AeThex-Engine-Core/engine/thirdparty/manifold/include/manifold/manifold.h
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// Copyright 2021 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.
#pragma once
#include <cstdint> // uint32_t, uint64_t
#include <functional>
#include <memory> // needed for shared_ptr
#include "manifold/common.h"
#include "manifold/vec_view.h"
namespace manifold {
/**
* @ingroup Debug
*
* Allows modification of the assertions checked in MANIFOLD_DEBUG mode.
*
* @return ExecutionParams&
*/
ExecutionParams& ManifoldParams();
class CsgNode;
class CsgLeafNode;
/** @addtogroup Core
* @brief The central classes of the library
* @{
*/
/**
* @brief Mesh input/output suitable for pushing directly into graphics
* libraries.
*
* The core (non-optional) parts of MeshGL are the triVerts indices buffer and
* the vertProperties interleaved vertex buffer, which follow the conventions of
* OpenGL (and other graphic libraries') buffers and are therefore generally
* easy to map directly to other applications' data structures.
*
* The triVerts vector has a stride of 3 and specifies triangles as
* vertex indices. For triVerts = [2, 4, 5, 3, 1, 6, ...], the triangles are [2,
* 4, 5], [3, 1, 6], etc. and likewise the halfedges are [2, 4], [4, 5], [5, 2],
* [3, 1], [1, 6], [6, 3], etc.
*
* The triVerts indices should form a manifold mesh: each of the 3 halfedges of
* each triangle should have exactly one paired halfedge in the list, defined as
* having the first index of one equal to the second index of the other and
* vice-versa. However, this is not always possible - consider e.g. a cube with
* normal-vector properties. Shared vertices would turn the cube into a ball by
* interpolating normals - the common solution is to duplicate each corner
* vertex into 3, each with the same position, but different normals
* corresponding to each face. This is exactly what should be done in MeshGL,
* however we request two additional vectors in this case: mergeFromVert and
* mergeToVert. Each vertex mergeFromVert[i] is merged into vertex
* mergeToVert[i], avoiding unreliable floating-point comparisons to recover the
* manifold topology. These merges are simply a union, so which is from and to
* doesn't matter.
*
* If you don't have merge vectors, you can create them with the Merge() method,
* however this will fail if the mesh is not already manifold within the set
* tolerance. For maximum reliability, always store the merge vectors with the
* mesh, e.g. using the EXT_mesh_manifold extension in glTF.
*
* You can have any number of arbitrary floating-point properties per vertex,
* and they will all be interpolated as necessary during operations. It is up to
* you to keep track of which channel represents what type of data. A few of
* Manifold's methods allow you to specify the channel where normals data
* starts, in order to update it automatically for transforms and such. This
* will be easier if your meshes all use the same channels for properties, but
* this is not a requirement. Operations between meshes with different numbers
* of peroperties will simply use the larger numProp and pad the smaller one
* with zeroes.
*
* On output, the triangles are sorted into runs (runIndex, runOriginalID,
* runTransform) that correspond to different mesh inputs. Other 3D libraries
* may refer to these runs as primitives of a mesh (as in glTF) or draw calls,
* as they often represent different materials on different parts of the mesh.
* It is generally a good idea to maintain a map of OriginalIDs to materials to
* make it easy to reapply them after a set of Boolean operations. These runs
* can also be used as input, and thus also ensure a lossless roundtrip of data
* through MeshGL.
*
* As an example, with runIndex = [0, 6, 18, 21] and runOriginalID = [1, 3, 3],
* there are 7 triangles, where the first two are from the input mesh with ID 1,
* the next 4 are from an input mesh with ID 3, and the last triangle is from a
* different copy (instance) of the input mesh with ID 3. These two instances
* can be distinguished by their different runTransform matrices.
*
* You can reconstruct polygonal faces by assembling all the triangles that are
* from the same run and share the same faceID. These faces will be planar
* within the output tolerance.
