588 lines
16 KiB
C
588 lines
16 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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) Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* CSG operations.
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*/
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#include "DNA_material_types.h"
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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 "DNA_scene_types.h"
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#include "BLI_math.h"
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#include "BLI_ghash.h"
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#include "BKE_cdderivedmesh.h"
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#include "BKE_depsgraph.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_object.h"
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#include "CSG_BooleanOps.h"
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/**
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* Here's the vertex iterator structure used to walk through
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* the blender vertex structure.
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*/
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typedef struct {
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DerivedMesh *dm;
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Object *ob;
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int pos;
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} VertexIt;
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/**
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* Implementations of local vertex iterator functions.
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* These describe a blender mesh to the CSG module.
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*/
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static void VertexIt_Destruct(CSG_VertexIteratorDescriptor * iterator)
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{
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if (iterator->it) {
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// deallocate memory for iterator
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MEM_freeN(iterator->it);
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iterator->it = 0;
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}
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iterator->Done = NULL;
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iterator->Fill = NULL;
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iterator->Reset = NULL;
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iterator->Step = NULL;
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iterator->num_elements = 0;
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}
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static int VertexIt_Done(CSG_IteratorPtr it)
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{
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VertexIt * iterator = (VertexIt *)it;
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return(iterator->pos >= iterator->dm->getNumVerts(iterator->dm));
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}
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static void VertexIt_Fill(CSG_IteratorPtr it, CSG_IVertex *vert)
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{
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VertexIt * iterator = (VertexIt *)it;
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MVert *verts = iterator->dm->getVertArray(iterator->dm);
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float global_pos[3];
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/* boolean happens in global space, transform both with obmat */
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mul_v3_m4v3(
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global_pos,
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iterator->ob->obmat,
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verts[iterator->pos].co
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);
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vert->position[0] = global_pos[0];
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vert->position[1] = global_pos[1];
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vert->position[2] = global_pos[2];
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}
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static void VertexIt_Step(CSG_IteratorPtr it)
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{
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VertexIt * iterator = (VertexIt *)it;
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iterator->pos ++;
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}
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static void VertexIt_Reset(CSG_IteratorPtr it)
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{
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VertexIt * iterator = (VertexIt *)it;
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iterator->pos = 0;
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}
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static void VertexIt_Construct(CSG_VertexIteratorDescriptor *output, DerivedMesh *dm, Object *ob)
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{
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VertexIt *it;
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if (output == 0) return;
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// allocate some memory for blender iterator
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it = (VertexIt *)(MEM_mallocN(sizeof(VertexIt),"Boolean_VIt"));
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if (it == 0) {
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return;
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}
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// assign blender specific variables
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it->dm = dm;
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it->ob = ob; // needed for obmat transformations
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it->pos = 0;
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// assign iterator function pointers.
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output->Step = VertexIt_Step;
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output->Fill = VertexIt_Fill;
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output->Done = VertexIt_Done;
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output->Reset = VertexIt_Reset;
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output->num_elements = it->dm->getNumVerts(it->dm);
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output->it = it;
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}
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/**
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* Blender Face iterator
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*/
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typedef struct {
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DerivedMesh *dm;
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int pos;
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int offset;
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int flip;
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} FaceIt;
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static void FaceIt_Destruct(CSG_FaceIteratorDescriptor * iterator)
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{
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MEM_freeN(iterator->it);
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iterator->Done = NULL;
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iterator->Fill = NULL;
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iterator->Reset = NULL;
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iterator->Step = NULL;
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iterator->num_elements = 0;
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}
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static int FaceIt_Done(CSG_IteratorPtr it)
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{
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// assume CSG_IteratorPtr is of the correct type.
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FaceIt * iterator = (FaceIt *)it;
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return(iterator->pos >= iterator->dm->getNumFaces(iterator->dm));
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}
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static void FaceIt_Fill(CSG_IteratorPtr it, CSG_IFace *face)
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{
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// assume CSG_IteratorPtr is of the correct type.
