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-rw-r--r--modules/csg/csg_shape.cpp1182
1 files changed, 566 insertions, 616 deletions
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index 40ba457e43..56be4e65f0 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 */
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "csg_shape.h"
+
#include "core/math/geometry_2d.h"
-#include "scene/3d/path_3d.h"
void CSGShape3D::set_use_collision(bool p_enable) {
if (use_collision == p_enable) {
@@ -44,7 +44,7 @@ void CSGShape3D::set_use_collision(bool p_enable) {
}
if (use_collision) {
- root_collision_shape.instance();
+ root_collision_shape.instantiate();
root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
@@ -88,36 +88,44 @@ uint32_t CSGShape3D::get_collision_mask() const {
return collision_mask;
}
-void CSGShape3D::set_collision_mask_bit(int p_bit, bool p_value) {
- uint32_t mask = get_collision_mask();
+void CSGShape3D::set_collision_layer_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t collision_layer = get_collision_layer();
if (p_value) {
- mask |= 1 << p_bit;
+ collision_layer |= 1 << (p_layer_number - 1);
} else {
- mask &= ~(1 << p_bit);
+ collision_layer &= ~(1 << (p_layer_number - 1));
}
- set_collision_mask(mask);
+ set_collision_layer(collision_layer);
}
-bool CSGShape3D::get_collision_mask_bit(int p_bit) const {
- return get_collision_mask() & (1 << p_bit);
+bool CSGShape3D::get_collision_layer_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_layer() & (1 << (p_layer_number - 1));
}
-void CSGShape3D::set_collision_layer_bit(int p_bit, bool p_value) {
- uint32_t mask = get_collision_layer();
+void CSGShape3D::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
if (p_value) {
- mask |= 1 << p_bit;
+ mask |= 1 << (p_layer_number - 1);
} else {
- mask &= ~(1 << p_bit);
+ mask &= ~(1 << (p_layer_number - 1));
}
- set_collision_layer(mask);
+ set_collision_mask(mask);
}
-bool CSGShape3D::get_collision_layer_bit(int p_bit) const {
- return get_collision_layer() & (1 << p_bit);
+bool CSGShape3D::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
}
bool CSGShape3D::is_root_shape() const {
- return !parent;
+ return !parent_shape;
}
void CSGShape3D::set_snap(float p_snap) {
@@ -128,15 +136,15 @@ float CSGShape3D::get_snap() const {
return snap;
}
-void CSGShape3D::_make_dirty() {
- if (!is_inside_tree()) {
- return;
+void CSGShape3D::_make_dirty(bool p_parent_removing) {
+ if ((p_parent_removing || is_root_shape()) && !dirty) {
+ call_deferred(SNAME("_update_shape")); // Must be deferred; otherwise, is_root_shape() will use the previous parent
}
- if (parent) {
- parent->_make_dirty();
+ if (!is_root_shape()) {
+ parent_shape->_make_dirty();
} else if (!dirty) {
- call_deferred("_update_shape");
+ call_deferred(SNAME("_update_shape"));
}
dirty = true;
@@ -156,7 +164,7 @@ CSGBrush *CSGShape3D::_get_brush() {
if (!child) {
continue;
}
- if (!child->is_visible_in_tree()) {
+ if (!child->is_visible()) {
continue;
}
@@ -184,7 +192,7 @@ CSGBrush *CSGShape3D::_get_brush() {
bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap);
break;
case CSGShape3D::OPERATION_SUBTRACTION:
- bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap);
+ bop.merge_brushes(CSGBrushOperation::OPERATION_SUBTRACTION, *n, *nn2, *nn, snap);
break;
}
memdelete(n);
@@ -272,7 +280,7 @@ void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const
}
void CSGShape3D::_update_shape() {
- if (parent) {
+ if (!is_root_shape()) {
return;
}
@@ -295,17 +303,19 @@ void CSGShape3D::_update_shape() {
ERR_CONTINUE(mat < -1 || mat >= face_count.size());
int idx = mat == -1 ? face_count.size() - 1 : mat;
- Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
+ 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;
+ 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);
}
- vec_map.set(v, add);
}
face_count.write[idx]++;
@@ -337,27 +347,6 @@ void CSGShape3D::_update_shape() {
}
}
- // Update collision faces.
