csg.cpp 46 KB

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  1. /*************************************************************************/
  2. /* csg.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  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. #include "csg.h"
  31. #include "core/math/geometry.h"
  32. #include "core/math/math_funcs.h"
  33. #include "core/sort_array.h"
  34. // Static helper functions.
  35. inline static bool is_snapable(const Vector3 &p_point1, const Vector3 &p_point2, real_t p_distance) {
  36. return (p_point1 - p_point2).length_squared() < p_distance * p_distance;
  37. }
  38. inline static Vector2 interpolate_segment_uv(const Vector2 p_segement_points[2], const Vector2 p_uvs[2], const Vector2 &p_interpolation_point) {
  39. float segment_length = (p_segement_points[1] - p_segement_points[0]).length();
  40. if (segment_length < CMP_EPSILON)
  41. return p_uvs[0];
  42. float distance = (p_interpolation_point - p_segement_points[0]).length();
  43. float fraction = distance / segment_length;
  44. return p_uvs[0].linear_interpolate(p_uvs[1], fraction);
  45. }
  46. inline static Vector2 interpolate_triangle_uv(const Vector2 p_vertices[3], const Vector2 p_uvs[3], const Vector2 &p_interpolation_point) {
  47. if (p_interpolation_point.distance_squared_to(p_vertices[0]) < CMP_EPSILON2)
  48. return p_uvs[0];
  49. if (p_interpolation_point.distance_squared_to(p_vertices[1]) < CMP_EPSILON2)
  50. return p_uvs[1];
  51. if (p_interpolation_point.distance_squared_to(p_vertices[2]) < CMP_EPSILON2)
  52. return p_uvs[2];
  53. Vector2 edge1 = p_vertices[1] - p_vertices[0];
  54. Vector2 edge2 = p_vertices[2] - p_vertices[0];
  55. Vector2 interpolation = p_interpolation_point - p_vertices[0];
  56. float edge1_on_edge1 = edge1.dot(edge1);
  57. float edge1_on_edge2 = edge1.dot(edge2);
  58. float edge2_on_edge2 = edge2.dot(edge2);
  59. float inter_on_edge1 = interpolation.dot(edge1);
  60. float inter_on_edge2 = interpolation.dot(edge2);
  61. float scale = (edge1_on_edge1 * edge2_on_edge2 - edge1_on_edge2 * edge1_on_edge2);
  62. if (scale == 0)
  63. return p_uvs[0];
  64. float v = (edge2_on_edge2 * inter_on_edge1 - edge1_on_edge2 * inter_on_edge2) / scale;
  65. float w = (edge1_on_edge1 * inter_on_edge2 - edge1_on_edge2 * inter_on_edge1) / scale;
  66. float u = 1.0f - v - w;
  67. return p_uvs[0] * u + p_uvs[1] * v + p_uvs[2] * w;
  68. }
  69. static inline bool ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 p_vertices[3], float p_tolerance, Vector3 &r_intersection_point) {
  70. Vector3 edge1 = p_vertices[1] - p_vertices[0];
  71. Vector3 edge2 = p_vertices[2] - p_vertices[0];
  72. Vector3 h = p_dir.cross(edge2);
  73. real_t a = edge1.dot(h);
  74. // Check if ray is parallel to triangle.
  75. if (Math::is_zero_approx(a))
  76. return false;
  77. real_t f = 1.0 / a;
  78. Vector3 s = p_from - p_vertices[0];
  79. real_t u = f * s.dot(h);
  80. if (u < 0.0 - p_tolerance || u > 1.0 + p_tolerance)
  81. return false;
  82. Vector3 q = s.cross(edge1);
  83. real_t v = f * p_dir.dot(q);
  84. if (v < 0.0 - p_tolerance || u + v > 1.0 + p_tolerance)
  85. return false;
  86. // Ray intersects triangle.
  87. // Calculate distance.
  88. real_t t = f * edge2.dot(q);
  89. // Confirm triangle is in front of ray.
  90. if (t >= p_tolerance) {
  91. r_intersection_point = p_from + p_dir * t;
  92. return true;
  93. } else
  94. return false;
  95. }
  96. inline bool is_point_in_triangle(const Vector3 &p_point, const Vector3 p_vertices[3], int p_shifted = 0) {
  97. real_t det = p_vertices[0].dot(p_vertices[1].cross(p_vertices[2]));
  98. // If determinant is, zero try shift the triangle and the point.
  99. if (Math::is_zero_approx(det)) {
  100. if (p_shifted > 2) {
  101. // Triangle appears degenerate, so ignore it.
  102. return false;
  103. }
  104. Vector3 shift_by;
  105. shift_by[p_shifted] = 1;
  106. Vector3 shifted_point = p_point + shift_by;
  107. Vector3 shifted_vertices[3] = { p_vertices[0] + shift_by, p_vertices[1] + shift_by, p_vertices[2] + shift_by };
  108. return is_point_in_triangle(shifted_point, shifted_vertices, p_shifted + 1);
  109. }
  110. // Find the barycentric coordinates of the point with respect to the vertices.
  111. real_t lambda[3];
  112. lambda[0] = p_vertices[1].cross(p_vertices[2]).dot(p_point) / det;
  113. lambda[1] = p_vertices[2].cross(p_vertices[0]).dot(p_point) / det;
  114. lambda[2] = p_vertices[0].cross(p_vertices[1]).dot(p_point) / det;
  115. // Point is in the plane if all lambdas sum to 1.
  116. if (!Math::is_equal_approx(lambda[0] + lambda[1] + lambda[2], 1)) return false;
  117. // Point is inside the triangle if all lambdas are positive.
