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blender-archive/source/blender/modifiers/intern/MOD_boolean_util.c
Sergey Sharybin fdfa5910b5 Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashes
Issue was caused by couple of circumstances:

- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview

All this leads to threading conflict between preview render and undo
system.

Solved it in  way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.

This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:

- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
  but adds temporary mesh to specified Main.

So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.

Viewport render shall not be an issue because object sync happens from
main thread in this case.

It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.

Thanks to Brecht for review!
2013-02-05 12:46:15 +00:00

651 lines
18 KiB
C

/*
* ***** BEGIN GPL 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* CSG operations.
*/
/** \file blender/modifiers/intern/MOD_boolean_util.c
* \ingroup modifiers
*/
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
#include "BLI_ghash.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "CSG_BooleanOps.h"
#include "MOD_boolean_util.h"
/**
* Here's the vertex iterator structure used to walk through
* the blender vertex structure.
*/
typedef struct {
DerivedMesh *dm;
Object *ob;
int pos;
} VertexIt;
/**
* Implementations of local vertex iterator functions.
* These describe a blender mesh to the CSG module.
*/
static void VertexIt_Destruct(CSG_VertexIteratorDescriptor *iterator)
{
if (iterator->it) {
/* deallocate memory for iterator */
MEM_freeN(iterator->it);
iterator->it = 0;
}
iterator->Done = NULL;
iterator->Fill = NULL;
iterator->Reset = NULL;
iterator->Step = NULL;
iterator->num_elements = 0;
}
static int VertexIt_Done(CSG_IteratorPtr it)
{
VertexIt *iterator = (VertexIt *)it;
return(iterator->pos >= iterator->dm->getNumVerts(iterator->dm));
}
static void VertexIt_Fill(CSG_IteratorPtr it, CSG_IVertex *vert)
{
VertexIt *iterator = (VertexIt *)it;
MVert *verts = iterator->dm->getVertArray(iterator->dm);
float global_pos[3];
/* boolean happens in global space, transform both with obmat */
mul_v3_m4v3(
global_pos,
iterator->ob->obmat,
verts[iterator->pos].co
);
vert->position[0] = global_pos[0];
vert->position[1] = global_pos[1];
vert->position[2] = global_pos[2];
}
static void VertexIt_Step(CSG_IteratorPtr it)
{
VertexIt *iterator = (VertexIt *)it;
iterator->pos++;
}
static void VertexIt_Reset(CSG_IteratorPtr it)
{
VertexIt *iterator = (VertexIt *)it;
iterator->pos = 0;
}
static void VertexIt_Construct(CSG_VertexIteratorDescriptor *output, DerivedMesh *dm, Object *ob)
{
VertexIt *it;
if (output == 0) return;
/* allocate some memory for blender iterator */
it = (VertexIt *)(MEM_mallocN(sizeof(VertexIt), "Boolean_VIt"));
if (it == 0) {
return;
}
/* assign blender specific variables */
it->dm = dm;
it->ob = ob; /* needed for obmat transformations */
it->pos = 0;
/* assign iterator function pointers. */
output->Step = VertexIt_Step;
output->Fill = VertexIt_Fill;
output->Done = VertexIt_Done;
output->Reset = VertexIt_Reset;
output->num_elements = it->dm->getNumVerts(it->dm);
output->it = it;
}
/**
* Blender Face iterator
*/
typedef struct {
DerivedMesh *dm;
int pos;
int offset;
int flip;
} FaceIt;
static void FaceIt_Destruct(CSG_FaceIteratorDescriptor *iterator)
{
MEM_freeN(iterator->it);
iterator->Done = NULL;
iterator->Fill = NULL;
iterator->Reset = NULL;
iterator->Step = NULL;
iterator->num_elements = 0;
}
static int FaceIt_Done(CSG_IteratorPtr it)
{
/* assume CSG_IteratorPtr is of the correct type. */
FaceIt *iterator = (FaceIt *)it;