- if (root_collision_shape.is_valid()) {
- Vector<Vector3> physics_faces;
- physics_faces.resize(n->faces.size() * 3);
- Vector3 *physicsw = physics_faces.ptrw();
-
- 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]);
- }
-
- 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]];
- }
-
- root_collision_shape->set_faces(physics_faces);
- }
-
//fill arrays
{
for (int i = 0; i < n->faces.size(); i++) {
@@ -407,7 +396,7 @@ void CSGShape3D::_update_shape() {
}
}
- root_mesh.instance();
+ root_mesh.instantiate();
//create surfaces
for (int i = 0; i < surfaces.size(); i++) {
@@ -450,6 +439,32 @@ void CSGShape3D::_update_shape() {
}
set_base(root_mesh->get_rid());
+
+ _update_collision_faces();
+}
+
+void CSGShape3D::_update_collision_faces() {
+ if (use_collision && is_root_shape() && root_collision_shape.is_valid()) {
+ CSGBrush *n = _get_brush();
+ ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
+ Vector<Vector3> physics_faces;
+ physics_faces.resize(n->faces.size() * 3);
+ Vector3 *physicsw = physics_faces.ptrw();
+
+ 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]);
+ }
+
+ 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]];
+ }
+
+ root_collision_shape->set_faces(physics_faces);
+ }
}
AABB CSGShape3D::get_aabb() const {
@@ -478,73 +493,82 @@ Vector<Vector3> CSGShape3D::get_brush_faces() {
return faces;
}
-Vector<Face3> CSGShape3D::get_faces(uint32_t p_usage_flags) const {
- return Vector<Face3>();
-}
-
void CSGShape3D::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- Node *parentn = get_parent();
- if (parentn) {
- parent = Object::cast_to<CSGShape3D>(parentn);
- if (parent) {
- set_base(RID());
- root_mesh.unref();
+ switch (p_what) {
+ case NOTIFICATION_PARENTED: {
+ Node *parentn = get_parent();
+ if (parentn) {
+ parent_shape = Object::cast_to<CSGShape3D>(parentn);
+ if (parent_shape) {
+ set_base(RID());
+ root_mesh.unref();
+ }
}
- }
-
- if (use_collision && is_root_shape()) {
- root_collision_shape.instance();
- root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
- PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
- PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
- PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
- PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
- PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
- set_collision_layer(collision_layer);
- set_collision_mask(collision_mask);
- }
+ if (!brush || parent_shape) {
+ // Update this node if uninitialized, or both this node and its new parent if it gets added to another CSG shape
+ _make_dirty();
+ }
+ last_visible = is_visible();
+ } break;
- _make_dirty();
- }
+ case NOTIFICATION_UNPARENTED: {
+ if (!is_root_shape()) {
+ // Update this node and its previous parent only if it's currently being removed from another CSG shape
+ _make_dirty(true); // Must be forced since is_root_shape() uses the previous parent
+ }
+ parent_shape = nullptr;
+ } break;
- if (p_what == NOTIFICATION_TRANSFORM_CHANGED) {
- if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
- PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
- }
- }
+ case NOTIFICATION_VISIBILITY_CHANGED: {
+ if (!is_root_shape() && last_visible != is_visible()) {
+ // Update this node's parent only if its own visibility has changed, not the visibility of parent nodes
+ parent_shape->_make_dirty();
+ }
+ last_visible = is_visible();
+ } break;
- if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
- if (parent) {
- parent->_make_dirty();
- }
- }
+ case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
+ if (!is_root_shape()) {
+ // Update this node's parent only if its own transformation has changed, not the transformation of parent nodes
+ parent_shape->_make_dirty();
+ }
+ } break;
- if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
- if (parent) {
- parent->_make_dirty();
- }
- }
+ case NOTIFICATION_ENTER_TREE: {
+ if (use_collision && is_root_shape()) {
+ root_collision_shape.instantiate();
+ root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
+ PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
+ PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
+ PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
+ PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
+ PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
+ set_collision_layer(collision_layer);
+ set_collision_mask(collision_mask);
+ _update_collision_faces();
+ }
+ } break;
- if (p_what == NOTIFICATION_EXIT_TREE) {
- if (parent) {
- parent->_make_dirty();
- }
- parent = nullptr;
+ case NOTIFICATION_EXIT_TREE: {
+ if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
+ PhysicsServer3D::get_singleton()->free(root_collision_instance);
+ root_collision_instance = RID();
+ root_collision_shape.unref();
+ }
+ } break;
- if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
- PhysicsServer3D::get_singleton()->free(root_collision_instance);
- root_collision_instance = RID();
- root_collision_shape.unref();
- }
- _make_dirty();
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+ if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
+ PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
+ }
+ } break;
}
}
void CSGShape3D::set_operation(Operation p_operation) {
operation = p_operation;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
CSGShape3D::Operation CSGShape3D::get_operation() const {
@@ -564,17 +588,18 @@ void CSGShape3D::_validate_property(PropertyInfo &property) const {
bool is_collision_prefixed = property.name.begins_with("collision_");
if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
//hide collision if not root
- property.usage = PROPERTY_USAGE_NOEDITOR;
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
} else if (is_collision_prefixed && !bool(get("use_collision"))) {
- property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
+ property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
}
+ GeometryInstance3D::_validate_property(property);
}
Array CSGShape3D::get_meshes() const {
if (root_mesh.is_valid()) {
Array arr;
arr.resize(2);
- arr[0] = Transform();
+ arr[0] = Transform3D();
arr[1] = root_mesh;
return arr;
}
@@ -601,11 +626,11 @@ void CSGShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
- ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape3D::set_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape3D::get_collision_mask_bit);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CSGShape3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CSGShape3D::get_collision_mask_value);
- ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape3D::set_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape3D::get_collision_layer_bit);
+ ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CSGShape3D::set_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CSGShape3D::get_collision_layer_value);
ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
@@ -613,7 +638,7 @@ void CSGShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001,suffix:m"), "set_snap", "get_snap");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
ADD_GROUP("Collision", "collision_");
@@ -657,7 +682,7 @@ CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_ver
int ic = invert.size();
bool *w = invert.ptrw();
for (int i = 0; i < ic; i++) {
- w[i] = invert_faces;
+ w[i] = flip_faces;
}
}
brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
@@ -666,28 +691,28 @@ CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_ver
}
void CSGPrimitive3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive3D::set_invert_faces);
- ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive3D::is_inverting_faces);
+ ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &CSGPrimitive3D::set_flip_faces);
+ ClassDB::bind_method(D_METHOD("get_flip_faces"), &CSGPrimitive3D::get_flip_faces);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
}
-void CSGPrimitive3D::set_invert_faces(bool p_invert) {
- if (invert_faces == p_invert) {
+void CSGPrimitive3D::set_flip_faces(bool p_invert) {
+ if (flip_faces == p_invert) {
return;
}
- invert_faces = p_invert;
+ flip_faces = p_invert;
_make_dirty();
}
-bool CSGPrimitive3D::is_inverting_faces() {
- return invert_faces;
+bool CSGPrimitive3D::get_flip_faces() {
+ return flip_faces;
}
CSGPrimitive3D::CSGPrimitive3D() {
- invert_faces = false;
+ flip_faces = false;
}
/////////////////////
@@ -774,7 +799,7 @@ CSGBrush *CSGMesh3D::_build_brush() {
}
}
- bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
+ bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
vw[as + j + 0] = vertex[0];
vw[as + j + 1] = vertex[1];
@@ -816,7 +841,7 @@ CSGBrush *CSGMesh3D::_build_brush() {
}
}
- bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
+ bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
vw[as + j + 0] = vertex[0];
vw[as + j + 1] = vertex[1];
@@ -841,7 +866,7 @@ CSGBrush *CSGMesh3D::_build_brush() {
void CSGMesh3D::_mesh_changed() {
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
void CSGMesh3D::set_material(const Ref<Material> &p_material) {
@@ -864,7 +889,7 @@ void CSGMesh3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
@@ -880,7 +905,7 @@ void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
}
- _make_dirty();
+ _mesh_changed();
}
Ref<Mesh> CSGMesh3D::get_mesh() {
@@ -896,7 +921,7 @@ CSGBrush *CSGSphere3D::_build_brush() {
int face_count = rings * radial_segments * 2 - radial_segments * 2;
- bool invert_val = is_inverting_faces();
+ bool invert_val = get_flip_faces();
Ref<Material> material = get_material();
Vector<Vector3> faces;
@@ -919,49 +944,55 @@ CSGBrush *CSGSphere3D::_build_brush() {
Ref<Material> *materialsw = materials.ptrw();
bool *invertw = invert.ptrw();
+ // We want to follow an order that's convenient for UVs.
