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godot/thirdparty/manifold/src/csg_tree.cpp
K. S. Ernest (iFire) Lee 6cf1d3c13e Print better manifold errors and avoid crash on non manifold csg input.
* Manifold does not have a snap property.
* Tolerance means simplification amount.
* CSG snap has been removed
* Add better error messages.
* Verbose print manifold meshgl64 properties as json.
* Update manifold for error fixes
2024-12-03 20:19:47 -08:00

663 lines
27 KiB
C++

// Copyright 2022 The Manifold Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#if (MANIFOLD_PAR == 1) && __has_include(<tbb/concurrent_priority_queue.h>)
#include <tbb/tbb.h>
#define TBB_PREVIEW_CONCURRENT_ORDERED_CONTAINERS 1
#include <tbb/concurrent_priority_queue.h>
#endif
#include <algorithm>
#include "./boolean3.h"
#include "./csg_tree.h"
#include "./impl.h"
#include "./mesh_fixes.h"
#include "./parallel.h"
constexpr int kParallelThreshold = 4096;
namespace {
using namespace manifold;
struct MeshCompare {
bool operator()(const std::shared_ptr<CsgLeafNode> &a,
const std::shared_ptr<CsgLeafNode> &b) {
return a->GetImpl()->NumVert() < b->GetImpl()->NumVert();
}
};
} // namespace
namespace manifold {
std::shared_ptr<CsgNode> CsgNode::Boolean(
const std::shared_ptr<CsgNode> &second, OpType op) {
if (second->GetNodeType() != CsgNodeType::Leaf) {
// "this" is not a CsgOpNode (which overrides Boolean), but if "second" is
// and the operation is commutative, we let it built the tree.
if ((op == OpType::Add || op == OpType::Intersect)) {
return std::static_pointer_cast<CsgOpNode>(second)->Boolean(
shared_from_this(), op);
}
}
std::vector<std::shared_ptr<CsgNode>> children({shared_from_this(), second});
return std::make_shared<CsgOpNode>(children, op);
}
std::shared_ptr<CsgNode> CsgNode::Translate(const vec3 &t) const {
mat3x4 transform = la::identity;
transform[3] += t;
return Transform(transform);
}
std::shared_ptr<CsgNode> CsgNode::Scale(const vec3 &v) const {
mat3x4 transform;
for (int i : {0, 1, 2}) transform[i][i] = v[i];
return Transform(transform);
}
std::shared_ptr<CsgNode> CsgNode::Rotate(double xDegrees, double yDegrees,
double zDegrees) const {
mat3 rX({1.0, 0.0, 0.0}, //
{0.0, cosd(xDegrees), sind(xDegrees)}, //
{0.0, -sind(xDegrees), cosd(xDegrees)});
mat3 rY({cosd(yDegrees), 0.0, -sind(yDegrees)}, //
{0.0, 1.0, 0.0}, //
{sind(yDegrees), 0.0, cosd(yDegrees)});
mat3 rZ({cosd(zDegrees), sind(zDegrees), 0.0}, //
{-sind(zDegrees), cosd(zDegrees), 0.0}, //
{0.0, 0.0, 1.0});
mat3x4 transform(rZ * rY * rX, vec3());
return Transform(transform);
}
CsgLeafNode::CsgLeafNode() : pImpl_(std::make_shared<Manifold::Impl>()) {}
CsgLeafNode::CsgLeafNode(std::shared_ptr<const Manifold::Impl> pImpl_)
: pImpl_(pImpl_) {}
CsgLeafNode::CsgLeafNode(std::shared_ptr<const Manifold::Impl> pImpl_,
mat3x4 transform_)
: pImpl_(pImpl_), transform_(transform_) {}
std::shared_ptr<const Manifold::Impl> CsgLeafNode::GetImpl() const {
if (transform_ == mat3x4(la::identity)) return pImpl_;
pImpl_ =
std::make_shared<const Manifold::Impl>(pImpl_->Transform(transform_));
transform_ = la::identity;
return pImpl_;
}
std::shared_ptr<CsgLeafNode> CsgLeafNode::ToLeafNode() const {
return std::make_shared<CsgLeafNode>(*this);
}
std::shared_ptr<CsgNode> CsgLeafNode::Transform(const mat3x4 &m) const {
return std::make_shared<CsgLeafNode>(pImpl_, m * Mat4(transform_));
}
CsgNodeType CsgLeafNode::GetNodeType() const { return CsgNodeType::Leaf; }
std::shared_ptr<CsgLeafNode> ImplToLeaf(Manifold::Impl &&impl) {
return std::make_shared<CsgLeafNode>(std::make_shared<Manifold::Impl>(impl));
}
/**
* Efficient union of a set of pairwise disjoint meshes.
