godot/modules/csg/csg.cpp
Marcel Admiraal 11b7f050df Fix multiple issues with CSG module.
- Replaces BuildPoly with Build2DFaces, which creates faces as each
  pair of face intersections are processed, instead of trying to create
  them after all the intersections are processed. Ensures that faces are
  merged when possible, and removes degenerate triangles.

- Treats the child as inside the parent when faces are coplanar.

- General clean up of csg.h and csg.cpp.
2020-04-19 14:32:45 +01:00

1476 lines
46 KiB
C++

/*************************************************************************/
/* csg.cpp */
/*************************************************************************/
/* 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 */
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/*************************************************************************/
#include "csg.h"
#include "core/math/geometry.h"
#include "core/math/math_funcs.h"
#include "core/sort_array.h"
// Static helper functions.
inline static bool is_snapable(const Vector3 &p_point1, const Vector3 &p_point2, real_t p_distance) {
return (p_point1 - p_point2).length_squared() < p_distance * p_distance;
}
inline static Vector2 interpolate_segment_uv(const Vector2 p_segement_points[2], const Vector2 p_uvs[2], const Vector2 &p_interpolation_point) {
float segment_length = (p_segement_points[1] - p_segement_points[0]).length();
if (segment_length < CMP_EPSILON)
return p_uvs[0];
float distance = (p_interpolation_point - p_segement_points[0]).length();
float fraction = distance / segment_length;
return p_uvs[0].linear_interpolate(p_uvs[1], fraction);
}
inline static Vector2 interpolate_triangle_uv(const Vector2 p_vertices[3], const Vector2 p_uvs[3], const Vector2 &p_interpolation_point) {
if (p_interpolation_point.distance_squared_to(p_vertices[0]) < CMP_EPSILON2)
return p_uvs[0];
if (p_interpolation_point.distance_squared_to(p_vertices[1]) < CMP_EPSILON2)
return p_uvs[1];
if (p_interpolation_point.distance_squared_to(p_vertices[2]) < CMP_EPSILON2)
return p_uvs[2];
Vector2 edge1 = p_vertices[1] - p_vertices[0];
Vector2 edge2 = p_vertices[2] - p_vertices[0];
Vector2 interpolation = p_interpolation_point - p_vertices[0];
float edge1_on_edge1 = edge1.dot(edge1);
float edge1_on_edge2 = edge1.dot(edge2);
float edge2_on_edge2 = edge2.dot(edge2);
float inter_on_edge1 = interpolation.dot(edge1);
float inter_on_edge2 = interpolation.dot(edge2);
float scale = (edge1_on_edge1 * edge2_on_edge2 - edge1_on_edge2 * edge1_on_edge2);
if (scale == 0)
return p_uvs[0];
float v = (edge2_on_edge2 * inter_on_edge1 - edge1_on_edge2 * inter_on_edge2) / scale;
float w = (edge1_on_edge1 * inter_on_edge2 - edge1_on_edge2 * inter_on_edge1) / scale;
float u = 1.0f - v - w;
return p_uvs[0] * u + p_uvs[1] * v + p_uvs[2] * w;
}
static inline bool ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 p_vertices[3], float p_tolerance, Vector3 &r_intersection_point) {
Vector3 edge1 = p_vertices[1] - p_vertices[0];
Vector3 edge2 = p_vertices[2] - p_vertices[0];
Vector3 h = p_dir.cross(edge2);
real_t a = edge1.dot(h);
// Check if ray is parrallel to triangle.
if (Math::is_zero_approx(a))
return false;
real_t f = 1.0 / a;
Vector3 s = p_from - p_vertices[0];
real_t u = f * s.dot(h);
if (u < 0.0 - p_tolerance || u > 1.0 + p_tolerance)
return false;
Vector3 q = s.cross(edge1);
real_t v = f * p_dir.dot(q);
if (v < 0.0 - p_tolerance || u + v > 1.0 + p_tolerance)
return false;
// Ray intersects triangle.
// Calculate distance.
real_t t = f * edge2.dot(q);
// Confirm triangle is in front of ray.
if (t >= p_tolerance) {
r_intersection_point = p_from + p_dir * t;
return true;
} else
return false;
}
inline bool is_point_in_triangle(const Vector3 &p_point, const Vector3 p_vertices[3], int p_shifted = 0) {
real_t det = p_vertices[0].dot(p_vertices[1].cross(p_vertices[2]));
// If determinant is, zero try shift the triangle and the point.
if (Math::is_zero_approx(det)) {
if (p_shifted > 2) {
// Triangle appears degenerate, so ignore it.
return false;
}
Vector3 shift_by;
shift_by[p_shifted] = 1;
Vector3 shifted_point = p_point + shift_by;
Vector3 shifted_vertices[3] = { p_vertices[0] + shift_by, p_vertices[1] + shift_by, p_vertices[2] + shift_by };
return is_point_in_triangle(shifted_point, shifted_vertices, p_shifted + 1);
}
// Find the barycentric coordinates of the point with respect to the vertices.
real_t lambda[3];
lambda[0] = p_vertices[1].cross(p_vertices[2]).dot(p_point) / det;
lambda[1] = p_vertices[2].cross(p_vertices[0]).dot(p_point) / det;
lambda[2] = p_vertices[0].cross(p_vertices[1]).dot(p_point) / det;
// Point is in the plane if all lambdas sum to 1.
if (!Math::is_equal_approx(lambda[0] + lambda[1] + lambda[2], 1)) return false;
// Point is inside the triangle if all lambdas are positive.
