Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
This commit is contained in:
@ -32,7 +32,6 @@
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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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@ -71,12 +70,10 @@ void CSGShape3D::set_collision_layer(uint32_t p_layer) {
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}
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uint32_t CSGShape3D::get_collision_layer() const {
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return collision_layer;
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}
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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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@ -84,12 +81,10 @@ void CSGShape3D::set_collision_mask(uint32_t p_mask) {
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}
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uint32_t CSGShape3D::get_collision_mask() const {
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return collision_mask;
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}
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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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@ -99,12 +94,10 @@ void CSGShape3D::set_collision_mask_bit(int p_bit, bool p_value) {
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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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@ -114,12 +107,10 @@ void CSGShape3D::set_collision_layer_bit(int p_bit, bool p_value) {
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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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@ -132,7 +123,6 @@ float CSGShape3D::get_snap() const {
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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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@ -151,7 +141,6 @@ void CSGShape3D::_make_dirty() {
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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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@ -161,7 +150,6 @@ CSGBrush *CSGShape3D::_get_brush() {
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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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@ -177,7 +165,6 @@ CSGBrush *CSGShape3D::_get_brush() {
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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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@ -263,7 +250,6 @@ void CSGShape3D::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTe
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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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@ -280,7 +266,6 @@ void CSGShape3D::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const
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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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@ -325,7 +310,6 @@ void CSGShape3D::_update_shape() {
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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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@ -348,13 +332,11 @@ void CSGShape3D::_update_shape() {
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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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@ -372,7 +354,6 @@ void CSGShape3D::_update_shape() {
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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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@ -388,7 +369,6 @@ void CSGShape3D::_update_shape() {
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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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@ -398,7 +378,6 @@ void CSGShape3D::_update_shape() {
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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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@ -491,14 +470,11 @@ Vector<Vector3> CSGShape3D::get_brush_faces() {
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}
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Vector<Face3> CSGShape3D::get_faces(uint32_t p_usage_flags) const {
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return Vector<Face3>();
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}
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void CSGShape3D::_notification(int p_what) {
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if (p_what == NOTIFICATION_ENTER_TREE) {
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Node *parentn = get_parent();
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if (parentn) {
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parent = Object::cast_to<CSGShape3D>(parentn);
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@ -523,21 +499,18 @@ void CSGShape3D::_notification(int p_what) {
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}
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if (p_what == NOTIFICATION_LOCAL_TRANSFORM_CHANGED) {
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if (parent) {
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parent->_make_dirty();
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}
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}
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if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
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if (parent) {
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parent->_make_dirty();
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}
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}
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if (p_what == NOTIFICATION_EXIT_TREE) {
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if (parent)
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parent->_make_dirty();
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parent = nullptr;
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@ -552,7 +525,6 @@ void CSGShape3D::_notification(int p_what) {
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}
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void CSGShape3D::set_operation(Operation p_operation) {
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operation = p_operation;
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_make_dirty();
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update_gizmo();
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@ -582,7 +554,6 @@ void CSGShape3D::_validate_property(PropertyInfo &property) const {
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}
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Array CSGShape3D::get_meshes() const {
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if (root_mesh.is_valid()) {
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Array arr;
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arr.resize(2);
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@ -594,7 +565,6 @@ Array CSGShape3D::get_meshes() const {
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return Array();
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}
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void CSGShape3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_update_shape"), &CSGShape3D::_update_shape);
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ClassDB::bind_method(D_METHOD("is_root_shape"), &CSGShape3D::is_root_shape);
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@ -660,7 +630,6 @@ CSGShape3D::~CSGShape3D() {
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//////////////////////////////////
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CSGBrush *CSGCombiner3D::_build_brush() {
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return nullptr; //does not build anything
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}
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@ -670,7 +639,6 @@ CSGCombiner3D::CSGCombiner3D() {
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/////////////////////