  118. if (lambda[0] < 0 || lambda[1] < 0 || lambda[2] < 0) return false;
  119. return true;
  120. }
  121. inline static bool is_triangle_degenerate(const Vector2 p_vertices[3], real_t p_vertex_snap2) {
  122. real_t det = p_vertices[0].x * p_vertices[1].y - p_vertices[0].x * p_vertices[2].y +
  123. p_vertices[0].y * p_vertices[2].x - p_vertices[0].y * p_vertices[1].x +
  124. p_vertices[1].x * p_vertices[2].y - p_vertices[1].y * p_vertices[2].x;
  125. return det < p_vertex_snap2;
  126. }
  127. inline static bool are_segements_parallel(const Vector2 p_segment1_points[2], const Vector2 p_segment2_points[2], float p_vertex_snap2) {
  128. Vector2 segment1 = p_segment1_points[1] - p_segment1_points[0];
  129. Vector2 segment2 = p_segment2_points[1] - p_segment2_points[0];
  130. real_t segment1_length2 = segment1.dot(segment1);
  131. real_t segment2_length2 = segment2.dot(segment2);
  132. real_t segment_onto_segment = segment2.dot(segment1);
  133. if (segment1_length2 < p_vertex_snap2 || segment2_length2 < p_vertex_snap2)
  134. return true;
  135. real_t max_separation2;
  136. if (segment1_length2 > segment2_length2) {
  137. max_separation2 = segment2_length2 - segment_onto_segment * segment_onto_segment / segment1_length2;
  138. } else {
  139. max_separation2 = segment1_length2 - segment_onto_segment * segment_onto_segment / segment2_length2;
  140. }
  141. return max_separation2 < p_vertex_snap2;
  142. }
  143. // CSGBrush
  144. void CSGBrush::_regen_face_aabbs() {
  145. for (int i = 0; i < faces.size(); i++) {
  146. faces.write[i].aabb = AABB();
  147. faces.write[i].aabb.position = faces[i].vertices[0];
  148. faces.write[i].aabb.expand_to(faces[i].vertices[1]);
  149. faces.write[i].aabb.expand_to(faces[i].vertices[2]);
  150. }
  151. }
  152. void CSGBrush::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) {
  153. faces.clear();
  154. int vc = p_vertices.size();
  155. ERR_FAIL_COND((vc % 3) != 0);
  156. PoolVector<Vector3>::Read rv = p_vertices.read();
  157. int uvc = p_uvs.size();
  158. PoolVector<Vector2>::Read ruv = p_uvs.read();
  159. int sc = p_smooth.size();
  160. PoolVector<bool>::Read rs = p_smooth.read();
  161. int mc = p_materials.size();
  162. PoolVector<Ref<Material> >::Read rm = p_materials.read();
  163. int ic = p_invert_faces.size();
  164. PoolVector<bool>::Read ri = p_invert_faces.read();
  165. Map<Ref<Material>, int> material_map;
  166. faces.resize(p_vertices.size() / 3);
  167. for (int i = 0; i < faces.size(); i++) {
  168. Face &f = faces.write[i];
  169. f.vertices[0] = rv[i * 3 + 0];
  170. f.vertices[1] = rv[i * 3 + 1];
  171. f.vertices[2] = rv[i * 3 + 2];
  172. if (uvc == vc) {
  173. f.uvs[0] = ruv[i * 3 + 0];
  174. f.uvs[1] = ruv[i * 3 + 1];
  175. f.uvs[2] = ruv[i * 3 + 2];
  176. }
  177. if (sc == vc / 3)
  178. f.smooth = rs[i];
  179. else
  180. f.smooth = false;
  181. if (ic == vc / 3)
  182. f.invert = ri[i];
  183. else
  184. f.invert = false;
  185. if (mc == vc / 3) {
  186. Ref<Material> mat = rm[i];
  187. if (mat.is_valid()) {
  188. const Map<Ref<Material>, int>::Element *E = material_map.find(mat);
  189. if (E) {
  190. f.material = E->get();
  191. } else {
  192. f.material = material_map.size();
  193. material_map[mat] = f.material;
  194. }
  195. } else {
  196. f.material = -1;
  197. }
  198. }
  199. }
  200. materials.resize(material_map.size());
  201. for (Map<Ref<Material>, int>::Element *E = material_map.front(); E; E = E->next()) {
  202. materials.write[E->get()] = E->key();
  203. }
  204. _regen_face_aabbs();
  205. }
  206. void CSGBrush::copy_from(const CSGBrush &p_brush, const Transform &p_xform) {
  207. faces = p_brush.faces;
  208. materials = p_brush.materials;
  209. for (int i = 0; i < faces.size(); i++) {
  210. for (int j = 0; j < 3; j++) {
  211. faces.write[i].vertices[j] = p_xform.xform(p_brush.faces[i].vertices[j]);
  212. }
  213. }
  214. _regen_face_aabbs();
  215. }
  216. // CSGBrushOperation
  217. void CSGBrushOperation::merge_brushes(Operation p_operation, const CSGBrush &p_brush_a, const CSGBrush &p_brush_b, CSGBrush &r_merged_brush, float p_vertex_snap) {
  218. // Check for face collisions and add necessary faces.
  219. Build2DFaceCollection build2DFaceCollection;
  220. for (int i = 0; i < p_brush_a.faces.size(); i++) {
  221. for (int j = 0; j < p_brush_b.faces.size(); j++) {
  222. if (p_brush_a.faces[i].aabb.intersects_inclusive(p_brush_b.faces[j].aabb)) {
  223. update_faces(p_brush_a, i, p_brush_b, j, build2DFaceCollection, p_vertex_snap);
  224. }
  225. }
  226. }
  227. // Add faces to MeshMerge.
  228. MeshMerge mesh_merge;
  229. mesh_merge.vertex_snap = p_vertex_snap;
  230. for (int i = 0; i < p_brush_a.faces.size(); i++) {
  231. Ref<Material> material;
  232. if (p_brush_a.faces[i].material != -1) {
  233. material = p_brush_a.materials[p_brush_a.faces[i].material];
  234. }
  235. if (build2DFaceCollection.build2DFacesA.has(i)) {
  236. build2DFaceCollection.build2DFacesA[i].addFacesToMesh(mesh_merge, p_brush_a.faces[i].smooth, p_brush_a.faces[i].invert, material, false);
  237. } else {
  238. Vector3 points[3];
  239. Vector2 uvs[3];
  240. for (int j = 0; j < 3; j++) {
  241. points[j] = p_brush_a.faces[i].vertices[j];
  242. uvs[j] = p_brush_a.faces[i].uvs[j];
  243. }
  244. mesh_merge.add_face(points, uvs, p_brush_a.faces[i].smooth, p_brush_a.faces[i].invert, material, false);
  245. }
  246. }
  247. for (int i = 0; i < p_brush_b.faces.size(); i++) {
  248. Ref<Material> material;
  249. if (p_brush_b.faces[i].material != -1) {
  250. material = p_brush_b.materials[p_brush_b.faces[i].material];
  251. }
  252. if (build2DFaceCollection.build2DFacesB.has(i)) {
  253. build2DFaceCollection.build2DFacesB[i].addFacesToMesh(mesh_merge, p_brush_b.faces[i].smooth, p_brush_b.faces[i].invert, material, true);
  254. } else {
  255. Vector3 points[3];
  256. Vector2 uvs[3];
  257. for (int j = 0; j < 3; j++) {
  258. points[j] = p_brush_b.faces[i].vertices[j];
  259. uvs[j] = p_brush_b.faces[i].uvs[j];
  260. }
  261. mesh_merge.add_face(points, uvs, p_brush_b.faces[i].smooth, p_brush_b.faces[i].invert, material, true);
  262. }
  263. }
  264. // Mark faces that ended up inside the intersection.
  265. mesh_merge.mark_inside_faces();
  266. // Create new brush and fill with new faces.
