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Diffstat (limited to 'modules/csg/csg.cpp')
-rw-r--r-- | modules/csg/csg.cpp | 1488 |
1 files changed, 1488 insertions, 0 deletions
diff --git a/modules/csg/csg.cpp b/modules/csg/csg.cpp new file mode 100644 index 0000000000..c1fe11d6aa --- /dev/null +++ b/modules/csg/csg.cpp @@ -0,0 +1,1488 @@ +#include "csg.h" +#include "face3.h" +#include "geometry.h" +#include "os/os.h" +#include "sort.h" +#include "thirdparty/misc/triangulator.h" + +void CSGBrush::clear() { + faces.clear(); +} + +void CSGBrush::build_from_faces(const PoolVector<Vector3> &p_vertices, const PoolVector<Vector2> &p_uvs, const PoolVector<bool> &p_smooth, const PoolVector<Ref<Material> > &p_materials, const PoolVector<bool> &p_invert_faces) { + + clear(); + + int vc = p_vertices.size(); + + ERR_FAIL_COND((vc % 3) != 0) + + PoolVector<Vector3>::Read rv = p_vertices.read(); + int uvc = p_uvs.size(); + PoolVector<Vector2>::Read ruv = p_uvs.read(); + int sc = p_smooth.size(); + PoolVector<bool>::Read rs = p_smooth.read(); + int mc = p_materials.size(); + PoolVector<Ref<Material> >::Read rm = p_materials.read(); + int ic = p_invert_faces.size(); + PoolVector<bool>::Read ri = p_invert_faces.read(); + + Map<Ref<Material>, int> material_map; + + faces.resize(p_vertices.size() / 3); + + for (int i = 0; i < faces.size(); i++) { + Face &f = faces[i]; + f.vertices[0] = rv[i * 3 + 0]; + f.vertices[1] = rv[i * 3 + 1]; + f.vertices[2] = rv[i * 3 + 2]; + if (uvc == vc) { + f.uvs[0] = ruv[i * 3 + 0]; + f.uvs[1] = ruv[i * 3 + 1]; + f.uvs[2] = ruv[i * 3 + 2]; + } + if (sc == vc / 3) { + f.smooth = rs[i]; + } else { + f.smooth = false; + } + + if (ic == vc / 3) { + f.invert = ri[i]; + } else { + f.invert = false; + } + + if (mc == vc / 3) { + Ref<Material> mat = rm[i]; + if (mat.is_valid()) { + const Map<Ref<Material>, int>::Element *E = material_map.find(mat); + if (E) { + f.material = E->get(); + } else { + f.material = material_map.size(); + material_map[mat] = f.material; + } + } else { + f.material = -1; + } + } + } + + materials.resize(material_map.size()); + for (Map<Ref<Material>, int>::Element *E = material_map.front(); E; E = E->next()) { + materials[E->get()] = E->key(); + } + + _regen_face_aabbs(); +} + +void CSGBrush::_regen_face_aabbs() { + + for (int i = 0; i < faces.size(); i++) { + + faces[i].aabb.position = faces[i].vertices[0]; + faces[i].aabb.expand_to(faces[i].vertices[1]); + faces[i].aabb.expand_to(faces[i].vertices[2]); + faces[i].aabb.grow_by(faces[i].aabb.get_longest_axis_size() * 0.001); //make it a tad bigger to avoid num precision erros + } +} + +void CSGBrush::copy_from(const CSGBrush &p_brush, const Transform &p_xform) { + + faces = p_brush.faces; + materials = p_brush.materials; + + for (int i = 0; i < faces.size(); i++) { + for (int j = 0; j < 3; j++) { + faces[i].vertices[j] = p_xform.xform(p_brush.faces[i].vertices[j]); + } + } + + _regen_face_aabbs(); +} + +//////////////////////// + +void CSGBrushOperation::BuildPoly::create(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B) { + + //creates the initial face that will be used for clipping against the other faces + + Vector3 va[3] = { + p_brush->faces[p_face].vertices[0], + p_brush->faces[p_face].vertices[1], + p_brush->faces[p_face].vertices[2], + }; + + plane = Plane(va[0], va[1], va[2]); + + to_world.origin = va[0]; + + to_world.basis.set_axis(2, plane.normal); + to_world.basis.set_axis(0, (va[1] - va[2]).normalized()); + to_world.basis.set_axis(1, to_world.basis.get_axis(0).cross(to_world.basis.get_axis(2)).normalized()); + + to_poly = to_world.affine_inverse(); + + face_index = p_face; + + for (int i = 0; i < 3; i++) { + + Point p; + Vector3 localp = to_poly.xform(va[i]); + p.point.x = localp.x; + p.point.y = localp.y; + p.uv = p_brush->faces[p_face].uvs[i]; + + points.push_back(p); + + ///edge + + Edge e; + e.points[0] = i; + e.points[1] = (i + 1) % 3; + e.outer = true; + edges.push_back(e); + } + + smooth = p_brush->faces[p_face].smooth; + invert = p_brush->faces[p_face].invert; + + if (p_brush->faces[p_face].material != -1) { + material = p_brush->materials[p_brush->faces[p_face].material]; + } + + base_edges = 3; +} + +static Vector2 interpolate_uv(const Vector2 &p_vertex_a, const Vector2 &p_vertex_b, const Vector2 &p_vertex_c, const Vector2 &p_uv_a, const Vector2 &p_uv_c) { + + float len_a_c = (p_vertex_c - p_vertex_a).length(); + if (len_a_c < CMP_EPSILON) { + return p_uv_a; + } + + float len_a_b = (p_vertex_b - p_vertex_a).length(); + + float c = len_a_b / len_a_c; + + return p_uv_a.linear_interpolate(p_uv_c, c); +} + +static Vector2 interpolate_triangle_uv(const Vector2 &p_pos, const Vector2 *p_vtx, const Vector2 *p_uv) { + + if (p_pos.distance_squared_to(p_vtx[0]) < CMP_EPSILON2) { + return p_uv[0]; + } + if (p_pos.distance_squared_to(p_vtx[1]) < CMP_EPSILON2) { + return p_uv[1]; + } + if (p_pos.distance_squared_to(p_vtx[2]) < CMP_EPSILON2) { + return p_uv[2]; + } + + Vector2 v0 = p_vtx[1] - p_vtx[0]; + Vector2 v1 = p_vtx[2] - p_vtx[0]; + Vector2 v2 = p_pos - p_vtx[0]; + + float d00 = v0.dot(v0); + float d01 = v0.dot(v1); + float