*
* The halfedgeTangent vector is used to specify the weighted tangent vectors of
* each halfedge for the purpose of using the Refine methods to create a
* smoothly-interpolated surface. They can also be output when calculated
* automatically by the Smooth functions.
*
* MeshGL is an alias for the standard single-precision version. Use MeshGL64 to
* output the full double precision that Manifold uses internally.
*/
template <typename Precision, typename I = uint32_t>
struct MeshGLP {
/// Number of property vertices
I NumVert() const { return vertProperties.size() / numProp; };
/// Number of triangles
I NumTri() const { return triVerts.size() / 3; };
/// Number of properties per vertex, always >= 3.
I numProp = 3;
/// Flat, GL-style interleaved list of all vertex properties: propVal =
/// vertProperties[vert * numProp + propIdx]. The first three properties are
/// always the position x, y, z. The stride of the array is numProp.
std::vector<Precision> vertProperties;
/// The vertex indices of the three triangle corners in CCW (from the outside)
/// order, for each triangle.
std::vector<I> triVerts;
/// Optional: A list of only the vertex indicies that need to be merged to
/// reconstruct the manifold.
std::vector<I> mergeFromVert;
/// Optional: The same length as mergeFromVert, and the corresponding value
/// contains the vertex to merge with. It will have an identical position, but
/// the other properties may differ.
std::vector<I> mergeToVert;
/// Optional: Indicates runs of triangles that correspond to a particular
/// input mesh instance. The runs encompass all of triVerts and are sorted
/// by runOriginalID. Run i begins at triVerts[runIndex[i]] and ends at
/// triVerts[runIndex[i+1]]. All runIndex values are divisible by 3. Returned
/// runIndex will always be 1 longer than runOriginalID, but same length is
/// also allowed as input: triVerts.size() will be automatically appended in
/// this case.
std::vector<I> runIndex;
/// Optional: The OriginalID of the mesh this triangle run came from. This ID
/// is ideal for reapplying materials to the output mesh. Multiple runs may
/// have the same ID, e.g. representing different copies of the same input
/// mesh. If you create an input MeshGL that you want to be able to reference
/// as one or more originals, be sure to set unique values from ReserveIDs().
std::vector<uint32_t> runOriginalID;
/// Optional: For each run, a 3x4 transform is stored representing how the
/// corresponding original mesh was transformed to create this triangle run.
/// This matrix is stored in column-major order and the length of the overall
/// vector is 12 * runOriginalID.size().
std::vector<Precision> runTransform;
/// Optional: Length NumTri, contains the source face ID this triangle comes
/// from. Simplification will maintain all edges between triangles with
/// different faceIDs. Input faceIDs will be maintained to the outputs, but if
/// none are given, they will be filled in with Manifold's coplanar face
/// calculation based on mesh tolerance.
std::vector<I> faceID;
/// Optional: The X-Y-Z-W weighted tangent vectors for smooth Refine(). If
/// non-empty, must be exactly four times as long as Mesh.triVerts. Indexed
/// as 4 * (3 * tri + i) + j, i < 3, j < 4, representing the tangent value
/// Mesh.triVerts[tri][i] along the CCW edge. If empty, mesh is faceted.
std::vector<Precision> halfedgeTangent;
/// Tolerance for mesh simplification. When creating a Manifold, the tolerance
/// used will be the maximum of this and a baseline tolerance from the size of
/// the bounding box. Any edge shorter than tolerance may be collapsed.
/// Tolerance may be enlarged when floating point error accumulates.
Precision tolerance = 0;
MeshGLP() = default;
/**
* Updates the mergeFromVert and mergeToVert vectors in order to create a
* manifold solid. If the MeshGL is already manifold, no change will occur and
* the function will return false. Otherwise, this will merge verts along open
* edges within tolerance (the maximum of the MeshGL tolerance and the
* baseline bounding-box tolerance), keeping any from the existing merge
* vectors, and return true.
*
* There is no guarantee the result will be manifold - this is a best-effort
* helper function designed primarily to aid in the case where a manifold
* multi-material MeshGL was produced, but its merge vectors were lost due to
* a round-trip through a file format. Constructing a Manifold from the result
* will report an error status if it is not manifold.