+ // For latitude step we start at the top and move down like in an image.
+ const double latitude_step = -Math_PI / rings;
+ const double longitude_step = Math_TAU / radial_segments;
int face = 0;
- const double lat_step = Math_TAU / rings;
- const double lon_step = Math_TAU / radial_segments;
-
- for (int i = 1; i <= rings; i++) {
- double lat0 = lat_step * (i - 1) - Math_TAU / 4;
- double z0 = Math::sin(lat0);
- double zr0 = Math::cos(lat0);
- double u0 = double(i - 1) / rings;
-
- double lat1 = lat_step * i - Math_TAU / 4;
- 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 = lon_step * (j - 1);
- double x0 = Math::cos(lng0);
- double y0 = Math::sin(lng0);
- double v0 = double(i - 1) / radial_segments;
-
- double lng1 = lon_step * j;
- double x1 = Math::cos(lng1);
- double y1 = Math::sin(lng1);
- double v1 = double(i) / radial_segments;
+ for (int i = 0; i < rings; i++) {
+ double latitude0 = latitude_step * i + Math_TAU / 4;
+ double cos0 = Math::cos(latitude0);
+ double sin0 = Math::sin(latitude0);
+ double v0 = double(i) / rings;
+
+ double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
+ double cos1 = Math::cos(latitude1);
+ double sin1 = Math::sin(latitude1);
+ double v1 = double(i + 1) / rings;
+
+ for (int j = 0; j < radial_segments; j++) {
+ double longitude0 = longitude_step * j;
+ // We give sin to X and cos to Z on purpose.
+ // This allows UVs to be CCW on +X so it maps to images well.
+ double x0 = Math::sin(longitude0);
+ double z0 = Math::cos(longitude0);
+ double u0 = double(j) / radial_segments;
+
+ double longitude1 = longitude_step * (j + 1);
+ if (j == radial_segments - 1) {
+ longitude1 = 0;
+ }
+
+ double x1 = Math::sin(longitude1);
+ double z1 = Math::cos(longitude1);
+ double u1 = double(j + 1) / 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
+ Vector3(x0 * cos0, sin0, z0 * cos0) * radius,
+ Vector3(x1 * cos0, sin0, z1 * cos0) * radius,
+ Vector3(x1 * cos1, sin1, z1 * cos1) * radius,
+ Vector3(x0 * cos1, sin1, z0 * cos1) * radius,
};
Vector2 u[4] = {
- Vector2(v1, u0),
- Vector2(v1, u1),
- Vector2(v0, u1),
- Vector2(v0, u0),
-
+ Vector2(u0, v0),
+ Vector2(u1, v0),
+ Vector2(u1, v1),
+ Vector2(u0, v1),
};
- if (i < rings) {
- //face 1
+ // Draw the first face, but skip this at the north pole (i == 0).
+ if (i > 0) {
facesw[face * 3 + 0] = v[0];
facesw[face * 3 + 1] = v[1];
facesw[face * 3 + 2] = v[2];
@@ -977,8 +1008,8 @@ CSGBrush *CSGSphere3D::_build_brush() {
face++;
}
- if (i > 1) {
- //face 2
+ // Draw the second face, but skip this at the south pole (i == rings - 1).
+ if (i < rings - 1) {
facesw[face * 3 + 0] = v[2];
facesw[face * 3 + 1] = v[3];
facesw[face * 3 + 2] = v[0];
@@ -1021,18 +1052,18 @@ void CSGSphere3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,suffix:m"), "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, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGSphere3D::set_radius(const float p_radius) {
ERR_FAIL_COND(p_radius <= 0);
radius = p_radius;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGSphere3D::get_radius() const {
@@ -1042,7 +1073,7 @@ float CSGSphere3D::get_radius() const {
void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGSphere3D::get_radial_segments() const {
@@ -1052,7 +1083,7 @@ int CSGSphere3D::get_radial_segments() const {
void CSGSphere3D::set_rings(const int p_rings) {
rings = p_rings > 1 ? p_rings : 1;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGSphere3D::get_rings() const {
@@ -1079,7 +1110,7 @@ Ref<Material> CSGSphere3D::get_material() const {
CSGSphere3D::CSGSphere3D() {
// defaults
- radius = 1.0;
+ radius = 0.5;
radial_segments = 12;
rings = 6;
smooth_faces = true;
@@ -1094,7 +1125,7 @@ CSGBrush *CSGBox3D::_build_brush() {
int face_count = 12; //it's a cube..
