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 (dirty) {
  111. return;
  112. }
  113. dirty = true;
  114. if (parent) {
  115. parent->_make_dirty();
  116. } else {
  117. //only parent will do
  118. call_deferred("_update_shape");
  119. }
  120. }
  121. CSGBrush *CSGShape::_get_brush() {
  122. if (dirty) {
  123. if (brush) {
  124. memdelete(brush);
  125. }
  126. brush = NULL;
  127. CSGBrush *n = _build_brush();
  128. for (int i = 0; i < get_child_count(); i++) {
  129. CSGShape *child = Object::cast_to<CSGShape>(get_child(i));
  130. if (!child)
  131. continue;
  132. if (!child->is_visible_in_tree())
  133. continue;
  134. CSGBrush *n2 = child->_get_brush();
  135. if (!n2)
  136. continue;
  137. if (!n) {
  138. n = memnew(CSGBrush);
  139. n->copy_from(*n2, child->get_transform());
  140. } else {
  141. CSGBrush *nn = memnew(CSGBrush);
  142. CSGBrush *nn2 = memnew(CSGBrush);
  143. nn2->copy_from(*n2, child->get_transform());
  144. CSGBrushOperation bop;
  145. switch (child->get_operation()) {
  146. case CSGShape::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
  147. case CSGShape::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break;
  148. case CSGShape::OPERATION_SUBTRACTION: bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap); break;
  149. }
  150. memdelete(n);
  151. memdelete(nn2);
  152. n = nn;
  153. }
  154. }
  155. if (n) {
  156. AABB aabb;
  157. for (int i = 0; i < n->faces.size(); i++) {
  158. for (int j = 0; j < 3; j++) {
  159. if (i == 0 && j == 0)
  160. aabb.position = n->faces[i].vertices[j];
  161. else
  162. aabb.expand_to(n->faces[i].vertices[j]);
  163. }
  164. }
  165. node_aabb = aabb;
  166. } else {
  167. node_aabb = AABB();
  168. }
  169. brush = n;
  170. dirty = false;
  171. }
  172. return brush;
  173. }
  174. int CSGShape::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  175. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  176. return surface.vertices.size() / 3;
  177. }
  178. int CSGShape::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  179. // always 3
  180. return 3;
  181. }
  182. void CSGShape::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
  183. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  184. Vector3 v = surface.verticesw[iFace * 3 + iVert];
  185. fvPosOut[0] = v.x;
  186. fvPosOut[1] = v.y;
  187. fvPosOut[2] = v.z;
  188. }
  189. void CSGShape::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
  190. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  191. Vector3 n = surface.normalsw[iFace * 3 + iVert];
  192. fvNormOut[0] = n.x;
  193. fvNormOut[1] = n.y;
  194. fvNormOut[2] = n.z;
  195. }
  196. void CSGShape::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
  197. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  198. Vector2 t = surface.uvsw[iFace * 3 + iVert];
  199. fvTexcOut[0] = t.x;
  200. fvTexcOut[1] = t.y;
  201. }
  202. void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
  203. const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
  204. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  205. int i = iFace * 3 + iVert;
  206. Vector3 normal = surface.normalsw[i];
  207. Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
  208. Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
  209. float d = bitangent.dot(normal.cross(tangent));
  210. i *= 4;
  211. surface.tansw[i++] = tangent.x;
  212. surface.tansw[i++] = tangent.y;
  213. surface.tansw[i++] = tangent.z;
  214. surface.tansw[i++] = d < 0 ? -1 : 1;
  215. }
  216. void CSGShape::_update_shape() {
  217. if (parent)
  218. return;
  219. set_base(RID());
  220. root_mesh.unref(); //byebye root mesh
  221. CSGBrush *n = _get_brush();
  222. ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
  223. OAHashMap<Vector3, Vector3> vec_map;
  224. Vector<int> face_count;
  225. face_count.resize(n->materials.size() + 1);
  226. for (int i = 0; i < face_count.size(); i++) {
  227. face_count.write[i] = 0;
  228. }
  229. for (int i = 0; i < n->faces.size(); i++) {
  230. int mat = n->faces[i].material;
  231. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  232. int idx = mat == -1 ? face_count.size() - 1 : mat;
  233. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  234. for (int j = 0; j < 3; j++) {
  235. Vector3 v = n->faces[i].vertices[j];
  236. Vector3 add;
  237. if (vec_map.lookup(v, add)) {
  238. add += p.normal;
  239. } else {
  240. add = p.normal;
  241. }
  242. vec_map.set(v, add);
  243. }
  244. face_count.write[idx]++;
  245. }
  246. Vector<ShapeUpdateSurface> surfaces;
  247. surfaces.resize(face_count.size());
  248. //create arrays
  249. for (int i = 0; i < surfaces.size(); i++) {
  250. surfaces.write[i].vertices.resize(face_count[i] * 3);
  251. surfaces.write[i].normals.resize(face_count[i] * 3);
  252. surfaces.write[i].uvs.resize(face_count[i] * 3);
  253. if (calculate_tangents) {
  254. surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
  255. }
  256. surfaces.write[i].last_added = 0;
  257. if (i != surfaces.size() - 1) {
  258. surfaces.write[i].material = n->materials[i];
  259. }
  260. surfaces.write[i].verticesw = surfaces.write[i].vertices.write();
  261. surfaces.write[i].normalsw = surfaces.write[i].normals.write();
  262. surfaces.write[i].uvsw = surfaces.write[i].uvs.write();
  263. if (calculate_tangents) {
  264. surfaces.write[i].tansw = surfaces.write[i].tans.write();
  265. }
  266. }
  267. // Update collision faces.
  268. if (root_collision_shape.is_valid()) {
  269. PoolVector<Vector3> physics_faces;
  270. physics_faces.resize(n->faces.size() * 3);
  271. PoolVector<Vector3>::Write physicsw = physics_faces.write();
  272. for (int i = 0; i < n->faces.size(); i++) {
  273. int order[3] = { 0, 1, 2 };
  274. if (n->faces[i].invert) {
  275. SWAP(order[1], order[2]);
  276. }
  277. physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
  278. physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
  279. physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
  280. }
  281. root_collision_shape->set_faces(physics_faces);
  282. }
  283. //fill arrays
  284. {
  285. for (int i = 0; i < n->faces.size(); i++) {
  286. int order[3] = { 0, 1, 2 };
  287. if (n->faces[i].invert) {
  288. SWAP(order[1], order[2]);
  289. }
  290. int mat = n->faces[i].material;
  291. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  292. int idx = mat == -1 ? face_count.size() - 1 : mat;
  293. int last = surfaces[idx].last_added;
  294. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  295. for (int j = 0; j < 3; j++) {
  296. Vector3 v = n->faces[i].vertices[j];
  297. Vector3 normal = p.normal;
  298. if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
  299. normal.normalize();
  300. }
  301. if (n->faces[i].invert) {
  302. normal = -normal;
  303. }
  304. int k = last + order[j];
  305. surfaces[idx].verticesw[k] = v;
  306. surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
  307. surfaces[idx].normalsw[k] = normal;
  308. if (calculate_tangents) {
  309. // zero out our tangents for now
  310. k *= 4;
  311. surfaces[idx].tansw[k++] = 0.0;
  312. surfaces[idx].tansw[k++] = 0.0;
  313. surfaces[idx].tansw[k++] = 0.0;
  314. surfaces[idx].tansw[k++] = 0.0;
  315. }
  316. }
  317. surfaces.write[idx].last_added += 3;
  318. }
  319. }
  320. root_mesh.instance();
  321. //create surfaces
  322. for (int i = 0; i < surfaces.size(); i++) {
  323. // calculate tangents for this surface
  324. bool have_tangents = calculate_tangents;
  325. if (have_tangents) {
  326. SMikkTSpaceInterface mkif;
  327. mkif.m_getNormal = mikktGetNormal;
  328. mkif.m_getNumFaces = mikktGetNumFaces;
  329. mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
  330. mkif.m_getPosition = mikktGetPosition;
  331. mkif.m_getTexCoord = mikktGetTexCoord;
  332. mkif.m_setTSpace = mikktSetTSpaceDefault;
  333. mkif.m_setTSpaceBasic = NULL;
  334. SMikkTSpaceContext msc;
  335. msc.m_pInterface = &mkif;
  336. msc.m_pUserData = &surfaces.write[i];
  337. have_tangents = genTangSpaceDefault(&msc);
  338. }
  339. // unset write access
  340. surfaces.write[i].verticesw.release();
  341. surfaces.write[i].normalsw.release();
  342. surfaces.write[i].uvsw.release();
  343. surfaces.write[i].tansw.release();
  344. if (surfaces[i].last_added == 0)
  345. continue;
  346. // and convert to surface array
  347. Array array;
  348. array.resize(Mesh::ARRAY_MAX);
  349. array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
  350. array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
  351. array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
  352. if (have_tangents) {
  353. array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
  354. }
  355. int idx = root_mesh->get_surface_count();
  356. root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
  357. root_mesh->surface_set_material(idx, surfaces[i].material);
  358. }
  359. set_base(root_mesh->get_rid());
  360. }
  361. AABB CSGShape::get_aabb() const {
  362. return node_aabb;
  363. }
