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-rw-r--r--modules/csg/csg_shape.cpp274
1 files changed, 119 insertions, 155 deletions
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index 5557da3014..cea006364f 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -29,24 +29,26 @@
/*************************************************************************/
#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)
+ if (use_collision == p_enable) {
return;
+ }
use_collision = p_enable;
- if (!is_inside_tree() || !is_root_shape())
+ if (!is_inside_tree() || !is_root_shape()) {
return;
+ }
if (use_collision) {
root_collision_shape.instance();
root_collision_instance = PhysicsServer3D::get_singleton()->body_create(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()->get_space());
+ 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);
@@ -71,12 +73,10 @@ void CSGShape3D::set_collision_layer(uint32_t p_layer) {
}
uint32_t CSGShape3D::get_collision_layer() const {
-
return collision_layer;
}
void CSGShape3D::set_collision_mask(uint32_t p_mask) {
-
collision_mask = p_mask;
if (root_collision_instance.is_valid()) {
PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
@@ -84,42 +84,38 @@ void CSGShape3D::set_collision_mask(uint32_t p_mask) {
}
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();
- if (p_value)
+ if (p_value) {
mask |= 1 << p_bit;
- else
+ } else {
mask &= ~(1 << p_bit);
+ }
set_collision_mask(mask);
}
bool CSGShape3D::get_collision_mask_bit(int p_bit) const {
-
return get_collision_mask() & (1 << p_bit);
}
void CSGShape3D::set_collision_layer_bit(int p_bit, bool p_value) {
-
uint32_t mask = get_collision_layer();
- if (p_value)
+ if (p_value) {
mask |= 1 << p_bit;
- else
+ } else {
mask &= ~(1 << p_bit);
+ }
set_collision_layer(mask);
}
bool CSGShape3D::get_collision_layer_bit(int p_bit) const {
-
return get_collision_layer() & (1 << p_bit);
}
bool CSGShape3D::is_root_shape() const {
-
return !parent;
}
@@ -132,9 +128,9 @@ float CSGShape3D::get_snap() const {
}
void CSGShape3D::_make_dirty() {
-
- if (!is_inside_tree())
+ if (!is_inside_tree()) {
return;
+ }
if (dirty) {
return;
@@ -151,7 +147,6 @@ void CSGShape3D::_make_dirty() {
}
CSGBrush *CSGShape3D::_get_brush() {
-
if (dirty) {
if (brush) {
memdelete(brush);
@@ -161,23 +156,24 @@ CSGBrush *CSGShape3D::_get_brush() {
CSGBrush *n = _build_brush();
for (int i = 0; i < get_child_count(); i++) {
-
CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
- if (!child)
+ if (!child) {
continue;
- if (!child->is_visible_in_tree())
+ }
+ if (!child->is_visible_in_tree()) {
continue;
+ }
CSGBrush *n2 = child->_get_brush();
- if (!n2)
+ 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());
@@ -185,9 +181,15 @@ CSGBrush *CSGShape3D::_get_brush() {
CSGBrushOperation bop;
switch (child->get_operation()) {
- case CSGShape3D::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
- case CSGShape3D::OPERATION_INTERSECTION: 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); break;
+ case CSGShape3D::OPERATION_UNION:
+ bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap);
+ break;
+ case CSGShape3D::OPERATION_INTERSECTION:
+ 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);
+ break;
}
memdelete(n);
memdelete(nn2);
@@ -199,10 +201,11 @@ CSGBrush *CSGShape3D::_get_brush() {
AABB aabb;
for (int i = 0; i < n->faces.size(); i++) {
for (int j = 0; j < 3; j++) {
- if (i == 0 && j == 0)
+ if (i == 0 && j == 0) {
aabb.position = n->faces[i].vertices[j];
- else
+ } else {
aabb.expand_to(n->faces[i].vertices[j]);
+ }
}
}
node_aabb = aabb;
@@ -257,7 +260,6 @@ void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTe
void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
-
ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
int i = iFace * 3 + iVert;
@@ -274,9 +276,9 @@ void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const
}
void CSGShape3D::_update_shape() {
-
- if (parent)
+ if (parent) {
return;
+ }
set_base(RID());
root_mesh.unref(); //byebye root mesh
@@ -296,20 +298,18 @@ void CSGShape3D::_update_shape() {
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]);
+ 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);
+ 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.write[idx]++;
@@ -321,7 +321,6 @@ void CSGShape3D::_update_shape() {
//create arrays
for (int i = 0; i < surfaces.size(); i++) {
-
surfaces.write[i].vertices.resize(face_count[i] * 3);
surfaces.write[i].normals.resize(face_count[i] * 3);
surfaces.write[i].uvs.resize(face_count[i] * 3);
@@ -342,35 +341,36 @@ void CSGShape3D::_update_shape() {
}
}
- //fill arrays
- Vector<Vector3> physics_faces;
- bool fill_physics_faces = false;
+ // Update collision faces.
