added the following 3 lines to everything in the intern dir: #ifdef HAVE_CONFIG_H #include <config.h> #endif Kent -- mein@cs.umn.edu
324 lines
6.7 KiB
C++
Executable File
324 lines
6.7 KiB
C++
Executable File
/**
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* $Id$
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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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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include "BSP_FragTree.h"
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#include "BSP_FragNode.h"
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#include "BSP_CSGMesh.h"
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#include "BSP_MeshFragment.h"
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#include "MT_Plane3.h"
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#include "BSP_CSGException.h"
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#include <vector>
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#include "BSP_CSGISplitter.h"
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using namespace std;
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MEM_SmartPtr<BSP_FragTree>
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BSP_FragTree::
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New(
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BSP_CSGMesh *mesh,
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BSP_CSGISplitter & splitter
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){
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if (mesh == NULL) return NULL;
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if (mesh->FaceSet().size() == 0) return NULL;
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// This is the external tree construction method
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// (not the internal method!)
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// We need to build a tree root with an initial
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// node based on the mesh rather than a mesh fragment.
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// For now we pick an arbitrary polygon for the initial
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// plane.
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vector<BSP_MVertex> verts = mesh->VertexSet();
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const BSP_MFace & f0 = mesh->FaceSet()[0];
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const MT_Vector3 & p1 = verts[f0.m_verts[0]].m_pos;
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const MT_Vector3 & p2 = verts[f0.m_verts[1]].m_pos;
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const MT_Vector3 & p3 = verts[f0.m_verts[2]].m_pos;
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MT_Plane3 plane = f0.m_plane;
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MEM_SmartPtr<BSP_FragTree> output(new BSP_FragTree(mesh));
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MEM_SmartPtr<BSP_FragNode> node(BSP_FragNode::New(plane,mesh));
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if (output == NULL || node == NULL) return NULL;
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// Generate initial mesh fragments for this plane pass into
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// first node.
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BSP_MeshFragment frag_in(mesh,e_classified_in),frag_out(mesh,e_classified_out);
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MEM_SmartPtr<BSP_MeshFragment> on_frag = new BSP_MeshFragment(mesh,e_classified_on);
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splitter.Split(*mesh,plane,&frag_in,&frag_out,on_frag,NULL);
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// We are not interested in the on_frag.
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on_frag.Delete();
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// Build the in_tree of the first node(recursive)
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node->InTree().Build(&frag_in,splitter);
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// Build the out tree of the first node(recursive)
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node->OutTree().Build(&frag_out,splitter);
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output->m_node = node;
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return output;
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}
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void
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BSP_FragTree::
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Classify(
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BSP_CSGMesh *mesh,
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BSP_MeshFragment *in_frag,
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BSP_MeshFragment *out_frag,
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BSP_MeshFragment *on_frag,
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BSP_CSGISplitter & splitter
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){
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if (mesh == NULL) return;
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if (mesh->FaceSet().size() == 0) return;
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if (m_node == NULL) return;
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BSP_MeshFragment frag_in(mesh,e_classified_in);
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BSP_MeshFragment frag_out(mesh,e_classified_out);
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BSP_MeshFragment frag_on(mesh,e_classified_on);
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BSP_MeshFragment frag_spanning(mesh,e_classified_spanning);
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splitter.Split(*mesh,m_node->Plane(),&frag_in,&frag_out,&frag_on,NULL);
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if (frag_on.FaceSet().size()) {
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on_frag->FaceSet().insert(
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on_frag->FaceSet().end(),
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frag_on.FaceSet().begin(),
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frag_on.FaceSet().end()
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);
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frag_on.FaceSet().clear();
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}
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// recurse into subtrees.
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m_node->InTree().Classify(&frag_in,in_frag,out_frag,on_frag,e_classified_in,splitter);
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m_node->OutTree().Classify(&frag_out,in_frag,out_frag,on_frag,e_classified_out,splitter);
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}
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BSP_FragTree::
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~BSP_FragTree(
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){
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// nothing to do
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}
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BSP_FragTree::
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BSP_FragTree(
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BSP_CSGMesh * mesh
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):
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m_mesh(mesh)
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{
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//nothing to do
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}
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BSP_FragTree::
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BSP_FragTree(
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){
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// nothing to do
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}
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void
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BSP_FragTree::
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Build(
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BSP_MeshFragment * frag,
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BSP_CSGISplitter & splitter
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){
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// Node must be NULL because we are building the tree.
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MT_assert(m_node == NULL);
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if (frag->FaceSet().size()) {
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// choose a plane for the node. The first index in this
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// mesh fragment will do for now.
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vector<BSP_MVertex> & verts = m_mesh->VertexSet();
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// choose a random splitting plane
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MT_Plane3 plane;
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{
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int rand_index;
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#if 1
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if (frag->FaceSet().size() > 1) {
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rand_index = rand() % frag->FaceSet().size();
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} else {
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rand_index = 0;
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}
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#else
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rand_index = 0;
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#endif
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const BSP_MFace & f0 = m_mesh->FaceSet()[frag->FaceSet()[rand_index]];
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plane = f0.m_plane;
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}
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// build the node.
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m_node = BSP_FragNode::New(plane,frag->Mesh());
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if (m_node == NULL) {
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BSP_CSGException e(e_tree_build_error);
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throw(e);
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}
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m_node->Build(frag,splitter);
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}
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}
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void
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BSP_FragTree::
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Push(
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BSP_MeshFragment *in_frag,
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BSP_MeshFragment *output,
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const BSP_Classification keep,
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const BSP_Classification current,
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const bool dominant,
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BSP_CSGISplitter & splitter
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){
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if (in_frag->FaceSet().size()) {
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if (m_node == NULL) {
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// we have reached a leaf node.
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// if the current classification matches
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// the classification we want to keep
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// copy the polygons of the current
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// fragment onto the output
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vector<BSP_FaceInd>::const_iterator in_frag_it = in_frag->FaceSet().begin();
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vector<BSP_FaceInd>::const_iterator in_frag_end = in_frag->FaceSet().end();
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vector<BSP_MFace>::iterator faces = in_frag->Mesh()->FaceSet().begin();
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if (keep == current || current == e_classified_on) {
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for (;in_frag_it != in_frag_end; ++ in_frag_it) {
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output->FaceSet().push_back(*in_frag_it);
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}
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in_frag->FaceSet().clear();
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}
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} else {
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m_node->Push(in_frag,output,keep,dominant,splitter);
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}
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}
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}
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void
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BSP_FragTree::
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Classify(
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BSP_MeshFragment * frag,
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BSP_MeshFragment *in_frag,
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BSP_MeshFragment *out_frag,
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BSP_MeshFragment *on_frag,
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const BSP_Classification current,
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BSP_CSGISplitter & splitter
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){
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if (frag->FaceSet().size()) {
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if (m_node == NULL) {
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vector<BSP_FaceInd>::const_iterator frag_it = frag->FaceSet().begin();
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vector<BSP_FaceInd>::const_iterator frag_end = frag->FaceSet().end();
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BSP_MeshFragment *output;
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if (current == e_classified_in) {
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output = in_frag;
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} else {
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//must be e_classified_out
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output = out_frag;
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}
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// Copy the selected indices into the correct output fragment.
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for (;frag_it != frag_end; ++ frag_it) {
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output->FaceSet().push_back(*frag_it);
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}
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frag->FaceSet().clear();
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} else {
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m_node->Classify(frag,in_frag,out_frag,on_frag,splitter);
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}
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}
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}
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