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/*
* ***** BEGIN GPL 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.
*
* 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Andr Pinto.
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:40:57 +00:00
/** \file blender/blenkernel/intern/bvhutils.c
* \ingroup bke
*/
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <assert.h>
#include "DNA_meshdata_types.h"
#include "BLI_utildefines.h"
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#include "BLI_linklist.h"
#include "BLI_math.h"
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
#include "BLI_threads.h"
#include "BKE_DerivedMesh.h"
#include "BKE_editmesh.h"
#include "MEM_guardedalloc.h"
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
static ThreadRWMutex cache_rwlock = BLI_RWLOCK_INITIALIZER;
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/* -------------------------------------------------------------------- */
/** \name Local Callbacks
* \{ */
/* Math stuff for ray casting on mesh faces and for nearest surface */
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float bvhtree_ray_tri_intersection(
const BVHTreeRay *ray, const float UNUSED(m_dist),
const float v0[3], const float v1[3], const float v2[3])
{
float dist;
#ifdef USE_KDOPBVH_WATERTIGHT
if (isect_ray_tri_watertight_v3(ray->origin, ray->isect_precalc, v0, v1, v2, &dist, NULL))
#else
if (isect_ray_tri_epsilon_v3(ray->origin, ray->direction, v0, v1, v2, &dist, NULL, FLT_EPSILON))
#endif
{
return dist;
}
return FLT_MAX;
}
float bvhtree_sphereray_tri_intersection(
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const BVHTreeRay *ray, float radius, const float m_dist,
const float v0[3], const float v1[3], const float v2[3])
{
float idist;
float p1[3];
float hit_point[3];
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madd_v3_v3v3fl(p1, ray->origin, ray->direction, m_dist);
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if (isect_sweeping_sphere_tri_v3(ray->origin, p1, radius, v0, v1, v2, &idist, hit_point)) {
return idist * m_dist;
}
return FLT_MAX;
}
/*
* BVH from meshes callbacks
*/
/* Callback to bvh tree nearest point. The tree must have been built using bvhtree_from_mesh_faces.
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* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. */
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static void mesh_faces_nearest_point(void *userdata, int index, const float co[3], BVHTreeNearest *nearest)
{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *) userdata;
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const MVert *vert = data->vert;
const MFace *face = data->face + index;
const float *t0, *t1, *t2, *t3;
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t0 = vert[face->v1].co;
t1 = vert[face->v2].co;
t2 = vert[face->v3].co;
t3 = face->v4 ? vert[face->v4].co : NULL;
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do {
float nearest_tmp[3], dist_sq;
closest_on_tri_to_point_v3(nearest_tmp, co, t0, t1, t2);
dist_sq = len_squared_v3v3(co, nearest_tmp);
if (dist_sq < nearest->dist_sq) {
nearest->index = index;
nearest->dist_sq = dist_sq;
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copy_v3_v3(nearest->co, nearest_tmp);
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normal_tri_v3(nearest->no, t0, t1, t2);
}
t1 = t2;
t2 = t3;
t3 = NULL;
} while (t2);
}
/* copy of function above */
static void mesh_looptri_nearest_point(void *userdata, int index, const float co[3], BVHTreeNearest *nearest)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *) userdata;
const MVert *vert = data->vert;
const MLoopTri *lt = &data->looptri[index];
const float *vtri_co[3] = {
vert[data->loop[lt->tri[0]].v].co,
vert[data->loop[lt->tri[1]].v].co,
vert[data->loop[lt->tri[2]].v].co,
};
float nearest_tmp[3], dist_sq;
closest_on_tri_to_point_v3(nearest_tmp, co, UNPACK3(vtri_co));
dist_sq = len_squared_v3v3(co, nearest_tmp);
if (dist_sq < nearest->dist_sq) {
nearest->index = index;
nearest->dist_sq = dist_sq;
copy_v3_v3(nearest->co, nearest_tmp);
normal_tri_v3(nearest->no, UNPACK3(vtri_co));
}
}
/* copy of function above (warning, should de-duplicate with editmesh_bvh.c) */
static void editmesh_looptri_nearest_point(void *userdata, int index, const float co[3], BVHTreeNearest *nearest)
{
const BVHTreeFromEditMesh *data = userdata;
BMEditMesh *em = data->em;
const BMLoop **ltri = (const BMLoop **)em->looptris[index];
const float *t0, *t1, *t2;
t0 = ltri[0]->v->co;
t1 = ltri[1]->v->co;
t2 = ltri[2]->v->co;
{
float nearest_tmp[3], dist_sq;
closest_on_tri_to_point_v3(nearest_tmp, co, t0, t1, t2);
dist_sq = len_squared_v3v3(co, nearest_tmp);
if (dist_sq < nearest->dist_sq) {
nearest->index = index;
nearest->dist_sq = dist_sq;
copy_v3_v3(nearest->co, nearest_tmp);
normal_tri_v3(nearest->no, t0, t1, t2);
}
}
}
/* Callback to bvh tree raycast. The tree must have been built using bvhtree_from_mesh_faces.