*/
bool Merge();
/**
* Returns the x, y, z position of the ith vertex.
*
* @param v vertex index.
*/
la::vec<Precision, 3> GetVertPos(size_t v) const {
size_t offset = v * numProp;
return la::vec<Precision, 3>(vertProperties[offset],
vertProperties[offset + 1],
vertProperties[offset + 2]);
}
/**
* Returns the three vertex indices of the ith triangle.
*
* @param t triangle index.
*/
la::vec<I, 3> GetTriVerts(size_t t) const {
size_t offset = 3 * t;
return la::vec<I, 3>(triVerts[offset], triVerts[offset + 1],
triVerts[offset + 2]);
}
/**
* Returns the x, y, z, w tangent of the ith halfedge.
*
* @param h halfedge index (3 * triangle_index + [0|1|2]).
*/
la::vec<Precision, 4> GetTangent(size_t h) const {
size_t offset = 4 * h;
return la::vec<Precision, 4>(
halfedgeTangent[offset], halfedgeTangent[offset + 1],
halfedgeTangent[offset + 2], halfedgeTangent[offset + 3]);
}
};
/**
* @brief Single-precision - ideal for most uses, especially graphics.
*/
using MeshGL = MeshGLP<float>;
/**
* @brief Double-precision, 64-bit indices - best for huge meshes.
*/
using MeshGL64 = MeshGLP<double, uint64_t>;
/**
* @brief This library's internal representation of an oriented, 2-manifold,
* triangle mesh - a simple boundary-representation of a solid object. Use this
* class to store and operate on solids, and use MeshGL for input and output.
*
* In addition to storing geometric data, a Manifold can also store an arbitrary
* number of vertex properties. These could be anything, e.g. normals, UV
* coordinates, colors, etc, but this library is completely agnostic. All
* properties are merely float values indexed by channel number. It is up to the
* user to associate channel numbers with meaning.
*
* Manifold allows vertex properties to be shared for efficient storage, or to
* have multiple property verts associated with a single geometric vertex,
* allowing sudden property changes, e.g. at Boolean intersections, without
* sacrificing manifoldness.
*
* Manifolds also keep track of their relationships to their inputs, via
* OriginalIDs and the faceIDs and transforms accessible through MeshGL. This
* allows object-level properties to be re-associated with the output after many
* operations, particularly useful for materials. Since separate object's
* properties are not mixed, there is no requirement that channels have
* consistent meaning between different inputs.
*/
class Manifold {
public:
/** @name Basics
* Copy / move / assignment
*/
///@{
Manifold();
~Manifold();
Manifold(const Manifold& other);
Manifold& operator=(const Manifold& other);
Manifold(Manifold&&) noexcept;
Manifold& operator=(Manifold&&) noexcept;
///@}
/** @name Input & Output
* Create and retrieve arbitrary manifolds
*/
///@{
Manifold(const MeshGL&);
Manifold(const MeshGL64&);
MeshGL GetMeshGL(int normalIdx = -1) const;
MeshGL64 GetMeshGL64(int normalIdx = -1) const;
///@}
/** @name Constructors
* Topological ops, primitives, and SDF
*/
///@{
std::vector<Manifold> Decompose() const;
static Manifold Compose(const std::vector<Manifold>&);
static Manifold Tetrahedron();
static Manifold Cube(vec3 size = vec3(1.0), bool center = false);
static Manifold Cylinder(double height, double radiusLow,
double radiusHigh = -1.0, int circularSegments = 0,
bool center = false);
static Manifold Sphere(double radius, int circularSegments = 0);
static Manifold LevelSet(std::function<double(vec3)> sdf, Box bounds,
double edgeLength, double level = 0,
double tolerance = -1, bool canParallel = true);
///@}
/** @name Polygons
* 3D to 2D and 2D to 3D
*/
///@{
Polygons Slice(double height = 0) const;
Polygons Project() const;
static Manifold Extrude(const Polygons& crossSection, double height,
int nDivisions = 0, double twistDegrees = 0.0,
vec2 scaleTop = vec2(1.0));
static Manifold Revolve(const Polygons& crossSection,
