2021-02-21 17:57:03 -05:00
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup bke
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*/
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "BKE_customdata.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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2021-04-02 00:16:01 -05:00
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#include "BKE_mesh_boolean_convert.hh"
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2021-02-21 17:57:03 -05:00
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#include "BLI_alloca.h"
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2021-04-02 00:16:01 -05:00
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#include "BLI_array.hh"
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2021-02-21 17:57:03 -05:00
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#include "BLI_float2.hh"
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2021-03-02 20:58:05 -06:00
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#include "BLI_float4x4.hh"
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2021-02-21 17:57:03 -05:00
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#include "BLI_math.h"
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#include "BLI_mesh_boolean.hh"
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#include "BLI_mesh_intersect.hh"
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#include "BLI_span.hh"
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namespace blender::meshintersect {
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#ifdef WITH_GMP
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constexpr int estimated_max_facelen = 100; /* Used for initial size of some Vectors. */
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/* Snap entries that are near 0 or 1 or -1 to those values.
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* Sometimes Blender's rotation matrices for multiples of 90 degrees have
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* tiny numbers where there should be zeros. That messes makes some things
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* every so slightly non-coplanar when users expect coplanarity,
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* so this is a hack to clean up such matrices.
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* Would be better to change the transformation code itself.
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*/
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Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
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static float4x4 clean_obmat(const float4x4 &mat)
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2021-02-21 17:57:03 -05:00
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{
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Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
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float4x4 cleaned;
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const float fuzz = 1e-6f;
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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float f = mat.values[i][j];
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if (fabsf(f) <= fuzz) {
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f = 0.0f;
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}
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else if (fabsf(f - 1.0f) <= fuzz) {
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f = 1.0f;
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}
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else if (fabsf(f + 1.0f) <= fuzz) {
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f = -1.0f;
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}
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cleaned.values[i][j] = f;
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2021-02-21 17:57:03 -05:00
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}
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}
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Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
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return cleaned;
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2021-02-21 17:57:03 -05:00
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}
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/* `MeshesToIMeshInfo` keeps track of information used when combining a number
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* of `Mesh`es into a single `IMesh` for doing boolean on.
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* Mostly this means keeping track of the index offsets for various mesh elements. */
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class MeshesToIMeshInfo {
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public:
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/* The input meshes, */
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Span<const Mesh *> meshes;
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/* Numbering the vertices of the meshes in order of meshes,
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* at what offset does the vertex range for mesh[i] start? */
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Array<int> mesh_vert_offset;
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/* Similarly for edges of meshes. */
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Array<int> mesh_edge_offset;
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/* Similarly for polys of meshes. */
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Array<int> mesh_poly_offset;
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/* For each Mesh vertex in all the meshes (with concatenated indexing),
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* what is the IMesh Vert* allocated for it in the input IMesh? */
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Array<const Vert *> mesh_to_imesh_vert;
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/* Similarly for each Mesh poly. */
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Array<Face *> mesh_to_imesh_face;
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/* Transformation matrix to transform a coordinate in the corresponding
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* Mesh to the local space of the first Mesh. */
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Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
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Array<float4x4> to_target_transform;
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2021-03-14 11:39:56 -04:00
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/* For each input mesh, how to remap the material slot numbers to
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* the material slots in the first mesh. */
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2021-04-02 00:16:01 -05:00
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Span<Array<short>> material_remaps;
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/* Total number of input mesh vertices. */
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int tot_meshes_verts;
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/* Total number of input mesh edges. */
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int tot_meshes_edges;
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/* Total number of input mesh polys. */
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int tot_meshes_polys;
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int input_mesh_for_imesh_vert(int imesh_v) const;
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int input_mesh_for_imesh_edge(int imesh_e) const;
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int input_mesh_for_imesh_face(int imesh_f) const;
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const MPoly *input_mpoly_for_orig_index(int orig_index,
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const Mesh **r_orig_mesh,
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int *r_orig_mesh_index,
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int *r_index_in_orig_mesh) const;
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const MVert *input_mvert_for_orig_index(int orig_index,
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const Mesh **r_orig_mesh,
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int *r_index_in_orig_mesh) const;
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const MEdge *input_medge_for_orig_index(int orig_index,
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const Mesh **r_orig_mesh,
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int *r_index_in_orig_mesh) const;
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};
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/* Given an index `imesh_v` in the `IMesh`, return the index of the
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* input `Mesh` that contained the `MVert` that it came from. */
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int MeshesToIMeshInfo::input_mesh_for_imesh_vert(int imesh_v) const
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{
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int n = static_cast<int>(mesh_vert_offset.size());
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for (int i = 0; i < n - 1; ++i) {
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if (imesh_v < mesh_vert_offset[i + 1]) {
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return i;
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}
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}
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return n - 1;
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}
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/* Given an index `imesh_e` used as an original index in the `IMesh`,
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* return the index of the input `Mesh` that contained the `MVert` that it came from. */
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int MeshesToIMeshInfo::input_mesh_for_imesh_edge(int imesh_e) const
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{
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int n = static_cast<int>(mesh_edge_offset.size());
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for (int i = 0; i < n - 1; ++i) {
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if (imesh_e < mesh_edge_offset[i + 1]) {
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return i;
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}
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}
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return n - 1;
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}
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/* Given an index `imesh_f` in the `IMesh`, return the index of the
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* input `Mesh` that contained the `MPoly` that it came from. */
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int MeshesToIMeshInfo::input_mesh_for_imesh_face(int imesh_f) const
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{
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int n = static_cast<int>(mesh_poly_offset.size());
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for (int i = 0; i < n - 1; ++i) {
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if (imesh_f < mesh_poly_offset[i + 1]) {
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return i;
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}
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}
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return n - 1;
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}
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/* Given an index of an original face in the `IMesh`, find out the input
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* `Mesh` that it came from and return it in `*r_orig_mesh`,
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* and also return the index of that `Mesh` in `*r_orig_mesh_index`.
