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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "csg_shape.h"
  31. #include "core/math/geometry_2d.h"
  32. void CSGShape3D::set_use_collision(bool p_enable) {
  33. if (use_collision == p_enable) {
  34. return;
  35. }
  36. use_collision = p_enable;
  37. if (!is_inside_tree() || !is_root_shape()) {
  38. return;
  39. }
  40. if (use_collision) {
  41. root_collision_shape.instantiate();
  42. root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
  43. PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
  44. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  45. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  46. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  47. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  48. set_collision_layer(collision_layer);
  49. set_collision_mask(collision_mask);
  50. set_collision_priority(collision_priority);
  51. _make_dirty(); //force update
  52. } else {
  53. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  54. root_collision_instance = RID();
  55. root_collision_shape.unref();
  56. }
  57. notify_property_list_changed();
  58. }
  59. bool CSGShape3D::is_using_collision() const {
  60. return use_collision;
  61. }
  62. void CSGShape3D::set_collision_layer(uint32_t p_layer) {
  63. collision_layer = p_layer;
  64. if (root_collision_instance.is_valid()) {
  65. PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
  66. }
  67. }
  68. uint32_t CSGShape3D::get_collision_layer() const {
  69. return collision_layer;
  70. }
  71. void CSGShape3D::set_collision_mask(uint32_t p_mask) {
  72. collision_mask = p_mask;
  73. if (root_collision_instance.is_valid()) {
  74. PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
  75. }
  76. }
  77. uint32_t CSGShape3D::get_collision_mask() const {
  78. return collision_mask;
  79. }
  80. void CSGShape3D::set_collision_layer_value(int p_layer_number, bool p_value) {
  81. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  82. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  83. uint32_t layer = get_collision_layer();
  84. if (p_value) {
  85. layer |= 1 << (p_layer_number - 1);
  86. } else {
  87. layer &= ~(1 << (p_layer_number - 1));
  88. }
  89. set_collision_layer(layer);
  90. }
  91. bool CSGShape3D::get_collision_layer_value(int p_layer_number) const {
  92. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  93. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  94. return get_collision_layer() & (1 << (p_layer_number - 1));
  95. }
  96. void CSGShape3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  97. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  98. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  99. uint32_t mask = get_collision_mask();
  100. if (p_value) {
  101. mask |= 1 << (p_layer_number - 1);
  102. } else {
  103. mask &= ~(1 << (p_layer_number - 1));
  104. }
  105. set_collision_mask(mask);
  106. }
  107. bool CSGShape3D::get_collision_mask_value(int p_layer_number) const {
  108. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  109. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  110. return get_collision_mask() & (1 << (p_layer_number - 1));
  111. }
  112. void CSGShape3D::set_collision_priority(real_t p_priority) {
  113. collision_priority = p_priority;
  114. if (root_collision_instance.is_valid()) {
  115. PhysicsServer3D::get_singleton()->body_set_collision_priority(root_collision_instance, p_priority);
  116. }
  117. }
  118. real_t CSGShape3D::get_collision_priority() const {
  119. return collision_priority;
  120. }
  121. bool CSGShape3D::is_root_shape() const {
  122. return !parent_shape;
  123. }
  124. void CSGShape3D::set_snap(float p_snap) {
  125. 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. _make_dirty();
  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 &p_property) const {
  498. bool is_collision_prefixed = p_property.name.begins_with("collision_");
  499. if ((is_collision_prefixed || p_property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  500. //hide collision if not root
  501. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  502. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  503. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  504. }
  505. }
  506. Array CSGShape3D::get_meshes() const {
  507. if (root_mesh.is_valid()) {
  508. Array arr;
  509. arr.resize(2);
  510. arr[0] = Transform3D();
  511. arr[1] = root_mesh;
  512. return arr;
  513. }
  514. return Array();
  515. }
  516. void CSGShape3D::_bind_methods() {
  517. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
  518. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
  519. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation);
  520. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
  521. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
  522. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
  523. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
  524. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
  525. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
  526. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
  527. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
  528. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
  529. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CSGShape3D::set_collision_mask_value);
  530. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CSGShape3D::get_collision_mask_value);
  531. ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CSGShape3D::set_collision_layer_value);
  532. ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CSGShape3D::get_collision_layer_value);
  533. ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CSGShape3D::set_collision_priority);
  534. ClassDB::bind_method(D_METHOD("get_collision_priority"), &CSGShape3D::get_collision_priority);
  535. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
  536. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
  537. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
  538. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  539. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.000001,1,0.000001,suffix:m"), "set_snap", "get_snap");
  540. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  541. ADD_GROUP("Collision", "collision_");
  542. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  543. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  544. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  545. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
  546. BIND_ENUM_CONSTANT(OPERATION_UNION);
  547. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  548. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  549. }
  550. CSGShape3D::CSGShape3D() {
  551. set_notify_local_transform(true);
  552. }
  553. CSGShape3D::~CSGShape3D() {
  554. if (brush) {
  555. memdelete(brush);
  556. brush = nullptr;
  557. }
  558. }
  559. //////////////////////////////////
  560. CSGBrush *CSGCombiner3D::_build_brush() {
  561. return memnew(CSGBrush); //does not build anything
  562. }
  563. CSGCombiner3D::CSGCombiner3D() {
  564. }
  565. /////////////////////
  566. 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) {
  567. CSGBrush *new_brush = memnew(CSGBrush);
  568. Vector<bool> invert;
  569. invert.resize(p_vertices.size() / 3);
  570. {
  571. int ic = invert.size();