- bool invert_val = is_inverting_faces();
+ bool invert_val = get_flip_faces();
Ref<Material> material = get_material();
Vector<Vector3> faces;
@@ -1160,7 +1191,7 @@ CSGBrush *CSGBox3D::_build_brush() {
materialsw[face] = material;
face++;
- //face 1
+ //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;
@@ -1194,14 +1225,14 @@ void CSGBox3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGBox3D::set_size(const Vector3 &p_size) {
size = p_size;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
Vector3 CSGBox3D::get_size() const {
@@ -1211,7 +1242,7 @@ Vector3 CSGBox3D::get_size() const {
void CSGBox3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
Ref<Material> CSGBox3D::get_material() const {
@@ -1227,7 +1258,7 @@ CSGBrush *CSGCylinder3D::_build_brush() {
int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
- bool invert_val = is_inverting_faces();
+ bool invert_val = get_flip_faces();
Ref<Material> material = get_material();
Vector<Vector3> faces;
@@ -1258,6 +1289,9 @@ CSGBrush *CSGCylinder3D::_build_brush() {
for (int i = 0; i < sides; i++) {
float inc = float(i) / sides;
float inc_n = float((i + 1)) / sides;
+ if (i == sides - 1) {
+ inc_n = 0;
+ }
float ang = inc * Math_TAU;
float ang_n = inc_n * Math_TAU;
@@ -1371,18 +1405,18 @@ void CSGCylinder3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "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, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGCylinder3D::set_radius(const float p_radius) {
radius = p_radius;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGCylinder3D::get_radius() const {
@@ -1392,7 +1426,7 @@ float CSGCylinder3D::get_radius() const {
void CSGCylinder3D::set_height(const float p_height) {
height = p_height;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGCylinder3D::get_height() const {
@@ -1403,7 +1437,7 @@ void CSGCylinder3D::set_sides(const int p_sides) {
ERR_FAIL_COND(p_sides < 3);
sides = p_sides;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGCylinder3D::get_sides() const {
@@ -1413,7 +1447,7 @@ int CSGCylinder3D::get_sides() const {
void CSGCylinder3D::set_cone(const bool p_cone) {
cone = p_cone;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
bool CSGCylinder3D::is_cone() const {
@@ -1440,8 +1474,8 @@ Ref<Material> CSGCylinder3D::get_material() const {
CSGCylinder3D::CSGCylinder3D() {
// defaults
- radius = 1.0;
- height = 1.0;
+ radius = 0.5;
+ height = 2.0;
sides = 8;
cone = false;
smooth_faces = true;
@@ -1469,7 +1503,7 @@ CSGBrush *CSGTorus3D::_build_brush() {
int face_count = ring_sides * sides * 2;
- bool invert_val = is_inverting_faces();
+ bool invert_val = get_flip_faces();
Ref<Material> material = get_material();
Vector<Vector3> faces;
@@ -1498,6 +1532,9 @@ CSGBrush *CSGTorus3D::_build_brush() {
for (int i = 0; i < sides; i++) {
float inci = float(i) / sides;
float inci_n = float((i + 1)) / sides;
+ if (i == sides - 1) {
+ inci_n = 0;
+ }
float angi = inci * Math_TAU;
float angi_n = inci_n * Math_TAU;
@@ -1508,6 +1545,9 @@ CSGBrush *CSGTorus3D::_build_brush() {
for (int j = 0; j < ring_sides; j++) {
float incj = float(j) / ring_sides;
float incj_n = float((j + 1)) / ring_sides;
+ if (j == ring_sides - 1) {
+ incj_n = 0;
+ }
float angj = incj * Math_TAU;
float angj_n = incj_n * Math_TAU;
@@ -1590,18 +1630,18 @@ void CSGTorus3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_outer_radius", "get_outer_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_inner_radius", "get_inner_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_outer_radius", "get_outer_radius");
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, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
inner_radius = p_inner_radius;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGTorus3D::get_inner_radius() const {
@@ -1611,7 +1651,7 @@ float CSGTorus3D::get_inner_radius() const {
void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
outer_radius = p_outer_radius;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGTorus3D::get_outer_radius() const {
@@ -1622,7 +1662,7 @@ void CSGTorus3D::set_sides(const int p_sides) {
ERR_FAIL_COND(p_sides < 3);
sides = p_sides;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGTorus3D::get_sides() const {
@@ -1633,7 +1673,7 @@ void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
ERR_FAIL_COND(p_ring_sides < 3);
ring_sides = p_ring_sides;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGTorus3D::get_ring_sides() const {
@@ -1660,8 +1700,8 @@ Ref<Material> CSGTorus3D::get_material() const {
CSGTorus3D::CSGTorus3D() {
// defaults
- inner_radius = 2.0;
- outer_radius = 3.0;
+ inner_radius = 0.5;
+ outer_radius = 1.0;
sides = 8;
ring_sides = 6;
smooth_faces = true;
@@ -1670,110 +1710,86 @@ CSGTorus3D::CSGTorus3D() {
///////////////
CSGBrush *CSGPolygon3D::_build_brush() {
- // set our bounding box
+ CSGBrush *brush = memnew(CSGBrush);
if (polygon.size() < 3) {
- return memnew(CSGBrush);
+ return brush;
}
- Vector<Point2> final_polygon = polygon;
-
- if (Triangulate::get_area(final_polygon) > 0) {
- final_polygon.invert();
+ // Triangulate polygon shape.
