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authorPhilipp Oeser <info@graphics-engineer.com>2022-04-04 13:26:50 +0300
committerPhilipp Oeser <info@graphics-engineer.com>2022-06-16 21:34:27 +0300
commite2975cb701692574504967178699c9ab083dc3f8 (patch)
tree835f1bb625607b2595bfdecf364b97070c3f67a5 /source/blender/blenkernel/BKE_mesh_boolean_convert.hh
parent209bf7780e7c005650482fa843062864f91845af (diff)
Geometry Nodes: add 'Intersecting Edges' output for boolean node
This patch adds a 'Intersecting Edges' output with a boolean selection that only gives you the new edges on intersections. Will work on a couple of examples next, this should make some interesting effects possible (including getting us closer to the "bevel- after-boolean-usecase") To achieve this, a Vector is passed to `direct_mesh_boolean` when the iMesh is still available (and intersecting edges appended), then from those edge indices a selection will be stored as attribute. Differential Revision: https://developer.blender.org/D15151
Diffstat (limited to 'source/blender/blenkernel/BKE_mesh_boolean_convert.hh')
-rw-r--r--source/blender/blenkernel/BKE_mesh_boolean_convert.hh5
1 files changed, 4 insertions, 1 deletions
diff --git a/source/blender/blenkernel/BKE_mesh_boolean_convert.hh b/source/blender/blenkernel/BKE_mesh_boolean_convert.hh
index abaf2ab0178..441783d46a1 100644
--- a/source/blender/blenkernel/BKE_mesh_boolean_convert.hh
+++ b/source/blender/blenkernel/BKE_mesh_boolean_convert.hh
@@ -23,6 +23,8 @@ namespace blender::meshintersect {
* \param material_remaps: An array of maps from material slot numbers in the corresponding mesh
* to the material slot in the first mesh. It is OK for material_remaps or any of its constituent
* arrays to be empty.
+ * \param r_intersecting_edges: Array to store indices of edges on the resulting mesh in. These
+ * 'new' edges are the result of the intersections.
*/
Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
Span<const float4x4 *> transforms,
@@ -30,6 +32,7 @@ Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
Span<Array<short>> material_remaps,
bool use_self,
bool hole_tolerant,
- int boolean_mode);
+ int boolean_mode,
+ Vector<int> *r_intersecting_edges);
} // namespace blender::meshintersect