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-rw-r--r--modules/csg/csg_shape.cpp875
1 files changed, 397 insertions, 478 deletions
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index 53424f2cfd..14e7896295 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "csg_shape.h"
+
#include "core/math/geometry_2d.h"
-#include "scene/3d/path_3d.h"
void CSGShape3D::set_use_collision(bool p_enable) {
if (use_collision == p_enable) {
@@ -88,36 +88,40 @@ uint32_t CSGShape3D::get_collision_mask() const {
return collision_mask;
}
-void CSGShape3D::set_collision_mask_bit(int p_bit, bool p_value) {
- ERR_FAIL_INDEX_MSG(p_bit, 32, "Collision mask bit must be between 0 and 31 inclusive.");
- uint32_t mask = get_collision_mask();
+void CSGShape3D::set_collision_layer_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t collision_layer = get_collision_layer();
if (p_value) {
- mask |= 1 << p_bit;
+ collision_layer |= 1 << (p_layer_number - 1);
} else {
- mask &= ~(1 << p_bit);
+ collision_layer &= ~(1 << (p_layer_number - 1));
}
- set_collision_mask(mask);
+ set_collision_layer(collision_layer);
}
-bool CSGShape3D::get_collision_mask_bit(int p_bit) const {
- ERR_FAIL_INDEX_V_MSG(p_bit, 32, false, "Collision mask bit must be between 0 and 31 inclusive.");
- return get_collision_mask() & (1 << p_bit);
+bool CSGShape3D::get_collision_layer_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_layer() & (1 << (p_layer_number - 1));
}
-void CSGShape3D::set_collision_layer_bit(int p_bit, bool p_value) {
- ERR_FAIL_INDEX_MSG(p_bit, 32, "Collision layer bit must be between 0 and 31 inclusive.");
- uint32_t layer = get_collision_layer();
+void CSGShape3D::set_collision_mask_value(int p_layer_number, bool p_value) {
+ ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
+ uint32_t mask = get_collision_mask();
if (p_value) {
- layer |= 1 << p_bit;
+ mask |= 1 << (p_layer_number - 1);
} else {
- layer &= ~(1 << p_bit);
+ mask &= ~(1 << (p_layer_number - 1));
}
- set_collision_layer(layer);
+ set_collision_mask(mask);
}
-bool CSGShape3D::get_collision_layer_bit(int p_bit) const {
- ERR_FAIL_INDEX_V_MSG(p_bit, 32, false, "Collision layer bit must be between 0 and 31 inclusive.");
- return get_collision_layer() & (1 << p_bit);
+bool CSGShape3D::get_collision_mask_value(int p_layer_number) const {
+ ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
+ ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
+ return get_collision_mask() & (1 << (p_layer_number - 1));
}
bool CSGShape3D::is_root_shape() const {
@@ -188,7 +192,7 @@ CSGBrush *CSGShape3D::_get_brush() {
bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap);
break;
case CSGShape3D::OPERATION_SUBTRACTION:
- bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap);
+ bop.merge_brushes(CSGBrushOperation::OPERATION_SUBTRACTION, *n, *nn2, *nn, snap);
break;
}
memdelete(n);
@@ -276,7 +280,7 @@ void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const
}
void CSGShape3D::_update_shape() {
- if (parent) {
+ if (parent || !is_inside_tree()) {
return;
}
@@ -548,7 +552,7 @@ void CSGShape3D::_notification(int p_what) {
void CSGShape3D::set_operation(Operation p_operation) {
operation = p_operation;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
CSGShape3D::Operation CSGShape3D::get_operation() const {
@@ -605,11 +609,11 @@ void CSGShape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
- ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape3D::set_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape3D::get_collision_mask_bit);
+ ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CSGShape3D::set_collision_mask_value);
+ ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CSGShape3D::get_collision_mask_value);
- ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape3D::set_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape3D::get_collision_layer_bit);
+ ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CSGShape3D::set_collision_layer_value);
+ ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CSGShape3D::get_collision_layer_value);
ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
@@ -778,7 +782,7 @@ CSGBrush *CSGMesh3D::_build_brush() {
}
}
- bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
+ bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
vw[as + j + 0] = vertex[0];
vw[as + j + 1] = vertex[1];
@@ -820,7 +824,7 @@ CSGBrush *CSGMesh3D::_build_brush() {
}
}
- bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
+ bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
vw[as + j + 0] = vertex[0];
vw[as + j + 1] = vertex[1];
@@ -845,7 +849,7 @@ CSGBrush *CSGMesh3D::_build_brush() {
void CSGMesh3D::_mesh_changed() {
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
void CSGMesh3D::set_material(const Ref<Material> &p_material) {
@@ -923,36 +927,40 @@ CSGBrush *CSGSphere3D::_build_brush() {
Ref<Material> *materialsw = materials.ptrw();
bool *invertw = invert.ptrw();
- const double lat_step = 1.0 / rings;
- const double lon_step = 1.0 / radial_segments;
+ // We want to follow an order that's convenient for UVs.
