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Diffstat (limited to 'source/blender/blenkernel/intern/mesh_boolean_convert.cc')
-rw-r--r--source/blender/blenkernel/intern/mesh_boolean_convert.cc130
1 files changed, 69 insertions, 61 deletions
diff --git a/source/blender/blenkernel/intern/mesh_boolean_convert.cc b/source/blender/blenkernel/intern/mesh_boolean_convert.cc
index 824f791d400..de9ad00ebde 100644
--- a/source/blender/blenkernel/intern/mesh_boolean_convert.cc
+++ b/source/blender/blenkernel/intern/mesh_boolean_convert.cc
@@ -51,8 +51,9 @@ constexpr int estimated_max_facelen = 100; /* Used for initial size of some Vect
* so this is a hack to clean up such matrices.
* Would be better to change the transformation code itself.
*/
-static void clean_obmat(float4x4 &cleaned, const float4x4 &mat)
+static float4x4 clean_obmat(const float4x4 &mat)
{
+ float4x4 cleaned;
const float fuzz = 1e-6f;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
@@ -69,6 +70,7 @@ static void clean_obmat(float4x4 &cleaned, const float4x4 &mat)
cleaned.values[i][j] = f;
}
}
+ return cleaned;
}
/* `MeshesToIMeshInfo` keeps track of information used when combining a number
@@ -92,7 +94,7 @@ class MeshesToIMeshInfo {
Array<Face *> mesh_to_imesh_face;
/* Transformation matrix to transform a coordinate in the corresponding
* Mesh to the local space of the first Mesh. */
- Array<float4x4> to_obj0;
+ Array<float4x4> to_target_transform;
/* For each input mesh, how to remap the material slot numbers to
* the material slots in the first mesh. */
Array<const short *> material_remaps;
@@ -242,6 +244,7 @@ const MEdge *MeshesToIMeshInfo::input_medge_for_orig_index(int orig_index,
static IMesh meshes_to_imesh(Span<const Mesh *> meshes,
Span<const float4x4 *> obmats,
Span<const short *> material_remaps,
+ const float4x4 &target_transform,
IMeshArena &arena,
MeshesToIMeshInfo *r_info)
{
@@ -270,7 +273,7 @@ static IMesh meshes_to_imesh(Span<const Mesh *> meshes,
r_info->mesh_vert_offset = Array<int>(nmeshes);
r_info->mesh_edge_offset = Array<int>(nmeshes);
r_info->mesh_poly_offset = Array<int>(nmeshes);
- r_info->to_obj0 = Array<float4x4>(nmeshes);
+ r_info->to_target_transform = Array<float4x4>(nmeshes);
r_info->material_remaps = Array<const short *>(nmeshes);
int v = 0;
int e = 0;
@@ -283,19 +286,10 @@ static IMesh meshes_to_imesh(Span<const Mesh *> meshes,
Vector<int, estimated_max_facelen> face_edge_orig;
/* To convert the coordinates of objects 1, 2, etc. into the local space
- * of object 0, we multiply each object's `obmat` by the inverse of
- * object 0's `obmat`. Exact Boolean works better if these matrices
- * are 'cleaned' -- see the comment for the `clean_obmat` function, above. */
- float4x4 obj0_mat;
- float4x4 inv_obj0_mat;
- if (obmats[0] == nullptr) {
- unit_m4(obj0_mat.values);
- unit_m4(inv_obj0_mat.values);
- }
- else {
- clean_obmat(obj0_mat, *obmats[0]);
- invert_m4_m4(inv_obj0_mat.values, obj0_mat.values);
- }
+ * of the target. We multiply each object's `obmat` by the inverse of the
+ * target matrix. Exact Boolean works better if these matrices are 'cleaned'
+ * -- see the comment for the `clean_obmat` function, above. */
+ const float4x4 inv_target_mat = clean_obmat(target_transform).inverted();
/* For each input `Mesh`, make `Vert`s and `Face`s for the corresponding
* `MVert`s and `MPoly`s, and keep track of the original indices (using the
