8d199a9b2c
-Missing Icons -Missing freezing option (for baking light and faster load) -Missing a way to export from Godot (GLTF2?) -Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs) Happy testing!
206 lines
4.9 KiB
C++
206 lines
4.9 KiB
C++
#ifndef CSG_H
|
|
#define CSG_H
|
|
|
|
#include "aabb.h"
|
|
#include "dvector.h"
|
|
#include "map.h"
|
|
#include "math_2d.h"
|
|
#include "oa_hash_map.h"
|
|
#include "plane.h"
|
|
#include "scene/resources/material.h"
|
|
#include "transform.h"
|
|
#include "vector3.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, 64, 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
|