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authorJuan Linietsky <reduzio@gmail.com>2018-04-27 21:52:15 -0300
committerJuan Linietsky <reduzio@gmail.com>2018-04-27 21:55:10 -0300
commit8d199a9b2c71de3c5218a636249171b60a832092 (patch)
treef8efd94ee92acec6b92491a2f0d4683eb1b3f0f7 /modules
parentb22f048700105dec26154cc90f10b0ef34b3f5ed (diff)
CSG Support for Godot!
-Missing Icons -Missing freezing option (for baking light and faster load) -Missing a way to export from Godot (GLTF2?) -Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs) Happy testing!
Diffstat (limited to 'modules')
-rw-r--r--modules/csg/SCsub9
-rw-r--r--modules/csg/config.py5
-rw-r--r--modules/csg/csg.cpp1472
-rw-r--r--modules/csg/csg.h206
-rw-r--r--modules/csg/csg_gizmos.cpp315
-rw-r--r--modules/csg/csg_gizmos.h30
-rw-r--r--modules/csg/csg_shape.cpp2152
-rw-r--r--modules/csg/csg_shape.h363
-rw-r--r--modules/csg/register_types.cpp59
-rw-r--r--modules/csg/register_types.h32
10 files changed, 4643 insertions, 0 deletions
diff --git a/modules/csg/SCsub b/modules/csg/SCsub
new file mode 100644
index 0000000000..57c504efd8
--- /dev/null
+++ b/modules/csg/SCsub
@@ -0,0 +1,9 @@
+#!/usr/bin/env python
+
+Import('env')
+Import('env_modules')
+
+env_csg = env_modules.Clone()
+
+# Godot's own source files
+env_csg.add_source_files(env.modules_sources, "*.cpp")
diff --git a/modules/csg/config.py b/modules/csg/config.py
new file mode 100644
index 0000000000..5f133eba90
--- /dev/null
+++ b/modules/csg/config.py
@@ -0,0 +1,5 @@
+def can_build(platform):
+ return True
+
+def configure(env):
+ pass
diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp
new file mode 100644
index 0000000000..f399466fe5
--- /dev/null
+++ b/modules/csg/csg.cpp
@@ -0,0 +1,1472 @@
+#include "csg.h"
+#include "face3.h"
+#include "geometry.h"
+#include "os/os.h"
+#include "sort.h"
+#include "thirdparty/misc/triangulator.h"
+
+void CSGBrush::clear() {
+ faces.clear();
+}
+
+void CSGBrush::build_from_faces(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uvs, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials, const PoolVector<bool> &p_invert_faces) {
+
+ clear();
+
+ int vc = p_vertices.size();
+
+ ERR_FAIL_COND((vc % 3) != 0)
+
+ PoolVector<Vector3>::Read rv = p_vertices.read();
+ int uvc = p_uvs.size();
+ PoolVector<Vector2>::Read ruv = p_uvs.read();
+ int sc = p_smooth.size();
+ PoolVector<bool>::Read rs = p_smooth.read();
+ int mc = p_materials.size();
+ PoolVector<Ref<Material> >::Read rm = p_materials.read();
+ int ic = p_invert_faces.size();
+ PoolVector<bool>::Read ri = p_invert_faces.read();
+
+ Map<Ref<Material>, int> material_map;
+
+ faces.resize(p_vertices.size() / 3);
+
+ for (int i = 0; i < faces.size(); i++) {
+ Face &f = faces[i];
+ f.vertices[0] = rv[i * 3 + 0];
+ f.vertices[1] = rv[i * 3 + 1];
+ f.vertices[2] = rv[i * 3 + 2];
+ if (uvc == vc) {
+ f.uvs[0] = ruv[i * 3 + 0];
+ f.uvs[1] = ruv[i * 3 + 1];
+ f.uvs[2] = ruv[i * 3 + 2];
+ }
+ if (sc == vc / 3) {
+ f.smooth = rs[i];
+ } else {
+ f.smooth = false;
+ }
+
+ if (ic == vc / 3) {
+ f.invert = ri[i];
+ } else {
+ f.invert = false;
+ }
+
+ if (mc == vc / 3) {
+ Ref<Material> mat = rm[i];
+ if (mat.is_valid()) {
+ const Map<Ref<Material>, int>::Element *E = material_map.find(mat);
+ if (E) {
+ f.material = E->get();
+ } else {
+ f.material = material_map.size();
+ material_map[mat] = f.material;
+ }
+ } else {
+ f.material = -1;
+ }
+ }
+ }
+
+ materials.resize(material_map.size());
+ for (Map<Ref<Material>, int>::Element *E = material_map.front(); E; E = E->next()) {
+ materials[E->get()] = E->key();
+ }
+
+ _regen_face_aabbs();
+}
+
+void CSGBrush::_regen_face_aabbs() {
+
+ for (int i = 0; i < faces.size(); i++) {
+
+ faces[i].aabb.position = faces[i].vertices[0];
+ faces[i].aabb.expand_to(faces[i].vertices[1]);
+ faces[i].aabb.expand_to(faces[i].vertices[2]);
+ faces[i].aabb.grow_by(faces[i].aabb.get_longest_axis_size() * 0.001); //make it a tad bigger to avoid num precision erros
+ }
+}
+
+void CSGBrush::copy_from(const CSGBrush &p_brush, const Transform &p_xform) {
+
+ faces = p_brush.faces;
+ materials = p_brush.materials;
+
+ for (int i = 0; i < faces.size(); i++) {
+ for (int j = 0; j < 3; j++) {
+ faces[i].vertices[j] = p_xform.xform(p_brush.faces[i].vertices[j]);
+ }
+ }
+
+ _regen_face_aabbs();
+}
+
+////////////////////////
+
+void CSGBrushOperation::BuildPoly::create(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B) {
+
+ //creates the initial face that will be used for clipping against the other faces
+
+ Vector3 va[3] = {
+ p_brush->faces[p_face].vertices[0],
+ p_brush->faces[p_face].vertices[1],
+ p_brush->faces[p_face].vertices[2],
+ };
+
+ plane = Plane(va[0], va[1], va[2]);
+
+ to_world.origin = va[0];
+
+ to_world.basis.set_axis(2, plane.normal);
+ to_world.basis.set_axis(0, (va[1] - va[2]).normalized());
+ to_world.basis.set_axis(1, to_world.basis.get_axis(0).cross(to_world.basis.get_axis(2)).normalized());
+
+ to_poly = to_world.affine_inverse();
+
+ face_index = p_face;
+
+ for (int i = 0; i < 3; i++) {
+
+ Point p;
+ Vector3 localp = to_poly.xform(va[i]);
+ p.point.x = localp.x;
+ p.point.y = localp.y;
+ p.uv = p_brush->faces[p_face].uvs[i];
+
+ points.push_back(p);
+
+ ///edge
+
+ Edge e;
+ e.points[0] = i;
+ e.points[1] = (i + 1) % 3;
+ e.outer = true;
+ edges.push_back(e);
+ }
+
+ smooth = p_brush->faces[p_face].smooth;
+ invert = p_brush->faces[p_face].invert;
+
+ if (p_brush->faces[p_face].material != -1) {
+ material = p_brush->materials[p_brush->faces[p_face].material];
+ }
+
+ base_edges = 3;
+}
+
+static Vector2 interpolate_uv(const Vector2 &p_vertex_a, const Vector2 &p_vertex_b, const Vector2 &p_vertex_c, const Vector2 &p_uv_a, const Vector2 &p_uv_c) {
+
+ float len_a_c = (p_vertex_c - p_vertex_a).length();
+ if (len_a_c < CMP_EPSILON) {
+ return p_uv_a;
+ }
+
+ float len_a_b = (p_vertex_b - p_vertex_a).length();
+
+ float c = len_a_b / len_a_c;
+
+ return p_uv_a.linear_interpolate(p_uv_c, c);
+}
+
+static Vector2 interpolate_triangle_uv(const Vector2 &p_pos, const Vector2 *p_vtx, const Vector2 *p_uv) {
+
+ if (p_pos.distance_squared_to(p_vtx[0]) < CMP_EPSILON2) {
+ return p_uv[0];
+ }
+ if (p_pos.distance_squared_to(p_vtx[1]) < CMP_EPSILON2) {
+ return p_uv[1];
+ }
+ if (p_pos.distance_squared_to(p_vtx[2]) < CMP_EPSILON2) {
+ return p_uv[2];
+ }
+
+ Vector2 v0 = p_vtx[1] - p_vtx[0];
+ Vector2 v1 = p_vtx[2] - p_vtx[0];
+ Vector2 v2 = p_pos - p_vtx[0];
+
+ float d00 = v0.dot(v0);
+ float d01 = v0.dot(v1);
+ float d11 = v1.dot(v1);
+ float d20 = v2.dot(v0);
+ float d21 = v2.dot(v1);
+ float denom = (d00 * d11 - d01 * d01);
+ if (denom == 0) {
+ return p_uv[0];
+ }
+ float v = (d11 * d20 - d01 * d21) / denom;
+ float w = (d00 * d21 - d01 * d20) / denom;
+ float u = 1.0f - v - w;
+
+ return p_uv[0] * u + p_uv[1] * v + p_uv[2] * w;
+}
+
+void CSGBrushOperation::BuildPoly::_clip_segment(const CSGBrush *p_brush, int p_face, const Vector2 *segment, MeshMerge &mesh_merge, bool p_for_B) {
+
+ //keep track of what was inserted
+ Vector<int> inserted_points;
+
+ //keep track of point indices for what was inserted, allowing reuse of points.
+ int segment_idx[2] = { -1, -1 };
+
+ //check if edge and poly share a vertex, of so, assign it to segment_idx
+ for (int i = 0; i < points.size(); i++) {
+ for (int j = 0; j < 2; j++) {
+ if (segment[j].distance_to(points[i].point) < CMP_EPSILON) {
+ segment_idx[j] = i;
+ inserted_points.push_back(i);
+ break;
+ }
+ }
+ }
+
+ //check if both segment points are shared with other vertices
+ if (segment_idx[0] != -1 && segment_idx[1] != -1) {
+
+ if (segment_idx[0] == segment_idx[1]) {
+ return; //segment was too tiny, both mapped to same point
+ }
+
+ bool found = false;
+
+ //check if the segment already exists
+ for (int i = 0; i < edges.size(); i++) {
+
+ if (
+ (edges[i].points[0] == segment_idx[0] && edges[i].points[1] == segment_idx[1]) ||
+ (edges[i].points[0] == segment_idx[1] && edges[i].points[1] == segment_idx[0])) {
+ found = true;
+ break;
+ }
+ }
+
+ if (found) {
+ //it does already exist, do nothing
+ return;
+ }
+
+ //directly add the new segment
+ Edge new_edge;
+ new_edge.points[0] = segment_idx[0];
+ new_edge.points[1] = segment_idx[1];
+ edges.push_back(new_edge);
+ return;
+ }
+
+ //check edge by edge against the segment points to see if intersects
+
+ for (int i = 0; i < base_edges; i++) {
+
+ //if a point is shared with one of the edge points, then this edge must not be tested, as it will result in a numerical precision error.
+ bool edge_valid = true;
+ for (int j = 0; j < 2; j++) {
+
+ if (edges[i].points[0] == segment_idx[0] || edges[i].points[1] == segment_idx[1] || edges[i].points[0] == segment_idx[1] || edges[i].points[1] == segment_idx[0]) {
+ edge_valid = false; //segment has this point, cant check against this
+ break;
+ }
+ }
+
+ if (!edge_valid) //already hit a point in this edge, so dont test it
+ continue;
+
+ //see if either points are within the edge isntead of crossing it
+ Vector2 res;
+ bool found = false;
+ int assign_segment_id = -1;
+
+ for (int j = 0; j < 2; j++) {
+
+ Vector2 edgeseg[2] = { points[edges[i].points[0]].point, points[edges[i].points[1]].point };
+ Vector2 closest = Geometry::get_closest_point_to_segment_2d(segment[j], edgeseg);
+
+ if (closest.distance_to(segment[j]) < CMP_EPSILON) {
+ //point rest of this edge
+ res = closest;
+ found = true;
+ assign_segment_id = j;
+ }
+ }
+
+ //test if the point crosses the edge
+ if (!found && Geometry::segment_intersects_segment_2d(segment[0], segment[1], points[edges[i].points[0]].point, points[edges[i].points[1]].point, &res)) {
+ //point does cross the edge
+ found = true;
+ }
+
+ //check whether an intersection against the segment happened
+ if (found) {
+
+ //It did! so first, must slice the segment
+ Point new_point;
+ new_point.point = res;
+ //make sure to interpolate UV too
+ new_point.uv = interpolate_uv(points[edges[i].points[0]].point, new_point.point, points[edges[i].points[1]].point, points[edges[i].points[0]].uv, points[edges[i].points[1]].uv);
+
+ int point_idx = points.size();
+ points.push_back(new_point);
+
+ //split the edge in 2
+ Edge new_edge;
+ new_edge.points[0] = edges[i].points[0];
+ new_edge.points[1] = point_idx;
+ new_edge.outer = edges[i].outer;
+ edges[i].points[0] = point_idx;
+ edges.insert(i, new_edge);
+ i++; //skip newly inserted edge
+ base_edges++; //will need an extra one in the base triangle
+ if (assign_segment_id >= 0) {
+ //point did split a segment, so make sure to remember this
+ segment_idx[assign_segment_id] = point_idx;
+ }
+ inserted_points.push_back(point_idx);
+ }
+ }
+
+ //final step: after cutting the original triangle, try to see if we can still insert
+ //this segment
+
+ //if already inserted two points, just use them for a segment
+
+ if (inserted_points.size() >= 2) { //should never be >2 on non-manifold geometry, but cope with error
+ //two points were inserted, create the new edge
+ Edge new_edge;
+ new_edge.points[0] = inserted_points[0];
+ new_edge.points[1] = inserted_points[1];
+ edges.push_back(new_edge);
+ return;
+ }
+
+ // One or no points were inserted (besides splitting), so try to see if extra points can be placed inside the triangle.
+ // This needs to be done here, after the previous tests were exhausted
+ for (int i = 0; i < 2; i++) {
+
+ if (segment_idx[i] != -1)
+ continue; //already assigned to something, so skip
+
+ //check whether one of the segment endpoints is inside the triangle. If it is, this points needs to be inserted
+ if (Geometry::is_point_in_triangle(segment[i], points[0].point, points[1].point, points[2].point)) {
+
+ Point new_point;
+ new_point.point = segment[i];
+
+ Vector2 point3[3] = { points[0].point, points[1].point, points[2].point };
+ Vector2 uv3[3] = { points[0].uv, points[1].uv, points[2].uv };
+
+ new_point.uv = interpolate_triangle_uv(new_point.point, point3, uv3);
+
+ int point_idx = points.size();
+ points.push_back(new_point);
+ inserted_points.push_back(point_idx);
+ }
+ }
+
+ //check again whether two points were inserted, if so then create the new edge
+ if (inserted_points.size() >= 2) { //should never be >2 on non-manifold geometry, but cope with error
+ Edge new_edge;
+ new_edge.points[0] = inserted_points[0];
+ new_edge.points[1] = inserted_points[1];
+ edges.push_back(new_edge);
+ }
+}
+
+void CSGBrushOperation::BuildPoly::clip(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B) {
+
+ //Clip function.. find triangle points that will be mapped to the plane and form a segment
+
+ Vector2 segment[3]; //2D
+
+ int src_points = 0;
+
+ for (int i = 0; i < 3; i++) {
+ Vector3 p = p_brush->faces[p_face].vertices[i];
+ if (plane.has_point(p)) {
+ Vector3 pp = plane.project(p);
+ pp = to_poly.xform(pp);
+ segment[src_points++] = Vector2(pp.x, pp.y);
+ } else {
+ Vector3 q = p_brush->faces[p_face].vertices[(i + 1) % 3];
+ if (plane.has_point(q))
+ continue; //next point is in plane, will be added eventually
+ if (plane.is_point_over(p) == plane.is_point_over(q))
+ continue; // both on same side of the plane, don't add
+
+ Vector3 res;
+ if (plane.intersects_segment(p, q, &res)) {
+ res = to_poly.xform(res);
+ segment[src_points++] = Vector2(res.x, res.y);
+ }
+ }
+ }
+
+ //all above or all below, nothing to do. Should not happen though since a precheck was done before.
