Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
40 lines
1.5 KiB
C++
40 lines
1.5 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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/** \file
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* \ingroup bke
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*/
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#include "BLI_array.hh"
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#include "BLI_math_matrix_types.hh"
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#include "BLI_mesh_boolean.hh"
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#include "BLI_span.hh"
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struct Mesh;
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namespace blender::meshintersect {
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/**
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* Do a mesh boolean operation directly on meshes (without going back and forth from BMesh).
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* \param transforms: An array of pointers to transform matrices used for each mesh's positions.
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* It is allowed for the pointers to be null, meaning the transformation is the identity.
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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 r_intersecting_edges: Array 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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*/
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Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
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Span<const float4x4 *> transforms,
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const float4x4 &target_transform,
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Span<Array<short>> material_remaps,
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bool use_self,
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bool hole_tolerant,
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int boolean_mode,
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Vector<int> *r_intersecting_edges);
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} // namespace blender::meshintersect
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