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/*************************************************************************/
/* csg_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2019-01-01 12:53:14 +01:00
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# include "csg_shape.h"
# include "scene/3d/path.h"
void CSGShape : : set_use_collision ( bool p_enable ) {
if ( use_collision = = p_enable )
return ;
use_collision = p_enable ;
if ( ! is_inside_tree ( ) | | ! is_root_shape ( ) )
return ;
if ( use_collision ) {
root_collision_shape . instance ( ) ;
root_collision_instance = PhysicsServer : : get_singleton ( ) - > body_create ( PhysicsServer : : BODY_MODE_STATIC ) ;
PhysicsServer : : get_singleton ( ) - > body_set_state ( root_collision_instance , PhysicsServer : : BODY_STATE_TRANSFORM , get_global_transform ( ) ) ;
PhysicsServer : : get_singleton ( ) - > body_add_shape ( root_collision_instance , root_collision_shape - > get_rid ( ) ) ;
PhysicsServer : : get_singleton ( ) - > body_set_space ( root_collision_instance , get_world ( ) - > get_space ( ) ) ;
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PhysicsServer : : get_singleton ( ) - > body_attach_object_instance_id ( root_collision_instance , get_instance_id ( ) ) ;
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set_collision_layer ( collision_layer ) ;
set_collision_mask ( collision_mask ) ;
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_make_dirty ( ) ; //force update
} else {
PhysicsServer : : get_singleton ( ) - > free ( root_collision_instance ) ;
root_collision_instance = RID ( ) ;
root_collision_shape . unref ( ) ;
}
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_change_notify ( ) ;
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}
bool CSGShape : : is_using_collision ( ) const {
return use_collision ;
}
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void CSGShape : : set_collision_layer ( uint32_t p_layer ) {
collision_layer = p_layer ;
if ( root_collision_instance . is_valid ( ) ) {
PhysicsServer : : get_singleton ( ) - > body_set_collision_layer ( root_collision_instance , p_layer ) ;
}
}
uint32_t CSGShape : : get_collision_layer ( ) const {
return collision_layer ;
}
void CSGShape : : set_collision_mask ( uint32_t p_mask ) {
collision_mask = p_mask ;
if ( root_collision_instance . is_valid ( ) ) {
PhysicsServer : : get_singleton ( ) - > body_set_collision_mask ( root_collision_instance , p_mask ) ;
}
}
uint32_t CSGShape : : get_collision_mask ( ) const {
return collision_mask ;
}
void CSGShape : : set_collision_mask_bit ( int p_bit , bool p_value ) {
uint32_t mask = get_collision_mask ( ) ;
if ( p_value )
mask | = 1 < < p_bit ;
else
mask & = ~ ( 1 < < p_bit ) ;
set_collision_mask ( mask ) ;
}
bool CSGShape : : get_collision_mask_bit ( int p_bit ) const {
return get_collision_mask ( ) & ( 1 < < p_bit ) ;
}
void CSGShape : : set_collision_layer_bit ( int p_bit , bool p_value ) {
uint32_t mask = get_collision_layer ( ) ;
if ( p_value )
mask | = 1 < < p_bit ;
else
mask & = ~ ( 1 < < p_bit ) ;
set_collision_layer ( mask ) ;
}
bool CSGShape : : get_collision_layer_bit ( int p_bit ) const {
return get_collision_layer ( ) & ( 1 < < p_bit ) ;
}
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bool CSGShape : : is_root_shape ( ) const {
return ! parent ;
}
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void CSGShape : : set_snap ( float p_snap ) {
snap = p_snap ;
}
float CSGShape : : get_snap ( ) const {
return snap ;
}
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void CSGShape : : _make_dirty ( ) {
if ( ! is_inside_tree ( ) )
return ;
if ( dirty ) {
return ;
}
dirty = true ;
if ( parent ) {
parent - > _make_dirty ( ) ;
} else {
//only parent will do
call_deferred ( " _update_shape " ) ;
}
}
CSGBrush * CSGShape : : _get_brush ( ) {
if ( dirty ) {
if ( brush ) {
memdelete ( brush ) ;
}
brush = NULL ;
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CSGBrush * n = _build_brush ( ) ;
for ( int i = 0 ; i < get_child_count ( ) ; i + + ) {
CSGShape * child = Object : : cast_to < CSGShape > ( get_child ( i ) ) ;
if ( ! child )
continue ;
if ( ! child - > is_visible_in_tree ( ) )
continue ;
CSGBrush * n2 = child - > _get_brush ( ) ;
if ( ! n2 )
continue ;
if ( ! n ) {
n = memnew ( CSGBrush ) ;
n - > copy_from ( * n2 , child - > get_transform ( ) ) ;
} else {
CSGBrush * nn = memnew ( CSGBrush ) ;
CSGBrush * nn2 = memnew ( CSGBrush ) ;
nn2 - > copy_from ( * n2 , child - > get_transform ( ) ) ;
CSGBrushOperation bop ;
switch ( child - > get_operation ( ) ) {
case CSGShape : : OPERATION_UNION : bop . merge_brushes ( CSGBrushOperation : : OPERATION_UNION , * n , * nn2 , * nn , snap ) ; break ;
case CSGShape : : OPERATION_INTERSECTION : bop . merge_brushes ( CSGBrushOperation : : OPERATION_INTERSECTION , * n , * nn2 , * nn , snap ) ; break ;
case CSGShape : : OPERATION_SUBTRACTION : bop . merge_brushes ( CSGBrushOperation : : OPERATION_SUBSTRACTION , * n , * nn2 , * nn , snap ) ; break ;
}
memdelete ( n ) ;
memdelete ( nn2 ) ;
n = nn ;
}
}
if ( n ) {
AABB aabb ;
for ( int i = 0 ; i < n - > faces . size ( ) ; i + + ) {
for ( int j = 0 ; j < 3 ; j + + ) {
if ( i = = 0 & & j = = 0 )
aabb . position = n - > faces [ i ] . vertices [ j ] ;
else
aabb . expand_to ( n - > faces [ i ] . vertices [ j ] ) ;
}
}
node_aabb = aabb ;
} else {
node_aabb = AABB ( ) ;
}
brush = n ;
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dirty = false ;
}
return brush ;
}
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int CSGShape : : mikktGetNumFaces ( const SMikkTSpaceContext * pContext ) {
ShapeUpdateSurface & surface = * ( ( ShapeUpdateSurface * ) pContext - > m_pUserData ) ;
return surface . vertices . size ( ) / 3 ;
}
int CSGShape : : mikktGetNumVerticesOfFace ( const SMikkTSpaceContext * pContext , const int iFace ) {
// always 3
return 3 ;
}
void CSGShape : : mikktGetPosition ( const SMikkTSpaceContext * pContext , float fvPosOut [ ] , const int iFace , const int iVert ) {
ShapeUpdateSurface & surface = * ( ( ShapeUpdateSurface * ) pContext - > m_pUserData ) ;
Vector3 v = surface . verticesw [ iFace * 3 + iVert ] ;
fvPosOut [ 0 ] = v . x ;
fvPosOut [ 1 ] = v . y ;
fvPosOut [ 2 ] = v . z ;
}
void CSGShape : : mikktGetNormal ( const SMikkTSpaceContext * pContext , float fvNormOut [ ] , const int iFace , const int iVert ) {
ShapeUpdateSurface & surface = * ( ( ShapeUpdateSurface * ) pContext - > m_pUserData ) ;
Vector3 n = surface . normalsw [ iFace * 3 + iVert ] ;
fvNormOut [ 0 ] = n . x ;
fvNormOut [ 1 ] = n . y ;
fvNormOut [ 2 ] = n . z ;
}
void CSGShape : : mikktGetTexCoord ( const SMikkTSpaceContext * pContext , float fvTexcOut [ ] , const int iFace , const int iVert ) {
ShapeUpdateSurface & surface = * ( ( ShapeUpdateSurface * ) pContext - > m_pUserData ) ;
Vector2 t = surface . uvsw [ iFace * 3 + iVert ] ;
fvTexcOut [ 0 ] = t . x ;
fvTexcOut [ 1 ] = t . y ;
}
void CSGShape : : mikktSetTSpaceDefault ( const SMikkTSpaceContext * pContext , const float fvTangent [ ] , const float fvBiTangent [ ] , const float fMagS , const float fMagT ,
const tbool bIsOrientationPreserving , const int iFace , const int iVert ) {
ShapeUpdateSurface & surface = * ( ( ShapeUpdateSurface * ) pContext - > m_pUserData ) ;
int i = iFace * 3 + iVert ;
Vector3 normal = surface . normalsw [ i ] ;
Vector3 tangent = Vector3 ( fvTangent [ 0 ] , fvTangent [ 1 ] , fvTangent [ 2 ] ) ;
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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 ) ) ;
i * = 4 ;
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surface . tansw [ i + + ] = tangent . x ;
surface . tansw [ i + + ] = tangent . y ;
surface . tansw [ i + + ] = tangent . z ;
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surface . tansw [ i + + ] = d < 0 ? - 1 : 1 ;
}
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void CSGShape : : _update_shape ( ) {
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if ( parent )
return ;
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set_base ( RID ( ) ) ;
root_mesh . unref ( ) ; //byebye root mesh
CSGBrush * n = _get_brush ( ) ;
ERR_FAIL_COND ( ! n ) ;
OAHashMap < Vector3 , Vector3 > vec_map ;
Vector < int > face_count ;
face_count . resize ( n - > materials . size ( ) + 1 ) ;
for ( int i = 0 ; i < face_count . size ( ) ; i + + ) {
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face_count . write [ i ] = 0 ;
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}
for ( int i = 0 ; i < n - > faces . size ( ) ; i + + ) {
int mat = n - > faces [ i ] . material ;
ERR_CONTINUE ( mat < - 1 | | mat > = face_count . size ( ) ) ;
int idx = mat = = - 1 ? face_count . size ( ) - 1 : mat ;
if ( n - > faces [ i ] . smooth ) {
Plane p ( n - > faces [ i ] . vertices [ 0 ] , n - > faces [ i ] . vertices [ 1 ] , n - > faces [ i ] . vertices [ 2 ] ) ;
for ( int j = 0 ; j < 3 ; j + + ) {
Vector3 v = n - > faces [ i ] . vertices [ j ] ;
Vector3 add ;
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if ( vec_map . lookup ( v , add ) ) {
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add + = p . normal ;
} else {
add = p . normal ;
}
vec_map . set ( v , add ) ;
}
}
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face_count . write [ idx ] + + ;
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}
Vector < ShapeUpdateSurface > surfaces ;
surfaces . resize ( face_count . size ( ) ) ;
//create arrays
for ( int i = 0 ; i < surfaces . size ( ) ; i + + ) {
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surfaces . write [ i ] . vertices . resize ( face_count [ i ] * 3 ) ;
surfaces . write [ i ] . normals . resize ( face_count [ i ] * 3 ) ;
surfaces . write [ i ] . uvs . resize ( face_count [ i ] * 3 ) ;
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if ( calculate_tangents ) {
surfaces . write [ i ] . tans . resize ( face_count [ i ] * 3 * 4 ) ;
}
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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 . write ( ) ;