+ if (src_points == 0)
+ return;
+
+ //just one point in plane is not worth doing anything
+ if (src_points == 1)
+ return;
+
+ //transform A points to 2D
+
+ _clip_segment(p_brush, p_face, segment, mesh_merge, p_for_B);
+}
+
+void CSGBrushOperation::_collision_callback(const CSGBrush *A, int p_face_a, Map<int, BuildPoly> &build_polys_a, const CSGBrush *B, int p_face_b, Map<int, BuildPoly> &build_polys_b, MeshMerge &mesh_merge) {
+
+ //construct a frame of reference for both transforms, in order to do intersection test
+ Vector3 va[3] = {
+ A->faces[p_face_a].vertices[0],
+ A->faces[p_face_a].vertices[1],
+ A->faces[p_face_a].vertices[2],
+ };
+ Vector3 vb[3] = {
+ B->faces[p_face_b].vertices[0],
+ B->faces[p_face_b].vertices[1],
+ B->faces[p_face_b].vertices[2],
+ };
+
+ {
+ //check if either is a degenerate
+ if (va[0].distance_to(va[1]) < CMP_EPSILON || va[0].distance_to(va[2]) < CMP_EPSILON || va[1].distance_to(va[2]) < CMP_EPSILON)
+ return;
+
+ if (vb[0].distance_to(vb[1]) < CMP_EPSILON || vb[0].distance_to(vb[2]) < CMP_EPSILON || vb[1].distance_to(vb[2]) < CMP_EPSILON)
+ return;
+ }
+
+ {
+ //check if points are the same
+ int equal_count = 0;
+
+ for (int i = 0; i < 3; i++) {
+
+ for (int j = 0; j < 3; j++) {
+ if (va[i].distance_to(vb[j]) < mesh_merge.vertex_snap) {
+ equal_count++;
+ break;
+ }
+ }
+ }
+
+ //if 2 or 3 points are the same, there is no point in doing anything. They can't
+ //be clipped either, so add both.
+ if (equal_count == 2 || equal_count == 3) {
+ return;
+ }
+ }
+
+ // do a quick pre-check for no-intersection using the SAT theorem
+
+ {
+
+ //b under or over a plane
+ int over_count = 0, in_plane_count = 0, under_count = 0;
+ Plane plane_a(va[0], va[1], va[2]);
+ if (plane_a.normal == Vector3()) {
+ return; //degenerate
+ }
+
+ for (int i = 0; i < 3; i++) {
+ if (plane_a.has_point(vb[i]))
+ in_plane_count++;
+ else if (plane_a.is_point_over(vb[i]))
+ over_count++;
+ else
+ under_count++;
+ }
+
+ if (over_count == 0 || under_count == 0)
+ return; //no intersection, something needs to be under AND over
+
+ //a under or over b plane
+ over_count = 0;
+ under_count = 0;
+ in_plane_count = 0;
+
+ Plane plane_b(vb[0], vb[1], vb[2]);
+ if (plane_b.normal == Vector3())
+ return; //degenerate
+
+ for (int i = 0; i < 3; i++) {
+ if (plane_b.has_point(va[i]))
+ in_plane_count++;
+ else if (plane_b.is_point_over(va[i]))
+ over_count++;
+ else
+ under_count++;
+ }
+
+ if (over_count == 0 || under_count == 0)
+ return; //no intersection, something needs to be under AND over
+
+ //edge pairs (cross product combinations), see SAT theorem
+
+ for (int i = 0; i < 3; i++) {
+
+ Vector3 axis_a = (va[i] - va[(i + 1) % 3]).normalized();
+
+ for (int j = 0; j < 3; j++) {
+
+ Vector3 axis_b = (vb[j] - vb[(j + 1) % 3]).normalized();
+
+ Vector3 sep_axis = axis_a.cross(axis_b);
+ if (sep_axis == Vector3())
+ continue; //colineal
+ sep_axis.normalize();
+
+ real_t min_a = 1e20, max_a = -1e20;
+ real_t min_b = 1e20, max_b = -1e20;
+
+ for (int k = 0; k < 3; k++) {
+ real_t d = sep_axis.dot(va[k]);
+ min_a = MIN(min_a, d);
+ max_a = MAX(max_a, d);
+ d = sep_axis.dot(vb[k]);
+ min_b = MIN(min_b, d);
+ max_b = MAX(max_b, d);
+ }
+
+ min_b -= (max_a - min_a) * 0.5;
+ max_b += (max_a - min_a) * 0.5;
+
+ real_t dmin = min_b - (min_a + max_a) * 0.5;
+ real_t dmax = max_b - (min_a + max_a) * 0.5;
+
+ if (dmin > CMP_EPSILON || dmax < -CMP_EPSILON) {
+ return; //does not contain zero, so they don't overlap
+ }
+ }
+ }
+ }
+
+ //if we are still here, it means they most likely intersect, so create BuildPolys if they dont existy
+
+ BuildPoly *poly_a = NULL;
+
+ if (!build_polys_a.has(p_face_a)) {
+
+ BuildPoly bp;
+ bp.create(A, p_face_a, mesh_merge, false);
+ build_polys_a[p_face_a] = bp;
+ }
+
+ poly_a = &build_polys_a[p_face_a];
+
+ BuildPoly *poly_b = NULL;
+
+ if (!build_polys_b.has(p_face_b)) {
+
+ BuildPoly bp;
+ bp.create(B, p_face_b, mesh_merge, true);
+ build_polys_b[p_face_b] = bp;
+ }
+
+ poly_b = &build_polys_b[p_face_b];
+
+ //clip each other, this could be improved by using vertex unique IDs (more vertices may be shared instead of using snap)
+ poly_a->clip(B, p_face_b, mesh_merge, false);
+ poly_b->clip(A, p_face_a, mesh_merge, true);
+}
+
+void CSGBrushOperation::_add_poly_points(const BuildPoly &p_poly, int p_edge, int p_from_point, int p_to_point, const Vector<Vector<int> > &vertex_process, Vector<bool> &edge_process, Vector<PolyPoints> &r_poly) {
+
+ //this function follows the polygon points counter clockwise and adds them. It creates lists of unique polygons
+ //every time an unused edge is found, it's pushed to a stack and continues from there.
+
+ List<EdgeSort> edge_stack;
+
+ {
+ EdgeSort es;
+ es.angle = 0; //wont be checked here
+ es.edge = p_edge;
+ es.prev_point = p_from_point;
+ es.edge_point = p_to_point;
+
+ edge_stack.push_back(es);
+ }
+
+ int limit = p_poly.points.size() * 4;
+
+ //attempt to empty the stack.
+ while (edge_stack.size()) {
+
+ EdgeSort e = edge_stack.front()->get();
+ edge_stack.pop_front();
+
+ if (edge_process[e.edge]) {
+ //nothing to do here
+ continue;
+ }
+
+ Vector<int> points;
+ points.push_back(e.prev_point);
+
+ int prev_point = e.prev_point;
+ int to_point = e.edge_point;
+ int current_edge = e.edge;
+
+ edge_process[e.edge] = true; //mark as processed
+
+ while (to_point != e.prev_point) {
+
+ Vector2 segment[2] = { p_poly.points[prev_point].point, p_poly.points[to_point].point };
+
+ //construct a basis transform from the segment, which will be used to check the angle
+ Transform2D t2d;
+ t2d[0] = (segment[1] - segment[0]).normalized(); //use as Y
+ t2d[1] = Vector2(-t2d[0].y, t2d[0].x); // use as tangent
+ t2d[2] = segment[1]; //origin
+
+ t2d.affine_invert();
+
+ //push all edges found here, they will be sorted by minimum angle later.
+ Vector<EdgeSort> next_edges;
+
+ for (int i = 0; i < vertex_process[to_point].size(); i++) {
+
+ int edge = vertex_process[to_point][i];
+ int opposite_point = p_poly.edges[edge].points[0] == to_point ? p_poly.edges[edge].points[1] : p_poly.edges[edge].points[0];
+ if (opposite_point == prev_point)
+ continue; //not going back
+
+ EdgeSort e;
+ Vector2 local_vec = t2d.xform(p_poly.points[opposite_point].point);
+ e.angle = -local_vec.angle(); //negate so we can sort by minimum angle
+ e.edge = edge;
+ e.edge_point = opposite_point;
+ e.prev_point = to_point;
+
+ next_edges.push_back(e);
+ }
+
+ //finally, sort by minimum angle
+ next_edges.sort();
+
+ int next_point = -1;
+ int next_edge = -1;
+
+ for (int i = 0; i < next_edges.size(); i++) {
+
+ if (i == 0) {
+ //minimum angle found is the next point
+ next_point = next_edges[i].edge_point;
+ next_edge = next_edges[i].edge;
+
+ } else {
+ //the rest are pushed to the stack IF they were not processed yet.
+ if (!edge_process[next_edges[i].edge]) {
+ edge_stack.push_back(next_edges[i]);
+ }
+ }
+ }
+
+ if (next_edge == -1) {
+ //did not find anything, may be a dead-end edge (this should normally not happen)
+ //just flip the direction and go back
+ next_point = prev_point;
+ next_edge = current_edge;
+ }
+
+ points.push_back(to_point);
+
+ prev_point = to_point;
+ to_point = next_point;
+ edge_process[next_edge] = true; //mark this edge as processed
+ current_edge = next_edge;
+ }
+
+ //if more than 2 points were added to the polygon, add it to the list of polygons.
+ if (points.size() > 2) {
+ PolyPoints pp;
+ pp.points = points;
+ r_poly.push_back(pp);
+ }
+ }
+}
+
+void CSGBrushOperation::_add_poly_outline(const BuildPoly &p_poly, int p_from_point, int p_to_point, const Vector<Vector<int> > &vertex_process, Vector<int> &r_outline) {
+
+ //this is the opposite of the function above. It adds polygon outlines instead.
+ //this is used for triangulating holes.
+ //no stack is used here because only the bigger outline is interesting.
+
+ r_outline.push_back(p_from_point);
+
+ int prev_point = p_from_point;
+ int to_point = p_to_point;
+
+ while (to_point != p_from_point) {
+
+ Vector2 segment[2] = { p_poly.points[prev_point].point, p_poly.points[to_point].point };
+ //again create a transform to compute the angle.
+ Transform2D t2d;
+ t2d[0] = (segment[1] - segment[0]).normalized(); //use as Y
+ t2d[1] = Vector2(-t2d[0].y, t2d[0].x); // use as tangent
+ t2d[2] = segment[1]; //origin
+ t2d.affine_invert();
+
+ float max_angle;
+ int next_point_angle = -1;
+
+ for (int i = 0; i < vertex_process[to_point].size(); i++) {
+
+ int edge = vertex_process[to_point][i];
+ int opposite_point = p_poly.edges[edge].points[0] == to_point ? p_poly.edges[edge].points[1] : p_poly.edges[edge].points[0];
+ if (opposite_point == prev_point)
+ continue; //not going back
+
+ float angle = -t2d.xform(p_poly.points[opposite_point].point).angle();
+ if (next_point_angle == -1 || angle > max_angle) { //same as before but use greater to check.
+ max_angle = angle;
+ next_point_angle = opposite_point;
+ }
+ }
+
+ if (next_point_angle == -1) {
+ //go back because no route found
+ next_point_angle = prev_point;
+ }
+
+ r_outline.push_back(to_point);
+ prev_point = to_point;
+ to_point = next_point_angle;
+ }
+}
+
+void CSGBrushOperation::_merge_poly(MeshMerge &mesh, int p_face_idx, const BuildPoly &p_poly, bool p_from_b) {
+
+ //finally, merge the 2D polygon back to 3D
+
+ Vector<Vector<int> > vertex_process;
+ Vector<bool> edge_process;
+
+ vertex_process.resize(p_poly.points.size());
+ edge_process.resize(p_poly.edges.size());
+
+ //none processed by default
+ for (int i = 0; i < edge_process.size(); i++) {
+ edge_process[i] = false;
+ }
+
+ //put edges in points, so points can go through them
+ for (int i = 0; i < p_poly.edges.size(); i++) {
+ vertex_process[p_poly.edges[i].points[0]].push_back(i);
+ vertex_process[p_poly.edges[i].points[1]].push_back(i);
+ }
+
+ Vector<PolyPoints> polys;
+
+ //process points that were not processed
+ for (int i = 0; i < edge_process.size(); i++) {
+ if (edge_process[i] == true)
+ continue; //already processed
+
+ int intersect_poly = -1;
+
+ if (i > 0) {
+ //this is disconnected, so it's clearly a hole. lets find where it belongs
+ Vector2 ref_point = p_poly.points[p_poly.edges[i].points[0]].point;
+
+ for (int j = 0; j < polys.size(); j++) {
+
+ //find a point outside poly
+ Vector2 out_point(-1e20, -1e20);
+
+ const PolyPoints &pp = polys[j];
+
+ for (int k = 0; k < pp.points.size(); k++) {
+ Vector2 p = p_poly.points[pp.points[k]].point;
+ out_point.x = MAX(out_point.x, p.x);
+ out_point.y = MAX(out_point.y, p.y);
+ }
+
+ out_point += Vector2(0.12341234, 0.4123412); // move to a random place to avoid direct edge-point chances
+
+ int intersections = 0;
+
+ for (int k = 0; k < pp.points.size(); k++) {
+ Vector2 p1 = p_poly.points[pp.points[k]].point;
+ Vector2 p2 = p_poly.points[pp.points[(k + 1) % pp.points.size()]].point;
+
+ if (Geometry::segment_intersects_segment_2d(ref_point, out_point, p1, p2, NULL)) {
+ intersections++;
+ }
+ }
+
+ if (intersections % 2 == 1) {
+ //hole is inside this poly
+ intersect_poly = j;
+ break;
+ }
+ }
+ }
+
+ if (intersect_poly != -1) {
+ //must add this as a hole
+ Vector<int> outline;
+ _add_poly_outline(p_poly, p_poly.edges[i].points[0], p_poly.edges[i].points[1], vertex_process, outline);
+
+ if (outline.size() > 1) {
+ polys[intersect_poly].holes.push_back(outline);
+ }
+ }
+ _add_poly_points(p_poly, i, p_poly.edges[i].points[0], p_poly.edges[i].points[1], vertex_process, edge_process, polys);
+ }
+
+ //get rid of holes, not the most optiomal way, but also not a common case at all to be inoptimal
+ for (int i = 0; i < polys.size(); i++) {
+
+ if (!polys[i].holes.size())
+ continue;
+
+ //repeat until no more holes are left to be merged
+ while (polys[i].holes.size()) {
+
+ //try to merge a hole with the outline
+ bool added_hole = false;
+
+ for (int j = 0; j < polys[i].holes.size(); j++) {
+
+ //try hole vertices
+ int with_outline_vertex = -1;
+ int from_hole_vertex = -1;
+
+ bool found = false;
+
+ for (int k = 0; k < polys[i].holes[j].size(); k++) {
+
+ int from_idx = polys[i].holes[j][k];
+ Vector2 from = p_poly.points[from_idx].point;
+
+ //try a segment from hole vertex to outline vertices
+ from_hole_vertex = k;
+
+ bool valid = true;
+
+ for (int l = 0; l < polys[i].points.size(); l++) {
+
+ int to_idx = polys[i].points[l];
+ Vector2 to = p_poly.points[to_idx].point;
+ with_outline_vertex = l;
+
+ //try agaisnt outline (other points) first
+
+ valid = true;
+
+ for (int m = 0; m < polys[i].points.size(); m++) {
+
+ int m_next = (m + 1) % polys[i].points.size();
+ if (m == with_outline_vertex || m_next == with_outline_vertex) //do not test with edges that share this point
+ continue;
+
+ if (Geometry::segment_intersects_segment_2d(from, to, p_poly.points[polys[i].points[m]].point, p_poly.points[polys[i].points[m_next]].point, NULL)) {
+ valid = false;
+ break;
+ }
+ }
+
+ if (!valid)
+ continue;
+
+ //try agaisnt all holes including self
+
+ for (int m = 0; m < polys[i].holes.size(); m++) {
+
+ for (int n = 0; n < polys[i].holes[m].size(); n++) {
+
+ int n_next = (n + 1) % polys[i].holes[m].size();
+ if (m == j && (n == from_hole_vertex || n_next == from_hole_vertex)) //contains vertex being tested from current hole, skip
+ continue;
+
+ if (Geometry::segment_intersects_segment_2d(from, to, p_poly.points[polys[i].holes[m][n]].point, p_poly.points[polys[i].holes[m][n_next]].point, NULL)) {
+ valid = false;
+ break;
+ }
+ }
+
+ if (!valid)
+ break;
+ }
+
+ if (valid) //all passed! exit loop
+ break;
+ else
+ continue; //something went wrong, go on.
