/*************************************************************************/ /* csg_shape.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* 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 */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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) { return; } use_collision = p_enable; if (!is_inside_tree() || !is_root_shape()) { return; } if (use_collision) { root_collision_shape.instantiate(); root_collision_instance = PhysicsServer3D::get_singleton()->body_create(); PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC); PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform()); PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid()); PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space()); PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id()); set_collision_layer(collision_layer); set_collision_mask(collision_mask); _make_dirty(); //force update } else { PhysicsServer3D::get_singleton()->free(root_collision_instance); root_collision_instance = RID(); root_collision_shape.unref(); } notify_property_list_changed(); } bool CSGShape3D::is_using_collision() const { return use_collision; } void CSGShape3D::set_collision_layer(uint32_t p_layer) { collision_layer = p_layer; if (root_collision_instance.is_valid()) { PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer); } } uint32_t CSGShape3D::get_collision_layer() const { return collision_layer; } void CSGShape3D::set_collision_mask(uint32_t p_mask) { collision_mask = p_mask; if (root_collision_instance.is_valid()) { PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask); } } 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(); if (p_value) { mask |= 1 << p_bit; } else { mask &= ~(1 << p_bit); } set_collision_mask(mask); } 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); } 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(); if (p_value) { layer |= 1 << p_bit; } else { layer &= ~(1 << p_bit); } set_collision_layer(layer); } 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::is_root_shape() const { return !parent; } void CSGShape3D::set_snap(float p_snap) { snap = p_snap; } float CSGShape3D::get_snap() const { return snap; } void CSGShape3D::_make_dirty() { if (!is_inside_tree()) { return; } if (parent) { parent->_make_dirty(); } else if (!dirty) { call_deferred(SNAME("_update_shape")); } dirty = true; } CSGBrush *CSGShape3D::_get_brush() { if (dirty) { if (brush) { memdelete(brush); } brush = nullptr; CSGBrush *n = _build_brush(); for (int i = 0; i < get_child_count(); i++) { CSGShape3D *child = Object::cast_to(get_child(i)); if (!child) { continue; } if (!child->is_visible_in_tree()) { continue; } CSGBrush *n2 = child->_get_brush(); if (!n2) { continue; } if (!n) { n = memnew(CSGBrush); n->copy_from(*n2, child->get_transform()); } else { CSGBrush *nn = memnew(CSGBrush); CSGBrush *nn2 = memnew(CSGBrush); nn2->copy_from(*n2, child->get_transform()); CSGBrushOperation bop; switch (child->get_operation()) { case CSGShape3D::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break; case CSGShape3D::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break; case CSGShape3D::OPERATION_SUBTRACTION: bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap); break; } memdelete(n); memdelete(nn2); n = nn; } } if (n) { AABB aabb; for (int i = 0; i < n->faces.size(); i++) { for (int j = 0; j < 3; j++) { if (i == 0 && j == 0) { aabb.position = n->faces[i].vertices[j]; } else { aabb.expand_to(n->faces[i].vertices[j]); } } } node_aabb = aabb; } else { node_aabb = AABB(); } brush = n; dirty = false; } return brush; } int CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) { ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData); return surface.vertices.size() / 3; } int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) { // always 3 return 3; } void CSGShape3D::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) { ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData); Vector3 v = surface.verticesw[iFace * 3 + iVert]; fvPosOut[0] = v.x; fvPosOut[1] = v.y; fvPosOut[2] = v.z; } void CSGShape3D::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) { ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData); Vector3 n = surface.normalsw[iFace * 3 + iVert]; fvNormOut[0] = n.x; fvNormOut[1] = n.y; fvNormOut[2] = n.z; } void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) { ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData); Vector2 t = surface.uvsw[iFace * 3 + iVert]; fvTexcOut[0] = t.x; fvTexcOut[1] = t.y; } void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT, const tbool bIsOrientationPreserving, const int iFace, const int iVert) { ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData); int i = iFace * 3 + iVert; Vector3 normal = surface.normalsw[i]; Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot float d = bitangent.dot(normal.cross(tangent)); i *= 4; surface.tansw[i++] = tangent.x; surface.tansw[i++] = tangent.y; surface.tansw[i++] = tangent.z; surface.tansw[i++] = d < 0 ? -1 : 1; } void CSGShape3D::_update_shape() { if (parent) { return; } set_base(RID()); root_mesh.unref(); //byebye root mesh CSGBrush *n = _get_brush(); ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush."); OAHashMap vec_map; Vector face_count; face_count.resize(n->materials.size() + 1); for (int i = 0; i < face_count.size(); i++) { face_count.write[i] = 0; } for (int i = 0; i < n->faces.size(); i++) { int mat = n->faces[i].material; ERR_CONTINUE(mat < -1 || mat >= face_count.size()); int idx = mat == -1 ? face_count.size() - 1 : mat; Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]); for (int j = 0; j < 3; j++) { Vector3 v = n->faces[i].vertices[j]; Vector3 add; if (vec_map.lookup(v, add)) { add += p.normal; } else { add = p.normal; } vec_map.set(v, add); } face_count.write[idx]++; } Vector surfaces; surfaces.resize(face_count.size()); //create arrays for (int i = 0; i < surfaces.size(); i++) { surfaces.write[i].vertices.resize(face_count[i] * 3); surfaces.write[i].normals.resize(face_count[i] * 3); surfaces.write[i].uvs.resize(face_count[i] * 3); if (calculate_tangents) { surfaces.write[i].tans.resize(face_count[i] * 3 * 4); } surfaces.write[i].last_added = 0; if (i != surfaces.size() - 1) { surfaces.write[i].material = n->materials[i]; } surfaces.write[i].verticesw = surfaces.write[i].vertices.ptrw(); surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw(); surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw(); if (calculate_tangents) { surfaces.write[i].tansw = surfaces.write[i].tans.ptrw(); } } // Update collision faces. if (root_collision_shape.is_valid()) { Vector physics_faces; physics_faces.resize(n->faces.size() * 3); Vector3 *physicsw = physics_faces.ptrw(); for (int i = 0; i < n->faces.size(); i++) { int order[3] = { 0, 1, 2 }; if (n->faces[i].invert) { SWAP(order[1], order[2]); } physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]]; physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]]; physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]]; } root_collision_shape->set_faces(physics_faces); } //fill arrays { for (int i = 0; i < n->faces.size(); i++) { int order[3] = { 0, 1, 2 }; if (n->faces[i].invert) { SWAP(order[1], order[2]); } int mat = n->faces[i].material; ERR_CONTINUE(mat < -1 || mat >= face_count.size()); int idx = mat == -1 ? face_count.size() - 1 : mat; int last = surfaces[idx].last_added; Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]); for (int j = 0; j < 3; j++) { Vector3 v = n->faces[i].vertices[j]; Vector3 normal = p.normal; if (n->faces[i].smooth && vec_map.lookup(v, normal)) { normal.normalize(); } if (n->faces[i].invert) { normal = -normal; } int k = last + order[j]; surfaces[idx].verticesw[k] = v; surfaces[idx].uvsw[k] = n->faces[i].uvs[j]; surfaces[idx].normalsw[k] = normal; if (calculate_tangents) { // zero out our tangents for now k *= 4; surfaces[idx].tansw[k++] = 0.0; surfaces[idx].tansw[k++] = 0.0; surfaces[idx].tansw[k++] = 0.0; surfaces[idx].tansw[k++] = 0.0; } } surfaces.write[idx].last_added += 3; } } root_mesh.instantiate(); //create surfaces for (int i = 0; i < surfaces.size(); i++) { // calculate tangents for this surface bool have_tangents = calculate_tangents; if (have_tangents) { SMikkTSpaceInterface mkif; mkif.m_getNormal = mikktGetNormal; mkif.m_getNumFaces = mikktGetNumFaces; mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace; mkif.m_getPosition = mikktGetPosition; mkif.m_getTexCoord = mikktGetTexCoord; mkif.m_setTSpace = mikktSetTSpaceDefault; mkif.m_setTSpaceBasic = nullptr; SMikkTSpaceContext msc; msc.m_pInterface = &mkif; msc.m_pUserData = &surfaces.write[i]; have_tangents = genTangSpaceDefault(&msc); } if (surfaces[i].last_added == 0) { continue; } // and convert to surface array Array array; array.resize(Mesh::ARRAY_MAX); array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices; array[Mesh::ARRAY_NORMAL] = surfaces[i].normals; array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs; if (have_tangents) { array[Mesh::ARRAY_TANGENT] = surfaces[i].tans; } int idx = root_mesh->get_surface_count(); root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array); root_mesh->surface_set_material(idx, surfaces[i].material); } set_base(root_mesh->get_rid()); } AABB CSGShape3D::get_aabb() const { return node_aabb; } Vector CSGShape3D::get_brush_faces() { ERR_FAIL_COND_V(!is_inside_tree(), Vector()); CSGBrush *b = _get_brush(); if (!b) { return Vector(); } Vector faces; int fc = b->faces.size(); faces.resize(fc * 3); { Vector3 *w = faces.ptrw(); for (int i = 0; i < fc; i++) { w[i * 3 + 0] = b->faces[i].vertices[0]; w[i * 3 + 1] = b->faces[i].vertices[1]; w[i * 3 + 2] = b->faces[i].vertices[2]; } } return faces; } Vector CSGShape3D::get_faces(uint32_t p_usage_flags) const { return Vector(); } void CSGShape3D::_notification(int p_what) { if (p_what == NOTIFICATION_ENTER_TREE) { Node *parentn = get_parent(); if (parentn) { parent = Object::cast_to(parentn); if (parent) { set_base(RID()); root_mesh.unref(); } } if (use_collision && is_root_shape()) { root_collision_shape.instantiate(); root_collision_instance = PhysicsServer3D::get_singleton()->body_create(); PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC); PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform()); PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid()); PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space()); PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id()); set_collision_layer(collision_layer); set_collision_mask(collision_mask); } _make_dirty(); } if (p_what == NOTIFICATION_TRANSFORM_CHANGED) { if (use_collision && is_root_shape() && root_collision_instance.is_valid()) { PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform()); } } if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) { if (parent) { parent->_make_dirty(); } } if (p_what == NOTIFICATION_VISIBILITY_CHANGED) { if (parent) { parent->_make_dirty(); } } if (p_what == NOTIFICATION_EXIT_TREE) { if (parent) { parent->_make_dirty(); } parent = nullptr; if (use_collision && is_root_shape() && root_collision_instance.is_valid()) { PhysicsServer3D::get_singleton()->free(root_collision_instance); root_collision_instance = RID(); root_collision_shape.unref(); } _make_dirty(); } } void CSGShape3D::set_operation(Operation p_operation) { operation = p_operation; _make_dirty(); update_gizmos(); } CSGShape3D::Operation CSGShape3D::get_operation() const { return operation; } void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) { calculate_tangents = p_calculate_tangents; _make_dirty(); } bool CSGShape3D::is_calculating_tangents() const { return calculate_tangents; } 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; } else if (is_collision_prefixed && !bool(get("use_collision"))) { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } } Array CSGShape3D::get_meshes() const { if (root_mesh.is_valid()) { Array arr; arr.resize(2); arr[0] = Transform3D(); arr[1] = root_mesh; return arr; } return Array(); } void CSGShape3D::_bind_methods() { ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape); ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape); ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation); ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation); ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap); ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap); ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision); ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision); ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer); ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer); ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &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_layer_bit", "bit", "value"), &CSGShape3D::set_collision_layer_bit); ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape3D::get_collision_layer_bit); ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents); ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents); ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes); ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents"); ADD_GROUP("Collision", "collision_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer"); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); BIND_ENUM_CONSTANT(OPERATION_UNION); BIND_ENUM_CONSTANT(OPERATION_INTERSECTION); BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION); } CSGShape3D::CSGShape3D() { set_notify_local_transform(true); } CSGShape3D::~CSGShape3D() { if (brush) { memdelete(brush); brush = nullptr; } } ////////////////////////////////// CSGBrush *CSGCombiner3D::_build_brush() { return memnew(CSGBrush); //does not build anything } CSGCombiner3D::CSGCombiner3D() { } ///////////////////// CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector &p_vertices, const Vector &p_uv, const Vector &p_smooth, const Vector> &p_materials) { CSGBrush *brush = memnew(CSGBrush); Vector invert; invert.resize(p_vertices.size() / 3); { int ic = invert.size(); bool *w = invert.ptrw(); for (int i = 0; i < ic; i++) { w[i] = invert_faces; } } brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert); return brush; } void CSGPrimitive3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive3D::set_invert_faces); ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive3D::is_inverting_faces); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces"); } void CSGPrimitive3D::set_invert_faces(bool p_invert) { if (invert_faces == p_invert) { return; } invert_faces = p_invert; _make_dirty(); } bool CSGPrimitive3D::is_inverting_faces() { return invert_faces; } CSGPrimitive3D::CSGPrimitive3D() { invert_faces = false; } ///////////////////// CSGBrush *CSGMesh3D::_build_brush() { if (!mesh.is_valid()) { return memnew(CSGBrush); } Vector vertices; Vector smooth; Vector> materials; Vector uvs; Ref material = get_material(); for (int i = 0; i < mesh->get_surface_count(); i++) { if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) { continue; } Array arrays = mesh->surface_get_arrays(i); if (arrays.size() == 0) { _make_dirty(); ERR_FAIL_COND_V(arrays.size() == 0, memnew(CSGBrush)); } Vector avertices = arrays[Mesh::ARRAY_VERTEX]; if (avertices.size() == 0) { continue; } const Vector3 *vr = avertices.ptr(); Vector anormals = arrays[Mesh::ARRAY_NORMAL]; const Vector3 *nr = nullptr; if (anormals.size()) { nr = anormals.ptr(); } Vector auvs = arrays[Mesh::ARRAY_TEX_UV]; const Vector2 *uvr = nullptr; if (auvs.size()) { uvr = auvs.ptr(); } Ref mat; if (material.is_valid()) { mat = material; } else { mat = mesh->surface_get_material(i); } Vector aindices = arrays[Mesh::ARRAY_INDEX]; if (aindices.size()) { int as = vertices.size(); int is = aindices.size(); vertices.resize(as + is); smooth.resize((as + is) / 3); materials.resize((as + is) / 3); uvs.resize(as + is); Vector3 *vw = vertices.ptrw(); bool *sw = smooth.ptrw(); Vector2 *uvw = uvs.ptrw(); Ref *mw = materials.ptrw(); const int *ir = aindices.ptr(); for (int j = 0; j < is; j += 3) { Vector3 vertex[3]; Vector3 normal[3]; Vector2 uv[3]; for (int k = 0; k < 3; k++) { int idx = ir[j + k]; vertex[k] = vr[idx]; if (nr) { normal[k] = nr[idx]; } if (uvr) { uv[k] = uvr[idx]; } } 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]; vw[as + j + 2] = vertex[2]; uvw[as + j + 0] = uv[0]; uvw[as + j + 1] = uv[1]; uvw[as + j + 2] = uv[2]; sw[(as + j) / 3] = !flat; mw[(as + j) / 3] = mat; } } else { int as = vertices.size(); int is = avertices.size(); vertices.resize(as + is); smooth.resize((as + is) / 3); uvs.resize(as + is); materials.resize((as + is) / 3); Vector3 *vw = vertices.ptrw(); bool *sw = smooth.ptrw(); Vector2 *uvw = uvs.ptrw(); Ref *mw = materials.ptrw(); for (int j = 0; j < is; j += 3) { Vector3 vertex[3]; Vector3 normal[3]; Vector2 uv[3]; for (int k = 0; k < 3; k++) { vertex[k] = vr[j + k]; if (nr) { normal[k] = nr[j + k]; } if (uvr) { uv[k] = uvr[j + k]; } } 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]; vw[as + j + 2] = vertex[2]; uvw[as + j + 0] = uv[0]; uvw[as + j + 1] = uv[1]; uvw[as + j + 2] = uv[2]; sw[(as + j) / 3] = !flat; mw[(as + j) / 3] = mat; } } } if (vertices.size() == 0) { return memnew(CSGBrush); } return _create_brush_from_arrays(vertices, uvs, smooth, materials); } void CSGMesh3D::_mesh_changed() { _make_dirty(); update_gizmos(); } void CSGMesh3D::set_material(const Ref &p_material) { if (material == p_material) { return; } material = p_material; _make_dirty(); } Ref CSGMesh3D::get_material() const { return material; } void CSGMesh3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh); ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh); ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material); ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material"); } void CSGMesh3D::set_mesh(const Ref &p_mesh) { if (mesh == p_mesh) { return; } if (mesh.is_valid()) { mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed)); } mesh = p_mesh; if (mesh.is_valid()) { mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed)); } _mesh_changed(); } Ref CSGMesh3D::get_mesh() { return mesh; } //////////////////////////////// CSGBrush *CSGSphere3D::_build_brush() { // set our bounding box CSGBrush *brush = memnew(CSGBrush); int face_count = rings * radial_segments * 2 - radial_segments * 2; bool invert_val = is_inverting_faces(); Ref material = get_material(); Vector faces; Vector uvs; Vector smooth; Vector> materials; Vector invert; faces.resize(face_count * 3); uvs.resize(face_count * 3); smooth.resize(face_count); materials.resize(face_count); invert.resize(face_count); { Vector3 *facesw = faces.ptrw(); Vector2 *uvsw = uvs.ptrw(); bool *smoothw = smooth.ptrw(); Ref *materialsw = materials.ptrw(); bool *invertw = invert.ptrw(); // 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 = 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 * 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] = { Vector2(u0, v0), Vector2(u1, v0), Vector2(u1, v1), Vector2(u0, v1), }; // 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]; 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; face++; } // 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]; 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; face++; } } } if (face != face_count) { ERR_PRINT("Face mismatch bug! fix code"); } } brush->build_from_faces(faces, uvs, smooth, materials, invert); return brush; } void CSGSphere3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius); ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments); ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments); ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings); ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings); ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces); ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces); ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material); ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius"); ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments"); ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material"); } void CSGSphere3D::set_radius(const float p_radius) { ERR_FAIL_COND(p_radius <= 0); radius = p_radius; _make_dirty(); update_gizmos(); } float CSGSphere3D::get_radius() const { return radius; } void CSGSphere3D::set_radial_segments(const int p_radial_segments) { radial_segments = p_radial_segments > 4 ? p_radial_segments : 4; _make_dirty(); update_gizmos(); } int CSGSphere3D::get_radial_segments() const { return radial_segments; } void CSGSphere3D::set_rings(const int p_rings) { rings = p_rings > 1 ? p_rings : 1; _make_dirty(); update_gizmos(); } int CSGSphere3D::get_rings() const { return rings; } void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) { smooth_faces = p_smooth_faces; _make_dirty(); } bool CSGSphere3D::get_smooth_faces() const { return smooth_faces; } void CSGSphere3D::set_material(const Ref &p_material) { material = p_material; _make_dirty(); } Ref CSGSphere3D::get_material() const { return material; } CSGSphere3D::CSGSphere3D() { // defaults radius = 1.0; radial_segments = 12; rings = 6; smooth_faces = true; } /////////////// CSGBrush *CSGBox3D::_build_brush() { // set our bounding box CSGBrush *brush = memnew(CSGBrush); int face_count = 12; //it's a cube.. bool invert_val = is_inverting_faces(); Ref material = get_material(); Vector faces; Vector uvs; Vector smooth; Vector> materials; Vector invert; faces.resize(face_count * 3); uvs.resize(face_count * 3); smooth.resize(face_count); materials.resize(face_count); invert.resize(face_count); { Vector3 *facesw = faces.ptrw(); Vector2 *uvsw = uvs.ptrw(); bool *smoothw = smooth.ptrw(); Ref *materialsw = materials.ptrw(); bool *invertw = invert.ptrw(); int face = 0; Vector3 vertex_mul = size / 2; { for (int i = 0; i < 6; i++) { Vector3 face_points[4]; float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 }; for (int j = 0; j < 4; j++) { float v[3]; v[0] = 1.0; v[1] = 1 - 2 * ((j >> 1) & 1); v[2] = v[1] * (1 - 2 * (j & 1)); for (int k = 0; k < 3; k++) { if (i < 3) { face_points[j][(i + k) % 3] = v[k]; } else { face_points[3 - j][(i + k) % 3] = -v[k]; } } } Vector2 u[4]; for (int j = 0; j < 4; j++) { u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]); } //face 1 facesw[face * 3 + 0] = face_points[0] * vertex_mul; facesw[face * 3 + 1] = face_points[1] * vertex_mul; facesw[face * 3 + 2] = face_points[2] * vertex_mul; uvsw[face * 3 + 0] = u[0]; uvsw[face * 3 + 1] = u[1]; uvsw[face * 3 + 2] = u[2]; smoothw[face] = false; invertw[face] = invert_val; materialsw[face] = material; face++; //face 2 facesw[face * 3 + 0] = face_points[2] * vertex_mul; facesw[face * 3 + 1] = face_points[3] * vertex_mul; facesw[face * 3 + 2] = face_points[0] * vertex_mul; uvsw[face * 3 + 0] = u[2]; uvsw[face * 3 + 1] = u[3]; uvsw[face * 3 + 2] = u[0]; smoothw[face] = false; invertw[face] = invert_val; materialsw[face] = material; face++; } } if (face != face_count) { ERR_PRINT("Face mismatch bug! fix code"); } } brush->build_from_faces(faces, uvs, smooth, materials, invert); return brush; } void CSGBox3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_size", "size"), &CSGBox3D::set_size); ClassDB::bind_method(D_METHOD("get_size"), &CSGBox3D::get_size); ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material); ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material"); } void CSGBox3D::set_size(const Vector3 &p_size) { size = p_size; _make_dirty(); update_gizmos(); } Vector3 CSGBox3D::get_size() const { return size; } void CSGBox3D::set_material(const Ref &p_material) { material = p_material; _make_dirty(); update_gizmos(); } Ref CSGBox3D::get_material() const { return material; } /////////////// CSGBrush *CSGCylinder3D::_build_brush() { // set our bounding box CSGBrush *brush = memnew(CSGBrush); int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides); bool invert_val = is_inverting_faces(); Ref material = get_material(); Vector faces; Vector uvs; Vector smooth; Vector> materials; Vector invert; faces.resize(face_count * 3); uvs.resize(face_count * 3); smooth.resize(face_count); materials.resize(face_count); invert.resize(face_count); { Vector3 *facesw = faces.ptrw(); Vector2 *uvsw = uvs.ptrw(); bool *smoothw = smooth.ptrw(); Ref *materialsw = materials.ptrw(); bool *invertw = invert.ptrw(); int face = 0; Vector3 vertex_mul(radius, height * 0.5, radius); { for (int i = 0; i < sides; i++) { float inc = float(i) / sides; float inc_n = float((i + 1)) / sides; float ang = inc * Math_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)); Vector3 face_points[4] = { base + Vector3(0, -1, 0), base_n + Vector3(0, -1, 0), base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0), base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0), }; Vector2 u[4] = { Vector2(inc, 0), Vector2(inc_n, 0), Vector2(inc_n, 1), Vector2(inc, 1), }; //side face 1 facesw[face * 3 + 0] = face_points[0] * vertex_mul; facesw[face * 3 + 1] = face_points[1] * vertex_mul; facesw[face * 3 + 2] = face_points[2] * vertex_mul; 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; face++; if (!cone) { //side face 2 facesw[face * 3 + 0] = face_points[2] * vertex_mul; facesw[face * 3 + 1] = face_points[3] * vertex_mul; facesw[face * 3 + 2] = face_points[0] * vertex_mul; 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; face++; } //bottom face 1 facesw[face * 3 + 0] = face_points[1] * vertex_mul; facesw[face * 3 + 1] = face_points[0] * vertex_mul; facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul; uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5); uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5); uvsw[face * 3 + 2] = Vector2(0.5, 0.5); smoothw[face] = false; invertw[face] = invert_val; materialsw[face] = material; face++; if (!cone) { //top face 1 facesw[face * 3 + 0] = face_points[3] * vertex_mul; facesw[face * 3 + 