  364. PoolVector<Vector3> CSGShape::get_brush_faces() {
  365. ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>());
  366. CSGBrush *b = _get_brush();
  367. if (!b) {
  368. return PoolVector<Vector3>();
  369. }
  370. PoolVector<Vector3> faces;
  371. int fc = b->faces.size();
  372. faces.resize(fc * 3);
  373. {
  374. PoolVector<Vector3>::Write w = faces.write();
  375. for (int i = 0; i < fc; i++) {
  376. w[i * 3 + 0] = b->faces[i].vertices[0];
  377. w[i * 3 + 1] = b->faces[i].vertices[1];
  378. w[i * 3 + 2] = b->faces[i].vertices[2];
  379. }
  380. }
  381. return faces;
  382. }
  383. PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const {
  384. return PoolVector<Face3>();
  385. }
  386. void CSGShape::_notification(int p_what) {
  387. if (p_what == NOTIFICATION_ENTER_TREE) {
  388. Node *parentn = get_parent();
  389. if (parentn) {
  390. parent = Object::cast_to<CSGShape>(parentn);
  391. if (parent) {
  392. set_base(RID());
  393. root_mesh.unref();
  394. }
  395. }
  396. if (use_collision && is_root_shape()) {
  397. root_collision_shape.instance();
  398. root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
  399. PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
  400. PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  401. PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
  402. PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  403. set_collision_layer(collision_layer);
  404. set_collision_mask(collision_mask);
  405. }
  406. _make_dirty();
  407. }
  408. if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
  409. if (parent) {
  410. parent->_make_dirty();
  411. }
  412. }
  413. if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
  414. if (parent) {
  415. parent->_make_dirty();
  416. }
  417. }
  418. if (p_what == NOTIFICATION_EXIT_TREE) {
  419. if (parent)
  420. parent->_make_dirty();
  421. parent = NULL;
  422. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  423. PhysicsServer::get_singleton()->free(root_collision_instance);
  424. root_collision_instance = RID();
  425. root_collision_shape.unref();
  426. }
  427. _make_dirty();
  428. }
  429. }
  430. void CSGShape::set_operation(Operation p_operation) {
  431. operation = p_operation;
  432. _make_dirty();
  433. update_gizmo();
  434. }
  435. CSGShape::Operation CSGShape::get_operation() const {
  436. return operation;
  437. }
  438. void CSGShape::set_calculate_tangents(bool p_calculate_tangents) {
  439. calculate_tangents = p_calculate_tangents;
  440. _make_dirty();
  441. }
  442. bool CSGShape::is_calculating_tangents() const {
  443. return calculate_tangents;
  444. }
  445. void CSGShape::_validate_property(PropertyInfo &property) const {
  446. bool is_collision_prefixed = property.name.begins_with("collision_");
  447. if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  448. //hide collision if not root
  449. property.usage = PROPERTY_USAGE_NOEDITOR;
  450. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  451. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  452. }
  453. }
  454. Array CSGShape::get_meshes() const {
  455. if (root_mesh.is_valid()) {
  456. Array arr;
  457. arr.resize(2);
  458. arr[0] = Transform();
  459. arr[1] = root_mesh;
  460. return arr;
  461. }
  462. return Array();
  463. }
  464. void CSGShape::_bind_methods() {
  465. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape::_update_shape);
  466. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape::is_root_shape);
  467. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape::set_operation);
  468. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape::get_operation);
  469. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape::set_snap);
  470. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape::get_snap);
  471. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape::set_use_collision);
  472. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape::is_using_collision);
  473. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape::set_collision_layer);
  474. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape::get_collision_layer);
  475. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape::set_collision_mask);
  476. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape::get_collision_mask);
  477. ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape::set_collision_mask_bit);
  478. ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape::get_collision_mask_bit);
  479. ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape::set_collision_layer_bit);
  480. ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape::get_collision_layer_bit);
  481. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape::set_calculate_tangents);
  482. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape::is_calculating_tangents);
  483. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape::get_meshes);
  484. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  485. ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
  486. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  487. ADD_GROUP("Collision", "collision_");
  488. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  489. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  490. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  491. BIND_ENUM_CONSTANT(OPERATION_UNION);
  492. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  493. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  494. }
  495. CSGShape::CSGShape() {
  496. operation = OPERATION_UNION;
  497. parent = NULL;
  498. brush = NULL;
  499. dirty = false;
  500. snap = 0.001;
  501. use_collision = false;
  502. collision_layer = 1;
  503. collision_mask = 1;
  504. calculate_tangents = true;
  505. set_notify_local_transform(true);
  506. }
  507. CSGShape::~CSGShape() {
  508. if (brush) {
  509. memdelete(brush);
  510. brush = NULL;
  511. }
  512. }
  513. //////////////////////////////////
  514. CSGBrush *CSGCombiner::_build_brush() {
  515. return NULL; //does not build anything
  516. }
  517. CSGCombiner::CSGCombiner() {
  518. }
  519. /////////////////////
  520. 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) {
  521. CSGBrush *brush = memnew(CSGBrush);
  522. PoolVector<bool> invert;
  523. invert.resize(p_vertices.size() / 3);
  524. {
  525. int ic = invert.size();
  526. PoolVector<bool>::Write w = invert.write();
  527. for (int i = 0; i < ic; i++) {
  528. w[i] = invert_faces;
  529. }
  530. }
  531. brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  532. return brush;
  533. }
  534. void CSGPrimitive::_bind_methods() {
  535. ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive::set_invert_faces);
  536. ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive::is_inverting_faces);
  537. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
  538. }
  539. void CSGPrimitive::set_invert_faces(bool p_invert) {
  540. if (invert_faces == p_invert)
  541. return;
  542. invert_faces = p_invert;
  543. _make_dirty();
  544. }
  545. bool CSGPrimitive::is_inverting_faces() {
  546. return invert_faces;
  547. }
  548. CSGPrimitive::CSGPrimitive() {
  549. invert_faces = false;
  550. }
  551. /////////////////////
  552. CSGBrush *CSGMesh::_build_brush() {
  553. if (!mesh.is_valid())
  554. return NULL;
  555. PoolVector<Vector3> vertices;
  556. PoolVector<bool> smooth;
  557. PoolVector<Ref<Material> > materials;
  558. PoolVector<Vector2> uvs;
  559. Ref<Material> material = get_material();
  560. for (int i = 0; i < mesh->get_surface_count(); i++) {
  561. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  562. continue;
  563. }
  564. Array arrays = mesh->surface_get_arrays(i);
  565. if (arrays.size() == 0) {
  566. _make_dirty();
  567. ERR_FAIL_COND_V(arrays.size() == 0, NULL);
  568. }
  569. PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  570. if (avertices.size() == 0)
  571. continue;
  572. PoolVector<Vector3>::Read vr = avertices.read();
  573. PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  574. PoolVector<Vector3>::Read nr;
  575. bool nr_used = false;
  576. if (anormals.size()) {
  577. nr = anormals.read();
  578. nr_used = true;
  579. }
  580. PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  581. PoolVector<Vector2>::Read uvr;
  582. bool uvr_used = false;
  583. if (auvs.size()) {
  584. uvr = auvs.read();
  585. uvr_used = true;
  586. }
  587. Ref<Material> mat;
  588. if (material.is_valid()) {
  589. mat = material;
  590. } else {
  591. mat = mesh->surface_get_material(i);
  592. }
  593. PoolVector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  594. if (aindices.size()) {
  595. int as = vertices.size();
  596. int is = aindices.size();
  597. vertices.resize(as + is);
  598. smooth.resize((as + is) / 3);
  599. materials.resize((as + is) / 3);
  600. uvs.resize(as + is);
  601. PoolVector<Vector3>::Write vw = vertices.write();
  602. PoolVector<bool>::Write sw = smooth.write();
  603. PoolVector<Vector2>::Write uvw = uvs.write();
