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.
254 lines
5.0 KiB
C++
254 lines
5.0 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 <iostream>
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#include "BLI_math_vector.h"
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namespace blender {
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struct float3 {
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float x, y, z;
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float3() = default;
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float3(const float *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]}
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{
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}
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float3(const float (*ptr)[3]) : float3(static_cast<const float *>(ptr[0]))
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{
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}
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explicit float3(float value) : x(value), y(value), z(value)
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{
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}
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explicit float3(int value) : x(value), y(value), z(value)
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{
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}
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float3(float x, float y, float z) : x{x}, y{y}, z{z}
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{
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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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operator float *()
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{
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return &x;
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}
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friend float3 operator+(const float3 &a, const float3 &b)
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{
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return {a.x + b.x, a.y + b.y, a.z + b.z};
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}
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float3 &operator+=(const float3 &b)
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{
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this->x += b.x;
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this->y += b.y;
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this->z += b.z;
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return *this;
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}
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friend float3 operator-(const float3 &a, const float3 &b)
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{
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return {a.x - b.x, a.y - b.y, a.z - b.z};
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}
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friend float3 operator-(const float3 &a)
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{
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return {-a.x, -a.y, -a.z};
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}
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float3 &operator-=(const float3 &b)
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{
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this->x -= b.x;
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this->y -= b.y;
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this->z -= b.z;
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return *this;
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}
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float3 &operator*=(float scalar)
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{
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this->x *= scalar;
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this->y *= scalar;
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this->z *= scalar;
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return *this;
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}
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float3 &operator*=(const float3 &other)
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{
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this->x *= other.x;
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this->y *= other.y;
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this->z *= other.z;
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return *this;
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}
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friend float3 operator*(const float3 &a, const float3 &b)
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{
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return {a.x * b.x, a.y * b.y, a.z * b.z};
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}
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friend float3 operator*(const float3 &a, float b)
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{
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return {a.x * b, a.y * b, a.z * b};
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}
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friend float3 operator*(float a, const float3 &b)
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{
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return b * a;
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}
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friend float3 operator/(const float3 &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, a.z / b};
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}
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friend std::ostream &operator<<(std::ostream &stream, const float3 &v)
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{
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stream << "(" << v.x << ", " << v.y << ", " << v.z << ")";
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return stream;
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}
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friend bool operator==(const float3 &a, const float3 &b)
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{
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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friend bool operator!=(const float3 &a, const float3 &b)
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{
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return !(a == b);
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}
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float normalize_and_get_length()
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{
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return normalize_v3(*this);
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}
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/**
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* Normalizes the vector in place.
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*/
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void normalize()
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{
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normalize_v3(*this);
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}
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/**
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* Returns a normalized vector. The original vector is not changed.
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*/
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float3 normalized() const
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{
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float3 result;
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normalize_v3_v3(result, *this);
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return result;
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}
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float length() const
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{
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return len_v3(*this);
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}
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float length_squared() const
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{
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return len_squared_v3(*this);
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}
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void reflect(const float3 &normal)
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{
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*this = this->reflected(normal);
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}
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float3 reflected(const float3 &normal) const
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{
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float3 result;
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reflect_v3_v3v3(result, *this, normal);
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return result;
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}
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static float3 safe_divide(const float3 &a, const float3 &b)
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{
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float3 result;
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result.x = (b.x == 0.0f) ? 0.0f : a.x / b.x;
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result.y = (b.y == 0.0f) ? 0.0f : a.y / b.y;
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result.z = (b.z == 0.0f) ? 0.0f : a.z / b.z;
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return result;
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}
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void invert()
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{
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x = -x;
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y = -y;
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z = -z;
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}
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uint64_t hash() const
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{
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uint64_t x1 = *reinterpret_cast<const uint32_t *>(&x);
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uint64_t x2 = *reinterpret_cast<const uint32_t *>(&y);
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uint64_t x3 = *reinterpret_cast<const uint32_t *>(&z);
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return (x1 * 435109) ^ (x2 * 380867) ^ (x3 * 1059217);
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}
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static float dot(const float3 &a, const float3 &b)
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{
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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static float3 cross_high_precision(const float3 &a, const float3 &b)
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{
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float3 result;
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cross_v3_v3v3_hi_prec(result, a, b);
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return result;
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}
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static float3 project(const float3 &a, const float3 &b)
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{
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float3 result;
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project_v3_v3v3(result, a, b);
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return result;
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}
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static float distance(const float3 &a, const float3 &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 float3 &a, const float3 &b)
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{
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return float3::dot(a, b);
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}
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static float3 interpolate(const float3 &a, const float3 &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 float3 abs(const float3 &a)
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{
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return float3(fabsf(a.x), fabsf(a.y), fabsf(a.z));
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}
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};
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} // namespace blender
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