diff options
Diffstat (limited to 'modules/csg')
-rw-r--r-- | modules/csg/csg.cpp | 74 | ||||
-rw-r--r-- | modules/csg/csg.h | 2 | ||||
-rw-r--r-- | modules/csg/csg_shape.cpp | 459 | ||||
-rw-r--r-- | modules/csg/csg_shape.h | 18 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGBox3D.xml | 4 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGCombiner3D.xml | 4 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGCylinder3D.xml | 4 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGMesh3D.xml | 4 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGPolygon3D.xml | 17 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGPrimitive3D.xml | 4 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGShape3D.xml | 4 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGSphere3D.xml | 4 | ||||
-rw-r--r-- | modules/csg/doc_classes/CSGTorus3D.xml | 4 |
13 files changed, 346 insertions, 256 deletions
diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp index cb82b65307..a70e153abd 100644 --- a/modules/csg/csg.cpp +++ b/modules/csg/csg.cpp @@ -37,16 +37,16 @@ // Static helper functions. inline static bool is_snapable(const Vector3 &p_point1, const Vector3 &p_point2, real_t p_distance) { - return (p_point1 - p_point2).length_squared() < p_distance * p_distance; + return p_point2.distance_squared_to(p_point1) < p_distance * p_distance; } -inline static Vector2 interpolate_segment_uv(const Vector2 p_segement_points[2], const Vector2 p_uvs[2], const Vector2 &p_interpolation_point) { - float segment_length = (p_segement_points[1] - p_segement_points[0]).length(); - if (p_segement_points[0].is_equal_approx(p_segement_points[1])) { +inline static Vector2 interpolate_segment_uv(const Vector2 p_segment_points[2], const Vector2 p_uvs[2], const Vector2 &p_interpolation_point) { + if (p_segment_points[0].is_equal_approx(p_segment_points[1])) { return p_uvs[0]; } - float distance = (p_interpolation_point - p_segement_points[0]).length(); + float segment_length = p_segment_points[0].distance_to(p_segment_points[1]); + float distance = p_segment_points[0].distance_to(p_interpolation_point); float fraction = distance / segment_length; return p_uvs[0].lerp(p_uvs[1], fraction); @@ -156,13 +156,13 @@ inline bool is_point_in_triangle(const Vector3 &p_point, const Vector3 p_vertice inline static bool is_triangle_degenerate(const Vector2 p_vertices[3], real_t p_vertex_snap2) { real_t det = p_vertices[0].x * p_vertices[1].y - p_vertices[0].x * p_vertices[2].y + - p_vertices[0].y * p_vertices[2].x - p_vertices[0].y * p_vertices[1].x + - p_vertices[1].x * p_vertices[2].y - p_vertices[1].y * p_vertices[2].x; + p_vertices[0].y * p_vertices[2].x - p_vertices[0].y * p_vertices[1].x + + p_vertices[1].x * p_vertices[2].y - p_vertices[1].y * p_vertices[2].x; return det < p_vertex_snap2; } -inline static bool are_segements_parallel(const Vector2 p_segment1_points[2], const Vector2 p_segment2_points[2], float p_vertex_snap2) { +inline static bool are_segments_parallel(const Vector2 p_segment1_points[2], const Vector2 p_segment2_points[2], float p_vertex_snap2) { Vector2 segment1 = p_segment1_points[1] - p_segment1_points[0]; Vector2 segment2 = p_segment2_points[1] - p_segment2_points[0]; real_t segment1_length2 = segment1.dot(segment1); @@ -258,8 +258,8 @@ void CSGBrush::build_from_faces(const Vector<Vector3> &p_vertices, const Vector< } materials.resize(material_map.size()); - for (Map<Ref<Material>, int>::Element *E = material_map.front(); E; E = E->next()) { - materials.write[E->get()] = E->key(); + for (const KeyValue<Ref<Material>, int> &E : material_map) { + materials.write[E.value] = E.key; } _regen_face_aabbs(); @@ -408,7 +408,7 @@ void CSGBrushOperation::merge_brushes(Operation p_operation, const CSGBrush &p_b } break; - case OPERATION_SUBSTRACTION: { + case OPERATION_SUBTRACTION: { int face_count = 0; for (int i = 0; i < mesh_merge.faces.size(); i++) { @@ -457,8 +457,8 @@ void CSGBrushOperation::merge_brushes(Operation p_operation, const CSGBrush &p_b // Update the list of materials. r_merged_brush.materials.resize(mesh_merge.materials.size()); - for (const Map<Ref<Material>, int>::Element *E = mesh_merge.materials.front(); E; E = E->next()) { - r_merged_brush.materials.write[E->get()] = E->key(); + for (const KeyValue<Ref<Material>, int> &E : mesh_merge.materials) { + r_merged_brush.materials.write[E.value] = E.key; } } @@ -517,7 +517,7 @@ int CSGBrushOperation::MeshMerge::_create_bvh(FaceBVH *facebvhptr, FaceBVH **fac int index = r_max_alloc++; FaceBVH *_new = &facebvhptr[index]; _new->aabb = aabb; - _new->center = aabb.position + aabb.size * 0.5; + _new->center = aabb.get_center(); _new->face = -1; _new->left = left; _new->right = right; @@ -596,7 +596,7 @@ bool CSGBrushOperation::MeshMerge::_bvh_inside(FaceBVH *facebvhptr, int p_max_de _add_distance(intersectionsA, intersectionsB, current_face.from_b, 0); } } else if (ray_intersects_triangle(face_center, face_normal, current_points, CMP_EPSILON, intersection_point)) { - real_t distance = (intersection_point - face_center).length(); + real_t distance = face_center.distance_to(intersection_point); _add_distance(intersectionsA, intersectionsB, current_face.from_b, distance); } } @@ -678,7 +678,7 @@ void CSGBrushOperation::MeshMerge::mark_inside_faces() { facebvh[i].aabb.position = points[faces[i].points[0]]; facebvh[i].aabb.expand_to(points[faces[i].points[1]]); facebvh[i].aabb.expand_to(points[faces[i].points[2]]); - facebvh[i].center = facebvh[i].aabb.position + facebvh[i].aabb.size * 0.5; + facebvh[i].center = facebvh[i].aabb.get_center(); facebvh[i].aabb.grow_by(vertex_snap); facebvh[i].next = -1; @@ -781,7 +781,7 @@ void CSGBrushOperation::MeshMerge::add_face(const Vector3 p_points[], const Vect int CSGBrushOperation::Build2DFaces::_get_point_idx(const Vector2 &p_point) { for (int vertex_idx = 0; vertex_idx < vertices.size(); ++vertex_idx) { - if ((p_point - vertices[vertex_idx].point).length_squared() < vertex_snap2) { + if (vertices[vertex_idx].point.distance_squared_to(p_point) < vertex_snap2) { return vertex_idx; } } @@ -911,7 +911,7 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_ vertices[outer_edge_idx[1]].point, vertices[p_segment_indices[closest_idx]].point }; - if (are_segements_parallel(edge1, edge2, vertex_snap2)) { + if (are_segments_parallel(edge1, edge2, vertex_snap2)) { if (!degenerate_points.find(outer_edge_idx[0])) { degenerate_points.push_back(outer_edge_idx[0]); } @@ -933,7 +933,7 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_ merge_faces_idx.sort(); merge_faces_idx.reverse(); for (int i = 0; i < merge_faces_idx.size(); ++i) { - faces.remove(merge_faces_idx[i]); + faces.remove_at(merge_faces_idx[i]); } if (degenerate_points.size() == 0) { @@ -961,7 +961,7 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_ // Check if point is existing face vertex. bool existing = false; for (int i = 0; i < 3; ++i) { - if ((point_2D - face_vertices[i].point).length_squared() < vertex_snap2) { + if (face_vertices[i].point.distance_squared_to(point_2D) < vertex_snap2) { existing = true; break; } @@ -978,12 +978,12 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_ }; Vector2 closest_point = Geometry2D::get_closest_point_to_segment(point_2D, edge_points); - if ((closest_point - point_2D).length_squared() < vertex_snap2) { + if (point_2D.distance_squared_to(closest_point) < vertex_snap2) { int opposite_vertex_idx = face.vertex_idx[(face_edge_idx + 2) % 3]; // If new vertex snaps to degenerate vertex, just delete this face. if (degenerate_idx == opposite_vertex_idx) { - faces.remove(face_idx); + faces.remove_at(face_idx); // Update index. --face_idx; break; @@ -999,7 +999,7 @@ void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_ right_face.vertex_idx[0] = opposite_vertex_idx; right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx]; right_face.vertex_idx[2] = degenerate_idx; - faces.remove(face_idx); + faces.remove_at(face_idx); faces.insert(face_idx, right_face); faces.insert(face_idx, left_face); @@ -1041,7 +1041,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s bool on_edge = false; for (int edge_point_idx = 0; edge_point_idx < 2; ++edge_point_idx) { intersection_point = Geometry2D::get_closest_point_to_segment(p_segment_points[edge_point_idx], edge_points); - if ((intersection_point - p_segment_points[edge_point_idx]).length_squared() < vertex_snap2) { + if (p_segment_points[edge_point_idx].distance_squared_to(intersection_point) < vertex_snap2) { on_edge = true; break; } @@ -1050,13 +1050,13 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s // Else check if the segment intersects the edge. if (on_edge || Geometry2D::segment_intersects_segment(p_segment_points[0], p_segment_points[1], edge_points[0], edge_points[1], &intersection_point)) { // Check if intersection point is an edge point. - if ((intersection_point - edge_points[0]).length_squared() < vertex_snap2 || - (intersection_point - edge_points[1]).length_squared() < vertex_snap2) { + if ((edge_points[0].distance_squared_to(intersection_point) < vertex_snap2) || + (edge_points[1].distance_squared_to(intersection_point) < vertex_snap2)) { continue; } // Check if edge exists, by checking if the intersecting segment is parallel to the edge. - if (are_segements_parallel(p_segment_points, edge_points, vertex_snap2)) { + if (are_segments_parallel(p_segment_points, edge_points, vertex_snap2)) { continue; } @@ -1070,7 +1070,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s // If new vertex snaps to opposite vertex, just delete this face. if (new_vertex_idx == opposite_vertex_idx) { - faces.remove(face_idx); + faces.remove_at(face_idx); // Update index. --face_idx; break; @@ -1078,7 +1078,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s // If opposite point is on the segment, add its index to segment indices too. Vector2 closest_point = Geometry2D::get_closest_point_to_segment(vertices[opposite_vertex_idx].point, p_segment_points); - if ((closest_point - vertices[opposite_vertex_idx].point).length_squared() < vertex_snap2) { + if (vertices[opposite_vertex_idx].point.distance_squared_to(closest_point) < vertex_snap2) { _add_vertex_idx_sorted(r_segment_indices, opposite_vertex_idx); } @@ -1092,7 +1092,7 @@ void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_s right_face.vertex_idx[0] = opposite_vertex_idx; right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx]; right_face.vertex_idx[2] = new_vertex_idx; - faces.remove(face_idx); + faces.remove_at(face_idx); faces.insert(face_idx, right_face); faces.insert(face_idx, left_face); @@ -1132,7 +1132,7 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) { // Check if point is existing face vertex. for (int i = 0; i < 3; ++i) { - if ((p_point - face_vertices[i].point).length_squared() < vertex_snap2) { + if (face_vertices[i].point.distance_squared_to(p_point) < vertex_snap2) { return face.vertex_idx[i]; } } @@ -1150,7 +1150,7 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) { }; Vector2 closest_point = Geometry2D::get_closest_point_to_segment(p_point, edge_points); - if ((closest_point - p_point).length_squared() < vertex_snap2) { + if (p_point.distance_squared_to(closest_point) < vertex_snap2) { on_edge = true; // Add the point as a new vertex. @@ -1162,7 +1162,7 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) { // If new vertex snaps to opposite vertex, just delete this face. if (new_vertex_idx == opposite_vertex_idx) { - faces.remove(face_idx); + faces.remove_at(face_idx); // Update