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- /*************************************************************************/
- /* csg_shape.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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 "scene/3d/path.h"
- void CSGShape::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.instance();
- root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
- PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
- PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
- PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
- PhysicsServer::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 {
- PhysicsServer::get_singleton()->free(root_collision_instance);
- root_collision_instance = RID();
- root_collision_shape.unref();
- }
- _change_notify();
- }
- bool CSGShape::is_using_collision() const {
- return use_collision;
- }
- void CSGShape::set_collision_layer(uint32_t p_layer) {
- collision_layer = p_layer;
- if (root_collision_instance.is_valid()) {
- PhysicsServer::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
- }
- }
- uint32_t CSGShape::get_collision_layer() const {
- return collision_layer;
- }
- void CSGShape::set_collision_mask(uint32_t p_mask) {
- collision_mask = p_mask;
- if (root_collision_instance.is_valid()) {
- PhysicsServer::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
- }
- }
- uint32_t CSGShape::get_collision_mask() const {
- return collision_mask;
- }
- void CSGShape::set_collision_mask_bit(int p_bit, bool p_value) {
- uint32_t mask = get_collision_mask();
- if (p_value)
- mask |= 1 << p_bit;
- else
- mask &= ~(1 << p_bit);
- set_collision_mask(mask);
- }
- bool CSGShape::get_collision_mask_bit(int p_bit) const {
- return get_collision_mask() & (1 << p_bit);
- }
- void CSGShape::set_collision_layer_bit(int p_bit, bool p_value) {
- uint32_t mask = get_collision_layer();
- if (p_value)
- mask |= 1 << p_bit;
- else
- mask &= ~(1 << p_bit);
- set_collision_layer(mask);
- }
- bool CSGShape::get_collision_layer_bit(int p_bit) const {
- return get_collision_layer() & (1 << p_bit);
- }
- bool CSGShape::is_root_shape() const {
- return !parent;
- }
- void CSGShape::set_snap(float p_snap) {
- snap = p_snap;
- }
- float CSGShape::get_snap() const {
- return snap;
- }
- void CSGShape::_make_dirty() {
- if (!is_inside_tree())
- return;
- if (dirty) {
- return;
- }
- dirty = true;
- if (parent) {
- parent->_make_dirty();
- } else {
- //only parent will do
- call_deferred("_update_shape");
- }
- }
- CSGBrush *CSGShape::_get_brush() {
- if (dirty) {
- if (brush) {
- memdelete(brush);
- }
- brush = NULL;
- CSGBrush *n = _build_brush();
- for (int i = 0; i < get_child_count(); i++) {
- CSGShape *child = Object::cast_to<CSGShape>(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 CSGShape::OPERATION_UNION: bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap); break;
- case CSGShape::OPERATION_INTERSECTION: bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap); break;
- case CSGShape::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 CSGShape::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
- ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
- return surface.vertices.size() / 3;
- }
- int CSGShape::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
- // always 3
- return 3;
- }
- void CSGShape::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 CSGShape::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 CSGShape::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 CSGShape::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 CSGShape::_update_shape() {
- if (parent)
- return;
- set_base(RID());
- root_mesh.unref(); //byebye root mesh
- CSGBrush *n = _get_brush();
- ERR_FAIL_COND(!n);
- OAHashMap<Vector3, Vector3> vec_map;
- Vector<int> 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;
- if (n->faces[i].smooth) {
- 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<ShapeUpdateSurface> 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.write();
- surfaces.write[i].normalsw = surfaces.write[i].normals.write();
- surfaces.write[i].uvsw = surfaces.write[i].uvs.write();
- if (calculate_tangents) {
- surfaces.write[i].tansw = surfaces.write[i].tans.write();
- }
- }
- //fill arrays
- PoolVector<Vector3> physics_faces;
- bool fill_physics_faces = false;
- if (root_collision_shape.is_valid()) {
- physics_faces.resize(n->faces.size() * 3);
- fill_physics_faces = true;
- }
- {
- PoolVector<Vector3>::Write physicsw;
