/*************************************************************************/ /* csg.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef CSG_H #define CSG_H #include "core/map.h" #include "core/math/aabb.h" #include "core/math/plane.h" #include "core/math/rect2.h" #include "core/math/transform.h" #include "core/math/vector3.h" #include "core/oa_hash_map.h" #include "scene/resources/material.h" struct CSGBrush { struct Face { Vector3 vertices[3]; Vector2 uvs[3]; AABB aabb; bool smooth; bool invert; int material; }; Vector faces; Vector > materials; void _regen_face_aabbs(); //create a brush from faces void build_from_faces(const Vector &p_vertices, const Vector &p_uvs, const Vector &p_smooth, const Vector > &p_materials, const Vector &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 snap_cache; Vector points; struct Face { bool from_b; bool inside; int points[3]; Vector2 uvs[3]; bool smooth; bool invert; int material_idx; }; Vector faces; Map, int> materials; Map 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 &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 points; struct Edge { bool outer; int points[2]; Edge() { outer = false; } }; Vector edges; Ref 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 points; Vector > 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 build_polys_A; Map build_polys_B; }; void _add_poly_points(const BuildPoly &p_poly, int p_edge, int p_from_point, int p_to_point, const Vector > &vertex_process, Vector &edge_process, Vector &r_poly); void _add_poly_outline(const BuildPoly &p_poly, int p_from_point, int p_to_point, const Vector > &vertex_process, Vector &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 &build_polys_a, const CSGBrush *B, int p_face_b, Map &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