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* Finally, return the index of the corresponding `MPoly` in that `Mesh`
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* in `*r_index_in_orig_mesh`. */
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const MPoly *MeshesToIMeshInfo::input_mpoly_for_orig_index(int orig_index,
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const Mesh **r_orig_mesh,
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int *r_orig_mesh_index,
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int *r_index_in_orig_mesh) const
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{
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int orig_mesh_index = input_mesh_for_imesh_face(orig_index);
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BLI_assert(0 <= orig_mesh_index && orig_mesh_index < meshes.size());
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const Mesh *me = meshes[orig_mesh_index];
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int index_in_mesh = orig_index - mesh_poly_offset[orig_mesh_index];
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BLI_assert(0 <= index_in_mesh && index_in_mesh < me->totpoly);
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const MPoly *mp = &me->mpoly[index_in_mesh];
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if (r_orig_mesh) {
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*r_orig_mesh = me;
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}
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if (r_orig_mesh_index) {
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*r_orig_mesh_index = orig_mesh_index;
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}
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if (r_index_in_orig_mesh) {
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*r_index_in_orig_mesh = index_in_mesh;
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}
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return mp;
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}
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/* Given an index of an original vertex in the `IMesh`, find out the input
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* `Mesh` that it came from and return it in `*r_orig_mesh`.
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* Also find the index of the `MVert` in that `Mesh` and return it in
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* `*r_index_in_orig_mesh`. */
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const MVert *MeshesToIMeshInfo::input_mvert_for_orig_index(int orig_index,
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const Mesh **r_orig_mesh,
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int *r_index_in_orig_mesh) const
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{
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int orig_mesh_index = input_mesh_for_imesh_vert(orig_index);
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BLI_assert(0 <= orig_mesh_index && orig_mesh_index < meshes.size());
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const Mesh *me = meshes[orig_mesh_index];
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int index_in_mesh = orig_index - mesh_vert_offset[orig_mesh_index];
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BLI_assert(0 <= index_in_mesh && index_in_mesh < me->totvert);
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const MVert *mv = &me->mvert[index_in_mesh];
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if (r_orig_mesh) {
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*r_orig_mesh = me;
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}
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if (r_index_in_orig_mesh) {
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*r_index_in_orig_mesh = index_in_mesh;
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}
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return mv;
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}
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/* Similarly for edges. */
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const MEdge *MeshesToIMeshInfo::input_medge_for_orig_index(int orig_index,
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const Mesh **r_orig_mesh,
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int *r_index_in_orig_mesh) const
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{
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int orig_mesh_index = input_mesh_for_imesh_edge(orig_index);
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BLI_assert(0 <= orig_mesh_index && orig_mesh_index < meshes.size());
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const Mesh *me = meshes[orig_mesh_index];
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int index_in_mesh = orig_index - mesh_edge_offset[orig_mesh_index];
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BLI_assert(0 <= index_in_mesh && index_in_mesh < me->totedge);
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const MEdge *medge = &me->medge[index_in_mesh];
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if (r_orig_mesh) {
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*r_orig_mesh = me;
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}
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if (r_index_in_orig_mesh) {
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*r_index_in_orig_mesh = index_in_mesh;
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}
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return medge;
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}
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2021-04-09 18:47:10 +10:00
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/**
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* Convert all of the meshes in `meshes` to an `IMesh` and return that.
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2021-02-21 17:57:03 -05:00
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* All of the coordinates are transformed into the local space of the
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* first Mesh. To do this transformation, we also need the transformation
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* obmats corresponding to the Meshes, so they are in the `obmats` argument.
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* The 'original' indexes in the IMesh are the indexes you get by
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* a scheme that offsets each MVert, MEdge, and MPoly index by the sum of the
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* vertices, edges, and polys in the preceding Meshes in the mesh span.
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* The `*r_info class` is filled in with information needed to make the
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* correspondence between the Mesh MVerts/MPolys and the IMesh Verts/Faces.
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* All allocation of memory for the IMesh comes from `arena`.