  604. PoolVector<Ref<Material> >::Write mw = materials.write();
  605. PoolVector<int>::Read ir = aindices.read();
  606. for (int j = 0; j < is; j += 3) {
  607. Vector3 vertex[3];
  608. Vector3 normal[3];
  609. Vector2 uv[3];
  610. for (int k = 0; k < 3; k++) {
  611. int idx = ir[j + k];
  612. vertex[k] = vr[idx];
  613. if (nr_used) {
  614. normal[k] = nr[idx];
  615. }
  616. if (uvr_used) {
  617. uv[k] = uvr[idx];
  618. }
  619. }
  620. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  621. vw[as + j + 0] = vertex[0];
  622. vw[as + j + 1] = vertex[1];
  623. vw[as + j + 2] = vertex[2];
  624. uvw[as + j + 0] = uv[0];
  625. uvw[as + j + 1] = uv[1];
  626. uvw[as + j + 2] = uv[2];
  627. sw[(as + j) / 3] = !flat;
  628. mw[(as + j) / 3] = mat;
  629. }
  630. } else {
  631. int as = vertices.size();
  632. int is = avertices.size();
  633. vertices.resize(as + is);
  634. smooth.resize((as + is) / 3);
  635. uvs.resize(as + is);
  636. materials.resize((as + is) / 3);
  637. PoolVector<Vector3>::Write vw = vertices.write();
  638. PoolVector<bool>::Write sw = smooth.write();
  639. PoolVector<Vector2>::Write uvw = uvs.write();
  640. PoolVector<Ref<Material> >::Write mw = materials.write();
  641. for (int j = 0; j < is; j += 3) {
  642. Vector3 vertex[3];
  643. Vector3 normal[3];
  644. Vector2 uv[3];
  645. for (int k = 0; k < 3; k++) {
  646. vertex[k] = vr[j + k];
  647. if (nr_used) {
  648. normal[k] = nr[j + k];
  649. }
  650. if (uvr_used) {
  651. uv[k] = uvr[j + k];
  652. }
  653. }
  654. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  655. vw[as + j + 0] = vertex[0];
  656. vw[as + j + 1] = vertex[1];
  657. vw[as + j + 2] = vertex[2];
  658. uvw[as + j + 0] = uv[0];
  659. uvw[as + j + 1] = uv[1];
  660. uvw[as + j + 2] = uv[2];
  661. sw[(as + j) / 3] = !flat;
  662. mw[(as + j) / 3] = mat;
  663. }
  664. }
  665. }
  666. if (vertices.size() == 0)
  667. return NULL;
  668. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  669. }
  670. void CSGMesh::_mesh_changed() {
  671. _make_dirty();
  672. update_gizmo();
  673. }
  674. void CSGMesh::set_material(const Ref<Material> &p_material) {
  675. if (material == p_material)
  676. return;
  677. material = p_material;
  678. _make_dirty();
  679. }
  680. Ref<Material> CSGMesh::get_material() const {
  681. return material;
  682. }
  683. void CSGMesh::_bind_methods() {
  684. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh::set_mesh);
  685. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh::get_mesh);
  686. ClassDB::bind_method(D_METHOD("_mesh_changed"), &CSGMesh::_mesh_changed);
  687. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh::set_material);
  688. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh::get_material);
  689. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  690. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  691. }
  692. void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
  693. if (mesh == p_mesh)
  694. return;
  695. if (mesh.is_valid()) {
  696. mesh->disconnect("changed", this, "_mesh_changed");
  697. }
  698. mesh = p_mesh;
  699. if (mesh.is_valid()) {
  700. mesh->connect("changed", this, "_mesh_changed");
  701. }
  702. _make_dirty();
  703. }
  704. Ref<Mesh> CSGMesh::get_mesh() {
  705. return mesh;
  706. }
  707. ////////////////////////////////
  708. CSGBrush *CSGSphere::_build_brush() {
  709. // set our bounding box
  710. CSGBrush *brush = memnew(CSGBrush);
  711. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  712. bool invert_val = is_inverting_faces();
  713. Ref<Material> material = get_material();
  714. PoolVector<Vector3> faces;
  715. PoolVector<Vector2> uvs;
  716. PoolVector<bool> smooth;
  717. PoolVector<Ref<Material> > materials;
  718. PoolVector<bool> invert;
  719. faces.resize(face_count * 3);
  720. uvs.resize(face_count * 3);
  721. smooth.resize(face_count);
  722. materials.resize(face_count);
  723. invert.resize(face_count);
  724. {
  725. PoolVector<Vector3>::Write facesw = faces.write();
  726. PoolVector<Vector2>::Write uvsw = uvs.write();
  727. PoolVector<bool>::Write smoothw = smooth.write();
  728. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  729. PoolVector<bool>::Write invertw = invert.write();
  730. int face = 0;
  731. for (int i = 1; i <= rings; i++) {
  732. double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
  733. double z0 = Math::sin(lat0);
  734. double zr0 = Math::cos(lat0);
  735. double u0 = double(i - 1) / rings;
  736. double lat1 = Math_PI * (-0.5 + (double)i / rings);
  737. double z1 = Math::sin(lat1);
  738. double zr1 = Math::cos(lat1);
  739. double u1 = double(i) / rings;
  740. for (int j = radial_segments; j >= 1; j--) {
  741. double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
  742. double x0 = Math::cos(lng0);
  743. double y0 = Math::sin(lng0);
  744. double v0 = double(i - 1) / radial_segments;
  745. double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
  746. double x1 = Math::cos(lng1);
  747. double y1 = Math::sin(lng1);
  748. double v1 = double(i) / radial_segments;
  749. Vector3 v[4] = {
  750. Vector3(x1 * zr0, z0, y1 * zr0) * radius,
  751. Vector3(x1 * zr1, z1, y1 * zr1) * radius,
  752. Vector3(x0 * zr1, z1, y0 * zr1) * radius,
  753. Vector3(x0 * zr0, z0, y0 * zr0) * radius
  754. };
  755. Vector2 u[4] = {
  756. Vector2(v1, u0),
  757. Vector2(v1, u1),
  758. Vector2(v0, u1),
  759. Vector2(v0, u0),
  760. };
  761. if (i < rings) {
  762. //face 1
  763. facesw[face * 3 + 0] = v[0];
  764. facesw[face * 3 + 1] = v[1];
  765. facesw[face * 3 + 2] = v[2];
  766. uvsw[face * 3 + 0] = u[0];
  767. uvsw[face * 3 + 1] = u[1];
  768. uvsw[face * 3 + 2] = u[2];
  769. smoothw[face] = smooth_faces;
  770. invertw[face] = invert_val;
  771. materialsw[face] = material;
  772. face++;
  773. }
  774. if (i > 1) {
  775. //face 2
  776. facesw[face * 3 + 0] = v[2];
  777. facesw[face * 3 + 1] = v[3];
  778. facesw[face * 3 + 2] = v[0];
  779. uvsw[face * 3 + 0] = u[2];
  780. uvsw[face * 3 + 1] = u[3];
  781. uvsw[face * 3 + 2] = u[0];
  782. smoothw[face] = smooth_faces;
  783. invertw[face] = invert_val;
  784. materialsw[face] = material;
  785. face++;
  786. }
  787. }
  788. }
  789. if (face != face_count) {
  790. ERR_PRINT("Face mismatch bug! fix code");
  791. }
  792. }
  793. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  794. return brush;
  795. }
  796. void CSGSphere::_bind_methods() {
  797. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere::set_radius);
  798. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere::get_radius);
  799. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere::set_radial_segments);
  800. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere::get_radial_segments);
  801. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere::set_rings);
  802. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere::get_rings);
  803. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere::set_smooth_faces);
  804. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere::get_smooth_faces);
  805. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material);
  806. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material);
  807. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
  808. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  809. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  810. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  811. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  812. }
  813. void CSGSphere::set_radius(const float p_radius) {
  814. ERR_FAIL_COND(p_radius <= 0);
  815. radius = p_radius;
  816. _make_dirty();
  817. update_gizmo();
  818. _change_notify("radius");
  819. }
  820. float CSGSphere::get_radius() const {
  821. return radius;
  822. }
  823. void CSGSphere::set_radial_segments(const int p_radial_segments) {
  824. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  825. _make_dirty();
  826. update_gizmo();
  827. }
  828. int CSGSphere::get_radial_segments() const {
  829. return radial_segments;
  830. }
  831. void CSGSphere::set_rings(const int p_rings) {
  832. rings = p_rings > 1 ? p_rings : 1;
  833. _make_dirty();
  834. update_gizmo();
  835. }
  836. int CSGSphere::get_rings() const {
  837. return rings;
  838. }
  839. void CSGSphere::set_smooth_faces(const bool p_smooth_faces) {
  840. smooth_faces = p_smooth_faces;
  841. _make_dirty();
  842. }
  843. bool CSGSphere::get_smooth_faces() const {
  844. return smooth_faces;
  845. }
  846. void CSGSphere::set_material(const Ref<Material> &p_material) {
  847. material = p_material;
  848. _make_dirty();
  849. }
  850. Ref<Material> CSGSphere::get_material() const {
  851. return material;
  852. }
  853. CSGSphere::CSGSphere() {
  854. // defaults
  855. radius = 1.0;
  856. radial_segments = 12;
  857. rings = 6;
  858. smooth_faces = true;
  859. }
  860. ///////////////
  861. CSGBrush *CSGBox::_build_brush() {
  862. // set our bounding box
  863. CSGBrush *brush = memnew(CSGBrush);
  864. int face_count = 12; //it's a cube..