+ }
+
+ if (valid) {
+ found = true; //if in the end this was valid, use it
+ break;
+ }
+ }
+
+ if (found) {
+
+ //hook this hole with outline, and remove from list of holes
+
+ //duplicate point
+ int insert_at = with_outline_vertex;
+ polys[i].points.insert(insert_at, polys[i].points[insert_at]);
+ insert_at++;
+ //insert all others, outline should be backwards (must check)
+ int holesize = polys[i].holes[j].size();
+ for (int k = 0; k <= holesize; k++) {
+ int idx = (from_hole_vertex + k) % holesize;
+ polys[i].points.insert(insert_at, polys[i].holes[j][idx]);
+ insert_at++;
+ }
+
+ added_hole = true;
+ polys[i].holes.remove(j);
+ break; //got rid of hole, break and continue
+ }
+ }
+
+ ERR_BREAK(!added_hole);
+ }
+ }
+
+ //triangulate polygons
+
+ for (int i = 0; i < polys.size(); i++) {
+
+ Vector<Vector2> vertices;
+ vertices.resize(polys[i].points.size());
+ for (int j = 0; j < vertices.size(); j++) {
+ vertices[j] = p_poly.points[polys[i].points[j]].point;
+ }
+
+ Vector<int> indices = Geometry::triangulate_polygon(vertices);
+
+ for (int j = 0; j < indices.size(); j += 3) {
+
+ //obtain the vertex
+
+ Vector3 face[3];
+ Vector2 uv[3];
+ float cp = Geometry::vec2_cross(p_poly.points[polys[i].points[indices[j + 0]]].point, p_poly.points[polys[i].points[indices[j + 1]]].point, p_poly.points[polys[i].points[indices[j + 2]]].point);
+ if (Math::abs(cp) < CMP_EPSILON)
+ continue;
+
+ for (int k = 0; k < 3; k++) {
+
+ Vector2 p = p_poly.points[polys[i].points[indices[j + k]]].point;
+ face[k] = p_poly.to_world.xform(Vector3(p.x, p.y, 0));
+ uv[k] = p_poly.points[polys[i].points[indices[j + k]]].uv;
+ }
+
+ mesh.add_face(face[0], face[1], face[2], uv[0], uv[1], uv[2], p_poly.smooth, p_poly.invert, p_poly.material, p_from_b);
+ }
+ }
+}
+
+//use a limit to speed up bvh and limit the depth
+#define BVH_LIMIT 8
+
+int CSGBrushOperation::MeshMerge::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc) {
+
+ if (p_depth > max_depth) {
+ max_depth = p_depth;
+ }
+
+ if (p_size <= BVH_LIMIT) {
+
+ for (int i = 0; i < p_size - 1; i++) {
+ p_bb[p_from + i]->next = p_bb[p_from + i + 1] - p_bvh;
+ }
+ return p_bb[p_from] - p_bvh;
+ } else if (p_size == 0) {
+
+ return -1;
+ }
+
+ AABB aabb;
+ aabb = p_bb[p_from]->aabb;
+ for (int i = 1; i < p_size; i++) {
+
+ aabb.merge_with(p_bb[p_from + i]->aabb);
+ }
+
+ int li = aabb.get_longest_axis_index();
+
+ switch (li) {
+
+ case Vector3::AXIS_X: {
+ SortArray<BVH *, BVHCmpX> sort_x;
+ sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
+ //sort_x.sort(&p_bb[p_from],p_size);
+ } break;
+ case Vector3::AXIS_Y: {
+ SortArray<BVH *, BVHCmpY> sort_y;
+ sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
+ //sort_y.sort(&p_bb[p_from],p_size);
+ } break;
+ case Vector3::AXIS_Z: {
+ SortArray<BVH *, BVHCmpZ> sort_z;
+ sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
+ //sort_z.sort(&p_bb[p_from],p_size);
+
+ } break;
+ }
+
+ int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, max_depth, max_alloc);
+ int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, max_depth, max_alloc);
+
+ int index = max_alloc++;
+ BVH *_new = &p_bvh[index];
+ _new->aabb = aabb;
+ _new->center = aabb.position + aabb.size * 0.5;
+ _new->face = -1;
+ _new->left = left;
+ _new->right = right;
+ _new->next = -1;
+
+ return index;
+}
+
+int CSGBrushOperation::MeshMerge::_bvh_count_intersections(BVH *bvhptr, int p_max_depth, int p_bvh_first, const Vector3 &p_begin, const Vector3 &p_end, int p_exclude) const {
+
+ uint32_t *stack = (uint32_t *)alloca(sizeof(int) * p_max_depth);
+
+ enum {
+ TEST_AABB_BIT = 0,
+ VISIT_LEFT_BIT = 1,
+ VISIT_RIGHT_BIT = 2,
+ VISIT_DONE_BIT = 3,
+ VISITED_BIT_SHIFT = 29,
+ NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
+ VISITED_BIT_MASK = ~NODE_IDX_MASK,
+
+ };
+
+ int intersections = 0;
+
+ int level = 0;
+
+ const Vector3 *vertexptr = points.ptr();
+ const Face *facesptr = faces.ptr();
+ AABB segment_aabb;
+ segment_aabb.position = p_begin;
+ segment_aabb.expand_to(p_end);
+
+ int pos = p_bvh_first;
+
+ stack[0] = pos;
+ while (true) {
+
+ uint32_t node = stack[level] & NODE_IDX_MASK;
+ const BVH &b = bvhptr[node];
+ bool done = false;
+
+ switch (stack[level] >> VISITED_BIT_SHIFT) {
+ case TEST_AABB_BIT: {
+
+ if (b.face >= 0) {
+
+ const BVH *bp = &b;
+
+ while (bp) {
+
+ bool valid = segment_aabb.intersects(bp->aabb) && bp->aabb.intersects_segment(p_begin, p_end);
+
+ if (valid && p_exclude != bp->face) {
+ const Face &s = facesptr[bp->face];
+ Face3 f3(vertexptr[s.points[0]], vertexptr[s.points[1]], vertexptr[s.points[2]]);
+
+ Vector3 res;
+
+ if (f3.intersects_segment(p_begin, p_end, &res)) {
+ intersections++;
+ }
+ }
+ if (bp->next != -1) {
+ bp = &bvhptr[bp->next];
+ } else {
+ bp = NULL;
+ }
+ }
+
+ stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
+
+ } else {
+
+ bool valid = segment_aabb.intersects(b.aabb) && b.aabb.intersects_segment(p_begin, p_end);
+
+ if (!valid) {
+
+ stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
+
+ } else {
+ stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
+ }
+ }
+ continue;
+ }
+ case VISIT_LEFT_BIT: {
+
+ stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
+ stack[level + 1] = b.left | TEST_AABB_BIT;
+ level++;
+ continue;
+ }
+ case VISIT_RIGHT_BIT: {
+
+ stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
+ stack[level + 1] = b.right | TEST_AABB_BIT;
+ level++;
+ continue;
+ }
+ case VISIT_DONE_BIT: {
+
+ if (level == 0) {
+ done = true;
+ break;
+ } else
+ level--;
+ continue;
+ }
+ }
+
+ if (done)
+ break;
+ }
+
+ return intersections;
+}
+
+void CSGBrushOperation::MeshMerge::mark_inside_faces() {
+
+ // mark faces that are inside. This helps later do the boolean ops when merging.
+ // this approach is very brute force (with a bunch of optimizatios, such as BVH and pre AABB intersection test)
+
+ AABB aabb;
+
+ for (int i = 0; i < points.size(); i++) {
+ if (i == 0) {
+ aabb.position = points[i];
+ } else {
+ aabb.expand_to(points[i]);
+ }
+ }
+
+ float max_distance = aabb.size.length() * 1.2;
+
+ Vector<BVH> bvhvec;
+ bvhvec.resize(faces.size() * 3); //will never be larger than this (todo make better)
+ BVH *bvh = bvhvec.ptrw();
+
+ AABB faces_a;
+ AABB faces_b;
+
+ bool first_a = true;
+ bool first_b = true;
+
+ for (int i = 0; i < faces.size(); i++) {
+ bvh[i].left = -1;
+ bvh[i].right = -1;
+ bvh[i].face = i;
+ bvh[i].aabb.position = points[faces[i].points[0]];
+ bvh[i].aabb.expand_to(points[faces[i].points[1]]);
+ bvh[i].aabb.expand_to(points[faces[i].points[2]]);
+ bvh[i].center = bvh[i].aabb.position + bvh[i].aabb.size * 0.5;
+ bvh[i].next = -1;
+ if (faces[i].from_b) {
+ if (first_b) {
+ faces_b = bvh[i].aabb;
+ first_b = false;
+ } else {
+ faces_b.merge_with(bvh[i].aabb);
+ }
+ } else {
+ if (first_a) {
+ faces_a = bvh[i].aabb;
+ first_a = false;
+ } else {
+ faces_a.merge_with(bvh[i].aabb);
+ }
+ }
+ }
+
+ AABB intersection_aabb = faces_a.intersection(faces_b);
+ intersection_aabb.grow_by(intersection_aabb.get_longest_axis_size() * 0.01); //grow a little, avoid numerical error
+
+ if (intersection_aabb.size == Vector3()) //AABB do not intersect, so neither do shapes.
+ return;
+
+ Vector<BVH *> bvhtrvec;
+ bvhtrvec.resize(faces.size());
+ BVH **bvhptr = bvhtrvec.ptrw();
+ for (int i = 0; i < faces.size(); i++) {
+
+ bvhptr[i] = &bvh[i];
+ }
+
+ int max_depth = 0;
+ int max_alloc = faces.size();
+ _create_bvh(bvh, bvhptr, 0, faces.size(), 1, max_depth, max_alloc);
+
+ for (int i = 0; i < faces.size(); i++) {
+
+ if (!intersection_aabb.intersects(bvh[i].aabb))
+ continue; //not in AABB intersection, so not in face intersection
+ Vector3 center = points[faces[i].points[0]];
+ center += points[faces[i].points[1]];
+ center += points[faces[i].points[2]];
+ center /= 3.0;
+
+ Plane plane(points[faces[i].points[0]], points[faces[i].points[1]], points[faces[i].points[2]]);
+ Vector3 target = center + plane.normal * max_distance;
+
+ int intersections = _bvh_count_intersections(bvh, max_depth, max_alloc - 1, center, target, i);
+
+ if (intersections & 1) {
+ faces[i].inside = true;
+ }
+ }
+}
+
+void CSGBrushOperation::MeshMerge::add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, const Vector2 &p_uv_a, const Vector2 &p_uv_b, const Vector2 &p_uv_c, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b) {
+
+ Vector3 src_points[3] = { p_a, p_b, p_c };
+ Vector2 src_uvs[3] = { p_uv_a, p_uv_b, p_uv_c };
+ int indices[3];
+ for (int i = 0; i < 3; i++) {
+
+ VertexKey vk;
+ vk.x = int((double(src_points[i].x) + double(vertex_snap) * 0.31234) / double(vertex_snap));
+ vk.y = int((double(src_points[i].y) + double(vertex_snap) * 0.31234) / double(vertex_snap));
+ vk.z = int((double(src_points[i].z) + double(vertex_snap) * 0.31234) / double(vertex_snap));
+
+ int res;
+ if (snap_cache.lookup(vk, &res)) {
+ indices[i] = res;
+ } else {
+ indices[i] = points.size();
+ points.push_back(src_points[i]);
+ snap_cache.set(vk, indices[i]);
+ }
+ }
+
+ if (indices[0] == indices[2] || indices[0] == indices[1] || indices[1] == indices[2])
+ return; //not adding degenerate
+
+ MeshMerge::Face face;
+ face.from_b = p_from_b;
+ face.inside = false;
+ face.smooth = p_smooth;
+ face.invert = p_invert;
+ if (p_material.is_valid()) {
+ if (!materials.has(p_material)) {
+ face.material_idx = materials.size();
+ materials[p_material] = face.material_idx;
+ } else {
+ face.material_idx = materials[p_material];
+ }
+ } else {
+ face.material_idx = -1;
+ }
+
+ for (int k = 0; k < 3; k++) {
+
+ face.points[k] = indices[k];
+ face.uvs[k] = src_uvs[k];
+ ;
+ }
+
+ faces.push_back(face);
+}
+
+void CSGBrushOperation::merge_brushes(Operation p_operation, const CSGBrush &p_A, const CSGBrush &p_B, CSGBrush &result, float p_snap) {
+
+ CallbackData cd;
+ cd.self = this;
+ cd.A = &p_A;
+ cd.B = &p_B;
+
+ MeshMerge mesh_merge;
+ mesh_merge.vertex_snap = p_snap;
+
+ //check intersections between faces. Use AABB to speed up precheck
+ //this generates list of buildpolys and clips them.
+ //this was originally BVH optimized, but its not really worth it.