@@ -303,45 +297,41 @@ static IMesh meshes_to_imesh(Span<const Mesh *> meshes,
* When making `Face`s, we also put in the original indices for `MEdge`s that
* make up the `MPoly`s using the same scheme. */
for (int mi : meshes.index_range()) {
- float4x4 objn_to_obj0_mat;
const Mesh *me = meshes[mi];
- if (mi == 0) {
- r_info->mesh_vert_offset[mi] = 0;
- r_info->mesh_edge_offset[mi] = 0;
- r_info->mesh_poly_offset[mi] = 0;
- unit_m4(r_info->to_obj0[0].values);
- r_info->material_remaps[0] = nullptr;
+ r_info->mesh_vert_offset[mi] = v;
+ r_info->mesh_edge_offset[mi] = e;
+ r_info->mesh_poly_offset[mi] = f;
+ /* Get matrix that transforms a coordinate in objects[mi]'s local space
+ * to the target space space.*/
+ const float4x4 objn_mat = (obmats[mi] == nullptr) ? float4x4::identity() :
+ clean_obmat(*obmats[mi]);
+ r_info->to_target_transform[mi] = inv_target_mat * objn_mat;
+
+ if (mi < material_remaps.size() && mi != 0) {
+ r_info->material_remaps[mi] = material_remaps[mi];
}
else {
- r_info->mesh_vert_offset[mi] = v;
- r_info->mesh_edge_offset[mi] = e;
- r_info->mesh_poly_offset[mi] = f;
- /* Get matrix that transforms a coordinate in objects[mi]'s local space
- * to object[0]'s local space.*/
- float4x4 objn_mat;
- if (obmats[mi] == nullptr) {
- unit_m4(objn_mat.values);
- }
- else {
- clean_obmat(objn_mat, *obmats[mi]);
- }
- objn_to_obj0_mat = inv_obj0_mat * objn_mat;
- r_info->to_obj0[mi] = objn_to_obj0_mat;
- if (mi < material_remaps.size()) {
- r_info->material_remaps[mi] = material_remaps[mi];
- }
- else {
- r_info->material_remaps[mi] = nullptr;
+ r_info->material_remaps[mi] = nullptr;
+ }
+
+ /* Skip the matrix multiplication for each point when there is no transform for a mesh,
+ * for example when the first mesh is already in the target space. (Note the logic directly
+ * above, which uses an identity matrix with a null input transform). */
+ if (obmats[mi] == nullptr) {
+ for (const MVert &vert : Span(me->mvert, me->totvert)) {
+ const float3 co = float3(vert.co);
+ r_info->mesh_to_imesh_vert[v] = arena.add_or_find_vert(mpq3(co.x, co.y, co.z), v);
+ ++v;
}
}
- for (int vi = 0; vi < me->totvert; ++vi) {
- float3 co = me->mvert[vi].co;
- if (mi > 0) {
- co = objn_to_obj0_mat * co;
+ else {
+ for (const MVert &vert : Span(me->mvert, me->totvert)) {
+ const float3 co = r_info->to_target_transform[mi] * float3(vert.co);
+ r_info->mesh_to_imesh_vert[v] = arena.add_or_find_vert(mpq3(co.x, co.y, co.z), v);
+ ++v;
}
- r_info->mesh_to_imesh_vert[v] = arena.add_or_find_vert(mpq3(co.x, co.y, co.z), v);
- ++v;
}
+
for (const MPoly &poly : Span(me->mpoly, me->totpoly)) {
int flen = poly.totloop;
face_vert.clear();
@@ -596,7 +586,7 @@ static void copy_or_interp_loop_attributes(Mesh *dest_mesh,
cos_2d = (float(*)[2])BLI_array_alloca(cos_2d, orig_mp->totloop);
weights = Array<float>(orig_mp->totloop);
src_blocks_ofs = Array<const void *>(orig_mp->totloop);
- get_poly2d_cos(orig_me, orig_mp, cos_2d, mim.to_obj0[orig_me_index], axis_mat);
+ get_poly2d_cos(orig_me, orig_mp, cos_2d, mim.to_target_transform[orig_me_index], axis_mat);
}
CustomData *target_cd = &dest_mesh->ldata;
for (int i = 0; i < mp->totloop; ++i) {
@@ -778,17 +768,21 @@ static Mesh *imesh_to_mesh(IMesh *im, MeshesToIMeshInfo &mim)
return result;
}
+#endif // WITH_GMP
+
/**
* Do Exact Boolean directly, without a round trip through #BMesh.
