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/*************************************************************************/
/* csg_shape.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2022-01-03 21:27:34 +01:00
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* 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.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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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 ( ) ;
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 ( ) ) ;
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 ) ;
set_collision_mask ( collision_mask ) ;
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set_collision_priority ( collision_priority ) ;
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_make_dirty ( ) ; //force update
} else {
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PhysicsServer3D : : get_singleton ( ) - > free ( root_collision_instance ) ;
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root_collision_instance = RID ( ) ;
root_collision_shape . unref ( ) ;
}
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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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void CSGShape3D : : set_collision_layer ( uint32_t p_layer ) {
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collision_layer = p_layer ;
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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uint32_t CSGShape3D : : get_collision_layer ( ) const {
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return collision_layer ;
}
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void CSGShape3D : : set_collision_mask ( uint32_t p_mask ) {
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collision_mask = p_mask ;
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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uint32_t CSGShape3D : : get_collision_mask ( ) const {
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return collision_mask ;
}
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void CSGShape3D : : set_collision_layer_value ( int p_layer_number , bool p_value ) {
ERR_FAIL_COND_MSG ( p_layer_number < 1 , " Collision layer number must be between 1 and 32 inclusive. " ) ;
ERR_FAIL_COND_MSG ( p_layer_number > 32 , " Collision layer number must be between 1 and 32 inclusive. " ) ;
uint32_t collision_layer = get_collision_layer ( ) ;
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if ( p_value ) {
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collision_layer | = 1 < < ( p_layer_number - 1 ) ;
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} else {
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collision_layer & = ~ ( 1 < < ( p_layer_number - 1 ) ) ;
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}
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set_collision_layer ( collision_layer ) ;
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}
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bool CSGShape3D : : get_collision_layer_value ( int p_layer_number ) const {
ERR_FAIL_COND_V_MSG ( p_layer_number < 1 , false , " Collision layer number must be between 1 and 32 inclusive. " ) ;
ERR_FAIL_COND_V_MSG ( p_layer_number > 32 , false , " Collision layer number must be between 1 and 32 inclusive. " ) ;
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 ) {
ERR_FAIL_COND_MSG ( p_layer_number < 1 , " Collision layer number must be between 1 and 32 inclusive. " ) ;
ERR_FAIL_COND_MSG ( p_layer_number > 32 , " Collision layer number must be between 1 and 32 inclusive. " ) ;
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 {
ERR_FAIL_COND_V_MSG ( p_layer_number < 1 , false , " Collision layer number must be between 1 and 32 inclusive. " ) ;
ERR_FAIL_COND_V_MSG ( p_layer_number > 32 , false , " Collision layer number must be between 1 and 32 inclusive. " ) ;
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 ) {
collision_priority = p_priority ;
if ( root_collision_instance . is_valid ( ) ) {
PhysicsServer3D : : get_singleton ( ) - > body_set_collision_priority ( root_collision_instance , p_priority ) ;
}
}
real_t CSGShape3D : : get_collision_priority ( ) const {
return collision_priority ;
}
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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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float CSGShape3D : : get_snap ( ) const {
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return snap ;
}
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void CSGShape3D : : _make_dirty ( bool p_parent_removing ) {
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 ( ) ) {
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 ) {
if ( brush ) {
memdelete ( brush ) ;
}
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brush = nullptr ;
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CSGBrush * n = _build_brush ( ) ;
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 ) {
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 ( ) ) {
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case CSGShape3D : : OPERATION_UNION :
bop . merge_brushes ( CSGBrushOperation : : OPERATION_UNION , * n , * nn2 , * nn , snap ) ;
break ;
case CSGShape3D : : OPERATION_INTERSECTION :
bop . merge_brushes ( CSGBrushOperation : : OPERATION_INTERSECTION , * n , * nn2 , * nn , snap ) ;
break ;
case CSGShape3D : : OPERATION_SUBTRACTION :
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bop . merge_brushes ( CSGBrushOperation : : OPERATION_SUBTRACTION , * n , * nn2 , * nn , snap ) ;
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break ;
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}
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 + + ) {
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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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}
}
node_aabb = aabb ;
} else {
node_aabb = AABB ( ) ;
}
brush = n ;
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dirty = false ;
}
return brush ;
}
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int CSGShape3D : : mikktGetNumFaces ( const SMikkTSpaceContext * pContext ) {
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ShapeUpdateSurface & surface = * ( ( ShapeUpdateSurface * ) pContext - > m_pUserData ) ;
return surface . vertices . size ( ) / 3 ;
}
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int CSGShape3D : : mikktGetNumVerticesOfFace ( const SMikkTSpaceContext * pContext , const int iFace ) {
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// always 3
return 3 ;
}
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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 ) ;
Vector3 v = surface . verticesw [ iFace * 3 + iVert ] ;
fvPosOut [ 0 ] = v . x ;
fvPosOut [ 1 ] = v . y ;
fvPosOut [ 2 ] = v . z ;
}
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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 ) ;
Vector3 n = surface . normalsw [ iFace * 3 + iVert ] ;
fvNormOut [ 0 ] = n . x ;
fvNormOut [ 1 ] = n . y ;
fvNormOut [ 2 ] = n . z ;
}
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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 ) ;
Vector2 t = surface . uvsw [ iFace * 3 + iVert ] ;
fvTexcOut [ 0 ] = t . x ;
fvTexcOut [ 1 ] = t . y ;
}
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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 ) {
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 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 ( ) ) ;
root_mesh . unref ( ) ; //byebye root mesh
CSGBrush * n = _get_brush ( ) ;
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ERR_FAIL_COND_MSG ( ! n , " Cannot get CSGBrush. " ) ;
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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 ;
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if ( n - > faces [ i ] . smooth ) {
Plane p ( n - > faces [ i ] . vertices [ 0 ] , n - > faces [ i ] . vertices [ 1 ] , n - > faces [ i ] . vertices [ 2 ] ) ;
for ( int j = 0 ; j < 3 ; j + + ) {
Vector3 v = n - > faces [ i ] . vertices [ j ] ;
Vector3 add ;
if ( vec_map . lookup ( v , add ) ) {
add + = p . normal ;
} else {
add = p . normal ;
}
vec_map . set ( v , add ) ;
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}
}