if (lambda[0] < 0 || lambda[1] < 0 || lambda[2] < 0) return false;
return true;
}
inline static bool are_segements_parallel(const Vector2 p_segment1_points[2], const Vector2 p_segment2_points[2], float p_vertex_snap2) {
Vector2 segment1 = p_segment1_points[1] - p_segment1_points[0];
Vector2 segment2 = p_segment2_points[1] - p_segment2_points[0];
real_t segment1_length2 = segment1.dot(segment1);
real_t segment2_length2 = segment2.dot(segment2);
real_t segment_onto_segment = segment2.dot(segment1);
if (segment1_length2 < p_vertex_snap2 || segment2_length2 < p_vertex_snap2)
return true;
real_t max_separation2;
if (segment1_length2 > segment2_length2) {
max_separation2 = segment2_length2 - segment_onto_segment * segment_onto_segment / segment1_length2;
} else {
max_separation2 = segment1_length2 - segment_onto_segment * segment_onto_segment / segment2_length2;
}
return max_separation2 < p_vertex_snap2;
}
// CSGBrush
void CSGBrush::_regen_face_aabbs() {
for (int i = 0; i < faces.size(); i++) {
faces.write[i].aabb = AABB();
faces.write[i].aabb.position = faces[i].vertices[0];
faces.write[i].aabb.expand_to(faces[i].vertices[1]);
faces.write[i].aabb.expand_to(faces[i].vertices[2]);
}
}
void CSGBrush::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) {
faces.clear();
int vc = p_vertices.size();
ERR_FAIL_COND((vc % 3) != 0);
PoolVector<Vector3>::Read rv = p_vertices.read();
int uvc = p_uvs.size();
PoolVector<Vector2>::Read ruv = p_uvs.read();
int sc = p_smooth.size();
PoolVector<bool>::Read rs = p_smooth.read();
int mc = p_materials.size();
PoolVector<Ref<Material> >::Read rm = p_materials.read();
int ic = p_invert_faces.size();
PoolVector<bool>::Read ri = p_invert_faces.read();
Map<Ref<Material>, int> material_map;
faces.resize(p_vertices.size() / 3);
for (int i = 0; i < faces.size(); i++) {
Face &f = faces.write[i];
f.vertices[0] = rv[i * 3 + 0];
f.vertices[1] = rv[i * 3 + 1];
f.vertices[2] = rv[i * 3 + 2];
if (uvc == vc) {
f.uvs[0] = ruv[i * 3 + 0];
f.uvs[1] = ruv[i * 3 + 1];
f.uvs[2] = ruv[i * 3 + 2];
}
if (sc == vc / 3)
f.smooth = rs[i];
else
f.smooth = false;
if (ic == vc / 3)
f.invert = ri[i];
else
f.invert = false;
if (mc == vc / 3) {
Ref<Material> mat = rm[i];
if (mat.is_valid()) {
const Map<Ref<Material>, int>::Element *E = material_map.find(mat);
if (E) {
f.material = E->get();
} else {
f.material = material_map.size();
material_map[mat] = f.material;
}
} else {
f.material = -1;
}
}
}
materials.resize(material_map.size());
for (Map<Ref<Material>, int>::Element *E = material_map.front(); E; E = E->next()) {
materials.write[E->get()] = E->key();
}
_regen_face_aabbs();
}
void CSGBrush::copy_from(const CSGBrush &p_brush, const Transform &p_xform) {
faces = p_brush.faces;
materials = p_brush.materials;
for (int i = 0; i < faces.size(); i++) {
for (int j = 0; j < 3; j++) {
faces.write[i].vertices[j] = p_xform.xform(p_brush.faces[i].vertices[j]);
}
}
_regen_face_aabbs();
}
// CSGBrushOperation
void CSGBrushOperation::merge_brushes(Operation p_operation, const CSGBrush &p_brush_a, const CSGBrush &p_brush_b, CSGBrush &r_merged_brush, float p_vertex_snap) {
// Check for face collisions and add necessary faces.
Build2DFaceCollection build2DFaceCollection;
for (int i = 0; i < p_brush_a.faces.size(); i++) {
for (int j = 0; j < p_brush_b.faces.size(); j++) {
if (p_brush_a.faces[i].aabb.intersects_inclusive(p_brush_b.faces[j].aabb)) {
update_faces(p_brush_a, i, p_brush_b, j, build2DFaceCollection, p_vertex_snap);
}
}
}
// Add faces to MeshMerge.
MeshMerge mesh_merge;
mesh_merge.vertex_snap = p_vertex_snap;
for (int i = 0; i < p_brush_a.faces.size(); i++) {
Ref<Material> material;
if (p_brush_a.faces[i].material != -1) {
material = p_brush_a.materials[p_brush_a.faces[i].material];
}
if (build2DFaceCollection.build2DFacesA.has(i)) {
build2DFaceCollection.build2DFacesA[i].addFacesToMesh(mesh_merge, p_brush_a.faces[i].smooth, p_brush_a.faces[i].invert, material, false);
} else {
Vector3 points[3];
Vector2 uvs[3];
for (int j = 0; j < 3; j++) {
points[j] = p_brush_a.faces[i].vertices[j];
uvs[j] = p_brush_a.faces[i].uvs[j];
}
mesh_merge.add_face(points, uvs, p_brush_a.faces[i].smooth, p_brush_a.faces[i].invert, material, false);
}
}
for (int i = 0; i < p_brush_b.faces.size(); i++) {
Ref<Material> material;
if (p_brush_b.faces[i].material != -1) {
material = p_brush_b.materials[p_brush_b.faces[i].material];
}
if (build2DFaceCollection.build2DFacesB.has(i)) {
build2DFaceCollection.build2DFacesB[i].addFacesToMesh(mesh_merge, p_brush_b.faces[i].smooth, p_brush_b.faces[i].invert, material, true);
} else {
Vector3 points[3];
Vector2 uvs[3];
for (int j = 0; j < 3; j++) {
points[j] = p_brush_b.faces[i].vertices[j];
uvs[j] = p_brush_b.faces[i].uvs[j];
}
mesh_merge.add_face(points, uvs, p_brush_b.faces[i].smooth, p_brush_b.faces[i].invert, material, true);
}
}
// Mark faces that ended up inside the intersection.
mesh_merge.mark_inside_faces();
// Create new brush and fill with new faces.
