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- /*************************************************************************/
- /* 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<Face> faces;
- Vector<Ref<Material> > materials;
- inline 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);
- };
- 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<Vector3> points;
- Vector<Face> faces;
- Map<Ref<Material>, int> materials;
- Map<Vector3, int> vertex_map;
- OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
- float vertex_snap;
- inline void _add_distance(List<real_t> &r_intersectionsA, List<real_t> &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<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;
- 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<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 {
- Map<int, Build2DFaces> build2DFacesA;
- Map<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
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