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-rw-r--r--modules/csg/csg_shape.cpp1146
1 files changed, 524 insertions, 622 deletions
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index c8a72ff813..40ba457e43 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 */
@@ -29,155 +29,147 @@
/*************************************************************************/
#include "csg_shape.h"
-#include "scene/3d/path.h"
+#include "core/math/geometry_2d.h"
+#include "scene/3d/path_3d.h"
-void CSGShape::set_use_collision(bool p_enable) {
-
- if (use_collision == p_enable)
+void CSGShape3D::set_use_collision(bool 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 = 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());
- PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
+ 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);
_make_dirty(); //force update
} else {
- PhysicsServer::get_singleton()->free(root_collision_instance);
+ PhysicsServer3D::get_singleton()->free(root_collision_instance);
root_collision_instance = RID();
root_collision_shape.unref();
}
- _change_notify();
+ notify_property_list_changed();
}
-bool CSGShape::is_using_collision() const {
+bool CSGShape3D::is_using_collision() const {
return use_collision;
}
-void CSGShape::set_collision_layer(uint32_t p_layer) {
+void CSGShape3D::set_collision_layer(uint32_t p_layer) {
collision_layer = p_layer;
if (root_collision_instance.is_valid()) {
- PhysicsServer::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
+ PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
}
}
-uint32_t CSGShape::get_collision_layer() const {
-
+uint32_t CSGShape3D::get_collision_layer() const {
return collision_layer;
}
-void CSGShape::set_collision_mask(uint32_t p_mask) {
-
+void CSGShape3D::set_collision_mask(uint32_t p_mask) {
collision_mask = p_mask;
if (root_collision_instance.is_valid()) {
- PhysicsServer::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
+ PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
}
}
-uint32_t CSGShape::get_collision_mask() const {
-
+uint32_t CSGShape3D::get_collision_mask() const {
return collision_mask;
}
-void CSGShape::set_collision_mask_bit(int p_bit, bool p_value) {
-
+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 CSGShape::get_collision_mask_bit(int p_bit) const {
-
+bool CSGShape3D::get_collision_mask_bit(int p_bit) const {
return get_collision_mask() & (1 << p_bit);
}
-void CSGShape::set_collision_layer_bit(int p_bit, bool p_value) {
-
+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 CSGShape::get_collision_layer_bit(int p_bit) const {
-
+bool CSGShape3D::get_collision_layer_bit(int p_bit) const {
return get_collision_layer() & (1 << p_bit);
}
-bool CSGShape::is_root_shape() const {
-
+bool CSGShape3D::is_root_shape() const {
return !parent;
}
-void CSGShape::set_snap(float p_snap) {
+void CSGShape3D::set_snap(float p_snap) {
snap = p_snap;
}
-float CSGShape::get_snap() const {
+float CSGShape3D::get_snap() const {
return snap;
}
-void CSGShape::_make_dirty() {
-
- if (!is_inside_tree())
- return;
-
- if (dirty) {
+void CSGShape3D::_make_dirty() {
+ if (!is_inside_tree()) {
return;
}
- dirty = true;
-
if (parent) {
parent->_make_dirty();
- } else {
- //only parent will do
+ } else if (!dirty) {
call_deferred("_update_shape");
}
-}
-CSGBrush *CSGShape::_get_brush() {
+ dirty = true;
+}
+CSGBrush *CSGShape3D::_get_brush() {
if (dirty) {
if (brush) {
memdelete(brush);
}
- brush = NULL;
+ brush = nullptr;
CSGBrush *n = _build_brush();
for (int i = 0; i < get_child_count(); i++) {
-
- CSGShape *child = Object::cast_to<CSGShape>(get_child(i));
- if (!child)
+ CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
+ 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 +177,15 @@ CSGBrush *CSGShape::_get_brush() {
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;
+ 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 +197,11 @@ CSGBrush *CSGShape::_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;
@@ -218,18 +217,18 @@ CSGBrush *CSGShape::_get_brush() {
return brush;
}
-int CSGShape::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
+int CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
return surface.vertices.size() / 3;
}
-int CSGShape::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
+int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
// always 3
return 3;
}
-void CSGShape::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
+void CSGShape3D::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
Vector3 v = surface.verticesw[iFace * 3 + iVert];
@@ -238,7 +237,7 @@ void CSGShape::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosO
fvPosOut[2] = v.z;
}
-void CSGShape::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
+void CSGShape3D::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
Vector3 n = surface.normalsw[iFace * 3 + iVert];
@@ -247,7 +246,7 @@ void CSGShape::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOu
fvNormOut[2] = n.z;
}
-void CSGShape::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
+void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
Vector2 t = surface.uvsw[iFace * 3 + iVert];
@@ -255,9 +254,8 @@ void CSGShape::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexc
fvTexcOut[1] = t.y;
}
-void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
+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;
@@ -273,10 +271,10 @@ void CSGShape::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const f
surface.tansw[i++] = d < 0 ? -1 : 1;
}
-void CSGShape::_update_shape() {
-
- if (parent)
+void CSGShape3D::_update_shape() {
+ if (parent) {
return;
+ }
set_base(RID());
