This patch adds a 'Intersecting Edges' output with a boolean selection that only gives you the new edges on intersections. Will work on a couple of examples next, this should make some interesting effects possible (including getting us closer to the "bevel- after-boolean-usecase") To achieve this, a Vector is passed to `direct_mesh_boolean` when the iMesh is still available (and intersecting edges appended), then from those edge indices a selection will be stored as attribute. Differential Revision: https://developer.blender.org/D15151
39 lines
1.4 KiB
C++
39 lines
1.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2019 Blender Foundation. All rights reserved. */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include "BLI_array.hh"
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#include "BLI_float4x4.hh"
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#include "BLI_mesh_boolean.hh"
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#include "BLI_span.hh"
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struct Mesh;
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namespace blender::meshintersect {
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/**
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* Do a mesh boolean operation directly on meshes (without going back and forth from BMesh).
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* \param transforms: An array of pointers to transform matrices used for each mesh's positions.
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* It is allowed for the pointers to be null, meaning the transformation is the identity.
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* \param material_remaps: An array of maps from material slot numbers in the corresponding mesh
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* to the material slot in the first mesh. It is OK for material_remaps or any of its constituent
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* arrays to be empty.
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* \param r_intersecting_edges: Array to store indices of edges on the resulting mesh in. These
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* 'new' edges are the result of the intersections.
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*/
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Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
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Span<const float4x4 *> transforms,
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const float4x4 &target_transform,
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Span<Array<short>> material_remaps,
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bool use_self,
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bool hole_tolerant,
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int boolean_mode,
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Vector<int> *r_intersecting_edges);
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} // namespace blender::meshintersect
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