796 lines
17 KiB
C
796 lines
17 KiB
C
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#include <string.h>
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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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/BL DUAL LICENSE BLOCK *****
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* CSG operations.
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_ghash.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_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 "CSG_BooleanOps.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "BKE_displist.h"
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#include "BKE_object.h"
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#include "BKE_booleanops.h"
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#include "BKE_utildefines.h"
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#include "BKE_library.h"
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#include "BKE_material.h"
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#include <math.h>
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// TODO check to see how many of these includes are necessary
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#include "BLI_blenlib.h"
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#include "BLI_editVert.h"
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#include "BLI_arithb.h"
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#include "BLI_linklist.h"
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#include "BLI_memarena.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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Object *ob;
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Mesh *mesh;
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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
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void
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VertexIt_Destruct(
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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
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int
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VertexIt_Done(
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CSG_IteratorPtr it
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){
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VertexIt * iterator = (VertexIt *)it;
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return(iterator->pos >= iterator->mesh->totvert);
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}
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static
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void
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VertexIt_Fill(
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CSG_IteratorPtr it,
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CSG_IVertex *vert
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){
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VertexIt * iterator = (VertexIt *)it;
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MVert *verts = iterator->mesh->mvert;
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float global_pos[3];
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VecMat4MulVecfl(
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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
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void
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VertexIt_Step(
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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
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void
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VertexIt_Reset(
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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
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void
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VertexIt_Construct(
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CSG_VertexIteratorDescriptor * output,
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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->ob = ob;
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it->mesh = ob->data;
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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->mesh->totvert;
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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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Object *ob;
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Mesh *mesh;
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int pos;
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} FaceIt;
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static
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void
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FaceIt_Destruct(
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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
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int
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FaceIt_Done(
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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->mesh->totface);
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};
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static
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void
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FaceIt_Fill(
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CSG_IteratorPtr it,
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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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Object *ob = face_it->ob;
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MFace *mfaces = face_it->mesh->mface;
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TFace *tfaces = face_it->mesh->tface;
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int f_index = face_it->pos;
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MFace *mface = &mfaces[f_index];
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FaceData *fdata = face->user_face_data;
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if (mface->v3) {
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// ignore lines (faces with mface->v3==0)
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face->vertex_index[0] = mface->v1;
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face->vertex_index[1] = mface->v2;
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face->vertex_index[2] = mface->v3;
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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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}
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fdata->material = give_current_material(ob, mface->mat_nr+1);
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// pack rgba colors.
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if (tfaces) {
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TFace *tface= &tfaces[f_index];
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int i;
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fdata->tpage = tface->tpage;
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fdata->flag = tface->flag;
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fdata->transp = tface->transp;
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fdata->mode = tface->mode;
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fdata->tile = tface->tile;
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for (i=0; i<4; i++) {
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FaceVertexData *fvdata= face->user_face_vertex_data[i];
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fvdata->uv[0] = tface->uv[i][0];
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fvdata->uv[1] = tface->uv[i][1];
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fvdata->color[0] = (float) ((tface->col[i] >> 24) & 0xff);
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fvdata->color[1] = (float) ((tface->col[i] >> 16) & 0xff);
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fvdata->color[2] = (float) ((tface->col[i] >> 8) & 0xff);
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fvdata->color[3] = (float) ((tface->col[i] >> 0) & 0xff);
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}
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}
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};
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static
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void
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FaceIt_Step(
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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
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void
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FaceIt_Reset(
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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
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void
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FaceIt_Construct(
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CSG_FaceIteratorDescriptor * output,
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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->ob = ob;
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it->mesh = ob->data;
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it->pos = 0;
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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->mesh->totface;
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output->it = it;
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};
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/**
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* Interpolation functions for various user data types.
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*/
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int
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InterpNoUserData(
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void *d1,
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void *d2,
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void *dnew,
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float epsilon
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) {
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// nothing to do of course.
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return 0;
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}
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int
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InterpFaceVertexData(
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void *d1,
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void *d2,
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void *dnew,
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float epsilon
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) {
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/* XXX, passed backwards, should be fixed inside
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* BSP lib I guess.