index. --face_idx; break; @@ -1172,8 +1172,8 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) { Vector2 split_edge1[2] = { vertices[new_vertex_idx].point, edge_points[0] }; Vector2 split_edge2[2] = { vertices[new_vertex_idx].point, edge_points[1] }; Vector2 new_edge[2] = { vertices[new_vertex_idx].point, vertices[opposite_vertex_idx].point }; - if (are_segements_parallel(split_edge1, new_edge, vertex_snap2) && - are_segements_parallel(split_edge2, new_edge, vertex_snap2)) { + if (are_segments_parallel(split_edge1, new_edge, vertex_snap2) && + are_segments_parallel(split_edge2, new_edge, vertex_snap2)) { break; } @@ -1187,7 +1187,7 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) { right_face.vertex_idx[0] = opposite_vertex_idx; right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx]; right_face.vertex_idx[2] = new_vertex_idx; - faces.remove(face_idx); + faces.remove_at(face_idx); faces.insert(face_idx, right_face); faces.insert(face_idx, left_face); @@ -1222,7 +1222,7 @@ int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) { new_face.vertex_idx[2] = new_vertex_idx; faces.push_back(new_face); } - faces.remove(face_idx); + faces.remove_at(face_idx); // No need to check other faces. break; diff --git a/modules/csg/csg.h b/modules/csg/csg.h index c872860486..b1fe933268 100644 --- a/modules/csg/csg.h +++ b/modules/csg/csg.h @@ -67,7 +67,7 @@ struct CSGBrushOperation { enum Operation { OPERATION_UNION, OPERATION_INTERSECTION, - OPERATION_SUBSTRACTION, + OPERATION_SUBTRACTION, }; void merge_brushes(Operation p_operation, const CSGBrush &p_brush_a, const CSGBrush &p_brush_b, CSGBrush &r_merged_brush, float p_vertex_snap); diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp index bf11cc7f68..b9be7535dc 100644 --- a/modules/csg/csg_shape.cpp +++ b/modules/csg/csg_shape.cpp @@ -192,7 +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); @@ -280,7 +280,7 @@ void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const } void CSGShape3D::_update_shape() { - if (parent) { + if (parent || !is_inside_tree()) { return; } @@ -572,10 +572,11 @@ void CSGShape3D::_validate_property(PropertyInfo &property) const { bool is_collision_prefixed = property.name.begins_with("collision_"); if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) { //hide collision if not root - property.usage = PROPERTY_USAGE_NOEDITOR; + property.usage = PROPERTY_USAGE_NO_EDITOR; } else if (is_collision_prefixed && !bool(get("use_collision"))) { - property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL; } + GeometryInstance3D::_validate_property(property); } Array CSGShape3D::get_meshes() const { @@ -1732,6 +1733,7 @@ CSGBrush *CSGPolygon3D::_build_brush() { 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: extrusions = 1; @@ -1744,7 +1746,12 @@ CSGBrush *CSGPolygon3D::_build_brush() { } break; case MODE_PATH: { - extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval); + curve_length = curve->get_baked_length(); + if (path_interval_type == PATH_INTERVAL_DISTANCE) { + extrusions = MAX(1, Math::ceil(curve_length / path_interval)) + 1; + } else { + extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval); + } if (!path_joined) { end_count = 2; extrusions -= 1; @@ -1767,212 +1774,245 @@ CSGBrush *CSGPolygon3D::_build_brush() { smooth.resize(face_count); materials.resize(face_count); invert.resize(face_count); + int faces_removed = 0; - Vector3 *facesw = faces.ptrw(); - Vector2 *uvsw = uvs.ptrw(); - bool *smoothw = smooth.ptrw(); - Ref<Material> *materialsw = materials.ptrw(); - bool *invertw = invert.ptrw(); - - int face = 0; - Transform3D base_xform; - Transform3D current_xform; - Transform3D previous_xform; - double u_step = 1.0 / extrusions; - 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->get_baked_length(); - } + { + Vector3 *facesw = faces.ptrw(); + Vector2 *uvsw = uvs.ptrw(); + bool *smoothw = smooth.ptrw(); + Ref<Material> *materialsw = materials.ptrw(); + bool *invertw = invert.ptrw(); - if (mode == MODE_PATH) { - if (!path_local) { - base_xform = path->get_global_transform(); + 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; } - 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; + if (mode == MODE_PATH) { + if (!path_local) { + base_xform = path->get_global_transform(); + } - if (path_joined) { - Vector3 last_point = curve->interpolate_baked(curve->get_baked_length()); - direction = next_point - last_point; - } + 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; + + if (path_joined) { + Vector3 last_point = curve->interpolate_baked(curve->get_baked_length()); + direction = next_point - last_point; + } - 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; + 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; + } + + Transform3D facing = Transform3D().looking_at(direction, current_up); + current_xform = base_xform.translated(current_point) * facing; } - Transform3D facing = Transform3D().looking_at(direction, current_up); - current_xform = base_xform.translated(current_point) * facing; - } + // 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; + } - // 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; + smoothw[face] = false; + materialsw[face] = material; + invertw[face] = invert_faces; + face++; } - - smoothw[face] = false; - materialsw[face] = material; - invertw[face] = invert_faces; - face++; } - } - // Add extrusion faces. - for (int x0 = 0; x0 < extrusions; x0++) { - 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; + 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; + } + } + + 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 { - next_offset = current_offset; + faces_combined = 0; + previous_simplify_dir = current_dir; } - } - 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; + 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; + } - 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; - } + Transform3D facing = Transform3D().looking_at(direction, current_up); + current_xform = base_xform.translated(current_point) * facing; + } break; + } - Transform3D facing = Transform3D().looking_at(direction, current_up); - current_xform = base_xform.translated(current_point) * facing; - } break; - } + 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; + } - double u0 = x0 * u_step; - double u1 = ((x0 + 1) * u_step); - if (mode == MODE_PATH && !path_continuous_u) { - u0 = 0.0; - u1 = 1.0; - } + 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; - 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] = { - 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(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]; - - 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_faces; - materialsw[face] = material; - - face++; - - // 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]; - - smoothw[face] = smooth_faces; - invertw[face] = invert_faces; - materialsw[face] = material; - - face++; - } - } + 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(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]; + + 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_faces; + materialsw[face] = material; + + face++; + + // Face 2 + facesw[face * 3 + 0] = v[2]; + facesw[face * 3 + 1] = v[3]; + facesw[face * 3 + 2] = v[0]; - 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; + uvsw[face * 3 + 0] = u[2]; + uvsw[face * 3 + 1] = u[3]; + uvsw[face * 3 + 2] = u[0]; - // 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); + smoothw[face] = smooth_faces; + invertw[face] = invert_faces; + materialsw[face] = material; - facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0)); - uvsw[face * 3 + face_vertex_idx] = uv; + face++; } + } - smoothw[face] = false; - materialsw[face] = material; - invertw[face] = invert_faces; - 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; + + // 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); + + facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0)); + uvsw[face * 3 + face_vertex_idx] = uv; + } + + smoothw[face] = false; + materialsw[face] = material; + invertw[face] = invert_faces; + face++; + } } + + face_count -= faces_removed; + ERR_FAIL_COND_V_MSG(face != face_count, brush, "Bug: Failed to create the CSGPolygon mesh correctly."); } - ERR_FAIL_COND_V_MSG(face != face_count, brush, "Bug: Failed to create the CSGPolygon mesh correctly."); + 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); @@ -2031,9 +2071,15 @@ 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_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_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); @@ -2043,6 +2089,9 @@ 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); @@ -2061,10 +2110,13 @@ void CSGPolygon3D::_bind_methods() { 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, "0.1,1.0,0.05,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"); @@ -2076,6 +2128,9 @@ 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) { @@ -2119,6 +2174,16 @@ 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; @@ -2151,8 +2216,17 @@ 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 || p_interval > 1, "Path interval must be greater than 0 and less than or equal to 1.0."); path_interval = p_interval; _make_dirty(); update_gizmos(); @@ -2162,6 +2236,16 @@ 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(); @@ -2229,10 +2313,13 @@ CSGPolygon3D::CSGPolygon3D() { spin_degrees = 360; spin_sides = 8; smooth_faces = false; + 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 = true; + path_u_distance = 1.0; path_joined = false; path = nullptr; } diff --git a/modules/csg/csg_shape.h b/modules/csg/csg_shape.h index 5cf371665e..c85cce776b 100644 --- a/modules/csg/csg_shape.h +++ b/modules/csg/csg_shape.h @@ -336,6 +336,11 @@ public: MODE_PATH }; + enum PathIntervalType { + PATH_INTERVAL_DISTANCE, + PATH_INTERVAL_SUBDIVIDE + }; + enum PathRotation { PATH_ROTATION_POLYGON, PATH_ROTATION_PATH, @@ -356,7 +361,9 @@ private: int spin_sides; NodePath path_node; + PathIntervalType path_interval_type; float path_interval; + float path_simplify_angle; PathRotation path_rotation; bool path_local; @@ -364,6 +371,7 @@ private: bool smooth_faces; bool path_continuous_u; + real_t path_u_distance; bool path_joined; bool _is_editable_3d_polygon() const; @@ -396,9 +404,15 @@ public: void set_path_node(const NodePath &p_path); NodePath get_path_node() const; + void set_path_interval_type(PathIntervalType p_interval_type); + PathIntervalType get_path_interval_type() const; + void set_path_interval(float p_interval); float get_path_interval() const; + void set_path_simplify_angle(float p_angle); + float get_path_simplify_angle() const; + void set_path_rotation(PathRotation p_rotation); PathRotation get_path_rotation() const; @@ -408,6 +422,9 @@ public: void set_path_continuous_u(bool p_enable); bool is_path_continuous_u() const; + void set_path_u_distance(real_t p_path_u_distance); + real_t get_path_u_distance() const; + void set_path_joined(bool p_enable); bool is_path_joined() const; @@ -422,5 +439,6 @@ public: VARIANT_ENUM_CAST(CSGPolygon3D::Mode) VARIANT_ENUM_CAST(CSGPolygon3D::PathRotation) +VARIANT_ENUM_CAST(CSGPolygon3D::PathIntervalType) #endif // CSG_SHAPE_H diff --git a/modules/csg/doc_classes/CSGBox3D.xml b/modules/csg/doc_classes/CSGBox3D.xml index 5bb1c4e75b..d64e58ae4d 100644 --- a/modules/csg/doc_classes/CSGBox3D.xml +++ b/modules/csg/doc_classes/CSGBox3D.xml @@ -8,8 +8,6 @@ </description> <tutorials> </tutorials> - <methods> - </methods> <members> <member