* The Mesh operands are in `meshes`, with corresponding transforms in in `obmats`.
*/
-static Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
- Span<const float4x4 *> obmats,
- Span<const short *> material_remaps,
- const bool use_self,
- const bool hole_tolerant,
- const BoolOpType boolean_mode)
+Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
+ Span<const float4x4 *> obmats,
+ const float4x4 &target_transform,
+ Span<const short *> material_remaps,
+ const bool use_self,
+ const bool hole_tolerant,
+ const int boolean_mode)
{
+#ifdef WITH_GMP
const int dbg_level = 0;
BLI_assert(meshes.size() == obmats.size());
const int meshes_len = meshes.size();
@@ -800,7 +794,7 @@ static Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
}
MeshesToIMeshInfo mim;
IMeshArena arena;
- IMesh m_in = meshes_to_imesh(meshes, obmats, material_remaps, arena, &mim);
+ IMesh m_in = meshes_to_imesh(meshes, obmats, material_remaps, target_transform, arena, &mim);
std::function<int(int)> shape_fn = [&mim](int f) {
for (int mi = 0; mi < mim.mesh_poly_offset.size() - 1; ++mi) {
if (f < mim.mesh_poly_offset[mi + 1]) {
@@ -809,17 +803,27 @@ static Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
}
return static_cast<int>(mim.mesh_poly_offset.size()) - 1;
};
- IMesh m_out = boolean_mesh(
- m_in, boolean_mode, meshes_len, shape_fn, use_self, hole_tolerant, nullptr, &arena);
+ IMesh m_out = boolean_mesh(m_in,
+ static_cast<BoolOpType>(boolean_mode),
+ meshes_len,
+ shape_fn,
+ use_self,
+ hole_tolerant,
+ nullptr,
+ &arena);
if (dbg_level > 1) {
std::cout << m_out;
write_obj_mesh(m_out, "m_out");
}
return imesh_to_mesh(&m_out, mim);
+#else // WITH_GMP
+ UNUSED_VARS(
+ meshes, obmats, material_remaps, target_transform, use_self, hole_tolerant, boolean_mode);
+ return nullptr;
+#endif // WITH_GMP
}
-#endif // WITH_GMP
} // namespace blender::meshintersect
extern "C" {
@@ -835,6 +839,7 @@ extern "C" {
* for the pointers to be nullptr, meaning the transformation is the identity. */
Mesh *BKE_mesh_boolean(const Mesh **meshes,
const float (*obmats[])[4][4],
+ const float (*target_transform)[4][4],
const short **material_remaps,
const int meshes_len,
const bool use_self,
@@ -842,25 +847,28 @@ Mesh *BKE_mesh_boolean(const Mesh **meshes,
const int boolean_mode)
{
const blender::float4x4 **transforms = (const blender::float4x4 **)obmats;
+ const blender::float4x4 &target_float4x4 = *(const blender::float4x4 *)target_transform;
return blender::meshintersect::direct_mesh_boolean(
blender::Span(meshes, meshes_len),
blender::Span(transforms, meshes_len),
+ target_float4x4,
blender::Span(material_remaps, material_remaps ? meshes_len : 0),
use_self,
hole_tolerant,
- static_cast<blender::meshintersect::BoolOpType>(boolean_mode));
+ boolean_mode);
}
#else
Mesh *BKE_mesh_boolean(const Mesh **UNUSED(meshes),
const float (*obmats[])[4][4],
+ const float (*target_transform)[4][4],
const short **UNUSED(material_remaps),
const int UNUSED(meshes_len),
const bool UNUSED(use_self),
const bool UNUSED(hole_tolerant),
const int UNUSED(boolean_mode))
{
- UNUSED_VARS(obmats);
+ UNUSED_VARS(obmats, target_transform);
return NULL;
}