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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 . ptrw ( ) ;
surfaces . write [ i ] . normalsw = surfaces . write [ i ] . normals . ptrw ( ) ;
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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for ( int i = 0 ; i < n - > faces . size ( ) ; i + + ) {
int order [ 3 ] = { 0 , 1 , 2 } ;
if ( n - > faces [ i ] . invert ) {
SWAP ( order [ 1 ] , order [ 2 ] ) ;
}
int mat = n - > faces [ i ] . material ;
ERR_CONTINUE ( mat < - 1 | | mat > = face_count . size ( ) ) ;
int idx = mat = = - 1 ? face_count . size ( ) - 1 : mat ;
int last = surfaces [ idx ] . last_added ;
Plane p ( n - > faces [ i ] . vertices [ 0 ] , n - > faces [ i ] . vertices [ 1 ] , n - > faces [ i ] . vertices [ 2 ] ) ;
for ( int j = 0 ; j < 3 ; j + + ) {
Vector3 v = n - > faces [ i ] . vertices [ j ] ;
Vector3 normal = p . normal ;
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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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}
}
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root_mesh . instantiate ( ) ;
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//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 ;
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mkif . m_setTSpaceBasic = nullptr ;
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SMikkTSpaceContext msc ;
msc . m_pInterface = & mkif ;
msc . m_pUserData = & surfaces . write [ i ] ;
have_tangents = genTangSpaceDefault ( & msc ) ;
}
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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 ;
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 ) ;
}
set_base ( root_mesh - > get_rid ( ) ) ;
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_update_collision_faces ( ) ;
}
void CSGShape3D : : _update_collision_faces ( ) {
if ( use_collision & & is_root_shape ( ) & & root_collision_shape . is_valid ( ) ) {
CSGBrush * n = _get_brush ( ) ;
ERR_FAIL_COND_MSG ( ! n , " Cannot get CSGBrush. " ) ;
Vector < Vector3 > physics_faces ;
physics_faces . resize ( n - > faces . size ( ) * 3 ) ;
Vector3 * physicsw = physics_faces . ptrw ( ) ;
for ( int i = 0 ; i < n - > faces . size ( ) ; i + + ) {
int order [ 3 ] = { 0 , 1 , 2 } ;
if ( n - > faces [ i ] . invert ) {
SWAP ( order [ 1 ] , order [ 2 ] ) ;
}
physicsw [ i * 3 + 0 ] = n - > faces [ i ] . vertices [ order [ 0 ] ] ;
physicsw [ i * 3 + 1 ] = n - > faces [ i ] . vertices [ order [ 1 ] ] ;
physicsw [ i * 3 + 2 ] = n - > faces [ i ] . vertices [ order [ 2 ] ] ;
}
root_collision_shape - > set_faces ( physics_faces ) ;
}
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}
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AABB CSGShape3D : : get_aabb ( ) const {
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return node_aabb ;
}
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Vector < Vector3 > CSGShape3D : : get_brush_faces ( ) {
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ERR_FAIL_COND_V ( ! is_inside_tree ( ) , Vector < Vector3 > ( ) ) ;
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CSGBrush * b = _get_brush ( ) ;
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if ( ! b ) {
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return Vector < Vector3 > ( ) ;
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}
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Vector < Vector3 > faces ;
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int fc = b - > faces . size ( ) ;
faces . resize ( fc * 3 ) ;
{
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Vector3 * w = faces . ptrw ( ) ;
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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 ;
}
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void CSGShape3D : : _notification ( int p_what ) {
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switch ( p_what ) {
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case NOTIFICATION_PARENTED : {
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Node * parentn = get_parent ( ) ;
if ( parentn ) {
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parent_shape = Object : : cast_to < CSGShape3D > ( parentn ) ;
if ( parent_shape ) {
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set_base ( RID ( ) ) ;
root_mesh . unref ( ) ;
}
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}
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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 ( ) ;
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}
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last_visible = is_visible ( ) ;
} break ;
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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 ;
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} break ;
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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 ( ) ;
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}
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last_visible = is_visible ( ) ;
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} break ;
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case NOTIFICATION_LOCAL_TRANSFORM_CHANGED : {
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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 ( ) ;
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}
} break ;
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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 ) ;
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set_collision_priority ( collision_priority ) ;
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_update_collision_faces ( ) ;
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}
} break ;
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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 ( ) ;
}
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} 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 ( ) ) ;
}
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} break ;
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}
}
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void CSGShape3D : : set_operation ( Operation p_operation ) {
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operation = p_operation ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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CSGShape3D : : Operation CSGShape3D : : get_operation ( ) const {
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return operation ;
}
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void CSGShape3D : : set_calculate_tangents ( bool p_calculate_tangents ) {
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calculate_tangents = p_calculate_tangents ;
_make_dirty ( ) ;
}
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bool CSGShape3D : : is_calculating_tangents ( ) const {
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return calculate_tangents ;
}
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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 ( ) ) {
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//hide collision if not root
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p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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} else if ( is_collision_prefixed & & ! bool ( get ( " use_collision " ) ) ) {
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p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
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}
}
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Array CSGShape3D : : get_meshes ( ) const {
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if ( root_mesh . is_valid ( ) ) {
Array arr ;
arr . resize ( 2 ) ;
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arr [ 0 ] = Transform3D ( ) ;
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arr [ 1 ] = root_mesh ;
return arr ;
}
return Array ( ) ;
}
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_operation " , " operation " ) , & CSGShape3D : : set_operation ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operation " ) , & CSGShape3D : : get_operation ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_snap " , " snap " ) , & CSGShape3D : : set_snap ) ;
