// Original CSG.JS library by Evan Wallace (http://madebyevan.com), under the MIT license. // GitHub: https://github.com/evanw/csg.js/ // // C++ port by Tomasz Dabrowski (http://28byteslater.com), under the MIT license. // GitHub: https://github.com/dabroz/csgjs-cpp/ // // C# port by Karl Henkel (parabox.co), under MIT license. // // Constructive Solid Geometry (CSG) is a modeling technique that uses Boolean // operations like union and intersection to combine 3D solids. This library // implements CSG operations on meshes elegantly and concisely using BSP trees, // and is meant to serve as an easily understandable implementation of the // algorithm. All edge cases involving overlapping coplanar polygons in both // solids are correctly handled. using UnityEngine; using System.Collections.Generic; using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo("Unity.ProBuilder.Editor.Tests")] namespace UnityEngine.ProBuilder.Csg { /// /// Base class for CSG operations. Contains GameObject level methods for Subtraction, Intersection, and Union /// operations. The GameObjects passed to these functions will not be modified. /// static class CSG { public enum BooleanOp { Intersection, Union, Subtraction } const float k_DefaultEpsilon = 0.00001f; static float s_Epsilon = k_DefaultEpsilon; /// /// Tolerance used by determine whether planes are coincident. /// public static float epsilon { get => s_Epsilon; set => s_Epsilon = value; } /// /// Performs a boolean operation on two GameObjects. /// /// A new mesh. public static Model Perform(BooleanOp op, GameObject lhs, GameObject rhs) { switch (op) { case BooleanOp.Intersection: return Intersect(lhs, rhs); case BooleanOp.Union: return Union(lhs, rhs); case BooleanOp.Subtraction: return Subtract(lhs, rhs); default: return null; } } /// /// Returns a new mesh by merging @lhs with @rhs. /// /// The base mesh of the boolean operation. /// The input mesh of the boolean operation. /// A new mesh if the operation succeeds, or null if an error occurs. public static Model Union(GameObject lhs, GameObject rhs) { Model csg_model_a = new Model(lhs); Model csg_model_b = new Model(rhs); Node a = new Node(csg_model_a.ToPolygons()); Node b = new Node(csg_model_b.ToPolygons()); List polygons = Node.Union(a, b).AllPolygons(); return new Model(polygons); } /// /// Returns a new mesh by subtracting @lhs with @rhs. /// /// The base mesh of the boolean operation. /// The input mesh of the boolean operation. /// A new mesh if the operation succeeds, or null if an error occurs. public static Model Subtract(GameObject lhs, GameObject rhs) { Model csg_model_a = new Model(lhs); Model csg_model_b = new Model(rhs); Node a = new Node(csg_model_a.ToPolygons()); Node b = new Node(csg_model_b.ToPolygons()); List polygons = Node.Subtract(a, b).AllPolygons(); return new Model(polygons); } /// /// Returns a new mesh by intersecting @lhs with @rhs. /// /// The base mesh of the boolean operation. /// The input mesh of the boolean operation. /// A new mesh if the operation succeeds, or null if an error occurs. public static Model Intersect(GameObject lhs, GameObject rhs) { Model csg_model_a = new Model(lhs); Model csg_model_b = new Model(rhs); Node a = new Node(csg_model_a.ToPolygons()); Node b = new Node(csg_model_b.ToPolygons()); List polygons = Node.Intersect(a, b).AllPolygons(); return new Model(polygons); } } }