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			194 lines
		
	
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			194 lines
		
	
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  csg.h                                                                */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef CSG_H
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| #define CSG_H
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| 
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| #include "core/math/aabb.h"
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| #include "core/math/plane.h"
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| #include "core/math/transform.h"
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| #include "core/math/vector2.h"
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| #include "core/math/vector3.h"
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| #include "core/object/reference.h"
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| #include "core/templates/list.h"
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| #include "core/templates/map.h"
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| #include "core/templates/oa_hash_map.h"
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| #include "core/templates/vector.h"
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| #include "scene/resources/material.h"
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| 
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| struct CSGBrush {
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| 	struct Face {
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| 		Vector3 vertices[3];
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| 		Vector2 uvs[3];
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| 		AABB aabb;
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| 		bool smooth = false;
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| 		bool invert = false;
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| 		int material = 0;
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| 	};
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| 
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| 	Vector<Face> faces;
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| 	Vector<Ref<Material>> materials;
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| 
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| 	inline void _regen_face_aabbs();
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| 
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| 	// Create a brush from faces.
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| 	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);
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| 	void copy_from(const CSGBrush &p_brush, const Transform &p_xform);
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| };
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| 
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| struct CSGBrushOperation {
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| 	enum Operation {
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| 		OPERATION_UNION,
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| 		OPERATION_INTERSECTION,
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| 		OPERATION_SUBSTRACTION,
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| 	};
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| 
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| 	void merge_brushes(Operation p_operation, const CSGBrush &p_brush_a, const CSGBrush &p_brush_b, CSGBrush &r_merged_brush, float p_vertex_snap);
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| 
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| 	struct MeshMerge {
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| 		struct Face {
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| 			bool from_b = false;
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| 			bool inside = false;
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| 			int points[3] = {};
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| 			Vector2 uvs[3];
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| 			bool smooth = false;
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| 			bool invert = false;
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| 			int material_idx = 0;
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| 		};
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| 
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| 		struct FaceBVH {
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| 			int face = 0;
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| 			int left = 0;
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| 			int right = 0;
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| 			int next = 0;
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| 			Vector3 center;
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| 			AABB aabb;
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| 		};
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| 
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| 		struct FaceBVHCmpX {
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| 			_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
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| 				return p_left->center.x < p_right->center.x;
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| 			}
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| 		};
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| 
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| 		struct FaceBVHCmpY {
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| 			_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
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| 				return p_left->center.y < p_right->center.y;
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| 			}
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| 		};
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| 		struct FaceBVHCmpZ {
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| 			_FORCE_INLINE_ bool operator()(const FaceBVH *p_left, const FaceBVH *p_right) const {
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| 				return p_left->center.z < p_right->center.z;
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| 			}
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| 		};
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| 
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| 		struct VertexKey {
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| 			int32_t x, y, z;
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| 			_FORCE_INLINE_ bool operator<(const VertexKey &p_key) const {
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| 				if (x == p_key.x) {
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| 					if (y == p_key.y) {
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| 						return z < p_key.z;
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| 					} else {
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| 						return y < p_key.y;
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| 					}
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| 				} else {
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| 					return x < p_key.x;
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| 				}
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| 			}
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| 
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| 			_FORCE_INLINE_ bool operator==(const VertexKey &p_key) const {
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| 				return (x == p_key.x && y == p_key.y && z == p_key.z);
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| 			}
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| 		};
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| 
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| 		struct VertexKeyHash {
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| 			static _FORCE_INLINE_ uint32_t hash(const VertexKey &p_vk) {
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| 				uint32_t h = hash_djb2_one_32(p_vk.x);
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| 				h = hash_djb2_one_32(p_vk.y, h);
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| 				h = hash_djb2_one_32(p_vk.z, h);
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| 				return h;
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| 			}
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| 		};
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| 
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| 		Vector<Vector3> points;
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| 		Vector<Face> faces;
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| 		Map<Ref<Material>, int> materials;
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| 		Map<Vector3, int> vertex_map;
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| 		OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
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| 		float vertex_snap = 0.0;
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| 
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| 		inline void _add_distance(List<real_t> &r_intersectionsA, List<real_t> &r_intersectionsB, bool p_from_B, real_t p_distance) const;
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| 		inline bool _bvh_inside(FaceBVH *facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const;
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| 		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);
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| 
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| 		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);
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| 		void mark_inside_faces();
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| 	};
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| 
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| 	struct Build2DFaces {
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| 		struct Vertex2D {
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| 			Vector2 point;
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| 			Vector2 uv;
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| 		};
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| 
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| 		struct Face2D {
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| 			int vertex_idx[3] = {};
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| 		};
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| 
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| 		Vector<Vertex2D> vertices;
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| 		Vector<Face2D> faces;
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| 		Plane plane;
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| 		Transform to_2D;
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| 		Transform to_3D;
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| 		float vertex_snap2 = 0.0;
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| 
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| 		inline int _get_point_idx(const Vector2 &p_point);
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| 		inline int _add_vertex(const Vertex2D &p_vertex);
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| 		inline void _add_vertex_idx_sorted(Vector<int> &r_vertex_indices, int p_new_vertex_index);
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| 		inline void _merge_faces(const Vector<int> &p_segment_indices);
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| 		inline void _find_edge_intersections(const Vector2 p_segment_points[2], Vector<int> &r_segment_indices);
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| 		inline int _insert_point(const Vector2 &p_point);
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| 
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| 		void insert(const CSGBrush &p_brush, int p_brush_face);
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| 		void addFacesToMesh(MeshMerge &r_mesh_merge, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b);
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| 
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| 		Build2DFaces() {}
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| 		Build2DFaces(const CSGBrush &p_brush, int p_brush_face, float p_vertex_snap2);
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| 	};
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| 
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| 	struct Build2DFaceCollection {
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| 		Map<int, Build2DFaces> build2DFacesA;
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| 		Map<int, Build2DFaces> build2DFacesB;
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| 	};
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| 
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| 	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);
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| };
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| 
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| #endif // CSG_H
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