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+/**
+ * $Id$
+ * ***** 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 *****
+ */
+
+#ifndef BSP_CSGMeshSplitter_h
+
+#define BSP_CSGMeshSplitter_h
+
+class BSP_MeshFragment;
+class MT_Plane3;
+class BSP_CSGMesh;
+
+#include "BSP_MeshPrimitives.h"
+#include "../extern/CSG_BooleanOps.h"
+#include "BSP_CSGISplitter.h"
+
+
+/**
+ * This class contains splitting functions for a CSGMesh.
+ * The atomic operation of a bsp CSG algorithm is to split
+ * a mesh fragment (connected collection of polygons contained
+ * in a convex cell) by a plane. It is vital to leave the
+ * CSGMesh in a valid state after each such operation
+ * this class insures this (or tries it's best!).
+ */
+
+
+class BSP_CSGMeshSplitter : public BSP_CSGISplitter
+{
+public :
+
+ /// construction
+
+ BSP_CSGMeshSplitter(
+ CSG_InterpolateUserFaceVertexDataFunc fv_split_func
+ );
+
+ BSP_CSGMeshSplitter(
+ const BSP_CSGMeshSplitter & other
+ );
+
+ /**
+ * @section BSP specific mesh operations.
+ * Inherited from BSP_CSGISplitter
+ */
+
+ /**
+ * Split a mesh fragment wrt plane. Generates 3 mesh fragments,
+ * in, out and on. Makes sure the mesh is coherent after the
+ * operation. The contents of frag are consumed by this oepration.
+ */
+
+ void
+ Split(
+ const MT_Plane3& plane,
+ BSP_MeshFragment *frag,
+ BSP_MeshFragment *in_frag,
+ BSP_MeshFragment *out_frag,
+ BSP_MeshFragment *on_frag,
+ BSP_MeshFragment *spanning_frag
+ );
+
+ /// Split the entire mesh with respect to the plane.
+
+ void
+ Split(
+ BSP_CSGMesh & mesh,
+ const MT_Plane3& plane,
+ BSP_MeshFragment *in_frag,
+ BSP_MeshFragment *out_frag,
+ BSP_MeshFragment *on_frag,
+ BSP_MeshFragment *spanning_frag
+ );
+
+ ~BSP_CSGMeshSplitter(
+ );
+
+private :
+
+ void
+ SplitImp(
+ BSP_CSGMesh & mesh,
+ const MT_Plane3& plane,
+ const std::vector<BSP_FaceInd> & spanning_faces,
+ BSP_MeshFragment *in_frag,
+ BSP_MeshFragment *out_frag,
+ BSP_MeshFragment *on_frag,
+ std::vector<BSP_VertexInd> & classified_verts
+ );
+
+
+ /**
+ * @section Atomic mesh operations.
+ */
+
+ /**
+ * Add a vertex to the mesh, along
+ * a given edge. Leaves the mesh in a valid state.
+ * The vertex gets copied onto the back of the
+ * current vertex array. It's upto you to insure
+ * that the vertex actually lies on the edge and leaves
+ * the neighbouring faces convex. Returns the vertex index
+ * of the new vertex.
+ *
+ * epsilon is the relative distance [0,1] of the new
+ * vertex from the first vertex of the edge. This is
+ * used to intepolate face properties.
+ */
+
+ BSP_VertexInd
+ SplitEdge(
+ BSP_CSGMesh & mesh,
+ BSP_EdgeInd ei,
+ BSP_MVertex &vertex,
+ MT_Scalar epsilon
+ );
+
+ /**
+ * Split a polygon along an edge connecting the
+ * two tagged (on) vertices of the polygon. It assumes
+ * that you have already introduced two new vertex indices
+ * into the polygon that point to vertices tagged with
+ * {in,out,on} information. It creates a new edge from the
+ * 2 on vertices that must be present. It then splits up
+ * the polygon into 2 fragments on the inside and outside.
+ * It returns 2 indices into the face list. 1 for the inside
+ * polygon and 1 for the outside polygon.
+ */
+
+ void
+ SplitPolygon(
+ BSP_CSGMesh & mesh,
+ BSP_FaceInd fi,
+ BSP_FaceInd &fin,
+ BSP_FaceInd &fout
+ );
+
+ /**
+ * Triangulate a convex quad (the maximum size polygon
+ * resulting from splitting a triangle). This can create up
+ * to one new face - which is added to the mesh. Note
+ * that this method does not preserve references. It uses
+ * the edge which divides the quad into roughly equal triangular
+ * areas as the splitting edge. - This should avoid creating
+ * degenerate triangles.
+ */
+
+ BSP_FaceInd
+ TriangulateConvexQuad(
+ BSP_CSGMesh & mesh,
+ const BSP_FaceInd fi
+ );
+
+private :
+
+ // The function pointer used to split face vertex properties.
+
+ CSG_InterpolateUserFaceVertexDataFunc m_fv_func;
+
+ /// Cached helpers
+
+ /// Split function responsibe for:
+ std::vector<BSP_FaceInd> m_spanning_faces;
+ std::vector<BSP_VertexInd> m_tagged_verts;
+
+ /// SplitImp responsible for:
+ std::vector<BSP_EdgeInd> m_spanning_edges;
+ // The list of faces affected by splitting the spanning edge set.
+ std::vector<BSP_EdgeInd> m_visited_edges;
+ std::vector<BSP_VertexInd> m_visited_verts;
+
+ /// SplitPolygon responsible for:
+ std::vector<BSP_FaceInd> m_in_loop,m_out_loop,m_on_loop;
+ std::vector<BSP_UserFVInd> m_fv_in_loop,m_fv_out_loop;
+
+};
+
+#endif
+
+
+