*/
std::shared_ptr<CsgLeafNode> CsgLeafNode::Compose(
const std::vector<std::shared_ptr<CsgLeafNode>> &nodes) {
ZoneScoped;
double epsilon = -1;
double tolerance = -1;
int numVert = 0;
int numEdge = 0;
int numTri = 0;
int numPropVert = 0;
std::vector<int> vertIndices;
std::vector<int> edgeIndices;
std::vector<int> triIndices;
std::vector<int> propVertIndices;
int numPropOut = 0;
for (auto &node : nodes) {
if (node->pImpl_->status_ != Manifold::Error::NoError) {
Manifold::Impl impl;
impl.status_ = node->pImpl_->status_;
return ImplToLeaf(std::move(impl));
}
double nodeOldScale = node->pImpl_->bBox_.Scale();
double nodeNewScale =
node->pImpl_->bBox_.Transform(node->transform_).Scale();
double nodeEpsilon = node->pImpl_->epsilon_;
nodeEpsilon *= std::max(1.0, nodeNewScale / nodeOldScale);
nodeEpsilon = std::max(nodeEpsilon, kPrecision * nodeNewScale);
if (!std::isfinite(nodeEpsilon)) nodeEpsilon = -1;
epsilon = std::max(epsilon, nodeEpsilon);
tolerance = std::max(tolerance, node->pImpl_->tolerance_);
vertIndices.push_back(numVert);
edgeIndices.push_back(numEdge * 2);
triIndices.push_back(numTri);
propVertIndices.push_back(numPropVert);
numVert += node->pImpl_->NumVert();
numEdge += node->pImpl_->NumEdge();
numTri += node->pImpl_->NumTri();
const int numProp = node->pImpl_->NumProp();
numPropOut = std::max(numPropOut, numProp);
numPropVert +=
numProp == 0 ? 1
: node->pImpl_->meshRelation_.properties.size() / numProp;
}
Manifold::Impl combined;
combined.epsilon_ = epsilon;
combined.tolerance_ = tolerance;
combined.vertPos_.resize(numVert);
combined.halfedge_.resize(2 * numEdge);
combined.faceNormal_.resize(numTri);
combined.halfedgeTangent_.resize(2 * numEdge);
combined.meshRelation_.triRef.resize(numTri);
if (numPropOut > 0) {
combined.meshRelation_.numProp = numPropOut;
combined.meshRelation_.properties.resize(numPropOut * numPropVert, 0);
combined.meshRelation_.triProperties.resize(numTri);
}
auto policy = autoPolicy(numTri);
// if we are already parallelizing for each node, do not perform multithreaded
// copying as it will slightly hurt performance
if (nodes.size() > 1 && policy == ExecutionPolicy::Par)
policy = ExecutionPolicy::Seq;
for_each_n(
nodes.size() > 1 ? ExecutionPolicy::Par : ExecutionPolicy::Seq,
countAt(0), nodes.size(),
[&nodes, &vertIndices, &edgeIndices, &triIndices, &propVertIndices,
numPropOut, &combined, policy](int i) {
auto &node = nodes[i];
copy(node->pImpl_->halfedgeTangent_.begin(),
node->pImpl_->halfedgeTangent_.end(),
combined.halfedgeTangent_.begin() + edgeIndices[i]);
const int nextVert = vertIndices[i];
const int nextEdge = edgeIndices[i];
const int nextFace = triIndices[i];
transform(node->pImpl_->halfedge_.begin(),
node->pImpl_->halfedge_.end(),
combined.halfedge_.begin() + edgeIndices[i],
[nextVert, nextEdge, nextFace](Halfedge edge) {
edge.startVert += nextVert;
edge.endVert += nextVert;
edge.pairedHalfedge += nextEdge;
return edge;
});
if (numPropOut > 0) {
auto start =
combined.meshRelation_.triProperties.begin() + triIndices[i];
if (node->pImpl_->NumProp() > 0) {
auto &triProp = node->pImpl_->meshRelation_.triProperties;
const int nextProp = propVertIndices[i];
transform(triProp.begin(), triProp.end(), start,
[nextProp](ivec3 tri) {
tri += nextProp;
return tri;
});
const int numProp = node->pImpl_->NumProp();
auto &oldProp = node->pImpl_->meshRelation_.properties;
auto &newProp = combined.meshRelation_.properties;
for (int p = 0; p < numProp; ++p) {
auto oldRange =
StridedRange(oldProp.cbegin() + p, oldProp.cend(), numProp);
auto newRange = StridedRange(
newProp.begin() + numPropOut * propVertIndices[i] + p,
newProp.end(), numPropOut);
copy(oldRange.begin(), oldRange.end(), newRange.begin());
}
} else {
// point all triangles at single new property of zeros.