root_mesh.unref(); //byebye root mesh
@@ -296,20 +294,18 @@ void CSGShape::_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 +317,6 @@ void CSGShape::_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);
@@ -334,43 +329,44 @@ void CSGShape::_update_shape() {
surfaces.write[i].material = n->materials[i];
}
- surfaces.write[i].verticesw = surfaces.write[i].vertices.write();
- surfaces.write[i].normalsw = surfaces.write[i].normals.write();
- surfaces.write[i].uvsw = surfaces.write[i].uvs.write();
+ surfaces.write[i].verticesw = surfaces.write[i].vertices.ptrw();
+ surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw();
+ surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw();
if (calculate_tangents) {
- surfaces.write[i].tansw = surfaces.write[i].tans.write();
+ surfaces.write[i].tansw = surfaces.write[i].tans.ptrw();
}
}
- //fill arrays
- PoolVector<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();
- {
- PoolVector<Vector3>::Write 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.write();
+ 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 +376,6 @@ void CSGShape::_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 +385,6 @@ void CSGShape::_update_shape() {
}
if (n->faces[i].invert) {
-
normal = -normal;
}
@@ -427,7 +421,7 @@ void CSGShape::_update_shape() {
mkif.m_getPosition = mikktGetPosition;
mkif.m_getTexCoord = mikktGetTexCoord;
mkif.m_setTSpace = mikktSetTSpaceDefault;
- mkif.m_setTSpaceBasic = NULL;
+ mkif.m_setTSpaceBasic = nullptr;
SMikkTSpaceContext msc;
msc.m_pInterface = &mkif;
@@ -435,14 +429,9 @@ void CSGShape::_update_shape() {
have_tangents = genTangSpaceDefault(&msc);
}
- // unset write access
- surfaces.write[i].verticesw.release();
- surfaces.write[i].normalsw.release();
- surfaces.write[i].uvsw.release();
- surfaces.write[i].tansw.release();
-
- if (surfaces[i].last_added == 0)
+ if (surfaces[i].last_added == 0) {
continue;
+ }
// and convert to surface array
Array array;
@@ -460,28 +449,25 @@ void CSGShape::_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 CSGShape::get_aabb() const {
+
+AABB CSGShape3D::get_aabb() const {
return node_aabb;
}
-PoolVector<Vector3> CSGShape::get_brush_faces() {
- ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>());
+Vector<Vector3> CSGShape3D::get_brush_faces() {
+ ERR_FAIL_COND_V(!is_inside_tree(), Vector<Vector3>());
CSGBrush *b = _get_brush();
if (!b) {
- return PoolVector<Vector3>();
+ return Vector<Vector3>();
}
- PoolVector<Vector3> faces;
+ Vector<Vector3> faces;
int fc = b->faces.size();
faces.resize(fc * 3);
{
- PoolVector<Vector3>::Write w = faces.write();
+ Vector3 *w = faces.ptrw();
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];
@@ -492,18 +478,15 @@ PoolVector<Vector3> CSGShape::get_brush_faces() {
return faces;
}
-PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const {
-
- return PoolVector<Face3>();
+Vector<Face3> CSGShape3D::get_faces(uint32_t p_usage_flags) const {
+ return Vector<Face3>();
}
-void CSGShape::_notification(int p_what) {
-
+void CSGShape3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
-
Node *parentn = get_parent();
if (parentn) {
- parent = Object::cast_to<CSGShape>(parentn);
+ parent = Object::cast_to<CSGShape3D>(parentn);
if (parent) {
set_base(RID());
root_mesh.unref();
@@ -512,11 +495,12 @@ void CSGShape::_notification(int p_what) {
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());
- PhysicsServer::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
+ 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);
}
@@ -524,28 +508,32 @@ void CSGShape::_notification(int p_what) {
_make_dirty();
}
- if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
+ 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());
+ }
+ }
+ 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 = NULL;
+ }
+ parent = nullptr;
if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
- PhysicsServer::get_singleton()->free(root_collision_instance);
+ PhysicsServer3D::get_singleton()->free(root_collision_instance);
root_collision_instance = RID();
root_collision_shape.unref();
}
@@ -553,27 +541,26 @@ void CSGShape::_notification(int p_what) {
}
}
-void CSGShape::set_operation(Operation p_operation) {
-
+void CSGShape3D::set_operation(Operation p_operation) {
operation = p_operation;
_make_dirty();
update_gizmo();
}
-CSGShape::Operation CSGShape::get_operation() const {
+CSGShape3D::Operation CSGShape3D::get_operation() const {
return operation;
}
-void CSGShape::set_calculate_tangents(bool p_calculate_tangents) {
+void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
calculate_tangents = p_calculate_tangents;
_make_dirty();
}
-bool CSGShape::is_calculating_tangents() const {
+bool CSGShape3D::is_calculating_tangents() const {
return calculate_tangents;
}
-void CSGShape::_validate_property(PropertyInfo &property) const {
+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
@@ -583,8 +570,7 @@ void CSGShape::_validate_property(PropertyInfo &property) const {
}
}
-Array CSGShape::get_meshes() const {
-
+Array CSGShape3D::get_meshes() const {
if (root_mesh.is_valid()) {
Array arr;
arr.resize(2);
@@ -595,39 +581,39 @@ Array CSGShape::get_meshes() const {
return Array();
}
-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);
+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);
- 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_operation", "operation"), &CSGShape3D::set_operation);
+ ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
- ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape::set_snap);
- ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape::get_snap);
+ ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
+ ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
- 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);
+ ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
+ ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
- ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape::set_collision_layer);
- ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape::get_collision_layer);
+ ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
+ ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
- ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape::get_collision_mask);
+ 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"), &CSGShape::set_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape::get_collision_mask_bit);
+ 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_layer_bit", "bit", "value"), &CSGShape::set_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape::get_collision_layer_bit);
+ 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_calculate_tangents", "enabled"), &CSGShape::set_calculate_tangents);
- ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape::is_calculating_tangents);
+ 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);
- ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape::get_meshes);
+ 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::REAL, "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"), "set_snap", "get_snap");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
ADD_GROUP("Collision", "collision_");
@@ -640,46 +626,36 @@ void CSGShape::_bind_methods() {
BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
}
-CSGShape::CSGShape() {
- operation = OPERATION_UNION;
- parent = NULL;
- brush = NULL;
- dirty = false;
- snap = 0.001;
- use_collision = false;
- collision_layer = 1;
- collision_mask = 1;
- calculate_tangents = true;
+CSGShape3D::CSGShape3D() {
set_notify_local_transform(true);
}
-CSGShape::~CSGShape() {
+CSGShape3D::~CSGShape3D() {
if (brush) {
memdelete(brush);
- brush = NULL;
+ brush = nullptr;
}
}
-//////////////////////////////////
-CSGBrush *CSGCombiner::_build_brush() {
+//////////////////////////////////
- return NULL; //does not build anything
+CSGBrush *CSGCombiner3D::_build_brush() {
+ return memnew(CSGBrush); //does not build anything
}
-CSGCombiner::CSGCombiner() {
+CSGCombiner3D::CSGCombiner3D() {
}
/////////////////////
-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 *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);
- PoolVector<bool> invert;
+ Vector<bool> invert;
invert.resize(p_vertices.size() / 3);
{
int ic = invert.size();
- PoolVector<bool>::Write w = invert.write();
+ bool *w = invert.ptrw();
for (int i = 0; i < ic; i++) {
w[i] = invert_faces;
}
@@ -689,46 +665,45 @@ CSGBrush *CSGPrimitive::_create_brush_from_arrays(const PoolVector<Vector3> &p_v
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);
+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);
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)
+void CSGPrimitive3D::set_invert_faces(bool p_invert) {
+ if (invert_faces == p_invert) {
return;
+ }
invert_faces = p_invert;
_make_dirty();
}
-bool CSGPrimitive::is_inverting_faces() {
+bool CSGPrimitive3D::is_inverting_faces() {
return invert_faces;
}
-CSGPrimitive::CSGPrimitive() {
+CSGPrimitive3D::CSGPrimitive3D() {
invert_faces = false;
}
/////////////////////
-CSGBrush *CSGMesh::_build_brush() {
-
- if (!mesh.is_valid())
- return NULL;
+CSGBrush *CSGMesh3D::_build_brush() {
+ if (!mesh.is_valid()) {
+ return memnew(CSGBrush);
+ }
- PoolVector<Vector3> vertices;
- PoolVector<bool> smooth;
- PoolVector<Ref<Material> > materials;
- PoolVector<Vector2> uvs;
+ Vector<Vector3> vertices;
+ Vector<bool> smooth;
+ Vector<Ref<Material>> materials;
+ Vector<Vector2> uvs;
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;
}
@@ -737,29 +712,26 @@ CSGBrush *CSGMesh::_build_brush() {
if (arrays.size() == 0) {
_make_dirty();
- ERR_FAIL_COND_V(arrays.size() == 0, NULL);
+ ERR_FAIL_COND_V(arrays.size() == 0, memnew(CSGBrush));
}
- PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
- if (avertices.size() == 0)
+ Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
+ if (avertices.size() == 0) {
continue;
+ }
- PoolVector<Vector3>::Read vr = avertices.read();
+ const Vector3 *vr = avertices.ptr();
- PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
- PoolVector<Vector3>::Read nr;
- bool nr_used = false;
+ Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
+ const Vector3 *nr = nullptr;
if (anormals.size()) {
- nr = anormals.read();
- nr_used = true;
+ nr = anormals.ptr();
}
- PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
- PoolVector<Vector2>::Read uvr;
- bool uvr_used = false;
+ Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
+ const Vector2 *uvr = nullptr;
if (auvs.size()) {
- uvr = auvs.read();
- uvr_used = true;
+ uvr = auvs.ptr();
}
Ref<Material> mat;
@@ -769,7 +741,7 @@ CSGBrush *CSGMesh::_build_brush() {
mat = mesh->surface_get_material(i);
}
- PoolVector<int> aindices = arrays[Mesh::ARRAY_INDEX];
+ Vector<int> aindices = arrays[Mesh::ARRAY_INDEX];
if (aindices.size()) {
int as = vertices.size();
int is = aindices.size();
@@ -779,15 +751,14 @@ CSGBrush *CSGMesh::_build_brush() {
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();
+ Vector3 *vw = vertices.ptrw();
+ bool *sw = smooth.ptrw();
+ Vector2 *uvw = uvs.ptrw();
+ Ref<Material> *mw = materials.ptrw();
- PoolVector<int>::Read ir = aindices.read();
+ const int *ir = aindices.ptr();
for (int j = 0; j < is; j += 3) {
-
Vector3 vertex[3];
Vector3 normal[3];
Vector2 uv[3];
@@ -795,10 +766,10 @@ CSGBrush *CSGMesh::_build_brush() {
for (int k = 0; k < 3; k++) {
int idx = ir[j + k];