  267. r_merged_brush.faces.clear();
  268. switch (p_operation) {
  269. case OPERATION_UNION: {
  270. int outside_count = 0;
  271. for (int i = 0; i < mesh_merge.faces.size(); i++) {
  272. if (mesh_merge.faces[i].inside)
  273. continue;
  274. outside_count++;
  275. }
  276. r_merged_brush.faces.resize(outside_count);
  277. outside_count = 0;
  278. for (int i = 0; i < mesh_merge.faces.size(); i++) {
  279. if (mesh_merge.faces[i].inside)
  280. continue;
  281. for (int j = 0; j < 3; j++) {
  282. r_merged_brush.faces.write[outside_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
  283. r_merged_brush.faces.write[outside_count].uvs[j] = mesh_merge.faces[i].uvs[j];
  284. }
  285. r_merged_brush.faces.write[outside_count].smooth = mesh_merge.faces[i].smooth;
  286. r_merged_brush.faces.write[outside_count].invert = mesh_merge.faces[i].invert;
  287. r_merged_brush.faces.write[outside_count].material = mesh_merge.faces[i].material_idx;
  288. outside_count++;
  289. }
  290. r_merged_brush._regen_face_aabbs();
  291. } break;
  292. case OPERATION_INTERSECTION: {
  293. int inside_count = 0;
  294. for (int i = 0; i < mesh_merge.faces.size(); i++) {
  295. if (!mesh_merge.faces[i].inside)
  296. continue;
  297. inside_count++;
  298. }
  299. r_merged_brush.faces.resize(inside_count);
  300. inside_count = 0;
  301. for (int i = 0; i < mesh_merge.faces.size(); i++) {
  302. if (!mesh_merge.faces[i].inside)
  303. continue;
  304. for (int j = 0; j < 3; j++) {
  305. r_merged_brush.faces.write[inside_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
  306. r_merged_brush.faces.write[inside_count].uvs[j] = mesh_merge.faces[i].uvs[j];
  307. }
  308. r_merged_brush.faces.write[inside_count].smooth = mesh_merge.faces[i].smooth;
  309. r_merged_brush.faces.write[inside_count].invert = mesh_merge.faces[i].invert;
  310. r_merged_brush.faces.write[inside_count].material = mesh_merge.faces[i].material_idx;
  311. inside_count++;
  312. }
  313. r_merged_brush._regen_face_aabbs();
  314. } break;
  315. case OPERATION_SUBSTRACTION: {
  316. int face_count = 0;
  317. for (int i = 0; i < mesh_merge.faces.size(); i++) {
  318. if (mesh_merge.faces[i].from_b && !mesh_merge.faces[i].inside)
  319. continue;
  320. if (!mesh_merge.faces[i].from_b && mesh_merge.faces[i].inside)
  321. continue;
  322. face_count++;
  323. }
  324. r_merged_brush.faces.resize(face_count);
  325. face_count = 0;
  326. for (int i = 0; i < mesh_merge.faces.size(); i++) {
  327. if (mesh_merge.faces[i].from_b && !mesh_merge.faces[i].inside)
  328. continue;
  329. if (!mesh_merge.faces[i].from_b && mesh_merge.faces[i].inside)
  330. continue;
  331. for (int j = 0; j < 3; j++) {
  332. r_merged_brush.faces.write[face_count].vertices[j] = mesh_merge.points[mesh_merge.faces[i].points[j]];
  333. r_merged_brush.faces.write[face_count].uvs[j] = mesh_merge.faces[i].uvs[j];
  334. }
  335. if (mesh_merge.faces[i].from_b) {
  336. //invert facing of insides of B
  337. SWAP(r_merged_brush.faces.write[face_count].vertices[1], r_merged_brush.faces.write[face_count].vertices[2]);
  338. SWAP(r_merged_brush.faces.write[face_count].uvs[1], r_merged_brush.faces.write[face_count].uvs[2]);
  339. }
  340. r_merged_brush.faces.write[face_count].smooth = mesh_merge.faces[i].smooth;
  341. r_merged_brush.faces.write[face_count].invert = mesh_merge.faces[i].invert;
  342. r_merged_brush.faces.write[face_count].material = mesh_merge.faces[i].material_idx;
  343. face_count++;
  344. }
  345. r_merged_brush._regen_face_aabbs();
  346. } break;
  347. }
  348. // Update the list of materials.
  349. r_merged_brush.materials.resize(mesh_merge.materials.size());
  350. for (const Map<Ref<Material>, int>::Element *E = mesh_merge.materials.front(); E; E = E->next()) {
  351. r_merged_brush.materials.write[E->get()] = E->key();
  352. }
  353. }
  354. // CSGBrushOperation::MeshMerge
  355. // Use a limit to speed up bvh and limit the depth.
  356. #define BVH_LIMIT 8
  357. int CSGBrushOperation::MeshMerge::_create_bvh(FaceBVH *facebvhptr, FaceBVH **facebvhptrptr, int p_from, int p_size, int p_depth, int &r_max_depth, int &r_max_alloc) {
  358. if (p_depth > r_max_depth) {
  359. r_max_depth = p_depth;
  360. }
  361. if (p_size == 0) {
  362. return -1;
  363. }
  364. if (p_size <= BVH_LIMIT) {
  365. for (int i = 0; i < p_size - 1; i++) {
  366. facebvhptrptr[p_from + i]->next = facebvhptrptr[p_from + i + 1] - facebvhptr;
  367. }
  368. return facebvhptrptr[p_from] - facebvhptr;
  369. }
  370. AABB aabb;
  371. aabb = facebvhptrptr[p_from]->aabb;
  372. for (int i = 1; i < p_size; i++) {
  373. aabb.merge_with(facebvhptrptr[p_from + i]->aabb);
  374. }
  375. int li = aabb.get_longest_axis_index();
  376. switch (li) {
  377. case Vector3::AXIS_X: {
  378. SortArray<FaceBVH *, FaceBVHCmpX> sort_x;
  379. sort_x.nth_element(0, p_size, p_size / 2, &facebvhptrptr[p_from]);
  380. //sort_x.sort(&p_bb[p_from],p_size);
  381. } break;
  382. case Vector3::AXIS_Y: {
  383. SortArray<FaceBVH *, FaceBVHCmpY> sort_y;
  384. sort_y.nth_element(0, p_size, p_size / 2, &facebvhptrptr[p_from]);
  385. //sort_y.sort(&p_bb[p_from],p_size);
  386. } break;
  387. case Vector3::AXIS_Z: {
  388. SortArray<FaceBVH *, FaceBVHCmpZ> sort_z;
  389. sort_z.nth_element(0, p_size, p_size / 2, &facebvhptrptr[p_from]);
  390. //sort_z.sort(&p_bb[p_from],p_size);
  391. } break;
  392. }
  393. int left = _create_bvh(facebvhptr, facebvhptrptr, p_from, p_size / 2, p_depth + 1, r_max_depth, r_max_alloc);
  394. int right = _create_bvh(facebvhptr, facebvhptrptr, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, r_max_depth, r_max_alloc);
  395. int index = r_max_alloc++;
  396. FaceBVH *_new = &facebvhptr[index];
  397. _new->aabb = aabb;
  398. _new->center = aabb.position + aabb.size * 0.5;
  399. _new->face = -1;
  400. _new->left = left;
  401. _new->right = right;
  402. _new->next = -1;
  403. return index;
  404. }
  405. void CSGBrushOperation::MeshMerge::_add_distance(List<real_t> &r_intersectionsA, List<real_t> &r_intersectionsB, bool p_from_B, real_t p_distance) const {
  406. List<real_t> &intersections = p_from_B ? r_intersectionsB : r_intersectionsA;
  407. // Check if distance exists.