r_merged_brush.faces.clear();
switch (p_operation) {
case OPERATION_UNION: {
int outside_count = 0;
for (int i = 0; i < mesh_merge.faces.size(); i++) {
if (mesh_merge.faces[i].inside)
continue;
outside_count++;
}
r_merged_brush.faces.resize(outside_count);
outside_count = 0;
for (int i = 0; i < mesh_merge.faces.size(); i++) {
if (mesh_merge.faces[i].inside)
continue;
for (int j = 0; j < 3; j++) {
r_merged_brush.faces.write[outside_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
r_merged_brush.faces.write[outside_count].uvs[j] = mesh_merge.faces[i].uvs[j];
}
r_merged_brush.faces.write[outside_count].smooth = mesh_merge.faces[i].smooth;
r_merged_brush.faces.write[outside_count].invert = mesh_merge.faces[i].invert;
r_merged_brush.faces.write[outside_count].material = mesh_merge.faces[i].material_idx;
outside_count++;
}
r_merged_brush._regen_face_aabbs();
} break;
case OPERATION_INTERSECTION: {
int inside_count = 0;
for (int i = 0; i < mesh_merge.faces.size(); i++) {
if (!mesh_merge.faces[i].inside)
continue;
inside_count++;
}
r_merged_brush.faces.resize(inside_count);
inside_count = 0;
for (int i = 0; i < mesh_merge.faces.size(); i++) {
if (!mesh_merge.faces[i].inside)
continue;
for (int j = 0; j < 3; j++) {
r_merged_brush.faces.write[inside_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
r_merged_brush.faces.write[inside_count].uvs[j] = mesh_merge.faces[i].uvs[j];
}
r_merged_brush.faces.write[inside_count].smooth = mesh_merge.faces[i].smooth;
r_merged_brush.faces.write[inside_count].invert = mesh_merge.faces[i].invert;
r_merged_brush.faces.write[inside_count].material = mesh_merge.faces[i].material_idx;
inside_count++;
}
r_merged_brush._regen_face_aabbs();
} break;
case OPERATION_SUBSTRACTION: {
int face_count = 0;
for (int i = 0; i < mesh_merge.faces.size(); i++) {
if (mesh_merge.faces[i].from_b && !mesh_merge.faces[i].inside)
continue;
if (!mesh_merge.faces[i].from_b && mesh_merge.faces[i].inside)
continue;
face_count++;
}
r_merged_brush.faces.resize(face_count);
face_count = 0;
for (int i = 0; i < mesh_merge.faces.size(); i++) {
if (mesh_merge.faces[i].from_b && !mesh_merge.faces[i].inside)
continue;
if (!mesh_merge.faces[i].from_b && mesh_merge.faces[i].inside)
continue;
for (int j = 0; j < 3; j++) {
r_merged_brush.faces.write[face_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
r_merged_brush.faces.write[face_count].uvs[j] = mesh_merge.faces[i].uvs[j];
}
if (mesh_merge.faces[i].from_b) {
//invert facing of insides of B
SWAP(r_merged_brush.faces.write[face_count].vertices[1], r_merged_brush.faces.write[face_count].vertices[2]);
SWAP(r_merged_brush.faces.write[face_count].uvs[1], r_merged_brush.faces.write[face_count].uvs[2]);
}
r_merged_brush.faces.write[face_count].smooth = mesh_merge.faces[i].smooth;
r_merged_brush.faces.write[face_count].invert = mesh_merge.faces[i].invert;
r_merged_brush.faces.write[face_count].material = mesh_merge.faces[i].material_idx;
face_count++;
}
r_merged_brush._regen_face_aabbs();
} break;
}
// Update the list of materials.
r_merged_brush.materials.resize(mesh_merge.materials.size());
for (const Map<Ref<Material>, int>::Element *E = mesh_merge.materials.front(); E; E = E->next()) {
r_merged_brush.materials.write[E->get()] = E->key();
}
}
// CSGBrushOperation::MeshMerge
// Use a limit to speed up bvh and limit the depth.
#define BVH_LIMIT 8
int CSGBrushOperation::MeshMerge::_create_bvh(FaceBVH *facebvhptr, FaceBVH **facebvhptrptr, int p_from, int p_size, int p_depth, int &r_max_depth, int &r_max_alloc) {
if (p_depth > r_max_depth) {
r_max_depth = p_depth;
}
if (p_size == 0) {
return -1;
}
if (p_size <= BVH_LIMIT) {
for (int i = 0; i < p_size - 1; i++) {
facebvhptrptr[p_from + i]->next = facebvhptrptr[p_from + i + 1] - facebvhptr;
}
return facebvhptrptr[p_from] - facebvhptr;
}
AABB aabb;
aabb = facebvhptrptr[p_from]->aabb;
for (int i = 1; i < p_size; i++) {
aabb.merge_with(facebvhptrptr[p_from + i]->aabb);
}
int li = aabb.get_longest_axis_index();
switch (li) {
case Vector3::AXIS_X: {
SortArray<FaceBVH *, FaceBVHCmpX> sort_x;
sort_x.nth_element(0, p_size, p_size / 2, &facebvhptrptr[p_from]);
//sort_x.sort(&p_bb[p_from],p_size);
} break;
case Vector3::AXIS_Y: {
SortArray<FaceBVH *, FaceBVHCmpY> sort_y;
sort_y.nth_element(0, p_size, p_size / 2, &facebvhptrptr[p_from]);
//sort_y.sort(&p_bb[p_from],p_size);
} break;
case Vector3::AXIS_Z: {
SortArray<FaceBVH *, FaceBVHCmpZ> sort_z;
sort_z.nth_element(0, p_size, p_size / 2, &facebvhptrptr[p_from]);
//sort_z.sort(&p_bb[p_from],p_size);
} break;
}
int left = _create_bvh(facebvhptr, facebvhptrptr, p_from, p_size / 2, p_depth + 1, r_max_depth, r_max_alloc);
int right = _create_bvh(facebvhptr, facebvhptrptr, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, r_max_depth, r_max_alloc);
int index = r_max_alloc++;
FaceBVH *_new = &facebvhptr[index];
_new->aabb = aabb;
_new->center = aabb.position + aabb.size * 0.5;
_new->face = -1;
_new->left = left;
_new->right = right;
_new->next = -1;
return index;
}
void CSGBrushOperation::MeshMerge::_add_distance(List<real_t> &r_intersectionsA, List<real_t> &r_intersectionsB, bool p_from_B, real_t p_distance) const {
List<real_t> &intersections = p_from_B ? r_intersectionsB : r_intersectionsA;
// Check if distance exists.