  865. bool invert_val = is_inverting_faces();
  866. Ref<Material> material = get_material();
  867. PoolVector<Vector3> faces;
  868. PoolVector<Vector2> uvs;
  869. PoolVector<bool> smooth;
  870. PoolVector<Ref<Material> > materials;
  871. PoolVector<bool> invert;
  872. faces.resize(face_count * 3);
  873. uvs.resize(face_count * 3);
  874. smooth.resize(face_count);
  875. materials.resize(face_count);
  876. invert.resize(face_count);
  877. {
  878. PoolVector<Vector3>::Write facesw = faces.write();
  879. PoolVector<Vector2>::Write uvsw = uvs.write();
  880. PoolVector<bool>::Write smoothw = smooth.write();
  881. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  882. PoolVector<bool>::Write invertw = invert.write();
  883. int face = 0;
  884. Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
  885. {
  886. for (int i = 0; i < 6; i++) {
  887. Vector3 face_points[4];
  888. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  889. for (int j = 0; j < 4; j++) {
  890. float v[3];
  891. v[0] = 1.0;
  892. v[1] = 1 - 2 * ((j >> 1) & 1);
  893. v[2] = v[1] * (1 - 2 * (j & 1));
  894. for (int k = 0; k < 3; k++) {
  895. if (i < 3)
  896. face_points[j][(i + k) % 3] = v[k];
  897. else
  898. face_points[3 - j][(i + k) % 3] = -v[k];
  899. }
  900. }
  901. Vector2 u[4];
  902. for (int j = 0; j < 4; j++) {
  903. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  904. }
  905. //face 1
  906. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  907. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  908. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  909. uvsw[face * 3 + 0] = u[0];
  910. uvsw[face * 3 + 1] = u[1];
  911. uvsw[face * 3 + 2] = u[2];
  912. smoothw[face] = false;
  913. invertw[face] = invert_val;
  914. materialsw[face] = material;
  915. face++;
  916. //face 1
  917. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  918. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  919. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  920. uvsw[face * 3 + 0] = u[2];
  921. uvsw[face * 3 + 1] = u[3];
  922. uvsw[face * 3 + 2] = u[0];
  923. smoothw[face] = false;
  924. invertw[face] = invert_val;
  925. materialsw[face] = material;
  926. face++;
  927. }
  928. }
  929. if (face != face_count) {
  930. ERR_PRINT("Face mismatch bug! fix code");
  931. }
  932. }
  933. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  934. return brush;
  935. }
  936. void CSGBox::_bind_methods() {
  937. ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox::set_width);
  938. ClassDB::bind_method(D_METHOD("get_width"), &CSGBox::get_width);
  939. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox::set_height);
  940. ClassDB::bind_method(D_METHOD("get_height"), &CSGBox::get_height);
  941. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox::set_depth);
  942. ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox::get_depth);
  943. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox::set_material);
  944. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox::get_material);
  945. ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
  946. ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  947. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  948. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  949. }
  950. void CSGBox::set_width(const float p_width) {
  951. width = p_width;
  952. _make_dirty();
  953. update_gizmo();
  954. _change_notify("width");
  955. }
  956. float CSGBox::get_width() const {
  957. return width;
  958. }
  959. void CSGBox::set_height(const float p_height) {
  960. height = p_height;
  961. _make_dirty();
  962. update_gizmo();
  963. _change_notify("height");
  964. }
  965. float CSGBox::get_height() const {
  966. return height;
  967. }
  968. void CSGBox::set_depth(const float p_depth) {
  969. depth = p_depth;
  970. _make_dirty();
  971. update_gizmo();
  972. _change_notify("depth");
  973. }
  974. float CSGBox::get_depth() const {
  975. return depth;
  976. }
  977. void CSGBox::set_material(const Ref<Material> &p_material) {
  978. material = p_material;
  979. _make_dirty();
  980. update_gizmo();
  981. }
  982. Ref<Material> CSGBox::get_material() const {
  983. return material;
  984. }
  985. CSGBox::CSGBox() {
  986. // defaults
  987. width = 2.0;
  988. height = 2.0;
  989. depth = 2.0;
  990. }
  991. ///////////////
  992. CSGBrush *CSGCylinder::_build_brush() {
  993. // set our bounding box
  994. CSGBrush *brush = memnew(CSGBrush);
  995. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  996. bool invert_val = is_inverting_faces();
  997. Ref<Material> material = get_material();
  998. PoolVector<Vector3> faces;
  999. PoolVector<Vector2> uvs;
  1000. PoolVector<bool> smooth;
  1001. PoolVector<Ref<Material> > materials;
  1002. PoolVector<bool> invert;
  1003. faces.resize(face_count * 3);
  1004. uvs.resize(face_count * 3);
  1005. smooth.resize(face_count);
  1006. materials.resize(face_count);
  1007. invert.resize(face_count);
  1008. {
  1009. PoolVector<Vector3>::Write facesw = faces.write();
  1010. PoolVector<Vector2>::Write uvsw = uvs.write();
  1011. PoolVector<bool>::Write smoothw = smooth.write();
  1012. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  1013. PoolVector<bool>::Write invertw = invert.write();
  1014. int face = 0;
  1015. Vector3 vertex_mul(radius, height * 0.5, radius);
  1016. {
  1017. for (int i = 0; i < sides; i++) {
  1018. float inc = float(i) / sides;
  1019. float inc_n = float((i + 1)) / sides;
  1020. float ang = inc * Math_PI * 2.0;
  1021. float ang_n = inc_n * Math_PI * 2.0;
  1022. Vector3 base(Math::cos(ang), 0, Math::sin(ang));
  1023. Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1024. Vector3 face_points[4] = {
  1025. base + Vector3(0, -1, 0),
  1026. base_n + Vector3(0, -1, 0),
  1027. base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1028. base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1029. };
  1030. Vector2 u[4] = {
  1031. Vector2(inc, 0),
  1032. Vector2(inc_n, 0),
  1033. Vector2(inc_n, 1),
  1034. Vector2(inc, 1),
  1035. };
  1036. //side face 1
  1037. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1038. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1039. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1040. uvsw[face * 3 + 0] = u[0];
  1041. uvsw[face * 3 + 1] = u[1];
  1042. uvsw[face * 3 + 2] = u[2];
  1043. smoothw[face] = smooth_faces;
  1044. invertw[face] = invert_val;
  1045. materialsw[face] = material;
  1046. face++;
  1047. if (!cone) {
  1048. //side face 2
  1049. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1050. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1051. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1052. uvsw[face * 3 + 0] = u[2];
  1053. uvsw[face * 3 + 1] = u[3];
  1054. uvsw[face * 3 + 2] = u[0];
  1055. smoothw[face] = smooth_faces;
  1056. invertw[face] = invert_val;
  1057. materialsw[face] = material;
  1058. face++;
  1059. }
  1060. //bottom face 1
  1061. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1062. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1063. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1064. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1065. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1066. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1067. smoothw[face] = false;
  1068. invertw[face] = invert_val;
  1069. materialsw[face] = material;
  1070. face++;
  1071. if (!cone) {
  1072. //top face 1
  1073. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1074. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1075. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1076. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1077. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1078. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1079. smoothw[face] = false;
