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test/source/blender/modifiers/intern/MOD_boolean.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2005 Blender Foundation. All rights reserved. */
/** \file
* \ingroup modifiers
*/
#include <cstdio>
#include "BLI_utildefines.h"
#include "BLI_array.hh"
#include "BLI_float4x4.hh"
#include "BLI_math_geom.h"
#include "BLI_math_matrix.h"
#include "BLI_vector.hh"
#include "BLI_vector_set.hh"
#include "BLT_translation.h"
#include "DNA_collection_types.h"
#include "DNA_defaults.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "BKE_collection.h"
#include "BKE_context.h"
#include "BKE_global.h" /* only to check G.debug */
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_mesh_boolean_convert.hh"
#include "BKE_mesh_wrapper.h"
#include "BKE_modifier.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "RNA_access.h"
#include "RNA_prototypes.h"
#include "MOD_ui_common.h"
#include "MOD_util.h"
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#include "DEG_depsgraph_query.h"
#include "MEM_guardedalloc.h"
#include "bmesh.h"
#include "bmesh_tools.h"
#include "tools/bmesh_boolean.h"
#include "tools/bmesh_intersect.h"
// #define DEBUG_TIME
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#ifdef DEBUG_TIME
# include "BLI_timeit.hh"
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#endif
using blender::Array;
using blender::float4x4;
using blender::IndexRange;
using blender::MutableSpan;
using blender::Span;
using blender::Vector;
using blender::VectorSet;
static void initData(ModifierData *md)
{
BooleanModifierData *bmd = (BooleanModifierData *)md;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(bmd, modifier));
MEMCPY_STRUCT_AFTER(bmd, DNA_struct_default_get(BooleanModifierData), modifier);
}
static bool isDisabled(const struct Scene * /*scene*/, ModifierData *md, bool /*useRenderParams*/)
{
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BooleanModifierData *bmd = (BooleanModifierData *)md;
Collection *col = bmd->collection;
if (bmd->flag & eBooleanModifierFlag_Object) {
return !bmd->object || bmd->object->type != OB_MESH;
}
if (bmd->flag & eBooleanModifierFlag_Collection) {
/* The Exact solver tolerates an empty collection. */
return !col && bmd->solver != eBooleanModifierSolver_Exact;
}
return false;
}
static void foreachIDLink(ModifierData *md, Object *ob, IDWalkFunc walk, void *userData)
{
BooleanModifierData *bmd = (BooleanModifierData *)md;
walk(userData, ob, (ID **)&bmd->collection, IDWALK_CB_USER);
walk(userData, ob, (ID **)&bmd->object, IDWALK_CB_NOP);
}
static void updateDepsgraph(ModifierData *md, const ModifierUpdateDepsgraphContext *ctx)
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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{
BooleanModifierData *bmd = (BooleanModifierData *)md;
if ((bmd->flag & eBooleanModifierFlag_Object) && bmd->object != nullptr) {
DEG_add_object_relation(ctx->node, bmd->object, DEG_OB_COMP_TRANSFORM, "Boolean Modifier");
DEG_add_object_relation(ctx->node, bmd->object, DEG_OB_COMP_GEOMETRY, "Boolean Modifier");
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
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}
Collection *col = bmd->collection;
if ((bmd->flag & eBooleanModifierFlag_Collection) && col != nullptr) {
DEG_add_collection_geometry_relation(ctx->node, col, "Boolean Modifier");
}
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/* We need own transformation as well. */
DEG_add_depends_on_transform_relation(ctx->node, "Boolean Modifier");
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
static Mesh *get_quick_mesh(
Object *ob_self, Mesh *mesh_self, Object *ob_operand_ob, Mesh *mesh_operand_ob, int operation)
{
Mesh *result = nullptr;
if (mesh_self->totpoly == 0 || mesh_operand_ob->totpoly == 0) {
switch (operation) {
case eBooleanModifierOp_Intersect:
result = BKE_mesh_new_nomain(0, 0, 0, 0, 0);
break;
case eBooleanModifierOp_Union:
if (mesh_self->totpoly != 0) {
result = mesh_self;
}
else {
result = (Mesh *)BKE_id_copy_ex(
nullptr, &mesh_operand_ob->id, nullptr, LIB_ID_COPY_LOCALIZE);
float imat[4][4];
float omat[4][4];
invert_m4_m4(imat, ob_self->object_to_world);
mul_m4_m4m4(omat, imat, ob_operand_ob->object_to_world);
MutableSpan<MVert> verts = result->verts_for_write();
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
for (const int i : verts.index_range()) {
mul_m4_v3(omat, verts[i].co);
}
BKE_mesh_tag_coords_changed(result);
}
break;
case eBooleanModifierOp_Difference:
result = mesh_self;
break;
}
}
return result;
}
/* has no meaning for faces, do this so we can tell which face is which */
#define BM_FACE_TAG BM_ELEM_DRAW
/**
* Compare selected/unselected.
