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csg.lua
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csg.lua
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-- utility functions for lists stored in Lua tables
local function lmap(t, f)
local res = {};
for i,v in ipairs(t) do res[i] = f(v); end
return res;
end
local function lcopy(t)
local t2 = {}
for k,v in pairs(t) do t2[k] = v end
return t2
end
local function lappend(t1, t2)
local res = lcopy(t1)
for i,v in ipairs(t2) do table.insert(res, v) end
return res
end
local function lreverse(t)
for i=1, math.floor(#t / 2) do
t[i], t[#t - i + 1] = t[#t - i + 1], t[i]
end
return t
end
-- Constructive Solid Geometry (CSG) is a modeling technique that uses Boolean
-- operations like union and intersection to combine 3D solids. self.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.
--
-- Example usage:
--
-- local cube = CSG.cube()
-- local sphere = CSG.sphere({ radius: 1.3 })
-- local polygons = cube.subtract(sphere).toPolygons()
--
--
-- ## Implementation Details
--
-- All CSG operations are implemented in terms of two functions, `clipTo()` and
-- `invert()`, which remove parts of a BSP tree inside another BSP tree and swap
-- solid and empty space, respectively. To find the union of `a` and `b`, we
-- want to remove everything in `a` inside `b` and everything in `b` inside `a`,
-- then combine polygons from `a` and `b` into one solid:
--
-- a:clipTo(b)
-- b:clipTo(a)
-- a:build(b:allPolygons())
--
-- The only tricky part is handling overlapping coplanar polygons in both trees.
-- The code above keeps both copies, but we need to keep them in one tree and
-- remove them in the other tree. To remove them from `b` we can clip the
-- inverse of `b` against `a`. The code for union now looks like self.
--
-- a:clipTo(b)
-- b:clipTo(a)
-- b:invert()
-- b:clipTo(a)
-- b:invert()
-- a:build(b:allPolygons())
--
-- Subtraction and intersection naturally follow from set operations. If
-- union is `A | B`, subtraction is `A - B = ~(~A | B)` and intersection is
-- `A & B = ~(~A | ~B)` where `~` is the complement operator.
--
-- ## License
--
-- Copyright (c) 2011 Evan Wallace (http:--madebyevan.com/), under the MIT license.
local m = {}
m.__index = m
m.__add = function (lhs, rhs) return lhs:union(rhs) end
m.__sub = function (lhs, rhs) return lhs:subtract(rhs) end
m.__mul = function (lhs, rhs) return lhs:intersect(rhs) end
local CSG = {}
--- Create an empty CSG primitive.
-- Holds a representation of triangle mesh that supports CSG manipulations,
-- inside a binary space partition tree. Two CSG primitives can be combined
-- using the `union()`, `subtract()`, and `intersect()` methods.
function m.new()
local self = setmetatable({}, m)
self.polygons = {}
return self
end
-- Construct a CSG primitive from a list of `CSG.Polygon` instances.
function m.fromPolygons(polygons)
local self = m.new()
self.polygons = polygons
return self
end
--- Create CSG representation from a solid shape.
-- Solid is a table that stores vertices in nested table under key `vlist`,
-- and indices to triangle vertices in a flat table under key `ilist`.
function m.fromSolid(solid, shared)
local self = m.new()
for i = 1, #solid.ilist - 2, 3 do
local v1 = solid.vlist[solid.ilist[i + 0]]
local v2 = solid.vlist[solid.ilist[i + 1]]
local v3 = solid.vlist[solid.ilist[i + 2]]
local triangle = {
m.Vertex.new(vec3(unpack(v1)), vec3(select(4, unpack(v1)))),
m.Vertex.new(vec3(unpack(v2)), vec3(select(4, unpack(v2)))),
m.Vertex.new(vec3(unpack(v3)), vec3(select(4, unpack(v3))))}
table.insert(self.polygons, m.Polygon.new(triangle, shared))
end
return self
end
--- Create a copy of CSG object.
-- This is not needed for normal use as union/subtract/intersect operations
-- internally clone the input objects to keep them preserved.
function m:clone()
local other = m.new()
other.polygons = lmap(self.polygons, function(p) return p:clone() end)
return other
end
function m:transform(m)
local x,y,z
local transformed = {}
for i, polygon in ipairs(self.polygons) do
for j, v in ipairs(polygon.vertices) do
if not transformed[v] then
v.pos.x, v.pos.y, v.pos.z = m:mul(v.pos.x, v.pos.y, v.pos.z)
v.normal.x, v.normal.y, v.normal.z = m:mul(v.normal.x, v.normal.y, v.normal.z)
transformed[v] = true
end
end
end
return self
end
function m:toPolygons()
return self.polygons
end
--- Create a CSG that covers volumes of both supplied CSG objects.
-- +-------+ +-------+
-- | | | |
-- | A | | |
-- | +--+----+ => | +----+
-- +----+--+ | +----+ |
-- | B | | |
-- | | | |
-- +-------+ +-------+
function m:union(csg)
local a = m.Node.new(self:clone().polygons)
local b = m.Node.new(csg:clone().polygons)
a:clipTo(b)
b:clipTo(a)
b:invert()
b:clipTo(a)
b:invert()
a:build(b:allPolygons())
return m.fromPolygons(a:allPolygons())
end
--- Create a CSG that subtracts volume of second CSG from the first CSG.
