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0cba21f2da
Fixes CSGShape debug_collision_shape crash.
2440 lines
72 KiB
C++
2440 lines
72 KiB
C++
/**************************************************************************/
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/* csg_shape.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "csg_shape.h"
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#include "core/math/geometry_2d.h"
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void CSGShape3D::set_use_collision(bool p_enable) {
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if (use_collision == p_enable) {
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return;
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}
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use_collision = p_enable;
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if (!is_inside_tree() || !is_root_shape()) {
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return;
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}
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if (use_collision) {
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root_collision_shape.instantiate();
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root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
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PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
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PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
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PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
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PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
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PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
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set_collision_layer(collision_layer);
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set_collision_mask(collision_mask);
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set_collision_priority(collision_priority);
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_make_dirty(); //force update
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} else {
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PhysicsServer3D::get_singleton()->free(root_collision_instance);
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root_collision_instance = RID();
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root_collision_shape.unref();
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}
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notify_property_list_changed();
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}
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bool CSGShape3D::is_using_collision() const {
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return use_collision;
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}
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void CSGShape3D::set_collision_layer(uint32_t p_layer) {
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collision_layer = p_layer;
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if (root_collision_instance.is_valid()) {
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PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
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}
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}
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uint32_t CSGShape3D::get_collision_layer() const {
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return collision_layer;
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}
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void CSGShape3D::set_collision_mask(uint32_t p_mask) {
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collision_mask = p_mask;
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if (root_collision_instance.is_valid()) {
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PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
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}
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}
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uint32_t CSGShape3D::get_collision_mask() const {
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return collision_mask;
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}
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void CSGShape3D::set_collision_layer_value(int p_layer_number, bool p_value) {
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ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
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uint32_t layer = get_collision_layer();
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if (p_value) {
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layer |= 1 << (p_layer_number - 1);
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} else {
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layer &= ~(1 << (p_layer_number - 1));
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}
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set_collision_layer(layer);
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}
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bool CSGShape3D::get_collision_layer_value(int p_layer_number) const {
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ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
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return get_collision_layer() & (1 << (p_layer_number - 1));
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}
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void CSGShape3D::set_collision_mask_value(int p_layer_number, bool p_value) {
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ERR_FAIL_COND_MSG(p_layer_number < 1, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_MSG(p_layer_number > 32, "Collision layer number must be between 1 and 32 inclusive.");
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uint32_t mask = get_collision_mask();
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if (p_value) {
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mask |= 1 << (p_layer_number - 1);
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} else {
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mask &= ~(1 << (p_layer_number - 1));
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}
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set_collision_mask(mask);
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}
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bool CSGShape3D::get_collision_mask_value(int p_layer_number) const {
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ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Collision layer number must be between 1 and 32 inclusive.");
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ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Collision layer number must be between 1 and 32 inclusive.");
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return get_collision_mask() & (1 << (p_layer_number - 1));
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}
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void CSGShape3D::set_collision_priority(real_t p_priority) {
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collision_priority = p_priority;
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if (root_collision_instance.is_valid()) {
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PhysicsServer3D::get_singleton()->body_set_collision_priority(root_collision_instance, p_priority);
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}
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}
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real_t CSGShape3D::get_collision_priority() const {
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return collision_priority;
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}
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bool CSGShape3D::is_root_shape() const {
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return !parent_shape;
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}
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void CSGShape3D::set_snap(float p_snap) {
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snap = p_snap;
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}
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float CSGShape3D::get_snap() const {
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return snap;
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}
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void CSGShape3D::_make_dirty(bool p_parent_removing) {
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if ((p_parent_removing || is_root_shape()) && !dirty) {
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call_deferred(SNAME("_update_shape")); // Must be deferred; otherwise, is_root_shape() will use the previous parent
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}
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if (!is_root_shape()) {
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parent_shape->_make_dirty();
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} else if (!dirty) {
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call_deferred(SNAME("_update_shape"));
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}
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dirty = true;
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}
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CSGBrush *CSGShape3D::_get_brush() {
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if (dirty) {
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if (brush) {
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memdelete(brush);
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}
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brush = nullptr;
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CSGBrush *n = _build_brush();
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for (int i = 0; i < get_child_count(); i++) {
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CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
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if (!child) {
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continue;
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}
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if (!child->is_visible()) {
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continue;
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}
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CSGBrush *n2 = child->_get_brush();
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if (!n2) {
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continue;
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}
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if (!n) {