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FaceIt *face_it = (FaceIt *)it;
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MFace *mfaces = face_it->dm->getFaceArray(face_it->dm);
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MFace *mface = &mfaces[face_it->pos];
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/* reverse face vertices if necessary */
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face->vertex_index[1] = mface->v2;
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if( face_it->flip == 0 ) {
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face->vertex_index[0] = mface->v1;
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face->vertex_index[2] = mface->v3;
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} else {
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face->vertex_index[2] = mface->v1;
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face->vertex_index[0] = mface->v3;
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}
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if (mface->v4) {
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face->vertex_index[3] = mface->v4;
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face->vertex_number = 4;
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} else {
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face->vertex_number = 3;
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}
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face->orig_face = face_it->offset + face_it->pos;
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}
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static void FaceIt_Step(CSG_IteratorPtr it)
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{
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FaceIt * face_it = (FaceIt *)it;
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face_it->pos ++;
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}
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static void FaceIt_Reset(CSG_IteratorPtr it)
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{
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FaceIt * face_it = (FaceIt *)it;
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face_it->pos = 0;
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}
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static void FaceIt_Construct(
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CSG_FaceIteratorDescriptor *output, DerivedMesh *dm, int offset, Object *ob)
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{
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FaceIt *it;
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if (output == 0) return;
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// allocate some memory for blender iterator
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it = (FaceIt *)(MEM_mallocN(sizeof(FaceIt),"Boolean_FIt"));
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if (it == 0) {
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return ;
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}
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// assign blender specific variables
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it->dm = dm;
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it->offset = offset;
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it->pos = 0;
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/* determine if we will need to reverse order of face vertices */
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if (ob->size[0] < 0.0f) {
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if (ob->size[1] < 0.0f && ob->size[2] < 0.0f) {
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it->flip = 1;
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} else if (ob->size[1] >= 0.0f && ob->size[2] >= 0.0f) {
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it->flip = 1;
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} else {
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it->flip = 0;
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}
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} else {
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if (ob->size[1] < 0.0f && ob->size[2] < 0.0f) {
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it->flip = 0;
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} else if (ob->size[1] >= 0.0f && ob->size[2] >= 0.0f) {
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it->flip = 0;
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} else {
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it->flip = 1;
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}
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}
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// assign iterator function pointers.
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output->Step = FaceIt_Step;
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output->Fill = FaceIt_Fill;
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output->Done = FaceIt_Done;
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output->Reset = FaceIt_Reset;
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output->num_elements = it->dm->getNumFaces(it->dm);
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output->it = it;
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}
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static Object *AddNewBlenderMesh(Scene *scene, Base *base)
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{
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// This little function adds a new mesh object to the blender object list
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// It uses ob to duplicate data as this seems to be easier than creating
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// a new one. This new oject contains no faces nor vertices.
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Mesh *old_me;
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Base *basen;
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Object *ob_new;
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// now create a new blender object.
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// duplicating all the settings from the previous object
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// to the new one.
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ob_new= copy_object(base->object);
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// Ok we don't want to use the actual data from the
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// last object, the above function incremented the
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// number of users, so decrement it here.
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old_me= ob_new->data;
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old_me->id.us--;
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// Now create a new base to add into the linked list of
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// vase objects.
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basen= MEM_mallocN(sizeof(Base), "duplibase");
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*basen= *base;
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BLI_addhead(&scene->base, basen); /* addhead: anders oneindige lus */
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basen->object= ob_new;
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basen->flag &= ~SELECT;
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// Initialize the mesh data associated with this object.
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ob_new->data= add_mesh("Mesh");
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// Finally assign the object type.
