Blender V2.61 - r43446

BOP_Interface.cpp

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00001 /*
00002  * ***** BEGIN GPL LICENSE BLOCK *****
00003  *
00004  * This program is free software; you can redistribute it and/or
00005  * modify it under the terms of the GNU General Public License
00006  * as published by the Free Software Foundation; either version 2
00007  * of the License, or (at your option) any later version.
00008  *
00009  * This program is distributed in the hope that it will be useful,
00010  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00011  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00012  * GNU General Public License for more details.
00013  *
00014  * You should have received a copy of the GNU General Public License
00015  * along with this program; if not, write to the Free Software Foundation,
00016  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00017  *
00018  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00019  * All rights reserved.
00020  *
00021  * The Original Code is: all of this file.
00022  *
00023  * Contributor(s): none yet.
00024  *
00025  * ***** END GPL LICENSE BLOCK *****
00026  */
00027 
00033 #include <iostream>
00034 #include <map>
00035 #include "../extern/BOP_Interface.h"
00036 #include "../../bsp/intern/BSP_CSGMesh_CFIterator.h"
00037 #include "BOP_BSPTree.h"
00038 #include "BOP_Mesh.h"
00039 #include "BOP_Face2Face.h"
00040 #include "BOP_Merge.h"
00041 #include "BOP_Merge2.h"
00042 #include "BOP_Chrono.h"
00043 
00044 #if defined(BOP_ORIG_MERGE) && defined(BOP_NEW_MERGE) 
00045 #include "../../../source/blender/blenkernel/BKE_global.h"
00046 #endif
00047 
00048 BoolOpState BOP_intersectionBoolOp(BOP_Mesh*  meshC,
00049                                    BOP_Faces* facesA,
00050                                    BOP_Faces* facesB,
00051                                    bool       invertMeshA,
00052                                    bool       invertMeshB);
00053 BOP_Face3* BOP_createFace(BOP_Mesh* mesh, 
00054                           BOP_Index vertex1,
00055                           BOP_Index vertex2,
00056                           BOP_Index vertex3,
00057                           BOP_Index origFace);
00058 void BOP_addMesh(BOP_Mesh*                     mesh,
00059                  BOP_Faces*                    meshFacesId,
00060                  CSG_FaceIteratorDescriptor&   face_it,
00061                  CSG_VertexIteratorDescriptor& vertex_it,
00062                  bool                          invert);
00063 BSP_CSGMesh* BOP_newEmptyMesh();
00064 BSP_CSGMesh* BOP_exportMesh(BOP_Mesh*                  inputMesh, 
00065                             bool                       invert);
00066 void BOP_meshFilter(BOP_Mesh* meshC, BOP_Faces* faces, BOP_BSPTree* bsp);
00067 void BOP_simplifiedMeshFilter(BOP_Mesh* meshC, BOP_Faces* faces, BOP_BSPTree* bsp, bool inverted);
00068 void BOP_meshClassify(BOP_Mesh* meshC, BOP_Faces* faces, BOP_BSPTree* bsp);
00069 
00081 BoolOpState BOP_performBooleanOperation(BoolOpType                    opType,
00082                                         BSP_CSGMesh**                 outputMesh,
00083                                         CSG_FaceIteratorDescriptor    obAFaces,
00084                                         CSG_VertexIteratorDescriptor  obAVertices,
00085                                         CSG_FaceIteratorDescriptor    obBFaces,
00086                                         CSG_VertexIteratorDescriptor  obBVertices)
00087 {
00088     #ifdef BOP_DEBUG
00089     std::cout << "BEGIN BOP_performBooleanOperation" << std::endl;
00090     #endif
00091 
00092     // Set invert flags depending on boolean operation type:
00093     // INTERSECTION: A^B = and(A,B)
00094     // UNION:        A|B = not(and(not(A),not(B)))
00095     // DIFFERENCE:   A-B = and(A,not(B))
00096     bool invertMeshA = (opType == BOP_UNION);
00097     bool invertMeshB = (opType != BOP_INTERSECTION);
00098     bool invertMeshC = (opType == BOP_UNION);
00099     
00100     // Faces list for both objects, used by boolean op.