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n = memnew(CSGBrush);
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n->copy_from(*n2, child->get_transform());
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} else {
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CSGBrush *nn = memnew(CSGBrush);
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CSGBrush *nn2 = memnew(CSGBrush);
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nn2->copy_from(*n2, child->get_transform());
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CSGBrushOperation bop;
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switch (child->get_operation()) {
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case CSGShape3D::OPERATION_UNION:
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bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap);
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break;
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case CSGShape3D::OPERATION_INTERSECTION:
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bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap);
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break;
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case CSGShape3D::OPERATION_SUBTRACTION:
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bop.merge_brushes(CSGBrushOperation::OPERATION_SUBTRACTION, *n, *nn2, *nn, snap);
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break;
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}
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memdelete(n);
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memdelete(nn2);
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n = nn;
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}
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}
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if (n) {
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AABB aabb;
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for (int i = 0; i < n->faces.size(); i++) {
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for (int j = 0; j < 3; j++) {
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if (i == 0 && j == 0) {
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aabb.position = n->faces[i].vertices[j];
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} else {
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aabb.expand_to(n->faces[i].vertices[j]);
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}
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}
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}
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node_aabb = aabb;
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} else {
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node_aabb = AABB();
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}
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brush = n;
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dirty = false;
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}
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return brush;
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}
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int CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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return surface.vertices.size() / 3;
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}
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int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
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// always 3
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return 3;
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}
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void CSGShape3D::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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Vector3 v = surface.verticesw[iFace * 3 + iVert];
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fvPosOut[0] = v.x;
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fvPosOut[1] = v.y;
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fvPosOut[2] = v.z;
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}
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void CSGShape3D::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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Vector3 n = surface.normalsw[iFace * 3 + iVert];
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fvNormOut[0] = n.x;
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fvNormOut[1] = n.y;
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fvNormOut[2] = n.z;
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}
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void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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Vector2 t = surface.uvsw[iFace * 3 + iVert];
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fvTexcOut[0] = t.x;
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fvTexcOut[1] = t.y;
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}
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void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
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const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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int i = iFace * 3 + iVert;
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Vector3 normal = surface.normalsw[i];
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Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
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Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
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float d = bitangent.dot(normal.cross(tangent));
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i *= 4;
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surface.tansw[i++] = tangent.x;
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surface.tansw[i++] = tangent.y;
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surface.tansw[i++] = tangent.z;
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surface.tansw[i++] = d < 0 ? -1 : 1;
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}
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void CSGShape3D::_update_shape() {
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if (!is_root_shape()) {
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return;
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}
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set_base(RID());
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root_mesh.unref(); //byebye root mesh
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CSGBrush *n = _get_brush();
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ERR_FAIL_NULL_MSG(n, "Cannot get CSGBrush.");
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OAHashMap<Vector3, Vector3> vec_map;
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Vector<int> face_count;
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face_count.resize(n->materials.size() + 1);
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for (int i = 0; i < face_count.size(); i++) {
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face_count.write[i] = 0;
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}
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for (int i = 0; i < n->faces.size(); i++) {
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int mat = n->faces[i].material;
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ERR_CONTINUE(mat < -1 || mat >= face_count.size());
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int idx = mat == -1 ? face_count.size() - 1 : mat;
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if (n->faces[i].smooth) {
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Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
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for (int j = 0; j < 3; j++) {
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Vector3 v = n->faces[i].vertices[j];
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Vector3 add;
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if (vec_map.lookup(v, add)) {
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add += p.normal;
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} else {
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add = p.normal;
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}
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vec_map.set(v, add);
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}
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}
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face_count.write[idx]++;
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}
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Vector<ShapeUpdateSurface> surfaces;
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surfaces.resize(face_count.size());
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//create arrays
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for (int i = 0; i < surfaces.size(); i++) {
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surfaces.write[i].vertices.resize(face_count[i] * 3);
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surfaces.write[i].normals.resize(face_count[i] * 3);
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surfaces.write[i].uvs.resize(face_count[i] * 3);
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if (calculate_tangents) {
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surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
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}
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surfaces.write[i].last_added = 0;
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if (i != surfaces.size() - 1) {
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surfaces.write[i].material = n->materials[i];
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}
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surfaces.write[i].verticesw = surfaces.write[i].vertices.ptrw();
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surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw();
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surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw();
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if (calculate_tangents) {
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surfaces.write[i].tansw = surfaces.write[i].tans.ptrw();
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}
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}
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//fill arrays
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{
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for (int i = 0; i < n->faces.size(); i++) {
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int order[3] = { 0, 1, 2 };
