diff options
Diffstat (limited to 'modules/csg')
-rw-r--r-- | modules/csg/csg.cpp | 4 | ||||
-rw-r--r-- | modules/csg/csg.h | 36 | ||||
-rw-r--r-- | modules/csg/csg_gizmos.cpp | 4 | ||||
-rw-r--r-- | modules/csg/csg_gizmos.h | 4 | ||||
-rw-r--r-- | modules/csg/csg_shape.cpp | 55 | ||||
-rw-r--r-- | modules/csg/csg_shape.h | 32 | ||||
-rw-r--r-- | modules/csg/register_types.cpp | 4 | ||||
-rw-r--r-- | modules/csg/register_types.h | 4 |
8 files changed, 66 insertions, 77 deletions
diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp index 04e1c4de35..f0a2f17ba9 100644 --- a/modules/csg/csg.cpp +++ b/modules/csg/csg.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 */ diff --git a/modules/csg/csg.h b/modules/csg/csg.h index ef1103e1ac..3fbed66e5c 100644 --- a/modules/csg/csg.h +++ b/modules/csg/csg.h @@ -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 */ @@ -48,9 +48,9 @@ struct CSGBrush { Vector3 vertices[3]; Vector2 uvs[3]; AABB aabb; - bool smooth; - bool invert; - int material; + bool smooth = false; + bool invert = false; + int material = 0; }; Vector<Face> faces; @@ -74,20 +74,20 @@ struct CSGBrushOperation { struct MeshMerge { struct Face { - bool from_b; - bool inside; - int points[3]; + bool from_b = false; + bool inside = false; + int points[3] = {}; Vector2 uvs[3]; - bool smooth; - bool invert; - int material_idx; + bool smooth = false; + bool invert = false; + int material_idx = 0; }; struct FaceBVH { - int face; - int left; - int right; - int next; + int face = 0; + int left = 0; + int right = 0; + int next = 0; Vector3 center; AABB aabb; }; @@ -142,7 +142,7 @@ struct CSGBrushOperation { Map<Ref<Material>, int> materials; Map<Vector3, int> vertex_map; OAHashMap<VertexKey, int, VertexKeyHash> snap_cache; - float vertex_snap; + float vertex_snap = 0.0; inline void _add_distance(List<real_t> &r_intersectionsA, List<real_t> &r_intersectionsB, bool p_from_B, real_t p_distance) const; inline bool _bvh_inside(FaceBVH *facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const; @@ -159,7 +159,7 @@ struct CSGBrushOperation { }; struct Face2D { - int vertex_idx[3]; + int vertex_idx[3] = {}; }; Vector<Vertex2D> vertices; @@ -167,7 +167,7 @@ struct CSGBrushOperation { Plane plane; Transform to_2D; Transform to_3D; - float vertex_snap2; + float vertex_snap2 = 0.0; inline int _get_point_idx(const Vector2 &p_point); inline int _add_vertex(const Vertex2D &p_vertex); diff --git a/modules/csg/csg_gizmos.cpp b/modules/csg/csg_gizmos.cpp index 58dc4dfb5b..e23442ef99 100644 --- a/modules/csg/csg_gizmos.cpp +++ b/modules/csg/csg_gizmos.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 */ diff --git a/modules/csg/csg_gizmos.h b/modules/csg/csg_gizmos.h index cf44f76f37..8f7da35de3 100644 --- a/modules/csg/csg_gizmos.h +++ b/modules/csg/csg_gizmos.h @@ -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 */ diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp index 0a20dbd229..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 */ @@ -45,7 +45,8 @@ void CSGShape3D::set_use_collision(bool p_enable) { if (use_collision) { root_collision_shape.instance(); - root_collision_instance = PhysicsServer3D::get_singleton()->body_create(PhysicsServer3D::BODY_MODE_STATIC); + 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()); @@ -58,7 +59,7 @@ void CSGShape3D::set_use_collision(bool p_enable) { root_collision_instance = RID(); root_collision_shape.unref(); } - _change_notify(); + notify_property_list_changed(); } bool CSGShape3D::is_using_collision() const { @@ -494,7 +495,8 @@ void CSGShape3D::_notification(int p_what) { if (use_collision && is_root_shape()) { root_collision_shape.instance(); - root_collision_instance = PhysicsServer3D::get_singleton()->body_create(PhysicsServer3D::BODY_MODE_STATIC); + 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()); @@ -625,15 +627,6 @@ void CSGShape3D::_bind_methods() { } CSGShape3D::CSGShape3D() { - operation = OPERATION_UNION; - parent = nullptr; - brush = nullptr; - dirty = false; - snap = 0.001; - use_collision = false; - collision_layer = 1; - collision_mask = 1; - calculate_tangents = true; set_notify_local_transform(true); } @@ -927,25 +920,27 @@ CSGBrush *CSGSphere3D::_build_brush() { 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; @@ -1038,7 +1033,6 @@ void CSGSphere3D::set_radius(const float p_radius) { radius = p_radius; _make_dirty(); update_gizmo(); - _change_notify("radius"); } float CSGSphere3D::get_radius() const { @@ -1208,7 +1202,6 @@ void CSGBox3D::set_size(const Vector3 &p_size) { size = p_size; _make_dirty(); update_gizmo(); - _change_notify("size"); } Vector3 CSGBox3D::get_size() const { @@ -1266,8 +1259,8 @@ CSGBrush *CSGCylinder3D::_build_brush() { 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)); @@ -1390,7 +1383,6 @@ void CSGCylinder3D::set_radius(const float p_radius) { radius = p_radius; _make_dirty(); update_gizmo(); - _change_notify("radius"); } float CSGCylinder3D::get_radius() const { @@ -1401,7 +1393,6 @@ void CSGCylinder3D::set_height(const float p_height) { height = p_height; _make_dirty(); update_gizmo(); - _change_notify("height"); } float CSGCylinder3D::get_height() const { @@ -1508,8 +1499,8 @@ CSGBrush *CSGTorus3D::_build_brush() { 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)); @@ -1518,8 +1509,8 @@ CSGBrush *CSGTorus3D::_build_brush() { 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); @@ -1611,7 +1602,6 @@ void CSGTorus3D::set_inner_radius(const float p_inner_radius) { inner_radius = p_inner_radius; _make_dirty(); update_gizmo(); - _change_notify("inner_radius"); } float CSGTorus3D::get_inner_radius() const { @@ -1622,7 +1612,6 @@ void CSGTorus3D::set_outer_radius(const float p_outer_radius) { outer_radius = p_outer_radius; _make_dirty(); update_gizmo(); - _change_notify("outer_radius"); } float CSGTorus3D::get_outer_radius() const { @@ -1891,8 +1880,8 @@ CSGBrush *CSGPolygon3D::_build_brush() { 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)); @@ -2269,7 +2258,7 @@ void CSGPolygon3D::set_mode(Mode p_mode) { mode = p_mode; _make_dirty(); update_gizmo(); - _change_notify(); + notify_property_list_changed(); } CSGPolygon3D::Mode CSGPolygon3D::get_mode() const { diff --git a/modules/csg/csg_shape.h b/modules/csg/csg_shape.h index be76cee543..de7de09f00 100644 --- a/modules/csg/csg_shape.h +++ b/modules/csg/csg_shape.h @@ -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 */ @@ -50,23 +50,23 @@ public: }; private: - Operation operation; - CSGShape3D *parent; + Operation operation = OPERATION_UNION; + CSGShape3D *parent = nullptr; - CSGBrush *brush; + CSGBrush *brush = nullptr; AABB node_aabb; - bool dirty; - float snap; + bool dirty = false; + float snap = 0.001; - bool use_collision; - uint32_t collision_layer; - uint32_t collision_mask; + bool use_collision = false; + uint32_t collision_layer = 1; + uint32_t collision_mask = 1; Ref<ConcavePolygonShape3D> root_collision_shape; RID root_collision_instance; - bool calculate_tangents; + bool calculate_tangents = true; Ref<ArrayMesh> root_mesh; @@ -85,12 +85,12 @@ private: Vector<Vector2> uvs; Vector<float> tans; Ref<Material> material; - int last_added; + int last_added = 0; - Vector3 *verticesw; - Vector3 *normalsw; - Vector2 *uvsw; - float *tansw; + Vector3 *verticesw = nullptr; + Vector3 *normalsw = nullptr; + Vector2 *uvsw = nullptr; + float *tansw = nullptr; }; //mikktspace callbacks diff --git a/modules/csg/register_types.cpp b/modules/csg/register_types.cpp index a8bcc2fed1..e28f44d1eb 100644 --- a/modules/csg/register_types.cpp +++ b/modules/csg/register_types.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 */ diff --git a/modules/csg/register_types.h b/modules/csg/register_types.h index 926e598561..8747b3fade 100644 --- a/modules/csg/register_types.h +++ b/modules/csg/register_types.h @@ -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 */ |