public void DirtyTree() { cachedMesh = null; cachedRenderMesh = null; if (Left != null) Left.DirtyTree(); if (Right != null) Right.DirtyTree(); }
// Creates a clone of the mesh #region Clone public CSGMesh Clone() { var newPlanes = new Plane[Planes.Length]; for (int i = 0; i < Planes.Length; i++) { var plane = Planes[i]; newPlanes[i] = new Plane(plane.A, plane.B, plane.C, plane.D); } var newPolygons = new List <Polygon>(Polygons.Count); foreach (var polygon in Polygons) { var newPolygon = new Polygon(); newPolygon.FirstIndex = polygon.FirstIndex; newPolygon.Visible = polygon.Visible; newPolygon.Category = polygon.Category; newPolygon.PlaneIndex = polygon.PlaneIndex; newPolygon.Bounds.Set(polygon.Bounds); newPolygons.Add(newPolygon); } var newEdges = new List <HalfEdge>(Edges.Count); foreach (var edge in Edges) { var newEdge = new HalfEdge(); newEdge.NextIndex = edge.NextIndex; newEdge.PolygonIndex = edge.PolygonIndex; newEdge.TwinIndex = edge.TwinIndex; newEdge.VertexIndex = edge.VertexIndex; newEdges.Add(newEdge); } var newVertices = new List <Vector3>(Vertices.Count); foreach (var vertex in Vertices) { var newVertex = new Vector3(vertex.X, vertex.Y, vertex.Z); newVertices.Add(newVertex); } var newBounds = new AABB(Bounds); var newMesh = new CSGMesh( newPlanes, newPolygons, newEdges, newVertices, newBounds); return(newMesh); }
// Create meshes for a given number of nodes and perform CSG on these. #region ProcessCSGNodes private static void ProcessNode(CSGNode node, CSGNode root) { if (node.cachedMesh == null) { if (node.NodeType != CSGNodeType.Brush) { ProcessNode(node.Left, node); ProcessNode(node.Right, node); node.cachedMesh = CSGMesh.Combine(node.Translation, node.Left, node.Right); node.Bounds.Clear(); node.Bounds.Add(node.Left.Bounds.Translated(Vector3.Subtract(node.Left.Translation, node.Translation))); node.Bounds.Add(node.Right.Bounds.Translated(Vector3.Subtract(node.Right.Translation, node.Translation))); UpdateMesh(node, root); } else { node.cachedMesh = CSGMesh.CreateFromPlanes(node.Generator.GetPlanes(node.WorldTransformation)); node.Bounds.Set(node.cachedMesh.Bounds); } } }
public CSGMesh Clone() { var newPlanes = new Plane[Planes.Length]; for (int i = 0; i < Planes.Length; i++) { var plane = Planes[i]; newPlanes[i] = new Plane(plane.A, plane.B, plane.C, plane.D); } var newPolygons = new List<Polygon>(Polygons.Count); foreach (var polygon in Polygons) { var newPolygon = new Polygon(); newPolygon.FirstIndex = polygon.FirstIndex; newPolygon.Visible = polygon.Visible; newPolygon.Category = polygon.Category; newPolygon.PlaneIndex = polygon.PlaneIndex; newPolygon.Bounds.Set(polygon.Bounds); newPolygons.Add(newPolygon); } var newEdges = new List<HalfEdge>(Edges.Count); foreach (var edge in Edges) { var newEdge = new HalfEdge(); newEdge.NextIndex = edge.NextIndex; newEdge.PolygonIndex = edge.PolygonIndex; newEdge.TwinIndex = edge.TwinIndex; newEdge.VertexIndex = edge.VertexIndex; newEdges.Add(newEdge); } var newVertices = new List<Vector3>(Vertices.Count); foreach (var vertex in Vertices) { var newVertex = new Vector3(vertex.X, vertex.Y, vertex.Z); newVertices.Add(newVertex); } var newBounds = new AABB(Bounds); var newMesh = new CSGMesh( newPlanes, newPolygons, newEdges, newVertices, newBounds); return newMesh; }
public void DirtyUp() { cachedMesh = null; cachedRenderMesh = null; if (Parent != null) Parent.DirtyUp(); }
static void LogicalOr( CSGNode processedNode, CSGMesh processedMesh, CSGNode categorizationNode, List<Polygon> inputPolygons, List<Polygon> inside, List<Polygon> aligned, List<Polygon> revAligned, List<Polygon> outside, bool inverseLeft, bool inverseRight) { var leftNode = categorizationNode.Left; var rightNode = categorizationNode.Right; var defaultCapacity = inputPolygons.Count / 2; // ... Allocations are ridiculously cheap in .NET, there is a garbage collection penalty however. // CSG can be performed without temporary buffers and recursion by using flags, // which would increase performance and scalability (garbage collection interfers with parallelization). // It makes the code a lot harder to read however. var leftAligned = new List<Polygon>(defaultCapacity); var leftRevAligned = new List<Polygon>(defaultCapacity); var