00101     BOP_Faces meshAFacesId;
00102     BOP_Faces meshBFacesId;
00103     
00104     // Build C-mesh, the output mesh
00105     BOP_Mesh meshC;
00106 
00107     // Add A-mesh into C-mesh
00108     BOP_addMesh(&meshC, &meshAFacesId, obAFaces, obAVertices, invertMeshA);
00109 
00110     // Add B-mesh into C-mesh
00111     BOP_addMesh(&meshC, &meshBFacesId, obBFaces, obBVertices, invertMeshB);
00112 
00113     // for now, allow operations on non-manifold (non-solid) meshes
00114 #if 0
00115     if (!meshC.isClosedMesh())
00116         return BOP_NO_SOLID;
00117 #endif
00118 
00119     // Perform the intersection boolean operation.
00120     BoolOpState result = BOP_intersectionBoolOp(&meshC, &meshAFacesId, &meshBFacesId, 
00121                                                 invertMeshA, invertMeshB);
00122 
00123     // Invert the output mesh if is required
00124     *outputMesh = BOP_exportMesh(&meshC, invertMeshC);
00125 
00126     #ifdef BOP_DEBUG
00127     std::cout << "END BOP_performBooleanOperation" << std::endl;
00128     #endif
00129     
00130     return result;
00131 }
00132 
00143 BoolOpState BOP_intersectionBoolOp(BOP_Mesh*  meshC,
00144                                    BOP_Faces* facesA,
00145                                    BOP_Faces* facesB,
00146                                    bool       invertMeshA,
00147                                    bool       invertMeshB)
00148 {
00149     #ifdef BOP_DEBUG
00150     BOP_Chrono chrono;
00151     float t = 0.0f;
00152     float c = 0.0f;
00153     chrono.start();  
00154     std::cout << "---" << std::endl;
00155     #endif
00156 
00157     // Create BSPs trees for mesh A & B
00158     BOP_BSPTree bspA;
00159     bspA.addMesh(meshC, *facesA);
00160 
00161     BOP_BSPTree bspB;
00162     bspB.addMesh(meshC, *facesB);
00163 
00164     #ifdef BOP_DEBUG
00165     c = chrono.stamp(); t += c;
00166     std::cout << "Create BSP     " << c << std::endl;   
00167     #endif
00168 
00169     unsigned int numVertices = meshC->getNumVertexs();
00170     
00171     // mesh pre-filter
00172     BOP_simplifiedMeshFilter(meshC, facesA, &bspB, invertMeshB);
00173     if ((0.25*facesA->size()) > bspB.getDeep())
00174       BOP_meshFilter(meshC, facesA, &bspB);
00175 
00176     BOP_simplifiedMeshFilter(meshC, facesB, &bspA, invertMeshA);
00177     if ((0.25*facesB->size()) > bspA.getDeep())
00178       BOP_meshFilter(meshC, facesB, &bspA);
00179     
00180     #ifdef BOP_DEBUG
00181     c = chrono.stamp(); t += c;
00182     std::cout << "mesh Filter    " << c << std::endl;   
00183     #endif
00184 
00185     // Face 2 Face
00186     BOP_Face2Face(meshC,facesA,facesB);
00187 
00188     #ifdef BOP_DEBUG
00189     c = chrono.stamp(); t += c;
00190     std::cout << "Face2Face      " << c << std::endl;
00191     #endif
00192 
00193     // BSP classification
00194     BOP_meshClassify(meshC,facesA,&bspB);
00195     BOP_meshClassify(meshC,facesB,&bspA);
00196     
00197     #ifdef BOP_DEBUG
00198     c = chrono.stamp(); t += c;
00199     std::cout << "Classification " << c << std::endl;
00200     #endif
00201     
00202     // Process overlapped faces
00203     BOP_removeOverlappedFaces(meshC,facesA,facesB);
00204     
00205     #ifdef BOP_DEBUG
00206     c = chrono.stamp(); t += c;
00207     std::cout << "Remove overlap " << c << std::endl;
00208     #endif
00209 
00210     // Sew two meshes
00211     BOP_sew(meshC,facesA,facesB);
00212 
00213     #ifdef BOP_DEBUG
00214     c = chrono.stamp(); t += c;
00215     std::cout << "Sew            " << c << std::endl;
00216     #endif
00217 
00218     // Merge faces
00219 #ifdef BOP_ORIG_MERGE
00220 #ifndef BOP_NEW_MERGE
00221     BOP_Merge::getInstance().mergeFaces(meshC,numVertices);
00222 #endif
