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authorHoward Trickey <howard.trickey@gmail.com>2020-08-28 17:56:44 +0300
committerHoward Trickey <howard.trickey@gmail.com>2020-08-28 18:01:06 +0300
commit9e09b5c418c0a436e3c84ccf38c065527988b0a0 (patch)
treec0e81b8834aaf27c22a2734e364452fa2af5c6c1 /source/blender/blenlib/BLI_mpq3.hh
parent4a17508c6d2a24dfb7c018ae49c80f12b4d3e610 (diff)
Merge newboolean branch into master.
This is for design task T67744, Boolean Redesign. It adds a choice of solver to the Boolean modifier and the Intersect (Boolean) and Intersect (Knife) tools. The 'Fast' choice is the current Bmesh boolean. The new 'Exact' choice is a more advanced algorithm that supports overlapping geometry and uses more robust calculations, but is slower than the Fast choice. The default with this commit is set to 'Exact'. We can decide before the 2.91 release whether or not this is the right choice, but this choice now will get us more testing and feedback on the new code.
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+/*
+ * 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.
+ *
+ * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#pragma once
+
+/** \file
+ * \ingroup bli
+ */
+
+#ifdef WITH_GMP
+
+# include <iostream>
+
+# include "BLI_math.h"
+# include "BLI_math_mpq.hh"
+# include "BLI_span.hh"
+
+namespace blender {
+
+struct mpq3 {
+ mpq_class x, y, z;
+
+ mpq3() = default;
+
+ mpq3(const mpq_class *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]}
+ {
+ }
+
+ mpq3(const mpq_class (*ptr)[3]) : mpq3((const mpq_class *)ptr)
+ {
+ }
+
+ explicit mpq3(mpq_class value) : x(value), y(value), z(value)
+ {
+ }
+
+ explicit mpq3(int value) : x(value), y(value), z(value)
+ {
+ }
+
+ mpq3(mpq_class x, mpq_class y, mpq_class z) : x{x}, y{y}, z{z}
+ {
+ }
+
+ operator const mpq_class *() const
+ {
+ return &x;
+ }
+
+ operator mpq_class *()
+ {
+ return &x;
+ }
+
+ /* Cannot do this exactly in rational arithmetic!
+ * Approximate by going in and out of doubles.
+ */
+ mpq_class normalize_and_get_length()
+ {
+ double dv[3] = {x.get_d(), y.get_d(), z.get_d()};
+ double len = normalize_v3_db(dv);
+ this->x = mpq_class(dv[0]);
+ this->y = mpq_class(dv[1]);
+ this->z = mpq_class(dv[2]);
+ return len;
+ }
+
+ mpq3 normalized() const
+ {
+ double dv[3] = {x.get_d(), y.get_d(), z.get_d()};
+ double dr[3];
+ normalize_v3_v3_db(dr, dv);
+ return mpq3(mpq_class(dr[0]), mpq_class(dr[1]), mpq_class(dr[2]));
+ }
+
+ /* Cannot do this exactly in rational arithmetic!
+ * Approximate by going in and out of double.
+ */
+ mpq_class length() const
+ {
+ mpq_class lsquared = this->length_squared();
+ double dsquared = lsquared.get_d();
+ double d = sqrt(dsquared);
+ return mpq_class(d);
+ }
+
+ mpq_class length_squared() const
+ {
+ return x * x + y * y + z * z;
+ }
+
+ void reflect(const mpq3 &normal)
+ {
+ *this = this->reflected(normal);
+ }
+
+ mpq3 reflected(const mpq3 &normal) const
+ {
+ mpq3 result;
+ const mpq_class dot2 = 2 * dot(*this, normal);
+ result.x = this->x - (dot2 * normal.x);
+ result.y = this->y - (dot2 * normal.y);
+ result.z = this->z - (dot2 * normal.z);
+ return result;
+ }
+
+ static mpq3 safe_divide(const mpq3 &a, const mpq3 &b)
+ {
+ mpq3 result;
+ result.x = (b.x == 0) ? mpq_class(0) : a.x / b.x;
+ result.y = (b.y == 0) ? mpq_class(0) : a.y / b.y;