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if (n->faces[i].invert) {
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SWAP(order[1], order[2]);
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}
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int mat = n->faces[i].material;
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ERR_CONTINUE(mat < -1 || mat >= face_count.size());
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int idx = mat == -1 ? face_count.size() - 1 : mat;
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int last = surfaces[idx].last_added;
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Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
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for (int j = 0; j < 3; j++) {
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Vector3 v = n->faces[i].vertices[j];
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Vector3 normal = p.normal;
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if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
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normal.normalize();
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}
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if (n->faces[i].invert) {
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normal = -normal;
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}
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int k = last + order[j];
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surfaces[idx].verticesw[k] = v;
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surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
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surfaces[idx].normalsw[k] = normal;
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if (calculate_tangents) {
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// zero out our tangents for now
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k *= 4;
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surfaces[idx].tansw[k++] = 0.0;
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surfaces[idx].tansw[k++] = 0.0;
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surfaces[idx].tansw[k++] = 0.0;
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surfaces[idx].tansw[k++] = 0.0;
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}
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}
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surfaces.write[idx].last_added += 3;
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}
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}
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root_mesh.instantiate();
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//create surfaces
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for (int i = 0; i < surfaces.size(); i++) {
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// calculate tangents for this surface
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bool have_tangents = calculate_tangents;
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if (have_tangents) {
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SMikkTSpaceInterface mkif;
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mkif.m_getNormal = mikktGetNormal;
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mkif.m_getNumFaces = mikktGetNumFaces;
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mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
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mkif.m_getPosition = mikktGetPosition;
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mkif.m_getTexCoord = mikktGetTexCoord;
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mkif.m_setTSpace = mikktSetTSpaceDefault;
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mkif.m_setTSpaceBasic = nullptr;
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SMikkTSpaceContext msc;
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msc.m_pInterface = &mkif;
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msc.m_pUserData = &surfaces.write[i];
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have_tangents = genTangSpaceDefault(&msc);
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}
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if (surfaces[i].last_added == 0) {
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continue;
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}
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// and convert to surface array
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Array array;
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array.resize(Mesh::ARRAY_MAX);
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array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
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array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
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array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
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if (have_tangents) {
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array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
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}
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int idx = root_mesh->get_surface_count();
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root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
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root_mesh->surface_set_material(idx, surfaces[i].material);
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}
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set_base(root_mesh->get_rid());
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_update_collision_faces();
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}
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void CSGShape3D::_update_collision_faces() {
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if (use_collision && is_root_shape() && root_collision_shape.is_valid()) {
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CSGBrush *n = _get_brush();
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ERR_FAIL_NULL_MSG(n, "Cannot get CSGBrush.");
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Vector<Vector3> physics_faces;
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physics_faces.resize(n->faces.size() * 3);
|
|
Vector3 *physicsw = physics_faces.ptrw();
|
|
|
|
for (int i = 0; i < n->faces.size(); i++) {
|
|
int order[3] = { 0, 1, 2 };
|
|
|
|
if (n->faces[i].invert) {
|
|
SWAP(order[1], order[2]);
|
|
}
|
|
|
|
physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
|
|
physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
|
|
physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
|
|
}
|
|
|
|
root_collision_shape->set_faces(physics_faces);
|
|
|
|
if (_is_debug_collision_shape_visible()) {
|
|
_update_debug_collision_shape();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CSGShape3D::_is_debug_collision_shape_visible() {
|
|
return is_inside_tree() && (get_tree()->is_debugging_collisions_hint() || Engine::get_singleton()->is_editor_hint());
|
|
}
|
|
|
|
void CSGShape3D::_update_debug_collision_shape() {
|
|
if (!use_collision || !is_root_shape() || !root_collision_shape.is_valid() || !_is_debug_collision_shape_visible()) {
|
|
return;
|
|
}
|
|
|
|
ERR_FAIL_NULL(RenderingServer::get_singleton());
|
|
|
|
if (root_collision_debug_instance.is_null()) {
|
|
root_collision_debug_instance = RS::get_singleton()->instance_create();
|
|
}
|
|
|
|
Ref<Mesh> debug_mesh = root_collision_shape->get_debug_mesh();
|
|
RS::get_singleton()->instance_set_scenario(root_collision_debug_instance, get_world_3d()->get_scenario());
|
|
RS::get_singleton()->instance_set_base(root_collision_debug_instance, debug_mesh->get_rid());
|
|
RS::get_singleton()->instance_set_transform(root_collision_debug_instance, get_global_transform());
|
|
}
|
|
|
|
void CSGShape3D::_clear_debug_collision_shape() {
|
|
if (root_collision_debug_instance.is_valid()) {
|
|
RS::get_singleton()->free(root_collision_debug_instance);
|
|
root_collision_debug_instance = RID();
|
|
}
|
|
}
|
|
|
|
void CSGShape3D::_on_transform_changed() {
|
|
if (root_collision_debug_instance.is_valid() && !debug_shape_old_transform.is_equal_approx(get_global_transform())) {
|
|
debug_shape_old_transform = get_global_transform();
|
|
RS::get_singleton()->instance_set_transform(root_collision_debug_instance, debug_shape_old_transform);
|
|
}
|
|
}
|
|
|
|
AABB CSGShape3D::get_aabb() const {
|
|
return node_aabb;
|
|
}
|
|
|
|
Vector<Vector3> CSGShape3D::get_brush_faces() {
|
|
ERR_FAIL_COND_V(!is_inside_tree(), Vector<Vector3>());
|
|
CSGBrush *b = _get_brush();
|
|
if (!b) {
|
|
return Vector<Vector3>();
|
|
}
|
|
|
|
Vector<Vector3> faces;
|
|
int fc = b->faces.size();
|
|
faces.resize(fc * 3);
|
|
{
|
|
Vector3 *w = faces.ptrw();
|
|
for (int i = 0; i < fc; i++) {
|
|
w[i * 3 + 0] = b->faces[i].vertices[0];
|
|
w[i * 3 + 1] = b->faces[i].vertices[1];
|
|
w[i * 3 + 2] = b->faces[i].vertices[2];
|
|
}
|
|
}
|
|
|
|
return faces;
|
|
}
|
|
|
|
void CSGShape3D::_notification(int p_what) {
|
|
switch (p_what) {
|
|
case NOTIFICATION_PARENTED: {
|
|
Node *parentn = get_parent();
|
|
if (parentn) {
|
|
parent_shape = Object::cast_to<CSGShape3D>(parentn);
|
|
if (parent_shape) {
|
|
set_base(RID());
|
|
root_mesh.unref();
|
|
}
|
|
}
|
|
if (!brush || parent_shape) {
|
|
// Update this node if uninitialized, or both this node and its new parent if it gets added to another CSG shape
|
|
_make_dirty();
|
|
}
|
|
last_visible = is_visible();
|
|
} break;
|
|
|
|
case NOTIFICATION_UNPARENTED: {
|
|
if (!is_root_shape()) {
|
|
// Update this node and its previous parent only if it's currently being removed from another CSG shape
|
|
_make_dirty(true); // Must be forced since is_root_shape() uses the previous parent
|
|
}
|
|
parent_shape = nullptr;
|
|
} break;
|
|
|
|
case NOTIFICATION_VISIBILITY_CHANGED: {
|
|
if (!is_root_shape() && last_visible != is_visible()) {
|
|
// Update this node's parent only if its own visibility has changed, not the visibility of parent nodes
|
|
parent_shape->_make_dirty();
|
|
}
|
|
if (is_visible()) {
|
|
_update_debug_collision_shape();
|
|
} else {
|
|
_clear_debug_collision_shape();
|
|
}
|
|
last_visible = is_visible();
|
|
} break;
|
|
|
|
case NOTIFICATION_LOCAL_TRANSFORM_CHANGED: {
|
|
if (!is_root_shape()) {
|
|
// Update this node's parent only if its own transformation has changed, not the transformation of parent nodes
|
|
parent_shape->_make_dirty();
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_ENTER_TREE: {
|
|
if (use_collision && is_root_shape()) {
|
|
root_collision_shape.instantiate();
|
|
root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
|
|
PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
|
|
PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
|
|
PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
|
|
PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
|
|
PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
|
|
set_collision_layer(collision_layer);
|
|
set_collision_mask(collision_mask);
|
|
set_collision_priority(collision_priority);
|
|
debug_shape_old_transform = get_global_transform();
|
|
_make_dirty();
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_EXIT_TREE: {
|
|
if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
|
|
PhysicsServer3D::get_singleton()->free(root_collision_instance);
|
|
root_collision_instance = RID();
|
|
root_collision_shape.unref();
|
|
_clear_debug_collision_shape();
|
|
}
|
|
} break;
|
|
|
|
case NOTIFICATION_TRANSFORM_CHANGED: {
|
|
if (use_collision && is_root_shape() && root_collision_instance.is_valid()) {
|
|
PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
|
|
}
|
|
_on_transform_changed();
|
|
} break;
|
|
}
|
|
}
|
|
|
|
void CSGShape3D::set_operation(Operation p_operation) {
|
|
operation = p_operation;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
CSGShape3D::Operation CSGShape3D::get_operation() const {
|
|
return operation;
|
|
}
|
|
|
|
void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
|
|
calculate_tangents = p_calculate_tangents;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGShape3D::is_calculating_tangents() const {
|
|
return calculate_tangents;
|
|
}
|
|
|
|
void CSGShape3D::_validate_property(PropertyInfo &p_property) const {
|
|
bool is_collision_prefixed = p_property.name.begins_with("collision_");
|
|
if ((is_collision_prefixed || p_property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
|
|
//hide collision if not root
|
|
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
|
} else if (is_collision_prefixed && !bool(get("use_collision"))) {
|
|
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
|
|
}
|
|
}
|
|
|
|
Array CSGShape3D::get_meshes() const {
|
|
if (root_mesh.is_valid()) {
|
|
Array arr;
|
|
arr.resize(2);
|
|
arr[0] = Transform3D();
|
|
arr[1] = root_mesh;
|
|
return arr;
|
|
}
|
|
|
|
return Array();
|
|
}
|
|
|
|
void CSGShape3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
|
|
ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation);
|
|
ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
|
|
ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
|
|
ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
|
|
ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
|
|
ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_mask_value", "layer_number", "value"), &CSGShape3D::set_collision_mask_value);
|
|
ClassDB::bind_method(D_METHOD("get_collision_mask_value", "layer_number"), &CSGShape3D::get_collision_mask_value);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_layer_value", "layer_number", "value"), &CSGShape3D::set_collision_layer_value);
|
|
ClassDB::bind_method(D_METHOD("get_collision_layer_value", "layer_number"), &CSGShape3D::get_collision_layer_value);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_priority", "priority"), &CSGShape3D::set_collision_priority);
|
|
ClassDB::bind_method(D_METHOD("get_collision_priority"), &CSGShape3D::get_collision_priority);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
|
|
ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.000001,1,0.000001,suffix:m"), "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");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_priority"), "set_collision_priority", "get_collision_priority");
|
|
|
|
BIND_ENUM_CONSTANT(OPERATION_UNION);
|
|
BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
|
|
BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
|
|
}
|
|
|
|
CSGShape3D::CSGShape3D() {
|
|
set_notify_local_transform(true);
|
|
}
|
|
|
|
CSGShape3D::~CSGShape3D() {
|
|
if (brush) {
|
|
memdelete(brush);
|
|
brush = nullptr;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////
|
|
|
|
CSGBrush *CSGCombiner3D::_build_brush() {
|
|
return memnew(CSGBrush); //does not build anything
|
|
}
|
|
|
|
CSGCombiner3D::CSGCombiner3D() {
|
|
}
|
|
|
|
/////////////////////
|
|
|
|
CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials) {
|
|
CSGBrush *new_brush = memnew(CSGBrush);
|
|
|
|
Vector<bool> invert;
|
|
invert.resize(p_vertices.size() / 3);
|
|
{
|
|
int ic = invert.size();
|
|
bool *w = invert.ptrw();
|
|
for (int i = 0; i < ic; i++) {
|
|
w[i] = flip_faces;
|
|
}
|
|
}
|
|
new_brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
|
|
|
|
return new_brush;
|
|
}
|
|
|
|
void CSGPrimitive3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &CSGPrimitive3D::set_flip_faces);
|
|
ClassDB::bind_method(D_METHOD("get_flip_faces"), &CSGPrimitive3D::get_flip_faces);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
|
|
}
|
|
|
|
void CSGPrimitive3D::set_flip_faces(bool p_invert) {
|
|
if (flip_faces == p_invert) {
|
|
return;
|
|
}
|
|
|
|
flip_faces = p_invert;
|
|
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGPrimitive3D::get_flip_faces() {
|
|
return flip_faces;
|
|
}
|
|
|
|
CSGPrimitive3D::CSGPrimitive3D() {
|
|
flip_faces = false;
|
|
}
|
|
|
|
/////////////////////
|
|
|
|
CSGBrush *CSGMesh3D::_build_brush() {
|
|
if (!mesh.is_valid()) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
|
|
Vector<Vector3> vertices;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<Vector2> uvs;
|
|
Ref<Material> base_material = get_material();
|
|
|
|
for (int i = 0; i < mesh->get_surface_count(); i++) {
|
|
if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
|
|
continue;
|
|
}
|
|
|
|
Array arrays = mesh->surface_get_arrays(i);
|
|
|
|
if (arrays.size() == 0) {
|
|
_make_dirty();
|
|
ERR_FAIL_COND_V(arrays.size() == 0, memnew(CSGBrush));
|
|
}
|
|
|
|
Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
|
|
if (avertices.size() == 0) {
|
|
continue;
|
|
}
|
|
|
|
const Vector3 *vr = avertices.ptr();
|
|
|
|
Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
|
|
const Vector3 *nr = nullptr;
|
|
if (anormals.size()) {
|
|
nr = anormals.ptr();
|
|
}
|
|
|
|
Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
|
|
const Vector2 *uvr = nullptr;
|
|
if (auvs.size()) {
|
|
uvr = auvs.ptr();
|
|
}
|
|
|
|
Ref<Material> mat;
|
|
if (base_material.is_valid()) {
|
|
mat = base_material;
|
|
} else {
|
|
mat = mesh->surface_get_material(i);
|
|
}
|
|
|
|
Vector<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);
|
|
|
|
Vector3 *vw = vertices.ptrw();
|
|
bool *sw = smooth.ptrw();
|
|
Vector2 *uvw = uvs.ptrw();
|
|
Ref<Material> *mw = materials.ptrw();
|
|
|
|
const int *ir = aindices.ptr();
|
|
|
|
for (int j = 0; j < is; j += 3) {
|
|
Vector3 vertex[3];
|
|
Vector3 normal[3];
|
|
Vector2 uv[3];
|
|
|
|
for (int k = 0; k < 3; k++) {
|
|
int idx = ir[j + k];
|
|
vertex[k] = vr[idx];
|
|
if (nr) {
|
|
normal[k] = nr[idx];
|
|
}
|
|
if (uvr) {
|
|
uv[k] = uvr[idx];
|
|
}
|
|
}
|
|
|
|
bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
|
|
|
|
vw[as + j + 0] = vertex[0];
|
|
vw[as + j + 1] = vertex[1];
|
|
vw[as + j + 2] = vertex[2];
|
|
|
|
uvw[as + j + 0] = uv[0];
|
|
uvw[as + j + 1] = uv[1];
|
|
uvw[as + j + 2] = uv[2];
|
|
|
|
sw[(as + j) / 3] = !flat;
|
|
mw[(as + j) / 3] = mat;
|
|
}
|
|
} else {
|
|
int as = vertices.size();
|
|
int is = avertices.size();
|
|
|
|
vertices.resize(as + is);
|
|
smooth.resize((as + is) / 3);
|
|
uvs.resize(as + is);
|
|
materials.resize((as + is) / 3);
|
|
|
|
Vector3 *vw = vertices.ptrw();
|
|
bool *sw = smooth.ptrw();
|
|
Vector2 *uvw = uvs.ptrw();
|
|
Ref<Material> *mw = materials.ptrw();
|
|
|
|
for (int j = 0; j < is; j += 3) {
|
|
Vector3 vertex[3];
|
|
Vector3 normal[3];
|
|
Vector2 uv[3];
|
|
|
|
for (int k = 0; k < 3; k++) {
|
|
vertex[k] = vr[j + k];
|
|
if (nr) {
|
|
normal[k] = nr[j + k];
|
|
}
|
|
if (uvr) {
|
|
uv[k] = uvr[j + k];
|
|
}
|
|
}
|
|
|
|
bool flat = normal[0].is_equal_approx(normal[1]) && normal[0].is_equal_approx(normal[2]);
|
|
|
|
vw[as + j + 0] = vertex[0];
|
|
vw[as + j + 1] = vertex[1];
|
|
vw[as + j + 2] = vertex[2];
|
|
|
|
uvw[as + j + 0] = uv[0];
|
|
uvw[as + j + 1] = uv[1];
|
|
uvw[as + j + 2] = uv[2];
|
|
|
|
sw[(as + j) / 3] = !flat;
|
|
mw[(as + j) / 3] = mat;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (vertices.size() == 0) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
|
|
return _create_brush_from_arrays(vertices, uvs, smooth, materials);
|
|
}
|
|
|
|
void CSGMesh3D::_mesh_changed() {
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
void CSGMesh3D::set_material(const Ref<Material> &p_material) {
|
|
if (material == p_material) {
|
|
return;
|
|
}
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGMesh3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
void CSGMesh3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
|
|
ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
|
|
if (mesh == p_mesh) {
|
|
return;
|
|
}
|
|
if (mesh.is_valid()) {
|
|
mesh->disconnect_changed(callable_mp(this, &CSGMesh3D::_mesh_changed));
|
|
}
|
|
mesh = p_mesh;
|
|
|
|
if (mesh.is_valid()) {
|
|
mesh->connect_changed(callable_mp(this, &CSGMesh3D::_mesh_changed));
|
|
}
|
|
|
|
_mesh_changed();
|
|
}
|
|
|
|
Ref<Mesh> CSGMesh3D::get_mesh() {
|
|
return mesh;
|
|
}
|
|
|
|
////////////////////////////////
|
|
|
|
CSGBrush *CSGSphere3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
CSGBrush *new_brush = memnew(CSGBrush);
|
|
|
|
int face_count = rings * radial_segments * 2 - radial_segments * 2;
|
|
|
|
bool invert_val = get_flip_faces();
|
|
Ref<Material> base_material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
// We want to follow an order that's convenient for UVs.
|
|
// For latitude step we start at the top and move down like in an image.
|
|
const double latitude_step = -Math_PI / rings;
|
|
const double longitude_step = Math_TAU / radial_segments;
|
|
int face = 0;
|
|
for (int i = 0; i < rings; i++) {
|
|
double latitude0 = latitude_step * i + Math_TAU / 4;
|
|
double cos0 = Math::cos(latitude0);
|
|
double sin0 = Math::sin(latitude0);
|
|
double v0 = double(i) / rings;
|
|
|
|
double latitude1 = latitude_step * (i + 1) + Math_TAU / 4;
|
|
double cos1 = Math::cos(latitude1);
|
|
double sin1 = Math::sin(latitude1);
|
|
double v1 = double(i + 1) / rings;
|
|
|
|
for (int j = 0; j < radial_segments; j++) {
|
|
double longitude0 = longitude_step * j;
|
|
// We give sin to X and cos to Z on purpose.
|
|
// This allows UVs to be CCW on +X so it maps to images well.
|
|
double x0 = Math::sin(longitude0);
|
|
double z0 = Math::cos(longitude0);
|
|
double u0 = double(j) / radial_segments;
|
|
|
|
double longitude1 = longitude_step * (j + 1);
|
|
if (j == radial_segments - 1) {
|
|
longitude1 = 0;
|
|
}
|
|
|
|
double x1 = Math::sin(longitude1);
|
|
double z1 = Math::cos(longitude1);
|
|
double u1 = double(j + 1) / radial_segments;
|
|
|
|
Vector3 v[4] = {
|
|
Vector3(x0 * cos0, sin0, z0 * cos0) * radius,
|
|
Vector3(x1 * cos0, sin0, z1 * cos0) * radius,
|
|
Vector3(x1 * cos1, sin1, z1 * cos1) * radius,
|
|
Vector3(x0 * cos1, sin1, z0 * cos1) * radius,
|
|
};
|
|
|
|
Vector2 u[4] = {
|
|
Vector2(u0, v0),
|
|
Vector2(u1, v0),
|
|
Vector2(u1, v1),
|
|
Vector2(u0, v1),
|
|
};
|
|
|
|
// Draw the first face, but skip this at the north pole (i == 0).