  572. bool *w = invert.ptrw();
  573. for (int i = 0; i < ic; i++) {
  574. w[i] = flip_faces;
  575. }
  576. }
  577. new_brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  578. return new_brush;
  579. }
  580. void CSGPrimitive3D::_bind_methods() {
  581. ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &CSGPrimitive3D::set_flip_faces);
  582. ClassDB::bind_method(D_METHOD("get_flip_faces"), &CSGPrimitive3D::get_flip_faces);
  583. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
  584. }
  585. void CSGPrimitive3D::set_flip_faces(bool p_invert) {
  586. if (flip_faces == p_invert) {
  587. return;
  588. }
  589. flip_faces = p_invert;
  590. _make_dirty();
  591. }
  592. bool CSGPrimitive3D::get_flip_faces() {
  593. return flip_faces;
  594. }
  595. CSGPrimitive3D::CSGPrimitive3D() {
  596. flip_faces = false;
  597. }
  598. /////////////////////
  599. CSGBrush *CSGMesh3D::_build_brush() {
  600. if (!mesh.is_valid()) {
  601. return memnew(CSGBrush);
  602. }
  603. Vector<Vector3> vertices;
  604. Vector<bool> smooth;
  605. Vector<Ref<Material>> materials;
  606. Vector<Vector2> uvs;
  607. Ref<Material> base_material = get_material();
  608. for (int i = 0; i < mesh->get_surface_count(); i++) {
  609. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  610. continue;
  611. }
  612. Array arrays = mesh->surface_get_arrays(i);
  613. if (arrays.size() == 0) {
  614. _make_dirty();
  615. ERR_FAIL_COND_V(arrays.size() == 0, memnew(CSGBrush));
  616. }
  617. Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  618. if (avertices.size() == 0) {
  619. continue;
  620. }
  621. const Vector3 *vr = avertices.ptr();
  622. Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  623. const Vector3 *nr = nullptr;
  624. if (anormals.size()) {
  625. nr = anormals.ptr();
  626. }
  627. Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  628. const Vector2 *uvr = nullptr;
  629. if (auvs.size()) {
  630. uvr = auvs.ptr();
  631. }
  632. Ref<Material> mat;
  633. if (base_material.is_valid()) {
  634. mat = base_material;
  635. } else {
  636. mat = mesh->surface_get_material(i);
  637. }
  638. Vector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  639. if (aindices.size()) {
  640. int as = vertices.size();
  641. int is = aindices.size();
  642. vertices.resize(as + is);
  643. smooth.resize((as + is) / 3);
  644. materials.resize((as + is) / 3);
  645. uvs.resize(as + is);
  646. Vector3 *vw = vertices.ptrw();
  647. bool *sw = smooth.ptrw();
  648. Vector2 *uvw = uvs.ptrw();
  649. Ref<Material> *mw = materials.ptrw();
  650. const int *ir = aindices.ptr();
  651. for (int j = 0; j < is; j += 3) {
  652. Vector3 vertex[3];
  653. Vector3 normal[3];
  654. Vector2 uv[3];
  655. for (int k = 0; k < 3; k++) {
  656. int idx = ir[j + k];
  657. vertex[k] = vr[idx];
  658. if (nr) {
  659. normal[k] = nr[idx];
  660. }
  661. if (uvr) {
  662. uv[k] = uvr[idx];
  663. }
  664. }
  665. bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
  666. vw[as + j + 0] = vertex[0];
  667. vw[as + j + 1] = vertex[1];
  668. vw[as + j + 2] = vertex[2];
  669. uvw[as + j + 0] = uv[0];
  670. uvw[as + j + 1] = uv[1];
  671. uvw[as + j + 2] = uv[2];
  672. sw[(as + j) / 3] = !flat;
  673. mw[(as + j) / 3] = mat;
  674. }
  675. } else {
  676. int as = vertices.size();
  677. int is = avertices.size();
  678. vertices.resize(as + is);
  679. smooth.resize((as + is) / 3);
  680. uvs.resize(as + is);
  681. materials.resize((as + is) / 3);
  682. Vector3 *vw = vertices.ptrw();
  683. bool *sw = smooth.ptrw();
  684. Vector2 *uvw = uvs.ptrw();
  685. Ref<Material> *mw = materials.ptrw();
  686. for (int j = 0; j < is; j += 3) {
  687. Vector3 vertex[3];
  688. Vector3 normal[3];
  689. Vector2 uv[3];
  690. for (int k = 0; k < 3; k++) {
  691. vertex[k] = vr[j + k];
  692. if (nr) {
  693. normal[k] = nr[j + k];
  694. }
  695. if (uvr) {
  696. uv[k] = uvr[j + k];
  697. }
  698. }
  699. bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
  700. vw[as + j + 0] = vertex[0];
  701. vw[as + j + 1] = vertex[1];
  702. vw[as + j + 2] = vertex[2];
  703. uvw[as + j + 0] = uv[0];
  704. uvw[as + j + 1] = uv[1];
  705. uvw[as + j + 2] = uv[2];
  706. sw[(as + j) / 3] = !flat;
  707. mw[(as + j) / 3] = mat;
  708. }
  709. }
  710. }
  711. if (vertices.size() == 0) {
  712. return memnew(CSGBrush);
  713. }
  714. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  715. }
  716. void CSGMesh3D::_mesh_changed() {
  717. _make_dirty();
  718. update_gizmos();
  719. }
  720. void CSGMesh3D::set_material(const Ref<Material> &p_material) {
  721. if (material == p_material) {
  722. return;
  723. }
  724. material = p_material;
  725. _make_dirty();
  726. }
  727. Ref<Material> CSGMesh3D::get_material() const {
  728. return material;
  729. }
  730. void CSGMesh3D::_bind_methods() {
  731. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
  732. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
  733. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
  734. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
  735. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  736. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  737. }
  738. void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
  739. if (mesh == p_mesh) {
  740. return;
  741. }
  742. if (mesh.is_valid()) {
  743. mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  744. }
  745. mesh = p_mesh;
  746. if (mesh.is_valid()) {
  747. mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  748. }
  749. _mesh_changed();
  750. }
  751. Ref<Mesh> CSGMesh3D::get_mesh() {
  752. return mesh;
  753. }
  754. ////////////////////////////////
  755. CSGBrush *CSGSphere3D::_build_brush() {
  756. // set our bounding box
  757. CSGBrush *new_brush = memnew(CSGBrush);
  758. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  759. bool invert_val = get_flip_faces();
  760. Ref<Material> base_material = get_material();
  761. Vector<Vector3> faces;
  762. Vector<Vector2> uvs;
  763. Vector<bool> smooth;
  764. Vector<Ref<Material>> materials;
  765. Vector<bool> invert;
  766. faces.resize(face_count * 3);
  767. uvs.resize(face_count * 3);
  768. smooth.resize(face_count);
  769. materials.resize(face_count);
  770. invert.resize(face_count);
  771. {
  772. Vector3 *facesw = faces.ptrw();
  773. Vector2 *uvsw = uvs.ptrw();
  774. bool *smoothw = smooth.ptrw();
  775. Ref<Material> *materialsw = materials.ptrw();
  776. bool *invertw = invert.ptrw();
  777. // We want to follow an order that's convenient for UVs.
  778. // For latitude step we start at the top and move down like in an image.
  779. const double latitude_step = -Math_PI / rings;
  780. const double longitude_step = Math_TAU / radial_segments;
  781. int face = 0;
  782. for (int i = 0; i < rings; i++) {
  783. double latitude0 = latitude_step * i + Math_TAU / 4;
  784. double cos0 = Math::cos(latitude0);
  785. double sin0 = Math::sin(latitude0);
  786. double v0 = double(i) / rings;
  787. double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
  788. double cos1 = Math::cos(latitude1);
  789. double sin1 = Math::sin(latitude1);
  790. double v1 = double(i + 1) / rings;
  791. for (int j = 0; j < radial_segments; j++) {
  792. double longitude0 = longitude_step * j;
  793. // We give sin to X and cos to Z on purpose.
  794. // This allows UVs to be CCW on +X so it maps to images well.