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ob_new->type= OB_MESH;
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return ob_new;
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}
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static void InterpCSGFace(
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DerivedMesh *dm, DerivedMesh *orig_dm, int index, int orig_index, int nr,
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float mapmat[][4])
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{
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float obco[3], *co[4], *orig_co[4], w[4][4];
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MFace *mface, *orig_mface;
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int j;
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mface = CDDM_get_face(dm, index);
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orig_mface = orig_dm->getFaceArray(orig_dm) + orig_index;
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// get the vertex coordinates from the original mesh
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orig_co[0] = (orig_dm->getVertArray(orig_dm) + orig_mface->v1)->co;
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orig_co[1] = (orig_dm->getVertArray(orig_dm) + orig_mface->v2)->co;
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orig_co[2] = (orig_dm->getVertArray(orig_dm) + orig_mface->v3)->co;
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orig_co[3] = (orig_mface->v4)? (orig_dm->getVertArray(orig_dm) + orig_mface->v4)->co: NULL;
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// get the vertex coordinates from the new derivedmesh
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co[0] = CDDM_get_vert(dm, mface->v1)->co;
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co[1] = CDDM_get_vert(dm, mface->v2)->co;
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co[2] = CDDM_get_vert(dm, mface->v3)->co;
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co[3] = (nr == 4)? CDDM_get_vert(dm, mface->v4)->co: NULL;
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for (j = 0; j < nr; j++) {
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// get coordinate into the space of the original mesh
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if (mapmat)
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mul_v3_m4v3(obco, mapmat, co[j]);
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else
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copy_v3_v3(obco, co[j]);
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interp_weights_face_v3( w[j],orig_co[0], orig_co[1], orig_co[2], orig_co[3], obco);
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}
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CustomData_interp(&orig_dm->faceData, &dm->faceData, &orig_index, NULL, (float*)w, 1, index);
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}
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/* Iterate over the CSG Output Descriptors and create a new DerivedMesh
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from them */
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static DerivedMesh *ConvertCSGDescriptorsToDerivedMesh(
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CSG_FaceIteratorDescriptor *face_it,
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CSG_VertexIteratorDescriptor *vertex_it,
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float parinv[][4],
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float mapmat[][4],
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Material **mat,
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int *totmat,
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DerivedMesh *dm1,
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Object *ob1,
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DerivedMesh *dm2,
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Object *ob2)
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{
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DerivedMesh *result, *orig_dm;
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GHash *material_hash = NULL;
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Mesh *me1= (Mesh*)ob1->data;
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Mesh *me2= (Mesh*)ob2->data;
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int i;
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// create a new DerivedMesh
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result = CDDM_new(vertex_it->num_elements, 0, face_it->num_elements);
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CustomData_merge(&dm1->faceData, &result->faceData, CD_MASK_DERIVEDMESH,
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CD_DEFAULT, face_it->num_elements);
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CustomData_merge(&dm2->faceData, &result->faceData, CD_MASK_DERIVEDMESH,
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CD_DEFAULT, face_it->num_elements);
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// step through the vertex iterators:
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for (i = 0; !vertex_it->Done(vertex_it->it); i++) {
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CSG_IVertex csgvert;
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MVert *mvert = CDDM_get_vert(result, i);
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// retrieve a csg vertex from the boolean module
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vertex_it->Fill(vertex_it->it, &csgvert);
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vertex_it->Step(vertex_it->it);
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// we have to map the vertex coordinates back in the coordinate frame
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// of the resulting object, since it was computed in world space
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mul_v3_m4v3(mvert->co, parinv, csgvert.position);
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}
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// a hash table to remap materials to indices
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if (mat) {
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material_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
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*totmat = 0;
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}
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// step through the face iterators
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for(i = 0; !face_it->Done(face_it->it); i++) {
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Mesh *orig_me;
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Object *orig_ob;
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Material *orig_mat;
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CSG_IFace csgface;
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MFace *mface;
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int orig_index, mat_nr;
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// retrieve a csg face from the boolean module
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face_it->Fill(face_it->it, &csgface);