|
|
if (i > 0) {
|
|
facesw[face * 3 + 0] = v[0];
|
|
facesw[face * 3 + 1] = v[1];
|
|
facesw[face * 3 + 2] = v[2];
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[1];
|
|
uvsw[face * 3 + 2] = u[2];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = base_material;
|
|
|
|
face++;
|
|
}
|
|
|
|
// Draw the second face, but skip this at the south pole (i == rings - 1).
|
|
if (i < rings - 1) {
|
|
facesw[face * 3 + 0] = v[2];
|
|
facesw[face * 3 + 1] = v[3];
|
|
facesw[face * 3 + 2] = v[0];
|
|
|
|
uvsw[face * 3 + 0] = u[2];
|
|
uvsw[face * 3 + 1] = u[3];
|
|
uvsw[face * 3 + 2] = u[0];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = base_material;
|
|
|
|
face++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
}
|
|
|
|
new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return new_brush;
|
|
}
|
|
|
|
void CSGSphere3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
|
|
ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
|
|
ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
|
|
ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
|
|
ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
|
|
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,suffix:m"), "set_radius", "get_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGSphere3D::set_radius(const float p_radius) {
|
|
ERR_FAIL_COND(p_radius <= 0);
|
|
radius = p_radius;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
float CSGSphere3D::get_radius() const {
|
|
return radius;
|
|
}
|
|
|
|
void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
|
|
radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
int CSGSphere3D::get_radial_segments() const {
|
|
return radial_segments;
|
|
}
|
|
|
|
void CSGSphere3D::set_rings(const int p_rings) {
|
|
rings = p_rings > 1 ? p_rings : 1;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
int CSGSphere3D::get_rings() const {
|
|
return rings;
|
|
}
|
|
|
|
void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
|
|
smooth_faces = p_smooth_faces;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGSphere3D::get_smooth_faces() const {
|
|
return smooth_faces;
|
|
}
|
|
|
|
void CSGSphere3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGSphere3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
CSGSphere3D::CSGSphere3D() {
|
|
// defaults
|
|
radius = 0.5;
|
|
radial_segments = 12;
|
|
rings = 6;
|
|
smooth_faces = true;
|
|
}
|
|
|
|
///////////////
|
|
|
|
CSGBrush *CSGBox3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
CSGBrush *new_brush = memnew(CSGBrush);
|
|
|
|
int face_count = 12; //it's a cube..
|
|
|
|
bool invert_val = get_flip_faces();
|
|
Ref<Material> base_material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
|
|
Vector3 vertex_mul = size / 2;
|
|
|
|
{
|
|
for (int i = 0; i < 6; i++) {
|
|
Vector3 face_points[4];
|
|
float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
|
|
|
|
for (int j = 0; j < 4; j++) {
|
|
float v[3];
|
|
v[0] = 1.0;
|
|
v[1] = 1 - 2 * ((j >> 1) & 1);
|
|
v[2] = v[1] * (1 - 2 * (j & 1));
|
|
|
|
for (int k = 0; k < 3; k++) {
|
|
if (i < 3) {
|
|
face_points[j][(i + k) % 3] = v[k];
|
|
} else {
|
|
face_points[3 - j][(i + k) % 3] = -v[k];
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector2 u[4];
|
|
for (int j = 0; j < 4; j++) {
|
|
u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
|
|
}
|
|
|
|
//face 1
|
|
facesw[face * 3 + 0] = face_points[0] * vertex_mul;
|
|
facesw[face * 3 + 1] = face_points[1] * vertex_mul;
|
|
facesw[face * 3 + 2] = face_points[2] * vertex_mul;
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[1];
|
|
uvsw[face * 3 + 2] = u[2];
|
|
|
|
smoothw[face] = false;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = base_material;
|
|
|
|
face++;
|
|
//face 2
|
|
facesw[face * 3 + 0] = face_points[2] * vertex_mul;
|
|
facesw[face * 3 + 1] = face_points[3] * vertex_mul;
|
|
facesw[face * 3 + 2] = face_points[0] * vertex_mul;
|
|
|
|
uvsw[face * 3 + 0] = u[2];
|
|
uvsw[face * 3 + 1] = u[3];
|
|
uvsw[face * 3 + 2] = u[0];
|
|
|
|
smoothw[face] = false;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = base_material;
|
|
|
|
face++;
|
|
}
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
}
|
|
|
|
new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return new_brush;
|
|
}
|
|
|
|
void CSGBox3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_size", "size"), &CSGBox3D::set_size);
|
|
ClassDB::bind_method(D_METHOD("get_size"), &CSGBox3D::get_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size", PROPERTY_HINT_NONE, "suffix:m"), "set_size", "get_size");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGBox3D::set_size(const Vector3 &p_size) {
|
|
size = p_size;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
Vector3 CSGBox3D::get_size() const {
|
|
return size;
|
|
}
|
|
|
|
#ifndef DISABLE_DEPRECATED
|
|
// Kept for compatibility from 3.x to 4.0.
|
|
bool CSGBox3D::_set(const StringName &p_name, const Variant &p_value) {
|
|
if (p_name == "width") {
|
|
size.x = p_value;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
return true;
|
|
} else if (p_name == "height") {
|
|
size.y = p_value;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
return true;
|
|
} else if (p_name == "depth") {
|
|
size.z = p_value;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void CSGBox3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
Ref<Material> CSGBox3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
///////////////
|
|
|
|
CSGBrush *CSGCylinder3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
CSGBrush *new_brush = memnew(CSGBrush);
|
|
|
|
int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
|
|
|
|
bool invert_val = get_flip_faces();
|
|
Ref<Material> base_material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
|
|
Vector3 vertex_mul(radius, height * 0.5, radius);
|
|
|
|
{
|
|
for (int i = 0; i < sides; i++) {
|
|
float inc = float(i) / sides;
|
|
float inc_n = float((i + 1)) / sides;
|
|
if (i == sides - 1) {
|
|
inc_n = 0;
|
|
}
|
|
|
|
float ang = inc * Math_TAU;
|
|
float ang_n = inc_n * Math_TAU;
|
|
|
|
Vector3 face_base(Math::cos(ang), 0, Math::sin(ang));
|
|
Vector3 face_base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
|
|
|
|
Vector3 face_points[4] = {
|
|
face_base + Vector3(0, -1, 0),
|
|
face_base_n + Vector3(0, -1, 0),
|
|
face_base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
|
|
face_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] = base_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] = base_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] = base_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] = base_material;
|
|
face++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
}
|
|
|
|
new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return new_brush;
|
|
}
|
|
|
|
void CSGCylinder3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
|
|
ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height);
|
|
ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides);
|
|
ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone);
|
|
ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
|
|
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_radius", "get_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_height", "get_height");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGCylinder3D::set_radius(const float p_radius) {