  795. double x0 = Math::sin(longitude0);
  796. double z0 = Math::cos(longitude0);
  797. double u0 = double(j) / radial_segments;
  798. double longitude1 = longitude_step * (j + 1);
  799. if (j == radial_segments - 1) {
  800. longitude1 = 0;
  801. }
  802. double x1 = Math::sin(longitude1);
  803. double z1 = Math::cos(longitude1);
  804. double u1 = double(j + 1) / radial_segments;
  805. Vector3 v[4] = {
  806. Vector3(x0 * cos0, sin0, z0 * cos0) * radius,
  807. Vector3(x1 * cos0, sin0, z1 * cos0) * radius,
  808. Vector3(x1 * cos1, sin1, z1 * cos1) * radius,
  809. Vector3(x0 * cos1, sin1, z0 * cos1) * radius,
  810. };
  811. Vector2 u[4] = {
  812. Vector2(u0, v0),
  813. Vector2(u1, v0),
  814. Vector2(u1, v1),
  815. Vector2(u0, v1),
  816. };
  817. // Draw the first face, but skip this at the north pole (i == 0).
  818. if (i > 0) {
  819. facesw[face * 3 + 0] = v[0];
  820. facesw[face * 3 + 1] = v[1];
  821. facesw[face * 3 + 2] = v[2];
  822. uvsw[face * 3 + 0] = u[0];
  823. uvsw[face * 3 + 1] = u[1];
  824. uvsw[face * 3 + 2] = u[2];
  825. smoothw[face] = smooth_faces;
  826. invertw[face] = invert_val;
  827. materialsw[face] = base_material;
  828. face++;
  829. }
  830. // Draw the second face, but skip this at the south pole (i == rings - 1).
  831. if (i < rings - 1) {
  832. facesw[face * 3 + 0] = v[2];
  833. facesw[face * 3 + 1] = v[3];
  834. facesw[face * 3 + 2] = v[0];
  835. uvsw[face * 3 + 0] = u[2];
  836. uvsw[face * 3 + 1] = u[3];
  837. uvsw[face * 3 + 2] = u[0];
  838. smoothw[face] = smooth_faces;
  839. invertw[face] = invert_val;
  840. materialsw[face] = base_material;
  841. face++;
  842. }
  843. }
  844. }
  845. if (face != face_count) {
  846. ERR_PRINT("Face mismatch bug! fix code");
  847. }
  848. }
  849. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  850. return new_brush;
  851. }
  852. void CSGSphere3D::_bind_methods() {
  853. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
  854. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius);
  855. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
  856. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
  857. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
  858. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings);
  859. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
  860. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
  861. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
  862. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
  863. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,suffix:m"), "set_radius", "get_radius");
  864. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  865. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  866. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  867. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  868. }
  869. void CSGSphere3D::set_radius(const float p_radius) {
  870. ERR_FAIL_COND(p_radius <= 0);
  871. radius = p_radius;
  872. _make_dirty();
  873. update_gizmos();
  874. }
  875. float CSGSphere3D::get_radius() const {
  876. return radius;
  877. }
  878. void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
  879. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  880. _make_dirty();
  881. update_gizmos();
  882. }
  883. int CSGSphere3D::get_radial_segments() const {
  884. return radial_segments;
  885. }
  886. void CSGSphere3D::set_rings(const int p_rings) {
  887. rings = p_rings > 1 ? p_rings : 1;
  888. _make_dirty();
  889. update_gizmos();
  890. }
  891. int CSGSphere3D::get_rings() const {
  892. return rings;
  893. }
  894. void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
  895. smooth_faces = p_smooth_faces;
  896. _make_dirty();
  897. }
  898. bool CSGSphere3D::get_smooth_faces() const {
  899. return smooth_faces;
  900. }
  901. void CSGSphere3D::set_material(const Ref<Material> &p_material) {
  902. material = p_material;
  903. _make_dirty();
  904. }
  905. Ref<Material> CSGSphere3D::get_material() const {
  906. return material;
  907. }
  908. CSGSphere3D::CSGSphere3D() {
  909. // defaults
  910. radius = 0.5;
  911. radial_segments = 12;
  912. rings = 6;
  913. smooth_faces = true;
  914. }
  915. ///////////////
  916. CSGBrush *CSGBox3D::_build_brush() {
  917. // set our bounding box
  918. CSGBrush *new_brush = memnew(CSGBrush);
  919. int face_count = 12; //it's a cube..
  920. bool invert_val = get_flip_faces();
  921. Ref<Material> base_material = get_material();
  922. Vector<Vector3> faces;
  923. Vector<Vector2> uvs;
  924. Vector<bool> smooth;
  925. Vector<Ref<Material>> materials;
  926. Vector<bool> invert;
  927. faces.resize(face_count * 3);
  928. uvs.resize(face_count * 3);
  929. smooth.resize(face_count);
  930. materials.resize(face_count);
  931. invert.resize(face_count);
  932. {
  933. Vector3 *facesw = faces.ptrw();
  934. Vector2 *uvsw = uvs.ptrw();
  935. bool *smoothw = smooth.ptrw();
  936. Ref<Material> *materialsw = materials.ptrw();
  937. bool *invertw = invert.ptrw();
  938. int face = 0;
  939. Vector3 vertex_mul = size / 2;
  940. {
  941. for (int i = 0; i < 6; i++) {
  942. Vector3 face_points[4];
  943. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  944. for (int j = 0; j < 4; j++) {
  945. float v[3];
  946. v[0] = 1.0;
  947. v[1] = 1 - 2 * ((j >> 1) & 1);
  948. v[2] = v[1] * (1 - 2 * (j & 1));
  949. for (int k = 0; k < 3; k++) {
  950. if (i < 3) {
  951. face_points[j][(i + k) % 3] = v[k];
  952. } else {
  953. face_points[3 - j][(i + k) % 3] = -v[k];
  954. }
  955. }
  956. }
  957. Vector2 u[4];
  958. for (int j = 0; j < 4; j++) {
  959. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  960. }
  961. //face 1
  962. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  963. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  964. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  965. uvsw[face * 3 + 0] = u[0];
  966. uvsw[face * 3 + 1] = u[1];
  967. uvsw[face * 3 + 2] = u[2];
  968. smoothw[face] = false;
  969. invertw[face] = invert_val;
  970. materialsw[face] = base_material;
  971. face++;
  972. //face 2
  973. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  974. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  975. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  976. uvsw[face * 3 + 0] = u[2];
  977. uvsw[face * 3 + 1] = u[3];
  978. uvsw[face * 3 + 2] = u[0];
  979. smoothw[face] = false;
  980. invertw[face] = invert_val;
  981. materialsw[face] = base_material;
  982. face++;
  983. }
  984. }
  985. if (face != face_count) {
  986. ERR_PRINT("Face mismatch bug! fix code");
  987. }
  988. }
  989. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  990. return new_brush;
  991. }
  992. void CSGBox3D::_bind_methods() {
  993. ClassDB::bind_method(D_METHOD("set_size", "size"), &CSGBox3D::set_size);
  994. ClassDB::bind_method(D_METHOD("get_size"), &CSGBox3D::get_size);
  995. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
  996. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
  997. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
  998. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  999. }
  1000. void CSGBox3D::set_size(const Vector3 &p_size) {
  1001. size = p_size;
  1002. _make_dirty();
  1003. update_gizmos();
  1004. }
  1005. Vector3 CSGBox3D::get_size() const {
  1006. return size;
  1007. }
  1008. #ifndef DISABLE_DEPRECATED
  1009. // Kept for compatibility from 3.x to 4.0.