+ Vector<Point2> shape_polygon = polygon;
+ if (Triangulate::get_area(shape_polygon) > 0) {
+ shape_polygon.reverse();
}
-
- Vector<int> triangles = Geometry2D::triangulate_polygon(final_polygon);
-
- if (triangles.size() < 3) {
- return memnew(CSGBrush);
+ int shape_sides = shape_polygon.size();
+ Vector<int> shape_faces = Geometry2D::triangulate_polygon(shape_polygon);
+ ERR_FAIL_COND_V_MSG(shape_faces.size() < 3, brush, "Failed to triangulate CSGPolygon. Make sure the polygon doesn't have any intersecting edges.");
+
+ // Get polygon enclosing Rect2.
+ Rect2 shape_rect(shape_polygon[0], Vector2());
+ for (int i = 1; i < shape_sides; i++) {
+ shape_rect.expand_to(shape_polygon[i]);
}
- Path3D *path = nullptr;
+ // If MODE_PATH, check if curve has changed.
Ref<Curve3D> curve;
-
- // get bounds for our polygon
- Vector2 final_polygon_min;
- Vector2 final_polygon_max;
- for (int i = 0; i < final_polygon.size(); i++) {
- Vector2 p = final_polygon[i];
- if (i == 0) {
- final_polygon_min = p;
- final_polygon_max = final_polygon_min;
- } else {
- if (p.x < final_polygon_min.x) {
- final_polygon_min.x = p.x;
- }
- if (p.y < final_polygon_min.y) {
- final_polygon_min.y = p.y;
- }
-
- if (p.x > final_polygon_max.x) {
- final_polygon_max.x = p.x;
+ if (mode == MODE_PATH) {
+ Path3D *current_path = Object::cast_to<Path3D>(get_node_or_null(path_node));
+ if (path != current_path) {
+ if (path) {
+ path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
+ path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
}
- if (p.y > final_polygon_max.y) {
- final_polygon_max.y = p.y;
+ path = current_path;
+ if (path) {
+ path->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
+ path->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
}
}
- }
- Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
- if (mode == MODE_PATH) {
- if (!has_node(path_node)) {
- return memnew(CSGBrush);
- }
- Node *n = get_node(path_node);
- if (!n) {
- return memnew(CSGBrush);
- }
- path = Object::cast_to<Path3D>(n);
if (!path) {
- return memnew(CSGBrush);
+ return brush;
}
- if (path != path_cache) {
- if (path_cache) {
- path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
- path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
- path_cache = nullptr;
- }
-
- path_cache = path;
-
- path_cache->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
- path_cache->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
- path_cache = nullptr;
- }
curve = path->get_curve();
- if (curve.is_null()) {
- return memnew(CSGBrush);
- }
- if (curve->get_baked_length() <= 0) {
- return memnew(CSGBrush);
+ if (curve.is_null() || curve->get_point_count() < 2) {
+ return brush;
}
}
- CSGBrush *brush = memnew(CSGBrush);
-
- int face_count = 0;
+ // Calculate the number extrusions, ends and faces.
+ int extrusions = 0;
+ int extrusion_face_count = shape_sides * 2;
+ int end_count = 0;
+ int shape_face_count = shape_faces.size() / 3;
+ real_t curve_length = 1.0;
switch (mode) {
case MODE_DEPTH:
- face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2;
+ extrusions = 1;
+ end_count = 2;
break;
case MODE_SPIN:
- face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides;
+ extrusions = spin_sides;
+ if (spin_degrees < 360) {
+ end_count = 2;
+ }
break;
case MODE_PATH: {
- float bl = curve->get_baked_length();
- int splits = MAX(2, Math::ceil(bl / path_interval));
- if (path_joined) {
- face_count = splits * final_polygon.size() * 2;
+ curve_length = curve->get_baked_length();
+ if (path_interval_type == PATH_INTERVAL_DISTANCE) {
+ extrusions = MAX(1, Math::ceil(curve_length / path_interval)) + 1;
} else {
- face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
+ extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval);
+ }
+ if (!path_joined) {
+ end_count = 2;
+ extrusions -= 1;
}
} break;
}
+ int face_count = extrusions * extrusion_face_count + end_count * shape_face_count;
- bool invert_val = is_inverting_faces();
+ // Initialize variables used to create the mesh.