surfaces . write [ i ] . normalsw = surfaces . write [ i ] . normals . write ( ) ;
surfaces . write [ i ] . uvsw = surfaces . write [ i ] . uvs . write ( ) ;
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if ( calculate_tangents ) {
surfaces . write [ i ] . tansw = surfaces . write [ i ] . tans . write ( ) ;
}
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}
//fill arrays
PoolVector < Vector3 > physics_faces ;
bool fill_physics_faces = false ;
if ( root_collision_shape . is_valid ( ) ) {
physics_faces . resize ( n - > faces . size ( ) * 3 ) ;
fill_physics_faces = true ;
}
{
PoolVector < Vector3 > : : Write physicsw ;
if ( fill_physics_faces ) {
physicsw = physics_faces . write ( ) ;
}
for ( int i = 0 ; i < n - > faces . size ( ) ; i + + ) {
int order [ 3 ] = { 0 , 1 , 2 } ;
if ( n - > faces [ i ] . invert ) {
SWAP ( order [ 1 ] , order [ 2 ] ) ;
}
if ( fill_physics_faces ) {
physicsw [ i * 3 + 0 ] = n - > faces [ i ] . vertices [ order [ 0 ] ] ;
physicsw [ i * 3 + 1 ] = n - > faces [ i ] . vertices [ order [ 1 ] ] ;
physicsw [ i * 3 + 2 ] = n - > faces [ i ] . vertices [ order [ 2 ] ] ;
}
int mat = n - > faces [ i ] . material ;
ERR_CONTINUE ( mat < - 1 | | mat > = face_count . size ( ) ) ;
int idx = mat = = - 1 ? face_count . size ( ) - 1 : mat ;
int last = surfaces [ idx ] . last_added ;
Plane p ( n - > faces [ i ] . vertices [ 0 ] , n - > faces [ i ] . vertices [ 1 ] , n - > faces [ i ] . vertices [ 2 ] ) ;
for ( int j = 0 ; j < 3 ; j + + ) {
Vector3 v = n - > faces [ i ] . vertices [ j ] ;
Vector3 normal = p . normal ;
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if ( n - > faces [ i ] . smooth & & vec_map . lookup ( v , normal ) ) {
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normal . normalize ( ) ;
}
if ( n - > faces [ i ] . invert ) {
normal = - normal ;
}
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int k = last + order [ j ] ;
surfaces [ idx ] . verticesw [ k ] = v ;
surfaces [ idx ] . uvsw [ k ] = n - > faces [ i ] . uvs [ j ] ;
surfaces [ idx ] . normalsw [ k ] = normal ;
if ( calculate_tangents ) {
// zero out our tangents for now
k * = 4 ;
surfaces [ idx ] . tansw [ k + + ] = 0.0 ;
surfaces [ idx ] . tansw [ k + + ] = 0.0 ;
surfaces [ idx ] . tansw [ k + + ] = 0.0 ;
surfaces [ idx ] . tansw [ k + + ] = 0.0 ;
}
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}
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surfaces . write [ idx ] . last_added + = 3 ;
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}
}
root_mesh . instance ( ) ;
//create surfaces
for ( int i = 0 ; i < surfaces . size ( ) ; i + + ) {
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// calculate tangents for this surface
bool have_tangents = calculate_tangents ;
if ( have_tangents ) {
SMikkTSpaceInterface mkif ;
mkif . m_getNormal = mikktGetNormal ;
mkif . m_getNumFaces = mikktGetNumFaces ;
mkif . m_getNumVerticesOfFace = mikktGetNumVerticesOfFace ;
mkif . m_getPosition = mikktGetPosition ;
mkif . m_getTexCoord = mikktGetTexCoord ;
mkif . m_setTSpace = mikktSetTSpaceDefault ;
mkif . m_setTSpaceBasic = NULL ;
SMikkTSpaceContext msc ;
msc . m_pInterface = & mkif ;
msc . m_pUserData = & surfaces . write [ i ] ;
have_tangents = genTangSpaceDefault ( & msc ) ;
}
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// unset write access
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surfaces . write [ i ] . verticesw = PoolVector < Vector3 > : : Write ( ) ;
surfaces . write [ i ] . normalsw = PoolVector < Vector3 > : : Write ( ) ;
surfaces . write [ i ] . uvsw = PoolVector < Vector2 > : : Write ( ) ;
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surfaces . write [ i ] . tansw = PoolVector < float > : : Write ( ) ;
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if ( surfaces [ i ] . last_added = = 0 )
continue ;
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// and convert to surface array
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Array array ;
array . resize ( Mesh : : ARRAY_MAX ) ;
array [ Mesh : : ARRAY_VERTEX ] = surfaces [ i ] . vertices ;
array [ Mesh : : ARRAY_NORMAL ] = surfaces [ i ] . normals ;
array [ Mesh : : ARRAY_TEX_UV ] = surfaces [ i ] . uvs ;
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if ( have_tangents ) {
array [ Mesh : : ARRAY_TANGENT ] = surfaces [ i ] . tans ;
}
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int idx = root_mesh - > get_surface_count ( ) ;
root_mesh - > add_surface_from_arrays ( Mesh : : PRIMITIVE_TRIANGLES , array ) ;
root_mesh - > surface_set_material ( idx , surfaces [ i ] . material ) ;
}
if ( root_collision_shape . is_valid ( ) ) {
root_collision_shape - > set_faces ( physics_faces ) ;
}
set_base ( root_mesh - > get_rid ( ) ) ;
}
AABB CSGShape : : get_aabb ( ) const {
return node_aabb ;
}
PoolVector < Vector3 > CSGShape : : get_brush_faces ( ) {
ERR_FAIL_COND_V ( ! is_inside_tree ( ) , PoolVector < Vector3 > ( ) ) ;
CSGBrush * b = _get_brush ( ) ;
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if ( ! b ) {
return PoolVector < Vector3 > ( ) ;
}
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PoolVector < Vector3 > faces ;
int fc = b - > faces . size ( ) ;
faces . resize ( fc * 3 ) ;
{
PoolVector < Vector3 > : : Write w = faces . write ( ) ;
for ( int i = 0 ; i < fc ; i + + ) {
w [ i * 3 + 0 ] = b - > faces [ i ] . vertices [ 0 ] ;
w [ i * 3 + 1 ] = b - > faces [ i ] . vertices [ 1 ] ;
w [ i * 3 + 2 ] = b - > faces [ i ] . vertices [ 2 ] ;
}
}
return faces ;
}
PoolVector < Face3 > CSGShape : : get_faces ( uint32_t p_usage_flags ) const {
return PoolVector < Face3 > ( ) ;
}
void CSGShape : : _notification ( int p_what ) {
if ( p_what = = NOTIFICATION_ENTER_TREE ) {
Node * parentn = get_parent ( ) ;
if ( parentn ) {
parent = Object : : cast_to < CSGShape > ( parentn ) ;
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if ( parent ) {
set_base ( RID ( ) ) ;
root_mesh . unref ( ) ;
}
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}
if ( use_collision & & is_root_shape ( ) ) {
root_collision_shape . instance ( ) ;
root_collision_instance = PhysicsServer : : get_singleton ( ) - > body_create ( PhysicsServer : : BODY_MODE_STATIC ) ;
PhysicsServer : : get_singleton ( ) - > body_set_state ( root_collision_instance , PhysicsServer : : BODY_STATE_TRANSFORM , get_global_transform ( ) ) ;
PhysicsServer : : get_singleton ( ) - > body_add_shape ( root_collision_instance , root_collision_shape - > get_rid ( ) ) ;
PhysicsServer : : get_singleton ( ) - > body_set_space ( root_collision_instance , get_world ( ) - > get_space ( ) ) ;
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PhysicsServer : : get_singleton ( ) - > body_attach_object_instance_id ( root_collision_instance , get_instance_id ( ) ) ;
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set_collision_layer ( collision_layer ) ;
set_collision_mask ( collision_mask ) ;
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}
_make_dirty ( ) ;
}
if ( p_what = = NOTIFICATION_LOCAL_TRANSFORM_CHANGED ) {
if ( parent ) {
parent - > _make_dirty ( ) ;
}
}
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if ( p_what = = NOTIFICATION_VISIBILITY_CHANGED ) {
if ( parent ) {
parent - > _make_dirty ( ) ;
}
}
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if ( p_what = = NOTIFICATION_EXIT_TREE ) {
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if ( parent )
parent - > _make_dirty ( ) ;
parent = NULL ;
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if ( use_collision & & is_root_shape ( ) & & root_collision_instance . is_valid ( ) ) {
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PhysicsServer : : get_singleton ( ) - > free ( root_collision_instance ) ;
root_collision_instance = RID ( ) ;
root_collision_shape . unref ( ) ;
}
_make_dirty ( ) ;
}
}
void CSGShape : : set_operation ( Operation p_operation ) {
operation = p_operation ;
_make_dirty ( ) ;
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update_gizmo ( ) ;
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}
CSGShape : : Operation CSGShape : : get_operation ( ) const {
return operation ;
}
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void CSGShape : : set_calculate_tangents ( bool p_calculate_tangents ) {
calculate_tangents = p_calculate_tangents ;
_make_dirty ( ) ;
}
bool CSGShape : : is_calculating_tangents ( ) const {
return calculate_tangents ;
}
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void CSGShape : : _validate_property ( PropertyInfo & property ) const {
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bool is_collision_prefixed = property . name . begins_with ( " collision_ " ) ;
if ( ( is_collision_prefixed | | property . name . begins_with ( " use_collision " ) ) & & is_inside_tree ( ) & & ! is_root_shape ( ) ) {
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//hide collision if not root
property . usage = PROPERTY_USAGE_NOEDITOR ;
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} else if ( is_collision_prefixed & & ! bool ( get ( " use_collision " ) ) ) {
property . usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL ;
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}
}
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Array CSGShape : : get_meshes ( ) const {
if ( root_mesh . is_valid ( ) ) {
Array arr ;
arr . resize ( 2 ) ;
arr [ 0 ] = Transform ( ) ;
arr [ 1 ] = root_mesh ;
return arr ;
}
return Array ( ) ;
}
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void CSGShape : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " _update_shape " ) , & CSGShape : : _update_shape ) ;
ClassDB : : bind_method ( D_METHOD ( " is_root_shape " ) , & CSGShape : : is_root_shape ) ;
ClassDB : : bind_method ( D_METHOD ( " set_operation " , " operation " ) , & CSGShape : : set_operation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operation " ) , & CSGShape : : get_operation ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_snap " , " snap " ) , & CSGShape : : set_snap ) ;