  1010. bool CSGBox3D::_set(const StringName &p_name, const Variant &p_value) {
  1011. if (p_name == "width") {
  1012. size.x = p_value;
  1013. _make_dirty();
  1014. update_gizmos();
  1015. return true;
  1016. } else if (p_name == "height") {
  1017. size.y = p_value;
  1018. _make_dirty();
  1019. update_gizmos();
  1020. return true;
  1021. } else if (p_name == "depth") {
  1022. size.z = p_value;
  1023. _make_dirty();
  1024. update_gizmos();
  1025. return true;
  1026. } else {
  1027. return false;
  1028. }
  1029. }
  1030. #endif
  1031. void CSGBox3D::set_material(const Ref<Material> &p_material) {
  1032. material = p_material;
  1033. _make_dirty();
  1034. update_gizmos();
  1035. }
  1036. Ref<Material> CSGBox3D::get_material() const {
  1037. return material;
  1038. }
  1039. ///////////////
  1040. CSGBrush *CSGCylinder3D::_build_brush() {
  1041. // set our bounding box
  1042. CSGBrush *new_brush = memnew(CSGBrush);
  1043. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  1044. bool invert_val = get_flip_faces();
  1045. Ref<Material> base_material = get_material();
  1046. Vector<Vector3> faces;
  1047. Vector<Vector2> uvs;
  1048. Vector<bool> smooth;
  1049. Vector<Ref<Material>> materials;
  1050. Vector<bool> invert;
  1051. faces.resize(face_count * 3);
  1052. uvs.resize(face_count * 3);
  1053. smooth.resize(face_count);
  1054. materials.resize(face_count);
  1055. invert.resize(face_count);
  1056. {
  1057. Vector3 *facesw = faces.ptrw();
  1058. Vector2 *uvsw = uvs.ptrw();
  1059. bool *smoothw = smooth.ptrw();
  1060. Ref<Material> *materialsw = materials.ptrw();
  1061. bool *invertw = invert.ptrw();
  1062. int face = 0;
  1063. Vector3 vertex_mul(radius, height * 0.5, radius);
  1064. {
  1065. for (int i = 0; i < sides; i++) {
  1066. float inc = float(i) / sides;
  1067. float inc_n = float((i + 1)) / sides;
  1068. if (i == sides - 1) {
  1069. inc_n = 0;
  1070. }
  1071. float ang = inc * Math_TAU;
  1072. float ang_n = inc_n * Math_TAU;
  1073. Vector3 face_base(Math::cos(ang), 0, Math::sin(ang));
  1074. Vector3 face_base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1075. Vector3 face_points[4] = {
  1076. face_base + Vector3(0, -1, 0),
  1077. face_base_n + Vector3(0, -1, 0),
  1078. face_base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1079. face_base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1080. };
  1081. Vector2 u[4] = {
  1082. Vector2(inc, 0),
  1083. Vector2(inc_n, 0),
  1084. Vector2(inc_n, 1),
  1085. Vector2(inc, 1),
  1086. };
  1087. //side face 1
  1088. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1089. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1090. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1091. uvsw[face * 3 + 0] = u[0];
  1092. uvsw[face * 3 + 1] = u[1];
  1093. uvsw[face * 3 + 2] = u[2];
  1094. smoothw[face] = smooth_faces;
  1095. invertw[face] = invert_val;
  1096. materialsw[face] = base_material;
  1097. face++;
  1098. if (!cone) {
  1099. //side face 2
  1100. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1101. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1102. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1103. uvsw[face * 3 + 0] = u[2];
  1104. uvsw[face * 3 + 1] = u[3];
  1105. uvsw[face * 3 + 2] = u[0];
  1106. smoothw[face] = smooth_faces;
  1107. invertw[face] = invert_val;
  1108. materialsw[face] = base_material;
  1109. face++;
  1110. }
  1111. //bottom face 1
  1112. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1113. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1114. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1115. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1116. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1117. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1118. smoothw[face] = false;
  1119. invertw[face] = invert_val;
  1120. materialsw[face] = base_material;
  1121. face++;
  1122. if (!cone) {
  1123. //top face 1
  1124. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1125. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1126. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1127. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1128. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1129. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1130. smoothw[face] = false;
  1131. invertw[face] = invert_val;
  1132. materialsw[face] = base_material;
  1133. face++;
  1134. }
  1135. }
  1136. }
  1137. if (face != face_count) {
  1138. ERR_PRINT("Face mismatch bug! fix code");
  1139. }
  1140. }
  1141. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1142. return new_brush;
  1143. }
  1144. void CSGCylinder3D::_bind_methods() {
  1145. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
  1146. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius);
  1147. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height);
  1148. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height);
  1149. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides);
  1150. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides);
  1151. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone);
  1152. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone);
  1153. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material);
  1154. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material);
  1155. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
  1156. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
  1157. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_radius", "get_radius");
  1158. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_height", "get_height");
  1159. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1160. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1161. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1162. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1163. }
  1164. void CSGCylinder3D::set_radius(const float p_radius) {
  1165. radius = p_radius;
  1166. _make_dirty();
  1167. update_gizmos();
  1168. }
  1169. float CSGCylinder3D::get_radius() const {
  1170. return radius;
  1171. }
  1172. void CSGCylinder3D::set_height(const float p_height) {
  1173. height = p_height;
  1174. _make_dirty();
  1175. update_gizmos();
  1176. }
  1177. float CSGCylinder3D::get_height() const {
  1178. return height;
  1179. }
  1180. void CSGCylinder3D::set_sides(const int p_sides) {
  1181. ERR_FAIL_COND(p_sides < 3);
  1182. sides = p_sides;
  1183. _make_dirty();
  1184. update_gizmos();
  1185. }
  1186. int CSGCylinder3D::get_sides() const {
  1187. return sides;
  1188. }
  1189. void CSGCylinder3D::set_cone(const bool p_cone) {
  1190. cone = p_cone;
  1191. _make_dirty();
  1192. update_gizmos();
  1193. }
  1194. bool CSGCylinder3D::is_cone() const {
  1195. return cone;
  1196. }
  1197. void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
  1198. smooth_faces = p_smooth_faces;
  1199. _make_dirty();
  1200. }
  1201. bool CSGCylinder3D::get_smooth_faces() const {
  1202. return smooth_faces;
  1203. }
  1204. void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
  1205. material = p_material;
  1206. _make_dirty();
  1207. }
  1208. Ref<Material> CSGCylinder3D::get_material() const {