  408. for (const List<real_t>::Element *E = intersections.front(); E; E = E->next())
  409. if (Math::is_equal_approx(**E, p_distance)) return;
  410. intersections.push_back(p_distance);
  411. }
  412. bool CSGBrushOperation::MeshMerge::_bvh_inside(FaceBVH *facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const {
  413. Face face = faces[p_face_idx];
  414. Vector3 face_points[3] = {
  415. points[face.points[0]],
  416. points[face.points[1]],
  417. points[face.points[2]]
  418. };
  419. Vector3 face_center = (face_points[0] + face_points[1] + face_points[2]) / 3.0;
  420. Vector3 face_normal = Plane(face_points[0], face_points[1], face_points[2]).normal;
  421. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * p_max_depth);
  422. enum {
  423. TEST_AABB_BIT = 0,
  424. VISIT_LEFT_BIT = 1,
  425. VISIT_RIGHT_BIT = 2,
  426. VISIT_DONE_BIT = 3,
  427. VISITED_BIT_SHIFT = 29,
  428. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  429. VISITED_BIT_MASK = ~NODE_IDX_MASK
  430. };
  431. List<real_t> intersectionsA;
  432. List<real_t> intersectionsB;
  433. int level = 0;
  434. int pos = p_bvh_first;
  435. stack[0] = pos;
  436. while (true) {
  437. uint32_t node = stack[level] & NODE_IDX_MASK;
  438. const FaceBVH *current_facebvhptr = &(facebvhptr[node]);
  439. bool done = false;
  440. switch (stack[level] >> VISITED_BIT_SHIFT) {
  441. case TEST_AABB_BIT: {
  442. if (current_facebvhptr->face >= 0) {
  443. while (current_facebvhptr) {
  444. if (p_face_idx != current_facebvhptr->face &&
  445. current_facebvhptr->aabb.intersects_ray(face_center, face_normal)) {
  446. const Face &current_face = faces[current_facebvhptr->face];
  447. Vector3 current_points[3] = {
  448. points[current_face.points[0]],
  449. points[current_face.points[1]],
  450. points[current_face.points[2]]
  451. };
  452. Vector3 current_normal = Plane(current_points[0], current_points[1], current_points[2]).normal;
  453. Vector3 intersection_point;
  454. // Check if faces are co-planar.
  455. if ((current_normal - face_normal).length_squared() < CMP_EPSILON2 &&
  456. is_point_in_triangle(face_center, current_points)) {
  457. // Only add an intersection if not a B face.
  458. if (!face.from_b)
  459. _add_distance(intersectionsA, intersectionsB, current_face.from_b, 0);
  460. } else if (ray_intersects_triangle(face_center, face_normal, current_points, CMP_EPSILON, intersection_point)) {
  461. real_t distance = (intersection_point - face_center).length();
  462. _add_distance(intersectionsA, intersectionsB, current_face.from_b, distance);
  463. }
  464. }
  465. if (current_facebvhptr->next != -1) {
  466. current_facebvhptr = &facebvhptr[current_facebvhptr->next];
  467. } else {
  468. current_facebvhptr = nullptr;
  469. }
  470. }
  471. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  472. } else {
  473. bool valid = current_facebvhptr->aabb.intersects_ray(face_center, face_normal);
  474. if (!valid) {
  475. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  476. } else {
  477. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  478. }
  479. }
  480. continue;
  481. }
  482. case VISIT_LEFT_BIT: {
  483. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  484. stack[level + 1] = current_facebvhptr->left | TEST_AABB_BIT;
  485. level++;
  486. continue;
  487. }
  488. case VISIT_RIGHT_BIT: {
  489. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  490. stack[level + 1] = current_facebvhptr->right | TEST_AABB_BIT;
  491. level++;
  492. continue;
  493. }
  494. case VISIT_DONE_BIT: {
  495. if (level == 0) {
  496. done = true;
  497. break;
  498. } else
  499. level--;
  500. continue;
  501. }
  502. }
  503. if (done)
  504. break;
  505. }
  506. // Inside if face normal intersects other faces an odd number of times.
  507. return (intersectionsA.size() + intersectionsB.size()) & 1;
  508. }
  509. void CSGBrushOperation::MeshMerge::mark_inside_faces() {
  510. // Mark faces that are inside. This helps later do the boolean ops when merging.
  511. // This approach is very brute force with a bunch of optimizations,
  512. // such as BVH and pre AABB intersection test.
  513. Vector<FaceBVH> bvhvec;
  514. bvhvec.resize(faces.size() * 3); // Will never be larger than this (TODO: Make better)
  515. FaceBVH *facebvh = bvhvec.ptrw();
  516. AABB aabb_a;
  517. AABB aabb_b;
  518. bool first_a = true;
  519. bool first_b = true;
  520. for (int i = 0; i < faces.size(); i++) {
  521. facebvh[i].left = -1;
  522. facebvh[i].right = -1;
  523. facebvh[i].face = i;
  524. facebvh[i].aabb.position = points[faces[i].points[0]];
  525. facebvh[i].aabb.expand_to(points[faces[i].points[1]]);
  526. facebvh[i].aabb.expand_to(points[faces[i].points[2]]);
  527. facebvh[i].center = facebvh[i].aabb.position + facebvh[i].aabb.size * 0.5;
  528. facebvh[i].aabb.grow_by(vertex_snap);
  529. facebvh[i].next = -1;
  530. if (faces[i].from_b) {
  531. if (first_b) {
  532. aabb_b = facebvh[i].aabb;
  533. first_b = false;
  534. } else {
  535. aabb_b.merge_with(facebvh[i].aabb);
  536. }
  537. } else {
  538. if (first_a) {
  539. aabb_a = facebvh[i].aabb;
  540. first_a = false;
  541. } else {
  542. aabb_a.merge_with(facebvh[i].aabb);
  543. }
  544. }
  545. }
  546. AABB intersection_aabb = aabb_a.intersection(aabb_b);
  547. // Check if shape AABBs intersect.
  548. if (intersection_aabb.size == Vector3())
  549. return;
  550. Vector<FaceBVH *> bvhtrvec;
  551. bvhtrvec.resize(faces.size());
  552. FaceBVH **bvhptr = bvhtrvec.ptrw();
  553. for (int i = 0; i < faces.size(); i++) {
  554. bvhptr[i] = &facebvh[i];
  555. }
  556. int max_depth = 0;
  557. int max_alloc = faces.size();
  558. _create_bvh(facebvh, bvhptr, 0, faces.size(), 1, max_depth, max_alloc);
  559. for (int i = 0; i < faces.size(); i++) {
  560. // Check if face AABB intersects the intersection AABB.
  561. if (!intersection_aabb.intersects_inclusive(facebvh[i].aabb))
  562. continue;
  563. if (_bvh_inside(facebvh, max_depth, max_alloc - 1, i))
  564. faces.write[i].inside = true;
  565. }
  566. }
  567. void CSGBrushOperation::MeshMerge::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) {
  568. int indices[3];
  569. for (int i = 0; i < 3; i++) {
  570. VertexKey vk;
  571. vk.x = int((double(p_points[i].x) + double(vertex_snap) * 0.31234) / double(vertex_snap));
  572. vk.y = int((double(p_points[i].y) + double(vertex_snap) * 0.31234) / double(vertex_snap));
  573. vk.z = int((double(p_points[i].z) + double(vertex_snap) * 0.31234) / double(vertex_snap));
  574. int res;
  575. if (snap_cache.lookup(vk, res)) {
  576. indices[i] = res;
  577. } else {
  578. indices[i] = points.size();
  579. points.push_back(p_points[i]);
  580. snap_cache.set(vk, indices[i]);
  581. }
  582. }
  583. // Don't add degenerate faces.
  584. if (indices[0] == indices[2] || indices[0] == indices[1] || indices[1] == indices[2])
  585. return;
  586. MeshMerge::Face face;
  587. face.from_b = p_from_b;
  588. face.inside = false;
  589. face.smooth = p_smooth;
  590. face.invert = p_invert;
  591. if (p_material.is_valid()) {
  592. if (!materials.has(p_material)) {
  593. face.material_idx = materials.size();
  594. materials[p_material] = face.material_idx;
  595. } else {
  596. face.material_idx = materials[p_material];
  597. }
  598. } else {
  599. face.material_idx = -1;
  600. }
  601. for (int k = 0; k < 3; k++) {
  602. face.points[k] = indices[k];
  603. face.uvs[k] = p_uvs[k];
  604. }
  605. faces.push_back(face);
  606. }
  607. // CSGBrushOperation::Build2DFaces
  608. int CSGBrushOperation::Build2DFaces::_get_point_idx(const Vector2 &p_point) {
  609. for (int vertex_idx = 0; vertex_idx < vertices.size(); ++vertex_idx) {
  610. if ((p_point - vertices[vertex_idx].point).length_squared() < vertex_snap2)
  611. return vertex_idx;
  612. }
  613. return -1;
  614. }
  615. int CSGBrushOperation::Build2DFaces::_add_vertex(const Vertex2D &p_vertex) {
  616. // Check if vertex exists.