+ // For latitude step we start at the top and move down like in an image.
+ const double latitude_step = -Math_PI / rings;
+ const double longitude_step = Math_TAU / radial_segments;
int face = 0;
- for (int i = 1; i <= rings; i++) {
- double lat0 = Math_PI * (0.5 - (i - 1) * lat_step);
- double c0 = Math::cos(lat0);
- double s0 = Math::sin(lat0);
- double v0 = double(i - 1) / rings;
-
- double lat1 = Math_PI * (0.5 - i * lat_step);
- double c1 = Math::cos(lat1);
- double s1 = Math::sin(lat1);
- double v1 = double(i) / rings;
-
- for (int j = 1; j <= radial_segments; j++) {
- double lng0 = Math_TAU * (0.5 - (j - 1) * lon_step);
- double x0 = Math::cos(lng0);
- double y0 = Math::sin(lng0);
- double u0 = double(j - 1) / radial_segments;
-
- double lng1 = Math_TAU * (0.5 - j * lon_step);
- double x1 = Math::cos(lng1);
- double y1 = Math::sin(lng1);
- double u1 = double(j) / radial_segments;
+ for (int i = 0; i < rings; i++) {
+ double latitude0 = latitude_step * i + Math_TAU / 4;
+ double cos0 = Math::cos(latitude0);
+ double sin0 = Math::sin(latitude0);
+ double v0 = double(i) / rings;
+
+ double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
+ double cos1 = Math::cos(latitude1);
+ double sin1 = Math::sin(latitude1);
+ double v1 = double(i + 1) / rings;
+
+ for (int j = 0; j < radial_segments; j++) {
+ double longitude0 = longitude_step * j;
+ // We give sin to X and cos to Z on purpose.
+ // This allows UVs to be CCW on +X so it maps to images well.
+ double x0 = Math::sin(longitude0);
+ double z0 = Math::cos(longitude0);
+ double u0 = double(j) / radial_segments;
+
+ double longitude1 = longitude_step * (j + 1);
+ double x1 = Math::sin(longitude1);
+ double z1 = Math::cos(longitude1);
+ double u1 = double(j + 1) / radial_segments;
Vector3 v[4] = {
- Vector3(x0 * c0, s0, y0 * c0) * radius,
- Vector3(x1 * c0, s0, y1 * c0) * radius,
- Vector3(x1 * c1, s1, y1 * c1) * radius,
- Vector3(x0 * c1, s1, y0 * c1) * radius,
+ Vector3(x0 * cos0, sin0, z0 * cos0) * radius,
+ Vector3(x1 * cos0, sin0, z1 * cos0) * radius,
+ Vector3(x1 * cos1, sin1, z1 * cos1) * radius,
+ Vector3(x0 * cos1, sin1, z0 * cos1) * radius,
};
Vector2 u[4] = {
@@ -962,8 +970,8 @@ CSGBrush *CSGSphere3D::_build_brush() {
Vector2(u0, v1),
};
- if (i < rings) {
- //face 1
+ // Draw the first face, but skip this at the north pole (i == 0).
+ if (i > 0) {
facesw[face * 3 + 0] = v[0];
facesw[face * 3 + 1] = v[1];
facesw[face * 3 + 2] = v[2];
@@ -979,8 +987,8 @@ CSGBrush *CSGSphere3D::_build_brush() {
face++;
}
- if (i > 1) {
- //face 2
+ // Draw the second face, but skip this at the south pole (i == rings - 1).
+ if (i < rings - 1) {
facesw[face * 3 + 0] = v[2];
facesw[face * 3 + 1] = v[3];
facesw[face * 3 + 2] = v[0];
@@ -1034,7 +1042,7 @@ void CSGSphere3D::set_radius(const float p_radius) {
ERR_FAIL_COND(p_radius <= 0);
radius = p_radius;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGSphere3D::get_radius() const {
@@ -1044,7 +1052,7 @@ float CSGSphere3D::get_radius() const {
void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGSphere3D::get_radial_segments() const {
@@ -1054,7 +1062,7 @@ int CSGSphere3D::get_radial_segments() const {
void CSGSphere3D::set_rings(const int p_rings) {
rings = p_rings > 1 ? p_rings : 1;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGSphere3D::get_rings() const {
@@ -1203,7 +1211,7 @@ void CSGBox3D::_bind_methods() {
void CSGBox3D::set_size(const Vector3 &p_size) {
size = p_size;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
Vector3 CSGBox3D::get_size() const {
@@ -1213,7 +1221,7 @@ Vector3 CSGBox3D::get_size() const {
void CSGBox3D::set_material(const Ref<Material> &p_material) {
material = p_material;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
Ref<Material> CSGBox3D::get_material() const {
@@ -1384,7 +1392,7 @@ void CSGCylinder3D::_bind_methods() {
void CSGCylinder3D::set_radius(const float p_radius) {
radius = p_radius;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGCylinder3D::get_radius() const {
@@ -1394,7 +1402,7 @@ float CSGCylinder3D::get_radius() const {
void CSGCylinder3D::set_height(const float p_height) {
height = p_height;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGCylinder3D::get_height() const {
@@ -1405,7 +1413,7 @@ void CSGCylinder3D::set_sides(const int p_sides) {
ERR_FAIL_COND(p_sides < 3);
