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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2019 Blender Foundation. All rights reserved. */
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_array.hh"
#include "BLI_float4x4.hh"
#include "BLI_mesh_boolean.hh"
#include "BLI_span.hh"
struct Mesh;
namespace blender::meshintersect {
/**
* Do a mesh boolean operation directly on meshes (without going back and forth from BMesh).
* \param transforms: An array of pointers to transform matrices used for each mesh's positions.
* It is allowed for the pointers to be null, meaning the transformation is the identity.
* \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,
const float4x4 &target_transform,
Span<Array<short>> material_remaps,
bool use_self,
bool hole_tolerant,
int boolean_mode,
Vector<int> *r_intersecting_edges);
} // namespace blender::meshintersect
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