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*/
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static IMesh meshes_to_imesh(Span<const Mesh *> meshes,
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2021-03-02 20:58:05 -06:00
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Span<const float4x4 *> obmats,
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2021-04-02 00:16:01 -05:00
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Span<Array<short>> material_remaps,
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Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
const float4x4 &target_transform,
|
2021-02-21 17:57:03 -05:00
|
|
|
IMeshArena &arena,
|
|
|
|
MeshesToIMeshInfo *r_info)
|
|
|
|
{
|
|
|
|
int nmeshes = meshes.size();
|
|
|
|
BLI_assert(nmeshes > 0);
|
|
|
|
r_info->meshes = meshes;
|
|
|
|
r_info->tot_meshes_verts = 0;
|
|
|
|
r_info->tot_meshes_polys = 0;
|
|
|
|
int &totvert = r_info->tot_meshes_verts;
|
|
|
|
int &totedge = r_info->tot_meshes_edges;
|
|
|
|
int &totpoly = r_info->tot_meshes_polys;
|
|
|
|
for (const Mesh *me : meshes) {
|
|
|
|
totvert += me->totvert;
|
|
|
|
totedge += me->totedge;
|
|
|
|
totpoly += me->totpoly;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Estimate the number of vertices and faces in the boolean output,
|
|
|
|
* so that the memory arena can reserve some space. It is OK if these
|
|
|
|
* estimates are wrong. */
|
|
|
|
const int estimate_num_outv = 3 * totvert;
|
|
|
|
const int estimate_num_outf = 4 * totpoly;
|
|
|
|
arena.reserve(estimate_num_outv, estimate_num_outf);
|
|
|
|
r_info->mesh_to_imesh_vert = Array<const Vert *>(totvert);
|
|
|
|
r_info->mesh_to_imesh_face = Array<Face *>(totpoly);
|
|
|
|
r_info->mesh_vert_offset = Array<int>(nmeshes);
|
|
|
|
r_info->mesh_edge_offset = Array<int>(nmeshes);
|
|
|
|
r_info->mesh_poly_offset = Array<int>(nmeshes);
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
r_info->to_target_transform = Array<float4x4>(nmeshes);
|
2021-04-02 00:16:01 -05:00
|
|
|
r_info->material_remaps = material_remaps;
|
2021-02-21 17:57:03 -05:00
|
|
|
int v = 0;
|
|
|
|
int e = 0;
|
|
|
|
int f = 0;
|
|
|
|
|
|
|
|
/* Put these Vectors here, with a size unlikely to need resizing,
|
|
|
|
* so that the loop to make new Faces will likely not need to allocate
|
|
|
|
* over and over. */
|
|
|
|
Vector<const Vert *, estimated_max_facelen> face_vert;
|
|
|
|
Vector<int, estimated_max_facelen> face_edge_orig;
|
|
|
|
|
|
|
|
/* To convert the coordinates of objects 1, 2, etc. into the local space
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
* of the target. We multiply each object's `obmat` by the inverse of the
|
|
|
|
* target matrix. Exact Boolean works better if these matrices are 'cleaned'
|
|
|
|
* -- see the comment for the `clean_obmat` function, above. */
|
|
|
|
const float4x4 inv_target_mat = clean_obmat(target_transform).inverted();
|
2021-02-21 17:57:03 -05:00
|
|
|
|
|
|
|
/* For each input `Mesh`, make `Vert`s and `Face`s for the corresponding
|
|
|
|
* `MVert`s and `MPoly`s, and keep track of the original indices (using the
|
|
|
|
* concatenating offset scheme) inside the `Vert`s and `Face`s.
|
|
|
|
* When making `Face`s, we also put in the original indices for `MEdge`s that
|
|
|
|
* make up the `MPoly`s using the same scheme. */
|
|
|
|
for (int mi : meshes.index_range()) {
|
|
|
|
const Mesh *me = meshes[mi];
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
r_info->mesh_vert_offset[mi] = v;
|
|
|
|
r_info->mesh_edge_offset[mi] = e;
|
|
|
|
r_info->mesh_poly_offset[mi] = f;
|
|
|
|
/* Get matrix that transforms a coordinate in objects[mi]'s local space
|
|
|
|
* to the target space space.*/
|
|
|
|
const float4x4 objn_mat = (obmats[mi] == nullptr) ? float4x4::identity() :
|
|
|
|
clean_obmat(*obmats[mi]);
|
|
|
|
r_info->to_target_transform[mi] = inv_target_mat * objn_mat;
|
|
|
|
|
|
|
|
/* Skip the matrix multiplication for each point when there is no transform for a mesh,
|
|
|
|
* for example when the first mesh is already in the target space. (Note the logic directly
|
|
|
|
* above, which uses an identity matrix with a null input transform). */
|
|
|
|
if (obmats[mi] == nullptr) {
|
|
|
|
for (const MVert &vert : Span(me->mvert, me->totvert)) {
|
|
|
|
const float3 co = float3(vert.co);
|
|
|
|
r_info->mesh_to_imesh_vert[v] = arena.add_or_find_vert(mpq3(co.x, co.y, co.z), v);
|
|
|
|
++v;
|
2021-03-14 11:39:56 -04:00
|
|
|
}
|
2021-02-21 17:57:03 -05:00
|
|
|
}
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
else {
|
|
|
|
for (const MVert &vert : Span(me->mvert, me->totvert)) {
|
|
|
|
const float3 co = r_info->to_target_transform[mi] * float3(vert.co);
|
|
|
|
r_info->mesh_to_imesh_vert[v] = arena.add_or_find_vert(mpq3(co.x, co.y, co.z), v);
|
|
|
|
++v;
|
2021-02-21 17:57:03 -05:00
|
|
|
}
|
|
|
|
}
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
|
2021-02-21 17:57:03 -05:00
|
|
|
for (const MPoly &poly : Span(me->mpoly, me->totpoly)) {
|
|
|
|
int flen = poly.totloop;
|
|
|
|
face_vert.clear();
|
|
|
|
face_edge_orig.clear();
|
|
|
|
const MLoop *l = &me->mloop[poly.loopstart];
|
|
|
|
for (int i = 0; i < flen; ++i) {
|
|
|
|
int mverti = r_info->mesh_vert_offset[mi] + l->v;
|
|
|
|
const Vert *fv = r_info->mesh_to_imesh_vert[mverti];
|
|
|
|
face_vert.append(fv);
|
|
|
|
face_edge_orig.append(e + l->e);
|
|
|
|
++l;
|
|
|
|
}
|
|
|
|
r_info->mesh_to_imesh_face[f] = arena.add_face(face_vert, f, face_edge_orig);
|
|
|
|
++f;
|
|
|
|
}
|
|
|
|
e += me->totedge;
|
|
|
|
}
|
|
|
|
return IMesh(r_info->mesh_to_imesh_face);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Copy vertex attributes, including customdata, from `orig_mv` to `mv`.
|
|
|
|
* `mv` is in `dest_mesh` with index `mv_index`.