sides = p_sides;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGCylinder3D::get_sides() const {
@@ -1415,7 +1423,7 @@ int CSGCylinder3D::get_sides() const {
void CSGCylinder3D::set_cone(const bool p_cone) {
cone = p_cone;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
bool CSGCylinder3D::is_cone() const {
@@ -1603,7 +1611,7 @@ void CSGTorus3D::_bind_methods() {
void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
inner_radius = p_inner_radius;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGTorus3D::get_inner_radius() const {
@@ -1613,7 +1621,7 @@ float CSGTorus3D::get_inner_radius() const {
void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
outer_radius = p_outer_radius;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGTorus3D::get_outer_radius() const {
@@ -1624,7 +1632,7 @@ void CSGTorus3D::set_sides(const int p_sides) {
ERR_FAIL_COND(p_sides < 3);
sides = p_sides;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGTorus3D::get_sides() const {
@@ -1635,7 +1643,7 @@ void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
ERR_FAIL_COND(p_ring_sides < 3);
ring_sides = p_ring_sides;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGTorus3D::get_ring_sides() const {
@@ -1672,109 +1680,86 @@ CSGTorus3D::CSGTorus3D() {
///////////////
CSGBrush *CSGPolygon3D::_build_brush() {
- // set our bounding box
+ CSGBrush *brush = memnew(CSGBrush);
if (polygon.size() < 3) {
- return memnew(CSGBrush);
+ return brush;
}
- Vector<Point2> final_polygon = polygon;
-
- if (Triangulate::get_area(final_polygon) > 0) {
- final_polygon.reverse();
+ // Triangulate polygon shape.
+ Vector<Point2> shape_polygon = polygon;
+ if (Triangulate::get_area(shape_polygon) > 0) {
+ shape_polygon.reverse();
}
-
- Vector<int> triangles = Geometry2D::triangulate_polygon(final_polygon);
-
- if (triangles.size() < 3) {
- return memnew(CSGBrush);
+ int shape_sides = shape_polygon.size();
+ Vector<int> shape_faces = Geometry2D::triangulate_polygon(shape_polygon);
+ ERR_FAIL_COND_V_MSG(shape_faces.size() < 3, brush, "Failed to triangulate CSGPolygon");
+
+ // Get polygon enclosing Rect2.
+ Rect2 shape_rect(shape_polygon[0], Vector2());
+ for (int i = 1; i < shape_sides; i++) {
+ shape_rect.expand_to(shape_polygon[i]);
}
- Path3D *path = nullptr;
+ // If MODE_PATH, check if curve has changed.
Ref<Curve3D> curve;
-
- // get bounds for our polygon
- Vector2 final_polygon_min;
- Vector2 final_polygon_max;
- for (int i = 0; i < final_polygon.size(); i++) {
- Vector2 p = final_polygon[i];
- if (i == 0) {
- final_polygon_min = p;
- final_polygon_max = final_polygon_min;
- } else {
- if (p.x < final_polygon_min.x) {
- final_polygon_min.x = p.x;
- }
- if (p.y < final_polygon_min.y) {
- final_polygon_min.y = p.y;
- }
-
- if (p.x > final_polygon_max.x) {
- final_polygon_max.x = p.x;
+ if (mode == MODE_PATH) {
+ Path3D *current_path = Object::cast_to<Path3D>(get_node_or_null(path_node));
+ if (path != current_path) {
+ if (path) {
+ path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
+ path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
}
- if (p.y > final_polygon_max.y) {
- final_polygon_max.y = p.y;
+ path = current_path;
+ if (path) {
+ path->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
+ path->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
}
}
- }
- Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
- if (mode == MODE_PATH) {
- if (!has_node(path_node)) {
- return memnew(CSGBrush);
- }
- Node *n = get_node(path_node);
- if (!n) {
- return memnew(CSGBrush);
- }
- path = Object::cast_to<Path3D>(n);
if (!path) {
- return memnew(CSGBrush);
+ return brush;
}
- if (path != path_cache) {
- if (path_cache) {
- path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
- path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
- path_cache = nullptr;
- }
-
- path_cache = path;
-
- path_cache->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
- path_cache->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
- }
curve = path->get_curve();
- if (curve.is_null()) {
- return memnew(CSGBrush);
- }
- if (curve->get_baked_length() <= 0) {
- return memnew(CSGBrush);
+ if (curve.is_null() || curve->get_point_count() < 2) {
+ return brush;
}
}
- CSGBrush *brush = memnew(CSGBrush);
-
- int face_count = 0;
+ // Calculate the number extrusions, ends and faces.