name="material" type="Material" setter="set_material" getter="get_material"> The material used to render the box. @@ -18,6 +16,4 @@ The box's width, height and depth. </member> </members> - <constants> - </constants> </class> diff --git a/modules/csg/doc_classes/CSGCombiner3D.xml b/modules/csg/doc_classes/CSGCombiner3D.xml index b55111eee4..422c5d35b7 100644 --- a/modules/csg/doc_classes/CSGCombiner3D.xml +++ b/modules/csg/doc_classes/CSGCombiner3D.xml @@ -8,8 +8,4 @@ </description> <tutorials> </tutorials> - <methods> - </methods> - <constants> - </constants> </class> diff --git a/modules/csg/doc_classes/CSGCylinder3D.xml b/modules/csg/doc_classes/CSGCylinder3D.xml index bfd2a5d5f2..40e989bfb3 100644 --- a/modules/csg/doc_classes/CSGCylinder3D.xml +++ b/modules/csg/doc_classes/CSGCylinder3D.xml @@ -8,8 +8,6 @@ </description> <tutorials> </tutorials> - <methods> - </methods> <members> <member name="cone" type="bool" setter="set_cone" getter="is_cone" default="false"> If [code]true[/code] a cone is created, the [member radius] will only apply to one side. @@ -30,6 +28,4 @@ If [code]true[/code] the normals of the cylinder are set to give a smooth effect making the cylinder seem rounded. If [code]false[/code] the cylinder will have a flat shaded look. </member> </members> - <constants> - </constants> </class> diff --git a/modules/csg/doc_classes/CSGMesh3D.xml b/modules/csg/doc_classes/CSGMesh3D.xml index 5fa8427843..2810343139 100644 --- a/modules/csg/doc_classes/CSGMesh3D.xml +++ b/modules/csg/doc_classes/CSGMesh3D.xml @@ -8,8 +8,6 @@ </description> <tutorials> </tutorials> - <methods> - </methods> <members> <member name="material" type="Material" setter="set_material" getter="get_material"> The [Material] used in drawing the CSG shape. @@ -19,6 +17,4 @@ [b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals unless a flat shader is required. By default, CSGMesh will ignore the mesh's vertex normals and use a smooth shader calculated using the faces' normals. If a flat shader is required, ensure that all faces' vertex normals are parallel. </member> </members> - <constants> - </constants> </class> diff --git a/modules/csg/doc_classes/CSGPolygon3D.xml b/modules/csg/doc_classes/CSGPolygon3D.xml index 5309cde956..ecbb7962d1 100644 --- a/modules/csg/doc_classes/CSGPolygon3D.xml +++ b/modules/csg/doc_classes/CSGPolygon3D.xml @@ -8,8 +8,6 @@ </description> <tutorials> </tutorials> - <methods> - </methods> <members> <member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0"> When [member mode] is [constant MODE_DEPTH], the depth of the extrusion. @@ -26,6 +24,9 @@ <member name="path_interval" type="float" setter="set_path_interval" getter="get_path_interval"> When [member mode] is [constant MODE_PATH], the path interval or ratio of path points to extrusions. </member> + <member name="path_interval_type" type="int" setter="set_path_interval_type" getter="get_path_interval_type" enum="CSGPolygon3D.PathIntervalType"> + When [member mode] is [constant MODE_PATH], this will determine if the interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE]). + </member> <member name="path_joined" type="bool" setter="set_path_joined" getter="is_path_joined"> When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of the path are joined, by adding an extrusion between the last and first points of the path. </member> @@ -38,6 +39,12 @@ <member name="path_rotation" type="int" setter="set_path_rotation" getter="get_path_rotation" enum="CSGPolygon3D.PathRotation"> When [member mode] is [constant MODE_PATH], the [enum PathRotation] method used to rotate the [member polygon] as it is extruded. </member> + <member name="path_simplify_angle" type="float" setter="set_path_simplify_angle" getter="get_path_simplify_angle"> + When [member