. void CSGBox3D::_bind_methods() {
  994. ClassDB::bind_method(D_METHOD("set_size", "size"), &CSGBox3D::set_size);
  995. ClassDB::bind_method(D_METHOD("get_size"), &CSGBox3D::get_size);
  996. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
  997. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
  998. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
  999. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1000. }
  1001. void CSGBox3D::set_size(const Vector3 &p_size) {
  1002. size = p_size;
  1003. _make_dirty();
  1004. update_gizmos();
  1005. }
  1006. Vector3 CSGBox3D::get_size() const {
  1007. return size;
  1008. }
  1009. void CSGBox3D::set_material(const Ref<Material> &p_material) {
  1010. material = p_material;
  1011. _make_dirty();
  1012. update_gizmos();
  1013. }
  1014. Ref<Material> CSGBox3D::get_material() const {
  1015. return material;
  1016. }
  1017. ///////////////
  1018. CSGBrush *CSGCylinder3D::_build_brush() {
  1019. // set our bounding box
  1020. CSGBrush *brush = memnew(CSGBrush);
  1021. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  1022. bool invert_val = get_flip_faces();
  1023. Ref<Material> material = get_material();
  1024. Vector<Vector3> faces;
  1025. Vector<Vector2> uvs;
  1026. Vector<bool> smooth;
  1027. Vector<Ref<Material>> materials;
  1028. Vector<bool> invert;
  1029. faces.resize(face_count * 3);
  1030. uvs.resize(face_count * 3);
  1031. smooth.resize(face_count);
  1032. materials.resize(face_count);
  1033. invert.resize(face_count);
  1034. {
  1035. Vector3 *facesw = faces.ptrw();
  1036. Vector2 *uvsw = uvs.ptrw();
  1037. bool *smoothw = smooth.ptrw();
  1038. Ref<Material> *materialsw = materials.ptrw();
  1039. bool *invertw = invert.ptrw();
  1040. int face = 0;
  1041. Vector3 vertex_mul(radius, height * 0.5, radius);
  1042. {
  1043. for (int i = 0; i < sides; i++) {
  1044. float inc = float(i) / sides;
  1045. float inc_n = float((i + 1)) / sides;
  1046. if (i == sides - 1) {
  1047. inc_n = 0;
  1048. }
  1049. float ang = inc * Math_TAU;
  1050. float ang_n = inc_n * Math_TAU;
  1051. Vector3 base(Math::cos(ang), 0, Math::sin(ang));
  1052. Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1053. Vector3 face_points[4] = {
  1054. base + Vector3(0, -1, 0),
  1055. base_n + Vector3(0, -1, 0),
  1056. base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1057. base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1058. };
  1059. Vector2 u[4] = {
  1060. Vector2(inc, 0),
  1061. Vector2(inc_n, 0),
  1062. Vector2(inc_n, 1),
  1063. Vector2(inc, 1),
  1064. };
  1065. //side face 1
  1066. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1067. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1068. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1069. uvsw[face * 3 + 0] = u[0];
  1070. uvsw[face * 3 + 1] = u[1];
  1071. uvsw[face * 3 + 2] = u[2];
  1072. smoothw[face] = smooth_faces;
  1073. invertw[face] = invert_val;
  1074. materialsw[face] = material;
  1075. face++;
  1076. if (!cone) {
  1077. //side face 2
  1078. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1079. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1080. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1081. uvsw[face * 3 + 0] = u[2];
  1082. uvsw[face * 3 + 1] = u[3];
  1083. uvsw[face * 3 + 2] = u[0];
  1084. smoothw[face] = smooth_faces;
  1085. invertw[face] = invert_val;
  1086. materialsw[face] = material;
  1087. face++;
  1088. }
  1089. //bottom face 1
  1090. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1091. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1092. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1093. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1094. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1095. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1096. smoothw[face] = false;
  1097. invertw[face] = invert_val;
  1098. materialsw[face] = material;
  1099. face++;
  1100. if (!cone) {
  1101. //top face 1
  1102. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1103. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1104. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1105. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1106. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1107. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1108. smoothw[face] = false;
  1109. invertw[face] = invert_val;
  1110. materialsw[face] = material;
  1111. face++;
  1112. }
  1113. }
  1114. }
  1115. if (face != face_count) {
  1116. ERR_PRINT("Face mismatch bug! fix code");
  1117. }
  1118. }
  1119. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1120. return brush;
  1121. }