+ int extrusions = 0;
+ int extrusion_face_count = shape_sides * 2;
+ int end_count = 0;
+ int shape_face_count = shape_faces.size() / 3;
+ real_t curve_length = 1.0;
switch (mode) {
case MODE_DEPTH:
- face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2;
+ extrusions = 1;
+ end_count = 2;
break;
case MODE_SPIN:
- face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides;
+ extrusions = spin_sides;
+ if (spin_degrees < 360) {
+ end_count = 2;
+ }
break;
case MODE_PATH: {
- float bl = curve->get_baked_length();
- int splits = MAX(2, Math::ceil(bl / path_interval));
- if (path_joined) {
- face_count = splits * final_polygon.size() * 2;
+ curve_length = curve->get_baked_length();
+ if (path_interval_type == PATH_INTERVAL_DISTANCE) {
+ extrusions = MAX(1, Math::ceil(curve_length / path_interval)) + 1;
} else {
- face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
+ extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval);
+ }
+ if (!path_joined) {
+ end_count = 2;
+ extrusions -= 1;
}
} break;
}
+ int face_count = extrusions * extrusion_face_count + end_count * shape_face_count;
- bool invert_val = is_inverting_faces();
+ // Intialize variables used to create the mesh.
Ref<Material> material = get_material();
Vector<Vector3> faces;
@@ -1785,12 +1770,11 @@ CSGBrush *CSGPolygon3D::_build_brush() {
faces.resize(face_count * 3);
uvs.resize(face_count * 3);
-
smooth.resize(face_count);
materials.resize(face_count);
invert.resize(face_count);
+ int faces_removed = 0;
- AABB aabb; //must be computed
{
Vector3 *facesw = faces.ptrw();
Vector2 *uvsw = uvs.ptrw();
@@ -1799,346 +1783,234 @@ CSGBrush *CSGPolygon3D::_build_brush() {
bool *invertw = invert.ptrw();
int face = 0;
+ Transform3D base_xform;
+ Transform3D current_xform;
+ Transform3D previous_xform;
+ Transform3D previous_previous_xform;
+ double u_step = 1.0 / extrusions;
+ if (path_u_distance > 0.0) {
+ u_step *= curve_length / path_u_distance;
+ }
+ double v_step = 1.0 / shape_sides;
+ double spin_step = Math::deg2rad(spin_degrees / spin_sides);
+ double extrusion_step = 1.0 / extrusions;
+ if (mode == MODE_PATH) {
+ if (path_joined) {
+ extrusion_step = 1.0 / (extrusions - 1);
+ }
+ extrusion_step *= curve_length;
+ }
- switch (mode) {
- case MODE_DEPTH: {
- //add triangles, front and back
- for (int i = 0; i < 2; i++) {
- for (int j = 0; j < triangles.size(); j += 3) {
- for (int k = 0; k < 3; k++) {
- int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
- Vector2 p = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(p.x, p.y, 0);
- if (i == 0) {
- v.z -= depth;
- }
- facesw[face * 3 + k] = v;
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- if (i == 0) {
- uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
- }
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
- }
- }
-
- //add triangles for depth
- for (int i = 0; i < final_polygon.size(); i++) {
- int i_n = (i + 1) % final_polygon.size();
-
- Vector3 v[4] = {
- Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
- Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
- Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
- Vector3(final_polygon[i].x, final_polygon[i].y, 0),
- };
-
- Vector2 u[4] = {
- Vector2(0, 0),
- Vector2(0, 1),
- Vector2(1, 1),
- Vector2(1, 0)
- };
-
- // face 1
- facesw[face * 3 + 0] = v[0];
- facesw[face * 3 + 1] = v[1];
- facesw[face * 3 + 2] = v[2];
-
- uvsw[face * 3 + 0] = u[0];
- uvsw[face * 3 + 1] = u[1];
- uvsw[face * 3 + 2] = u[2];
-
- smoothw[face] = smooth_faces;
- invertw[face] = invert_val;
- materialsw[face] = material;
+ if (mode == MODE_PATH) {
+ if (!path_local) {
+ base_xform = path->get_global_transform();
+ }
- face++;
+ Vector3 current_point = curve->interpolate_baked(0);
+ Vector3 next_point = curve->interpolate_baked(extrusion_step);
+ Vector3 current_up = Vector3(0, 1, 0);
+ Vector3 direction = next_point - current_point;
- // face 2
- facesw[face * 3 + 0] = v[2];
- facesw[face * 3 + 1] = v[3];
- facesw[face * 3 + 2] = v[0];
+ if (path_joined) {
+ Vector3 last_point = curve->interpolate_baked(curve->get_baked_length());
+ direction = next_point - last_point;
+ }
- uvsw[face * 3 + 0] = u[2];
- uvsw[face * 3 + 1] = u[3];
- uvsw[face * 3 + 2] = u[0];
+ switch (path_rotation) {
+ case PATH_ROTATION_POLYGON:
+ direction = Vector3(0, 0, -1);
+ break;
+ case PATH_ROTATION_PATH:
+ break;
+ case PATH_ROTATION_PATH_FOLLOW:
+ current_up = curve->interpolate_baked_up_vector(0);
+ break;
+ }
- smoothw[face] = smooth_faces;
- invertw[face] = invert_val;
- materialsw[face] = material;
+ Transform3D facing = Transform3D().looking_at(direction, current_up);
+ current_xform = base_xform.translated(current_point) * facing;
+ }
- face++;
+ // Create the mesh.