- if (fill_physics_faces) {
- physicsw = physics_faces.write();
- }
- 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]);
- }
- if (fill_physics_faces) {
- 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]];
- }
- 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.instance();
- //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 = NULL;
- SMikkTSpaceContext msc;
- msc.m_pInterface = &mkif;
- msc.m_pUserData = &surfaces.write[i];
- have_tangents = genTangSpaceDefault(&msc);
- }
- // unset write access
- surfaces.write[i].verticesw = PoolVector<Vector3>::Write();
- surfaces.write[i].normalsw = PoolVector<Vector3>::Write();
- surfaces.write[i].uvsw = PoolVector<Vector2>::Write();
- surfaces.write[i].tansw = PoolVector<float>::Write();
- 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);
- }
- if (root_collision_shape.is_valid()) {
- root_collision_shape->set_faces(physics_faces);
- }
- set_base(root_mesh->get_rid());
- }
- AABB CSGShape::get_aabb() const {
- return node_aabb;
- }
- PoolVector<Vector3> CSGShape::get_brush_faces() {
- ERR_FAIL_COND_V(!is_inside_tree(), PoolVector<Vector3>());
- CSGBrush *b = _get_brush();
- if (!b) {
- return PoolVector<Vector3>();
- }
- PoolVector<Vector3> faces;
- int fc = b->faces.size();
- faces.resize(fc * 3);
- {
- PoolVector<Vector3>::Write w = faces.write();
- 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;
- }
- PoolVector<Face3> CSGShape::get_faces(uint32_t p_usage_flags) const {
- return PoolVector<Face3>();
- }
- void CSGShape::_notification(int p_what) {
- if (p_what == NOTIFICATION_ENTER_TREE) {
- Node *parentn = get_parent();
- if (parentn) {
- parent = Object::cast_to<CSGShape>(parentn);
- if (parent) {
- set_base(RID());
- root_mesh.unref();
- }
- }
- if (use_collision && is_root_shape()) {
- root_collision_shape.instance();
- root_collision_instance = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
- PhysicsServer::get_singleton()->body_set_state(root_collision_instance, PhysicsServer::BODY_STATE_TRANSFORM, get_global_transform());
- PhysicsServer::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
- PhysicsServer::get_singleton()->body_set_space(root_collision_instance, get_world()->get_space());
- PhysicsServer::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_LOCAL_TRANSFORM_CHANGED) {
- if (parent) {
- parent->_make_dirty();
- }
- }
- if (p_what == NOTIFICATION_EXIT_TREE) {
- if (parent)
- parent->_make_dirty();
- parent = NULL;
- if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
- PhysicsServer::get_singleton()->free(root_collision_instance);
- root_collision_instance = RID();
- root_collision_shape.unref();
- }
- _make_dirty();
- }
- }
- void CSGShape::set_operation(Operation p_operation) {
- operation = p_operation;
- _make_dirty();
- }
- CSGShape::Operation CSGShape::get_operation() const {
- return operation;
- }
- void CSGShape::set_calculate_tangents(bool p_calculate_tangents) {
- calculate_tangents = p_calculate_tangents;
- _make_dirty();
- }
- bool CSGShape::is_calculating_tangents() const {
- return calculate_tangents;
- }
- void CSGShape::_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;
- }
- }
- void CSGShape::_bind_methods() {
- ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape::_update_shape);
- ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape::is_root_shape);
- ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape::set_operation);
- ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape::get_operation);
- ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape::set_snap);
- ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape::get_snap);
- ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape::set_use_collision);
- ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape::is_using_collision);
- ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape::set_collision_layer);
- ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape::get_collision_layer);
- ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape::get_collision_mask);
- ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape::set_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape::get_collision_mask_bit);
- ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape::set_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape::get_collision_layer_bit);
- ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape::set_calculate_tangents);
- ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape::is_calculating_tangents);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "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);
- }
- CSGShape::CSGShape() {
- operation = OPERATION_UNION;
- parent = NULL;
- brush = NULL;
- dirty = false;
- snap = 0.001;
- use_collision = false;
- collision_layer = 1;
- collision_mask = 1;
- calculate_tangents = true;
- set_notify_local_transform(true);
- }
- CSGShape::~CSGShape() {
- if (brush) {
- memdelete(brush);
- brush = NULL;
- }
- }
- //////////////////////////////////
- CSGBrush *CSGCombiner::_build_brush() {
- return NULL; //does not build anything
- }
- CSGCombiner::CSGCombiner() {
- }
- /////////////////////
- CSGBrush *CSGPrimitive::_create_brush_from_arrays(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uv, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials) {
- CSGBrush *brush = memnew(CSGBrush);
- PoolVector<bool> invert;
- invert.resize(p_vertices.size() / 3);
- {
- int ic = invert.size();
- PoolVector<bool>::Write w = invert.write();
- 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 CSGPrimitive::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive::set_invert_faces);
- ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive::is_inverting_faces);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
- }
- void CSGPrimitive::set_invert_faces(bool p_invert) {
- if (invert_faces == p_invert)
- return;
- invert_faces = p_invert;
- _make_dirty();
- }
- bool CSGPrimitive::is_inverting_faces() {
- return invert_faces;
- }
- CSGPrimitive::CSGPrimitive() {
- invert_faces = false;
- }
- /////////////////////
- CSGBrush *CSGMesh::_build_brush() {
- if (!mesh.is_valid())
- return NULL;
- PoolVector<Vector3> vertices;
- PoolVector<bool> smooth;
- PoolVector<Ref<Material> > materials;
- PoolVector<Vector2> uvs;
- 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, NULL);
- }
- PoolVector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
- if (avertices.size() == 0)
- continue;
- PoolVector<Vector3>::Read vr = avertices.read();
- PoolVector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
- PoolVector<Vector3>::Read nr;
- bool nr_used = false;
- if (anormals.size()) {
- nr = anormals.read();
- nr_used = true;
- }
- PoolVector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
- PoolVector<Vector2>::Read uvr;
- bool uvr_used = false;
- if (auvs.size()) {
- uvr = auvs.read();
- uvr_used = true;
- }
- Ref<Material> mat = mesh->surface_get_material(i);
- PoolVector<int> 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);
- PoolVector<Vector3>::Write vw = vertices.write();
- PoolVector<bool>::Write sw = smooth.write();
- PoolVector<Vector2>::Write uvw = uvs.write();
- PoolVector<Ref<Material> >::Write mw = materials.write();
- PoolVector<int>::Read ir = aindices.read();
- 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_used) {
- normal[k] = nr[idx];
- }
- if (uvr_used) {
- uv[k] = uvr[idx];
- }
- }
- bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
- 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[j / 3] = !flat;
- mw[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);
- PoolVector<Vector3>::Write vw = vertices.write();
- PoolVector<bool>::Write sw = smooth.write();
- PoolVector<Vector2>::Write uvw = uvs.write();
- PoolVector<Ref<Material> >::Write mw = materials.write();
- 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_used) {
- normal[k] = nr[j + k];
- }
- if (uvr_used) {
- uv[k] = uvr[j + k];
- }
- }
- bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
- 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[j / 3] = !flat;
- mw[j / 3] = mat;
- }
- }
- }
- if (vertices.size() == 0)
- return NULL;
- return _create_brush_from_arrays(vertices, uvs, smooth, materials);
- }
- void CSGMesh::_mesh_changed() {
- _make_dirty();
- update_gizmo();
- }
- void CSGMesh::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh::set_mesh);
- ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh::get_mesh);
- ClassDB::bind_method(D_METHOD("_mesh_changed"), &CSGMesh::_mesh_changed);
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
- }
- void CSGMesh::set_mesh(const Ref<Mesh> &p_mesh) {
- if (mesh == p_mesh)
- return;
- if (mesh.is_valid()) {
- mesh->disconnect("changed", this, "_mesh_changed");
- }
- mesh = p_mesh;
- if (mesh.is_valid()) {
- mesh->connect("changed", this, "_mesh_changed");
- }
- _make_dirty();
- }
- Ref<Mesh> CSGMesh::get_mesh() {
- return mesh;
- }
- ////////////////////////////////
- CSGBrush *CSGSphere::_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> material = get_material();