+ for (int i = 0; i < p_A.faces.size(); i++) {
+ cd.face_a = i;
+ for (int j = 0; j < p_B.faces.size(); j++) {
+ if (p_A.faces[i].aabb.intersects(p_B.faces[j].aabb)) {
+ _collision_callback(&p_A, i, cd.build_polys_A, &p_B, j, cd.build_polys_B, mesh_merge);
+ }
+ }
+ }
+
+ //merge the already cliped polys back to 3D
+ for (Map<int, BuildPoly>::Element *E = cd.build_polys_A.front(); E; E = E->next()) {
+ _merge_poly(mesh_merge, E->key(), E->get(), false);
+ }
+
+ for (Map<int, BuildPoly>::Element *E = cd.build_polys_B.front(); E; E = E->next()) {
+ _merge_poly(mesh_merge, E->key(), E->get(), true);
+ }
+
+ //merge the non clipped faces back
+
+ for (int i = 0; i < p_A.faces.size(); i++) {
+
+ if (cd.build_polys_A.has(i))
+ continue; //made from buildpoly, skipping
+
+ Vector3 points[3];
+ Vector2 uvs[3];
+ for (int j = 0; j < 3; j++) {
+ points[j] = p_A.faces[i].vertices[j];
+ uvs[j] = p_A.faces[i].uvs[j];
+ }
+ Ref<Material> material;
+ if (p_A.faces[i].material != -1) {
+ material = p_A.materials[p_A.faces[i].material];
+ }
+ mesh_merge.add_face(points[0], points[1], points[2], uvs[0], uvs[1], uvs[2], p_A.faces[i].smooth, p_A.faces[i].invert, material, false);
+ }
+
+ for (int i = 0; i < p_B.faces.size(); i++) {
+
+ if (cd.build_polys_B.has(i))
+ continue; //made from buildpoly, skipping
+
+ Vector3 points[3];
+ Vector2 uvs[3];
+ for (int j = 0; j < 3; j++) {
+ points[j] = p_B.faces[i].vertices[j];
+ uvs[j] = p_B.faces[i].uvs[j];
+ }
+ Ref<Material> material;
+ if (p_B.faces[i].material != -1) {
+ material = p_B.materials[p_B.faces[i].material];
+ }
+ mesh_merge.add_face(points[0], points[1], points[2], uvs[0], uvs[1], uvs[2], p_B.faces[i].smooth, p_B.faces[i].invert, material, true);
+ }
+
+ //mark faces that ended up inside the intersection
+ mesh_merge.mark_inside_faces();
+
+ //regen new brush to start filling it again
+ result.clear();
+
+ switch (p_operation) {
+
+ case OPERATION_UNION: {
+
+ int outside_count = 0;
+
+ for (int i = 0; i < mesh_merge.faces.size(); i++) {
+ if (mesh_merge.faces[i].inside)
+ continue;
+
+ outside_count++;
+ }
+
+ result.faces.resize(outside_count);
+
+ outside_count = 0;
+
+ for (int i = 0; i < mesh_merge.faces.size(); i++) {
+ if (mesh_merge.faces[i].inside)
+ continue;
+ for (int j = 0; j < 3; j++) {
+ result.faces[outside_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
+ result.faces[outside_count].uvs[j] = mesh_merge.faces[i].uvs[j];
+ }
+
+ result.faces[outside_count].smooth = mesh_merge.faces[i].smooth;
+ result.faces[outside_count].invert = mesh_merge.faces[i].invert;
+ result.faces[outside_count].material = mesh_merge.faces[i].material_idx;
+ outside_count++;
+ }
+
+ result._regen_face_aabbs();
+
+ } break;
+ case OPERATION_INTERSECTION: {
+
+ int inside_count = 0;
+
+ for (int i = 0; i < mesh_merge.faces.size(); i++) {
+ if (!mesh_merge.faces[i].inside)
+ continue;
+
+ inside_count++;
+ }
+
+ result.faces.resize(inside_count);
+
+ inside_count = 0;
+
+ for (int i = 0; i < mesh_merge.faces.size(); i++) {
+ if (!mesh_merge.faces[i].inside)
+ continue;
+ for (int j = 0; j < 3; j++) {
+ result.faces[inside_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
+ result.faces[inside_count].uvs[j] = mesh_merge.faces[i].uvs[j];
+ }
+
+ result.faces[inside_count].smooth = mesh_merge.faces[i].smooth;
+ result.faces[inside_count].invert = mesh_merge.faces[i].invert;
+ result.faces[inside_count].material = mesh_merge.faces[i].material_idx;
+ inside_count++;
+ }
+
+ result._regen_face_aabbs();
+
+ } break;
+ case OPERATION_SUBSTRACTION: {
+
+ int face_count = 0;
+
+ for (int i = 0; i < mesh_merge.faces.size(); i++) {
+ if (mesh_merge.faces[i].from_b && !mesh_merge.faces[i].inside)
+ continue;
+ if (!mesh_merge.faces[i].from_b && mesh_merge.faces[i].inside)
+ continue;
+
+ face_count++;
+ }
+
+ result.faces.resize(face_count);
+
+ face_count = 0;
+
+ for (int i = 0; i < mesh_merge.faces.size(); i++) {
+
+ if (mesh_merge.faces[i].from_b && !mesh_merge.faces[i].inside)
+ continue;
+ if (!mesh_merge.faces[i].from_b && mesh_merge.faces[i].inside)
+ continue;
+
+ for (int j = 0; j < 3; j++) {
+ result.faces[face_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
+ result.faces[face_count].uvs[j] = mesh_merge.faces[i].uvs[j];
+ }
+
+ if (mesh_merge.faces[i].from_b) {
+ //invert facing of insides of B
+ SWAP(result.faces[face_count].vertices[1], result.faces[face_count].vertices[2]);
+ SWAP(result.faces[face_count].uvs[1], result.faces[face_count].uvs[2]);
+ }
+
+ result.faces[face_count].smooth = mesh_merge.faces[i].smooth;
+ result.faces[face_count].invert = mesh_merge.faces[i].invert;
+ result.faces[face_count].material = mesh_merge.faces[i].material_idx;
+ face_count++;
+ }
+
+ result._regen_face_aabbs();
+
+ } break;
+ }
+
+ //updatelist of materials
+ result.materials.resize(mesh_merge.materials.size());
+ for (const Map<Ref<Material>, int>::Element *E = mesh_merge.materials.front(); E; E = E->next()) {
+ result.materials[E->get()] = E->key();
+ }
+}
diff --git a/modules/csg/csg.h b/modules/csg/csg.h
new file mode 100644
index 0000000000..d89e542b5e
--- /dev/null
+++ b/modules/csg/csg.h
@@ -0,0 +1,206 @@
+#ifndef CSG_H
+#define CSG_H
+
+#include "aabb.h"
+#include "dvector.h"
+#include "map.h"
+#include "math_2d.h"
+#include "oa_hash_map.h"
+#include "plane.h"
+#include "scene/resources/material.h"
+#include "transform.h"
+#include "vector3.h"
+
+struct CSGBrush {
+
+ struct Face {
+
+ Vector3 vertices[3];
+ Vector2 uvs[3];
+ AABB aabb;
+ bool smooth;
+ bool invert;
+ int material;
+ };
+
+ Vector<Face> faces;
+ Vector<Ref<Material> > materials;
+
+ void _regen_face_aabbs();
+ //create a brush from faces
+ void build_from_faces(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uvs, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials, const PoolVector<bool> &p_invert_faces);
+ void copy_from(const CSGBrush &p_brush, const Transform &p_xform);
+
+ void clear();
+};
+
+struct CSGBrushOperation {
+
+ enum Operation {
+ OPERATION_UNION,
+ OPERATION_INTERSECTION,
+ OPERATION_SUBSTRACTION,
+
+ };
+
+ struct MeshMerge {
+
+ struct BVH {
+ int face;
+ int left;
+ int right;
+ int next;
+ Vector3 center;
+ AABB aabb;
+ };
+
+ struct BVHCmpX {
+
+ bool operator()(const BVH *p_left, const BVH *p_right) const {
+
+ return p_left->center.x < p_right->center.x;
+ }
+ };
+
+ struct BVHCmpY {
+
+ bool operator()(const BVH *p_left, const BVH *p_right) const {
+
+ return p_left->center.y < p_right->center.y;
+ }
+ };
+ struct BVHCmpZ {
+
+ bool operator()(const BVH *p_left, const BVH *p_right) const {
+
+ return p_left->center.z < p_right->center.z;
+ }
+ };
+
+ int _bvh_count_intersections(BVH *bvhptr, int p_max_depth, int p_bvh_first, const Vector3 &p_begin, const Vector3 &p_end, int p_exclude) const;
+ int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
+
+ struct VertexKey {
+ int32_t x, y, z;
+ _FORCE_INLINE_ bool operator<(const VertexKey &p_key) const {
+ if (x == p_key.x) {
+ if (y == p_key.y) {
+ return z < p_key.z;
+ } else {
+ return y < p_key.y;
+ }
+ } else {
+ return x < p_key.x;
+ }
+ }
+
+ _FORCE_INLINE_ bool operator==(const VertexKey &p_key) const {
+ return (x == p_key.x && y == p_key.y && z == p_key.z);
+ }
+ };
+
+ struct VertexKeyHash {
+ static _FORCE_INLINE_ uint32_t hash(const VertexKey &p_vk) {
+ uint32_t h = hash_djb2_one_32(p_vk.x);
+ h = hash_djb2_one_32(p_vk.y, h);
+ h = hash_djb2_one_32(p_vk.z, h);
+ return h;
+ }
+ };
+
+ OAHashMap<VertexKey, int, 64, VertexKeyHash> snap_cache;
+
+ Vector<Vector3> points;
+
+ struct Face {
+ bool from_b;
+ bool inside;
+ int points[3];
+ Vector2 uvs[3];
+ bool smooth;
+ bool invert;
+ int material_idx;
+ };
+
+ Vector<Face> faces;
+
+ Map<Ref<Material>, int> materials;
+
+ Map<Vector3, int> vertex_map;
+ void add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, const Vector2 &p_uv_a, const Vector2 &p_uv_b, const Vector2 &p_uv_c, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b);
+ // void add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, bool p_from_b);
+
+ float vertex_snap;
+ void mark_inside_faces();
+ };
+
+ struct BuildPoly {
+
+ Plane plane;
+ Transform to_poly;
+ Transform to_world;
+ int face_index;
+
+ struct Point {
+ Vector2 point;
+ Vector2 uv;
+ };
+
+ Vector<Point> points;
+
+ struct Edge {
+ bool outer;
+ int points[2];
+ Edge() {
+ outer = false;
+ }
+ };
+
+ Vector<Edge> edges;
+ Ref<Material> material;
+ bool smooth;
+ bool invert;
+
+ int base_edges; //edges from original triangle, even if split
+
+ void _clip_segment(const CSGBrush *p_brush, int p_face, const Vector2 *segment, MeshMerge &mesh_merge, bool p_for_B);
+
+ void create(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
+ void clip(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
+ };
+
+ struct PolyPoints {
+
+ Vector<int> points;
+
+ Vector<Vector<int> > holes;
+ };
+
+ struct EdgeSort {
+ int edge;
+ int prev_point;
+ int edge_point;
+ float angle;
+ bool operator<(const EdgeSort &p_edge) const { return angle < p_edge.angle; }
+ };
+
+ struct CallbackData {
+ const CSGBrush *A;
+ const CSGBrush *B;
+ int face_a;
+ CSGBrushOperation *self;
+ Map<int, BuildPoly> build_polys_A;
+ Map<int, BuildPoly> build_polys_B;
+ };
+
+ void _add_poly_points(const BuildPoly &p_poly, int p_edge, int p_from_point, int p_to_point, const Vector<Vector<int> > &vertex_process, Vector<bool> &edge_process, Vector<PolyPoints> &r_poly);
+ void _add_poly_outline(const BuildPoly &p_poly, int p_from_point, int p_to_point, const Vector<Vector<int> > &vertex_process, Vector<int> &r_outline);
+ void _merge_poly(MeshMerge &mesh, int p_face_idx, const BuildPoly &p_poly, bool p_from_b);
+
+ void _collision_callback(const CSGBrush *A, int p_face_a, Map<int, BuildPoly> &build_polys_a, const CSGBrush *B, int p_face_b, Map<int, BuildPoly> &build_polys_b, MeshMerge &mesh_merge);
+
+ static void _collision_callbacks(void *ud, int p_face_b);
+ void merge_brushes(Operation p_operation, const CSGBrush &p_A, const CSGBrush &p_B, CSGBrush &result, float p_snap = 0.001);
+};
+
+#endif // CSG_H
diff --git a/modules/csg/csg_gizmos.cpp b/modules/csg/csg_gizmos.cpp
new file mode 100644
index 0000000000..06cbaab3b0
--- /dev/null
+++ b/modules/csg/csg_gizmos.cpp
@@ -0,0 +1,315 @@
+#include "csg_gizmos.h"
+
+///////////
+
+String CSGShapeSpatialGizmo::get_handle_name(int p_idx) const {
+
+ if (Object::cast_to<CSGSphere>(cs)) {
+
+ return "Radius";
+ }
+
+ if (Object::cast_to<CSGBox>(cs)) {
+
+ static const char *hname[3] = { "Width", "Height", "Depth" };
+ return hname[p_idx];
+ }
+
+ if (Object::cast_to<CSGCylinder>(cs)) {
+
+ return p_idx == 0 ? "Radius" : "Height";
+ }
+
+ if (Object::cast_to<CSGTorus>(cs)) {
+
+ return p_idx == 0 ? "InnerRadius" : "OuterRadius";
+ }
+
+ return "";
+}
+Variant CSGShapeSpatialGizmo::get_handle_value(int p_idx) const {
+
+ if (Object::cast_to<CSGSphere>(cs)) {
+
+ CSGSphere *s = Object::cast_to<CSGSphere>(cs);
+ return s->get_radius();
+ }
+
+ if (Object::cast_to<CSGBox>(cs)) {
+
+ CSGBox *s = Object::cast_to<CSGBox>(cs);
+ switch (p_idx) {
+ case 0: return s->get_width();
+ case 1: return s->get_height();
+ case 2: return s->get_depth();
+ }
+ }
+
+ if (Object::cast_to<CSGCylinder>(cs)) {
+
+ CSGCylinder *s = Object::cast_to<CSGCylinder>(cs);
+ return p_idx == 0 ? s->get_radius() : s->get_height();
+ }
+
+ if (Object::cast_to<CSGTorus>(cs)) {
+
+ CSGTorus *s = Object::cast_to<CSGTorus>(cs);
+ return p_idx == 0 ? s->get_inner_radius() : s->get_outer_radius();
+ }
+
+ return Variant();
+}
+void CSGShapeSpatialGizmo::set_handle(int p_idx, Camera *p_camera, const Point2 &p_point) {
+
+ Transform gt = cs->get_global_transform();
+ gt.orthonormalize();
+ Transform gi = gt.affine_inverse();
+
+ Vector3 ray_from = p_camera->project_ray_origin(p_point);
+ Vector3 ray_dir = p_camera->project_ray_normal(p_point);
+
+ Vector3 sg[2] = { gi.xform(ray_from), gi.xform(ray_from + ray_dir * 16384) };
+
+ if (Object::cast_to<CSGSphere>(cs)) {
+
+ CSGSphere *s = Object::cast_to<CSGSphere>(cs);
+
+ Vector3 ra, rb;
+ Geometry::get_closest_points_between_segments(Vector3(), Vector3(4096, 0, 0), sg[0], sg[1], ra, rb);
+ float d = ra.x;
+ if (d < 0.001)
+ d = 0.001;
+
+ s->set_radius(d);
+ }
+
+ if (Object::cast_to<CSGBox>(cs)) {
+
+ CSGBox *s = Object::cast_to<CSGBox>(cs);
+
+ Vector3 axis;
+ axis[p_idx] = 1.0;
+ Vector3 ra, rb;
+ Geometry::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
+ float d = ra[p_idx];
+ if (d < 0.001)
+ d = 0.001;
+
+ switch (p_idx) {
+ case 0: s->set_width(d); break;
+ case 1: s->set_height(d); break;
+ case 2: s->set_depth(d); break;
+ }
+ }
+
+ if (Object::cast_to<CSGCylinder>(cs)) {
+
+ CSGCylinder *s = Object::cast_to<CSGCylinder>(cs);
+
+ Vector3 axis;