00223 #endif
00224 
00225 #ifdef BOP_NEW_MERGE
00226 #ifndef BOP_ORIG_MERGE
00227     BOP_Merge2::getInstance().mergeFaces(meshC,numVertices);
00228 #else
00229     static int state = -1;
00230     if (G.rt == 100) {
00231         if( state != 1 ) {
00232             std::cout << "Boolean code using old merge technique." << std::endl;
00233             state = 1;
00234         }
00235         BOP_Merge::getInstance().mergeFaces(meshC,numVertices);
00236     } else {
00237         if( state != 0 ) {
00238             std::cout << "Boolean code using new merge technique." << std::endl;
00239             state = 0;
00240         }
00241         BOP_Merge2::getInstance().mergeFaces(meshC,numVertices);
00242     }
00243 #endif
00244 #endif
00245 
00246     #ifdef BOP_DEBUG
00247     c = chrono.stamp(); t += c;
00248     std::cout << "Merge faces    " << c << std::endl;
00249     std::cout << "Total          " << t << std::endl;
00250     // Test integrity
00251     meshC->testMesh();
00252     #endif
00253     
00254     return BOP_OK;
00255 }
00256 
00263 void BOP_meshFilter(BOP_Mesh* meshC, BOP_Faces* faces, BOP_BSPTree* bsp)
00264 {
00265     BOP_IT_Faces it;
00266     BOP_TAG tag;
00267     
00268     it = faces->begin();
00269     while (it!=faces->end()) {
00270         BOP_Face *face = *it;
00271         MT_Point3 p1 = meshC->getVertex(face->getVertex(0))->getPoint();
00272         MT_Point3 p2 = meshC->getVertex(face->getVertex(1))->getPoint();
00273         MT_Point3 p3 = meshC->getVertex(face->getVertex(2))->getPoint();
00274         if ((tag = bsp->classifyFace(p1,p2,p3,face->getPlane()))==OUT||tag==OUTON) {
00275             face->setTAG(BROKEN);
00276             it = faces->erase(it);
00277         }
00278         else if (tag == IN) {
00279             it = faces->erase(it);
00280         }else{
00281           it++;
00282         }
00283     }
00284 }
00285 
00293 void BOP_simplifiedMeshFilter(BOP_Mesh* meshC, BOP_Faces* faces, BOP_BSPTree* bsp, bool inverted)
00294 {
00295     BOP_IT_Faces it;
00296     
00297     it = faces->begin();
00298     while (it!=faces->end()) {
00299         BOP_Face *face = *it;
00300         MT_Point3 p1 = meshC->getVertex(face->getVertex(0))->getPoint();
00301         MT_Point3 p2 = meshC->getVertex(face->getVertex(1))->getPoint();
00302         MT_Point3 p3 = meshC->getVertex(face->getVertex(2))->getPoint();
00303         if (bsp->filterFace(p1,p2,p3,face)==OUT) {
00304             if (!inverted) face->setTAG(BROKEN);
00305             it = faces->erase(it);
00306         }
00307         else {
00308             it++;
00309         }
00310     }
00311 }
00312 
00319 void BOP_meshClassify(BOP_Mesh* meshC, BOP_Faces* faces, BOP_BSPTree* bsp)
00320 {
00321     for(BOP_IT_Faces face=faces->begin();face!=faces->end();face++) {
00322         if ((*face)->getTAG()!=BROKEN) {
00323             MT_Point3 p1 = meshC->getVertex((*face)->getVertex(0))->getPoint();
00324             MT_Point3 p2 = meshC->getVertex((*face)->getVertex(1))->getPoint();
00325             MT_Point3 p3 = meshC->getVertex((*face)->getVertex(2))->getPoint();
00326             if (bsp->simplifiedClassifyFace(p1,p2,p3,(*face)->getPlane())!=IN) {
00327                 (*face)->setTAG(BROKEN);
00328             }
00329         }
00330     }
00331 }
00332 
00342 BOP_Face3 *BOP_createFace3(BOP_Mesh* mesh, 
00343                            BOP_Index       vertex1, 
00344                            BOP_Index       vertex2, 
00345                            BOP_Index       vertex3, 
00346                            BOP_Index       origFace)
00347 {
00348     MT_Point3 p1 = mesh->getVertex(vertex1)->getPoint();
00349     MT_Point3 p2 = mesh->getVertex(vertex2)->getPoint();
