csg_shape.cpp 72 KB

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  1. /**************************************************************************/
  2. /* csg_shape.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "csg_shape.h"
  31. #include "core/math/geometry_2d.h"
  32. void CSGShape3D::set_use_collision(bool p_enable) {
  33. if (use_collision == p_enable) {
  34. return;
  35. }
  36. use_collision = p_enable;
  37. if (!is_inside_tree() || !is_root_shape()) {
  38. return;
  39. }
  40. if (use_collision) {
  41. root_collision_shape.instantiate();
  42. root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
  43. PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
  44. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  45. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  46. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  47. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  48. set_collision_layer(collision_layer);
  49. set_collision_mask(collision_mask);
  50. set_collision_priority(collision_priority);
  51. _make_dirty(); //force update
  52. } else {
  53. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  54. root_collision_instance = RID();
  55. root_collision_shape.unref();
  56. }
  57. notify_property_list_changed();
  58. }
  59. bool CSGShape3D::is_using_collision() const {
  60. return use_collision;
  61. }
  62. void CSGShape3D::set_collision_layer(uint32_t p_layer) {
  63. collision_layer = p_layer;
  64. if (root_collision_instance.is_valid()) {
  65. PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
  66. }
  67. }
  68. uint32_t CSGShape3D::get_collision_layer() const {
  69. return collision_layer;
  70. }
  71. void CSGShape3D::set_collision_mask(uint32_t p_mask) {
  72. collision_mask = p_mask;
  73. if (root_collision_instance.is_valid()) {
  74. PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
  75. }
  76. }
  77. uint32_t CSGShape3D::get_collision_mask() const {
  78. return collision_mask;
  79. }
  80. void CSGShape3D::set_collision_layer_value(int p_layer_number, bool p_value) {
  81. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  82. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  83. uint32_t layer = get_collision_layer();
  84. if (p_value) {
  85. layer |= 1 << (p_layer_number - 1);
  86. } else {
  87. layer &= ~(1 << (p_layer_number - 1));
  88. }
  89. set_collision_layer(layer);
  90. }
  91. bool CSGShape3D::get_collision_layer_value(int p_layer_number) const {
  92. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  93. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  94. return get_collision_layer() & (1 << (p_layer_number - 1));
  95. }
  96. void CSGShape3D::set_collision_mask_value(int p_layer_number, bool p_value) {
  97. ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
  98. ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
  99. uint32_t mask = get_collision_mask();
  100. if (p_value) {
  101. mask |= 1 << (p_layer_number - 1);
  102. } else {
  103. mask &= ~(1 << (p_layer_number - 1));
  104. }
  105. set_collision_mask(mask);
  106. }
  107. bool CSGShape3D::get_collision_mask_value(int p_layer_number) const {
  108. ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
  109. ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
  110. return get_collision_mask() & (1 << (p_layer_number - 1));
  111. }
  112. void CSGShape3D::set_collision_priority(real_t p_priority) {
  113. collision_priority = p_priority;
  114. if (root_collision_instance.is_valid()) {
  115. PhysicsServer3D::get_singleton()->body_set_collision_priority(root_collision_instance, p_priority);
  116. }
  117. }
  118. real_t CSGShape3D::get_collision_priority() const {
  119. return collision_priority;
  120. }
  121. bool CSGShape3D::is_root_shape() const {
  122. return !parent_shape;
  123. }
  124. void CSGShape3D::set_snap(float p_snap) {
  125. snap = p_snap;
  126. }
  127. float CSGShape3D::get_snap() const {
  128. return snap;
  129. }
  130. void CSGShape3D::_make_dirty(bool p_parent_removing) {
  131. if ((p_parent_removing || is_root_shape()) && !dirty) {
  132. call_deferred(SNAME("_update_shape")); // Must be deferred; otherwise, is_root_shape() will use the previous parent
  133. }
  134. if (!is_root_shape()) {
  135. parent_shape->_make_dirty();
  136. } else if (!dirty) {
  137. call_deferred(SNAME("_update_shape"));
  138. }
  139. dirty = true;
  140. }
  141. CSGBrush *CSGShape3D::_get_brush() {
  142. if (dirty) {
  143. if (brush) {
  144. memdelete(brush);
  145. }
  146. brush = nullptr;
  147. CSGBrush *n = _build_brush();
  148. for (int i = 0; i < get_child_count(); i++) {
  149. CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
  150. if (!child) {
  151. continue;
  152. }
  153. if (!child->is_visible()) {
  154. continue;
  155. }
  156. CSGBrush *n2 = child->_get_brush();
  157. if (!n2) {
  158. continue;
  159. }
  160. if (!n) {
  161. n = memnew(CSGBrush);
  162. n->copy_from(*n2, child->get_transform());
  163. } else {
  164. CSGBrush *nn = memnew(CSGBrush);
  165. CSGBrush *nn2 = memnew(CSGBrush);
  166. nn2->copy_from(*n2, child->get_transform());
  167. CSGBrushOperation bop;
  168. switch (child->get_operation()) {
  169. case CSGShape3D::OPERATION_UNION:
  170. bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap);
  171. break;
  172. case CSGShape3D::OPERATION_INTERSECTION:
  173. bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap);
  174. break;
  175. case CSGShape3D::OPERATION_SUBTRACTION:
  176. bop.merge_brushes(CSGBrushOperation::OPERATION_SUBTRACTION, *n, *nn2, *nn, snap);
  177. break;
  178. }
  179. memdelete(n);
  180. memdelete(nn2);
  181. n = nn;
  182. }
  183. }
  184. if (n) {
  185. AABB aabb;
  186. for (int i = 0; i < n->faces.size(); i++) {
  187. for (int j = 0; j < 3; j++) {
  188. if (i == 0 && j == 0) {
  189. aabb.position = n->faces[i].vertices[j];
  190. } else {
  191. aabb.expand_to(n->faces[i].vertices[j]);
  192. }
  193. }
  194. }
  195. node_aabb = aabb;
  196. } else {
  197. node_aabb = AABB();
  198. }
  199. brush = n;
  200. dirty = false;
  201. }
  202. return brush;
  203. }
  204. int CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
  205. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  206. return surface.vertices.size() / 3;
  207. }
  208. int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
  209. // always 3
  210. return 3;
  211. }
  212. void CSGShape3D::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
  213. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  214. Vector3 v = surface.verticesw[iFace * 3 + iVert];
  215. fvPosOut[0] = v.x;
  216. fvPosOut[1] = v.y;
  217. fvPosOut[2] = v.z;
  218. }
  219. void CSGShape3D::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
  220. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  221. Vector3 n = surface.normalsw[iFace * 3 + iVert];
  222. fvNormOut[0] = n.x;
  223. fvNormOut[1] = n.y;
  224. fvNormOut[2] = n.z;
  225. }
  226. void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
  227. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  228. Vector2 t = surface.uvsw[iFace * 3 + iVert];
  229. fvTexcOut[0] = t.x;
  230. fvTexcOut[1] = t.y;
  231. }
  232. void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
  233. const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
  234. ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
  235. int i = iFace * 3 + iVert;
  236. Vector3 normal = surface.normalsw[i];
  237. Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
  238. Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
  239. float d = bitangent.dot(normal.cross(tangent));
  240. i *= 4;
  241. surface.tansw[i++] = tangent.x;
  242. surface.tansw[i++] = tangent.y;
  243. surface.tansw[i++] = tangent.z;
  244. surface.tansw[i++] = d < 0 ? -1 : 1;
  245. }
  246. void CSGShape3D::_update_shape() {
  247. if (!is_root_shape()) {
  248. return;
  249. }
  250. set_base(RID());
  251. root_mesh.unref(); //byebye root mesh
  252. CSGBrush *n = _get_brush();
  253. ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
  254. OAHashMap<Vector3, Vector3> vec_map;
  255. Vector<int> face_count;
  256. face_count.resize(n->materials.size() + 1);
  257. for (int i = 0; i < face_count.size(); i++) {
  258. face_count.write[i] = 0;
  259. }
  260. for (int i = 0; i < n->faces.size(); i++) {
  261. int mat = n->faces[i].material;
  262. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  263. int idx = mat == -1 ? face_count.size() - 1 : mat;
  264. if (n->faces[i].smooth) {
  265. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  266. for (int j = 0; j < 3; j++) {
  267. Vector3 v = n->faces[i].vertices[j];
  268. Vector3 add;
  269. if (vec_map.lookup(v, add)) {
  270. add += p.normal;
  271. } else {
  272. add = p.normal;
  273. }
  274. vec_map.set(v, add);
  275. }
  276. }
  277. face_count.write[idx]++;
  278. }
  279. Vector<ShapeUpdateSurface> surfaces;
  280. surfaces.resize(face_count.size());
  281. //create arrays
  282. for (int i = 0; i < surfaces.size(); i++) {
  283. surfaces.write[i].vertices.resize(face_count[i] * 3);
  284. surfaces.write[i].normals.resize(face_count[i] * 3);
  285. surfaces.write[i].uvs.resize(face_count[i] * 3);
  286. if (calculate_tangents) {
  287. surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
  288. }
  289. surfaces.write[i].last_added = 0;
  290. if (i != surfaces.size() - 1) {
  291. surfaces.write[i].material = n->materials[i];
  292. }
  293. surfaces.write[i].verticesw = surfaces.write[i].vertices.ptrw();
  294. surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw();
  295. surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw();
  296. if (calculate_tangents) {
