205 lines
7.1 KiB
C++
205 lines
7.1 KiB
C++
/**************************************************************************/
|
|
/* csg.h */
|
|
/**************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/**************************************************************************/
|
|
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* 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/math/aabb.h"
|
|
#include "core/math/plane.h"
|
|
#include "core/math/transform_3d.h"
|
|
#include "core/math/vector2.h"
|
|
#include "core/math/vector3.h"
|
|
#include "core/object/ref_counted.h"
|
|
#include "core/templates/list.h"
|
|
#include "core/templates/oa_hash_map.h"
|
|
#include "core/templates/vector.h"
|
|
#include "scene/resources/material.h"
|
|
|
|
struct CSGBrush {
|
|
struct Face {
|
|
Vector3 vertices[3];
|
|
Vector2 uvs[3];
|
|
AABB aabb;
|
|
bool smooth = false;
|
|
bool invert = false;
|
|
int material = 0;
|
|
};
|
|
|
|
Vector<Face> faces;
|
|
Vector<Ref<Material>> materials;
|
|
|
|
inline void _regen_face_aabbs();
|
|
|
|
// Create a brush from faces.
|
|
void build_from_faces(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs, const Vector<bool> &p_smooth, const Vector<Ref<Material>> &p_materials, const Vector<bool> &p_invert_faces);
|
|
void copy_from(const CSGBrush &p_brush, const Transform3D &p_xform);
|
|
};
|
|
|
|
struct CSGBrushOperation {
|
|
enum Operation {
|
|
OPERATION_UNION,
|
|
OPERATION_INTERSECTION,
|
|
OPERATION_SUBTRACTION,
|
|
};
|
|
|
|
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 = false;
|
|
bool inside = false;
|
|
int points[3] = {};
|
|
Vector2 uvs[3];
|
|
bool smooth = false;
|
|
bool invert = false;
|
|
int material_idx = 0;
|
|
};
|
|
|
|
struct FaceBVH {
|
|
int face = 0;
|
|
int left = 0;
|
|
int right = 0;
|
|
int next = 0;
|
|
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_murmur3_one_32(p_vk.x);
|
|
h = hash_murmur3_one_32(p_vk.y, h);
|
|
h = hash_murmur3_one_32(p_vk.z, h);
|
|
return h;
|
|
}
|
|
};
|
|
struct Intersection {
|
|
bool found = false;
|
|
real_t conormal = FLT_MAX;
|
|
real_t distance_squared = FLT_MAX;
|
|
real_t origin_angle = FLT_MAX;
|
|
};
|
|
|
|
struct IntersectionDistance {
|
|
bool is_conormal;
|
|
real_t distance_squared;
|
|
};
|
|
|
|
Vector<Vector3> points;
|
|
Vector<Face> faces;
|
|
HashMap<Ref<Material>, int> materials;
|
|
HashMap<Vector3, int> vertex_map;
|
|
OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
|
|
float vertex_snap = 0.0;
|
|
|
|
inline void _add_distance(List<IntersectionDistance> &r_intersectionsA, List<IntersectionDistance> &r_intersectionsB, bool p_from_B, real_t p_distance, bool p_is_conormal) const;
|
|
inline bool _bvh_inside(FaceBVH *r_facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const;
|
|
inline int _create_bvh(FaceBVH *r_facebvhptr, FaceBVH **r_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();
|
|
};
|
|
|
|
struct Build2DFaces {
|
|
struct Vertex2D {
|
|
Vector2 point;
|
|
Vector2 uv;
|
|
};
|
|
|
|
struct Face2D {
|
|
int vertex_idx[3] = {};
|
|
};
|
|
|
|
Vector<Vertex2D> vertices;
|
|
Vector<Face2D> faces;
|
|
Plane plane;
|
|
Transform3D to_2D;
|
|
Transform3D to_3D;
|
|
float vertex_snap2 = 0.0;
|
|
|
|
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 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);
|
|
|
|
Build2DFaces() {}
|
|
Build2DFaces(const CSGBrush &p_brush, int p_brush_face, float p_vertex_snap2);
|
|
};
|
|
|
|
struct Build2DFaceCollection {
|
|
HashMap<int, Build2DFaces> build2DFacesA;
|
|
HashMap<int, Build2DFaces> 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
|