fill(start, start + node->pImpl_->NumTri(),
ivec3(propVertIndices[i]));
}
}
if (node->transform_ == mat3x4(la::identity)) {
copy(node->pImpl_->vertPos_.begin(), node->pImpl_->vertPos_.end(),
combined.vertPos_.begin() + vertIndices[i]);
copy(node->pImpl_->faceNormal_.begin(),
node->pImpl_->faceNormal_.end(),
combined.faceNormal_.begin() + triIndices[i]);
} else {
// no need to apply the transform to the node, just copy the vertices
// and face normals and apply transform on the fly
const mat3x4 transform = node->transform_;
auto vertPosBegin = TransformIterator(
node->pImpl_->vertPos_.begin(), [&transform](vec3 position) {
return transform * vec4(position, 1.0);
});
mat3 normalTransform =
la::inverse(la::transpose(mat3(node->transform_)));
auto faceNormalBegin =
TransformIterator(node->pImpl_->faceNormal_.begin(),
TransformNormals({normalTransform}));
copy_n(vertPosBegin, node->pImpl_->vertPos_.size(),
combined.vertPos_.begin() + vertIndices[i]);
copy_n(faceNormalBegin, node->pImpl_->faceNormal_.size(),
combined.faceNormal_.begin() + triIndices[i]);
const bool invert = la::determinant(mat3(node->transform_)) < 0;
for_each_n(policy, countAt(0), node->pImpl_->halfedgeTangent_.size(),
TransformTangents{combined.halfedgeTangent_,
edgeIndices[i], mat3(node->transform_),
invert, node->pImpl_->halfedgeTangent_,
node->pImpl_->halfedge_});
if (invert)
for_each_n(policy, countAt(triIndices[i]), node->pImpl_->NumTri(),
FlipTris({combined.halfedge_}));
}
// Since the nodes may be copies containing the same meshIDs, it is
// important to add an offset so that each node instance gets
// unique meshIDs.
const int offset = i * Manifold::Impl::meshIDCounter_;
transform(node->pImpl_->meshRelation_.triRef.begin(),
node->pImpl_->meshRelation_.triRef.end(),
combined.meshRelation_.triRef.begin() + triIndices[i],
[offset](TriRef ref) {
ref.meshID += offset;
return ref;
});
});
for (size_t i = 0; i < nodes.size(); i++) {
auto &node = nodes[i];
const int offset = i * Manifold::Impl::meshIDCounter_;
for (const auto &pair : node->pImpl_->meshRelation_.meshIDtransform) {
combined.meshRelation_.meshIDtransform[pair.first + offset] = pair.second;
}
}
// required to remove parts that are smaller than the tolerance
combined.SimplifyTopology();
combined.Finish();
combined.IncrementMeshIDs();
return ImplToLeaf(std::move(combined));
}
/**
* Efficient boolean operation on a set of nodes utilizing commutativity of the
* operation. Only supports union and intersection.