  1122. void CSGCylinder3D::_bind_methods() {
  1123. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
  1124. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius);
  1125. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height);
  1126. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height);
  1127. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides);
  1128. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides);
  1129. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone);
  1130. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone);
  1131. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material);
  1132. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material);
  1133. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
  1134. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
  1135. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_radius", "get_radius");
  1136. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_height", "get_height");
  1137. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1138. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1139. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1140. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1141. }
  1142. void CSGCylinder3D::set_radius(const float p_radius) {
  1143. radius = p_radius;
  1144. _make_dirty();
  1145. update_gizmos();
  1146. }
  1147. float CSGCylinder3D::get_radius() const {
  1148. return radius;
  1149. }
  1150. void CSGCylinder3D::set_height(const float p_height) {
  1151. height = p_height;
  1152. _make_dirty();
  1153. update_gizmos();
  1154. }
  1155. float CSGCylinder3D::get_height() const {
  1156. return height;
  1157. }
  1158. void CSGCylinder3D::set_sides(const int p_sides) {
  1159. ERR_FAIL_COND(p_sides < 3);
  1160. sides = p_sides;
  1161. _make_dirty();
  1162. update_gizmos();
  1163. }
  1164. int CSGCylinder3D::get_sides() const {
  1165. return sides;
  1166. }
  1167. void CSGCylinder3D::set_cone(const bool p_cone) {
  1168. cone = p_cone;
  1169. _make_dirty();
  1170. update_gizmos();
  1171. }
  1172. bool CSGCylinder3D::is_cone() const {
  1173. return cone;
  1174. }
  1175. void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
  1176. smooth_faces = p_smooth_faces;
  1177. _make_dirty();
  1178. }
  1179. bool CSGCylinder3D::get_smooth_faces() const {
  1180. return smooth_faces;
  1181. }
  1182. void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
  1183. material = p_material;
  1184. _make_dirty();
  1185. }
  1186. Ref<Material> CSGCylinder3D::get_material() const {
  1187. return material;
  1188. }
  1189. CSGCylinder3D::CSGCylinder3D() {
  1190. // defaults
  1191. radius = 0.5;
  1192. height = 2.0;
  1193. sides = 8;
  1194. cone = false;
  1195. smooth_faces = true;
  1196. }
  1197. ///////////////
  1198. CSGBrush *CSGTorus3D::_build_brush() {
  1199. // set our bounding box
  1200. float min_radius = inner_radius;
  1201. float max_radius = outer_radius;
  1202. if (min_radius == max_radius) {
  1203. return memnew(CSGBrush); //sorry, can't
  1204. }
  1205. if (min_radius > max_radius) {
  1206. SWAP(min_radius, max_radius);
  1207. }
  1208. float radius = (max_radius - min_radius) * 0.5;
  1209. CSGBrush *brush = memnew(CSGBrush);
  1210. int face_count = ring_sides * sides * 2;
  1211. bool invert_val = get_flip_faces();
  1212. Ref<Material> material = get_material();
  1213. Vector<Vector3> faces;
  1214. Vector<Vector2> uvs;
  1215. Vector<bool> smooth;
  1216. Vector<Ref<Material>> materials;
  1217. Vector<bool> invert;
  1218. faces.resize(face_count * 3);
  1219. uvs.resize(face_count * 3);
  1220. smooth.resize(face_count);
  1221. materials.resize(face_count);
  1222. invert.resize(face_count);
  1223. {
  1224. Vector3 *facesw = faces.ptrw();
  1225. Vector2 *uvsw = uvs.ptrw();
  1226. bool *smoothw = smooth.ptrw();
  1227. Ref<Material> *materialsw = materials.ptrw();
  1228. bool *invertw = invert.ptrw();
  1229. int face = 0;
  1230. {
  1231. for (int i = 0; i < sides; i++) {
  1232. float inci = float(i) / sides;
  1233. float inci_n = float((i + 1)) / sides;
  1234. if (i == sides - 1) {
  1235. inci_n = 0;
  1236. }
  1237. float angi = inci * Math_TAU;
  1238. float angi_n = inci_n * Math_TAU;
  1239. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1240. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1241. for (int j = 0; j < ring_sides; j++) {
  1242. float incj = float(j) / ring_sides;
  1243. float incj_n = float((j + 1)) / ring_sides;
  1244. if (j == ring_sides - 1) {
  1245. incj_n = 0;
  1246. }
  1247. float angj = incj * Math_TAU;
  1248. float angj_n = incj_n * Math_TAU;