ClassDB : : bind_method ( D_METHOD ( " get_snap " ) , & CSGShape3D : : get_snap ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_meshes " ) , & CSGShape3D : : 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 : : FLOAT , " snap " , PROPERTY_HINT_RANGE , " 0.0001,1,0.001,suffix:m " ) , " 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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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " collision_priority " ) , " set_collision_priority " , " get_collision_priority " ) ;
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BIND_ENUM_CONSTANT ( OPERATION_UNION ) ;
BIND_ENUM_CONSTANT ( OPERATION_INTERSECTION ) ;
BIND_ENUM_CONSTANT ( OPERATION_SUBTRACTION ) ;
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}
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CSGShape3D : : CSGShape3D ( ) {
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set_notify_local_transform ( true ) ;
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}
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CSGShape3D : : ~ CSGShape3D ( ) {
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if ( brush ) {
memdelete ( brush ) ;
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brush = nullptr ;
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}
}
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//////////////////////////////////
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CSGBrush * CSGCombiner3D : : _build_brush ( ) {
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return memnew ( CSGBrush ) ; //does not build anything
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}
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CSGCombiner3D : : CSGCombiner3D ( ) {
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}
/////////////////////
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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 ) {
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CSGBrush * brush = memnew ( CSGBrush ) ;
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Vector < bool > invert ;
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invert . resize ( p_vertices . size ( ) / 3 ) ;
{
int ic = invert . size ( ) ;
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bool * w = invert . ptrw ( ) ;
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for ( int i = 0 ; i < ic ; i + + ) {
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w [ i ] = flip_faces ;
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}
}
brush - > build_from_faces ( p_vertices , p_uv , p_smooth , p_materials , invert ) ;
return brush ;
}
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void CSGPrimitive3D : : _bind_methods ( ) {
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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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " flip_faces " ) , " set_flip_faces " , " get_flip_faces " ) ;
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}
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void CSGPrimitive3D : : set_flip_faces ( bool p_invert ) {
if ( flip_faces = = p_invert ) {
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return ;
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}
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flip_faces = p_invert ;
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_make_dirty ( ) ;
}
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bool CSGPrimitive3D : : get_flip_faces ( ) {
return flip_faces ;
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}
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CSGPrimitive3D : : CSGPrimitive3D ( ) {
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flip_faces = false ;
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}
/////////////////////
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CSGBrush * CSGMesh3D : : _build_brush ( ) {
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if ( ! mesh . is_valid ( ) ) {
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return memnew ( CSGBrush ) ;
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}
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Vector < Vector3 > vertices ;
Vector < bool > smooth ;
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Vector < Ref < Material > > materials ;
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Vector < 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 ( ) ;
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ERR_FAIL_COND_V ( arrays . size ( ) = = 0 , memnew ( CSGBrush ) ) ;
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}
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Vector < Vector3 > avertices = arrays [ Mesh : : ARRAY_VERTEX ] ;
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if ( avertices . size ( ) = = 0 ) {
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continue ;
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}
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const Vector3 * vr = avertices . ptr ( ) ;
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Vector < Vector3 > anormals = arrays [ Mesh : : ARRAY_NORMAL ] ;
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const Vector3 * nr = nullptr ;
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if ( anormals . size ( ) ) {
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nr = anormals . ptr ( ) ;
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}
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Vector < Vector2 > auvs = arrays [ Mesh : : ARRAY_TEX_UV ] ;
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const Vector2 * uvr = nullptr ;
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if ( auvs . size ( ) ) {
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uvr = auvs . ptr ( ) ;
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}
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Ref < Material > mat ;
if ( material . is_valid ( ) ) {
mat = material ;
} else {
mat = mesh - > surface_get_material ( i ) ;
}
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Vector < int > aindices = arrays [ Mesh : : ARRAY_INDEX ] ;
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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 ) ;
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Vector3 * vw = vertices . ptrw ( ) ;
bool * sw = smooth . ptrw ( ) ;
Vector2 * uvw = uvs . ptrw ( ) ;
Ref < Material > * mw = materials . ptrw ( ) ;
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const int * ir = aindices . ptr ( ) ;
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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 ] ;
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if ( nr ) {
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normal [ k ] = nr [ idx ] ;
}
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if ( uvr ) {
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uv [ k ] = uvr [ idx ] ;
}
}
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bool flat = normal [ 0 ] . is_equal_approx ( normal [ 1 ] ) & & normal [ 0 ] . is_equal_approx ( normal [ 2 ] ) ;
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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 ) ;
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Vector3 * vw = vertices . ptrw ( ) ;
bool * sw = smooth . ptrw ( ) ;
Vector2 * uvw = uvs . ptrw ( ) ;
Ref < Material > * mw = materials . ptrw ( ) ;
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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 ] ;
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if ( nr ) {
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normal [ k ] = nr [ j + k ] ;
}
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if ( uvr ) {
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uv [ k ] = uvr [ j + k ] ;
}
}
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bool flat = normal [ 0 ] . is_equal_approx ( normal [ 1 ] ) & & normal [ 0 ] . is_equal_approx ( normal [ 2 ] ) ;
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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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}
}
}
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if ( vertices . size ( ) = = 0 ) {
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return memnew ( CSGBrush ) ;
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}