return(iterator->pos >= iterator->dm->getNumTessFaces(iterator->dm));
}
static void FaceIt_Fill(CSG_IteratorPtr it, CSG_IFace *face)
{
/* assume CSG_IteratorPtr is of the correct type. */
FaceIt *face_it = (FaceIt *)it;
MFace *mfaces = face_it->dm->getTessFaceArray(face_it->dm);
MFace *mface = &mfaces[face_it->pos];
/* reverse face vertices if necessary */
face->vertex_index[1] = mface->v2;
if (face_it->flip == 0) {
face->vertex_index[0] = mface->v1;
face->vertex_index[2] = mface->v3;
}
else {
face->vertex_index[2] = mface->v1;
face->vertex_index[0] = mface->v3;
}
if (mface->v4) {
face->vertex_index[3] = mface->v4;
face->vertex_number = 4;
}
else {
face->vertex_number = 3;
}
face->orig_face = face_it->offset + face_it->pos;
}
static void FaceIt_Step(CSG_IteratorPtr it)
{
FaceIt *face_it = (FaceIt *)it;
face_it->pos++;
}
static void FaceIt_Reset(CSG_IteratorPtr it)
{
FaceIt *face_it = (FaceIt *)it;
face_it->pos = 0;
}
static void FaceIt_Construct(
CSG_FaceIteratorDescriptor *output, DerivedMesh *dm, int offset, Object *ob)
{
FaceIt *it;
if (output == 0) return;
/* allocate some memory for blender iterator */
it = (FaceIt *)(MEM_mallocN(sizeof(FaceIt), "Boolean_FIt"));
if (it == 0) {
return;
}
/* assign blender specific variables */
it->dm = dm;
it->offset = offset;
it->pos = 0;
/* determine if we will need to reverse order of face vertices */
if (ob->size[0] < 0.0f) {
if (ob->size[1] < 0.0f && ob->size[2] < 0.0f) {
it->flip = 1;
}
else if (ob->size[1] >= 0.0f && ob->size[2] >= 0.0f) {
it->flip = 1;
}
else {
it->flip = 0;
}
}
else {
if (ob->size[1] < 0.0f && ob->size[2] < 0.0f) {
it->flip = 0;
}
else if (ob->size[1] >= 0.0f && ob->size[2] >= 0.0f) {
it->flip = 0;
}
else {
it->flip = 1;
}
}
/* assign iterator function pointers. */
output->Step = FaceIt_Step;
output->Fill = FaceIt_Fill;
output->Done = FaceIt_Done;
output->Reset = FaceIt_Reset;
output->num_elements = it->dm->getNumTessFaces(it->dm);
output->it = it;
}
static Object *AddNewBlenderMesh(Scene *scene, Base *base)
{
/* This little function adds a new mesh object to the blender object list
* It uses ob to duplicate data as this seems to be easier than creating
* a new one. This new oject contains no faces nor vertices. */
Mesh *old_me;
Base *basen;
Object *ob_new;
/* now create a new blender object.
* duplicating all the settings from the previous object
* to the new one. */
ob_new = BKE_object_copy(base->object);
/* Ok we don't want to use the actual data from the
* last object, the above function incremented the
* number of users, so decrement it here. */
old_me = ob_new->data;
old_me->id.us--;
/* Now create a new base to add into the linked list of
* vase objects. */
basen = MEM_mallocN(sizeof(Base), "duplibase");
*basen = *base;
BLI_addhead(&scene->base, basen); /* addhead: anders oneindige lus */
basen->object = ob_new;
basen->flag &= ~SELECT;
/* Initialize the mesh data associated with this object. */
ob_new->data = BKE_mesh_add(G.main, "Mesh");
/* Finally assign the object type. */
ob_new->type = OB_MESH;
return ob_new;
}
static void InterpCSGFace(
DerivedMesh *dm, DerivedMesh *orig_dm, int index, int orig_index, int nr,
float mapmat[4][4])
{
float obco[3], *co[4], *orig_co[4], w[4][4];
MFace *mface, *orig_mface;
int j;
mface = CDDM_get_tessface(dm, index);
orig_mface = orig_dm->getTessFaceArray(orig_dm) + orig_index;
/* get the vertex coordinates from the original mesh */
orig_co[0] = (orig_dm->getVertArray(orig_dm) + orig_mface->v1)->co;
orig_co[1] = (orig_dm->getVertArray(orig_dm) + orig_mface->v2)->co;
orig_co[2] = (orig_dm->getVertArray(orig_dm) + orig_mface->v3)->co;
orig_co[3] = (orig_mface->v4) ? (orig_dm->getVertArray(orig_dm) + orig_mface->v4)->co : NULL;
/* get the vertex coordinates from the new derivedmesh */