|
|
|
|
* The `orig_mv` vertex came from Mesh `orig_me` and had index `index_in_orig_me` there. */
|
|
|
|
static void copy_vert_attributes(Mesh *dest_mesh,
|
|
|
|
MVert *mv,
|
|
|
|
const MVert *orig_mv,
|
|
|
|
const Mesh *orig_me,
|
|
|
|
int mv_index,
|
|
|
|
int index_in_orig_me)
|
|
|
|
{
|
|
|
|
mv->bweight = orig_mv->bweight;
|
|
|
|
mv->flag = orig_mv->flag;
|
|
|
|
|
|
|
|
/* For all layers in the orig mesh, copy the layer information. */
|
|
|
|
CustomData *target_cd = &dest_mesh->vdata;
|
|
|
|
const CustomData *source_cd = &orig_me->vdata;
|
|
|
|
for (int source_layer_i = 0; source_layer_i < source_cd->totlayer; ++source_layer_i) {
|
|
|
|
int ty = source_cd->layers[source_layer_i].type;
|
|
|
|
/* The (first) CD_MVERT layer is the same as dest_mesh->vdata, so we've
|
|
|
|
* already set the coordinate to the right value. */
|
|
|
|
if (ty == CD_MVERT) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
const char *name = source_cd->layers[source_layer_i].name;
|
|
|
|
int target_layer_i = CustomData_get_named_layer_index(target_cd, ty, name);
|
|
|
|
/* Not all layers were merged in target: some are marked CD_FLAG_NOCOPY
|
|
|
|
* and some are not in the CD_MASK_MESH.vdata. */
|
|
|
|
if (target_layer_i != -1) {
|
|
|
|
CustomData_copy_data_layer(
|
|
|
|
source_cd, target_cd, source_layer_i, target_layer_i, index_in_orig_me, mv_index, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Similar to copy_vert_attributes but for poly attributes. */
|
|
|
|
static void copy_poly_attributes(Mesh *dest_mesh,
|
|
|
|
MPoly *mp,
|
|
|
|
const MPoly *orig_mp,
|
|
|
|
const Mesh *orig_me,
|
|
|
|
int mp_index,
|
2021-03-14 11:39:56 -04:00
|
|
|
int index_in_orig_me,
|
2021-04-02 00:16:01 -05:00
|
|
|
Span<short> material_remap)
|
2021-02-21 17:57:03 -05:00
|
|
|
{
|
|
|
|
mp->mat_nr = orig_mp->mat_nr;
|
|
|
|
if (mp->mat_nr >= dest_mesh->totcol) {
|
|
|
|
mp->mat_nr = 0;
|
|
|
|
}
|
2021-03-14 11:39:56 -04:00
|
|
|
else {
|
2021-04-02 00:16:01 -05:00
|
|
|
if (material_remap.size() > 0) {
|
2021-03-14 11:39:56 -04:00
|
|
|
short mat_nr = material_remap[orig_mp->mat_nr];
|
|
|
|
if (mat_nr >= 0 && mat_nr < dest_mesh->totcol) {
|
|
|
|
mp->mat_nr = mat_nr;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-02-21 17:57:03 -05:00
|
|
|
mp->flag = orig_mp->flag;
|
|
|
|
CustomData *target_cd = &dest_mesh->pdata;
|
|
|
|
const CustomData *source_cd = &orig_me->pdata;
|
|
|
|
for (int source_layer_i = 0; source_layer_i < source_cd->totlayer; ++source_layer_i) {
|
|
|
|
int ty = source_cd->layers[source_layer_i].type;
|
|
|
|
if (ty == CD_MPOLY) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
const char *name = source_cd->layers[source_layer_i].name;
|
|
|
|
int target_layer_i = CustomData_get_named_layer_index(target_cd, ty, name);
|
|
|
|
if (target_layer_i != -1) {
|
|
|
|
CustomData_copy_data_layer(
|
|
|
|
source_cd, target_cd, source_layer_i, target_layer_i, index_in_orig_me, mp_index, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Similar to copy_vert_attributes but for edge attributes. */
|
|
|
|
static void copy_edge_attributes(Mesh *dest_mesh,
|
|
|
|
MEdge *medge,
|
|
|
|
const MEdge *orig_medge,
|
|
|
|
const Mesh *orig_me,
|
|
|
|
int medge_index,
|
|
|
|
int index_in_orig_me)
|
|
|
|
{
|
|
|
|
medge->bweight = orig_medge->bweight;
|
|
|
|
medge->crease = orig_medge->crease;
|
|
|
|
medge->flag = orig_medge->flag;
|
|
|
|
CustomData *target_cd = &dest_mesh->edata;
|
|
|
|
const CustomData *source_cd = &orig_me->edata;
|
|
|
|
for (int source_layer_i = 0; source_layer_i < source_cd->totlayer; ++source_layer_i) {
|
|
|
|
int ty = source_cd->layers[source_layer_i].type;
|
|
|
|
if (ty == CD_MEDGE) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
const char *name = source_cd->layers[source_layer_i].name;
|
|
|
|
int target_layer_i = CustomData_get_named_layer_index(target_cd, ty, name);
|
|
|
|
if (target_layer_i != -1) {
|
|
|
|
CustomData_copy_data_layer(
|
|
|
|
source_cd, target_cd, source_layer_i, target_layer_i, index_in_orig_me, medge_index, 1);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-02-25 16:34:27 +11:00
|
|
|
/**
|
|
|
|
* For #IMesh face `f`, with corresponding output Mesh poly `mp`,
|
2021-02-21 17:57:03 -05:00
|
|
|
* where the original Mesh poly is `orig_mp`, coming from the Mesh
|
|
|
|
* `orig_me`, which has index `orig_me_index` in `mim`:
|
|
|
|
* fill in the `orig_loops` Array with corresponding indices of MLoops from `orig_me`
|
|
|
|
* where they have the same start and end vertices; for cases where that is
|
|
|
|
* not true, put -1 in the `orig_loops` slot.
|
|
|
|
* For now, we only try to do this if `mp` and `orig_mp` have the same size.
|
|
|
|
* Return the number of non-null MLoops filled in.
