You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
88 lines
3.5 KiB
C#
88 lines
3.5 KiB
C#
|
3 years ago
|
// 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;
|
||
|
|
|
||
|
|
namespace UnityEngine.ProBuilder.Csg
|
||
|
|
{
|
||
|
|
/// <summary>
|
||
|
|
/// 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.
|
||
|
|
/// </summary>
|
||
|
|
static class Boolean
|
||
|
|
{
|
||
|
|
// Tolerance used by `splitPolygon()` to decide if a point is on the plane.
|
||
|
|
internal const float k_Epsilon = 0.00001f;
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Returns a new mesh by merging @lhs with @rhs.
|
||
|
|
/// </summary>
|
||
|
|
/// <param name="lhs">The base mesh of the boolean operation.</param>
|
||
|
|
/// <param name="rhs">The input mesh of the boolean operation.</param>
|
||
|
|
/// <returns>A new mesh if the operation succeeds, or null if an error occurs.</returns>
|
||
|
|
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<Polygon> polygons = Node.Union(a, b).AllPolygons();
|
||
|
|
|
||
|
|
return new Model(polygons);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Returns a new mesh by subtracting @lhs with @rhs.
|
||
|
|
/// </summary>
|
||
|
|
/// <param name="lhs">The base mesh of the boolean operation.</param>
|
||
|
|
/// <param name="rhs">The input mesh of the boolean operation.</param>
|
||
|
|
/// <returns>A new mesh if the operation succeeds, or null if an error occurs.</returns>
|
||
|
|
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<Polygon> polygons = Node.Subtract(a, b).AllPolygons();
|
||
|
|
|
||
|
|
return new Model(polygons);
|
||
|
|
}
|
||
|
|
|
||
|
|
/// <summary>
|
||
|
|
/// Returns a new mesh by intersecting @lhs with @rhs.
|
||
|
|
/// </summary>
|
||
|
|
/// <param name="lhs">The base mesh of the boolean operation.</param>
|
||
|
|
/// <param name="rhs">The input mesh of the boolean operation.</param>
|
||
|
|
/// <returns>A new mesh if the operation succeeds, or null if an error occurs.</returns>
|
||
|
|
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<Polygon> polygons = Node.Intersect(a, b).AllPolygons();
|
||
|
|
|
||
|
|
return new Model(polygons);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|