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return _create_brush_from_arrays ( vertices , uvs , smooth , materials ) ;
}
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void CSGMesh3D : : _mesh_changed ( ) {
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_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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void CSGMesh3D : : set_material ( const Ref < Material > & p_material ) {
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if ( material = = p_material ) {
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return ;
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}
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material = p_material ;
_make_dirty ( ) ;
}
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Ref < Material > CSGMesh3D : : get_material ( ) const {
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return material ;
}
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGMesh3D : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGMesh3D : : 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 , " BaseMaterial3D,ShaderMaterial " ) , " set_material " , " get_material " ) ;
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}
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void CSGMesh3D : : set_mesh ( const Ref < Mesh > & p_mesh ) {
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if ( mesh = = p_mesh ) {
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return ;
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}
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if ( mesh . is_valid ( ) ) {
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mesh - > disconnect ( " changed " , callable_mp ( this , & CSGMesh3D : : _mesh_changed ) ) ;
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}
mesh = p_mesh ;
if ( mesh . is_valid ( ) ) {
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mesh - > connect ( " changed " , callable_mp ( this , & CSGMesh3D : : _mesh_changed ) ) ;
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}
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_mesh_changed ( ) ;
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}
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Ref < Mesh > CSGMesh3D : : get_mesh ( ) {
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return mesh ;
}
////////////////////////////////
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CSGBrush * CSGSphere3D : : _build_brush ( ) {
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// set our bounding box
CSGBrush * brush = memnew ( CSGBrush ) ;
int face_count = rings * radial_segments * 2 - radial_segments * 2 ;
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bool invert_val = get_flip_faces ( ) ;
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Ref < Material > material = get_material ( ) ;
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Vector < Vector3 > faces ;
Vector < Vector2 > uvs ;
Vector < bool > smooth ;
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Vector < Ref < Material > > materials ;
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Vector < bool > invert ;
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faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
{
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Vector3 * facesw = faces . ptrw ( ) ;
Vector2 * uvsw = uvs . ptrw ( ) ;
bool * smoothw = smooth . ptrw ( ) ;
Ref < Material > * materialsw = materials . ptrw ( ) ;
bool * invertw = invert . ptrw ( ) ;
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// 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 ;
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int face = 0 ;
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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 ) ;
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if ( j = = radial_segments - 1 ) {
longitude1 = 0 ;
}
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double x1 = Math : : sin ( longitude1 ) ;
double z1 = Math : : cos ( longitude1 ) ;
double u1 = double ( j + 1 ) / radial_segments ;
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Vector3 v [ 4 ] = {
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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 ,
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} ;
Vector2 u [ 4 ] = {
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Vector2 ( u0 , v0 ) ,
Vector2 ( u1 , v0 ) ,
Vector2 ( u1 , v1 ) ,
Vector2 ( u0 , v1 ) ,
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} ;
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// Draw the first face, but skip this at the north pole (i == 0).
if ( i > 0 ) {
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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 + + ;
}
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// Draw the second face, but skip this at the south pole (i == rings - 1).
if ( i < rings - 1 ) {
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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 ;
}
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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 ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGSphere3D : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGSphere3D : : get_material ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " radius " , PROPERTY_HINT_RANGE , " 0.001,100.0,0.001,suffix:m " ) , " set_radius " , " get_radius " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " BaseMaterial3D,ShaderMaterial " ) , " set_material " , " get_material " ) ;
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}
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void CSGSphere3D : : set_radius ( const float p_radius ) {
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ERR_FAIL_COND ( p_radius < = 0 ) ;
radius = p_radius ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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float CSGSphere3D : : get_radius ( ) const {
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return radius ;
}
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void CSGSphere3D : : set_radial_segments ( const int p_radial_segments ) {
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radial_segments = p_radial_segments > 4 ? p_radial_segments : 4 ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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int CSGSphere3D : : get_radial_segments ( ) const {
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return radial_segments ;
}
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void CSGSphere3D : : set_rings ( const int p_rings ) {
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rings = p_rings > 1 ? p_rings : 1 ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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int CSGSphere3D : : get_rings ( ) const {
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return rings ;
}
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void CSGSphere3D : : set_smooth_faces ( const bool p_smooth_faces ) {
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smooth_faces = p_smooth_faces ;
_make_dirty ( ) ;
}
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bool CSGSphere3D : : get_smooth_faces ( ) const {
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return smooth_faces ;
}
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void CSGSphere3D : : set_material ( const Ref < Material > & p_material ) {
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material = p_material ;
_make_dirty ( ) ;
}
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Ref < Material > CSGSphere3D : : get_material ( ) const {
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return material ;
}
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CSGSphere3D : : CSGSphere3D ( ) {
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// defaults
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radius = 0.5 ;
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radial_segments = 12 ;
rings = 6 ;
smooth_faces = true ;
}
///////////////
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CSGBrush * CSGBox3D : : _build_brush ( ) {
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// set our bounding box
CSGBrush * brush = memnew ( CSGBrush ) ;
int face_count = 12 ; //it's a cube..
