| 1 | /**************************************************************************/ |
| 2 | /* csg.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef CSG_H |
| 32 | #define CSG_H |
| 33 | |
| 34 | #include "core/math/aabb.h" |
| 35 | #include "core/math/plane.h" |
| 36 | #include "core/math/transform_3d.h" |
| 37 | #include "core/math/vector2.h" |
| 38 | #include "core/math/vector3.h" |
| 39 | #include "core/object/ref_counted.h" |
| 40 | #include "core/templates/list.h" |
| 41 | #include "core/templates/oa_hash_map.h" |
| 42 | #include "core/templates/vector.h" |
| 43 | #include "scene/resources/material.h" |
| 44 | |
| 45 | struct CSGBrush { |
| 46 | struct Face { |
| 47 | Vector3 vertices[3]; |
| 48 | Vector2 uvs[3]; |
| 49 | AABB aabb; |
| 50 | bool smooth = false; |
| 51 | bool invert = false; |
| 52 | int material = 0; |
| 53 | }; |
| 54 | |
| 55 | Vector<Face> faces; |
| 56 | Vector<Ref<Material>> materials; |
| 57 | |
| 58 | inline void _regen_face_aabbs(); |
| 59 | |
| 60 | // Create a brush from faces. |
| 61 | 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); |
| 62 | void copy_from(const CSGBrush &p_brush, const Transform3D &p_xform); |
| 63 | }; |
| 64 | |
| 65 | struct CSGBrushOperation { |
| 66 | enum Operation { |
| 67 | OPERATION_UNION, |
| 68 | OPERATION_INTERSECTION, |
| 69 | OPERATION_SUBTRACTION, |
| 70 | }; |
| 71 | |
| 72 | void merge_brushes(Operation p_operation, const CSGBrush &p_brush_a, const CSGBrush &p_brush_b, CSGBrush &r_merged_brush, float p_vertex_snap); |
| 73 | |
| 74 | struct MeshMerge { |
| 75 | struct Face { |
| 76 | bool from_b = false; |
| 77 | bool inside = false; |
| 78 | int points[3] = {}; |
| 79 | Vector2 uvs[3]; |
| 80 | bool smooth = false; |
| 81 | bool invert = false; |
| 82 | int material_idx = 0; |
| 83 | }; |
| 84 | |
| 85 | struct FaceBVH { |
| 86 | int face = 0; |
| 87 | int left = 0; |
| 88 | int right = 0; |
| 89 | int next = 0; |
| 90 | Vector3 center; |
| 91 | AABB aabb; |
| 92 | }; |
| 93 | |
| 94 | struct FaceBVHCmpX { |
| 95 | _FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const { |
| 96 | return p_left->center.x < p_right->center.x; |
| 97 | } |
| 98 | }; |
| 99 | |
| 100 | struct FaceBVHCmpY { |
| 101 | _FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const { |
| 102 | return p_left->center.y < p_right->center.y; |
| 103 | } |
| 104 | }; |
| 105 | struct FaceBVHCmpZ { |
| 106 | _FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const { |
| 107 | return p_left->center.z < p_right->center.z; |
| 108 | } |
| 109 | }; |
| 110 | |
| 111 | struct VertexKey { |
| 112 | int32_t x, y, z; |
| 113 | _FORCE_INLINE_ bool operator<(const VertexKey &p_key) const { |
| 114 | if (x == p_key.x) { |
| 115 | if (y == p_key.y) { |
| 116 | return z < p_key.z; |
| 117 | } else { |
| 118 | return y < p_key.y; |
| 119 | } |
| 120 | } else { |
| 121 | return x < p_key.x; |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | _FORCE_INLINE_ bool operator==(const VertexKey &p_key) const { |
| 126 | return (x == p_key.x && y == p_key.y && z == p_key.z); |
| 127 | } |
| 128 | }; |
| 129 | |
| 130 | struct VertexKeyHash { |
| 131 | static _FORCE_INLINE_ uint32_t hash(const VertexKey &p_vk) { |
| 132 | uint32_t h = hash_murmur3_one_32(p_vk.x); |
| 133 | h = hash_murmur3_one_32(p_vk.y, h); |
| 134 | h = hash_murmur3_one_32(p_vk.z, h); |
| 135 | return h; |
| 136 | } |
| 137 | }; |
| 138 | struct Intersection { |
| 139 | bool found = false; |
| 140 | real_t conormal = FLT_MAX; |
| 141 | real_t distance_squared = FLT_MAX; |
| 142 | real_t origin_angle = FLT_MAX; |
| 143 | }; |
| 144 | |
| 145 | struct IntersectionDistance { |
| 146 | bool is_conormal; |
| 147 | real_t distance_squared; |
| 148 | }; |
| 149 | |
| 150 | Vector<Vector3> points; |
| 151 | Vector<Face> faces; |
| 152 | HashMap<Ref<Material>, int> materials; |
| 153 | HashMap<Vector3, int> vertex_map; |
| 154 | OAHashMap<VertexKey, int, VertexKeyHash> snap_cache; |
| 155 | float vertex_snap = 0.0; |
| 156 | |
| 157 | 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; |
| 158 | inline bool _bvh_inside(FaceBVH *r_facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const; |
| 159 | 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); |
| 160 | |
| 161 | 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); |
| 162 | void mark_inside_faces(); |
| 163 | }; |
| 164 | |
| 165 | struct Build2DFaces { |
| 166 | struct Vertex2D { |
| 167 | Vector2 point; |
| 168 | Vector2 uv; |
| 169 | }; |
| 170 | |
| 171 | struct Face2D { |
| 172 | int vertex_idx[3] = {}; |
| 173 | }; |
| 174 | |
| 175 | Vector<Vertex2D> vertices; |
| 176 | Vector<Face2D> faces; |
| 177 | Plane plane; |
| 178 | Transform3D to_2D; |
| 179 | Transform3D to_3D; |
| 180 | float vertex_snap2 = 0.0; |
| 181 | |
| 182 | inline int _get_point_idx(const Vector2 &p_point); |
| 183 | inline int _add_vertex(const Vertex2D &p_vertex); |
| 184 | inline void _add_vertex_idx_sorted(Vector<int> &r_vertex_indices, int p_new_vertex_index); |
| 185 | inline void _merge_faces(const Vector<int> &p_segment_indices); |
| 186 | inline void _find_edge_intersections(const Vector2 p_segment_points[2], Vector<int> &r_segment_indices); |
| 187 | inline int _insert_point(const Vector2 &p_point); |
| 188 | |
| 189 | void insert(const CSGBrush &p_brush, int p_brush_face); |
| 190 | void addFacesToMesh(MeshMerge &r_mesh_merge, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b); |
| 191 | |
| 192 | Build2DFaces() {} |
| 193 | Build2DFaces(const CSGBrush &p_brush, int p_brush_face, float p_vertex_snap2); |
| 194 | }; |
| 195 | |
| 196 | struct Build2DFaceCollection { |
| 197 | HashMap<int, Build2DFaces> build2DFacesA; |
| 198 | HashMap<int, Build2DFaces> build2DFacesB; |
| 199 | }; |
| 200 | |
| 201 | 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); |
| 202 | }; |
| 203 | |
| 204 | #endif // CSG_H |
| 205 | |