*/
static int bm_face_isect_pair(BMFace *f, void * /*user_data*/)
{
return BM_elem_flag_test(f, BM_FACE_TAG) ? 1 : 0;
}
static bool BMD_error_messages(const Object *ob, ModifierData *md)
{
BooleanModifierData *bmd = (BooleanModifierData *)md;
Collection *col = bmd->collection;
bool error_returns_result = false;
const bool operand_collection = (bmd->flag & eBooleanModifierFlag_Collection) != 0;
const bool use_exact = bmd->solver == eBooleanModifierSolver_Exact;
const bool operation_intersect = bmd->operation == eBooleanModifierOp_Intersect;
#ifndef WITH_GMP
/* If compiled without GMP, return a error. */
if (use_exact) {
BKE_modifier_set_error(ob, md, "Compiled without GMP, using fast solver");
error_returns_result = false;
}
#endif
/* If intersect is selected using fast solver, return a error. */
if (operand_collection && operation_intersect && !use_exact) {
BKE_modifier_set_error(ob, md, "Cannot execute, intersect only available using exact solver");
error_returns_result = true;
}
/* If the selected collection is empty and using fast solver, return a error. */
if (operand_collection) {
if (!use_exact && BKE_collection_is_empty(col)) {
BKE_modifier_set_error(ob, md, "Cannot execute, fast solver and empty collection");
error_returns_result = true;
}
/* If the selected collection contain non mesh objects, return a error. */
if (col) {
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (col, operand_ob) {
if (operand_ob->type != OB_MESH) {
BKE_modifier_set_error(
ob, md, "Cannot execute, the selected collection contains non mesh objects");
error_returns_result = true;
}
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
}
return error_returns_result;
}
static BMesh *BMD_mesh_bm_create(
Mesh *mesh, Object *object, Mesh *mesh_operand_ob, Object *operand_ob, bool *r_is_flip)
{
#ifdef DEBUG_TIME
SCOPED_TIMER(__func__);
#endif
*r_is_flip = (is_negative_m4(object->object_to_world) !=
is_negative_m4(operand_ob->object_to_world));
const BMAllocTemplate allocsize = BMALLOC_TEMPLATE_FROM_ME(mesh, mesh_operand_ob);
BMeshCreateParams bmesh_create_params{};
BMesh *bm = BM_mesh_create(&allocsize, &bmesh_create_params);
/* Keep `mesh` first, needed so active layers are set based on `mesh` not `mesh_operand_ob`,
* otherwise the wrong active render layer is used, see T92384.
