1aa2823fa3
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2404 lines
67 KiB
C++
2404 lines
67 KiB
C++
/*************************************************************************/
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/* csg_shape.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "csg_shape.h"
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#include "core/math/geometry_2d.h"
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#include "scene/3d/path_3d.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.instance();
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root_collision_instance = PhysicsServer3D::get_singleton()->body_create();
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PhysicsServer3D::get_singleton()->body_set_mode(root_collision_instance, PhysicsServer3D::BODY_MODE_STATIC);
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PhysicsServer3D::get_singleton()->body_set_state(root_collision_instance, PhysicsServer3D::BODY_STATE_TRANSFORM, get_global_transform());
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PhysicsServer3D::get_singleton()->body_add_shape(root_collision_instance, root_collision_shape->get_rid());
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PhysicsServer3D::get_singleton()->body_set_space(root_collision_instance, get_world_3d()->get_space());
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PhysicsServer3D::get_singleton()->body_attach_object_instance_id(root_collision_instance, get_instance_id());
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set_collision_layer(collision_layer);
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set_collision_mask(collision_mask);
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_make_dirty(); //force update
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} else {
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PhysicsServer3D::get_singleton()->free(root_collision_instance);
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root_collision_instance = RID();
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root_collision_shape.unref();
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}
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notify_property_list_changed();
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}
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bool CSGShape3D::is_using_collision() const {
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return use_collision;
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}
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void CSGShape3D::set_collision_layer(uint32_t p_layer) {
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collision_layer = p_layer;
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if (root_collision_instance.is_valid()) {
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PhysicsServer3D::get_singleton()->body_set_collision_layer(root_collision_instance, p_layer);
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}
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}
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uint32_t CSGShape3D::get_collision_layer() const {
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return collision_layer;
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}
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void CSGShape3D::set_collision_mask(uint32_t p_mask) {
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collision_mask = p_mask;
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if (root_collision_instance.is_valid()) {
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PhysicsServer3D::get_singleton()->body_set_collision_mask(root_collision_instance, p_mask);
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}
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}
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uint32_t CSGShape3D::get_collision_mask() const {
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return collision_mask;
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}
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void CSGShape3D::set_collision_mask_bit(int p_bit, bool p_value) {
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uint32_t mask = get_collision_mask();
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if (p_value) {
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mask |= 1 << p_bit;
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} else {
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mask &= ~(1 << p_bit);
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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_bit(int p_bit) const {
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return get_collision_mask() & (1 << p_bit);
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}
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void CSGShape3D::set_collision_layer_bit(int p_bit, bool p_value) {
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uint32_t mask = get_collision_layer();
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if (p_value) {
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mask |= 1 << p_bit;
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} else {
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mask &= ~(1 << p_bit);
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}
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set_collision_layer(mask);
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}
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bool CSGShape3D::get_collision_layer_bit(int p_bit) const {
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return get_collision_layer() & (1 << p_bit);
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}
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bool CSGShape3D::is_root_shape() const {
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return !parent;
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}
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void CSGShape3D::set_snap(float p_snap) {
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snap = p_snap;
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}
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float CSGShape3D::get_snap() const {
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return snap;
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}
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void CSGShape3D::_make_dirty() {
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if (!is_inside_tree()) {
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return;
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}
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if (parent) {
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parent->_make_dirty();
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} else if (!dirty) {
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call_deferred("_update_shape");
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}
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dirty = true;
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}
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CSGBrush *CSGShape3D::_get_brush() {
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if (dirty) {
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if (brush) {
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memdelete(brush);
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}
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brush = nullptr;
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CSGBrush *n = _build_brush();
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for (int i = 0; i < get_child_count(); i++) {
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CSGShape3D *child = Object::cast_to<CSGShape3D>(get_child(i));
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if (!child) {
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continue;
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}
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if (!child->is_visible_in_tree()) {
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continue;
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}
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CSGBrush *n2 = child->_get_brush();
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if (!n2) {
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continue;
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}
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if (!n) {
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n = memnew(CSGBrush);
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n->copy_from(*n2, child->get_transform());
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} else {
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CSGBrush *nn = memnew(CSGBrush);
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CSGBrush *nn2 = memnew(CSGBrush);
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nn2->copy_from(*n2, child->get_transform());
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CSGBrushOperation bop;
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switch (child->get_operation()) {
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case CSGShape3D::OPERATION_UNION:
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bop.merge_brushes(CSGBrushOperation::OPERATION_UNION, *n, *nn2, *nn, snap);
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break;
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case CSGShape3D::OPERATION_INTERSECTION:
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bop.merge_brushes(CSGBrushOperation::OPERATION_INTERSECTION, *n, *nn2, *nn, snap);
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break;
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case CSGShape3D::OPERATION_SUBTRACTION:
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bop.merge_brushes(CSGBrushOperation::OPERATION_SUBSTRACTION, *n, *nn2, *nn, snap);
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break;
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}
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memdelete(n);
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memdelete(nn2);
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n = nn;
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}
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}
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if (n) {
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AABB aabb;
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for (int i = 0; i < n->faces.size(); i++) {
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for (int j = 0; j < 3; j++) {
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if (i == 0 && j == 0) {
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aabb.position = n->faces[i].vertices[j];
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} else {
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aabb.expand_to(n->faces[i].vertices[j]);
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}
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}
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}
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node_aabb = aabb;
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} else {
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node_aabb = AABB();
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}
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brush = n;
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dirty = false;
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}
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return brush;
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}
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int CSGShape3D::mikktGetNumFaces(const SMikkTSpaceContext *pContext) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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return surface.vertices.size() / 3;
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}
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int CSGShape3D::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) {
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// always 3
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return 3;
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}
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void CSGShape3D::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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Vector3 v = surface.verticesw[iFace * 3 + iVert];
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fvPosOut[0] = v.x;
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fvPosOut[1] = v.y;
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fvPosOut[2] = v.z;
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}
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void CSGShape3D::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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Vector3 n = surface.normalsw[iFace * 3 + iVert];
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fvNormOut[0] = n.x;
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fvNormOut[1] = n.y;
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fvNormOut[2] = n.z;
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}
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void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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Vector2 t = surface.uvsw[iFace * 3 + iVert];
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fvTexcOut[0] = t.x;
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fvTexcOut[1] = t.y;
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}
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void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT,
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const tbool bIsOrientationPreserving, const int iFace, const int iVert) {
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ShapeUpdateSurface &surface = *((ShapeUpdateSurface *)pContext->m_pUserData);
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int i = iFace * 3 + iVert;
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Vector3 normal = surface.normalsw[i];
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Vector3 tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
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Vector3 bitangent = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
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float d = bitangent.dot(normal.cross(tangent));
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i *= 4;
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surface.tansw[i++] = tangent.x;
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surface.tansw[i++] = tangent.y;
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surface.tansw[i++] = tangent.z;
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surface.tansw[i++] = d < 0 ? -1 : 1;
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}
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void CSGShape3D::_update_shape() {
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if (parent) {
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return;
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}
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set_base(RID());
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root_mesh.unref(); //byebye root mesh
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CSGBrush *n = _get_brush();
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ERR_FAIL_COND_MSG(!n, "Cannot get CSGBrush.");
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OAHashMap<Vector3, Vector3> vec_map;
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Vector<int> face_count;
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face_count.resize(n->materials.size() + 1);
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for (int i = 0; i < face_count.size(); i++) {
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face_count.write[i] = 0;
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}
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for (int i = 0; i < n->faces.size(); i++) {
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int mat = n->faces[i].material;
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ERR_CONTINUE(mat < -1 || mat >= face_count.size());
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int idx = mat == -1 ? face_count.size() - 1 : mat;
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Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
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for (int j = 0; j < 3; j++) {
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Vector3 v = n->faces[i].vertices[j];
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Vector3 add;
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if (vec_map.lookup(v, add)) {
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add += p.normal;
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} else {
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add = p.normal;
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}
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vec_map.set(v, add);
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}
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face_count.write[idx]++;
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}
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Vector<ShapeUpdateSurface> surfaces;
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surfaces.resize(face_count.size());
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//create arrays
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for (int i = 0; i < surfaces.size(); i++) {
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surfaces.write[i].vertices.resize(face_count[i] * 3);
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surfaces.write[i].normals.resize(face_count[i] * 3);
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surfaces.write[i].uvs.resize(face_count[i] * 3);
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if (calculate_tangents) {
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surfaces.write[i].tans.resize(face_count[i] * 3 * 4);
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}
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surfaces.write[i].last_added = 0;
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if (i != surfaces.size() - 1) {
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surfaces.write[i].material = n->materials[i];
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}
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surfaces.write[i].verticesw = surfaces.write[i].vertices.ptrw();
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surfaces.write[i].normalsw = surfaces.write[i].normals.ptrw();
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surfaces.write[i].uvsw = surfaces.write[i].uvs.ptrw();
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if (calculate_tangents) {
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surfaces.write[i].tansw = surfaces.write[i].tans.ptrw();
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}
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}
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// Update collision faces.