  1080. invertw[face] = invert_val;
  1081. materialsw[face] = material;
  1082. face++;
  1083. }
  1084. }
  1085. }
  1086. if (face != face_count) {
  1087. ERR_PRINT("Face mismatch bug! fix code");
  1088. }
  1089. }
  1090. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1091. return brush;
  1092. }
  1093. void CSGCylinder::_bind_methods() {
  1094. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder::set_radius);
  1095. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder::get_radius);
  1096. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder::set_height);
  1097. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder::get_height);
  1098. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder::set_sides);
  1099. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder::get_sides);
  1100. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder::set_cone);
  1101. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder::is_cone);
  1102. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder::set_material);
  1103. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder::get_material);
  1104. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder::set_smooth_faces);
  1105. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder::get_smooth_faces);
  1106. ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
  1107. ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  1108. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1109. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1110. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1111. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1112. }
  1113. void CSGCylinder::set_radius(const float p_radius) {
  1114. radius = p_radius;
  1115. _make_dirty();
  1116. update_gizmo();
  1117. _change_notify("radius");
  1118. }
  1119. float CSGCylinder::get_radius() const {
  1120. return radius;
  1121. }
  1122. void CSGCylinder::set_height(const float p_height) {
  1123. height = p_height;
  1124. _make_dirty();
  1125. update_gizmo();
  1126. _change_notify("height");
  1127. }
  1128. float CSGCylinder::get_height() const {
  1129. return height;
  1130. }
  1131. void CSGCylinder::set_sides(const int p_sides) {
  1132. ERR_FAIL_COND(p_sides < 3);
  1133. sides = p_sides;
  1134. _make_dirty();
  1135. update_gizmo();
  1136. }
  1137. int CSGCylinder::get_sides() const {
  1138. return sides;
  1139. }
  1140. void CSGCylinder::set_cone(const bool p_cone) {
  1141. cone = p_cone;
  1142. _make_dirty();
  1143. update_gizmo();
  1144. }
  1145. bool CSGCylinder::is_cone() const {
  1146. return cone;
  1147. }
  1148. void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) {
  1149. smooth_faces = p_smooth_faces;
  1150. _make_dirty();
  1151. }
  1152. bool CSGCylinder::get_smooth_faces() const {
  1153. return smooth_faces;
  1154. }
  1155. void CSGCylinder::set_material(const Ref<Material> &p_material) {
  1156. material = p_material;
  1157. _make_dirty();
  1158. }
  1159. Ref<Material> CSGCylinder::get_material() const {
  1160. return material;
  1161. }
  1162. CSGCylinder::CSGCylinder() {
  1163. // defaults
  1164. radius = 1.0;
  1165. height = 1.0;
  1166. sides = 8;
  1167. cone = false;
  1168. smooth_faces = true;
  1169. }
  1170. ///////////////
  1171. CSGBrush *CSGTorus::_build_brush() {
  1172. // set our bounding box
  1173. float min_radius = inner_radius;
  1174. float max_radius = outer_radius;
  1175. if (min_radius == max_radius)
  1176. return NULL; //sorry, can't
  1177. if (min_radius > max_radius) {
  1178. SWAP(min_radius, max_radius);
  1179. }
  1180. float radius = (max_radius - min_radius) * 0.5;
  1181. CSGBrush *brush = memnew(CSGBrush);
  1182. int face_count = ring_sides * sides * 2;
  1183. bool invert_val = is_inverting_faces();
  1184. Ref<Material> material = get_material();
  1185. PoolVector<Vector3> faces;
  1186. PoolVector<Vector2> uvs;
  1187. PoolVector<bool> smooth;
  1188. PoolVector<Ref<Material> > materials;
  1189. PoolVector<bool> invert;
  1190. faces.resize(face_count * 3);
  1191. uvs.resize(face_count * 3);
  1192. smooth.resize(face_count);
  1193. materials.resize(face_count);
  1194. invert.resize(face_count);
  1195. {
  1196. PoolVector<Vector3>::Write facesw = faces.write();
  1197. PoolVector<Vector2>::Write uvsw = uvs.write();
  1198. PoolVector<bool>::Write smoothw = smooth.write();
  1199. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  1200. PoolVector<bool>::Write invertw = invert.write();
  1201. int face = 0;
  1202. {
  1203. for (int i = 0; i < sides; i++) {
  1204. float inci = float(i) / sides;
  1205. float inci_n = float((i + 1)) / sides;
  1206. float angi = inci * Math_PI * 2.0;
  1207. float angi_n = inci_n * Math_PI * 2.0;
  1208. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1209. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1210. for (int j = 0; j < ring_sides; j++) {
  1211. float incj = float(j) / ring_sides;
  1212. float incj_n = float((j + 1)) / ring_sides;
  1213. float angj = incj * Math_PI * 2.0;
  1214. float angj_n = incj_n * Math_PI * 2.0;
  1215. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1216. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1217. Vector3 face_points[4] = {
  1218. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1219. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1220. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1221. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1222. };
  1223. Vector2 u[4] = {
  1224. Vector2(inci, incj),
  1225. Vector2(inci, incj_n),
  1226. Vector2(inci_n, incj_n),
  1227. Vector2(inci_n, incj),
  1228. };
  1229. // face 1
  1230. facesw[face * 3 + 0] = face_points[0];
  1231. facesw[face * 3 + 1] = face_points[2];
  1232. facesw[face * 3 + 2] = face_points[1];
  1233. uvsw[face * 3 + 0] = u[0];
  1234. uvsw[face * 3 + 1] = u[2];
  1235. uvsw[face * 3 + 2] = u[1];
  1236. smoothw[face] = smooth_faces;
  1237. invertw[face] = invert_val;
  1238. materialsw[face] = material;
  1239. face++;
  1240. //face 2
  1241. facesw[face * 3 + 0] = face_points[3];
  1242. facesw[face * 3 + 1] = face_points[2];
  1243. facesw[face * 3 + 2] = face_points[0];
  1244. uvsw[face * 3 + 0] = u[3];
  1245. uvsw[face * 3 + 1] = u[2];
  1246. uvsw[face * 3 + 2] = u[0];
  1247. smoothw[face] = smooth_faces;
  1248. invertw[face] = invert_val;
  1249. materialsw[face] = material;
  1250. face++;
  1251. }
  1252. }
  1253. }
  1254. if (face != face_count) {
  1255. ERR_PRINT("Face mismatch bug! fix code");
  1256. }
  1257. }
  1258. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1259. return brush;
  1260. }
  1261. void CSGTorus::_bind_methods() {
  1262. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus::set_inner_radius);
  1263. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus::get_inner_radius);
  1264. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus::set_outer_radius);
  1265. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus::get_outer_radius);
  1266. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus::set_sides);
  1267. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus::get_sides);
  1268. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus::set_ring_sides);
  1269. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus::get_ring_sides);
  1270. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus::set_material);
  1271. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus::get_material);
  1272. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus::set_smooth_faces);
  1273. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus::get_smooth_faces);
  1274. 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");