  297. surfaces.write[i].tansw = surfaces.write[i].tans.ptrw();
  298. }
  299. }
  300. //fill arrays
  301. {
  302. for (int i = 0; i < n->faces.size(); i++) {
  303. int order[3] = { 0, 1, 2 };
  304. if (n->faces[i].invert) {
  305. SWAP(order[1], order[2]);
  306. }
  307. int mat = n->faces[i].material;
  308. ERR_CONTINUE(mat < -1 || mat >= face_count.size());
  309. int idx = mat == -1 ? face_count.size() - 1 : mat;
  310. int last = surfaces[idx].last_added;
  311. Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
  312. for (int j = 0; j < 3; j++) {
  313. Vector3 v = n->faces[i].vertices[j];
  314. Vector3 normal = p.normal;
  315. if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
  316. normal.normalize();
  317. }
  318. if (n->faces[i].invert) {
  319. normal = -normal;
  320. }
  321. int k = last + order[j];
  322. surfaces[idx].verticesw[k] = v;
  323. surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
  324. surfaces[idx].normalsw[k] = normal;
  325. if (calculate_tangents) {
  326. // zero out our tangents for now
  327. k *= 4;
  328. surfaces[idx].tansw[k++] = 0.0;
  329. surfaces[idx].tansw[k++] = 0.0;
  330. surfaces[idx].tansw[k++] = 0.0;
  331. surfaces[idx].tansw[k++] = 0.0;
  332. }
  333. }
  334. surfaces.write[idx].last_added += 3;
  335. }
  336. }
  337. root_mesh.instantiate();
  338. //create surfaces
  339. for (int i = 0; i < surfaces.size(); i++) {
  340. // calculate tangents for this surface
  341. bool have_tangents = calculate_tangents;
  342. if (have_tangents) {
  343. SMikkTSpaceInterface mkif;
  344. mkif.m_getNormal = mikktGetNormal;
  345. mkif.m_getNumFaces = mikktGetNumFaces;
  346. mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
  347. mkif.m_getPosition = mikktGetPosition;
  348. mkif.m_getTexCoord = mikktGetTexCoord;
  349. mkif.m_setTSpace = mikktSetTSpaceDefault;
  350. mkif.m_setTSpaceBasic = nullptr;
  351. SMikkTSpaceContext msc;
  352. msc.m_pInterface = &mkif;
  353. msc.m_pUserData = &surfaces.write[i];
  354. have_tangents = genTangSpaceDefault(&msc);
  355. }
  356. if (surfaces[i].last_added == 0) {
  357. continue;
  358. }
  359. // and convert to surface array
  360. Array array;
  361. array.resize(Mesh::ARRAY_MAX);
  362. array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
  363. array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
  364. array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
  365. if (have_tangents) {
  366. array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
  367. }
  368. int idx = root_mesh->get_surface_count();
  369. root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
  370. root_mesh->surface_set_material(idx, surfaces[i].material);
  371. }
  372. set_base(root_mesh->get_rid());
  373. _update_collision_faces();
  374. }
  375. void CSGShape3D::_update_collision_faces() {
  376. if (use_collision && is_root_shape() && root_collision_shape.is_valid()) {
  377. CSGBrush *n = _get_brush();
  378. ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
  379. Vector<Vector3> physics_faces;
  380. physics_faces.resize(n->faces.size() * 3);
  381. Vector3 *physicsw = physics_faces.ptrw();
  382. for (int i = 0; i < n->faces.size(); i++) {
  383. int order[3] = { 0, 1, 2 };
  384. if (n->faces[i].invert) {
  385. SWAP(order[1], order[2]);
  386. }
  387. physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
  388. physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
  389. physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
  390. }
  391. root_collision_shape->set_faces(physics_faces);
  392. if (_is_debug_collision_shape_visible()) {
  393. _update_debug_collision_shape();
  394. }
  395. }
  396. }
  397. bool CSGShape3D::_is_debug_collision_shape_visible() {
  398. return is_inside_tree() && (get_tree()->is_debugging_collisions_hint() || Engine::get_singleton()->is_editor_hint());
  399. }
  400. void CSGShape3D::_update_debug_collision_shape() {
  401. if (!use_collision || !is_root_shape() || !root_collision_shape.is_valid() || !_is_debug_collision_shape_visible()) {
  402. return;
  403. }
  404. ERR_FAIL_NULL(RenderingServer::get_singleton());
  405. if (root_collision_debug_instance.is_null()) {
  406. root_collision_debug_instance = RS::get_singleton()->instance_create();
  407. }
  408. Ref<Mesh> debug_mesh = root_collision_shape->get_debug_mesh();
  409. RS::get_singleton()->instance_set_scenario(root_collision_debug_instance, get_world_3d()->get_scenario());
  410. RS::get_singleton()->instance_set_base(root_collision_debug_instance, debug_mesh->get_rid());
  411. RS::get_singleton()->instance_set_transform(root_collision_debug_instance, get_global_transform());
  412. }
  413. void CSGShape3D::_clear_debug_collision_shape() {
  414. if (root_collision_debug_instance.is_valid()) {
  415. RS::get_singleton()->free(root_collision_debug_instance);
  416. root_collision_debug_instance = RID();
  417. }
  418. }
  419. void CSGShape3D::_on_transform_changed() {
  420. if (root_collision_debug_instance.is_valid() && !debug_shape_old_transform.is_equal_approx(get_global_transform())) {
  421. debug_shape_old_transform = get_global_transform();
  422. RS::get_singleton()->instance_set_transform(root_collision_debug_instance, debug_shape_old_transform);
  423. }
  424. }
  425. AABB CSGShape3D::get_aabb() const {
  426. return node_aabb;
  427. }
  428. Vector<Vector3> CSGShape3D::get_brush_faces() {
  429. ERR_FAIL_COND_V(!is_inside_tree(), Vector<Vector3>());
  430. CSGBrush *b = _get_brush();
  431. if (!b) {
  432. return Vector<Vector3>();
  433. }
  434. Vector<Vector3> faces;
  435. int fc = b->faces.size();
  436. faces.resize(fc * 3);
  437. {
  438. Vector3 *w = faces.ptrw();
  439. for (int i = 0; i < fc; i++) {
  440. w[i * 3 + 0] = b->faces[i].vertices[0];
  441. w[i * 3 + 1] = b->faces[i].vertices[1];
  442. w[i * 3 + 2] = b->faces[i].vertices[2];
  443. }
  444. }
  445. return faces;
  446. }
  447. void CSGShape3D::_notification(int p_what) {
  448. switch (p_what) {
  449. case NOTIFICATION_PARENTED: {
  450. Node *parentn = get_parent();
  451. if (parentn) {
  452. parent_shape = Object::cast_to<CSGShape3D>(parentn);
  453. if (parent_shape) {
  454. set_base(RID());
  455. root_mesh.unref();
  456. }
  457. }
  458. if (!brush || parent_shape) {
  459. // Update this node if uninitialized, or both this node and its new parent if it gets added to another CSG shape
  460. _make_dirty();
  461. }
  462. last_visible = is_visible();
  463. } break;
  464. case NOTIFICATION_UNPARENTED: {
  465. if (!is_root_shape()) {
  466. // Update this node and its previous parent only if it's currently being removed from another CSG shape
  467. _make_dirty(true); // Must be forced since is_root_shape() uses the previous parent
  468. }
  469. parent_shape = nullptr;
  470. } break;
  471. case NOTIFICATION_VISIBILITY_CHANGED: {
  472. if (!is_root_shape() && last_visible != is_visible()) {
  473. // Update this node's parent only if its own visibility has changed, not the visibility of parent nodes
  474. parent_shape->_make_dirty();
  475. }
  476. if (is_visible()) {
  477. _update_debug_collision_shape();
  478. } else {
  479. _clear_debug_collision_shape();
  480. }
  481. last_visible = is_visible();
  482. } break;
  483. case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
  484. if (!is_root_shape()) {
  485. // Update this node's parent only if its own transformation has changed, not the transformation of parent nodes
  486. parent_shape->_make_dirty();
  487. }
  488. } break;
  489. case NOTIFICATION_ENTER_TREE: {
  490. if (use_collision && is_root_shape()) {
  491. root_collision_shape.instantiate();
  492. root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
  493. PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
  494. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  495. PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
  496. PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
  497. PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
  498. set_collision_layer(collision_layer);
  499. set_collision_mask(collision_mask);
  500. set_collision_priority(collision_priority);
  501. debug_shape_old_transform = get_global_transform();
  502. _make_dirty();
  503. }
  504. } break;
  505. case NOTIFICATION_EXIT_TREE: {
  506. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  507. PhysicsServer3D::get_singleton()->free(root_collision_instance);
  508. root_collision_instance = RID();
  509. root_collision_shape.unref();
  510. _clear_debug_collision_shape();
  511. }
  512. } break;
  513. case NOTIFICATION_TRANSFORM_CHANGED: {
  514. if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
  515. PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
  516. }
  517. _on_transform_changed();
  518. } break;
  519. }
  520. }
  521. void CSGShape3D::set_operation(Operation p_operation) {
  522. operation = p_operation;
  523. _make_dirty();
  524. update_gizmos();
  525. }
  526. CSGShape3D::Operation CSGShape3D::get_operation() const {
  527. return operation;
  528. }
  529. void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
  530. calculate_tangents = p_calculate_tangents;
  531. _make_dirty();
  532. }
  533. bool CSGShape3D::is_calculating_tangents() const {
  534. return calculate_tangents;
  535. }
  536. void CSGShape3D::_validate_property(PropertyInfo &p_property) const {
  537. bool is_collision_prefixed = p_property.name.begins_with("collision_");
  538. if ((is_collision_prefixed || p_property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
  539. //hide collision if not root
  540. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  541. } else if (is_collision_prefixed && !bool(get("use_collision"))) {
  542. p_property.usage = PROPERTY_USAGE_NO_EDITOR;