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if (root_collision_shape.is_valid()) {
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Vector<Vector3> physics_faces;
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physics_faces.resize(n->faces.size() * 3);
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Vector3 *physicsw = physics_faces.ptrw();
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for (int i = 0; i < n->faces.size(); i++) {
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int order[3] = { 0, 1, 2 };
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if (n->faces[i].invert) {
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SWAP(order[1], order[2]);
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}
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physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
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physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
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physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
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}
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root_collision_shape->set_faces(physics_faces);
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}
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//fill arrays
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{
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for (int i = 0; i < n->faces.size(); i++) {
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int order[3] = { 0, 1, 2 };
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if (n->faces[i].invert) {
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SWAP(order[1], order[2]);
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}
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int mat = n->faces[i].material;
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ERR_CONTINUE(mat < -1 || mat >= face_count.size());
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int idx = mat == -1 ? face_count.size() - 1 : mat;
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int last = surfaces[idx].last_added;
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Plane p(n->faces[i].vertices[0], n->faces[i].vertices[1], n->faces[i].vertices[2]);
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for (int j = 0; j < 3; j++) {
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Vector3 v = n->faces[i].vertices[j];
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Vector3 normal = p.normal;
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if (n->faces[i].smooth && vec_map.lookup(v, normal)) {
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normal.normalize();
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}
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if (n->faces[i].invert) {
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normal = -normal;
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}
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int k = last + order[j];
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surfaces[idx].verticesw[k] = v;
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surfaces[idx].uvsw[k] = n->faces[i].uvs[j];
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surfaces[idx].normalsw[k] = normal;
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if (calculate_tangents) {
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// zero out our tangents for now
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k *= 4;
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surfaces[idx].tansw[k++] = 0.0;
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surfaces[idx].tansw[k++] = 0.0;
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surfaces[idx].tansw[k++] = 0.0;
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surfaces[idx].tansw[k++] = 0.0;
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}
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}
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surfaces.write[idx].last_added += 3;
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}
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}
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root_mesh.instance();
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//create surfaces
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for (int i = 0; i < surfaces.size(); i++) {
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// calculate tangents for this surface
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bool have_tangents = calculate_tangents;
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if (have_tangents) {
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SMikkTSpaceInterface mkif;
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mkif.m_getNormal = mikktGetNormal;
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mkif.m_getNumFaces = mikktGetNumFaces;
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mkif.m_getNumVerticesOfFace = mikktGetNumVerticesOfFace;
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mkif.m_getPosition = mikktGetPosition;
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mkif.m_getTexCoord = mikktGetTexCoord;
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mkif.m_setTSpace = mikktSetTSpaceDefault;
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mkif.m_setTSpaceBasic = nullptr;
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SMikkTSpaceContext msc;
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msc.m_pInterface = &mkif;
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msc.m_pUserData = &surfaces.write[i];
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have_tangents = genTangSpaceDefault(&msc);
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}
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if (surfaces[i].last_added == 0) {
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continue;
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}
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// and convert to surface array
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Array array;
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array.resize(Mesh::ARRAY_MAX);
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array[Mesh::ARRAY_VERTEX] = surfaces[i].vertices;
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array[Mesh::ARRAY_NORMAL] = surfaces[i].normals;
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array[Mesh::ARRAY_TEX_UV] = surfaces[i].uvs;
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if (have_tangents) {
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array[Mesh::ARRAY_TANGENT] = surfaces[i].tans;
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}
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int idx = root_mesh->get_surface_count();
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root_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array);
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root_mesh->surface_set_material(idx, surfaces[i].material);
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}
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set_base(root_mesh->get_rid());
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}
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AABB CSGShape3D::get_aabb() const {
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return node_aabb;
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}
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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();
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faces.resize(fc * 3);
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{
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Vector3 *w = faces.ptrw();
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for (int i = 0; i < fc; i++) {
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w[i * 3 + 0] = b->faces[i].vertices[0];
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w[i * 3 + 1] = b->faces[i].vertices[1];
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w[i * 3 + 2] = b->faces[i].vertices[2];
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}
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}
