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 "core/math/geometry_2d.h"
  32. #include "scene/3d/path_3d.h"
  33. void CSGShape3D::set_use_collision(bool p_enable) {
  34. if (use_collision == p_enable) {
  35. return;
  36. }
  37. use_collision = p_enable;
  38. if (!is_inside_tree() || !is_root_shape()) {
  39. return;
  40. }
  41. if (use_collision) {
  42. root_collision_shape.instance();
  43. root_collision_instance = PhysicsServer3D::get_singleton()->body_create(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. _make_dirty(); //force update
  51. } else {
  52. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  53. root_collision_instance = RID();
  54. root_collision_shape.unref();
  55. }
  56. _change_notify();
  57. }
  58. bool CSGShape3D::is_using_collision() const {
  59. return use_collision;
  60. }
  61. void CSGShape3D::set_collision_layer(uint32_t p_layer) {
  62. collision_layer = p_layer;
  63. if (root_collision_instance.is_valid()) {
  64. PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
  65. }
  66. }
  67. uint32_t CSGShape3D::get_collision_layer() const {
  68. return collision_layer;
  69. }
  70. void CSGShape3D::set_collision_mask(uint32_t p_mask) {
  71. collision_mask = p_mask;
  72. if (root_collision_instance.is_valid()) {
  73. PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
  74. }
  75. }
  76. uint32_t CSGShape3D::get_collision_mask() const {
  77. return collision_mask;
  78. }
  79. void CSGShape3D::set_collision_mask_bit(int p_bit, bool p_value) {
  80. uint32_t mask = get_collision_mask();
  81. if (p_value) {
  82. mask |= 1 << p_bit;
  83. } else {
  84. mask &= ~(1 << p_bit);
  85. }
  86. set_collision_mask(mask);
  87. }
  88. bool CSGShape3D::get_collision_mask_bit(int p_bit) const {
  89. return get_collision_mask() & (1 << p_bit);
  90. }
  91. void CSGShape3D::set_collision_layer_bit(int p_bit, bool p_value) {
  92. uint32_t mask = get_collision_layer();
  93. if (p_value) {
  94. mask |= 1 << p_bit;
  95. } else {
  96. mask &= ~(1 << p_bit);
  97. }
  98. set_collision_layer(mask);
  99. }
  100. bool CSGShape3D::get_collision_layer_bit(int p_bit) const {
  101. return get_collision_layer() & (1 << p_bit);
  102. }
  103. bool CSGShape3D::is_root_shape() const {
  104. return !parent;
  105. }
  106. void CSGShape3D::set_snap(float p_snap) {
  107. snap = p_snap;
  108. }
  109. float CSGShape3D::get_snap() const {
  110. return snap;
  111. }
  112. void CSGShape3D::_make_dirty() {
  113. if (!is_inside_tree()) {
  114. return;
  115. }
  116. if (dirty) {
  117. return;
  118. }
  119. dirty = true;
  120. if (parent) {
  121. parent->_make_dirty();
  122. } else {
  123. //only parent will do
  124. call_deferred("_update_shape");
  125. }
  126. }
  127. CSGBrush *CSGShape3D::_get_brush() {
  128. if (dirty) {
  129. if (brush) {
  130. memdelete(brush);
  131. }
  132. brush = nullptr;
  133. CSGBrush *n = _build_brush();
  134. for (int i = 0; i < get_child_count(); i++) {
  135. CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
  136. if (!child) {
  137. continue;
  138. }
  139. if (!child->is_visible_in_tree()) {
  140. continue;
  141. }
  142. CSGBrush *n2 = child->_get_brush();
  143. if (!n2) {
  144. continue;
  145. }
  146. if (!n) {
  147. n = memnew(CSGBrush);
  148. n->copy_from(*n2, child->get_transform());
  149. } else {
  150. CSGBrush *nn = memnew(CSGBrush);
  151. CSGBrush *nn2 = memnew(CSGBrush);
  152. nn2->copy_from(*n2, child->get_transform());
  153. CSGBrushOperation bop;
  154. switch (child->get_operation()) {
  155. case CSGShape3D::OPERATION_UNION:
  156. bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap);
  157. break;
  158. case CSGShape3D::OPERATION_INTERSECTION:
  159. bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap);
  160. break;
  161. case CSGShape3D::OPERATION_SUBTRACTION:
  162. bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap);
  163. break;
  164. }
  165. memdelete(n);
  166. memdelete(nn2);
  167. n = nn;
  168. }
  169. }
  170. if (n) {
  171. AABB aabb;
  172. for (int i = 0; i < n->faces.size(); i++) {
  173. for (int j = 0; j < 3; j++) {
  174. if (i == 0 && j == 0) {
  175. aabb.position = n->faces[i].vertices[j];
  176. } else {
  177. aabb.expand_to(n->faces[i].vertices[j]);
  178. }
  179. }
  180. }
  181. node_aabb = aabb;
  182. } else {
  183. node_aabb = AABB();
  184. }
  185. brush = n;
  186. dirty = false;
  187. }
  188. return brush;
  189. }
  190. int CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  191. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  192. return surface.vertices.size() / 3;
  193. }
  194. int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  195. // always 3
  196. return 3;
  197. }
  198. void CSGShape3D::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
  199. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  200. Vector3 v = surface.verticesw[iFace * 3 + iVert];
  201. fvPosOut[0] = v.x;
  202. fvPosOut[1] = v.y;
  203. fvPosOut[2] = v.z;
  204. }
  205. void CSGShape3D::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
  206. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  207. Vector3 n = surface.normalsw[iFace * 3 + iVert];
  208. fvNormOut[0] = n.x;
  209. fvNormOut[1] = n.y;
  210. fvNormOut[2] = n.z;
  211. }
  212. void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
  213. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  214. Vector2 t = surface.uvsw[iFace * 3 + iVert];
  215. fvTexcOut[0] = t.x;
  216. fvTexcOut[1] = t.y;
  217. }
  218. void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
  219. const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
  220. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  221. int i = iFace * 3 + iVert;
  222. Vector3 normal = surface.normalsw[i];
  223. Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
  224. Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
  225. float d = bitangent.dot(normal.cross(tangent));
  226. i *= 4;
  227. surface.tansw[i++] = tangent.x;
  228. surface.tansw[i++] = tangent.y;
  229. surface.tansw[i++] = tangent.z;
  230. surface.tansw[i++] = d < 0 ? -1 : 1;
  231. }
  232. void CSGShape3D::_update_shape() {
  233. if (parent) {
  234. return;
  235. }
  236. set_base(RID());
  237. root_mesh.unref(); //byebye root mesh
  238. CSGBrush *n = _get_brush();
  239. ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
  240. OAHashMap<Vector3, Vector3> vec_map;
  241. Vector<int> face_count;
  242. face_count.resize(n->materials.size() + 1);
  243. for (int i = 0; i < face_count.size(); i++) {
  244. face_count.write[i] = 0;
  245. }
  246. for (int i = 0; i < n->faces.size(); i++) {
  247. int mat = n->faces[i].material;
  248. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  249. int idx = mat == -1 ? face_count.size() - 1 : mat;
  250. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  251. for (int j = 0; j < 3; j++) {
  252. Vector3 v = n->faces[i].vertices[j];
  253. Vector3 add;
  254. if (vec_map.lookup(v, add)) {
  255. add += p.normal;
  256. } else {
  257. add = p.normal;
  258. }
  259. vec_map.set(v, add);
  260. }
  261. face_count.write[idx]++;
  262. }
  263. Vector<ShapeUpdateSurface> surfaces;
  264. surfaces.resize(face_count.size());
  265. //create arrays
  266. for (int i = 0; i < surfaces.size(); i++) {
  267. surfaces.write[i].vertices.resize(face_count[i] * 3);
  268. surfaces.write[i].normals.resize(face_count[i] * 3);
  269. surfaces.write[i].uvs.resize(face_count[i] * 3);
  270. if (calculate_tangents) {
  271. surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
  272. }
  273. surfaces.write[i].last_added = 0;
  274. if (i != surfaces.size() - 1) {
  275. surfaces.write[i].material = n->materials[i];
  276. }
  277. surfaces.write[i].verticesw = surfaces.write[i].vertices.ptrw();
  278. surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw();
  279. surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw();
  280. if (calculate_tangents) {
  281. surfaces.write[i].tansw = surfaces.write[i].tans.ptrw();
  282. }
  283. }
  284. // Update collision faces.