d11 = v1.dot(v1); + float d20 = v2.dot(v0); + float d21 = v2.dot(v1); + float denom = (d00 * d11 - d01 * d01); + if (denom == 0) { + return p_uv[0]; + } + float v = (d11 * d20 - d01 * d21) / denom; + float w = (d00 * d21 - d01 * d20) / denom; + float u = 1.0f - v - w; + + return p_uv[0] * u + p_uv[1] * v + p_uv[2] * w; +} + +void CSGBrushOperation::BuildPoly::_clip_segment(const CSGBrush *p_brush, int p_face, const Vector2 *segment, MeshMerge &mesh_merge, bool p_for_B) { + + //keep track of what was inserted + Vector<int> inserted_points; + + //keep track of point indices for what was inserted, allowing reuse of points. + int segment_idx[2] = { -1, -1 }; + + //check if edge and poly share a vertex, of so, assign it to segment_idx + for (int i = 0; i < points.size(); i++) { + for (int j = 0; j < 2; j++) { + if (segment[j].distance_to(points[i].point) < CMP_EPSILON) { + segment_idx[j] = i; + inserted_points.push_back(i); + break; + } + } + } + + //check if both segment points are shared with other vertices + if (segment_idx[0] != -1 && segment_idx[1] != -1) { + + if (segment_idx[0] == segment_idx[1]) { + return; //segment was too tiny, both mapped to same point + } + + bool found = false; + + //check if the segment already exists + for (int i = 0; i < edges.size(); i++) { + + if ( + (edges[i].points[0] == segment_idx[0] && edges[i].points[1] == segment_idx[1]) || + (edges[i].points[0] == segment_idx[1] && edges[i].points[1] == segment_idx[0])) { + found = true; + break; + } + } + + if (found) { + //it does already exist, do nothing + return; + } + + //directly add the new segment + Edge new_edge; + new_edge.points[0] = segment_idx[0]; + new_edge.points[1] = segment_idx[1]; + edges.push_back(new_edge); + return; + } + + //check edge by edge against the segment points to see if intersects + + for (int i = 0; i < base_edges; i++) { + + //if a point is shared with one of the edge points, then this edge must not be tested, as it will result in a numerical precision error. + bool edge_valid = true; + for (int j = 0; j < 2; j++) { + + if (edges[i].points[0] == segment_idx[0] || edges[i].points[1] == segment_idx[1] || edges[i].points[0] == segment_idx[1] || edges[i].points[1] == segment_idx[0]) { + edge_valid = false; //segment has this point, cant check against this + break; + } + } + + if (!edge_valid) //already hit a point in this edge, so dont test it + continue; + + //see if either points are within the edge isntead of crossing it + Vector2 res; + bool found = false; + int assign_segment_id = -1; + + for (int j = 0; j < 2; j++) { + + Vector2 edgeseg[2] = { points[edges[i].points[0]].point, points[edges[i].points[1]].point }; + Vector2 closest = Geometry::get_closest_point_to_segment_2d(segment[j], edgeseg); + + if (closest.distance_to(segment[j]) < CMP_EPSILON) { + //point rest of this edge + res = closest; + found = true; + assign_segment_id = j; + } + } + + //test if the point crosses the edge + if (!found && Geometry::segment_intersects_segment_2d(segment[0], segment[1], points[edges[i].points[0]].point, points[edges[i].points[1]].point, &res)) { + //point does cross the edge + found = true; + } + + //check whether an intersection against the segment happened + if (found) { + + //It did! so first, must slice the segment + Point new_point; + new_point.point = res; + //make sure to interpolate UV too + new_point.uv = interpolate_uv(points[edges[i].points[0]].point, new_point.point, points[edges[i].points[1]].point, points[edges[i].points[0]].uv, points[edges[i].points[1]].uv); + + int point_idx = points.size(); + points.push_back(new_point); + + //split the edge in 2 + Edge new_edge; + new_edge.points[0] = edges[i].points[0]; + new_edge.points[1] = point_idx; + new_edge.outer = edges[i].outer; + edges[i].points[0] = point_idx; + edges.insert(i, new_edge); + i++; //skip newly inserted edge + base_edges++; //will need an extra one in the base triangle + if (assign_segment_id >= 0) { + //point did split a segment, so make sure to remember this + segment_idx[assign_segment_id] = point_idx; + } + inserted_points.push_back(point_idx); + } + } + + //final step: after cutting the original triangle, try to see if we can still insert + //this segment + + //if already inserted two points, just use them for a segment + + if (inserted_points.size() >= 2) { //should never be >2 on non-manifold geometry, but cope with error + //two points were inserted, create the new edge + Edge new_edge; + new_edge.points[0] = inserted_points[0]; + new_edge.points[1] = inserted_points[1]; + edges.push_back(new_edge); + return; + } + + // One or no points were inserted (besides splitting), so try to see if extra points can be placed inside the triangle. + // This needs to be done here, after the previous tests were exhausted + for (int i = 0; i < 2; i++) { + + if (segment_idx[i] != -1) + continue; //already assigned to something, so skip + + //check whether one of the segment endpoints is inside the triangle. If it is, this points needs to be inserted + if (Geometry::is_point_in_triangle(segment[i], points[0].point, points[1].point, points[2].point)) { + + Point