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