  1275. 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");
  1276. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1277. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1278. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1279. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1280. }
  1281. void CSGTorus::set_inner_radius(const float p_inner_radius) {
  1282. inner_radius = p_inner_radius;
  1283. _make_dirty();
  1284. update_gizmo();
  1285. _change_notify("inner_radius");
  1286. }
  1287. float CSGTorus::get_inner_radius() const {
  1288. return inner_radius;
  1289. }
  1290. void CSGTorus::set_outer_radius(const float p_outer_radius) {
  1291. outer_radius = p_outer_radius;
  1292. _make_dirty();
  1293. update_gizmo();
  1294. _change_notify("outer_radius");
  1295. }
  1296. float CSGTorus::get_outer_radius() const {
  1297. return outer_radius;
  1298. }
  1299. void CSGTorus::set_sides(const int p_sides) {
  1300. ERR_FAIL_COND(p_sides < 3);
  1301. sides = p_sides;
  1302. _make_dirty();
  1303. update_gizmo();
  1304. }
  1305. int CSGTorus::get_sides() const {
  1306. return sides;
  1307. }
  1308. void CSGTorus::set_ring_sides(const int p_ring_sides) {
  1309. ERR_FAIL_COND(p_ring_sides < 3);
  1310. ring_sides = p_ring_sides;
  1311. _make_dirty();
  1312. update_gizmo();
  1313. }
  1314. int CSGTorus::get_ring_sides() const {
  1315. return ring_sides;
  1316. }
  1317. void CSGTorus::set_smooth_faces(const bool p_smooth_faces) {
  1318. smooth_faces = p_smooth_faces;
  1319. _make_dirty();
  1320. }
  1321. bool CSGTorus::get_smooth_faces() const {
  1322. return smooth_faces;
  1323. }
  1324. void CSGTorus::set_material(const Ref<Material> &p_material) {
  1325. material = p_material;
  1326. _make_dirty();
  1327. }
  1328. Ref<Material> CSGTorus::get_material() const {
  1329. return material;
  1330. }
  1331. CSGTorus::CSGTorus() {
  1332. // defaults
  1333. inner_radius = 2.0;
  1334. outer_radius = 3.0;
  1335. sides = 8;
  1336. ring_sides = 6;
  1337. smooth_faces = true;
  1338. }
  1339. ///////////////
  1340. CSGBrush *CSGPolygon::_build_brush() {
  1341. // set our bounding box
  1342. if (polygon.size() < 3)
  1343. return NULL;
  1344. Vector<Point2> final_polygon = polygon;
  1345. if (Triangulate::get_area(final_polygon) > 0) {
  1346. final_polygon.invert();
  1347. }
  1348. Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
  1349. if (triangles.size() < 3)
  1350. return NULL;
  1351. Path *path = NULL;
  1352. Ref<Curve3D> curve;
  1353. // get bounds for our polygon
  1354. Vector2 final_polygon_min;
  1355. Vector2 final_polygon_max;
  1356. for (int i = 0; i < final_polygon.size(); i++) {
  1357. Vector2 p = final_polygon[i];
  1358. if (i == 0) {
  1359. final_polygon_min = p;
  1360. final_polygon_max = final_polygon_min;
  1361. } else {
  1362. if (p.x < final_polygon_min.x) final_polygon_min.x = p.x;
  1363. if (p.y < final_polygon_min.y) final_polygon_min.y = p.y;
  1364. if (p.x > final_polygon_max.x) final_polygon_max.x = p.x;
  1365. if (p.y > final_polygon_max.y) final_polygon_max.y = p.y;
  1366. }
  1367. }
  1368. Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
  1369. if (mode == MODE_PATH) {
  1370. if (!has_node(path_node))
  1371. return NULL;
  1372. Node *n = get_node(path_node);
  1373. if (!n)
  1374. return NULL;
  1375. path = Object::cast_to<Path>(n);
  1376. if (!path)
  1377. return NULL;
  1378. if (path != path_cache) {
  1379. if (path_cache) {
  1380. path_cache->disconnect("tree_exited", this, "_path_exited");
  1381. path_cache->disconnect("curve_changed", this, "_path_changed");
  1382. path_cache = NULL;
  1383. }
  1384. path_cache = path;
  1385. path_cache->connect("tree_exited", this, "_path_exited");
  1386. path_cache->connect("curve_changed", this, "_path_changed");
  1387. path_cache = NULL;
  1388. }
  1389. curve = path->get_curve();
  1390. if (curve.is_null())
  1391. return NULL;
  1392. if (curve->get_baked_length() <= 0)
  1393. return NULL;
  1394. }
  1395. CSGBrush *brush = memnew(CSGBrush);
  1396. int face_count = 0;
  1397. switch (mode) {
  1398. case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break;
  1399. case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break;
  1400. case MODE_PATH: {
  1401. float bl = curve->get_baked_length();
  1402. int splits = MAX(2, Math::ceil(bl / path_interval));
  1403. if (path_joined) {
  1404. face_count = splits * final_polygon.size() * 2;
  1405. } else {
  1406. face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
  1407. }
  1408. } break;
  1409. }
  1410. bool invert_val = is_inverting_faces();
  1411. Ref<Material> material = get_material();
  1412. PoolVector<Vector3> faces;
  1413. PoolVector<Vector2> uvs;
  1414. PoolVector<bool> smooth;
  1415. PoolVector<Ref<Material> > materials;
  1416. PoolVector<bool> invert;
  1417. faces.resize(face_count * 3);
  1418. uvs.resize(face_count * 3);
  1419. smooth.resize(face_count);
  1420. materials.resize(face_count);
  1421. invert.resize(face_count);
  1422. AABB aabb; //must be computed
  1423. {
  1424. PoolVector<Vector3>::Write facesw = faces.write();
  1425. PoolVector<Vector2>::Write uvsw = uvs.write();
  1426. PoolVector<bool>::Write smoothw = smooth.write();
  1427. PoolVector<Ref<Material> >::Write materialsw = materials.write();
  1428. PoolVector<bool>::Write invertw = invert.write();
  1429. int face = 0;
  1430. switch (mode) {
  1431. case MODE_DEPTH: {
  1432. //add triangles, front and back
  1433. for (int i = 0; i < 2; i++) {
  1434. for (int j = 0; j < triangles.size(); j += 3) {
  1435. for (int k = 0; k < 3; k++) {
  1436. int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
  1437. Vector2 p = final_polygon[triangles[j + src[k]]];
  1438. Vector3 v = Vector3(p.x, p.y, 0);
  1439. if (i == 0) {
  1440. v.z -= depth;
  1441. }
  1442. facesw[face * 3 + k] = v;
  1443. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1444. if (i == 0) {
  1445. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1446. }
  1447. }
  1448. smoothw[face] = false;
  1449. materialsw[face] = material;
  1450. invertw[face] = invert_val;
  1451. face++;
  1452. }
  1453. }
  1454. //add triangles for depth
  1455. for (int i = 0; i < final_polygon.size(); i++) {
  1456. int i_n = (i + 1) % final_polygon.size();
  1457. Vector3 v[4] = {
  1458. Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
  1459. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
  1460. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
  1461. Vector3(final_polygon[i].x, final_polygon[i].y, 0),
  1462. };
  1463. Vector2 u[4] = {
  1464. Vector2(0, 0),
  1465. Vector2(0, 1),
  1466. Vector2(1, 1),
  1467. Vector2(1, 0)
  1468. };
  1469. // face 1
  1470. facesw[face * 3 + 0] = v[0];
  1471. facesw[face * 3 + 1] = v[1];
  1472. facesw[face * 3 + 2] = v[2];
  1473. uvsw[face * 3 + 0] = u[0];
  1474. uvsw[face * 3 + 1] = u[1];
  1475. uvsw[face * 3 + 2] = u[2];
  1476. smoothw[face] = smooth_faces;
  1477. invertw[face] = invert_val;
  1478. materialsw[face] = material;
  1479. face++;
  1480. // face 2
  1481. facesw[face * 3 + 0] = v[2];
  1482. facesw[face * 3 + 1] = v[3];
  1483. facesw[face * 3 + 2] = v[0];
  1484. uvsw[face * 3 + 0] = u[2];
  1485. uvsw[face * 3 + 1] = u[3];
  1486. uvsw[face * 3 + 2] = u[0];
  1487. smoothw[face] = smooth_faces;
  1488. invertw[face] = invert_val;
  1489. materialsw[face] = material;
  1490. face++;
  1491. }
  1492. } break;
  1493. case MODE_SPIN: {
  1494. for (int i = 0; i < spin_sides; i++) {
  1495. float inci = float(i) / spin_sides;
  1496. float inci_n = float((i + 1)) / spin_sides;
  1497. float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
  1498. float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
