/**************************************************************************/ /* csg.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "csg.h" #include "core/math/geometry_2d.h" #include "core/math/math_funcs.h" #include "core/templates/sort_array.h" #include "scene/resources/mesh_data_tool.h" #include "scene/resources/surface_tool.h" #include "thirdparty/manifold/include/manifold/manifold.h" // CSGBrush void CSGBrush::build_from_faces(const Vector &p_vertices, const Vector &p_uvs, const Vector &p_smooth, const Vector> &p_materials, const Vector &p_flip_faces) { faces.clear(); int vc = p_vertices.size(); ERR_FAIL_COND((vc % 3) != 0); const Vector3 *rv = p_vertices.ptr(); int uvc = p_uvs.size(); const Vector2 *ruv = p_uvs.ptr(); int sc = p_smooth.size(); const bool *rs = p_smooth.ptr(); int mc = p_materials.size(); const Ref *rm = p_materials.ptr(); int ic = p_flip_faces.size(); const bool *ri = p_flip_faces.ptr(); HashMap, int> material_map; faces.resize(p_vertices.size() / 3); for (int i = 0; i < faces.size(); i++) { Face &f = faces.write[i]; f.vertices[0] = rv[i * 3 + 0]; f.vertices[1] = rv[i * 3 + 1]; f.vertices[2] = rv[i * 3 + 2]; if (uvc == vc) { f.uvs[0] = ruv[i * 3 + 0]; f.uvs[1] = ruv[i * 3 + 1]; f.uvs[2] = ruv[i * 3 + 2]; } if (sc == vc / 3) { f.smooth = rs[i]; } else { f.smooth = false; } if (ic == vc / 3) { f.invert = ri[i]; } else { f.invert = false; } if (mc == vc / 3) { Ref mat = rm[i]; if (mat.is_valid()) { HashMap, int>::ConstIterator E = material_map.find(mat); if (E) { f.material = E->value; } else { f.material = material_map.size(); material_map[mat] = f.material; } } else { f.material = -1; } } } materials.resize(material_map.size()); for (const KeyValue, int> &E : material_map) { materials.write[E.value] = E.key; } _regen_face_aabbs(); } void CSGBrush::copy_from(const CSGBrush &p_brush, const Transform3D &p_xform) { faces = p_brush.faces; materials = p_brush.materials; for (int i = 0; i < faces.size(); i++) { for (int j = 0; j < 3; j++) { faces.write[i].vertices[j] = p_xform.xform(p_brush.faces[i].vertices[j]); } } _regen_face_aabbs(); }