added the following 3 lines to everything in the intern dir: #ifdef HAVE_CONFIG_H #include <config.h> #endif Kent -- mein@cs.umn.edu
246 lines
6.3 KiB
C++
Executable File
246 lines
6.3 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_CSGNCMeshSplitter.h"
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#include "BSP_CSGMesh.h"
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#include "BSP_MeshFragment.h"
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#include "BSP_CSGException.h"
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#include "MT_MinMax.h"
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#include "MT_assert.h"
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#include <vector>
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using namespace std;
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BSP_CSGNCMeshSplitter::
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BSP_CSGNCMeshSplitter(
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){
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//nothing to do
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}
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BSP_CSGNCMeshSplitter::
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BSP_CSGNCMeshSplitter(
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const BSP_CSGNCMeshSplitter & other
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){
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//nothing to do
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};
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void
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BSP_CSGNCMeshSplitter::
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Split(
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const MT_Plane3& plane,
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BSP_MeshFragment *frag,
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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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BSP_MeshFragment *spanning_frag
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){
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// First classify the vertices and the polygons of the
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// incoming fragment.
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frag->Classify(plane,in_frag,out_frag,on_frag,m_spanning_faces,m_tagged_verts);
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SplitImp(*(frag->Mesh()),plane,m_spanning_faces,in_frag,out_frag,on_frag,m_tagged_verts);
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m_spanning_faces.clear();
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m_tagged_verts.clear();
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}
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/// Split the entire mesh with respect to the plane.
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void
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BSP_CSGNCMeshSplitter::
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Split(
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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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BSP_MeshFragment *spanning_frag
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){
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BSP_MeshFragment::Classify(mesh, plane,in_frag,out_frag,on_frag,m_spanning_faces,m_tagged_verts);
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SplitImp(mesh,plane,m_spanning_faces,in_frag,out_frag,on_frag,m_tagged_verts);
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m_spanning_faces.clear();
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m_tagged_verts.clear();
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}
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BSP_CSGNCMeshSplitter::
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~BSP_CSGNCMeshSplitter(
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){
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//nothing to do
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}
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void
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BSP_CSGNCMeshSplitter::
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SplitImp(
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BSP_CSGMesh & mesh,
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const MT_Plane3& plane,
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const std::vector<BSP_FaceInd> & spanning_faces,
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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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std::vector<BSP_VertexInd> & classified_verts
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){
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// Just iterate through the spanning faces.
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// Identify the spanning 'edges' and create new vertices
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// and split the polygons. We make no attempt to share
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// vertices or preserve edge connectivity or maintain any
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// face properties etc.
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// Assumes you have already classified the vertices.
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// and generated a set of spanning faces.
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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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vector<BSP_FaceInd>::const_iterator sface_end = m_spanning_faces.end();
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vector<BSP_FaceInd>::const_iterator sface_it = m_spanning_faces.begin();
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for (;sface_it != sface_end; ++sface_it) {
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BSP_FaceInd f_in,f_out;
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SplitPolygon(plane,mesh,*sface_it,f_in,f_out);
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// Use the open tag to store the original index of the face.
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// This is originally -1.
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if (face_set[*sface_it].OpenTag() == -1) {
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face_set[f_in].SetOpenTag(*sface_it);
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face_set[f_out].SetOpenTag(*sface_it);
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} else {
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face_set[f_in].SetOpenTag(face_set[*sface_it].OpenTag());
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face_set[f_out].SetOpenTag(face_set[*sface_it].OpenTag());
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}
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in_frag->FaceSet().push_back(f_in);
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out_frag->FaceSet().push_back(f_out);
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}
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vector<BSP_VertexInd>::const_iterator v_end = classified_verts.end();
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vector<BSP_VertexInd>::const_iterator v_it = classified_verts.begin();
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for (; v_it != v_end; ++v_it) {
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vertex_set[*v_it].SetOpenTag(e_unclassified);
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}
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}
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void
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BSP_CSGNCMeshSplitter::
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SplitPolygon(
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const MT_Plane3& plane,
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BSP_CSGMesh & mesh,
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BSP_FaceInd fi,
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BSP_FaceInd &fin,
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BSP_FaceInd &fout
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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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BSP_FaceInd new_fi = face_set.size();
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face_set.push_back(BSP_MFace());
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BSP_MFace & face = face_set[fi];
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BSP_MFace &new_face = face_set[new_fi];
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vector<BSP_VertexInd>::const_iterator f_verts_it = face.m_verts.begin();
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vector<BSP_VertexInd>::const_iterator f_verts_end = face.m_verts.end();
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MT_Point3 ptA = vertex_set[face.m_verts.back()].m_pos;
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BSP_Classification prev_class = BSP_Classification(vertex_set[face.m_verts.back()].OpenTag());
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for (; f_verts_it != f_verts_end;++f_verts_it) {
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BSP_Classification v_class = BSP_Classification(vertex_set[*f_verts_it].OpenTag());
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if (v_class == e_classified_on) {
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m_in_loop.push_back(*f_verts_it);
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m_out_loop.push_back(*f_verts_it);
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prev_class = e_classified_on;
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continue;
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} else
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if (v_class == e_classified_in) {
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m_in_loop.push_back(*f_verts_it);
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} else
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if (v_class == e_classified_out) {
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m_out_loop.push_back(*f_verts_it);
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}
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if ((prev_class != e_classified_on) &&
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(prev_class != v_class)) {
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// spanning edge
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const MT_Point3 & ptB = vertex_set[*f_verts_it].m_pos;
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// compute the intersection point of plane and ptA->ptB
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MT_Vector3 v = ptB - ptA;
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MT_Scalar sideA = plane.signedDistance(ptA);
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MT_Scalar epsilon = -sideA/plane.Normal().dot(v);
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MT_Point3 new_p = ptA + (v * epsilon);
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BSP_VertexInd new_vi(vertex_set.size());
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vertex_set.push_back(BSP_MVertex(new_p));
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m_in_loop.push_back(new_vi);
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m_out_loop.push_back(new_vi);
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}
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ptA = vertex_set[*f_verts_it].m_pos;
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prev_class = v_class;
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}
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// Ok should have 2 loops 1 representing the in_loop and
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// 1 for the out_loop
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new_face.m_verts = m_out_loop;
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face.m_verts = m_in_loop;
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new_face.m_plane = face.m_plane;
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// we don't bother maintaining any of the other
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// properties.
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fin = fi;
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fout = new_fi;
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m_in_loop.clear();
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m_out_loop.clear();
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};
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