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bool invert_val = get_flip_faces ( ) ;
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Ref < Material > material = get_material ( ) ;
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Vector < Vector3 > faces ;
Vector < Vector2 > uvs ;
Vector < bool > smooth ;
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Vector < Ref < Material > > materials ;
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Vector < bool > invert ;
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faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
{
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Vector3 * facesw = faces . ptrw ( ) ;
Vector2 * uvsw = uvs . ptrw ( ) ;
bool * smoothw = smooth . ptrw ( ) ;
Ref < Material > * materialsw = materials . ptrw ( ) ;
bool * invertw = invert . ptrw ( ) ;
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int face = 0 ;
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Vector3 vertex_mul = size / 2 ;
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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 + + ) {
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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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}
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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 + + ;
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//face 2
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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 ;
}
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void CSGBox3D : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_size " , " size " ) , & CSGBox3D : : set_size ) ;
ClassDB : : bind_method ( D_METHOD ( " get_size " ) , & CSGBox3D : : get_size ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGBox3D : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGBox3D : : get_material ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " size " , PROPERTY_HINT_NONE , " suffix:m " ) , " set_size " , " get_size " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " BaseMaterial3D,ShaderMaterial " ) , " set_material " , " get_material " ) ;
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}
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void CSGBox3D : : set_size ( const Vector3 & p_size ) {
size = p_size ;
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_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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Vector3 CSGBox3D : : get_size ( ) const {
return size ;
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}
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void CSGBox3D : : set_material ( const Ref < Material > & p_material ) {
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material = p_material ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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Ref < Material > CSGBox3D : : get_material ( ) const {
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return material ;
}
///////////////
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CSGBrush * CSGCylinder3D : : _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 ) ;
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bool invert_val = get_flip_faces ( ) ;
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Ref < Material > material = get_material ( ) ;
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Vector < Vector3 > faces ;
Vector < Vector2 > uvs ;
Vector < bool > smooth ;
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Vector < Ref < Material > > materials ;
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Vector < bool > invert ;
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faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
{
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Vector3 * facesw = faces . ptrw ( ) ;
Vector2 * uvsw = uvs . ptrw ( ) ;
bool * smoothw = smooth . ptrw ( ) ;
Ref < Material > * materialsw = materials . ptrw ( ) ;
bool * invertw = invert . ptrw ( ) ;
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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 ;
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if ( i = = sides - 1 ) {
inc_n = 0 ;
}
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float ang = inc * Math_TAU ;
float ang_n = inc_n * Math_TAU ;
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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 ;
}
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_height " , " height " ) , & CSGCylinder3D : : set_height ) ;
ClassDB : : bind_method ( D_METHOD ( " get_height " ) , & CSGCylinder3D : : get_height ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_sides " , " sides " ) , & CSGCylinder3D : : set_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " get_sides " ) , & CSGCylinder3D : : get_sides ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_cone " , " cone " ) , & CSGCylinder3D : : set_cone ) ;
ClassDB : : bind_method ( D_METHOD ( " is_cone " ) , & CSGCylinder3D : : is_cone ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGCylinder3D : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGCylinder3D : : get_material ) ;
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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 ) ;
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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 " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " BaseMaterial3D,ShaderMaterial " ) , " set_material " , " get_material " ) ;
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}
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void CSGCylinder3D : : set_radius ( const float p_radius ) {
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radius = p_radius ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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float CSGCylinder3D : : get_radius ( ) const {
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return radius ;
}
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void CSGCylinder3D : : set_height ( const float p_height ) {
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height = p_height ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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float CSGCylinder3D : : get_height ( ) const {
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return height ;
}
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void CSGCylinder3D : : set_sides ( const int p_sides ) {
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ERR_FAIL_COND ( p_sides < 3 ) ;
sides = p_sides ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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int CSGCylinder3D : : get_sides ( ) const {
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return sides ;
}
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void CSGCylinder3D : : set_cone ( const bool p_cone ) {
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cone = p_cone ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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bool CSGCylinder3D : : is_cone ( ) const {
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return cone ;
}
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void CSGCylinder3D : : set_smooth_faces ( const bool p_smooth_faces ) {
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smooth_faces = p_smooth_faces ;
_make_dirty ( ) ;
}
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bool CSGCylinder3D : : get_smooth_faces ( ) const {
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return smooth_faces ;
}
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void CSGCylinder3D : : set_material ( const Ref < Material > & p_material ) {
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material = p_material ;
_make_dirty ( ) ;
}
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Ref < Material > CSGCylinder3D : : get_material ( ) const {
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return material ;
}
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CSGCylinder3D : : CSGCylinder3D ( ) {
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// defaults
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radius = 0.5 ;
height = 2.0 ;
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sides = 8 ;
cone = false ;
smooth_faces = true ;
}
///////////////
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CSGBrush * CSGTorus3D : : _build_brush ( ) {
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// set our bounding box
float min_radius = inner_radius ;
float max_radius = outer_radius ;
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if ( min_radius = = max_radius ) {
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return memnew ( CSGBrush ) ; //sorry, can't
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}
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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 ;
