Rename CSGPrimitive3D.invert_faces to flip_faces

This commit is contained in:
hoontee 2022-05-06 20:51:46 -05:00
parent bb73dafe37
commit b869ec7262
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GPG key ID: 9127B4226D53242B
4 changed files with 26 additions and 26 deletions

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@ -194,7 +194,7 @@ void CSGBrush::_regen_face_aabbs() {
} }
} }
void CSGBrush::build_from_faces(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials, const Vector<bool> &p_invert_faces) { void CSGBrush::build_from_faces(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials, const Vector<bool> &p_flip_faces) {
faces.clear(); faces.clear();
int vc = p_vertices.size(); int vc = p_vertices.size();
@ -208,8 +208,8 @@ void CSGBrush::build_from_faces(const Vector<Vector3> &p_vertices, const Vector<
const bool *rs = p_smooth.ptr(); const bool *rs = p_smooth.ptr();
int mc = p_materials.size(); int mc = p_materials.size();
const Ref<Material> *rm = p_materials.ptr(); const Ref<Material> *rm = p_materials.ptr();
int ic = p_invert_faces.size(); int ic = p_flip_faces.size();
const bool *ri = p_invert_faces.ptr(); const bool *ri = p_flip_faces.ptr();
Map<Ref<Material>, int> material_map; Map<Ref<Material>, int> material_map;

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@ -682,7 +682,7 @@ CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_ver
int ic = invert.size(); int ic = invert.size();
bool *w = invert.ptrw(); bool *w = invert.ptrw();
for (int i = 0; i < ic; i++) { for (int i = 0; i < ic; i++) {
w[i] = invert_faces; w[i] = flip_faces;
} }
} }
brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert); brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
@ -691,28 +691,28 @@ CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_ver
} }
void CSGPrimitive3D::_bind_methods() { void CSGPrimitive3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive3D::set_invert_faces); ClassDB::bind_method(D_METHOD("set_flip_faces", "flip_faces"), &CSGPrimitive3D::set_flip_faces);
ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive3D::is_inverting_faces); ClassDB::bind_method(D_METHOD("get_flip_faces"), &CSGPrimitive3D::get_flip_faces);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_faces"), "set_flip_faces", "get_flip_faces");
} }
void CSGPrimitive3D::set_invert_faces(bool p_invert) { void CSGPrimitive3D::set_flip_faces(bool p_invert) {
if (invert_faces == p_invert) { if (flip_faces == p_invert) {
return; return;
} }
invert_faces = p_invert; flip_faces = p_invert;
_make_dirty(); _make_dirty();
} }
bool CSGPrimitive3D::is_inverting_faces() { bool CSGPrimitive3D::get_flip_faces() {
return invert_faces; return flip_faces;
} }
CSGPrimitive3D::CSGPrimitive3D() { CSGPrimitive3D::CSGPrimitive3D() {
invert_faces = false; flip_faces = false;
} }
///////////////////// /////////////////////
@ -921,7 +921,7 @@ CSGBrush *CSGSphere3D::_build_brush() {
int face_count = rings * radial_segments * 2 - radial_segments * 2; int face_count = rings * radial_segments * 2 - radial_segments * 2;
bool invert_val = is_inverting_faces(); bool invert_val = get_flip_faces();
Ref<Material> material = get_material(); Ref<Material> material = get_material();
Vector<Vector3> faces; Vector<Vector3> faces;
@ -1125,7 +1125,7 @@ CSGBrush *CSGBox3D::_build_brush() {
int face_count = 12; //it's a cube.. int face_count = 12; //it's a cube..
bool invert_val = is_inverting_faces(); bool invert_val = get_flip_faces();
Ref<Material> material = get_material(); Ref<Material> material = get_material();
Vector<Vector3> faces; Vector<Vector3> faces;
@ -1258,7 +1258,7 @@ CSGBrush *CSGCylinder3D::_build_brush() {
int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides); int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
bool invert_val = is_inverting_faces(); bool invert_val = get_flip_faces();
Ref<Material> material = get_material(); Ref<Material> material = get_material();
Vector<Vector3> faces; Vector<Vector3> faces;
@ -1503,7 +1503,7 @@ CSGBrush *CSGTorus3D::_build_brush() {
int face_count = ring_sides * sides * 2; int face_count = ring_sides * sides * 2;
bool invert_val = is_inverting_faces(); bool invert_val = get_flip_faces();
Ref<Material> material = get_material(); Ref<Material> material = get_material();
Vector<Vector3> faces; Vector<Vector3> faces;
@ -1881,7 +1881,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
smoothw[face] = false; smoothw[face] = false;
materialsw[face] = material; materialsw[face] = material;
invertw[face] = invert_faces; invertw[face] = flip_faces;
face++; face++;
} }
} }
@ -1986,7 +1986,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
uvsw[face * 3 + 2] = u[2]; uvsw[face * 3 + 2] = u[2];
smoothw[face] = smooth_faces; smoothw[face] = smooth_faces;
invertw[face] = invert_faces; invertw[face] = flip_faces;
materialsw[face] = material; materialsw[face] = material;
face++; face++;
@ -2001,7 +2001,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
uvsw[face * 3 + 2] = u[0]; uvsw[face * 3 + 2] = u[0];
smoothw[face] = smooth_faces; smoothw[face] = smooth_faces;
invertw[face] = invert_faces; invertw[face] = flip_faces;
materialsw[face] = material; materialsw[face] = material;
face++; face++;
@ -2026,7 +2026,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
smoothw[face] = false; smoothw[face] = false;
materialsw[face] = material; materialsw[face] = material;
invertw[face] = invert_faces; invertw[face] = flip_faces;
face++; face++;
} }
} }

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@ -171,13 +171,13 @@ class CSGPrimitive3D : public CSGShape3D {
GDCLASS(CSGPrimitive3D, CSGShape3D); GDCLASS(CSGPrimitive3D, CSGShape3D);
protected: protected:
bool invert_faces; bool flip_faces;
CSGBrush *_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials); CSGBrush *_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);
static void _bind_methods(); static void _bind_methods();
public: public:
void set_invert_faces(bool p_invert); void set_flip_faces(bool p_invert);
bool is_inverting_faces(); bool get_flip_faces();
CSGPrimitive3D(); CSGPrimitive3D();
}; };

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@ -11,8 +11,8 @@
<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link> <link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
</tutorials> </tutorials>
<members> <members>
<member name="invert_faces" type="bool" setter="set_invert_faces" getter="is_inverting_faces" default="false"> <member name="flip_faces" type="bool" setter="set_flip_faces" getter="get_flip_faces" default="false">
Invert the faces of the mesh. If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
</member> </member>
</members> </members>
</class> </class>