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*/
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FaceVertexData *fv1 = d2;
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FaceVertexData *fv2 = d1;
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FaceVertexData *fvO = dnew;
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fvO->uv[0] = (fv2->uv[0] - fv1->uv[0]) * epsilon + fv1->uv[0];
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fvO->uv[1] = (fv2->uv[1] - fv1->uv[1]) * epsilon + fv1->uv[1];
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fvO->color[0] = (fv2->color[0] - fv1->color[0]) * epsilon + fv1->color[0];
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fvO->color[1] = (fv2->color[1] - fv1->color[1]) * epsilon + fv1->color[1];
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fvO->color[2] = (fv2->color[2] - fv1->color[2]) * epsilon + fv1->color[2];
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fvO->color[3] = (fv2->color[3] - fv1->color[3]) * epsilon + fv1->color[3];
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return 0;
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}
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/**
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* Assumes mesh is valid and forms part of a fresh
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* blender object.
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*/
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int
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NewBooleanMesh(
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struct Base * base,
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struct Base * base_select,
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int int_op_type
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){
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Mesh *me2 = get_mesh(base_select->object);
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Mesh *me = get_mesh(base->object);
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Mesh *me_new = NULL;
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Object *ob;
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int free_tface1,free_tface2;
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float inv_mat[4][4];
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int success = 0;
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// build and fill new descriptors for these meshes
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CSG_VertexIteratorDescriptor vd_1;
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CSG_VertexIteratorDescriptor vd_2;
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CSG_FaceIteratorDescriptor fd_1;
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CSG_FaceIteratorDescriptor fd_2;
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CSG_MeshPropertyDescriptor mpd1,mpd2;
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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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CSG_OperationType op_type;
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if (me == NULL || me2 == NULL) return 0;
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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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// Here is the section where we describe the properties of
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// both meshes to the bsp module.
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if (me->mcol != NULL) {
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// Then this mesh has vertex colors only
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// well this is awkward because there is no equivalent
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// test_index_mface just for vertex colors!
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// as a temporary hack we can convert these vertex colors
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// into tfaces do the operation and turn them back again.
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// create some memory for the tfaces.
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me->tface = (TFace *)MEM_callocN(sizeof(TFace)*me->totface,"BooleanOps_TempTFace");
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mcol_to_tface(me,1);
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free_tface1 = 1;
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} else {
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free_tface1 = 0;
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}
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mpd1.user_face_vertex_data_size = 0;
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mpd1.user_data_size = sizeof(FaceData);
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if (me->tface) {
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mpd1.user_face_vertex_data_size = sizeof(FaceVertexData);
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}
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// same for mesh2
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if (me2->mcol != NULL) {
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// create some memory for the tfaces.
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me2->tface = (TFace *)MEM_callocN(sizeof(TFace)*me2->totface,"BooleanOps_TempTFace");
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mcol_to_tface(me2,1);
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free_tface2 = 1;
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} else {
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free_tface2 = 0;
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}
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mpd2.user_face_vertex_data_size = 0;
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mpd2.user_data_size = sizeof(FaceData);
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if (me2->tface) {
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mpd2.user_face_vertex_data_size = sizeof(FaceVertexData);
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}
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ob = base->object;
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// we map the final object back into object 1's (ob)
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// local coordinate space. For this we need to compute
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// the inverse transform from global to local.
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Mat4Invert(inv_mat,ob->obmat);
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// make a boolean operation;
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{
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CSG_BooleanOperation * bool_op = CSG_NewBooleanFunction();
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CSG_MeshPropertyDescriptor output_mpd = CSG_DescibeOperands(bool_op,mpd1,mpd2);
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// analyse the result and choose mesh descriptors accordingly
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int output_type;
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if (output_mpd.user_face_vertex_data_size) {
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output_type = 1;
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} else {
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output_type = 0;
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}
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BuildMeshDescriptors(
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base->object,
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&fd_1,
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&vd_1
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);
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BuildMeshDescriptors(
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base_select->object,
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&fd_2,
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&vd_2
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);
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// perform the operation
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if (output_type == 0) {
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success =
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CSG_PerformBooleanOperation(
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bool_op,
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op_type,
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fd_1,vd_1,fd_2,vd_2,
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InterpNoUserData
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);
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} else {
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success =
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CSG_PerformBooleanOperation(
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bool_op,
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op_type,
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fd_1,vd_1,fd_2,vd_2,
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InterpFaceVertexData
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);
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}
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if (success) {
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// descriptions of the output;
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CSG_VertexIteratorDescriptor vd_o;
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CSG_FaceIteratorDescriptor fd_o;
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// Create a new blender mesh object - using 'base' as
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// a template for the new object.