*/
std::shared_ptr<CsgLeafNode> BatchBoolean(
OpType operation, std::vector<std::shared_ptr<CsgLeafNode>> &results) {
ZoneScoped;
DEBUG_ASSERT(operation != OpType::Subtract, logicErr,
"BatchBoolean doesn't support Difference.");
// common cases
if (results.size() == 0) return std::make_shared<CsgLeafNode>();
if (results.size() == 1) return results.front();
if (results.size() == 2) {
Boolean3 boolean(*results[0]->GetImpl(), *results[1]->GetImpl(), operation);
return ImplToLeaf(boolean.Result(operation));
}
#if (MANIFOLD_PAR == 1) && __has_include(<tbb/tbb.h>)
tbb::task_group group;
tbb::concurrent_priority_queue<std::shared_ptr<CsgLeafNode>, MeshCompare>
queue(results.size());
for (auto result : results) {
queue.emplace(result);
}
results.clear();
std::function<void()> process = [&]() {
while (queue.size() > 1) {
std::shared_ptr<CsgLeafNode> a, b;
if (!queue.try_pop(a)) continue;
if (!queue.try_pop(b)) {
queue.push(a);
continue;
}
group.run([&, a, b]() {
Boolean3 boolean(*a->GetImpl(), *b->GetImpl(), operation);
queue.emplace(ImplToLeaf(boolean.Result(operation)));
return group.run(process);
});
}
};
group.run_and_wait(process);
std::shared_ptr<CsgLeafNode> r;
queue.try_pop(r);
return r;
#endif
// apply boolean operations starting from smaller meshes
// the assumption is that boolean operations on smaller meshes is faster,
// due to less data being copied and processed
auto cmpFn = MeshCompare();
std::make_heap(results.begin(), results.end(), cmpFn);
while (results.size() > 1) {
std::pop_heap(results.begin(), results.end(), cmpFn);
auto a = std::move(results.back());
results.pop_back();
std::pop_heap(results.begin(), results.end(), cmpFn);
auto b = std::move(results.back());
results.pop_back();
// boolean operation
Boolean3 boolean(*a->GetImpl(), *b->GetImpl(), operation);
auto result = ImplToLeaf(boolean.Result(operation));
if (results.size() == 0) {
return result;
}
results.push_back(result);
std::push_heap(results.begin(), results.end(), cmpFn);
}
return results.front();
}
/**
* Efficient union operation on a set of nodes by doing Compose as much as
* possible.
*/
std::shared_ptr<CsgLeafNode> BatchUnion(
std::vector<std::shared_ptr<CsgLeafNode>> &children) {
ZoneScoped;
// INVARIANT: children_ is a vector of leaf nodes
// this kMaxUnionSize is a heuristic to avoid the pairwise disjoint check
// with O(n^2) complexity to take too long.
// If the number of children exceeded this limit, we will operate on chunks
// with size kMaxUnionSize.
constexpr size_t kMaxUnionSize = 1000;
DEBUG_ASSERT(!children.empty(), logicErr,
"BatchUnion should not have empty children");
while (children.size() > 1) {
const size_t start = (children.size() > kMaxUnionSize)
? (children.size() - kMaxUnionSize)
: 0;
Vec<Box> boxes;
boxes.reserve(children.size() - start);
for (size_t i = start; i < children.size(); i++) {
boxes.push_back(children[i]->GetImpl()->bBox_);
}
// partition the children into a set of disjoint sets
// each set contains a set of children that are pairwise disjoint
std::vector<Vec<size_t>> disjointSets;
for (size_t i = 0; i < boxes.size(); i++) {
auto lambda = [&boxes, i](const Vec<size_t> &set) {
return std::find_if(set.begin(), set.end(), [&boxes, i](size_t j) {
return boxes[i].DoesOverlap(boxes[j]);
}) == set.end();
};
auto it = std::find_if(disjointSets.begin(), disjointSets.end(), lambda);
if (it == disjointSets.end()) {
disjointSets.push_back(std::vector<size_t>{i});
} else {
it->push_back(i);
}
}
// compose each set of disjoint children
std::vector<std::shared_ptr<CsgLeafNode>> impls;
for (auto &set : disjointSets) {
if (set.size() == 1) {
impls.push_back(children[start + set[0]]);
} else {
std::vector<std::shared_ptr<CsgLeafNode>> tmp;
for (size_t j : set) {
tmp.push_back(children[start + j]);
}
impls.push_back(CsgLeafNode::Compose(tmp));
}
}
children.erase(children.begin() + start, children.end());
children.push_back(BatchBoolean(OpType::Add, impls));
// move it to the front as we process from the back, and the newly added
// child should be quite complicated
std::swap(children.front(), children.back());
}
return children.front();
}
CsgOpNode::CsgOpNode() {}
CsgOpNode::CsgOpNode(const std::vector<std::shared_ptr<CsgNode>> &children,
OpType op)
: impl_(Impl{}), op_(op) {
auto impl = impl_.GetGuard();
impl->children_ = children;
}
std::shared_ptr<CsgNode> CsgOpNode::Boolean(
const std::shared_ptr<CsgNode> &second, OpType op) {
std::vector<std::shared_ptr<CsgNode>> children;
children.push_back(shared_from_this());
children.push_back(second);
return std::make_shared<CsgOpNode>(children, op);
}
std::shared_ptr<CsgNode> CsgOpNode::Transform(const mat3x4 &m) const {
auto node = std::make_shared<CsgOpNode>();
node->impl_ = impl_;
node->transform_ = m * Mat4(transform_);
node->op_ = op_;
return node;
}
struct CsgStackFrame {
bool finalize;
OpType parent_op;
mat3x4 transform;
std::vector<std::shared_ptr<CsgLeafNode>> *destination;
std::shared_ptr<const CsgOpNode> op_node;
std::vector<std::shared_ptr<CsgLeafNode>> positive_children;
std::vector<std::shared_ptr<CsgLeafNode>> negative_children;
CsgStackFrame(bool finalize, OpType parent_op, mat3x4 transform,
std::vector<std::shared_ptr<CsgLeafNode>> *parent,
std::shared_ptr<const CsgOpNode> op_node)
: finalize(finalize),
parent_op(parent_op),
transform(transform),
destination(parent),
op_node(op_node) {}
};
std::shared_ptr<CsgLeafNode> CsgOpNode::ToLeafNode() const {
if (cache_ != nullptr) return cache_;
// Note: We do need a pointer here to avoid vector pointers from being
// invalidated after pushing elements into the explicit stack.