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bool invert_val = get_flip_faces ( ) ;
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Ref < Material > material = get_material ( ) ;
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Vector < Vector3 > faces ;
Vector < Vector2 > uvs ;
Vector < bool > smooth ;
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Vector < Ref < Material > > materials ;
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Vector < bool > invert ;
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faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
{
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Vector3 * facesw = faces . ptrw ( ) ;
Vector2 * uvsw = uvs . ptrw ( ) ;
bool * smoothw = smooth . ptrw ( ) ;
Ref < Material > * materialsw = materials . ptrw ( ) ;
bool * invertw = invert . ptrw ( ) ;
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int face = 0 ;
{
for ( int i = 0 ; i < sides ; i + + ) {
float inci = float ( i ) / sides ;
float inci_n = float ( ( i + 1 ) ) / sides ;
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if ( i = = sides - 1 ) {
inci_n = 0 ;
}
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float angi = inci * Math_TAU ;
float angi_n = inci_n * Math_TAU ;
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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 ;
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if ( j = = ring_sides - 1 ) {
incj_n = 0 ;
}
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float angj = incj * Math_TAU ;
float angj_n = incj_n * Math_TAU ;
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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 ;
}
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_sides " , " sides " ) , & CSGTorus3D : : set_sides ) ;
ClassDB : : bind_method ( D_METHOD ( " get_sides " ) , & CSGTorus3D : : get_sides ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGTorus3D : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGTorus3D : : get_material ) ;
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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 ) ;
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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 " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " BaseMaterial3D,ShaderMaterial " ) , " set_material " , " get_material " ) ;
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}
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void CSGTorus3D : : set_inner_radius ( const float p_inner_radius ) {
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inner_radius = p_inner_radius ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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float CSGTorus3D : : get_inner_radius ( ) const {
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return inner_radius ;
}
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void CSGTorus3D : : set_outer_radius ( const float p_outer_radius ) {
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outer_radius = p_outer_radius ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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float CSGTorus3D : : get_outer_radius ( ) const {
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return outer_radius ;
}
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void CSGTorus3D : : set_sides ( const int p_sides ) {
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ERR_FAIL_COND ( p_sides < 3 ) ;
sides = p_sides ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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int CSGTorus3D : : get_sides ( ) const {
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return sides ;
}
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void CSGTorus3D : : set_ring_sides ( const int p_ring_sides ) {
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ERR_FAIL_COND ( p_ring_sides < 3 ) ;
ring_sides = p_ring_sides ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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int CSGTorus3D : : get_ring_sides ( ) const {
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return ring_sides ;
}
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void CSGTorus3D : : set_smooth_faces ( const bool p_smooth_faces ) {
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smooth_faces = p_smooth_faces ;
_make_dirty ( ) ;
}
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bool CSGTorus3D : : get_smooth_faces ( ) const {
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return smooth_faces ;
}
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void CSGTorus3D : : set_material ( const Ref < Material > & p_material ) {
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material = p_material ;
_make_dirty ( ) ;
}
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Ref < Material > CSGTorus3D : : get_material ( ) const {
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return material ;
}
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CSGTorus3D : : CSGTorus3D ( ) {
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// defaults
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inner_radius = 0.5 ;
outer_radius = 1.0 ;
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sides = 8 ;
ring_sides = 6 ;
smooth_faces = true ;
}
///////////////
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CSGBrush * CSGPolygon3D : : _build_brush ( ) {
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CSGBrush * brush = memnew ( CSGBrush ) ;
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if ( polygon . size ( ) < 3 ) {
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return brush ;
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}
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// Triangulate polygon shape.
Vector < Point2 > shape_polygon = polygon ;
if ( Triangulate : : get_area ( shape_polygon ) > 0 ) {
shape_polygon . reverse ( ) ;
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}
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int shape_sides = shape_polygon . size ( ) ;
Vector < int > shape_faces = Geometry2D : : triangulate_polygon ( shape_polygon ) ;
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ERR_FAIL_COND_V_MSG ( shape_faces . size ( ) < 3 , brush , " Failed to triangulate CSGPolygon. Make sure the polygon doesn't have any intersecting edges. " ) ;
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// 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 ] ) ;
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}
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// If MODE_PATH, check if curve has changed.
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Ref < Curve3D > curve ;
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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 ) ) ;
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}
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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 ) ) ;
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}
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}
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if ( ! path ) {
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return brush ;
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}
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curve = path - > get_curve ( ) ;
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if ( curve . is_null ( ) | | curve - > get_point_count ( ) < 2 ) {
return brush ;
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}
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}
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// 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 ;
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real_t curve_length = 1.0 ;
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switch ( mode ) {
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case MODE_DEPTH :
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extrusions = 1 ;
end_count = 2 ;
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break ;
case MODE_SPIN :
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extrusions = spin_sides ;
if ( spin_degrees < 360 ) {
end_count = 2 ;
}
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break ;
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case MODE_PATH : {
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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 ) ;
}
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if ( ! path_joined ) {
end_count = 2 ;
extrusions - = 1 ;
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}
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} break ;
}
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int face_count = extrusions * extrusion_face_count + end_count * shape_face_count ;
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Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
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// Initialize variables used to create the mesh.