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return faces;
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}
|
|
|
|
Vector<Face3> CSGShape3D::get_faces(uint32_t p_usage_flags) const {
|
|
return Vector<Face3>();
|
|
}
|
|
|
|
void CSGShape3D::_notification(int p_what) {
|
|
if (p_what == NOTIFICATION_ENTER_TREE) {
|
|
Node *parentn = get_parent();
|
|
if (parentn) {
|
|
parent = Object::cast_to<CSGShape3D>(parentn);
|
|
if (parent) {
|
|
set_base(RID());
|
|
root_mesh.unref();
|
|
}
|
|
}
|
|
|
|
if (use_collision && is_root_shape()) {
|
|
root_collision_shape.instance();
|
|
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);
|
|
}
|
|
|
|
_make_dirty();
|
|
}
|
|
|
|
if (p_what == 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());
|
|
}
|
|
}
|
|
|
|
if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
|
|
if (parent) {
|
|
parent->_make_dirty();
|
|
}
|
|
}
|
|
|
|
if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
|
|
if (parent) {
|
|
parent->_make_dirty();
|
|
}
|
|
}
|
|
|
|
if (p_what == NOTIFICATION_EXIT_TREE) {
|
|
if (parent) {
|
|
parent->_make_dirty();
|
|
}
|
|
parent = nullptr;
|
|
|
|
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();
|
|
}
|
|
_make_dirty();
|
|
}
|
|
}
|
|
|
|
void CSGShape3D::set_operation(Operation p_operation) {
|
|
operation = p_operation;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
CSGShape3D::Operation CSGShape3D::get_operation() const {
|
|
return operation;
|
|
}
|
|
|
|
void CSGShape3D::set_calculate_tangents(bool p_calculate_tangents) {
|
|
calculate_tangents = p_calculate_tangents;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGShape3D::is_calculating_tangents() const {
|
|
return calculate_tangents;
|
|
}
|
|
|
|
void CSGShape3D::_validate_property(PropertyInfo &property) const {
|
|
bool is_collision_prefixed = property.name.begins_with("collision_");
|
|
if ((is_collision_prefixed || property.name.begins_with("use_collision")) && is_inside_tree() && !is_root_shape()) {
|
|
//hide collision if not root
|
|
property.usage = PROPERTY_USAGE_NOEDITOR;
|
|
} else if (is_collision_prefixed && !bool(get("use_collision"))) {
|
|
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
|
|
}
|
|
}
|
|
|
|
Array CSGShape3D::get_meshes() const {
|
|
if (root_mesh.is_valid()) {
|
|
Array arr;
|
|
arr.resize(2);
|
|
arr[0] = Transform();
|
|
arr[1] = root_mesh;
|
|
return arr;
|
|
}
|
|
|
|
return Array();
|
|
}
|
|
|
|
void CSGShape3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
|
|
ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_operation", "operation"), &CSGShape3D::set_operation);
|
|
ClassDB::bind_method(D_METHOD("get_operation"), &CSGShape3D::get_operation);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_snap", "snap"), &CSGShape3D::set_snap);
|
|
ClassDB::bind_method(D_METHOD("get_snap"), &CSGShape3D::get_snap);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_use_collision", "operation"), &CSGShape3D::set_use_collision);
|
|
ClassDB::bind_method(D_METHOD("is_using_collision"), &CSGShape3D::is_using_collision);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &CSGShape3D::set_collision_layer);
|
|
ClassDB::bind_method(D_METHOD("get_collision_layer"), &CSGShape3D::get_collision_layer);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &CSGShape3D::set_collision_mask);
|
|
ClassDB::bind_method(D_METHOD("get_collision_mask"), &CSGShape3D::get_collision_mask);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_mask_bit", "bit", "value"), &CSGShape3D::set_collision_mask_bit);
|
|
ClassDB::bind_method(D_METHOD("get_collision_mask_bit", "bit"), &CSGShape3D::get_collision_mask_bit);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_collision_layer_bit", "bit", "value"), &CSGShape3D::set_collision_layer_bit);
|
|
ClassDB::bind_method(D_METHOD("get_collision_layer_bit", "bit"), &CSGShape3D::get_collision_layer_bit);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_calculate_tangents", "enabled"), &CSGShape3D::set_calculate_tangents);
|
|
ClassDB::bind_method(D_METHOD("is_calculating_tangents"), &CSGShape3D::is_calculating_tangents);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_meshes"), &CSGShape3D::get_meshes);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "operation", PROPERTY_HINT_ENUM, "Union,Intersection,Subtraction"), "set_operation", "get_operation");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "snap", PROPERTY_HINT_RANGE, "0.0001,1,0.001"), "set_snap", "get_snap");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "calculate_tangents"), "set_calculate_tangents", "is_calculating_tangents");
|
|
|
|
ADD_GROUP("Collision", "collision_");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_collision"), "set_use_collision", "is_using_collision");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_layer", "get_collision_layer");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
|
|
|
|
BIND_ENUM_CONSTANT(OPERATION_UNION);
|
|
BIND_ENUM_CONSTANT(OPERATION_INTERSECTION);
|
|
BIND_ENUM_CONSTANT(OPERATION_SUBTRACTION);
|
|
}
|
|
|
|
CSGShape3D::CSGShape3D() {
|
|
set_notify_local_transform(true);
|
|
}
|
|
|
|
CSGShape3D::~CSGShape3D() {
|
|
if (brush) {
|
|
memdelete(brush);
|
|
brush = nullptr;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////
|
|
|
|
CSGBrush *CSGCombiner3D::_build_brush() {
|
|
return memnew(CSGBrush); //does not build anything
|
|
}
|
|
|
|
CSGCombiner3D::CSGCombiner3D() {
|
|
}
|
|
|
|
/////////////////////
|
|
|
|
CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials) {
|
|
CSGBrush *brush = memnew(CSGBrush);
|
|
|
|
Vector<bool> invert;
|
|
invert.resize(p_vertices.size() / 3);
|
|
{
|
|
int ic = invert.size();
|
|
bool *w = invert.ptrw();
|
|
for (int i = 0; i < ic; i++) {
|
|
w[i] = invert_faces;
|
|
}
|
|
}
|
|
brush->build_from_faces(p_vertices, p_uv, p_smooth, p_materials, invert);
|
|
|
|
return brush;
|
|
}
|
|
|
|
void CSGPrimitive3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive3D::set_invert_faces);
|
|
ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive3D::is_inverting_faces);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert_faces"), "set_invert_faces", "is_inverting_faces");
|
|
}
|
|
|
|
void CSGPrimitive3D::set_invert_faces(bool p_invert) {
|
|
if (invert_faces == p_invert) {
|
|
return;
|
|
}
|
|
|
|
invert_faces = p_invert;
|
|
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGPrimitive3D::is_inverting_faces() {
|
|
return invert_faces;
|
|
}
|
|
|
|
CSGPrimitive3D::CSGPrimitive3D() {
|
|
invert_faces = false;
|
|
}
|
|
|
|
/////////////////////
|
|
|
|
CSGBrush *CSGMesh3D::_build_brush() {
|
|
if (!mesh.is_valid()) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
|
|
Vector<Vector3> vertices;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<Vector2> uvs;
|
|
Ref<Material> material = get_material();
|
|
|
|
for (int i = 0; i < mesh->get_surface_count(); i++) {
|
|
if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
|
|
continue;
|
|
}
|
|
|
|
Array arrays = mesh->surface_get_arrays(i);
|
|
|
|
if (arrays.size() == 0) {
|
|
_make_dirty();
|
|
ERR_FAIL_COND_V(arrays.size() == 0, memnew(CSGBrush));
|
|
}
|
|
|
|
Vector<Vector3> avertices = arrays[Mesh::ARRAY_VERTEX];
|
|
if (avertices.size() == 0) {
|
|
continue;
|
|
}
|
|
|
|
const Vector3 *vr = avertices.ptr();
|
|
|
|
Vector<Vector3> anormals = arrays[Mesh::ARRAY_NORMAL];
|
|
const Vector3 *nr = nullptr;
|
|
if (anormals.size()) {
|
|
nr = anormals.ptr();
|
|
}
|
|
|
|
Vector<Vector2> auvs = arrays[Mesh::ARRAY_TEX_UV];
|
|
const Vector2 *uvr = nullptr;
|
|
if (auvs.size()) {
|
|
uvr = auvs.ptr();
|
|
}
|
|
|
|
Ref<Material> mat;
|
|
if (material.is_valid()) {
|
|
mat = material;
|
|
} else {
|
|
mat = mesh->surface_get_material(i);
|
|
}
|
|
|
|
Vector<int> aindices = arrays[Mesh::ARRAY_INDEX];
|
|
if (aindices.size()) {
|
|
int as = vertices.size();
|
|
int is = aindices.size();
|
|
|
|
vertices.resize(as + is);
|
|
smooth.resize((as + is) / 3);
|
|
materials.resize((as + is) / 3);
|
|
uvs.resize(as + is);
|
|
|
|
Vector3 *vw = vertices.ptrw();
|
|
bool *sw = smooth.ptrw();
|
|
Vector2 *uvw = uvs.ptrw();
|
|
Ref<Material> *mw = materials.ptrw();
|
|
|
|
const int *ir = aindices.ptr();
|
|
|
|
for (int j = 0; j < is; j += 3) {
|
|
Vector3 vertex[3];
|
|
Vector3 normal[3];
|
|
Vector2 uv[3];
|
|
|
|
for (int k = 0; k < 3; k++) {
|
|