  617. int vertex_id = _get_point_idx(p_vertex.point);
  618. if (vertex_id != -1) return vertex_id;
  619. vertices.push_back(p_vertex);
  620. return vertices.size() - 1;
  621. }
  622. void CSGBrushOperation::Build2DFaces::_add_vertex_idx_sorted(Vector<int> &r_vertex_indices, int p_new_vertex_index) {
  623. if (p_new_vertex_index >= 0 && r_vertex_indices.find(p_new_vertex_index) == -1) {
  624. ERR_FAIL_COND_MSG(p_new_vertex_index >= vertices.size(), "Invalid vertex index.");
  625. // The first vertex.
  626. if (r_vertex_indices.size() == 0) {
  627. // Simply add it.
  628. r_vertex_indices.push_back(p_new_vertex_index);
  629. return;
  630. }
  631. // The second vertex.
  632. if (r_vertex_indices.size() == 1) {
  633. Vector2 first_point = vertices[r_vertex_indices[0]].point;
  634. Vector2 new_point = vertices[p_new_vertex_index].point;
  635. // Sort along the axis with the greatest difference.
  636. int axis = 0;
  637. if (Math::abs(new_point.x - first_point.x) < Math::abs(new_point.y - first_point.y)) axis = 1;
  638. // Add it to the beginning or the end appropriately.
  639. if (new_point[axis] < first_point[axis])
  640. r_vertex_indices.insert(0, p_new_vertex_index);
  641. else
  642. r_vertex_indices.push_back(p_new_vertex_index);
  643. return;
  644. }
  645. // Third or later vertices.
  646. Vector2 first_point = vertices[r_vertex_indices[0]].point;
  647. Vector2 last_point = vertices[r_vertex_indices[r_vertex_indices.size() - 1]].point;
  648. Vector2 new_point = vertices[p_new_vertex_index].point;
  649. // Determine axis being sorted against i.e. the axis with the greatest difference.
  650. int axis = 0;
  651. if (Math::abs(last_point.x - first_point.x) < Math::abs(last_point.y - first_point.y)) axis = 1;
  652. // Insert the point at the appropriate index.
  653. for (int insert_idx = 0; insert_idx < r_vertex_indices.size(); ++insert_idx) {
  654. Vector2 insert_point = vertices[r_vertex_indices[insert_idx]].point;
  655. if (new_point[axis] < insert_point[axis]) {
  656. r_vertex_indices.insert(insert_idx, p_new_vertex_index);
  657. return;
  658. }
  659. }
  660. // New largest, add it to the end.
  661. r_vertex_indices.push_back(p_new_vertex_index);
  662. }
  663. }
  664. void CSGBrushOperation::Build2DFaces::_merge_faces(const Vector<int> &p_segment_indices) {
  665. int segments = p_segment_indices.size() - 1;
  666. if (segments < 2) return;
  667. // Faces around an inner vertex are merged by moving the inner vertex to the first vertex.
  668. for (int sorted_idx = 1; sorted_idx < segments; ++sorted_idx) {
  669. int closest_idx = 0;
  670. int inner_idx = p_segment_indices[sorted_idx];
  671. if (sorted_idx > segments / 2) {
  672. // Merge to other segment end.
  673. closest_idx = segments;
  674. // Reverse the merge order.
  675. inner_idx = p_segment_indices[segments + segments / 2 - sorted_idx];
  676. }
  677. // Find the mergeable faces.
  678. Vector<int> merge_faces_idx;
  679. Vector<Face2D> merge_faces;
  680. Vector<int> merge_faces_inner_vertex_idx;
  681. for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
  682. for (int face_vertex_idx = 0; face_vertex_idx < 3; ++face_vertex_idx) {
  683. if (faces[face_idx].vertex_idx[face_vertex_idx] == inner_idx) {
  684. merge_faces_idx.push_back(face_idx);
  685. merge_faces.push_back(faces[face_idx]);
  686. merge_faces_inner_vertex_idx.push_back(face_vertex_idx);
  687. }
  688. }
  689. }
  690. Vector<int> degenerate_points;
  691. // Create the new faces.
  692. for (int merge_idx = 0; merge_idx < merge_faces.size(); ++merge_idx) {
  693. int outer_edge_idx[2];
  694. outer_edge_idx[0] = merge_faces[merge_idx].vertex_idx[(merge_faces_inner_vertex_idx[merge_idx] + 1) % 3];
  695. outer_edge_idx[1] = merge_faces[merge_idx].vertex_idx[(merge_faces_inner_vertex_idx[merge_idx] + 2) % 3];
  696. // Skip flattened faces.
  697. if (outer_edge_idx[0] == p_segment_indices[closest_idx] ||
  698. outer_edge_idx[1] == p_segment_indices[closest_idx]) continue;
  699. //Don't create degenerate triangles.
  700. Vector2 edge1[2] = {
  701. vertices[outer_edge_idx[0]].point,
  702. vertices[p_segment_indices[closest_idx]].point
  703. };
  704. Vector2 edge2[2] = {
  705. vertices[outer_edge_idx[1]].point,
  706. vertices[p_segment_indices[closest_idx]].point
  707. };
  708. if (are_segements_parallel(edge1, edge2, vertex_snap2)) {
  709. if (!degenerate_points.find(outer_edge_idx[0]))
  710. degenerate_points.push_back(outer_edge_idx[0]);
  711. if (!degenerate_points.find(outer_edge_idx[1]))
  712. degenerate_points.push_back(outer_edge_idx[1]);
  713. continue;
  714. }
  715. // Create new faces.
  716. Face2D new_face;
  717. new_face.vertex_idx[0] = p_segment_indices[closest_idx];
  718. new_face.vertex_idx[1] = outer_edge_idx[0];
  719. new_face.vertex_idx[2] = outer_edge_idx[1];
  720. faces.push_back(new_face);
  721. }
  722. // Delete the old faces in reverse index order.
  723. merge_faces_idx.sort();
  724. merge_faces_idx.invert();
  725. for (int i = 0; i < merge_faces_idx.size(); ++i)
  726. faces.remove(merge_faces_idx[i]);
  727. if (degenerate_points.size() == 0) continue;
  728. // Split faces using degenerate points.
  729. for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
  730. Face2D face = faces[face_idx];
  731. Vertex2D face_vertices[3] = {
  732. vertices[face.vertex_idx[0]],
  733. vertices[face.vertex_idx[1]],
  734. vertices[face.vertex_idx[2]]
  735. };
  736. Vector2 face_points[3] = {
  737. face_vertices[0].point,
  738. face_vertices[1].point,
  739. face_vertices[2].point
  740. };
  741. for (int point_idx = 0; point_idx < degenerate_points.size(); ++point_idx) {
  742. int degenerate_idx = degenerate_points[point_idx];
  743. Vector2 point_2D = vertices[degenerate_idx].point;
  744. // Check if point is existing face vertex.