  1249. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1250. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1251. Vector3 face_points[4] = {
  1252. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1253. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1254. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1255. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1256. };
  1257. Vector2 u[4] = {
  1258. Vector2(inci, incj),
  1259. Vector2(inci, incj_n),
  1260. Vector2(inci_n, incj_n),
  1261. Vector2(inci_n, incj),
  1262. };
  1263. // face 1
  1264. facesw[face * 3 + 0] = face_points[0];
  1265. facesw[face * 3 + 1] = face_points[2];
  1266. facesw[face * 3 + 2] = face_points[1];
  1267. uvsw[face * 3 + 0] = u[0];
  1268. uvsw[face * 3 + 1] = u[2];
  1269. uvsw[face * 3 + 2] = u[1];
  1270. smoothw[face] = smooth_faces;
  1271. invertw[face] = invert_val;
  1272. materialsw[face] = material;
  1273. face++;
  1274. //face 2
  1275. facesw[face * 3 + 0] = face_points[3];
  1276. facesw[face * 3 + 1] = face_points[2];
  1277. facesw[face * 3 + 2] = face_points[0];
  1278. uvsw[face * 3 + 0] = u[3];
  1279. uvsw[face * 3 + 1] = u[2];
  1280. uvsw[face * 3 + 2] = u[0];
  1281. smoothw[face] = smooth_faces;
  1282. invertw[face] = invert_val;
  1283. materialsw[face] = material;
  1284. face++;
  1285. }
  1286. }
  1287. }
  1288. if (face != face_count) {
  1289. ERR_PRINT("Face mismatch bug! fix code");
  1290. }
  1291. }
  1292. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1293. return brush;
  1294. }
  1295. void CSGTorus3D::_bind_methods() {
  1296. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
  1297. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius);
  1298. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
  1299. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius);
  1300. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides);
  1301. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides);
  1302. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
  1303. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides);
  1304. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material);
  1305. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material);
  1306. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
  1307. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
  1308. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_inner_radius", "get_inner_radius");
  1309. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_outer_radius", "get_outer_radius");
  1310. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1311. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1312. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1313. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1314. }
  1315. void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
  1316. inner_radius = p_inner_radius;
  1317. _make_dirty();
  1318. update_gizmos();
  1319. }
  1320. float CSGTorus3D::get_inner_radius() const {
  1321. return inner_radius;
  1322. }
  1323. void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
  1324. outer_radius = p_outer_radius;
  1325. _make_dirty();
  1326. update_gizmos();
  1327. }
  1328. float CSGTorus3D::get_outer_radius() const {
  1329. return outer_radius;
  1330. }
  1331. void CSGTorus3D::set_sides(const int p_sides) {
  1332. ERR_FAIL_COND(p_sides < 3);
  1333. sides = p_sides;
  1334. _make_dirty();
  1335. update_gizmos();
  1336. }
  1337. int CSGTorus3D::get_sides() const {
  1338. return sides;
  1339. }
  1340. void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
  1341. ERR_FAIL_COND(p_ring_sides < 3);
  1342. ring_sides = p_ring_sides;
  1343. _make_dirty();
  1344. update_gizmos();
  1345. }
  1346. int CSGTorus3D::get_ring_sides() const {
  1347. return ring_sides;
  1348. }
  1349. void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
  1350. smooth_faces = p_smooth_faces;
  1351. _make_dirty();
  1352. }
  1353. bool CSGTorus3D::get_smooth_faces() const {
  1354. return smooth_faces;
  1355. }
  1356. void CSGTorus3D::set_material(const Ref<Material> &p_material) {
  1357. material = p_material;
  1358. _make_dirty();
  1359. }
  1360. Ref<Material> CSGTorus3D::get_material() const {
  1361. return material;
  1362. }
  1363. CSGTorus3D::CSGTorus3D() {
  1364. // defaults
  1365. inner_radius = 0.5;
  1366. outer_radius = 1.0;
  1367. sides = 8;
  1368. ring_sides = 6;
  1369. smooth_faces = true;
  1370. }
  1371. ///////////////
  1372. CSGBrush *CSGPolygon3D::_build_brush() {
  1373. CSGBrush *brush = memnew(CSGBrush);
  1374. if (polygon.size() < 3) {
  1375. return brush;
  1376. }
  1377. // Triangulate polygon shape.