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Object * ob_new= AddNewBlenderMesh(base);
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// get the output descriptors
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CSG_OutputFaceDescriptor(bool_op,&fd_o);
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CSG_OutputVertexDescriptor(bool_op,&vd_o);
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me_new = ob_new->data;
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// iterate through results of operation and insert into new object
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// see subsurf.c
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ConvertCSGDescriptorsToMeshObject(
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ob_new,
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&output_mpd,
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&fd_o,
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&vd_o,
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inv_mat
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);
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// initialize the object
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tex_space_mesh(me_new);
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// free up the memory
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CSG_FreeVertexDescriptor(&vd_o);
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CSG_FreeFaceDescriptor(&fd_o);
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}
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CSG_FreeBooleanOperation(bool_op);
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bool_op = NULL;
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}
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// We may need to map back the tfaces to mcols here.
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if (free_tface1) {
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tface_to_mcol(me);
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MEM_freeN(me->tface);
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me->tface = NULL;
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}
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if (free_tface2) {
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tface_to_mcol(me2);
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MEM_freeN(me2->tface);
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me2->tface = NULL;
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}
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if (free_tface1 && free_tface2) {
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// then we need to map the output tfaces into mcols
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if (me_new) {
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tface_to_mcol(me_new);
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MEM_freeN(me_new->tface);
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me_new->tface = NULL;
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}
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}
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FreeMeshDescriptors(&fd_1,&vd_1);
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FreeMeshDescriptors(&fd_2,&vd_2);
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return success;
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}
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Object *
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AddNewBlenderMesh(
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Base *base
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){
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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);
|
|
|
|
// 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(&G.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= add_mesh();
|
|
G.totmesh++;
|
|
|
|
// Finally assign the object type.
|
|
ob_new->type= OB_MESH;
|
|
|
|
return ob_new;
|
|
};
|
|
|
|
|
|
|
|
/**
|
|
*
|
|
* External interface
|
|
*
|
|
* This function builds a blender mesh using the output information from
|
|
* the CSG module. It declares all the necessary blender cruft and
|
|
* fills in the vertex and face arrays.
|
|
*/
|
|
int
|
|
ConvertCSGDescriptorsToMeshObject(
|
|
Object *ob,
|
|
CSG_MeshPropertyDescriptor *props,
|
|
CSG_FaceIteratorDescriptor *face_it,
|
|
CSG_VertexIteratorDescriptor *vertex_it,
|
|
float parinv[][4]
|
|
){
|
|
Mesh *me = ob->data;
|
|
FaceVertexData *user_face_vertex_data;
|
|
GHash *material_hash;
|
|
CSG_IVertex vert;
|
|
CSG_IFace face;
|
|
MVert *insert_pos;
|
|
MFace *mfaces;
|
|
TFace *tfaces;
|
|
int fi_insert_pos, nmaterials;
|
|
|
|
// create some memory for the Iface according to output mesh props.
|
|
|
|
if (face_it == NULL || vertex_it == NULL || props == NULL || me == NULL) {
|
|
return 0;
|
|
}
|
|
if (vertex_it->num_elements > 65000) return 0;
|
|
|
|
// initialize the face structure for readback
|
|
|
|
face.user_face_data = MEM_callocN(sizeof(FaceData),"BooleanOp_IFaceData");
|
|
|
|
if (props->user_face_vertex_data_size) {
|
|
user_face_vertex_data = MEM_callocN(sizeof(FaceVertexData)*4,"BooleanOp_IFaceData");
|
|
face.user_face_vertex_data[0] = &user_face_vertex_data[0];
|
|
face.user_face_vertex_data[1] = &user_face_vertex_data[1];
|
|
face.user_face_vertex_data[2] = &user_face_vertex_data[2];
|
|
face.user_face_vertex_data[3] = &user_face_vertex_data[3];
|
|
} else {
|
|
user_face_vertex_data = NULL;
|
|
}
|
|
|
|
// create memory for the vertex array.
|
|
|
|
me->mvert = MEM_callocN(sizeof(MVert) * vertex_it->num_elements,"BooleanOp_VertexArray");
|
|
me->mface = MEM_callocN(sizeof(MFace) * face_it->num_elements,"BooleanOp_FaceArray");
|
|
|
|
if (user_face_vertex_data) {
|
|
me->tface = MEM_callocN(sizeof(TFace) * face_it->num_elements,"BooleanOp_TFaceArray");
|
|
if (me->tface == NULL) return 0;
|
|
} else {
|
|
me->tface = NULL;
|
|
}
|
|
|
|
if (me->mvert == NULL || me->mface == NULL) return 0;
|
|
|
|
insert_pos = me->mvert;
|
|
mfaces = me->mface;
|
|
tfaces = me->tface;
|
|
|
|
fi_insert_pos = 0;
|
|
|
|
// step through the iterators.