for (const List<real_t>::Element *E = intersections.front(); E; E = E->next())
if (Math::abs(**E - p_distance) < vertex_snap) return;
intersections.push_back(p_distance);
}
bool CSGBrushOperation::MeshMerge::_bvh_inside(FaceBVH *facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const {
Face face = faces[p_face_idx];
Vector3 face_points[3] = {
points[face.points[0]],
points[face.points[1]],
points[face.points[2]]
};
Vector3 face_center = (face_points[0] + face_points[1] + face_points[2]) / 3.0;
Vector3 face_normal = Plane(face_points[0], face_points[1], face_points[2]).normal;
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * p_max_depth);
enum {
TEST_AABB_BIT = 0,
VISIT_LEFT_BIT = 1,
VISIT_RIGHT_BIT = 2,
VISIT_DONE_BIT = 3,
VISITED_BIT_SHIFT = 29,
NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
VISITED_BIT_MASK = ~NODE_IDX_MASK
};
List<real_t> intersectionsA;
List<real_t> intersectionsB;
int level = 0;
int pos = p_bvh_first;
stack[0] = pos;
while (true) {
uint32_t node = stack[level] & NODE_IDX_MASK;
const FaceBVH *current_facebvhptr = &(facebvhptr[node]);
bool done = false;
switch (stack[level] >> VISITED_BIT_SHIFT) {
case TEST_AABB_BIT: {
if (current_facebvhptr->face >= 0) {
while (current_facebvhptr) {
if (p_face_idx != current_facebvhptr->face &&
current_facebvhptr->aabb.intersects_ray(face_center, face_normal)) {
const Face &current_face = faces[current_facebvhptr->face];
Vector3 current_points[3] = {
points[current_face.points[0]],
points[current_face.points[1]],
points[current_face.points[2]]
};
Vector3 current_normal = Plane(current_points[0], current_points[1], current_points[2]).normal;
Vector3 intersection_point;
// Check if faces are co-planar.
if ((current_normal - face_normal).length_squared() < CMP_EPSILON2 &&
is_point_in_triangle(face_center, current_points)) {
// Only add an intersection if checking a B face.
if (face.from_b)
_add_distance(intersectionsA, intersectionsB, current_face.from_b, 0);
} else if (ray_intersects_triangle(face_center, face_normal, current_points, CMP_EPSILON, intersection_point)) {
real_t distance = (intersection_point - face_center).length();
_add_distance(intersectionsA, intersectionsB, current_face.from_b, distance);
}
}
if (current_facebvhptr->next != -1) {
current_facebvhptr = &facebvhptr[current_facebvhptr->next];
} else {
current_facebvhptr = nullptr;
}
}
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
bool valid = current_facebvhptr->aabb.intersects_ray(face_center, face_normal);
if (!valid) {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
}
}
continue;
}
case VISIT_LEFT_BIT: {
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
stack[level + 1] = current_facebvhptr->left | TEST_AABB_BIT;
level++;
continue;
}
case VISIT_RIGHT_BIT: {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
stack[level + 1] = current_facebvhptr->right | TEST_AABB_BIT;
level++;
continue;
}
case VISIT_DONE_BIT: {
if (level == 0) {
done = true;
break;
} else
level--;
continue;
}
}
if (done)
break;
}
// Inside if face normal intersects other faces an odd number of times.
return (intersectionsA.size() + intersectionsB.size()) & 1;
}
void CSGBrushOperation::MeshMerge::mark_inside_faces() {
// Mark faces that are inside. This helps later do the boolean ops when merging.
// This approach is very brute force with a bunch of optimizations,
// such as BVH and pre AABB intersection test.
Vector<FaceBVH> bvhvec;
bvhvec.resize(faces.size() * 3); // Will never be larger than this (TODO: Make better)
FaceBVH *facebvh = bvhvec.ptrw();
AABB aabb_a;
AABB aabb_b;
bool first_a = true;
bool first_b = true;
for (int i = 0; i < faces.size(); i++) {
facebvh[i].left = -1;
facebvh[i].right = -1;
facebvh[i].face = i;
facebvh[i].aabb.position = points[faces[i].points[0]];
facebvh[i].aabb.expand_to(points[faces[i].points[1]]);
facebvh[i].aabb.expand_to(points[faces[i].points[2]]);
facebvh[i].center = facebvh[i].aabb.position + facebvh[i].aabb.size * 0.5;
facebvh[i].aabb.grow_by(vertex_snap);
facebvh[i].next = -1;
if (faces[i].from_b) {
if (first_b) {
aabb_b = facebvh[i].aabb;
first_b = false;
} else {
aabb_b.merge_with(facebvh[i].aabb);
}
} else {
if (first_a) {
aabb_a = facebvh[i].aabb;
first_a = false;
} else {
aabb_a.merge_with(facebvh[i].aabb);
}
}
}
AABB intersection_aabb = aabb_a.intersection(aabb_b);
// Check if shape AABBs intersect.
if (intersection_aabb.size == Vector3())
return;
Vector<FaceBVH *> bvhtrvec;
bvhtrvec.resize(faces.size());
FaceBVH **bvhptr = bvhtrvec.ptrw();
for (int i = 0; i < faces.size(); i++) {
bvhptr[i] = &facebvh[i];
}
int max_depth = 0;
int max_alloc = faces.size();
_create_bvh(facebvh, bvhptr, 0, faces.size(), 1, max_depth, max_alloc);
for (int i = 0; i < faces.size(); i++) {
// Check if face AABB intersects the intersection AABB.
if (!intersection_aabb.intersects_inclusive(facebvh[i].aabb))
continue;
if (_bvh_inside(facebvh, max_depth, max_alloc - 1, i))
faces.write[i].inside = true;
}
}
void CSGBrushOperation::MeshMerge::add_face(const Vector3 p_points[], const Vector2 p_uvs[], bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b) {
int indices[3];
for (int i = 0; i < 3; i++) {
VertexKey vk;
vk.x = int((double(p_points[i].x) + double(vertex_snap) * 0.31234) / double(vertex_snap));
vk.y = int((double(p_points[i].y) + double(vertex_snap) * 0.31234) / double(vertex_snap));
vk.z = int((double(p_points[i].z) + double(vertex_snap) * 0.31234) / double(vertex_snap));
int res;
if (snap_cache.lookup(vk, res)) {
indices[i] = res;
} else {
indices[i] = points.size();
points.push_back(p_points[i]);
snap_cache.set(vk, indices[i]);
}
}
// Don't add degenerate faces.
