Files
test2/intern/bsp/intern/BSP_CSGNCMeshSplitter.cpp
Kent Mein 0fbadc8eb7 Yes I did it again ;)
added the following 3 lines to everything in the intern dir:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Kent
--
mein@cs.umn.edu
2002-11-25 09:53:07 +00:00

246 lines
6.3 KiB
C++
Executable File

/**
* $Id$
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include "BSP_CSGNCMeshSplitter.h"
#include "BSP_CSGMesh.h"
#include "BSP_MeshFragment.h"
#include "BSP_CSGException.h"
#include "MT_MinMax.h"
#include "MT_assert.h"
#include <vector>
using namespace std;
BSP_CSGNCMeshSplitter::
BSP_CSGNCMeshSplitter(
){
//nothing to do
}
BSP_CSGNCMeshSplitter::
BSP_CSGNCMeshSplitter(
const BSP_CSGNCMeshSplitter & other
){
//nothing to do
};
void
BSP_CSGNCMeshSplitter::
Split(
const MT_Plane3& plane,
BSP_MeshFragment *frag,
BSP_MeshFragment *in_frag,
BSP_MeshFragment *out_frag,
BSP_MeshFragment *on_frag,
BSP_MeshFragment *spanning_frag
){
// First classify the vertices and the polygons of the
// incoming fragment.
frag->Classify(plane,in_frag,out_frag,on_frag,m_spanning_faces,m_tagged_verts);
SplitImp(*(frag->Mesh()),plane,m_spanning_faces,in_frag,out_frag,on_frag,m_tagged_verts);
m_spanning_faces.clear();
m_tagged_verts.clear();
}
/// Split the entire mesh with respect to the plane.
void
BSP_CSGNCMeshSplitter::
Split(
BSP_CSGMesh & mesh,
const MT_Plane3& plane,
BSP_MeshFragment *in_frag,
BSP_MeshFragment *out_frag,
BSP_MeshFragment *on_frag,
BSP_MeshFragment *spanning_frag
){
BSP_MeshFragment::Classify(mesh, plane,in_frag,out_frag,on_frag,m_spanning_faces,m_tagged_verts);
SplitImp(mesh,plane,m_spanning_faces,in_frag,out_frag,on_frag,m_tagged_verts);
m_spanning_faces.clear();
m_tagged_verts.clear();
}
BSP_CSGNCMeshSplitter::
~BSP_CSGNCMeshSplitter(
){
//nothing to do
}
void
BSP_CSGNCMeshSplitter::
SplitImp(
BSP_CSGMesh & mesh,
const MT_Plane3& plane,
const std::vector<BSP_FaceInd> & spanning_faces,
BSP_MeshFragment *in_frag,
BSP_MeshFragment *out_frag,
BSP_MeshFragment *on_frag,
std::vector<BSP_VertexInd> & classified_verts
){
// Just iterate through the spanning faces.
// Identify the spanning 'edges' and create new vertices
// and split the polygons. We make no attempt to share
// vertices or preserve edge connectivity or maintain any
// face properties etc.
// Assumes you have already classified the vertices.
// and generated a set of spanning faces.
vector<BSP_MVertex> & vertex_set = mesh.VertexSet();
vector<BSP_MFace> & face_set = mesh.FaceSet();
vector<BSP_FaceInd>::const_iterator sface_end = m_spanning_faces.end();
vector<BSP_FaceInd>::const_iterator sface_it = m_spanning_faces.begin();
for (;sface_it != sface_end; ++sface_it) {
BSP_FaceInd f_in,f_out;
SplitPolygon(plane,mesh,*sface_it,f_in,f_out);
// Use the open tag to store the original index of the face.
// This is originally -1.
if (face_set[*sface_it].OpenTag() == -1) {
face_set[f_in].SetOpenTag(*sface_it);
face_set[f_out].SetOpenTag(*sface_it);
} else {
face_set[f_in].SetOpenTag(face_set[*sface_it].OpenTag());
face_set[f_out].SetOpenTag(face_set[*sface_it].OpenTag());
}
in_frag->FaceSet().push_back(f_in);
out_frag->FaceSet().push_back(f_out);
}
vector<BSP_VertexInd>::const_iterator v_end = classified_verts.end();
vector<BSP_VertexInd>::const_iterator v_it = classified_verts.begin();
for (; v_it != v_end; ++v_it) {
vertex_set[*v_it].SetOpenTag(e_unclassified);
}
}
void
BSP_CSGNCMeshSplitter::
SplitPolygon(
const MT_Plane3& plane,
BSP_CSGMesh & mesh,
BSP_FaceInd fi,
BSP_FaceInd &fin,
BSP_FaceInd &fout
){
vector<BSP_MVertex> & vertex_set = mesh.VertexSet();
vector<BSP_MFace> & face_set = mesh.FaceSet();
BSP_FaceInd new_fi = face_set.size();
face_set.push_back(BSP_MFace());
BSP_MFace & face = face_set[fi];
BSP_MFace &new_face = face_set[new_fi];
vector<BSP_VertexInd>::const_iterator f_verts_it = face.m_verts.begin();
vector<BSP_VertexInd>::const_iterator f_verts_end = face.m_verts.end();
MT_Point3 ptA = vertex_set[face.m_verts.back()].m_pos;
BSP_Classification prev_class = BSP_Classification(vertex_set[face.m_verts.back()].OpenTag());
for (; f_verts_it != f_verts_end;++f_verts_it) {
BSP_Classification v_class = BSP_Classification(vertex_set[*f_verts_it].OpenTag());
if (v_class == e_classified_on) {
m_in_loop.push_back(*f_verts_it);
m_out_loop.push_back(*f_verts_it);
prev_class = e_classified_on;
continue;
} else
if (v_class == e_classified_in) {
m_in_loop.push_back(*f_verts_it);
} else
if (v_class == e_classified_out) {
m_out_loop.push_back(*f_verts_it);
}
if ((prev_class != e_classified_on) &&
(prev_class != v_class)) {
// spanning edge
const MT_Point3 & ptB = vertex_set[*f_verts_it].m_pos;
// compute the intersection point of plane and ptA->ptB
MT_Vector3 v = ptB - ptA;
MT_Scalar sideA = plane.signedDistance(ptA);
MT_Scalar epsilon = -sideA/plane.Normal().dot(v);
MT_Point3 new_p = ptA + (v * epsilon);
BSP_VertexInd new_vi(vertex_set.size());
vertex_set.push_back(BSP_MVertex(new_p));
m_in_loop.push_back(new_vi);
m_out_loop.push_back(new_vi);
}
ptA = vertex_set[*f_verts_it].m_pos;
prev_class = v_class;
}
// Ok should have 2 loops 1 representing the in_loop and
// 1 for the out_loop
new_face.m_verts = m_out_loop;
face.m_verts = m_in_loop;
new_face.m_plane = face.m_plane;
// we don't bother maintaining any of the other
// properties.
fin = fi;
fout = new_fi;
m_in_loop.clear();
m_out_loop.clear();
};