+ if (end_count > 0) {
+ // Add front end face.
+ for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
+ for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
+ // We need to reverse the rotation of the shape face vertices.
+ int index = shape_faces[face_idx * 3 + 2 - face_vertex_idx];
+ Point2 p = shape_polygon[index];
+ Point2 uv = (p - shape_rect.position) / shape_rect.size;
+
+ // Use the left side of the bottom half of the y-inverted texture.
+ uv.x = uv.x / 2;
+ uv.y = 1 - (uv.y / 2);
+
+ facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
+ uvsw[face * 3 + face_vertex_idx] = uv;
}
- } break;
- case MODE_SPIN: {
- for (int i = 0; i < spin_sides; i++) {
- float inci = float(i) / spin_sides;
- float inci_n = float((i + 1)) / spin_sides;
-
- float angi = -Math::deg2rad(inci * spin_degrees);
- float angi_n = -Math::deg2rad(inci_n * spin_degrees);
-
- Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
- Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
-
- //add triangles for depth
- for (int j = 0; j < final_polygon.size(); j++) {
- int j_n = (j + 1) % final_polygon.size();
-
- Vector3 v[4] = {
- Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
- Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
- Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
- Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
- };
-
- Vector2 u[4] = {
- Vector2(0, 0),
- Vector2(0, 1),
- Vector2(1, 1),
- Vector2(1, 0)
- };
-
- // face 1
- facesw[face * 3 + 0] = v[0];
- facesw[face * 3 + 1] = v[2];
- facesw[face * 3 + 2] = v[1];
-
- uvsw[face * 3 + 0] = u[0];
- uvsw[face * 3 + 1] = u[2];
- uvsw[face * 3 + 2] = u[1];
-
- smoothw[face] = smooth_faces;
- invertw[face] = invert_val;
- materialsw[face] = material;
-
- face++;
-
- // face 2
- facesw[face * 3 + 0] = v[2];
- facesw[face * 3 + 1] = v[0];
- facesw[face * 3 + 2] = v[3];
-
- uvsw[face * 3 + 0] = u[2];
- uvsw[face * 3 + 1] = u[0];
- uvsw[face * 3 + 2] = u[3];
-
- smoothw[face] = smooth_faces;
- invertw[face] = invert_val;
- materialsw[face] = material;
-
- face++;
- }
-
- if (i == 0 && spin_degrees < 360) {
- for (int j = 0; j < triangles.size(); j += 3) {
- for (int k = 0; k < 3; k++) {
- int src[3] = { 0, 2, 1 };
- Vector2 p = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(p.x, p.y, 0);
- facesw[face * 3 + k] = v;
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
- }
- }
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_faces;
+ face++;
+ }
+ }
- if (i == spin_sides - 1 && spin_degrees < 360) {
- for (int j = 0; j < triangles.size(); j += 3) {
- for (int k = 0; k < 3; k++) {
- int src[3] = { 0, 1, 2 };
- Vector2 p = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
- facesw[face * 3 + k] = v;
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
+ real_t angle_simplify_dot = Math::cos(Math::deg2rad(path_simplify_angle));
+ Vector3 previous_simplify_dir = Vector3(0, 0, 0);
+ int faces_combined = 0;
+
+ // Add extrusion faces.
+ for (int x0 = 0; x0 < extrusions; x0++) {
+ previous_previous_xform = previous_xform;
+ previous_xform = current_xform;
+
+ switch (mode) {
+ case MODE_DEPTH: {
+ current_xform.translate(Vector3(0, 0, -depth));
+ } break;
+ case MODE_SPIN: {
+ current_xform.rotate(Vector3(0, 1, 0), spin_step);
+ } break;
+ case MODE_PATH: {
+ double previous_offset = x0 * extrusion_step;
+ double current_offset = (x0 + 1) * extrusion_step;
+ double next_offset = (x0 + 2) * extrusion_step;
+ if (x0 == extrusions - 1) {
+ if (path_joined) {
+ current_offset = 0;
+ next_offset = extrusion_step;
+ } else {
+ next_offset = current_offset;
}
}
- }
- } break;
- case MODE_PATH: {
- float bl = curve->get_baked_length();
- int splits = MAX(2, Math::ceil(bl / path_interval));
- float u1 = 0.0;
- float u2 = path_continuous_u ? 0.0 : 1.0;
-
- Transform3D path_to_this;
- if (!path_local) {
- // center on paths origin
- path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
- }
-
- Transform3D prev_xf;
-
- Vector3 lookat_dir;
-
- if (path_rotation == PATH_ROTATION_POLYGON) {
- lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
- } else {
- Vector3 p1, p2;
- p1 = curve->interpolate_baked(0);
- p2 = curve->interpolate_baked(0.1);
- lookat_dir = (p2 - p1).normalized();
- }
-
- for (int i = 0; i <= splits; i++) {
- float ofs = i * path_interval;
- if (ofs > bl) {
- ofs = bl;
- }
- if (i == splits && path_joined) {
- ofs = 0.0;
- }
-
- Transform3D xf;
- xf.origin = curve->interpolate_baked(ofs);
-
- Vector3 local_dir;
-
- if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
- //before end
- Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
- Vector3 p2 = curve->interpolate_baked(ofs);
- local_dir = (p2 - p1).normalized();
+ Vector3 previous_point = curve->interpolate_baked(previous_offset);
+ Vector3 current_point = curve->interpolate_baked(current_offset);
+ Vector3 next_point = curve->interpolate_baked(next_offset);
+ Vector3 current_up = Vector3(0, 1, 0);
+ Vector3 direction = next_point - previous_point;
+ Vector3 current_dir = (current_point - previous_point).normalized();
+
+ // If the angles are similar, remove the previous face and replace it with this one.