vertex[k] = vr[idx];
- if (nr_used) {
+ if (nr) {
normal[k] = nr[idx];
}
- if (uvr_used) {
+ if (uvr) {
uv[k] = uvr[idx];
}
}
@@ -825,23 +796,22 @@ CSGBrush *CSGMesh::_build_brush() {
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();
+ Vector3 *vw = vertices.ptrw();
+ bool *sw = smooth.ptrw();
+ Vector2 *uvw = uvs.ptrw();
+ Ref<Material> *mw = materials.ptrw();
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) {
+ if (nr) {
normal[k] = nr[j + k];
}
- if (uvr_used) {
+ if (uvr) {
uv[k] = uvr[j + k];
}
}
@@ -862,67 +832,64 @@ CSGBrush *CSGMesh::_build_brush() {
}
}
- if (vertices.size() == 0)
- return NULL;
+ if (vertices.size() == 0) {
+ return memnew(CSGBrush);
+ }
return _create_brush_from_arrays(vertices, uvs, smooth, materials);
}
-void CSGMesh::_mesh_changed() {
+void CSGMesh3D::_mesh_changed() {
_make_dirty();
update_gizmo();
}
-void CSGMesh::set_material(const Ref<Material> &p_material) {
- if (material == p_material)
+void CSGMesh3D::set_material(const Ref<Material> &p_material) {
+ if (material == p_material) {
return;
+ }
material = p_material;
_make_dirty();
}
-Ref<Material> CSGMesh::get_material() const {
-
+Ref<Material> CSGMesh3D::get_material() const {
return material;
}
-void CSGMesh::_bind_methods() {
+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);
- 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);
-
- ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh::set_material);
- ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh::get_material);
+ ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
+ 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, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
-void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
-
- if (mesh == p_mesh)
+void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
+ if (mesh == p_mesh) {
return;
+ }
if (mesh.is_valid()) {
- mesh->disconnect("changed", this, "_mesh_changed");
+ mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
}
mesh = p_mesh;
if (mesh.is_valid()) {
- mesh->connect("changed", this, "_mesh_changed");
+ mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
}
_make_dirty();
}
-Ref<Mesh> CSGMesh::get_mesh() {
+Ref<Mesh> CSGMesh3D::get_mesh() {
return mesh;
}
////////////////////////////////
-CSGBrush *CSGSphere::_build_brush() {
-
+CSGBrush *CSGSphere3D::_build_brush() {
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@@ -932,11 +899,11 @@ CSGBrush *CSGSphere::_build_brush() {
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;
+ Vector<Vector3> faces;
+ Vector<Vector2> uvs;
+ Vector<bool> smooth;
+ Vector<Ref<Material>> materials;
+ Vector<bool> invert;
faces.resize(face_count * 3);
uvs.resize(face_count * 3);
@@ -946,34 +913,34 @@ CSGBrush *CSGSphere::_build_brush() {
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();
+ Vector3 *facesw = faces.ptrw();
+ Vector2 *uvsw = uvs.ptrw();
+ bool *smoothw = smooth.ptrw();
+ Ref<Material> *materialsw = materials.ptrw();
+ bool *invertw = invert.ptrw();
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 = Math_PI * (-0.5 + (double)(i - 1) / rings);
+ 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 = Math_PI * (-0.5 + (double)i / 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 = 2 * Math_PI * (double)(j - 1) / radial_segments;
+ 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 = 2 * Math_PI * (double)(j) / radial_segments;
+ double lng1 = lon_step * j;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
double v1 = double(i) / radial_segments;
@@ -994,7 +961,6 @@ CSGBrush *CSGSphere::_build_brush() {
};
if (i < rings) {
-
//face 1
facesw[face * 3 + 0] = v[0];
facesw[face * 3 + 1] = v[1];
@@ -1040,81 +1006,78 @@ CSGBrush *CSGSphere::_build_brush() {
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);
+void CSGSphere3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::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_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
+ ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::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_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
- ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material);
- ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material);
+ 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::REAL, "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"), "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");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
-void CSGSphere::set_radius(const float p_radius) {
+void CSGSphere3D::set_radius(const float p_radius) {
ERR_FAIL_COND(p_radius <= 0);
radius = p_radius;
_make_dirty();
update_gizmo();
- _change_notify("radius");
}
-float CSGSphere::get_radius() const {
+float CSGSphere3D::get_radius() const {
return radius;
}
-void CSGSphere::set_radial_segments(const int p_radial_segments) {
+void CSGSphere3D::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 {
+int CSGSphere3D::get_radial_segments() const {
return radial_segments;
}
-void CSGSphere::set_rings(const int p_rings) {
+void CSGSphere3D::set_rings(const int p_rings) {
rings = p_rings > 1 ? p_rings : 1;
_make_dirty();
update_gizmo();
}
-int CSGSphere::get_rings() const {
+int CSGSphere3D::get_rings() const {
return rings;
}
-void CSGSphere::set_smooth_faces(const bool p_smooth_faces) {
+void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
smooth_faces = p_smooth_faces;
_make_dirty();
}
-bool CSGSphere::get_smooth_faces() const {
+bool CSGSphere3D::get_smooth_faces() const {
return smooth_faces;
}
-void CSGSphere::set_material(const Ref<Material> &p_material) {
-
+void CSGSphere3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