leftOutside = new List<Polygon>(defaultCapacity); //var leftInside = new List<Polygon>(defaultCapacity); // everything that's inside the left node // is always part of the inside category // First categorize polygons in left path ... if (inverseLeft) Categorize(processedNode, processedMesh, leftNode, inputPolygons, leftOutside, leftRevAligned, leftAligned, inside); else Categorize(processedNode, processedMesh, leftNode, inputPolygons, inside, leftAligned, leftRevAligned, leftOutside); // ... Then categorize the polygons in the right path // Note that no single polygon will go into more than one of the Categorize methods below if (inverseRight) { if (leftAligned.Count > 0) { if (inside == aligned) { inside.AddRange(leftAligned); } else Categorize(processedNode, processedMesh, rightNode, leftAligned, aligned, inside, aligned, inside); } if (leftRevAligned.Count > 0) { if (inside == revAligned) { inside.AddRange(leftRevAligned); } else Categorize(processedNode, processedMesh, rightNode, leftRevAligned, revAligned, revAligned, inside, inside); } if (leftOutside.Count > 0) { Categorize(processedNode, processedMesh, rightNode, leftOutside, outside, revAligned, aligned, inside); } } else { if (leftAligned.Count > 0) { if (inside == aligned) { inside.AddRange(leftAligned); } else Categorize(processedNode, processedMesh, rightNode, leftAligned, inside, aligned, inside, aligned); } if (leftRevAligned.Count > 0) { if (inside == revAligned) { inside.AddRange(leftRevAligned); } else Categorize(processedNode, processedMesh, rightNode, leftRevAligned, inside, inside, revAligned, revAligned); } if (leftOutside.Count > 0) { Categorize(processedNode, processedMesh, rightNode, leftOutside, inside, aligned, revAligned, outside); } } }
public static void Categorize(CSGNode processedNode, CSGMesh processedMesh, CSGNode categorizationNode, List<Polygon> inputPolygons, List<Polygon> inside, List<Polygon> aligned, List<Polygon> revAligned, List<Polygon> outside) { // When you go deep enough in the tree it's possible that all categories point to the same // destination. So we detect that and potentially avoid a lot of wasted work. if (inside == revAligned && inside == aligned && inside == outside) { inside.AddRange(inputPolygons); return; } Restart: if (processedNode == categorizationNode) { // When the currently processed node is the same node as we categorize against, then // we know that all our polygons are visible and we set their default category // (usually aligned, unless it's an instancing node in which case it's precalculated) foreach (var polygon in inputPolygons) { switch (polygon.Category) { case PolygonCategory.Aligned: aligned.Add(polygon); break; case PolygonCategory.ReverseAligned: revAligned.Add(polygon); break; case PolygonCategory.Inside: inside.Add(polygon); break; case PolygonCategory.Outside: outside.Add(polygon); break; } // When brushes overlap and they share the same surface area we only want to keep // the polygons of the last brush in the tree, and skip all others. // At this point in the tree we know that this polygon belongs to this brush, so // we set it to visible. If the polygon is found to share the surface area with another // brush further on in the tree it'll be set to invisible again in mesh.Intersect. polygon.Visible = true; } return; } var leftNode = categorizationNode.Left; var rightNode = categorizationNode.Right; switch (categorizationNode.NodeType) { case CSGNodeType.Brush: { processedMesh.Intersect( categorizationNode.Bounds, categorizationNode.Generator.GetPlanes(categorizationNode.WorldTransformation), categorizationNode.Translation, processedNode.Translation, inputPolygons, inside, aligned, revAligned, outside); break; } case CSGNodeType.Addition: { // ( A || B) var relativeLeftTrans = Vector3.Subtract(processedNode.Translation, leftNode.Translation); var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation); if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds)) { if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds)) { // When our polygons lie outside the bounds of both the left and the right node, then // all the polygons can be categorized as being 'outside' outside.AddRange(inputPolygons); } else { //Categorize(processedNode, mesh, right, // inputPolygons, // inside, aligned, revAligned, outside); categorizationNode = rightNode; goto Restart; } } else if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds)) { //Categorize(processedNode, left, mesh, // inputPolygons, // inside, aligned, revAligned, outside); categorizationNode = leftNode; goto Restart; } else { LogicalOr(processedNode, processedMesh, categorizationNode, inputPolygons, inside, aligned, revAligned, outside, false, false); } break; } case CSGNodeType.Common: { // !