  1378. Vector<Point2> shape_polygon = polygon;
  1379. if (Triangulate::get_area(shape_polygon) > 0) {
  1380. shape_polygon.reverse();
  1381. }
  1382. int shape_sides = shape_polygon.size();
  1383. Vector<int> shape_faces = Geometry2D::triangulate_polygon(shape_polygon);
  1384. ERR_FAIL_COND_V_MSG(shape_faces.size() < 3, brush, "Failed to triangulate CSGPolygon. Make sure the polygon doesn't have any intersecting edges.");
  1385. // Get polygon enclosing Rect2.
  1386. Rect2 shape_rect(shape_polygon[0], Vector2());
  1387. for (int i = 1; i < shape_sides; i++) {
  1388. shape_rect.expand_to(shape_polygon[i]);
  1389. }
  1390. // If MODE_PATH, check if curve has changed.
  1391. Ref<Curve3D> curve;
  1392. if (mode == MODE_PATH) {
  1393. Path3D *current_path = Object::cast_to<Path3D>(get_node_or_null(path_node));
  1394. if (path != current_path) {
  1395. if (path) {
  1396. path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1397. path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1398. }
  1399. path = current_path;
  1400. if (path) {
  1401. path->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1402. path->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1403. }
  1404. }
  1405. if (!path) {
  1406. return brush;
  1407. }
  1408. curve = path->get_curve();
  1409. if (curve.is_null() || curve->get_point_count() < 2) {
  1410. return brush;
  1411. }
  1412. }
  1413. // Calculate the number extrusions, ends and faces.
  1414. int extrusions = 0;
  1415. int extrusion_face_count = shape_sides * 2;
  1416. int end_count = 0;
  1417. int shape_face_count = shape_faces.size() / 3;
  1418. real_t curve_length = 1.0;
  1419. switch (mode) {
  1420. case MODE_DEPTH:
  1421. extrusions = 1;
  1422. end_count = 2;
  1423. break;
  1424. case MODE_SPIN:
  1425. extrusions = spin_sides;
  1426. if (spin_degrees < 360) {
  1427. end_count = 2;
  1428. }
  1429. break;
  1430. case MODE_PATH: {
  1431. curve_length = curve->get_baked_length();
  1432. if (path_interval_type == PATH_INTERVAL_DISTANCE) {
  1433. extrusions = MAX(1, Math::ceil(curve_length / path_interval)) + 1;
  1434. } else {
  1435. extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval);
  1436. }
  1437. if (!path_joined) {
  1438. end_count = 2;
  1439. extrusions -= 1;
  1440. }
  1441. } break;
  1442. }
  1443. int face_count = extrusions * extrusion_face_count + end_count * shape_face_count;
  1444. // Initialize variables used to create the mesh.
  1445. Ref<Material> material = get_material();
  1446. Vector<Vector3> faces;
  1447. Vector<Vector2> uvs;
  1448. Vector<bool> smooth;
  1449. Vector<Ref<Material>> materials;
  1450. Vector<bool> invert;
  1451. faces.resize(face_count * 3);
  1452. uvs.resize(face_count * 3);
  1453. smooth.resize(face_count);
  1454. materials.resize(face_count);
  1455. invert.resize(face_count);
  1456. int faces_removed = 0;
  1457. {
  1458. Vector3 *facesw = faces.ptrw();
  1459. Vector2 *uvsw = uvs.ptrw();
  1460. bool *smoothw = smooth.ptrw();
  1461. Ref<Material> *materialsw = materials.ptrw();
  1462. bool *invertw = invert.ptrw();
  1463. int face = 0;
  1464. Transform3D base_xform;
  1465. Transform3D current_xform;
  1466. Transform3D previous_xform;
  1467. Transform3D previous_previous_xform;
  1468. double u_step = 1.0 / extrusions;
  1469. if (path_u_distance > 0.0) {
  1470. u_step *= curve_length / path_u_distance;
  1471. }
  1472. double v_step = 1.0 / shape_sides;
  1473. double spin_step = Math::deg2rad(spin_degrees / spin_sides);
  1474. double extrusion_step = 1.0 / extrusions;
  1475. if (mode == MODE_PATH) {
  1476. if (path_joined) {
  1477. extrusion_step = 1.0 / (extrusions - 1);
  1478. }
  1479. extrusion_step *= curve_length;
  1480. }
  1481. if (mode == MODE_PATH) {
  1482. if (!path_local) {
  1483. base_xform = path->get_global_transform();
  1484. }
  1485. Vector3 current_point = curve->interpolate_baked(0);
  1486. Vector3 next_point = curve->interpolate_baked(extrusion_step);
  1487. Vector3 current_up = Vector3(0, 1, 0);
  1488. Vector3 direction = next_point - current_point;
  1489. if (path_joined) {
  1490. Vector3 last_point = curve->interpolate_baked(curve->get_baked_length());
  1491. direction = next_point - last_point;
  1492. }
  1493. switch (path_rotation) {
  1494. case PATH_ROTATION_POLYGON:
  1495. direction = Vector3(0, 0, -1);
  1496. break;
  1497. case PATH_ROTATION_PATH:
  1498. break;
  1499. case PATH_ROTATION_PATH_FOLLOW:
  1500. current_up = curve->interpolate_baked_up_vector(0);
  1501. break;
  1502. }
  1503. Transform3D facing = Transform3D().looking_at(direction, current_up);
  1504. current_xform = base_xform.translated_local(current_point) * facing;
  1505. }
  1506. // Create the mesh.
