/** * $Id$ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ #ifdef HAVE_CONFIG_H #include #endif #include "BSP_CSGMesh.h" #include "BSP_FragNode.h" #include "BSP_CSGISplitter.h" BSP_FragNode:: BSP_FragNode( const MT_Plane3 & plane, BSP_CSGMesh *mesh ): m_plane(plane), m_in_tree(mesh), m_out_tree(mesh) { } /** * Public methods * Should only be called by BSP_FragTree */ BSP_FragNode:: ~BSP_FragNode( ){ // nothing to do } MEM_SmartPtr BSP_FragNode:: New( const MT_Plane3 & plane, BSP_CSGMesh *mesh ){ return new BSP_FragNode(plane,mesh); } void BSP_FragNode:: Build( BSP_MeshFragment *frag, BSP_CSGISplitter & splitter ){ // we know there must be some polygons still in // the fragment otherwise this node would not hve been // constructed. BSP_CSGMesh *mesh = frag->Mesh(); // split the incoming fragment by the plane // generating in,out,on fragments which are // passed down the in and out trees. BSP_MeshFragment in_frag(mesh,e_classified_in),out_frag(mesh,e_classified_out); MEM_SmartPtr on_frag = new BSP_MeshFragment(mesh,e_classified_on); splitter.Split(m_plane,frag,&in_frag,&out_frag,on_frag,NULL); // We are not interested in the on fragments. on_frag.Delete(); m_in_tree.Build(&in_frag,splitter); m_out_tree.Build(&out_frag,splitter); } void BSP_FragNode:: Push( BSP_MeshFragment *in_frag, BSP_MeshFragment *output, const BSP_Classification keep, const bool dominant, BSP_CSGISplitter & splitter ){ BSP_CSGMesh *mesh = in_frag->Mesh(); MEM_SmartPtr inside_frag = new BSP_MeshFragment(mesh,e_classified_in); MEM_SmartPtr outside_frag = new BSP_MeshFragment(mesh,e_classified_out); MEM_SmartPtr on_frag = new BSP_MeshFragment(mesh,e_classified_on); // deal with memory exceptions here. splitter.Split(m_plane,in_frag,inside_frag,outside_frag,on_frag,NULL); // deal with the on_fragments. if (on_frag->FaceSet().size()) { // The on fragment contains polygons that are outside both subtrees and polygons // that are inside one or more sub trees. If we are taking the union then we can // immediately add that first set of polygons to the ouput. We must then decide what // to do with potenially overlapping polygons from both objects. If we assume both // objects are closed then we can identify the conflict zones as // polygons outside B- and inside B+ // polygons outside B+ and inside B- // In these conflict zones we must choose a dominant object this is indicated // by the bool parameter to this function. If the object is not dominant then // we do nothing inside these conflict zones. // The first set should correspond with on polygons from object B with the same // orientation as this node. The second corresponding with polygons with opposite // orientation. // We don't want to replace polygons from A with polygons of opposite orientation // from B. So we split up the on polygons of A into 2 sets according to their orientation. // We add to output (A- out B-) in B+ and (A+ out B+) in B- #if 1 if (keep == e_classified_out) { // we are doing a union operation. // Make sure that this is not a leaf node. if(m_in_tree.m_node != NULL || m_out_tree.m_node != NULL) { BSP_MeshFragment frag_outBneg_outBpos(mesh,e_classified_on); BSP_MeshFragment temp1(on_frag.Ref()); m_in_tree.Push( &temp1,&frag_outBneg_outBpos, e_classified_out,e_classified_on, false,splitter ); m_out_tree.Push( &frag_outBneg_outBpos,output,e_classified_out,e_classified_on, false,splitter ); } #if 1 if (dominant) { // Here we compute the intersection zones. BSP_MeshFragment frag_on_pos(mesh,e_classified_on),frag_on_neg(mesh,e_classified_on); on_frag->ClassifyOnFragments(m_plane,&frag_on_pos,&frag_on_neg); BSP_MeshFragment temp1(mesh,e_classified_in); // push -ve fragments down inside tree, push result down outside