ClassDB : : bind_method ( D_METHOD ( " get_snap " ) , & CSGShape : : get_snap ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_use_collision " , " operation " ) , & CSGShape : : set_use_collision ) ;
ClassDB : : bind_method ( D_METHOD ( " is_using_collision " ) , & CSGShape : : is_using_collision ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_collision_layer " , " layer " ) , & CSGShape : : set_collision_layer ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_layer " ) , & CSGShape : : get_collision_layer ) ;
ClassDB : : bind_method ( D_METHOD ( " set_collision_mask " , " mask " ) , & CSGShape : : set_collision_mask ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_mask " ) , & CSGShape : : get_collision_mask ) ;
ClassDB : : bind_method ( D_METHOD ( " set_collision_mask_bit " , " bit " , " value " ) , & CSGShape : : set_collision_mask_bit ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_mask_bit " , " bit " ) , & CSGShape : : get_collision_mask_bit ) ;
ClassDB : : bind_method ( D_METHOD ( " set_collision_layer_bit " , " bit " , " value " ) , & CSGShape : : set_collision_layer_bit ) ;
ClassDB : : bind_method ( D_METHOD ( " get_collision_layer_bit " , " bit " ) , & CSGShape : : get_collision_layer_bit ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_calculate_tangents " , " enabled " ) , & CSGShape : : set_calculate_tangents ) ;
ClassDB : : bind_method ( D_METHOD ( " is_calculating_tangents " ) , & CSGShape : : is_calculating_tangents ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_meshes " ) , & CSGShape : : get_meshes ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " operation " , PROPERTY_HINT_ENUM , " Union,Intersection,Subtraction " ) , " set_operation " , " get_operation " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " snap " , PROPERTY_HINT_RANGE , " 0.0001,1,0.001 " ) , " set_snap " , " get_snap " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " calculate_tangents " ) , " set_calculate_tangents " , " is_calculating_tangents " ) ;
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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 " ) ;
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BIND_ENUM_CONSTANT ( OPERATION_UNION ) ;
BIND_ENUM_CONSTANT ( OPERATION_INTERSECTION ) ;
BIND_ENUM_CONSTANT ( OPERATION_SUBTRACTION ) ;
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}
CSGShape : : CSGShape ( ) {
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operation = OPERATION_UNION ;
parent = NULL ;
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brush = NULL ;
dirty = false ;
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snap = 0.001 ;
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use_collision = false ;
collision_layer = 1 ;
collision_mask = 1 ;
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calculate_tangents = true ;
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set_notify_local_transform ( true ) ;
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}
CSGShape : : ~ CSGShape ( ) {
if ( brush ) {
memdelete ( brush ) ;
brush = NULL ;
}
}
//////////////////////////////////
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CSGBrush * CSGCombiner : : _build_brush ( ) {
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return NULL ; //does not build anything
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}
CSGCombiner : : CSGCombiner ( ) {
}
/////////////////////
CSGBrush * CSGPrimitive : : _create_brush_from_arrays ( const PoolVector < Vector3 > & p_vertices , const PoolVector < Vector2 > & p_uv , const PoolVector < bool > & p_smooth , const PoolVector < Ref < Material > > & p_materials ) {
CSGBrush * brush = memnew ( CSGBrush ) ;
PoolVector < bool > invert ;
invert . resize ( p_vertices . size ( ) / 3 ) ;
{
int ic = invert . size ( ) ;
PoolVector < bool > : : Write w = invert . write ( ) ;
for ( int i = 0 ; i < ic ; i + + ) {
w [ i ] = invert_faces ;
}
}
brush - > build_from_faces ( p_vertices , p_uv , p_smooth , p_materials , invert ) ;
return brush ;
}
void CSGPrimitive : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_invert_faces " , " invert_faces " ) , & CSGPrimitive : : set_invert_faces ) ;
ClassDB : : bind_method ( D_METHOD ( " is_inverting_faces " ) , & CSGPrimitive : : is_inverting_faces ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " invert_faces " ) , " set_invert_faces " , " is_inverting_faces " ) ;
}
void CSGPrimitive : : set_invert_faces ( bool p_invert ) {
if ( invert_faces = = p_invert )
return ;
invert_faces = p_invert ;
_make_dirty ( ) ;
}
bool CSGPrimitive : : is_inverting_faces ( ) {
return invert_faces ;
}
CSGPrimitive : : CSGPrimitive ( ) {
invert_faces = false ;
}
/////////////////////
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CSGBrush * CSGMesh : : _build_brush ( ) {
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if ( ! mesh . is_valid ( ) )
return NULL ;
PoolVector < Vector3 > vertices ;
PoolVector < bool > smooth ;
PoolVector < Ref < Material > > materials ;
PoolVector < Vector2 > uvs ;
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Ref < Material > material = get_material ( ) ;
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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 ) ;
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if ( arrays . size ( ) = = 0 ) {
_make_dirty ( ) ;
ERR_FAIL_COND_V ( arrays . size ( ) = = 0 , NULL ) ;
}
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PoolVector < Vector3 > avertices = arrays [ Mesh : : ARRAY_VERTEX ] ;
if ( avertices . size ( ) = = 0 )
continue ;
PoolVector < Vector3 > : : Read vr = avertices . read ( ) ;
PoolVector < Vector3 > anormals = arrays [ Mesh : : ARRAY_NORMAL ] ;
PoolVector < Vector3 > : : Read nr ;
bool nr_used = false ;
if ( anormals . size ( ) ) {
nr = anormals . read ( ) ;
nr_used = true ;
}
PoolVector < Vector2 > auvs = arrays [ Mesh : : ARRAY_TEX_UV ] ;
PoolVector < Vector2 > : : Read uvr ;
bool uvr_used = false ;
if ( auvs . size ( ) ) {
uvr = auvs . read ( ) ;
uvr_used = true ;
}
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Ref < Material > mat ;
if ( material . is_valid ( ) ) {
mat = material ;
} else {
mat = mesh - > surface_get_material ( i ) ;
}
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PoolVector < int > aindices = arrays [ Mesh : : ARRAY_INDEX ] ;
if ( aindices . size ( ) ) {
int as = vertices . size ( ) ;
int is = aindices . size ( ) ;
vertices . resize ( as + is ) ;
smooth . resize ( ( as + is ) / 3 ) ;
materials . resize ( ( as + is ) / 3 ) ;
uvs . resize ( as + is ) ;
PoolVector < Vector3 > : : Write vw = vertices . write ( ) ;
PoolVector < bool > : : Write sw = smooth . write ( ) ;
PoolVector < Vector2 > : : Write uvw = uvs . write ( ) ;
PoolVector < Ref < Material > > : : Write mw = materials . write ( ) ;
PoolVector < int > : : Read ir = aindices . read ( ) ;
for ( int j = 0 ; j < is ; j + = 3 ) {
Vector3 vertex [ 3 ] ;
Vector3 normal [ 3 ] ;
Vector2 uv [ 3 ] ;
for ( int k = 0 ; k < 3 ; k + + ) {
int idx = ir [ j + k ] ;
vertex [ k ] = vr [ idx ] ;
if ( nr_used ) {
normal [ k ] = nr [ idx ] ;
}
if ( uvr_used ) {
uv [ k ] = uvr [ idx ] ;
}
}
bool flat = normal [ 0 ] . distance_to ( normal [ 1 ] ) < CMP_EPSILON & & normal [ 0 ] . distance_to ( normal [ 2 ] ) < CMP_EPSILON ;
vw [ as + j + 0 ] = vertex [ 0 ] ;
vw [ as + j + 1 ] = vertex [ 1 ] ;
vw [ as + j + 2 ] = vertex [ 2 ] ;
uvw [ as + j + 0 ] = uv [ 0 ] ;
uvw [ as + j + 1 ] = uv [ 1 ] ;
uvw [ as + j + 2 ] = uv [ 2 ] ;
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sw [ ( as + j ) / 3 ] = ! flat ;
mw [ ( as + j ) / 3 ] = mat ;
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}
} else {
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int as = vertices . size ( ) ;
int is = avertices . size ( ) ;
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vertices . resize ( as + is ) ;
smooth . resize ( ( as + is ) / 3 ) ;
uvs . resize ( as + is ) ;
materials . resize ( ( as + is ) / 3 ) ;
PoolVector < Vector3 > : : Write vw = vertices . write ( ) ;
PoolVector < bool > : : Write sw = smooth . write ( ) ;
PoolVector < Vector2 > : : Write uvw = uvs . write ( ) ;
PoolVector < Ref < Material > > : : Write mw = materials . write ( ) ;
for ( int j = 0 ; j < is ; j + = 3 ) {
Vector3 vertex [ 3 ] ;
Vector3 normal [ 3 ] ;
Vector2 uv [ 3 ] ;
for ( int k = 0 ; k < 3 ; k + + ) {
vertex [ k ] = vr [ j + k ] ;
if ( nr_used ) {
normal [ k ] = nr [ j + k ] ;
}
if ( uvr_used ) {
uv [ k ] = uvr [ j + k ] ;
}
}
bool flat = normal [ 0 ] . distance_to ( normal [ 1 ] ) < CMP_EPSILON & & normal [ 0 ] . distance_to ( normal [ 2 ] ) < CMP_EPSILON ;
vw [ as + j + 0 ] = vertex [ 0 ] ;
vw [ as + j + 1 ] = vertex [ 1 ] ;
vw [ as + j + 2 ] = vertex [ 2 ] ;
uvw [ as + j + 0 ] = uv [ 0 ] ;
uvw [ as + j + 1 ] = uv [ 1 ] ;
uvw [ as + j + 2 ] = uv [ 2 ] ;
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sw [ ( as + j ) / 3 ] = ! flat ;
mw [ ( as + j ) / 3 ] = mat ;
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}
}
}
if ( vertices . size ( ) = = 0 )
return NULL ;
return _create_brush_from_arrays ( vertices , uvs , smooth , materials ) ;
}
void CSGMesh : : _mesh_changed ( ) {
_make_dirty ( ) ;
update_gizmo ( ) ;
}
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void CSGMesh : : set_material ( const Ref < Material > & p_material ) {
if ( material = = p_material )
return ;
material = p_material ;
_make_dirty ( ) ;
}
Ref < Material > CSGMesh : : get_material ( ) const {
return material ;
}
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void CSGMesh : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_mesh " , " mesh " ) , & CSGMesh : : set_mesh ) ;
ClassDB : : bind_method ( D_METHOD ( " get_mesh " ) , & CSGMesh : : get_mesh ) ;
ClassDB : : bind_method ( D_METHOD ( " _mesh_changed " ) , & CSGMesh : : _mesh_changed ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGMesh : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGMesh : : get_material ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " mesh " , PROPERTY_HINT_RESOURCE_TYPE , " Mesh " ) , " set_mesh " , " get_mesh " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " SpatialMaterial,ShaderMaterial " ) , " set_material " , " get_material " ) ;