  1507. if (end_count > 0) {
  1508. // Add front end face.
  1509. for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
  1510. for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
  1511. // We need to reverse the rotation of the shape face vertices.
  1512. int index = shape_faces[face_idx * 3 + 2 - face_vertex_idx];
  1513. Point2 p = shape_polygon[index];
  1514. Point2 uv = (p - shape_rect.position) / shape_rect.size;
  1515. // Use the left side of the bottom half of the y-inverted texture.
  1516. uv.x = uv.x / 2;
  1517. uv.y = 1 - (uv.y / 2);
  1518. facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
  1519. uvsw[face * 3 + face_vertex_idx] = uv;
  1520. }
  1521. smoothw[face] = false;
  1522. materialsw[face] = material;
  1523. invertw[face] = flip_faces;
  1524. face++;
  1525. }
  1526. }
  1527. real_t angle_simplify_dot = Math::cos(Math::deg2rad(path_simplify_angle));
  1528. Vector3 previous_simplify_dir = Vector3(0, 0, 0);
  1529. int faces_combined = 0;
  1530. // Add extrusion faces.
  1531. for (int x0 = 0; x0 < extrusions; x0++) {
  1532. previous_previous_xform = previous_xform;
  1533. previous_xform = current_xform;
  1534. switch (mode) {
  1535. case MODE_DEPTH: {
  1536. current_xform.translate_local(Vector3(0, 0, -depth));
  1537. } break;
  1538. case MODE_SPIN: {
  1539. current_xform.rotate(Vector3(0, 1, 0), spin_step);
  1540. } break;
  1541. case MODE_PATH: {
  1542. double previous_offset = x0 * extrusion_step;
  1543. double current_offset = (x0 + 1) * extrusion_step;
  1544. double next_offset = (x0 + 2) * extrusion_step;
  1545. if (x0 == extrusions - 1) {
  1546. if (path_joined) {
  1547. current_offset = 0;
  1548. next_offset = extrusion_step;
  1549. } else {
  1550. next_offset = current_offset;
  1551. }
  1552. }
  1553. Vector3 previous_point = curve->interpolate_baked(previous_offset);
  1554. Vector3 current_point = curve->interpolate_baked(current_offset);
  1555. Vector3 next_point = curve->interpolate_baked(next_offset);
  1556. Vector3 current_up = Vector3(0, 1, 0);
  1557. Vector3 direction = next_point - previous_point;
  1558. Vector3 current_dir = (current_point - previous_point).normalized();
  1559. // If the angles are similar, remove the previous face and replace it with this one.
  1560. if (path_simplify_angle > 0.0 && x0 > 0 && previous_simplify_dir.dot(current_dir) > angle_simplify_dot) {
  1561. faces_combined += 1;
  1562. previous_xform = previous_previous_xform;
  1563. face -= extrusion_face_count;
  1564. faces_removed += extrusion_face_count;
  1565. } else {
  1566. faces_combined = 0;
  1567. previous_simplify_dir = current_dir;
  1568. }
  1569. switch (path_rotation) {
  1570. case PATH_ROTATION_POLYGON:
  1571. direction = Vector3(0, 0, -1);
  1572. break;
  1573. case PATH_ROTATION_PATH:
  1574. break;
  1575. case PATH_ROTATION_PATH_FOLLOW:
  1576. current_up = curve->interpolate_baked_up_vector(current_offset);
  1577. break;
  1578. }
  1579. Transform3D facing = Transform3D().looking_at(direction, current_up);
  1580. current_xform = base_xform.translated_local(current_point) * facing;
  1581. } break;
  1582. }
  1583. double u0 = (x0 - faces_combined) * u_step;
  1584. double u1 = ((x0 + 1) * u_step);
  1585. if (mode == MODE_PATH && !path_continuous_u) {
  1586. u0 = 0.0;
  1587. u1 = 1.0;
  1588. }
  1589. for (int y0 = 0; y0 < shape_sides; y0++) {
  1590. int y1 = (y0 + 1) % shape_sides;
  1591. // Use the top half of the texture.