+ if (path_simplify_angle > 0.0 && x0 > 0 && previous_simplify_dir.dot(current_dir) > angle_simplify_dot) {
+ faces_combined += 1;
+ previous_xform = previous_previous_xform;
+ face -= extrusion_face_count;
+ faces_removed += extrusion_face_count;
} else {
- local_dir = lookat_dir;
+ faces_combined = 0;
+ previous_simplify_dir = current_dir;
}
- xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
- Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
-
- xf = xf * rot; //post mult
+ switch (path_rotation) {
+ case PATH_ROTATION_POLYGON:
+ direction = Vector3(0, 0, -1);
+ break;
+ case PATH_ROTATION_PATH:
+ break;
+ case PATH_ROTATION_PATH_FOLLOW:
+ current_up = curve->interpolate_baked_up_vector(current_offset);
+ break;
+ }
- xf = path_to_this * xf;
+ Transform3D facing = Transform3D().looking_at(direction, current_up);
+ current_xform = base_xform.translated(current_point) * facing;
+ } break;
+ }
- if (i > 0) {
- if (path_continuous_u) {
- u1 = u2;
- u2 += (prev_xf.origin - xf.origin).length();
- };
+ double u0 = (x0 - faces_combined) * u_step;
+ double u1 = ((x0 + 1) * u_step);
+ if (mode == MODE_PATH && !path_continuous_u) {
+ u0 = 0.0;
+ u1 = 1.0;
+ }
- //put triangles where they belong
- //add triangles for depth
- for (int j = 0; j < final_polygon.size(); j++) {
- int j_n = (j + 1) % final_polygon.size();
+ for (int y0 = 0; y0 < shape_sides; y0++) {
+ int y1 = (y0 + 1) % shape_sides;
+ // Use the top half of the texture.
+ double v0 = (y0 * v_step) / 2;
+ double v1 = ((y0 + 1) * v_step) / 2;
- Vector3 v[4] = {
- prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
- prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
- xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
- xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
- };
+ Vector3 v[4] = {
+ previous_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
+ current_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
+ current_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
+ previous_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
+ };
- Vector2 u[4] = {
- Vector2(u1, 1),
- Vector2(u1, 0),
- Vector2(u2, 0),
- Vector2(u2, 1)
- };
+ Vector2 u[4] = {
+ Vector2(u0, v0),
+ Vector2(u1, v0),
+ Vector2(u1, v1),
+ Vector2(u0, v1),
+ };
- // face 1
- facesw[face * 3 + 0] = v[0];
- facesw[face * 3 + 1] = v[1];
- facesw[face * 3 + 2] = v[2];
+ // Face 1
+ facesw[face * 3 + 0] = v[0];
+ facesw[face * 3 + 1] = v[1];
+ facesw[face * 3 + 2] = v[2];
- uvsw[face * 3 + 0] = u[0];
- uvsw[face * 3 + 1] = u[1];
- uvsw[face * 3 + 2] = u[2];
+ uvsw[face * 3 + 0] = u[0];
+ uvsw[face * 3 + 1] = u[1];
+ uvsw[face * 3 + 2] = u[2];
- smoothw[face] = smooth_faces;
- invertw[face] = invert_val;
- materialsw[face] = material;
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_faces;
+ materialsw[face] = material;
- face++;
+ face++;
- // face 2
- facesw[face * 3 + 0] = v[2];
- facesw[face * 3 + 1] = v[3];
- facesw[face * 3 + 2] = v[0];
+ // Face 2
+ facesw[face * 3 + 0] = v[2];
+ facesw[face * 3 + 1] = v[3];
+ facesw[face * 3 + 2] = v[0];
- uvsw[face * 3 + 0] = u[2];
- uvsw[face * 3 + 1] = u[3];
- uvsw[face * 3 + 2] = u[0];
+ uvsw[face * 3 + 0] = u[2];
+ uvsw[face * 3 + 1] = u[3];
+ uvsw[face * 3 + 2] = u[0];
- smoothw[face] = smooth_faces;
- invertw[face] = invert_val;
- materialsw[face] = material;
+ smoothw[face] = smooth_faces;
+ invertw[face] = invert_faces;
+ materialsw[face] = material;
- face++;
- }
- }
+ face++;
+ }
+ }
- if (i == 0 && !path_joined) {
- for (int j = 0; j < triangles.size(); j += 3) {
- for (int k = 0; k < 3; k++) {
- int src[3] = { 0, 1, 2 };
- Vector2 p = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(p.x, p.y, 0);
- facesw[face * 3 + k] = xf.xform(v);
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
- }
- }
+ if (end_count > 1) {
+ // Add back end face.