|
|
|
|
while (!vertex_it->Done(vertex_it->it)) {
|
|
vertex_it->Fill(vertex_it->it,&vert);
|
|
|
|
// map output vertex into insert_pos
|
|
// and transform at by parinv at the same time.
|
|
|
|
VecMat4MulVecfl(
|
|
insert_pos->co,
|
|
parinv,
|
|
vert.position
|
|
);
|
|
insert_pos ++;
|
|
vertex_it->Step(vertex_it->it);
|
|
}
|
|
|
|
me->totvert = vertex_it->num_elements;
|
|
|
|
// a hash table to remap materials to indices with
|
|
material_hash = BLI_ghash_new(BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp);
|
|
nmaterials = 0;
|
|
|
|
while (!face_it->Done(face_it->it)) {
|
|
MFace *mface = &mfaces[fi_insert_pos];
|
|
FaceData *fdata;
|
|
|
|
face_it->Fill(face_it->it,&face);
|
|
|
|
// cheat CSG never dumps out quads.
|
|
|
|
mface->v1 = face.vertex_index[0];
|
|
mface->v2 = face.vertex_index[1];
|
|
mface->v3 = face.vertex_index[2];
|
|
mface->v4 = 0;
|
|
|
|
mface->edcode = ME_V1V2|ME_V2V3|ME_V3V4|ME_V4V1;
|
|
mface->puno = 0;
|
|
mface->mat_nr = 0;
|
|
mface->flag = 0;
|
|
|
|
/* HACK, perform material to index mapping using a general
|
|
* hash table, just tuck the int into a void *.
|
|
*/
|
|
|
|
fdata = face.user_face_data;
|
|
if (!BLI_ghash_haskey(material_hash, fdata->material)) {
|
|
int matnr = nmaterials++;
|
|
BLI_ghash_insert(material_hash, fdata->material, (void*) matnr);
|
|
assign_material(ob, fdata->material, matnr+1);
|
|
}
|
|
mface->mat_nr = (int) BLI_ghash_lookup(material_hash, fdata->material);
|
|
|
|
// grab the vertex colors and texture cos and dump them into the tface.
|
|
|
|
if (tfaces) {
|
|
TFace *tface= &tfaces[fi_insert_pos];
|
|
int i;
|
|
|
|
// copy all the tface settings back
|
|
tface->tpage = fdata->tpage;
|
|
tface->flag = fdata->flag;
|
|
tface->transp = fdata->transp;
|
|
tface->mode = fdata->mode;
|
|
tface->tile = fdata->tile;
|
|
|
|
for (i=0; i<4; i++) {
|
|
FaceVertexData *fvdata = face.user_face_vertex_data[i];
|
|
float *color = fvdata->color;
|
|
|
|
tface->uv[i][0] = fvdata->uv[0];
|
|
tface->uv[i][1] = fvdata->uv[1];
|
|
tface->col[i] =
|
|
((((unsigned int)floor(color[0] + 0.5f)) & 0xff) << 24) |
|
|
((((unsigned int)floor(color[1] + 0.5f)) & 0xff) << 16) |
|
|
((((unsigned int)floor(color[2] + 0.5f)) & 0xff) << 8) |
|
|
((((unsigned int)floor(color[3] + 0.5f)) & 0xff) << 0);
|
|
}
|
|
|
|
test_index_face(mface, tface, 3);
|
|
} else {
|
|
test_index_mface(mface, 3);
|
|
}
|
|
|
|
fi_insert_pos++;
|
|
face_it->Step(face_it->it);
|
|
}
|
|
|
|
BLI_ghash_free(material_hash, NULL, NULL);
|
|
|
|
me->totface = face_it->num_elements;
|
|
// thats it!
|
|
|
|
if (user_face_vertex_data) {
|
|
MEM_freeN(user_face_vertex_data);
|
|
}
|
|
MEM_freeN(face.user_face_data);
|
|
|
|
return 1;
|
|
}
|
|
|
|
void
|
|
BuildMeshDescriptors(
|
|
struct Object *ob,
|
|
struct CSG_FaceIteratorDescriptor * face_it,
|
|
struct CSG_VertexIteratorDescriptor * vertex_it
|
|
){
|
|
VertexIt_Construct(vertex_it,ob);
|
|
FaceIt_Construct(face_it,ob);
|
|
}
|
|
|
|
void
|
|
FreeMeshDescriptors(
|
|
struct CSG_FaceIteratorDescriptor *face_it,
|
|
struct CSG_VertexIteratorDescriptor *vertex_it
|
|
){
|
|
VertexIt_Destruct(vertex_it);
|
|
FaceIt_Destruct(face_it);
|
|
}
|
|
|