  543. }
  544. }
  545. Array CSGShape3D::get_meshes() const {
  546. if (root_mesh.is_valid()) {
  547. Array arr;
  548. arr.resize(2);
  549. arr[0] = Transform3D();
  550. arr[1] = root_mesh;
  551. return arr;
  552. }
  553. return Array();
  554. }
  555. void CSGShape3D::_bind_methods() {
  556. ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
  557. ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
  558. ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation);
  559. ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
  560. ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
  561. ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
  562. ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
  563. ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
  564. ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
  565. ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
  566. ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
  567. ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
  568. ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CSGShape3D::set_collision_mask_value);
  569. ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CSGShape3D::get_collision_mask_value);
  570. ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CSGShape3D::set_collision_layer_value);
  571. ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CSGShape3D::get_collision_layer_value);
  572. ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CSGShape3D::set_collision_priority);
  573. ClassDB::bind_method(D_METHOD("get_collision_priority"), &CSGShape3D::get_collision_priority);
  574. ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
  575. ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
  576. ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
  577. ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
  578. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.000001,1,0.000001,suffix:m"), "set_snap", "get_snap");
  579. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
  580. ADD_GROUP("Collision", "collision_");
  581. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
  582. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
  583. ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
  584. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
  585. BIND_ENUM_CONSTANT(OPERATION_UNION);
  586. BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
  587. BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
  588. }
  589. CSGShape3D::CSGShape3D() {
  590. set_notify_local_transform(true);
  591. }
  592. CSGShape3D::~CSGShape3D() {
  593. if (brush) {
  594. memdelete(brush);
  595. brush = nullptr;
  596. }
  597. }
  598. //////////////////////////////////
  599. CSGBrush *CSGCombiner3D::_build_brush() {
  600. return memnew(CSGBrush); //does not build anything
  601. }
  602. CSGCombiner3D::CSGCombiner3D() {
  603. }
  604. /////////////////////
  605. CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials) {
  606. CSGBrush *new_brush = memnew(CSGBrush);
  607. Vector<bool> invert;
  608. invert.resize(p_vertices.size() / 3);
  609. {
  610. int ic = invert.size();
  611. bool *w = invert.ptrw();
  612. for (int i = 0; i < ic; i++) {
  613. w[i] = flip_faces;
  614. }
  615. }
  616. new_brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
  617. return new_brush;
  618. }
  619. void CSGPrimitive3D::_bind_methods() {
  620. ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &CSGPrimitive3D::set_flip_faces);
  621. ClassDB::bind_method(D_METHOD("get_flip_faces"), &CSGPrimitive3D::get_flip_faces);
  622. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
  623. }
  624. void CSGPrimitive3D::set_flip_faces(bool p_invert) {
  625. if (flip_faces == p_invert) {
  626. return;
  627. }
  628. flip_faces = p_invert;
  629. _make_dirty();
  630. }
  631. bool CSGPrimitive3D::get_flip_faces() {
  632. return flip_faces;
  633. }
  634. CSGPrimitive3D::CSGPrimitive3D() {
  635. flip_faces = false;
  636. }
  637. /////////////////////
  638. CSGBrush *CSGMesh3D::_build_brush() {
  639. if (!mesh.is_valid()) {
  640. return memnew(CSGBrush);
  641. }
  642. Vector<Vector3> vertices;
  643. Vector<bool> smooth;
  644. Vector<Ref<Material>> materials;
  645. Vector<Vector2> uvs;
  646. Ref<Material> base_material = get_material();
  647. for (int i = 0; i < mesh->get_surface_count(); i++) {
  648. if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
  649. continue;
  650. }
  651. Array arrays = mesh->surface_get_arrays(i);
  652. if (arrays.size() == 0) {
  653. _make_dirty();
  654. ERR_FAIL_COND_V(arrays.size() == 0, memnew(CSGBrush));
  655. }
  656. Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
  657. if (avertices.size() == 0) {
  658. continue;
  659. }
  660. const Vector3 *vr = avertices.ptr();
  661. Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
  662. const Vector3 *nr = nullptr;
  663. if (anormals.size()) {
  664. nr = anormals.ptr();
  665. }
  666. Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
  667. const Vector2 *uvr = nullptr;
  668. if (auvs.size()) {
  669. uvr = auvs.ptr();
  670. }
  671. Ref<Material> mat;
  672. if (base_material.is_valid()) {
  673. mat = base_material;
  674. } else {
  675. mat = mesh->surface_get_material(i);
  676. }
  677. Vector<int> aindices = arrays[Mesh::ARRAY_INDEX];
  678. if (aindices.size()) {
  679. int as = vertices.size();
  680. int is = aindices.size();
  681. vertices.resize(as + is);
  682. smooth.resize((as + is) / 3);
  683. materials.resize((as + is) / 3);
  684. uvs.resize(as + is);
  685. Vector3 *vw = vertices.ptrw();
  686. bool *sw = smooth.ptrw();
  687. Vector2 *uvw = uvs.ptrw();
  688. Ref<Material> *mw = materials.ptrw();
  689. const int *ir = aindices.ptr();
  690. for (int j = 0; j < is; j += 3) {
  691. Vector3 vertex[3];
  692. Vector3 normal[3];
  693. Vector2 uv[3];
  694. for (int k = 0; k < 3; k++) {
  695. int idx = ir[j + k];
  696. vertex[k] = vr[idx];
  697. if (nr) {
  698. normal[k] = nr[idx];
  699. }
  700. if (uvr) {
  701. uv[k] = uvr[idx];
  702. }
  703. }
  704. bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
  705. vw[as + j + 0] = vertex[0];
  706. vw[as + j + 1] = vertex[1];
  707. vw[as + j + 2] = vertex[2];
  708. uvw[as + j + 0] = uv[0];
  709. uvw[as + j + 1] = uv[1];
  710. uvw[as + j + 2] = uv[2];
  711. sw[(as + j) / 3] = !flat;
  712. mw[(as + j) / 3] = mat;
  713. }
  714. } else {
  715. int as = vertices.size();
  716. int is = avertices.size();
  717. vertices.resize(as + is);
  718. smooth.resize((as + is) / 3);
  719. uvs.resize(as + is);
  720. materials.resize((as + is) / 3);
  721. Vector3 *vw = vertices.ptrw();
  722. bool *sw = smooth.ptrw();
  723. Vector2 *uvw = uvs.ptrw();
  724. Ref<Material> *mw = materials.ptrw();
  725. for (int j = 0; j < is; j += 3) {
  726. Vector3 vertex[3];
  727. Vector3 normal[3];
  728. Vector2 uv[3];
  729. for (int k = 0; k < 3; k++) {
  730. vertex[k] = vr[j + k];
  731. if (nr) {
  732. normal[k] = nr[j + k];
  733. }
  734. if (uvr) {
  735. uv[k] = uvr[j + k];
  736. }
  737. }
  738. bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
  739. vw[as + j + 0] = vertex[0];
  740. vw[as + j + 1] = vertex[1];
  741. vw[as + j + 2] = vertex[2];
  742. uvw[as + j + 0] = uv[0];
  743. uvw[as + j + 1] = uv[1];
  744. uvw[as + j + 2] = uv[2];
  745. sw[(as + j) / 3] = !flat;
  746. mw[(as + j) / 3] = mat;
  747. }
  748. }
  749. }
  750. if (vertices.size() == 0) {
  751. return memnew(CSGBrush);
  752. }
  753. return _create_brush_from_arrays(vertices, uvs, smooth, materials);
  754. }
  755. void CSGMesh3D::_mesh_changed() {
  756. _make_dirty();
  757. update_gizmos();
  758. }
  759. void CSGMesh3D::set_material(const Ref<Material> &p_material) {
  760. if (material == p_material) {
  761. return;
  762. }
  763. material = p_material;
  764. _make_dirty();
  765. }
  766. Ref<Material> CSGMesh3D::get_material() const {
  767. return material;
  768. }
  769. void CSGMesh3D::_bind_methods() {
  770. ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
  771. ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
  772. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
  773. ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
  774. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
  775. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  776. }
  777. void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
  778. if (mesh == p_mesh) {
  779. return;
  780. }
  781. if (mesh.is_valid()) {
  782. mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  783. }
  784. mesh = p_mesh;
  785. if (mesh.is_valid()) {
  786. mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
  787. }
  788. _mesh_changed();
  789. }
  790. Ref<Mesh> CSGMesh3D::get_mesh() {
  791. return mesh;
  792. }
  793. ////////////////////////////////
  794. CSGBrush *CSGSphere3D::_build_brush() {
  795. // set our bounding box
  796. CSGBrush *new_brush = memnew(CSGBrush);
  797. int face_count = rings * radial_segments * 2 - radial_segments * 2;
  798. bool invert_val = get_flip_faces();
  799. Ref<Material> base_material = get_material();
  800. Vector<Vector3> faces;
  801. Vector<Vector2> uvs;
  802. Vector<bool> smooth;
  803. Vector<Ref<Material>> materials;
  804. Vector<bool> invert;
  805. faces.resize(face_count * 3);
  806. uvs.resize(face_count * 3);
  807. smooth.resize(face_count);
  808. materials.resize(face_count);
  809. invert.resize(face_count);
  810. {
  811. Vector3 *facesw = faces.ptrw();
  812. Vector2 *uvsw = uvs.ptrw();
  813. bool *smoothw = smooth.ptrw();
  814. Ref<Material> *materialsw = materials.ptrw();
  815. bool *invertw = invert.ptrw();
  816. // We want to follow an order that's convenient for UVs.