|
|
|
|
*/
|
|
|
|
static int fill_orig_loops(const Face *f,
|
|
|
|
const MPoly *orig_mp,
|
|
|
|
const Mesh *orig_me,
|
|
|
|
int orig_me_index,
|
|
|
|
MeshesToIMeshInfo &mim,
|
|
|
|
Array<int> &orig_loops)
|
|
|
|
{
|
|
|
|
orig_loops.fill(-1);
|
|
|
|
int orig_mplen = orig_mp->totloop;
|
|
|
|
if (f->size() != orig_mplen) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
BLI_assert(orig_loops.size() == orig_mplen);
|
|
|
|
/* We'll look for the case where the first vertex in f has an original vertex
|
|
|
|
* that is the same as one in orig_me (after correcting for offset in mim meshes).
|
|
|
|
* Then see that loop and any subsequent ones have the same start and end vertex.
|
|
|
|
* This may miss some cases of partial alignment, but that's OK since discovering
|
2021-02-25 16:34:27 +11:00
|
|
|
* aligned loops is only an optimization to avoid some re-interpolation.
|
2021-02-21 17:57:03 -05:00
|
|
|
*/
|
|
|
|
int first_orig_v = f->vert[0]->orig;
|
|
|
|
if (first_orig_v == NO_INDEX) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
/* It is possible that the original vert was merged with another in another mesh. */
|
|
|
|
if (orig_me_index != mim.input_mesh_for_imesh_vert(first_orig_v)) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
int orig_me_vert_offset = mim.mesh_vert_offset[orig_me_index];
|
|
|
|
int first_orig_v_in_orig_me = first_orig_v - orig_me_vert_offset;
|
|
|
|
BLI_assert(0 <= first_orig_v_in_orig_me && first_orig_v_in_orig_me < orig_me->totvert);
|
|
|
|
/* Assume all vertices in an mpoly are unique. */
|
|
|
|
int offset = -1;
|
|
|
|
for (int i = 0; i < orig_mplen; ++i) {
|
|
|
|
int loop_i = i + orig_mp->loopstart;
|
|
|
|
if (orig_me->mloop[loop_i].v == first_orig_v_in_orig_me) {
|
|
|
|
offset = i;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (offset == -1) {
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
int num_orig_loops_found = 0;
|
|
|
|
for (int mp_loop_index = 0; mp_loop_index < orig_mplen; ++mp_loop_index) {
|
|
|
|
int orig_mp_loop_index = (mp_loop_index + offset) % orig_mplen;
|
|
|
|
MLoop *l = &orig_me->mloop[orig_mp->loopstart + orig_mp_loop_index];
|
|
|
|
int fv_orig = f->vert[mp_loop_index]->orig;
|
|
|
|
if (fv_orig != NO_INDEX) {
|
|
|
|
fv_orig -= orig_me_vert_offset;
|
|
|
|
if (fv_orig < 0 || fv_orig >= orig_me->totvert) {
|
|
|
|
fv_orig = NO_INDEX;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (l->v == fv_orig) {
|
|
|
|
MLoop *lnext = &orig_me->mloop[orig_mp->loopstart + ((orig_mp_loop_index + 1) % orig_mplen)];
|
|
|
|
int fvnext_orig = f->vert[(mp_loop_index + 1) % orig_mplen]->orig;
|
|
|
|
if (fvnext_orig != NO_INDEX) {
|
|
|
|
fvnext_orig -= orig_me_vert_offset;
|
|
|
|
if (fvnext_orig < 0 || fvnext_orig >= orig_me->totvert) {
|
|
|
|
fvnext_orig = NO_INDEX;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (lnext->v == fvnext_orig) {
|
|
|
|
orig_loops[mp_loop_index] = orig_mp->loopstart + orig_mp_loop_index;
|
|
|
|
++num_orig_loops_found;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return num_orig_loops_found;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Fill `cos_2d` with the 2d coordinates found by projection MPoly `mp` along
|
|
|
|
* its normal. Also fill in r_axis_mat with the matrix that does that projection.
|
|
|
|
* But before projecting, also transform the 3d coordinate by multiplying by trans_mat.
|
|
|
|
* `cos_2d` should have room for `mp->totloop` entries. */
|
|
|
|
static void get_poly2d_cos(const Mesh *me,
|
|
|
|
const MPoly *mp,
|
|
|
|
float (*cos_2d)[2],
|
2021-03-02 20:58:05 -06:00
|
|
|
const float4x4 &trans_mat,
|
2021-02-21 17:57:03 -05:00
|
|
|
float r_axis_mat[3][3])
|
|
|
|
{
|
|
|
|
int n = mp->totloop;
|
|
|
|
|
|
|
|
/* Project coordinates to 2d in cos_2d, using normal as projection axis. */
|
|
|
|
float axis_dominant[3];
|
|
|
|
BKE_mesh_calc_poly_normal(mp, &me->mloop[mp->loopstart], me->mvert, axis_dominant);
|
|
|
|
axis_dominant_v3_to_m3(r_axis_mat, axis_dominant);
|
|
|
|
MLoop *ml = &me->mloop[mp->loopstart];
|
|
|
|
const MVert *mverts = me->mvert;
|
|
|
|
for (int i = 0; i < n; ++i) {
|
2021-03-02 20:58:05 -06:00
|
|
|
float3 co = mverts[ml->v].co;
|
|
|
|
co = trans_mat * co;
|
2021-02-21 17:57:03 -05:00
|
|
|
mul_v2_m3v3(cos_2d[i], r_axis_mat, co);
|
|
|
|
++ml;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* For the loops of `mp`, see if the face is unchanged from `orig_mp`, and if so,
|
|
|
|
* copy the Loop attributes from corresponding loops to corresponding loops.
