Comments (2)
Sorry, if you're interested here's some code for the Boolean function. I'm making an effort to fix the many editing functions that disregard texture mapping.
BTW, there second block of code prevents (see update/note in next reply.) I think something that's missing is when a triangle is fully inset (like a stencil) inside a coplanar triangle. I suspected this wouldn't work because only two vertices are generated when cutting triangles, and this would need three. I think this kind of stenciling should be supported since it's very useful. Just another thought. (What happens is the inner triangle's normal/winding is reversed for some reason--some other part of the CSG logic I presume--but no cuts are made.)Model::booleanOperation
from processing the split off triangles since it uses the same list for this. I get the same pattern in my test scenario
Anyway, it's a wonder Kevin did all of this work but didn't bother to factor in texture mapping. He must've been quite a character going by a lot of the code and programmer's comments.
//2022: This is new fix up code for texture mapping.
//I couldn't find a way to make it work without the
//normal vector not being normalized, so the
//https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/barycentric-coordinates
float st3[2][3];
model->getTextureCoords(ut.tri,st3);
float st1[2],st2[2];
{
auto &v0 = *(Vector*)ut.coord[0];
auto &v1 = *(Vector*)ut.coord[1];
auto &v2 = *(Vector*)ut.coord[2];
Vector edge1 = v2-v1, edge2 = v0-v2;
//auto &N = *(Vector*)ut.norm;
double denorm = ut.denorm;
double N[3]; //Un-normalize N?
for(int i=3;i-->0;) N[i] = ut.norm[i]*denorm;
//Revert saved length to N.dot(N) and prefer
//reciprocal for optimal division down below.
denorm = 1/(denorm*denorm);
for(int i=2;i-->0;)
{
auto &P = *(Vector*)(i?nc2:nc1);
//NOTE: normalize3 could be skipped if N wasn't
//itself normalized... in which case u/v need to
//be divided by N.dot3(N).
double u = denorm*dot3(N,edge1.cross3(P-v1).getVector());
double v = denorm*dot3(N,edge2.cross3(P-v2).getVector());
double w = 1-u-v;
float *st = i?st2:st1; for(int j=2;j-->0;)
{
st[j] = (float)(u*st3[j][0]+v*st3[j][1]+w*st3[j][2]);
}
}
}
bool setUt = true;
int group = model->getTriangleGroup(ut.tri);
// now add the remaining triangles to the list
for(auto&ea:ntl)
if(model_bool_isValidTriangle(model,ea.v[0],ea.v[1],ea.v[2]))
{
int tri; if(setUt)
{
tri = ut.tri; setUt = false;
model->setTriangleVertices(tri,ea.v[0],ea.v[1],ea.v[2]);
model_bool_initUnionTriangle(model,ut,tri);
}
else
{
tri = model->addTriangle(ea.v[0],ea.v[1],ea.v[2]);
if(group>=0) model->addTriangleToGroup(group,tri);
model_bool_UnionTriangle nut;
model_bool_initUnionTriangle(model,nut,tri);
utl.push_back(nut);
}
float st[2][3]; for(int i=3;i-->0;) //2022
{
float &s = st[0][i], &t = st[1][i];
int cmp = ea.v[i];
if(cmp==v1){ s = st1[0], t = st1[1]; }
if(cmp==v2){ s = st2[0], t = st2[1]; }
if(cmp==v3[0]){ s = st3[0][0], t = st3[1][0]; }
if(cmp==v3[1]){ s = st3[0][1], t = st3[1][1]; }
if(cmp==v3[2]){ s = st3[0][2], t = st3[1][2]; }
}
model->setTextureCoords(tri,st);
}
if(setUt) log_error("No valid triangles in any splits\n");
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EDITED/UPDATE: Please disregard the (stupid) bit about the outer loop (I've removed that code and struck out that sentence from the previous comment/reply.) It's obvious that the split off triangles are still required to fully represent their source triangles. I'm sure the originals could be retained in a non-destructive way, but the splits themselves would still have to be applied in sequence. (As opposed to all at once.)
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