  745. bool existing = false;
  746. for (int i = 0; i < 3; ++i) {
  747. if ((point_2D - face_vertices[i].point).length_squared() < vertex_snap2) {
  748. existing = true;
  749. break;
  750. }
  751. }
  752. if (existing) continue;
  753. // Check if point is on an each edge.
  754. for (int face_edge_idx = 0; face_edge_idx < 3; ++face_edge_idx) {
  755. Vector2 edge_points[2] = {
  756. face_points[face_edge_idx],
  757. face_points[(face_edge_idx + 1) % 3]
  758. };
  759. Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(point_2D, edge_points);
  760. if ((closest_point - point_2D).length_squared() < vertex_snap2) {
  761. int opposite_vertex_idx = face.vertex_idx[(face_edge_idx + 2) % 3];
  762. // If new vertex snaps to degenerate vertex, just delete this face.
  763. if (degenerate_idx == opposite_vertex_idx) {
  764. faces.remove(face_idx);
  765. // Update index.
  766. --face_idx;
  767. break;
  768. }
  769. // Create two new faces around the new edge and remove this face.
  770. // The new edge is the last edge.
  771. Face2D left_face;
  772. left_face.vertex_idx[0] = degenerate_idx;
  773. left_face.vertex_idx[1] = face.vertex_idx[(face_edge_idx + 1) % 3];
  774. left_face.vertex_idx[2] = opposite_vertex_idx;
  775. Face2D right_face;
  776. right_face.vertex_idx[0] = opposite_vertex_idx;
  777. right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx];
  778. right_face.vertex_idx[2] = degenerate_idx;
  779. faces.remove(face_idx);
  780. faces.insert(face_idx, right_face);
  781. faces.insert(face_idx, left_face);
  782. // Don't check against the new faces.
  783. ++face_idx;
  784. // No need to check other edges.
  785. break;
  786. }
  787. }
  788. }
  789. }
  790. }
  791. }
  792. void CSGBrushOperation::Build2DFaces::_find_edge_intersections(const Vector2 p_segment_points[2], Vector<int> &r_segment_indices) {
  793. // For each face.
  794. for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
  795. Face2D face = faces[face_idx];
  796. Vertex2D face_vertices[3] = {
  797. vertices[face.vertex_idx[0]],
  798. vertices[face.vertex_idx[1]],
  799. vertices[face.vertex_idx[2]]
  800. };
  801. // Check each edge.
  802. for (int face_edge_idx = 0; face_edge_idx < 3; ++face_edge_idx) {
  803. Vector2 edge_points[2] = {
  804. face_vertices[face_edge_idx].point,
  805. face_vertices[(face_edge_idx + 1) % 3].point
  806. };
  807. Vector2 edge_uvs[2] = {
  808. face_vertices[face_edge_idx].uv,
  809. face_vertices[(face_edge_idx + 1) % 3].uv
  810. };
  811. Vector2 intersection_point;
  812. // First check if the ends of the segment are on the edge.
  813. bool on_edge = false;
  814. for (int edge_point_idx = 0; edge_point_idx < 2; ++edge_point_idx) {
  815. intersection_point = Geometry::get_closest_point_to_segment_2d(p_segment_points[edge_point_idx], edge_points);
  816. if ((intersection_point - p_segment_points[edge_point_idx]).length_squared() < vertex_snap2) {
  817. on_edge = true;
  818. break;
  819. }
  820. }
  821. // Else check if the segment intersects the edge.
  822. if (on_edge || Geometry::segment_intersects_segment_2d(p_segment_points[0], p_segment_points[1], edge_points[0], edge_points[1], &intersection_point)) {
  823. // Check if intersection point is an edge point.
  824. if ((intersection_point - edge_points[0]).length_squared() < vertex_snap2 ||
  825. (intersection_point - edge_points[1]).length_squared() < vertex_snap2) continue;
  826. // Check if edge exists, by checking if the intersecting segment is parallel to the edge.
  827. if (are_segements_parallel(p_segment_points, edge_points, vertex_snap2)) continue;
  828. // Add the intersection point as a new vertex.
  829. Vertex2D new_vertex;
  830. new_vertex.point = intersection_point;
  831. new_vertex.uv = interpolate_segment_uv(edge_points, edge_uvs, intersection_point);
  832. int new_vertex_idx = _add_vertex(new_vertex);
  833. int opposite_vertex_idx = face.vertex_idx[(face_edge_idx + 2) % 3];
  834. _add_vertex_idx_sorted(r_segment_indices, new_vertex_idx);
  835. // If new vertex snaps to opposite vertex, just delete this face.
  836. if (new_vertex_idx == opposite_vertex_idx) {
  837. faces.remove(face_idx);
  838. // Update index.
  839. --face_idx;
  840. break;
  841. }
  842. // If opposite point is on the segemnt, add its index to segment indices too.
  843. Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(vertices[opposite_vertex_idx].point, p_segment_points);
  844. if ((closest_point - vertices[opposite_vertex_idx].point).length_squared() < vertex_snap2)
  845. _add_vertex_idx_sorted(r_segment_indices, opposite_vertex_idx);
  846. // Create two new faces around the new edge and remove this face.
  847. // The new edge is the last edge.
  848. Face2D left_face;
  849. left_face.vertex_idx[0] = new_vertex_idx;
  850. left_face.vertex_idx[1] = face.vertex_idx[(face_edge_idx + 1) % 3];
  851. left_face.vertex_idx[2] = opposite_vertex_idx;
  852. Face2D right_face;
  853. right_face.vertex_idx[0] = opposite_vertex_idx;
  854. right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx];
  855. right_face.vertex_idx[2] = new_vertex_idx;
  856. faces.remove(face_idx);
  857. faces.insert(face_idx, right_face);
  858. faces.insert(face_idx, left_face);
  859. // Check against the new faces.
  860. --face_idx;
  861. break;
  862. }
  863. }
  864. }
  865. }
  866. int CSGBrushOperation::Build2DFaces::_insert_point(const Vector2 &p_point) {
  867. int new_vertex_idx = -1;
  868. for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
  869. Face2D face = faces[face_idx];
  870. Vertex2D face_vertices[3] = {
  871. vertices[face.vertex_idx[0]],
  872. vertices[face.vertex_idx[1]],
  873. vertices[face.vertex_idx[2]]
  874. };
  875. Vector2 points[3] = {
  876. face_vertices[0].point,
  877. face_vertices[1].point,
  878. face_vertices[2].point
  879. };
  880. Vector2 uvs[3] = {
  881. face_vertices[0].uv,
  882. face_vertices[1].uv,
  883. face_vertices[2].uv
  884. };
  885. // Skip degenerate triangles.
  886. if (is_triangle_degenerate(points, vertex_snap2)) {
  887. continue;
  888. }
  889. // Check if point is existing face vertex.
  890. for (int i = 0; i < 3; ++i) {
  891. if ((p_point - face_vertices[i].point).length_squared() < vertex_snap2)
  892. return face.vertex_idx[i];
  893. }
  894. // Check if point is on an each edge.
  895. bool on_edge = false;
  896. for (int face_edge_idx = 0; face_edge_idx < 3; ++face_edge_idx) {
  897. Vector2 edge_points[2] = {
  898. points[face_edge_idx],
  899. points[(face_edge_idx + 1) % 3]
  900. };
  901. Vector2 edge_uvs[2] = {
  902. uvs[face_edge_idx],
  903. uvs[(face_edge_idx + 1) % 3]
  904. };
  905. Vector2 closest_point = Geometry::get_closest_point_to_segment_2d(p_point, edge_points);
  906. if ((closest_point - p_point).length_squared() < vertex_snap2) {
  907. on_edge = true;
  908. // Add the point as a new vertex.