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}
void CSGMesh : : set_mesh ( const Ref < Mesh > & p_mesh ) {
if ( mesh = = p_mesh )
return ;
if ( mesh . is_valid ( ) ) {
mesh - > disconnect ( " changed " , this , " _mesh_changed " ) ;
}
mesh = p_mesh ;
if ( mesh . is_valid ( ) ) {
mesh - > connect ( " changed " , this , " _mesh_changed " ) ;
}
_make_dirty ( ) ;
}
Ref < Mesh > CSGMesh : : get_mesh ( ) {
return mesh ;
}
////////////////////////////////
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CSGBrush * CSGSphere : : _build_brush ( ) {
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// set our bounding box
CSGBrush * brush = memnew ( CSGBrush ) ;
int face_count = rings * radial_segments * 2 - radial_segments * 2 ;
bool invert_val = is_inverting_faces ( ) ;
Ref < Material > material = get_material ( ) ;
PoolVector < Vector3 > faces ;
PoolVector < Vector2 > uvs ;
PoolVector < bool > smooth ;
PoolVector < Ref < Material > > materials ;
PoolVector < bool > invert ;
faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
{
PoolVector < Vector3 > : : Write facesw = faces . write ( ) ;
PoolVector < Vector2 > : : Write uvsw = uvs . write ( ) ;
PoolVector < bool > : : Write smoothw = smooth . write ( ) ;
PoolVector < Ref < Material > > : : Write materialsw = materials . write ( ) ;
PoolVector < bool > : : Write invertw = invert . write ( ) ;
int face = 0 ;
for ( int i = 1 ; i < = rings ; i + + ) {
double lat0 = Math_PI * ( - 0.5 + ( double ) ( i - 1 ) / rings ) ;
double z0 = Math : : sin ( lat0 ) ;
double zr0 = Math : : cos ( lat0 ) ;
double u0 = double ( i - 1 ) / rings ;
double lat1 = Math_PI * ( - 0.5 + ( double ) i / rings ) ;
double z1 = Math : : sin ( lat1 ) ;
double zr1 = Math : : cos ( lat1 ) ;
double u1 = double ( i ) / rings ;
for ( int j = radial_segments ; j > = 1 ; j - - ) {
double lng0 = 2 * Math_PI * ( double ) ( j - 1 ) / radial_segments ;
double x0 = Math : : cos ( lng0 ) ;
double y0 = Math : : sin ( lng0 ) ;
double v0 = double ( i - 1 ) / radial_segments ;
double lng1 = 2 * Math_PI * ( double ) ( j ) / radial_segments ;
double x1 = Math : : cos ( lng1 ) ;
double y1 = Math : : sin ( lng1 ) ;
double v1 = double ( i ) / radial_segments ;
Vector3 v [ 4 ] = {
Vector3 ( x1 * zr0 , z0 , y1 * zr0 ) * radius ,
Vector3 ( x1 * zr1 , z1 , y1 * zr1 ) * radius ,
Vector3 ( x0 * zr1 , z1 , y0 * zr1 ) * radius ,
Vector3 ( x0 * zr0 , z0 , y0 * zr0 ) * radius
} ;
Vector2 u [ 4 ] = {
Vector2 ( v1 , u0 ) ,
Vector2 ( v1 , u1 ) ,
Vector2 ( v0 , u1 ) ,
Vector2 ( v0 , u0 ) ,
} ;
if ( i < rings ) {
//face 1
facesw [ face * 3 + 0 ] = v [ 0 ] ;
facesw [ face * 3 + 1 ] = v [ 1 ] ;
facesw [ face * 3 + 2 ] = v [ 2 ] ;
uvsw [ face * 3 + 0 ] = u [ 0 ] ;
uvsw [ face * 3 + 1 ] = u [ 1 ] ;
uvsw [ face * 3 + 2 ] = u [ 2 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
if ( i > 1 ) {
//face 2
facesw [ face * 3 + 0 ] = v [ 2 ] ;
facesw [ face * 3 + 1 ] = v [ 3 ] ;
facesw [ face * 3 + 2 ] = v [ 0 ] ;
uvsw [ face * 3 + 0 ] = u [ 2 ] ;
uvsw [ face * 3 + 1 ] = u [ 3 ] ;
uvsw [ face * 3 + 2 ] = u [ 0 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
}
}
if ( face ! = face_count ) {
ERR_PRINT ( " Face mismatch bug! fix code " ) ;
}
}
brush - > build_from_faces ( faces , uvs , smooth , materials , invert ) ;
return brush ;
}
void CSGSphere : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_radius " , " radius " ) , & CSGSphere : : set_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_radius " ) , & CSGSphere : : get_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " set_radial_segments " , " radial_segments " ) , & CSGSphere : : set_radial_segments ) ;
ClassDB : : bind_method ( D_METHOD ( " get_radial_segments " ) , & CSGSphere : : get_radial_segments ) ;
ClassDB : : bind_method ( D_METHOD ( " set_rings " , " rings " ) , & CSGSphere : : set_rings ) ;
ClassDB : : bind_method ( D_METHOD ( " get_rings " ) , & CSGSphere : : get_rings ) ;
ClassDB : : bind_method ( D_METHOD ( " set_smooth_faces " , " smooth_faces " ) , & CSGSphere : : set_smooth_faces ) ;
ClassDB : : bind_method ( D_METHOD ( " get_smooth_faces " ) , & CSGSphere : : get_smooth_faces ) ;
ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGSphere : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGSphere : : get_material ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " radius " , PROPERTY_HINT_RANGE , " 0.001,100.0,0.001 " ) , " set_radius " , " get_radius " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " radial_segments " , PROPERTY_HINT_RANGE , " 1,100,1 " ) , " set_radial_segments " , " get_radial_segments " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " rings " , PROPERTY_HINT_RANGE , " 1,100,1 " ) , " set_rings " , " get_rings " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " smooth_faces " ) , " set_smooth_faces " , " get_smooth_faces " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " SpatialMaterial,ShaderMaterial " ) , " set_material " , " get_material " ) ;
}
void CSGSphere : : set_radius ( const float p_radius ) {
ERR_FAIL_COND ( p_radius < = 0 ) ;
radius = p_radius ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGSphere : : get_radius ( ) const {
return radius ;
}
void CSGSphere : : set_radial_segments ( const int p_radial_segments ) {
radial_segments = p_radial_segments > 4 ? p_radial_segments : 4 ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
int CSGSphere : : get_radial_segments ( ) const {
return radial_segments ;
}
void CSGSphere : : set_rings ( const int p_rings ) {
rings = p_rings > 1 ? p_rings : 1 ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
int CSGSphere : : get_rings ( ) const {
return rings ;
}
void CSGSphere : : set_smooth_faces ( const bool p_smooth_faces ) {
smooth_faces = p_smooth_faces ;
_make_dirty ( ) ;
}
bool CSGSphere : : get_smooth_faces ( ) const {
return smooth_faces ;
}
void CSGSphere : : set_material ( const Ref < Material > & p_material ) {
material = p_material ;
_make_dirty ( ) ;
}
Ref < Material > CSGSphere : : get_material ( ) const {
return material ;
}
CSGSphere : : CSGSphere ( ) {
// defaults
radius = 1.0 ;
radial_segments = 12 ;
rings = 6 ;
smooth_faces = true ;
}
///////////////
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CSGBrush * CSGBox : : _build_brush ( ) {
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// set our bounding box
CSGBrush * brush = memnew ( CSGBrush ) ;
int face_count = 12 ; //it's a cube..
bool invert_val = is_inverting_faces ( ) ;
Ref < Material > material = get_material ( ) ;
PoolVector < Vector3 > faces ;
PoolVector < Vector2 > uvs ;
PoolVector < bool > smooth ;
PoolVector < Ref < Material > > materials ;
PoolVector < bool > invert ;
faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
{
PoolVector < Vector3 > : : Write facesw = faces . write ( ) ;
PoolVector < Vector2 > : : Write uvsw = uvs . write ( ) ;
PoolVector < bool > : : Write smoothw = smooth . write ( ) ;
PoolVector < Ref < Material > > : : Write materialsw = materials . write ( ) ;
PoolVector < bool > : : Write invertw = invert . write ( ) ;
int face = 0 ;
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Vector3 vertex_mul ( width * 0.5 , height * 0.5 , depth * 0.5 ) ;
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{
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 )
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face_points [ j ] [ ( i + k ) % 3 ] = v [ k ] ;
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else
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face_points [ 3 - j ] [ ( i + k ) % 3 ] = - v [ k ] ;
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}
}
Vector2 u [ 4 ] ;
for ( int j = 0 ; j < 4 ; j + + ) {
u [ j ] = Vector2 ( uv_points [ j * 2 + 0 ] , uv_points [ j * 2 + 1 ] ) ;
}
//face 1
facesw [ face * 3 + 0 ] = face_points [ 0 ] * vertex_mul ;
facesw [ face * 3 + 1 ] = face_points [ 1 ] * vertex_mul ;
facesw [ face * 3 + 2 ] = face_points [ 2 ] * vertex_mul ;
uvsw [ face * 3 + 0 ] = u [ 0 ] ;
uvsw [ face * 3 + 1 ] = u [ 1 ] ;
uvsw [ face * 3 + 2 ] = u [ 2 ] ;
smoothw [ face ] = false ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
//face 1
facesw [ face * 3 + 0 ] = face_points [ 2 ] * vertex_mul ;
facesw [ face * 3 + 1 ] = face_points [ 3 ] * vertex_mul ;
facesw [ face * 3 + 2 ] = face_points [ 0 ] * vertex_mul ;
uvsw [ face * 3 + 0 ] = u [ 2 ] ;
uvsw [ face * 3 + 1 ] = u [ 3 ] ;
uvsw [ face * 3 + 2 ] = u [ 0 ] ;
smoothw [ face ] = false ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
}
if ( face ! = face_count ) {
ERR_PRINT ( " Face mismatch bug! fix code " ) ;
}
}
brush - > build_from_faces ( faces , uvs , smooth , materials , invert ) ;
return brush ;
}
void CSGBox : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_width " , " width " ) , & CSGBox : : set_width ) ;
ClassDB : : bind_method ( D_METHOD ( " get_width " ) , & CSGBox : : get_width ) ;
ClassDB : : bind_method ( D_METHOD ( " set_height " , " height " ) , & CSGBox : : set_height ) ;
ClassDB : : bind_method ( D_METHOD ( " get_height " ) , & CSGBox : : get_height ) ;
ClassDB : : bind_method ( D_METHOD ( " set_depth " , " depth " ) , & CSGBox : : set_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & CSGBox : : get_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGBox : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGBox : : get_material ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " width " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_width " , " get_width " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " height " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_height " , " get_height " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " depth " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_depth " , " get_depth " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " SpatialMaterial,ShaderMaterial " ) , " set_material " , " get_material " ) ;