if (root_collision_shape.is_valid()) {
+ Vector<Vector3> physics_faces;
physics_faces.resize(n->faces.size() * 3);
- fill_physics_faces = true;
- }
+ Vector3 *physicsw = physics_faces.ptrw();
- {
- Vector3 *physicsw;
+ 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 = physics_faces.ptrw();
+ 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]];
}
- for (int i = 0; i < n->faces.size(); i++) {
+ root_collision_shape->set_faces(physics_faces);
+ }
+ //fill arrays
+ {
+ 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;
@@ -380,7 +380,6 @@ void CSGShape3D::_update_shape() {
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;
@@ -390,7 +389,6 @@ void CSGShape3D::_update_shape() {
}
if (n->faces[i].invert) {
-
normal = -normal;
}
@@ -435,8 +433,9 @@ void CSGShape3D::_update_shape() {
have_tangents = genTangSpaceDefault(&msc);
}
- if (surfaces[i].last_added == 0)
+ if (surfaces[i].last_added == 0) {
continue;
+ }
// and convert to surface array
Array array;
@@ -454,12 +453,9 @@ void CSGShape3D::_update_shape() {
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 CSGShape3D::get_aabb() const {
return node_aabb;
}
@@ -487,14 +483,11 @@ Vector<Vector3> CSGShape3D::get_brush_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);
@@ -509,7 +502,7 @@ void CSGShape3D::_notification(int p_what) {
root_collision_instance = PhysicsServer3D::get_singleton()->body_create(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()->get_space());
+ 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);
@@ -519,23 +512,21 @@ void CSGShape3D::_notification(int p_what) {
}
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
-
if (parent) {
parent->_make_dirty();
}
}
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
-
if (parent) {
parent->_make_dirty();
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
-
- if (parent)
+ if (parent) {
parent->_make_dirty();
+ }
parent = nullptr;
if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
@@ -548,7 +539,6 @@ void CSGShape3D::_notification(int p_what) {
}
void CSGShape3D::set_operation(Operation p_operation) {
-
operation = p_operation;
_make_dirty();
update_gizmo();
@@ -578,7 +568,6 @@ void CSGShape3D::_validate_property(PropertyInfo &property) const {
}
Array CSGShape3D::get_meshes() const {
-
if (root_mesh.is_valid()) {
Array arr;
arr.resize(2);
@@ -589,8 +578,8 @@ Array CSGShape3D::get_meshes() const {
return Array();
}
-void CSGShape3D::_bind_methods() {
+void CSGShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
@@ -653,10 +642,10 @@ CSGShape3D::~CSGShape3D() {
brush = nullptr;
}
}
+
//////////////////////////////////
CSGBrush *CSGCombiner3D::_build_brush() {
-
return nullptr; //does not build anything
}
@@ -666,7 +655,6 @@ CSGCombiner3D::CSGCombiner3D() {
/////////////////////
CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials) {
-
CSGBrush *brush = memnew(CSGBrush);
Vector<bool> invert;
@@ -684,7 +672,6 @@ 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);
@@ -692,8 +679,9 @@ void CSGPrimitive3D::_bind_methods() {
}
void CSGPrimitive3D::set_invert_faces(bool p_invert) {
- if (invert_faces == p_invert)
+ if (invert_faces == p_invert) {
return;
+ }
invert_faces = p_invert;
@@ -711,9 +699,9 @@ CSGPrimitive3D::CSGPrimitive3D() {
/////////////////////
CSGBrush *CSGMesh3D::_build_brush() {
-
- if (!mesh.is_valid())
+ if (!mesh.is_valid()) {
return nullptr;
+ }
Vector<Vector3> vertices;
Vector<bool> smooth;
@@ -722,7 +710,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
Ref<Material> material = get_material();
for (int i = 0; i < mesh->get_surface_count(); i++) {
-
if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
continue;
}
@@ -735,8 +722,9 @@ CSGBrush *CSGMesh3D::_build_brush() {
}
Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
- if (avertices.size() == 0)
+ if (avertices.size() == 0) {
continue;
+ }
const Vector3 *vr = avertices.ptr();
@@ -777,7 +765,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
const int *ir = aindices.ptr();
for (int j = 0; j < is; j += 3) {
-
Vector3 vertex[3];
Vector3 normal[3];
Vector2 uv[3];
@@ -821,7 +808,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
Ref<Material> *mw = materials.ptrw();
for (int j = 0; j < is; j += 3) {
-
Vector3 vertex[3];
Vector3 normal[3];
Vector2 uv[3];
@@ -852,8 +838,9 @@ CSGBrush *CSGMesh3D::_build_brush() {