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face_it->Step(face_it->it);
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// find the original mesh and data
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orig_ob = (csgface.orig_face < dm1->getNumFaces(dm1))? ob1: ob2;
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orig_dm = (csgface.orig_face < dm1->getNumFaces(dm1))? dm1: dm2;
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orig_me = (orig_ob == ob1)? me1: me2;
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orig_index = (orig_ob == ob1)? csgface.orig_face: csgface.orig_face - dm1->getNumFaces(dm1);
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// copy all face layers, including mface
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CustomData_copy_data(&orig_dm->faceData, &result->faceData, orig_index, i, 1);
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// set mface
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mface = CDDM_get_face(result, i);
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mface->v1 = csgface.vertex_index[0];
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mface->v2 = csgface.vertex_index[1];
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mface->v3 = csgface.vertex_index[2];
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mface->v4 = (csgface.vertex_number == 4)? csgface.vertex_index[3]: 0;
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// set material, based on lookup in hash table
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orig_mat= give_current_material(orig_ob, mface->mat_nr+1);
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if (mat && orig_mat) {
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if (!BLI_ghash_haskey(material_hash, orig_mat)) {
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mat[*totmat] = orig_mat;
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mat_nr = mface->mat_nr = (*totmat)++;
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BLI_ghash_insert(material_hash, orig_mat, SET_INT_IN_POINTER(mat_nr));
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}
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else
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mface->mat_nr = GET_INT_FROM_POINTER(BLI_ghash_lookup(material_hash, orig_mat));
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}
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else
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mface->mat_nr = 0;
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InterpCSGFace(result, orig_dm, i, orig_index, csgface.vertex_number,
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(orig_me == me2)? mapmat: NULL);
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test_index_face(mface, &result->faceData, i, csgface.vertex_number);
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}
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if (material_hash)
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BLI_ghash_free(material_hash, NULL, NULL);
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CDDM_calc_edges(result);
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CDDM_calc_normals(result);
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return result;
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}
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static void BuildMeshDescriptors(
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struct DerivedMesh *dm,
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struct Object *ob,
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int face_offset,
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struct CSG_FaceIteratorDescriptor * face_it,
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struct CSG_VertexIteratorDescriptor * vertex_it)
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{
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VertexIt_Construct(vertex_it,dm, ob);
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FaceIt_Construct(face_it,dm,face_offset,ob);
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}
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static void FreeMeshDescriptors(
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struct CSG_FaceIteratorDescriptor *face_it,
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struct CSG_VertexIteratorDescriptor *vertex_it)
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{
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VertexIt_Destruct(vertex_it);
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FaceIt_Destruct(face_it);
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}
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DerivedMesh *NewBooleanDerivedMesh_intern(
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DerivedMesh *dm, struct Object *ob, DerivedMesh *dm_select, struct Object *ob_select,
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int int_op_type, Material **mat, int *totmat)
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{
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float inv_mat[4][4];
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float map_mat[4][4];
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DerivedMesh *result = NULL;
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if (dm == NULL || dm_select == NULL) return 0;
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if (!dm->getNumFaces(dm) || !dm_select->getNumFaces(dm_select)) return 0;
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// we map the final object back into ob's local coordinate space. For this
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// we need to compute the inverse transform from global to ob (inv_mat),
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// and the transform from ob to ob_select for use in interpolation (map_mat)
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invert_m4_m4(inv_mat, ob->obmat);
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mul_m4_m4m4(map_mat, ob_select->obmat, inv_mat);
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invert_m4_m4(inv_mat, ob_select->obmat);
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{
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// interface with the boolean module:
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//
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// the idea is, we pass the boolean module verts and faces using the
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// provided descriptors. once the boolean operation is performed, we
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// get back output descriptors, from which we then build a DerivedMesh
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CSG_VertexIteratorDescriptor vd_1, vd_2;
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CSG_FaceIteratorDescriptor fd_1, fd_2;
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CSG_OperationType op_type;
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CSG_BooleanOperation *bool_op;
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// work out the operation they chose and pick the appropriate
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// enum from the csg module.