}
void CSGBox : : set_width ( const float p_width ) {
width = p_width ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGBox : : get_width ( ) const {
return width ;
}
void CSGBox : : set_height ( const float p_height ) {
height = p_height ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGBox : : get_height ( ) const {
return height ;
}
void CSGBox : : set_depth ( const float p_depth ) {
depth = p_depth ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGBox : : get_depth ( ) const {
return depth ;
}
void CSGBox : : set_material ( const Ref < Material > & p_material ) {
material = p_material ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
Ref < Material > CSGBox : : get_material ( ) const {
return material ;
}
CSGBox : : CSGBox ( ) {
// defaults
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width = 2.0 ;
height = 2.0 ;
depth = 2.0 ;
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}
///////////////
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CSGBrush * CSGCylinder : : _build_brush ( ) {
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// set our bounding box
CSGBrush * brush = memnew ( CSGBrush ) ;
int face_count = sides * ( cone ? 1 : 2 ) + sides + ( cone ? 0 : sides ) ;
bool invert_val = is_inverting_faces ( ) ;
Ref < Material > material = get_material ( ) ;
PoolVector < Vector3 > faces ;
PoolVector < Vector2 > uvs ;
PoolVector < bool > smooth ;
PoolVector < Ref < Material > > materials ;
PoolVector < bool > invert ;
faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
{
PoolVector < Vector3 > : : Write facesw = faces . write ( ) ;
PoolVector < Vector2 > : : Write uvsw = uvs . write ( ) ;
PoolVector < bool > : : Write smoothw = smooth . write ( ) ;
PoolVector < Ref < Material > > : : Write materialsw = materials . write ( ) ;
PoolVector < bool > : : Write invertw = invert . write ( ) ;
int face = 0 ;
Vector3 vertex_mul ( radius , height * 0.5 , radius ) ;
{
for ( int i = 0 ; i < sides ; i + + ) {
float inc = float ( i ) / sides ;
float inc_n = float ( ( i + 1 ) ) / sides ;
float ang = inc * Math_PI * 2.0 ;
float ang_n = inc_n * Math_PI * 2.0 ;
Vector3 base ( Math : : cos ( ang ) , 0 , Math : : sin ( ang ) ) ;
Vector3 base_n ( Math : : cos ( ang_n ) , 0 , Math : : sin ( ang_n ) ) ;
Vector3 face_points [ 4 ] = {
base + Vector3 ( 0 , - 1 , 0 ) ,
base_n + Vector3 ( 0 , - 1 , 0 ) ,
base_n * ( cone ? 0.0 : 1.0 ) + Vector3 ( 0 , 1 , 0 ) ,
base * ( cone ? 0.0 : 1.0 ) + Vector3 ( 0 , 1 , 0 ) ,
} ;
Vector2 u [ 4 ] = {
Vector2 ( inc , 0 ) ,
Vector2 ( inc_n , 0 ) ,
Vector2 ( inc_n , 1 ) ,
Vector2 ( inc , 1 ) ,
} ;
//side face 1
facesw [ face * 3 + 0 ] = face_points [ 0 ] * vertex_mul ;
facesw [ face * 3 + 1 ] = face_points [ 1 ] * vertex_mul ;
facesw [ face * 3 + 2 ] = face_points [ 2 ] * vertex_mul ;
uvsw [ face * 3 + 0 ] = u [ 0 ] ;
uvsw [ face * 3 + 1 ] = u [ 1 ] ;
uvsw [ face * 3 + 2 ] = u [ 2 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
if ( ! cone ) {
//side face 2
facesw [ face * 3 + 0 ] = face_points [ 2 ] * vertex_mul ;
facesw [ face * 3 + 1 ] = face_points [ 3 ] * vertex_mul ;
facesw [ face * 3 + 2 ] = face_points [ 0 ] * vertex_mul ;
uvsw [ face * 3 + 0 ] = u [ 2 ] ;
uvsw [ face * 3 + 1 ] = u [ 3 ] ;
uvsw [ face * 3 + 2 ] = u [ 0 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
//bottom face 1
facesw [ face * 3 + 0 ] = face_points [ 1 ] * vertex_mul ;
facesw [ face * 3 + 1 ] = face_points [ 0 ] * vertex_mul ;
facesw [ face * 3 + 2 ] = Vector3 ( 0 , - 1 , 0 ) * vertex_mul ;
uvsw [ face * 3 + 0 ] = Vector2 ( face_points [ 1 ] . x , face_points [ 1 ] . y ) * 0.5 + Vector2 ( 0.5 , 0.5 ) ;
uvsw [ face * 3 + 1 ] = Vector2 ( face_points [ 0 ] . x , face_points [ 0 ] . y ) * 0.5 + Vector2 ( 0.5 , 0.5 ) ;
uvsw [ face * 3 + 2 ] = Vector2 ( 0.5 , 0.5 ) ;
smoothw [ face ] = false ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
if ( ! cone ) {
//top face 1
facesw [ face * 3 + 0 ] = face_points [ 3 ] * vertex_mul ;
facesw [ face * 3 + 1 ] = face_points [ 2 ] * vertex_mul ;
facesw [ face * 3 + 2 ] = Vector3 ( 0 , 1 , 0 ) * vertex_mul ;
uvsw [ face * 3 + 0 ] = Vector2 ( face_points [ 1 ] . x , face_points [ 1 ] . y ) * 0.5 + Vector2 ( 0.5 , 0.5 ) ;
uvsw [ face * 3 + 1 ] = Vector2 ( face_points [ 0 ] . x , face_points [ 0 ] . y ) * 0.5 + Vector2 ( 0.5 , 0.5 ) ;
uvsw [ face * 3 + 2 ] = Vector2 ( 0.5 , 0.5 ) ;
smoothw [ face ] = false ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
}
}
if ( face ! = face_count ) {
ERR_PRINT ( " Face mismatch bug! fix code " ) ;
}
}
brush - > build_from_faces ( faces , uvs , smooth , materials , invert ) ;
return brush ;
}
void CSGCylinder : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_radius " , " radius " ) , & CSGCylinder : : set_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_radius " ) , & CSGCylinder : : get_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " set_height " , " height " ) , & CSGCylinder : : set_height ) ;
ClassDB : : bind_method ( D_METHOD ( " get_height " ) , & CSGCylinder : : get_height ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sides " , " sides " ) , & CSGCylinder : : set_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " get_sides " ) , & CSGCylinder : : get_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " set_cone " , " cone " ) , & CSGCylinder : : set_cone ) ;
ClassDB : : bind_method ( D_METHOD ( " is_cone " ) , & CSGCylinder : : is_cone ) ;
ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGCylinder : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGCylinder : : get_material ) ;
ClassDB : : bind_method ( D_METHOD ( " set_smooth_faces " , " smooth_faces " ) , & CSGCylinder : : set_smooth_faces ) ;
ClassDB : : bind_method ( D_METHOD ( " get_smooth_faces " ) , & CSGCylinder : : get_smooth_faces ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " radius " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_radius " , " get_radius " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " height " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_height " , " get_height " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " sides " , PROPERTY_HINT_RANGE , " 3,64,1 " ) , " set_sides " , " get_sides " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " cone " ) , " set_cone " , " is_cone " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " smooth_faces " ) , " set_smooth_faces " , " get_smooth_faces " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " SpatialMaterial,ShaderMaterial " ) , " set_material " , " get_material " ) ;
}
void CSGCylinder : : set_radius ( const float p_radius ) {
radius = p_radius ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGCylinder : : get_radius ( ) const {
return radius ;
}
void CSGCylinder : : set_height ( const float p_height ) {
height = p_height ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGCylinder : : get_height ( ) const {
return height ;
}
void CSGCylinder : : set_sides ( const int p_sides ) {
ERR_FAIL_COND ( p_sides < 3 ) ;
sides = p_sides ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
int CSGCylinder : : get_sides ( ) const {
return sides ;
}
void CSGCylinder : : set_cone ( const bool p_cone ) {
cone = p_cone ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
bool CSGCylinder : : is_cone ( ) const {
return cone ;
}
void CSGCylinder : : set_smooth_faces ( const bool p_smooth_faces ) {
smooth_faces = p_smooth_faces ;
_make_dirty ( ) ;
}
bool CSGCylinder : : get_smooth_faces ( ) const {
return smooth_faces ;
}
void CSGCylinder : : set_material ( const Ref < Material > & p_material ) {
material = p_material ;
_make_dirty ( ) ;
}
Ref < Material > CSGCylinder : : get_material ( ) const {
return material ;
}
CSGCylinder : : CSGCylinder ( ) {
// defaults
radius = 1.0 ;
height = 1.0 ;
sides = 8 ;
cone = false ;
smooth_faces = true ;
}
///////////////
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CSGBrush * CSGTorus : : _build_brush ( ) {
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// set our bounding box
float min_radius = inner_radius ;
float max_radius = outer_radius ;
if ( min_radius = = max_radius )
return NULL ; //sorry, can't
if ( min_radius > max_radius ) {
SWAP ( min_radius , max_radius ) ;
}
float radius = ( max_radius - min_radius ) * 0.5 ;
CSGBrush * brush = memnew ( CSGBrush ) ;
int face_count = ring_sides * sides * 2 ;
bool invert_val = is_inverting_faces ( ) ;
Ref < Material > material = get_material ( ) ;
PoolVector < Vector3 > faces ;
PoolVector < Vector2 > uvs ;
PoolVector < bool > smooth ;
PoolVector < Ref < Material > > materials ;
PoolVector < bool > invert ;
faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
{
PoolVector < Vector3 > : : Write facesw = faces . write ( ) ;
PoolVector < Vector2 > : : Write uvsw = uvs . write ( ) ;
PoolVector < bool > : : Write smoothw = smooth . write ( ) ;
PoolVector < Ref < Material > > : : Write materialsw = materials . write ( ) ;
PoolVector < bool > : : Write invertw = invert . write ( ) ;
int face = 0 ;
{
for ( int i = 0 ; i < sides ; i + + ) {
float inci = float ( i ) / sides ;
float inci_n = float ( ( i + 1 ) ) / sides ;
float angi = inci * Math_PI * 2.0 ;
float angi_n = inci_n * Math_PI * 2.0 ;
Vector3 normali = Vector3 ( Math : : cos ( angi ) , 0 , Math : : sin ( angi ) ) ;
Vector3 normali_n = Vector3 ( Math : : cos ( angi_n ) , 0 , Math : : sin ( angi_n ) ) ;
for ( int j = 0 ; j < ring_sides ; j + + ) {
float incj = float ( j ) / ring_sides ;
float incj_n = float ( ( j + 1 ) ) / ring_sides ;
float angj = incj * Math_PI * 2.0 ;
float angj_n = incj_n * Math_PI * 2.0 ;
Vector2 normalj = Vector2 ( Math : : cos ( angj ) , Math : : sin ( angj ) ) * radius + Vector2 ( min_radius + radius , 0 ) ;
Vector2 normalj_n = Vector2 ( Math : : cos ( angj_n ) , Math : : sin ( angj_n ) ) * radius + Vector2 ( min_radius + radius , 0 ) ;
Vector3 face_points [ 4 ] = {
Vector3 ( normali . x * normalj . x , normalj . y , normali . z * normalj . x ) ,