  909. Vertex2D new_vertex;
  910. new_vertex.point = p_point;
  911. new_vertex.uv = interpolate_segment_uv(edge_points, edge_uvs, p_point);
  912. new_vertex_idx = _add_vertex(new_vertex);
  913. int opposite_vertex_idx = face.vertex_idx[(face_edge_idx + 2) % 3];
  914. // If new vertex snaps to opposite vertex, just delete this face.
  915. if (new_vertex_idx == opposite_vertex_idx) {
  916. faces.remove(face_idx);
  917. // Update index.
  918. --face_idx;
  919. break;
  920. }
  921. // Don't create degenerate triangles.
  922. Vector2 split_edge1[2] = { vertices[new_vertex_idx].point, edge_points[0] };
  923. Vector2 split_edge2[2] = { vertices[new_vertex_idx].point, edge_points[1] };
  924. Vector2 new_edge[2] = { vertices[new_vertex_idx].point, vertices[opposite_vertex_idx].point };
  925. if (are_segements_parallel(split_edge1, new_edge, vertex_snap2) &&
  926. are_segements_parallel(split_edge2, new_edge, vertex_snap2)) {
  927. break;
  928. }
  929. // Create two new faces around the new edge and remove this face.
  930. // The new edge is the last edge.
  931. Face2D left_face;
  932. left_face.vertex_idx[0] = new_vertex_idx;
  933. left_face.vertex_idx[1] = face.vertex_idx[(face_edge_idx + 1) % 3];
  934. left_face.vertex_idx[2] = opposite_vertex_idx;
  935. Face2D right_face;
  936. right_face.vertex_idx[0] = opposite_vertex_idx;
  937. right_face.vertex_idx[1] = face.vertex_idx[face_edge_idx];
  938. right_face.vertex_idx[2] = new_vertex_idx;
  939. faces.remove(face_idx);
  940. faces.insert(face_idx, right_face);
  941. faces.insert(face_idx, left_face);
  942. // Don't check against the new faces.
  943. ++face_idx;
  944. // No need to check other edges.
  945. break;
  946. }
  947. }
  948. // If not on an edge, check if the point is inside the face.
  949. if (!on_edge && Geometry::is_point_in_triangle(p_point, face_vertices[0].point, face_vertices[1].point, face_vertices[2].point)) {
  950. // Add the point as a new vertex.
  951. Vertex2D new_vertex;
  952. new_vertex.point = p_point;
  953. new_vertex.uv = interpolate_triangle_uv(points, uvs, p_point);
  954. new_vertex_idx = _add_vertex(new_vertex);
  955. // Create three new faces around this point and remove this face.
  956. // The new vertex is the last vertex.
  957. for (int i = 0; i < 3; ++i) {
  958. // Don't create degenerate triangles.
  959. Vector2 new_points[3] = { points[i], points[(i + 1) % 3], vertices[new_vertex_idx].point };
  960. if (is_triangle_degenerate(new_points, vertex_snap2)) {
  961. continue;
  962. }
  963. Face2D new_face;
  964. new_face.vertex_idx[0] = face.vertex_idx[i];
  965. new_face.vertex_idx[1] = face.vertex_idx[(i + 1) % 3];
  966. new_face.vertex_idx[2] = new_vertex_idx;
  967. faces.push_back(new_face);
  968. }
  969. faces.remove(face_idx);
  970. // No need to check other faces.
  971. break;
  972. }
  973. }
  974. return new_vertex_idx;
  975. }
  976. void CSGBrushOperation::Build2DFaces::insert(const CSGBrush &p_brush, int p_face_idx) {
  977. // Find edge points that cross the plane and face points that are in the plane.
  978. // Map those points to 2D.
  979. // Create new faces from those points.
  980. Vector2 points_2D[3];
  981. int points_count = 0;
  982. for (int i = 0; i < 3; i++) {
  983. Vector3 point_3D = p_brush.faces[p_face_idx].vertices[i];
  984. if (plane.has_point(point_3D)) {
  985. // Point is in the plane, add it.
  986. Vector3 point_2D = plane.project(point_3D);
  987. point_2D = to_2D.xform(point_2D);
  988. points_2D[points_count++] = Vector2(point_2D.x, point_2D.y);
  989. } else {
  990. Vector3 next_point_3D = p_brush.faces[p_face_idx].vertices[(i + 1) % 3];
  991. if (plane.has_point(next_point_3D))
  992. continue; // Next point is in plane, it will be added separately.
  993. if (plane.is_point_over(point_3D) == plane.is_point_over(next_point_3D))
  994. continue; // Both points on the same side of the plane, ignore.
  995. // Edge crosses the plane, find and add the intersection point.
  996. Vector3 point_2D;
  997. if (plane.intersects_segment(point_3D, next_point_3D, &point_2D)) {
  998. point_2D = to_2D.xform(point_2D);
  999. points_2D[points_count++] = Vector2(point_2D.x, point_2D.y);
  1000. }
  1001. }
  1002. }
  1003. Vector<int> segment_indices;
  1004. Vector2 segment[2];
  1005. int inserted_index[3] = { -1, -1, -1 };
  1006. // Insert points.
  1007. for (int i = 0; i < points_count; ++i) {
  1008. inserted_index[i] = _insert_point(points_2D[i]);
  1009. }
  1010. if (points_count == 2) {
  1011. // Insert a single segment.
  1012. segment[0] = points_2D[0];
  1013. segment[1] = points_2D[1];
  1014. _find_edge_intersections(segment, segment_indices);
  1015. for (int i = 0; i < 2; ++i) {
  1016. _add_vertex_idx_sorted(segment_indices, inserted_index[i]);
  1017. }
  1018. _merge_faces(segment_indices);
  1019. }
  1020. if (points_count == 3) {
  1021. // Insert three segments.
  1022. for (int edge_idx = 0; edge_idx < 3; ++edge_idx) {
  1023. segment[0] = points_2D[edge_idx];
  1024. segment[1] = points_2D[(edge_idx + 1) % 3];
  1025. _find_edge_intersections(segment, segment_indices);
  1026. for (int i = 0; i < 2; ++i) {
  1027. _add_vertex_idx_sorted(segment_indices, inserted_index[(edge_idx + i) % 3]);
  1028. }
  1029. _merge_faces(segment_indices);
  1030. segment_indices.clear();
  1031. }
  1032. }
  1033. }
  1034. void CSGBrushOperation::Build2DFaces::addFacesToMesh(MeshMerge &r_mesh_merge, bool p_smooth, bool p_invert, const Ref<Material> &p_material, bool p_from_b) {
  1035. for (int face_idx = 0; face_idx < faces.size(); ++face_idx) {
  1036. Face2D face = faces[face_idx];
  1037. Vertex2D fv[3] = {
  1038. vertices[face.vertex_idx[0]],
  1039. vertices[face.vertex_idx[1]],
  1040. vertices[face.vertex_idx[2]]
  1041. };
  1042. // Convert 2D vertex points to 3D.