Ref<Material> material = get_material();
Vector<Vector3> faces;
@@ -1784,12 +1800,11 @@ CSGBrush *CSGPolygon3D::_build_brush() {
faces.resize(face_count * 3);
uvs.resize(face_count * 3);
-
smooth.resize(face_count);
materials.resize(face_count);
invert.resize(face_count);
+ int faces_removed = 0;
- AABB aabb; //must be computed
{
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
@@ -1798,346 +1813,234 @@ CSGBrush *CSGPolygon3D::_build_brush() {
bool *invertw = invert.ptrw();
int face = 0;
+ Transform3D base_xform;
+ Transform3D current_xform;
+ Transform3D previous_xform;
+ Transform3D previous_previous_xform;
+ double u_step = 1.0 / extrusions;
+ if (path_u_distance > 0.0) {
+ u_step *= curve_length / path_u_distance;
+ }
+ double v_step = 1.0 / shape_sides;
+ double spin_step = Math::deg2rad(spin_degrees / spin_sides);
+ double extrusion_step = 1.0 / extrusions;
+ if (mode == MODE_PATH) {
+ if (path_joined) {
+ extrusion_step = 1.0 / (extrusions - 1);
+ }
+ extrusion_step *= curve_length;
+ }
- 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 = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(p.x, p.y, 0);
- if (i == 0) {
- v.z -= depth;
- }
- facesw[face * 3 + k] = v;
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- if (i == 0) {
- uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
- }
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
- }
- }
-
- //add triangles for depth
- for (int i = 0; i < final_polygon.size(); i++) {
- int i_n = (i + 1) % final_polygon.size();
-
- Vector3 v[4] = {
- Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
- Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
- Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
- Vector3(final_polygon[i].x, final_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;
+ if (mode == MODE_PATH) {
+ if (!path_local) {
+ base_xform = path->get_global_transform();
+ }
- face++;
+ Vector3 current_point = curve->interpolate_baked(0);
+ Vector3 next_point = curve->interpolate_baked(extrusion_step);
+ Vector3 current_up = Vector3(0, 1, 0);
+ Vector3 direction = next_point - current_point;
- // face 2
- facesw[face * 3 + 0] = v[2];
- facesw[face * 3 + 1] = v[3];
- facesw[face * 3 + 2] = v[0];
+ if (path_joined) {
+ Vector3 last_point = curve->interpolate_baked(curve->get_baked_length());
+ direction = next_point - last_point;
+ }
- uvsw[face * 3 + 0] = u[2];
- uvsw[face * 3 + 1] = u[3];
- uvsw[face * 3 + 2] = u[0];
+ switch (path_rotation) {
+ case PATH_ROTATION_POLYGON:
+ direction = Vector3(0, 0, -1);
+ break;
+ case PATH_ROTATION_PATH:
+ break;
+ case PATH_ROTATION_PATH_FOLLOW:
+ current_up = curve->interpolate_baked_up_vector(0);
+ break;
+ }
- smoothw[face] = smooth_faces;
- invertw[face] = invert_val;
- materialsw[face] = material;
+ Transform3D facing = Transform3D().looking_at(direction, current_up);
+ current_xform = base_xform.translated_local(current_point) * facing;
+ }
- face++;
+ // Create the mesh.
+ if (end_count > 0) {
+ // Add front end face.
+ for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
+ for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
+ // We need to reverse the rotation of the shape face vertices.
+ int index = shape_faces[face_idx * 3 + 2 - face_vertex_idx];
+ Point2 p = shape_polygon[index];
+ Point2 uv = (p - shape_rect.position) / shape_rect.size;
+
+ // Use the left side of the bottom half of the y-inverted texture.
+ uv.x = uv.x / 2;
+ uv.y = 1 - (uv.y / 2);
+
+ facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
+ uvsw[face * 3 + face_vertex_idx] = uv;
}
- } 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 = -Math::deg2rad(inci * spin_degrees);
- float angi_n = -Math::deg2rad(inci_n * spin_degrees);
-
- 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 < final_polygon.size(); j++) {
- int j_n = (j + 1) % final_polygon.size();
-
- Vector3 v[4] = {
- Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
- Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
- Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
- Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_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 = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(p.x, p.y, 0);
- facesw[face * 3 + k] = v;
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
- }
- }
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = flip_faces;
+ 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 = final_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;
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
+ real_t angle_simplify_dot = Math::cos(Math::deg2rad(path_simplify_angle));
+ Vector3 previous_simplify_dir = Vector3(0, 0, 0);
+ int faces_combined = 0;
+
+ // Add extrusion faces.
+ for (int x0 = 0; x0 < extrusions; x0++) {
+ previous_previous_xform = previous_xform;
+ previous_xform = current_xform;
+
+ switch (mode) {
+ case MODE_DEPTH: {
+ current_xform.translate_local(Vector3(0, 0, -depth));
+ } break;
+ case MODE_SPIN: {
+ current_xform.rotate(Vector3(0, 1, 0), spin_step);
+ } break;
+ case MODE_PATH: {
+ double previous_offset = x0 * extrusion_step;
+ double current_offset = (x0 + 1) * extrusion_step;
+ double next_offset = (x0 + 2) * extrusion_step;
+ if (x0 == extrusions - 1) {
+ if (path_joined) {
+ current_offset = 0;
+ next_offset = extrusion_step;
+ } else {
+ next_offset = current_offset;
}
}
- }
- } break;
- case MODE_PATH: {
- float bl = curve->get_baked_length();
- int splits = MAX(2, Math::ceil(bl / path_interval));
- float u1 = 0.0;
- float u2 = path_continuous_u ? 0.0 : 1.0;
-
- Transform path_to_this;
- if (!path_local) {
- // center on paths origin
- 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;
- if (ofs > bl) {
- ofs = bl;
- }
- if (i == splits && path_joined) {
- ofs = 0.0;
- }
-
- 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();
+ Vector3 previous_point = curve->interpolate_baked(previous_offset);
+ Vector3 current_point = curve->interpolate_baked(current_offset);
+ Vector3 next_point = curve->interpolate_baked(next_offset);
+ Vector3 current_up = Vector3(0, 1, 0);
+ Vector3 direction = next_point - previous_point;
+ Vector3 current_dir = (current_point - previous_point).normalized();
+
+ // If the angles are similar, remove the previous face and replace it with this one.