|
|
radius = p_radius;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
float CSGCylinder3D::get_radius() const {
|
|
return radius;
|
|
}
|
|
|
|
void CSGCylinder3D::set_height(const float p_height) {
|
|
height = p_height;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
float CSGCylinder3D::get_height() const {
|
|
return height;
|
|
}
|
|
|
|
void CSGCylinder3D::set_sides(const int p_sides) {
|
|
ERR_FAIL_COND(p_sides < 3);
|
|
sides = p_sides;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
int CSGCylinder3D::get_sides() const {
|
|
return sides;
|
|
}
|
|
|
|
void CSGCylinder3D::set_cone(const bool p_cone) {
|
|
cone = p_cone;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
bool CSGCylinder3D::is_cone() const {
|
|
return cone;
|
|
}
|
|
|
|
void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
|
|
smooth_faces = p_smooth_faces;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGCylinder3D::get_smooth_faces() const {
|
|
return smooth_faces;
|
|
}
|
|
|
|
void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGCylinder3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
CSGCylinder3D::CSGCylinder3D() {
|
|
// defaults
|
|
radius = 0.5;
|
|
height = 2.0;
|
|
sides = 8;
|
|
cone = false;
|
|
smooth_faces = true;
|
|
}
|
|
|
|
///////////////
|
|
|
|
CSGBrush *CSGTorus3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
float min_radius = inner_radius;
|
|
float max_radius = outer_radius;
|
|
|
|
if (min_radius == max_radius) {
|
|
return memnew(CSGBrush); //sorry, can't
|
|
}
|
|
|
|
if (min_radius > max_radius) {
|
|
SWAP(min_radius, max_radius);
|
|
}
|
|
|
|
float radius = (max_radius - min_radius) * 0.5;
|
|
|
|
CSGBrush *new_brush = memnew(CSGBrush);
|
|
|
|
int face_count = ring_sides * sides * 2;
|
|
|
|
bool invert_val = get_flip_faces();
|
|
Ref<Material> base_material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
|
|
{
|
|
for (int i = 0; i < sides; i++) {
|
|
float inci = float(i) / sides;
|
|
float inci_n = float((i + 1)) / sides;
|
|
if (i == sides - 1) {
|
|
inci_n = 0;
|
|
}
|
|
|
|
float angi = inci * Math_TAU;
|
|
float angi_n = inci_n * Math_TAU;
|
|
|
|
Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
|
|
Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
|
|
|
|
for (int j = 0; j < ring_sides; j++) {
|
|
float incj = float(j) / ring_sides;
|
|
float incj_n = float((j + 1)) / ring_sides;
|
|
if (j == ring_sides - 1) {
|
|
incj_n = 0;
|
|
}
|
|
|
|
float angj = incj * Math_TAU;
|
|
float angj_n = incj_n * Math_TAU;
|
|
|
|
Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
|
|
Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
|
|
|
|
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] = base_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] = base_material;
|
|
face++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
}
|
|
|
|
new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return new_brush;
|
|
}
|
|
|
|
void CSGTorus3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
|
|
ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
|
|
ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides);
|
|
ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
|
|
ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
|
|
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_inner_radius", "get_inner_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_RANGE, "0.001,1000.0,0.001,or_greater,exp,suffix:m"), "set_outer_radius", "get_outer_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
|
|
inner_radius = p_inner_radius;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
float CSGTorus3D::get_inner_radius() const {
|
|
return inner_radius;
|
|
}
|
|
|
|
void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
|
|
outer_radius = p_outer_radius;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
float CSGTorus3D::get_outer_radius() const {
|
|
return outer_radius;
|
|
}
|
|
|
|
void CSGTorus3D::set_sides(const int p_sides) {
|
|
ERR_FAIL_COND(p_sides < 3);
|
|
sides = p_sides;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
int CSGTorus3D::get_sides() const {
|
|
return sides;
|
|
}
|
|
|
|
void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
|
|
ERR_FAIL_COND(p_ring_sides < 3);
|
|
ring_sides = p_ring_sides;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
int CSGTorus3D::get_ring_sides() const {
|
|
return ring_sides;
|
|
}
|
|
|
|
void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
|
|
smooth_faces = p_smooth_faces;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGTorus3D::get_smooth_faces() const {
|
|
return smooth_faces;
|
|
}
|
|
|
|
void CSGTorus3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGTorus3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
CSGTorus3D::CSGTorus3D() {
|
|
// defaults
|
|
inner_radius = 0.5;
|
|
outer_radius = 1.0;
|
|
sides = 8;
|
|
ring_sides = 6;
|
|
smooth_faces = true;
|
|
}
|
|
|
|
///////////////
|
|
|
|
CSGBrush *CSGPolygon3D::_build_brush() {
|
|
CSGBrush *new_brush = memnew(CSGBrush);
|
|
|
|
if (polygon.size() < 3) {
|
|
return new_brush;
|
|
}
|
|
|
|
// Triangulate polygon shape.
|
|
Vector<Point2> shape_polygon = polygon;
|
|
if (Triangulate::get_area(shape_polygon) > 0) {
|
|
shape_polygon.reverse();
|
|
}
|
|
int shape_sides = shape_polygon.size();
|
|
Vector<int> shape_faces = Geometry2D::triangulate_polygon(shape_polygon);
|
|
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.");
|
|
|
|
// Get polygon enclosing Rect2.
|
|
Rect2 shape_rect(shape_polygon[0], Vector2());
|
|
for (int i = 1; i < shape_sides; i++) {
|
|
shape_rect.expand_to(shape_polygon[i]);
|
|
}
|
|
|
|
// If MODE_PATH, check if curve has changed.
|
|
Ref<Curve3D> curve;
|
|
if (mode == MODE_PATH) {
|
|
Path3D *current_path = Object::cast_to<Path3D>(get_node_or_null(path_node));
|
|
if (path != current_path) {
|
|
if (path) {
|
|
path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
|
|
path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
|
|
}
|
|
path = current_path;
|
|
if (path) {
|
|
path->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
|
|
path->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
|
|
}
|
|
}
|
|
|
|
if (!path) {
|
|
return new_brush;
|
|
}
|
|
|
|
curve = path->get_curve();
|
|
if (curve.is_null() || curve->get_point_count() < 2) {
|
|
return new_brush;
|
|
}
|
|
}
|
|
|
|
// Calculate the number extrusions, ends and faces.
|
|
int extrusions = 0;
|
|
int extrusion_face_count = shape_sides * 2;
|
|
int end_count = 0;
|
|
int shape_face_count = shape_faces.size() / 3;
|
|
real_t curve_length = 1.0;
|
|
switch (mode) {
|
|
case MODE_DEPTH:
|
|
extrusions = 1;
|
|
end_count = 2;
|
|
break;
|
|
case MODE_SPIN:
|
|
extrusions = spin_sides;
|
|
if (spin_degrees < 360) {
|
|
end_count = 2;
|
|
}
|
|
break;
|
|
case MODE_PATH: {
|
|
curve_length = curve->get_baked_length();
|
|
if (path_interval_type == PATH_INTERVAL_DISTANCE) {
|
|
extrusions = MAX(1, Math::ceil(curve_length / path_interval)) + 1;
|
|
} else {
|
|
extrusions = Math::ceil(1.0 * curve->get_point_count() / path_interval);
|
|
}
|
|
if (!path_joined) {
|
|
end_count = 2;
|
|
extrusions -= 1;
|
|
}
|
|
} break;
|
|
}
|
|
int face_count = extrusions * extrusion_face_count + end_count * shape_face_count;
|
|
|
|
// Initialize variables used to create the mesh.