  817. // For latitude step we start at the top and move down like in an image.
  818. const double latitude_step = -Math_PI / rings;
  819. const double longitude_step = Math_TAU / radial_segments;
  820. int face = 0;
  821. for (int i = 0; i < rings; i++) {
  822. double latitude0 = latitude_step * i + Math_TAU / 4;
  823. double cos0 = Math::cos(latitude0);
  824. double sin0 = Math::sin(latitude0);
  825. double v0 = double(i) / rings;
  826. double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
  827. double cos1 = Math::cos(latitude1);
  828. double sin1 = Math::sin(latitude1);
  829. double v1 = double(i + 1) / rings;
  830. for (int j = 0; j < radial_segments; j++) {
  831. double longitude0 = longitude_step * j;
  832. // We give sin to X and cos to Z on purpose.
  833. // This allows UVs to be CCW on +X so it maps to images well.
  834. double x0 = Math::sin(longitude0);
  835. double z0 = Math::cos(longitude0);
  836. double u0 = double(j) / radial_segments;
  837. double longitude1 = longitude_step * (j + 1);
  838. if (j == radial_segments - 1) {
  839. longitude1 = 0;
  840. }
  841. double x1 = Math::sin(longitude1);
  842. double z1 = Math::cos(longitude1);
  843. double u1 = double(j + 1) / radial_segments;
  844. Vector3 v[4] = {
  845. Vector3(x0 * cos0, sin0, z0 * cos0) * radius,
  846. Vector3(x1 * cos0, sin0, z1 * cos0) * radius,
  847. Vector3(x1 * cos1, sin1, z1 * cos1) * radius,
  848. Vector3(x0 * cos1, sin1, z0 * cos1) * radius,
  849. };
  850. Vector2 u[4] = {
  851. Vector2(u0, v0),
  852. Vector2(u1, v0),
  853. Vector2(u1, v1),
  854. Vector2(u0, v1),
  855. };
  856. // Draw the first face, but skip this at the north pole (i == 0).
  857. if (i > 0) {
  858. facesw[face * 3 + 0] = v[0];
  859. facesw[face * 3 + 1] = v[1];
  860. facesw[face * 3 + 2] = v[2];
  861. uvsw[face * 3 + 0] = u[0];
  862. uvsw[face * 3 + 1] = u[1];
  863. uvsw[face * 3 + 2] = u[2];
  864. smoothw[face] = smooth_faces;
  865. invertw[face] = invert_val;
  866. materialsw[face] = base_material;
  867. face++;
  868. }
  869. // Draw the second face, but skip this at the south pole (i == rings - 1).
  870. if (i < rings - 1) {
  871. facesw[face * 3 + 0] = v[2];
  872. facesw[face * 3 + 1] = v[3];
  873. facesw[face * 3 + 2] = v[0];
  874. uvsw[face * 3 + 0] = u[2];
  875. uvsw[face * 3 + 1] = u[3];
  876. uvsw[face * 3 + 2] = u[0];
  877. smoothw[face] = smooth_faces;
  878. invertw[face] = invert_val;
  879. materialsw[face] = base_material;
  880. face++;
  881. }
  882. }
  883. }
  884. if (face != face_count) {
  885. ERR_PRINT("Face mismatch bug! fix code");
  886. }
  887. }
  888. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  889. return new_brush;
  890. }
  891. void CSGSphere3D::_bind_methods() {
  892. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
  893. ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius);
  894. ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
  895. ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
  896. ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
  897. ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings);
  898. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
  899. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
  900. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
  901. ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
  902. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,suffix:m"), "set_radius", "get_radius");
  903. ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
  904. ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
  905. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  906. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  907. }
  908. void CSGSphere3D::set_radius(const float p_radius) {
  909. ERR_FAIL_COND(p_radius <= 0);
  910. radius = p_radius;
  911. _make_dirty();
  912. update_gizmos();
  913. }
  914. float CSGSphere3D::get_radius() const {
  915. return radius;
  916. }
  917. void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
  918. radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
  919. _make_dirty();
  920. update_gizmos();
  921. }
  922. int CSGSphere3D::get_radial_segments() const {
  923. return radial_segments;
  924. }
  925. void CSGSphere3D::set_rings(const int p_rings) {
  926. rings = p_rings > 1 ? p_rings : 1;
  927. _make_dirty();
  928. update_gizmos();
  929. }
  930. int CSGSphere3D::get_rings() const {
  931. return rings;
  932. }
  933. void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
  934. smooth_faces = p_smooth_faces;
  935. _make_dirty();
  936. }
  937. bool CSGSphere3D::get_smooth_faces() const {
  938. return smooth_faces;
  939. }
  940. void CSGSphere3D::set_material(const Ref<Material> &p_material) {
  941. material = p_material;
  942. _make_dirty();
  943. }
  944. Ref<Material> CSGSphere3D::get_material() const {
  945. return material;
  946. }
  947. CSGSphere3D::CSGSphere3D() {
  948. // defaults
  949. radius = 0.5;
  950. radial_segments = 12;
  951. rings = 6;
  952. smooth_faces = true;
  953. }
  954. ///////////////
  955. CSGBrush *CSGBox3D::_build_brush() {
  956. // set our bounding box
  957. CSGBrush *new_brush = memnew(CSGBrush);
  958. int face_count = 12; //it's a cube..
  959. bool invert_val = get_flip_faces();
  960. Ref<Material> base_material = get_material();
  961. Vector<Vector3> faces;
  962. Vector<Vector2> uvs;
  963. Vector<bool> smooth;
  964. Vector<Ref<Material>> materials;
  965. Vector<bool> invert;
  966. faces.resize(face_count * 3);
  967. uvs.resize(face_count * 3);
  968. smooth.resize(face_count);
  969. materials.resize(face_count);
  970. invert.resize(face_count);
  971. {
  972. Vector3 *facesw = faces.ptrw();
  973. Vector2 *uvsw = uvs.ptrw();
  974. bool *smoothw = smooth.ptrw();
  975. Ref<Material> *materialsw = materials.ptrw();
  976. bool *invertw = invert.ptrw();
  977. int face = 0;
  978. Vector3 vertex_mul = size / 2;
  979. {
  980. for (int i = 0; i < 6; i++) {
  981. Vector3 face_points[4];
  982. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  983. for (int j = 0; j < 4; j++) {
  984. float v[3];
  985. v[0] = 1.0;
  986. v[1] = 1 - 2 * ((j >> 1) & 1);
  987. v[2] = v[1] * (1 - 2 * (j & 1));
  988. for (int k = 0; k < 3; k++) {
  989. if (i < 3) {
  990. face_points[j][(i + k) % 3] = v[k];
  991. } else {
  992. face_points[3 - j][(i + k) % 3] = -v[k];
  993. }
  994. }
  995. }
  996. Vector2 u[4];
  997. for (int j = 0; j < 4; j++) {
  998. u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
  999. }
  1000. //face 1
  1001. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1002. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1003. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1004. uvsw[face * 3 + 0] = u[0];
  1005. uvsw[face * 3 + 1] = u[1];
  1006. uvsw[face * 3 + 2] = u[2];
  1007. smoothw[face] = false;
  1008. invertw[face] = invert_val;
  1009. materialsw[face] = base_material;
  1010. face++;
  1011. //face 2
  1012. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1013. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1014. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1015. uvsw[face * 3 + 0] = u[2];
  1016. uvsw[face * 3 + 1] = u[3];
  1017. uvsw[face * 3 + 2] = u[0];
  1018. smoothw[face] = false;
  1019. invertw[face] = invert_val;
  1020. materialsw[face] = base_material;
  1021. face++;
  1022. }
  1023. }
  1024. if (face != face_count) {
  1025. ERR_PRINT("Face mismatch bug! fix code");
  1026. }
  1027. }
  1028. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1029. return new_brush;
  1030. }
  1031. void CSGBox3D::_bind_methods() {
  1032. ClassDB::bind_method(D_METHOD("set_size", "size"), &CSGBox3D::set_size);
  1033. ClassDB::bind_method(D_METHOD("get_size"), &CSGBox3D::get_size);
  1034. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
  1035. ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
  1036. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
  1037. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1038. }
  1039. void CSGBox3D::set_size(const Vector3 &p_size) {
  1040. size = p_size;
  1041. _make_dirty();
  1042. update_gizmos();
  1043. }
  1044. Vector3 CSGBox3D::get_size() const {
  1045. return size;
  1046. }
  1047. #ifndef DISABLE_DEPRECATED
  1048. // Kept for compatibility from 3.x to 4.0.
