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-rw-r--r--modules/csg/csg.cpp1488
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();
+ }
+}