|
|
|
|
* Otherwise, interpolate the Loop attributes in the face `orig_mp`. */
|
|
|
|
static void copy_or_interp_loop_attributes(Mesh *dest_mesh,
|
|
|
|
const Face *f,
|
|
|
|
MPoly *mp,
|
|
|
|
const MPoly *orig_mp,
|
|
|
|
const Mesh *orig_me,
|
|
|
|
int orig_me_index,
|
|
|
|
MeshesToIMeshInfo &mim)
|
|
|
|
{
|
|
|
|
Array<int> orig_loops(mp->totloop);
|
|
|
|
int norig = fill_orig_loops(f, orig_mp, orig_me, orig_me_index, mim, orig_loops);
|
|
|
|
/* We may need these arrays if we have to interpolate Loop attributes rather than just copy.
|
|
|
|
* Right now, trying Array<float[2]> complains, so declare cos_2d a different way. */
|
|
|
|
float(*cos_2d)[2];
|
|
|
|
Array<float> weights;
|
|
|
|
Array<const void *> src_blocks_ofs;
|
|
|
|
float axis_mat[3][3];
|
|
|
|
if (norig != mp->totloop) {
|
|
|
|
/* We will need to interpolate. Make `cos_2d` hold 2d-projected coordinates of `orig_mp`,
|
|
|
|
* which are transformed into object 0's local space before projecting.
|
|
|
|
* At this point we cannot yet calculate the interpolation weights, as they depend on
|
|
|
|
* the coordinate where interpolation is to happen, but we can allocate the needed arrays,
|
|
|
|
* so they don't have to be allocated per-layer. */
|
2021-02-21 22:11:59 -05:00
|
|
|
cos_2d = (float(*)[2])BLI_array_alloca(cos_2d, orig_mp->totloop);
|
2021-02-21 17:57:03 -05:00
|
|
|
weights = Array<float>(orig_mp->totloop);
|
|
|
|
src_blocks_ofs = Array<const void *>(orig_mp->totloop);
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
get_poly2d_cos(orig_me, orig_mp, cos_2d, mim.to_target_transform[orig_me_index], axis_mat);
|
2021-02-21 17:57:03 -05:00
|
|
|
}
|
|
|
|
CustomData *target_cd = &dest_mesh->ldata;
|
|
|
|
for (int i = 0; i < mp->totloop; ++i) {
|
|
|
|
int loop_index = mp->loopstart + i;
|
|
|
|
int orig_loop_index = norig > 0 ? orig_loops[i] : -1;
|
|
|
|
const CustomData *source_cd = &orig_me->ldata;
|
|
|
|
if (orig_loop_index == -1) {
|
|
|
|
/* Will need interpolation weights for this loop's vertex's coordinates.
|
|
|
|
* The coordinate needs to be projected into 2d, just like the interpolating polygon's
|
|
|
|
* coordinates were. The `dest_mesh` coordinates are already in object 0 local space. */
|
|
|
|
float co[2];
|
|
|
|
mul_v2_m3v3(co, axis_mat, dest_mesh->mvert[dest_mesh->mloop[loop_index].v].co);
|
|
|
|
interp_weights_poly_v2(weights.data(), cos_2d, orig_mp->totloop, co);
|
|
|
|
}
|
|
|
|
for (int source_layer_i = 0; source_layer_i < source_cd->totlayer; ++source_layer_i) {
|
|
|
|
int ty = source_cd->layers[source_layer_i].type;
|
|
|
|
if (ty == CD_MLOOP) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
const char *name = source_cd->layers[source_layer_i].name;
|
|
|
|
int target_layer_i = CustomData_get_named_layer_index(target_cd, ty, name);
|
|
|
|
if (target_layer_i == -1) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (orig_loop_index != -1) {
|
|
|
|
CustomData_copy_data_layer(
|
|
|
|
source_cd, target_cd, source_layer_i, target_layer_i, orig_loop_index, loop_index, 1);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Note: although CustomData_bmesh_interp_n function has bmesh in its name, nothing about
|
|
|
|
* it is BMesh-specific. We can't use CustomData_interp because it assumes that
|
|
|
|
* all source layers exist in the dest.
|
|
|
|
* A non bmesh version could have the benefit of not copying data into src_blocks_ofs -
|
|
|
|
* using the contiguous data instead. TODO: add to the custom data API. */
|
|
|
|
int target_layer_type_index = CustomData_get_named_layer(target_cd, ty, name);
|
2021-03-06 09:05:55 -05:00
|
|
|
if (!CustomData_layer_has_interp(source_cd, source_layer_i)) {
|
|
|
|
continue;
|
|
|
|
}
|
2021-02-21 17:57:03 -05:00
|
|
|
int source_layer_type_index = source_layer_i - source_cd->typemap[ty];
|
|
|
|
BLI_assert(target_layer_type_index != -1 && source_layer_type_index >= 0);
|
|
|
|
for (int j = 0; j < orig_mp->totloop; ++j) {
|
|
|
|
src_blocks_ofs[j] = CustomData_get_n(
|
|
|
|
source_cd, ty, orig_mp->loopstart + j, source_layer_type_index);
|
|
|
|
}
|
|
|
|
void *dst_block_ofs = CustomData_get_n(target_cd, ty, loop_index, target_layer_type_index);
|
|
|
|
CustomData_bmesh_interp_n(target_cd,
|
|
|
|
src_blocks_ofs.data(),
|
|
|
|
weights.data(),
|
|
|
|
nullptr,
|
|
|
|
orig_mp->totloop,
|
|
|
|
dst_block_ofs,
|
|
|
|
target_layer_i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-04-09 18:47:10 +10:00
|
|
|
/**
|
|
|
|
* Make sure that there are custom data layers in the target mesh
|
2021-02-21 17:57:03 -05:00
|
|
|
* corresponding to all target layers in all of the operands after the first.
|
|
|
|
* (The target should already have layers for those in the first operand mesh).