Vector3 ( normali . x * normalj_n . x , normalj_n . y , normali . z * normalj_n . x ) ,
Vector3 ( normali_n . x * normalj_n . x , normalj_n . y , normali_n . z * normalj_n . x ) ,
Vector3 ( normali_n . x * normalj . x , normalj . y , normali_n . z * normalj . x )
} ;
Vector2 u [ 4 ] = {
Vector2 ( inci , incj ) ,
Vector2 ( inci , incj_n ) ,
Vector2 ( inci_n , incj_n ) ,
Vector2 ( inci_n , incj ) ,
} ;
// face 1
facesw [ face * 3 + 0 ] = face_points [ 0 ] ;
facesw [ face * 3 + 1 ] = face_points [ 2 ] ;
facesw [ face * 3 + 2 ] = face_points [ 1 ] ;
uvsw [ face * 3 + 0 ] = u [ 0 ] ;
uvsw [ face * 3 + 1 ] = u [ 2 ] ;
uvsw [ face * 3 + 2 ] = u [ 1 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
//face 2
facesw [ face * 3 + 0 ] = face_points [ 3 ] ;
facesw [ face * 3 + 1 ] = face_points [ 2 ] ;
facesw [ face * 3 + 2 ] = face_points [ 0 ] ;
uvsw [ face * 3 + 0 ] = u [ 3 ] ;
uvsw [ face * 3 + 1 ] = u [ 2 ] ;
uvsw [ face * 3 + 2 ] = u [ 0 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
}
}
if ( face ! = face_count ) {
ERR_PRINT ( " Face mismatch bug! fix code " ) ;
}
}
brush - > build_from_faces ( faces , uvs , smooth , materials , invert ) ;
return brush ;
}
void CSGTorus : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_inner_radius " , " radius " ) , & CSGTorus : : set_inner_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_inner_radius " ) , & CSGTorus : : get_inner_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " set_outer_radius " , " radius " ) , & CSGTorus : : set_outer_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " get_outer_radius " ) , & CSGTorus : : get_outer_radius ) ;
ClassDB : : bind_method ( D_METHOD ( " set_sides " , " sides " ) , & CSGTorus : : set_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " get_sides " ) , & CSGTorus : : get_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " set_ring_sides " , " sides " ) , & CSGTorus : : set_ring_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " get_ring_sides " ) , & CSGTorus : : get_ring_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGTorus : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGTorus : : get_material ) ;
ClassDB : : bind_method ( D_METHOD ( " set_smooth_faces " , " smooth_faces " ) , & CSGTorus : : set_smooth_faces ) ;
ClassDB : : bind_method ( D_METHOD ( " get_smooth_faces " ) , & CSGTorus : : get_smooth_faces ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " inner_radius " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_inner_radius " , " get_inner_radius " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " outer_radius " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_outer_radius " , " get_outer_radius " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " sides " , PROPERTY_HINT_RANGE , " 3,64,1 " ) , " set_sides " , " get_sides " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " ring_sides " , PROPERTY_HINT_RANGE , " 3,64,1 " ) , " set_ring_sides " , " get_ring_sides " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " smooth_faces " ) , " set_smooth_faces " , " get_smooth_faces " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " SpatialMaterial,ShaderMaterial " ) , " set_material " , " get_material " ) ;
}
void CSGTorus : : set_inner_radius ( const float p_inner_radius ) {
inner_radius = p_inner_radius ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGTorus : : get_inner_radius ( ) const {
return inner_radius ;
}
void CSGTorus : : set_outer_radius ( const float p_outer_radius ) {
outer_radius = p_outer_radius ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGTorus : : get_outer_radius ( ) const {
return outer_radius ;
}
void CSGTorus : : set_sides ( const int p_sides ) {
ERR_FAIL_COND ( p_sides < 3 ) ;
sides = p_sides ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
int CSGTorus : : get_sides ( ) const {
return sides ;
}
void CSGTorus : : set_ring_sides ( const int p_ring_sides ) {
ERR_FAIL_COND ( p_ring_sides < 3 ) ;
ring_sides = p_ring_sides ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
int CSGTorus : : get_ring_sides ( ) const {
return ring_sides ;
}
void CSGTorus : : set_smooth_faces ( const bool p_smooth_faces ) {
smooth_faces = p_smooth_faces ;
_make_dirty ( ) ;
}
bool CSGTorus : : get_smooth_faces ( ) const {
return smooth_faces ;
}
void CSGTorus : : set_material ( const Ref < Material > & p_material ) {
material = p_material ;
_make_dirty ( ) ;
}
Ref < Material > CSGTorus : : get_material ( ) const {
return material ;
}
CSGTorus : : CSGTorus ( ) {
// defaults
inner_radius = 2.0 ;
outer_radius = 3.0 ;
sides = 8 ;
ring_sides = 6 ;
smooth_faces = true ;
}
///////////////
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CSGBrush * CSGPolygon : : _build_brush ( ) {
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// set our bounding box
if ( polygon . size ( ) < 3 )
return NULL ;
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Vector < Point2 > final_polygon = polygon ;
if ( Triangulate : : get_area ( final_polygon ) > 0 ) {
final_polygon . invert ( ) ;
}
Vector < int > triangles = Geometry : : triangulate_polygon ( final_polygon ) ;
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if ( triangles . size ( ) < 3 )
return NULL ;
Path * path = NULL ;
Ref < Curve3D > curve ;
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// get bounds for our polygon
Vector2 final_polygon_min ;
Vector2 final_polygon_max ;
for ( int i = 0 ; i < final_polygon . size ( ) ; i + + ) {
Vector2 p = final_polygon [ i ] ;
if ( i = = 0 ) {
final_polygon_min = p ;
final_polygon_max = final_polygon_min ;
} else {
if ( p . x < final_polygon_min . x ) final_polygon_min . x = p . x ;
if ( p . y < final_polygon_min . y ) final_polygon_min . y = p . y ;
if ( p . x > final_polygon_max . x ) final_polygon_max . x = p . x ;
if ( p . y > final_polygon_max . y ) final_polygon_max . y = p . y ;
}
}
Vector2 final_polygon_size = final_polygon_max - final_polygon_min ;
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if ( mode = = MODE_PATH ) {
if ( ! has_node ( path_node ) )
return NULL ;
Node * n = get_node ( path_node ) ;
if ( ! n )
return NULL ;
path = Object : : cast_to < Path > ( n ) ;
if ( ! path )
return NULL ;
if ( path ! = path_cache ) {
if ( path_cache ) {
path_cache - > disconnect ( " tree_exited " , this , " _path_exited " ) ;
path_cache - > disconnect ( " curve_changed " , this , " _path_changed " ) ;
path_cache = NULL ;
}
path_cache = path ;
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path_cache - > connect ( " tree_exited " , this , " _path_exited " ) ;
path_cache - > connect ( " curve_changed " , this , " _path_changed " ) ;
path_cache = NULL ;
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}
curve = path - > get_curve ( ) ;
if ( curve . is_null ( ) )
return NULL ;
if ( curve - > get_baked_length ( ) < = 0 )
return NULL ;
}
CSGBrush * brush = memnew ( CSGBrush ) ;
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int face_count = 0 ;
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switch ( mode ) {
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case MODE_DEPTH : face_count = triangles . size ( ) * 2 / 3 + ( final_polygon . size ( ) ) * 2 ; break ;
case MODE_SPIN : face_count = ( spin_degrees < 360 ? triangles . size ( ) * 2 / 3 : 0 ) + ( final_polygon . size ( ) ) * 2 * spin_sides ; break ;
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case MODE_PATH : {
float bl = curve - > get_baked_length ( ) ;
int splits = MAX ( 2 , Math : : ceil ( bl / path_interval ) ) ;
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if ( path_joined ) {
face_count = splits * final_polygon . size ( ) * 2 ;
} else {
face_count = triangles . size ( ) * 2 / 3 + splits * final_polygon . size ( ) * 2 ;
}
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} break ;
}
bool invert_val = is_inverting_faces ( ) ;
Ref < Material > material = get_material ( ) ;
PoolVector < Vector3 > faces ;
PoolVector < Vector2 > uvs ;
PoolVector < bool > smooth ;
PoolVector < Ref < Material > > materials ;
PoolVector < bool > invert ;
faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
AABB aabb ; //must be computed
{
PoolVector < Vector3 > : : Write facesw = faces . write ( ) ;
PoolVector < Vector2 > : : Write uvsw = uvs . write ( ) ;
PoolVector < bool > : : Write smoothw = smooth . write ( ) ;
PoolVector < Ref < Material > > : : Write materialsw = materials . write ( ) ;
PoolVector < bool > : : Write invertw = invert . write ( ) ;
int face = 0 ;
switch ( mode ) {
case MODE_DEPTH : {
//add triangles, front and back
for ( int i = 0 ; i < 2 ; i + + ) {
for ( int j = 0 ; j < triangles . size ( ) ; j + = 3 ) {
for ( int k = 0 ; k < 3 ; k + + ) {
int src [ 3 ] = { 0 , i = = 0 ? 1 : 2 , i = = 0 ? 2 : 1 } ;
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Vector2 p = final_polygon [ triangles [ j + src [ k ] ] ] ;
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Vector3 v = Vector3 ( p . x , p . y , 0 ) ;
if ( i = = 0 ) {
v . z - = depth ;
}
facesw [ face * 3 + k ] = v ;
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uvsw [ face * 3 + k ] = ( p - final_polygon_min ) / final_polygon_size ;
if ( i = = 0 ) {
uvsw [ face * 3 + k ] . x = 1.0 - uvsw [ face * 3 + k ] . x ; /* flip x */
}
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}
smoothw [ face ] = false ;
materialsw [ face ] = material ;
invertw [ face ] = invert_val ;
face + + ;
}
}
//add triangles for depth
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for ( int i = 0 ; i < final_polygon . size ( ) ; i + + ) {
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int i_n = ( i + 1 ) % final_polygon . size ( ) ;
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Vector3 v [ 4 ] = {
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Vector3 ( final_polygon [ i ] . x , final_polygon [ i ] . y , - depth ) ,
Vector3 ( final_polygon [ i_n ] . x , final_polygon [ i_n ] . y , - depth ) ,
Vector3 ( final_polygon [ i_n ] . x , final_polygon [ i_n ] . y , 0 ) ,
Vector3 ( final_polygon [ i ] . x , final_polygon [ i ] . y , 0 ) ,
