// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Engine/Brush.h" #include "Engine/Polys.h" class AVolume; class UModel; class FBSPOps { public: /** Quality level for rebuilding Bsp. */ enum EBspOptimization { BSP_Lame, BSP_Good, BSP_Optimal }; /** Possible positions of a child Bsp node relative to its parent (for BspAddToNode) */ enum ENodePlace { NODE_Back = 0, // Node is in back of parent -> Bsp[iParent].iBack. NODE_Front = 1, // Node is in front of parent -> Bsp[iParent].iFront. NODE_Plane = 2, // Node is coplanar with parent -> Bsp[iParent].iPlane. NODE_Root = 3, // Node is the Bsp root and has no parent -> Bsp[0]. }; UNREALED_API static void csgPrepMovingBrush(ABrush* Actor); UNREALED_API static void csgCopyBrush(ABrush* Dest, ABrush* Src, uint32 PolyFlags, EObjectFlags ResFlags, bool bNeedsPrep, bool bCopyPosRotScale, bool bAllowEmpty = false); UNREALED_API static ABrush* csgAddOperation(ABrush* Actor, uint32 PolyFlags, EBrushType BrushType); static int32 bspAddVector(UModel* Model, FVector* V, bool Exact); static int32 bspAddPoint(UModel* Model, FVector* V, bool Exact); UNREALED_API static void bspBuild(UModel* Model, enum EBspOptimization Opt, int32 Balance, int32 PortalBias, int32 RebuildSimplePolys, int32 iNode); UNREALED_API static void bspRefresh(UModel* Model, bool NoRemapSurfs); UNREALED_API static void bspBuildBounds(UModel* Model); static void bspValidateBrush(UModel* Brush, bool ForceValidate, bool DoStatusUpdate); UNREALED_API static void bspUnlinkPolys(UModel* Brush); static int32 bspAddNode(UModel* Model, int32 iParent, enum ENodePlace ENodePlace, uint32 NodeFlags, FPoly* EdPoly); /** * Rebuild some brush internals */ UNREALED_API static void RebuildBrush(UModel* Brush); static FPoly BuildInfiniteFPoly(UModel* Model, int32 iNode); /** * Rotates the specified brush's vertices. */ static void RotateBrushVerts(ABrush* Brush, const FRotator& Rotation, bool bClearComponents); /** Called when an AVolume shape is changed*/ static void HandleVolumeShapeChanged(AVolume& Volume); /** Errors encountered in Csg operation. */ static int32 GErrors; static bool GFastRebuild; protected: static void SplitPolyList( UModel* Model, int32 iParent, ENodePlace NodePlace, int32 NumPolys, FPoly** PolyList, EBspOptimization Opt, int32 Balance, int32 PortalBias, int32 RebuildSimplePolys); }; /** @todo: remove when uses of ENodePlane have been replaced with FBSPOps::ENodePlace. */ typedef FBSPOps::ENodePlace ENodePlace; struct FBspPointsKey { int32 X; int32 Y; int32 Z; FBspPointsKey(int32 InX, int32 InY, int32 InZ) : X(InX), Y(InY), Z(InZ) {} friend FORCEINLINE bool operator==(const FBspPointsKey& A, const FBspPointsKey& B) { return A.X == B.X && A.Y == B.Y && A.Z == B.Z; } friend FORCEINLINE uint32 GetTypeHash(const FBspPointsKey& Key) { return HashCombine(static_cast(Key.X), HashCombine(static_cast(Key.Y), static_cast(Key.Z))); } }; struct FBspIndexedPoint { FBspIndexedPoint(const FVector& InPoint, int32 InIndex) : Point(InPoint), Index(InIndex) {} FVector Point; int32 Index; }; struct FBspPointsGridItem { TArray> IndexedPoints; }; // Represents a sparse granular 3D grid into which points are added for quick (~O(1)) lookup. // The 3D space is divided into a grid with a given granularity. // Points are considered to have a given radius (threshold) and are added to the grid cube they fall in, and to up to seven neighbours if they overlap. class FBspPointsGrid { public: FBspPointsGrid(float InGranularity, float InThreshold, int32 InitialSize = 0) : OneOverGranularity(1.0f / InGranularity), Threshold(InThreshold) { check(InThreshold / InGranularity <= 0.5f); Clear(InitialSize); } void Clear(int32 InitialSize = 0); int32 FindOrAddPoint(const FVector& Point, int32 Index, float Threshold); static FBspPointsGrid* GBspPoints; static FBspPointsGrid* GBspVectors; private: float OneOverGranularity; float Threshold; typedef TMap FGridMap; FGridMap GridMap; };