|
|
|
|
* Edges done separately -- will have to be done later, after edges are made.
|
|
|
|
*/
|
|
|
|
static void merge_vertex_loop_poly_customdata_layers(Mesh *target, MeshesToIMeshInfo &mim)
|
|
|
|
{
|
|
|
|
for (int mesh_index = 1; mesh_index < mim.meshes.size(); ++mesh_index) {
|
|
|
|
const Mesh *me = mim.meshes[mesh_index];
|
|
|
|
if (me->totvert) {
|
|
|
|
CustomData_merge(
|
|
|
|
&me->vdata, &target->vdata, CD_MASK_MESH.vmask, CD_DEFAULT, target->totvert);
|
|
|
|
}
|
|
|
|
if (me->totloop) {
|
|
|
|
CustomData_merge(
|
|
|
|
&me->ldata, &target->ldata, CD_MASK_MESH.lmask, CD_DEFAULT, target->totloop);
|
|
|
|
}
|
|
|
|
if (me->totpoly) {
|
|
|
|
CustomData_merge(
|
|
|
|
&me->pdata, &target->pdata, CD_MASK_MESH.pmask, CD_DEFAULT, target->totpoly);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void merge_edge_customdata_layers(Mesh *target, MeshesToIMeshInfo &mim)
|
|
|
|
{
|
|
|
|
for (int mesh_index = 1; mesh_index < mim.meshes.size(); ++mesh_index) {
|
|
|
|
const Mesh *me = mim.meshes[mesh_index];
|
|
|
|
if (me->totedge) {
|
|
|
|
CustomData_merge(
|
|
|
|
&me->edata, &target->edata, CD_MASK_MESH.emask, CD_DEFAULT, target->totedge);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-04-09 18:47:10 +10:00
|
|
|
/**
|
|
|
|
* Convert the output IMesh im to a Blender Mesh,
|
2021-02-21 17:57:03 -05:00
|
|
|
* using the information in mim to get all the attributes right.
|
|
|
|
*/
|
|
|
|
static Mesh *imesh_to_mesh(IMesh *im, MeshesToIMeshInfo &mim)
|
|
|
|
{
|
|
|
|
constexpr int dbg_level = 0;
|
|
|
|
|
|
|
|
im->populate_vert();
|
|
|
|
int out_totvert = im->vert_size();
|
|
|
|
int out_totpoly = im->face_size();
|
|
|
|
int out_totloop = 0;
|
|
|
|
for (const Face *f : im->faces()) {
|
|
|
|
out_totloop += f->size();
|
|
|
|
}
|
|
|
|
/* Will calculate edges later. */
|
|
|
|
Mesh *result = BKE_mesh_new_nomain_from_template(
|
|
|
|
mim.meshes[0], out_totvert, 0, 0, out_totloop, out_totpoly);
|
|
|
|
|
|
|
|
merge_vertex_loop_poly_customdata_layers(result, mim);
|
|
|
|
/* Set the vertex coordinate values and other data. */
|
|
|
|
for (int vi : im->vert_index_range()) {
|
|
|
|
const Vert *v = im->vert(vi);
|
|
|
|
MVert *mv = &result->mvert[vi];
|
|
|
|
copy_v3fl_v3db(mv->co, v->co);
|
|
|
|
if (v->orig != NO_INDEX) {
|
|
|
|
const Mesh *orig_me;
|
|
|
|
int index_in_orig_me;
|
|
|
|
const MVert *orig_mv = mim.input_mvert_for_orig_index(v->orig, &orig_me, &index_in_orig_me);
|
|
|
|
copy_vert_attributes(result, mv, orig_mv, orig_me, vi, index_in_orig_me);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Set the loopstart and totloop for each output poly,
|
|
|
|
* and set the vertices in the appropriate loops. */
|
|
|
|
int cur_loop_index = 0;
|
|
|
|
MLoop *l = result->mloop;
|
|
|
|
for (int fi : im->face_index_range()) {
|
|
|
|
const Face *f = im->face(fi);
|
|
|
|
const Mesh *orig_me;
|
|
|
|
int index_in_orig_me;
|
|
|
|
int orig_me_index;
|
|
|
|
const MPoly *orig_mp = mim.input_mpoly_for_orig_index(
|
|
|
|
f->orig, &orig_me, &orig_me_index, &index_in_orig_me);
|
|
|
|
MPoly *mp = &result->mpoly[fi];
|
|
|
|
mp->totloop = f->size();
|
|
|
|
mp->loopstart = cur_loop_index;
|
|
|
|
for (int j : f->index_range()) {
|
|
|
|
const Vert *vf = f->vert[j];
|
|
|
|
const int vfi = im->lookup_vert(vf);
|
|
|
|
l->v = vfi;
|
|
|
|
++l;
|
|
|
|
++cur_loop_index;
|
|
|
|
}
|
2021-03-14 11:39:56 -04:00
|
|
|
|
2021-04-02 00:16:01 -05:00
|
|
|
copy_poly_attributes(result,
|
|
|
|
mp,
|
|
|
|
orig_mp,
|
|
|
|
orig_me,
|
|
|
|
fi,
|
|
|
|
index_in_orig_me,
|
|
|
|
(mim.material_remaps.size() > 0) ?
|
|
|
|
mim.material_remaps[orig_me_index].as_span() :
|
|
|
|
Span<short>());
|
2021-02-21 17:57:03 -05:00
|
|
|
copy_or_interp_loop_attributes(result, f, mp, orig_mp, orig_me, orig_me_index, mim);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* BKE_mesh_calc_edges will calculate and populate all the
|
|
|
|
* MEdges from the MPolys. */
|
|
|
|
BKE_mesh_calc_edges(result, false, false);
|
|
|
|
merge_edge_customdata_layers(result, mim);
|
|
|
|
|
|
|
|
/* Now that the MEdges are populated, we can copy over the required attributes and custom layers.
