Пример #1
0
void mergeSelectedBrushes(const cmd::ArgumentList& args)
{
	// Get the current selection
	BrushPtrVector brushes = selection::algorithm::getSelectedBrushes();

	if (brushes.empty()) {
		rMessage() << _("CSG Merge: No brushes selected.") << std::endl;
		wxutil::Messagebox::ShowError(_("CSG Merge: No brushes selected."));
		return;
	}

	if (brushes.size() < 2) {
		rMessage() << "CSG Merge: At least two brushes have to be selected.\n";
		wxutil::Messagebox::ShowError("CSG Merge: At least two brushes have to be selected.");
		return;
	}

	rMessage() << "CSG Merge: Merging " << brushes.size() << " brushes." << std::endl;

	UndoableCommand undo("mergeSelectedBrushes");

	// Take the last selected node as reference for layers and parent
	scene::INodePtr merged = GlobalSelectionSystem().ultimateSelected();

	scene::INodePtr parent = merged->getParent();
	assert(parent != NULL);

	// Create a new BrushNode
	scene::INodePtr node = GlobalBrushCreator().createBrush();

	// Insert the newly created brush into the (same) parent entity
	parent->addChildNode(node);

	// Move the new brush to the same layers as the merged one
	node->assignToLayers(merged->getLayers());

	// Get the contained brush
	Brush* brush = Node_getBrush(node);

	// Attempt to merge the selected brushes into the new one
	if (!Brush_merge(*brush, brushes, true))
	{
		rWarning() << "CSG Merge: Failed - result would not be convex." << std::endl;
		return;
	}

	ASSERT_MESSAGE(!brush->empty(), "brush left with no faces after merge");

	// Remove the original brushes
	for (BrushPtrVector::iterator i = brushes.begin(); i != brushes.end(); ++i)
	{
		scene::removeNodeFromParent(*i);
	}

	// Select the new brush
	Node_setSelected(node, true);

	rMessage() << "CSG Merge: Succeeded." << std::endl;
	SceneChangeNotify();
}
Пример #2
0
// Returns true if fragments have been inserted into the given ret_fragments list
bool Brush_subtract(const BrushNodePtr& brush, const Brush& other, BrushPtrVector& ret_fragments)
{
	if (brush->getBrush().localAABB().intersects(other.localAABB()))
	{
		BrushPtrVector fragments;
		fragments.reserve(other.getNumFaces());

		BrushNodePtr back = std::dynamic_pointer_cast<BrushNode>(brush->clone());

		for (Brush::const_iterator i(other.begin()); i != other.end(); ++i)
		{
			const Face& face = *(*i);

			if (!face.contributes()) continue;

			BrushSplitType split = Brush_classifyPlane(back->getBrush(), face.plane3());

			if (split.counts[ePlaneFront] != 0 && split.counts[ePlaneBack] != 0)
			{
				fragments.push_back(std::dynamic_pointer_cast<BrushNode>(back->clone()));

				FacePtr newFace = fragments.back()->getBrush().addFace(face);

				if (newFace != 0)
				{
					newFace->flipWinding();
				}

				back->getBrush().addFace(face);
			}
			else if (split.counts[ePlaneBack] == 0)
			{
				return false;
			}
		}

		ret_fragments.insert(ret_fragments.end(), fragments.begin(), fragments.end());
		return true;
	}

	return false;
}
Пример #3
0
void BrushByPlaneClipper::split(const BrushPtrVector& brushes)
{
	Plane3 plane(_p0, _p1, _p2);

	if (!plane.isValid())
	{
		return;
	}

	for (BrushPtrVector::const_iterator i = brushes.begin(); i != brushes.end(); ++i)
	{
		const BrushNodePtr& node = *i;

		// Don't clip invisible nodes
		if (!node->visible())
		{
			continue;
		}

		Brush& brush = node->getBrush();

		scene::INodePtr parent = node->getParent();

		if (!parent)
		{
			continue;
		}

		// greebo: Analyse the brush to find out which shader is the most used one
		getMostUsedTexturing(brush);