00350     MT_Point3 p3 = mesh->getVertex(vertex3)->getPoint();
00351     MT_Plane3 plane(p1,p2,p3);
00352 
00353     return new BOP_Face3(vertex1, vertex2, vertex3, plane, origFace);
00354 }
00355 
00364 void BOP_addMesh(BOP_Mesh*                     mesh,
00365                  BOP_Faces*                    meshFacesId,
00366                  CSG_FaceIteratorDescriptor&   face_it,
00367                  CSG_VertexIteratorDescriptor& vertex_it,
00368                  bool                          invert)
00369 {
00370     unsigned int vtxIndexOffset = mesh->getNumVertexs();
00371 
00372     // The size of the vertex data array will be at least the number of faces.
00373     CSG_IVertex vertex;
00374     while (!vertex_it.Done(vertex_it.it)) {
00375         vertex_it.Fill(vertex_it.it,&vertex);
00376         MT_Point3 pos(vertex.position);
00377         mesh->addVertex(pos);
00378         vertex_it.Step(vertex_it.it);
00379     }
00380 
00381     CSG_IFace face;
00382     
00383     // now for the polygons.
00384     // we may need to decalare some memory for user defined face properties.
00385 
00386     BOP_Face3 *newface;
00387     
00388     while (!face_it.Done(face_it.it)) {
00389         face_it.Fill(face_it.it,&face);
00390 
00391         // Let's not rely on quads being coplanar - especially if they 
00392         // are coming out of that soup of code from blender...
00393         if (face.vertex_number == 4){
00394             // QUAD
00395             if (invert) {
00396                 newface = BOP_createFace3(mesh,
00397                                           face.vertex_index[2] + vtxIndexOffset,
00398                                           face.vertex_index[0] + vtxIndexOffset,
00399                                           face.vertex_index[3] + vtxIndexOffset,
00400                                           face.orig_face);
00401                 meshFacesId->push_back(newface);
00402                 mesh->addFace(newface);
00403                 newface = BOP_createFace3(mesh,
00404                                           face.vertex_index[2] + vtxIndexOffset,
00405                                           face.vertex_index[1] + vtxIndexOffset,
00406                                           face.vertex_index[0] + vtxIndexOffset,
00407                                           face.orig_face);
00408                 meshFacesId->push_back(newface);
00409                 mesh->addFace(newface);
00410             }
00411             else {
00412                 newface = BOP_createFace3(mesh,
00413                                          face.vertex_index[0] + vtxIndexOffset,
00414                                          face.vertex_index[2] + vtxIndexOffset,
00415                                          face.vertex_index[3] + vtxIndexOffset,
00416                                          face.orig_face);
00417                 meshFacesId->push_back(newface);
00418                 mesh->addFace(newface);
00419                 newface = BOP_createFace3(mesh,
00420                                          face.vertex_index[0] + vtxIndexOffset,
00421                                          face.vertex_index[1] + vtxIndexOffset,
00422                                          face.vertex_index[2] + vtxIndexOffset,
00423                                          face.orig_face);
00424                 meshFacesId->push_back(newface);
00425                 mesh->addFace(newface);
00426             }
00427         }
00428         else {
00429             // TRIANGLES
00430             if (invert) {
00431                 newface = BOP_createFace3(mesh,
00432                                           face.vertex_index[2] + vtxIndexOffset,
00433                                           face.vertex_index[1] + vtxIndexOffset,