+ axis[p_idx == 0 ? 0 : 1] = 1.0;
+ Vector3 ra, rb;
+ Geometry::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
+ float d = axis.dot(ra);
+
+ if (d < 0.001)
+ d = 0.001;
+
+ if (p_idx == 0)
+ s->set_radius(d);
+ else if (p_idx == 1)
+ s->set_height(d * 2.0);
+ }
+
+ if (Object::cast_to<CSGTorus>(cs)) {
+
+ CSGTorus *s = Object::cast_to<CSGTorus>(cs);
+
+ Vector3 axis;
+ axis[0] = 1.0;
+ Vector3 ra, rb;
+ Geometry::get_closest_points_between_segments(Vector3(), axis * 4096, sg[0], sg[1], ra, rb);
+ float d = axis.dot(ra);
+
+ if (d < 0.001)
+ d = 0.001;
+
+ if (p_idx == 0)
+ s->set_inner_radius(d);
+ else if (p_idx == 1)
+ s->set_outer_radius(d);
+ }
+}
+void CSGShapeSpatialGizmo::commit_handle(int p_idx, const Variant &p_restore, bool p_cancel) {
+
+ if (Object::cast_to<CSGSphere>(cs)) {
+ CSGSphere *s = Object::cast_to<CSGSphere>(cs);
+ if (p_cancel) {
+ s->set_radius(p_restore);
+ return;
+ }
+
+ UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
+ ur->create_action(TTR("Change Sphere Shape Radius"));
+ ur->add_do_method(s, "set_radius", s->get_radius());
+ ur->add_undo_method(s, "set_radius", p_restore);
+ ur->commit_action();
+ }
+
+ if (Object::cast_to<CSGBox>(cs)) {
+ CSGBox *s = Object::cast_to<CSGBox>(cs);
+ if (p_cancel) {
+ switch (p_idx) {
+ case 0: s->set_width(p_restore); break;
+ case 1: s->set_height(p_restore); break;
+ case 2: s->set_depth(p_restore); break;
+ }
+ return;
+ }
+
+ UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
+ ur->create_action(TTR("Change Box Shape Extents"));
+ static const char *method[3] = { "set_width", "set_height", "set_depth" };
+ float current;
+ switch (p_idx) {
+ case 0: current = s->get_width(); break;
+ case 1: current = s->get_height(); break;
+ case 2: current = s->get_depth(); break;
+ }
+
+ ur->add_do_method(s, method[p_idx], current);
+ ur->add_undo_method(s, method[p_idx], p_restore);
+ ur->commit_action();
+ }
+
+ if (Object::cast_to<CSGCylinder>(cs)) {
+ CSGCylinder *s = Object::cast_to<CSGCylinder>(cs);
+ if (p_cancel) {
+ if (p_idx == 0)
+ s->set_radius(p_restore);
+ else
+ s->set_height(p_restore);
+ return;
+ }
+
+ UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
+ if (p_idx == 0) {
+ ur->create_action(TTR("Change Cylinder Radius"));
+ ur->add_do_method(s, "set_radius", s->get_radius());
+ ur->add_undo_method(s, "set_radius", p_restore);
+ } else {
+ ur->create_action(TTR("Change Cylinder Height"));
+ ur->add_do_method(s, "set_height", s->get_height());
+ ur->add_undo_method(s, "set_height", p_restore);
+ }
+
+ ur->commit_action();
+ }
+
+ if (Object::cast_to<CSGTorus>(cs)) {
+ CSGTorus *s = Object::cast_to<CSGTorus>(cs);
+ if (p_cancel) {
+ if (p_idx == 0)
+ s->set_inner_radius(p_restore);
+ else
+ s->set_outer_radius(p_restore);
+ return;
+ }
+
+ UndoRedo *ur = SpatialEditor::get_singleton()->get_undo_redo();
+ if (p_idx == 0) {
+ ur->create_action(TTR("Change Torus Inner Radius"));
+ ur->add_do_method(s, "set_inner_radius", s->get_inner_radius());
+ ur->add_undo_method(s, "set_inner_radius", p_restore);
+ } else {
+ ur->create_action(TTR("Change Torus Outer Radius"));
+ ur->add_do_method(s, "set_outer_radius", s->get_outer_radius());
+ ur->add_undo_method(s, "set_outer_radius", p_restore);
+ }
+
+ ur->commit_action();
+ }
+}
+void CSGShapeSpatialGizmo::redraw() {
+
+ clear();
+
+ Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/csg");
+ Ref<Material> material = create_material("shape_material", gizmo_color);
+
+ PoolVector<Vector3> faces = cs->get_brush_faces();
+
+ Vector<Vector3> lines;
+ lines.resize(faces.size() * 2);
+ {
+ PoolVector<Vector3>::Read r = faces.read();
+
+ for (int i = 0; i < lines.size(); i += 6) {
+ int f = i / 6;
+ for (int j = 0; j < 3; j++) {
+ int j_n = (j + 1) % 3;
+ lines[i + j * 2 + 0] = r[f * 3 + j];
+ lines[i + j * 2 + 1] = r[f * 3 + j_n];
+ }
+ }
+ }
+
+ add_lines(lines, material);
+ add_collision_segments(lines);
+
+ if (Object::cast_to<CSGSphere>(cs)) {
+ CSGSphere *s = Object::cast_to<CSGSphere>(cs);
+
+ float r = s->get_radius();
+ Vector<Vector3> handles;
+ handles.push_back(Vector3(r, 0, 0));
+ add_handles(handles);
+ }
+
+ if (Object::cast_to<CSGBox>(cs)) {
+ CSGBox *s = Object::cast_to<CSGBox>(cs);
+
+ Vector<Vector3> handles;
+ handles.push_back(Vector3(s->get_width(), 0, 0));
+ handles.push_back(Vector3(0, s->get_height(), 0));
+ handles.push_back(Vector3(0, 0, s->get_depth()));
+ add_handles(handles);
+ }
+
+ if (Object::cast_to<CSGCylinder>(cs)) {
+ CSGCylinder *s = Object::cast_to<CSGCylinder>(cs);
+
+ Vector<Vector3> handles;
+ handles.push_back(Vector3(s->get_radius(), 0, 0));
+ handles.push_back(Vector3(0, s->get_height() * 0.5, 0));
+ add_handles(handles);
+ }
+
+ if (Object::cast_to<CSGTorus>(cs)) {
+ CSGTorus *s = Object::cast_to<CSGTorus>(cs);
+
+ Vector<Vector3> handles;
+ handles.push_back(Vector3(s->get_inner_radius(), 0, 0));
+ handles.push_back(Vector3(s->get_outer_radius(), 0, 0));
+ add_handles(handles);
+ }
+}
+CSGShapeSpatialGizmo::CSGShapeSpatialGizmo(CSGShape *p_cs) {
+
+ cs = p_cs;
+ set_spatial_node(p_cs);
+}
+
+Ref<SpatialEditorGizmo> EditorPluginCSG::create_spatial_gizmo(Spatial *p_spatial) {
+ if (Object::cast_to<CSGSphere>(p_spatial) || Object::cast_to<CSGBox>(p_spatial) || Object::cast_to<CSGCylinder>(p_spatial) || Object::cast_to<CSGTorus>(p_spatial) || Object::cast_to<CSGMesh>(p_spatial) || Object::cast_to<CSGPolygon>(p_spatial)) {
+ Ref<CSGShapeSpatialGizmo> csg = memnew(CSGShapeSpatialGizmo(Object::cast_to<CSGShape>(p_spatial)));
+ return csg;
+ }
+
+ return Ref<SpatialEditorGizmo>();
+}
+
+EditorPluginCSG::EditorPluginCSG(EditorNode *p_editor) {
+
+ EDITOR_DEF("editors/3d_gizmos/gizmo_colors/csg", Color(0.2, 0.5, 1, 0.1));
+}
diff --git a/modules/csg/csg_gizmos.h b/modules/csg/csg_gizmos.h
new file mode 100644
index 0000000000..b5e394ecad
--- /dev/null
+++ b/modules/csg/csg_gizmos.h
@@ -0,0 +1,30 @@
+#ifndef CSG_GIZMOS_H
+#define CSG_GIZMOS_H
+
+#include "csg_shape.h"
+#include "editor/editor_plugin.h"
+#include "editor/spatial_editor_gizmos.h"
+
+class CSGShapeSpatialGizmo : public EditorSpatialGizmo {
+
+ GDCLASS(CSGShapeSpatialGizmo, EditorSpatialGizmo);
+
+ CSGShape *cs;
+
+public:
+ virtual String get_handle_name(int p_idx) const;
+ virtual Variant get_handle_value(int p_idx) const;
+ virtual void set_handle(int p_idx, Camera *p_camera, const Point2 &p_point);
+ virtual void commit_handle(int p_idx, const Variant &p_restore, bool p_cancel = false);
+ void redraw();
+ CSGShapeSpatialGizmo(CSGShape *p_cs = NULL);
+};
+
+class EditorPluginCSG : public EditorPlugin {
+ GDCLASS(EditorPluginCSG, EditorPlugin)
+public:
+ virtual Ref<SpatialEditorGizmo> create_spatial_gizmo(Spatial *p_spatial);
+ EditorPluginCSG(EditorNode *p_editor);
+};
+
+#endif // CSG_GIZMOS_H
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
new file mode 100644
index 0000000000..4da94c3baa
--- /dev/null
+++ b/modules/csg/csg_shape.cpp
@@ -0,0 +1,2152 @@
+#include "csg_shape.h"
+#include "scene/3d/path.h"
+
+void CSGShape::set_use_collision(bool p_enable) {
+
+ if (use_collision == p_enable)
+ return;
+
+ use_collision = p_enable;
+
+ if (!is_inside_tree() || !is_root_shape())
+ return;
+
+ if (use_collision) {
+ root_collision_shape.instance();
+ root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
+ PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
+ PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
+ PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
+ _make_dirty(); //force update
+ } else {
+ PhysicsServer::get_singleton()->free(root_collision_instance);
+ root_collision_instance = RID();
+ root_collision_shape.unref();
+ }
+}
+
+bool CSGShape::is_using_collision() const {
+ return use_collision;
+}
+
+bool CSGShape::is_root_shape() const {
+
+ return !parent;
+}
+
+void CSGShape::_make_dirty() {
+
+ if (!is_inside_tree())
+ return;
+
+ if (dirty) {
+ return;
+ }
+
+ dirty = true;
+
+ if (parent) {
+ parent->_make_dirty();
+ } else {
+ //only parent will do
+ call_deferred("_update_shape");
+ }
+}
+
+CSGBrush *CSGShape::_get_brush() {
+
+ if (dirty) {
+ if (brush) {
+ memdelete(brush);
+ }
+ brush = NULL;
+ brush = _build_brush(&node_aabb);
+ dirty = false;
+ }
+
+ return brush;
+}
+
+void CSGShape::_update_shape() {
+
+ //print_line("updating shape for " + String(get_path()));
+ set_base(RID());
+ root_mesh.unref(); //byebye root mesh
+
+ CSGBrush *n = _get_brush();
+ ERR_FAIL_COND(!n);
+
+ OAHashMap<Vector3, Vector3> vec_map;
+
+ Vector<int> face_count;
+ face_count.resize(n->materials.size() + 1);
+ for (int i = 0; i < face_count.size(); i++) {
+ face_count[i] = 0;
+ }
+
+ for (int i = 0; i < n->faces.size(); i++) {
+ int mat = n->faces[i].material;
+ ERR_CONTINUE(mat < -1 || mat >= face_count.size());
+ int idx = mat == -1 ? face_count.size() - 1 : mat;
+ if (n->faces[i].smooth) {
+
+ Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
+
+ for (int j = 0; j < 3; j++) {
+ Vector3 v = n->faces[i].vertices[j];
+ Vector3 add;
+ if (vec_map.lookup(v, &add)) {
+ add += p.normal;
+ } else {
+ add = p.normal;
+ }
+ vec_map.set(v, add);
+ }
+ }
+
+ face_count[idx]++;
+ }
+
+ Vector<ShapeUpdateSurface> surfaces;
+
+ surfaces.resize(face_count.size());
+
+ //create arrays
+ for (int i = 0; i < surfaces.size(); i++) {
+
+ surfaces[i].vertices.resize(face_count[i] * 3);
+ surfaces[i].normals.resize(face_count[i] * 3);
+ surfaces[i].uvs.resize(face_count[i] * 3);
+ surfaces[i].last_added = 0;
+
+ if (i != surfaces.size() - 1) {
+ surfaces[i].material = n->materials[i];
+ }
+
+ surfaces[i].verticesw = surfaces[i].vertices.write();
+ surfaces[i].normalsw = surfaces[i].normals.write();
+ surfaces[i].uvsw = surfaces[i].uvs.write();
+ }
+
+ //fill arrays
+ PoolVector<Vector3> physics_faces;
+ bool fill_physics_faces = false;
+ if (root_collision_shape.is_valid()) {
+ physics_faces.resize(n->faces.size() * 3);
+ fill_physics_faces = true;
+ }
+
+ {
+ PoolVector<Vector3>::Write physicsw;
+
+ if (fill_physics_faces) {
+ physicsw = physics_faces.write();
+ }
+
+ for (int i = 0; i < n->faces.size(); i++) {
+
+ int order[3] = { 0, 1, 2 };
+
+ if (n->faces[i].invert) {
+ SWAP(order[1], order[2]);
+ }
+
+ if (fill_physics_faces) {
+ physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
+ physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
+ physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
+ }
+
+ int mat = n->faces[i].material;
+ ERR_CONTINUE(mat < -1 || mat >= face_count.size());
+ int idx = mat == -1 ? face_count.size() - 1 : mat;
+
+ int last = surfaces[idx].last_added;
+
+ Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
+
+ for (int j = 0; j < 3; j++) {
+
+ Vector3 v = n->faces[i].vertices[j];
+
+ Vector3 normal = p.normal;
+
+ if (n->faces[i].smooth && vec_map.lookup(v, &normal)) {
+ normal.normalize();
+ }
+
+ if (n->faces[i].invert) {
+
+ normal = -normal;
+ }
+
+ surfaces[idx].verticesw[last + order[j]] = v;
+ surfaces[idx].uvsw[last + order[j]] = n->faces[i].uvs[j];
+ surfaces[idx].normalsw[last + order[j]] = normal;
+ }
+
+ surfaces[idx].last_added += 3;
+ }
+ }
+
+ root_mesh.instance();
+ //create surfaces
+
+ for (int i = 0; i < surfaces.size(); i++) {
+
+ surfaces[i].verticesw = PoolVector<Vector3>::Write();
+ surfaces[i].normalsw = PoolVector<Vector3>::Write();
+ surfaces[i].uvsw = PoolVector<Vector2>::Write();
+
+ if (surfaces[i].last_added == 0)
+ continue;
+
+ Array array;
+ array.resize(Mesh::ARRAY_MAX);
+
+ array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
+ array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
+ array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
+
+ int idx = root_mesh->get_surface_count();
+ root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
+ root_mesh->surface_set_material(idx, surfaces[i].material);
+ }
+
+ if (root_collision_shape.is_valid()) {
+ root_collision_shape->set_faces(physics_faces);
+ }
+
+ set_base(root_mesh->get_rid());
+}
+AABB CSGShape::get_aabb() const {
+ return node_aabb;
+}
+
+PoolVector<Vector3> CSGShape::get_brush_faces() {
+ ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>());
+ CSGBrush *b = _get_brush();
+
+ PoolVector<Vector3> faces;
+ int fc = b->faces.size();
+ faces.resize(fc * 3);
+ {
+ PoolVector<Vector3>::Write w = faces.write();
+ for (int i = 0; i < fc; i++) {
+ w[i * 3 + 0] = b->faces[i].vertices[0];
+ w[i * 3 + 1] = b->faces[i].vertices[1];
+ w[i * 3 + 2] = b->faces[i].vertices[2];
+ }
+ }
+
+ return faces;
+}
+
+PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const {
+
+ return PoolVector<Face3>();
+}
+
+void CSGShape::_notification(int p_what) {
+
+ if (p_what == NOTIFICATION_ENTER_TREE) {
+
+ Node *parentn = get_parent();
+ if (parentn) {
+ parent = Object::cast_to<CSGShape>(parentn);