new_point; + new_point.point = segment[i]; + + Vector2 point3[3] = { points[0].point, points[1].point, points[2].point }; + Vector2 uv3[3] = { points[0].uv, points[1].uv, points[2].uv }; + + new_point.uv = interpolate_triangle_uv(new_point.point, point3, uv3); + + int point_idx = points.size(); + points.push_back(new_point); + inserted_points.push_back(point_idx); + } + } + + //check again whether two points were inserted, if so then create the new edge + if (inserted_points.size() >= 2) { //should never be >2 on non-manifold geometry, but cope with error + Edge new_edge; + new_edge.points[0] = inserted_points[0]; + new_edge.points[1] = inserted_points[1]; + edges.push_back(new_edge); + } +} + +void CSGBrushOperation::BuildPoly::clip(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B) { + + //Clip function.. find triangle points that will be mapped to the plane and form a segment + + Vector2 segment[3]; //2D + + int src_points = 0; + + for (int i = 0; i < 3; i++) { + Vector3 p = p_brush->faces[p_face].vertices[i]; + if (plane.has_point(p)) { + Vector3 pp = plane.project(p); + pp = to_poly.xform(pp); + segment[src_points++] = Vector2(pp.x, pp.y); + } else { + Vector3 q = p_brush->faces[p_face].vertices[(i + 1) % 3]; + if (plane.has_point(q)) + continue; //next point is in plane, will be added eventually + if (plane.is_point_over(p) == plane.is_point_over(q)) + continue; // both on same side of the plane, don't add + + Vector3 res; + if (plane.intersects_segment(p, q, &res)) { + res = to_poly.xform(res); + segment[src_points++] = Vector2(res.x, res.y); + } + } + } + + //all above or all below, nothing to do. Should not happen though since a precheck was done before. + if (src_points == 0) + return; + + //just one point in plane is not worth doing anything + if (src_points == 1) + return; + + //transform A points to 2D + + if (segment[0].distance_to(segment[1]) < CMP_EPSILON) + return; //too small + + _clip_segment(p_brush, p_face, segment, mesh_merge, p_for_B); +} + +void CSGBrushOperation::_collision_callback(const CSGBrush *A, int p_face_a, Map<int, BuildPoly> &build_polys_a, const CSGBrush *B, int p_face_b, Map<int, BuildPoly> &build_polys_b, MeshMerge &mesh_merge) { + + //construct a frame of reference for both transforms, in order to do intersection test + Vector3 va[3] = { + A->faces[p_face_a].vertices[0], + A->faces[p_face_a].vertices[1], + A->faces[p_face_a].vertices[2], + }; + Vector3 vb[3] = { + B->faces[p_face_b].vertices[0], + B->faces[p_face_b].vertices[1], + B->faces[p_face_b].vertices[2], + }; + + { + //check if either is a degenerate + if (va[0].distance_to(va[1]) < CMP_EPSILON || va[0].distance_to(va[2]) < CMP_EPSILON || va[1].distance_to(va[2]) < CMP_EPSILON) + return; + + if (vb[0].distance_to(vb[1]) < CMP_EPSILON || vb[0].distance_to(vb[2]) < CMP_EPSILON || vb[1].distance_to(vb[2]) < CMP_EPSILON) + return; + } + + { + //check if points are the same + int equal_count = 0; + + for (int i = 0; i < 3; i++) { + + for (int j = 0; j < 3; j++) { + if (va[i].distance_to(vb[j]) < mesh_merge.vertex_snap) { + equal_count++; + break; + } + } + } + + //if 2 or 3 points are the same, there is no point in doing anything. They can't + //be clipped either, so add both. + if (equal_count == 2 || equal_count == 3) { + return; + } + } + + // do a quick pre-check for no-intersection using the SAT theorem + + { + + //b under or over a plane + int over_count = 0, in_plane_count = 0, under_count = 0; + Plane plane_a(va[0], va[1], va[2]); + if (plane_a.normal == Vector3()) { + return; //degenerate + } + + for (int i = 0; i < 3; i++) { + if (plane_a.has_point(vb[i])) + in_plane_count++; + else if (plane_a.is_point_over(vb[i])) + over_count++; + else + under_count++; + } + + if (over_count == 0 || under_count == 0) + return; //no intersection, something needs to be under AND over + + //a under or over b plane + over_count = 0; + under_count = 0; + in_plane_count = 0; + + Plane plane_b(vb[0], vb[1], vb[2]); + if (plane_b.normal == Vector3()) + return; //degenerate + + for (int i = 0; i < 3; i++) { + if (plane_b.has_point(va[i])) + in_plane_count++; + else if (plane_b.is_point_over(va[i])) + over_count++; + else + under_count++; + } + + if (over_count == 0 || under_count == 0) + return; //no intersection, something needs to be under AND over + + //edge pairs (cross product combinations), see SAT theorem + + for (int i = 0; i < 3; i++) { + + Vector3 axis_a = (va[i] - va[(i + 1) % 3]).normalized(); + + for (int j = 0; j < 3; j++) { + + Vector3 axis_b = (vb[j] - vb[(j + 1) % 3]).normalized(); + + Vector3 sep_axis = axis_a.cross(axis_b); + if (sep_axis == Vector3()) + continue; //colineal + sep_axis.normalize(); + + real_t min_a = 1e20, max_a = -1e20; + real_t min_b = 1e20, max_b = -1e20; + + for (int k = 0; k < 3; k++) { + real_t d = sep_axis.dot(va[k]); + min_a = MIN(min_a, d); + max_a = MAX(max_a, d); + d = sep_axis.dot(vb[k]); + min_b = MIN(min_b, d); + max_b = MAX(max_b, d); + } + + min_b -= (max_a - min_a) * 0.5; + max_b += (max_a - min_a) * 0.5; + + real_t dmin = min_b - (min_a + max_a) * 0.5; + real_t dmax = max_b - (min_a + max_a) * 0.5; + + if (dmin > CMP_EPSILON || dmax < -CMP_EPSILON) { + return; //does not contain zero, so they don't overlap + } + } + } + } + + //if we are still here, it means they most likely intersect, so create BuildPolys if they dont existy + + BuildPoly *poly_a = NULL; + + if (!build_polys_a.has(p_face_a)) { + + BuildPoly bp; + bp.create(A, p_face_a, mesh_merge, false); + build_polys_a[p_face_a] = bp; + } + + poly_a = &build_polys_a[p_face_a]; + + BuildPoly *poly_b = NULL; + + if (!build_polys_b.has(p_face_b)) { + + BuildPoly bp; + bp.create(B, p_face_b, mesh_merge, true); + build_polys_b[p_face_b] = bp; + } + + poly_b = &build_polys_b[p_face_b]; + + //clip each other, this could be improved by using vertex unique IDs (more vertices may be shared instead of using snap) + poly_a->clip(B, p_face_b, mesh_merge, false); + poly_b->clip(A, p_face_a, mesh_merge, true); +} + +void CSGBrushOperation::_add_poly_points(const BuildPoly &p_poly, int p_edge, int p_from_point, int p_to_point, const Vector<Vector<int> > &vertex_process, Vector<bool> &edge_process, Vector<PolyPoints> &r_poly) { + + //this function follows the polygon points counter clockwise and adds them. It creates lists of unique polygons + //every time an unused edge is found, it's pushed to a stack and continues from there. + + List<EdgeSort> edge_stack; + + { + EdgeSort es; + es.angle = 0; //wont be checked here + es.edge = p_edge; + es.prev_point = p_from_point; + es.edge_point = p_to_point; + + edge_stack.push_back(es); + } + + //attempt to empty the stack. + while (edge_stack.size()) { + + EdgeSort e = edge_stack.front()->get(); + edge_stack.pop_front(); + + if (edge_process[e.edge]) { + //nothing to do here + continue; + } + + Vector<int> points; + points.push_back(e.prev_point); + + int prev_point = e.prev_point; + int to_point = e.edge_point; + int current_edge = e.edge; + + edge_process[e.edge] = true; //mark as processed + + int limit = p_poly.points.size() * 4; //avoid infinite recursion + + while (to_point != e.prev_point && limit) { + + Vector2 segment[2] = { p_poly.points[prev_point].point, p_poly.points[to_point].point }; + + //construct a basis transform from the segment, which will be used to check the angle + Transform2D t2d; + t2d[0] = (segment[1] - segment[0]).normalized(); //use as Y + t2d[1] = Vector2(-t2d[0].y, t2d[0].x); // use as tangent + t2d[2] = segment[1]; //origin + + if (t2d.basis_determinant() == 0) + break; //abort poly + + t2d.affine_invert(); + + //push all edges found here, they will be sorted by minimum angle later. + Vector<EdgeSort> next_edges; + + for (int i = 0; i < vertex_process[to_point].size(); i++) { + + int edge = vertex_process[to_point][i]; + int opposite_point = p_poly.edges[edge].points[0] == to_point ? p_poly.edges[edge].points[1] : p_poly.edges[edge].points[0]; + if (opposite_point == prev_point) + continue; //not going back + + EdgeSort e; + Vector2 local_vec = t2d.xform(p_poly.points[opposite_point].point); + e.angle = -local_vec.angle(); //negate so we can sort by minimum angle + e.edge = edge; + e.edge_point = opposite_point; + e.prev_point = to_point; + + next_edges.push_back(e); + } + + //finally, sort by minimum angle + next_edges.sort(); + + int next_point = -1; + int next_edge = -1; + + for (int i = 0; i < next_edges.size(); i++) { + + if (i == 0) { + //minimum angle found is the next point + next_point = next_edges[i].edge_point; + next_edge = next_edges[i].edge; + + } else { + //the rest are pushed to the stack IF they were not processed yet. + if (!edge_process[next_edges[i].edge]) { + edge_stack.push_back(next_edges[i]); + } + } + } + + if (next_edge == -1) { + //did not find anything, may be a dead-end edge (this should normally not happen) + //just flip the direction and go back + next_point = prev_point; + next_edge = current_edge; + } + + points.push_back(to_point); + + prev_point = to_point; + to_point = next_point; + edge_process[next_edge] = true; //mark this edge as processed + current_edge = next_edge; + + limit--; + } + + //if more than 2 points were added to the polygon, add it to the list of polygons. + if (points.size() > 2) { + PolyPoints pp; + pp.points = points; + r_poly.push_back(pp); + } + } +} + +void CSGBrushOperation::_add_poly_outline(const BuildPoly &p_poly, int p_from_point, int p_to_point, const Vector<Vector<int> > &vertex_process, Vector<int> &r_outline) { + + //this is the opposite of the function above. It adds polygon outlines instead. + //this is used for triangulating holes. + //no stack is used here because only the bigger outline is interesting. + + r_outline.push_back(p_from_point); + + int prev_point = p_from_point; + int to_point = p_to_point; + + int limit = p_poly.points.size() * 4; //avoid infinite recursion + + while (to_point != p_from_point && limit) { + + Vector2 segment[2] = { p_poly.points[prev_point].point, p_poly.points[to_point].point }; + //again create a transform to compute the angle. + Transform2D t2d; + t2d[0] = (segment[1] - segment[0]).normalized(); //use as Y + t2d[1] = Vector2(-t2d[0].y, t2d[0].x); // use as tangent + t2d[2] = segment[1]; //origin + + if (t2d.basis_determinant() == 0) + break; //abort poly + + t2d.affine_invert(); + + float max_angle; + int next_point_angle = -1; + + for (int i = 0; i < vertex_process[to_point].size(); i++) { + + int edge = vertex_process[to_point][i]; + int opposite_point = p_poly.edges[edge].points[0] == to_point ? p_poly.edges[edge].points[1] : p_poly.edges[edge].points[0]; + if (opposite_point == prev_point) + continue; //not going back + + float angle = -t2d.xform(p_poly.points[opposite_point].point).angle(); + if (next_point_angle == -1 || angle > max_angle) { //same as before but use greater to check. + max_angle = angle; + next_point_angle = opposite_point; + } + } + + if (next_point_angle == -1) { + //go back because no route found + next_point_angle = prev_point; + } + + r_outline.push_back(to_point); + prev_point = to_point; + to_point = next_point_angle; + + limit--; + } +} + +void CSGBrushOperation::_merge_poly(MeshMerge &mesh, int p_face_idx, const BuildPoly &p_poly, bool p_from_b) { + + //finally, merge the 2D polygon back to 3D + + Vector<Vector<int> > vertex_process; + Vector<bool> edge_process; + + vertex_process.resize(p_poly.points.size()); + edge_process.resize(p_poly.edges.size()); + + //none processed by default + for (int i = 0; i < edge_process.size(); i++) { + edge_process[i] = false; + } + + //put edges in points, so points can go through them + for (int i = 0; i < p_poly.edges.size(); i++) { + vertex_process[p_poly.edges[i].points[0]].push_back(i); + vertex_process[p_poly.edges[i].points[1]].push_back(i); + } + + Vector<PolyPoints> polys; + + //process points that were not processed + for (int i = 0; i < edge_process.size(); i++) { + if (edge_process[i] == true) + continue; //already processed + + int intersect_poly = -1; + + if (i > 0) { + //this is disconnected, so it's clearly a hole. lets find where it belongs + Vector2 ref_point = p_poly.points[p_poly.edges[i].points[0]].point; + + for (int j = 0; j < polys.size(); j++) { + + //find a point outside poly + Vector2 out_point(-1e20, -1e20); + + const PolyPoints &pp = polys[j]; + + for (int k = 0; k < pp.points.size(); k++) { + Vector2 p = p_poly.points[pp.points[k]].point; + out_point.x = MAX(out_point.x, p.x); + out_point.y = MAX(out_point.y, p.y); + } + + out_point += Vector2(0.12341234, 0.4123412); // move to a random place to avoid direct edge-point chances + + int intersections = 0; + + for (int k = 0; k < pp.points.size(); k++) { + Vector2 p1 = p_poly.points[pp.points[k]].point; + Vector2 p2 = p_poly.points[pp.points[(k + 1) % pp.points.size()]].point; + + if (Geometry::segment_intersects_segment_2d(ref_point, out_point, p1, p2, NULL)) { + intersections++; + } + } + + if (intersections % 2 == 1) { + //hole is inside this poly + intersect_poly = j; + break; + } + } + } + + if (intersect_poly != -1) { + //must add this as a hole + Vector<int> outline; + _add_poly_outline(p_poly, p_poly.edges[i].points[0], p_poly.edges[i].points[1], vertex_process, outline); + + if (outline.size() > 1) { + polys[intersect_poly].holes.push_back(outline); + } + } + _add_poly_points(p_poly, i, p_poly.edges[i].points[0], p_poly.edges[i].points[1], vertex_process, edge_process, polys); + } + + //get rid of holes, not the most optiomal way, but also not a common case at all to be inoptimal + for (int i = 0; i < polys.size(); i++) { + + if (!polys[i].holes.size()) + continue; + + //repeat until no more holes are left to be merged + while (polys[i].holes.size()) { + + //try to merge a hole with the outline + bool added_hole = false; + + for (int j = 0; j < polys[i].holes.size(); j++) { + + //try hole vertices + int with_outline_vertex = -1; + int from_hole_vertex = -1; + + bool found = false; + + for (int k = 0; k < polys[i].holes[j].size(); k++) { + + int from_idx = polys[i].holes[j][k]; + Vector2 from = p_poly.points[from_idx].point; + + //try a segment from hole vertex to outline vertices + from_hole_vertex = k; + + bool valid = true; + + for (int l = 0; l < polys[i].points.size(); l++) { + + int to_idx = polys[i].points[l]; + Vector2 to = p_poly.points[to_idx].point; + with_outline_vertex = l; + + //try agaisnt outline (other points) first + + valid = true; + + for (int m = 0; m < polys[i].points.size(); m++) { + + int m_next = (m + 1) % polys[i].points.size(); + if (m == with_outline_vertex || m_next == with_outline_vertex) //do not test with edges that share this point + continue; + + if (Geometry::segment_intersects_segment_2d(from, to, p_poly.points[polys[i].points[m]].point, p_poly.points[polys[i].points[m_next]].point, NULL)) { + valid = false; + break; + } + } + + if (!valid) + continue; + + //try agaisnt all holes including self + + for (int m = 0; m < polys[i].holes.size(); m++) { + + for (int n = 0; n < polys[i].holes[m].size(); n++) { + + int n_next = (n + 1) % polys[i].holes[m].size(); + if (m == j && (n == from_hole_vertex || n_next == from_hole_vertex)) //contains vertex being tested from current hole, skip + continue; + + if (Geometry::segment_intersects_segment_2d(from, to, p_poly.points[polys[i].holes[m][n]].point, p_poly.points[polys[i].holes[m][n_next]].point, NULL)) { + valid = false; + break; + } + } + + if (!valid) + break; + } + + if (valid) //all passed! exit loop + break; + else + continue; //something went wrong, go on. + } + + if (valid) { + found = true; //if in the end this was valid, use it + break; + } + } + + if (found) { + + //hook this hole with outline, and remove from list of holes + + //duplicate point + int insert_at = with_outline_vertex; + polys[i].points.insert(insert_at, polys[i].points[insert_at]); + insert_at++; + //insert all others, outline should be backwards (must check) + int holesize = polys[i].holes[j].size(); + for (int k = 0; k <= holesize; k++) { + int idx = (from_hole_vertex + k) % holesize; + polys[i].points.insert(insert_at, polys[i].holes[j][idx]); + insert_at++; + } + + added_hole = true; + polys[i].holes.remove(j); + break; //got rid of hole, break and continue + } + } + + ERR_BREAK(!added_hole); + } + } + + //triangulate polygons + + for (int i = 0; i < polys.size(); i++) { + + Vector<Vector2> vertices; + vertices.resize(polys[i].points.size()); + for (int j = 0; j < vertices.size(); j++) { + vertices[j] = p_poly.points[polys[i].points[j]].point; + } + + Vector<int> indices = Geometry::triangulate_polygon(vertices); + + for (int j = 0; j < indices.size(); j += 3) { + + //obtain the vertex + + Vector3 face[3]; + Vector2 uv[3]; + float cp = Geometry::vec2_cross(p_poly.points[polys[i].points[indices[j + 0]]].point, p_poly.points[polys[i].points[indices[j + 1]]].point, p_poly.points[polys[i].points[indices[j + 2]]].point); + if (Math::abs(cp) < CMP_EPSILON) + continue; + + for (int k = 0; k < 3; k++) { + + Vector2 p = p_poly.points[polys[i].points[indices[j + k]]].point; + face[k] = p_poly.to_world.xform(Vector3(p.x, p.y, 0)); + uv[k] = p_poly.points[polys[i].points[indices[j + k]]].uv; + } + + mesh.add_face(face[0], face[1], face[2], uv[0], uv[1], uv[2], p_poly.smooth, p_poly.invert, p_poly.material, p_from_b); + } + } +} + +//use a limit to speed up bvh and limit the depth +#define BVH_LIMIT 8 + +int CSGBrushOperation::MeshMerge::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc) { + + if (p_depth > max_depth) { + max_depth = p_depth; + } + + if (p_size <= BVH_LIMIT) { + + for (int i = 0; i < p_size - 1; i++) { + p_bb[p_from + i]->next = p_bb[p_from + i + 1] - p_bvh; + } + return p_bb[p_from] - p_bvh; + } else if (p_size == 0) { + + return -1; + } + + AABB aabb; + aabb = p_bb[p_from]->aabb; + for (int i = 1; i < p_size; i++) { + + aabb.merge_with(p_bb[p_from + i]->aabb); + } + + int li = aabb.get_longest_axis_index(); + + switch (li) { + + case Vector3::AXIS_X: { + SortArray<BVH *, BVHCmpX> sort_x; + sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]); + //sort_x.sort(&p_bb[p_from],p_size); + } break; + case Vector3::AXIS_Y: { + SortArray<BVH *, BVHCmpY> sort_y; + sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]); + //sort_y.sort(&p_bb[p_from],p_size); + } break; + case Vector3::AXIS_Z: { + SortArray<BVH *, BVHCmpZ> sort_z; + sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]); + //sort_z.sort(&p_bb[p_from],p_size); + + } break; + } + + int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, max_depth, max_alloc); + int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, max_depth, max_alloc); + + int index = max_alloc++; + BVH *_new = &p_bvh[index]; + _new->aabb = aabb; + _new->center = aabb.position + aabb.size * 0.5; + _new->face = -1; + _new->left = left; + _new->right = right; + _new->next = -1; + + return index; +} + +int CSGBrushOperation::MeshMerge::_bvh_count_intersections(BVH *bvhptr, int p_max_depth, int p_bvh_first, const Vector3 &p_begin, const Vector3 &p_end, int p_exclude) const { + + uint32_t *stack = (uint32_t *)alloca(sizeof(int) * p_max_depth); + + enum { + TEST_AABB_BIT = 0, + VISIT_LEFT_BIT = 1, + VISIT_RIGHT_BIT = 2, + VISIT_DONE_BIT = 3, + VISITED_BIT_SHIFT = 29, + NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1, + VISITED_BIT_MASK = ~NODE_IDX_MASK, + + }; + + int intersections = 0; + + int level = 0; + + const Vector3 *vertexptr = points.ptr(); + const Face *facesptr = faces.ptr(); + AABB segment_aabb; + segment_aabb.position = p_begin; + segment_aabb.expand_to(p_end); + + int pos = p_bvh_first; + + stack[0] = pos; + while (true) { + + uint32_t node = stack[level] & NODE_IDX_MASK; + const BVH &b = bvhptr[node]; + bool done = false; + + switch (stack[level] >> VISITED_BIT_SHIFT) { + case TEST_AABB_BIT: { + + if (b.face >= 0) { + + const BVH *bp = &b; + + while (bp) { + + bool valid = segment_aabb.intersects(bp->aabb) && bp->aabb.intersects_segment(p_begin, p_end); + + if (valid && p_exclude != bp->face) { + const Face &s = facesptr[bp->face]; + Face3 f3(vertexptr[s.points[0]], vertexptr[s.points[1]], vertexptr[s.points[2]]); + + Vector3 res; + + if (f3.intersects_segment(p_begin, p_end, &res)) { + intersections++; + } + } + if (bp->next != -1) { + bp = &bvhptr[bp->next]; + } else { + bp = NULL; + } + } + + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + + } else { + + bool valid = segment_aabb.intersects(b.aabb) && b.aabb.intersects_segment(p_begin, p_end); + + if (!valid) { + + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + + } else { + stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node; + } + } + continue; + } + case VISIT_LEFT_BIT: { + + stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node; + stack[level + 1] = b.left | TEST_AABB_BIT; + level++; + continue; + } + case VISIT_RIGHT_BIT: { + + stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; + stack[level + 1] = b.right | TEST_AABB_BIT; + level++; + continue; + } + case VISIT_DONE_BIT: { + + if (level == 0) { + done = true; + break; + } else + level--; + continue; + } + } + + if (done) + break; + } + + return intersections; +} + +void CSGBrushOperation::MeshMerge::mark_inside_faces() { + + // mark faces that are inside. This helps later do the boolean ops when merging. + // this approach is very brute force (with a bunch of optimizatios, such as BVH and pre AABB intersection test) + + AABB aabb; + + for (int i = 0; i < points.size(); i++) { + if (i == 0) { + aabb.position = points[i]; + } else { + aabb.expand_to(points[i]); + } + } + + float max_distance = aabb.size.length() * 1.2; + + Vector<BVH> bvhvec; + bvhvec.resize(faces.size() * 3); //will never be larger than this (todo make better) + BVH *bvh = bvhvec.ptrw(); + + AABB faces_a; + AABB faces_b; + + bool first_a = true; + bool first_b = true; + + for (int i = 0; i < faces.size(); i++) { + bvh[i].left = -1; + bvh[i].right = -1; + bvh[i].face = i; + bvh[i].aabb.position = points[faces[i].points[0]]; + bvh[i].aabb.expand_to(points[faces[i].points[1]]); + bvh[i].aabb.expand_to(points[faces[i].points[2]]); + bvh[i].center = bvh[i].aabb.position + bvh[i].aabb.size * 0.5; + bvh[i].next = -1; + if (faces[i].from_b) { + if (first_b) { + faces_b = bvh[i].aabb; + first_b = false; + } else { + faces_b.merge_with(bvh[i].aabb); + } + } else { + if (first_a) { + faces_a = bvh[i].aabb; + first_a = false; + } else { + faces_a.merge_with(bvh[i].aabb); + } + } + } + + AABB intersection_aabb = faces_a.intersection(faces_b); + intersection_aabb.grow_by(intersection_aabb.get_longest_axis_size() * 0.01); //grow a little, avoid numerical error + + if (intersection_aabb.size == Vector3()) //AABB do not intersect, so neither do shapes. + return; + + Vector<BVH *> bvhtrvec; + bvhtrvec.resize(faces.size()); + BVH **bvhptr = bvhtrvec.ptrw(); + for (int i = 0; i < faces.size(); i++) { + + bvhptr[i] = &bvh[i]; + } + + int max_depth = 0; + int max_alloc = faces.size(); + _create_bvh(bvh, bvhptr, 0, faces.size(), 1, max_depth, max_alloc); + + for (int i = 0; i < faces.size(); i++) { + + if (!intersection_aabb.intersects(bvh[i].aabb)) + continue; //not in AABB intersection, so not in face intersection + Vector3 center = points[faces[i].points[0]]; + center += points[faces[i].points[1]]; + center += points[faces[i].points[2]]; + center /= 3.0; + + Plane plane(points[faces[i].points[0]], points[faces[i].points[1]], points[faces[i].points[2]]); + Vector3 target = center + plane.normal * max_distance + Vector3(0.0001234, 0.000512, 0.00013423); //reduce chance of edge hits by doing a small increment + + int intersections = _bvh_count_intersections(bvh, max_depth, max_alloc - 1, center, target, i); + + if (intersections & 1) { + faces[i].inside = true; + } + } +} + +void CSGBrushOperation::MeshMerge::add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, const Vector2 &p_uv_a, const Vector2 &p_uv_b, const Vector2 &p_uv_c, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b) { + + Vector3 src_points[3] = { p_a, p_b, p_c }; + Vector2 src_uvs[3] = { p_uv_a, p_uv_b, p_uv_c }; + int indices[3]; + for (int i = 0; i < 3; i++) { + + VertexKey vk; + vk.x = int((double(src_points[i].x) + double(vertex_snap) * 0.31234) / double(vertex_snap)); + vk.y = int((double(src_points[i].y) + double(vertex_snap) * 0.31234) / double(vertex_snap)); + vk.z = int((double(src_points[i].z) + double(vertex_snap) * 0.31234) / double(vertex_snap)); + + int res; + if (snap_cache.lookup(vk, res)) { + indices[i] = res; + } else { + indices[i] = points.size(); + points.push_back(src_points[i]); + snap_cache.set(vk, indices[i]); + } + } + + if (indices[0] == indices[2] || indices[0] == indices[1] || indices[1] == indices[2]) + return; //not adding degenerate + + MeshMerge::Face face; + face.from_b = p_from_b; + face.inside = false; + face.smooth = p_smooth; + face.invert = p_invert; + if (p_material.is_valid()) { + if (!materials.has(p_material)) { + face.material_idx = materials.size(); + materials[p_material] = face.material_idx; + } else { + face.material_idx = materials[p_material]; + } + } else { + face.material_idx = -1; + } + + for (int k = 0; k < 3; k++) { + + face.points[k] = indices[k]; + face.uvs[k] = src_uvs[k]; + ; + } + + faces.push_back(face); +} + +void CSGBrushOperation::merge_brushes(Operation p_operation, const CSGBrush &p_A, const CSGBrush &p_B, CSGBrush &result, float p_snap) { + + CallbackData cd; + cd.self = this; + cd.A = &p_A; + cd.B = &p_B; + + MeshMerge mesh_merge; + mesh_merge.vertex_snap = p_snap; + + //check intersections between faces. Use AABB to speed up precheck + //this generates list of buildpolys and clips them. + //this was originally BVH optimized, but its not really worth it. + for (int i = 0; i < p_A.faces.size(); i++) { + cd.face_a = i; + for (int j = 0; j < p_B.faces.size(); j++) { + if (p_A.faces[i].aabb.intersects(p_B.faces[j].aabb)) { + _collision_callback(&p_A, i, cd.build_polys_A, &p_B, j, cd.build_polys_B, mesh_merge); + } + } + } + + //merge the already cliped polys back to 3D + for (Map<int, BuildPoly>::Element *E = cd.build_polys_A.front(); E; E = E->next()) { + _merge_poly(mesh_merge, E->key(), E->get(), false); + } + + for (Map<int, BuildPoly>::Element *E = cd.build_polys_B.front(); E; E = E->next()) { + _merge_poly(mesh_merge, E->key(), E->get(), true); + } + + //merge the non clipped faces back + + for (int i = 0; i < p_A.faces.size(); i++) { + + if (cd.build_polys_A.has(i)) + continue; //made from buildpoly, skipping + + Vector3 points[3]; + Vector2 uvs[3]; + for (int j = 0; j < 3; j++) { + points[j] = p_A.faces[i].vertices[j]; + uvs[j] = p_A.faces[i].uvs[j]; + } + Ref<Material> material; + if (p_A.faces[i].material != -1) { + material = p_A.materials[p_A.faces[i].material]; + } + mesh_merge.add_face(points[0], points[1], points[2], uvs[0], uvs[1], uvs[2], p_A.faces[i].smooth, p_A.faces[i].invert, material, false); + } + + for (int i = 0; i < p_B.faces.size(); i++) { + + if (cd.build_polys_B.has(i)) + continue; //made from buildpoly, skipping + + Vector3 points[3]; + Vector2 uvs[3]; + for (int j = 0; j < 3; j++) { + points[j] = p_B.faces[i].vertices[j]; + uvs[j] = p_B.faces[i].uvs[j]; + } + Ref<Material> material; + if (p_B.faces[i].material != -1) { + material = p_B.materials[p_B.faces[i].material]; + } + mesh_merge.add_face(points[0], points[1], points[2], uvs[0], uvs[1], uvs[2], p_B.faces[i].smooth, p_B.faces[i].invert, material, true); + } + + //mark faces that ended up inside the intersection + mesh_merge.mark_inside_faces(); + + //regen new brush to start filling it again + result.clear(); + + switch (p_operation) { + + case OPERATION_UNION: { + + int outside_count = 0; + + for (int i = 0; i < mesh_merge.faces.size(); i++) { + if (mesh_merge.faces[i].inside) + continue; + + outside_count++; + } + + result.faces.resize(outside_count); + + outside_count = 0; + + for (int i = 0; i < mesh_merge.faces.size(); i++) { + if (mesh_merge.faces[i].inside) + continue; + for (int j = 0; j < 3; j++) { + result.faces[outside_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]]; + result.faces[outside_count].uvs[j] = mesh_merge.faces[i].uvs[j]; + } + + result.faces[outside_count].smooth = mesh_merge.faces[i].smooth; + result.faces[outside_count].invert = mesh_merge.faces[i].invert; + result.faces[outside_count].material = mesh_merge.faces[i].material_idx; + outside_count++; + } + + result._regen_face_aabbs(); + + } break; + case OPERATION_INTERSECTION: { + + int inside_count = 0; + + for (int i = 0; i < mesh_merge.faces.size(); i++) { + if (!mesh_merge.faces[i].inside) + continue; + + inside_count++; + } + + result.faces.resize(inside_count); + + inside_count = 0; + + for (int i = 0; i < mesh_merge.faces.size(); i++) { + if (!mesh_merge.faces[i].inside) + continue; + for (int j = 0; j < 3; j++) { + result.faces[inside_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]]; + result.faces[inside_count].uvs[j] = mesh_merge.faces[i].uvs[j]; + } + + result.faces[inside_count].smooth = mesh_merge.faces[i].smooth; + result.faces[inside_count].invert = mesh_merge.faces[i].invert; + result.faces[inside_count].material = mesh_merge.faces[i].material_idx; + inside_count++; + } + + result._regen_face_aabbs(); + + } break; + case OPERATION_SUBSTRACTION: { + + int face_count = 0; + + for (int i = 0; i < mesh_merge.faces.size(); i++) { + if (mesh_merge.faces[i].from_b && !mesh_merge.faces[i].inside) + continue; + if (!mesh_merge.faces[i].from_b && mesh_merge.faces[i].inside) + continue; + + face_count++; + } + + result.faces.resize(face_count); + + face_count = 0; + + for (int i = 0; i < mesh_merge.faces.size(); i++) { + + if (mesh_merge.faces[i].from_b && !mesh_merge.faces[i].inside) + continue; + if (!mesh_merge.faces[i].from_b && mesh_merge.faces[i].inside) + continue; + + for (int j = 0; j < 3; j++) { + result.faces[face_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]]; + result.faces[face_count].uvs[j] = mesh_merge.faces[i].uvs[j]; + } + + if (mesh_merge.faces[i].from_b) { + //invert facing of insides of B + SWAP(result.faces[face_count].vertices[1], result.faces[face_count].vertices[2]); + SWAP(result.faces[face_count].uvs[1], result.faces[face_count].uvs[2]); + } + + result.faces[face_count].smooth = mesh_merge.faces[i].smooth; + result.faces[face_count].invert = mesh_merge.faces[i].invert; + result.faces[face_count].material = mesh_merge.faces[i].material_idx; + face_count++; + } + + result._regen_face_aabbs(); + + } break; + } + + //updatelist of materials + result.materials.resize(mesh_merge.materials.size()); + for (const Map<Ref<Material>, int>::Element *E = mesh_merge.materials.front(); E; E = E->next()) { + result.materials[E->get()] = E->key(); + } +} |