  1499. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1500. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1501. //add triangles for depth
  1502. for (int j = 0; j < final_polygon.size(); j++) {
  1503. int j_n = (j + 1) % final_polygon.size();
  1504. Vector3 v[4] = {
  1505. Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
  1506. Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
  1507. Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
  1508. Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
  1509. };
  1510. Vector2 u[4] = {
  1511. Vector2(0, 0),
  1512. Vector2(0, 1),
  1513. Vector2(1, 1),
  1514. Vector2(1, 0)
  1515. };
  1516. // face 1
  1517. facesw[face * 3 + 0] = v[0];
  1518. facesw[face * 3 + 1] = v[2];
  1519. facesw[face * 3 + 2] = v[1];
  1520. uvsw[face * 3 + 0] = u[0];
  1521. uvsw[face * 3 + 1] = u[2];
  1522. uvsw[face * 3 + 2] = u[1];
  1523. smoothw[face] = smooth_faces;
  1524. invertw[face] = invert_val;
  1525. materialsw[face] = material;
  1526. face++;
  1527. // face 2
  1528. facesw[face * 3 + 0] = v[2];
  1529. facesw[face * 3 + 1] = v[0];
  1530. facesw[face * 3 + 2] = v[3];
  1531. uvsw[face * 3 + 0] = u[2];
  1532. uvsw[face * 3 + 1] = u[0];
  1533. uvsw[face * 3 + 2] = u[3];
  1534. smoothw[face] = smooth_faces;
  1535. invertw[face] = invert_val;
  1536. materialsw[face] = material;
  1537. face++;
  1538. }
  1539. if (i == 0 && spin_degrees < 360) {
  1540. for (int j = 0; j < triangles.size(); j += 3) {
  1541. for (int k = 0; k < 3; k++) {
  1542. int src[3] = { 0, 2, 1 };
  1543. Vector2 p = final_polygon[triangles[j + src[k]]];
  1544. Vector3 v = Vector3(p.x, p.y, 0);
  1545. facesw[face * 3 + k] = v;
  1546. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1547. }
  1548. smoothw[face] = false;
  1549. materialsw[face] = material;
  1550. invertw[face] = invert_val;
  1551. face++;
  1552. }
  1553. }
  1554. if (i == spin_sides - 1 && spin_degrees < 360) {
  1555. for (int j = 0; j < triangles.size(); j += 3) {
  1556. for (int k = 0; k < 3; k++) {
  1557. int src[3] = { 0, 1, 2 };
  1558. Vector2 p = final_polygon[triangles[j + src[k]]];
  1559. Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
  1560. facesw[face * 3 + k] = v;
  1561. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1562. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1563. }
  1564. smoothw[face] = false;
  1565. materialsw[face] = material;
  1566. invertw[face] = invert_val;
  1567. face++;
  1568. }
  1569. }
  1570. }
  1571. } break;
  1572. case MODE_PATH: {
  1573. float bl = curve->get_baked_length();
  1574. int splits = MAX(2, Math::ceil(bl / path_interval));
  1575. float u1 = 0.0;
  1576. float u2 = path_continuous_u ? 0.0 : 1.0;
  1577. Transform path_to_this;
  1578. if (!path_local) {
  1579. // center on paths origin
  1580. path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
  1581. }
  1582. Transform prev_xf;
  1583. Vector3 lookat_dir;
  1584. if (path_rotation == PATH_ROTATION_POLYGON) {
  1585. lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
  1586. } else {
  1587. Vector3 p1, p2;
  1588. p1 = curve->interpolate_baked(0);
  1589. p2 = curve->interpolate_baked(0.1);
  1590. lookat_dir = (p2 - p1).normalized();
  1591. }
  1592. for (int i = 0; i <= splits; i++) {
  1593. float ofs = i * path_interval;
  1594. if (ofs > bl) {
  1595. ofs = bl;
  1596. }
  1597. if (i == splits && path_joined) {
  1598. ofs = 0.0;
  1599. }
  1600. Transform xf;
  1601. xf.origin = curve->interpolate_baked(ofs);
  1602. Vector3 local_dir;
  1603. if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
  1604. //before end
  1605. Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
  1606. Vector3 p2 = curve->interpolate_baked(ofs);
  1607. local_dir = (p2 - p1).normalized();
  1608. } else {
  1609. local_dir = lookat_dir;
  1610. }
  1611. xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
  1612. Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
  1613. xf = xf * rot; //post mult
  1614. xf = path_to_this * xf;
  1615. if (i > 0) {
  1616. if (path_continuous_u) {
  1617. u1 = u2;
  1618. u2 += (prev_xf.origin - xf.origin).length();
  1619. };
  1620. //put triangles where they belong
  1621. //add triangles for depth
  1622. for (int j = 0; j < final_polygon.size(); j++) {
  1623. int j_n = (j + 1) % final_polygon.size();
  1624. Vector3 v[4] = {
  1625. prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1626. prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1627. xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1628. xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1629. };
  1630. Vector2 u[4] = {
  1631. Vector2(u1, 1),
  1632. Vector2(u1, 0),
  1633. Vector2(u2, 0),
  1634. Vector2(u2, 1)
  1635. };
  1636. // face 1
  1637. facesw[face * 3 + 0] = v[0];
  1638. facesw[face * 3 + 1] = v[1];
  1639. facesw[face * 3 + 2] = v[2];
  1640. uvsw[face * 3 + 0] = u[0];
  1641. uvsw[face * 3 + 1] = u[1];
  1642. uvsw[face * 3 + 2] = u[2];
  1643. smoothw[face] = smooth_faces;
  1644. invertw[face] = invert_val;
  1645. materialsw[face] = material;
  1646. face++;
  1647. // face 2
  1648. facesw[face * 3 + 0] = v[2];
  1649. facesw[face * 3 + 1] = v[3];
  1650. facesw[face * 3 + 2] = v[0];
  1651. uvsw[face * 3 + 0] = u[2];
  1652. uvsw[face * 3 + 1] = u[3];
  1653. uvsw[face * 3 + 2] = u[0];
  1654. smoothw[face] = smooth_faces;
  1655. invertw[face] = invert_val;
  1656. materialsw[face] = material;
  1657. face++;
  1658. }
  1659. }
  1660. if (i == 0 && !path_joined) {
  1661. for (int j = 0; j < triangles.size(); j += 3) {
  1662. for (int k = 0; k < 3; k++) {
  1663. int src[3] = { 0, 1, 2 };
  1664. Vector2 p = final_polygon[triangles[j + src[k]]];
  1665. Vector3 v = Vector3(p.x, p.y, 0);
  1666. facesw[face * 3 + k] = xf.xform(v);
  1667. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1668. }
  1669. smoothw[face] = false;
  1670. materialsw[face] = material;
  1671. invertw[face] = invert_val;
  1672. face++;
  1673. }
  1674. }
  1675. if (i == splits && !path_joined) {
  1676. for (int j = 0; j < triangles.size(); j += 3) {
  1677. for (int k = 0; k < 3; k++) {
  1678. int src[3] = { 0, 2, 1 };
  1679. Vector2 p = final_polygon[triangles[j + src[k]]];
  1680. Vector3 v = Vector3(p.x, p.y, 0);
  1681. facesw[face * 3 + k] = xf.xform(v);
  1682. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1683. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1684. }
  1685. smoothw[face] = false;
  1686. materialsw[face] = material;
  1687. invertw[face] = invert_val;
  1688. face++;
  1689. }
  1690. }
  1691. prev_xf = xf;
  1692. }
  1693. } break;
  1694. }
  1695. if (face != face_count) {
  1696. ERR_PRINT("Face mismatch bug! fix code");
  1697. }
  1698. for (int i = 0; i < face_count * 3; i++) {
  1699. if (i == 0) {
  1700. aabb.position = facesw[i];
  1701. } else {
  1702. aabb.expand_to(facesw[i]);
  1703. }
  1704. // invert UVs on the Y-axis OpenGL = upside down
  1705. uvsw[i].y = 1.0 - uvsw[i].y;
  1706. }
  1707. }
  1708. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1709. return brush;
  1710. }
  1711. void CSGPolygon::_notification(int p_what) {
  1712. if (p_what == NOTIFICATION_EXIT_TREE) {
  1713. if (path_cache) {
  1714. path_cache->disconnect("tree_exited", this, "_path_exited");
  1715. path_cache->disconnect("curve_changed", this, "_path_changed");
  1716. path_cache = NULL;
  1717. }
  1718. }
  1719. }
  1720. void CSGPolygon::_validate_property(PropertyInfo &property) const {
  1721. if (property.name.begins_with("spin") && mode != MODE_SPIN) {
  1722. property.usage = 0;
  1723. }
  1724. if (property.name.begins_with("path") && mode != MODE_PATH) {
  1725. property.usage = 0;
  1726. }
  1727. if (property.name == "depth" && mode != MODE_DEPTH) {
  1728. property.usage = 0;
  1729. }
  1730. CSGShape::_validate_property(property);
  1731. }