+ }
+
+ if (use_collision && is_root_shape()) {
+ root_collision_shape.instance();
+ root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
+ PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
+ PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
+ PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
+ }
+
+ _make_dirty();
+ }
+
+ if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
+
+ //print_line("local xform changed");
+ if (parent) {
+ parent->_make_dirty();
+ }
+ }
+
+ if (p_what == NOTIFICATION_EXIT_TREE) {
+ if (parent)
+ parent->_make_dirty();
+ parent = NULL;
+
+ if (use_collision && is_root_shape()) {
+ PhysicsServer::get_singleton()->free(root_collision_instance);
+ root_collision_instance = RID();
+ root_collision_shape.unref();
+ }
+ _make_dirty();
+ }
+}
+
+void CSGShape::set_operation(Operation p_operation) {
+
+ operation = p_operation;
+ _make_dirty();
+}
+
+CSGShape::Operation CSGShape::get_operation() const {
+ return operation;
+}
+
+void CSGShape::_validate_property(PropertyInfo &property) const {
+ if (is_inside_tree() && property.name.begins_with("use_collision") && !is_root_shape()) {
+ //hide collision if not root
+ property.usage = PROPERTY_USAGE_NOEDITOR;
+ }
+ if (is_inside_tree() && property.name.begins_with("operation")) {
+ //hide operation for first node or root
+ if (is_root_shape()) {
+ property.usage = PROPERTY_USAGE_NOEDITOR;
+ } else {
+ for (int i = 0; i < get_parent()->get_child_count(); i++) {
+ CSGShape *s = Object::cast_to<CSGShape>(get_parent()->get_child(i));
+ if (!s)
+ continue;
+
+ if (s == this) {
+ property.usage = PROPERTY_USAGE_NOEDITOR;
+ }
+ break;
+ }
+ }
+ }
+}
+
+void CSGShape::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape::_update_shape);
+ ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape::is_root_shape);
+
+ ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape::set_operation);
+ ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape::get_operation);
+
+ ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape::set_use_collision);
+ ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape::is_using_collision);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
+
+ BIND_CONSTANT(OPERATION_UNION);
+ BIND_CONSTANT(OPERATION_INTERSECTION);
+ BIND_CONSTANT(OPERATION_SUBTRACTION);
+}
+
+CSGShape::CSGShape() {
+ brush = NULL;
+ set_notify_local_transform(true);
+ dirty = false;
+ parent = NULL;
+ use_collision = false;
+ operation = OPERATION_UNION;
+}
+
+CSGShape::~CSGShape() {
+ if (brush) {
+ memdelete(brush);
+ brush = NULL;
+ }
+}
+//////////////////////////////////
+
+CSGBrush *CSGCombiner::_build_brush(AABB *r_aabb) {
+
+ CSGBrush *n = NULL;
+
+ for (int i = 0; i < get_child_count(); i++) {
+
+ CSGShape *child = Object::cast_to<CSGShape>(get_child(i));
+ if (!child)
+ continue;
+ if (!child->is_visible_in_tree())
+ continue;
+
+ CSGBrush *n2 = child->_get_brush();
+ if (!n2)
+ continue;
+ if (!n) {
+ n = memnew(CSGBrush);
+
+ n->copy_from(*n2, child->get_transform());
+
+ } else {
+
+ CSGBrush *nn = memnew(CSGBrush);
+ CSGBrush *nn2 = memnew(CSGBrush);
+ nn2->copy_from(*n2, child->get_transform());
+
+ CSGBrushOperation bop;
+
+ switch (child->get_operation()) {
+ case CSGShape::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
+ case CSGShape::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break;
+ case CSGShape::OPERATION_SUBTRACTION: bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap); break;
+ }
+ memdelete(n);
+ memdelete(nn2);
+ n = nn;
+ }
+ }
+
+ if (n) {
+ AABB aabb;
+ for (int i = 0; i < n->faces.size(); i++) {
+ for (int j = 0; j < 3; j++) {
+ if (i == 0 && j == 0)
+ aabb.position = n->faces[i].vertices[j];
+ else
+ aabb.expand_to(n->faces[i].vertices[j]);
+ }
+ }
+ *r_aabb = aabb;
+ } else {
+ *r_aabb = AABB();
+ }
+ return n;
+}
+
+void CSGCombiner::set_snap(float p_snap) {
+ snap = p_snap;
+}
+
+float CSGCombiner::get_snap() const {
+ return snap;
+}
+
+void CSGCombiner::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGCombiner::set_snap);
+ ClassDB::bind_method(D_METHOD("get_snap"), &CSGCombiner::get_snap);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
+}
+
+CSGCombiner::CSGCombiner() {
+ snap = 0.001;
+}
+
+/////////////////////
+
+CSGBrush *CSGPrimitive::_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials) {
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ PoolVector<bool> invert;
+ invert.resize(p_vertices.size() / 3);
+ {
+ int ic = invert.size();
+ PoolVector<bool>::Write w = invert.write();
+ for (int i = 0; i < ic; i++) {
+ w[i] = invert_faces;
+ }
+ }
+ brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
+
+ return brush;
+}
+
+void CSGPrimitive::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive::set_invert_faces);
+ ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive::is_inverting_faces);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
+}
+
+void CSGPrimitive::set_invert_faces(bool p_invert) {
+ if (invert_faces == p_invert)
+ return;
+
+ invert_faces = p_invert;
+
+ _make_dirty();
+}
+
+bool CSGPrimitive::is_inverting_faces() {
+ return invert_faces;
+}
+
+CSGPrimitive::CSGPrimitive() {
+ invert_faces = false;
+}
+
+/////////////////////
+
+CSGBrush *CSGMesh::_build_brush(AABB *r_aabb) {
+
+ if (!mesh.is_valid())
+ return NULL;
+
+ PoolVector<Vector3> vertices;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<Vector2> uvs;
+
+ *r_aabb = AABB();
+
+ for (int i = 0; i < mesh->get_surface_count(); i++) {
+
+ if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
+ continue;
+ }
+
+ Array arrays = mesh->surface_get_arrays(i);
+
+ PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
+ if (avertices.size() == 0)
+ continue;
+
+ PoolVector<Vector3>::Read vr = avertices.read();
+
+ PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
+ PoolVector<Vector3>::Read nr;
+ bool nr_used = false;
+ if (anormals.size()) {
+ nr = anormals.read();
+ nr_used = true;
+ }
+
+ PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
+ PoolVector<Vector2>::Read uvr;
+ bool uvr_used = false;
+ if (auvs.size()) {
+ uvr = auvs.read();
+ uvr_used = true;
+ }
+
+ Ref<Material> mat = mesh->surface_get_material(i);
+
+ PoolVector<int> aindices = arrays[Mesh::ARRAY_INDEX];
+ if (aindices.size()) {
+ int as = vertices.size();
+ int is = aindices.size();
+
+ vertices.resize(as + is);
+ smooth.resize((as + is) / 3);
+ materials.resize((as + is) / 3);
+ uvs.resize(as + is);
+
+ PoolVector<Vector3>::Write vw = vertices.write();
+ PoolVector<bool>::Write sw = smooth.write();
+ PoolVector<Vector2>::Write uvw = uvs.write();
+ PoolVector<Ref<Material> >::Write mw = materials.write();
+
+ PoolVector<int>::Read ir = aindices.read();
+
+ for (int j = 0; j < is; j += 3) {
+
+ Vector3 vertex[3];
+ Vector3 normal[3];
+ Vector2 uv[3];
+
+ for (int k = 0; k < 3; k++) {
+ int idx = ir[j + k];
+ vertex[k] = vr[idx];
+ if (nr_used) {
+ normal[k] = nr[idx];
+ }
+ if (uvr_used) {
+ uv[k] = uvr[idx];
+ }
+ }
+
+ bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
+
+ vw[as + j + 0] = vertex[0];
+ vw[as + j + 1] = vertex[1];
+ vw[as + j + 2] = vertex[2];
+
+ uvw[as + j + 0] = uv[0];
+ uvw[as + j + 1] = uv[1];
+ uvw[as + j + 2] = uv[2];
+
+ sw[j / 3] = !flat;
+ mw[j / 3] = mat;
+ }
+ } else {
+ int is = vertices.size();
+ int as = avertices.size();
+
+ vertices.resize(as + is);
+ smooth.resize((as + is) / 3);
+ uvs.resize(as + is);
+ materials.resize((as + is) / 3);
+
+ PoolVector<Vector3>::Write vw = vertices.write();
+ PoolVector<bool>::Write sw = smooth.write();
+ PoolVector<Vector2>::Write uvw = uvs.write();
+ PoolVector<Ref<Material> >::Write mw = materials.write();
+
+ for (int j = 0; j < is; j += 3) {
+
+ Vector3 vertex[3];
+ Vector3 normal[3];
+ Vector2 uv[3];
+
+ for (int k = 0; k < 3; k++) {
+ vertex[k] = vr[j + k];
+ if (nr_used) {
+ normal[k] = nr[j + k];
+ }
+ if (uvr_used) {
+ uv[k] = uvr[j + k];
+ }
+ }
+
+ bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
+
+ vw[as + j + 0] = vertex[0];
+ vw[as + j + 1] = vertex[1];
+ vw[as + j + 2] = vertex[2];
+
+ uvw[as + j + 0] = uv[0];
+ uvw[as + j + 1] = uv[1];
+ uvw[as + j + 2] = uv[2];
+
+ sw[j / 3] = !flat;
+ mw[j / 3] = mat;
+ }
+ }
+ }
+
+ //print_line("total vertices? " + itos(vertices.size()));
+ if (vertices.size() == 0)
+ return NULL;
+
+ return _create_brush_from_arrays(vertices, uvs, smooth, materials);
+}
+
+void CSGMesh::_mesh_changed() {
+ _make_dirty();
+ update_gizmo();
+}
+
+void CSGMesh::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh::set_mesh);
+ ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh::get_mesh);
+
+ ClassDB::bind_method(D_METHOD("_mesh_changed"), &CSGMesh::_mesh_changed);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
+}
+
+void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
+
+ if (mesh == p_mesh)
+ return;
+ if (mesh.is_valid()) {
+ mesh->disconnect("changed", this, "_mesh_changed");
+ }
+ mesh = p_mesh;
+
+ if (mesh.is_valid()) {
+ mesh->connect("changed", this, "_mesh_changed");
+ }
+
+ _make_dirty();
+}
+
+Ref<Mesh> CSGMesh::get_mesh() {
+ return mesh;
+}
+
+////////////////////////////////
+
+CSGBrush *CSGSphere::_build_brush(AABB *r_aabb) {
+
+ // set our bounding box
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count = rings * radial_segments * 2 - radial_segments * 2;
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ for (int i = 1; i <= rings; i++) {
+ double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
+ double z0 = Math::sin(lat0);
+ double zr0 = Math::cos(lat0);
+ double u0 = double(i - 1) / rings;
+
+ double lat1 = Math_PI * (-0.5 + (double)i / rings);
+ double z1 = Math::sin(lat1);
+ double zr1 = Math::cos(lat1);
+ double u1 = double(i) / rings;
+
+ for (int j = radial_segments; j >= 1; j--) {
+
+ double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
+ double x0 = Math::cos(lng0);
+ double y0 = Math::sin(lng0);
+ double v0 = double(i - 1) / radial_segments;
+
+ double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
+ double x1 = Math::cos(lng1);
+ double y1 = Math::sin(lng1);
+ double v1 = double(i) / radial_segments;
+
+ Vector3 v[4] = {
+ Vector3(x1 * zr0, z0, y1 * zr0) * radius,
+ Vector3(x1 * zr1, z1, y1 * zr1) * radius,
+ Vector3(x0 * zr1, z1, y0 * zr1) * radius,
+ Vector3(x0 * zr0, z0, y0 * zr0) * radius
+ };
+
+ Vector2 u[4] = {
+ Vector2(v1, u0),
+ Vector2(v1, u1),
+ Vector2(v0, u1),
+ Vector2(v0, u0),
+
+ };
+
+ if (i < rings) {
+
+ //face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[1];
+ facesw[face * 3 + 2] = v[2];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+
+ if (i > 1) {
+ //face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[3];
+ facesw[face * 3 + 2] = v[0];
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+ }
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ if (r_aabb) {
+ *r_aabb = AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2, radius * 2, radius * 2));
+ }
+ return brush;
+}
+
+void CSGSphere::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere::get_radius);
+
+ ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere::set_radial_segments);
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere::get_radial_segments);
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere::set_rings);
+ ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere::get_rings);
+
+ ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere::get_smooth_faces);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+}
+
+void CSGSphere::set_radius(const float p_radius) {
+ ERR_FAIL_COND(p_radius <= 0);
+ radius = p_radius;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGSphere::get_radius() const {
+ return radius;
+}
+
+void CSGSphere::set_radial_segments(const int p_radial_segments) {
+ radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGSphere::get_radial_segments() const {
+ return radial_segments;
+}
+
+void CSGSphere::set_rings(const int p_rings) {
+ rings = p_rings > 1 ? p_rings : 1;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGSphere::get_rings() const {
+ return rings;
+}
+
+void CSGSphere::set_smooth_faces(const bool p_smooth_faces) {
+ smooth_faces = p_smooth_faces;
+ _make_dirty();
+}
+
+bool CSGSphere::get_smooth_faces() const {
+ return smooth_faces;
+}
+
+void CSGSphere::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+}
+
+Ref<Material> CSGSphere::get_material() const {
+
+ return material;
+}
+
+CSGSphere::CSGSphere() {
+ // defaults
+ radius = 1.0;
+ radial_segments = 12;
+ rings = 6;
+ smooth_faces = true;
+}
+
+///////////////
+
+CSGBrush *CSGBox::_build_brush(AABB *r_aabb) {
+
+ // set our bounding box
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count = 12; //it's a cube..