+ if (path_simplify_angle > 0.0 && x0 > 0 && previous_simplify_dir.dot(current_dir) > angle_simplify_dot) {
+ faces_combined += 1;
+ previous_xform = previous_previous_xform;
+ face -= extrusion_face_count;
+ faces_removed += extrusion_face_count;
} else {
- local_dir = lookat_dir;
+ faces_combined = 0;
+ previous_simplify_dir = current_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
+ switch (path_rotation) {
+ case PATH_ROTATION_POLYGON:
+ direction = Vector3(0, 0, -1);
+ break;
+ case PATH_ROTATION_PATH:
+ break;
+ case PATH_ROTATION_PATH_FOLLOW:
+ current_up = curve->interpolate_baked_up_vector(current_offset);
+ break;
+ }
- xf = path_to_this * xf;
+ Transform3D facing = Transform3D().looking_at(direction, current_up);
+ current_xform = base_xform.translated_local(current_point) * facing;
+ } break;
+ }
- if (i > 0) {
- if (path_continuous_u) {
- u1 = u2;
- u2 += (prev_xf.origin - xf.origin).length();
- };
+ double u0 = (x0 - faces_combined) * u_step;
+ double u1 = ((x0 + 1) * u_step);
+ if (mode == MODE_PATH && !path_continuous_u) {
+ u0 = 0.0;
+ u1 = 1.0;
+ }
- //put triangles where they belong
- //add triangles for depth
- for (int j = 0; j < final_polygon.size(); j++) {
- int j_n = (j + 1) % final_polygon.size();
+ for (int y0 = 0; y0 < shape_sides; y0++) {
+ int y1 = (y0 + 1) % shape_sides;
+ // Use the top half of the texture.
+ double v0 = (y0 * v_step) / 2;
+ double v1 = ((y0 + 1) * v_step) / 2;
- Vector3 v[4] = {
- prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
- prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
- xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
- xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
- };
+ Vector3 v[4] = {
+ previous_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
+ current_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
+ current_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
+ previous_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
+ };
- Vector2 u[4] = {
- Vector2(u1, 1),
- Vector2(u1, 0),
- Vector2(u2, 0),
- Vector2(u2, 1)
- };
+ Vector2 u[4] = {
+ Vector2(u0, v0),
+ Vector2(u1, v0),
+ Vector2(u1, v1),
+ Vector2(u0, v1),
+ };
- // face 1
- facesw[face * 3 + 0] = v[0];
- facesw[face * 3 + 1] = v[1];
- facesw[face * 3 + 2] = v[2];
+ // 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];
+ 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;
+ smoothw[face] = smooth_faces;
+ invertw[face] = flip_faces;
+ materialsw[face] = material;
- face++;
+ face++;
- // face 2
- facesw[face * 3 + 0] = v[2];
- facesw[face * 3 + 1] = v[3];
- facesw[face * 3 + 2] = v[0];
+ // 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];
+ 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;
+ smoothw[face] = smooth_faces;
+ invertw[face] = flip_faces;
+ materialsw[face] = material;
- face++;
- }
- }
+ face++;
+ }
+ }
- if (i == 0 && !path_joined) {
- for (int j = 0; j < triangles.size(); j += 3) {
- for (int k = 0; k < 3; k++) {
- int src[3] = { 0, 1, 2 };
- Vector2 p = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(p.x, p.y, 0);
- facesw[face * 3 + k] = xf.xform(v);
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
- }
- }
+ if (end_count > 1) {
+ // Add back end face.
+ for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
+ for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
+ int index = shape_faces[face_idx * 3 + face_vertex_idx];
+ Point2 p = shape_polygon[index];
+ Point2 uv = (p - shape_rect.position) / shape_rect.size;
- if (i == splits && !path_joined) {
- for (int j = 0; j < triangles.size(); j += 3) {
- for (int k = 0; k < 3; k++) {
- int src[3] = { 0, 2, 1 };
- Vector2 p = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(p.x, p.y, 0);
- facesw[face * 3 + k] = xf.xform(v);
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
- }
- }
+ // Use the x-inverted ride side of the bottom half of the y-inverted texture.
+ uv.x = 1 - uv.x / 2;
+ uv.y = 1 - (uv.y / 2);
- prev_xf = xf;
+ facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
+ uvsw[face * 3 + face_vertex_idx] = uv;
}
- } break;
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = flip_faces;
+ face++;
+ }
}
- 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]);
- }
+ face_count -= faces_removed;
+ ERR_FAIL_COND_V_MSG(face != face_count, brush, "Bug: Failed to create the CSGPolygon mesh correctly.");
+ }
- // invert UVs on the Y-axis OpenGL = upside down
- uvsw[i].y = 1.0 - uvsw[i].y;
- }
+ if (faces_removed > 0) {
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
}
brush->build_from_faces(faces, uvs, smooth, materials, invert);
@@ -2147,23 +2050,23 @@ CSGBrush *CSGPolygon3D::_build_brush() {
void CSGPolygon3D::_notification(int p_what) {
if (p_what == NOTIFICATION_EXIT_TREE) {
- if (path_cache) {
- path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
- path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
- path_cache = nullptr;
+ if (path) {
+ path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
+ path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
+ path = nullptr;
}
}
}
void CSGPolygon3D::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("spin") && mode != MODE_SPIN) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name.begins_with("path") && mode != MODE_PATH) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
if (property.name == "depth" && mode != MODE_DEPTH) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
CSGShape3D::_validate_property(property);
@@ -2171,11 +2074,11 @@ void CSGPolygon3D::_validate_property(PropertyInfo &property) const {
void CSGPolygon3D::_path_changed() {
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
void CSGPolygon3D::_path_exited() {
- path_cache = nullptr;
+ path = nullptr;
}
void CSGPolygon3D::_bind_methods() {
@@ -2197,10 +2100,16 @@ void CSGPolygon3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
- ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon3D::set_path_interval);