  285. if (root_collision_shape.is_valid()) {
  286. Vector<Vector3> physics_faces;
  287. physics_faces.resize(n->faces.size() * 3);
  288. Vector3 *physicsw = physics_faces.ptrw();
  289. for (int i = 0; i < n->faces.size(); i++) {
  290. int order[3] = { 0, 1, 2 };
  291. if (n->faces[i].invert) {
  292. SWAP(order[1], order[2]);
  293. }
  294. physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
  295. physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
  296. physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
  297. }
  298. root_collision_shape->set_faces(physics_faces);
  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.instance();
  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. }
  374. AABB CSGShape3D::get_aabb() const {
  375. return node_aabb;
  376. }
  377. Vector<Vector3> CSGShape3D::get_brush_faces() {
  378. ERR_FAIL_COND_V(!is_inside_tree(), Vector<Vector3>());
  379. CSGBrush *b = _get_brush();
  380. if (!b) {
  381. return Vector<Vector3>();
  382. }
  383. Vector<Vector3> faces;
  384. int fc = b->faces.size();
  385. faces.resize(fc * 3);
  386. {
  387. Vector3 *w = faces.ptrw();
  388. for (int i = 0; i < fc; i++) {
  389. w[i * 3 + 0] = b->faces[i].vertices[0];
  390. w[i * 3 + 1] = b->faces[i].vertices[1];
  391. w[i * 3 + 2] = b->faces[i].vertices[2];
  392. }
  393. }
  394. return faces;
  395. }
  396. Vector<Face3> CSGShape3D::get_faces(uint32_t p_usage_flags) const {
  397. return Vector<Face3>();
  398. }
  399. void CSGShape3D::_notification(int p_what) {
  400. if (p_what == NOTIFICATION_ENTER_TREE) {
  401. Node *parentn = get_parent();
  402. if (parentn) {
  403. parent = Object::cast_to<CSGShape3D>(parentn);
  404. if (parent) {
  405. set_base(RID());
  406. root_mesh.unref();
  407. }
  408. }
  409. if (use_collision && is_root_shape()) {
  410. root_collision_shape.instance();
  411. root_collision_instance = PhysicsServer3D::get_singleton()->body_create(PhysicsServer3D::BODY_MODE_STATIC);
  412. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  413. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  414. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  415. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  416. set_collision_layer(collision_layer);
  417. set_collision_mask(collision_mask);
  418. }
  419. _make_dirty();
  420. }
  421. if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
  422. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  423. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  424. }
  425. }
  426. if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
  427. if (parent) {
  428. parent->_make_dirty();
  429. }
  430. }
  431. if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
  432. if (parent) {
  433. parent->_make_dirty();
  434. }
  435. }
  436. if (p_what == NOTIFICATION_EXIT_TREE) {
  437. if (parent) {
  438. parent->_make_dirty();
  439. }
  440. parent = nullptr;
  441. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  442. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  443. root_collision_instance = RID();
  444. root_collision_shape.unref();
  445. }
  446. _make_dirty();
  447. }
  448. }
  449. void CSGShape3D::set_operation(Operation p_operation) {
  450. operation = p_operation;
  451. _make_dirty();
  452. update_gizmo();
  453. }
  454. CSGShape3D::Operation CSGShape3D::get_operation() const {
  455. return operation;
  456. }
  457. void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
  458. calculate_tangents = p_calculate_tangents;
  459. _make_dirty();
  460. }
  461. bool CSGShape3D::is_calculating_tangents() const {
  462. return calculate_tangents;
  463. }
  464. void CSGShape3D::_validate_property(PropertyInfo &property) const {
  465. bool is_collision_prefixed = property.name.begins_with("collision_");
  466. if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  467. //hide collision if not root
  468. property.usage = PROPERTY_USAGE_NOEDITOR;
  469. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  470. property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
  471. }
  472. }
  473. Array CSGShape3D::get_meshes() const {
  474. if (root_mesh.is_valid()) {
  475. Array arr;
  476. arr.resize(2);
  477. arr[0] = Transform();
  478. arr[1] = root_mesh;
  479. return arr;
  480. }
  481. return Array();
  482. }
  483. void CSGShape3D::_bind_methods() {
  484. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
  485. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
  486. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation);
  487. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
  488. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
  489. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
  490. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
  491. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
  492. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
  493. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
  494. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
  495. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
  496. ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape3D::set_collision_mask_bit);
  497. ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape3D::get_collision_mask_bit);
  498. ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape3D::set_collision_layer_bit);
  499. ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape3D::get_collision_layer_bit);
  500. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
  501. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
  502. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
  503. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  504. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
  505. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  506. ADD_GROUP("Collision", "collision_");
  507. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  508. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  509. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  510. BIND_ENUM_CONSTANT(OPERATION_UNION);
  511. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  512. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  513. }
  514. CSGShape3D::CSGShape3D() {
  515. operation = OPERATION_UNION;
  516. parent = nullptr;
  517. brush = nullptr;
  518. dirty = false;
  519. snap = 0.001;
  520. use_collision = false;
  521. collision_layer = 1;
  522. collision_mask = 1;
  523. calculate_tangents = true;
  524. set_notify_local_transform(true);
  525. }
  526. CSGShape3D::~CSGShape3D() {
  527. if (brush) {
  528. memdelete(brush);
  529. brush = nullptr;
  530. }
  531. }
  532. //////////////////////////////////
  533. CSGBrush *CSGCombiner3D::_build_brush() {
  534. return nullptr; //does not build anything
  535. }
  536. CSGCombiner3D::CSGCombiner3D() {
  537. }
  538. /////////////////////
  539. 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) {
  540. CSGBrush *brush = memnew(CSGBrush);
  541. Vector<bool> invert;
  542. invert.resize(p_vertices.size() / 3);
  543. {
  544. int ic = invert.size();
  545. bool *w = invert.ptrw();
  546. for (int i = 0; i < ic; i++) {
  547. w[i] = invert_faces;
  548. }
  549. }
  550. brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  551. return brush;
  552. }
  553. void CSGPrimitive3D::_bind_methods() {
  554. ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive3D::set_invert_faces);
  555. ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive3D::is_inverting_faces);
  556. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
  557. }
  558. void CSGPrimitive3D::set_invert_faces(bool p_invert) {
  559. if (invert_faces == p_invert) {
  560. return;
  561. }
  562. invert_faces = p_invert;
  563. _make_dirty();
  564. }
  565. bool CSGPrimitive3D::is_inverting_faces() {
  566. return invert_faces;
  567. }
  568. CSGPrimitive3D::CSGPrimitive3D() {
  569. invert_faces = false;
  570. }
  571. /////////////////////
  572. CSGBrush *CSGMesh3D::_build_brush() {
  573. if (!mesh.is_valid()) {
  574. return nullptr;
  575. }
  576. Vector<Vector3> vertices;
  577. Vector<bool> smooth;
  578. Vector<Ref<Material>> materials;
  579. Vector<Vector2> uvs;
  580. Ref<Material> material = get_material();
  581. for (int i = 0; i < mesh->get_surface_count(); i++) {
  582. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  583. continue;
  584. }
  585. Array arrays = mesh->surface_get_arrays(i);
  586. if (arrays.size() == 0) {
  587. _make_dirty();
  588. ERR_FAIL_COND_V(arrays.size() == 0, nullptr);
  589. }
  590. Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  591. if (avertices.size() == 0) {
  592. continue;
  593. }
  594. const Vector3 *vr = avertices.ptr();
  595. Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  596. const Vector3 *nr = nullptr;
  597. if (anormals.size()) {
  598. nr = anormals.ptr();
  599. }
  600. Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  601. const Vector2 *uvr = nullptr;
  602. if (auvs.size()) {
  603. uvr = auvs.ptr();
  604. }
  605. Ref<Material> mat;
  606. if (material.is_valid()) {
