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blender-archive/intern/bsp/intern/BSP_FragTree.cpp
Kent Mein 0fbadc8eb7 Yes I did it again ;)
added the following 3 lines to everything in the intern dir:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Kent
--
mein@cs.umn.edu
2002-11-25 09:53:07 +00:00

324 lines
6.7 KiB
C++
Executable File

/**
* $Id$
* ***** 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "BSP_FragTree.h"
#include "BSP_FragNode.h"
#include "BSP_CSGMesh.h"
#include "BSP_MeshFragment.h"
#include "MT_Plane3.h"
#include "BSP_CSGException.h"
#include <vector>
#include "BSP_CSGISplitter.h"
using namespace std;
MEM_SmartPtr<BSP_FragTree>
BSP_FragTree::
New(
BSP_CSGMesh *mesh,
BSP_CSGISplitter & splitter
){
if (mesh == NULL) return NULL;
if (mesh->FaceSet().size() == 0) return NULL;
// This is the external tree construction method
// (not the internal method!)
// We need to build a tree root with an initial
// node based on the mesh rather than a mesh fragment.
// For now we pick an arbitrary polygon for the initial
// plane.
vector<BSP_MVertex> verts = mesh->VertexSet();
const BSP_MFace & f0 = mesh->FaceSet()[0];
const MT_Vector3 & p1 = verts[f0.m_verts[0]].m_pos;
const MT_Vector3 & p2 = verts[f0.m_verts[1]].m_pos;
const MT_Vector3 & p3 = verts[f0.m_verts[2]].m_pos;
MT_Plane3 plane = f0.m_plane;
MEM_SmartPtr<BSP_FragTree> output(new BSP_FragTree(mesh));
MEM_SmartPtr<BSP_FragNode> node(BSP_FragNode::New(plane,mesh));
if (output == NULL || node == NULL) return NULL;
// Generate initial mesh fragments for this plane pass into
// first node.
BSP_MeshFragment frag_in(mesh,e_classified_in),frag_out(mesh,e_classified_out);
MEM_SmartPtr<BSP_MeshFragment> on_frag = new BSP_MeshFragment(mesh,e_classified_on);
splitter.Split(*mesh,plane,&frag_in,&frag_out,on_frag,NULL);
// We are not interested in the on_frag.
on_frag.Delete();
// Build the in_tree of the first node(recursive)
node->InTree().Build(&frag_in,splitter);
// Build the out tree of the first node(recursive)
node->OutTree().Build(&frag_out,splitter);
output->m_node = node;
return output;
}
void
BSP_FragTree::
Classify(
BSP_CSGMesh *mesh,
BSP_MeshFragment *in_frag,
BSP_MeshFragment *out_frag,
BSP_MeshFragment *on_frag,
BSP_CSGISplitter & splitter
){
if (mesh == NULL) return;
if (mesh->FaceSet().size() == 0) return;
if (m_node == NULL) return;
BSP_MeshFragment frag_in(mesh,e_classified_in);
BSP_MeshFragment frag_out(mesh,e_classified_out);
BSP_MeshFragment frag_on(mesh,e_classified_on);
BSP_MeshFragment frag_spanning(mesh,e_classified_spanning);
splitter.Split(*mesh,m_node->Plane(),&frag_in,&frag_out,&frag_on,NULL);
if (frag_on.FaceSet().size()) {
on_frag->FaceSet().insert(
on_frag->FaceSet().end(),
frag_on.FaceSet().begin(),
frag_on.FaceSet().end()
);
frag_on.FaceSet().clear();
}
// recurse into subtrees.
m_node->InTree().Classify(&frag_in,in_frag,out_frag,on_frag,e_classified_in,splitter);
m_node->OutTree().Classify(&frag_out,in_frag,out_frag,on_frag,e_classified_out,splitter);
}
BSP_FragTree::
~BSP_FragTree(
){
// nothing to do
}
BSP_FragTree::
BSP_FragTree(
BSP_CSGMesh * mesh
):
m_mesh(mesh)
{
//nothing to do
}
BSP_FragTree::
BSP_FragTree(
){
// nothing to do
}
void
BSP_FragTree::
Build(
BSP_MeshFragment * frag,
BSP_CSGISplitter & splitter
){
// Node must be NULL because we are building the tree.
MT_assert(m_node == NULL);
if (frag->FaceSet().size()) {
// choose a plane for the node. The first index in this
// mesh fragment will do for now.
vector<BSP_MVertex> & verts = m_mesh->VertexSet();
// choose a random splitting plane
MT_Plane3 plane;
{
int rand_index;
#if 1
if (frag->FaceSet().size() > 1) {
rand_index = rand() % frag->FaceSet().size();
} else {
rand_index = 0;
}
#else
rand_index = 0;
#endif
const BSP_MFace & f0 = m_mesh->FaceSet()[frag->FaceSet()[rand_index]];
plane = f0.m_plane;
}
// build the node.
m_node = BSP_FragNode::New(plane,frag->Mesh());
if (m_node == NULL) {
BSP_CSGException e(e_tree_build_error);
throw(e);
}
m_node->Build(frag,splitter);
}
}
void
BSP_FragTree::
Push(
BSP_MeshFragment *in_frag,
BSP_MeshFragment *output,
const BSP_Classification keep,
const BSP_Classification current,
const bool dominant,
BSP_CSGISplitter & splitter
){
if (in_frag->FaceSet().size()) {
if (m_node == NULL) {
// we have reached a leaf node.
// if the current classification matches
// the classification we want to keep
// copy the polygons of the current
// fragment onto the output
vector<BSP_FaceInd>::const_iterator in_frag_it = in_frag->FaceSet().begin();
vector<BSP_FaceInd>::const_iterator in_frag_end = in_frag->FaceSet().end();
vector<BSP_MFace>::iterator faces = in_frag->Mesh()->FaceSet().begin();
if (keep == current || current == e_classified_on) {
for (;in_frag_it != in_frag_end; ++ in_frag_it) {
output->FaceSet().push_back(*in_frag_it);
}
in_frag->FaceSet().clear();
}
} else {
m_node->Push(in_frag,output,keep,dominant,splitter);
}
}
}
void
BSP_FragTree::
Classify(
BSP_MeshFragment * frag,
BSP_MeshFragment *in_frag,
BSP_MeshFragment *out_frag,
BSP_MeshFragment *on_frag,
const BSP_Classification current,
BSP_CSGISplitter & splitter
){
if (frag->FaceSet().size()) {
if (m_node == NULL) {
vector<BSP_FaceInd>::const_iterator frag_it = frag->FaceSet().begin();
vector<BSP_FaceInd>::const_iterator frag_end = frag->FaceSet().end();
BSP_MeshFragment *output;
if (current == e_classified_in) {
output = in_frag;
} else {
//must be e_classified_out
output = out_frag;
}
// Copy the selected indices into the correct output fragment.
for (;frag_it != frag_end; ++ frag_it) {
output->FaceSet().push_back(*frag_it);
}
frag->FaceSet().clear();
} else {
m_node->Classify(frag,in_frag,out_frag,on_frag,splitter);
}
}
}