  1592. double v0 = (y0 * v_step) / 2;
  1593. double v1 = ((y0 + 1) * v_step) / 2;
  1594. Vector3 v[4] = {
  1595. previous_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
  1596. current_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
  1597. current_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
  1598. previous_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
  1599. };
  1600. Vector2 u[4] = {
  1601. Vector2(u0, v0),
  1602. Vector2(u1, v0),
  1603. Vector2(u1, v1),
  1604. Vector2(u0, v1),
  1605. };
  1606. // Face 1
  1607. facesw[face * 3 + 0] = v[0];
  1608. facesw[face * 3 + 1] = v[1];
  1609. facesw[face * 3 + 2] = v[2];
  1610. uvsw[face * 3 + 0] = u[0];
  1611. uvsw[face * 3 + 1] = u[1];
  1612. uvsw[face * 3 + 2] = u[2];
  1613. smoothw[face] = smooth_faces;
  1614. invertw[face] = flip_faces;
  1615. materialsw[face] = material;
  1616. face++;
  1617. // Face 2
  1618. facesw[face * 3 + 0] = v[2];
  1619. facesw[face * 3 + 1] = v[3];
  1620. facesw[face * 3 + 2] = v[0];
  1621. uvsw[face * 3 + 0] = u[2];
  1622. uvsw[face * 3 + 1] = u[3];
  1623. uvsw[face * 3 + 2] = u[0];
  1624. smoothw[face] = smooth_faces;
  1625. invertw[face] = flip_faces;
  1626. materialsw[face] = material;
  1627. face++;
  1628. }
  1629. }
  1630. if (end_count > 1) {
  1631. // Add back end face.
  1632. for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
  1633. for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
  1634. int index = shape_faces[face_idx * 3 + face_vertex_idx];
  1635. Point2 p = shape_polygon[index];
  1636. Point2 uv = (p - shape_rect.position) / shape_rect.size;
  1637. // Use the x-inverted ride side of the bottom half of the y-inverted texture.
  1638. uv.x = 1 - uv.x / 2;
  1639. uv.y = 1 - (uv.y / 2);
  1640. facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
  1641. uvsw[face * 3 + face_vertex_idx] = uv;
  1642. }
  1643. smoothw[face] = false;
  1644. materialsw[face] = material;
  1645. invertw[face] = flip_faces;
  1646. face++;
  1647. }
  1648. }
  1649. face_count -= faces_removed;
  1650. ERR_FAIL_COND_V_MSG(face != face_count, brush, "Bug: Failed to create the CSGPolygon mesh correctly.");
  1651. }
  1652. if (faces_removed > 0) {
  1653. faces.resize(face_count * 3);
  1654. uvs.resize(face_count * 3);
  1655. smooth.resize(face_count);
  1656. materials.resize(face_count);
  1657. invert.resize(face_count);
  1658. }
  1659. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1660. return brush;
  1661. }
  1662. void CSGPolygon3D::_notification(int p_what) {
  1663. if (p_what == NOTIFICATION_EXIT_TREE) {
  1664. if (path) {
  1665. path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1666. path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1667. path = nullptr;
  1668. }
  1669. }
  1670. }
  1671. void CSGPolygon3D::_validate_property(PropertyInfo &property) const {
  1672. if (property.name.begins_with("spin") && mode != MODE_SPIN) {
  1673. property.usage = PROPERTY_USAGE_NONE;
  1674. }
  1675. if (property.name.begins_with("path") && mode != MODE_PATH) {
  1676. property.usage = PROPERTY_USAGE_NONE;
  1677. }
  1678. if (property.name == "depth" && mode != MODE_DEPTH) {
  1679. property.usage = PROPERTY_USAGE_NONE;
  1680. }
  1681. CSGShape3D::_validate_property(property);
  1682. }
  1683. void CSGPolygon3D::_path_changed() {
  1684. _make_dirty();
  1685. update_gizmos();
  1686. }
  1687. void CSGPolygon3D::_path_exited() {
  1688. path = nullptr;
  1689. }
  1690. void CSGPolygon3D::_bind_methods() {
  1691. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
  1692. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
  1693. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode);
  1694. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
  1695. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth);
  1696. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
  1697. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
  1698. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
  1699. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
  1700. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
  1701. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
  1702. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