+ result.z = (b.z == 0) ? mpq_class(0) : a.z / b.z;
+ return result;
+ }
+
+ void invert()
+ {
+ x = -x;
+ y = -y;
+ z = -z;
+ }
+
+ friend mpq3 operator+(const mpq3 &a, const mpq3 &b)
+ {
+ return mpq3(a.x + b.x, a.y + b.y, a.z + b.z);
+ }
+
+ void operator+=(const mpq3 &b)
+ {
+ this->x += b.x;
+ this->y += b.y;
+ this->z += b.z;
+ }
+
+ friend mpq3 operator-(const mpq3 &a, const mpq3 &b)
+ {
+ return mpq3(a.x - b.x, a.y - b.y, a.z - b.z);
+ }
+
+ friend mpq3 operator-(const mpq3 &a)
+ {
+ return mpq3(-a.x, -a.y, -a.z);
+ }
+
+ void operator-=(const mpq3 &b)
+ {
+ this->x -= b.x;
+ this->y -= b.y;
+ this->z -= b.z;
+ }
+
+ void operator*=(mpq_class scalar)
+ {
+ this->x *= scalar;
+ this->y *= scalar;
+ this->z *= scalar;
+ }
+
+ void operator*=(const mpq3 &other)
+ {
+ this->x *= other.x;
+ this->y *= other.y;
+ this->z *= other.z;
+ }
+
+ friend mpq3 operator*(const mpq3 &a, const mpq3 &b)
+ {
+ return {a.x * b.x, a.y * b.y, a.z * b.z};
+ }
+
+ friend mpq3 operator*(const mpq3 &a, const mpq_class &b)
+ {
+ return mpq3(a.x * b, a.y * b, a.z * b);
+ }
+
+ friend mpq3 operator*(const mpq_class &a, const mpq3 &b)
+ {
+ return mpq3(a * b.x, a * b.y, a * b.z);
+ }
+
+ friend mpq3 operator/(const mpq3 &a, const mpq_class &b)
+ {
+ BLI_assert(b != 0);
+ return mpq3(a.x / b, a.y / b, a.z / b);
+ }
+
+ friend bool operator==(const mpq3 &a, const mpq3 &b)
+ {
+ return a.x == b.x && a.y == b.y && a.z == b.z;
+ }
+
+ friend bool operator!=(const mpq3 &a, const mpq3 &b)
+ {
+ return a.x != b.x || a.y != b.y || a.z != b.z;
+ }
+
+ friend std::ostream &operator<<(std::ostream &stream, const mpq3 &v)
+ {
+ stream << "(" << v.x << ", " << v.y << ", " << v.z << ")";
+ return stream;
+ }
+
+ static mpq_class dot(const mpq3 &a, const mpq3 &b)
+ {
+ return a.x * b.x + a.y * b.y + a.z * b.z;
+ }
+
+ static mpq3 cross(const mpq3 &a, const mpq3 &b)
+ {
+ return mpq3(a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]);
+ }
+
+ static mpq3 cross_high_precision(const mpq3 &a, const mpq3 &b)
+ {
+ return cross(a, b);
+ }
+
+ static mpq3 project(const mpq3 &a, const mpq3 &b)
+ {
+ const mpq_class mul = mpq3::dot(a, b) / mpq3::dot(b, b);
+ return mpq3(mul * b[0], mul * b[1], mul * b[2]);
+ }
+
+ static mpq_class distance(const mpq3 &a, const mpq3 &b)
+ {
+ mpq3 diff(a.x - b.x, a.y - b.y, a.z - b.z);
+ return diff.length();
+ }
+
+ static mpq_class distance_squared(const mpq3 &a, const mpq3 &b)
+ {
+ mpq3 diff(a.x - b.x, a.y - b.y, a.z - b.z);
+ return mpq3::dot(diff, diff);
+ }
+
+ static mpq3 interpolate(const mpq3 &a, const mpq3 &b, mpq_class t)
+ {
+ mpq_class s = 1 - t;
+ return mpq3(a.x * s + b.x * t, a.y * s + b.y * t, a.z * s + b.z * t);
+ }
+
+ static mpq3 abs(const mpq3 &a)
+ {
+ mpq_class abs_x = (a.x >= 0) ? a.x : -a.x;
+ mpq_class abs_y = (a.y >= 0) ? a.y : -a.y;
+ mpq_class abs_z = (a.z >= 0) ? a.z : -a.z;
+ return mpq3(abs_x, abs_y, abs_z);
+ }
+
+ static int dominant_axis(const mpq3 &a)
+ {
+ mpq_class x = (a.x >= 0) ? a.x : -a.x;
+ mpq_class y = (a.y >= 0) ? a.y : -a.y;
+ mpq_class z = (a.z >= 0) ? a.z : -a.z;
+ return ((x > y) ? ((x > z) ? 0 : 2) : ((y > z) ? 1 : 2));
+ }
+
+ static mpq3 cross_poly(Span<mpq3> poly);
+
+ /** There is a sensible use for hashing on exact arithmetic types. */
+ uint64_t hash() const;
+};
+
+uint64_t hash_mpq_class(const mpq_class &value);
+
+} // namespace blender
+
+#endif /* WITH_GMP */