added the following 3 lines to everything in the intern dir: #ifdef HAVE_CONFIG_H #include <config.h> #endif Kent -- mein@cs.umn.edu
318 lines
9.2 KiB
C++
Executable File
318 lines
9.2 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_CSGMesh.h"
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#include "BSP_FragNode.h"
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#include "BSP_CSGISplitter.h"
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BSP_FragNode::
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BSP_FragNode(
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const MT_Plane3 & plane,
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BSP_CSGMesh *mesh
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):
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m_plane(plane),
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m_in_tree(mesh),
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m_out_tree(mesh)
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{
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}
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/**
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* Public methods
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* Should only be called by BSP_FragTree
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*/
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BSP_FragNode::
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~BSP_FragNode(
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){
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// nothing to do
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}
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MEM_SmartPtr<BSP_FragNode>
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BSP_FragNode::
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New(
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const MT_Plane3 & plane,
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BSP_CSGMesh *mesh
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){
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return new BSP_FragNode(plane,mesh);
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}
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void
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BSP_FragNode::
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Build(
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BSP_MeshFragment *frag,
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BSP_CSGISplitter & splitter
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){
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// we know there must be some polygons still in
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// the fragment otherwise this node would not hve been
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// constructed.
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BSP_CSGMesh *mesh = frag->Mesh();
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// split the incoming fragment by the plane
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// generating in,out,on fragments which are
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// passed down the in and out trees.
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BSP_MeshFragment in_frag(mesh,e_classified_in),out_frag(mesh,e_classified_out);
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MEM_SmartPtr<BSP_MeshFragment> on_frag = new BSP_MeshFragment(mesh,e_classified_on);
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splitter.Split(m_plane,frag,&in_frag,&out_frag,on_frag,NULL);
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// We are not interested in the on fragments.
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on_frag.Delete();
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m_in_tree.Build(&in_frag,splitter);
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m_out_tree.Build(&out_frag,splitter);
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}
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void
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BSP_FragNode::
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Push(
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BSP_MeshFragment *in_frag,
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BSP_MeshFragment *output,
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const BSP_Classification keep,
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const bool dominant,
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BSP_CSGISplitter & splitter
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){
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BSP_CSGMesh *mesh = in_frag->Mesh();
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MEM_SmartPtr<BSP_MeshFragment> inside_frag = new BSP_MeshFragment(mesh,e_classified_in);
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MEM_SmartPtr<BSP_MeshFragment> outside_frag = new BSP_MeshFragment(mesh,e_classified_out);
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MEM_SmartPtr<BSP_MeshFragment> on_frag = new BSP_MeshFragment(mesh,e_classified_on);
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// deal with memory exceptions here.
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splitter.Split(m_plane,in_frag,inside_frag,outside_frag,on_frag,NULL);
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// deal with the on_fragments.
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if (on_frag->FaceSet().size()) {
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// The on fragment contains polygons that are outside both subtrees and polygons
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// that are inside one or more sub trees. If we are taking the union then we can
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// immediately add that first set of polygons to the ouput. We must then decide what
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// to do with potenially overlapping polygons from both objects. If we assume both
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// objects are closed then we can identify the conflict zones as
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// polygons outside B- and inside B+
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// polygons outside B+ and inside B-
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// In these conflict zones we must choose a dominant object this is indicated
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// by the bool parameter to this function. If the object is not dominant then
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// we do nothing inside these conflict zones.
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// The first set should correspond with on polygons from object B with the same
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// orientation as this node. The second corresponding with polygons with opposite
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// orientation.
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// We don't want to replace polygons from A with polygons of opposite orientation
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// from B. So we split up the on polygons of A into 2 sets according to their orientation.
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// We add to output (A- out B-) in B+ and (A+ out B+) in B-
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#if 1
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if (keep == e_classified_out) {
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// we are doing a union operation.
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// Make sure that this is not a leaf node.
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if(m_in_tree.m_node != NULL || m_out_tree.m_node != NULL) {
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BSP_MeshFragment frag_outBneg_outBpos(mesh,e_classified_on);
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BSP_MeshFragment temp1(on_frag.Ref());
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m_in_tree.Push(
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&temp1,&frag_outBneg_outBpos,
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e_classified_out,e_classified_on,
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false,splitter
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);
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m_out_tree.Push(
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&frag_outBneg_outBpos,output,e_classified_out,e_classified_on,
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false,splitter
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);
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}
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#if 1
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if (dominant) {
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// Here we compute the intersection zones.
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BSP_MeshFragment frag_on_pos(mesh,e_classified_on),frag_on_neg(mesh,e_classified_on);
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on_frag->ClassifyOnFragments(m_plane,&frag_on_pos,&frag_on_neg);
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BSP_MeshFragment temp1(mesh,e_classified_in);
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// push -ve fragments down inside tree, push result down outside
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m_in_tree.Push(&frag_on_neg,&temp1,e_classified_out,e_classified_on,false,splitter);
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m_out_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter);
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temp1.FaceSet().clear();
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// push +ve fragments down outside tree, push result down inside.