}
-Ref<Material> CSGSphere::get_material() const {
-
+Ref<Material> CSGSphere3D::get_material() const {
return material;
}
-CSGSphere::CSGSphere() {
+CSGSphere3D::CSGSphere3D() {
// defaults
radius = 1.0;
radial_segments = 12;
@@ -1124,8 +1087,7 @@ CSGSphere::CSGSphere() {
///////////////
-CSGBrush *CSGBox::_build_brush() {
-
+CSGBrush *CSGBox3D::_build_brush() {
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@@ -1135,11 +1097,11 @@ CSGBrush *CSGBox::_build_brush() {
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;
+ Vector<Vector3> faces;
+ Vector<Vector2> uvs;
+ Vector<bool> smooth;
+ Vector<Ref<Material>> materials;
+ Vector<bool> invert;
faces.resize(face_count * 3);
uvs.resize(face_count * 3);
@@ -1149,37 +1111,33 @@ CSGBrush *CSGBox::_build_brush() {
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();
+ Vector3 *facesw = faces.ptrw();
+ Vector2 *uvsw = uvs.ptrw();
+ bool *smoothw = smooth.ptrw();
+ Ref<Material> *materialsw = materials.ptrw();
+ bool *invertw = invert.ptrw();
int face = 0;
- Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
+ Vector3 vertex_mul = size / 2;
{
-
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];
+ }
}
}
@@ -1229,81 +1187,40 @@ CSGBrush *CSGBox::_build_brush() {
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);
+void CSGBox3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &CSGBox3D::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &CSGBox3D::get_size);
- 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_material", "material"), &CSGBox3D::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
- 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_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "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();
- _change_notify("width");
-}
-
-float CSGBox::get_width() const {
- return width;
-}
-
-void CSGBox::set_height(const float p_height) {
- height = p_height;
- _make_dirty();
- update_gizmo();
- _change_notify("height");
-}
-
-float CSGBox::get_height() const {
- return height;
+ 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");
}
-void CSGBox::set_depth(const float p_depth) {
- depth = p_depth;
+void CSGBox3D::set_size(const Vector3 &p_size) {
+ size = p_size;
_make_dirty();
update_gizmo();
- _change_notify("depth");
}
-float CSGBox::get_depth() const {
- return depth;
+Vector3 CSGBox3D::get_size() const {
+ return size;
}
-void CSGBox::set_material(const Ref<Material> &p_material) {
-
+void CSGBox3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
update_gizmo();
}
-Ref<Material> CSGBox::get_material() const {
-
+Ref<Material> CSGBox3D::get_material() const {
return material;
}
-CSGBox::CSGBox() {
- // defaults
- width = 2.0;
- height = 2.0;
- depth = 2.0;
-}
-
///////////////
-CSGBrush *CSGCylinder::_build_brush() {
-
+CSGBrush *CSGCylinder3D::_build_brush() {
// set our bounding box
CSGBrush *brush = memnew(CSGBrush);
@@ -1313,11 +1230,11 @@ CSGBrush *CSGCylinder::_build_brush() {
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;
+ Vector<Vector3> faces;
+ Vector<Vector2> uvs;
+ Vector<bool> smooth;
+ Vector<Ref<Material>> materials;
+ Vector<bool> invert;
faces.resize(face_count * 3);
uvs.resize(face_count * 3);
@@ -1327,26 +1244,23 @@ CSGBrush *CSGCylinder::_build_brush() {
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();
+ Vector3 *facesw = faces.ptrw();
+ Vector2 *uvsw = uvs.ptrw();
+ bool *smoothw = smooth.ptrw();
+ Ref<Material> *materialsw = materials.ptrw();
+ bool *invertw = invert.ptrw();
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;
+ float ang = inc * Math_TAU;
+ float ang_n = inc_n * Math_TAU;
Vector3 base(Math::cos(ang), 0, Math::sin(ang));
Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
@@ -1438,97 +1352,93 @@ CSGBrush *CSGCylinder::_build_brush() {
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);
+void CSGCylinder3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::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_height", "height"), &CSGCylinder3D::set_height);
+ ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::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_sides", "sides"), &CSGCylinder3D::set_sides);
+ ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::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_cone", "cone"), &CSGCylinder3D::set_cone);
+ ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::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_material", "material"), &CSGCylinder3D::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::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);
+ 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::REAL, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "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_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::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");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
-void CSGCylinder::set_radius(const float p_radius) {
+void CSGCylinder3D::set_radius(const float p_radius) {
radius = p_radius;
_make_dirty();
update_gizmo();
- _change_notify("radius");
}
-float CSGCylinder::get_radius() const {
+float CSGCylinder3D::get_radius() const {
return radius;
}
-void CSGCylinder::set_height(const float p_height) {
+void CSGCylinder3D::set_height(const float p_height) {
height = p_height;
_make_dirty();
update_gizmo();
- _change_notify("height");
}
-float CSGCylinder::get_height() const {
+float CSGCylinder3D::get_height() const {
return height;
}
-void CSGCylinder::set_sides(const int p_sides) {
+void CSGCylinder3D::set_sides(const int p_sides) {
ERR_FAIL_COND(p_sides < 3);