  1049. bool CSGBox3D::_set(const StringName &p_name, const Variant &p_value) {
  1050. if (p_name == "width") {
  1051. size.x = p_value;
  1052. _make_dirty();
  1053. update_gizmos();
  1054. return true;
  1055. } else if (p_name == "height") {
  1056. size.y = p_value;
  1057. _make_dirty();
  1058. update_gizmos();
  1059. return true;
  1060. } else if (p_name == "depth") {
  1061. size.z = p_value;
  1062. _make_dirty();
  1063. update_gizmos();
  1064. return true;
  1065. } else {
  1066. return false;
  1067. }
  1068. }
  1069. #endif
  1070. void CSGBox3D::set_material(const Ref<Material> &p_material) {
  1071. material = p_material;
  1072. _make_dirty();
  1073. update_gizmos();
  1074. }
  1075. Ref<Material> CSGBox3D::get_material() const {
  1076. return material;
  1077. }
  1078. ///////////////
  1079. CSGBrush *CSGCylinder3D::_build_brush() {
  1080. // set our bounding box
  1081. CSGBrush *new_brush = memnew(CSGBrush);
  1082. int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
  1083. bool invert_val = get_flip_faces();
  1084. Ref<Material> base_material = get_material();
  1085. Vector<Vector3> faces;
  1086. Vector<Vector2> uvs;
  1087. Vector<bool> smooth;
  1088. Vector<Ref<Material>> materials;
  1089. Vector<bool> invert;
  1090. faces.resize(face_count * 3);
  1091. uvs.resize(face_count * 3);
  1092. smooth.resize(face_count);
  1093. materials.resize(face_count);
  1094. invert.resize(face_count);
  1095. {
  1096. Vector3 *facesw = faces.ptrw();
  1097. Vector2 *uvsw = uvs.ptrw();
  1098. bool *smoothw = smooth.ptrw();
  1099. Ref<Material> *materialsw = materials.ptrw();
  1100. bool *invertw = invert.ptrw();
  1101. int face = 0;
  1102. Vector3 vertex_mul(radius, height * 0.5, radius);
  1103. {
  1104. for (int i = 0; i < sides; i++) {
  1105. float inc = float(i) / sides;
  1106. float inc_n = float((i + 1)) / sides;
  1107. if (i == sides - 1) {
  1108. inc_n = 0;
  1109. }
  1110. float ang = inc * Math_TAU;
  1111. float ang_n = inc_n * Math_TAU;
  1112. Vector3 face_base(Math::cos(ang), 0, Math::sin(ang));
  1113. Vector3 face_base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
  1114. Vector3 face_points[4] = {
  1115. face_base + Vector3(0, -1, 0),
  1116. face_base_n + Vector3(0, -1, 0),
  1117. face_base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1118. face_base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
  1119. };
  1120. Vector2 u[4] = {
  1121. Vector2(inc, 0),
  1122. Vector2(inc_n, 0),
  1123. Vector2(inc_n, 1),
  1124. Vector2(inc, 1),
  1125. };
  1126. //side face 1
  1127. facesw[face * 3 + 0] = face_points[0] * vertex_mul;
  1128. facesw[face * 3 + 1] = face_points[1] * vertex_mul;
  1129. facesw[face * 3 + 2] = face_points[2] * vertex_mul;
  1130. uvsw[face * 3 + 0] = u[0];
  1131. uvsw[face * 3 + 1] = u[1];
  1132. uvsw[face * 3 + 2] = u[2];
  1133. smoothw[face] = smooth_faces;
  1134. invertw[face] = invert_val;
  1135. materialsw[face] = base_material;
  1136. face++;
  1137. if (!cone) {
  1138. //side face 2
  1139. facesw[face * 3 + 0] = face_points[2] * vertex_mul;
  1140. facesw[face * 3 + 1] = face_points[3] * vertex_mul;
  1141. facesw[face * 3 + 2] = face_points[0] * vertex_mul;
  1142. uvsw[face * 3 + 0] = u[2];
  1143. uvsw[face * 3 + 1] = u[3];
  1144. uvsw[face * 3 + 2] = u[0];
  1145. smoothw[face] = smooth_faces;
  1146. invertw[face] = invert_val;
  1147. materialsw[face] = base_material;
  1148. face++;
  1149. }
  1150. //bottom face 1
  1151. facesw[face * 3 + 0] = face_points[1] * vertex_mul;
  1152. facesw[face * 3 + 1] = face_points[0] * vertex_mul;
  1153. facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
  1154. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1155. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1156. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1157. smoothw[face] = false;
  1158. invertw[face] = invert_val;
  1159. materialsw[face] = base_material;
  1160. face++;
  1161. if (!cone) {
  1162. //top face 1
  1163. facesw[face * 3 + 0] = face_points[3] * vertex_mul;
  1164. facesw[face * 3 + 1] = face_points[2] * vertex_mul;
  1165. facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
  1166. uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
  1167. uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
  1168. uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
  1169. smoothw[face] = false;
  1170. invertw[face] = invert_val;
  1171. materialsw[face] = base_material;
  1172. face++;
  1173. }
  1174. }
  1175. }
  1176. if (face != face_count) {
  1177. ERR_PRINT("Face mismatch bug! fix code");
  1178. }
  1179. }
  1180. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1181. return new_brush;
  1182. }
  1183. void CSGCylinder3D::_bind_methods() {
  1184. ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
  1185. ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius);
  1186. ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height);
  1187. ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height);
  1188. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides);
  1189. ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides);
  1190. ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone);
  1191. ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone);
  1192. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material);
  1193. ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material);
  1194. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
  1195. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
  1196. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_radius", "get_radius");
  1197. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_height", "get_height");
  1198. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1199. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
  1200. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1201. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1202. }
  1203. void CSGCylinder3D::set_radius(const float p_radius) {
  1204. radius = p_radius;
  1205. _make_dirty();
  1206. update_gizmos();
  1207. }
  1208. float CSGCylinder3D::get_radius() const {
  1209. return radius;
  1210. }
  1211. void CSGCylinder3D::set_height(const float p_height) {
  1212. height = p_height;
  1213. _make_dirty();
  1214. update_gizmos();
  1215. }
  1216. float CSGCylinder3D::get_height() const {
  1217. return height;
  1218. }
  1219. void CSGCylinder3D::set_sides(const int p_sides) {
  1220. ERR_FAIL_COND(p_sides < 3);
  1221. sides = p_sides;
  1222. _make_dirty();
  1223. update_gizmos();
  1224. }
  1225. int CSGCylinder3D::get_sides() const {
  1226. return sides;
  1227. }
  1228. void CSGCylinder3D::set_cone(const bool p_cone) {
  1229. cone = p_cone;
  1230. _make_dirty();
  1231. update_gizmos();
  1232. }
  1233. bool CSGCylinder3D::is_cone() const {
  1234. return cone;
  1235. }
  1236. void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
  1237. smooth_faces = p_smooth_faces;
  1238. _make_dirty();
  1239. }
  1240. bool CSGCylinder3D::get_smooth_faces() const {
  1241. return smooth_faces;
  1242. }
  1243. void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
  1244. material = p_material;
  1245. _make_dirty();
  1246. }
  1247. Ref<Material> CSGCylinder3D::get_material() const {
  1248. return material;
  1249. }
  1250. CSGCylinder3D::CSGCylinder3D() {
  1251. // defaults
  1252. radius = 0.5;
  1253. height = 2.0;
  1254. sides = 8;
  1255. cone = false;
  1256. smooth_faces = true;
  1257. }
  1258. ///////////////
  1259. CSGBrush *CSGTorus3D::_build_brush() {
  1260. // set our bounding box
  1261. float min_radius = inner_radius;
  1262. float max_radius = outer_radius;
  1263. if (min_radius == max_radius) {
  1264. return memnew(CSGBrush); //sorry, can't
  1265. }
  1266. if (min_radius > max_radius) {
  1267. SWAP(min_radius, max_radius);
  1268. }
  1269. float radius = (max_radius - min_radius) * 0.5;
  1270. CSGBrush *new_brush = memnew(CSGBrush);
  1271. int face_count = ring_sides * sides * 2;
  1272. bool invert_val = get_flip_faces();
  1273. Ref<Material> base_material = get_material();
  1274. Vector<Vector3> faces;
  1275. Vector<Vector2> uvs;
  1276. Vector<bool> smooth;
  1277. Vector<Ref<Material>> materials;
  1278. Vector<bool> invert;
