The object to world transform was applied to the result (which was meant to be in world space), rather than the inverse. However, the processing of transforms is more complicated than necessary. Instead of passing around a separate "target transform" that's meant to be used inverted after the boolean operation, just make the input transforms transform the input meshes into the desired transform space of the output (object-local space for the modifier). Pull Request: https://projects.blender.org/blender/blender/pulls/137919
95 lines
3.6 KiB
C++
95 lines
3.6 KiB
C++
/* SPDX-FileCopyrightText: 2019 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_array.hh"
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#include "BLI_math_matrix_types.hh"
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#include "BLI_span.hh"
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#include "BLI_vector.hh"
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struct Mesh;
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namespace blender::geometry::boolean {
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/** Specifies which solver to use. */
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enum class Solver {
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/**
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* The exact solver based on the Mesh Arrangements for Solid Geometry paper,
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* by Zhou, Grinspun, Zorin, and Jacobson.
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*/
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MeshArr = 0,
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/** The original BMesh floating point solver. */
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Float = 1,
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/** The Manifold library fast robust floating point solver. */
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Manifold = 2,
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};
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enum class Operation {
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Intersect = 0,
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Union = 1,
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Difference = 2,
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};
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enum class BooleanError {
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NoError = 0,
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NonManifold = 1,
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ResultTooBig = 2,
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SolverNotAvailable = 3,
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UnknownError = 4,
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};
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/**
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* BooleanOpParameters bundles together the global parameters for the boolean operation.
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* As well as saying which particular operation (intersect, difference, union) is desired,
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* it also states some assumptions that the algorithm is allowed to make about the input
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* (e.g., whether or not there are any self intersections).
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*/
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struct BooleanOpParameters {
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Operation boolean_mode;
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/** Can we assume there are no self-intersections in any of the operands? */
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bool no_self_intersections = true;
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/** Can we assume there are no nested components (e.g., a box inside a box) in any of the
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* components? */
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bool no_nested_components = true;
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/** Can we assume the argument meshes are watertight volume enclosing? */
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bool watertight = true;
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};
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/**
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* Do a mesh boolean operation directly on meshes.
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* Boolean operations operate on the volumes enclosed by the operands.
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* If is only one operand, the non-float versions will do self-intersection and remove
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* internal faces.
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* If there are more than two meshes, the first mesh is operand 0 and the rest of the
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* meshes are operand 1 (i.e., as if all of operands 1, ... are joined into one mesh.
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* The exact solvers assume that the meshes are PWN (piecewise winding number,
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* which approximately means that the meshes are enclosed watertight volumes,
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* and all edges are manifold, though there are allowable exceptions to that last condition).
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* If the meshes don't satisfy those conditions, all solvers will try to use ray-shooting
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* to determine whether particular faces survive or not. This may or may not work
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* in the way the user hopes.
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*
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* \param meshes: The meshes that are operands of the boolean operation.
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* \param transforms: An array of transform matrices used to transform the input meshes to bring
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* them into the transform space of the result.
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* \param material_remaps: An array of maps from material slot numbers in the corresponding mesh
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* to the material slot in the first mesh. It is OK for material_remaps or any of its constituent
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* arrays to be empty. A -1 value means that the original index should be used with no mapping.
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* \param op_params: Specifies the boolean operation and assumptions we can make.
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* \param solver: which solver to use
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* \param r_intersecting_edges: Vector to store indices of edges on the resulting mesh in. These
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* 'new' edges are the result of the intersections.
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* \param r_error: Return place for error code to be stored.
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*/
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Mesh *mesh_boolean(Span<const Mesh *> meshes,
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Span<float4x4> transforms,
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Span<Array<short>> material_remaps,
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BooleanOpParameters op_params,
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Solver solver,
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Vector<int> *r_intersecting_edges,
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BooleanError *r_error);
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} // namespace blender::geometry::boolean
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