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ Vector3 vertex_mul(width, height, depth);
+
+ {
+
+ for (int i = 0; i < 6; i++) {
+
+ Vector3 face_points[4];
+ float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
+
+ for (int j = 0; j < 4; j++) {
+
+ float v[3];
+ v[0] = 1.0;
+ v[1] = 1 - 2 * ((j >> 1) & 1);
+ v[2] = v[1] * (1 - 2 * (j & 1));
+
+ for (int k = 0; k < 3; k++) {
+
+ if (i < 3)
+ face_points[j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
+ else
+ face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
+ }
+ }
+
+ Vector2 u[4];
+ for (int j = 0; j < 4; j++) {
+ u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
+ }
+
+ //face 1
+ facesw[face * 3 + 0] = face_points[0] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[1] * vertex_mul;
+ facesw[face * 3 + 2] = face_points[2] * vertex_mul;
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = false;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ //face 1
+ facesw[face * 3 + 0] = face_points[2] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[3] * vertex_mul;
+ facesw[face * 3 + 2] = face_points[0] * vertex_mul;
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = false;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ if (r_aabb) {
+ *r_aabb = AABB(Vector3(-width / 2, -height / 2, -depth / 2), Vector3(width, height, depth));
+ }
+ return brush;
+}
+
+void CSGBox::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox::set_width);
+ ClassDB::bind_method(D_METHOD("get_width"), &CSGBox::get_width);
+
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox::set_height);
+ ClassDB::bind_method(D_METHOD("get_height"), &CSGBox::get_height);
+
+ ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox::set_depth);
+ ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox::get_depth);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGBox::get_material);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_width", "get_width");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_depth", "get_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+}
+
+void CSGBox::set_width(const float p_width) {
+ width = p_width;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGBox::get_width() const {
+ return width;
+}
+
+void CSGBox::set_height(const float p_height) {
+ height = p_height;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGBox::get_height() const {
+ return height;
+}
+
+void CSGBox::set_depth(const float p_depth) {
+ depth = p_depth;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGBox::get_depth() const {
+ return depth;
+}
+
+void CSGBox::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+ update_gizmo();
+}
+
+Ref<Material> CSGBox::get_material() const {
+
+ return material;
+}
+
+CSGBox::CSGBox() {
+ // defaults
+ width = 1.0;
+ height = 1.0;
+ depth = 1.0;
+}
+
+///////////////
+
+CSGBrush *CSGCylinder::_build_brush(AABB *r_aabb) {
+
+ // set our bounding box
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ Vector3 vertex_mul(radius, height * 0.5, radius);
+
+ {
+
+ for (int i = 0; i < sides; i++) {
+
+ float inc = float(i) / sides;
+ float inc_n = float((i + 1)) / sides;
+
+ float ang = inc * Math_PI * 2.0;
+ float ang_n = inc_n * Math_PI * 2.0;
+
+ Vector3 base(Math::cos(ang), 0, Math::sin(ang));
+ Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
+
+ Vector3 face_points[4] = {
+ base + Vector3(0, -1, 0),
+ base_n + Vector3(0, -1, 0),
+ base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
+ base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
+ };
+
+ Vector2 u[4] = {
+ Vector2(inc, 0),
+ Vector2(inc_n, 0),
+ Vector2(inc_n, 1),
+ Vector2(inc, 1),
+ };
+
+ //side face 1
+ facesw[face * 3 + 0] = face_points[0] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[1] * vertex_mul;
+ facesw[face * 3 + 2] = face_points[2] * vertex_mul;
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ if (!cone) {
+ //side face 2
+ facesw[face * 3 + 0] = face_points[2] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[3] * vertex_mul;
+ facesw[face * 3 + 2] = face_points[0] * vertex_mul;
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+ face++;
+ }
+
+ //bottom face 1
+ facesw[face * 3 + 0] = face_points[1] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[0] * vertex_mul;
+ facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
+
+ uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
+ uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
+ uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
+
+ smoothw[face] = false;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+ face++;
+
+ if (!cone) {
+ //top face 1
+ facesw[face * 3 + 0] = face_points[3] * vertex_mul;
+ facesw[face * 3 + 1] = face_points[2] * vertex_mul;
+ facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
+
+ uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
+ uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
+ uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
+
+ smoothw[face] = false;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+ face++;
+ }
+ }
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ if (r_aabb) {
+ *r_aabb = AABB(Vector3(-radius, -height / 2, -radius), Vector3(radius * 2, height, radius * 2));
+ }
+ return brush;
+}
+
+void CSGCylinder::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder::get_radius);
+
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder::set_height);
+ ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder::get_height);
+
+ ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder::set_sides);
+ ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder::get_sides);
+
+ ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder::set_cone);
+ ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder::is_cone);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder::get_material);
+
+ ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder::get_smooth_faces);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+}
+
+void CSGCylinder::set_radius(const float p_radius) {
+ radius = p_radius;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGCylinder::get_radius() const {
+ return radius;
+}
+
+void CSGCylinder::set_height(const float p_height) {
+ height = p_height;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGCylinder::get_height() const {
+ return height;
+}
+
+void CSGCylinder::set_sides(const int p_sides) {
+ ERR_FAIL_COND(p_sides < 3);
+ sides = p_sides;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGCylinder::get_sides() const {
+ return sides;
+}
+
+void CSGCylinder::set_cone(const bool p_cone) {
+ cone = p_cone;
+ _make_dirty();
+ update_gizmo();
+}
+
+bool CSGCylinder::is_cone() const {
+ return cone;
+}
+
+void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) {
+ smooth_faces = p_smooth_faces;
+ _make_dirty();
+}
+
+bool CSGCylinder::get_smooth_faces() const {
+ return smooth_faces;
+}
+
+void CSGCylinder::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+}
+
+Ref<Material> CSGCylinder::get_material() const {
+
+ return material;
+}
+
+CSGCylinder::CSGCylinder() {
+ // defaults
+ radius = 1.0;
+ height = 1.0;
+ sides = 8;
+ cone = false;
+ smooth_faces = true;
+}
+
+///////////////
+
+CSGBrush *CSGTorus::_build_brush(AABB *r_aabb) {
+
+ // set our bounding box
+
+ float min_radius = inner_radius;
+ float max_radius = outer_radius;
+
+ if (min_radius == max_radius)
+ return NULL; //sorry, can't
+
+ if (min_radius > max_radius) {
+ SWAP(min_radius, max_radius);
+ }
+
+ float radius = (max_radius - min_radius) * 0.5;
+
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count = ring_sides * sides * 2;
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ {
+
+ for (int i = 0; i < sides; i++) {
+
+ float inci = float(i) / sides;
+ float inci_n = float((i + 1)) / sides;
+
+ float angi = inci * Math_PI * 2.0;
+ float angi_n = inci_n * Math_PI * 2.0;
+
+ Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
+ Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
+
+ for (int j = 0; j < ring_sides; j++) {
+
+ float incj = float(j) / ring_sides;
+ float incj_n = float((j + 1)) / ring_sides;
+
+ float angj = incj * Math_PI * 2.0;
+ float angj_n = incj_n * Math_PI * 2.0;
+
+ Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
+ Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
+
+ Vector3 face_points[4] = {
+ Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
+ Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
+ Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
+ Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
+ };
+
+ Vector2 u[4] = {
+ Vector2(inci, incj),
+ Vector2(inci, incj_n),
+ Vector2(inci_n, incj_n),
+ Vector2(inci_n, incj),
+ };
+
+ // face 1
+ facesw[face * 3 + 0] = face_points[0];
+ facesw[face * 3 + 1] = face_points[2];
+ facesw[face * 3 + 2] = face_points[1];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[2];
+ uvsw[face * 3 + 2] = u[1];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ //face 2
+ facesw[face * 3 + 0] = face_points[3];
+ facesw[face * 3 + 1] = face_points[2];
+ facesw[face * 3 + 2] = face_points[0];
+
+ uvsw[face * 3 + 0] = u[3];
+ uvsw[face * 3 + 1] = u[2];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+ face++;
+ }
+ }
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ if (r_aabb) {
+ *r_aabb = AABB(Vector3(-max_radius, -radius, -max_radius), Vector3(max_radius * 2, radius * 2, max_radius * 2));
+ }
+
+ return brush;
+}
+
+void CSGTorus::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus::set_inner_radius);
+ ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus::get_inner_radius);
+
+ ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus::set_outer_radius);
+ ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus::get_outer_radius);
+
+ ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus::set_sides);
+ ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus::get_sides);
+
+ ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus::set_ring_sides);
+ ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus::get_ring_sides);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus::get_material);
+
+ ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus::get_smooth_faces);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "inner_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_inner_radius", "get_inner_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "outer_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_outer_radius", "get_outer_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+}
+
+void CSGTorus::set_inner_radius(const float p_inner_radius) {
+ inner_radius = p_inner_radius;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGTorus::get_inner_radius() const {
+ return inner_radius;
+}
+
+void CSGTorus::set_outer_radius(const float p_outer_radius) {
+ outer_radius = p_outer_radius;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGTorus::get_outer_radius() const {
+ return outer_radius;
+}
+
+void CSGTorus::set_sides(const int p_sides) {
+ ERR_FAIL_COND(p_sides < 3);
+ sides = p_sides;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGTorus::get_sides() const {
+ return sides;
+}
+
+void CSGTorus::set_ring_sides(const int p_ring_sides) {
+ ERR_FAIL_COND(p_ring_sides < 3);
+ ring_sides = p_ring_sides;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGTorus::get_ring_sides() const {
+ return ring_sides;
+}
+
+void CSGTorus::set_smooth_faces(const bool p_smooth_faces) {
+ smooth_faces = p_smooth_faces;
+ _make_dirty();
+}
+
+bool CSGTorus::get_smooth_faces() const {
+ return smooth_faces;
+}
+
+void CSGTorus::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+}
+
+Ref<Material> CSGTorus::get_material() const {
+
+ return material;
+}
+
+CSGTorus::CSGTorus() {
+ // defaults
+ inner_radius = 2.0;
+ outer_radius = 3.0;
+ sides = 8;
+ ring_sides = 6;
+ smooth_faces = true;
+}
+
+///////////////
+
+CSGBrush *CSGPolygon::_build_brush(AABB *r_aabb) {
+
+ // set our bounding box
+
+ if (polygon.size() < 3)
+ return NULL;
+
+ Vector<int> triangles = Geometry::triangulate_polygon(polygon);
+
+ if (triangles.size() < 3)
+ return NULL;
+
+ Path *path = NULL;
+ Ref<Curve3D> curve;
+
+ if (mode == MODE_PATH) {
+ if (!has_node(path_node))
+ return NULL;
+ Node *n = get_node(path_node);
+ if (!n)
+ return NULL;
+ path = Object::cast_to<Path>(n);
+ if (!path)
+ return NULL;
+
+ if (path != path_cache) {
+ if (path_cache) {
+ path_cache->disconnect("tree_exited", this, "_path_exited");
+ path_cache->disconnect("curve_changed", this, "_path_changed");
+ path_cache = NULL;
+ }
+
+ path_cache = path;
+
+ if (path_cache) {
+ path_cache->connect("tree_exited", this, "_path_exited");
+ path_cache->connect("curve_changed", this, "_path_changed");
+ path_cache = NULL;
+ }
+ }
+ curve = path->get_curve();
+ if (curve.is_null())
+ return NULL;
+ if (curve->get_baked_length() <= 0)
+ return NULL;
+ }
+ CSGBrush *brush = memnew(CSGBrush);
+
+ int face_count;
+
+ switch (mode) {
+ case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (polygon.size()) * 2; break;
+ case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (polygon.size()) * 2 * spin_sides; break;
+ case MODE_PATH: {
+ float bl = curve->get_baked_length();
+ int splits = MAX(2, Math::ceil(bl / path_interval));
+ face_count = triangles.size() * 2 / 3 + splits * polygon.size() * 2;
+ } break;
+ }
+
+ bool invert_val = is_inverting_faces();
+ Ref<Material> material = get_material();
+
+ PoolVector<Vector3> faces;
+ PoolVector<Vector2> uvs;
+ PoolVector<bool> smooth;
+ PoolVector<Ref<Material> > materials;
+ PoolVector<bool> invert;
+
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
+
+ AABB aabb; //must be computed
+ {
+
+ PoolVector<Vector3>::Write facesw = faces.write();
+ PoolVector<Vector2>::Write uvsw = uvs.write();
+ PoolVector<bool>::Write smoothw = smooth.write();
+ PoolVector<Ref<Material> >::Write materialsw = materials.write();
+ PoolVector<bool>::Write invertw = invert.write();
+
+ int face = 0;
+
+ switch (mode) {
+ case MODE_DEPTH: {
+
+ //add triangles, front and back
+ for (int i = 0; i < 2; i++) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
+ Vector2 p = polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(p.x, p.y, 0);
+ if (i == 0) {
+ v.z -= depth;
+ }
+ facesw[face * 3 + k] = v;
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+
+ //add triangles for depth
+ for (int i = 0; i < polygon.size(); i++) {
+
+ int i_n = (i + 1) % polygon.size();
+
+ Vector3 v[4] = {
+ Vector3(polygon[i].x, polygon[i].y, -depth),
+ Vector3(polygon[i_n].x, polygon[i_n].y, -depth),
+ Vector3(polygon[i_n].x, polygon[i_n].y, 0),
+ Vector3(polygon[i].x, polygon[i].y, 0),
+ };
+
+ Vector2 u[4] = {
+ Vector2(0, 0),
+ Vector2(0, 1),
+ Vector2(1, 1),
+ Vector2(1, 0)
+ };
+
+ // face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[1];
+ facesw[face * 3 + 2] = v[2];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ // face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[3];
+ facesw[face * 3 + 2] = v[0];
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+
+ } break;
+ case MODE_SPIN: {
+
+ for (int i = 0; i < spin_sides; i++) {
+
+ float inci = float(i) / spin_sides;
+ float inci_n = float((i + 1)) / spin_sides;
+
+ float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
+ float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
+
+ Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
+ Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
+
+ //add triangles for depth
+ for (int j = 0; j < polygon.size(); j++) {
+
+ int j_n = (j + 1) % polygon.size();
+
+ Vector3 v[4] = {
+ Vector3(normali.x * polygon[j].x, polygon[j].y, normali.z * polygon[j].x),
+ Vector3(normali.x * polygon[j_n].x, polygon[j_n].y, normali.z * polygon[j_n].x),
+ Vector3(normali_n.x * polygon[j_n].x, polygon[j_n].y, normali_n.z * polygon[j_n].x),
+ Vector3(normali_n.x * polygon[j].x, polygon[j].y, normali_n.z * polygon[j].x),
+ };
+
+ Vector2 u[4] = {
+ Vector2(0, 0),
+ Vector2(0, 1),
+ Vector2(1, 1),
+ Vector2(1, 0)
+ };
+
+ // face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[2];
+ facesw[face * 3 + 2] = v[1];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[2];
+ uvsw[face * 3 + 2] = u[1];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ // face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[0];
+ facesw[face * 3 + 2] = v[3];
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[0];
+ uvsw[face * 3 + 2] = u[3];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+
+ if (i == 0 && spin_degrees < 360) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, 2, 1 };
+ Vector2 p = polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(p.x, p.y, 0);
+ facesw[face * 3 + k] = v;
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+
+ if (i == spin_sides - 1 && spin_degrees < 360) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, 1, 2 };
+ Vector2 p = polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
+ facesw[face * 3 + k] = v;
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+ }
+ } break;
+ case MODE_PATH: {
+
+ float bl = curve->get_baked_length();
+ int splits = MAX(2, Math::ceil(bl / path_interval));
+
+ Transform path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