if (indices[0] == indices[2] || indices[0] == indices[1] || indices[1] == indices[2])
return;
MeshMerge::Face face;
face.from_b = p_from_b;
face.inside = false;
face.smooth = p_smooth;
face.invert = p_invert;
if (p_material.is_valid()) {
if (!materials.has(p_material)) {
face.material_idx = materials.size();
materials[p_material] = face.material_idx;
} else {
face.material_idx = materials[p_material];
}
} else {
face.material_idx = -1;
}
for (int k = 0; k < 3; k++) {
face.points[k] = indices[k];
face.uvs[k] = p_uvs[k];
}
faces.push_back(face);
}
// CSGBrushOperation::Build2DFaces
int CSGBrushOperation::Build2DFaces::_get_point_idx(const Vector2 &p_point) {
for (int vertex_idx = 0; vertex_idx < vertices.size(); ++vertex_idx) {
if ((p_point - vertices[vertex_idx].point).length_squared() < vertex_snap2)
return vertex_idx;
}
return -1;
}
int CSGBrushOperation::Build2DFaces::_add_vertex(const Vertex2D &p_vertex) {
// Check if vertex exists.
int vertex_id = _get_point_idx(p_vertex.point);
if (vertex_id != -1) return vertex_id;
vertices.push_back(p_vertex);
return vertices.size() - 1;
}
void CSGBrushOperation::Build2DFaces::_add_vertex_idx_sorted(Vector<int> &r_vertex_indices, int p_new_vertex_index) {
if (p_new_vertex_index >= 0 && r_vertex_indices.find(p_new_vertex_index) == -1) {
ERR_FAIL_COND_MSG(p_new_vertex_index >= vertices.size(), "Invalid vertex index.");
// The first vertex.
if (r_vertex_indices.size() == 0) {
// Simply add it.
r_vertex_indices.push_back(p_new_vertex_index);
return;
}
// The second vertex.
if (r_vertex_indices.size() == 1) {
Vector2 first_point = vertices[r_vertex_indices[0]].point;
Vector2 new_point = vertices[p_new_vertex_index].point;
// Sort along the axis with the greatest difference.
int axis = 0;
if (Math::abs(new_point.x - first_point.x) < Math::abs(new_point.y - first_point.y)) axis = 1;
// Add it to the beginnig or the end appropriately.
if (new_point[axis] < first_point[axis])
r_vertex_indices.insert(0, p_new_vertex_index);
else
r_vertex_indices.push_back(p_new_vertex_index);
return;
}
// Third or later vertices.
Vector2 first_point = vertices[r_vertex_indices[0]].point;
Vector2 last_point = vertices[r_vertex_indices[r_vertex_indices.size() - 1]].point;
Vector2 new_point = vertices[p_new_vertex_index].point;
// Determine axis being sorted against i.e. the axis with the greatest difference.
int axis = 0;
if (Math::abs(last_point.x - first_point.x) < Math::abs(last_point.y - first_point.y)) axis = 1;
// Insert the point at the appropriate index.
for (int insert_idx = 0; insert_idx < r_vertex_indices.size(); ++insert_idx) {
Vector2 insert_point = vertices[r_vertex_indices[insert_idx]].point;
if (new_point[axis] < insert_point[axis]) {
r_vertex_indices.insert(insert_idx, p_new_vertex_index);
return;
}
}
// New largest, add it to the end.
r_vertex_indices.push_back(p_new_vertex_index);
}
}
void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_indices) {
int segments = p_segment_indices.size() - 1;
if (segments < 2) return;
// Faces around an inner vertex are merged by moving the inner vertex to the first vertex.
for (int sorted_idx = 1; sorted_idx < segments; ++sorted_idx) {
int closest_idx = 0;
int inner_idx = p_segment_indices[sorted_idx];
if (sorted_idx > segments / 2) {
// Merge to other segment end.
closest_idx = segments;
// Reverse the merge order.
inner_idx = p_segment_indices[segments + segments / 2 - sorted_idx];
}
// Find the mergable faces.
Vector<int> merge_faces_idx;
Vector<Face2D> merge_faces;
Vector<int> merge_faces_inner_vertex_idx;
for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
for (int face_vertex_idx = 0; face_vertex_idx < 3; ++face_vertex_idx) {
if (faces[face_idx].vertex_idx[face_vertex_idx] == inner_idx) {
merge_faces_idx.push_back(face_idx);
merge_faces.push_back(faces[face_idx]);
merge_faces_inner_vertex_idx.push_back(face_vertex_idx);
}
}
}
Vector<int> degenerate_points;
// Create the new faces.
for (int merge_idx = 0; merge_idx < merge_faces.size(); ++merge_idx) {
int outer_edge_idx[2];
outer_edge_idx[0] = merge_faces[merge_idx].vertex_idx[(merge_faces_inner_vertex_idx[merge_idx] + 1) % 3];
outer_edge_idx[1] = merge_faces[merge_idx].vertex_idx[(merge_faces_inner_vertex_idx[merge_idx] + 2) % 3];
// Skip flattened faces.
if (outer_edge_idx[0] == p_segment_indices[closest_idx] ||
outer_edge_idx[1] == p_segment_indices[closest_idx]) continue;
//Don't create degenerate triangles.
Vector2 edge1[2] = {
vertices[outer_edge_idx[0]].point,
vertices[p_segment_indices[closest_idx]].point
};
Vector2 edge2[2] = {
vertices[outer_edge_idx[1]].point,
vertices[p_segment_indices[closest_idx]].point
};
if (are_segements_parallel(edge1, edge2, vertex_snap2)) {
degenerate_points.push_back(outer_edge_idx[0]);
degenerate_points.push_back(outer_edge_idx[1]);
continue;
}
// Create new faces.
Face2D new_face;
new_face.vertex_idx[0] = p_segment_indices[closest_idx];
new_face.vertex_idx[1] = outer_edge_idx[0];
new_face.vertex_idx[2] = outer_edge_idx[1];
faces.push_back(new_face);
}
// Delete the old faces in reverse index order.
merge_faces_idx.sort();
merge_faces_idx.invert();
for (int i = 0; i < merge_faces_idx.size(); ++i)
faces.remove(merge_faces_idx[i]);
if (degenerate_points.size() == 0) continue;
// Split faces using degenerate points.
for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
Face2D face = faces[face_idx];
Vertex2D face_vertices[3] = {
vertices[face.vertex_idx[0]],
vertices[face.vertex_idx[1]],
vertices[face.vertex_idx[2]]
};
Vector2 face_points[3] = {
face_vertices[0].point,
face_vertices[1].point,
face_vertices[2].point
};
for (int point_idx = 0; point_idx < degenerate_points.size(); ++point_idx) {
int degenerate_idx = degenerate_points[point_idx];
Vector2 point_2D = vertices[degenerate_idx].point;
// Check if point is existing face vertex.
bool existing = false;
for (int i = 0; i < 3; ++i) {
if ((point_2D - face_vertices[i].point).length_squared() < vertex_snap2) {
existing = true;
break;
}
}
if (existing) continue;
// Check if point is on an each edge.
for (int face_edge_idx = 0; face_edge_idx < 3; ++face_edge_idx) {
Vector2 edge_points[2] = {
face_points[face_edge_idx],
face_points[(face_edge_idx + 1) % 3]
};
Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(point_2D, edge_points);
if ((closest_point - point_2D).length_squared() < vertex_snap2) {
int opposite_vertex_idx = face.vertex_idx[(face_edge_idx + 2) % 3];
// If new vertex snaps to degenerate vertex, just delete this face.
if (degenerate_idx == opposite_vertex_idx) {
faces.remove(face_idx);
// Update index.