  1209. return material;
  1210. }
  1211. CSGCylinder3D::CSGCylinder3D() {
  1212. // defaults
  1213. radius = 0.5;
  1214. height = 2.0;
  1215. sides = 8;
  1216. cone = false;
  1217. smooth_faces = true;
  1218. }
  1219. ///////////////
  1220. CSGBrush *CSGTorus3D::_build_brush() {
  1221. // set our bounding box
  1222. float min_radius = inner_radius;
  1223. float max_radius = outer_radius;
  1224. if (min_radius == max_radius) {
  1225. return memnew(CSGBrush); //sorry, can't
  1226. }
  1227. if (min_radius > max_radius) {
  1228. SWAP(min_radius, max_radius);
  1229. }
  1230. float radius = (max_radius - min_radius) * 0.5;
  1231. CSGBrush *new_brush = memnew(CSGBrush);
  1232. int face_count = ring_sides * sides * 2;
  1233. bool invert_val = get_flip_faces();
  1234. Ref<Material> base_material = get_material();
  1235. Vector<Vector3> faces;
  1236. Vector<Vector2> uvs;
  1237. Vector<bool> smooth;
  1238. Vector<Ref<Material>> materials;
  1239. Vector<bool> invert;
  1240. faces.resize(face_count * 3);
  1241. uvs.resize(face_count * 3);
  1242. smooth.resize(face_count);
  1243. materials.resize(face_count);
  1244. invert.resize(face_count);
  1245. {
  1246. Vector3 *facesw = faces.ptrw();
  1247. Vector2 *uvsw = uvs.ptrw();
  1248. bool *smoothw = smooth.ptrw();
  1249. Ref<Material> *materialsw = materials.ptrw();
  1250. bool *invertw = invert.ptrw();
  1251. int face = 0;
  1252. {
  1253. for (int i = 0; i < sides; i++) {
  1254. float inci = float(i) / sides;
  1255. float inci_n = float((i + 1)) / sides;
  1256. if (i == sides - 1) {
  1257. inci_n = 0;
  1258. }
  1259. float angi = inci * Math_TAU;
  1260. float angi_n = inci_n * Math_TAU;
  1261. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1262. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1263. for (int j = 0; j < ring_sides; j++) {
  1264. float incj = float(j) / ring_sides;
  1265. float incj_n = float((j + 1)) / ring_sides;
  1266. if (j == ring_sides - 1) {
  1267. incj_n = 0;
  1268. }
  1269. float angj = incj * Math_TAU;
  1270. float angj_n = incj_n * Math_TAU;
  1271. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1272. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1273. Vector3 face_points[4] = {
  1274. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1275. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1276. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1277. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1278. };
  1279. Vector2 u[4] = {
  1280. Vector2(inci, incj),
  1281. Vector2(inci, incj_n),
  1282. Vector2(inci_n, incj_n),
  1283. Vector2(inci_n, incj),
  1284. };
  1285. // face 1
  1286. facesw[face * 3 + 0] = face_points[0];
  1287. facesw[face * 3 + 1] = face_points[2];
  1288. facesw[face * 3 + 2] = face_points[1];
  1289. uvsw[face * 3 + 0] = u[0];
  1290. uvsw[face * 3 + 1] = u[2];
  1291. uvsw[face * 3 + 2] = u[1];
  1292. smoothw[face] = smooth_faces;
  1293. invertw[face] = invert_val;
  1294. materialsw[face] = base_material;
  1295. face++;
  1296. //face 2
  1297. facesw[face * 3 + 0] = face_points[3];
  1298. facesw[face * 3 + 1] = face_points[2];
  1299. facesw[face * 3 + 2] = face_points[0];
  1300. uvsw[face * 3 + 0] = u[3];
  1301. uvsw[face * 3 + 1] = u[2];
  1302. uvsw[face * 3 + 2] = u[0];
  1303. smoothw[face] = smooth_faces;
  1304. invertw[face] = invert_val;
  1305. materialsw[face] = base_material;
  1306. face++;
  1307. }
  1308. }
  1309. }
  1310. if (face != face_count) {
  1311. ERR_PRINT("Face mismatch bug! fix code");
  1312. }
  1313. }
  1314. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1315. return new_brush;
  1316. }
  1317. void CSGTorus3D::_bind_methods() {
  1318. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
  1319. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius);
  1320. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
  1321. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius);
  1322. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides);
  1323. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides);
  1324. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
  1325. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides);
  1326. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material);
  1327. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material);
  1328. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
  1329. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
  1330. 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");
  1331. 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");
  1332. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1333. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1334. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1335. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1336. }
  1337. void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
  1338. inner_radius = p_inner_radius;
  1339. _make_dirty();
  1340. update_gizmos();
  1341. }
  1342. float CSGTorus3D::get_inner_radius() const {
  1343. return inner_radius;
  1344. }
  1345. void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
  1346. outer_radius = p_outer_radius;
  1347. _make_dirty();
  1348. update_gizmos();
  1349. }
  1350. float CSGTorus3D::get_outer_radius() const {
  1351. return outer_radius;
  1352. }
  1353. void CSGTorus3D::set_sides(const int p_sides) {
  1354. ERR_FAIL_COND(p_sides < 3);
  1355. sides = p_sides;
  1356. _make_dirty();
  1357. update_gizmos();
  1358. }
  1359. int CSGTorus3D::get_sides() const {
  1360. return sides;
  1361. }
  1362. void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
  1363. ERR_FAIL_COND(p_ring_sides < 3);
  1364. ring_sides = p_ring_sides;
  1365. _make_dirty();
  1366. update_gizmos();
  1367. }
  1368. int CSGTorus3D::get_ring_sides() const {
  1369. return ring_sides;
  1370. }
  1371. void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
  1372. smooth_faces = p_smooth_faces;
  1373. _make_dirty();
  1374. }
  1375. bool CSGTorus3D::get_smooth_faces() const {
  1376. return smooth_faces;
  1377. }
  1378. void CSGTorus3D::set_material(const Ref<Material> &p_material) {
  1379. material = p_material;
  1380. _make_dirty();
  1381. }
  1382. Ref<Material> CSGTorus3D::get_material() const {
  1383. return material;
  1384. }
  1385. CSGTorus3D::CSGTorus3D() {
  1386. // defaults
  1387. inner_radius = 0.5;
  1388. outer_radius = 1.0;
  1389. sides = 8;
  1390. ring_sides = 6;
  1391. smooth_faces = true;
  1392. }
  1393. ///////////////
  1394. CSGBrush *CSGPolygon3D::_build_brush() {
  1395. CSGBrush *new_brush = memnew(CSGBrush);
  1396. if (polygon.size() < 3) {
  1397. return new_brush;
  1398. }
  1399. // Triangulate polygon shape.
  1400. Vector<Point2> shape_polygon = polygon;
  1401. if (Triangulate::get_area(shape_polygon) > 0) {
  1402. shape_polygon.reverse();
  1403. }
  1404. int shape_sides = shape_polygon.size();
  1405. Vector<int> shape_faces = Geometry2D::triangulate_polygon(shape_polygon);
  1406. ERR_FAIL_COND_V_MSG(shape_faces.size() < 3, new_brush, "Failed to triangulate CSGPolygon. Make sure the polygon doesn't have any intersecting edges.");
  1407. // Get polygon enclosing Rect2.
