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-rw-r--r--modules/csg/csg.h206
1 files changed, 206 insertions, 0 deletions
diff --git a/modules/csg/csg.h b/modules/csg/csg.h
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--- /dev/null
+++ b/modules/csg/csg.h
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+#ifndef CSG_H
+#define CSG_H
+
+#include "aabb.h"
+#include "dvector.h"
+#include "map.h"
+#include "math_2d.h"
+#include "oa_hash_map.h"
+#include "plane.h"
+#include "scene/resources/material.h"
+#include "transform.h"
+#include "vector3.h"
+
+struct CSGBrush {
+
+ struct Face {
+
+ Vector3 vertices[3];
+ Vector2 uvs[3];
+ AABB aabb;
+ bool smooth;
+ bool invert;
+ int material;
+ };
+
+ Vector<Face> faces;
+ Vector<Ref<Material> > materials;
+
+ void _regen_face_aabbs();
+ //create a brush from faces
+ void 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);
+ void copy_from(const CSGBrush &p_brush, const Transform &p_xform);
+
+ void clear();
+};
+
+struct CSGBrushOperation {
+
+ enum Operation {
+ OPERATION_UNION,
+ OPERATION_INTERSECTION,
+ OPERATION_SUBSTRACTION,
+
+ };
+
+ struct MeshMerge {
+
+ struct BVH {
+ int face;
+ int left;
+ int right;
+ int next;
+ Vector3 center;
+ AABB aabb;
+ };
+
+ struct BVHCmpX {
+
+ bool operator()(const BVH *p_left, const BVH *p_right) const {
+
+ return p_left->center.x < p_right->center.x;
+ }
+ };
+
+ struct BVHCmpY {
+
+ bool operator()(const BVH *p_left, const BVH *p_right) const {
+
+ return p_left->center.y < p_right->center.y;
+ }
+ };
+ struct BVHCmpZ {
+
+ bool operator()(const BVH *p_left, const BVH *p_right) const {
+
+ return p_left->center.z < p_right->center.z;
+ }
+ };
+
+ int _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;
+ int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
+
+ struct VertexKey {
+ int32_t x, y, z;
+ _FORCE_INLINE_ bool operator<(const VertexKey &p_key) const {
+ if (x == p_key.x) {
+ if (y == p_key.y) {
+ return z < p_key.z;
+ } else {
+ return y < p_key.y;
+ }
+ } else {
+ return x < p_key.x;
+ }
+ }
+
+ _FORCE_INLINE_ bool operator==(const VertexKey &p_key) const {
+ return (x == p_key.x && y == p_key.y && z == p_key.z);
+ }
+ };
+
+ struct VertexKeyHash {
+ static _FORCE_INLINE_ uint32_t hash(const VertexKey &p_vk) {
+ uint32_t h = hash_djb2_one_32(p_vk.x);
+ h = hash_djb2_one_32(p_vk.y, h);
+ h = hash_djb2_one_32(p_vk.z, h);
+ return h;
+ }
+ };
+
+ OAHashMap<VertexKey, int, 64, VertexKeyHash> snap_cache;
+
+ Vector<Vector3> points;
+
+ struct Face {
+ bool from_b;
+ bool inside;
+ int points[3];
+ Vector2 uvs[3];
+ bool smooth;
+ bool invert;
+ int material_idx;
+ };
+
+ Vector<Face> faces;
+
+ Map<Ref<Material>, int> materials;
+
+ Map<Vector3, int> vertex_map;
+ void 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);
+ // void add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, bool p_from_b);
+
+ float vertex_snap;
+ void mark_inside_faces();
+ };
+
+ struct BuildPoly {
+
+ Plane plane;
+ Transform to_poly;
+ Transform to_world;
+ int face_index;
+
+ struct Point {
+ Vector2 point;
+ Vector2 uv;
+ };
+
+ Vector<Point> points;
+
+ struct Edge {
+ bool outer;
+ int points[2];
+ Edge() {
+ outer = false;
+ }
+ };
+
+ Vector<Edge> edges;
+ Ref<Material> material;
+ bool smooth;
+ bool invert;
+
+ int base_edges; //edges from original triangle, even if split
+
+ void _clip_segment(const CSGBrush *p_brush, int p_face, const Vector2 *segment, MeshMerge &mesh_merge, bool p_for_B);
+
+ void create(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
+ void clip(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
+ };
+
+ struct PolyPoints {
+
+ Vector<int> points;
+
+ Vector<Vector<int> > holes;
+ };
+
+ struct EdgeSort {
+ int edge;
+ int prev_point;
+ int edge_point;
+ float angle;
+ bool operator<(const EdgeSort &p_edge) const { return angle < p_edge.angle; }
+ };
+
+ struct CallbackData {
+ const CSGBrush *A;
+ const CSGBrush *B;
+ int face_a;
+ CSGBrushOperation *self;
+ Map<int, BuildPoly> build_polys_A;
+ Map<int, BuildPoly> build_polys_B;
+ };
+
+ void _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);
+ void _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);
+ void _merge_poly(MeshMerge &mesh, int p_face_idx, const BuildPoly &p_poly, bool p_from_b);
+
+ void _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);
+
+ static void _collision_callbacks(void *ud, int p_face_b);
+ void merge_brushes(Operation p_operation, const CSGBrush &p_A, const CSGBrush &p_B, CSGBrush &result, float p_snap = 0.001);
+};
+
+#endif // CSG_H