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} ;
Vector2 u [ 4 ] = {
Vector2 ( 0 , 0 ) ,
Vector2 ( 0 , 1 ) ,
Vector2 ( 1 , 1 ) ,
Vector2 ( 1 , 0 )
} ;
// face 1
facesw [ face * 3 + 0 ] = v [ 0 ] ;
facesw [ face * 3 + 1 ] = v [ 1 ] ;
facesw [ face * 3 + 2 ] = v [ 2 ] ;
uvsw [ face * 3 + 0 ] = u [ 0 ] ;
uvsw [ face * 3 + 1 ] = u [ 1 ] ;
uvsw [ face * 3 + 2 ] = u [ 2 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
// face 2
facesw [ face * 3 + 0 ] = v [ 2 ] ;
facesw [ face * 3 + 1 ] = v [ 3 ] ;
facesw [ face * 3 + 2 ] = v [ 0 ] ;
uvsw [ face * 3 + 0 ] = u [ 2 ] ;
uvsw [ face * 3 + 1 ] = u [ 3 ] ;
uvsw [ face * 3 + 2 ] = u [ 0 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
} break ;
case MODE_SPIN : {
for ( int i = 0 ; i < spin_sides ; i + + ) {
float inci = float ( i ) / spin_sides ;
float inci_n = float ( ( i + 1 ) ) / spin_sides ;
float angi = - ( inci * spin_degrees / 360.0 ) * Math_PI * 2.0 ;
float angi_n = - ( inci_n * spin_degrees / 360.0 ) * Math_PI * 2.0 ;
Vector3 normali = Vector3 ( Math : : cos ( angi ) , 0 , Math : : sin ( angi ) ) ;
Vector3 normali_n = Vector3 ( Math : : cos ( angi_n ) , 0 , Math : : sin ( angi_n ) ) ;
//add triangles for depth
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for ( int j = 0 ; j < final_polygon . size ( ) ; j + + ) {
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int j_n = ( j + 1 ) % final_polygon . size ( ) ;
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Vector3 v [ 4 ] = {
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Vector3 ( normali . x * final_polygon [ j ] . x , final_polygon [ j ] . y , normali . z * final_polygon [ j ] . x ) ,
Vector3 ( normali . x * final_polygon [ j_n ] . x , final_polygon [ j_n ] . y , normali . z * final_polygon [ j_n ] . x ) ,
Vector3 ( normali_n . x * final_polygon [ j_n ] . x , final_polygon [ j_n ] . y , normali_n . z * final_polygon [ j_n ] . x ) ,
Vector3 ( normali_n . x * final_polygon [ j ] . x , final_polygon [ j ] . y , normali_n . z * final_polygon [ j ] . x ) ,
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} ;
Vector2 u [ 4 ] = {
Vector2 ( 0 , 0 ) ,
Vector2 ( 0 , 1 ) ,
Vector2 ( 1 , 1 ) ,
Vector2 ( 1 , 0 )
} ;
// face 1
facesw [ face * 3 + 0 ] = v [ 0 ] ;
facesw [ face * 3 + 1 ] = v [ 2 ] ;
facesw [ face * 3 + 2 ] = v [ 1 ] ;
uvsw [ face * 3 + 0 ] = u [ 0 ] ;
uvsw [ face * 3 + 1 ] = u [ 2 ] ;
uvsw [ face * 3 + 2 ] = u [ 1 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
// face 2
facesw [ face * 3 + 0 ] = v [ 2 ] ;
facesw [ face * 3 + 1 ] = v [ 0 ] ;
facesw [ face * 3 + 2 ] = v [ 3 ] ;
uvsw [ face * 3 + 0 ] = u [ 2 ] ;
uvsw [ face * 3 + 1 ] = u [ 0 ] ;
uvsw [ face * 3 + 2 ] = u [ 3 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
if ( i = = 0 & & spin_degrees < 360 ) {
for ( int j = 0 ; j < triangles . size ( ) ; j + = 3 ) {
for ( int k = 0 ; k < 3 ; k + + ) {
int src [ 3 ] = { 0 , 2 , 1 } ;
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Vector2 p = final_polygon [ triangles [ j + src [ k ] ] ] ;
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Vector3 v = Vector3 ( p . x , p . y , 0 ) ;
facesw [ face * 3 + k ] = v ;
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uvsw [ face * 3 + k ] = ( p - final_polygon_min ) / final_polygon_size ;
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}
smoothw [ face ] = false ;
materialsw [ face ] = material ;
invertw [ face ] = invert_val ;
face + + ;
}
}
if ( i = = spin_sides - 1 & & spin_degrees < 360 ) {
for ( int j = 0 ; j < triangles . size ( ) ; j + = 3 ) {
for ( int k = 0 ; k < 3 ; k + + ) {
int src [ 3 ] = { 0 , 1 , 2 } ;
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Vector2 p = final_polygon [ triangles [ j + src [ k ] ] ] ;
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Vector3 v = Vector3 ( normali_n . x * p . x , p . y , normali_n . z * p . x ) ;
facesw [ face * 3 + k ] = v ;
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uvsw [ face * 3 + k ] = ( p - final_polygon_min ) / final_polygon_size ;
uvsw [ face * 3 + k ] . x = 1.0 - uvsw [ face * 3 + k ] . x ; /* flip x */
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}
smoothw [ face ] = false ;
materialsw [ face ] = material ;
invertw [ face ] = invert_val ;
face + + ;
}
}
}
} break ;
case MODE_PATH : {
float bl = curve - > get_baked_length ( ) ;
int splits = MAX ( 2 , Math : : ceil ( bl / path_interval ) ) ;
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float u1 = 0.0 ;
float u2 = path_continuous_u ? 0.0 : 1.0 ;
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Transform path_to_this ;
if ( ! path_local ) {
// center on paths origin
path_to_this = get_global_transform ( ) . affine_inverse ( ) * path - > get_global_transform ( ) ;
}
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Transform prev_xf ;
Vector3 lookat_dir ;
if ( path_rotation = = PATH_ROTATION_POLYGON ) {
lookat_dir = ( path - > get_global_transform ( ) . affine_inverse ( ) * get_global_transform ( ) ) . xform ( Vector3 ( 0 , 0 , - 1 ) ) ;
} else {
Vector3 p1 , p2 ;
p1 = curve - > interpolate_baked ( 0 ) ;
p2 = curve - > interpolate_baked ( 0.1 ) ;
lookat_dir = ( p2 - p1 ) . normalized ( ) ;
}
for ( int i = 0 ; i < = splits ; i + + ) {
float ofs = i * path_interval ;
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if ( ofs > bl ) {
ofs = bl ;
}
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if ( i = = splits & & path_joined ) {
ofs = 0.0 ;
}
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Transform xf ;
xf . origin = curve - > interpolate_baked ( ofs ) ;
Vector3 local_dir ;
if ( path_rotation = = PATH_ROTATION_PATH_FOLLOW & & ofs > 0 ) {
//before end
Vector3 p1 = curve - > interpolate_baked ( ofs - 0.1 ) ;
Vector3 p2 = curve - > interpolate_baked ( ofs ) ;
local_dir = ( p2 - p1 ) . normalized ( ) ;
} else {
local_dir = lookat_dir ;
}
xf = xf . looking_at ( xf . origin + local_dir , Vector3 ( 0 , 1 , 0 ) ) ;
Basis rot ( Vector3 ( 0 , 0 , 1 ) , curve - > interpolate_baked_tilt ( ofs ) ) ;
xf = xf * rot ; //post mult
xf = path_to_this * xf ;
if ( i > 0 ) {
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if ( path_continuous_u ) {
u1 = u2 ;
u2 + = ( prev_xf . origin - xf . origin ) . length ( ) ;
} ;
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//put triangles where they belong
//add triangles for depth
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for ( int j = 0 ; j < final_polygon . size ( ) ; j + + ) {
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int j_n = ( j + 1 ) % final_polygon . size ( ) ;
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Vector3 v [ 4 ] = {
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prev_xf . xform ( Vector3 ( final_polygon [ j ] . x , final_polygon [ j ] . y , 0 ) ) ,
prev_xf . xform ( Vector3 ( final_polygon [ j_n ] . x , final_polygon [ j_n ] . y , 0 ) ) ,
xf . xform ( Vector3 ( final_polygon [ j_n ] . x , final_polygon [ j_n ] . y , 0 ) ) ,
xf . xform ( Vector3 ( final_polygon [ j ] . x , final_polygon [ j ] . y , 0 ) ) ,
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} ;
Vector2 u [ 4 ] = {
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Vector2 ( u1 , 1 ) ,
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Vector2 ( u1 , 0 ) ,
Vector2 ( u2 , 0 ) ,
Vector2 ( u2 , 1 )
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} ;
// face 1
facesw [ face * 3 + 0 ] = v [ 0 ] ;
facesw [ face * 3 + 1 ] = v [ 1 ] ;
facesw [ face * 3 + 2 ] = v [ 2 ] ;
uvsw [ face * 3 + 0 ] = u [ 0 ] ;
uvsw [ face * 3 + 1 ] = u [ 1 ] ;
uvsw [ face * 3 + 2 ] = u [ 2 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
// face 2
facesw [ face * 3 + 0 ] = v [ 2 ] ;
facesw [ face * 3 + 1 ] = v [ 3 ] ;
facesw [ face * 3 + 2 ] = v [ 0 ] ;
uvsw [ face * 3 + 0 ] = u [ 2 ] ;
uvsw [ face * 3 + 1 ] = u [ 3 ] ;
uvsw [ face * 3 + 2 ] = u [ 0 ] ;
smoothw [ face ] = smooth_faces ;
invertw [ face ] = invert_val ;
materialsw [ face ] = material ;
face + + ;
}
}
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if ( i = = 0 & & ! path_joined ) {
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for ( int j = 0 ; j < triangles . size ( ) ; j + = 3 ) {
for ( int k = 0 ; k < 3 ; k + + ) {
int src [ 3 ] = { 0 , 1 , 2 } ;
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Vector2 p = final_polygon [ triangles [ j + src [ k ] ] ] ;
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Vector3 v = Vector3 ( p . x , p . y , 0 ) ;
facesw [ face * 3 + k ] = xf . xform ( v ) ;
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uvsw [ face * 3 + k ] = ( p - final_polygon_min ) / final_polygon_size ;
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}
smoothw [ face ] = false ;
materialsw [ face ] = material ;
invertw [ face ] = invert_val ;
face + + ;
}
}
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if ( i = = splits & & ! path_joined ) {
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for ( int j = 0 ; j < triangles . size ( ) ; j + = 3 ) {
for ( int k = 0 ; k < 3 ; k + + ) {
int src [ 3 ] = { 0 , 2 , 1 } ;
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Vector2 p = final_polygon [ triangles [ j + src [ k ] ] ] ;
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Vector3 v = Vector3 ( p . x , p . y , 0 ) ;
facesw [ face * 3 + k ] = xf . xform ( v ) ;
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uvsw [ face * 3 + k ] = ( p - final_polygon_min ) / final_polygon_size ;
uvsw [ face * 3 + k ] . x = 1.0 - uvsw [ face * 3 + k ] . x ; /* flip x */
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}
smoothw [ face ] = false ;
materialsw [ face ] = material ;
invertw [ face ] = invert_val ;
face + + ;
}
}
prev_xf = xf ;
}
} break ;
}
if ( face ! = face_count ) {
ERR_PRINT ( " Face mismatch bug! fix code " ) ;
}
for ( int i = 0 ; i < face_count * 3 ; i + + ) {
if ( i = = 0 ) {
aabb . position = facesw [ i ] ;
} else {
aabb . expand_to ( facesw [ i ] ) ;
}
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// invert UVs on the Y-axis OpenGL = upside down