  607. mat = material;
  608. } else {
  609. mat = mesh->surface_get_material(i);
  610. }
  611. Vector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  612. if (aindices.size()) {
  613. int as = vertices.size();
  614. int is = aindices.size();
  615. vertices.resize(as + is);
  616. smooth.resize((as + is) / 3);
  617. materials.resize((as + is) / 3);
  618. uvs.resize(as + is);
  619. Vector3 *vw = vertices.ptrw();
  620. bool *sw = smooth.ptrw();
  621. Vector2 *uvw = uvs.ptrw();
  622. Ref<Material> *mw = materials.ptrw();
  623. const int *ir = aindices.ptr();
  624. for (int j = 0; j < is; j += 3) {
  625. Vector3 vertex[3];
  626. Vector3 normal[3];
  627. Vector2 uv[3];
  628. for (int k = 0; k < 3; k++) {
  629. int idx = ir[j + k];
  630. vertex[k] = vr[idx];
  631. if (nr) {
  632. normal[k] = nr[idx];
  633. }
  634. if (uvr) {
  635. uv[k] = uvr[idx];
  636. }
  637. }
  638. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  639. vw[as + j + 0] = vertex[0];
  640. vw[as + j + 1] = vertex[1];
  641. vw[as + j + 2] = vertex[2];
  642. uvw[as + j + 0] = uv[0];
  643. uvw[as + j + 1] = uv[1];
  644. uvw[as + j + 2] = uv[2];
  645. sw[(as + j) / 3] = !flat;
  646. mw[(as + j) / 3] = mat;
  647. }
  648. } else {
  649. int as = vertices.size();
  650. int is = avertices.size();
  651. vertices.resize(as + is);
  652. smooth.resize((as + is) / 3);
  653. uvs.resize(as + is);
  654. materials.resize((as + is) / 3);
  655. Vector3 *vw = vertices.ptrw();
  656. bool *sw = smooth.ptrw();
  657. Vector2 *uvw = uvs.ptrw();
  658. Ref<Material> *mw = materials.ptrw();
  659. for (int j = 0; j < is; j += 3) {
  660. Vector3 vertex[3];
  661. Vector3 normal[3];
  662. Vector2 uv[3];
  663. for (int k = 0; k < 3; k++) {
  664. vertex[k] = vr[j + k];
  665. if (nr) {
  666. normal[k] = nr[j + k];
  667. }
  668. if (uvr) {
  669. uv[k] = uvr[j + k];
  670. }
  671. }
  672. bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
  673. vw[as + j + 0] = vertex[0];
  674. vw[as + j + 1] = vertex[1];
  675. vw[as + j + 2] = vertex[2];
  676. uvw[as + j + 0] = uv[0];
  677. uvw[as + j + 1] = uv[1];
  678. uvw[as + j + 2] = uv[2];
  679. sw[(as + j) / 3] = !flat;
  680. mw[(as + j) / 3] = mat;
  681. }
  682. }
  683. }
  684. if (vertices.size() == 0) {
  685. return nullptr;
  686. }
  687. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  688. }
  689. void CSGMesh3D::_mesh_changed() {
  690. _make_dirty();
  691. update_gizmo();
  692. }
  693. void CSGMesh3D::set_material(const Ref<Material> &p_material) {
  694. if (material == p_material) {
  695. return;
  696. }
  697. material = p_material;
  698. _make_dirty();
  699. }
  700. Ref<Material> CSGMesh3D::get_material() const {
  701. return material;
  702. }
  703. void CSGMesh3D::_bind_methods() {
  704. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
  705. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
  706. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
  707. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
  708. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  709. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  710. }
  711. void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
  712. if (mesh == p_mesh) {
  713. return;
  714. }
  715. if (mesh.is_valid()) {
  716. mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  717. }
  718. mesh = p_mesh;
  719. if (mesh.is_valid()) {
  720. mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  721. }
  722. _make_dirty();
  723. }
  724. Ref<Mesh> CSGMesh3D::get_mesh() {
  725. return mesh;
  726. }
  727. ////////////////////////////////
  728. CSGBrush *CSGSphere3D::_build_brush() {
  729. // set our bounding box
  730. CSGBrush *brush = memnew(CSGBrush);
  731. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  732. bool invert_val = is_inverting_faces();
  733. Ref<Material> material = get_material();
  734. Vector<Vector3> faces;
  735. Vector<Vector2> uvs;
  736. Vector<bool> smooth;
  737. Vector<Ref<Material>> materials;
  738. Vector<bool> invert;
  739. faces.resize(face_count * 3);
  740. uvs.resize(face_count * 3);
  741. smooth.resize(face_count);
  742. materials.resize(face_count);
  743. invert.resize(face_count);
  744. {
  745. Vector3 *facesw = faces.ptrw();
  746. Vector2 *uvsw = uvs.ptrw();
  747. bool *smoothw = smooth.ptrw();
  748. Ref<Material> *materialsw = materials.ptrw();
  749. bool *invertw = invert.ptrw();
  750. int face = 0;
  751. for (int i = 1; i <= rings; i++) {
  752. double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
  753. double z0 = Math::sin(lat0);
  754. double zr0 = Math::cos(lat0);
  755. double u0 = double(i - 1) / rings;
  756. double lat1 = Math_PI * (-0.5 + (double)i / rings);
  757. double z1 = Math::sin(lat1);
  758. double zr1 = Math::cos(lat1);
  759. double u1 = double(i) / rings;
  760. for (int j = radial_segments; j >= 1; j--) {
  761. double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
  762. double x0 = Math::cos(lng0);
  763. double y0 = Math::sin(lng0);
  764. double v0 = double(i - 1) / radial_segments;
  765. double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
  766. double x1 = Math::cos(lng1);
  767. double y1 = Math::sin(lng1);
  768. double v1 = double(i) / radial_segments;
  769. Vector3 v[4] = {
  770. Vector3(x1 * zr0, z0, y1 * zr0) * radius,
  771. Vector3(x1 * zr1, z1, y1 * zr1) * radius,
  772. Vector3(x0 * zr1, z1, y0 * zr1) * radius,
  773. Vector3(x0 * zr0, z0, y0 * zr0) * radius
  774. };
  775. Vector2 u[4] = {
  776. Vector2(v1, u0),
  777. Vector2(v1, u1),
  778. Vector2(v0, u1),
  779. Vector2(v0, u0),
  780. };
  781. if (i < rings) {
  782. //face 1
  783. facesw[face * 3 + 0] = v[0];
  784. facesw[face * 3 + 1] = v[1];
  785. facesw[face * 3 + 2] = v[2];
  786. uvsw[face * 3 + 0] = u[0];
  787. uvsw[face * 3 + 1] = u[1];
  788. uvsw[face * 3 + 2] = u[2];
  789. smoothw[face] = smooth_faces;
  790. invertw[face] = invert_val;
  791. materialsw[face] = material;
  792. face++;
  793. }
  794. if (i > 1) {
  795. //face 2
  796. facesw[face * 3 + 0] = v[2];
  797. facesw[face * 3 + 1] = v[3];
  798. facesw[face * 3 + 2] = v[0];
  799. uvsw[face * 3 + 0] = u[2];
  800. uvsw[face * 3 + 1] = u[3];
  801. uvsw[face * 3 + 2] = u[0];
  802. smoothw[face] = smooth_faces;
  803. invertw[face] = invert_val;
  804. materialsw[face] = material;
  805. face++;
  806. }
  807. }
  808. }
  809. if (face != face_count) {
  810. ERR_PRINT("Face mismatch bug! fix code");
  811. }
  812. }
  813. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  814. return brush;
  815. }
  816. void CSGSphere3D::_bind_methods() {
  817. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
  818. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius);
  819. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
  820. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
  821. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
  822. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings);
  823. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
  824. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
  825. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
  826. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
  827. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
  828. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  829. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  830. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  831. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  832. }
  833. void CSGSphere3D::set_radius(const float p_radius) {
  834. ERR_FAIL_COND(p_radius <= 0);
  835. radius = p_radius;
  836. _make_dirty();
  837. update_gizmo();
  838. _change_notify("radius");
  839. }
  840. float CSGSphere3D::get_radius() const {
  841. return radius;
  842. }
  843. void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
  844. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  845. _make_dirty();
  846. update_gizmo();
  847. }
  848. int CSGSphere3D::get_radial_segments() const {
  849. return radial_segments;
  850. }
  851. void CSGSphere3D::set_rings(const int p_rings) {
  852. rings = p_rings > 1 ? p_rings : 1;
  853. _make_dirty();
  854. update_gizmo();
  855. }
  856. int CSGSphere3D::get_rings() const {
  857. return rings;
  858. }
  859. void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
  860. smooth_faces = p_smooth_faces;
  861. _make_dirty();
  862. }
  863. bool CSGSphere3D::get_smooth_faces() const {
  864. return smooth_faces;
  865. }
  866. void CSGSphere3D::set_material(const Ref<Material> &p_material) {
  867. material = p_material;
  868. _make_dirty();
  869. }
  870. Ref<Material> CSGSphere3D::get_material() const {
  871. return material;
  872. }
  873. CSGSphere3D::CSGSphere3D() {
  874. // defaults
  875. radius = 1.0;
  876. radial_segments = 12;
  877. rings = 6;
  878. smooth_faces = true;
  879. }
  880. ///////////////
  881. CSGBrush *CSGBox3D::_build_brush() {
  882. // set our bounding box
  883. CSGBrush *brush = memnew(CSGBrush);
  884. int face_count = 12; //it's a cube..
