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- /**************************************************************************/
- /* csg.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #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 parallel 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 is_triangle_degenerate(const Vector2 p_vertices[3], real_t p_vertex_snap2) {
- real_t det = p_vertices[0].x * p_vertices[1].y - p_vertices[0].x * p_vertices[2].y +
- p_vertices[0].y * p_vertices[2].x - p_vertices[0].y * p_vertices[1].x +
- p_vertices[1].x * p_vertices[2].y - p_vertices[1].y * p_vertices[2].x;
- return det < p_vertex_snap2;
- }
- 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_SUBTRACTION: {
- 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::is_equal_approx(**E, p_distance)) {
- 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 ¤t_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 not 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[3], const Vector2 p_uvs[3], 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 beginning 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 mergeable 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)) {
- if (!degenerate_points.find(outer_edge_idx[0])) {
- degenerate_points.push_back(outer_edge_idx[0]);
- }
- if (!degenerate_points.find(outer_edge_idx[1])) {
- 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;
- }
- // 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
- };
- // Skip degenerate triangles.
- if (is_triangle_degenerate(points, vertex_snap2)) {
- continue;
- }
- // 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 new_points[3] = { points[i], points[(i + 1) % 3], vertices[new_vertex_idx].point };
- if (is_triangle_degenerate(new_points, 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 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.
- } 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.
- 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.
- } 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);
- }
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