-- +-------+ +-------+
-- | | | |
-- | A | | |
-- | +--+----+ => | +--+
-- +----+--+ | +----+
-- | B |
-- | |
-- +-------+
--
function m:subtract(csg)
local a = m.Node.new(self:clone().polygons)
local b = m.Node.new(csg:clone().polygons)
a:invert()
a:clipTo(b)
b:clipTo(a)
b:invert()
b:clipTo(a)
b:invert()
a:build(b:allPolygons())
a:invert()
return m.fromPolygons(a:allPolygons())
end
--- Create a CSG that covers only volume that both first and second CSG cover.
-- +-------+
-- | |
-- | A |
-- | +--+----+ => +--+
-- +----+--+ | +--+
-- | B |
-- | |
-- +-------+
--
function m:intersect(csg)
local a = m.Node.new(self:clone().polygons)
local b = m.Node.new(csg:clone().polygons)
a:invert()
b:clipTo(a)
b:invert()
a:clipTo(b)
b:clipTo(a)
a:build(b:allPolygons())
a:invert()
return m.fromPolygons(a:allPolygons())
end
--- Return a CSG with solid and empty space inverted.
function m:inverse()
local csg = self:clone()
lmap(csg.polygons, function(p) p:flip() end)
return csg
end
-- # class Vertex
-- Represents a vertex of a polygon. Use your own vertex class instead of this
-- one to provide additional features like texture coordinates and vertex
-- colors. Custom vertex classes need to provide a `pos` property and `clone()`,
-- `flip()`, and `interpolate()` methods that behave analogous to the ones
-- defined by `CSG.Vertex`. self.class provides `normal` so convenience
-- functions like `CSG.sphere()` can return a smooth vertex normal, but `normal`
-- is not used anywhere else.
m.Vertex = {}
m.Vertex.__index = m.Vertex
function m.Vertex.new(pos, normal)
local self = setmetatable({}, m.Vertex)
self.pos = lovr.math.newVec3(pos)
self.normal = lovr.math.newVec3(normal)
return self
end
function m.Vertex:clone()
return m.Vertex.new(self.pos, self.normal)
end
-- Invert all orientation-specific data (e.g. vertex normal). Called when the
-- orientation of a polygon is flipped.
function m.Vertex:flip()
self.normal:mul(-1)
end
-- Create a vertex between self.vertex and `other` by linearly
-- interpolating all properties using a parameter of `t`. Subclasses should
-- override self.to interpolate additional properties.
function m.Vertex:interpolate(other, t)
return m.Vertex.new(
vec3(self.pos):lerp(other.pos, t),
vec3(self.normal):lerp(other.normal, t)
)
end
-- # class Plane
-- Represents a plane in 3D space.
m.Plane = {
EPSILON = 1e-5, -- tolerance used by `splitPolygon()` to decide if a point is on the plane
}
m.Plane.__index = m.Plane
function m.Plane.new(normal, w)
local self = setmetatable({}, m.Plane)
self.normal = lovr.math.newVec3(normal)
self.w = w
return self
end
function m.Plane.fromPoints(a, b, c)
local n = vec3(b):sub(a):cross(vec3(c):sub(a)):normalize()
return m.Plane.new(n, n:dot(a))
end
function m.Plane:clone()
return m.Plane.new(self.normal, self.w)
end
function m.Plane:flip()
self.normal:mul(-1)
self.w = -self.w
end
-- Split `polygon` by self.plane if needed, then put the polygon or polygon
-- fragments in the appropriate lists. Coplanar polygons go into either
-- `coplanarFront` or `coplanarBack` depending on their orientation with
-- respect to self.plane. Polygons in front or in back of self.plane go into
-- either `front` or `back`.
function m.Plane:splitPolygon(polygon, coplanarFront, coplanarBack, front, back)
local COPLANAR = 0
local FRONT = 1
local BACK = 2
local SPANNING = 3
-- Classify each point as well as the entire polygon into one of the above
-- four classes.
local polygonType = 0
local types = {}
for i, v in ipairs(polygon.vertices) do
local t = self.normal:dot(v.pos) - self.w
local ptype = COPLANAR
if (t < -m.Plane.EPSILON) then
ptype = BACK
elseif (t > m.Plane.EPSILON) then
ptype = FRONT
end
if (ptype ~= 0) then
polygonType = bit.bor(polygonType, ptype)
end
table.insert(types, ptype)
end
-- Put the polygon in the correct list, splitting it when necessary.