(!A || !B) var relativeLeftTrans = Vector3.Subtract(processedNode.Translation, leftNode.Translation); var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation); if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds) || AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds)) { // When our polygons lie outside the bounds of both the left and the right node, then // all the polygons can be categorized as being 'outside' outside.AddRange(inputPolygons); } else { LogicalOr(processedNode, processedMesh, categorizationNode, inputPolygons, outside, revAligned, aligned, inside, true, true); } break; } case CSGNodeType.Subtraction: { // !(!A || B) var relativeLeftTrans = Vector3.Subtract(processedNode.Translation, leftNode.Translation); var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation); if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds)) { // When our polygons lie outside the bounds of both the left node, then // all the polygons can be categorized as being 'outside' outside.AddRange(inputPolygons); } else if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds)) { categorizationNode = leftNode; goto Restart; } else { LogicalOr(processedNode, processedMesh, categorizationNode, inputPolygons, outside, revAligned, aligned, inside, true, false); } break; } } }
// We cache our base meshes here public static ConcurrentDictionary <CSGNode, CSGMesh> ProcessCSGNodes(CSGNode root, IEnumerable <CSGNode> nodes) { var meshes = new ConcurrentDictionary <CSGNode, CSGMesh>(); var buildMesh = (Action <CSGNode>) delegate(CSGNode node) { CSGMesh mesh; if (node.cachedMesh == null) { // If the node we're performing csg on is a brush, we simply create the geometry from the planes // If the node is a more complicated node, we perform csg on it's child nodes and combine the // meshes that are created. // Note that right now we cache brushes per node, but we can improve on this by caching on // node type instead. Since lots of nodes will have the same geometry in real life and only // need to be created once. It won't help much in runtime performance considering they're // cached anyway, but it'll save on memory usage. if (node.NodeType != CSGNodeType.Brush) { var childNodes = CSGUtility.FindChildBrushes(node, root.Transformation.Transform); var brushMeshes = ProcessCSGNodes(node, childNodes); mesh = CSGMesh.Combine(node.Translation, brushMeshes); } else { mesh = CSGMesh.CreateFromPlanes(node.Generator.GetPlanes(node.WorldTransformation)); } // Cache the mesh node.cachedMesh = mesh; } else { mesh = node.cachedMesh; } // Clone the cached mesh so we can perform CSG on it. var clonedMesh = mesh; //.Clone(); node.Bounds.Set(clonedMesh.Bounds); meshes[node] = clonedMesh; }; var updateDelegate = (Action <KeyValuePair <CSGNode, CSGMesh> >) delegate(KeyValuePair <CSGNode, CSGMesh> item) { var processedNode = item.Key; var processedMesh = item.Value; var inputPolygons = processedMesh.Polygons; var insidePolygons = new List <Polygon>(inputPolygons.Count); var outsidePolygons = new List <Polygon>(inputPolygons.Count); var alignedPolygons = new List <Polygon>(inputPolygons.Count); var reversedPolygons = new List <Polygon>(inputPolygons.Count); CSGCategorization.Categorize(processedNode, processedMesh, root, inputPolygons, // these are the polygons that are categorized insidePolygons, alignedPolygons, reversedPolygons, outsidePolygons ); // Flag all non aligned polygons as being invisible, and store their categorizations // so we can use it if we instance this mesh. foreach (var polygon in insidePolygons) { polygon.Category = PolygonCategory.Inside; polygon.Visible = false; } foreach (var polygon