}
}
- if (vertices.size() == 0)
+ if (vertices.size() == 0) {
return nullptr;
+ }
return _create_brush_from_arrays(vertices, uvs, smooth, materials);
}
@@ -864,19 +851,18 @@ void CSGMesh3D::_mesh_changed() {
}
void CSGMesh3D::set_material(const Ref<Material> &p_material) {
- if (material == p_material)
+ if (material == p_material) {
return;
+ }
material = p_material;
_make_dirty();
}
Ref<Material> CSGMesh3D::get_material() const {
-
return material;
}
void CSGMesh3D::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
@@ -888,9 +874,9 @@ void CSGMesh3D::_bind_methods() {
}
void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
-
- if (mesh == p_mesh)
+ if (mesh == p_mesh) {
return;
+ }
if (mesh.is_valid()) {
mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
}
@@ -910,7 +896,6 @@ Ref<Mesh> CSGMesh3D::get_mesh() {
////////////////////////////////
CSGBrush *CSGSphere3D::_build_brush() {
-
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@@ -934,7 +919,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
invert.resize(face_count);
{
-
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@@ -955,7 +939,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
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);
@@ -982,7 +965,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
};
if (i < rings) {
-
//face 1
facesw[face * 3 + 0] = v[0];
facesw[face * 3 + 1] = v[1];
@@ -1092,13 +1074,11 @@ bool CSGSphere3D::get_smooth_faces() const {
}
void CSGSphere3D::set_material(const Ref<Material> &p_material) {
-
material = p_material;
_make_dirty();
}
Ref<Material> CSGSphere3D::get_material() const {
-
return material;
}
@@ -1113,7 +1093,6 @@ CSGSphere3D::CSGSphere3D() {
///////////////
CSGBrush *CSGBox3D::_build_brush() {
-
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@@ -1137,7 +1116,6 @@ CSGBrush *CSGBox3D::_build_brush() {
invert.resize(face_count);
{
-
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@@ -1149,25 +1127,22 @@ CSGBrush *CSGBox3D::_build_brush() {
Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
{
-
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)
+ if (i < 3) {
face_points[j][(i + k) % 3] = v[k];
- else
+ } else {
face_points[3 - j][(i + k) % 3] = -v[k];
+ }
}
}
@@ -1270,14 +1245,12 @@ float CSGBox3D::get_depth() const {
}
void CSGBox3D::set_material(const Ref<Material> &p_material) {
-
material = p_material;
_make_dirty();
update_gizmo();
}
Ref<Material> CSGBox3D::get_material() const {
-
return material;
}
@@ -1291,7 +1264,6 @@ CSGBox3D::CSGBox3D() {
///////////////
CSGBrush *CSGCylinder3D::_build_brush() {
-
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@@ -1315,7 +1287,6 @@ CSGBrush *CSGCylinder3D::_build_brush() {
invert.resize(face_count);
{
-
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@@ -1327,9 +1298,7 @@ CSGBrush *CSGCylinder3D::_build_brush() {
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;
@@ -1506,13 +1475,11 @@ bool CSGCylinder3D::get_smooth_faces() const {
}
void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
-
material = p_material;
_make_dirty();
}
Ref<Material> CSGCylinder3D::get_material() const {
-
return material;
}
@@ -1528,14 +1495,14 @@ CSGCylinder3D::CSGCylinder3D() {
///////////////
CSGBrush *CSGTorus3D::_build_brush() {
-
// set our bounding box
float min_radius = inner_radius;
float max_radius = outer_radius;
- if (min_radius == max_radius)
+ if (min_radius == max_radius) {
return nullptr; //sorry, can't
+ }
if (min_radius > max_radius) {
SWAP(min_radius, max_radius);
@@ -1564,7 +1531,6 @@ CSGBrush *CSGTorus3D::_build_brush() {
invert.resize(face_count);
{
-
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@@ -1574,9 +1540,7 @@ CSGBrush *CSGTorus3D::_build_brush() {
int face = 0;
{
-
for (int i = 0; i < sides; i++) {
-
float inci = float(i) / sides;
float inci_n = float((i + 1)) / sides;
@@ -1587,7 +1551,6 @@ CSGBrush *CSGTorus3D::_build_brush() {
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;
@@ -1734,13 +1697,11 @@ bool CSGTorus3D::get_smooth_faces() const {
}
void CSGTorus3D::set_material(const Ref<Material> &p_material) {
-
material = p_material;
_make_dirty();
}
Ref<Material> CSGTorus3D::get_material() const {
-
return material;
}
@@ -1756,11 +1717,11 @@ CSGTorus3D::CSGTorus3D() {
///////////////
