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blender-archive/source/blender/blenkernel/BKE_mesh_boolean_convert.hh
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
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Follow the SPDX license specification: https://spdx.org/licenses

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While most of the source tree has been included

- `./extern/` was left out.
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doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

38 lines
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C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. All rights reserved. */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_array.hh"
#include "BLI_float4x4.hh"
#include "BLI_mesh_boolean.hh"
#include "BLI_span.hh"
struct Mesh;
namespace blender::meshintersect {
/**
* Do a mesh boolean operation directly on meshes (without going back and forth to BMesh).
* \param meshes: An array of Mesh pointers.
* \param obmats: An array of pointers to the obmat matrices that transform local
* coordinates to global ones. It is allowed for the pointers to be null, meaning the
* transformation is the identity.
* \param material_remaps: An array of pointers to arrays of maps from material slot numbers in the
* corresponding mesh to the material slot in the first mesh. It is OK for material_remaps or any
* of its constituent arrays to be empty.
*/
Mesh *direct_mesh_boolean(blender::Span<const Mesh *> meshes,
blender::Span<const float4x4 *> obmats,
const float4x4 &target_transform,
blender::Span<blender::Array<short>> material_remaps,
bool use_self,
bool hole_tolerant,
int boolean_mode);
} // namespace blender::meshintersect