*
* NOTE: while initializing customer data layers the is not essential,
* it avoids the overhead of having to re-allocate #BMHeader.data when the 2nd mesh is added
* (if it contains additional custom-data layers). */
const Mesh *mesh_array[2] = {mesh, mesh_operand_ob};
BM_mesh_copy_init_customdata_from_mesh_array(bm, mesh_array, ARRAY_SIZE(mesh_array), &allocsize);
BMeshFromMeshParams bmesh_from_mesh_params{};
bmesh_from_mesh_params.calc_face_normal = true;
bmesh_from_mesh_params.calc_vert_normal = true;
BM_mesh_bm_from_me(bm, mesh_operand_ob, &bmesh_from_mesh_params);
if (UNLIKELY(*r_is_flip)) {
const int cd_loop_mdisp_offset = CustomData_get_offset(&bm->ldata, CD_MDISPS);
BMIter iter;
BMFace *efa;
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
BM_face_normal_flip_ex(bm, efa, cd_loop_mdisp_offset, true);
}
}
BM_mesh_bm_from_me(bm, mesh, &bmesh_from_mesh_params);
return bm;
}
static void BMD_mesh_intersection(BMesh *bm,
ModifierData *md,
const ModifierEvalContext *ctx,
Mesh *mesh_operand_ob,
Object *object,
Object *operand_ob,
bool is_flip)
{
#ifdef DEBUG_TIME
SCOPED_TIMER(__func__);
#endif
BooleanModifierData *bmd = (BooleanModifierData *)md;
/* main bmesh intersection setup */
/* create tessface & intersect */
const int looptris_tot = poly_to_tri_count(bm->totface, bm->totloop);
BMLoop *(*looptris)[3] = (BMLoop * (*)[3])
MEM_malloc_arrayN(looptris_tot, sizeof(*looptris), __func__);
BM_mesh_calc_tessellation_beauty(bm, looptris);
/* postpone this until after tessellating
* so we can use the original normals before the vertex are moved */
{
BMIter iter;
int i;
const int i_verts_end = mesh_operand_ob->totvert;
const int i_faces_end = mesh_operand_ob->totpoly;
float imat[4][4];
float omat[4][4];
invert_m4_m4(imat, object->object_to_world);
mul_m4_m4m4(omat, imat, operand_ob->object_to_world);
BMVert *eve;
i = 0;
BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
mul_m4_v3(omat, eve->co);
if (++i == i_verts_end) {
break;
}
}
/* we need face normals because of 'BM_face_split_edgenet'
* we could calculate on the fly too (before calling split). */
float nmat[3][3];
copy_m3_m4(nmat, omat);
invert_m3(nmat);
if (UNLIKELY(is_flip)) {
negate_m3(nmat);
}
Array<short> material_remap(operand_ob->totcol ? operand_ob->totcol : 1);
/* Using original (not evaluated) object here since we are writing to it. */
/* XXX Pretty sure comment above is fully wrong now with CoW & co ? */
BKE_object_material_remap_calc(ctx->object, operand_ob, material_remap.data());
BMFace *efa;
i = 0;
BM_ITER_MESH (efa, &iter, bm, BM_FACES_OF_MESH) {
mul_transposed_m3_v3(nmat, efa->no);
normalize_v3(efa->no);
/* Temp tag to test which side split faces are from. */
BM_elem_flag_enable(efa, BM_FACE_TAG);
/* remap material */
if (LIKELY(efa->mat_nr < operand_ob->totcol)) {
efa->mat_nr = material_remap[efa->mat_nr];
}
if (++i == i_faces_end) {
break;
}
}
}
/* not needed, but normals for 'dm' will be invalid,
* currently this is ok for 'BM_mesh_intersect' */
// BM_mesh_normals_update(bm);
bool use_separate = false;
bool use_dissolve = true;
bool use_island_connect = true;
/* change for testing */
if (G.debug & G_DEBUG) {
use_separate = (bmd->bm_flag & eBooleanModifierBMeshFlag_BMesh_Separate) != 0;
use_dissolve = (bmd->bm_flag & eBooleanModifierBMeshFlag_BMesh_NoDissolve) == 0;
use_island_connect = (bmd->bm_flag & eBooleanModifierBMeshFlag_BMesh_NoConnectRegions) == 0;
}
BM_mesh_intersect(bm,
looptris,
looptris_tot,
bm_face_isect_pair,
nullptr,
false,
use_separate,
use_dissolve,
use_island_connect,
false,
false,
bmd->operation,
bmd->double_threshold);
MEM_freeN(looptris);
}
#ifdef WITH_GMP
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
/* Get a mapping from material slot numbers in the src_ob to slot numbers in the dst_ob.