int circularSegments = 0,
double revolveDegrees = 360.0f);
///@}
enum class Error {
NoError,
NonFiniteVertex,
NotManifold,
VertexOutOfBounds,
PropertiesWrongLength,
MissingPositionProperties,
MergeVectorsDifferentLengths,
MergeIndexOutOfBounds,
TransformWrongLength,
RunIndexWrongLength,
FaceIDWrongLength,
InvalidConstruction,
ResultTooLarge,
};
/** @name Information
* Details of the manifold
*/
///@{
Error Status() const;
bool IsEmpty() const;
size_t NumVert() const;
size_t NumEdge() const;
size_t NumTri() const;
size_t NumProp() const;
size_t NumPropVert() const;
Box BoundingBox() const;
int Genus() const;
double GetTolerance() const;
///@}
/** @name Measurement
*/
///@{
double SurfaceArea() const;
double Volume() const;
double MinGap(const Manifold& other, double searchLength) const;
///@}
/** @name Mesh ID
* Details of the manifold's relation to its input meshes, for the purposes
* of reapplying mesh properties.
*/
///@{
int OriginalID() const;
Manifold AsOriginal() const;
static uint32_t ReserveIDs(uint32_t);
///@}
/** @name Transformations
*/
///@{
Manifold Translate(vec3) const;
Manifold Scale(vec3) const;
Manifold Rotate(double xDegrees, double yDegrees = 0.0,
double zDegrees = 0.0) const;
Manifold Mirror(vec3) const;
Manifold Transform(const mat3x4&) const;
Manifold Warp(std::function<void(vec3&)>) const;
Manifold WarpBatch(std::function<void(VecView<vec3>)>) const;
Manifold SetTolerance(double) const;
Manifold Simplify(double tolerance = 0) const;
///@}
/** @name Boolean
* Combine two manifolds
*/
///@{
Manifold Boolean(const Manifold& second, OpType op) const;
static Manifold BatchBoolean(const std::vector<Manifold>& manifolds,
OpType op);
// Boolean operation shorthand
Manifold operator+(const Manifold&) const; // Add (Union)
Manifold& operator+=(const Manifold&);
Manifold operator-(const Manifold&) const; // Subtract (Difference)
Manifold& operator-=(const Manifold&);
Manifold operator^(const Manifold&) const; // Intersect
Manifold& operator^=(const Manifold&);
std::pair<Manifold, Manifold> Split(const Manifold&) const;
std::pair<Manifold, Manifold> SplitByPlane(vec3 normal,
double originOffset) const;
Manifold TrimByPlane(vec3 normal, double originOffset) const;
///@}
/** @name Properties
* Create and modify vertex properties.
*/
///@{
Manifold SetProperties(
int numProp,
std::function<void(double*, vec3, const double*)> propFunc) const;
Manifold CalculateCurvature(int gaussianIdx, int meanIdx) const;
Manifold CalculateNormals(int normalIdx, double minSharpAngle = 60) const;
///@}
/** @name Smoothing
* Smooth meshes by calculating tangent vectors and refining to a higher
* triangle count.
*/
///@{
Manifold Refine(int) const;
Manifold RefineToLength(double) const;
Manifold RefineToTolerance(double) const;
Manifold SmoothByNormals(int normalIdx) const;
Manifold SmoothOut(double minSharpAngle = 60, double minSmoothness = 0) const;
static Manifold Smooth(const MeshGL&,
const std::vector<Smoothness>& sharpenedEdges = {});
static Manifold Smooth(const MeshGL64&,
const std::vector<Smoothness>& sharpenedEdges = {});
///@}
/** @name Convex Hull
*/
///@{
Manifold Hull() const;
static Manifold Hull(const std::vector<Manifold>& manifolds);
static Manifold Hull(const std::vector<vec3>& pts);
///@}
/** @name Debugging I/O
* Self-contained mechanism for reading and writing high precision Manifold
* data. Write function creates special-purpose OBJ files, and Read function
* reads them in. Be warned these are not (and not intended to be)
* full-featured OBJ importers/exporters. Their primary use is to extract
* accurate Manifold data for debugging purposes - writing out any info
* needed to accurately reproduce a problem case's state. Consequently, they
* may store and process additional data in comments that other OBJ parsing
* programs won't understand.