int idx = ir[j + k];
|
|
vertex[k] = vr[idx];
|
|
if (nr) {
|
|
normal[k] = nr[idx];
|
|
}
|
|
if (uvr) {
|
|
uv[k] = uvr[idx];
|
|
}
|
|
}
|
|
|
|
bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
|
|
|
|
vw[as + j + 0] = vertex[0];
|
|
vw[as + j + 1] = vertex[1];
|
|
vw[as + j + 2] = vertex[2];
|
|
|
|
uvw[as + j + 0] = uv[0];
|
|
uvw[as + j + 1] = uv[1];
|
|
uvw[as + j + 2] = uv[2];
|
|
|
|
sw[(as + j) / 3] = !flat;
|
|
mw[(as + j) / 3] = mat;
|
|
}
|
|
} else {
|
|
int as = vertices.size();
|
|
int is = avertices.size();
|
|
|
|
vertices.resize(as + is);
|
|
smooth.resize((as + is) / 3);
|
|
uvs.resize(as + is);
|
|
materials.resize((as + is) / 3);
|
|
|
|
Vector3 *vw = vertices.ptrw();
|
|
bool *sw = smooth.ptrw();
|
|
Vector2 *uvw = uvs.ptrw();
|
|
Ref<Material> *mw = materials.ptrw();
|
|
|
|
for (int j = 0; j < is; j += 3) {
|
|
Vector3 vertex[3];
|
|
Vector3 normal[3];
|
|
Vector2 uv[3];
|
|
|
|
for (int k = 0; k < 3; k++) {
|
|
vertex[k] = vr[j + k];
|
|
if (nr) {
|
|
normal[k] = nr[j + k];
|
|
}
|
|
if (uvr) {
|
|
uv[k] = uvr[j + k];
|
|
}
|
|
}
|
|
|
|
bool flat = normal[0].distance_to(normal[1]) < CMP_EPSILON && normal[0].distance_to(normal[2]) < CMP_EPSILON;
|
|
|
|
vw[as + j + 0] = vertex[0];
|
|
vw[as + j + 1] = vertex[1];
|
|
vw[as + j + 2] = vertex[2];
|
|
|
|
uvw[as + j + 0] = uv[0];
|
|
uvw[as + j + 1] = uv[1];
|
|
uvw[as + j + 2] = uv[2];
|
|
|
|
sw[(as + j) / 3] = !flat;
|
|
mw[(as + j) / 3] = mat;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (vertices.size() == 0) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
|
|
return _create_brush_from_arrays(vertices, uvs, smooth, materials);
|
|
}
|
|
|
|
void CSGMesh3D::_mesh_changed() {
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
void CSGMesh3D::set_material(const Ref<Material> &p_material) {
|
|
if (material == p_material) {
|
|
return;
|
|
}
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGMesh3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
void CSGMesh3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
|
|
ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGMesh3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGMesh3D::get_material);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
|
|
if (mesh == p_mesh) {
|
|
return;
|
|
}
|
|
if (mesh.is_valid()) {
|
|
mesh->disconnect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
|
|
}
|
|
mesh = p_mesh;
|
|
|
|
if (mesh.is_valid()) {
|
|
mesh->connect("changed", callable_mp(this, &CSGMesh3D::_mesh_changed));
|
|
}
|
|
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Mesh> CSGMesh3D::get_mesh() {
|
|
return mesh;
|
|
}
|
|
|
|
////////////////////////////////
|
|
|
|
CSGBrush *CSGSphere3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
CSGBrush *brush = memnew(CSGBrush);
|
|
|
|
int face_count = rings * radial_segments * 2 - radial_segments * 2;
|
|
|
|
bool invert_val = is_inverting_faces();
|
|
Ref<Material> material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
const double lat_step = Math_TAU / rings;
|
|
const double lon_step = Math_TAU / radial_segments;
|
|
|
|
for (int i = 1; i <= rings; i++) {
|
|
double lat0 = lat_step * (i - 1) - Math_TAU / 4;
|
|
double z0 = Math::sin(lat0);
|
|
double zr0 = Math::cos(lat0);
|
|
double u0 = double(i - 1) / rings;
|
|
|
|
double lat1 = lat_step * i - Math_TAU / 4;
|
|
double z1 = Math::sin(lat1);
|
|
double zr1 = Math::cos(lat1);
|
|
double u1 = double(i) / rings;
|
|
|
|
for (int j = radial_segments; j >= 1; j--) {
|
|
double lng0 = lon_step * (j - 1);
|
|
double x0 = Math::cos(lng0);
|
|
double y0 = Math::sin(lng0);
|
|
double v0 = double(i - 1) / radial_segments;
|
|
|
|
double lng1 = lon_step * j;
|
|
double x1 = Math::cos(lng1);
|
|
double y1 = Math::sin(lng1);
|
|
double v1 = double(i) / radial_segments;
|
|
|
|
Vector3 v[4] = {
|
|
Vector3(x1 * zr0, z0, y1 * zr0) * radius,
|
|
Vector3(x1 * zr1, z1, y1 * zr1) * radius,
|
|
Vector3(x0 * zr1, z1, y0 * zr1) * radius,
|
|
Vector3(x0 * zr0, z0, y0 * zr0) * radius
|
|
};
|
|
|
|
Vector2 u[4] = {
|
|
Vector2(v1, u0),
|
|
Vector2(v1, u1),
|
|
Vector2(v0, u1),
|
|
Vector2(v0, u0),
|
|
|
|
};
|
|
|
|
if (i < rings) {
|
|
//face 1
|
|
facesw[face * 3 + 0] = v[0];
|
|
facesw[face * 3 + 1] = v[1];
|
|
facesw[face * 3 + 2] = v[2];
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[1];
|
|
uvsw[face * 3 + 2] = u[2];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
}
|
|
|
|
if (i > 1) {
|
|
//face 2
|
|
facesw[face * 3 + 0] = v[2];
|
|
facesw[face * 3 + 1] = v[3];
|
|
facesw[face * 3 + 2] = v[0];
|
|
|
|
uvsw[face * 3 + 0] = u[2];
|
|
uvsw[face * 3 + 1] = u[3];
|
|
uvsw[face * 3 + 2] = u[0];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
}
|
|
|
|
brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return brush;
|
|
}
|
|
|
|
void CSGSphere3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGSphere3D::set_radius);
|
|
ClassDB::bind_method(D_METHOD("get_radius"), &CSGSphere3D::get_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &CSGSphere3D::set_radial_segments);
|
|
ClassDB::bind_method(D_METHOD("get_radial_segments"), &CSGSphere3D::get_radial_segments);
|
|
ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CSGSphere3D::set_rings);
|
|
ClassDB::bind_method(D_METHOD("get_rings"), &CSGSphere3D::get_rings);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGSphere3D::set_smooth_faces);
|
|
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGSphere3D::get_smooth_faces);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGSphere3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGSphere3D::get_material);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.001,100.0,0.001"), "set_radius", "get_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGSphere3D::set_radius(const float p_radius) {
|
|
ERR_FAIL_COND(p_radius <= 0);
|
|
radius = p_radius;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CSGSphere3D::get_radius() const {
|
|
return radius;
|
|
}
|
|
|
|
void CSGSphere3D::set_radial_segments(const int p_radial_segments) {
|
|
radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
int CSGSphere3D::get_radial_segments() const {
|
|
return radial_segments;
|
|
}
|
|
|
|
void CSGSphere3D::set_rings(const int p_rings) {
|
|
rings = p_rings > 1 ? p_rings : 1;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
int CSGSphere3D::get_rings() const {
|
|
return rings;
|
|
}
|
|
|
|
void CSGSphere3D::set_smooth_faces(const bool p_smooth_faces) {
|
|
smooth_faces = p_smooth_faces;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGSphere3D::get_smooth_faces() const {
|
|
return smooth_faces;
|
|
}
|
|
|
|
void CSGSphere3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGSphere3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
CSGSphere3D::CSGSphere3D() {
|
|
// defaults
|
|
radius = 1.0;
|
|
radial_segments = 12;
|
|
rings = 6;
|
|
smooth_faces = true;
|
|
}
|
|
|
|
///////////////
|
|
|
|
CSGBrush *CSGBox3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
CSGBrush *brush = memnew(CSGBrush);
|
|
|
|
int face_count = 12; //it's a cube..
|
|
|
|
bool invert_val = is_inverting_faces();
|
|
Ref<Material> material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
|
|
Vector3 vertex_mul = size / 2;
|
|
|
|
{
|
|
for (int i = 0; i < 6; i++) {
|
|
Vector3 face_points[4];
|
|
float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
|
|
|
|
for (int j = 0; j < 4; j++) {
|
|
float v[3];
|
|
v[0] = 1.0;
|
|
v[1] = 1 - 2 * ((j >> 1) & 1);
|
|
v[2] = v[1] * (1 - 2 * (j & 1));
|
|
|
|
for (int k = 0; k < 3; k++) {
|
|
if (i < 3) {
|
|
face_points[j][(i + k) % 3] = v[k];
|
|
} else {
|
|
face_points[3 - j][(i + k) % 3] = -v[k];
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector2 u[4];
|
|
for (int j = 0; j < 4; j++) {
|
|
u[j] = Vector2(uv_points[j * 2 + 0], uv_points[j * 2 + 1]);
|
|
}
|
|
|
|
//face 1
|
|
facesw[face * 3 + 0] = face_points[0] * vertex_mul;
|
|
facesw[face * 3 + 1] = face_points[1] * vertex_mul;
|
|
facesw[face * 3 + 2] = face_points[2] * vertex_mul;
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[1];
|
|
uvsw[face * 3 + 2] = u[2];
|
|
|
|
smoothw[face] = false;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
//face 1
|
|
facesw[face * 3 + 0] = face_points[2] * vertex_mul;
|
|
facesw[face * 3 + 1] = face_points[3] * vertex_mul;
|
|
facesw[face * 3 + 2] = face_points[0] * vertex_mul;
|
|
|
|