- PoolVector<Vector3> faces;
- PoolVector<Vector2> uvs;
- PoolVector<bool> smooth;
- PoolVector<Ref<Material> > materials;
- PoolVector<bool> invert;
- faces.resize(face_count * 3);
- uvs.resize(face_count * 3);
- smooth.resize(face_count);
- materials.resize(face_count);
- invert.resize(face_count);
- {
- PoolVector<Vector3>::Write facesw = faces.write();
- PoolVector<Vector2>::Write uvsw = uvs.write();
- PoolVector<bool>::Write smoothw = smooth.write();
- PoolVector<Ref<Material> >::Write materialsw = materials.write();
- PoolVector<bool>::Write invertw = invert.write();
- int face = 0;
- for (int i = 1; i <= rings; i++) {
- double lat0 = Math_PI * (-0.5 + (double)(i - 1) / rings);
- double z0 = Math::sin(lat0);
- double zr0 = Math::cos(lat0);
- double u0 = double(i - 1) / rings;
- double lat1 = Math_PI * (-0.5 + (double)i / rings);
- double z1 = Math::sin(lat1);
- double zr1 = Math::cos(lat1);
- double u1 = double(i) / rings;
- for (int j = radial_segments; j >= 1; j--) {
- double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
- double x0 = Math::cos(lng0);
- double y0 = Math::sin(lng0);
- double v0 = double(i - 1) / radial_segments;
- double lng1 = 2 * Math_PI * (double)(j) / radial_segments;
- double x1 = Math::cos(lng1);
- double y1 = Math::sin(lng1);
- double v1 = double(i) / radial_segments;
- Vector3 v[4] = {
- Vector3(x1 * zr0, z0, y1 * zr0) * radius,
- Vector3(x1 * zr1, z1, y1 * zr1) * radius,
- Vector3(x0 * zr1, z1, y0 * zr1) * radius,
- Vector3(x0 * zr0, z0, y0 * zr0) * radius
- };
- Vector2 u[4] = {
- Vector2(v1, u0),
- Vector2(v1, u1),
- Vector2(v0, u1),
- Vector2(v0, u0),
- };
- if (i < rings) {
- //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++;
- }
- if (i > 1) {
- //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 (face != face_count) {
- ERR_PRINT("Face mismatch bug! fix code");
- }
- }
- brush->build_from_faces(faces, uvs, smooth, materials, invert);
- return brush;
- }
- void CSGSphere::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere::set_radius);
- ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere::get_radius);
- ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere::set_radial_segments);
- ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere::get_radial_segments);
- ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere::set_rings);
- ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere::get_rings);
- ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere::set_smooth_faces);
- ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere::get_smooth_faces);
- ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere::set_material);
- ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere::get_material);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "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, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
- }
- void CSGSphere::set_radius(const float p_radius) {
- ERR_FAIL_COND(p_radius <= 0);
- radius = p_radius;
- _make_dirty();
- update_gizmo();
- }
- float CSGSphere::get_radius() const {
- return radius;
- }
- void CSGSphere::set_radial_segments(const int p_radial_segments) {
- radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
- _make_dirty();
- update_gizmo();
- }
- int CSGSphere::get_radial_segments() const {
- return radial_segments;
- }
- void CSGSphere::set_rings(const int p_rings) {
- rings = p_rings > 1 ? p_rings : 1;
- _make_dirty();
- update_gizmo();
- }
- int CSGSphere::get_rings() const {
- return rings;
- }
- void CSGSphere::set_smooth_faces(const bool p_smooth_faces) {
- smooth_faces = p_smooth_faces;
- _make_dirty();
- }
- bool CSGSphere::get_smooth_faces() const {
- return smooth_faces;
- }
- void CSGSphere::set_material(const Ref<Material> &p_material) {
- material = p_material;
- _make_dirty();
- }
- Ref<Material> CSGSphere::get_material() const {
- return material;
- }
- CSGSphere::CSGSphere() {
- // defaults
- radius = 1.0;
- radial_segments = 12;
- rings = 6;
- smooth_faces = true;
- }
- ///////////////
- CSGBrush *CSGBox::_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> material = get_material();
- PoolVector<Vector3> faces;
- PoolVector<Vector2> uvs;
- PoolVector<bool> smooth;
- PoolVector<Ref<Material> > materials;
- PoolVector<bool> invert;
- faces.resize(face_count * 3);
- uvs.resize(face_count * 3);
- smooth.resize(face_count);
- materials.resize(face_count);
- invert.resize(face_count);
- {
- PoolVector<Vector3>::Write facesw = faces.write();
