Files
test2/intern/bsp/intern/BSP_FragNode.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

318 lines
9.2 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_CSGMesh.h"
#include "BSP_FragNode.h"
#include "BSP_CSGISplitter.h"
BSP_FragNode::
BSP_FragNode(
const MT_Plane3 & plane,
BSP_CSGMesh *mesh
):
m_plane(plane),
m_in_tree(mesh),
m_out_tree(mesh)
{
}
/**
* Public methods
* Should only be called by BSP_FragTree
*/
BSP_FragNode::
~BSP_FragNode(
){
// nothing to do
}
MEM_SmartPtr<BSP_FragNode>
BSP_FragNode::
New(
const MT_Plane3 & plane,
BSP_CSGMesh *mesh
){
return new BSP_FragNode(plane,mesh);
}
void
BSP_FragNode::
Build(
BSP_MeshFragment *frag,
BSP_CSGISplitter & splitter
){
// we know there must be some polygons still in
// the fragment otherwise this node would not hve been
// constructed.
BSP_CSGMesh *mesh = frag->Mesh();
// split the incoming fragment by the plane
// generating in,out,on fragments which are
// passed down the in and out trees.
BSP_MeshFragment in_frag(mesh,e_classified_in),out_frag(mesh,e_classified_out);
MEM_SmartPtr<BSP_MeshFragment> on_frag = new BSP_MeshFragment(mesh,e_classified_on);
splitter.Split(m_plane,frag,&in_frag,&out_frag,on_frag,NULL);
// We are not interested in the on fragments.
on_frag.Delete();
m_in_tree.Build(&in_frag,splitter);
m_out_tree.Build(&out_frag,splitter);
}
void
BSP_FragNode::
Push(
BSP_MeshFragment *in_frag,
BSP_MeshFragment *output,
const BSP_Classification keep,
const bool dominant,
BSP_CSGISplitter & splitter
){
BSP_CSGMesh *mesh = in_frag->Mesh();
MEM_SmartPtr<BSP_MeshFragment> inside_frag = new BSP_MeshFragment(mesh,e_classified_in);
MEM_SmartPtr<BSP_MeshFragment> outside_frag = new BSP_MeshFragment(mesh,e_classified_out);
MEM_SmartPtr<BSP_MeshFragment> on_frag = new BSP_MeshFragment(mesh,e_classified_on);
// deal with memory exceptions here.
splitter.Split(m_plane,in_frag,inside_frag,outside_frag,on_frag,NULL);
// deal with the on_fragments.
if (on_frag->FaceSet().size()) {
// The on fragment contains polygons that are outside both subtrees and polygons
// that are inside one or more sub trees. If we are taking the union then we can
// immediately add that first set of polygons to the ouput. We must then decide what
// to do with potenially overlapping polygons from both objects. If we assume both
// objects are closed then we can identify the conflict zones as
// polygons outside B- and inside B+
// polygons outside B+ and inside B-
// In these conflict zones we must choose a dominant object this is indicated
// by the bool parameter to this function. If the object is not dominant then
// we do nothing inside these conflict zones.
// The first set should correspond with on polygons from object B with the same
// orientation as this node. The second corresponding with polygons with opposite
// orientation.
// We don't want to replace polygons from A with polygons of opposite orientation
// from B. So we split up the on polygons of A into 2 sets according to their orientation.
// We add to output (A- out B-) in B+ and (A+ out B+) in B-
#if 1
if (keep == e_classified_out) {
// we are doing a union operation.
// Make sure that this is not a leaf node.
if(m_in_tree.m_node != NULL || m_out_tree.m_node != NULL) {
BSP_MeshFragment frag_outBneg_outBpos(mesh,e_classified_on);
BSP_MeshFragment temp1(on_frag.Ref());
m_in_tree.Push(
&temp1,&frag_outBneg_outBpos,
e_classified_out,e_classified_on,
false,splitter
);
m_out_tree.Push(
&frag_outBneg_outBpos,output,e_classified_out,e_classified_on,
false,splitter
);
}
#if 1
if (dominant) {
// Here we compute the intersection zones.