  1279. faces.resize(face_count * 3);
  1280. uvs.resize(face_count * 3);
  1281. smooth.resize(face_count);
  1282. materials.resize(face_count);
  1283. invert.resize(face_count);
  1284. {
  1285. Vector3 *facesw = faces.ptrw();
  1286. Vector2 *uvsw = uvs.ptrw();
  1287. bool *smoothw = smooth.ptrw();
  1288. Ref<Material> *materialsw = materials.ptrw();
  1289. bool *invertw = invert.ptrw();
  1290. int face = 0;
  1291. {
  1292. for (int i = 0; i < sides; i++) {
  1293. float inci = float(i) / sides;
  1294. float inci_n = float((i + 1)) / sides;
  1295. if (i == sides - 1) {
  1296. inci_n = 0;
  1297. }
  1298. float angi = inci * Math_TAU;
  1299. float angi_n = inci_n * Math_TAU;
  1300. Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
  1301. Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
  1302. for (int j = 0; j < ring_sides; j++) {
  1303. float incj = float(j) / ring_sides;
  1304. float incj_n = float((j + 1)) / ring_sides;
  1305. if (j == ring_sides - 1) {
  1306. incj_n = 0;
  1307. }
  1308. float angj = incj * Math_TAU;
  1309. float angj_n = incj_n * Math_TAU;
  1310. Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
  1311. Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
  1312. Vector3 face_points[4] = {
  1313. Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
  1314. Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
  1315. Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
  1316. Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
  1317. };
  1318. Vector2 u[4] = {
  1319. Vector2(inci, incj),
  1320. Vector2(inci, incj_n),
  1321. Vector2(inci_n, incj_n),
  1322. Vector2(inci_n, incj),
  1323. };
  1324. // face 1
  1325. facesw[face * 3 + 0] = face_points[0];
  1326. facesw[face * 3 + 1] = face_points[2];
  1327. facesw[face * 3 + 2] = face_points[1];
  1328. uvsw[face * 3 + 0] = u[0];
  1329. uvsw[face * 3 + 1] = u[2];
  1330. uvsw[face * 3 + 2] = u[1];
  1331. smoothw[face] = smooth_faces;
  1332. invertw[face] = invert_val;
  1333. materialsw[face] = base_material;
  1334. face++;
  1335. //face 2
  1336. facesw[face * 3 + 0] = face_points[3];
  1337. facesw[face * 3 + 1] = face_points[2];
  1338. facesw[face * 3 + 2] = face_points[0];
  1339. uvsw[face * 3 + 0] = u[3];
  1340. uvsw[face * 3 + 1] = u[2];
  1341. uvsw[face * 3 + 2] = u[0];
  1342. smoothw[face] = smooth_faces;
  1343. invertw[face] = invert_val;
  1344. materialsw[face] = base_material;
  1345. face++;
  1346. }
  1347. }
  1348. }
  1349. if (face != face_count) {
  1350. ERR_PRINT("Face mismatch bug! fix code");
  1351. }
  1352. }
  1353. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1354. return new_brush;
  1355. }
  1356. void CSGTorus3D::_bind_methods() {
  1357. ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
  1358. ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius);
  1359. ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
  1360. ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius);
  1361. ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides);
  1362. ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides);
  1363. ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
  1364. ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides);
  1365. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material);
  1366. ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material);
  1367. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
  1368. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
  1369. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_inner_radius", "get_inner_radius");
  1370. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_outer_radius", "get_outer_radius");
  1371. ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
  1372. ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
  1373. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1374. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1375. }
  1376. void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
  1377. inner_radius = p_inner_radius;
  1378. _make_dirty();
  1379. update_gizmos();
  1380. }
  1381. float CSGTorus3D::get_inner_radius() const {
  1382. return inner_radius;
  1383. }
  1384. void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
  1385. outer_radius = p_outer_radius;
  1386. _make_dirty();
  1387. update_gizmos();
  1388. }
  1389. float CSGTorus3D::get_outer_radius() const {
  1390. return outer_radius;
  1391. }
  1392. void CSGTorus3D::set_sides(const int p_sides) {
  1393. ERR_FAIL_COND(p_sides < 3);
  1394. sides = p_sides;
  1395. _make_dirty();
  1396. update_gizmos();
  1397. }
  1398. int CSGTorus3D::get_sides() const {
  1399. return sides;
  1400. }
  1401. void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
  1402. ERR_FAIL_COND(p_ring_sides < 3);
  1403. ring_sides = p_ring_sides;
  1404. _make_dirty();
  1405. update_gizmos();
  1406. }
  1407. int CSGTorus3D::get_ring_sides() const {
  1408. return ring_sides;
  1409. }
  1410. void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
  1411. smooth_faces = p_smooth_faces;
  1412. _make_dirty();
  1413. }
  1414. bool CSGTorus3D::get_smooth_faces() const {
  1415. return smooth_faces;
  1416. }
  1417. void CSGTorus3D::set_material(const Ref<Material> &p_material) {
  1418. material = p_material;
  1419. _make_dirty();
  1420. }
  1421. Ref<Material> CSGTorus3D::get_material() const {
  1422. return material;
  1423. }
  1424. CSGTorus3D::CSGTorus3D() {
  1425. // defaults
  1426. inner_radius = 0.5;
  1427. outer_radius = 1.0;
  1428. sides = 8;
  1429. ring_sides = 6;
  1430. smooth_faces = true;
  1431. }
  1432. ///////////////
  1433. CSGBrush *CSGPolygon3D::_build_brush() {
  1434. CSGBrush *new_brush = memnew(CSGBrush);
  1435. if (polygon.size() < 3) {
  1436. return new_brush;
  1437. }
  1438. // Triangulate polygon shape.
  1439. Vector<Point2> shape_polygon = polygon;
  1440. if (Triangulate::get_area(shape_polygon) > 0) {
  1441. shape_polygon.reverse();
  1442. }
  1443. int shape_sides = shape_polygon.size();
  1444. Vector<int> shape_faces = Geometry2D::triangulate_polygon(shape_polygon);
  1445. ERR_FAIL_COND_V_MSG(shape_faces.size() < 3, new_brush, "Failed to triangulate CSGPolygon. Make sure the polygon doesn't have any intersecting edges.");
  1446. // Get polygon enclosing Rect2.
  1447. Rect2 shape_rect(shape_polygon[0], Vector2());
  1448. for (int i = 1; i < shape_sides; i++) {
  1449. shape_rect.expand_to(shape_polygon[i]);
  1450. }
  1451. // If MODE_PATH, check if curve has changed.
  1452. Ref<Curve3D> curve;
  1453. if (mode == MODE_PATH) {
  1454. Path3D *current_path = Object::cast_to<Path3D>(get_node_or_null(path_node));
  1455. if (path != current_path) {
  1456. if (path) {
  1457. path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1458. path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1459. }
  1460. path = current_path;
  1461. if (path) {
  1462. path->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1463. path->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1464. }
  1465. }
  1466. if (!path) {
  1467. return new_brush;
  1468. }
  1469. curve = path->get_curve();
  1470. if (curve.is_null() || curve->get_point_count() < 2) {
  1471. return new_brush;
  1472. }
  1473. }
  1474. // Calculate the number extrusions, ends and faces.
  1475. int extrusions = 0;
  1476. int extrusion_face_count = shape_sides * 2;
  1477. int end_count = 0;
  1478. int shape_face_count = shape_faces.size() / 3;
  1479. real_t curve_length = 1.0;
  1480. switch (mode) {
  1481. case MODE_DEPTH:
  1482. extrusions = 1;
  1483. end_count = 2;
  1484. break;
  1485. case MODE_SPIN:
  1486. extrusions = spin_sides;
  1487. if (spin_degrees < 360) {
  1488. end_count = 2;
  1489. }
  1490. break;
  1491. case MODE_PATH: {
  1492. curve_length = curve->get_baked_length();
  1493. if (path_interval_type == PATH_INTERVAL_DISTANCE) {
  1494. extrusions = MAX(1, Math::ceil(curve_length / path_interval)) + 1;
  1495. } else {
  1496. extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval);
  1497. }
  1498. if (!path_joined) {
  1499. end_count = 2;
  1500. extrusions -= 1;
  1501. }
  1502. } break;
  1503. }
  1504. int face_count = extrusions * extrusion_face_count + end_count * shape_face_count;
  1505. // Initialize variables used to create the mesh.