in outsidePolygons) { polygon.Category = PolygonCategory.Outside; polygon.Visible = false; } foreach (var polygon in alignedPolygons) { polygon.Category = PolygonCategory.Aligned; } foreach (var polygon in reversedPolygons) { polygon.Category = PolygonCategory.ReverseAligned; } }; // // Here we run build the meshes and perform csg on them either in serial or parallel // foreach (var node in nodes) { buildMesh(node); } CSGUtility.UpdateBounds(root); foreach (var item in meshes) { updateDelegate(item); } //ProcessNode(root, root); //Parallel.ForEach(nodes, ProcessNode); //CSGUtility.UpdateBounds(root); //UpdateMesh(root, root); //Parallel.ForEach(meshes, updateDelegate); //*/ return(meshes); }
// Logical OR set operation on polygons // // Table showing final output from combination of categorization of left and right node // // | right node // | inside aligned r-aligned outside // -----------------+------------------------------------------ // left inside | I I I I // node aligned | I A I A // r-aligned | I I R R // outside | I A R O // // I = inside A = aligned // O = outside R = reverse aligned // #region LogicalOr static void LogicalOr(CSGNode processedNode, CSGMesh processedMesh, CSGNode categorizationNode, List <Polygon> inputPolygons, List <Polygon> inside, List <Polygon> aligned, List <Polygon> revAligned, List <Polygon> outside, bool inverseLeft, bool inverseRight) { var leftNode = categorizationNode.Left; var rightNode = categorizationNode.Right; var defaultCapacity = inputPolygons.Count / 2; // ... Allocations are ridiculously cheap in .NET, there is a garbage collection penalty however. // CSG can be performed without temporary buffers and recursion by using flags, // which would increase performance and scalability (garbage collection interfers with parallelization). // It makes the code a lot harder to read however. var leftAligned = new List <Polygon>(defaultCapacity); var leftRevAligned = new List <Polygon>(defaultCapacity); var leftOutside = new List <Polygon>(defaultCapacity); //var leftInside = new List<Polygon>(defaultCapacity); // everything that's inside the left node // is always part of the inside category // First categorize polygons in left path ... if (inverseLeft) { Categorize(processedNode, processedMesh, leftNode, inputPolygons, leftOutside, leftRevAligned, leftAligned, inside); } else { Categorize(processedNode, processedMesh, leftNode, inputPolygons, inside, leftAligned, leftRevAligned, leftOutside); } // ... Then categorize the polygons in the right path // Note that no single polygon will go into more than one of the Categorize methods below if (inverseRight) { if (leftAligned.Count > 0) { if (inside == aligned) { inside.AddRange(leftAligned); } else { Categorize(processedNode, processedMesh, rightNode, leftAligned, aligned, inside, aligned, inside); } } if (leftRevAligned.Count > 0) { if (inside == revAligned) { inside.AddRange(leftRevAligned); } else { Categorize(processedNode, processedMesh, rightNode, leftRevAligned, revAligned, revAligned, inside, inside); } } if (leftOutside.Count > 0) { Categorize(processedNode, processedMesh, rightNode, leftOutside, outside, revAligned, aligned, inside); } } else { if (leftAligned.Count > 0) { if (inside == aligned) { inside.AddRange(leftAligned); } else { Categorize(processedNode, processedMesh, rightNode, leftAligned, inside, aligned, inside, aligned); } } if (leftRevAligned.Count > 0) { if (inside == revAligned) { inside.AddRange(leftRevAligned); } else { Categorize(processedNode, processedMesh, rightNode, leftRevAligned, inside, inside, revAligned, revAligned); } } if (leftOutside.Count > 0) { Categorize(processedNode, processedMesh, rightNode, leftOutside, inside, aligned, revAligned, outside); } } }