BSP_MeshFragment frag_on_pos(mesh,e_classified_on),frag_on_neg(mesh,e_classified_on);
on_frag->ClassifyOnFragments(m_plane,&frag_on_pos,&frag_on_neg);
BSP_MeshFragment temp1(mesh,e_classified_in);
// push -ve fragments down inside tree, push result down outside
m_in_tree.Push(&frag_on_neg,&temp1,e_classified_out,e_classified_on,false,splitter);
m_out_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter);
temp1.FaceSet().clear();
// push +ve fragments down outside tree, push result down inside.
m_out_tree.Push(&frag_on_pos,&temp1,e_classified_out,e_classified_on,false,splitter);
m_in_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter);
}
#endif
} else if (keep == e_classified_in) {
// we are doing an intersection
// A = on_frag in X+ out X-
// B = on_frag in X- out X+
// C = on_frag in X- in X+
// If X+ is NULL then A = F out X-, B = 0, C = F in X-
// If X- is NULLL then A = 0, B = F out X+ , C = F in X+
// If both NULL then A = C = 0, B = F
// Conflicts only happen in A and B.
// negative fragments only in A, positive fragments only in B, anything in C.
// First compute F in C an add to ouput.
BSP_MeshFragment frag_on_pos(mesh,e_classified_on),frag_on_neg(mesh,e_classified_on);
on_frag->ClassifyOnFragments(m_plane,&frag_on_pos,&frag_on_neg);
if (m_in_tree.m_node == NULL) {
if (m_out_tree.m_node == NULL) {
// pick stuff that points in the same direction as this node
// only if priority.
if (dominant) {
// pass +ve frags into B = F.
// trick just pass down in tree... just adds to output.
m_in_tree.Push(&frag_on_pos,output,e_classified_in,e_classified_on,false,splitter);
}
} else {
// A = 0, B= F out X+ , C = F in X+
if (dominant) {
// m_out_tree.Push(&frag_on_pos,output,e_classified_out,e_classified_on,false,splitter);
m_out_tree.Push(on_frag,output,e_classified_in,e_classified_on,false,splitter);
}
}
} else {
if (m_out_tree.m_node == NULL) {
// A = F out X-, B=0, C = F in X-
if (dominant) {
// m_in_tree.Push(&frag_on_neg,output,e_classified_out,e_classified_on,false,splitter);
m_in_tree.Push(on_frag,output,e_classified_in,e_classified_on,false,splitter);
}
} else {
// The normals case
if (dominant) {
BSP_MeshFragment temp1(mesh,e_classified_on);
m_out_tree.Push(&frag_on_neg,&temp1,e_classified_in,e_classified_on,false,splitter);
m_in_tree.Push(&temp1,output,e_classified_out,e_classified_on,false,splitter);
temp1.FaceSet().clear();
m_in_tree.Push(&frag_on_pos,&temp1,e_classified_in,e_classified_on,false,splitter);
m_out_tree.Push(&temp1,output,e_classified_out,e_classified_on,false,splitter);
}
BSP_MeshFragment temp1(mesh,e_classified_on);
m_in_tree.Push(on_frag,&temp1,e_classified_in,e_classified_on,false,splitter);
m_out_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter);
}
}
}
#endif
on_frag.Delete();
}
m_in_tree.Push(inside_frag,output,keep,e_classified_in,dominant,splitter);
m_out_tree.Push(outside_frag,output,keep,e_classified_out,dominant,splitter);
};
void
BSP_FragNode::
Classify(
BSP_MeshFragment * frag,
BSP_MeshFragment *in_frag,
BSP_MeshFragment *out_frag,
BSP_MeshFragment *on_frag,
BSP_CSGISplitter & splitter
){
BSP_CSGMesh *mesh = frag->Mesh();
MEM_SmartPtr<BSP_MeshFragment> inside_frag = new BSP_MeshFragment(mesh,e_classified_in);
MEM_SmartPtr<BSP_MeshFragment> outside_frag = new BSP_MeshFragment(mesh,e_classified_out);
MEM_SmartPtr<BSP_MeshFragment> frag_on = new BSP_MeshFragment(mesh,e_classified_on);
splitter.Split(m_plane,frag,inside_frag,outside_frag,frag_on,NULL);
// copy the on fragments into the on_frag output.
if (frag_on->FaceSet().size()) {
on_frag->FaceSet().insert(
on_frag->FaceSet().end(),
frag_on->FaceSet().begin(),
frag_on->FaceSet().end()
);
}
frag_on.Delete();
// pass everything else down the tree.
m_in_tree.Classify(inside_frag,in_frag,out_frag,on_frag,e_classified_in,splitter);
m_out_tree.Classify(outside_frag,in_frag,out_frag,on_frag,e_classified_out,splitter);
}
/**
* Accessor methods
*/
BSP_FragTree &
BSP_FragNode::
InTree(
){
return m_in_tree;
}
BSP_FragTree &
BSP_FragNode::
OutTree(
){
return m_out_tree;
}
MT_Plane3&
BSP_FragNode::
Plane(
){
return m_plane;
}