+ for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
+ for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
+ int index = shape_faces[face_idx * 3 + face_vertex_idx];
+ Point2 p = shape_polygon[index];
+ Point2 uv = (p - shape_rect.position) / shape_rect.size;
- if (i == splits && !path_joined) {
- for (int j = 0; j < triangles.size(); j += 3) {
- for (int k = 0; k < 3; k++) {
- int src[3] = { 0, 2, 1 };
- Vector2 p = final_polygon[triangles[j + src[k]]];
- Vector3 v = Vector3(p.x, p.y, 0);
- facesw[face * 3 + k] = xf.xform(v);
- uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
- uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
- }
-
- smoothw[face] = false;
- materialsw[face] = material;
- invertw[face] = invert_val;
- face++;
- }
- }
+ // Use the x-inverted ride side of the bottom half of the y-inverted texture.
+ uv.x = 1 - uv.x / 2;
+ uv.y = 1 - (uv.y / 2);
- prev_xf = xf;
+ facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
+ uvsw[face * 3 + face_vertex_idx] = uv;
}
- } break;
+ smoothw[face] = false;
+ materialsw[face] = material;
+ invertw[face] = invert_faces;
+ face++;
+ }
}
- if (face != face_count) {
- ERR_PRINT("Face mismatch bug! fix code");
- }
- for (int i = 0; i < face_count * 3; i++) {
- if (i == 0) {
- aabb.position = facesw[i];
- } else {
- aabb.expand_to(facesw[i]);
- }
+ face_count -= faces_removed;
+ ERR_FAIL_COND_V_MSG(face != face_count, brush, "Bug: Failed to create the CSGPolygon mesh correctly.");
+ }
- // invert UVs on the Y-axis OpenGL = upside down
- uvsw[i].y = 1.0 - uvsw[i].y;
- }
+ if (faces_removed > 0) {
+ faces.resize(face_count * 3);
+ uvs.resize(face_count * 3);
+ smooth.resize(face_count);
+ materials.resize(face_count);
+ invert.resize(face_count);
}
brush->build_from_faces(faces, uvs, smooth, materials, invert);
@@ -2148,10 +2020,10 @@ CSGBrush *CSGPolygon3D::_build_brush() {
void CSGPolygon3D::_notification(int p_what) {
if (p_what == NOTIFICATION_EXIT_TREE) {
- if (path_cache) {
- path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
- path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
- path_cache = nullptr;
+ if (path) {
+ path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
+ path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
+ path = nullptr;
}
}
}
@@ -2172,11 +2044,11 @@ void CSGPolygon3D::_validate_property(PropertyInfo &property) const {
void CSGPolygon3D::_path_changed() {
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
void CSGPolygon3D::_path_exited() {
- path_cache = nullptr;
+ path = nullptr;
}
void CSGPolygon3D::_bind_methods() {
@@ -2198,10 +2070,16 @@ void CSGPolygon3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
- ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon3D::set_path_interval);
+ ClassDB::bind_method(D_METHOD("set_path_interval_type", "interval_type"), &CSGPolygon3D::set_path_interval_type);
+ ClassDB::bind_method(D_METHOD("get_path_interval_type"), &CSGPolygon3D::get_path_interval_type);
+
+ ClassDB::bind_method(D_METHOD("set_path_interval", "interval"), &CSGPolygon3D::set_path_interval);
ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
- ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon3D::set_path_rotation);
+ ClassDB::bind_method(D_METHOD("set_path_simplify_angle", "degrees"), &CSGPolygon3D::set_path_simplify_angle);
+ ClassDB::bind_method(D_METHOD("get_path_simplify_angle"), &CSGPolygon3D::get_path_simplify_angle);
+
+ ClassDB::bind_method(D_METHOD("set_path_rotation", "path_rotation"), &CSGPolygon3D::set_path_rotation);
ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
@@ -2210,6 +2088,9 @@ void CSGPolygon3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
+ ClassDB::bind_method(D_METHOD("set_path_u_distance", "distance"), &CSGPolygon3D::set_path_u_distance);
+ ClassDB::bind_method(D_METHOD("get_path_u_distance"), &CSGPolygon3D::get_path_u_distance);
+
ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
@@ -2224,14 +2105,17 @@ void CSGPolygon3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp"), "set_depth", "get_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.01,100.0,0.01,or_greater,exp"), "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, "Path3D"), "set_path_node", "get_path_node");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp"), "set_path_interval", "get_path_interval");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "path_interval_type", PROPERTY_HINT_ENUM, "Distance,Subdivide"), "set_path_interval_type", "get_path_interval_type");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_RANGE, "0.01,1.0,0.01,exp,or_greater"), "set_path_interval", "get_path_interval");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_simplify_angle", PROPERTY_HINT_RANGE, "0.0,180.0,0.1,exp"), "set_path_simplify_angle", "get_path_simplify_angle");
ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_u_distance", PROPERTY_HINT_RANGE, "0.0,10.0,0.01,or_greater"), "set_path_u_distance", "get_path_u_distance");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
@@ -2243,12 +2127,15 @@ void CSGPolygon3D::_bind_methods() {
BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
+
+ BIND_ENUM_CONSTANT(PATH_INTERVAL_DISTANCE);
+ BIND_ENUM_CONSTANT(PATH_INTERVAL_SUBDIVIDE);
}
void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
polygon = p_polygon;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
Vector<Vector2> CSGPolygon3D::get_polygon() const {
@@ -2258,7 +2145,7 @@ Vector<Vector2> CSGPolygon3D::get_polygon() const {
void CSGPolygon3D::set_mode(Mode p_mode) {
mode = p_mode;
_make_dirty();
- update_gizmo();
+ update_gizmos();
notify_property_list_changed();
}
@@ -2270,7 +2157,7 @@ void CSGPolygon3D::set_depth(const float p_depth) {
ERR_FAIL_COND(p_depth < 0.001);
depth = p_depth;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGPolygon3D::get_depth() const {
@@ -2286,22 +2173,32 @@ bool CSGPolygon3D::is_path_continuous_u() const {
return path_continuous_u;
}
+void CSGPolygon3D::set_path_u_distance(real_t p_path_u_distance) {
+ path_u_distance = p_path_u_distance;
+ _make_dirty();
+ update_gizmos();
+}
+
+real_t CSGPolygon3D::get_path_u_distance() const {
+ return path_u_distance;
+}
+
void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
spin_degrees = p_spin_degrees;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGPolygon3D::get_spin_degrees() const {
return spin_degrees;
}
-void CSGPolygon3D::set_spin_sides(const int p_spin_sides) {
+void CSGPolygon3D::set_spin_sides(int p_spin_sides) {
ERR_FAIL_COND(p_spin_sides < 3);
spin_sides = p_spin_sides;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
int CSGPolygon3D::get_spin_sides() const {
@@ -2311,28 +2208,47 @@ int CSGPolygon3D::get_spin_sides() const {
void CSGPolygon3D::set_path_node(const NodePath &p_path) {
path_node = p_path;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
NodePath CSGPolygon3D::get_path_node() const {
return path_node;
}
+void CSGPolygon3D::set_path_interval_type(PathIntervalType p_interval_type) {
+ path_interval_type = p_interval_type;
+ _make_dirty();
+ update_gizmos();
+}
+
+CSGPolygon3D::PathIntervalType CSGPolygon3D::get_path_interval_type() const {
+ return path_interval_type;
+}
+
void CSGPolygon3D::set_path_interval(float p_interval) {
- ERR_FAIL_COND_MSG(p_interval < 0.001, "Path interval cannot be smaller than 0.001.");
path_interval = p_interval;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
float CSGPolygon3D::get_path_interval() const {
return path_interval;
}
+void CSGPolygon3D::set_path_simplify_angle(float p_angle) {
+ path_simplify_angle = p_angle;
+ _make_dirty();
+ update_gizmos();
+}
+
+float CSGPolygon3D::get_path_simplify_angle() const {
+ return path_simplify_angle;
+}
+
void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
path_rotation = p_rotation;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
@@ -2342,7 +2258,7 @@ CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
void CSGPolygon3D::set_path_local(bool p_enable) {
path_local = p_enable;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
bool CSGPolygon3D::is_path_local() const {
@@ -2352,7 +2268,7 @@ bool CSGPolygon3D::is_path_local() const {
void CSGPolygon3D::set_path_joined(bool p_enable) {
path_joined = p_enable;
_make_dirty();
- update_gizmo();
+ update_gizmos();
}
bool CSGPolygon3D::is_path_joined() const {
@@ -2396,10 +2312,13 @@ CSGPolygon3D::CSGPolygon3D() {
spin_degrees = 360;
spin_sides = 8;
smooth_faces = false;
- path_interval = 1;
- path_rotation = PATH_ROTATION_PATH;
+ path_interval_type = PATH_INTERVAL_DISTANCE;
+ path_interval = 1.0;
+ path_simplify_angle = 0.0;
+ path_rotation = PATH_ROTATION_PATH_FOLLOW;
path_local = false;
- path_continuous_u = false;
+ path_continuous_u = true;
+ path_u_distance = 1.0;
path_joined = false;
- path_cache = nullptr;
+ path = nullptr;
}