  1408. Rect2 shape_rect(shape_polygon[0], Vector2());
  1409. for (int i = 1; i < shape_sides; i++) {
  1410. shape_rect.expand_to(shape_polygon[i]);
  1411. }
  1412. // If MODE_PATH, check if curve has changed.
  1413. Ref<Curve3D> curve;
  1414. if (mode == MODE_PATH) {
  1415. Path3D *current_path = Object::cast_to<Path3D>(get_node_or_null(path_node));
  1416. if (path != current_path) {
  1417. if (path) {
  1418. path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1419. path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1420. }
  1421. path = current_path;
  1422. if (path) {
  1423. path->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1424. path->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1425. }
  1426. }
  1427. if (!path || !path->is_inside_tree()) {
  1428. return new_brush;
  1429. }
  1430. curve = path->get_curve();
  1431. if (curve.is_null() || curve->get_point_count() < 2) {
  1432. return new_brush;
  1433. }
  1434. }
  1435. // Calculate the number extrusions, ends and faces.
  1436. int extrusions = 0;
  1437. int extrusion_face_count = shape_sides * 2;
  1438. int end_count = 0;
  1439. int shape_face_count = shape_faces.size() / 3;
  1440. real_t curve_length = 1.0;
  1441. switch (mode) {
  1442. case MODE_DEPTH:
  1443. extrusions = 1;
  1444. end_count = 2;
  1445. break;
  1446. case MODE_SPIN:
  1447. extrusions = spin_sides;
  1448. if (spin_degrees < 360) {
  1449. end_count = 2;
  1450. }
  1451. break;
  1452. case MODE_PATH: {
  1453. curve_length = curve->get_baked_length();
  1454. if (path_interval_type == PATH_INTERVAL_DISTANCE) {
  1455. extrusions = MAX(1, Math::ceil(curve_length / path_interval)) + 1;
  1456. } else {
  1457. extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval);
  1458. }
  1459. if (!path_joined) {
  1460. end_count = 2;
  1461. extrusions -= 1;
  1462. }
  1463. } break;
  1464. }
  1465. int face_count = extrusions * extrusion_face_count + end_count * shape_face_count;
  1466. // Initialize variables used to create the mesh.
  1467. Ref<Material> base_material = get_material();
  1468. Vector<Vector3> faces;
  1469. Vector<Vector2> uvs;
  1470. Vector<bool> smooth;
  1471. Vector<Ref<Material>> materials;
  1472. Vector<bool> invert;
  1473. faces.resize(face_count * 3);
  1474. uvs.resize(face_count * 3);
  1475. smooth.resize(face_count);
  1476. materials.resize(face_count);
  1477. invert.resize(face_count);
  1478. int faces_removed = 0;
  1479. {
  1480. Vector3 *facesw = faces.ptrw();
  1481. Vector2 *uvsw = uvs.ptrw();
  1482. bool *smoothw = smooth.ptrw();
  1483. Ref<Material> *materialsw = materials.ptrw();
  1484. bool *invertw = invert.ptrw();
  1485. int face = 0;
  1486. Transform3D base_xform;
  1487. Transform3D current_xform;
  1488. Transform3D previous_xform;
  1489. Transform3D previous_previous_xform;
  1490. double u_step = 1.0 / extrusions;
  1491. if (path_u_distance > 0.0) {
  1492. u_step *= curve_length / path_u_distance;
  1493. }
  1494. double v_step = 1.0 / shape_sides;
  1495. double spin_step = Math::deg_to_rad(spin_degrees / spin_sides);
  1496. double extrusion_step = 1.0 / extrusions;
  1497. if (mode == MODE_PATH) {
  1498. if (path_joined) {
  1499. extrusion_step = 1.0 / (extrusions - 1);
  1500. }
  1501. extrusion_step *= curve_length;
  1502. }
  1503. if (mode == MODE_PATH) {
  1504. if (!path_local) {
  1505. base_xform = path->get_global_transform();
  1506. }
  1507. Vector3 current_point = curve->sample_baked(0);
  1508. Vector3 next_point = curve->sample_baked(extrusion_step);
  1509. Vector3 current_up = Vector3(0, 1, 0);
  1510. Vector3 direction = next_point - current_point;
  1511. if (path_joined) {
  1512. Vector3 last_point = curve->sample_baked(curve->get_baked_length());
  1513. direction = next_point - last_point;
  1514. }
  1515. switch (path_rotation) {
  1516. case PATH_ROTATION_POLYGON:
  1517. direction = Vector3(0, 0, -1);
  1518. break;
  1519. case PATH_ROTATION_PATH:
  1520. break;
  1521. case PATH_ROTATION_PATH_FOLLOW:
  1522. current_up = curve->sample_baked_up_vector(0);
  1523. break;
  1524. }
  1525. Transform3D facing = Transform3D().looking_at(direction, current_up);
  1526. current_xform = base_xform.translated_local(current_point) * facing;
  1527. }
  1528. // Create the mesh.
  1529. if (end_count > 0) {
  1530. // Add front end face.
  1531. for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
  1532. for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
  1533. // We need to reverse the rotation of the shape face vertices.
  1534. int index = shape_faces[face_idx * 3 + 2 - face_vertex_idx];
  1535. Point2 p = shape_polygon[index];
  1536. Point2 uv = (p - shape_rect.position) / shape_rect.size;
  1537. // Use the left side of the bottom half of the y-inverted texture.
  1538. uv.x = uv.x / 2;
  1539. uv.y = 1 - (uv.y / 2);
  1540. facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
  1541. uvsw[face * 3 + face_vertex_idx] = uv;
  1542. }
  1543. smoothw[face] = false;
  1544. materialsw[face] = base_material;
  1545. invertw[face] = flip_faces;
  1546. face++;
  1547. }
  1548. }
  1549. real_t angle_simplify_dot = Math::cos(Math::deg_to_rad(path_simplify_angle));
  1550. Vector3 previous_simplify_dir = Vector3(0, 0, 0);
  1551. int faces_combined = 0;
  1552. // Add extrusion faces.
  1553. for (int x0 = 0; x0 < extrusions; x0++) {
  1554. previous_previous_xform = previous_xform;
  1555. previous_xform = current_xform;
  1556. switch (mode) {
  1557. case MODE_DEPTH: {
  1558. current_xform.translate_local(Vector3(0, 0, -depth));
  1559. } break;
  1560. case MODE_SPIN: {
  1561. current_xform.rotate(Vector3(0, 1, 0), spin_step);
  1562. } break;
  1563. case MODE_PATH: {
  1564. double previous_offset = x0 * extrusion_step;
  1565. double current_offset = (x0 + 1) * extrusion_step;
  1566. double next_offset = (x0 + 2) * extrusion_step;
  1567. if (x0 == extrusions - 1) {
  1568. if (path_joined) {
  1569. current_offset = 0;
  1570. next_offset = extrusion_step;
  1571. } else {
  1572. next_offset = current_offset;
  1573. }
  1574. }
  1575. Vector3 previous_point = curve->sample_baked(previous_offset);
  1576. Vector3 current_point = curve->sample_baked(current_offset);
  1577. Vector3 next_point = curve->sample_baked(next_offset);
  1578. Vector3 current_up = Vector3(0, 1, 0);
  1579. Vector3 direction = next_point - previous_point;
  1580. Vector3 current_dir = (current_point - previous_point).normalized();
  1581. // If the angles are similar, remove the previous face and replace it with this one.