- PoolVector<Vector2>::Write uvsw = uvs.write();
- PoolVector<bool>::Write smoothw = smooth.write();
- PoolVector<Ref<Material> >::Write materialsw = materials.write();
- PoolVector<bool>::Write invertw = invert.write();
- int face = 0;
- Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
- {
- 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] * (i >= 3 ? -1 : 1);
- else
- face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1);
- }
- }
- 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 1
- 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 CSGBox::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_width", "width"), &CSGBox::set_width);
- ClassDB::bind_method(D_METHOD("get_width"), &CSGBox::get_width);
- ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGBox::set_height);
- ClassDB::bind_method(D_METHOD("get_height"), &CSGBox::get_height);
- ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGBox::set_depth);
- ClassDB::bind_method(D_METHOD("get_depth"), &CSGBox::get_depth);
- ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox::set_material);
- ClassDB::bind_method(D_METHOD("get_material"), &CSGBox::get_material);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "width", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_width", "get_width");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
- }
- void CSGBox::set_width(const float p_width) {
- width = p_width;
- _make_dirty();
- update_gizmo();
- }
- float CSGBox::get_width() const {
- return width;
- }
- void CSGBox::set_height(const float p_height) {
- height = p_height;
- _make_dirty();
- update_gizmo();
- }
- float CSGBox::get_height() const {
- return height;
- }
- void CSGBox::set_depth(const float p_depth) {
- depth = p_depth;
- _make_dirty();
- update_gizmo();
- }
- float CSGBox::get_depth() const {
- return depth;
- }
- void CSGBox::set_material(const Ref<Material> &p_material) {
- material = p_material;
- _make_dirty();
- update_gizmo();
- }
- Ref<Material> CSGBox::get_material() const {
- return material;
- }
- CSGBox::CSGBox() {
- // defaults
- width = 2.0;
- height = 2.0;
- depth = 2.0;
- }
- ///////////////
- CSGBrush *CSGCylinder::_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> material = get_material();
- PoolVector<Vector3> faces;
- PoolVector<Vector2> uvs;
- PoolVector<bool> smooth;
- PoolVector<Ref<Material> > materials;
- PoolVector<bool> invert;
- faces.resize(face_count * 3);
- uvs.resize(face_count * 3);
- smooth.resize(face_count);
- materials.resize(face_count);
- invert.resize(face_count);
- {
- PoolVector<Vector3>::Write facesw = faces.write();
- PoolVector<Vector2>::Write uvsw = uvs.write();
- PoolVector<bool>::Write smoothw = smooth.write();
- PoolVector<Ref<Material> >::Write materialsw = materials.write();
- PoolVector<bool>::Write invertw = invert.write();
- 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_PI * 2.0;
- float ang_n = inc_n * Math_PI * 2.0;
- 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 CSGCylinder::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder::set_radius);
- ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder::get_radius);
- ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder::set_height);
- ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder::get_height);
- ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder::set_sides);
- ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder::get_sides);
- ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder::set_cone);
- ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder::is_cone);
- ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder::set_material);
- ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder::get_material);
- ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder::set_smooth_faces);
- ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder::get_smooth_faces);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "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, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
- }
- void CSGCylinder::set_radius(const float p_radius) {
- radius = p_radius;
- _make_dirty();
- update_gizmo();
- }
- float CSGCylinder::get_radius() const {
- return radius;
- }
- void CSGCylinder::set_height(const float p_height) {
- height = p_height;
- _make_dirty();
- update_gizmo();
- }
- float CSGCylinder::get_height() const {
- return height;
- }
- void CSGCylinder::set_sides(const int p_sides) {
- ERR_FAIL_COND(p_sides < 3);
- sides = p_sides;