--face_idx;
break;
}
// Create two new faces around the new edge and remove this face.
// The new edge is the last edge.
Face2D left_face;
left_face.vertex_idx[0] = degenerate_idx;
left_face.vertex_idx[1] = face.vertex_idx[(face_edge_idx + 1) % 3];
left_face.vertex_idx[2] = opposite_vertex_idx;
Face2D right_face;
right_face.vertex_idx[0] = opposite_vertex_idx;
right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx];
right_face.vertex_idx[2] = degenerate_idx;
faces.remove(face_idx);
faces.insert(face_idx, right_face);
faces.insert(face_idx, left_face);
// Don't check against the new faces.
++face_idx;
// No need to check other edges.
break;
}
}
}
}
}
}
void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_segment_points[2], Vector<int> &r_segment_indices) {
// For each face.
for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
Face2D face = faces[face_idx];
Vertex2D face_vertices[3] = {
vertices[face.vertex_idx[0]],
vertices[face.vertex_idx[1]],
vertices[face.vertex_idx[2]]
};
// Check each edge.
for (int face_edge_idx = 0; face_edge_idx < 3; ++face_edge_idx) {
Vector2 edge_points[2] = {
face_vertices[face_edge_idx].point,
face_vertices[(face_edge_idx + 1) % 3].point
};
Vector2 edge_uvs[2] = {
face_vertices[face_edge_idx].uv,
face_vertices[(face_edge_idx + 1) % 3].uv
};
Vector2 intersection_point;
// First check if the ends of the segment are on the edge.
bool on_edge = false;
for (int edge_point_idx = 0; edge_point_idx < 2; ++edge_point_idx) {
intersection_point = Geometry::get_closest_point_to_segment_2d(p_segment_points[edge_point_idx], edge_points);
if ((intersection_point - p_segment_points[edge_point_idx]).length_squared() < vertex_snap2) {
on_edge = true;
break;
}
}
// Else check if the segment intersects the edge.
if (on_edge || Geometry::segment_intersects_segment_2d(p_segment_points[0], p_segment_points[1], edge_points[0], edge_points[1], &intersection_point)) {
// Check if intersection point is an edge point.
if ((intersection_point - edge_points[0]).length_squared() < vertex_snap2 ||
(intersection_point - edge_points[1]).length_squared() < vertex_snap2) continue;
// Check if edge exists, by checking if the intersecting segment is parallel to the edge.
if (are_segements_parallel(p_segment_points, edge_points, vertex_snap2)) continue;
// Add the intersection point as a new vertex.
Vertex2D new_vertex;
new_vertex.point = intersection_point;
new_vertex.uv = interpolate_segment_uv(edge_points, edge_uvs, intersection_point);
int new_vertex_idx = _add_vertex(new_vertex);
int opposite_vertex_idx = face.vertex_idx[(face_edge_idx + 2) % 3];
_add_vertex_idx_sorted(r_segment_indices, new_vertex_idx);
// If new vertex snaps to opposite vertex, just delete this face.
if (new_vertex_idx == opposite_vertex_idx) {
faces.remove(face_idx);
// Update index.
--face_idx;
break;
}
// Don't create degenerate triangles.
Vector2 split_edge1[2] = { vertices[new_vertex_idx].point, edge_points[0] };
Vector2 split_edge2[2] = { vertices[new_vertex_idx].point, edge_points[1] };
Vector2 new_edge[2] = { vertices[new_vertex_idx].point, vertices[opposite_vertex_idx].point };
if (are_segements_parallel(split_edge1, new_edge, vertex_snap2) &&
are_segements_parallel(split_edge2, new_edge, vertex_snap2)) {
break;
}
// If opposite point is on the segemnt, add its index to segment indices too.
Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(vertices[opposite_vertex_idx].point, p_segment_points);
if ((closest_point - vertices[opposite_vertex_idx].point).length_squared() < vertex_snap2)
_add_vertex_idx_sorted(r_segment_indices, opposite_vertex_idx);
// Create two new faces around the new edge and remove this face.
// The new edge is the last edge.
Face2D left_face;
left_face.vertex_idx[0] = new_vertex_idx;
left_face.vertex_idx[1] = face.vertex_idx[(face_edge_idx + 1) % 3];
left_face.vertex_idx[2] = opposite_vertex_idx;
Face2D right_face;
right_face.vertex_idx[0] = opposite_vertex_idx;
right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx];
right_face.vertex_idx[2] = new_vertex_idx;
faces.remove(face_idx);
faces.insert(face_idx, right_face);
faces.insert(face_idx, left_face);
// Check against the new faces.
--face_idx;
break;
}
}
}
}
int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) {
int new_vertex_idx = -1;
for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
Face2D face = faces[face_idx];
Vertex2D face_vertices[3] = {
vertices[face.vertex_idx[0]],
vertices[face.vertex_idx[1]],
vertices[face.vertex_idx[2]]
};
Vector2 points[3] = {
face_vertices[0].point,
face_vertices[1].point,
face_vertices[2].point
};
Vector2 uvs[3] = {
face_vertices[0].uv,
face_vertices[1].uv,
face_vertices[2].uv
};
// Check if point is existing face vertex.
for (int i = 0; i < 3; ++i) {
if ((p_point - face_vertices[i].point).length_squared() < vertex_snap2)
return face.vertex_idx[i];
}
// Check if point is on an each edge.
bool on_edge = false;
for (int face_edge_idx = 0; face_edge_idx < 3; ++face_edge_idx) {
Vector2 edge_points[2] = {
points[face_edge_idx],
points[(face_edge_idx + 1) % 3]
};
Vector2 edge_uvs[2] = {
uvs[face_edge_idx],
uvs[(face_edge_idx + 1) % 3]
};
Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(p_point, edge_points);
if ((closest_point - p_point).length_squared() < vertex_snap2) {
on_edge = true;
// Add the point as a new vertex.
