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fda444bb01
Uses MeshGL64 for more floating point precision. Co-Authored-By: 31 <31eee384@gmail.com> Co-Authored-By: Claudio Z <120678869+cloudofoz@users.noreply.github.com>
126 lines
4.4 KiB
C++
126 lines
4.4 KiB
C++
/**************************************************************************/
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/* csg.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "csg.h"
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#include "core/math/geometry_2d.h"
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#include "core/math/math_funcs.h"
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#include "core/templates/sort_array.h"
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#include "scene/resources/mesh_data_tool.h"
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#include "scene/resources/surface_tool.h"
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#include "thirdparty/manifold/include/manifold/manifold.h"
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// CSGBrush
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void CSGBrush::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_flip_faces) {
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faces.clear();
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int vc = p_vertices.size();
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ERR_FAIL_COND((vc % 3) != 0);
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const Vector3 *rv = p_vertices.ptr();
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int uvc = p_uvs.size();
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const Vector2 *ruv = p_uvs.ptr();
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int sc = p_smooth.size();
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const bool *rs = p_smooth.ptr();
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int mc = p_materials.size();
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const Ref<Material> *rm = p_materials.ptr();
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int ic = p_flip_faces.size();
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const bool *ri = p_flip_faces.ptr();
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HashMap<Ref<Material>, int> material_map;
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faces.resize(p_vertices.size() / 3);
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for (int i = 0; i < faces.size(); i++) {
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Face &f = faces.write[i];
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f.vertices[0] = rv[i * 3 + 0];
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f.vertices[1] = rv[i * 3 + 1];
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f.vertices[2] = rv[i * 3 + 2];
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if (uvc == vc) {
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f.uvs[0] = ruv[i * 3 + 0];
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f.uvs[1] = ruv[i * 3 + 1];
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f.uvs[2] = ruv[i * 3 + 2];
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}
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if (sc == vc / 3) {
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f.smooth = rs[i];
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} else {
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f.smooth = false;
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}
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if (ic == vc / 3) {
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f.invert = ri[i];
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} else {
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f.invert = false;
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}
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if (mc == vc / 3) {
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Ref<Material> mat = rm[i];
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if (mat.is_valid()) {
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HashMap<Ref<Material>, int>::ConstIterator E = material_map.find(mat);
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if (E) {
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f.material = E->value;
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} else {
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f.material = material_map.size();
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material_map[mat] = f.material;
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}
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} else {
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f.material = -1;
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}
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}
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}
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materials.resize(material_map.size());
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for (const KeyValue<Ref<Material>, int> &E : material_map) {
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materials.write[E.value] = E.key;
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}
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_regen_face_aabbs();
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}
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void CSGBrush::copy_from(const CSGBrush &p_brush, const Transform3D &p_xform) {
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faces = p_brush.faces;
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materials = p_brush.materials;
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for (int i = 0; i < faces.size(); i++) {
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for (int j = 0; j < 3; j++) {
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faces.write[i].vertices[j] = p_xform.xform(p_brush.faces[i].vertices[j]);
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}
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}
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_regen_face_aabbs();
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}
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