  885. bool invert_val = is_inverting_faces();
  886. Ref<Material> material = get_material();
  887. Vector<Vector3> faces;
  888. Vector<Vector2> uvs;
  889. Vector<bool> smooth;
  890. Vector<Ref<Material>> materials;
  891. Vector<bool> invert;
  892. faces.resize(face_count * 3);
  893. uvs.resize(face_count * 3);
  894. smooth.resize(face_count);
  895. materials.resize(face_count);
  896. invert.resize(face_count);
  897. {
  898. Vector3 *facesw = faces.ptrw();
  899. Vector2 *uvsw = uvs.ptrw();
  900. bool *smoothw = smooth.ptrw();
  901. Ref<Material> *materialsw = materials.ptrw();
  902. bool *invertw = invert.ptrw();
  903. int face = 0;
  904. Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
  905. {
  906. for (int i = 0; i < 6; i++) {
  907. Vector3 face_points[4];
  908. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  909. for (int j = 0; j < 4; j++) {
  910. float v[3];
  911. v[0] = 1.0;
  912. v[1] = 1 - 2 * ((j >> 1) & 1);
  913. v[2] = v[1] * (1 - 2 * (j & 1));
  914. for (int k = 0; k < 3; k++) {
  915. if (i < 3) {
  916. face_points[j][(i + k) % 3] = v[k];
  917. } else {
  918. face_points[3 - j][(i + k) % 3] = -v[k];
  919. }
  920. }
  921. }
  922. Vector2 u[4];
  923. for (int j = 0; j < 4; j++) {
  924. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  925. }
  926. //face 1
  927. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  928. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  929. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  930. uvsw[face * 3 + 0] = u[0];
  931. uvsw[face * 3 + 1] = u[1];
  932. uvsw[face * 3 + 2] = u[2];
  933. smoothw[face] = false;
  934. invertw[face] = invert_val;
  935. materialsw[face] = material;
  936. face++;
  937. //face 1
  938. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  939. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  940. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  941. uvsw[face * 3 + 0] = u[2];
  942. uvsw[face * 3 + 1] = u[3];
  943. uvsw[face * 3 + 2] = u[0];
  944. smoothw[face] = false;
  945. invertw[face] = invert_val;
  946. materialsw[face] = material;
  947. face++;
  948. }
  949. }
  950. if (face != face_count) {
  951. ERR_PRINT("Face mismatch bug! fix code");
  952. }
  953. }
  954. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  955. return brush;
  956. }
  957. void CSGBox3D::_bind_methods() {
  958. ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox3D::set_width);
  959. ClassDB::bind_method(D_METHOD("get_width"), &CSGBox3D::get_width);
  960. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox3D::set_height);
  961. ClassDB::bind_method(D_METHOD("get_height"), &CSGBox3D::get_height);
  962. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox3D::set_depth);
  963. ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox3D::get_depth);
  964. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
  965. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
  966. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
  967. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  968. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  969. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  970. }
  971. void CSGBox3D::set_width(const float p_width) {
  972. width = p_width;
  973. _make_dirty();
  974. update_gizmo();
  975. _change_notify("width");
  976. }
  977. float CSGBox3D::get_width() const {
  978. return width;
  979. }
  980. void CSGBox3D::set_height(const float p_height) {
  981. height = p_height;
  982. _make_dirty();
  983. update_gizmo();
  984. _change_notify("height");
  985. }
  986. float CSGBox3D::get_height() const {
  987. return height;
  988. }
  989. void CSGBox3D::set_depth(const float p_depth) {
  990. depth = p_depth;
  991. _make_dirty();
  992. update_gizmo();
  993. _change_notify("depth");
  994. }
  995. float CSGBox3D::get_depth() const {
  996. return depth;
  997. }
  998. void CSGBox3D::set_material(const Ref<Material> &p_material) {
  999. material = p_material;
  1000. _make_dirty();
  1001. update_gizmo();
  1002. }
  1003. Ref<Material> CSGBox3D::get_material() const {
  1004. return material;
  1005. }
  1006. CSGBox3D::CSGBox3D() {
  1007. // defaults
  1008. width = 2.0;
  1009. height = 2.0;
  1010. depth = 2.0;
  1011. }
  1012. ///////////////
  1013. CSGBrush *CSGCylinder3D::_build_brush() {
  1014. // set our bounding box
  1015. CSGBrush *brush = memnew(CSGBrush);
  1016. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  1017. bool invert_val = is_inverting_faces();
  1018. Ref<Material> material = get_material();
  1019. Vector<Vector3> faces;
  1020. Vector<Vector2> uvs;
  1021. Vector<bool> smooth;
  1022. Vector<Ref<Material>> materials;
  1023. Vector<bool> invert;
  1024. faces.resize(face_count * 3);
  1025. uvs.resize(face_count * 3);
  1026. smooth.resize(face_count);
  1027. materials.resize(face_count);
  1028. invert.resize(face_count);
  1029. {
  1030. Vector3 *facesw = faces.ptrw();
  1031. Vector2 *uvsw = uvs.ptrw();
  1032. bool *smoothw = smooth.ptrw();
  1033. Ref<Material> *materialsw = materials.ptrw();
  1034. bool *invertw = invert.ptrw();
  1035. int face = 0;
  1036. Vector3 vertex_mul(radius, height * 0.5, radius);
  1037. {
  1038. for (int i = 0; i < sides; i++) {
  1039. float inc = float(i) / sides;
  1040. float inc_n = float((i + 1)) / sides;
  1041. float ang = inc * Math_PI * 2.0;
  1042. float ang_n = inc_n * Math_PI * 2.0;
  1043. Vector3 base(Math::cos(ang), 0, Math::sin(ang));
  1044. Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1045. Vector3 face_points[4] = {
  1046. base + Vector3(0, -1, 0),
  1047. base_n + Vector3(0, -1, 0),
  1048. base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1049. base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1050. };
  1051. Vector2 u[4] = {
  1052. Vector2(inc, 0),
  1053. Vector2(inc_n, 0),
  1054. Vector2(inc_n, 1),
  1055. Vector2(inc, 1),
  1056. };
  1057. //side face 1
  1058. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1059. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1060. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1061. uvsw[face * 3 + 0] = u[0];
  1062. uvsw[face * 3 + 1] = u[1];
  1063. uvsw[face * 3 + 2] = u[2];
  1064. smoothw[face] = smooth_faces;
  1065. invertw[face] = invert_val;
  1066. materialsw[face] = material;
  1067. face++;
  1068. if (!cone) {
  1069. //side face 2
  1070. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1071. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1072. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1073. uvsw[face * 3 + 0] = u[2];
  1074. uvsw[face * 3 + 1] = u[3];
  1075. uvsw[face * 3 + 2] = u[0];
  1076. smoothw[face] = smooth_faces;
  1077. invertw[face] = invert_val;
  1078. materialsw[face] = material;
  1079. face++;
  1080. }
  1081. //bottom face 1
  1082. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1083. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1084. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1085. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1086. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1087. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1088. smoothw[face] = false;
  1089. invertw[face] = invert_val;
  1090. materialsw[face] = material;
  1091. face++;
  1092. if (!cone) {
  1093. //top face 1
  1094. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1095. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1096. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1097. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1098. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1099. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1100. smoothw[face] = false;