  1506. Ref<Material> base_material = get_material();
  1507. Vector<Vector3> faces;
  1508. Vector<Vector2> uvs;
  1509. Vector<bool> smooth;
  1510. Vector<Ref<Material>> materials;
  1511. Vector<bool> invert;
  1512. faces.resize(face_count * 3);
  1513. uvs.resize(face_count * 3);
  1514. smooth.resize(face_count);
  1515. materials.resize(face_count);
  1516. invert.resize(face_count);
  1517. int faces_removed = 0;
  1518. {
  1519. Vector3 *facesw = faces.ptrw();
  1520. Vector2 *uvsw = uvs.ptrw();
  1521. bool *smoothw = smooth.ptrw();
  1522. Ref<Material> *materialsw = materials.ptrw();
  1523. bool *invertw = invert.ptrw();
  1524. int face = 0;
  1525. Transform3D base_xform;
  1526. Transform3D current_xform;
  1527. Transform3D previous_xform;
  1528. Transform3D previous_previous_xform;
  1529. double u_step = 1.0 / extrusions;
  1530. if (path_u_distance > 0.0) {
  1531. u_step *= curve_length / path_u_distance;
  1532. }
  1533. double v_step = 1.0 / shape_sides;
  1534. double spin_step = Math::deg_to_rad(spin_degrees / spin_sides);
  1535. double extrusion_step = 1.0 / extrusions;
  1536. if (mode == MODE_PATH) {
  1537. if (path_joined) {
  1538. extrusion_step = 1.0 / (extrusions - 1);
  1539. }
  1540. extrusion_step *= curve_length;
  1541. }
  1542. if (mode == MODE_PATH) {
  1543. if (!path_local) {
  1544. base_xform = path->get_global_transform();
  1545. }
  1546. Vector3 current_point = curve->sample_baked(0);
  1547. Vector3 next_point = curve->sample_baked(extrusion_step);
  1548. Vector3 current_up = Vector3(0, 1, 0);
  1549. Vector3 direction = next_point - current_point;
  1550. if (path_joined) {
  1551. Vector3 last_point = curve->sample_baked(curve->get_baked_length());
  1552. direction = next_point - last_point;
  1553. }
  1554. switch (path_rotation) {
  1555. case PATH_ROTATION_POLYGON:
  1556. direction = Vector3(0, 0, -1);
  1557. break;
  1558. case PATH_ROTATION_PATH:
  1559. break;
  1560. case PATH_ROTATION_PATH_FOLLOW:
  1561. current_up = curve->sample_baked_up_vector(0, true);
  1562. break;
  1563. }
  1564. Transform3D facing = Transform3D().looking_at(direction, current_up);
  1565. current_xform = base_xform.translated_local(current_point) * facing;
  1566. }
  1567. // Create the mesh.
  1568. if (end_count > 0) {
  1569. // Add front end face.
  1570. for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
  1571. for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
  1572. // We need to reverse the rotation of the shape face vertices.
  1573. int index = shape_faces[face_idx * 3 + 2 - face_vertex_idx];
  1574. Point2 p = shape_polygon[index];
  1575. Point2 uv = (p - shape_rect.position) / shape_rect.size;
  1576. // Use the left side of the bottom half of the y-inverted texture.
  1577. uv.x = uv.x / 2;
  1578. uv.y = 1 - (uv.y / 2);
  1579. facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
  1580. uvsw[face * 3 + face_vertex_idx] = uv;
  1581. }
  1582. smoothw[face] = false;
  1583. materialsw[face] = base_material;
  1584. invertw[face] = flip_faces;
  1585. face++;
  1586. }
  1587. }
  1588. real_t angle_simplify_dot = Math::cos(Math::deg_to_rad(path_simplify_angle));
  1589. Vector3 previous_simplify_dir = Vector3(0, 0, 0);
  1590. int faces_combined = 0;
  1591. // Add extrusion faces.
  1592. for (int x0 = 0; x0 < extrusions; x0++) {
  1593. previous_previous_xform = previous_xform;
  1594. previous_xform = current_xform;
  1595. switch (mode) {
  1596. case MODE_DEPTH: {
  1597. current_xform.translate_local(Vector3(0, 0, -depth));
  1598. } break;
  1599. case MODE_SPIN: {
  1600. current_xform.rotate(Vector3(0, 1, 0), spin_step);
  1601. } break;
  1602. case MODE_PATH: {
  1603. double previous_offset = x0 * extrusion_step;
  1604. double current_offset = (x0 + 1) * extrusion_step;
  1605. double next_offset = (x0 + 2) * extrusion_step;
  1606. if (x0 == extrusions - 1) {
  1607. if (path_joined) {
  1608. current_offset = 0;
  1609. next_offset = extrusion_step;
  1610. } else {
  1611. next_offset = current_offset;
  1612. }
  1613. }
  1614. Vector3 previous_point = curve->sample_baked(previous_offset);
  1615. Vector3 current_point = curve->sample_baked(current_offset);
  1616. Vector3 next_point = curve->sample_baked(next_offset);
  1617. Vector3 current_up = Vector3(0, 1, 0);
  1618. Vector3 direction = next_point - previous_point;
  1619. Vector3 current_dir = (current_point - previous_point).normalized();
  1620. // If the angles are similar, remove the previous face and replace it with this one.
  1621. if (path_simplify_angle > 0.0 && x0 > 0 && previous_simplify_dir.dot(current_dir) > angle_simplify_dot) {
  1622. faces_combined += 1;
  1623. previous_xform = previous_previous_xform;
  1624. face -= extrusion_face_count;
  1625. faces_removed += extrusion_face_count;
  1626. } else {
  1627. faces_combined = 0;
  1628. previous_simplify_dir = current_dir;
  1629. }
  1630. switch (path_rotation) {
  1631. case PATH_ROTATION_POLYGON:
  1632. direction = Vector3(0, 0, -1);
  1633. break;
  1634. case PATH_ROTATION_PATH:
  1635. break;
  1636. case PATH_ROTATION_PATH_FOLLOW:
  1637. current_up = curve->sample_baked_up_vector(current_offset, true);
  1638. break;
  1639. }
  1640. Transform3D facing = Transform3D().looking_at(direction, current_up);
  1641. current_xform = base_xform.translated_local(current_point) * facing;
  1642. } break;
  1643. }
  1644. double u0 = (x0 - faces_combined) * u_step;
  1645. double u1 = ((x0 + 1) * u_step);
  1646. if (mode == MODE_PATH && !path_continuous_u) {
  1647. u0 = 0.0;
  1648. u1 = 1.0;
  1649. }
  1650. for (int y0 = 0; y0 < shape_sides; y0++) {
  1651. int y1 = (y0 + 1) % shape_sides;
  1652. // Use the top half of the texture.
  1653. double v0 = (y0 * v_step) / 2;
  1654. double v1 = ((y0 + 1) * v_step) / 2;
  1655. Vector3 v[4] = {
  1656. previous_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
  1657. current_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
  1658. current_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
  1659. previous_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
  1660. };
  1661. Vector2 u[4] = {
  1662. Vector2(u0, v0),
  1663. Vector2(u1, v0),
  1664. Vector2(u1, v1),
  1665. Vector2(u0, v1),
  1666. };
  1667. // Face 1
  1668. facesw[face * 3 + 0] = v[0];
  1669. facesw[face * 3 + 1] = v[1];
  1670. facesw[face * 3 + 2] = v[2];
  1671. uvsw[face * 3 + 0] = u[0];
  1672. uvsw[face * 3 + 1] = u[1];
  1673. uvsw[face * 3 + 2] = u[2];
  1674. smoothw[face] = smooth_faces;
  1675. invertw[face] = flip_faces;
  1676. materialsw[face] = base_material;
  1677. face++;
  1678. // Face 2
  1679. facesw[face * 3 + 0] = v[2];
  1680. facesw[face * 3 + 1] = v[3];
  1681. facesw[face * 3 + 2] = v[0];
  1682. uvsw[face * 3 + 0] = u[2];
  1683. uvsw[face * 3 + 1] = u[3];
  1684. uvsw[face * 3 + 2] = u[0];
  1685. smoothw[face] = smooth_faces;
  1686. invertw[face] = flip_faces;
  1687. materialsw[face] = base_material;
  1688. face++;
  1689. }
  1690. }
  1691. if (end_count > 1) {
  1692. // Add back end face.
  1693. for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
  1694. for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
  1695. int index = shape_faces[face_idx * 3 + face_vertex_idx];
  1696. Point2 p = shape_polygon[index];
  1697. Point2 uv = (p - shape_rect.position) / shape_rect.size;
  1698. // Use the x-inverted ride side of the bottom half of the y-inverted texture.
