godot/modules/csg/csg.h
Juan Linietsky 8d199a9b2c CSG Support for Godot!
-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
2018-04-27 21:55:10 -03:00

207 lines
4.9 KiB
C++

#ifndef CSG_H
#define CSG_H
#include "aabb.h"
#include "dvector.h"
#include "map.h"
#include "math_2d.h"
#include "oa_hash_map.h"
#include "plane.h"
#include "scene/resources/material.h"
#include "transform.h"
#include "vector3.h"
struct CSGBrush {
struct Face {
Vector3 vertices[3];
Vector2 uvs[3];
AABB aabb;
bool smooth;
bool invert;
int material;
};
Vector<Face> faces;
Vector<Ref<Material> > materials;
void _regen_face_aabbs();
//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 copy_from(const CSGBrush &p_brush, const Transform &p_xform);
void clear();
};
struct CSGBrushOperation {
enum Operation {
OPERATION_UNION,
OPERATION_INTERSECTION,
OPERATION_SUBSTRACTION,
};
struct MeshMerge {
struct BVH {
int face;
int left;
int right;
int next;
Vector3 center;
AABB aabb;
};
struct BVHCmpX {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.x < p_right->center.x;
}
};
struct BVHCmpY {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.y < p_right->center.y;
}
};
struct BVHCmpZ {
bool operator()(const BVH *p_left, const BVH *p_right) const {
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 {
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;
}
};
OAHashMap<VertexKey, int, 64, VertexKeyHash> snap_cache;
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;
Map<Ref<Material>, int> materials;
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);
// void add_face(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, bool p_from_b);
float vertex_snap;
void mark_inside_faces();
};
struct BuildPoly {
Plane plane;
Transform to_poly;
Transform to_world;
int face_index;
struct Point {
Vector2 point;
Vector2 uv;
};
Vector<Point> points;
struct Edge {
bool outer;
int points[2];
Edge() {
outer = false;
}
};
Vector<Edge> edges;
Ref<Material> material;
bool smooth;
bool invert;
int base_edges; //edges from original triangle, even if split
void _clip_segment(const CSGBrush *p_brush, int p_face, const Vector2 *segment, MeshMerge &mesh_merge, bool p_for_B);
void create(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
void clip(const CSGBrush *p_brush, int p_face, MeshMerge &mesh_merge, bool p_for_B);
};
struct PolyPoints {
Vector<int> points;
Vector<Vector<int> > holes;
};
struct EdgeSort {
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