  1101. invertw[face] = invert_val;
  1102. materialsw[face] = material;
  1103. face++;
  1104. }
  1105. }
  1106. }
  1107. if (face != face_count) {
  1108. ERR_PRINT("Face mismatch bug! fix code");
  1109. }
  1110. }
  1111. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1112. return brush;
  1113. }
  1114. void CSGCylinder3D::_bind_methods() {
  1115. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
  1116. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius);
  1117. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height);
  1118. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height);
  1119. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides);
  1120. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides);
  1121. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone);
  1122. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone);
  1123. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material);
  1124. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material);
  1125. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
  1126. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
  1127. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
  1128. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
  1129. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1130. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1131. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1132. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1133. }
  1134. void CSGCylinder3D::set_radius(const float p_radius) {
  1135. radius = p_radius;
  1136. _make_dirty();
  1137. update_gizmo();
  1138. _change_notify("radius");
  1139. }
  1140. float CSGCylinder3D::get_radius() const {
  1141. return radius;
  1142. }
  1143. void CSGCylinder3D::set_height(const float p_height) {
  1144. height = p_height;
  1145. _make_dirty();
  1146. update_gizmo();
  1147. _change_notify("height");
  1148. }
  1149. float CSGCylinder3D::get_height() const {
  1150. return height;
  1151. }
  1152. void CSGCylinder3D::set_sides(const int p_sides) {
  1153. ERR_FAIL_COND(p_sides < 3);
  1154. sides = p_sides;
  1155. _make_dirty();
  1156. update_gizmo();
  1157. }
  1158. int CSGCylinder3D::get_sides() const {
  1159. return sides;
  1160. }
  1161. void CSGCylinder3D::set_cone(const bool p_cone) {
  1162. cone = p_cone;
  1163. _make_dirty();
  1164. update_gizmo();
  1165. }
  1166. bool CSGCylinder3D::is_cone() const {
  1167. return cone;
  1168. }
  1169. void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
  1170. smooth_faces = p_smooth_faces;
  1171. _make_dirty();
  1172. }
  1173. bool CSGCylinder3D::get_smooth_faces() const {
  1174. return smooth_faces;
  1175. }
  1176. void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
  1177. material = p_material;
  1178. _make_dirty();
  1179. }
  1180. Ref<Material> CSGCylinder3D::get_material() const {
  1181. return material;
  1182. }
  1183. CSGCylinder3D::CSGCylinder3D() {
  1184. // defaults
  1185. radius = 1.0;
  1186. height = 1.0;
  1187. sides = 8;
  1188. cone = false;
  1189. smooth_faces = true;
  1190. }
  1191. ///////////////
  1192. CSGBrush *CSGTorus3D::_build_brush() {
  1193. // set our bounding box
  1194. float min_radius = inner_radius;
  1195. float max_radius = outer_radius;
  1196. if (min_radius == max_radius) {
  1197. return nullptr; //sorry, can't
  1198. }
  1199. if (min_radius > max_radius) {
  1200. SWAP(min_radius, max_radius);
  1201. }
  1202. float radius = (max_radius - min_radius) * 0.5;
  1203. CSGBrush *brush = memnew(CSGBrush);
  1204. int face_count = ring_sides * sides * 2;
  1205. bool invert_val = is_inverting_faces();
  1206. Ref<Material> material = get_material();
  1207. Vector<Vector3> faces;
  1208. Vector<Vector2> uvs;
  1209. Vector<bool> smooth;
  1210. Vector<Ref<Material>> materials;
  1211. Vector<bool> invert;
  1212. faces.resize(face_count * 3);
  1213. uvs.resize(face_count * 3);
  1214. smooth.resize(face_count);
  1215. materials.resize(face_count);
  1216. invert.resize(face_count);
  1217. {
  1218. Vector3 *facesw = faces.ptrw();
  1219. Vector2 *uvsw = uvs.ptrw();
  1220. bool *smoothw = smooth.ptrw();
  1221. Ref<Material> *materialsw = materials.ptrw();
  1222. bool *invertw = invert.ptrw();
  1223. int face = 0;
  1224. {
  1225. for (int i = 0; i < sides; i++) {
  1226. float inci = float(i) / sides;
  1227. float inci_n = float((i + 1)) / sides;
  1228. float angi = inci * Math_PI * 2.0;
  1229. float angi_n = inci_n * Math_PI * 2.0;
  1230. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1231. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1232. for (int j = 0; j < ring_sides; j++) {
  1233. float incj = float(j) / ring_sides;
  1234. float incj_n = float((j + 1)) / ring_sides;
  1235. float angj = incj * Math_PI * 2.0;
  1236. float angj_n = incj_n * Math_PI * 2.0;
  1237. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1238. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1239. Vector3 face_points[4] = {
  1240. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1241. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1242. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1243. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1244. };
  1245. Vector2 u[4] = {
  1246. Vector2(inci, incj),
  1247. Vector2(inci, incj_n),
  1248. Vector2(inci_n, incj_n),
  1249. Vector2(inci_n, incj),
  1250. };
  1251. // face 1
  1252. facesw[face * 3 + 0] = face_points[0];
  1253. facesw[face * 3 + 1] = face_points[2];
  1254. facesw[face * 3 + 2] = face_points[1];
  1255. uvsw[face * 3 + 0] = u[0];
  1256. uvsw[face * 3 + 1] = u[2];
  1257. uvsw[face * 3 + 2] = u[1];
  1258. smoothw[face] = smooth_faces;
  1259. invertw[face] = invert_val;
  1260. materialsw[face] = material;
  1261. face++;
  1262. //face 2
  1263. facesw[face * 3 + 0] = face_points[3];
  1264. facesw[face * 3 + 1] = face_points[2];
  1265. facesw[face * 3 + 2] = face_points[0];
  1266. uvsw[face * 3 + 0] = u[3];
  1267. uvsw[face * 3 + 1] = u[2];
  1268. uvsw[face * 3 + 2] = u[0];
  1269. smoothw[face] = smooth_faces;
  1270. invertw[face] = invert_val;
  1271. materialsw[face] = material;
  1272. face++;
  1273. }
  1274. }
  1275. }
  1276. if (face != face_count) {
  1277. ERR_PRINT("Face mismatch bug! fix code");
  1278. }
  1279. }
  1280. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1281. return brush;
  1282. }
  1283. void CSGTorus3D::_bind_methods() {
  1284. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
  1285. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius);
  1286. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
  1287. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius);
  1288. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides);
  1289. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides);
  1290. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
  1291. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides);
  1292. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material);
  1293. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material);
  1294. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
  1295. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
  1296. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
  1297. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_outer_radius", "get_outer_radius");