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CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uv, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials) {
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CSGBrush *brush = memnew(CSGBrush);
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Vector<bool> invert;
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@ -688,7 +656,6 @@ CSGBrush *CSGPrimitive3D::_create_brush_from_arrays(const Vector<Vector3> &p_ver
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}
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void CSGPrimitive3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_invert_faces", "invert_faces"), &CSGPrimitive3D::set_invert_faces);
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ClassDB::bind_method(D_METHOD("is_inverting_faces"), &CSGPrimitive3D::is_inverting_faces);
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@ -715,7 +682,6 @@ CSGPrimitive3D::CSGPrimitive3D() {
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/////////////////////
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CSGBrush *CSGMesh3D::_build_brush() {
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if (!mesh.is_valid())
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return nullptr;
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@ -726,7 +692,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
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Ref<Material> material = get_material();
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for (int i = 0; i < mesh->get_surface_count(); i++) {
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if (mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
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continue;
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}
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@ -781,7 +746,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
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const int *ir = aindices.ptr();
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for (int j = 0; j < is; j += 3) {
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Vector3 vertex[3];
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Vector3 normal[3];
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Vector2 uv[3];
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@ -825,7 +789,6 @@ CSGBrush *CSGMesh3D::_build_brush() {
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Ref<Material> *mw = materials.ptrw();
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for (int j = 0; j < is; j += 3) {
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Vector3 vertex[3];
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Vector3 normal[3];
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Vector2 uv[3];
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@ -875,12 +838,10 @@ void CSGMesh3D::set_material(const Ref<Material> &p_material) {
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}
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Ref<Material> CSGMesh3D::get_material() const {
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return material;
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}
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void CSGMesh3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &CSGMesh3D::set_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &CSGMesh3D::get_mesh);
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@ -892,7 +853,6 @@ void CSGMesh3D::_bind_methods() {
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}
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void CSGMesh3D::set_mesh(const Ref<Mesh> &p_mesh) {
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if (mesh == p_mesh)
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return;
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if (mesh.is_valid()) {
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@ -914,7 +874,6 @@ Ref<Mesh> CSGMesh3D::get_mesh() {
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////////////////////////////////
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CSGBrush *CSGSphere3D::_build_brush() {
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// set our bounding box
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CSGBrush *brush = memnew(CSGBrush);
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@ -938,7 +897,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
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invert.resize(face_count);
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{
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Vector3 *facesw = faces.ptrw();
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Vector2 *uvsw = uvs.ptrw();
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bool *smoothw = smooth.ptrw();
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@ -959,7 +917,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
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double u1 = double(i) / rings;
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for (int j = radial_segments; j >= 1; j--) {
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double lng0 = 2 * Math_PI * (double)(j - 1) / radial_segments;
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double x0 = Math::cos(lng0);
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double y0 = Math::sin(lng0);
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@ -986,7 +943,6 @@ CSGBrush *CSGSphere3D::_build_brush() {
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};
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if (i < rings) {
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//face 1
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facesw[face * 3 + 0] = v[0];
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facesw[face * 3 + 1] = v[1];
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@ -1096,13 +1052,11 @@ bool CSGSphere3D::get_smooth_faces() const {
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}
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void CSGSphere3D::set_material(const Ref<Material> &p_material) {
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material = p_material;
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_make_dirty();
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}
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Ref<Material> CSGSphere3D::get_material() const {
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return material;
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}
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@ -1117,7 +1071,6 @@ CSGSphere3D::CSGSphere3D() {
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///////////////
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CSGBrush *CSGBox3D::_build_brush() {
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// set our bounding box
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CSGBrush *brush = memnew(CSGBrush);
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@ -1141,7 +1094,6 @@ CSGBrush *CSGBox3D::_build_brush() {
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invert.resize(face_count);
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{
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Vector3 *facesw = faces.ptrw();
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Vector2 *uvsw = uvs.ptrw();
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bool *smoothw = smooth.ptrw();
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@ -1153,21 +1105,17 @@ CSGBrush *CSGBox3D::_build_brush() {
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Vector3 vertex_mul(width * 0.5, height * 0.5, depth * 0.5);
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{
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for (int i = 0; i < 6; i++) {
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Vector3 face_points[4];
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float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
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for (int j = 0; j < 4; j++) {
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float v[3];
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v[0] = 1.0;
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v[1] = 1 - 2 * ((j >> 1) & 1);
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v[2] = v[1] * (1 - 2 * (j & 1));
