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Merge commit godotengine/godot@1f47e4c4e3
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@@ -57,150 +57,18 @@ struct CSGBrush {
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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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inline void _regen_face_aabbs() {
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for (int i = 0; i < faces.size(); i++) {
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faces.write[i].aabb = AABB();
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faces.write[i].aabb.position = faces[i].vertices[0];
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faces.write[i].aabb.expand_to(faces[i].vertices[1]);
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faces.write[i].aabb.expand_to(faces[i].vertices[2]);
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}
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}
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// Create a brush from faces.
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void 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_invert_faces);
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void copy_from(const CSGBrush &p_brush, const Transform3D &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_SUBTRACTION,
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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 = false;
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bool inside = false;
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int points[3] = {};
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Vector2 uvs[3];
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bool smooth = false;
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bool invert = false;
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int material_idx = 0;
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};
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struct FaceBVH {
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int face = 0;
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int left = 0;
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int right = 0;
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int next = 0;
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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_murmur3_one_32(p_vk.x);
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h = hash_murmur3_one_32(p_vk.y, h);
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h = hash_murmur3_one_32(p_vk.z, h);
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return h;
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}
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};
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struct Intersection {
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bool found = false;
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real_t conormal = FLT_MAX;
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real_t distance_squared = FLT_MAX;
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real_t origin_angle = FLT_MAX;
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};
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struct IntersectionDistance {
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bool is_conormal;
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real_t distance_squared;
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};
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Vector<Vector3> points;
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Vector<Face> faces;
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HashMap<Ref<Material>, int> materials;
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HashMap<Vector3, int> vertex_map;
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OAHashMap<VertexKey, int, VertexKeyHash> snap_cache;
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float vertex_snap = 0.0;
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inline void _add_distance(List<IntersectionDistance> &r_intersectionsA, List<IntersectionDistance> &r_intersectionsB, bool p_from_B, real_t p_distance, bool p_is_conormal) const;
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inline bool _bvh_inside(FaceBVH *r_facebvhptr, int p_max_depth, int p_bvh_first, int p_face_idx) const;
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inline int _create_bvh(FaceBVH *r_facebvhptr, FaceBVH **r_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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Transform3D to_2D;
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Transform3D to_3D;
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float vertex_snap2 = 0.0;
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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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HashMap<int, Build2DFaces> build2DFacesA;
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HashMap<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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