237 lines
7.1 KiB
C++
237 lines
7.1 KiB
C++
/*************************************************************************/
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/* csg.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CSG_H
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#define CSG_H
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#include "aabb.h"
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#include "dvector.h"
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#include "map.h"
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#include "oa_hash_map.h"
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#include "plane.h"
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#include "rect2.h"
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#include "scene/resources/material.h"
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#include "transform.h"
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#include "vector3.h"
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struct CSGBrush {
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struct Face {
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Vector3 vertices[3];
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Vector2 uvs[3];
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AABB aabb;
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bool smooth;
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bool invert;
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int material;
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};
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Vector<Face> faces;
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Vector<Ref<Material> > materials;
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void _regen_face_aabbs();
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//create a brush from faces
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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);
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void copy_from(const CSGBrush &p_brush, const Transform &p_xform);
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void clear();
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};
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struct CSGBrushOperation {
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enum Operation {
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OPERATION_UNION,
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OPERATION_INTERSECTION,
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OPERATION_SUBSTRACTION,
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};
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struct MeshMerge {
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struct BVH {
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int face;
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int left;
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int right;
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int next;
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Vector3 center;
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AABB aabb;
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};
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struct BVHCmpX {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.x < p_right->center.x;
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}
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};
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struct BVHCmpY {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.y < p_right->center.y;
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}
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};
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struct BVHCmpZ {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.z < p_right->center.z;
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}
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};
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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;
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int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
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struct VertexKey {
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int32_t x, y, z;
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_FORCE_INLINE_ bool operator<(const VertexKey &p_key) const {
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if (x == p_key.x) {
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if (y == p_key.y) {
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return z < p_key.z;
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} else {
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return y < p_key.y;
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}
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} else {
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return x < p_key.x;
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}
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}
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_FORCE_INLINE_ bool operator==(const VertexKey &p_key) const {
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return (x == p_key.x && y == p_key.y && z == p_key.z);
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}
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};
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struct VertexKeyHash {
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static _FORCE_INLINE_ uint32_t hash(const VertexKey &p_vk) {
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uint32_t h = hash_djb2_one_32(p_vk.x);
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h = hash_djb2_one_32(p_vk.y, h);
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h = hash_djb2_one_32(p_vk.z, h);
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return h;
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}
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};
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OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
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Vector<Vector3> points;
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struct Face {
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bool from_b;
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bool inside;
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int points[3];
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Vector2 uvs[3];
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bool smooth;
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bool invert;
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int material_idx;
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};
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Vector<Face> faces;
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Map<Ref<Material>, int> materials;
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Map<Vector3, int> vertex_map;
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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);
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// void add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, bool p_from_b);
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float vertex_snap;
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void mark_inside_faces();
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};
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struct BuildPoly {
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Plane plane;
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Transform to_poly;
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Transform to_world;
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int face_index;
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struct Point {
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Vector2 point;
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Vector2 uv;
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};
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Vector<Point> points;
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struct Edge {
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bool outer;
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int points[2];
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Edge() {
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outer = false;
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}
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};
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Vector<Edge> edges;
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Ref<Material> material;
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bool smooth;
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bool invert;
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int base_edges; //edges from original triangle, even if split
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void _clip_segment(const CSGBrush *p_brush, int p_face, const Vector2 *segment, MeshMerge &mesh_merge, bool p_for_B);
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void create(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
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void clip(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
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};
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struct PolyPoints {
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Vector<int> points;
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Vector<Vector<int> > holes;
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};
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struct EdgeSort {
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int edge;
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int prev_point;
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int edge_point;
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float angle;
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bool operator<(const EdgeSort &p_edge) const { return angle < p_edge.angle; }
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};
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struct CallbackData {
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const CSGBrush *A;
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const CSGBrush *B;
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int face_a;
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CSGBrushOperation *self;
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Map<int, BuildPoly> build_polys_A;
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Map<int, BuildPoly> build_polys_B;
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};
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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);
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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);
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void _merge_poly(MeshMerge &mesh, int p_face_idx, const BuildPoly &p_poly, bool p_from_b);
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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);
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static void _collision_callbacks(void *ud, int p_face_b);
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void merge_brushes(Operation p_operation, const CSGBrush &p_A, const CSGBrush &p_B, CSGBrush &result, float p_snap = 0.001);
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};
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#endif // CSG_H
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