// It is a `shared_ptr` because we may want to drop the stack frame while
// still referring to some of the elements inside the old frame.
// It is possible to use `unique_ptr`, extending the lifetime of the frame
// when we remove it from the stack, but it is a bit more complicated and
// there is no measurable overhead from using `shared_ptr` here...
std::vector<std::shared_ptr<CsgStackFrame>> stack;
// initial node, destination is a nullptr because we don't need to put the
// result anywhere else (except in the cache_).
stack.push_back(std::make_shared<CsgStackFrame>(
false, op_, la::identity, nullptr,
std::static_pointer_cast<const CsgOpNode>(shared_from_this())));
// Instead of actually using recursion in the algorithm, we use an explicit
// stack, do DFS and store the intermediate states into `CsgStackFrame` to
// avoid stack overflow.
//
// Before performing boolean operations, we should make sure that all children
// are `CsgLeafNodes`, i.e. are actual meshes that can be operated on. Hence,
// we do it in two steps:
// 1. Populate `children` (`left_children` and `right_children`, see below)
// If the child is a `CsgOpNode`, we either collapse it or compute its
// boolean operation result.
// 2. Performs boolean after populating the `children` set.
// After a boolean operation is completed, we put the result back to its
// parent's `children` set.
//
// When we populate `children`, we perform collapsing on-the-fly.
// For example, we want to turn `(Union a (Union b c))` into `(Union a b c)`.
// This allows more efficient `BatchBoolean`/`BatchUnion` calls.
// We can do this when the child operation is the same as the parent
// operation, except when the operation is `Subtract` (see below).
// Note that to avoid repeating work, we will not collapse nodes that are
// reused. And in the special case where the children set only contains one
// element, we don't need any operation, so we can collapse that as well.
// Instead of moving `b` and `c` into the parent, and running this collapsing
// check until a fixed point, we remember the `destination` where we should
// put the `CsgLeafNode` into. Normally, the `destination` pointer point to
// the parent `children` set. However, when a child is being collapsed, we
// keep using the old `destination` pointer for the grandchildren. Hence,
// removing a node by collapsing takes O(1) time. We also need to store the
// parent operation type for checking if the node is eligible for collapsing,
// and transform matrix because we need to re-apply the transformation to the
// children.
//
// `Subtract` is handled differently from `Add` and `Intersect`. It is treated
// as two `Add` nodes, `positive_children` and `negative_children`, that
// should be subtracted later. This allows collapsing children `Add` nodes.
// For normal `Add` and `Intersect`, we only use `positive_children`.
//
// `impl->children_` should always contain either the raw set of children or
// the NOT transformed result, while `cache_` should contain the transformed
// result. This is because `impl` can be shared between `CsgOpNode` that
// differ in `transform_`, so we want it to be able to share the result.
// ===========================================================================
// Recursive version (pseudocode only):
//
// void f(CsgOpNode node, OpType parent_op, mat3x4 transform,
// std::vector<CsgLeafNode> *destination) {
// auto impl = node->impl_.GetGuard();
// // can collapse when we have the same operation as the parent and is
// // unique, or when we have only one children.
// const bool canCollapse = (node->op_ == parent_op && IsUnique(node)) ||
// impl->children_.size() == 1;
// const mat3x4 transform2 = canCollapse ? transform * node->transform_
// : la::identity;
// std::vector<CsgLeafNode> positive_children, negative_children;
// // for subtract, we pretend the operation is Add for our children.