  1298. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1299. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1300. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1301. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1302. }
  1303. void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
  1304. inner_radius = p_inner_radius;
  1305. _make_dirty();
  1306. update_gizmo();
  1307. _change_notify("inner_radius");
  1308. }
  1309. float CSGTorus3D::get_inner_radius() const {
  1310. return inner_radius;
  1311. }
  1312. void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
  1313. outer_radius = p_outer_radius;
  1314. _make_dirty();
  1315. update_gizmo();
  1316. _change_notify("outer_radius");
  1317. }
  1318. float CSGTorus3D::get_outer_radius() const {
  1319. return outer_radius;
  1320. }
  1321. void CSGTorus3D::set_sides(const int p_sides) {
  1322. ERR_FAIL_COND(p_sides < 3);
  1323. sides = p_sides;
  1324. _make_dirty();
  1325. update_gizmo();
  1326. }
  1327. int CSGTorus3D::get_sides() const {
  1328. return sides;
  1329. }
  1330. void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
  1331. ERR_FAIL_COND(p_ring_sides < 3);
  1332. ring_sides = p_ring_sides;
  1333. _make_dirty();
  1334. update_gizmo();
  1335. }
  1336. int CSGTorus3D::get_ring_sides() const {
  1337. return ring_sides;
  1338. }
  1339. void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
  1340. smooth_faces = p_smooth_faces;
  1341. _make_dirty();
  1342. }
  1343. bool CSGTorus3D::get_smooth_faces() const {
  1344. return smooth_faces;
  1345. }
  1346. void CSGTorus3D::set_material(const Ref<Material> &p_material) {
  1347. material = p_material;
  1348. _make_dirty();
  1349. }
  1350. Ref<Material> CSGTorus3D::get_material() const {
  1351. return material;
  1352. }
  1353. CSGTorus3D::CSGTorus3D() {
  1354. // defaults
  1355. inner_radius = 2.0;
  1356. outer_radius = 3.0;
  1357. sides = 8;
  1358. ring_sides = 6;
  1359. smooth_faces = true;
  1360. }
  1361. ///////////////
  1362. CSGBrush *CSGPolygon3D::_build_brush() {
  1363. // set our bounding box
  1364. if (polygon.size() < 3) {
  1365. return nullptr;
  1366. }
  1367. Vector<Point2> final_polygon = polygon;
  1368. if (Triangulate::get_area(final_polygon) > 0) {
  1369. final_polygon.invert();
  1370. }
  1371. Vector<int> triangles = Geometry2D::triangulate_polygon(final_polygon);
  1372. if (triangles.size() < 3) {
  1373. return nullptr;
  1374. }
  1375. Path3D *path = nullptr;
  1376. Ref<Curve3D> curve;
  1377. // get bounds for our polygon
  1378. Vector2 final_polygon_min;
  1379. Vector2 final_polygon_max;
  1380. for (int i = 0; i < final_polygon.size(); i++) {
  1381. Vector2 p = final_polygon[i];
  1382. if (i == 0) {
  1383. final_polygon_min = p;
  1384. final_polygon_max = final_polygon_min;
  1385. } else {
  1386. if (p.x < final_polygon_min.x) {
  1387. final_polygon_min.x = p.x;
  1388. }
  1389. if (p.y < final_polygon_min.y) {
  1390. final_polygon_min.y = p.y;
  1391. }
  1392. if (p.x > final_polygon_max.x) {
  1393. final_polygon_max.x = p.x;
  1394. }
  1395. if (p.y > final_polygon_max.y) {
  1396. final_polygon_max.y = p.y;
  1397. }
  1398. }
  1399. }
  1400. Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
  1401. if (mode == MODE_PATH) {
  1402. if (!has_node(path_node)) {
  1403. return nullptr;
  1404. }
  1405. Node *n = get_node(path_node);
  1406. if (!n) {
  1407. return nullptr;
  1408. }
  1409. path = Object::cast_to<Path3D>(n);
  1410. if (!path) {
  1411. return nullptr;
  1412. }
  1413. if (path != path_cache) {
  1414. if (path_cache) {
  1415. path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1416. path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1417. path_cache = nullptr;
  1418. }
  1419. path_cache = path;
  1420. path_cache->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1421. path_cache->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1422. path_cache = nullptr;
  1423. }
  1424. curve = path->get_curve();
  1425. if (curve.is_null()) {
  1426. return nullptr;
  1427. }
  1428. if (curve->get_baked_length() <= 0) {
  1429. return nullptr;
  1430. }
  1431. }
  1432. CSGBrush *brush = memnew(CSGBrush);
  1433. int face_count = 0;
  1434. switch (mode) {
  1435. case MODE_DEPTH:
  1436. face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2;
  1437. break;
  1438. case MODE_SPIN:
  1439. face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides;
  1440. break;
  1441. case MODE_PATH: {
  1442. float bl = curve->get_baked_length();
  1443. int splits = MAX(2, Math::ceil(bl / path_interval));
  1444. if (path_joined) {
  1445. face_count = splits * final_polygon.size() * 2;
  1446. } else {
  1447. face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
  1448. }
  1449. } break;
  1450. }
  1451. bool invert_val = is_inverting_faces();
  1452. Ref<Material> material = get_material();
  1453. Vector<Vector3> faces;
  1454. Vector<Vector2> uvs;
  1455. Vector<bool> smooth;
  1456. Vector<Ref<Material>> materials;
  1457. Vector<bool> invert;
  1458. faces.resize(face_count * 3);
  1459. uvs.resize(face_count * 3);
  1460. smooth.resize(face_count);
  1461. materials.resize(face_count);
  1462. invert.resize(face_count);
  1463. AABB aabb; //must be computed
  1464. {
  1465. Vector3 *facesw = faces.ptrw();
  1466. Vector2 *uvsw = uvs.ptrw();
  1467. bool *smoothw = smooth.ptrw();
  1468. Ref<Material> *materialsw = materials.ptrw();
  1469. bool *invertw = invert.ptrw();
  1470. int face = 0;
  1471. switch (mode) {
  1472. case MODE_DEPTH: {
  1473. //add triangles, front and back
  1474. for (int i = 0; i < 2; i++) {
  1475. for (int j = 0; j < triangles.size(); j += 3) {
  1476. for (int k = 0; k < 3; k++) {
  1477. int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
  1478. Vector2 p = final_polygon[triangles[j + src[k]]];
  1479. Vector3 v = Vector3(p.x, p.y, 0);
  1480. if (i == 0) {
  1481. v.z -= depth;
  1482. }
  1483. facesw[face * 3 + k] = v;
  1484. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1485. if (i == 0) {
  1486. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1487. }
  1488. }
  1489. smoothw[face] = false;
  1490. materialsw[face] = material;
  1491. invertw[face] = invert_val;
  1492. face++;
  1493. }
  1494. }
  1495. //add triangles for depth
  1496. for (int i = 0; i < final_polygon.size(); i++) {
  1497. int i_n = (i + 1) % final_polygon.size();
  1498. Vector3 v[4] = {
  1499. Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
  1500. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
  1501. Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
  1502. Vector3(final_polygon[i].x, final_polygon[i].y, 0),
  1503. };
  1504. Vector2 u[4] = {
  1505. Vector2(0, 0),
  1506. Vector2(0, 1),
  1507. Vector2(1, 1),
  1508. Vector2(1, 0)
  1509. };
  1510. // face 1
  1511. facesw[face * 3 + 0] = v[0];
  1512. facesw[face * 3 + 1] = v[1];
  1513. facesw[face * 3 + 2] = v[2];
  1514. uvsw[face * 3 + 0] = u[0];
  1515. uvsw[face * 3 + 1] = u[1];
  1516. uvsw[face * 3 + 2] = u[2];
  1517. smoothw[face] = smooth_faces;
  1518. invertw[face] = invert_val;
  1519. materialsw[face] = material;
  1520. face++;
  1521. // face 2
  1522. facesw[face * 3 + 0] = v[2];
  1523. facesw[face * 3 + 1] = v[3];
  1524. facesw[face * 3 + 2] = v[0];
  1525. uvsw[face * 3 + 0] = u[2];
  1526. uvsw[face * 3 + 1] = u[3];
  1527. uvsw[face * 3 + 2] = u[0];
  1528. smoothw[face] = smooth_faces;
  1529. invertw[face] = invert_val;
  1530. materialsw[face] = material;
  1531. face++;
  1532. }
  1533. } break;
  1534. case MODE_SPIN: {
  1535. for (int i = 0; i < spin_sides; i++) {
  1536. float inci = float(i) / spin_sides;
