This is for design task T67744, Boolean Redesign. It adds a choice of solver to the Boolean modifier and the Intersect (Boolean) and Intersect (Knife) tools. The 'Fast' choice is the current Bmesh boolean. The new 'Exact' choice is a more advanced algorithm that supports overlapping geometry and uses more robust calculations, but is slower than the Fast choice. The default with this commit is set to 'Exact'. We can decide before the 2.91 release whether or not this is the right choice, but this choice now will get us more testing and feedback on the new code.
168 lines
3.3 KiB
C++
168 lines
3.3 KiB
C++
/*
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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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#pragma once
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#include "BLI_float3.hh"
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namespace blender {
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struct float2 {
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float x, y;
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float2() = default;
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float2(const float *ptr) : x{ptr[0]}, y{ptr[1]}
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{
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}
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float2(float x, float y) : x(x), y(y)
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{
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}
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float2(const float3 &other) : x(other.x), y(other.y)
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{
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}
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operator float *()
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{
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return &x;
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}
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operator const float *() const
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{
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return &x;
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}
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float length() const
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{
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return len_v2(*this);
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}
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float2 &operator+=(const float2 &other)
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{
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x += other.x;
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y += other.y;
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return *this;
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}
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float2 &operator-=(const float2 &other)
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{
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x -= other.x;
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y -= other.y;
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return *this;
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}
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float2 &operator*=(float factor)
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{
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x *= factor;
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y *= factor;
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return *this;
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}
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float2 &operator/=(float divisor)
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{
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x /= divisor;
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y /= divisor;
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return *this;
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}
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friend float2 operator+(const float2 &a, const float2 &b)
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{
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return {a.x + b.x, a.y + b.y};
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}
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friend float2 operator-(const float2 &a, const float2 &b)
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{
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return {a.x - b.x, a.y - b.y};
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}
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friend float2 operator*(const float2 &a, float b)
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{
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return {a.x * b, a.y * b};
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}
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friend float2 operator/(const float2 &a, float b)
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{
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BLI_assert(b != 0.0f);
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return {a.x / b, a.y / b};
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}
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friend float2 operator*(float a, const float2 &b)
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{
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return b * a;
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}
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friend std::ostream &operator<<(std::ostream &stream, const float2 &v)
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{
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stream << "(" << v.x << ", " << v.y << ")";
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return stream;
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}
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static float dot(const float2 &a, const float2 &b)
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{
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return a.x * b.x + a.y * b.y;
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}
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static float2 interpolate(const float2 &a, const float2 &b, float t)
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{
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return a * (1 - t) + b * t;
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}
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static float2 abs(const float2 &a)
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{
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return float2(fabsf(a.x), fabsf(a.y));
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}
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static float distance(const float2 &a, const float2 &b)
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{
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return (a - b).length();
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}
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static float distance_squared(const float2 &a, const float2 &b)
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{
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return float2::dot(a, b);
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}
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struct isect_result {
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enum {
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LINE_LINE_COLINEAR = -1,
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LINE_LINE_NONE = 0,
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LINE_LINE_EXACT = 1,
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LINE_LINE_CROSS = 2,
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} kind;
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float lambda;
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float mu;
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};
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static isect_result isect_seg_seg(const float2 &v1,
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const float2 &v2,
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const float2 &v3,
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const float2 &v4);
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friend bool operator==(const float2 &a, const float2 &b)
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{
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return a.x == b.x && a.y == b.y;
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}
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friend bool operator!=(const float2 &a, const float2 &b)
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{
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return !(a == b);
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}
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};
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} // namespace blender
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