1] = face_points[2] * vertex_mul; facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul; uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5); uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5); uvsw[face * 3 + 2] = Vector2(0.5, 0.5); smoothw[face] = false; invertw[face] = invert_val; materialsw[face] = material; face++; } } } if (face != face_count) { ERR_PRINT("Face mismatch bug! fix code"); } } brush->build_from_faces(faces, uvs, smooth, materials, invert); return brush; } void CSGCylinder3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius); ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height); ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height); ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides); ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides); ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone); ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone); ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material); ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material); ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces); ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp"), "set_radius", "get_radius"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material"); } void CSGCylinder3D::set_radius(const float p_radius) { radius = p_radius; _make_dirty(); update_gizmos(); } float CSGCylinder3D::get_radius() const { return radius; } void CSGCylinder3D::set_height(const float p_height) { height = p_height; _make_dirty(); update_gizmos(); } float CSGCylinder3D::get_height() const { return height; } void CSGCylinder3D::set_sides(const int p_sides) { ERR_FAIL_COND(p_sides < 3); sides = p_sides; _make_dirty(); update_gizmos(); } int CSGCylinder3D::get_sides() const { return sides; } void CSGCylinder3D::set_cone(const bool p_cone) { cone = p_cone; _make_dirty(); update_gizmos(); } bool CSGCylinder3D::is_cone() const { return cone; } void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) { smooth_faces = p_smooth_faces; _make_dirty(); } bool CSGCylinder3D::get_smooth_faces() const { return smooth_faces; } void CSGCylinder3D::set_material(const Ref &p_material) { material = p_material; _make_dirty(); } Ref CSGCylinder3D::get_material() const { return material; } CSGCylinder3D::CSGCylinder3D() { // defaults radius = 1.0; height = 1.0; sides = 8; cone = false; smooth_faces = true; } /////////////// CSGBrush *CSGTorus3D::_build_brush() { // set our bounding box float min_radius = inner_radius; float max_radius = outer_radius; if (min_radius == max_radius) { return memnew(CSGBrush); //sorry, can't } if (min_radius > max_radius) { SWAP(min_radius, max_radius); } float radius = (max_radius - min_radius) * 0.5; CSGBrush *brush = memnew(CSGBrush); int face_count = ring_sides * sides * 2; bool invert_val = is_inverting_faces(); Ref material = get_material(); Vector faces; Vector uvs; Vector smooth; Vector> materials; Vector invert; faces.resize(face_count * 3); uvs.resize(face_count * 3); smooth.resize(face_count); materials.resize(face_count); invert.resize(face_count); { Vector3 *facesw = faces.ptrw(); Vector2 *uvsw = uvs.ptrw(); bool *smoothw = smooth.ptrw(); Ref *materialsw = materials.ptrw(); bool *invertw = invert.ptrw(); int face = 0; { for (int i = 0; i < sides; i++) { float inci = float(i) / sides; float inci_n = float((i + 1)) / sides; float angi = inci * Math_TAU; float angi_n = inci_n * Math_TAU; Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi)); Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n)); for (int j = 0; j < ring_sides; j++) { float incj = float(j) / ring_sides; float incj_n = float((j + 1)) / ring_sides; float angj = incj * Math_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); Vector3 face_points[4] = { Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x), Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x), Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x), Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x) }; Vector2 u[4] = { Vector2(inci, incj), Vector2(inci, incj_n), Vector2(inci_n, incj_n), Vector2(inci_n, incj), }; // face 1 facesw[face * 3 + 0] = face_points[0]; facesw[face * 3 + 1] = face_points[2]; facesw[face * 3 + 2] = face_points[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] = face_points[3]; facesw[face * 3 + 1] = face_points[2]; facesw[face * 3 + 2] = face_points[0]; uvsw[face * 3 + 0] = u[3]; uvsw[face * 3 + 1] = u[2]; uvsw[face * 3 + 2] = u[0]; smoothw[face] = smooth_faces; invertw[face] = invert_val; materialsw[face] = material; face++; } } } if (face != face_count) { ERR_PRINT("Face mismatch bug! fix code"); } } brush->build_from_faces(faces, uvs, smooth, materials, invert); return brush; } void CSGTorus3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius); ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius); ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius); ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius); ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides); ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides); ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides); ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides); ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material); ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material); ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces); ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp"), "set_inner_radius", "get_inner_radius"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp"), "set_outer_radius", "get_outer_radius"); ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides"); ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material"); } void CSGTorus3D::set_inner_radius(const float p_inner_radius) { inner_radius = p_inner_radius; _make_dirty(); update_gizmos(); } float CSGTorus3D::get_inner_radius() const { return inner_radius; } void CSGTorus3D::set_outer_radius(const float p_outer_radius) { outer_radius = p_outer_radius; _make_dirty(); update_gizmos(); } float CSGTorus3D::get_outer_radius() const { return outer_radius; } void CSGTorus3D::set_sides(const int p_sides) { ERR_FAIL_COND(p_sides < 3); sides = p_sides; _make_dirty(); update_gizmos(); } int CSGTorus3D::get_sides() const { return sides; } void CSGTorus3D::set_ring_sides(const int p_ring_sides) { ERR_FAIL_COND(p_ring_sides < 3); ring_sides = p_ring_sides; _make_dirty(); update_gizmos(); } int CSGTorus3D::get_ring_sides() const { return ring_sides; } void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) { smooth_faces = p_smooth_faces; _make_dirty(); } bool CSGTorus3D::get_smooth_faces() const { return smooth_faces; } void CSGTorus3D::set_material(const Ref &p_material) { material = p_material; _make_dirty(); } Ref CSGTorus3D::get_material() const { return material; } CSGTorus3D::CSGTorus3D() { // defaults inner_radius = 2.0; outer_radius = 3.0; sides = 8; ring_sides = 6; smooth_faces = true; } /////////////// CSGBrush *CSGPolygon3D::_build_brush() { // set our bounding box if (polygon.size() < 3) { return memnew(CSGBrush); } Vector final_polygon = polygon; if (Triangulate::get_area(final_polygon) > 0) { final_polygon.reverse(); } Vector triangles = Geometry2D::triangulate_polygon(final_polygon); if (triangles.size() < 3) { return memnew(CSGBrush); } Path3D *path = nullptr; Ref 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 (p.y > final_polygon_max.y) { final_polygon_max.y = p.y; } } } Vector2 final_polygon_size = final_polygon_max - final_polygon_min; if (mode == MODE_PATH) { if (!has_node(path_node)) { return memnew(CSGBrush); } Node *n = get_node(path_node); if (!n) { return memnew(CSGBrush); } path = Object::cast_to(n); if (!path) { return memnew(CSGBrush); } 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); } } CSGBrush *brush = memnew(CSGBrush); int face_count = 0; switch (mode) { case MODE_DEPTH: face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2; break; case MODE_SPIN: face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides; break; case MODE_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; } else { face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2; } } break; } bool invert_val = is_inverting_faces(); Ref material = get_material(); Vector faces; Vector uvs; Vector smooth; Vector> materials; Vector invert; faces.resize(face_count * 3); uvs.resize(face_count * 3); smooth.resize(face_count); materials.resize(face_count); invert.resize(face_count); AABB aabb; //must be computed { Vector3 *facesw = faces.ptrw(); Vector2 *uvsw = uvs.ptrw(); bool *smoothw = smooth.ptrw(); Ref *materialsw = materials.ptrw(); bool *invertw = invert.ptrw(); int face = 0; switch (mode) { case MODE_DEPTH: { //add triangles, front and back for (int i = 0; i < 2; i++) { for (int j = 0; j < triangles.size(); j += 3) { for (int k = 0; k < 3; k++) { int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 }; 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; 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_val; materialsw[face] = material; face++; } } 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++; } } 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++; } } } } 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(); } else { local_dir = lookat_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 xf = path_to_this * xf; if (i > 0) { if (path_continuous_u) { u1 = u2; u2 += (prev_xf.origin - xf.origin).length(); }; //put triangles where they belong //add triangles for depth for (int j = 0; j < final_polygon.size(); j++) { int j_n = (j + 1) % final_polygon.size(); Vector3 v[4] = { 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)), }; Vector2 u[4] = { Vector2(u1, 1), Vector2(u1, 0), Vector2(u2, 0), Vector2(u2, 1) }; // 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; 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_val; materialsw[face] = material; 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 (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++; } } prev_xf = xf; } } break; } 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]); } // invert UVs on the Y-axis OpenGL = upside down uvsw[i].y = 1.0 - uvsw[i].y; } } brush->build_from_faces(faces, uvs, smooth, materials, invert); return 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; } } } void CSGPolygon3D::_validate_property(PropertyInfo &property) const { if (property.name.begins_with("spin") && mode != MODE_SPIN) { property.usage = PROPERTY_USAGE_NONE; } if (property.name.begins_with("path") && mode != MODE_PATH) { property.usage = PROPERTY_USAGE_NONE; } if (property.name == "depth" && mode != MODE_DEPTH) { property.usage = PROPERTY_USAGE_NONE; } CSGShape3D::_validate_property(property); } void CSGPolygon3D::_path_changed() { _make_dirty(); update_gizmos(); } void CSGPolygon3D::_path_exited() { path_cache = nullptr; } void CSGPolygon3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon); ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon); ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode); ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode); ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth); ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth); ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees); ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees); ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides); ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides); ClassDB::bind_method(D_METHOD("set_path_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("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("get_path_rotation"), &CSGPolygon3D::get_path_rotation); ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local); ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local); ClassDB::bind_method(D_METHOD("set_path_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_joined", "enable"), &CSGPolygon3D::set_path_joined); ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined); ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material); ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material); ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces); ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces); ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon); ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth); ADD_PROPERTY(PropertyInfo(Variant::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, "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_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material"); BIND_ENUM_CONSTANT(MODE_DEPTH); BIND_ENUM_CONSTANT(MODE_SPIN); BIND_ENUM_CONSTANT(MODE_PATH); BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON); BIND_ENUM_CONSTANT(PATH_ROTATION_PATH); BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW); } void CSGPolygon3D::set_polygon(const Vector &p_polygon) { polygon = p_polygon; _make_dirty(); update_gizmos(); } Vector CSGPolygon3D::get_polygon() const { return polygon; } void CSGPolygon3D::set_mode(Mode p_mode) { mode = p_mode; _make_dirty(); update_gizmos(); notify_property_list_changed(); } CSGPolygon3D::Mode CSGPolygon3D::get_mode() const { return mode; } void CSGPolygon3D::set_depth(const float p_depth) { ERR_FAIL_COND(p_depth < 0.001); depth = p_depth; _make_dirty(); update_gizmos(); } float CSGPolygon3D::get_depth() const { return depth; } void CSGPolygon3D::set_path_continuous_u(bool p_enable) { path_continuous_u = p_enable; _make_dirty(); } bool CSGPolygon3D::is_path_continuous_u() const { return path_continuous_u; } 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_gizmos(); } float CSGPolygon3D::get_spin_degrees() const { return spin_degrees; } void CSGPolygon3D::set_spin_sides(const int p_spin_sides) { ERR_FAIL_COND(p_spin_sides < 3); spin_sides = p_spin_sides; _make_dirty(); update_gizmos(); } int CSGPolygon3D::get_spin_sides() const { return spin_sides; } void CSGPolygon3D::set_path_node(const NodePath &p_path) { path_node = p_path; _make_dirty(); update_gizmos(); } NodePath CSGPolygon3D::get_path_node() const { return path_node; } 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_gizmos(); } float CSGPolygon3D::get_path_interval() const { return path_interval; } void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) { path_rotation = p_rotation; _make_dirty(); update_gizmos(); } CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const { return path_rotation; } void CSGPolygon3D::set_path_local(bool p_enable) { path_local = p_enable; _make_dirty(); update_gizmos(); } bool CSGPolygon3D::is_path_local() const { return path_local; } void CSGPolygon3D::set_path_joined(bool p_enable) { path_joined = p_enable; _make_dirty(); update_gizmos(); } bool CSGPolygon3D::is_path_joined() const { return path_joined; } void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) { smooth_faces = p_smooth_faces; _make_dirty(); } bool CSGPolygon3D::get_smooth_faces() const { return smooth_faces; } void CSGPolygon3D::set_material(const Ref &p_material) { material = p_material; _make_dirty(); } Ref CSGPolygon3D::get_material() const { return material; } bool CSGPolygon3D::_is_editable_3d_polygon() const { return true; } bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const { return true; } CSGPolygon3D::CSGPolygon3D() { // defaults mode = MODE_DEPTH; polygon.push_back(Vector2(0, 0)); polygon.push_back(Vector2(0, 1)); polygon.push_back(Vector2(1, 1)); polygon.push_back(Vector2(1, 0)); depth = 1.0; spin_degrees = 360; spin_sides = 8; smooth_faces = false; path_interval = 1; path_rotation = PATH_ROTATION_PATH; path_local = false; path_continuous_u = false; path_joined = false; path_cache = nullptr; }