* If a material doesn't exist in the dst_ob, the mapping just goes to the same slot
* or to zero if there aren't enough slots in the destination. */
static Array<short> get_material_remap_index_based(Object *dest_ob, Object *src_ob)
{
int n = src_ob->totcol;
if (n <= 0) {
n = 1;
}
Array<short> remap(n);
BKE_object_material_remap_calc(dest_ob, src_ob, remap.data());
return remap;
}
/* Get a mapping from material slot numbers in the source geometry to slot numbers in the result
* geometry. The material is added to the result geometry if it doesn't already use it. */
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
static Array<short> get_material_remap_transfer(Object &object,
const Mesh &mesh,
VectorSet<Material *> &materials)
{
const int material_num = mesh.totcol;
Array<short> map(material_num);
for (const int i : IndexRange(material_num)) {
Material *material = BKE_object_material_get_eval(&object, i + 1);
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
map[i] = material ? materials.index_of_or_add(material) : -1;
}
return map;
}
static Mesh *exact_boolean_mesh(BooleanModifierData *bmd,
const ModifierEvalContext *ctx,
Mesh *mesh)
{
Vector<const Mesh *> meshes;
Vector<float4x4 *> obmats;
Vector<Array<short>> material_remaps;
# ifdef DEBUG_TIME
SCOPED_TIMER(__func__);
# endif
if ((bmd->flag & eBooleanModifierFlag_Object) && bmd->object == nullptr) {
return mesh;
}
meshes.append(mesh);
obmats.append((float4x4 *)&ctx->object->object_to_world);
material_remaps.append({});
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
const BooleanModifierMaterialMode material_mode = BooleanModifierMaterialMode(
bmd->material_mode);
VectorSet<Material *> materials;
if (material_mode == eBooleanModifierMaterialMode_Transfer) {
if (mesh->totcol == 0) {
/* Necessary for faces using the default material when there are no material slots. */
materials.add(nullptr);
}
else {
materials.add_multiple({mesh->mat, mesh->totcol});
}
}
if (bmd->flag & eBooleanModifierFlag_Object) {
Mesh *mesh_operand = BKE_modifier_get_evaluated_mesh_from_evaluated_object(bmd->object);
if (!mesh_operand) {
return mesh;
}
BKE_mesh_wrapper_ensure_mdata(mesh_operand);
meshes.append(mesh_operand);
obmats.append((float4x4 *)&bmd->object->object_to_world);
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
if (material_mode == eBooleanModifierMaterialMode_Index) {
material_remaps.append(get_material_remap_index_based(ctx->object, bmd->object));
}
else {
material_remaps.append(get_material_remap_transfer(*bmd->object, *mesh_operand, materials));
}
}
else if (bmd->flag & eBooleanModifierFlag_Collection) {
Collection *collection = bmd->collection;
/* Allow collection to be empty; then target mesh will just removed self-intersections. */
if (collection) {
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, ob) {
if (ob->type == OB_MESH && ob != ctx->object) {
Mesh *collection_mesh = BKE_modifier_get_evaluated_mesh_from_evaluated_object(ob);
if (!collection_mesh) {
continue;
}
BKE_mesh_wrapper_ensure_mdata(collection_mesh);
meshes.append(collection_mesh);
obmats.append((float4x4 *)&ob->object_to_world);