+ ClassDB::bind_method(D_METHOD("set_path_interval_type", "interval_type"), &CSGPolygon3D::set_path_interval_type);
+ ClassDB::bind_method(D_METHOD("get_path_interval_type"), &CSGPolygon3D::get_path_interval_type);
+
+ ClassDB::bind_method(D_METHOD("set_path_interval", "interval"), &CSGPolygon3D::set_path_interval);
ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
- ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon3D::set_path_rotation);
+ ClassDB::bind_method(D_METHOD("set_path_simplify_angle", "degrees"), &CSGPolygon3D::set_path_simplify_angle);
+ ClassDB::bind_method(D_METHOD("get_path_simplify_angle"), &CSGPolygon3D::get_path_simplify_angle);
+
+ ClassDB::bind_method(D_METHOD("set_path_rotation", "path_rotation"), &CSGPolygon3D::set_path_rotation);
ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
@@ -2209,6 +2118,9 @@ void CSGPolygon3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
+ ClassDB::bind_method(D_METHOD("set_path_u_distance", "distance"), &CSGPolygon3D::set_path_u_distance);
+ ClassDB::bind_method(D_METHOD("get_path_u_distance"), &CSGPolygon3D::get_path_u_distance);
+
ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
@@ -2223,17 +2135,20 @@ void CSGPolygon3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::PACKED_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::FLOAT, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.01,100.0,0.01,or_greater,exp,suffix:m"), "set_depth", "get_depth");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path3D"), "set_path_node", "get_path_node");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "path_interval_type", PROPERTY_HINT_ENUM, "Distance,Subdivide"), "set_path_interval_type", "get_path_interval_type");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_RANGE, "0.01,1.0,0.01,exp,or_greater"), "set_path_interval", "get_path_interval");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_simplify_angle", PROPERTY_HINT_RANGE, "0.0,180.0,0.1,exp"), "set_path_simplify_angle", "get_path_simplify_angle");
ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_u_distance", PROPERTY_HINT_RANGE, "0.0,10.0,0.01,or_greater,suffix:m"), "set_path_u_distance", "get_path_u_distance");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
BIND_ENUM_CONSTANT(MODE_DEPTH);
BIND_ENUM_CONSTANT(MODE_SPIN);
@@ -2242,12 +2157,15 @@ void CSGPolygon3D::_bind_methods() {
BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
+
+ BIND_ENUM_CONSTANT(PATH_INTERVAL_DISTANCE);
+ BIND_ENUM_CONSTANT(PATH_INTERVAL_SUBDIVIDE);
}
void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
polygon = p_polygon;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
Vector<Vector2> CSGPolygon3D::get_polygon() const {
@@ -2257,7 +2175,7 @@ Vector<Vector2> CSGPolygon3D::get_polygon() const {
void CSGPolygon3D::set_mode(Mode p_mode) {
mode = p_mode;
_make_dirty();
- update_gizmo();
+ update_gizmos();
notify_property_list_changed();
}
@@ -2269,7 +2187,7 @@ void CSGPolygon3D::set_depth(const float p_depth) {
ERR_FAIL_COND(p_depth < 0.001);
depth = p_depth;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGPolygon3D::get_depth() const {
@@ -2285,22 +2203,32 @@ bool CSGPolygon3D::is_path_continuous_u() const {
return path_continuous_u;
}
+void CSGPolygon3D::set_path_u_distance(real_t p_path_u_distance) {
+ path_u_distance = p_path_u_distance;
+ _make_dirty();
+ update_gizmos();
+}
+
+real_t CSGPolygon3D::get_path_u_distance() const {
+ return path_u_distance;
+}
+
void CSGPolygon3D::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();
+ update_gizmos();
}
float CSGPolygon3D::get_spin_degrees() const {
return spin_degrees;
}
-void CSGPolygon3D::set_spin_sides(const int p_spin_sides) {
+void CSGPolygon3D::set_spin_sides(int p_spin_sides) {
ERR_FAIL_COND(p_spin_sides < 3);
spin_sides = p_spin_sides;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGPolygon3D::get_spin_sides() const {
@@ -2310,28 +2238,47 @@ int CSGPolygon3D::get_spin_sides() const {
void CSGPolygon3D::set_path_node(const NodePath &p_path) {
path_node = p_path;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
NodePath CSGPolygon3D::get_path_node() const {
return path_node;
}
+void CSGPolygon3D::set_path_interval_type(PathIntervalType p_interval_type) {
+ path_interval_type = p_interval_type;
+ _make_dirty();
+ update_gizmos();
+}
+
+CSGPolygon3D::PathIntervalType CSGPolygon3D::get_path_interval_type() const {
+ return path_interval_type;
+}
+
void CSGPolygon3D::set_path_interval(float p_interval) {
- ERR_FAIL_COND_MSG(p_interval < 0.001, "Path interval cannot be smaller than 0.001.");
path_interval = p_interval;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGPolygon3D::get_path_interval() const {
return path_interval;
}
+void CSGPolygon3D::set_path_simplify_angle(float p_angle) {
+ path_simplify_angle = p_angle;
+ _make_dirty();
+ update_gizmos();
+}
+
+float CSGPolygon3D::get_path_simplify_angle() const {
+ return path_simplify_angle;
+}
+
void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
path_rotation = p_rotation;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
@@ -2341,7 +2288,7 @@ CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
void CSGPolygon3D::set_path_local(bool p_enable) {
path_local = p_enable;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
bool CSGPolygon3D::is_path_local() const {
@@ -2351,7 +2298,7 @@ bool CSGPolygon3D::is_path_local() const {
void CSGPolygon3D::set_path_joined(bool p_enable) {
path_joined = p_enable;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
bool CSGPolygon3D::is_path_joined() const {
@@ -2395,10 +2342,13 @@ CSGPolygon3D::CSGPolygon3D() {
spin_degrees = 360;
spin_sides = 8;
smooth_faces = false;
- path_interval = 1;
- path_rotation = PATH_ROTATION_PATH;
+ path_interval_type = PATH_INTERVAL_DISTANCE;
+ path_interval = 1.0;
+ path_simplify_angle = 0.0;
+ path_rotation = PATH_ROTATION_PATH_FOLLOW;
path_local = false;
- path_continuous_u = false;
+ path_continuous_u = true;
+ path_u_distance = 1.0;
path_joined = false;
- path_cache = nullptr;
+ path = nullptr;
}