// auto op = node->op_ == OpType::Subtract ? OpType::Add : node->op_;
// for (size_t i = 0; i < impl->children_.size(); i++) {
// auto child = impl->children_[i];
// // negative when it is the remaining operands for Subtract
// auto dest = node->op_ == OpType::Subtract && i != 0 ?
// negative_children : positive_children;
// if (canCollapse) dest = destination;
// if (child->GetNodeType() == CsgNodeType::Leaf)
// dest.push_back(child);
// else
// f(child, op, transform2, dest);
// }
// if (canCollapse) return;
// if (node->op_ == OpType::Add)
// impl->children_ = {BatchUnion(positive_children)};
// else if (node->op_ == OpType::Intersect)
// impl->children_ = {BatchBoolean(Intersect, positive_children)};
// else // subtract
// impl->children_ = { BatchUnion(positive_children) -
// BatchUnion(negative_children)};
// // node local transform
// node->cache_ = impl->children_[0].Transform(node.transform);
// // collapsed node transforms
// if (destination)
// destination->push_back(node->cache_->Transform(transform));
// }
while (!stack.empty()) {
std::shared_ptr<CsgStackFrame> frame = stack.back();
auto impl = frame->op_node->impl_.GetGuard();
if (frame->finalize) {
switch (frame->op_node->op_) {
case OpType::Add:
impl->children_ = {BatchUnion(frame->positive_children)};
break;
case OpType::Intersect: {
impl->children_ = {
BatchBoolean(OpType::Intersect, frame->positive_children)};
break;
};
case OpType::Subtract:
if (frame->positive_children.empty()) {
// nothing to subtract from, so the result is empty.
impl->children_ = {std::make_shared<CsgLeafNode>()};
} else {
auto positive = BatchUnion(frame->positive_children);
if (frame->negative_children.empty()) {
// nothing to subtract, result equal to the LHS.
impl->children_ = {frame->positive_children[0]};
} else {
Boolean3 boolean(*positive->GetImpl(),
*BatchUnion(frame->negative_children)->GetImpl(),
OpType::Subtract);
impl->children_ = {ImplToLeaf(boolean.Result(OpType::Subtract))};
}
}
break;
}
frame->op_node->cache_ = std::static_pointer_cast<CsgLeafNode>(
impl->children_[0]->Transform(frame->op_node->transform_));
if (frame->destination != nullptr)
frame->destination->push_back(std::static_pointer_cast<CsgLeafNode>(
frame->op_node->cache_->Transform(frame->transform)));
stack.pop_back();
} else {
auto add_children = [&stack](std::shared_ptr<CsgNode> &node, OpType op,
mat3x4 transform, auto *destination) {
if (node->GetNodeType() == CsgNodeType::Leaf)
destination->push_back(std::static_pointer_cast<CsgLeafNode>(
node->Transform(transform)));
else
stack.push_back(std::make_shared<CsgStackFrame>(
false, op, transform, destination,
std::static_pointer_cast<const CsgOpNode>(node)));
};
// op_node use_count == 2 because it is both inside one CsgOpNode
// and in our stack.
// if there is only one child, we can also collapse.
const bool canCollapse = frame->destination != nullptr &&
((frame->op_node->op_ == frame->parent_op &&
frame->op_node.use_count() <= 2 &&
frame->op_node->impl_.UseCount() == 1) ||
impl->children_.size() == 1);
if (canCollapse)
stack.pop_back();
else
frame->finalize = true;
const mat3x4 transform =
canCollapse ? (frame->transform * Mat4(frame->op_node->transform_))
: la::identity;
OpType op = frame->op_node->op_ == OpType::Subtract ? OpType::Add
: frame->op_node->op_;
for (size_t i = 0; i < impl->children_.size(); i++) {
auto dest = canCollapse ? frame->destination
: (frame->op_node->op_ == OpType::Subtract && i != 0)
? &frame->negative_children
: &frame->positive_children;
add_children(impl->children_[i], op, transform, dest);
}
}
}
return cache_;
}
CsgNodeType CsgOpNode::GetNodeType() const {
switch (op_) {
case OpType::Add:
return CsgNodeType::Union;
case OpType::Subtract:
return CsgNodeType::Difference;
case OpType::Intersect:
return CsgNodeType::Intersection;
}
// unreachable...
return CsgNodeType::Leaf;
}
} // namespace manifold