if(polygonType == COPLANAR) then
if self.normal:dot(polygon.plane.normal) > 0 then
table.insert(coplanarFront, polygon)
else
table.insert(coplanarBack, polygon)
end
elseif(polygonType == FRONT) then
table.insert(front, polygon)
elseif(polygonType == BACK) then
table.insert(back, polygon)
elseif(polygonType == SPANNING) then
local f = {}
local b = {}
for i, vi in ipairs(polygon.vertices) do
local j = 1 + (i % #polygon.vertices)
local ti = types[i]
local tj = types[j]
local vj = polygon.vertices[j]
if (ti ~= BACK) then table.insert(f, vi) end
if (ti ~= FRONT) then
if (ti ~= BACK) then
table.insert(b, vi:clone())
else
table.insert(b, vi)
end
end
if (bit.bor(ti, tj) == SPANNING) then
local t = (self.w - self.normal:dot(vi.pos)) / self.normal:dot(vec3(vj.pos):sub(vi.pos))
local v = vi:interpolate(vj, t)
table.insert(f, v)
table.insert(b, v:clone())
end
end
if (#f >= 3) then table.insert(front, m.Polygon.new(f, polygon.shared)) end
if (#b >= 3) then table.insert(back, m.Polygon.new(b, polygon.shared)) end
end
lovr.math.drain()
end
-- # class Polygon
-- Represents a convex polygon. The vertices used to initialize a polygon must
-- be coplanar and form a convex loop. They do not have to be `CSG.Vertex`
-- instances but they must behave similarly (duck typing can be used for
-- customization).
--
-- Each convex polygon has a `shared` property, which is shared between all
-- polygons that are clones of each other or were split from the same polygon.
-- self.can be used to define per-polygon properties (such as surface color).
m.Polygon = {}
m.Polygon.__index = m.Polygon
function m.Polygon.new(vertices, shared)
local self = setmetatable({}, m.Polygon)
self.vertices = vertices
self.shared = shared
self.plane = m.Plane.fromPoints(vertices[1].pos, vertices[2].pos, vertices[3].pos)
return self
end
function m.Polygon:clone()
local vertices = lmap(self.vertices, function(v) return v:clone() end)
return m.Polygon.new(vertices, self.shared)
end
function m.Polygon:flip()
lmap(lreverse(self.vertices), function(v) v:flip() end)
self.plane:flip()
end
--/ class Node --------------------------------------------------------------------------
-- Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
-- by picking a polygon to split along. That polygon (and all other coplanar
-- polygons) are added directly to that node and the other polygons are added to
-- the front and/or back subtrees. This is not a leafy BSP tree since there is
-- no distinction between internal and leaf nodes.
m.Node = {}
m.Node.__index = m.Node
function m.Node.new(polygons)
local self = setmetatable({}, m.Node)
self.plane = nil
self.front = nil
self.back = nil
self.polygons = {}
if (polygons) then self:build(polygons) end
return self
end
function m.Node:clone()
local other = m.Node.new()
other.plane = self.plane and self.plane:clone()
other.front = self.front and self.front:clone()
other.back = self.back and self.back:clone()
other.polygons = lmap(self.polygons, function(p) return p:clone() end)
return other
end
-- Convert solid space to empty space and empty space to solid space.
function m.Node:invert()
for i, p in ipairs(self.polygons) do
p:flip()
end
self.plane:flip()
if (self.front) then self.front:invert() end
if (self.back) then self.back:invert() end
local temp = self.front
self.front = self.back
self.back = temp
end
-- Recursively remove all polygons in `polygons` that are inside self.BSP
-- tree.
function m.Node:clipPolygons(polygons)
if (not self.plane) then return lcopy(polygons) end
local front = {}
local back = {}
for i, p in ipairs(polygons) do
self.plane:splitPolygon(p, front, back, front, back)
end
if (self.front) then front = self.front:clipPolygons(front) end
if (self.back) then back = self.back:clipPolygons(back)
else back = {} end
return lappend(front, back)
end
-- Remove all polygons in self.BSP tree that are inside the other BSP tree
-- `bsp`.
function m.Node:clipTo(bsp)
self.polygons = bsp:clipPolygons(self.polygons)
if (self.front) then self.front:clipTo(bsp) end
if (self.back) then self.back:clipTo(bsp) end
end
-- Return a list of all polygons in self.BSP tree.
function m.Node:allPolygons()
local polygons = lcopy(self.polygons)
if (self.front) then polygons = lappend(polygons, self.front:allPolygons()) end
if (self.back) then polygons = lappend(polygons, self.back:allPolygons()) end
return polygons
end
-- Build a BSP tree out of `polygons`. When called on an existing tree, the
-- polygons are filtered down to the bottom of the tree and become new
-- nodes there. Each set of polygons is partitioned using the first polygon
-- (no heuristic is used to pick a good split).
function m.Node:build(polygons, depth)
depth = depth or 1
if (#polygons == 0) then return end
if (not self.plane) then self.plane = polygons[1].plane:clone() end
local front = {}
local back = {}
for i, p in ipairs(polygons) do
self.plane:splitPolygon(p, self.polygons, self.polygons, front, back)
end
if depth > 8000 then return end -- stack overflow protection
if (#front > 0) then
if (not self.front) then self.front = m.Node.new() end
self.front:build(front, depth + 1)
end
if (#back > 0) then
if (not self.back) then self.back = m.Node.new() end
self.back:build(back, depth + 1)
end
end
return m