		BrushSplitType split = Brush_classifyPlane(brush, _split == eFront ? -plane : plane);

		if (split.counts[ePlaneBack] && split.counts[ePlaneFront])
		{
			// the plane intersects this brush
			if (_split == eFrontAndBack)
			{
				scene::INodePtr fragmentNode = GlobalBrushCreator().createBrush();

				assert(fragmentNode != NULL);

				// Put the fragment in the same layer as the brush it was clipped from
				// Do this before adding the fragment to the parent, since there is an
				// update algorithm setting the visibility of the fragment right there.
				scene::assignNodeToLayers(fragmentNode, node->getLayers());

				// greebo: For copying the texture scale the new node needs to be inserted in the scene
				// otherwise the shaders cannot be captured and the scale is off

				// Insert the child into the designated parent
				scene::addNodeToContainer(fragmentNode, parent);

				// Select the child
				Node_setSelected(fragmentNode, true);

				Brush* fragment = Node_getBrush(fragmentNode);
				assert(fragment != NULL);
				fragment->copy(brush);

				FacePtr newFace = fragment->addPlane(_p0, _p1, _p2, _mostUsedShader, _mostUsedProjection);

				if (newFace != NULL && _split != eFront)
				{
					newFace->flipWinding();
				}

				fragment->removeEmptyFaces();
				ASSERT_MESSAGE(!fragment->empty(), "brush left with no faces after split");
			}

			FacePtr newFace = brush.addPlane(_p0, _p1, _p2, _mostUsedShader, _mostUsedProjection);

			if (newFace != NULL && _split == eFront) {
				newFace->flipWinding();
			}

			brush.removeEmptyFaces();
			ASSERT_MESSAGE(!brush.empty(), "brush left with no faces after split");
		}
		// the plane does not intersect this brush
		else if (_split != eFrontAndBack && split.counts[ePlaneBack] != 0)
		{
			// the brush is "behind" the plane
			// Remove the node from the scene
			scene::removeNodeFromParent(node);
		}
	}
}
Пример #4
0
// greebo: TODO: Make this a member method of the Brush class
bool Brush_merge(Brush& brush, const BrushPtrVector& in, bool onlyshape) {
	// gather potential outer faces
	typedef std::vector<const Face*> Faces;
	Faces faces;

	for (BrushPtrVector::const_iterator i(in.begin()); i != in.end(); ++i) {
		(*i)->getBrush().evaluateBRep();

		for (Brush::const_iterator j((*i)->getBrush().begin()); j != (*i)->getBrush().end(); ++j) {
			if (!(*j)->contributes()) {
				continue;
			}

			const Face& face1 = *(*j);

			bool skip = false;

			// test faces of all input brushes
			//!\todo SPEEDUP: Flag already-skip faces and only test brushes from i+1 upwards.
			for (BrushPtrVector::const_iterator k(in.begin()); !skip && k != in.end(); ++k) {
				if (k != i) { // don't test a brush against itself
					for (Brush::const_iterator l((*k)->getBrush().begin()); !skip && l != (*k)->getBrush().end(); ++l) {
						const Face& face2 = *(*l);

						// face opposes another face
						if (face1.plane3() == -face2.plane3()) {
							// skip opposing planes
							skip  = true;
							break;
						}
					}
				}
			}

			// check faces already stored
			for (Faces::const_iterator m = faces.begin(); !skip && m != faces.end(); ++m) {
				const Face& face2 = *(*m);

				// face equals another face
				if (face1.plane3() == face2.plane3()) {
					// if the texture/shader references should be the same but are not
					if (!onlyshape && !shader_equal(
                            face1.getFaceShader().getMaterialName(),
                            face2.getFaceShader().getMaterialName()
                        ))
                    {
						return false;
					}

					// skip duplicate planes
					skip = true;
					break;
				}

				// face1 plane intersects face2 winding or vice versa
				if (Winding::planesConcave(face1.getWinding(), face2.getWinding(), face1.plane3(), face2.plane3())) {
					// result would not be convex
					return false;
				}
			}

			if (!skip) {
				faces.push_back(&face1);
			}
		}
	}

	for (Faces::const_iterator i = faces.begin(); i != faces.end(); ++i) {
		if (!brush.addFace(*(*i))) {
			// result would have too many sides
			return false;
		}
	}

	brush.removeEmptyFaces();
	return true;
}