uvsw[face * 3 + 0] = u[2];
|
|
uvsw[face * 3 + 1] = u[3];
|
|
uvsw[face * 3 + 2] = u[0];
|
|
|
|
smoothw[face] = false;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
}
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
}
|
|
|
|
brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return brush;
|
|
}
|
|
|
|
void CSGBox3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_size", "size"), &CSGBox3D::set_size);
|
|
ClassDB::bind_method(D_METHOD("get_size"), &CSGBox3D::get_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGBox3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGBox3D::get_material);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGBox3D::set_size(const Vector3 &p_size) {
|
|
size = p_size;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
Vector3 CSGBox3D::get_size() const {
|
|
return size;
|
|
}
|
|
|
|
void CSGBox3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
Ref<Material> CSGBox3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
///////////////
|
|
|
|
CSGBrush *CSGCylinder3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
CSGBrush *brush = memnew(CSGBrush);
|
|
|
|
int face_count = sides * (cone ? 1 : 2) + sides + (cone ? 0 : sides);
|
|
|
|
bool invert_val = is_inverting_faces();
|
|
Ref<Material> material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
|
|
Vector3 vertex_mul(radius, height * 0.5, radius);
|
|
|
|
{
|
|
for (int i = 0; i < sides; i++) {
|
|
float inc = float(i) / sides;
|
|
float inc_n = float((i + 1)) / sides;
|
|
|
|
float ang = inc * Math_TAU;
|
|
float ang_n = inc_n * Math_TAU;
|
|
|
|
Vector3 base(Math::cos(ang), 0, Math::sin(ang));
|
|
Vector3 base_n(Math::cos(ang_n), 0, Math::sin(ang_n));
|
|
|
|
Vector3 face_points[4] = {
|
|
base + Vector3(0, -1, 0),
|
|
base_n + Vector3(0, -1, 0),
|
|
base_n * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
|
|
base * (cone ? 0.0 : 1.0) + Vector3(0, 1, 0),
|
|
};
|
|
|
|
Vector2 u[4] = {
|
|
Vector2(inc, 0),
|
|
Vector2(inc_n, 0),
|
|
Vector2(inc_n, 1),
|
|
Vector2(inc, 1),
|
|
};
|
|
|
|
//side face 1
|
|
facesw[face * 3 + 0] = face_points[0] * vertex_mul;
|
|
facesw[face * 3 + 1] = face_points[1] * vertex_mul;
|
|
facesw[face * 3 + 2] = face_points[2] * vertex_mul;
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[1];
|
|
uvsw[face * 3 + 2] = u[2];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
|
|
if (!cone) {
|
|
//side face 2
|
|
facesw[face * 3 + 0] = face_points[2] * vertex_mul;
|
|
facesw[face * 3 + 1] = face_points[3] * vertex_mul;
|
|
facesw[face * 3 + 2] = face_points[0] * vertex_mul;
|
|
|
|
uvsw[face * 3 + 0] = u[2];
|
|
uvsw[face * 3 + 1] = u[3];
|
|
uvsw[face * 3 + 2] = u[0];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
face++;
|
|
}
|
|
|
|
//bottom face 1
|
|
facesw[face * 3 + 0] = face_points[1] * vertex_mul;
|
|
facesw[face * 3 + 1] = face_points[0] * vertex_mul;
|
|
facesw[face * 3 + 2] = Vector3(0, -1, 0) * vertex_mul;
|
|
|
|
uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
|
|
uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
|
|
uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
|
|
|
|
smoothw[face] = false;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
face++;
|
|
|
|
if (!cone) {
|
|
//top face 1
|
|
facesw[face * 3 + 0] = face_points[3] * vertex_mul;
|
|
facesw[face * 3 + 1] = face_points[2] * vertex_mul;
|
|
facesw[face * 3 + 2] = Vector3(0, 1, 0) * vertex_mul;
|
|
|
|
uvsw[face * 3 + 0] = Vector2(face_points[1].x, face_points[1].y) * 0.5 + Vector2(0.5, 0.5);
|
|
uvsw[face * 3 + 1] = Vector2(face_points[0].x, face_points[0].y) * 0.5 + Vector2(0.5, 0.5);
|
|
uvsw[face * 3 + 2] = Vector2(0.5, 0.5);
|
|
|
|
smoothw[face] = false;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
face++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
}
|
|
|
|
brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return brush;
|
|
}
|
|
|
|
void CSGCylinder3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CSGCylinder3D::set_radius);
|
|
ClassDB::bind_method(D_METHOD("get_radius"), &CSGCylinder3D::get_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_height", "height"), &CSGCylinder3D::set_height);
|
|
ClassDB::bind_method(D_METHOD("get_height"), &CSGCylinder3D::get_height);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGCylinder3D::set_sides);
|
|
ClassDB::bind_method(D_METHOD("get_sides"), &CSGCylinder3D::get_sides);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_cone", "cone"), &CSGCylinder3D::set_cone);
|
|
ClassDB::bind_method(D_METHOD("is_cone"), &CSGCylinder3D::is_cone);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGCylinder3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGCylinder3D::get_material);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGCylinder3D::set_smooth_faces);
|
|
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGCylinder3D::get_smooth_faces);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_radius", "get_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_height", "get_height");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "cone"), "set_cone", "is_cone");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGCylinder3D::set_radius(const float p_radius) {
|
|
radius = p_radius;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CSGCylinder3D::get_radius() const {
|
|
return radius;
|
|
}
|
|
|
|
void CSGCylinder3D::set_height(const float p_height) {
|
|
height = p_height;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CSGCylinder3D::get_height() const {
|
|
return height;
|
|
}
|
|
|
|
void CSGCylinder3D::set_sides(const int p_sides) {
|
|
ERR_FAIL_COND(p_sides < 3);
|
|
sides = p_sides;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
int CSGCylinder3D::get_sides() const {
|
|
return sides;
|
|
}
|
|
|
|
void CSGCylinder3D::set_cone(const bool p_cone) {
|
|
cone = p_cone;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
bool CSGCylinder3D::is_cone() const {
|
|
return cone;
|
|
}
|
|
|
|
void CSGCylinder3D::set_smooth_faces(const bool p_smooth_faces) {
|
|
smooth_faces = p_smooth_faces;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGCylinder3D::get_smooth_faces() const {
|
|
return smooth_faces;
|
|
}
|
|
|
|
void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGCylinder3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
CSGCylinder3D::CSGCylinder3D() {
|
|
// defaults
|
|
radius = 1.0;
|
|
height = 1.0;
|
|
sides = 8;
|
|
cone = false;
|
|
smooth_faces = true;
|
|
}
|
|
|
|
///////////////
|
|
|
|
CSGBrush *CSGTorus3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
float min_radius = inner_radius;
|
|
float max_radius = outer_radius;
|
|
|
|
if (min_radius == max_radius) {
|
|
return memnew(CSGBrush); //sorry, can't
|
|
}
|
|
|
|
if (min_radius > max_radius) {
|
|
SWAP(min_radius, max_radius);
|
|
}
|
|
|
|
float radius = (max_radius - min_radius) * 0.5;
|
|
|
|
CSGBrush *brush = memnew(CSGBrush);
|
|
|
|
int face_count = ring_sides * sides * 2;
|
|
|
|
bool invert_val = is_inverting_faces();
|
|
Ref<Material> material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
|
|
{
|
|
for (int i = 0; i < sides; i++) {
|
|
float inci = float(i) / sides;
|
|
float inci_n = float((i + 1)) / sides;
|
|
|
|
float angi = inci * Math_TAU;
|
|
float angi_n = inci_n * Math_TAU;
|
|
|
|
Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
|
|
Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
|
|
|
|
for (int j = 0; j < ring_sides; j++) {
|
|
float incj = float(j) / ring_sides;
|
|
float incj_n = float((j + 1)) / ring_sides;
|
|
|
|
float angj = incj * Math_TAU;
|
|
float angj_n = incj_n * Math_TAU;
|
|
|
|
Vector2 normalj = Vector2(Math::cos(angj), Math::sin(angj)) * radius + Vector2(min_radius + radius, 0);
|
|
Vector2 normalj_n = Vector2(Math::cos(angj_n), Math::sin(angj_n)) * radius + Vector2(min_radius + radius, 0);
|
|
|
|
Vector3 face_points[4] = {
|
|
Vector3(normali.x * normalj.x, normalj.y, normali.z * normalj.x),
|
|
Vector3(normali.x * normalj_n.x, normalj_n.y, normali.z * normalj_n.x),
|
|
Vector3(normali_n.x * normalj_n.x, normalj_n.y, normali_n.z * normalj_n.x),
|
|
Vector3(normali_n.x * normalj.x, normalj.y, normali_n.z * normalj.x)
|
|
};
|
|
|
|
Vector2 u[4] = {
|
|
Vector2(inci, incj),
|
|
Vector2(inci, incj_n),
|
|
Vector2(inci_n, incj_n),
|
|
Vector2(inci_n, incj),
|
|
};
|
|
|
|
// face 1
|
|
facesw[face * 3 + 0] = face_points[0];