  1703. ClassDB::bind_method(D_METHOD("set_path_interval_type", "interval_type"), &CSGPolygon3D::set_path_interval_type);
  1704. ClassDB::bind_method(D_METHOD("get_path_interval_type"), &CSGPolygon3D::get_path_interval_type);
  1705. ClassDB::bind_method(D_METHOD("set_path_interval", "interval"), &CSGPolygon3D::set_path_interval);
  1706. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
  1707. ClassDB::bind_method(D_METHOD("set_path_simplify_angle", "degrees"), &CSGPolygon3D::set_path_simplify_angle);
  1708. ClassDB::bind_method(D_METHOD("get_path_simplify_angle"), &CSGPolygon3D::get_path_simplify_angle);
  1709. ClassDB::bind_method(D_METHOD("set_path_rotation", "path_rotation"), &CSGPolygon3D::set_path_rotation);
  1710. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
  1711. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
  1712. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
  1713. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
  1714. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
  1715. ClassDB::bind_method(D_METHOD("set_path_u_distance", "distance"), &CSGPolygon3D::set_path_u_distance);
  1716. ClassDB::bind_method(D_METHOD("get_path_u_distance"), &CSGPolygon3D::get_path_u_distance);
  1717. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
  1718. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
  1719. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material);
  1720. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
  1721. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
  1722. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
  1723. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
  1724. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
  1725. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1726. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1727. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.01,100.0,0.01,or_greater,exp,suffix:m"), "set_depth", "get_depth");
  1728. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1729. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1730. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path3D"), "set_path_node", "get_path_node");
  1731. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_interval_type", PROPERTY_HINT_ENUM, "Distance,Subdivide"), "set_path_interval_type", "get_path_interval_type");
  1732. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_RANGE, "0.01,1.0,0.01,exp,or_greater"), "set_path_interval", "get_path_interval");
  1733. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_simplify_angle", PROPERTY_HINT_RANGE, "0.0,180.0,0.1,exp"), "set_path_simplify_angle", "get_path_simplify_angle");
  1734. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1735. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1736. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1737. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_u_distance", PROPERTY_HINT_RANGE, "0.0,10.0,0.01,or_greater,suffix:m"), "set_path_u_distance", "get_path_u_distance");
  1738. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1739. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1740. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1741. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1742. BIND_ENUM_CONSTANT(MODE_SPIN);
  1743. BIND_ENUM_CONSTANT(MODE_PATH);
  1744. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1745. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1746. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1747. BIND_ENUM_CONSTANT(PATH_INTERVAL_DISTANCE);
  1748. BIND_ENUM_CONSTANT(PATH_INTERVAL_SUBDIVIDE);
  1749. }
  1750. void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
  1751. polygon = p_polygon;
  1752. _make_dirty();
  1753. update_gizmos();
  1754. }
  1755. Vector<Vector2> CSGPolygon3D::get_polygon() const {
  1756. return polygon;
  1757. }
  1758. void CSGPolygon3D::set_mode(Mode p_mode) {
  1759. mode = p_mode;
  1760. _make_dirty();
  1761. update_gizmos();
  1762. notify_property_list_changed();
  1763. }
  1764. CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
  1765. return mode;
  1766. }
  1767. void CSGPolygon3D::set_depth(const float p_depth) {
  1768. ERR_FAIL_COND(p_depth < 0.001);
  1769. depth = p_depth;
  1770. _make_dirty();
  1771. update_gizmos();
  1772. }