+
+ Transform prev_xf;
+
+ Vector3 lookat_dir;
+
+ if (path_rotation == PATH_ROTATION_POLYGON) {
+ lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
+ } else {
+ Vector3 p1, p2;
+ p1 = curve->interpolate_baked(0);
+ p2 = curve->interpolate_baked(0.1);
+ lookat_dir = (p2 - p1).normalized();
+ }
+
+ for (int i = 0; i <= splits; i++) {
+
+ float ofs = i * path_interval;
+
+ Transform xf;
+ xf.origin = curve->interpolate_baked(ofs);
+
+ Vector3 local_dir;
+
+ if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
+ //before end
+ Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
+ Vector3 p2 = curve->interpolate_baked(ofs);
+ local_dir = (p2 - p1).normalized();
+
+ } else {
+ local_dir = lookat_dir;
+ }
+
+ xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
+ Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
+
+ xf = xf * rot; //post mult
+
+ xf = path_to_this * xf;
+
+ if (i > 0) {
+ //put triangles where they belong
+ //add triangles for depth
+ for (int j = 0; j < polygon.size(); j++) {
+
+ int j_n = (j + 1) % polygon.size();
+
+ Vector3 v[4] = {
+ prev_xf.xform(Vector3(polygon[j].x, polygon[j].y, 0)),
+ prev_xf.xform(Vector3(polygon[j_n].x, polygon[j_n].y, 0)),
+ xf.xform(Vector3(polygon[j_n].x, polygon[j_n].y, 0)),
+ xf.xform(Vector3(polygon[j].x, polygon[j].y, 0)),
+ };
+
+ Vector2 u[4] = {
+ Vector2(0, 0),
+ Vector2(0, 1),
+ Vector2(1, 1),
+ Vector2(1, 0)
+ };
+
+ // face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[1];
+ facesw[face * 3 + 2] = v[2];
+
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+
+ // face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[3];
+ facesw[face * 3 + 2] = v[0];
+
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
+
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_val;
+ materialsw[face] = material;
+
+ face++;
+ }
+ }
+
+ if (i == 0) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, 1, 2 };
+ Vector2 p = polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(p.x, p.y, 0);
+ facesw[face * 3 + k] = xf.xform(v);
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+
+ if (i == splits) {
+
+ for (int j = 0; j < triangles.size(); j += 3) {
+ for (int k = 0; k < 3; k++) {
+ int src[3] = { 0, 2, 1 };
+ Vector2 p = polygon[triangles[j + src[k]]];
+ Vector3 v = Vector3(p.x, p.y, 0);
+ facesw[face * 3 + k] = xf.xform(v);
+ }
+
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_val;
+ face++;
+ }
+ }
+
+ prev_xf = xf;
+ }
+
+ } break;
+ }
+
+ if (face != face_count) {
+ ERR_PRINT("Face mismatch bug! fix code");
+ }
+ for (int i = 0; i < face_count * 3; i++) {
+ if (i == 0) {
+ aabb.position = facesw[i];
+ } else {
+ aabb.expand_to(facesw[i]);
+ }
+ }
+ }
+
+ brush->build_from_faces(faces, uvs, smooth, materials, invert);
+
+ if (r_aabb) {
+ *r_aabb = aabb;
+ }
+
+ return brush;
+}
+
+void CSGPolygon::_notification(int p_what) {
+ if (p_what == NOTIFICATION_EXIT_TREE) {
+ if (path_cache) {
+ path_cache->disconnect("tree_exited", this, "_path_exited");
+ path_cache->disconnect("curve_changed", this, "_path_changed");
+ path_cache = NULL;
+ }
+ }
+}
+
+void CSGPolygon::_validate_property(PropertyInfo &property) const {
+ if (property.name.begins_with("spin") && mode != MODE_SPIN) {
+ property.usage = 0;
+ }
+ if (property.name.begins_with("path") && mode != MODE_PATH) {
+ property.usage = 0;
+ }
+ if (property.name == "depth" && mode != MODE_DEPTH) {
+ property.usage = 0;
+ }
+
+ CSGShape::_validate_property(property);
+}
+
+void CSGPolygon::_path_changed() {
+ _make_dirty();
+ update_gizmo();
+}
+
+void CSGPolygon::_path_exited() {
+ path_cache = NULL;
+}
+
+void CSGPolygon::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon::set_polygon);
+ ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon::get_polygon);
+
+ ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon::set_mode);
+ ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon::get_mode);
+
+ ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon::set_depth);
+ ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon::get_depth);
+
+ ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon::set_spin_degrees);
+ ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon::get_spin_degrees);
+
+ ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon::set_spin_sides);
+ ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon::get_spin_sides);
+
+ ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon::set_path_node);
+ ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon::get_path_node);
+
+ ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon::set_path_interval);
+ ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon::get_path_interval);
+
+ ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon::set_path_rotation);
+ ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material);
+
+ ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon::get_smooth_faces);
+
+ ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon::_is_editable_3d_polygon);
+ ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon::_has_editable_3d_polygon_no_depth);
+
+ ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited);
+ ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed);
+
+ ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_depth", "get_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node"), "set_path_node", "get_path_node");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_interval", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001"), "set_path_interval", "get_path_interval");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+
+ BIND_ENUM_CONSTANT(MODE_DEPTH);
+ BIND_ENUM_CONSTANT(MODE_SPIN);
+ BIND_ENUM_CONSTANT(MODE_PATH);
+
+ BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
+ BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
+ BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
+}
+
+void CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) {
+ polygon = p_polygon;
+ _make_dirty();
+ update_gizmo();
+}
+
+Vector<Vector2> CSGPolygon::get_polygon() const {
+ return polygon;
+}
+
+void CSGPolygon::set_mode(Mode p_mode) {
+ mode = p_mode;
+ _make_dirty();
+ update_gizmo();
+ _change_notify();
+}
+
+CSGPolygon::Mode CSGPolygon::get_mode() const {
+ return mode;
+}
+
+void CSGPolygon::set_depth(const float p_depth) {
+ ERR_FAIL_COND(p_depth < 0.001);
+ depth = p_depth;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGPolygon::get_depth() const {
+ return depth;
+}
+
+void CSGPolygon::set_spin_degrees(const float p_spin_degrees) {
+ ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
+ spin_degrees = p_spin_degrees;
+ _make_dirty();
+ update_gizmo();
+}
+
+float CSGPolygon::get_spin_degrees() const {
+ return spin_degrees;
+}
+
+void CSGPolygon::set_spin_sides(const int p_spin_sides) {
+ ERR_FAIL_COND(p_spin_sides < 3);
+ spin_sides = p_spin_sides;
+ _make_dirty();
+ update_gizmo();
+}
+
+int CSGPolygon::get_spin_sides() const {
+ return spin_sides;
+}
+
+void CSGPolygon::set_path_node(const NodePath &p_path) {
+ path_node = p_path;
+ _make_dirty();
+ update_gizmo();
+}
+
+NodePath CSGPolygon::get_path_node() const {
+ return path_node;
+}
+
+void CSGPolygon::set_path_interval(float p_interval) {
+ ERR_FAIL_COND(p_interval < 0.001);
+ path_interval = p_interval;
+ _make_dirty();
+ update_gizmo();
+}
+float CSGPolygon::get_path_interval() const {
+ return path_interval;
+}
+
+void CSGPolygon::set_path_rotation(PathRotation p_rotation) {
+ path_rotation = p_rotation;
+ _make_dirty();
+ update_gizmo();
+}
+
+CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const {
+ return path_rotation;
+}
+
+void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) {
+ smooth_faces = p_smooth_faces;
+ _make_dirty();
+}
+
+bool CSGPolygon::get_smooth_faces() const {
+ return smooth_faces;
+}
+
+void CSGPolygon::set_material(const Ref<Material> &p_material) {
+
+ material = p_material;
+ _make_dirty();
+}
+
+Ref<Material> CSGPolygon::get_material() const {
+
+ return material;
+}
+
+bool CSGPolygon::_is_editable_3d_polygon() const {
+ return true;
+}
+
+bool CSGPolygon::_has_editable_3d_polygon_no_depth() const {
+ return true;
+}
+
+CSGPolygon::CSGPolygon() {
+ // defaults
+ mode = MODE_DEPTH;
+ polygon.push_back(Vector2(0, 0));
+ polygon.push_back(Vector2(0, 1));
+ polygon.push_back(Vector2(1, 1));
+ polygon.push_back(Vector2(1, 0));
+ depth = 1.0;
+ spin_degrees = 360;
+ spin_sides = 8;
+ smooth_faces = false;
+ path_interval = 1;
+ path_rotation = PATH_ROTATION_PATH;
+ path_cache = NULL;
+}
diff --git a/modules/csg/csg_shape.h b/modules/csg/csg_shape.h
new file mode 100644
index 0000000000..24d5dfb29a
--- /dev/null
+++ b/modules/csg/csg_shape.h
@@ -0,0 +1,363 @@
+#ifndef CSG_SHAPE_H
+#define CSG_SHAPE_H
+
+#define CSGJS_HEADER_ONLY
+
+#include "csg.h"
+#include "scene/3d/visual_instance.h"
+#include "scene/resources/concave_polygon_shape.h"
+
+class CSGShape : public VisualInstance {
+ GDCLASS(CSGShape, VisualInstance);
+
+public:
+ enum Operation {
+ OPERATION_UNION,
+ OPERATION_INTERSECTION,
+ OPERATION_SUBTRACTION,
+
+ };
+
+private:
+ Operation operation;
+ CSGShape *parent;
+
+ CSGBrush *brush;
+
+ AABB node_aabb;
+
+ bool dirty;
+
+ bool use_collision;
+ Ref<ConcavePolygonShape> root_collision_shape;
+ RID root_collision_instance;
+
+ Ref<ArrayMesh> root_mesh;
+
+ struct Vector3Hasher {
+ _ALWAYS_INLINE_ uint32_t hash(const Vector3 &p_vec3) const {
+ uint32_t h = hash_djb2_one_float(p_vec3.x);
+ h = hash_djb2_one_float(p_vec3.y, h);
+ h = hash_djb2_one_float(p_vec3.z, h);
+ return h;
+ }
+ };
+
+ struct ShapeUpdateSurface {
+ PoolVector<Vector3> vertices;
+ PoolVector<Vector3> normals;
+ PoolVector<Vector2> uvs;
+ Ref<Material> material;
+ int last_added;
+
+ PoolVector<Vector3>::Write verticesw;
+ PoolVector<Vector3>::Write normalsw;
+ PoolVector<Vector2>::Write uvsw;
+ };
+
+ void _update_shape();
+
+protected:
+ void _notification(int p_what);
+ virtual CSGBrush *_build_brush(AABB *r_aabb) = 0;
+ void _make_dirty();
+
+ static void _bind_methods();
+
+ friend class CSGCombiner;
+ CSGBrush *_get_brush();
+
+ virtual void _validate_property(PropertyInfo &property) const;
+
+public:
+ void set_operation(Operation p_operation);
+ Operation get_operation() const;
+
+ virtual PoolVector<Vector3> get_brush_faces();
+
+ virtual AABB get_aabb() const;
+ virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
+
+ void set_use_collision(bool p_enable);
+ bool is_using_collision() const;
+
+ bool is_root_shape() const;
+ CSGShape();
+ ~CSGShape();
+};
+
+VARIANT_ENUM_CAST(CSGShape::Operation)
+
+class CSGCombiner : public CSGShape {
+ GDCLASS(CSGCombiner, CSGShape)
+private:
+ float snap;
+ virtual CSGBrush *_build_brush(AABB *r_aabb);
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_snap(float p_snap);
+ float get_snap() const;
+
+ CSGCombiner();
+};
+
+class CSGPrimitive : public CSGShape {
+ GDCLASS(CSGPrimitive, CSGShape)
+
+private:
+ bool invert_faces;
+
+protected:
+ CSGBrush *_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials);
+ static void _bind_methods();
+
+public:
+ void set_invert_faces(bool p_invert);
+ bool is_inverting_faces();
+
+ CSGPrimitive();
+};
+
+class CSGMesh : public CSGPrimitive {
+ GDCLASS(CSGMesh, CSGPrimitive)
+
+ virtual CSGBrush *_build_brush(AABB *r_aabb);
+
+ Ref<Mesh> mesh;
+
+ void _mesh_changed();
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_mesh(const Ref<Mesh> &p_mesh);
+ Ref<Mesh> get_mesh();
+};
+
+class CSGSphere : public CSGPrimitive {
+
+ GDCLASS(CSGSphere, CSGPrimitive)
+ virtual CSGBrush *_build_brush(AABB *r_aabb);
+
+ Ref<Material> material;
+ bool smooth_faces;
+ float radius;
+ int radial_segments;
+ int rings;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_radius(const float p_radius);
+ float get_radius() const;
+
+ void set_radial_segments(const int p_radial_segments);
+ int get_radial_segments() const;
+
+ void set_rings(const int p_rings);
+ int get_rings() const;
+
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
+
+ void set_smooth_faces(bool p_smooth_faces);
+ bool get_smooth_faces() const;
+
+ CSGSphere();
+};
+
+class CSGBox : public CSGPrimitive {
+
+ GDCLASS(CSGBox, CSGPrimitive)
+ virtual CSGBrush *_build_brush(AABB *r_aabb);
+
+ Ref<Material> material;
+ float width;
+ float height;
+ float depth;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_width(const float p_width);
+ float get_width() const;
+
+ void set_height(const float p_height);
+ float get_height() const;
+
+ void set_depth(const float p_depth);
+ float get_depth() const;
+
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
+
+ CSGBox();
+};
+
+class CSGCylinder : public CSGPrimitive {
+
+ GDCLASS(CSGCylinder, CSGPrimitive)
+ virtual CSGBrush *_build_brush(AABB *r_aabb);
+
+ Ref<Material> material;
+ float radius;
+ float height;
+ int sides;
+ bool cone;
+ bool smooth_faces;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_radius(const float p_radius);
+ float get_radius() const;
+
+ void set_height(const float p_height);
+ float get_height() const;
+
+ void set_sides(const int p_sides);
+ int get_sides() const;
+
+ void set_cone(const bool p_cone);
+ bool is_cone() const;
+
+ void set_smooth_faces(bool p_smooth_faces);
+ bool get_smooth_faces() const;
+
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
+
+ CSGCylinder();
+};
+
+class CSGTorus : public CSGPrimitive {
+
+ GDCLASS(CSGTorus, CSGPrimitive)
+ virtual CSGBrush *_build_brush(AABB *r_aabb);
+
+ Ref<Material> material;
+ float inner_radius;
+ float outer_radius;
+ int sides;
+ int ring_sides;
+ bool smooth_faces;
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_inner_radius(const float p_inner_radius);
+ float get_inner_radius() const;
+
+ void set_outer_radius(const float p_outer_radius);
+ float get_outer_radius() const;
+
+ void set_sides(const int p_sides);
+ int get_sides() const;
+
+ void set_ring_sides(const int p_ring_sides);
+ int get_ring_sides() const;
+
+ void set_smooth_faces(bool p_smooth_faces);
+ bool get_smooth_faces() const;
+
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
+
+ CSGTorus();
+};
+
+class CSGPolygon : public CSGPrimitive {
+
+ GDCLASS(CSGPolygon, CSGPrimitive)
+
+public:
+ enum Mode {
+ MODE_DEPTH,
+ MODE_SPIN,
+ MODE_PATH
+ };
+
+ enum PathRotation {
+ PATH_ROTATION_POLYGON,
+ PATH_ROTATION_PATH,
+ PATH_ROTATION_PATH_FOLLOW,
+ };
+
+private:
+ virtual CSGBrush *_build_brush(AABB *r_aabb);
+
+ Vector<Vector2> polygon;
+ Ref<Material> material;
+
+ Mode mode;
+
+ float depth;
+
+ float spin_degrees;
+ int spin_sides;
+
+ NodePath path_node;
+ float path_interval;
+ PathRotation path_rotation;
+
+ Node *path_cache;
+
+ bool smooth_faces;
+
+ bool _is_editable_3d_polygon() const;
+ bool _has_editable_3d_polygon_no_depth() const;
+
+ void _path_changed();
+ void _path_exited();
+
+protected:
+ static void _bind_methods();
+ virtual void _validate_property(PropertyInfo &property) const;
+ void _notification(int p_what);
+
+public:
+ void set_polygon(const Vector<Vector2> &p_polygon);
+ Vector<Vector2> get_polygon() const;
+
+ void set_mode(Mode p_mode);
+ Mode get_mode() const;
+
+ void set_depth(float p_depth);
+ float get_depth() const;
+
+ void set_spin_degrees(float p_spin_degrees);
+ float get_spin_degrees() const;
+
+ void set_spin_sides(int p_sides);
+ int get_spin_sides() const;
+
+ void set_path_node(const NodePath &p_path);
+ NodePath get_path_node() const;
+
+ void set_path_interval(float p_interval);
+ float get_path_interval() const;
+
+ void set_path_rotation(PathRotation p_rotation);
+ PathRotation get_path_rotation() const;
+
+ void set_smooth_faces(bool p_smooth_faces);
+ bool get_smooth_faces() const;
+
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
+
+ CSGPolygon();
+};
+
+VARIANT_ENUM_CAST(CSGPolygon::Mode)
+VARIANT_ENUM_CAST(CSGPolygon::PathRotation)
+
+#endif // CSG_SHAPE_H
diff --git a/modules/csg/register_types.cpp b/modules/csg/register_types.cpp
new file mode 100644
index 0000000000..020724ee59
--- /dev/null
+++ b/modules/csg/register_types.cpp
@@ -0,0 +1,59 @@
+/*************************************************************************/
+/* register_types.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "register_types.h"
+
+#include "csg_shape.h"
+#include "csg_gizmos.h"
+
+void register_csg_types() {
+
+#ifndef _3D_DISABLED
+
+ ClassDB::register_virtual_class<CSGShape>();
+ ClassDB::register_virtual_class<CSGPrimitive>();
+ ClassDB::register_class<CSGMesh>();
+ ClassDB::register_class<CSGSphere>();
+ ClassDB::register_class<CSGBox>();
+ ClassDB::register_class<CSGCylinder>();
+ ClassDB::register_class<CSGTorus>();
+ ClassDB::register_class<CSGPolygon>();
+ ClassDB::register_class<CSGCombiner>();
+
+#ifdef TOOLS_ENABLED
+ EditorPlugins::add_by_type<EditorPluginCSG>();
+#endif
+#endif
+
+}
+
+void unregister_csg_types() {
+
+}
diff --git a/modules/csg/register_types.h b/modules/csg/register_types.h
new file mode 100644
index 0000000000..49490d31d3
--- /dev/null
+++ b/modules/csg/register_types.h
@@ -0,0 +1,32 @@
+/*************************************************************************/
+/* register_types.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+void register_csg_types();
+void unregister_csg_types();