- _make_dirty();
- update_gizmo();
- }
- int CSGCylinder::get_sides() const {
- return sides;
- }
- void CSGCylinder::set_cone(const bool p_cone) {
- cone = p_cone;
- _make_dirty();
- update_gizmo();
- }
- bool CSGCylinder::is_cone() const {
- return cone;
- }
- void CSGCylinder::set_smooth_faces(const bool p_smooth_faces) {
- smooth_faces = p_smooth_faces;
- _make_dirty();
- }
- bool CSGCylinder::get_smooth_faces() const {
- return smooth_faces;
- }
- void CSGCylinder::set_material(const Ref<Material> &p_material) {
- material = p_material;
- _make_dirty();
- }
- Ref<Material> CSGCylinder::get_material() const {
- return material;
- }
- CSGCylinder::CSGCylinder() {
- // defaults
- radius = 1.0;
- height = 1.0;
- sides = 8;
- cone = false;
- smooth_faces = true;
- }
- ///////////////
- CSGBrush *CSGTorus::_build_brush() {
- // set our bounding box
- float min_radius = inner_radius;
- float max_radius = outer_radius;
- if (min_radius == max_radius)
- return NULL; //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> material = get_material();
- PoolVector<Vector3> faces;
- PoolVector<Vector2> uvs;
- PoolVector<bool> smooth;
- PoolVector<Ref<Material> > materials;
- PoolVector<bool> invert;
- faces.resize(face_count * 3);
- uvs.resize(face_count * 3);
- smooth.resize(face_count);
- materials.resize(face_count);
- invert.resize(face_count);
- {
- PoolVector<Vector3>::Write facesw = faces.write();
- PoolVector<Vector2>::Write uvsw = uvs.write();
- PoolVector<bool>::Write smoothw = smooth.write();
- PoolVector<Ref<Material> >::Write materialsw = materials.write();
- PoolVector<bool>::Write invertw = invert.write();
- 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_PI * 2.0;
- float angi_n = inci_n * Math_PI * 2.0;
- 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_PI * 2.0;
- float angj_n = incj_n * Math_PI * 2.0;
- 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 CSGTorus::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus::set_inner_radius);
- ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus::get_inner_radius);
- ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus::set_outer_radius);
- ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus::get_outer_radius);
- ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus::set_sides);
- ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus::get_sides);
- ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus::set_ring_sides);
- ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus::get_ring_sides);
- ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus::set_material);
- ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus::get_material);
- ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus::set_smooth_faces);
- ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus::get_smooth_faces);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "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, "SpatialMaterial,ShaderMaterial"), "set_material", "get_material");
- }
- void CSGTorus::set_inner_radius(const float p_inner_radius) {
- inner_radius = p_inner_radius;
- _make_dirty();
- update_gizmo();
- }
- float CSGTorus::get_inner_radius() const {
- return inner_radius;
- }
- void CSGTorus::set_outer_radius(const float p_outer_radius) {
- outer_radius = p_outer_radius;
- _make_dirty();
- update_gizmo();
- }
- float CSGTorus::get_outer_radius() const {
- return outer_radius;
- }
- void CSGTorus::set_sides(const int p_sides) {
- ERR_FAIL_COND(p_sides < 3);
- sides = p_sides;
- _make_dirty();
- update_gizmo();
- }
- int CSGTorus::get_sides() const {
- return sides;
- }
- void CSGTorus::set_ring_sides(const int p_ring_sides) {
- ERR_FAIL_COND(p_ring_sides < 3);
- ring_sides = p_ring_sides;
- _make_dirty();
- update_gizmo();
- }
- int CSGTorus::get_ring_sides() const {
- return ring_sides;
- }
- void CSGTorus::set_smooth_faces(const bool p_smooth_faces) {
- smooth_faces = p_smooth_faces;
- _make_dirty();
- }
- bool CSGTorus::get_smooth_faces() const {
- return smooth_faces;
- }
- void CSGTorus::set_material(const Ref<Material> &p_material) {
- material = p_material;
- _make_dirty();
- }
- Ref<Material> CSGTorus::get_material() const {
- return material;
- }
- CSGTorus::CSGTorus() {
- // defaults
- inner_radius = 2.0;
- outer_radius = 3.0;
- sides = 8;
- ring_sides = 6;
- smooth_faces = true;
- }
- ///////////////
- CSGBrush *CSGPolygon::_build_brush() {
- // set our bounding box
- if (polygon.size() < 3)
- return NULL;
- Vector<Point2> final_polygon = polygon;