|
|
|
|
*/
|
|
|
|
for (int fi : im->face_index_range()) {
|
|
|
|
const Face *f = im->face(fi);
|
|
|
|
MPoly *mp = &result->mpoly[fi];
|
|
|
|
for (int j : f->index_range()) {
|
|
|
|
if (f->edge_orig[j] != NO_INDEX) {
|
|
|
|
const Mesh *orig_me;
|
|
|
|
int index_in_orig_me;
|
|
|
|
const MEdge *orig_medge = mim.input_medge_for_orig_index(
|
|
|
|
f->edge_orig[j], &orig_me, &index_in_orig_me);
|
|
|
|
int e_index = result->mloop[mp->loopstart + j].e;
|
|
|
|
MEdge *medge = &result->medge[e_index];
|
|
|
|
copy_edge_attributes(result, medge, orig_medge, orig_me, e_index, index_in_orig_me);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BKE_mesh_calc_normals(result);
|
|
|
|
if (dbg_level > 0) {
|
|
|
|
BKE_mesh_validate(result, true, true);
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
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#endif // WITH_GMP
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2021-02-25 16:34:27 +11:00
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/**
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2021-04-02 00:16:01 -05:00
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* Do a mesh boolean operation directly on meshes (without going back and forth to BMesh).
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* \param meshes: An array of of Mesh pointers.
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* \param obmats: An array of pointers to the obmat matrices that transform local
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* coordinates to global ones. It is allowed for the pointers to be null, meaning the
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* transformation is the identity.
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* \param material_remaps: An array of pointers to arrays of maps from material slot numbers in the
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* corresponding mesh to the material slot in the first mesh. It is OK for material_remaps or any
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* of its constituent arrays to be empty.
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2021-02-25 16:34:27 +11:00
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*/
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Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
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Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
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Span<const float4x4 *> obmats,
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const float4x4 &target_transform,
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2021-04-02 00:16:01 -05:00
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Span<Array<short>> material_remaps,
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
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const bool use_self,
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const bool hole_tolerant,
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const int boolean_mode)
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2021-02-21 17:57:03 -05:00
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{
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
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#ifdef WITH_GMP
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2021-03-02 20:58:05 -06:00
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BLI_assert(meshes.size() == obmats.size());
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2021-04-02 00:16:01 -05:00
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BLI_assert(material_remaps.size() == 0 || material_remaps.size() == meshes.size());
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if (meshes.size() <= 0) {
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2021-02-21 17:57:03 -05:00
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return nullptr;
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}
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2021-04-02 00:16:01 -05:00
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const int dbg_level = 0;
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2021-02-21 17:57:03 -05:00
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if (dbg_level > 0) {
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2021-04-02 00:16:01 -05:00
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std::cout << "\nDIRECT_MESH_INTERSECT, nmeshes = " << meshes.size() << "\n";
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2021-02-21 17:57:03 -05:00
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}
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MeshesToIMeshInfo mim;
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IMeshArena arena;
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
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IMesh m_in = meshes_to_imesh(meshes, obmats, material_remaps, target_transform, arena, &mim);
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2021-02-21 17:57:03 -05:00
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std::function<int(int)> shape_fn = [&mim](int f) {
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for (int mi = 0; mi < mim.mesh_poly_offset.size() - 1; ++mi) {
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if (f < mim.mesh_poly_offset[mi + 1]) {
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return mi;
|
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}
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}
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return static_cast<int>(mim.mesh_poly_offset.size()) - 1;
|
|
|
|
};
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
IMesh m_out = boolean_mesh(m_in,
|
|
|
|
static_cast<BoolOpType>(boolean_mode),
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2021-04-02 00:16:01 -05:00
|
|
|
meshes.size(),
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
shape_fn,
|
|
|
|
use_self,
|
|
|
|
hole_tolerant,
|
|
|
|
nullptr,
|
|
|
|
&arena);
|
2021-04-02 00:16:01 -05:00
|
|
|
if (dbg_level > 0) {
|
2021-02-21 17:57:03 -05:00
|
|
|
std::cout << m_out;
|
|
|
|
write_obj_mesh(m_out, "m_out");
|
|
|
|
}
|
|
|
|
|
|
|
|
return imesh_to_mesh(&m_out, mim);
|
Geometry Nodes: Improve speed of boolean node, use multi-input socket
This commit improves the performance of the node by up to 40% in some
cases when there are only two input meshes, mainly by skipping the
conversion to and from BMesh.
When there are more than two input meshes (note the distinction from
"Geometries", a geometry set can have many mesh instances), the
performance is actually worse, since boolean currently always does
self intersection in that case. Theoretically this could be improved
in the boolean code, or another option is automatically realizing
instances for each input geometry set.
Another improvement is using multi-input sockets for the inputs, which
removes the need to have a separate boolean node for every operation,
which can hopefully simplify some node trees.
The changes necessary for transforms in `mesh_boolean_convert.cc` are
somewhat subtle; they come from the fact that the collecting the
geometry set instances already gives transforms in the local space
of the modifier object. There is also a very small amount of cleanup
to those lines, using `float4x4::identity()`.
This commit also fixes T87078, where overlapping difference meshes
makes the operation not work, though I haven't investigated why.
Differential Revision: https://developer.blender.org/D10599
2021-04-01 15:00:47 -05:00
|
|
|
#else // WITH_GMP
|
|
|
|
UNUSED_VARS(
|
|
|
|
meshes, obmats, material_remaps, target_transform, use_self, hole_tolerant, boolean_mode);
|
|
|
|
return nullptr;
|
|
|
|
#endif // WITH_GMP
|
2021-02-21 17:57:03 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
} // namespace blender::meshintersect
|