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
if (material_mode == eBooleanModifierMaterialMode_Index) {
material_remaps.append(get_material_remap_index_based(ctx->object, ob));
}
else {
material_remaps.append(get_material_remap_transfer(*ob, *collection_mesh, materials));
}
}
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
}
const bool use_self = (bmd->flag & eBooleanModifierFlag_Self) != 0;
const bool hole_tolerant = (bmd->flag & eBooleanModifierFlag_HoleTolerant) != 0;
Mesh *result = blender::meshintersect::direct_mesh_boolean(
meshes,
obmats,
*(float4x4 *)&ctx->object->object_to_world,
material_remaps,
use_self,
hole_tolerant,
bmd->operation,
nullptr);
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
if (material_mode == eBooleanModifierMaterialMode_Transfer) {
MEM_SAFE_FREE(result->mat);
result->mat = (Material **)MEM_malloc_arrayN(materials.size(), sizeof(Material *), __func__);
result->totcol = materials.size();
MutableSpan(result->mat, result->totcol).copy_from(materials);
}
return result;
}
#endif
static Mesh *modifyMesh(ModifierData *md, const ModifierEvalContext *ctx, Mesh *mesh)
{
BooleanModifierData *bmd = (BooleanModifierData *)md;
Object *object = ctx->object;
Mesh *result = mesh;
Collection *collection = bmd->collection;
/* Return result for certain errors. */
if (BMD_error_messages(ctx->object, md)) {
return result;
}
#ifdef WITH_GMP
if (bmd->solver == eBooleanModifierSolver_Exact) {
return exact_boolean_mesh(bmd, ctx, mesh);
}
#endif
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#ifdef DEBUG_TIME
SCOPED_TIMER(__func__);
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#endif
if (bmd->flag & eBooleanModifierFlag_Object) {
if (bmd->object == nullptr) {
return result;
}
Object *operand_ob = bmd->object;
Mesh *mesh_operand_ob = BKE_modifier_get_evaluated_mesh_from_evaluated_object(operand_ob);
if (mesh_operand_ob) {
/* XXX This is utterly non-optimal, we may go from a bmesh to a mesh back to a bmesh!
* But for 2.90 better not try to be smart here. */
BKE_mesh_wrapper_ensure_mdata(mesh_operand_ob);
/* when one of objects is empty (has got no faces) we could speed up
* calculation a bit returning one of objects' derived meshes (or empty one)
* Returning mesh is depended on modifiers operation (sergey) */
result = get_quick_mesh(object, mesh, operand_ob, mesh_operand_ob, bmd->operation);
if (result == nullptr) {
bool is_flip;
BMesh *bm = BMD_mesh_bm_create(mesh, object, mesh_operand_ob, operand_ob, &is_flip);
BMD_mesh_intersection(bm, md, ctx, mesh_operand_ob, object, operand_ob, is_flip);
result = BKE_mesh_from_bmesh_for_eval_nomain(bm, nullptr, mesh);
BM_mesh_free(bm);
}
if (result == nullptr) {
BKE_modifier_set_error(object, md, "Cannot execute boolean operation");
}
}
}
else {
if (collection == nullptr) {
return result;
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, operand_ob) {
if (operand_ob->type == OB_MESH && operand_ob != ctx->object) {
Mesh *mesh_operand_ob = BKE_modifier_get_evaluated_mesh_from_evaluated_object(operand_ob);
if (mesh_operand_ob == nullptr) {
continue;
}
/* XXX This is utterly non-optimal, we may go from a bmesh to a mesh back to a bmesh!
