morning) - fun for the whole family, boolean mesh modifier... doesn't work with layered modifiers yet (just uses base mesh), although may god have mercy on your soul if you want to run boolean on a subsurf anyway - added displistmesh_add_edges This exposes a bug in boolean, apparently the output is somehow random (hash on alloc'd pointer value perhaps) which is sortof lame. It also makes more apparent the desire for some level of control over dep graph evaluation during editmode (at the moment dep graph is reevaluated for a mesh object in editmode, but since mesh changes are on editmesh other objects don't really see any change, so it is a wasted recalc).
133 lines
3.0 KiB
C++
133 lines
3.0 KiB
C++
/**
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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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*/
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#ifndef BKE_BOOLEANOPS_H
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#define BKE_BOOLEANOPS_H
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struct Mesh;
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struct Object;
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struct Base;
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struct CSG_FaceIteratorDescriptor;
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struct CSG_VertexIteratorDescriptor;
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struct CSG_MeshPropertyDescriptor;
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/**
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* Perform a boolean operation between 2 mesh objects and
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* add the result as a new mesh into blender data structures.
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* Assumes you have checked that the 2 objects are infact mesh
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* objects. Returns 1 on success and zero when it encountered
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* a problem. In the latter case no object is added and you should
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* report an appropriate error.
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*/
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extern
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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 op_type
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);
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struct DispListMesh *NewBooleanMeshDLM(struct Object *ob, struct Object *ob_select, int int_op_type);
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/**
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* Functions exposed for use by BKE_booleanops_mesh
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*/
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/**
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* Returns pointers to new mesh descriptors for
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* the given mesh. Make sure you call FreeMeshDescriptors
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* after calling this function.
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*/
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extern
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void
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BuildMeshDescriptors(
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struct Object * ob,
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struct CSG_FaceIteratorDescriptor * face_it,
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struct CSG_VertexIteratorDescriptor * vertex_it
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);
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extern
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void
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FreeMeshDescriptors(
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struct CSG_FaceIteratorDescriptor * face_it,
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struct CSG_VertexIteratorDescriptor * vertex_it
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);
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/**
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* This little function adds a new mesh object
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* to the blender object list. It uses ob to duplicate
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* data as this seems to be easier than cerating a new one.
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* This new oject contains no faces nor vertices.
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*/
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extern
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struct Object *
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AddNewBlenderMesh(
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struct Base *base
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);
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extern
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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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extern
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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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typedef struct {
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float uv[2];
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float color[4];
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} FaceVertexData;
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typedef struct {
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struct Material *material;
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/* assorted tface flags */
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void *tpage;
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char flag, transp, faceflag;
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short mode, tile;
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} FaceData;
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#endif
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