CSGBrush *CSGPolygon3D::_build_brush() {
-
// set our bounding box
- if (polygon.size() < 3)
+ if (polygon.size() < 3) {
return nullptr;
+ }
Vector<Point2> final_polygon = polygon;
@@ -1768,10 +1729,11 @@ CSGBrush *CSGPolygon3D::_build_brush() {
final_polygon.invert();
}
- Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
+ Vector<int> triangles = Geometry2D::triangulate_polygon(final_polygon);
- if (triangles.size() < 3)
+ if (triangles.size() < 3) {
return nullptr;
+ }
Path3D *path = nullptr;
Ref<Curve3D> curve;
@@ -1785,24 +1747,35 @@ CSGBrush *CSGPolygon3D::_build_brush() {
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_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 (p.y > final_polygon_max.y) final_polygon_max.y = p.y;
+ if (p.x > final_polygon_max.x) {
+ final_polygon_max.x = p.x;
+ }
+ if (p.y > final_polygon_max.y) {
+ final_polygon_max.y = p.y;
+ }
}
}
Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
if (mode == MODE_PATH) {
- if (!has_node(path_node))
+ if (!has_node(path_node)) {
return nullptr;
+ }
Node *n = get_node(path_node);
- if (!n)
+ if (!n) {
return nullptr;
+ }
path = Object::cast_to<Path3D>(n);
- if (!path)
+ if (!path) {
return nullptr;
+ }
if (path != path_cache) {
if (path_cache) {
@@ -1818,18 +1791,24 @@ CSGBrush *CSGPolygon3D::_build_brush() {
path_cache = nullptr;
}
curve = path->get_curve();
- if (curve.is_null())
+ if (curve.is_null()) {
return nullptr;
- if (curve->get_baked_length() <= 0)
+ }
+ if (curve->get_baked_length() <= 0) {
return nullptr;
+ }
}
CSGBrush *brush = memnew(CSGBrush);
int face_count = 0;
switch (mode) {
- case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break;
- case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break;
+ case MODE_DEPTH:
+ face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2;
+ break;
+ case MODE_SPIN:
+ face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides;
+ break;
case MODE_PATH: {
float bl = curve->get_baked_length();
int splits = MAX(2, Math::ceil(bl / path_interval));
@@ -1859,7 +1838,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
AABB aabb; //must be computed
{
-
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
bool *smoothw = smooth.ptrw();
@@ -1870,10 +1848,8 @@ CSGBrush *CSGPolygon3D::_build_brush() {
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 };
@@ -1898,7 +1874,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
//add triangles for depth
for (int i = 0; i < final_polygon.size(); i++) {
-
int i_n = (i + 1) % final_polygon.size();
Vector3 v[4] = {
@@ -1948,9 +1923,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
} 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;
@@ -1962,7 +1935,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
//add triangles for depth
for (int j = 0; j < final_polygon.size(); j++) {
-
int j_n = (j + 1) % final_polygon.size();
Vector3 v[4] = {
@@ -2011,7 +1983,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
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 };
@@ -2029,7 +2000,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
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 };
@@ -2049,7 +2019,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
} break;
case MODE_PATH: {
-
float bl = curve->get_baked_length();
int splits = MAX(2, Math::ceil(bl / path_interval));
float u1 = 0.0;
@@ -2075,7 +2044,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
for (int i = 0; i <= splits; i++) {
-
float ofs = i * path_interval;
if (ofs > bl) {
ofs = bl;
@@ -2115,7 +2083,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
//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();
Vector3 v[4] = {
@@ -2165,7 +2132,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
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 };
@@ -2183,7 +2149,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
}
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 };
@@ -2405,6 +2370,7 @@ void CSGPolygon3D::set_path_interval(float p_interval) {
_make_dirty();
update_gizmo();
}
+
float CSGPolygon3D::get_path_interval() const {
return path_interval;
}
@@ -2449,13 +2415,11 @@ bool CSGPolygon3D::get_smooth_faces() const {
}
void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
-
material = p_material;
_make_dirty();
}
Ref<Material> CSGPolygon3D::get_material() const {
-
return material;
}