  1773. float CSGPolygon3D::get_depth() const {
  1774. return depth;
  1775. }
  1776. void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
  1777. path_continuous_u = p_enable;
  1778. _make_dirty();
  1779. }
  1780. bool CSGPolygon3D::is_path_continuous_u() const {
  1781. return path_continuous_u;
  1782. }
  1783. void CSGPolygon3D::set_path_u_distance(real_t p_path_u_distance) {
  1784. path_u_distance = p_path_u_distance;
  1785. _make_dirty();
  1786. update_gizmos();
  1787. }
  1788. real_t CSGPolygon3D::get_path_u_distance() const {
  1789. return path_u_distance;
  1790. }
  1791. void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
  1792. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1793. spin_degrees = p_spin_degrees;
  1794. _make_dirty();
  1795. update_gizmos();
  1796. }
  1797. float CSGPolygon3D::get_spin_degrees() const {
  1798. return spin_degrees;
  1799. }
  1800. void CSGPolygon3D::set_spin_sides(int p_spin_sides) {
  1801. ERR_FAIL_COND(p_spin_sides < 3);
  1802. spin_sides = p_spin_sides;
  1803. _make_dirty();
  1804. update_gizmos();
  1805. }
  1806. int CSGPolygon3D::get_spin_sides() const {
  1807. return spin_sides;
  1808. }
  1809. void CSGPolygon3D::set_path_node(const NodePath &p_path) {
  1810. path_node = p_path;
  1811. _make_dirty();
  1812. update_gizmos();
  1813. }
  1814. NodePath CSGPolygon3D::get_path_node() const {
  1815. return path_node;
  1816. }
  1817. void CSGPolygon3D::set_path_interval_type(PathIntervalType p_interval_type) {
  1818. path_interval_type = p_interval_type;
  1819. _make_dirty();
  1820. update_gizmos();
  1821. }
  1822. CSGPolygon3D::PathIntervalType CSGPolygon3D::get_path_interval_type() const {
  1823. return path_interval_type;
  1824. }
  1825. void CSGPolygon3D::set_path_interval(float p_interval) {
  1826. path_interval = p_interval;
  1827. _make_dirty();
  1828. update_gizmos();
  1829. }
  1830. float CSGPolygon3D::get_path_interval() const {
  1831. return path_interval;
  1832. }
  1833. void CSGPolygon3D::set_path_simplify_angle(float p_angle) {
  1834. path_simplify_angle = p_angle;
  1835. _make_dirty();
  1836. update_gizmos();
  1837. }
  1838. float CSGPolygon3D::get_path_simplify_angle() const {
  1839. return path_simplify_angle;
  1840. }
  1841. void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
  1842. path_rotation = p_rotation;
  1843. _make_dirty();
  1844. update_gizmos();
  1845. }
  1846. CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
  1847. return path_rotation;
  1848. }
  1849. void CSGPolygon3D::set_path_local(bool p_enable) {
  1850. path_local = p_enable;
  1851. _make_dirty();
  1852. update_gizmos();
  1853. }
  1854. bool CSGPolygon3D::is_path_local() const {
  1855. return path_local;
  1856. }
  1857. void CSGPolygon3D::set_path_joined(bool p_enable) {
  1858. path_joined = p_enable;
  1859. _make_dirty();
  1860. update_gizmos();
  1861. }
  1862. bool CSGPolygon3D::is_path_joined() const {
  1863. return path_joined;
  1864. }
  1865. void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
  1866. smooth_faces = p_smooth_faces;
  1867. _make_dirty();
  1868. }
  1869. bool CSGPolygon3D::get_smooth_faces() const {
  1870. return smooth_faces;
  1871. }
  1872. void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
  1873. material = p_material;
  1874. _make_dirty();
  1875. }
  1876. Ref<Material> CSGPolygon3D::get_material() const {
  1877. return material;
  1878. }
  1879. bool CSGPolygon3D::_is_editable_3d_polygon() const {
  1880. return true;
  1881. }
  1882. bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
  1883. return true;
  1884. }
  1885. CSGPolygon3D::CSGPolygon3D() {
  1886. // defaults
  1887. mode = MODE_DEPTH;
  1888. polygon.push_back(Vector2(0, 0));
  1889. polygon.push_back(Vector2(0, 1));
  1890. polygon.push_back(Vector2(1, 1));
  1891. polygon.push_back(Vector2(1, 0));
  1892. depth = 1.0;
  1893. spin_degrees = 360;
  1894. spin_sides = 8;
  1895. smooth_faces = false;
  1896. path_interval_type = PATH_INTERVAL_DISTANCE;
  1897. path_interval = 1.0;
  1898. path_simplify_angle = 0.0;
  1899. path_rotation = PATH_ROTATION_PATH_FOLLOW;
  1900. path_local = false;
  1901. path_continuous_u = true;
  1902. path_u_distance = 1.0;
  1903. path_joined = false;
  1904. path = nullptr;
  1905. }