Vertex2D new_vertex;
new_vertex.point = p_point;
new_vertex.uv = interpolate_segment_uv(edge_points, edge_uvs, p_point);
new_vertex_idx = _add_vertex(new_vertex);
int opposite_vertex_idx = face.vertex_idx[(face_edge_idx + 2) % 3];
// If new vertex snaps to opposite vertex, just delete this face.
if (new_vertex_idx == opposite_vertex_idx) {
faces.remove(face_idx);
// Update index.
--face_idx;
break;
}
// Don't create degenerate triangles.
Vector2 split_edge1[2] = { vertices[new_vertex_idx].point, edge_points[0] };
Vector2 split_edge2[2] = { vertices[new_vertex_idx].point, edge_points[1] };
Vector2 new_edge[2] = { vertices[new_vertex_idx].point, vertices[opposite_vertex_idx].point };
if (are_segements_parallel(split_edge1, new_edge, vertex_snap2) &&
are_segements_parallel(split_edge2, new_edge, vertex_snap2)) {
break;
}
// Create two new faces around the new edge and remove this face.
// The new edge is the last edge.
Face2D left_face;
left_face.vertex_idx[0] = new_vertex_idx;
left_face.vertex_idx[1] = face.vertex_idx[(face_edge_idx + 1) % 3];
left_face.vertex_idx[2] = opposite_vertex_idx;
Face2D right_face;
right_face.vertex_idx[0] = opposite_vertex_idx;
right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx];
right_face.vertex_idx[2] = new_vertex_idx;
faces.remove(face_idx);
faces.insert(face_idx, right_face);
faces.insert(face_idx, left_face);
// Don't check against the new faces.
++face_idx;
// No need to check other edges.
break;
}
}
// If not on an edge, check if the point is inside the face.
if (!on_edge && Geometry::is_point_in_triangle(p_point, face_vertices[0].point, face_vertices[1].point, face_vertices[2].point)) {
// Add the point as a new vertex.
Vertex2D new_vertex;
new_vertex.point = p_point;
new_vertex.uv = interpolate_triangle_uv(points, uvs, p_point);
new_vertex_idx = _add_vertex(new_vertex);
// Create three new faces around this point and remove this face.
// The new vertex is the last vertex.
for (int i = 0; i < 3; ++i) {
// Don't create degenerate triangles.
Vector2 edge[2] = { points[i], points[(i + 1) % 3] };
Vector2 new_edge1[2] = { vertices[new_vertex_idx].point, points[i] };
Vector2 new_edge2[2] = { vertices[new_vertex_idx].point, points[(i + 1) % 3] };
if (are_segements_parallel(edge, new_edge1, vertex_snap2) &&
are_segements_parallel(edge, new_edge2, vertex_snap2)) {
continue;
}
Face2D new_face;
new_face.vertex_idx[0] = face.vertex_idx[i];
new_face.vertex_idx[1] = face.vertex_idx[(i + 1) % 3];
new_face.vertex_idx[2] = new_vertex_idx;
faces.push_back(new_face);
}
faces.remove(face_idx);
// No need to check other faces.
break;
}
}
return new_vertex_idx;
}
void CSGBrushOperation::Build2DFaces::insert(const CSGBrush &p_brush, int p_face_idx) {
// Find edge points that cross the plane and face points that are in the plane.
// Map those points to 2D.
// Create new faces from those points.
Vector2 points_2D[3];
int points_count = 0;
for (int i = 0; i < 3; i++) {
Vector3 point_3D = p_brush.faces[p_face_idx].vertices[i];
if (plane.has_point(point_3D)) {
// Point is in the plane, add it.
Vector3 point_2D = plane.project(point_3D);
point_2D = to_2D.xform(point_2D);
points_2D[points_count++] = Vector2(point_2D.x, point_2D.y);
} else {
Vector3 next_point_3D = p_brush.faces[p_face_idx].vertices[(i + 1) % 3];
if (plane.has_point(next_point_3D))
continue; // Next point is in plane, it will be added separately.
if (plane.is_point_over(point_3D) == plane.is_point_over(next_point_3D))
continue; // Both points on the same side of the plane, ignore.
// Edge crosses the plane, find and add the intersection point.
Vector3 point_2D;
if (plane.intersects_segment(point_3D, next_point_3D, &point_2D)) {
point_2D = to_2D.xform(point_2D);
points_2D[points_count++] = Vector2(point_2D.x, point_2D.y);
}
}
}
Vector<int> segment_indices;
Vector2 segment[2];
int inserted_index[3] = { -1, -1, -1 };
// Insert points.
for (int i = 0; i < points_count; ++i) {
inserted_index[i] = _insert_point(points_2D[i]);
}
if (points_count == 2) {
// Insert a single segment.
segment[0] = points_2D[0];
segment[1] = points_2D[1];
_find_edge_intersections(segment, segment_indices);
for (int i = 0; i < 2; ++i) {
_add_vertex_idx_sorted(segment_indices, inserted_index[i]);
}
_merge_faces(segment_indices);
}
if (points_count == 3) {
// Insert three segments.
for (int edge_idx = 0; edge_idx < 3; ++edge_idx) {
segment[0] = points_2D[edge_idx];
segment[1] = points_2D[(edge_idx + 1) % 3];
_find_edge_intersections(segment, segment_indices);
for (int i = 0; i < 2; ++i) {
_add_vertex_idx_sorted(segment_indices, inserted_index[(edge_idx + i) % 3]);
}
_merge_faces(segment_indices);
segment_indices.clear();
}
}
}
void CSGBrushOperation::Build2DFaces::addFacesToMesh(MeshMerge &r_mesh_merge, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b) {
for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
Face2D face = faces[face_idx];
Vertex2D fv[3] = {
vertices[face.vertex_idx[0]],
vertices[face.vertex_idx[1]],
vertices[face.vertex_idx[2]]
};
// Convert 2D vertex points to 3D.