  1582. if (path_simplify_angle > 0.0 && x0 > 0 && previous_simplify_dir.dot(current_dir) > angle_simplify_dot) {
  1583. faces_combined += 1;
  1584. previous_xform = previous_previous_xform;
  1585. face -= extrusion_face_count;
  1586. faces_removed += extrusion_face_count;
  1587. } else {
  1588. faces_combined = 0;
  1589. previous_simplify_dir = current_dir;
  1590. }
  1591. switch (path_rotation) {
  1592. case PATH_ROTATION_POLYGON:
  1593. direction = Vector3(0, 0, -1);
  1594. break;
  1595. case PATH_ROTATION_PATH:
  1596. break;
  1597. case PATH_ROTATION_PATH_FOLLOW:
  1598. current_up = curve->sample_baked_up_vector(current_offset);
  1599. break;
  1600. }
  1601. Transform3D facing = Transform3D().looking_at(direction, current_up);
  1602. current_xform = base_xform.translated_local(current_point) * facing;
  1603. } break;
  1604. }
  1605. double u0 = (x0 - faces_combined) * u_step;
  1606. double u1 = ((x0 + 1) * u_step);
  1607. if (mode == MODE_PATH && !path_continuous_u) {
  1608. u0 = 0.0;
  1609. u1 = 1.0;
  1610. }
  1611. for (int y0 = 0; y0 < shape_sides; y0++) {
  1612. int y1 = (y0 + 1) % shape_sides;
  1613. // Use the top half of the texture.
  1614. double v0 = (y0 * v_step) / 2;
  1615. double v1 = ((y0 + 1) * v_step) / 2;
  1616. Vector3 v[4] = {
  1617. previous_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
  1618. current_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
  1619. current_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
  1620. previous_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
  1621. };
  1622. Vector2 u[4] = {
  1623. Vector2(u0, v0),
  1624. Vector2(u1, v0),
  1625. Vector2(u1, v1),
  1626. Vector2(u0, v1),
  1627. };
  1628. // Face 1
  1629. facesw[face * 3 + 0] = v[0];
  1630. facesw[face * 3 + 1] = v[1];
  1631. facesw[face * 3 + 2] = v[2];
  1632. uvsw[face * 3 + 0] = u[0];
  1633. uvsw[face * 3 + 1] = u[1];
  1634. uvsw[face * 3 + 2] = u[2];
  1635. smoothw[face] = smooth_faces;
  1636. invertw[face] = flip_faces;
  1637. materialsw[face] = base_material;
  1638. face++;
  1639. // Face 2
  1640. facesw[face * 3 + 0] = v[2];
  1641. facesw[face * 3 + 1] = v[3];
  1642. facesw[face * 3 + 2] = v[0];
  1643. uvsw[face * 3 + 0] = u[2];
  1644. uvsw[face * 3 + 1] = u[3];
  1645. uvsw[face * 3 + 2] = u[0];
  1646. smoothw[face] = smooth_faces;
  1647. invertw[face] = flip_faces;
  1648. materialsw[face] = base_material;
  1649. face++;
  1650. }
  1651. }
  1652. if (end_count > 1) {
  1653. // Add back end face.
  1654. for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
  1655. for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
  1656. int index = shape_faces[face_idx * 3 + face_vertex_idx];
  1657. Point2 p = shape_polygon[index];
  1658. Point2 uv = (p - shape_rect.position) / shape_rect.size;
  1659. // Use the x-inverted ride side of the bottom half of the y-inverted texture.
  1660. uv.x = 1 - uv.x / 2;
  1661. uv.y = 1 - (uv.y / 2);
  1662. facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
  1663. uvsw[face * 3 + face_vertex_idx] = uv;
  1664. }
  1665. smoothw[face] = false;
  1666. materialsw[face] = base_material;
  1667. invertw[face] = flip_faces;
  1668. face++;
  1669. }
  1670. }
  1671. face_count -= faces_removed;
  1672. ERR_FAIL_COND_V_MSG(face != face_count, new_brush, "Bug: Failed to create the CSGPolygon mesh correctly.");
  1673. }
  1674. if (faces_removed > 0) {
  1675. faces.resize(face_count * 3);
  1676. uvs.resize(face_count * 3);
  1677. smooth.resize(face_count);
  1678. materials.resize(face_count);
  1679. invert.resize(face_count);
  1680. }
  1681. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1682. return new_brush;
  1683. }
  1684. void CSGPolygon3D::_notification(int p_what) {
  1685. if (p_what == NOTIFICATION_EXIT_TREE) {
  1686. if (path) {
  1687. path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1688. path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1689. path = nullptr;
  1690. }
  1691. }
  1692. }
  1693. void CSGPolygon3D::_validate_property(PropertyInfo &p_property) const {
  1694. if (p_property.name.begins_with("spin") && mode != MODE_SPIN) {
  1695. p_property.usage = PROPERTY_USAGE_NONE;
  1696. }
  1697. if (p_property.name.begins_with("path") && mode != MODE_PATH) {
  1698. p_property.usage = PROPERTY_USAGE_NONE;
  1699. }
  1700. if (p_property.name == "depth" && mode != MODE_DEPTH) {
  1701. p_property.usage = PROPERTY_USAGE_NONE;
  1702. }
  1703. }
  1704. void CSGPolygon3D::_path_changed() {
  1705. _make_dirty();
  1706. update_gizmos();
  1707. }
  1708. void CSGPolygon3D::_path_exited() {
  1709. path = nullptr;
  1710. }
  1711. void CSGPolygon3D::_bind_methods() {
  1712. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
  1713. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
  1714. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode);
  1715. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
  1716. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth);
  1717. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
  1718. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
  1719. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
  1720. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
  1721. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
  1722. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
  1723. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
  1724. ClassDB::bind_method(D_METHOD("set_path_interval_type", "interval_type"), &CSGPolygon3D::set_path_interval_type);
  1725. ClassDB::bind_method(D_METHOD("get_path_interval_type"), &CSGPolygon3D::get_path_interval_type);
  1726. ClassDB::bind_method(D_METHOD("set_path_interval", "interval"), &CSGPolygon3D::set_path_interval);
  1727. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
  1728. ClassDB::bind_method(D_METHOD("set_path_simplify_angle", "degrees"), &CSGPolygon3D::set_path_simplify_angle);
  1729. ClassDB::bind_method(D_METHOD("get_path_simplify_angle"), &CSGPolygon3D::get_path_simplify_angle);
  1730. ClassDB::bind_method(D_METHOD("set_path_rotation", "path_rotation"), &CSGPolygon3D::set_path_rotation);
  1731. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
  1732. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
  1733. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
  1734. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
  1735. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
  1736. ClassDB::bind_method(D_METHOD("set_path_u_distance", "distance"), &CSGPolygon3D::set_path_u_distance);
  1737. ClassDB::bind_method(D_METHOD("get_path_u_distance"), &CSGPolygon3D::get_path_u_distance);
  1738. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
  1739. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
  1740. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material);