|
|
facesw[face * 3 + 1] = face_points[2];
|
|
facesw[face * 3 + 2] = face_points[1];
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[2];
|
|
uvsw[face * 3 + 2] = u[1];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
|
|
//face 2
|
|
facesw[face * 3 + 0] = face_points[3];
|
|
facesw[face * 3 + 1] = face_points[2];
|
|
facesw[face * 3 + 2] = face_points[0];
|
|
|
|
uvsw[face * 3 + 0] = u[3];
|
|
uvsw[face * 3 + 1] = u[2];
|
|
uvsw[face * 3 + 2] = u[0];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
face++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
}
|
|
|
|
brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return brush;
|
|
}
|
|
|
|
void CSGTorus3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_inner_radius", "radius"), &CSGTorus3D::set_inner_radius);
|
|
ClassDB::bind_method(D_METHOD("get_inner_radius"), &CSGTorus3D::get_inner_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_outer_radius", "radius"), &CSGTorus3D::set_outer_radius);
|
|
ClassDB::bind_method(D_METHOD("get_outer_radius"), &CSGTorus3D::get_outer_radius);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_sides", "sides"), &CSGTorus3D::set_sides);
|
|
ClassDB::bind_method(D_METHOD("get_sides"), &CSGTorus3D::get_sides);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_ring_sides", "sides"), &CSGTorus3D::set_ring_sides);
|
|
ClassDB::bind_method(D_METHOD("get_ring_sides"), &CSGTorus3D::get_ring_sides);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGTorus3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGTorus3D::get_material);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGTorus3D::set_smooth_faces);
|
|
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGTorus3D::get_smooth_faces);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_inner_radius", "get_inner_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_radius", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_outer_radius", "get_outer_radius");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_sides", "get_sides");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "ring_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_ring_sides", "get_ring_sides");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
}
|
|
|
|
void CSGTorus3D::set_inner_radius(const float p_inner_radius) {
|
|
inner_radius = p_inner_radius;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CSGTorus3D::get_inner_radius() const {
|
|
return inner_radius;
|
|
}
|
|
|
|
void CSGTorus3D::set_outer_radius(const float p_outer_radius) {
|
|
outer_radius = p_outer_radius;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CSGTorus3D::get_outer_radius() const {
|
|
return outer_radius;
|
|
}
|
|
|
|
void CSGTorus3D::set_sides(const int p_sides) {
|
|
ERR_FAIL_COND(p_sides < 3);
|
|
sides = p_sides;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
int CSGTorus3D::get_sides() const {
|
|
return sides;
|
|
}
|
|
|
|
void CSGTorus3D::set_ring_sides(const int p_ring_sides) {
|
|
ERR_FAIL_COND(p_ring_sides < 3);
|
|
ring_sides = p_ring_sides;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
int CSGTorus3D::get_ring_sides() const {
|
|
return ring_sides;
|
|
}
|
|
|
|
void CSGTorus3D::set_smooth_faces(const bool p_smooth_faces) {
|
|
smooth_faces = p_smooth_faces;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGTorus3D::get_smooth_faces() const {
|
|
return smooth_faces;
|
|
}
|
|
|
|
void CSGTorus3D::set_material(const Ref<Material> &p_material) {
|
|
material = p_material;
|
|
_make_dirty();
|
|
}
|
|
|
|
Ref<Material> CSGTorus3D::get_material() const {
|
|
return material;
|
|
}
|
|
|
|
CSGTorus3D::CSGTorus3D() {
|
|
// defaults
|
|
inner_radius = 2.0;
|
|
outer_radius = 3.0;
|
|
sides = 8;
|
|
ring_sides = 6;
|
|
smooth_faces = true;
|
|
}
|
|
|
|
///////////////
|
|
|
|
CSGBrush *CSGPolygon3D::_build_brush() {
|
|
// set our bounding box
|
|
|
|
if (polygon.size() < 3) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
|
|
Vector<Point2> final_polygon = polygon;
|
|
|
|
if (Triangulate::get_area(final_polygon) > 0) {
|
|
final_polygon.invert();
|
|
}
|
|
|
|
Vector<int> triangles = Geometry2D::triangulate_polygon(final_polygon);
|
|
|
|
if (triangles.size() < 3) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
|
|
Path3D *path = nullptr;
|
|
Ref<Curve3D> curve;
|
|
|
|
// get bounds for our polygon
|
|
Vector2 final_polygon_min;
|
|
Vector2 final_polygon_max;
|
|
for (int i = 0; i < final_polygon.size(); i++) {
|
|
Vector2 p = final_polygon[i];
|
|
if (i == 0) {
|
|
final_polygon_min = p;
|
|
final_polygon_max = final_polygon_min;
|
|
} else {
|
|
if (p.x < final_polygon_min.x) {
|
|
final_polygon_min.x = p.x;
|
|
}
|
|
if (p.y < final_polygon_min.y) {
|
|
final_polygon_min.y = p.y;
|
|
}
|
|
|
|
if (p.x > final_polygon_max.x) {
|
|
final_polygon_max.x = p.x;
|
|
}
|
|
if (p.y > final_polygon_max.y) {
|
|
final_polygon_max.y = p.y;
|
|
}
|
|
}
|
|
}
|
|
Vector2 final_polygon_size = final_polygon_max - final_polygon_min;
|
|
|
|
if (mode == MODE_PATH) {
|
|
if (!has_node(path_node)) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
Node *n = get_node(path_node);
|
|
if (!n) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
path = Object::cast_to<Path3D>(n);
|
|
if (!path) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
|
|
if (path != path_cache) {
|
|
if (path_cache) {
|
|
path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
|
|
path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
|
|
path_cache = nullptr;
|
|
}
|
|
|
|
path_cache = path;
|
|
|
|
path_cache->connect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
|
|
path_cache->connect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
|
|
path_cache = nullptr;
|
|
}
|
|
curve = path->get_curve();
|
|
if (curve.is_null()) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
if (curve->get_baked_length() <= 0) {
|
|
return memnew(CSGBrush);
|
|
}
|
|
}
|
|
CSGBrush *brush = memnew(CSGBrush);
|
|
|
|
int face_count = 0;
|
|
|
|
switch (mode) {
|
|
case MODE_DEPTH:
|
|
face_count = triangles.size() * 2 / 3 + (final_polygon.size()) * 2;
|
|
break;
|
|
case MODE_SPIN:
|
|
face_count = (spin_degrees < 360 ? triangles.size() * 2 / 3 : 0) + (final_polygon.size()) * 2 * spin_sides;
|
|
break;
|
|
case MODE_PATH: {
|
|
float bl = curve->get_baked_length();
|
|
int splits = MAX(2, Math::ceil(bl / path_interval));
|
|
if (path_joined) {
|
|
face_count = splits * final_polygon.size() * 2;
|
|
} else {
|
|
face_count = triangles.size() * 2 / 3 + splits * final_polygon.size() * 2;
|
|
}
|
|
} break;
|
|
}
|
|
|
|
bool invert_val = is_inverting_faces();
|
|
Ref<Material> material = get_material();
|
|
|
|
Vector<Vector3> faces;
|
|
Vector<Vector2> uvs;
|
|
Vector<bool> smooth;
|
|
Vector<Ref<Material>> materials;
|
|
Vector<bool> invert;
|
|
|
|
faces.resize(face_count * 3);
|
|
uvs.resize(face_count * 3);
|
|
|
|
smooth.resize(face_count);
|
|
materials.resize(face_count);
|
|
invert.resize(face_count);
|
|
|
|
AABB aabb; //must be computed
|
|
{
|
|
Vector3 *facesw = faces.ptrw();
|
|
Vector2 *uvsw = uvs.ptrw();
|
|
bool *smoothw = smooth.ptrw();
|
|
Ref<Material> *materialsw = materials.ptrw();
|
|
bool *invertw = invert.ptrw();
|
|
|
|
int face = 0;
|
|
|
|
switch (mode) {
|
|
case MODE_DEPTH: {
|
|
//add triangles, front and back
|
|
for (int i = 0; i < 2; i++) {
|
|
for (int j = 0; j < triangles.size(); j += 3) {
|
|
for (int k = 0; k < 3; k++) {
|
|
int src[3] = { 0, i == 0 ? 1 : 2, i == 0 ? 2 : 1 };
|
|
Vector2 p = final_polygon[triangles[j + src[k]]];
|
|
Vector3 v = Vector3(p.x, p.y, 0);
|
|
if (i == 0) {
|
|
v.z -= depth;
|
|
}
|
|
facesw[face * 3 + k] = v;
|
|
uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
|
|
if (i == 0) {
|
|
uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
|
|
}
|
|
}
|
|
|
|
smoothw[face] = false;
|
|
materialsw[face] = material;
|
|
invertw[face] = invert_val;
|
|
face++;
|
|
}
|
|
}
|
|
|
|
//add triangles for depth
|
|
for (int i = 0; i < final_polygon.size(); i++) {
|
|
int i_n = (i + 1) % final_polygon.size();
|
|
|
|
Vector3 v[4] = {
|
|
Vector3(final_polygon[i].x, final_polygon[i].y, -depth),
|
|
Vector3(final_polygon[i_n].x, final_polygon[i_n].y, -depth),
|
|
Vector3(final_polygon[i_n].x, final_polygon[i_n].y, 0),
|
|
Vector3(final_polygon[i].x, final_polygon[i].y, 0),
|
|
};
|
|
|
|
Vector2 u[4] = {
|
|
Vector2(0, 0),
|
|