  1537. float inci_n = float((i + 1)) / spin_sides;
  1538. float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
  1539. float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
  1540. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1541. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1542. //add triangles for depth
  1543. for (int j = 0; j < final_polygon.size(); j++) {
  1544. int j_n = (j + 1) % final_polygon.size();
  1545. Vector3 v[4] = {
  1546. Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
  1547. Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
  1548. Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
  1549. Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
  1550. };
  1551. Vector2 u[4] = {
  1552. Vector2(0, 0),
  1553. Vector2(0, 1),
  1554. Vector2(1, 1),
  1555. Vector2(1, 0)
  1556. };
  1557. // face 1
  1558. facesw[face * 3 + 0] = v[0];
  1559. facesw[face * 3 + 1] = v[2];
  1560. facesw[face * 3 + 2] = v[1];
  1561. uvsw[face * 3 + 0] = u[0];
  1562. uvsw[face * 3 + 1] = u[2];
  1563. uvsw[face * 3 + 2] = u[1];
  1564. smoothw[face] = smooth_faces;
  1565. invertw[face] = invert_val;
  1566. materialsw[face] = material;
  1567. face++;
  1568. // face 2
  1569. facesw[face * 3 + 0] = v[2];
  1570. facesw[face * 3 + 1] = v[0];
  1571. facesw[face * 3 + 2] = v[3];
  1572. uvsw[face * 3 + 0] = u[2];
  1573. uvsw[face * 3 + 1] = u[0];
  1574. uvsw[face * 3 + 2] = u[3];
  1575. smoothw[face] = smooth_faces;
  1576. invertw[face] = invert_val;
  1577. materialsw[face] = material;
  1578. face++;
  1579. }
  1580. if (i == 0 && spin_degrees < 360) {
  1581. for (int j = 0; j < triangles.size(); j += 3) {
  1582. for (int k = 0; k < 3; k++) {
  1583. int src[3] = { 0, 2, 1 };
  1584. Vector2 p = final_polygon[triangles[j + src[k]]];
  1585. Vector3 v = Vector3(p.x, p.y, 0);
  1586. facesw[face * 3 + k] = v;
  1587. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1588. }
  1589. smoothw[face] = false;
  1590. materialsw[face] = material;
  1591. invertw[face] = invert_val;
  1592. face++;
  1593. }
  1594. }
  1595. if (i == spin_sides - 1 && spin_degrees < 360) {
  1596. for (int j = 0; j < triangles.size(); j += 3) {
  1597. for (int k = 0; k < 3; k++) {
  1598. int src[3] = { 0, 1, 2 };
  1599. Vector2 p = final_polygon[triangles[j + src[k]]];
  1600. Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
  1601. facesw[face * 3 + k] = v;
  1602. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1603. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1604. }
  1605. smoothw[face] = false;
  1606. materialsw[face] = material;
  1607. invertw[face] = invert_val;
  1608. face++;
  1609. }
  1610. }
  1611. }
  1612. } break;
  1613. case MODE_PATH: {
  1614. float bl = curve->get_baked_length();
  1615. int splits = MAX(2, Math::ceil(bl / path_interval));
  1616. float u1 = 0.0;
  1617. float u2 = path_continuous_u ? 0.0 : 1.0;
  1618. Transform path_to_this;
  1619. if (!path_local) {
  1620. // center on paths origin
  1621. path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
  1622. }
  1623. Transform prev_xf;
  1624. Vector3 lookat_dir;
  1625. if (path_rotation == PATH_ROTATION_POLYGON) {
  1626. lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
  1627. } else {
  1628. Vector3 p1, p2;
  1629. p1 = curve->interpolate_baked(0);
  1630. p2 = curve->interpolate_baked(0.1);
  1631. lookat_dir = (p2 - p1).normalized();
  1632. }
  1633. for (int i = 0; i <= splits; i++) {
  1634. float ofs = i * path_interval;
  1635. if (ofs > bl) {
  1636. ofs = bl;
  1637. }
  1638. if (i == splits && path_joined) {
  1639. ofs = 0.0;
  1640. }
  1641. Transform xf;
  1642. xf.origin = curve->interpolate_baked(ofs);
  1643. Vector3 local_dir;
  1644. if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
  1645. //before end
  1646. Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
  1647. Vector3 p2 = curve->interpolate_baked(ofs);
  1648. local_dir = (p2 - p1).normalized();
  1649. } else {
  1650. local_dir = lookat_dir;
  1651. }
  1652. xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
  1653. Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
  1654. xf = xf * rot; //post mult
  1655. xf = path_to_this * xf;
  1656. if (i > 0) {
  1657. if (path_continuous_u) {
  1658. u1 = u2;
  1659. u2 += (prev_xf.origin - xf.origin).length();
  1660. };
  1661. //put triangles where they belong
  1662. //add triangles for depth
  1663. for (int j = 0; j < final_polygon.size(); j++) {
  1664. int j_n = (j + 1) % final_polygon.size();
  1665. Vector3 v[4] = {
  1666. prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1667. prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1668. xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
  1669. xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
  1670. };
  1671. Vector2 u[4] = {
  1672. Vector2(u1, 1),
  1673. Vector2(u1, 0),
  1674. Vector2(u2, 0),
  1675. Vector2(u2, 1)
  1676. };
  1677. // face 1
  1678. facesw[face * 3 + 0] = v[0];
  1679. facesw[face * 3 + 1] = v[1];
  1680. facesw[face * 3 + 2] = v[2];
  1681. uvsw[face * 3 + 0] = u[0];
  1682. uvsw[face * 3 + 1] = u[1];
  1683. uvsw[face * 3 + 2] = u[2];
  1684. smoothw[face] = smooth_faces;
  1685. invertw[face] = invert_val;
  1686. materialsw[face] = material;
  1687. face++;
  1688. // face 2
  1689. facesw[face * 3 + 0] = v[2];
  1690. facesw[face * 3 + 1] = v[3];
  1691. facesw[face * 3 + 2] = v[0];
  1692. uvsw[face * 3 + 0] = u[2];
  1693. uvsw[face * 3 + 1] = u[3];
  1694. uvsw[face * 3 + 2] = u[0];
  1695. smoothw[face] = smooth_faces;
  1696. invertw[face] = invert_val;
  1697. materialsw[face] = material;
  1698. face++;
  1699. }
  1700. }
  1701. if (i == 0 && !path_joined) {
  1702. for (int j = 0; j < triangles.size(); j += 3) {
  1703. for (int k = 0; k < 3; k++) {
  1704. int src[3] = { 0, 1, 2 };
  1705. Vector2 p = final_polygon[triangles[j + src[k]]];
  1706. Vector3 v = Vector3(p.x, p.y, 0);
  1707. facesw[face * 3 + k] = xf.xform(v);
  1708. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1709. }
  1710. smoothw[face] = false;
  1711. materialsw[face] = material;
  1712. invertw[face] = invert_val;
  1713. face++;
  1714. }
  1715. }
  1716. if (i == splits && !path_joined) {
  1717. for (int j = 0; j < triangles.size(); j += 3) {
  1718. for (int k = 0; k < 3; k++) {
  1719. int src[3] = { 0, 2, 1 };
  1720. Vector2 p = final_polygon[triangles[j + src[k]]];
  1721. Vector3 v = Vector3(p.x, p.y, 0);
  1722. facesw[face * 3 + k] = xf.xform(v);
  1723. uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
  1724. uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
  1725. }
  1726. smoothw[face] = false;
  1727. materialsw[face] = material;
  1728. invertw[face] = invert_val;
  1729. face++;
  1730. }
  1731. }
  1732. prev_xf = xf;
  1733. }
  1734. } break;
  1735. }
  1736. if (face != face_count) {
  1737. ERR_PRINT("Face mismatch bug! fix code");
  1738. }
  1739. for (int i = 0; i < face_count * 3; i++) {
  1740. if (i == 0) {
  1741. aabb.position = facesw[i];
  1742. } else {
  1743. aabb.expand_to(facesw[i]);
  1744. }
  1745. // invert UVs on the Y-axis OpenGL = upside down
  1746. uvsw[i].y = 1.0 - uvsw[i].y;
  1747. }
  1748. }
  1749. brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1750. return brush;
  1751. }
  1752. void CSGPolygon3D::_notification(int p_what) {
  1753. if (p_what == NOTIFICATION_EXIT_TREE) {
  1754. if (path_cache) {
  1755. path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1756. path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1757. path_cache = nullptr;
  1758. }
  1759. }
  1760. }