// Categorize the given inputPolygons as being inside/outside or (reverse-)aligned // with the shape that is defined by the current brush or csg-branch. // When an inputPolygon crosses the node, it is split into pieces and every individual // piece is then categorized. #region Categorize public static void Categorize(CSGNode processedNode, CSGMesh processedMesh, CSGNode categorizationNode, List <Polygon> inputPolygons, List <Polygon> inside, List <Polygon> aligned, List <Polygon> revAligned, List <Polygon> outside) { // When you go deep enough in the tree it's possible that all categories point to the same // destination. So we detect that and potentially avoid a lot of wasted work. if (inside == revAligned && inside == aligned && inside == outside) { inside.AddRange(inputPolygons); return; } Restart: if (processedNode == categorizationNode) { // When the currently processed node is the same node as we categorize against, then // we know that all our polygons are visible and we set their default category // (usually aligned, unless it's an instancing node in which case it's precalculated) foreach (var polygon in inputPolygons) { switch (polygon.Category) { case PolygonCategory.Aligned: aligned.Add(polygon); break; case PolygonCategory.ReverseAligned: revAligned.Add(polygon); break; case PolygonCategory.Inside: inside.Add(polygon); break; case PolygonCategory.Outside: outside.Add(polygon); break; } // When brushes overlap and they share the same surface area we only want to keep // the polygons of the last brush in the tree, and skip all others. // At this point in the tree we know that this polygon belongs to this brush, so // we set it to visible. If the polygon is found to share the surface area with another // brush further on in the tree it'll be set to invisible again in mesh.Intersect. polygon.Visible = true; } return; } var leftNode = categorizationNode.Left; var rightNode = categorizationNode.Right; switch (categorizationNode.NodeType) { case CSGNodeType.Brush: { processedMesh.Intersect(categorizationNode.Bounds, categorizationNode.Generator.GetPlanes(categorizationNode.WorldTransformation), categorizationNode.Translation, processedNode.Translation, inputPolygons, inside, aligned, revAligned, outside); break; } case CSGNodeType.Addition: { // ( A || B) var relativeLeftTrans = Vector3.Subtract(processedNode.Translation, leftNode.Translation); var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation); if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds)) { if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds)) { // When our polygons lie outside the bounds of both the left and the right node, then // all the polygons can be categorized as being 'outside' outside.AddRange(inputPolygons); } else { //Categorize(processedNode, mesh, right, // inputPolygons, // inside, aligned, revAligned, outside); categorizationNode = rightNode; goto Restart; } } else if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds)) { //Categorize(processedNode, left, mesh, // inputPolygons, // inside, aligned, revAligned, outside); categorizationNode = leftNode; goto Restart; } else { LogicalOr(processedNode, processedMesh, categorizationNode, inputPolygons, inside, aligned, revAligned, outside, false, false); } break; } case CSGNodeType.Common: { // !(!A || !B) var relativeLeftTrans = Vector3.Subtract(processedNode.Translation, leftNode.Translation); var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation); if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds) || AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds)) { // When our polygons lie outside the bounds of both the left and the right node, then // all the polygons can be categorized as being 'outside' outside.AddRange(inputPolygons); } else { LogicalOr(processedNode, processedMesh, categorizationNode, inputPolygons, outside, revAligned, aligned, inside, true, true); } break; } case CSGNodeType.Subtraction: { // !(!A || B) var relativeLeftTrans = Vector3.Subtract(processedNode.Translation, leftNode.Translation); var relativeRightTrans = Vector3.Subtract(processedNode.Translation, rightNode.Translation); if (AABB.IsOutside(processedNode.Bounds, relativeLeftTrans, leftNode.Bounds)) { // When our polygons lie outside the bounds of both the left node, then // all the polygons can be categorized as being 'outside' outside.AddRange(inputPolygons); } else if (AABB.IsOutside(processedNode.Bounds, relativeRightTrans, rightNode.Bounds)) { categorizationNode = leftNode; goto Restart; } else { LogicalOr(processedNode, processedMesh, categorizationNode, inputPolygons, outside, revAligned, aligned, inside, true, false); } break; } } }