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/*************************************************************************/
/* csg.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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/math/aabb.h"
#include "core/math/plane.h"
#include "core/math/transform_3d.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#include "core/object/ref_counted.h"
#include "core/templates/list.h"
#include "core/templates/map.h"
#include "core/templates/oa_hash_map.h"
#include "core/templates/vector.h"
#include "scene/resources/material.h"
struct CSGBrush {
struct Face {
Vector3 vertices[3];
Vector2 uvs[3];
AABB aabb;
bool smooth = false;
bool invert = false;
int material = 0;
};
Vector<Face> faces;
Vector<Ref<Material>> materials;
inline void _regen_face_aabbs();
// Create a brush from faces.
void build_from_faces(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials, const Vector<bool> &p_invert_faces);
void copy_from(const CSGBrush &p_brush, const Transform3D &p_xform);
};
struct CSGBrushOperation {
enum Operation {
OPERATION_UNION,
OPERATION_INTERSECTION,
OPERATION_SUBTRACTION,
};
void merge_brushes(Operation p_operation, const CSGBrush &p_brush_a, const CSGBrush &p_brush_b, CSGBrush &r_merged_brush, float p_vertex_snap);
struct MeshMerge {
struct Face {
bool from_b = false;
bool inside = false;
int points[3] = {};
Vector2 uvs[3];
bool smooth = false;
bool invert = false;
int material_idx = 0;
};
struct FaceBVH {
int face = 0;
int left = 0;
int right = 0;
int next = 0;
Vector3 center;
AABB aabb;
};
struct FaceBVHCmpX {
_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
return p_left->center.x < p_right->center.x;
}
};
struct FaceBVHCmpY {
_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
return p_left->center.y < p_right->center.y;
}
};
struct FaceBVHCmpZ {
_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
return p_left->center.z < p_right->center.z;
}
};
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;
}
};
Vector<Vector3> points;
Vector<Face> faces;
Map<Ref<Material>, int> materials;
Map<Vector3, int> vertex_map;
OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
float vertex_snap = 0.0;
inline void _add_distance(List<real_t> &r_intersectionsA, List<real_t> &r_intersectionsB, bool p_from_B, real_t p_distance) const;
inline bool _bvh_inside(FaceBVH *facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const;
inline int _create_bvh(FaceBVH *facebvhptr, FaceBVH **facebvhptrptr, int p_from, int p_size, int p_depth, int &r_max_depth, int &r_max_alloc);
void add_face(const Vector3 p_points[3], const Vector2 p_uvs[3], bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b);
void mark_inside_faces();
};
struct Build2DFaces {
struct Vertex2D {
Vector2 point;
Vector2 uv;
};
struct Face2D {
int vertex_idx[3] = {};
};
Vector<Vertex2D> vertices;
Vector<Face2D> faces;
Plane plane;
Transform3D to_2D;
Transform3D to_3D;
float vertex_snap2 = 0.0;
inline int _get_point_idx(const Vector2 &p_point);
inline int _add_vertex(const Vertex2D &p_vertex);
inline void _add_vertex_idx_sorted(Vector<int> &r_vertex_indices, int p_new_vertex_index);
inline void _merge_faces(const Vector<int> &p_segment_indices);
inline void _find_edge_intersections(const Vector2 p_segment_points[2], Vector<int> &r_segment_indices);
inline int _insert_point(const Vector2 &p_point);
void insert(const CSGBrush &p_brush, int p_brush_face);
void addFacesToMesh(MeshMerge &r_mesh_merge, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b);
Build2DFaces() {}
Build2DFaces(const CSGBrush &p_brush, int p_brush_face, float p_vertex_snap2);
};
struct Build2DFaceCollection {
Map<int, Build2DFaces> build2DFacesA;
Map<int, Build2DFaces> build2DFacesB;
};
void update_faces(const CSGBrush &p_brush_a, const int p_face_idx_a, const CSGBrush &p_brush_b, const int p_face_idx_b, Build2DFaceCollection &p_collection, float p_vertex_snap);
};
#endif // CSG_H
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