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switch (int_op_type) {
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case 1 : op_type = e_csg_intersection; break;
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case 2 : op_type = e_csg_union; break;
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case 3 : op_type = e_csg_difference; break;
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case 4 : op_type = e_csg_classify; break;
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default : op_type = e_csg_intersection;
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}
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BuildMeshDescriptors(dm_select, ob_select, 0, &fd_1, &vd_1);
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BuildMeshDescriptors(dm, ob, dm_select->getNumFaces(dm_select) , &fd_2, &vd_2);
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bool_op = CSG_NewBooleanFunction();
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// perform the operation
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if (CSG_PerformBooleanOperation(bool_op, op_type, fd_1, vd_1, fd_2, vd_2)) {
|
|
CSG_VertexIteratorDescriptor vd_o;
|
|
CSG_FaceIteratorDescriptor fd_o;
|
|
|
|
CSG_OutputFaceDescriptor(bool_op, &fd_o);
|
|
CSG_OutputVertexDescriptor(bool_op, &vd_o);
|
|
|
|
// iterate through results of operation and insert
|
|
// into new object
|
|
result = ConvertCSGDescriptorsToDerivedMesh(
|
|
&fd_o, &vd_o, inv_mat, map_mat, mat, totmat, dm_select, ob_select, dm, ob);
|
|
|
|
// free up the memory
|
|
CSG_FreeVertexDescriptor(&vd_o);
|
|
CSG_FreeFaceDescriptor(&fd_o);
|
|
}
|
|
else
|
|
printf("Unknown internal error in boolean");
|
|
|
|
CSG_FreeBooleanOperation(bool_op);
|
|
|
|
FreeMeshDescriptors(&fd_1, &vd_1);
|
|
FreeMeshDescriptors(&fd_2, &vd_2);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
int NewBooleanMesh(Scene *scene, Base *base, Base *base_select, int int_op_type)
|
|
{
|
|
Mesh *me_new;
|
|
int a, maxmat, totmat= 0;
|
|
Object *ob_new, *ob, *ob_select;
|
|
Material **mat;
|
|
DerivedMesh *result;
|
|
DerivedMesh *dm_select;
|
|
DerivedMesh *dm;
|
|
|
|
ob= base->object;
|
|
ob_select= base_select->object;
|
|
|
|
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
|
|
dm_select = mesh_create_derived_view(scene, ob_select, 0); // no modifiers in editmode ??
|
|
|
|
maxmat= ob->totcol + ob_select->totcol;
|
|
mat= (Material**)MEM_mallocN(sizeof(Material*)*maxmat, "NewBooleanMeshMat");
|
|
|
|
/* put some checks in for nice user feedback */
|
|
if (dm == NULL || dm_select == NULL) return 0;
|
|
if (!dm->getNumFaces(dm) || !dm_select->getNumFaces(dm_select))
|
|
{
|
|
MEM_freeN(mat);
|
|
return -1;
|
|
}
|
|
|
|
result= NewBooleanDerivedMesh_intern(dm, ob, dm_select, ob_select, int_op_type, mat, &totmat);
|
|
|
|
if (result == NULL) {
|
|
MEM_freeN(mat);
|
|
return 0;
|
|
}
|
|
|
|
/* create a new blender mesh object - using 'base' as a template */
|
|
ob_new= AddNewBlenderMesh(scene, base_select);
|
|
me_new= ob_new->data;
|
|
|
|
DM_to_mesh(result, me_new);
|
|
result->release(result);
|
|
|
|
dm->release(dm);
|
|
dm_select->release(dm_select);
|
|
|
|
/* add materials to object */
|
|
for (a = 0; a < totmat; a++)
|
|
assign_material(ob_new, mat[a], a+1);
|
|
|
|
MEM_freeN(mat);
|
|
|
|
/* update dag */
|
|
DAG_id_flush_update(&ob_new->id, OB_RECALC_DATA);
|
|
|
|
return 1;
|
|
}
|
|
|
|
DerivedMesh *NewBooleanDerivedMesh(DerivedMesh *dm, struct Object *ob, DerivedMesh *dm_select, struct Object *ob_select,
|
|
int int_op_type)
|
|
{
|
|
return NewBooleanDerivedMesh_intern(dm, ob, dm_select, ob_select, int_op_type, NULL, NULL);
|
|
}
|