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m_out_tree.Push(&frag_on_pos,&temp1,e_classified_out,e_classified_on,false,splitter);
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m_in_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter);
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}
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#endif
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} else if (keep == e_classified_in) {
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// we are doing an intersection
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// A = on_frag in X+ out X-
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// B = on_frag in X- out X+
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// C = on_frag in X- in X+
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// If X+ is NULL then A = F out X-, B = 0, C = F in X-
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// If X- is NULLL then A = 0, B = F out X+ , C = F in X+
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// If both NULL then A = C = 0, B = F
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// Conflicts only happen in A and B.
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// negative fragments only in A, positive fragments only in B, anything in C.
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// First compute F in C an add to ouput.
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BSP_MeshFragment frag_on_pos(mesh,e_classified_on),frag_on_neg(mesh,e_classified_on);
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on_frag->ClassifyOnFragments(m_plane,&frag_on_pos,&frag_on_neg);
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if (m_in_tree.m_node == NULL) {
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if (m_out_tree.m_node == NULL) {
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// pick stuff that points in the same direction as this node
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// only if priority.
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if (dominant) {
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// pass +ve frags into B = F.
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// trick just pass down in tree... just adds to output.
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m_in_tree.Push(&frag_on_pos,output,e_classified_in,e_classified_on,false,splitter);
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}
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} else {
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// A = 0, B= F out X+ , C = F in X+
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if (dominant) {
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// m_out_tree.Push(&frag_on_pos,output,e_classified_out,e_classified_on,false,splitter);
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m_out_tree.Push(on_frag,output,e_classified_in,e_classified_on,false,splitter);
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}
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}
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} else {
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if (m_out_tree.m_node == NULL) {
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// A = F out X-, B=0, C = F in X-
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if (dominant) {
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// m_in_tree.Push(&frag_on_neg,output,e_classified_out,e_classified_on,false,splitter);
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m_in_tree.Push(on_frag,output,e_classified_in,e_classified_on,false,splitter);
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}
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} else {
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// The normals case
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if (dominant) {
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BSP_MeshFragment temp1(mesh,e_classified_on);
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m_out_tree.Push(&frag_on_neg,&temp1,e_classified_in,e_classified_on,false,splitter);
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m_in_tree.Push(&temp1,output,e_classified_out,e_classified_on,false,splitter);
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temp1.FaceSet().clear();
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m_in_tree.Push(&frag_on_pos,&temp1,e_classified_in,e_classified_on,false,splitter);
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m_out_tree.Push(&temp1,output,e_classified_out,e_classified_on,false,splitter);
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}
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BSP_MeshFragment temp1(mesh,e_classified_on);
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m_in_tree.Push(on_frag,&temp1,e_classified_in,e_classified_on,false,splitter);
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m_out_tree.Push(&temp1,output,e_classified_in,e_classified_on,false,splitter);
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}
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}
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}
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#endif
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on_frag.Delete();
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}
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m_in_tree.Push(inside_frag,output,keep,e_classified_in,dominant,splitter);
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m_out_tree.Push(outside_frag,output,keep,e_classified_out,dominant,splitter);
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};
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void
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BSP_FragNode::
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Classify(
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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_CSGISplitter & splitter
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){
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BSP_CSGMesh *mesh = frag->Mesh();
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MEM_SmartPtr<BSP_MeshFragment> inside_frag = new BSP_MeshFragment(mesh,e_classified_in);
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MEM_SmartPtr<BSP_MeshFragment> outside_frag = new BSP_MeshFragment(mesh,e_classified_out);
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MEM_SmartPtr<BSP_MeshFragment> frag_on = new BSP_MeshFragment(mesh,e_classified_on);
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splitter.Split(m_plane,frag,inside_frag,outside_frag,frag_on,NULL);
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// copy the on fragments into the on_frag output.
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if (frag_on->FaceSet().size()) {
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on_frag->FaceSet().insert(
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on_frag->FaceSet().end(),
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frag_on->FaceSet().begin(),
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frag_on->FaceSet().end()
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);
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}
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frag_on.Delete();
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// pass everything else down the tree.
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m_in_tree.Classify(inside_frag,in_frag,out_frag,on_frag,e_classified_in,splitter);
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m_out_tree.Classify(outside_frag,in_frag,out_frag,on_frag,e_classified_out,splitter);
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}
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/**
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* Accessor methods
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*/
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BSP_FragTree &
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BSP_FragNode::
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InTree(
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){
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return m_in_tree;
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}
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BSP_FragTree &
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BSP_FragNode::
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OutTree(
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){
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return m_out_tree;
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}
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MT_Plane3&
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BSP_FragNode::
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Plane(
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){
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return m_plane;
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}
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