*
* The "format" read and written by these functions is not guaranteed to be
* stable from release to release - it will be modified as needed to ensure
* it captures information needed for debugging. The only API guarantee is
* that the ReadOBJ method in a given build/release will read in the output
* of the WriteOBJ method produced by that release.
*
* To work with a file, the caller should prepare the ifstream/ostream
* themselves, as follows:
*
* Reading:
* @code
* std::ifstream ifile;
* ifile.open(filename);
* if (ifile.is_open()) {
* Manifold obj_m = Manifold::ReadOBJ(ifile);
* ifile.close();
* if (obj_m.Status() != Manifold::Error::NoError) {
* std::cerr << "Failed reading " << filename << ":\n";
* std::cerr << Manifold::ToString(ob_m.Status()) << "\n";
* }
* ifile.close();
* }
* @endcode
*
* Writing:
* @code
* std::ofstream ofile;
* ofile.open(filename);
* if (ofile.is_open()) {
* if (!m.WriteOBJ(ofile)) {
* std::cerr << "Failed writing to " << filename << "\n";
* }
* }
* ofile.close();
* @endcode
*/
#ifdef MANIFOLD_DEBUG
static Manifold ReadOBJ(std::istream& stream);
bool WriteOBJ(std::ostream& stream) const;
#endif
/** @name Testing Hooks
* These are just for internal testing.
*/
///@{
bool MatchesTriNormals() const;
size_t NumDegenerateTris() const;
double GetEpsilon() const;
///@}
struct Impl;
private:
Manifold(std::shared_ptr<CsgNode> pNode_);
Manifold(std::shared_ptr<Impl> pImpl_);
static Manifold Invalid();
mutable std::shared_ptr<CsgNode> pNode_;
CsgLeafNode& GetCsgLeafNode() const;
};
/** @} */
/** @addtogroup Debug
* @ingroup Optional
* @brief Debugging features
*
* The features require compiler flags to be enabled. Assertions are enabled
* with the MANIFOLD_DEBUG flag and then controlled with ExecutionParams.
* @{
*/
#ifdef MANIFOLD_DEBUG
inline std::string ToString(const Manifold::Error& error) {
switch (error) {
case Manifold::Error::NoError:
return "No Error";
case Manifold::Error::NonFiniteVertex:
return "Non Finite Vertex";
case Manifold::Error::NotManifold:
return "Not Manifold";
case Manifold::Error::VertexOutOfBounds:
return "Vertex Out Of Bounds";
case Manifold::Error::PropertiesWrongLength:
return "Properties Wrong Length";
case Manifold::Error::MissingPositionProperties:
return "Missing Position Properties";
case Manifold::Error::MergeVectorsDifferentLengths:
return "Merge Vectors Different Lengths";
case Manifold::Error::MergeIndexOutOfBounds:
return "Merge Index Out Of Bounds";
case Manifold::Error::TransformWrongLength:
return "Transform Wrong Length";
case Manifold::Error::RunIndexWrongLength:
return "Run Index Wrong Length";
case Manifold::Error::FaceIDWrongLength:
return "Face ID Wrong Length";
case Manifold::Error::InvalidConstruction:
return "Invalid Construction";
case Manifold::Error::ResultTooLarge:
return "Result Too Large";
default:
return "Unknown Error";
};
}
inline std::ostream& operator<<(std::ostream& stream,
const Manifold::Error& error) {
return stream << ToString(error);
}
#endif
/** @} */
} // namespace manifold