m_in_tree.Push(&frag_on_neg,&temp1,e_classified_out,e_classified_on,false,splitter); m_out_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter); temp1.FaceSet().clear(); // push +ve fragments down outside tree, push result down inside. m_out_tree.Push(&frag_on_pos,&temp1,e_classified_out,e_classified_on,false,splitter); m_in_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter); } #endif } else if (keep == e_classified_in) { // we are doing an intersection // A = on_frag in X+ out X- // B = on_frag in X- out X+ // C = on_frag in X- in X+ // If X+ is NULL then A = F out X-, B = 0, C = F in X- // If X- is NULLL then A = 0, B = F out X+ , C = F in X+ // If both NULL then A = C = 0, B = F // Conflicts only happen in A and B. // negative fragments only in A, positive fragments only in B, anything in C. // First compute F in C an add to ouput. BSP_MeshFragment frag_on_pos(mesh,e_classified_on),frag_on_neg(mesh,e_classified_on); on_frag->ClassifyOnFragments(m_plane,&frag_on_pos,&frag_on_neg); if (m_in_tree.m_node == NULL) { if (m_out_tree.m_node == NULL) { // pick stuff that points in the same direction as this node // only if priority. if (dominant) { // pass +ve frags into B = F. // trick just pass down in tree... just adds to output. m_in_tree.Push(&frag_on_pos,output,e_classified_in,e_classified_on,false,splitter); } } else { // A = 0, B= F out X+ , C = F in X+ if (dominant) { // m_out_tree.Push(&frag_on_pos,output,e_classified_out,e_classified_on,false,splitter); m_out_tree.Push(on_frag,output,e_classified_in,e_classified_on,false,splitter); } } } else { if (m_out_tree.m_node == NULL) { // A = F out X-, B=0, C = F in X- if (dominant) { // m_in_tree.Push(&frag_on_neg,output,e_classified_out,e_classified_on,false,splitter); m_in_tree.Push(on_frag,output,e_classified_in,e_classified_on,false,splitter); } } else { // The normals case if (dominant) { BSP_MeshFragment temp1(mesh,e_classified_on); m_out_tree.Push(&frag_on_neg,&temp1,e_classified_in,e_classified_on,false,splitter); m_in_tree.Push(&temp1,output,e_classified_out,e_classified_on,false,splitter); temp1.FaceSet().clear(); m_in_tree.Push(&frag_on_pos,&temp1,e_classified_in,e_classified_on,false,splitter); m_out_tree.Push(&temp1,output,e_classified_out,e_classified_on,false,splitter); } BSP_MeshFragment temp1(mesh,e_classified_on); m_in_tree.Push(on_frag,&temp1,e_classified_in,e_classified_on,false,splitter); m_out_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter); } } } #endif on_frag.Delete(); } m_in_tree.Push(inside_frag,output,keep,e_classified_in,dominant,splitter); m_out_tree.Push(outside_frag,output,keep,e_classified_out,dominant,splitter); }; void BSP_FragNode:: Classify( BSP_MeshFragment * frag, BSP_MeshFragment *in_frag, BSP_MeshFragment *out_frag, BSP_MeshFragment *on_frag, BSP_CSGISplitter & splitter ){ BSP_CSGMesh *mesh = frag->Mesh(); MEM_SmartPtr inside_frag = new BSP_MeshFragment(mesh,e_classified_in); MEM_SmartPtr outside_frag = new BSP_MeshFragment(mesh,e_classified_out); MEM_SmartPtr frag_on = new BSP_MeshFragment(mesh,e_classified_on); splitter.Split(m_plane,frag,inside_frag,outside_frag,frag_on,NULL); // copy the on fragments into the on_frag output. if (frag_on->FaceSet().size()) { on_frag->FaceSet().insert( on_frag->FaceSet().end(), frag_on->FaceSet().begin(), frag_on->FaceSet().end() ); } frag_on.Delete(); // pass everything else down the tree. m_in_tree.Classify(inside_frag,in_frag,out_frag,on_frag,e_classified_in,splitter); m_out_tree.Classify(outside_frag,in_frag,out_frag,on_frag,e_classified_out,splitter); } /** * Accessor methods */ BSP_FragTree & BSP_FragNode:: InTree( ){ return m_in_tree; } BSP_FragTree & BSP_FragNode:: OutTree( ){ return m_out_tree; } MT_Plane3& BSP_FragNode:: Plane( ){ return m_plane; }