  1699. uv.x = 1 - uv.x / 2;
  1700. uv.y = 1 - (uv.y / 2);
  1701. facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
  1702. uvsw[face * 3 + face_vertex_idx] = uv;
  1703. }
  1704. smoothw[face] = false;
  1705. materialsw[face] = base_material;
  1706. invertw[face] = flip_faces;
  1707. face++;
  1708. }
  1709. }
  1710. face_count -= faces_removed;
  1711. ERR_FAIL_COND_V_MSG(face != face_count, new_brush, "Bug: Failed to create the CSGPolygon mesh correctly.");
  1712. }
  1713. if (faces_removed > 0) {
  1714. faces.resize(face_count * 3);
  1715. uvs.resize(face_count * 3);
  1716. smooth.resize(face_count);
  1717. materials.resize(face_count);
  1718. invert.resize(face_count);
  1719. }
  1720. new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
  1721. return new_brush;
  1722. }
  1723. void CSGPolygon3D::_notification(int p_what) {
  1724. if (p_what == NOTIFICATION_EXIT_TREE) {
  1725. if (path) {
  1726. path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
  1727. path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
  1728. path = nullptr;
  1729. }
  1730. }
  1731. }
  1732. void CSGPolygon3D::_validate_property(PropertyInfo &p_property) const {
  1733. if (p_property.name.begins_with("spin") && mode != MODE_SPIN) {
  1734. p_property.usage = PROPERTY_USAGE_NONE;
  1735. }
  1736. if (p_property.name.begins_with("path") && mode != MODE_PATH) {
  1737. p_property.usage = PROPERTY_USAGE_NONE;
  1738. }
  1739. if (p_property.name == "depth" && mode != MODE_DEPTH) {
  1740. p_property.usage = PROPERTY_USAGE_NONE;
  1741. }
  1742. }
  1743. void CSGPolygon3D::_path_changed() {
  1744. _make_dirty();
  1745. update_gizmos();
  1746. }
  1747. void CSGPolygon3D::_path_exited() {
  1748. path = nullptr;
  1749. }
  1750. void CSGPolygon3D::_bind_methods() {
  1751. ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
  1752. ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
  1753. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode);
  1754. ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
  1755. ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth);
  1756. ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
  1757. ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
  1758. ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
  1759. ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
  1760. ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
  1761. ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
  1762. ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
  1763. ClassDB::bind_method(D_METHOD("set_path_interval_type", "interval_type"), &CSGPolygon3D::set_path_interval_type);
  1764. ClassDB::bind_method(D_METHOD("get_path_interval_type"), &CSGPolygon3D::get_path_interval_type);
  1765. ClassDB::bind_method(D_METHOD("set_path_interval", "interval"), &CSGPolygon3D::set_path_interval);
  1766. ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
  1767. ClassDB::bind_method(D_METHOD("set_path_simplify_angle", "degrees"), &CSGPolygon3D::set_path_simplify_angle);
  1768. ClassDB::bind_method(D_METHOD("get_path_simplify_angle"), &CSGPolygon3D::get_path_simplify_angle);
  1769. ClassDB::bind_method(D_METHOD("set_path_rotation", "path_rotation"), &CSGPolygon3D::set_path_rotation);
  1770. ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
  1771. ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
  1772. ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
  1773. ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
  1774. ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
  1775. ClassDB::bind_method(D_METHOD("set_path_u_distance", "distance"), &CSGPolygon3D::set_path_u_distance);
  1776. ClassDB::bind_method(D_METHOD("get_path_u_distance"), &CSGPolygon3D::get_path_u_distance);
  1777. ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
  1778. ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
  1779. ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material);
  1780. ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
  1781. ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
  1782. ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
  1783. ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
  1784. ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
  1785. ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
  1786. ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
  1787. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.01,100.0,0.01,or_greater,exp,suffix:m"), "set_depth", "get_depth");
  1788. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
  1789. ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
  1790. ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path3D"), "set_path_node", "get_path_node");
  1791. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_interval_type", PROPERTY_HINT_ENUM, "Distance,Subdivide"), "set_path_interval_type", "get_path_interval_type");
  1792. 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");
  1793. 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");
  1794. ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
  1795. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
  1796. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
  1797. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_u_distance", PROPERTY_HINT_RANGE, "0.0,10.0,0.01,or_greater,suffix:m"), "set_path_u_distance", "get_path_u_distance");
  1798. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
  1799. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
  1800. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
  1801. BIND_ENUM_CONSTANT(MODE_DEPTH);
  1802. BIND_ENUM_CONSTANT(MODE_SPIN);
  1803. BIND_ENUM_CONSTANT(MODE_PATH);
  1804. BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
  1805. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
  1806. BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
  1807. BIND_ENUM_CONSTANT(PATH_INTERVAL_DISTANCE);
  1808. BIND_ENUM_CONSTANT(PATH_INTERVAL_SUBDIVIDE);
  1809. }
  1810. void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
  1811. polygon = p_polygon;
  1812. _make_dirty();
  1813. update_gizmos();
  1814. }
  1815. Vector<Vector2> CSGPolygon3D::get_polygon() const {
  1816. return polygon;
  1817. }
  1818. void CSGPolygon3D::set_mode(Mode p_mode) {
  1819. mode = p_mode;
  1820. _make_dirty();
  1821. update_gizmos();
  1822. notify_property_list_changed();
  1823. }
  1824. CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
  1825. return mode;
  1826. }
  1827. void CSGPolygon3D::set_depth(const float p_depth) {
  1828. ERR_FAIL_COND(p_depth < 0.001);
  1829. depth = p_depth;
  1830. _make_dirty();
  1831. update_gizmos();
  1832. }
  1833. float CSGPolygon3D::get_depth() const {
  1834. return depth;
  1835. }
  1836. void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
  1837. path_continuous_u = p_enable;
  1838. _make_dirty();
  1839. }
  1840. bool CSGPolygon3D::is_path_continuous_u() const {
  1841. return path_continuous_u;
  1842. }
  1843. void CSGPolygon3D::set_path_u_distance(real_t p_path_u_distance) {
  1844. path_u_distance = p_path_u_distance;
  1845. _make_dirty();
  1846. update_gizmos();
  1847. }
  1848. real_t CSGPolygon3D::get_path_u_distance() const {
  1849. return path_u_distance;
  1850. }
  1851. void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
  1852. ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
  1853. spin_degrees = p_spin_degrees;
  1854. _make_dirty();
  1855. update_gizmos();
  1856. }
  1857. float CSGPolygon3D::get_spin_degrees() const {
  1858. return spin_degrees;
  1859. }
  1860. void CSGPolygon3D::set_spin_sides(int p_spin_sides) {
  1861. ERR_FAIL_COND(p_spin_sides < 3);
  1862. spin_sides = p_spin_sides;
  1863. _make_dirty();
  1864. update_gizmos();
  1865. }
  1866. int CSGPolygon3D::get_spin_sides() const {
  1867. return spin_sides;
  1868. }
  1869. void CSGPolygon3D::set_path_node(const NodePath &p_path) {
  1870. path_node = p_path;
  1871. _make_dirty();
  1872. update_gizmos();
  1873. }
  1874. NodePath CSGPolygon3D::get_path_node() const {
  1875. return path_node;
  1876. }
  1877. void CSGPolygon3D::set_path_interval_type(PathIntervalType p_interval_type) {
  1878. path_interval_type = p_interval_type;
  1879. _make_dirty();
  1880. update_gizmos();
  1881. }
  1882. CSGPolygon3D::PathIntervalType CSGPolygon3D::get_path_interval_type() const {
  1883. return path_interval_type;
  1884. }
  1885. void CSGPolygon3D::set_path_interval(float p_interval) {
  1886. path_interval = p_interval;
  1887. _make_dirty();
  1888. update_gizmos();
  1889. }
  1890. float CSGPolygon3D::get_path_interval() const {
  1891. return path_interval;
  1892. }
  1893. void CSGPolygon3D::set_path_simplify_angle(float p_angle) {
  1894. path_simplify_angle = p_angle;
  1895. _make_dirty();
  1896. update_gizmos();
  1897. }
  1898. float CSGPolygon3D::get_path_simplify_angle() const {
  1899. return path_simplify_angle;
  1900. }
  1901. void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
  1902. path_rotation = p_rotation;
  1903. _make_dirty();
  1904. update_gizmos();
  1905. }
  1906. CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
  1907. return path_rotation;
  1908. }
  1909. void CSGPolygon3D::set_path_local(bool p_enable) {
  1910. path_local = p_enable;
  1911. _make_dirty();
  1912. update_gizmos();
  1913. }
  1914. bool CSGPolygon3D::is_path_local() const {
  1915. return path_local;
  1916. }
  1917. void CSGPolygon3D::set_path_joined(bool p_enable) {
  1918. path_joined = p_enable;
  1919. _make_dirty();
  1920. update_gizmos();
  1921. }
  1922. bool CSGPolygon3D::is_path_joined() const {
  1923. return path_joined;
  1924. }
  1925. void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
  1926. smooth_faces = p_smooth_faces;
  1927. _make_dirty();
  1928. }
  1929. bool CSGPolygon3D::get_smooth_faces() const {
  1930. return smooth_faces;
  1931. }
  1932. void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
  1933. material = p_material;
  1934. _make_dirty();
  1935. }
  1936. Ref<Material> CSGPolygon3D::get_material() const {
  1937. return material;
  1938. }
  1939. bool CSGPolygon3D::_is_editable_3d_polygon() const {
  1940. return true;
  1941. }
  1942. bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
  1943. return true;
  1944. }
  1945. CSGPolygon3D::CSGPolygon3D() {
  1946. // defaults
  1947. mode = MODE_DEPTH;
  1948. polygon.push_back(Vector2(0, 0));
  1949. polygon.push_back(Vector2(0, 1));
  1950. polygon.push_back(Vector2(1, 1));
  1951. polygon.push_back(Vector2(1, 0));
  1952. depth = 1.0;
  1953. spin_degrees = 360;
  1954. spin_sides = 8;
  1955. smooth_faces = false;
  1956. path_interval_type = PATH_INTERVAL_DISTANCE;
  1957. path_interval = 1.0;
  1958. path_simplify_angle = 0.0;
  1959. path_rotation = PATH_ROTATION_PATH_FOLLOW;
  1960. path_local = false;
  1961. path_continuous_u = true;
  1962. path_u_distance = 1.0;
  1963. path_joined = false;
  1964. path = nullptr;
  1965. }