|
|
Ref<Material> base_material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
int faces_removed = 0;
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
Transform3D base_xform;
|
|
Transform3D current_xform;
|
|
Transform3D previous_xform;
|
|
Transform3D previous_previous_xform;
|
|
double u_step = 1.0 / extrusions;
|
|
if (path_u_distance > 0.0) {
|
|
u_step *= curve_length / path_u_distance;
|
|
}
|
|
double v_step = 1.0 / shape_sides;
|
|
double spin_step = Math::deg_to_rad(spin_degrees / spin_sides);
|
|
double extrusion_step = 1.0 / extrusions;
|
|
if (mode == MODE_PATH) {
|
|
if (path_joined) {
|
|
extrusion_step = 1.0 / (extrusions - 1);
|
|
}
|
|
extrusion_step *= curve_length;
|
|
}
|
|
|
|
if (mode == MODE_PATH) {
|
|
if (!path_local) {
|
|
base_xform = path->get_global_transform();
|
|
}
|
|
|
|
Vector3 current_point = curve->sample_baked(0);
|
|
Vector3 next_point = curve->sample_baked(extrusion_step);
|
|
Vector3 current_up = Vector3(0, 1, 0);
|
|
Vector3 direction = next_point - current_point;
|
|
|
|
if (path_joined) {
|
|
Vector3 last_point = curve->sample_baked(curve->get_baked_length());
|
|
direction = next_point - last_point;
|
|
}
|
|
|
|
switch (path_rotation) {
|
|
case PATH_ROTATION_POLYGON:
|
|
direction = Vector3(0, 0, -1);
|
|
break;
|
|
case PATH_ROTATION_PATH:
|
|
break;
|
|
case PATH_ROTATION_PATH_FOLLOW:
|
|
current_up = curve->sample_baked_up_vector(0, true);
|
|
break;
|
|
}
|
|
|
|
Transform3D facing = Transform3D().looking_at(direction, current_up);
|
|
current_xform = base_xform.translated_local(current_point) * facing;
|
|
}
|
|
|
|
// Create the mesh.
|
|
if (end_count > 0) {
|
|
// Add front end face.
|
|
for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
|
|
for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
|
|
// We need to reverse the rotation of the shape face vertices.
|
|
int index = shape_faces[face_idx * 3 + 2 - face_vertex_idx];
|
|
Point2 p = shape_polygon[index];
|
|
Point2 uv = (p - shape_rect.position) / shape_rect.size;
|
|
|
|
// Use the left side of the bottom half of the y-inverted texture.
|
|
uv.x = uv.x / 2;
|
|
uv.y = 1 - (uv.y / 2);
|
|
|
|
facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
|
|
uvsw[face * 3 + face_vertex_idx] = uv;
|
|
}
|
|
|
|
smoothw[face] = false;
|
|
materialsw[face] = base_material;
|
|
invertw[face] = flip_faces;
|
|
face++;
|
|
}
|
|
}
|
|
|
|
real_t angle_simplify_dot = Math::cos(Math::deg_to_rad(path_simplify_angle));
|
|
Vector3 previous_simplify_dir = Vector3(0, 0, 0);
|
|
int faces_combined = 0;
|
|
|
|
// Add extrusion faces.
|
|
for (int x0 = 0; x0 < extrusions; x0++) {
|
|
previous_previous_xform = previous_xform;
|
|
previous_xform = current_xform;
|
|
|
|
switch (mode) {
|
|
case MODE_DEPTH: {
|
|
current_xform.translate_local(Vector3(0, 0, -depth));
|
|
} break;
|
|
case MODE_SPIN: {
|
|
current_xform.rotate(Vector3(0, 1, 0), spin_step);
|
|
} break;
|
|
case MODE_PATH: {
|
|
double previous_offset = x0 * extrusion_step;
|
|
double current_offset = (x0 + 1) * extrusion_step;
|
|
double next_offset = (x0 + 2) * extrusion_step;
|
|
if (x0 == extrusions - 1) {
|
|
if (path_joined) {
|
|
current_offset = 0;
|
|
next_offset = extrusion_step;
|
|
} else {
|
|
next_offset = current_offset;
|
|
}
|
|
}
|
|
|
|
Vector3 previous_point = curve->sample_baked(previous_offset);
|
|
Vector3 current_point = curve->sample_baked(current_offset);
|
|
Vector3 next_point = curve->sample_baked(next_offset);
|
|
Vector3 current_up = Vector3(0, 1, 0);
|
|
Vector3 direction = next_point - previous_point;
|
|
Vector3 current_dir = (current_point - previous_point).normalized();
|
|
|
|
// If the angles are similar, remove the previous face and replace it with this one.
|
|
if (path_simplify_angle > 0.0 && x0 > 0 && previous_simplify_dir.dot(current_dir) > angle_simplify_dot) {
|
|
faces_combined += 1;
|
|
previous_xform = previous_previous_xform;
|
|
face -= extrusion_face_count;
|
|
faces_removed += extrusion_face_count;
|
|
} else {
|
|
faces_combined = 0;
|
|
previous_simplify_dir = current_dir;
|
|
}
|
|
|
|
switch (path_rotation) {
|
|
case PATH_ROTATION_POLYGON:
|
|
direction = Vector3(0, 0, -1);
|
|
break;
|
|
case PATH_ROTATION_PATH:
|
|
break;
|
|
case PATH_ROTATION_PATH_FOLLOW:
|
|
current_up = curve->sample_baked_up_vector(current_offset, true);
|
|
break;
|
|
}
|
|
|
|
Transform3D facing = Transform3D().looking_at(direction, current_up);
|
|
current_xform = base_xform.translated_local(current_point) * facing;
|
|
} break;
|
|
}
|
|
|
|
double u0 = (x0 - faces_combined) * u_step;
|
|
double u1 = ((x0 + 1) * u_step);
|
|
if (mode == MODE_PATH && !path_continuous_u) {
|
|
u0 = 0.0;
|
|
u1 = 1.0;
|
|
}
|
|
|
|
for (int y0 = 0; y0 < shape_sides; y0++) {
|
|
int y1 = (y0 + 1) % shape_sides;
|
|
// Use the top half of the texture.
|
|
double v0 = (y0 * v_step) / 2;
|
|
double v1 = ((y0 + 1) * v_step) / 2;
|
|
|
|
Vector3 v[4] = {
|
|
previous_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
|
|
current_xform.xform(Vector3(shape_polygon[y0].x, shape_polygon[y0].y, 0)),
|
|
current_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
|
|
previous_xform.xform(Vector3(shape_polygon[y1].x, shape_polygon[y1].y, 0)),
|
|
};
|
|
|
|
Vector2 u[4] = {
|
|
Vector2(u0, v0),
|
|
Vector2(u1, v0),
|
|
Vector2(u1, v1),
|
|
Vector2(u0, v1),
|
|
};
|
|
|
|
// Face 1
|
|
facesw[face * 3 + 0] = v[0];
|
|
facesw[face * 3 + 1] = v[1];
|
|
facesw[face * 3 + 2] = v[2];
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[1];
|
|
uvsw[face * 3 + 2] = u[2];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = flip_faces;
|
|
materialsw[face] = base_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] = flip_faces;
|
|
materialsw[face] = base_material;
|
|
|
|
face++;
|
|
}
|
|
}
|
|
|
|
if (end_count > 1) {
|
|
// Add back end face.
|
|
for (int face_idx = 0; face_idx < shape_face_count; face_idx++) {
|
|
for (int face_vertex_idx = 0; face_vertex_idx < 3; face_vertex_idx++) {
|
|
int index = shape_faces[face_idx * 3 + face_vertex_idx];
|
|
Point2 p = shape_polygon[index];
|
|
Point2 uv = (p - shape_rect.position) / shape_rect.size;
|
|
|
|
// Use the x-inverted ride side of the bottom half of the y-inverted texture.