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Ref < Material > material = get_material ( ) ;
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Vector < Vector3 > faces ;
Vector < Vector2 > uvs ;
Vector < bool > smooth ;
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Vector < Ref < Material > > materials ;
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Vector < bool > invert ;
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faces . resize ( face_count * 3 ) ;
uvs . resize ( face_count * 3 ) ;
smooth . resize ( face_count ) ;
materials . resize ( face_count ) ;
invert . resize ( face_count ) ;
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int faces_removed = 0 ;
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{
Vector3 * facesw = faces . ptrw ( ) ;
Vector2 * uvsw = uvs . ptrw ( ) ;
bool * smoothw = smooth . ptrw ( ) ;
Ref < Material > * materialsw = materials . ptrw ( ) ;
bool * invertw = invert . ptrw ( ) ;
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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 ;
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double spin_step = Math : : deg_to_rad ( spin_degrees / spin_sides ) ;
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double extrusion_step = 1.0 / extrusions ;
if ( mode = = MODE_PATH ) {
if ( path_joined ) {
extrusion_step = 1.0 / ( extrusions - 1 ) ;
}
extrusion_step * = curve_length ;
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}
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if ( mode = = MODE_PATH ) {
if ( ! path_local ) {
base_xform = path - > get_global_transform ( ) ;
}
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Vector3 current_point = curve - > interpolate_baked ( 0 ) ;
Vector3 next_point = curve - > interpolate_baked ( extrusion_step ) ;
Vector3 current_up = Vector3 ( 0 , 1 , 0 ) ;
Vector3 direction = next_point - current_point ;
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if ( path_joined ) {
Vector3 last_point = curve - > interpolate_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 - > interpolate_baked_up_vector ( 0 ) ;
break ;
}
Transform3D facing = Transform3D ( ) . looking_at ( direction , current_up ) ;
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current_xform = base_xform . translated_local ( current_point ) * facing ;
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}
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// 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 ;
}
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smoothw [ face ] = false ;
materialsw [ face ] = material ;
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invertw [ face ] = flip_faces ;
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face + + ;
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}
}
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real_t angle_simplify_dot = Math : : cos ( Math : : deg_to_rad ( path_simplify_angle ) ) ;
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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 : {
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current_xform . translate_local ( Vector3 ( 0 , 0 , - depth ) ) ;
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} 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 - > interpolate_baked ( previous_offset ) ;
Vector3 current_point = curve - > interpolate_baked ( current_offset ) ;
Vector3 next_point = curve - > interpolate_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 ;
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} else {
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faces_combined = 0 ;
previous_simplify_dir = current_dir ;
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}
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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 - > interpolate_baked_up_vector ( current_offset ) ;
break ;
}
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Transform3D facing = Transform3D ( ) . looking_at ( direction , current_up ) ;
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current_xform = base_xform . translated_local ( current_point ) * facing ;
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} break ;
}
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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 ;
}
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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 ;
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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 ) ) ,
} ;
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Vector2 u [ 4 ] = {
Vector2 ( u0 , v0 ) ,
Vector2 ( u1 , v0 ) ,
Vector2 ( u1 , v1 ) ,
Vector2 ( u0 , v1 ) ,
} ;
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// Face 1
facesw [ face * 3 + 0 ] = v [ 0 ] ;
facesw [ face * 3 + 1 ] = v [ 1 ] ;
facesw [ face * 3 + 2 ] = v [ 2 ] ;
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uvsw [ face * 3 + 0 ] = u [ 0 ] ;
uvsw [ face * 3 + 1 ] = u [ 1 ] ;
uvsw [ face * 3 + 2 ] = u [ 2 ] ;
smoothw [ face ] = smooth_faces ;
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invertw [ face ] = flip_faces ;
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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 ;
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invertw [ face ] = flip_faces ;
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materialsw [ face ] = material ;
face + + ;
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}
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}
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 ;
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// 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 ] = material ;
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invertw [ face ] = flip_faces ;
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face + + ;
}
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}
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face_count - = faces_removed ;
ERR_FAIL_COND_V_MSG ( face ! = face_count , brush , " Bug: Failed to create the CSGPolygon mesh correctly. " ) ;
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}
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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 ) ;
}
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brush - > build_from_faces ( faces , uvs , smooth , materials , invert ) ;
return brush ;
}
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void CSGPolygon3D : : _notification ( int p_what ) {
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if ( p_what = = NOTIFICATION_EXIT_TREE ) {
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if ( path ) {
path - > disconnect ( " tree_exited " , callable_mp ( this , & CSGPolygon3D : : _path_exited ) ) ;
path - > disconnect ( " curve_changed " , callable_mp ( this , & CSGPolygon3D : : _path_changed ) ) ;
path = nullptr ;
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}
}
}
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void CSGPolygon3D : : _validate_property ( PropertyInfo & p_property ) const {
if ( p_property . name . begins_with ( " spin " ) & & mode ! = MODE_SPIN ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name . begins_with ( " path " ) & & mode ! = MODE_PATH ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
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if ( p_property . name = = " depth " & & mode ! = MODE_DEPTH ) {
p_property . usage = PROPERTY_USAGE_NONE ;
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}
}
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void CSGPolygon3D : : _path_changed ( ) {
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_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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void CSGPolygon3D : : _path_exited ( ) {
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path = nullptr ;
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}
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_mode " , " mode " ) , & CSGPolygon3D : : set_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " get_mode " ) , & CSGPolygon3D : : get_mode ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_depth " , " depth " ) , & CSGPolygon3D : : set_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " get_depth " ) , & CSGPolygon3D : : get_depth ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_path_interval " , " interval " ) , & CSGPolygon3D : : set_path_interval ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_path_interval " ) , & CSGPolygon3D : : get_path_interval ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_path_rotation " , " path_rotation " ) , & CSGPolygon3D : : set_path_rotation ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_path_rotation " ) , & CSGPolygon3D : : get_path_rotation ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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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 ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_material " , " material " ) , & CSGPolygon3D : : set_material ) ;
ClassDB : : bind_method ( D_METHOD ( " get_material " ) , & CSGPolygon3D : : get_material ) ;
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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 ) ;