  1732. void CSGPolygon::_path_changed() {
  1733. _make_dirty();
  1734. update_gizmo();
  1735. }
  1736. void CSGPolygon::_path_exited() {
  1737. path_cache = NULL;
  1738. }
  1739. void CSGPolygon::_bind_methods() {
  1740. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon::set_polygon);
  1741. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon::get_polygon);
  1742. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon::set_mode);
  1743. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon::get_mode);
  1744. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon::set_depth);
  1745. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon::get_depth);
  1746. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon::set_spin_degrees);
  1747. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon::get_spin_degrees);
  1748. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon::set_spin_sides);
  1749. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon::get_spin_sides);
  1750. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon::set_path_node);
  1751. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon::get_path_node);
  1752. ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon::set_path_interval);
  1753. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon::get_path_interval);
  1754. ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon::set_path_rotation);
  1755. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation);
  1756. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon::set_path_local);
  1757. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon::is_path_local);
  1758. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon::set_path_continuous_u);
  1759. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon::is_path_continuous_u);
  1760. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon::set_path_joined);
  1761. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon::is_path_joined);
  1762. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon::set_material);
  1763. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material);
  1764. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon::set_smooth_faces);
  1765. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon::get_smooth_faces);
  1766. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon::_is_editable_3d_polygon);
  1767. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon::_has_editable_3d_polygon_no_depth);
  1768. ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited);
  1769. ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed);
  1770. ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1771. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1772. ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  1773. ADD_PROPERTY(PropertyInfo(Variant::REAL, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1774. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1775. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
  1776. 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");
  1777. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1778. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1779. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1780. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1781. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1782. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
  1783. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1784. BIND_ENUM_CONSTANT(MODE_SPIN);
  1785. BIND_ENUM_CONSTANT(MODE_PATH);
  1786. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1787. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1788. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1789. }
  1790. void CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) {
  1791. polygon = p_polygon;
  1792. _make_dirty();
  1793. update_gizmo();
  1794. }
  1795. Vector<Vector2> CSGPolygon::get_polygon() const {
  1796. return polygon;
  1797. }
  1798. void CSGPolygon::set_mode(Mode p_mode) {
  1799. mode = p_mode;
  1800. _make_dirty();
  1801. update_gizmo();
  1802. _change_notify();
  1803. }
  1804. CSGPolygon::Mode CSGPolygon::get_mode() const {
  1805. return mode;
  1806. }
  1807. void CSGPolygon::set_depth(const float p_depth) {
  1808. ERR_FAIL_COND(p_depth < 0.001);
  1809. depth = p_depth;
  1810. _make_dirty();
  1811. update_gizmo();
  1812. }
  1813. float CSGPolygon::get_depth() const {
  1814. return depth;
  1815. }
  1816. void CSGPolygon::set_path_continuous_u(bool p_enable) {
  1817. path_continuous_u = p_enable;
  1818. _make_dirty();
  1819. }
  1820. bool CSGPolygon::is_path_continuous_u() const {
  1821. return path_continuous_u;
  1822. }
  1823. void CSGPolygon::set_spin_degrees(const float p_spin_degrees) {
  1824. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1825. spin_degrees = p_spin_degrees;
  1826. _make_dirty();
  1827. update_gizmo();
  1828. }
  1829. float CSGPolygon::get_spin_degrees() const {
  1830. return spin_degrees;
  1831. }
  1832. void CSGPolygon::set_spin_sides(const int p_spin_sides) {
  1833. ERR_FAIL_COND(p_spin_sides < 3);
  1834. spin_sides = p_spin_sides;
  1835. _make_dirty();
  1836. update_gizmo();
  1837. }
  1838. int CSGPolygon::get_spin_sides() const {
  1839. return spin_sides;
  1840. }
  1841. void CSGPolygon::set_path_node(const NodePath &p_path) {
  1842. path_node = p_path;
  1843. _make_dirty();
  1844. update_gizmo();
  1845. }
  1846. NodePath CSGPolygon::get_path_node() const {
  1847. return path_node;
  1848. }
  1849. void CSGPolygon::set_path_interval(float p_interval) {
  1850. ERR_FAIL_COND_MSG(p_interval < 0.001, "Path interval cannot be smaller than 0.001.");
  1851. path_interval = p_interval;
  1852. _make_dirty();
  1853. update_gizmo();
  1854. }
  1855. float CSGPolygon::get_path_interval() const {
  1856. return path_interval;
  1857. }
  1858. void CSGPolygon::set_path_rotation(PathRotation p_rotation) {
  1859. path_rotation = p_rotation;
  1860. _make_dirty();
  1861. update_gizmo();
  1862. }
  1863. CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const {
  1864. return path_rotation;
  1865. }
  1866. void CSGPolygon::set_path_local(bool p_enable) {
  1867. path_local = p_enable;
  1868. _make_dirty();
  1869. update_gizmo();
  1870. }
  1871. bool CSGPolygon::is_path_local() const {
  1872. return path_local;
  1873. }
  1874. void CSGPolygon::set_path_joined(bool p_enable) {
  1875. path_joined = p_enable;
  1876. _make_dirty();
  1877. update_gizmo();
  1878. }
  1879. bool CSGPolygon::is_path_joined() const {
  1880. return path_joined;
  1881. }
  1882. void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) {
  1883. smooth_faces = p_smooth_faces;
  1884. _make_dirty();
  1885. }
  1886. bool CSGPolygon::get_smooth_faces() const {
  1887. return smooth_faces;
  1888. }
  1889. void CSGPolygon::set_material(const Ref<Material> &p_material) {
  1890. material = p_material;
  1891. _make_dirty();
  1892. }
  1893. Ref<Material> CSGPolygon::get_material() const {
  1894. return material;
  1895. }
  1896. bool CSGPolygon::_is_editable_3d_polygon() const {
  1897. return true;
  1898. }
  1899. bool CSGPolygon::_has_editable_3d_polygon_no_depth() const {
  1900. return true;
  1901. }
  1902. CSGPolygon::CSGPolygon() {
  1903. // defaults
  1904. mode = MODE_DEPTH;
  1905. polygon.push_back(Vector2(0, 0));
  1906. polygon.push_back(Vector2(0, 1));
  1907. polygon.push_back(Vector2(1, 1));
  1908. polygon.push_back(Vector2(1, 0));
  1909. depth = 1.0;
  1910. spin_degrees = 360;
  1911. spin_sides = 8;
  1912. smooth_faces = false;
  1913. path_interval = 1;
  1914. path_rotation = PATH_ROTATION_PATH;
  1915. path_local = false;
  1916. path_continuous_u = false;
  1917. path_joined = false;
  1918. path_cache = NULL;
  1919. }