This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/src/booleanops.c
Hans Lambermont 12315f4d0e Initial revision
2002-10-12 11:37:38 +00:00

796 lines
17 KiB
C

#include <string.h>
/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* CSG operations.
*/
#include "MEM_guardedalloc.h"
#include "BLI_ghash.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "CSG_BooleanOps.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_displist.h"
#include "BKE_object.h"
#include "BKE_booleanops.h"
#include "BKE_utildefines.h"
#include "BKE_library.h"
#include "BKE_material.h"
#include <math.h>
// TODO check to see how many of these includes are necessary
#include "BLI_blenlib.h"
#include "BLI_editVert.h"
#include "BLI_arithb.h"
#include "BLI_linklist.h"
#include "BLI_memarena.h"
/**
* Here's the vertex iterator structure used to walk through
* the blender vertex structure.
*/
typedef struct {
Object *ob;
Mesh *mesh;
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->mesh->totvert);
}
static
void
VertexIt_Fill(
CSG_IteratorPtr it,
CSG_IVertex *vert
){
VertexIt * iterator = (VertexIt *)it;
MVert *verts = iterator->mesh->mvert;
float global_pos[3];
VecMat4MulVecfl(
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,
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->ob = ob;
it->mesh = ob->data;
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->mesh->totvert;
output->it = it;
}
/**
* Blender Face iterator
*/
typedef struct {
Object *ob;
Mesh *mesh;
int pos;
} 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->mesh->totface);
};
static
void
FaceIt_Fill(
CSG_IteratorPtr it,
CSG_IFace *face
){
// assume CSG_IteratorPtr is of the correct type.
FaceIt * face_it = (FaceIt *)it;
Object *ob = face_it->ob;
MFace *mfaces = face_it->mesh->mface;
TFace *tfaces = face_it->mesh->tface;
int f_index = face_it->pos;
MFace *mface = &mfaces[f_index];
FaceData *fdata = face->user_face_data;
if (mface->v3) {
// ignore lines (faces with mface->v3==0)
face->vertex_index[0] = mface->v1;
face->vertex_index[1] = mface->v2;
face->vertex_index[2] = mface->v3;
if (mface->v4) {
face->vertex_index[3] = mface->v4;
face->vertex_number = 4;
} else {
face->vertex_number = 3;
}
}
fdata->material = give_current_material(ob, mface->mat_nr+1);
// pack rgba colors.
if (tfaces) {
TFace *tface= &tfaces[f_index];
int i;
fdata->tpage = tface->tpage;
fdata->flag = tface->flag;
fdata->transp = tface->transp;
fdata->mode = tface->mode;
fdata->tile = tface->tile;
for (i=0; i<4; i++) {
FaceVertexData *fvdata= face->user_face_vertex_data[i];
fvdata->uv[0] = tface->uv[i][0];
fvdata->uv[1] = tface->uv[i][1];
fvdata->color[0] = (float) ((tface->col[i] >> 24) & 0xff);
fvdata->color[1] = (float) ((tface->col[i] >> 16) & 0xff);
fvdata->color[2] = (float) ((tface->col[i] >> 8) & 0xff);
fvdata->color[3] = (float) ((tface->col[i] >> 0) & 0xff);
}
}
};
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,
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->ob = ob;
it->mesh = ob->data;
it->pos = 0;
// assign iterator function pointers.
output->Step = FaceIt_Step;
output->Fill = FaceIt_Fill;
output->Done = FaceIt_Done;
output->Reset = FaceIt_Reset;
output->num_elements = it->mesh->totface;
output->it = it;
};
/**
* Interpolation functions for various user data types.
*/
int
InterpNoUserData(
void *d1,
void *d2,
void *dnew,
float epsilon
) {
// nothing to do of course.
return 0;
}
int
InterpFaceVertexData(
void *d1,
void *d2,
void *dnew,
float epsilon
) {
/* XXX, passed backwards, should be fixed inside
* BSP lib I guess.
*/
FaceVertexData *fv1 = d2;
FaceVertexData *fv2 = d1;
FaceVertexData *fvO = dnew;
fvO->uv[0] = (fv2->uv[0] - fv1->uv[0]) * epsilon + fv1->uv[0];
fvO->uv[1] = (fv2->uv[1] - fv1->uv[1]) * epsilon + fv1->uv[1];
fvO->color[0] = (fv2->color[0] - fv1->color[0]) * epsilon + fv1->color[0];
fvO->color[1] = (fv2->color[1] - fv1->color[1]) * epsilon + fv1->color[1];
fvO->color[2] = (fv2->color[2] - fv1->color[2]) * epsilon + fv1->color[2];
fvO->color[3] = (fv2->color[3] - fv1->color[3]) * epsilon + fv1->color[3];
return 0;
}
/**
* Assumes mesh is valid and forms part of a fresh
* blender object.
