added the following 3 lines to everything in the intern dir: #ifdef HAVE_CONFIG_H #include <config.h> #endif Kent -- mein@cs.umn.edu
284 lines
6.5 KiB
C++
Executable File
284 lines
6.5 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_MeshFragment.h"
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#include "BSP_CSGMesh.h"
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#include "MT_Plane3.h"
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#include <math.h>
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using namespace std;
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BSP_MeshFragment::
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BSP_MeshFragment(
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BSP_CSGMesh *mesh,
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BSP_Classification classification
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):
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m_mesh(mesh),
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m_classification(classification)
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{
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MT_assert(m_mesh != NULL);
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//nothing to do
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}
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const
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vector<BSP_FaceInd> &
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BSP_MeshFragment::
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FaceSet(
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) const {
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return m_faces;
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}
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vector<BSP_FaceInd> &
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BSP_MeshFragment::
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FaceSet(
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) {
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return m_faces;
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}
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BSP_CSGMesh *
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BSP_MeshFragment::
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Mesh(
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){
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return m_mesh;
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}
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BSP_CSGMesh *
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BSP_MeshFragment::
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Mesh(
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) const {
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return m_mesh;
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}
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BSP_Classification
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BSP_MeshFragment::
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ClassifyPolygon(
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const MT_Plane3 &plane,
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const BSP_MFace & face,
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std::vector<BSP_MVertex>::const_iterator verts,
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vector<BSP_VertexInd> & visited_verts
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){
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vector<BSP_VertexInd>::const_iterator f_vi_end = face.m_verts.end();
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vector<BSP_VertexInd>::const_iterator f_vi_it = face.m_verts.begin();
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BSP_Classification p_class = e_unclassified;
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int on_count = 0;
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for (;f_vi_it != f_vi_end; ++f_vi_it) {
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BSP_MVertex & vert = const_cast<BSP_MVertex &>(verts[int(*f_vi_it)]);
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if (BSP_Classification(vert.OpenTag()) == e_unclassified)
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{
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MT_Scalar sdistance = plane.signedDistance(vert.m_pos);
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MT_Scalar fsdistance = fabs(sdistance);
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if (fabs(sdistance) <= BSP_SPLIT_EPSILON) {
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// this vertex is on
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vert.SetOpenTag(e_classified_on);
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} else
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if (sdistance > MT_Scalar(0)) {
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vert.SetOpenTag(e_classified_out);
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} else {
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vert.SetOpenTag(e_classified_in);
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}
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visited_verts.push_back(*f_vi_it);
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}
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BSP_Classification v_class = BSP_Classification(vert.OpenTag());
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if (v_class == e_classified_on) on_count++;
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if (p_class == e_unclassified || p_class == e_classified_on) {
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p_class = v_class;
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} else
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if (p_class == e_classified_spanning) {
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} else
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if (p_class == e_classified_in) {
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if (v_class == e_classified_out) {
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p_class = e_classified_spanning;
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}
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} else {
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if (v_class == e_classified_in) {
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p_class = e_classified_spanning;
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}
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}
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}
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if (on_count > 2) p_class = e_classified_on;
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return p_class;
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}
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// Classify this mesh fragment with respect
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// to plane. The index sets of this fragment
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// are consumed by this action. Vertices
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// are tagged with a classification enum.
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void
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BSP_MeshFragment::
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Classify(
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const MT_Plane3 & plane,
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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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vector<BSP_FaceInd> & spanning_faces,
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vector<BSP_VertexInd> & visited_verts
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){
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vector<BSP_MVertex> & vertex_set = m_mesh->VertexSet();
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vector<BSP_MFace> & face_set = m_mesh->FaceSet();
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// Now iterate through the polygons and classify.
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vector<BSP_FaceInd>::const_iterator fi_end = m_faces.end();
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vector<BSP_FaceInd>::iterator fi_it = m_faces.begin();
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vector<BSP_FaceInd> & face_in_set = in_frag->FaceSet();
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vector<BSP_FaceInd> & face_out_set = out_frag->FaceSet();
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vector<BSP_FaceInd> & face_on_set = on_frag->FaceSet();
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for (;fi_it != fi_end; ++fi_it) {
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BSP_Classification p_class = ClassifyPolygon(
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plane,
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face_set[*fi_it],
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vertex_set.begin(),
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visited_verts
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);
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// p_class now holds the classification for this polygon.
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// assign to the appropriate bucket.
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if (p_class == e_classified_in) {
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face_in_set.push_back(*fi_it);
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} else
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if (p_class == e_classified_out) {
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face_out_set.push_back(*fi_it);
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} else
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if (p_class == e_classified_on) {
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face_on_set.push_back(*fi_it);
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} else {
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spanning_faces.push_back(*fi_it);
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// This is assigned later when we split the polygons in two.
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}
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}
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m_faces.clear();
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}
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void
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BSP_MeshFragment::
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Classify(
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BSP_CSGMesh & mesh,
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const MT_Plane3 & plane,
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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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vector<BSP_FaceInd> & spanning_faces,
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vector<BSP_VertexInd> & visited_verts
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){
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vector<BSP_MVertex> & vertex_set = mesh.VertexSet();
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vector<BSP_MFace> & face_set = mesh.FaceSet();
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// Now iterate through the polygons and classify.
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int fi_end = mesh.FaceSet().size();
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int fi_it = 0;
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vector<BSP_FaceInd> & face_in_set = in_frag->FaceSet();
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vector<BSP_FaceInd> & face_out_set = out_frag->FaceSet();
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vector<BSP_FaceInd> & face_on_set = on_frag->FaceSet();
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for (;fi_it != fi_end; ++fi_it) {
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BSP_Classification p_class = ClassifyPolygon(
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plane,
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face_set[fi_it],
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vertex_set.begin(),
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visited_verts
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);
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// p_class now holds the classification for this polygon.
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// assign to the appropriate bucket.
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if (p_class == e_classified_in) {
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face_in_set.push_back(fi_it);
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} else
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if (p_class == e_classified_out) {
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face_out_set.push_back(fi_it);
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} else
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if (p_class == e_classified_on) {
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face_on_set.push_back(fi_it);
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} else {
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spanning_faces.push_back(fi_it);
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}
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}
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}
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void
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BSP_MeshFragment::
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ClassifyOnFragments(
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const MT_Plane3 &plane,
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BSP_MeshFragment *pos_frag,
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BSP_MeshFragment *neg_frag
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){
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vector<BSP_MFace> & face_set = m_mesh->FaceSet();
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vector<BSP_FaceInd>::const_iterator fi_end = m_faces.end();
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vector<BSP_FaceInd>::iterator fi_it = m_faces.begin();
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MT_Scalar d = plane.Scalar();
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for (;fi_it != fi_end; ++fi_it) {
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if (fabs(d + face_set[*fi_it].m_plane.Scalar()) > BSP_SPLIT_EPSILON) {
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pos_frag->FaceSet().push_back(*fi_it);
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} else {
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neg_frag->FaceSet().push_back(*fi_it);
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}
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}
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}
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BSP_MeshFragment::
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~BSP_MeshFragment(
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){
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}
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