uvsw [ i ] . y = 1.0 - uvsw [ i ] . y ;
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}
}
brush - > build_from_faces ( faces , uvs , smooth , materials , invert ) ;
return brush ;
}
void CSGPolygon : : _notification ( int p_what ) {
if ( p_what = = NOTIFICATION_EXIT_TREE ) {
if ( path_cache ) {
path_cache - > disconnect ( " tree_exited " , this , " _path_exited " ) ;
path_cache - > disconnect ( " curve_changed " , this , " _path_changed " ) ;
path_cache = NULL ;
}
}
}
void CSGPolygon : : _validate_property ( PropertyInfo & property ) const {
if ( property . name . begins_with ( " spin " ) & & mode ! = MODE_SPIN ) {
property . usage = 0 ;
}
if ( property . name . begins_with ( " path " ) & & mode ! = MODE_PATH ) {
property . usage = 0 ;
}
if ( property . name = = " depth " & & mode ! = MODE_DEPTH ) {
property . usage = 0 ;
}
CSGShape : : _validate_property ( property ) ;
}
void CSGPolygon : : _path_changed ( ) {
_make_dirty ( ) ;
update_gizmo ( ) ;
}
void CSGPolygon : : _path_exited ( ) {
path_cache = NULL ;
}
void CSGPolygon : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_polygon " , " polygon " ) , & CSGPolygon : : set_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " get_polygon " ) , & CSGPolygon : : get_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " set_mode " , " mode " ) , & CSGPolygon : : set_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_mode " ) , & CSGPolygon : : get_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " set_depth " , " depth " ) , & CSGPolygon : : set_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & CSGPolygon : : get_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " set_spin_degrees " , " degrees " ) , & CSGPolygon : : set_spin_degrees ) ;
ClassDB : : bind_method ( D_METHOD ( " get_spin_degrees " ) , & CSGPolygon : : get_spin_degrees ) ;
ClassDB : : bind_method ( D_METHOD ( " set_spin_sides " , " spin_sides " ) , & CSGPolygon : : set_spin_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " get_spin_sides " ) , & CSGPolygon : : get_spin_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " set_path_node " , " path " ) , & CSGPolygon : : set_path_node ) ;
ClassDB : : bind_method ( D_METHOD ( " get_path_node " ) , & CSGPolygon : : get_path_node ) ;
ClassDB : : bind_method ( D_METHOD ( " set_path_interval " , " distance " ) , & CSGPolygon : : set_path_interval ) ;
ClassDB : : bind_method ( D_METHOD ( " get_path_interval " ) , & CSGPolygon : : get_path_interval ) ;
ClassDB : : bind_method ( D_METHOD ( " set_path_rotation " , " mode " ) , & CSGPolygon : : set_path_rotation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_path_rotation " ) , & CSGPolygon : : get_path_rotation ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_path_local " , " enable " ) , & CSGPolygon : : set_path_local ) ;
ClassDB : : bind_method ( D_METHOD ( " is_path_local " ) , & CSGPolygon : : is_path_local ) ;
ClassDB : : bind_method ( D_METHOD ( " set_path_continuous_u " , " enable " ) , & CSGPolygon : : set_path_continuous_u ) ;
ClassDB : : bind_method ( D_METHOD ( " is_path_continuous_u " ) , & CSGPolygon : : is_path_continuous_u ) ;
ClassDB : : bind_method ( D_METHOD ( " set_path_joined " , " enable " ) , & CSGPolygon : : set_path_joined ) ;
ClassDB : : bind_method ( D_METHOD ( " is_path_joined " ) , & CSGPolygon : : is_path_joined ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGPolygon : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGPolygon : : get_material ) ;
ClassDB : : bind_method ( D_METHOD ( " set_smooth_faces " , " smooth_faces " ) , & CSGPolygon : : set_smooth_faces ) ;
ClassDB : : bind_method ( D_METHOD ( " get_smooth_faces " ) , & CSGPolygon : : get_smooth_faces ) ;
ClassDB : : bind_method ( D_METHOD ( " _is_editable_3d_polygon " ) , & CSGPolygon : : _is_editable_3d_polygon ) ;
ClassDB : : bind_method ( D_METHOD ( " _has_editable_3d_polygon_no_depth " ) , & CSGPolygon : : _has_editable_3d_polygon_no_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " _path_exited " ) , & CSGPolygon : : _path_exited ) ;
ClassDB : : bind_method ( D_METHOD ( " _path_changed " ) , & CSGPolygon : : _path_changed ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : POOL_VECTOR2_ARRAY , " polygon " ) , " set_polygon " , " get_polygon " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " mode " , PROPERTY_HINT_ENUM , " Depth,Spin,Path " ) , " set_mode " , " get_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " depth " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_depth " , " get_depth " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " spin_degrees " , PROPERTY_HINT_RANGE , " 1,360,0.1 " ) , " set_spin_degrees " , " get_spin_degrees " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " spin_sides " , PROPERTY_HINT_RANGE , " 3,64,1 " ) , " set_spin_sides " , " get_spin_sides " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : NODE_PATH , " path_node " , PROPERTY_HINT_NODE_PATH_VALID_TYPES , " Path " ) , " set_path_node " , " get_path_node " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : REAL , " path_interval " , PROPERTY_HINT_EXP_RANGE , " 0.001,1000.0,0.001,or_greater " ) , " set_path_interval " , " get_path_interval " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " path_rotation " , PROPERTY_HINT_ENUM , " Polygon,Path,PathFollow " ) , " set_path_rotation " , " get_path_rotation " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " path_local " ) , " set_path_local " , " is_path_local " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " path_continuous_u " ) , " set_path_continuous_u " , " is_path_continuous_u " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " path_joined " ) , " set_path_joined " , " is_path_joined " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " smooth_faces " ) , " set_smooth_faces " , " get_smooth_faces " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " SpatialMaterial,ShaderMaterial " ) , " set_material " , " get_material " ) ;
BIND_ENUM_CONSTANT ( MODE_DEPTH ) ;
BIND_ENUM_CONSTANT ( MODE_SPIN ) ;
BIND_ENUM_CONSTANT ( MODE_PATH ) ;
BIND_ENUM_CONSTANT ( PATH_ROTATION_POLYGON ) ;
BIND_ENUM_CONSTANT ( PATH_ROTATION_PATH ) ;
BIND_ENUM_CONSTANT ( PATH_ROTATION_PATH_FOLLOW ) ;
}
void CSGPolygon : : set_polygon ( const Vector < Vector2 > & p_polygon ) {
polygon = p_polygon ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
Vector < Vector2 > CSGPolygon : : get_polygon ( ) const {
return polygon ;
}
void CSGPolygon : : set_mode ( Mode p_mode ) {
mode = p_mode ;
_make_dirty ( ) ;
update_gizmo ( ) ;
_change_notify ( ) ;
}
CSGPolygon : : Mode CSGPolygon : : get_mode ( ) const {
return mode ;
}
void CSGPolygon : : set_depth ( const float p_depth ) {
ERR_FAIL_COND ( p_depth < 0.001 ) ;
depth = p_depth ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGPolygon : : get_depth ( ) const {
return depth ;
}
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void CSGPolygon : : set_path_continuous_u ( bool p_enable ) {
path_continuous_u = p_enable ;
_make_dirty ( ) ;
}
bool CSGPolygon : : is_path_continuous_u ( ) const {
return path_continuous_u ;
}
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void CSGPolygon : : set_spin_degrees ( const float p_spin_degrees ) {
ERR_FAIL_COND ( p_spin_degrees < 0.01 | | p_spin_degrees > 360 ) ;
spin_degrees = p_spin_degrees ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGPolygon : : get_spin_degrees ( ) const {
return spin_degrees ;
}
void CSGPolygon : : set_spin_sides ( const int p_spin_sides ) {
ERR_FAIL_COND ( p_spin_sides < 3 ) ;
spin_sides = p_spin_sides ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
int CSGPolygon : : get_spin_sides ( ) const {
return spin_sides ;
}
void CSGPolygon : : set_path_node ( const NodePath & p_path ) {
path_node = p_path ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
NodePath CSGPolygon : : get_path_node ( ) const {
return path_node ;
}
void CSGPolygon : : set_path_interval ( float p_interval ) {
ERR_FAIL_COND ( p_interval < 0.001 ) ;
path_interval = p_interval ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
float CSGPolygon : : get_path_interval ( ) const {
return path_interval ;
}
void CSGPolygon : : set_path_rotation ( PathRotation p_rotation ) {
path_rotation = p_rotation ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
CSGPolygon : : PathRotation CSGPolygon : : get_path_rotation ( ) const {
return path_rotation ;
}
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void CSGPolygon : : set_path_local ( bool p_enable ) {
path_local = p_enable ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
bool CSGPolygon : : is_path_local ( ) const {
return path_local ;
}
void CSGPolygon : : set_path_joined ( bool p_enable ) {
path_joined = p_enable ;
_make_dirty ( ) ;
update_gizmo ( ) ;
}
bool CSGPolygon : : is_path_joined ( ) const {
return path_joined ;
}
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void CSGPolygon : : set_smooth_faces ( const bool p_smooth_faces ) {
smooth_faces = p_smooth_faces ;
_make_dirty ( ) ;
}
bool CSGPolygon : : get_smooth_faces ( ) const {
return smooth_faces ;
}
void CSGPolygon : : set_material ( const Ref < Material > & p_material ) {
material = p_material ;
_make_dirty ( ) ;
}
Ref < Material > CSGPolygon : : get_material ( ) const {
return material ;
}
bool CSGPolygon : : _is_editable_3d_polygon ( ) const {
return true ;
}
bool CSGPolygon : : _has_editable_3d_polygon_no_depth ( ) const {
return true ;
}
CSGPolygon : : CSGPolygon ( ) {
// defaults
mode = MODE_DEPTH ;
polygon . push_back ( Vector2 ( 0 , 0 ) ) ;
polygon . push_back ( Vector2 ( 0 , 1 ) ) ;
polygon . push_back ( Vector2 ( 1 , 1 ) ) ;
polygon . push_back ( Vector2 ( 1 , 0 ) ) ;
depth = 1.0 ;
spin_degrees = 360 ;
spin_sides = 8 ;
smooth_faces = false ;
path_interval = 1 ;
path_rotation = PATH_ROTATION_PATH ;
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path_local = false ;
path_continuous_u = false ;
path_joined = false ;
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path_cache = NULL ;
}