  1043. Vector3 points_3D[3];
  1044. Vector2 uvs[3];
  1045. for (int i = 0; i < 3; ++i) {
  1046. Vector3 point_2D(fv[i].point.x, fv[i].point.y, 0);
  1047. points_3D[i] = to_3D.xform(point_2D);
  1048. uvs[i] = fv[i].uv;
  1049. }
  1050. r_mesh_merge.add_face(points_3D, uvs, p_smooth, p_invert, p_material, p_from_b);
  1051. }
  1052. }
  1053. CSGBrushOperation::Build2DFaces::Build2DFaces(const CSGBrush &p_brush, int p_face_idx, float p_vertex_snap2) :
  1054. vertex_snap2(p_vertex_snap2 * p_vertex_snap2) {
  1055. // Convert 3D vertex points to 2D.
  1056. Vector3 points_3D[3] = {
  1057. p_brush.faces[p_face_idx].vertices[0],
  1058. p_brush.faces[p_face_idx].vertices[1],
  1059. p_brush.faces[p_face_idx].vertices[2],
  1060. };
  1061. plane = Plane(points_3D[0], points_3D[1], points_3D[2]);
  1062. to_3D.origin = points_3D[0];
  1063. to_3D.basis.set_axis(2, plane.normal);
  1064. to_3D.basis.set_axis(0, (points_3D[1] - points_3D[2]).normalized());
  1065. to_3D.basis.set_axis(1, to_3D.basis.get_axis(0).cross(to_3D.basis.get_axis(2)).normalized());
  1066. to_2D = to_3D.affine_inverse();
  1067. Face2D face;
  1068. for (int i = 0; i < 3; i++) {
  1069. Vertex2D vertex;
  1070. Vector3 point_2D = to_2D.xform(points_3D[i]);
  1071. vertex.point.x = point_2D.x;
  1072. vertex.point.y = point_2D.y;
  1073. vertex.uv = p_brush.faces[p_face_idx].uvs[i];
  1074. vertices.push_back(vertex);
  1075. face.vertex_idx[i] = i;
  1076. }
  1077. faces.push_back(face);
  1078. }
  1079. void CSGBrushOperation::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) {
  1080. Vector3 vertices_a[3] = {
  1081. p_brush_a.faces[p_face_idx_a].vertices[0],
  1082. p_brush_a.faces[p_face_idx_a].vertices[1],
  1083. p_brush_a.faces[p_face_idx_a].vertices[2],
  1084. };
  1085. Vector3 vertices_b[3] = {
  1086. p_brush_b.faces[p_face_idx_b].vertices[0],
  1087. p_brush_b.faces[p_face_idx_b].vertices[1],
  1088. p_brush_b.faces[p_face_idx_b].vertices[2],
  1089. };
  1090. // Don't use degenerate faces.
  1091. bool has_degenerate = false;
  1092. if (is_snapable(vertices_a[0], vertices_a[1], p_vertex_snap) ||
  1093. is_snapable(vertices_a[0], vertices_a[2], p_vertex_snap) ||
  1094. is_snapable(vertices_a[1], vertices_a[2], p_vertex_snap)) {
  1095. p_collection.build2DFacesA[p_face_idx_a] = Build2DFaces();
  1096. has_degenerate = true;
  1097. }
  1098. if (is_snapable(vertices_b[0], vertices_b[1], p_vertex_snap) ||
  1099. is_snapable(vertices_b[0], vertices_b[2], p_vertex_snap) ||
  1100. is_snapable(vertices_b[1], vertices_b[2], p_vertex_snap)) {
  1101. p_collection.build2DFacesB[p_face_idx_b] = Build2DFaces();
  1102. has_degenerate = true;
  1103. }
  1104. if (has_degenerate) return;
  1105. // Ensure B has points either side of or in the plane of A.
  1106. int in_plane_count = 0, over_count = 0, under_count = 0;
  1107. Plane plane_a(vertices_a[0], vertices_a[1], vertices_a[2]);
  1108. ERR_FAIL_COND_MSG(plane_a.normal == Vector3(), "Couldn't form plane from Brush A face.");
  1109. for (int i = 0; i < 3; i++) {
  1110. if (plane_a.has_point(vertices_b[i]))
  1111. in_plane_count++;
  1112. else if (plane_a.is_point_over(vertices_b[i]))
  1113. over_count++;
  1114. else
  1115. under_count++;
  1116. }
  1117. // If all points under or over the plane, there is no intesection.
  1118. if (over_count == 3 || under_count == 3) return;
  1119. // Ensure A has points either side of or in the plane of B.
  1120. in_plane_count = 0;
  1121. over_count = 0;
  1122. under_count = 0;
  1123. Plane plane_b(vertices_b[0], vertices_b[1], vertices_b[2]);
  1124. ERR_FAIL_COND_MSG(plane_b.normal == Vector3(), "Couldn't form plane from Brush B face.");
  1125. for (int i = 0; i < 3; i++) {
  1126. if (plane_b.has_point(vertices_a[i]))
  1127. in_plane_count++;
  1128. else if (plane_b.is_point_over(vertices_a[i]))
  1129. over_count++;
  1130. else
  1131. under_count++;
  1132. }
  1133. // If all points under or over the plane, there is no intesection.
  1134. if (over_count == 3 || under_count == 3) return;
  1135. // Check for intersection using the SAT theorem.
  1136. {
  1137. // Edge pair cross product combinations.
  1138. for (int i = 0; i < 3; i++) {
  1139. Vector3 axis_a = (vertices_a[i] - vertices_a[(i + 1) % 3]).normalized();
  1140. for (int j = 0; j < 3; j++) {
  1141. Vector3 axis_b = (vertices_b[j] - vertices_b[(j + 1) % 3]).normalized();
  1142. Vector3 sep_axis = axis_a.cross(axis_b);
  1143. if (sep_axis == Vector3())
  1144. continue; //colineal
  1145. sep_axis.normalize();
  1146. real_t min_a = 1e20, max_a = -1e20;
  1147. real_t min_b = 1e20, max_b = -1e20;
  1148. for (int k = 0; k < 3; k++) {
  1149. real_t d = sep_axis.dot(vertices_a[k]);
  1150. min_a = MIN(min_a, d);
  1151. max_a = MAX(max_a, d);
  1152. d = sep_axis.dot(vertices_b[k]);
  1153. min_b = MIN(min_b, d);
  1154. max_b = MAX(max_b, d);
  1155. }
  1156. min_b -= (max_a - min_a) * 0.5;
  1157. max_b += (max_a - min_a) * 0.5;
  1158. real_t dmin = min_b - (min_a + max_a) * 0.5;
  1159. real_t dmax = max_b - (min_a + max_a) * 0.5;
  1160. if (dmin > CMP_EPSILON || dmax < -CMP_EPSILON) {
  1161. return; // Does not contain zero, so they don't overlap.
  1162. }
  1163. }
  1164. }
  1165. }
  1166. // If we're still here, the faces probably intersect, so add new faces.
  1167. if (!p_collection.build2DFacesA.has(p_face_idx_a)) {
  1168. p_collection.build2DFacesA[p_face_idx_a] = Build2DFaces(p_brush_a, p_face_idx_a, p_vertex_snap);
  1169. }
  1170. p_collection.build2DFacesA[p_face_idx_a].insert(p_brush_b, p_face_idx_b);
  1171. if (!p_collection.build2DFacesB.has(p_face_idx_b)) {
  1172. p_collection.build2DFacesB[p_face_idx_b] = Build2DFaces(p_brush_b, p_face_idx_b, p_vertex_snap);
  1173. }
  1174. p_collection.build2DFacesB[p_face_idx_b].insert(p_brush_a, p_face_idx_a);
  1175. }