co[0] = CDDM_get_vert(dm, mface->v1)->co;
co[1] = CDDM_get_vert(dm, mface->v2)->co;
co[2] = CDDM_get_vert(dm, mface->v3)->co;
co[3] = (nr == 4) ? CDDM_get_vert(dm, mface->v4)->co : NULL;
for (j = 0; j < nr; j++) {
/* get coordinate into the space of the original mesh */
if (mapmat)
mul_v3_m4v3(obco, mapmat, co[j]);
else
copy_v3_v3(obco, co[j]);
interp_weights_face_v3(w[j], orig_co[0], orig_co[1], orig_co[2], orig_co[3], obco);
}
CustomData_interp(&orig_dm->faceData, &dm->faceData, &orig_index, NULL, (float *)w, 1, index);
}
/* Iterate over the CSG Output Descriptors and create a new DerivedMesh
* from them */
static DerivedMesh *ConvertCSGDescriptorsToDerivedMesh(
CSG_FaceIteratorDescriptor *face_it,
CSG_VertexIteratorDescriptor *vertex_it,
float parinv[4][4],
float mapmat[4][4],
Material **mat,
int *totmat,
DerivedMesh *dm1,
Object *ob1,
DerivedMesh *dm2,
Object *ob2)
{
DerivedMesh *result, *orig_dm;
GHash *material_hash = NULL;
Mesh *me1 = (Mesh *)ob1->data;
Mesh *me2 = (Mesh *)ob2->data;
int i, *origindex_layer;
/* create a new DerivedMesh */
result = CDDM_new(vertex_it->num_elements, 0, face_it->num_elements, 0, 0);
CustomData_merge(&dm1->faceData, &result->faceData, CD_MASK_DERIVEDMESH & ~(CD_MASK_NORMAL | CD_MASK_ORIGINDEX),
CD_DEFAULT, face_it->num_elements);
CustomData_merge(&dm2->faceData, &result->faceData, CD_MASK_DERIVEDMESH & ~(CD_MASK_NORMAL | CD_MASK_ORIGINDEX),
CD_DEFAULT, face_it->num_elements);
/* step through the vertex iterators: */
for (i = 0; !vertex_it->Done(vertex_it->it); i++) {
CSG_IVertex csgvert;
MVert *mvert = CDDM_get_vert(result, i);
/* retrieve a csg vertex from the boolean module */
vertex_it->Fill(vertex_it->it, &csgvert);
vertex_it->Step(vertex_it->it);
/* we have to map the vertex coordinates back in the coordinate frame
* of the resulting object, since it was computed in world space */
mul_v3_m4v3(mvert->co, parinv, csgvert.position);
}
/* a hash table to remap materials to indices */
material_hash = BLI_ghash_ptr_new("CSG_mat gh");
if (mat)
*totmat = 0;
origindex_layer = result->getTessFaceDataArray(result, CD_ORIGINDEX);
/* step through the face iterators */
for (i = 0; !face_it->Done(face_it->it); i++) {
Mesh *orig_me;
Object *orig_ob;
Material *orig_mat;
CSG_IFace csgface;
MFace *mface;
int orig_index, mat_nr;
/* retrieve a csg face from the boolean module */
face_it->Fill(face_it->it, &csgface);
face_it->Step(face_it->it);
/* find the original mesh and data */
orig_ob = (csgface.orig_face < dm1->getNumTessFaces(dm1)) ? ob1 : ob2;
orig_dm = (csgface.orig_face < dm1->getNumTessFaces(dm1)) ? dm1 : dm2;
orig_me = (orig_ob == ob1) ? me1 : me2;
orig_index = (orig_ob == ob1) ? csgface.orig_face : csgface.orig_face - dm1->getNumTessFaces(dm1);
/* copy all face layers, including mface */
CustomData_copy_data(&orig_dm->faceData, &result->faceData, orig_index, i, 1);
/* set mface */
mface = CDDM_get_tessface(result, i);
mface->v1 = csgface.vertex_index[0];
mface->v2 = csgface.vertex_index[1];
mface->v3 = csgface.vertex_index[2];
mface->v4 = (csgface.vertex_number == 4) ? csgface.vertex_index[3] : 0;
/* set material, based on lookup in hash table */
orig_mat = give_current_material(orig_ob, mface->mat_nr + 1);
if (mat && orig_mat) {
if (!BLI_ghash_haskey(material_hash, orig_mat)) {
mat[*totmat] = orig_mat;
mat_nr = mface->mat_nr = (*totmat)++;
BLI_ghash_insert(material_hash, orig_mat, SET_INT_IN_POINTER(mat_nr));
}
else
mface->mat_nr = GET_INT_FROM_POINTER(BLI_ghash_lookup(material_hash, orig_mat));
}
else if (orig_mat) {
if (orig_ob == ob1) {
/* No need to change materian index for faces from left operand */
}
else {
/* for faces from right operand checn if there's needed material in left operand and if it is,
