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11b7f050df
- Replaces BuildPoly with Build2DFaces, which creates faces as each pair of face intersections are processed, instead of trying to create them after all the intersections are processed. Ensures that faces are merged when possible, and removes degenerate triangles. - Treats the child as inside the parent when faces are coplanar. - General clean up of csg.h and csg.cpp.
200 lines
6.7 KiB
C++
200 lines
6.7 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef CSG_H
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#define CSG_H
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#include "core/list.h"
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#include "core/map.h"
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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/oa_hash_map.h"
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#include "core/pool_vector.h"
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#include "core/reference.h"
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#include "core/vector.h"
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#include "scene/resources/material.h"
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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;
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bool invert;
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int material;
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};
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Vector<Face> faces;
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Vector<Ref<Material> > materials;
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inline void _regen_face_aabbs();
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// Create a brush from faces.
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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);
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void copy_from(const CSGBrush &p_brush, const Transform &p_xform);
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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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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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struct MeshMerge {
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struct Face {
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bool from_b;
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bool inside;
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int points[3];
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Vector2 uvs[3];
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bool smooth;
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bool invert;
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int material_idx;
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};
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struct FaceBVH {
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int face;
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int left;
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int right;
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int next;
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Vector3 center;
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AABB aabb;
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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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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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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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_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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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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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;
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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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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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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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struct Face2D {
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int vertex_idx[3];
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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;
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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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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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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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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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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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#endif // CSG_H
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