Merge pull request #38011 from madmiraal/fix-csg-3.2

[3.2] Fix multiple issues with CSG module.
This commit is contained in:
Rémi Verschelde 2020-04-27 17:05:47 +02:00 committed by GitHub
commit 4dda00461f
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2 changed files with 1177 additions and 1259 deletions

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@ -31,20 +31,22 @@
#ifndef CSG_H #ifndef CSG_H
#define CSG_H #define CSG_H
#include "core/list.h"
#include "core/map.h" #include "core/map.h"
#include "core/math/aabb.h" #include "core/math/aabb.h"
#include "core/math/plane.h" #include "core/math/plane.h"
#include "core/math/rect2.h"
#include "core/math/transform.h" #include "core/math/transform.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h" #include "core/math/vector3.h"
#include "core/oa_hash_map.h" #include "core/oa_hash_map.h"
#include "core/pool_vector.h" #include "core/pool_vector.h"
#include "core/reference.h"
#include "core/vector.h"
#include "scene/resources/material.h" #include "scene/resources/material.h"
struct CSGBrush { struct CSGBrush {
struct Face { struct Face {
Vector3 vertices[3]; Vector3 vertices[3];
Vector2 uvs[3]; Vector2 uvs[3];
AABB aabb; AABB aabb;
@ -56,12 +58,11 @@ struct CSGBrush {
Vector<Face> faces; Vector<Face> faces;
Vector<Ref<Material> > materials; Vector<Ref<Material> > materials;
void _regen_face_aabbs(); inline void _regen_face_aabbs();
//create a brush from faces
// 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 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 copy_from(const CSGBrush &p_brush, const Transform &p_xform);
void clear();
}; };
struct CSGBrushOperation { struct CSGBrushOperation {
@ -70,12 +71,23 @@ struct CSGBrushOperation {
OPERATION_UNION, OPERATION_UNION,
OPERATION_INTERSECTION, OPERATION_INTERSECTION,
OPERATION_SUBSTRACTION, OPERATION_SUBSTRACTION,
}; };
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 MeshMerge {
struct BVH { struct Face {
bool from_b;
bool inside;
int points[3];
Vector2 uvs[3];
bool smooth;
bool invert;
int material_idx;
};
struct FaceBVH {
int face; int face;
int left; int left;
int right; int right;
@ -84,32 +96,23 @@ struct CSGBrushOperation {
AABB aabb; AABB aabb;
}; };
struct BVHCmpX { struct FaceBVHCmpX {
_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.x < p_right->center.x; return p_left->center.x < p_right->center.x;
} }
}; };
struct BVHCmpY { struct FaceBVHCmpY {
_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.y < p_right->center.y; return p_left->center.y < p_right->center.y;
} }
}; };
struct BVHCmpZ { struct FaceBVHCmpZ {
_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.z < p_right->center.z; 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 { struct VertexKey {
int32_t x, y, z; int32_t x, y, z;
_FORCE_INLINE_ bool operator<(const VertexKey &p_key) const { _FORCE_INLINE_ bool operator<(const VertexKey &p_key) const {
@ -138,99 +141,59 @@ struct CSGBrushOperation {
} }
}; };
OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
Vector<Vector3> points; 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; Vector<Face> faces;
Map<Ref<Material>, int> materials; Map<Ref<Material>, int> materials;
Map<Vector3, int> vertex_map; 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); OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
// void add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, bool p_from_b);
float vertex_snap; float vertex_snap;
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(); void mark_inside_faces();
}; };
struct BuildPoly { struct Build2DFaces {
Plane plane; struct Vertex2D {
Transform to_poly;
Transform to_world;
int face_index;
struct Point {
Vector2 point; Vector2 point;
Vector2 uv; Vector2 uv;
}; };
Vector<Point> points; struct Face2D {
int vertex_idx[3];
struct Edge {
bool outer;
int points[2];
Edge() {
outer = false;
}
}; };
Vector<Edge> edges; Vector<Vertex2D> vertices;
Ref<Material> material; Vector<Face2D> faces;
bool smooth; Plane plane;
bool invert; Transform to_2D;
Transform to_3D;
float vertex_snap2;
int base_edges; //edges from original triangle, even if split 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 _clip_segment(const CSGBrush *p_brush, int p_face, const Vector2 *segment, MeshMerge &mesh_merge, bool p_for_B); 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);
void create(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B); Build2DFaces() {}
void clip(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B); Build2DFaces(const CSGBrush &p_brush, int p_brush_face, float p_vertex_snap2);
}; };
struct PolyPoints { struct Build2DFaceCollection {
Map<int, Build2DFaces> build2DFacesA;
Vector<int> points; Map<int, Build2DFaces> build2DFacesB;
Vector<Vector<int> > holes;
}; };
struct EdgeSort { 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);
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 #endif // CSG_H