  1741. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
  1742. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
  1743. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
  1744. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
  1745. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
  1746. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1747. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1748. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.01,100.0,0.01,or_greater,exp,suffix:m"), "set_depth", "get_depth");
  1749. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1750. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1751. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path3D"), "set_path_node", "get_path_node");
  1752. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_interval_type", PROPERTY_HINT_ENUM, "Distance,Subdivide"), "set_path_interval_type", "get_path_interval_type");
  1753. 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");
  1754. 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");
  1755. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1756. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1757. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1758. 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");
  1759. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1760. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1761. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1762. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1763. BIND_ENUM_CONSTANT(MODE_SPIN);
  1764. BIND_ENUM_CONSTANT(MODE_PATH);
  1765. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1766. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1767. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1768. BIND_ENUM_CONSTANT(PATH_INTERVAL_DISTANCE);
  1769. BIND_ENUM_CONSTANT(PATH_INTERVAL_SUBDIVIDE);
  1770. }
  1771. void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
  1772. polygon = p_polygon;
  1773. _make_dirty();
  1774. update_gizmos();
  1775. }
  1776. Vector<Vector2> CSGPolygon3D::get_polygon() const {
  1777. return polygon;
  1778. }
  1779. void CSGPolygon3D::set_mode(Mode p_mode) {
  1780. mode = p_mode;
  1781. _make_dirty();
  1782. update_gizmos();
  1783. notify_property_list_changed();
  1784. }
  1785. CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
  1786. return mode;
  1787. }
  1788. void CSGPolygon3D::set_depth(const float p_depth) {
  1789. ERR_FAIL_COND(p_depth < 0.001);
  1790. depth = p_depth;
  1791. _make_dirty();
  1792. update_gizmos();
  1793. }
  1794. float CSGPolygon3D::get_depth() const {
  1795. return depth;
  1796. }
  1797. void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
  1798. path_continuous_u = p_enable;
  1799. _make_dirty();
  1800. }
  1801. bool CSGPolygon3D::is_path_continuous_u() const {
  1802. return path_continuous_u;
  1803. }
  1804. void CSGPolygon3D::set_path_u_distance(real_t p_path_u_distance) {
  1805. path_u_distance = p_path_u_distance;
  1806. _make_dirty();
  1807. update_gizmos();
  1808. }
  1809. real_t CSGPolygon3D::get_path_u_distance() const {
  1810. return path_u_distance;
  1811. }
  1812. void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
  1813. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1814. spin_degrees = p_spin_degrees;
  1815. _make_dirty();
  1816. update_gizmos();
  1817. }
  1818. float CSGPolygon3D::get_spin_degrees() const {
  1819. return spin_degrees;
  1820. }
  1821. void CSGPolygon3D::set_spin_sides(int p_spin_sides) {
  1822. ERR_FAIL_COND(p_spin_sides < 3);
  1823. spin_sides = p_spin_sides;
  1824. _make_dirty();
  1825. update_gizmos();
  1826. }
  1827. int CSGPolygon3D::get_spin_sides() const {
  1828. return spin_sides;
  1829. }
  1830. void CSGPolygon3D::set_path_node(const NodePath &p_path) {
  1831. path_node = p_path;
  1832. _make_dirty();
  1833. update_gizmos();
  1834. }
  1835. NodePath CSGPolygon3D::get_path_node() const {
  1836. return path_node;
  1837. }
  1838. void CSGPolygon3D::set_path_interval_type(PathIntervalType p_interval_type) {
  1839. path_interval_type = p_interval_type;
  1840. _make_dirty();
  1841. update_gizmos();
  1842. }
  1843. CSGPolygon3D::PathIntervalType CSGPolygon3D::get_path_interval_type() const {
  1844. return path_interval_type;
  1845. }
  1846. void CSGPolygon3D::set_path_interval(float p_interval) {
  1847. path_interval = p_interval;
  1848. _make_dirty();
  1849. update_gizmos();
  1850. }
  1851. float CSGPolygon3D::get_path_interval() const {
  1852. return path_interval;
  1853. }
  1854. void CSGPolygon3D::set_path_simplify_angle(float p_angle) {
  1855. path_simplify_angle = p_angle;
  1856. _make_dirty();
  1857. update_gizmos();
  1858. }
  1859. float CSGPolygon3D::get_path_simplify_angle() const {
  1860. return path_simplify_angle;
  1861. }
  1862. void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
  1863. path_rotation = p_rotation;
  1864. _make_dirty();
  1865. update_gizmos();
  1866. }
  1867. CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
  1868. return path_rotation;
  1869. }
  1870. void CSGPolygon3D::set_path_local(bool p_enable) {
  1871. path_local = p_enable;
  1872. _make_dirty();
  1873. update_gizmos();
  1874. }
  1875. bool CSGPolygon3D::is_path_local() const {
  1876. return path_local;
  1877. }
  1878. void CSGPolygon3D::set_path_joined(bool p_enable) {
  1879. path_joined = p_enable;
  1880. _make_dirty();
  1881. update_gizmos();
  1882. }
  1883. bool CSGPolygon3D::is_path_joined() const {
  1884. return path_joined;
  1885. }
  1886. void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
  1887. smooth_faces = p_smooth_faces;
  1888. _make_dirty();
  1889. }
  1890. bool CSGPolygon3D::get_smooth_faces() const {
  1891. return smooth_faces;
  1892. }
  1893. void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
  1894. material = p_material;
  1895. _make_dirty();
  1896. }
  1897. Ref<Material> CSGPolygon3D::get_material() const {
  1898. return material;
  1899. }
  1900. bool CSGPolygon3D::_is_editable_3d_polygon() const {
  1901. return true;
  1902. }
  1903. bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
  1904. return true;
  1905. }
  1906. CSGPolygon3D::CSGPolygon3D() {
  1907. // defaults
  1908. mode = MODE_DEPTH;
  1909. polygon.push_back(Vector2(0, 0));
  1910. polygon.push_back(Vector2(0, 1));
  1911. polygon.push_back(Vector2(1, 1));
  1912. polygon.push_back(Vector2(1, 0));
  1913. depth = 1.0;
  1914. spin_degrees = 360;
  1915. spin_sides = 8;
  1916. smooth_faces = false;
  1917. path_interval_type = PATH_INTERVAL_DISTANCE;
  1918. path_interval = 1.0;
  1919. path_simplify_angle = 0.0;
  1920. path_rotation = PATH_ROTATION_PATH_FOLLOW;
  1921. path_local = false;
  1922. path_continuous_u = true;
  1923. path_u_distance = 1.0;
  1924. path_joined = false;
  1925. path = nullptr;
  1926. }