mode] is [constant MODE_PATH], extrusions that are less than this angle, will be merged together to reduce polygon count. + </member> + <member name="path_u_distance" type="float" setter="set_path_u_distance" getter="get_path_u_distance"> + When [member mode] is [constant MODE_PATH], this is the distance along the path, in meters, the texture coordinates will tile. When set to 0, texture coordinates will match geometry exactly with no tiling. + </member> <member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array(0, 0, 0, 1, 1, 1, 1, 0)"> The point array that defines the 2D polygon that is extruded. </member> @@ -72,5 +79,11 @@ <constant name="PATH_ROTATION_PATH_FOLLOW" value="2" enum="PathRotation"> The [member polygon] shape follows the path and its rotations around the path axis. </constant> + <constant name="PATH_INTERVAL_DISTANCE" value="0" enum="PathIntervalType"> + When [member mode] is set to [constant MODE_PATH], [member path_interval] will determine the distance, in meters, each interval of the path will extrude. + </constant> + <constant name="PATH_INTERVAL_SUBDIVIDE" value="1" enum="PathIntervalType"> + When [member mode] is set to [constant MODE_PATH], [member path_interval] will subdivide the polygons along the path. + </constant> </constants> </class> diff --git a/modules/csg/doc_classes/CSGPrimitive3D.xml b/modules/csg/doc_classes/CSGPrimitive3D.xml index 31b7360fac..8f4c8b9451 100644 --- a/modules/csg/doc_classes/CSGPrimitive3D.xml +++ b/modules/csg/doc_classes/CSGPrimitive3D.xml @@ -8,13 +8,9 @@ </description> <tutorials> </tutorials> - <methods> - </methods> <members> <member name="invert_faces" type="bool" setter="set_invert_faces" getter="is_inverting_faces" default="false"> Invert the faces of the mesh. </member> </members> - <constants> - </constants> </class> diff --git a/modules/csg/doc_classes/CSGShape3D.xml b/modules/csg/doc_classes/CSGShape3D.xml index 446269f3f0..f5031064d6 100644 --- a/modules/csg/doc_classes/CSGShape3D.xml +++ b/modules/csg/doc_classes/CSGShape3D.xml @@ -59,10 +59,10 @@ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> The physics layers this area is in. Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property. - A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="operation" type="int" setter="set_operation" getter="get_operation" enum="CSGShape3D.Operation" default="0"> The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent. diff --git a/modules/csg/doc_classes/CSGSphere3D.xml b/modules/csg/doc_classes/CSGSphere3D.xml index 4d5b3be099..b8dfb4cf5f 100644 --- a/modules/csg/doc_classes/CSGSphere3D.xml +++ b/modules/csg/doc_classes/CSGSphere3D.xml @@ -8,8 +8,6 @@ </description> <tutorials> </tutorials> - <methods> - </methods> <members> <member name="material" type="Material" setter="set_material" getter="get_material"> The material used to render the sphere. @@ -27,6 +25,4 @@ If [code]true[/code] the normals of the sphere are set to give a smooth effect making the sphere seem rounded. If [code]false[/code] the sphere will have a flat shaded look. </member> </members> - <constants> - </constants> </class> diff --git a/modules/csg/doc_classes/CSGTorus3D.xml b/modules/csg/doc_classes/CSGTorus3D.xml index abe3eab913..91ee63a4c9 100644 --- a/modules/csg/doc_classes/CSGTorus3D.xml +++ b/modules/csg/doc_classes/CSGTorus3D.xml @@ -8,8 +8,6 @@ </description> <tutorials> </tutorials> - <methods> - </methods> <members> <member name="inner_radius" type="float" setter="set_inner_radius" getter="get_inner_radius" default="2.0"> The inner radius of the torus. @@ -30,6 +28,4 @@ If [code]true[/code] the normals of the torus are set to give a smooth effect making the torus seem rounded. If [code]false[/code] the torus will have a flat shaded look. </member> </members> - <constants> - </constants> </class> |