  1761. void CSGPolygon3D::_validate_property(PropertyInfo &property) const {
  1762. if (property.name.begins_with("spin") && mode != MODE_SPIN) {
  1763. property.usage = 0;
  1764. }
  1765. if (property.name.begins_with("path") && mode != MODE_PATH) {
  1766. property.usage = 0;
  1767. }
  1768. if (property.name == "depth" && mode != MODE_DEPTH) {
  1769. property.usage = 0;
  1770. }
  1771. CSGShape3D::_validate_property(property);
  1772. }
  1773. void CSGPolygon3D::_path_changed() {
  1774. _make_dirty();
  1775. update_gizmo();
  1776. }
  1777. void CSGPolygon3D::_path_exited() {
  1778. path_cache = nullptr;
  1779. }
  1780. void CSGPolygon3D::_bind_methods() {
  1781. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
  1782. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
  1783. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode);
  1784. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
  1785. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth);
  1786. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
  1787. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
  1788. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
  1789. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
  1790. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
  1791. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
  1792. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
  1793. ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon3D::set_path_interval);
  1794. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
  1795. ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon3D::set_path_rotation);
  1796. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
  1797. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
  1798. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
  1799. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
  1800. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
  1801. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
  1802. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
  1803. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material);
  1804. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
  1805. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
  1806. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
  1807. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
  1808. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
  1809. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1810. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1811. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
  1812. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1813. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1814. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
  1815. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
  1816. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1817. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1818. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1819. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1820. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1821. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1822. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1823. BIND_ENUM_CONSTANT(MODE_SPIN);
  1824. BIND_ENUM_CONSTANT(MODE_PATH);
  1825. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1826. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1827. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1828. }
  1829. void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
  1830. polygon = p_polygon;
  1831. _make_dirty();
  1832. update_gizmo();
  1833. }
  1834. Vector<Vector2> CSGPolygon3D::get_polygon() const {
  1835. return polygon;
  1836. }
  1837. void CSGPolygon3D::set_mode(Mode p_mode) {
  1838. mode = p_mode;
  1839. _make_dirty();
  1840. update_gizmo();
  1841. _change_notify();
  1842. }
  1843. CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
  1844. return mode;
  1845. }
  1846. void CSGPolygon3D::set_depth(const float p_depth) {
  1847. ERR_FAIL_COND(p_depth < 0.001);
  1848. depth = p_depth;
  1849. _make_dirty();
  1850. update_gizmo();
  1851. }
  1852. float CSGPolygon3D::get_depth() const {
  1853. return depth;
  1854. }
  1855. void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
  1856. path_continuous_u = p_enable;
  1857. _make_dirty();
  1858. }
  1859. bool CSGPolygon3D::is_path_continuous_u() const {
  1860. return path_continuous_u;
  1861. }
  1862. void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
  1863. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1864. spin_degrees = p_spin_degrees;
  1865. _make_dirty();
  1866. update_gizmo();
  1867. }
  1868. float CSGPolygon3D::get_spin_degrees() const {
  1869. return spin_degrees;
  1870. }
  1871. void CSGPolygon3D::set_spin_sides(const int p_spin_sides) {
  1872. ERR_FAIL_COND(p_spin_sides < 3);
  1873. spin_sides = p_spin_sides;
  1874. _make_dirty();
  1875. update_gizmo();
  1876. }
  1877. int CSGPolygon3D::get_spin_sides() const {
  1878. return spin_sides;
  1879. }
  1880. void CSGPolygon3D::set_path_node(const NodePath &p_path) {
  1881. path_node = p_path;
  1882. _make_dirty();
  1883. update_gizmo();
  1884. }
  1885. NodePath CSGPolygon3D::get_path_node() const {
  1886. return path_node;
  1887. }
  1888. void CSGPolygon3D::set_path_interval(float p_interval) {
  1889. ERR_FAIL_COND_MSG(p_interval < 0.001, "Path interval cannot be smaller than 0.001.");
  1890. path_interval = p_interval;
  1891. _make_dirty();
  1892. update_gizmo();
  1893. }
  1894. float CSGPolygon3D::get_path_interval() const {
  1895. return path_interval;
  1896. }
  1897. void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
  1898. path_rotation = p_rotation;
  1899. _make_dirty();
  1900. update_gizmo();
  1901. }
  1902. CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
  1903. return path_rotation;
  1904. }
  1905. void CSGPolygon3D::set_path_local(bool p_enable) {
  1906. path_local = p_enable;
  1907. _make_dirty();
  1908. update_gizmo();
  1909. }
  1910. bool CSGPolygon3D::is_path_local() const {
  1911. return path_local;
  1912. }
  1913. void CSGPolygon3D::set_path_joined(bool p_enable) {
  1914. path_joined = p_enable;
  1915. _make_dirty();
  1916. update_gizmo();
  1917. }
  1918. bool CSGPolygon3D::is_path_joined() const {
  1919. return path_joined;
  1920. }
  1921. void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
  1922. smooth_faces = p_smooth_faces;
  1923. _make_dirty();
  1924. }
  1925. bool CSGPolygon3D::get_smooth_faces() const {
  1926. return smooth_faces;
  1927. }
  1928. void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
  1929. material = p_material;
  1930. _make_dirty();
  1931. }
  1932. Ref<Material> CSGPolygon3D::get_material() const {
  1933. return material;
  1934. }
  1935. bool CSGPolygon3D::_is_editable_3d_polygon() const {
  1936. return true;
  1937. }
  1938. bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
  1939. return true;
  1940. }
  1941. CSGPolygon3D::CSGPolygon3D() {
  1942. // defaults
  1943. mode = MODE_DEPTH;
  1944. polygon.push_back(Vector2(0, 0));
  1945. polygon.push_back(Vector2(0, 1));
  1946. polygon.push_back(Vector2(1, 1));
  1947. polygon.push_back(Vector2(1, 0));
  1948. depth = 1.0;
  1949. spin_degrees = 360;
  1950. spin_sides = 8;
  1951. smooth_faces = false;
  1952. path_interval = 1;
  1953. path_rotation = PATH_ROTATION_PATH;
  1954. path_local = false;
  1955. path_continuous_u = false;
  1956. path_joined = false;
  1957. path_cache = nullptr;
  1958. }