00434                                           face.vertex_index[0] + vtxIndexOffset,
00435                                           face.orig_face);
00436                 meshFacesId->push_back(newface);
00437                 mesh->addFace(newface);
00438             }
00439             else {
00440                 newface = BOP_createFace3(mesh,
00441                                           face.vertex_index[0] + vtxIndexOffset,
00442                                           face.vertex_index[1] + vtxIndexOffset,
00443                                           face.vertex_index[2] + vtxIndexOffset,
00444                                           face.orig_face);
00445                 meshFacesId->push_back(newface);
00446                 mesh->addFace(newface);
00447             }
00448         }
00449         
00450         face_it.Step(face_it.it);
00451     }
00452 }
00453 
00458 BSP_CSGMesh* BOP_newEmptyMesh()
00459 {
00460     BSP_CSGMesh* mesh = BSP_CSGMesh::New();
00461     if (mesh == NULL) return mesh;
00462 
00463     std::vector<BSP_MVertex>* vertices = new std::vector<BSP_MVertex>;
00464     
00465     mesh->SetVertices(vertices);
00466 
00467     return mesh;
00468 }
00469 
00476 BSP_CSGMesh* BOP_exportMesh(BOP_Mesh*                  mesh, 
00477                             bool                       invert)
00478 {
00479     BSP_CSGMesh* outputMesh = BOP_newEmptyMesh();
00480 
00481     if (outputMesh == NULL) return NULL;
00482 
00483     // vtx index dictionary, to translate indeces from input to output.
00484     std::map<int,unsigned int> dic;
00485     std::map<int,unsigned int>::iterator itDic;
00486 
00487     unsigned int count = 0;
00488 
00489     // Add a new face for each face in the input list
00490     BOP_Faces faces = mesh->getFaces();
00491     BOP_Vertexs vertexs = mesh->getVertexs();
00492 
00493     for (BOP_IT_Faces face = faces.begin(); face != faces.end(); face++) {
00494         if ((*face)->getTAG()!=BROKEN){    
00495             // Add output face
00496             outputMesh->FaceSet().push_back(BSP_MFace());
00497             BSP_MFace& outFace = outputMesh->FaceSet().back();
00498 
00499             // Copy face
00500             outFace.m_verts.clear();
00501             outFace.m_plane = (*face)->getPlane();
00502             outFace.m_orig_face = (*face)->getOriginalFace();
00503 
00504             // invert face if is required
00505             if (invert) (*face)->invert();
00506             
00507             // Add the face vertex if not added yet
00508             for (unsigned int pos=0;pos<(*face)->size();pos++) {
00509                 BSP_VertexInd outVtxId;
00510                 BOP_Index idVertex = (*face)->getVertex(pos);
00511                 itDic = dic.find(idVertex);
00512                 if (itDic == dic.end()) {
00513                     // The vertex isn't added yet
00514                     outVtxId = BSP_VertexInd(outputMesh->VertexSet().size());
00515                     BSP_MVertex outVtx((mesh->getVertex(idVertex))->getPoint());
00516                     outVtx.m_edges.clear();
00517                     outputMesh->VertexSet().push_back(outVtx);
00518                     dic[idVertex] = outVtxId;
00519                     count++;
00520                 }
00521                 else {
00522                     // The vertex is added
00523                     outVtxId = BSP_VertexInd(itDic->second);
00524                 }
00525 
00526                 outFace.m_verts.push_back(outVtxId);
00527             }
00528         }
00529     }
00530     
00531     // Build the mesh edges using topological informtion
00532     outputMesh->BuildEdges();
00533     
00534     return outputMesh;
00535 }