* use index of that material, otherwise fallback to first material (material with index=0) */
if (!BLI_ghash_haskey(material_hash, orig_mat)) {
int a;
mat_nr = 0;
for (a = 0; a < ob1->totcol; a++) {
if (give_current_material(ob1, a + 1) == orig_mat) {
mat_nr = a;
break;
}
}
BLI_ghash_insert(material_hash, orig_mat, SET_INT_IN_POINTER(mat_nr));
mface->mat_nr = mat_nr;
}
else
mface->mat_nr = GET_INT_FROM_POINTER(BLI_ghash_lookup(material_hash, orig_mat));
}
}
else
mface->mat_nr = 0;
InterpCSGFace(result, orig_dm, i, orig_index, csgface.vertex_number,
(orig_me == me2) ? mapmat : NULL);
test_index_face(mface, &result->faceData, i, csgface.vertex_number);
if (origindex_layer && orig_ob == ob2)
origindex_layer[i] = ORIGINDEX_NONE;
}
if (material_hash)
BLI_ghash_free(material_hash, NULL, NULL);
CDDM_calc_edges_tessface(result);
CDDM_tessfaces_to_faces(result); /*builds ngon faces from tess (mface) faces*/
/* this fixes shading issues but SHOULD NOT.
* TODO, find out why face normals are wrong & flicker - campbell */
#if 0
DM_debug_print(result);
CustomData_free(&result->faceData, result->numTessFaceData);
result->numTessFaceData = 0;
DM_ensure_tessface(result);
#endif
CDDM_calc_normals(result);
return result;
}
static void BuildMeshDescriptors(
struct DerivedMesh *dm,
struct Object *ob,
int face_offset,
struct CSG_FaceIteratorDescriptor *face_it,
struct CSG_VertexIteratorDescriptor *vertex_it)
{
VertexIt_Construct(vertex_it, dm, ob);
FaceIt_Construct(face_it, dm, face_offset, ob);
}
static void FreeMeshDescriptors(
struct CSG_FaceIteratorDescriptor *face_it,
struct CSG_VertexIteratorDescriptor *vertex_it)
{
VertexIt_Destruct(vertex_it);
FaceIt_Destruct(face_it);
}
static DerivedMesh *NewBooleanDerivedMesh_intern(
DerivedMesh *dm, struct Object *ob, DerivedMesh *dm_select, struct Object *ob_select,
int int_op_type, Material **mat, int *totmat)
{
float inv_mat[4][4];
float map_mat[4][4];
DerivedMesh *result = NULL;
if (dm == NULL || dm_select == NULL) return 0;
if (!dm->getNumTessFaces(dm) || !dm_select->getNumTessFaces(dm_select)) return 0;
/* we map the final object back into ob's local coordinate space. For this
* we need to compute the inverse transform from global to ob (inv_mat),
* and the transform from ob to ob_select for use in interpolation (map_mat) */
invert_m4_m4(inv_mat, ob->obmat);
mult_m4_m4m4(map_mat, inv_mat, ob_select->obmat);
invert_m4_m4(inv_mat, ob_select->obmat);
{
/* interface with the boolean module:
*
* the idea is, we pass the boolean module verts and faces using the
* provided descriptors. once the boolean operation is performed, we
* get back output descriptors, from which we then build a DerivedMesh */
CSG_VertexIteratorDescriptor vd_1, vd_2;
CSG_FaceIteratorDescriptor fd_1, fd_2;
CSG_OperationType op_type;
CSG_BooleanOperation *bool_op;
/* work out the operation they chose and pick the appropriate
* enum from the csg module. */
switch (int_op_type) {
case 1: op_type = e_csg_intersection; break;
case 2: op_type = e_csg_union; break;
case 3: op_type = e_csg_difference; break;
case 4: op_type = e_csg_classify; break;
default: op_type = e_csg_intersection;
}
BuildMeshDescriptors(dm_select, ob_select, 0, &fd_1, &vd_1);
BuildMeshDescriptors(dm, ob, dm_select->getNumTessFaces(dm_select), &fd_2, &vd_2);
bool_op = CSG_NewBooleanFunction();
/* perform the operation */
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\n");
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->getNumTessFaces(dm) || !dm_select->getNumTessFaces(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, ob_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, BKE_MAT_ASSIGN_USERPREF);
MEM_freeN(mat);
/* update dag */
DAG_id_tag_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);
}