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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 ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : PACKED_VECTOR2_ARRAY , " polygon " ) , " set_polygon " , " get_polygon " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " mode " , PROPERTY_HINT_ENUM , " Depth,Spin,Path " ) , " set_mode " , " get_mode " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " depth " , PROPERTY_HINT_RANGE , " 0.01,100.0,0.01,or_greater,exp,suffix:m " ) , " set_depth " , " get_depth " ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " spin_degrees " , PROPERTY_HINT_RANGE , " 1,360,0.1 " ) , " set_spin_degrees " , " get_spin_degrees " ) ;
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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 , " Path3D " ) , " set_path_node " , " get_path_node " ) ;
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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 " ) ;
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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 " ) ;
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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 " ) ;
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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 " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " material " , PROPERTY_HINT_RESOURCE_TYPE , " BaseMaterial3D,ShaderMaterial " ) , " set_material " , " get_material " ) ;
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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 ) ;
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BIND_ENUM_CONSTANT ( PATH_INTERVAL_DISTANCE ) ;
BIND_ENUM_CONSTANT ( PATH_INTERVAL_SUBDIVIDE ) ;
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}
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void CSGPolygon3D : : set_polygon ( const Vector < Vector2 > & p_polygon ) {
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polygon = p_polygon ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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Vector < Vector2 > CSGPolygon3D : : get_polygon ( ) const {
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return polygon ;
}
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void CSGPolygon3D : : set_mode ( Mode p_mode ) {
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mode = p_mode ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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notify_property_list_changed ( ) ;
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}
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CSGPolygon3D : : Mode CSGPolygon3D : : get_mode ( ) const {
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return mode ;
}
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void CSGPolygon3D : : set_depth ( const float p_depth ) {
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ERR_FAIL_COND ( p_depth < 0.001 ) ;
depth = p_depth ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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float CSGPolygon3D : : get_depth ( ) const {
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return depth ;
}
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void CSGPolygon3D : : set_path_continuous_u ( bool p_enable ) {
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path_continuous_u = p_enable ;
_make_dirty ( ) ;
}
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bool CSGPolygon3D : : is_path_continuous_u ( ) const {
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return path_continuous_u ;
}
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void CSGPolygon3D : : set_path_u_distance ( real_t p_path_u_distance ) {
path_u_distance = p_path_u_distance ;
_make_dirty ( ) ;
update_gizmos ( ) ;
}
real_t CSGPolygon3D : : get_path_u_distance ( ) const {
return path_u_distance ;
}
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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 ) ;
spin_degrees = p_spin_degrees ;
_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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void CSGPolygon3D : : set_spin_sides ( int p_spin_sides ) {
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ERR_FAIL_COND ( p_spin_sides < 3 ) ;
spin_sides = p_spin_sides ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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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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void CSGPolygon3D : : set_path_node ( const NodePath & p_path ) {
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path_node = p_path ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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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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void CSGPolygon3D : : set_path_interval_type ( PathIntervalType p_interval_type ) {
path_interval_type = p_interval_type ;
_make_dirty ( ) ;
update_gizmos ( ) ;
}
CSGPolygon3D : : PathIntervalType CSGPolygon3D : : get_path_interval_type ( ) const {
return path_interval_type ;
}
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void CSGPolygon3D : : set_path_interval ( float p_interval ) {
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path_interval = p_interval ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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float CSGPolygon3D : : get_path_interval ( ) const {
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return path_interval ;
}
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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 ;
}
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void CSGPolygon3D : : set_path_rotation ( PathRotation p_rotation ) {
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path_rotation = p_rotation ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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CSGPolygon3D : : PathRotation CSGPolygon3D : : get_path_rotation ( ) const {
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return path_rotation ;
}
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void CSGPolygon3D : : set_path_local ( bool p_enable ) {
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path_local = p_enable ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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bool CSGPolygon3D : : is_path_local ( ) const {
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return path_local ;
}
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void CSGPolygon3D : : set_path_joined ( bool p_enable ) {
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path_joined = p_enable ;
_make_dirty ( ) ;
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update_gizmos ( ) ;
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}
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bool CSGPolygon3D : : is_path_joined ( ) const {
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return path_joined ;
}
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void CSGPolygon3D : : set_smooth_faces ( const bool p_smooth_faces ) {
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smooth_faces = p_smooth_faces ;
_make_dirty ( ) ;
}
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bool CSGPolygon3D : : get_smooth_faces ( ) const {
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return smooth_faces ;
}
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void CSGPolygon3D : : set_material ( const Ref < Material > & p_material ) {
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material = p_material ;
_make_dirty ( ) ;
}
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Ref < Material > CSGPolygon3D : : get_material ( ) const {
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return material ;
}
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bool CSGPolygon3D : : _is_editable_3d_polygon ( ) const {
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return true ;
}
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bool CSGPolygon3D : : _has_editable_3d_polygon_no_depth ( ) const {
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return true ;
}
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CSGPolygon3D : : CSGPolygon3D ( ) {
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// 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 ;
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path_interval_type = PATH_INTERVAL_DISTANCE ;
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path_interval = 1.0 ;
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path_simplify_angle = 0.0 ;
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path_rotation = PATH_ROTATION_PATH_FOLLOW ;
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path_local = false ;
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path_continuous_u = true ;
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path_u_distance = 1.0 ;
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path_joined = false ;
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path = nullptr ;
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}