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for (int k = 0; k < 3; k++) {
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if (i < 3)
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face_points[j][(i + k) % 3] = v[k];
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else
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@ -1274,14 +1222,12 @@ float CSGBox3D::get_depth() const {
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}
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void CSGBox3D::set_material(const Ref<Material> &p_material) {
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material = p_material;
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_make_dirty();
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update_gizmo();
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}
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Ref<Material> CSGBox3D::get_material() const {
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return material;
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}
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@ -1295,7 +1241,6 @@ CSGBox3D::CSGBox3D() {
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///////////////
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CSGBrush *CSGCylinder3D::_build_brush() {
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// set our bounding box
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CSGBrush *brush = memnew(CSGBrush);
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@ -1319,7 +1264,6 @@ CSGBrush *CSGCylinder3D::_build_brush() {
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invert.resize(face_count);
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{
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Vector3 *facesw = faces.ptrw();
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Vector2 *uvsw = uvs.ptrw();
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bool *smoothw = smooth.ptrw();
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@ -1331,9 +1275,7 @@ CSGBrush *CSGCylinder3D::_build_brush() {
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Vector3 vertex_mul(radius, height * 0.5, radius);
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{
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for (int i = 0; i < sides; i++) {
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float inc = float(i) / sides;
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float inc_n = float((i + 1)) / sides;
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@ -1510,13 +1452,11 @@ bool CSGCylinder3D::get_smooth_faces() const {
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}
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void CSGCylinder3D::set_material(const Ref<Material> &p_material) {
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material = p_material;
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_make_dirty();
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}
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Ref<Material> CSGCylinder3D::get_material() const {
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return material;
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}
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@ -1532,7 +1472,6 @@ CSGCylinder3D::CSGCylinder3D() {
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///////////////
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CSGBrush *CSGTorus3D::_build_brush() {
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// set our bounding box
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float min_radius = inner_radius;
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@ -1568,7 +1507,6 @@ CSGBrush *CSGTorus3D::_build_brush() {
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invert.resize(face_count);
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{
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Vector3 *facesw = faces.ptrw();
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Vector2 *uvsw = uvs.ptrw();
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bool *smoothw = smooth.ptrw();
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@ -1578,9 +1516,7 @@ CSGBrush *CSGTorus3D::_build_brush() {
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int face = 0;
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{
|
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for (int i = 0; i < sides; i++) {
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float inci = float(i) / sides;
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float inci_n = float((i + 1)) / sides;
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@ -1591,7 +1527,6 @@ CSGBrush *CSGTorus3D::_build_brush() {
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Vector3 normali_n = Vector3(Math::cos(angi_n), 0, Math::sin(angi_n));
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for (int j = 0; j < ring_sides; j++) {
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||||
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float incj = float(j) / ring_sides;
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||||
float incj_n = float((j + 1)) / ring_sides;
|
||||
|
||||
@ -1738,13 +1673,11 @@ bool CSGTorus3D::get_smooth_faces() const {
|
||||
}
|
||||
|
||||
void CSGTorus3D::set_material(const Ref<Material> &p_material) {
|
||||
|
||||
material = p_material;
|
||||
_make_dirty();
|
||||
}
|
||||
|
||||
Ref<Material> CSGTorus3D::get_material() const {
|
||||
|
||||
return material;
|
||||
}
|
||||
|
||||
@ -1760,7 +1693,6 @@ CSGTorus3D::CSGTorus3D() {
|
||||
///////////////
|
||||
|
||||
CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
|
||||
// set our bounding box
|
||||
|
||||
if (polygon.size() < 3)
|
||||
@ -1871,7 +1803,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
|
||||
AABB aabb; //must be computed
|
||||
{
|
||||
|
||||
Vector3 *facesw = faces.ptrw();
|
||||
Vector2 *uvsw = uvs.ptrw();
|
||||
bool *smoothw = smooth.ptrw();
|
||||
@ -1882,10 +1813,8 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
|
||||
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 };
|
||||
@ -1910,7 +1839,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
|
||||
//add triangles for depth
|
||||
for (int i = 0; i < final_polygon.size(); i++) {
|
||||
|
||||
int i_n = (i + 1) % final_polygon.size();
|
||||
|
||||
Vector3 v[4] = {
|
||||
@ -1960,9 +1888,7 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
|
||||
} 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;
|
||||
|
||||
@ -1974,7 +1900,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
|
||||
//add triangles for depth
|
||||
for (int j = 0; j < final_polygon.size(); j++) {
|
||||
|
||||
int j_n = (j + 1) % final_polygon.size();
|
||||
|
||||
Vector3 v[4] = {
|
||||
@ -2023,7 +1948,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
}
|
||||
|
||||
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 };
|
||||
@ -2041,7 +1965,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
}
|
||||
|
||||
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 };
|
||||
@ -2061,7 +1984,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
}
|
||||
} break;
|
||||
case MODE_PATH: {
|
||||
|
||||
float bl = curve->get_baked_length();
|
||||
int splits = MAX(2, Math::ceil(bl / path_interval));
|
||||
float u1 = 0.0;
|
||||
@ -2087,7 +2009,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
}
|
||||
|
||||
for (int i = 0; i <= splits; i++) {
|
||||
|
||||
float ofs = i * path_interval;
|
||||
if (ofs > bl) {
|
||||
ofs = bl;
|
||||
@ -2127,7 +2048,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
//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] = {
|
||||
@ -2177,7 +2097,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
}
|
||||
|
||||
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 };
|
||||
@ -2195,7 +2114,6 @@ CSGBrush *CSGPolygon3D::_build_brush() {
|
||||
}
|
||||
|
||||
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 };
|
||||
@ -2461,13 +2379,11 @@ bool CSGPolygon3D::get_smooth_faces() const {
|
||||
}
|
||||
|
||||
void CSGPolygon3D::set_material(const Ref<Material> &p_material) {
|
||||
|
||||
material = p_material;
|
||||
_make_dirty();
|
||||
}
|
||||
|
||||
Ref<Material> CSGPolygon3D::get_material() const {
|
||||
|
||||
return material;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user