/*************************************************************************/ /* 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/list.h" #include "core/map.h" #include "core/math/aabb.h" #include "core/math/plane.h" #include "core/math/transform.h" #include "core/math/vector2.h" #include "core/math/vector3.h" #include "core/oa_hash_map.h" #include "core/pool_vector.h" #include "core/reference.h" #include "core/vector.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; inline void _regen_face_aabbs(); // Create a brush from faces. void build_from_faces(const PoolVector &p_vertices, const PoolVector &p_uvs, const PoolVector &p_smooth, const PoolVector > &p_materials, const PoolVector &p_invert_faces); void copy_from(const CSGBrush &p_brush, const Transform &p_xform); }; struct CSGBrushOperation { enum Operation { OPERATION_UNION, OPERATION_INTERSECTION, 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 Face { bool from_b; bool inside; int points[3]; Vector2 uvs[3]; bool smooth; bool invert; int material_idx; }; struct FaceBVH { int face; int left; int right; int next; 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 points; Vector faces; Map, int> materials; Map vertex_map; OAHashMap snap_cache; float vertex_snap; inline void _add_distance(List &r_intersectionsA, List &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 &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 vertices; Vector faces; Plane plane; Transform to_2D; Transform to_3D; float vertex_snap2; inline int _get_point_idx(const Vector2 &p_point); inline int _add_vertex(const Vertex2D &p_vertex); inline void _add_vertex_idx_sorted(Vector &r_vertex_indices, int p_new_vertex_index); inline void _merge_faces(const Vector &p_segment_indices); inline void _find_edge_intersections(const Vector2 p_segment_points[2], Vector &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 &p_material, bool p_from_b); Build2DFaces() {} Build2DFaces(const CSGBrush &p_brush, int p_brush_face, float p_vertex_snap2); }; struct Build2DFaceCollection { Map build2DFacesA; Map 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