* But for 2.90 better not try to be smart here. */
BKE_mesh_wrapper_ensure_mdata(mesh_operand_ob);
bool is_flip;
BMesh *bm = BMD_mesh_bm_create(result, object, mesh_operand_ob, operand_ob, &is_flip);
BMD_mesh_intersection(bm, md, ctx, mesh_operand_ob, object, operand_ob, is_flip);
/* Needed for multiple objects to work. */
if (result == mesh) {
result = BKE_mesh_from_bmesh_for_eval_nomain(bm, nullptr, mesh);
}
else {
BMeshToMeshParams bmesh_to_mesh_params{};
bmesh_to_mesh_params.calc_object_remap = false;
BM_mesh_bm_to_me(nullptr, bm, result, &bmesh_to_mesh_params);
}
BM_mesh_free(bm);
}
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
return result;
}
static void requiredDataMask(ModifierData * /*md*/, CustomData_MeshMasks *r_cddata_masks)
{
r_cddata_masks->vmask |= CD_MASK_MDEFORMVERT;
r_cddata_masks->emask |= CD_MASK_MEDGE;
r_cddata_masks->fmask |= CD_MASK_MTFACE;
}
static void panel_draw(const bContext * /*C*/, Panel *panel)
{
uiLayout *layout = panel->layout;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, nullptr);
uiItemR(layout, ptr, "operation", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
uiLayoutSetPropSep(layout, true);
uiItemR(layout, ptr, "operand_type", 0, nullptr, ICON_NONE);
if (RNA_enum_get(ptr, "operand_type") == eBooleanModifierFlag_Object) {
uiItemR(layout, ptr, "object", 0, nullptr, ICON_NONE);
}
else {
uiItemR(layout, ptr, "collection", 0, nullptr, ICON_NONE);
}
uiItemR(layout, ptr, "solver", UI_ITEM_R_EXPAND, nullptr, ICON_NONE);
modifier_panel_end(layout, ptr);
}
static void solver_options_panel_draw(const bContext * /*C*/, Panel *panel)
{
uiLayout *layout = panel->layout;
PointerRNA *ptr = modifier_panel_get_property_pointers(panel, nullptr);
const bool use_exact = RNA_enum_get(ptr, "solver") == eBooleanModifierSolver_Exact;
uiLayoutSetPropSep(layout, true);
uiLayout *col = uiLayoutColumn(layout, true);
if (use_exact) {
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
uiItemR(col, ptr, "material_mode", 0, IFACE_("Materials"), ICON_NONE);
/* When operand is collection, we always use_self. */
if (RNA_enum_get(ptr, "operand_type") == eBooleanModifierFlag_Object) {
uiItemR(col, ptr, "use_self", 0, nullptr, ICON_NONE);
}
uiItemR(col, ptr, "use_hole_tolerant", 0, nullptr, ICON_NONE);
}
else {
uiItemR(col, ptr, "double_threshold", 0, nullptr, ICON_NONE);
}
if (G.debug) {
uiItemR(col, ptr, "debug_options", 0, nullptr, ICON_NONE);
}
}
static void panelRegister(ARegionType *region_type)
{
PanelType *panel = modifier_panel_register(region_type, eModifierType_Boolean, panel_draw);
modifier_subpanel_register(
region_type, "solver_options", "Solver Options", nullptr, solver_options_panel_draw, panel);
}
ModifierTypeInfo modifierType_Boolean = {
/* name */ N_("Boolean"),
2012-10-24 05:45:54 +00:00
/* structName */ "BooleanModifierData",
/* structSize */ sizeof(BooleanModifierData),
/* srna */ &RNA_BooleanModifier,
2012-10-24 05:45:54 +00:00
/* type */ eModifierTypeType_Nonconstructive,
/* flags */
(ModifierTypeFlag)(eModifierTypeFlag_AcceptsMesh | eModifierTypeFlag_SupportsEditmode),
/* icon */ ICON_MOD_BOOLEAN,
/* copyData */ BKE_modifier_copydata_generic,
/* deformVerts */ nullptr,
/* deformMatrices */ nullptr,
/* deformVertsEM */ nullptr,
/* deformMatricesEM */ nullptr,
/* modifyMesh */ modifyMesh,
/* modifyGeometrySet */ nullptr,
/* initData */ initData,
2012-10-24 05:45:54 +00:00
/* requiredDataMask */ requiredDataMask,
/* freeData */ nullptr,
2012-10-24 05:45:54 +00:00
/* isDisabled */ isDisabled,
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/* updateDepsgraph */ updateDepsgraph,
/* dependsOnTime */ nullptr,
/* dependsOnNormals */ nullptr,
/* foreachIDLink */ foreachIDLink,
/* foreachTexLink */ nullptr,
/* freeRuntimeData */ nullptr,
/* panelRegister */ panelRegister,
/* blendWrite */ nullptr,
/* blendRead */ nullptr,
};