Vector2(0, 1),
|
|
Vector2(1, 1),
|
|
Vector2(1, 0)
|
|
};
|
|
|
|
// face 1
|
|
facesw[face * 3 + 0] = v[0];
|
|
facesw[face * 3 + 1] = v[1];
|
|
facesw[face * 3 + 2] = v[2];
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[1];
|
|
uvsw[face * 3 + 2] = u[2];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
|
|
// face 2
|
|
facesw[face * 3 + 0] = v[2];
|
|
facesw[face * 3 + 1] = v[3];
|
|
facesw[face * 3 + 2] = v[0];
|
|
|
|
uvsw[face * 3 + 0] = u[2];
|
|
uvsw[face * 3 + 1] = u[3];
|
|
uvsw[face * 3 + 2] = u[0];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
}
|
|
|
|
} break;
|
|
case MODE_SPIN: {
|
|
for (int i = 0; i < spin_sides; i++) {
|
|
float inci = float(i) / spin_sides;
|
|
float inci_n = float((i + 1)) / spin_sides;
|
|
|
|
float angi = -Math::deg2rad(inci * spin_degrees);
|
|
float angi_n = -Math::deg2rad(inci_n * spin_degrees);
|
|
|
|
Vector3 normali = Vector3(Math::cos(angi), 0, Math::sin(angi));
|
|
Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
|
|
|
|
//add triangles for depth
|
|
for (int j = 0; j < final_polygon.size(); j++) {
|
|
int j_n = (j + 1) % final_polygon.size();
|
|
|
|
Vector3 v[4] = {
|
|
Vector3(normali.x * final_polygon[j].x, final_polygon[j].y, normali.z * final_polygon[j].x),
|
|
Vector3(normali.x * final_polygon[j_n].x, final_polygon[j_n].y, normali.z * final_polygon[j_n].x),
|
|
Vector3(normali_n.x * final_polygon[j_n].x, final_polygon[j_n].y, normali_n.z * final_polygon[j_n].x),
|
|
Vector3(normali_n.x * final_polygon[j].x, final_polygon[j].y, normali_n.z * final_polygon[j].x),
|
|
};
|
|
|
|
Vector2 u[4] = {
|
|
Vector2(0, 0),
|
|
Vector2(0, 1),
|
|
Vector2(1, 1),
|
|
Vector2(1, 0)
|
|
};
|
|
|
|
// face 1
|
|
facesw[face * 3 + 0] = v[0];
|
|
facesw[face * 3 + 1] = v[2];
|
|
facesw[face * 3 + 2] = v[1];
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[2];
|
|
uvsw[face * 3 + 2] = u[1];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
|
|
// face 2
|
|
facesw[face * 3 + 0] = v[2];
|
|
facesw[face * 3 + 1] = v[0];
|
|
facesw[face * 3 + 2] = v[3];
|
|
|
|
uvsw[face * 3 + 0] = u[2];
|
|
uvsw[face * 3 + 1] = u[0];
|
|
uvsw[face * 3 + 2] = u[3];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
}
|
|
|
|
if (i == 0 && spin_degrees < 360) {
|
|
for (int j = 0; j < triangles.size(); j += 3) {
|
|
for (int k = 0; k < 3; k++) {
|
|
int src[3] = { 0, 2, 1 };
|
|
Vector2 p = final_polygon[triangles[j + src[k]]];
|
|
Vector3 v = Vector3(p.x, p.y, 0);
|
|
facesw[face * 3 + k] = v;
|
|
uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
|
|
}
|
|
|
|
smoothw[face] = false;
|
|
materialsw[face] = material;
|
|
invertw[face] = invert_val;
|
|
face++;
|
|
}
|
|
}
|
|
|
|
if (i == spin_sides - 1 && spin_degrees < 360) {
|
|
for (int j = 0; j < triangles.size(); j += 3) {
|
|
for (int k = 0; k < 3; k++) {
|
|
int src[3] = { 0, 1, 2 };
|
|
Vector2 p = final_polygon[triangles[j + src[k]]];
|
|
Vector3 v = Vector3(normali_n.x * p.x, p.y, normali_n.z * p.x);
|
|
facesw[face * 3 + k] = v;
|
|
uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
|
|
uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
|
|
}
|
|
|
|
smoothw[face] = false;
|
|
materialsw[face] = material;
|
|
invertw[face] = invert_val;
|
|
face++;
|
|
}
|
|
}
|
|
}
|
|
} break;
|
|
case MODE_PATH: {
|
|
float bl = curve->get_baked_length();
|
|
int splits = MAX(2, Math::ceil(bl / path_interval));
|
|
float u1 = 0.0;
|
|
float u2 = path_continuous_u ? 0.0 : 1.0;
|
|
|
|
Transform path_to_this;
|
|
if (!path_local) {
|
|
// center on paths origin
|
|
path_to_this = get_global_transform().affine_inverse() * path->get_global_transform();
|
|
}
|
|
|
|
Transform prev_xf;
|
|
|
|
Vector3 lookat_dir;
|
|
|
|
if (path_rotation == PATH_ROTATION_POLYGON) {
|
|
lookat_dir = (path->get_global_transform().affine_inverse() * get_global_transform()).xform(Vector3(0, 0, -1));
|
|
} else {
|
|
Vector3 p1, p2;
|
|
p1 = curve->interpolate_baked(0);
|
|
p2 = curve->interpolate_baked(0.1);
|
|
lookat_dir = (p2 - p1).normalized();
|
|
}
|
|
|
|
for (int i = 0; i <= splits; i++) {
|
|
float ofs = i * path_interval;
|
|
if (ofs > bl) {
|
|
ofs = bl;
|
|
}
|
|
if (i == splits && path_joined) {
|
|
ofs = 0.0;
|
|
}
|
|
|
|
Transform xf;
|
|
xf.origin = curve->interpolate_baked(ofs);
|
|
|
|
Vector3 local_dir;
|
|
|
|
if (path_rotation == PATH_ROTATION_PATH_FOLLOW && ofs > 0) {
|
|
//before end
|
|
Vector3 p1 = curve->interpolate_baked(ofs - 0.1);
|
|
Vector3 p2 = curve->interpolate_baked(ofs);
|
|
local_dir = (p2 - p1).normalized();
|
|
|
|
} else {
|
|
local_dir = lookat_dir;
|
|
}
|
|
|
|
xf = xf.looking_at(xf.origin + local_dir, Vector3(0, 1, 0));
|
|
Basis rot(Vector3(0, 0, 1), curve->interpolate_baked_tilt(ofs));
|
|
|
|
xf = xf * rot; //post mult
|
|
|
|
xf = path_to_this * xf;
|
|
|
|
if (i > 0) {
|
|
if (path_continuous_u) {
|
|
u1 = u2;
|
|
u2 += (prev_xf.origin - xf.origin).length();
|
|
};
|
|
|
|
//put triangles where they belong
|
|
//add triangles for depth
|
|
for (int j = 0; j < final_polygon.size(); j++) {
|
|
int j_n = (j + 1) % final_polygon.size();
|
|
|
|
Vector3 v[4] = {
|
|
prev_xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
|
|
prev_xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
|
|
xf.xform(Vector3(final_polygon[j_n].x, final_polygon[j_n].y, 0)),
|
|
xf.xform(Vector3(final_polygon[j].x, final_polygon[j].y, 0)),
|
|
};
|
|
|
|
Vector2 u[4] = {
|
|
Vector2(u1, 1),
|
|
Vector2(u1, 0),
|
|
Vector2(u2, 0),
|
|
Vector2(u2, 1)
|
|
};
|
|
|
|
// face 1
|
|
facesw[face * 3 + 0] = v[0];
|
|
facesw[face * 3 + 1] = v[1];
|
|
facesw[face * 3 + 2] = v[2];
|
|
|
|
uvsw[face * 3 + 0] = u[0];
|
|
uvsw[face * 3 + 1] = u[1];
|
|
uvsw[face * 3 + 2] = u[2];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
|
|
// face 2
|
|
facesw[face * 3 + 0] = v[2];
|
|
facesw[face * 3 + 1] = v[3];
|
|
facesw[face * 3 + 2] = v[0];
|
|
|
|
uvsw[face * 3 + 0] = u[2];
|
|
uvsw[face * 3 + 1] = u[3];
|
|
uvsw[face * 3 + 2] = u[0];
|
|
|
|
smoothw[face] = smooth_faces;
|
|
invertw[face] = invert_val;
|
|
materialsw[face] = material;
|
|
|
|
face++;
|
|
}
|
|
}
|
|
|
|
if (i == 0 && !path_joined) {
|
|
for (int j = 0; j < triangles.size(); j += 3) {
|
|
for (int k = 0; k < 3; k++) {
|
|
int src[3] = { 0, 1, 2 };
|
|
Vector2 p = final_polygon[triangles[j + src[k]]];
|
|
Vector3 v = Vector3(p.x, p.y, 0);
|
|
facesw[face * 3 + k] = xf.xform(v);
|
|
uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
|
|
}
|
|
|
|
smoothw[face] = false;
|
|
materialsw[face] = material;
|
|
invertw[face] = invert_val;
|
|
face++;
|
|
}
|
|
}
|
|
|
|
if (i == splits && !path_joined) {
|
|
for (int j = 0; j < triangles.size(); j += 3) {
|
|
for (int k = 0; k < 3; k++) {
|
|
int src[3] = { 0, 2, 1 };
|
|
Vector2 p = final_polygon[triangles[j + src[k]]];
|
|
Vector3 v = Vector3(p.x, p.y, 0);
|
|
facesw[face * 3 + k] = xf.xform(v);
|
|
uvsw[face * 3 + k] = (p - final_polygon_min) / final_polygon_size;
|
|
uvsw[face * 3 + k].x = 1.0 - uvsw[face * 3 + k].x; /* flip x */
|
|
}
|
|
|
|
smoothw[face] = false;
|
|
materialsw[face] = material;
|
|
invertw[face] = invert_val;
|
|
face++;
|
|
}
|
|
}
|
|
|
|
prev_xf = xf;
|
|
}
|
|
|
|
} break;
|
|
}
|
|
|
|
if (face != face_count) {
|
|
ERR_PRINT("Face mismatch bug! fix code");
|
|
}
|
|
for (int i = 0; i < face_count * 3; i++) {
|
|
if (i == 0) {
|
|
aabb.position = facesw[i];
|
|
} else {
|
|
aabb.expand_to(facesw[i]);
|
|
}
|
|
|
|
// invert UVs on the Y-axis OpenGL = upside down
|
|
uvsw[i].y = 1.0 - uvsw[i].y;
|
|
}
|
|
}
|
|
|
|
brush->build_from_faces(faces, uvs, smooth, materials, invert);
|
|
|
|
return brush;
|
|
}
|
|
|
|
void CSGPolygon3D::_notification(int p_what) {
|
|
if (p_what == NOTIFICATION_EXIT_TREE) {
|
|
if (path_cache) {
|
|
path_cache->disconnect("tree_exited", callable_mp(this, &CSGPolygon3D::_path_exited));
|
|
path_cache->disconnect("curve_changed", callable_mp(this, &CSGPolygon3D::_path_changed));
|
|
path_cache = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CSGPolygon3D::_validate_property(PropertyInfo &property) const {
|
|
if (property.name.begins_with("spin") && mode != MODE_SPIN) {
|
|
property.usage = 0;
|
|
}
|
|
if (property.name.begins_with("path") && mode != MODE_PATH) {
|
|
property.usage = 0;
|
|
}
|
|
if (property.name == "depth" && mode != MODE_DEPTH) {
|
|
property.usage = 0;
|
|
}
|
|
|
|
CSGShape3D::_validate_property(property);
|
|
}
|
|
|
|
void CSGPolygon3D::_path_changed() {
