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blender-archive/source/blender/nodes/geometry/nodes/node_geo_boolean.cc
Hans Goudey 97746129d5 Cleanup: replace UNUSED macro with commented args in C++ code
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.

Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-03 17:38:16 -05:00

198 lines
6.7 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "DNA_mesh_types.h"
#include "BKE_geometry_set_instances.hh"
#include "BKE_mesh_boolean_convert.hh"
#include "UI_interface.h"
#include "UI_resources.h"
#include "node_geometry_util.hh"
namespace blender::nodes::node_geo_boolean_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Geometry>(N_("Mesh 1"))
.only_realized_data()
.supported_type(GEO_COMPONENT_TYPE_MESH);
b.add_input<decl::Geometry>(N_("Mesh 2")).multi_input().supported_type(GEO_COMPONENT_TYPE_MESH);
b.add_input<decl::Bool>(N_("Self Intersection"));
b.add_input<decl::Bool>(N_("Hole Tolerant"));
b.add_output<decl::Geometry>(N_("Mesh"));
b.add_output<decl::Bool>(N_("Intersecting Edges")).field_source();
}
static void node_layout(uiLayout *layout, bContext * /*C*/, PointerRNA *ptr)
{
uiItemR(layout, ptr, "operation", 0, "", ICON_NONE);
}
struct AttributeOutputs {
StrongAnonymousAttributeID intersecting_edges_id;
};
static void node_update(bNodeTree *ntree, bNode *node)
{
GeometryNodeBooleanOperation operation = (GeometryNodeBooleanOperation)node->custom1;
bNodeSocket *geometry_1_socket = static_cast<bNodeSocket *>(node->inputs.first);
bNodeSocket *geometry_2_socket = geometry_1_socket->next;
switch (operation) {
case GEO_NODE_BOOLEAN_INTERSECT:
case GEO_NODE_BOOLEAN_UNION:
nodeSetSocketAvailability(ntree, geometry_1_socket, false);
nodeSetSocketAvailability(ntree, geometry_2_socket, true);
node_sock_label(geometry_2_socket, N_("Mesh"));
break;
case GEO_NODE_BOOLEAN_DIFFERENCE:
nodeSetSocketAvailability(ntree, geometry_1_socket, true);
nodeSetSocketAvailability(ntree, geometry_2_socket, true);
node_sock_label(geometry_2_socket, N_("Mesh 2"));
break;
}
}
static void node_init(bNodeTree * /*tree*/, bNode *node)
{
node->custom1 = GEO_NODE_BOOLEAN_DIFFERENCE;
}
static void node_geo_exec(GeoNodeExecParams params)
{
#ifdef WITH_GMP
GeometryNodeBooleanOperation operation = (GeometryNodeBooleanOperation)params.node().custom1;
const bool use_self = params.get_input<bool>("Self Intersection");
const bool hole_tolerant = params.get_input<bool>("Hole Tolerant");
Vector<const Mesh *> meshes;
Vector<const float4x4 *> transforms;
VectorSet<Material *> materials;
Vector<Array<short>> material_remaps;
GeometrySet set_a;
if (operation == GEO_NODE_BOOLEAN_DIFFERENCE) {
set_a = params.extract_input<GeometrySet>("Mesh 1");
/* Note that it technically wouldn't be necessary to realize the instances for the first
* geometry input, but the boolean code expects the first shape for the difference operation
* to be a single mesh. */
const Mesh *mesh_in_a = set_a.get_mesh_for_read();
if (mesh_in_a != nullptr) {
meshes.append(mesh_in_a);
transforms.append(nullptr);
for (Material *material : Span(mesh_in_a->mat, mesh_in_a->totcol)) {
materials.add(material);
}
material_remaps.append({});
}
}
/* The instance transform matrices are owned by the instance group, so we have to
* keep all of them around for use during the boolean operation. */
Vector<bke::GeometryInstanceGroup> set_groups;
Vector<GeometrySet> geometry_sets = params.extract_input<Vector<GeometrySet>>("Mesh 2");
for (const GeometrySet &geometry_set : geometry_sets) {
bke::geometry_set_gather_instances(geometry_set, set_groups);
}
for (const bke::GeometryInstanceGroup &set_group : set_groups) {
const Mesh *mesh = set_group.geometry_set.get_mesh_for_read();
if (mesh != nullptr) {
for (Material *material : Span(mesh->mat, mesh->totcol)) {
materials.add(material);
}
}
}
for (const bke::GeometryInstanceGroup &set_group : set_groups) {
const Mesh *mesh = set_group.geometry_set.get_mesh_for_read();
if (mesh != nullptr) {
Array<short> map(mesh->totcol);
for (const int i : IndexRange(mesh->totcol)) {
map[i] = materials.index_of(mesh->mat[i]);
}
material_remaps.append(std::move(map));
}
}
for (const bke::GeometryInstanceGroup &set_group : set_groups) {
const Mesh *mesh_in = set_group.geometry_set.get_mesh_for_read();
if (mesh_in != nullptr) {
meshes.append_n_times(mesh_in, set_group.transforms.size());
for (const int i : set_group.transforms.index_range()) {
transforms.append(set_group.transforms.begin() + i);
}
}
}
AttributeOutputs attribute_outputs;
if (params.output_is_required("Intersecting Edges")) {
attribute_outputs.intersecting_edges_id = StrongAnonymousAttributeID("Intersecting Edges");
}
Vector<int> intersecting_edges;
Mesh *result = blender::meshintersect::direct_mesh_boolean(
meshes,
transforms,
float4x4::identity(),
material_remaps,
use_self,
hole_tolerant,
operation,
attribute_outputs.intersecting_edges_id ? &intersecting_edges : nullptr);
if (!result) {
params.set_default_remaining_outputs();
return;
}
MEM_SAFE_FREE(result->mat);
result->mat = static_cast<Material **>(
MEM_malloc_arrayN(materials.size(), sizeof(Material *), __func__));
result->totcol = materials.size();
MutableSpan(result->mat, result->totcol).copy_from(materials);
/* Store intersecting edges in attribute. */
if (attribute_outputs.intersecting_edges_id) {
MutableAttributeAccessor attributes = result->attributes_for_write();
SpanAttributeWriter<bool> selection = attributes.lookup_or_add_for_write_only_span<bool>(
attribute_outputs.intersecting_edges_id.get(), ATTR_DOMAIN_EDGE);
selection.span.fill(false);
for (const int i : intersecting_edges) {
selection.span[i] = true;
}
selection.finish();
params.set_output(
"Intersecting Edges",
AnonymousAttributeFieldInput::Create<bool>(
std::move(attribute_outputs.intersecting_edges_id), params.attribute_producer_name()));
}
params.set_output("Mesh", GeometrySet::create_with_mesh(result));
#else
params.error_message_add(NodeWarningType::Error,
TIP_("Disabled, Blender was compiled without GMP"));
params.set_default_remaining_outputs();
#endif
}
} // namespace blender::nodes::node_geo_boolean_cc
void register_node_type_geo_boolean()
{
namespace file_ns = blender::nodes::node_geo_boolean_cc;
static bNodeType ntype;
geo_node_type_base(&ntype, GEO_NODE_MESH_BOOLEAN, "Mesh Boolean", NODE_CLASS_GEOMETRY);
ntype.declare = file_ns::node_declare;
ntype.draw_buttons = file_ns::node_layout;
ntype.updatefunc = file_ns::node_update;
node_type_init(&ntype, file_ns::node_init);
ntype.geometry_node_execute = file_ns::node_geo_exec;
nodeRegisterType(&ntype);
}