|
|
uv.x = 1 - uv.x / 2;
|
|
uv.y = 1 - (uv.y / 2);
|
|
|
|
facesw[face * 3 + face_vertex_idx] = current_xform.xform(Vector3(p.x, p.y, 0));
|
|
uvsw[face * 3 + face_vertex_idx] = uv;
|
|
}
|
|
|
|
smoothw[face] = false;
|
|
materialsw[face] = base_material;
|
|
invertw[face] = flip_faces;
|
|
face++;
|
|
}
|
|
}
|
|
|
|
face_count -= faces_removed;
|
|
ERR_FAIL_COND_V_MSG(face != face_count, new_brush, "Bug: Failed to create the CSGPolygon mesh correctly.");
|
|
}
|
|
|
|
if (faces_removed > 0) {
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
}
|
|
|
|
new_brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return new_brush;
|
|
}
|
|
|
|
void CSGPolygon3D::_notification(int p_what) {
|
|
if (p_what == NOTIFICATION_EXIT_TREE) {
|
|
if (path) {
|
|
path->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
|
|
path->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
|
|
path = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CSGPolygon3D::_validate_property(PropertyInfo &p_property) const {
|
|
if (p_property.name.begins_with("spin") && mode != MODE_SPIN) {
|
|
p_property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
if (p_property.name.begins_with("path") && mode != MODE_PATH) {
|
|
p_property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
if (p_property.name == "depth" && mode != MODE_DEPTH) {
|
|
p_property.usage = PROPERTY_USAGE_NONE;
|
|
}
|
|
}
|
|
|
|
void CSGPolygon3D::_path_changed() {
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
void CSGPolygon3D::_path_exited() {
|
|
path = nullptr;
|
|
}
|
|
|
|
void CSGPolygon3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
|
|
ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode);
|
|
ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth);
|
|
ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
|
|
ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
|
|
ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
|
|
ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_interval_type", "interval_type"), &CSGPolygon3D::set_path_interval_type);
|
|
ClassDB::bind_method(D_METHOD("get_path_interval_type"), &CSGPolygon3D::get_path_interval_type);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_interval", "interval"), &CSGPolygon3D::set_path_interval);
|
|
ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_simplify_angle", "degrees"), &CSGPolygon3D::set_path_simplify_angle);
|
|
ClassDB::bind_method(D_METHOD("get_path_simplify_angle"), &CSGPolygon3D::get_path_simplify_angle);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_rotation", "path_rotation"), &CSGPolygon3D::set_path_rotation);
|
|
ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
|
|
ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
|
|
ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_u_distance", "distance"), &CSGPolygon3D::set_path_u_distance);
|
|
ClassDB::bind_method(D_METHOD("get_path_u_distance"), &CSGPolygon3D::get_path_u_distance);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
|
|
ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
|
|
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
|
|
|
|
ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
|
|
ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_RANGE, "0.01,100.0,0.01,or_greater,exp,suffix:m"), "set_depth", "get_depth");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path3D"), "set_path_node", "get_path_node");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "path_interval_type", PROPERTY_HINT_ENUM, "Distance,Subdivide"), "set_path_interval_type", "get_path_interval_type");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_RANGE, "0.01,1.0,0.01,exp,or_greater"), "set_path_interval", "get_path_interval");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_simplify_angle", PROPERTY_HINT_RANGE, "0.0,180.0,0.1,exp"), "set_path_simplify_angle", "get_path_simplify_angle");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_u_distance", PROPERTY_HINT_RANGE, "0.0,10.0,0.01,or_greater,suffix:m"), "set_path_u_distance", "get_path_u_distance");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
|
|
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);
|
|
|
|
BIND_ENUM_CONSTANT(PATH_INTERVAL_DISTANCE);
|
|
BIND_ENUM_CONSTANT(PATH_INTERVAL_SUBDIVIDE);
|
|
}
|
|
|
|
void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
|
|
polygon = p_polygon;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
Vector<Vector2> CSGPolygon3D::get_polygon() const {
|
|
return polygon;
|
|
}
|
|
|
|
void CSGPolygon3D::set_mode(Mode p_mode) {
|
|
mode = p_mode;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
|
|
return mode;
|
|
}
|
|
|
|
void CSGPolygon3D::set_depth(const float p_depth) {
|
|
ERR_FAIL_COND(p_depth < 0.001);
|
|
depth = p_depth;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
float CSGPolygon3D::get_depth() const {
|
|
return depth;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
|
|
path_continuous_u = p_enable;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGPolygon3D::is_path_continuous_u() const {
|
|
return path_continuous_u;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_u_distance(real_t p_path_u_distance) {
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path_u_distance = p_path_u_distance;
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_make_dirty();
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update_gizmos();
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}
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|
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real_t CSGPolygon3D::get_path_u_distance() const {
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return path_u_distance;
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}
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void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
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ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
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spin_degrees = p_spin_degrees;
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_make_dirty();
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update_gizmos();
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}
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float CSGPolygon3D::get_spin_degrees() const {
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return spin_degrees;
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}
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void CSGPolygon3D::set_spin_sides(int p_spin_sides) {
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ERR_FAIL_COND(p_spin_sides < 3);
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spin_sides = p_spin_sides;
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_make_dirty();
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update_gizmos();
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}
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|
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int CSGPolygon3D::get_spin_sides() const {
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return spin_sides;
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}
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|
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void CSGPolygon3D::set_path_node(const NodePath &p_path) {
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path_node = p_path;
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_make_dirty();
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update_gizmos();
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}
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|
|
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NodePath CSGPolygon3D::get_path_node() const {
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return path_node;
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}
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|
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void CSGPolygon3D::set_path_interval_type(PathIntervalType p_interval_type) {
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path_interval_type = p_interval_type;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
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|
|
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CSGPolygon3D::PathIntervalType CSGPolygon3D::get_path_interval_type() const {
|
|
return path_interval_type;
|
|
}
|
|
|
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void CSGPolygon3D::set_path_interval(float p_interval) {
|
|
path_interval = p_interval;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
float CSGPolygon3D::get_path_interval() const {
|
|
return path_interval;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_simplify_angle(float p_angle) {
|
|
path_simplify_angle = p_angle;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
float CSGPolygon3D::get_path_simplify_angle() const {
|
|
return path_simplify_angle;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
|
|
path_rotation = p_rotation;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
|
|
return path_rotation;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_local(bool p_enable) {
|
|
path_local = p_enable;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
bool CSGPolygon3D::is_path_local() const {
|
|
return path_local;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_joined(bool p_enable) {
|
|
path_joined = p_enable;
|
|
_make_dirty();
|
|
update_gizmos();
|
|
}
|
|
|
|
bool CSGPolygon3D::is_path_joined() const {
|
|
return path_joined;
|
|
}
|
|
|
|
void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
|
|
smooth_faces = p_smooth_faces;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGPolygon3D::get_smooth_faces() const {
|
|
return smooth_faces;
|
|
}
|
|
|
|
void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGPolygon3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
bool CSGPolygon3D::_is_editable_3d_polygon() const {
|
|
return true;
|
|
}
|
|
|
|
bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
|
|
return true;
|
|
}
|
|
|
|
CSGPolygon3D::CSGPolygon3D() {
|
|
// defaults
|
|
mode = MODE_DEPTH;
|
|
polygon.push_back(Vector2(0, 0));
|
|
polygon.push_back(Vector2(0, 1));
|
|
polygon.push_back(Vector2(1, 1));
|
|
polygon.push_back(Vector2(1, 0));
|
|
depth = 1.0;
|
|
spin_degrees = 360;
|
|
spin_sides = 8;
|
|
smooth_faces = false;
|
|
path_interval_type = PATH_INTERVAL_DISTANCE;
|
|
path_interval = 1.0;
|
|
path_simplify_angle = 0.0;
|
|
path_rotation = PATH_ROTATION_PATH_FOLLOW;
|
|
path_local = false;
|
|
path_continuous_u = true;
|
|
path_u_distance = 1.0;
|
|
path_joined = false;
|
|
path = nullptr;
|
|
}
|