- if (Triangulate::get_area(final_polygon) > 0) {
- final_polygon.invert();
- }
- Vector<int> triangles = Geometry::triangulate_polygon(final_polygon);
- if (triangles.size() < 3)
- return NULL;
- Path *path = NULL;
- Ref<Curve3D> curve;
- // get bounds for our polygon
- Vector2 final_polygon_min;
- Vector2 final_polygon_max;
- for (int i = 0; i < final_polygon.size(); i++) {
- Vector2 p = final_polygon[i];
- if (i == 0) {
- final_polygon_min = p;
- final_polygon_max = final_polygon_min;
- } else {
- if (p.x < final_polygon_min.x) final_polygon_min.x = p.x;
- if (p.y < final_polygon_min.y) final_polygon_min.y = p.y;
- if (p.x > final_polygon_max.x) final_polygon_max.x = p.x;
- if (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 NULL;
- Node *n = get_node(path_node);
- if (!n)
- return NULL;
- path = Object::cast_to<Path>(n);
- if (!path)
- return NULL;
- if (path != path_cache) {
- if (path_cache) {
- path_cache->disconnect("tree_exited", this, "_path_exited");
- path_cache->disconnect("curve_changed", this, "_path_changed");
- path_cache = NULL;
- }
- path_cache = path;
- if (path_cache) {
- path_cache->connect("tree_exited", this, "_path_exited");
- path_cache->connect("curve_changed", this, "_path_changed");
- path_cache = NULL;
- }
- }
- curve = path->get_curve();
- if (curve.is_null())
- return NULL;
- if (curve->get_baked_length() <= 0)
- return NULL;
- }
- 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> material = get_material();
- PoolVector<Vector3> faces;
- PoolVector<Vector2> uvs;
- PoolVector<bool> smooth;
- PoolVector<Ref<Material> > materials;
- PoolVector<bool> 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
- {
- PoolVector<Vector3>::Write facesw = faces.write();
- PoolVector<Vector2>::Write uvsw = uvs.write();
- PoolVector<bool>::Write smoothw = smooth.write();
- PoolVector<Ref<Material> >::Write materialsw = materials.write();
- PoolVector<bool>::Write invertw = invert.write();
- 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 = -(inci * spin_degrees / 360.0) * Math_PI * 2.0;
- float angi_n = -(inci_n * spin_degrees / 360.0) * Math_PI * 2.0;
- 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;
- Transform path_to_this;
- if (!path_local) {
- // center on paths origin
- path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
- }
- Transform 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 (i == splits && path_joined) {
- ofs = 0.0;
- }
- Transform 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 CSGPolygon::_notification(int p_what) {
- if (p_what == NOTIFICATION_EXIT_TREE) {
- if (path_cache) {
- path_cache->disconnect("tree_exited", this, "_path_exited");
- path_cache->disconnect("curve_changed", this, "_path_changed");
- path_cache = NULL;
- }
- }
- }
- void CSGPolygon::_validate_property(PropertyInfo &property) const {
- if (property.name.begins_with("spin") && mode != MODE_SPIN) {
- property.usage = 0;
- }
- if (property.name.begins_with("path") && mode != MODE_PATH) {
- property.usage = 0;
- }
- if (property.name == "depth" && mode != MODE_DEPTH) {
- property.usage = 0;
- }
- CSGShape::_validate_property(property);
- }
- void CSGPolygon::_path_changed() {
- _make_dirty();
- update_gizmo();
- }
- void CSGPolygon::_path_exited() {
- path_cache = NULL;
- }
- void CSGPolygon::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon::set_polygon);
- ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon::get_polygon);
- ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon::set_mode);
- ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon::get_mode);
- ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon::set_depth);
- ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon::get_depth);
- ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon::set_spin_degrees);
- ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon::get_spin_degrees);
- ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon::set_spin_sides);
- ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon::get_spin_sides);
- ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon::set_path_node);
- ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon::get_path_node);
- ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon::set_path_interval);
- ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon::get_path_interval);
- ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon::set_path_rotation);
- ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon::get_path_rotation);
- ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon::set_path_local);
- ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon::is_path_local);
- ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon::set_path_continuous_u);
- ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon::is_path_continuous_u);
- ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon::set_path_joined);
- ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon::is_path_joined);
- ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon::set_material);
- ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon::get_material);
- ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon::set_smooth_faces);
- ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon::get_smooth_faces);
- ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon::_is_editable_3d_polygon);
- ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon::_has_editable_3d_polygon_no_depth);
- ClassDB::bind_method(D_METHOD("_path_exited"), &CSGPolygon::_path_exited);
- ClassDB::bind_method(D_METHOD("_path_changed"), &CSGPolygon::_path_changed);
- ADD_PROPERTY(PropertyInfo(Variant::POOL_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::REAL, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "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, "Path"), "set_path_node", "get_path_node");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "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, "SpatialMaterial,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 CSGPolygon::set_polygon(const Vector<Vector2> &p_polygon) {
- polygon = p_polygon;
- _make_dirty();
- update_gizmo();
- }
- Vector<Vector2> CSGPolygon::get_polygon() const {
- return polygon;
- }
- void CSGPolygon::set_mode(Mode p_mode) {
- mode = p_mode;
- _make_dirty();
- update_gizmo();
- _change_notify();
- }
- CSGPolygon::Mode CSGPolygon::get_mode() const {
- return mode;
- }
- void CSGPolygon::set_depth(const float p_depth) {
- ERR_FAIL_COND(p_depth < 0.001);
- depth = p_depth;
- _make_dirty();
- update_gizmo();
- }
- float CSGPolygon::get_depth() const {
- return depth;
- }
- void CSGPolygon::set_path_continuous_u(bool p_enable) {
- path_continuous_u = p_enable;
- _make_dirty();
- }
- bool CSGPolygon::is_path_continuous_u() const {
- return path_continuous_u;
- }
- void CSGPolygon::set_spin_degrees(const float p_spin_degrees) {
- ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
- spin_degrees = p_spin_degrees;
- _make_dirty();
- update_gizmo();
- }
- float CSGPolygon::get_spin_degrees() const {
- return spin_degrees;
- }
- void CSGPolygon::set_spin_sides(const int p_spin_sides) {
- ERR_FAIL_COND(p_spin_sides < 3);
- spin_sides = p_spin_sides;
- _make_dirty();
- update_gizmo();
- }
- int CSGPolygon::get_spin_sides() const {
- return spin_sides;
- }
- void CSGPolygon::set_path_node(const NodePath &p_path) {
- path_node = p_path;
- _make_dirty();
- update_gizmo();
- }
- NodePath CSGPolygon::get_path_node() const {
- return path_node;
- }
- void CSGPolygon::set_path_interval(float p_interval) {
- ERR_FAIL_COND(p_interval < 0.001);
- path_interval = p_interval;
- _make_dirty();
- update_gizmo();
- }
- float CSGPolygon::get_path_interval() const {
- return path_interval;
- }
- void CSGPolygon::set_path_rotation(PathRotation p_rotation) {
- path_rotation = p_rotation;
- _make_dirty();
- update_gizmo();
- }
- CSGPolygon::PathRotation CSGPolygon::get_path_rotation() const {
- return path_rotation;
- }
- void CSGPolygon::set_path_local(bool p_enable) {
- path_local = p_enable;
- _make_dirty();
- update_gizmo();
- }
- bool CSGPolygon::is_path_local() const {
- return path_local;
- }
- void CSGPolygon::set_path_joined(bool p_enable) {
- path_joined = p_enable;
- _make_dirty();
- update_gizmo();
- }
- bool CSGPolygon::is_path_joined() const {
- return path_joined;
- }
- void CSGPolygon::set_smooth_faces(const bool p_smooth_faces) {
- smooth_faces = p_smooth_faces;
- _make_dirty();
- }
- bool CSGPolygon::get_smooth_faces() const {
- return smooth_faces;
- }
- void CSGPolygon::set_material(const Ref<Material> &p_material) {
- material = p_material;
- _make_dirty();
- }
- Ref<Material> CSGPolygon::get_material() const {
- return material;
- }
- bool CSGPolygon::_is_editable_3d_polygon() const {
- return true;
- }
- bool CSGPolygon::_has_editable_3d_polygon_no_depth() const {
- return true;
- }
- CSGPolygon::CSGPolygon() {
- // 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 = NULL;
- }
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