sides = p_sides;
_make_dirty();
update_gizmo();
}
-int CSGCylinder::get_sides() const {
+int CSGCylinder3D::get_sides() const {
return sides;
}
-void CSGCylinder::set_cone(const bool p_cone) {
+void CSGCylinder3D::set_cone(const bool p_cone) {
cone = p_cone;
_make_dirty();
update_gizmo();
}
-bool CSGCylinder::is_cone() const {
+bool CSGCylinder3D::is_cone() const {
return cone;
}
-void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) {
+void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
smooth_faces = p_smooth_faces;
_make_dirty();
}
-bool CSGCylinder::get_smooth_faces() const {
+bool CSGCylinder3D::get_smooth_faces() const {
return smooth_faces;
}
-void CSGCylinder::set_material(const Ref<Material> &p_material) {
-
+void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
}
-Ref<Material> CSGCylinder::get_material() const {
-
+Ref<Material> CSGCylinder3D::get_material() const {
return material;
}
-CSGCylinder::CSGCylinder() {
+CSGCylinder3D::CSGCylinder3D() {
// defaults
radius = 1.0;
height = 1.0;
@@ -1539,15 +1449,15 @@ CSGCylinder::CSGCylinder() {
///////////////
-CSGBrush *CSGTorus::_build_brush() {
-
+CSGBrush *CSGTorus3D::_build_brush() {
// 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) {
+ return memnew(CSGBrush); //sorry, can't
+ }
if (min_radius > max_radius) {
SWAP(min_radius, max_radius);
@@ -1562,11 +1472,11 @@ CSGBrush *CSGTorus::_build_brush() {
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;
+ Vector<Vector3> faces;
+ Vector<Vector2> uvs;
+ Vector<bool> smooth;
+ Vector<Ref<Material>> materials;
+ Vector<bool> invert;
faces.resize(face_count * 3);
uvs.resize(face_count * 3);
@@ -1576,35 +1486,31 @@ CSGBrush *CSGTorus::_build_brush() {
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();
+ Vector3 *facesw = faces.ptrw();
+ Vector2 *uvsw = uvs.ptrw();
+ bool *smoothw = smooth.ptrw();
+ Ref<Material> *materialsw = materials.ptrw();
+ bool *invertw = invert.ptrw();
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;
+ float angi = inci * Math_TAU;
+ float angi_n = inci_n * Math_TAU;
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;
+ float angj = incj * Math_TAU;
+ float angj_n = incj_n * Math_TAU;
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);
@@ -1665,98 +1571,94 @@ CSGBrush *CSGTorus::_build_brush() {
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);
+void CSGTorus3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
+ ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::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_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
+ ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::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_sides", "sides"), &CSGTorus3D::set_sides);
+ ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::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_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
+ ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::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_material", "material"), &CSGTorus3D::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::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);
+ 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::REAL, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "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_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::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");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
}
-void CSGTorus::set_inner_radius(const float p_inner_radius) {
+void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
inner_radius = p_inner_radius;
_make_dirty();
update_gizmo();
- _change_notify("inner_radius");
}
-float CSGTorus::get_inner_radius() const {
+float CSGTorus3D::get_inner_radius() const {
return inner_radius;
}
-void CSGTorus::set_outer_radius(const float p_outer_radius) {
+void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
outer_radius = p_outer_radius;
_make_dirty();
update_gizmo();
- _change_notify("outer_radius");
}
-float CSGTorus::get_outer_radius() const {
+float CSGTorus3D::get_outer_radius() const {
return outer_radius;
}
-void CSGTorus::set_sides(const int p_sides) {
+void CSGTorus3D::set_sides(const int p_sides) {
ERR_FAIL_COND(p_sides < 3);
sides = p_sides;
_make_dirty();
update_gizmo();
}
-int CSGTorus::get_sides() const {
+int CSGTorus3D::get_sides() const {
return sides;
}
-void CSGTorus::set_ring_sides(const int p_ring_sides) {
+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();
}
-int CSGTorus::get_ring_sides() const {
+int CSGTorus3D::get_ring_sides() const {
return ring_sides;
}
-void CSGTorus::set_smooth_faces(const bool p_smooth_faces) {
+void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
smooth_faces = p_smooth_faces;
_make_dirty();
}
-bool CSGTorus::get_smooth_faces() const {
+bool CSGTorus3D::get_smooth_faces() const {
return smooth_faces;
}
-void CSGTorus::set_material(const Ref<Material> &p_material) {
-
+void CSGTorus3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
}
-Ref<Material> CSGTorus::get_material() const {
-
+Ref<Material> CSGTorus3D::get_material() const {
return material;
}
-CSGTorus::CSGTorus() {
+CSGTorus3D::CSGTorus3D() {
// defaults
inner_radius = 2.0;
outer_radius = 3.0;
@@ -1767,12 +1669,12 @@ CSGTorus::CSGTorus() {
///////////////
-CSGBrush *CSGPolygon::_build_brush() {
-
+CSGBrush *CSGPolygon3D::_build_brush() {
// set our bounding box
- if (polygon.size() < 3)
- return NULL;
+ if (polygon.size() < 3) {
+ return memnew(CSGBrush);
+ }
Vector<Point2> final_polygon = polygon;
@@ -1780,12 +1682,13 @@ CSGBrush *CSGPolygon::_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)
