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- /*************************************************************************/
- /* csg.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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/dvector.h"
- #include "core/map.h"
- #include "core/math/aabb.h"
- #include "core/math/plane.h"
- #include "core/math/rect2.h"
- #include "core/math/transform.h"
- #include "core/math/vector3.h"
- #include "core/oa_hash_map.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;
- 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, 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
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