*/
int
NewBooleanMesh(
struct Base * base,
struct Base * base_select,
int int_op_type
){
Mesh *me2 = get_mesh(base_select->object);
Mesh *me = get_mesh(base->object);
Mesh *me_new = NULL;
Object *ob;
int free_tface1,free_tface2;
float inv_mat[4][4];
int success = 0;
// build and fill new descriptors for these meshes
CSG_VertexIteratorDescriptor vd_1;
CSG_VertexIteratorDescriptor vd_2;
CSG_FaceIteratorDescriptor fd_1;
CSG_FaceIteratorDescriptor fd_2;
CSG_MeshPropertyDescriptor mpd1,mpd2;
// work out the operation they chose and pick the appropriate
// enum from the csg module.
CSG_OperationType op_type;
if (me == NULL || me2 == NULL) return 0;
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;
}
// Here is the section where we describe the properties of
// both meshes to the bsp module.
if (me->mcol != NULL) {
// Then this mesh has vertex colors only
// well this is awkward because there is no equivalent
// test_index_mface just for vertex colors!
// as a temporary hack we can convert these vertex colors
// into tfaces do the operation and turn them back again.
// create some memory for the tfaces.
me->tface = (TFace *)MEM_callocN(sizeof(TFace)*me->totface,"BooleanOps_TempTFace");
mcol_to_tface(me,1);
free_tface1 = 1;
} else {
free_tface1 = 0;
}
mpd1.user_face_vertex_data_size = 0;
mpd1.user_data_size = sizeof(FaceData);
if (me->tface) {
mpd1.user_face_vertex_data_size = sizeof(FaceVertexData);
}
// same for mesh2
if (me2->mcol != NULL) {
// create some memory for the tfaces.
me2->tface = (TFace *)MEM_callocN(sizeof(TFace)*me2->totface,"BooleanOps_TempTFace");
mcol_to_tface(me2,1);
free_tface2 = 1;
} else {
free_tface2 = 0;
}
mpd2.user_face_vertex_data_size = 0;
mpd2.user_data_size = sizeof(FaceData);
if (me2->tface) {
mpd2.user_face_vertex_data_size = sizeof(FaceVertexData);
}
ob = base->object;
// we map the final object back into object 1's (ob)
// local coordinate space. For this we need to compute
// the inverse transform from global to local.
Mat4Invert(inv_mat,ob->obmat);
// make a boolean operation;
{
CSG_BooleanOperation * bool_op = CSG_NewBooleanFunction();
CSG_MeshPropertyDescriptor output_mpd = CSG_DescibeOperands(bool_op,mpd1,mpd2);
// analyse the result and choose mesh descriptors accordingly
int output_type;
if (output_mpd.user_face_vertex_data_size) {
output_type = 1;
} else {
output_type = 0;
}
BuildMeshDescriptors(
base->object,
&fd_1,
&vd_1
);
BuildMeshDescriptors(
base_select->object,
&fd_2,
&vd_2
);
// perform the operation
if (output_type == 0) {
success =
CSG_PerformBooleanOperation(
bool_op,
op_type,
fd_1,vd_1,fd_2,vd_2,
InterpNoUserData
);
} else {
success =
CSG_PerformBooleanOperation(
bool_op,
op_type,
fd_1,vd_1,fd_2,vd_2,
InterpFaceVertexData
);
}
if (success) {
// descriptions of the output;
CSG_VertexIteratorDescriptor vd_o;
CSG_FaceIteratorDescriptor fd_o;
// Create a new blender mesh object - using 'base' as
// a template for the new object.
Object * ob_new= AddNewBlenderMesh(base);
// get the output descriptors
CSG_OutputFaceDescriptor(bool_op,&fd_o);
CSG_OutputVertexDescriptor(bool_op,&vd_o);
me_new = ob_new->data;
// iterate through results of operation and insert into new object
// see subsurf.c
ConvertCSGDescriptorsToMeshObject(
ob_new,
&output_mpd,
&fd_o,
&vd_o,
inv_mat
);
// initialize the object
tex_space_mesh(me_new);
// free up the memory
CSG_FreeVertexDescriptor(&vd_o);
CSG_FreeFaceDescriptor(&fd_o);
}
CSG_FreeBooleanOperation(bool_op);
bool_op = NULL;
}
// We may need to map back the tfaces to mcols here.
if (free_tface1) {
tface_to_mcol(me);
MEM_freeN(me->tface);
me->tface = NULL;
}
if (free_tface2) {
tface_to_mcol(me2);
MEM_freeN(me2->tface);
me2->tface = NULL;
}
if (free_tface1 && free_tface2) {
// then we need to map the output tfaces into mcols
if (me_new) {
tface_to_mcol(me_new);
MEM_freeN(me_new->tface);
me_new->tface = NULL;
}
}
FreeMeshDescriptors(&fd_1,&vd_1);
FreeMeshDescriptors(&fd_2,&vd_2);
return success;
}
Object *
AddNewBlenderMesh(
Base *base
){
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= 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);
}