- return NULL;
+ if (triangles.size() < 3) {
+ return memnew(CSGBrush);
+ }
- Path *path = NULL;
+ Path3D *path = nullptr;
Ref<Curve3D> curve;
// get bounds for our polygon
@@ -1797,51 +1700,68 @@ CSGBrush *CSGPolygon::_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))
- return NULL;
+ if (!has_node(path_node)) {
+ return memnew(CSGBrush);
+ }
Node *n = get_node(path_node);
- if (!n)
- return NULL;
- path = Object::cast_to<Path>(n);
- if (!path)
- return NULL;
+ if (!n) {
+ return memnew(CSGBrush);
+ }
+ path = Object::cast_to<Path3D>(n);
+ if (!path) {
+ return memnew(CSGBrush);
+ }
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->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", this, "_path_exited");
- path_cache->connect("curve_changed", this, "_path_changed");
- path_cache = NULL;
+ 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 NULL;
- if (curve->get_baked_length() <= 0)
- return NULL;
+ if (curve.is_null()) {
+ return memnew(CSGBrush);
+ }
+ if (curve->get_baked_length() <= 0) {
+ return memnew(CSGBrush);
+ }
}
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));
@@ -1856,11 +1776,11 @@ CSGBrush *CSGPolygon::_build_brush() {
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;
+ Vector<Vector3> faces;
+ Vector<Vector2> uvs;
+ Vector<bool> smooth;
+ Vector<Ref<Material>> materials;
+ Vector<bool> invert;
faces.resize(face_count * 3);
uvs.resize(face_count * 3);
@@ -1871,21 +1791,18 @@ CSGBrush *CSGPolygon::_build_brush() {
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();
+ Vector3 *facesw = faces.ptrw();
+ Vector2 *uvsw = uvs.ptrw();
+ bool *smoothw = smooth.ptrw();
+ Ref<Material> *materialsw = materials.ptrw();
+ bool *invertw = invert.ptrw();
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 };
@@ -1910,7 +1827,6 @@ CSGBrush *CSGPolygon::_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] = {
@@ -1960,21 +1876,18 @@ CSGBrush *CSGPolygon::_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;
- float angi = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
- float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
+ 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] = {
@@ -2023,7 +1936,6 @@ CSGBrush *CSGPolygon::_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 };
@@ -2041,7 +1953,6 @@ CSGBrush *CSGPolygon::_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 };
@@ -2061,7 +1972,6 @@ CSGBrush *CSGPolygon::_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;
@@ -2087,7 +1997,6 @@ CSGBrush *CSGPolygon::_build_brush() {
}
for (int i = 0; i <= splits; i++) {
-
float ofs = i * path_interval;
if (ofs > bl) {
ofs = bl;
@@ -2127,7 +2036,6 @@ CSGBrush *CSGPolygon::_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] = {
@@ -2177,7 +2085,6 @@ CSGBrush *CSGPolygon::_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 };
@@ -2195,7 +2102,6 @@ CSGBrush *CSGPolygon::_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 };
@@ -2239,17 +2145,17 @@ CSGBrush *CSGPolygon::_build_brush() {
return brush;
}
-void CSGPolygon::_notification(int p_what) {
+void CSGPolygon3D::_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;
+ 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;
}
}
}
-void CSGPolygon::_validate_property(PropertyInfo &property) const {
+void CSGPolygon3D::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("spin") && mode != MODE_SPIN) {
property.usage = 0;
}
@@ -2260,77 +2166,74 @@ void CSGPolygon::_validate_property(PropertyInfo &property) const {
property.usage = 0;
}
- CSGShape::_validate_property(property);
+ CSGShape3D::_validate_property(property);
}
-void CSGPolygon::_path_changed() {
+void CSGPolygon3D::_path_changed() {
_make_dirty();
update_gizmo();
}
-void CSGPolygon::_path_exited() {
- path_cache = NULL;
+void CSGPolygon3D::_path_exited() {
+ path_cache = nullptr;
}
-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);
+void CSGPolygon3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
+ ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
- 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_mode", "mode"), &CSGPolygon3D::set_mode);
+ ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
- 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_depth", "depth"), &CSGPolygon3D::set_depth);
+ ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
- 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_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
+ ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
- 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_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
+ ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
- 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_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_rotation", "mode"), &CSGPolygon::set_path_rotation);
- ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation);
+ ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon3D::set_path_interval);
+ ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
- ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon::set_path_local);
- ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon::is_path_local);
+ ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon3D::set_path_rotation);
+ ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
- ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon::set_path_continuous_u);
- ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon::is_path_continuous_u);
+ ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
+ ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
- ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon::set_path_joined);
- ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon::is_path_joined);
+ 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_material", "material"), &CSGPolygon::set_material);
- ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material);
+ 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);
- 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("set_material", "material"), &CSGPolygon3D::set_material);
+ ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
- 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("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
+ ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
- ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited);
- ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed);
+ ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
+ ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
- ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
+ 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::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "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::FLOAT, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "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::REAL, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
+ 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::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::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, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
BIND_ENUM_CONSTANT(MODE_DEPTH);
BIND_ENUM_CONSTANT(MODE_SPIN);
@@ -2341,148 +2244,147 @@ void CSGPolygon::_bind_methods() {
BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
}
-void CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) {
+void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
polygon = p_polygon;
_make_dirty();
update_gizmo();
}
-Vector<Vector2> CSGPolygon::get_polygon() const {
+Vector<Vector2> CSGPolygon3D::get_polygon() const {
return polygon;
}
-void CSGPolygon::set_mode(Mode p_mode) {
+void CSGPolygon3D::set_mode(Mode p_mode) {
mode = p_mode;
_make_dirty();
update_gizmo();
- _change_notify();
+ notify_property_list_changed();
}
-CSGPolygon::Mode CSGPolygon::get_mode() const {
+CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
return mode;
}
-void CSGPolygon::set_depth(const float p_depth) {
+void CSGPolygon3D::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 {
+float CSGPolygon3D::get_depth() const {
return depth;
}
-void CSGPolygon::set_path_continuous_u(bool p_enable) {
+void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
path_continuous_u = p_enable;
_make_dirty();
}
-bool CSGPolygon::is_path_continuous_u() const {
+bool CSGPolygon3D::is_path_continuous_u() const {
return path_continuous_u;
}
-void CSGPolygon::set_spin_degrees(const float p_spin_degrees) {
+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();
}
-float CSGPolygon::get_spin_degrees() const {
+float CSGPolygon3D::get_spin_degrees() const {
return spin_degrees;
}
-void CSGPolygon::set_spin_sides(const int p_spin_sides) {
+void CSGPolygon3D::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 {
+int CSGPolygon3D::get_spin_sides() const {
return spin_sides;
}
-void CSGPolygon::set_path_node(const NodePath &p_path) {
+void CSGPolygon3D::set_path_node(const NodePath &p_path) {
path_node = p_path;
_make_dirty();
update_gizmo();
}
-NodePath CSGPolygon::get_path_node() const {
+NodePath CSGPolygon3D::get_path_node() const {
return path_node;
}
-void CSGPolygon::set_path_interval(float p_interval) {
+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();
}
-float CSGPolygon::get_path_interval() const {
+
+float CSGPolygon3D::get_path_interval() const {
return path_interval;
}
-void CSGPolygon::set_path_rotation(PathRotation p_rotation) {
+void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
path_rotation = p_rotation;
_make_dirty();
update_gizmo();
}
-CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const {
+CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
return path_rotation;
}
-void CSGPolygon::set_path_local(bool p_enable) {
+void CSGPolygon3D::set_path_local(bool p_enable) {
path_local = p_enable;
_make_dirty();
update_gizmo();
}
-bool CSGPolygon::is_path_local() const {
+bool CSGPolygon3D::is_path_local() const {
return path_local;
}
-void CSGPolygon::set_path_joined(bool p_enable) {
+void CSGPolygon3D::set_path_joined(bool p_enable) {
path_joined = p_enable;
_make_dirty();
update_gizmo();
}
-bool CSGPolygon::is_path_joined() const {
+bool CSGPolygon3D::is_path_joined() const {
return path_joined;
}
-void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) {
+void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
smooth_faces = p_smooth_faces;
_make_dirty();
}
-bool CSGPolygon::get_smooth_faces() const {
+bool CSGPolygon3D::get_smooth_faces() const {
return smooth_faces;
}
-void CSGPolygon::set_material(const Ref<Material> &p_material) {
-
+void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
}
-Ref<Material> CSGPolygon::get_material() const {
-
+Ref<Material> CSGPolygon3D::get_material() const {
return material;
}
-bool CSGPolygon::_is_editable_3d_polygon() const {
+bool CSGPolygon3D::_is_editable_3d_polygon() const {
return true;
}
-bool CSGPolygon::_has_editable_3d_polygon_no_depth() const {
+bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
return true;
}
-CSGPolygon::CSGPolygon() {
+CSGPolygon3D::CSGPolygon3D() {
// defaults
mode = MODE_DEPTH;
polygon.push_back(Vector2(0, 0));
@@ -2498,5 +2400,5 @@ CSGPolygon::CSGPolygon() {
path_local = false;
path_continuous_u = false;
path_joined = false;
- path_cache = NULL;
+ path_cache = nullptr;
}