Vector3 points_3D[3];
Vector2 uvs[3];
for (int i = 0; i < 3; ++i) {
Vector3 point_2D(fv[i].point.x, fv[i].point.y, 0);
points_3D[i] = to_3D.xform(point_2D);
uvs[i] = fv[i].uv;
}
r_mesh_merge.add_face(points_3D, uvs, p_smooth, p_invert, p_material, p_from_b);
}
}
CSGBrushOperation::Build2DFaces::Build2DFaces(const CSGBrush &p_brush, int p_face_idx, float p_vertex_snap2) :
vertex_snap2(p_vertex_snap2 * p_vertex_snap2) {
// Convert 3D vertex points to 2D.
Vector3 points_3D[3] = {
p_brush.faces[p_face_idx].vertices[0],
p_brush.faces[p_face_idx].vertices[1],
p_brush.faces[p_face_idx].vertices[2],
};
plane = Plane(points_3D[0], points_3D[1], points_3D[2]);
to_3D.origin = points_3D[0];
to_3D.basis.set_axis(2, plane.normal);
to_3D.basis.set_axis(0, (points_3D[1] - points_3D[2]).normalized());
to_3D.basis.set_axis(1, to_3D.basis.get_axis(0).cross(to_3D.basis.get_axis(2)).normalized());
to_2D = to_3D.affine_inverse();
Face2D face;
for (int i = 0; i < 3; i++) {
Vertex2D vertex;
Vector3 point_2D = to_2D.xform(points_3D[i]);
vertex.point.x = point_2D.x;
vertex.point.y = point_2D.y;
vertex.uv = p_brush.faces[p_face_idx].uvs[i];
vertices.push_back(vertex);
face.vertex_idx[i] = i;
}
faces.push_back(face);
}
void CSGBrushOperation::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) {
Vector3 vertices_a[3] = {
p_brush_a.faces[p_face_idx_a].vertices[0],
p_brush_a.faces[p_face_idx_a].vertices[1],
p_brush_a.faces[p_face_idx_a].vertices[2],
};
Vector3 vertices_b[3] = {
p_brush_b.faces[p_face_idx_b].vertices[0],
p_brush_b.faces[p_face_idx_b].vertices[1],
p_brush_b.faces[p_face_idx_b].vertices[2],
};
// Don't use degenerate faces.
bool has_degenerate = false;
if (is_snapable(vertices_a[0], vertices_a[1], p_vertex_snap) ||
is_snapable(vertices_a[0], vertices_a[2], p_vertex_snap) ||
is_snapable(vertices_a[1], vertices_a[2], p_vertex_snap)) {
p_collection.build2DFacesA[p_face_idx_a] = Build2DFaces();
has_degenerate = true;
}
if (is_snapable(vertices_b[0], vertices_b[1], p_vertex_snap) ||
is_snapable(vertices_b[0], vertices_b[2], p_vertex_snap) ||
is_snapable(vertices_b[1], vertices_b[2], p_vertex_snap)) {
p_collection.build2DFacesB[p_face_idx_b] = Build2DFaces();
has_degenerate = true;
}
if (has_degenerate) return;
// Ensure B has points either side of or in the plane of A.
int in_plane_count = 0, over_count = 0, under_count = 0;
Plane plane_a(vertices_a[0], vertices_a[1], vertices_a[2]);
ERR_FAIL_COND_MSG(plane_a.normal == Vector3(), "Couldn't form plane from Brush A face.");
for (int i = 0; i < 3; i++) {
if (plane_a.has_point(vertices_b[i]))
in_plane_count++;
else if (plane_a.is_point_over(vertices_b[i]))
over_count++;
else
under_count++;
}
// If all points under or over the plane, there is no intesection.
if (over_count == 3 || under_count == 3) return;
// Ensure A has points either side of or in the plane of B.
in_plane_count = 0;
over_count = 0;
under_count = 0;
Plane plane_b(vertices_b[0], vertices_b[1], vertices_b[2]);
ERR_FAIL_COND_MSG(plane_b.normal == Vector3(), "Couldn't form plane from Brush B face.");
for (int i = 0; i < 3; i++) {
if (plane_b.has_point(vertices_a[i]))
in_plane_count++;
else if (plane_b.is_point_over(vertices_a[i]))
over_count++;
else
under_count++;
}
// If all points under or over the plane, there is no intesection.
if (over_count == 3 || under_count == 3) return;
// Check for intersection using the SAT theorem.
{
// Edge pair cross product combinations.
for (int i = 0; i < 3; i++) {
Vector3 axis_a = (vertices_a[i] - vertices_a[(i + 1) % 3]).normalized();
for (int j = 0; j < 3; j++) {
Vector3 axis_b = (vertices_b[j] - vertices_b[(j + 1) % 3]).normalized();
Vector3 sep_axis = axis_a.cross(axis_b);
if (sep_axis == Vector3())
continue; //colineal
sep_axis.normalize();
real_t min_a = 1e20, max_a = -1e20;
real_t min_b = 1e20, max_b = -1e20;
for (int k = 0; k < 3; k++) {
real_t d = sep_axis.dot(vertices_a[k]);
min_a = MIN(min_a, d);
max_a = MAX(max_a, d);
d = sep_axis.dot(vertices_b[k]);
min_b = MIN(min_b, d);
max_b = MAX(max_b, d);
}
min_b -= (max_a - min_a) * 0.5;
max_b += (max_a - min_a) * 0.5;
real_t dmin = min_b - (min_a + max_a) * 0.5;
real_t dmax = max_b - (min_a + max_a) * 0.5;
if (dmin > CMP_EPSILON || dmax < -CMP_EPSILON) {
return; // Does not contain zero, so they don't overlap.
}
}
}
}
// If we're still here, the faces probably intersect, so add new faces.
if (!p_collection.build2DFacesA.has(p_face_idx_a)) {
p_collection.build2DFacesA[p_face_idx_a] = Build2DFaces(p_brush_a, p_face_idx_a, p_vertex_snap);
}
p_collection.build2DFacesA[p_face_idx_a].insert(p_brush_b, p_face_idx_b);
if (!p_collection.build2DFacesB.has(p_face_idx_b)) {
p_collection.build2DFacesB[p_face_idx_b] = Build2DFaces(p_brush_b, p_face_idx_b, p_vertex_snap);
}
p_collection.build2DFacesB[p_face_idx_b].insert(p_brush_a, p_face_idx_a);
}