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
void CSGPolygon3D::_path_exited() {
|
|
path_cache = nullptr;
|
|
}
|
|
|
|
void CSGPolygon3D::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("set_polygon", "polygon"), &CSGPolygon3D::set_polygon);
|
|
ClassDB::bind_method(D_METHOD("get_polygon"), &CSGPolygon3D::get_polygon);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &CSGPolygon3D::set_mode);
|
|
ClassDB::bind_method(D_METHOD("get_mode"), &CSGPolygon3D::get_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_depth", "depth"), &CSGPolygon3D::set_depth);
|
|
ClassDB::bind_method(D_METHOD("get_depth"), &CSGPolygon3D::get_depth);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_spin_degrees", "degrees"), &CSGPolygon3D::set_spin_degrees);
|
|
ClassDB::bind_method(D_METHOD("get_spin_degrees"), &CSGPolygon3D::get_spin_degrees);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_spin_sides", "spin_sides"), &CSGPolygon3D::set_spin_sides);
|
|
ClassDB::bind_method(D_METHOD("get_spin_sides"), &CSGPolygon3D::get_spin_sides);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_node", "path"), &CSGPolygon3D::set_path_node);
|
|
ClassDB::bind_method(D_METHOD("get_path_node"), &CSGPolygon3D::get_path_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_interval", "distance"), &CSGPolygon3D::set_path_interval);
|
|
ClassDB::bind_method(D_METHOD("get_path_interval"), &CSGPolygon3D::get_path_interval);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_rotation", "mode"), &CSGPolygon3D::set_path_rotation);
|
|
ClassDB::bind_method(D_METHOD("get_path_rotation"), &CSGPolygon3D::get_path_rotation);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_local", "enable"), &CSGPolygon3D::set_path_local);
|
|
ClassDB::bind_method(D_METHOD("is_path_local"), &CSGPolygon3D::is_path_local);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_continuous_u", "enable"), &CSGPolygon3D::set_path_continuous_u);
|
|
ClassDB::bind_method(D_METHOD("is_path_continuous_u"), &CSGPolygon3D::is_path_continuous_u);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_path_joined", "enable"), &CSGPolygon3D::set_path_joined);
|
|
ClassDB::bind_method(D_METHOD("is_path_joined"), &CSGPolygon3D::is_path_joined);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material"), &CSGPolygon3D::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material"), &CSGPolygon3D::get_material);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_smooth_faces", "smooth_faces"), &CSGPolygon3D::set_smooth_faces);
|
|
ClassDB::bind_method(D_METHOD("get_smooth_faces"), &CSGPolygon3D::get_smooth_faces);
|
|
|
|
ClassDB::bind_method(D_METHOD("_is_editable_3d_polygon"), &CSGPolygon3D::_is_editable_3d_polygon);
|
|
ClassDB::bind_method(D_METHOD("_has_editable_3d_polygon_no_depth"), &CSGPolygon3D::_has_editable_3d_polygon_no_depth);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "polygon"), "set_polygon", "get_polygon");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Depth,Spin,Path"), "set_mode", "get_mode");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
|
|
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_continuous_u"), "set_path_continuous_u", "is_path_continuous_u");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_joined"), "set_path_joined", "is_path_joined");
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_faces"), "set_smooth_faces", "get_smooth_faces");
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "StandardMaterial3D,ShaderMaterial"), "set_material", "get_material");
|
|
|
|
BIND_ENUM_CONSTANT(MODE_DEPTH);
|
|
BIND_ENUM_CONSTANT(MODE_SPIN);
|
|
BIND_ENUM_CONSTANT(MODE_PATH);
|
|
|
|
BIND_ENUM_CONSTANT(PATH_ROTATION_POLYGON);
|
|
BIND_ENUM_CONSTANT(PATH_ROTATION_PATH);
|
|
BIND_ENUM_CONSTANT(PATH_ROTATION_PATH_FOLLOW);
|
|
}
|
|
|
|
void CSGPolygon3D::set_polygon(const Vector<Vector2> &p_polygon) {
|
|
polygon = p_polygon;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
Vector<Vector2> CSGPolygon3D::get_polygon() const {
|
|
return polygon;
|
|
}
|
|
|
|
void CSGPolygon3D::set_mode(Mode p_mode) {
|
|
mode = p_mode;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
CSGPolygon3D::Mode CSGPolygon3D::get_mode() const {
|
|
return mode;
|
|
}
|
|
|
|
void CSGPolygon3D::set_depth(const float p_depth) {
|
|
ERR_FAIL_COND(p_depth < 0.001);
|
|
depth = p_depth;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CSGPolygon3D::get_depth() const {
|
|
return depth;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_continuous_u(bool p_enable) {
|
|
path_continuous_u = p_enable;
|
|
_make_dirty();
|
|
}
|
|
|
|
bool CSGPolygon3D::is_path_continuous_u() const {
|
|
return path_continuous_u;
|
|
}
|
|
|
|
void CSGPolygon3D::set_spin_degrees(const float p_spin_degrees) {
|
|
ERR_FAIL_COND(p_spin_degrees < 0.01 || p_spin_degrees > 360);
|
|
spin_degrees = p_spin_degrees;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CSGPolygon3D::get_spin_degrees() const {
|
|
return spin_degrees;
|
|
}
|
|
|
|
void CSGPolygon3D::set_spin_sides(const int p_spin_sides) {
|
|
ERR_FAIL_COND(p_spin_sides < 3);
|
|
spin_sides = p_spin_sides;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
int CSGPolygon3D::get_spin_sides() const {
|
|
return spin_sides;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_node(const NodePath &p_path) {
|
|
path_node = p_path;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
NodePath CSGPolygon3D::get_path_node() const {
|
|
return path_node;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_interval(float p_interval) {
|
|
ERR_FAIL_COND_MSG(p_interval < 0.001, "Path interval cannot be smaller than 0.001.");
|
|
path_interval = p_interval;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
float CSGPolygon3D::get_path_interval() const {
|
|
return path_interval;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_rotation(PathRotation p_rotation) {
|
|
path_rotation = p_rotation;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
CSGPolygon3D::PathRotation CSGPolygon3D::get_path_rotation() const {
|
|
return path_rotation;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_local(bool p_enable) {
|
|
path_local = p_enable;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
bool CSGPolygon3D::is_path_local() const {
|
|
return path_local;
|
|
}
|
|
|
|
void CSGPolygon3D::set_path_joined(bool p_enable) {
|
|
path_joined = p_enable;
|
|
_make_dirty();
|
|
update_gizmo();
|
|
}
|
|
|
|
bool CSGPolygon3D::is_path_joined() const {
|
|
return path_joined;
|
|
}
|
|
|
|
void CSGPolygon3D::set_smooth_faces(const bool p_smooth_faces) {
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smooth_faces = p_smooth_faces;
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_make_dirty();
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}
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|
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bool CSGPolygon3D::get_smooth_faces() const {
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|
return smooth_faces;
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|
}
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|
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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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|
}
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|
|
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Ref<Material> CSGPolygon3D::get_material() const {
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|
return material;
|
|
}
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|
|
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bool CSGPolygon3D::_is_editable_3d_polygon() const {
|
|
return true;
|
|
}
|
|
|
|
bool CSGPolygon3D::_has_editable_3d_polygon_no_depth() const {
|
|
return true;
|
|
}
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|
|
|
CSGPolygon3D::CSGPolygon3D() {
|
|
// defaults
|
|
mode = MODE_DEPTH;
|
|
polygon.push_back(Vector2(0, 0));
|
|
polygon.push_back(Vector2(0, 1));
|
|
polygon.push_back(Vector2(1, 1));
|
|
polygon.push_back(Vector2(1, 0));
|
|
depth = 1.0;
|
|
spin_degrees = 360;
|
|
spin_sides = 8;
|
|
smooth_faces = false;
|
|
path_interval = 1;
|
|
path_rotation = PATH_ROTATION_PATH;
|
|
path_local = false;
|
|
path_continuous_u = false;
|
|
path_joined = false;
|
|
path_cache = nullptr;
|
|
}
|