EM_Task/UnrealEd/Public/BSPOps.h
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

145 lines
4.5 KiB
C++

// 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<uint32>(Key.X), HashCombine(static_cast<uint32>(Key.Y), static_cast<uint32>(Key.Z)));
}
};
struct FBspIndexedPoint
{
FBspIndexedPoint(const FVector& InPoint, int32 InIndex)
: Point(InPoint), Index(InIndex)
{}
FVector Point;
int32 Index;
};
struct FBspPointsGridItem
{
TArray<FBspIndexedPoint, TInlineAllocator<16>> 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<FBspPointsKey, FBspPointsGridItem> FGridMap;
FGridMap GridMap;
};