2012-10-20 20:20:02 +00:00
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. */
static void mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *) userdata;
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const MVert *vert = data->vert;
const MFace *face = &data->face[index];
const float *t0, *t1, *t2, *t3;
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t0 = vert[face->v1].co;
t1 = vert[face->v2].co;
t2 = vert[face->v3].co;
t3 = face->v4 ? vert[face->v4].co : NULL;
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do {
float dist;
if (data->sphere_radius == 0.0f)
dist = bvhtree_ray_tri_intersection(ray, hit->dist, t0, t1, t2);
else
dist = bvhtree_sphereray_tri_intersection(ray, data->sphere_radius, hit->dist, t0, t1, t2);
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if (dist >= 0 && dist < hit->dist) {
hit->index = index;
hit->dist = dist;
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madd_v3_v3v3fl(hit->co, ray->origin, ray->direction, dist);
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normal_tri_v3(hit->no, t0, t1, t2);
}
t1 = t2;
t2 = t3;
t3 = NULL;
} while (t2);
}
/* copy of function above */
static void mesh_looptri_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *) userdata;
const MVert *vert = data->vert;
const MLoopTri *lt = &data->looptri[index];
const float *vtri_co[3] = {
vert[data->loop[lt->tri[0]].v].co,
vert[data->loop[lt->tri[1]].v].co,
vert[data->loop[lt->tri[2]].v].co,
};
float dist;
if (data->sphere_radius == 0.0f)
dist = bvhtree_ray_tri_intersection(ray, hit->dist, UNPACK3(vtri_co));
else
dist = bvhtree_sphereray_tri_intersection(ray, data->sphere_radius, hit->dist, UNPACK3(vtri_co));
if (dist >= 0 && dist < hit->dist) {
hit->index = index;
hit->dist = dist;
madd_v3_v3v3fl(hit->co, ray->origin, ray->direction, dist);
normal_tri_v3(hit->no, UNPACK3(vtri_co));
}
}
/* copy of function above (warning, should de-duplicate with editmesh_bvh.c) */
static void editmesh_looptri_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
const BVHTreeFromEditMesh *data = (BVHTreeFromEditMesh *)userdata;
BMEditMesh *em = data->em;
const BMLoop **ltri = (const BMLoop **)em->looptris[index];
const float *t0, *t1, *t2;
t0 = ltri[0]->v->co;
t1 = ltri[1]->v->co;
t2 = ltri[2]->v->co;
{
float dist;
if (data->sphere_radius == 0.0f)
dist = bvhtree_ray_tri_intersection(ray, hit->dist, t0, t1, t2);
else
dist = bvhtree_sphereray_tri_intersection(ray, data->sphere_radius, hit->dist, t0, t1, t2);
if (dist >= 0 && dist < hit->dist) {
hit->index = index;
hit->dist = dist;
madd_v3_v3v3fl(hit->co, ray->origin, ray->direction, dist);
normal_tri_v3(hit->no, t0, t1, t2);
}
}
}
/* Callback to bvh tree nearest point. The tree must have been built using bvhtree_from_mesh_edges.
2012-10-20 20:20:02 +00:00
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. */
2011-11-06 15:17:43 +00:00
static void mesh_edges_nearest_point(void *userdata, int index, const float co[3], BVHTreeNearest *nearest)
{
2012-05-06 17:22:54 +00:00
const BVHTreeFromMesh *data = (BVHTreeFromMesh *) userdata;
2015-07-22 17:39:33 +10:00
const MVert *vert = data->vert;
const MEdge *edge = data->edge + index;
float nearest_tmp[3], dist_sq;
const float *t0, *t1;
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t0 = vert[edge->v1].co;
t1 = vert[edge->v2].co;
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closest_to_line_segment_v3(nearest_tmp, co, t0, t1);
dist_sq = len_squared_v3v3(nearest_tmp, co);
if (dist_sq < nearest->dist_sq) {
nearest->index = index;
nearest->dist_sq = dist_sq;
2011-11-06 15:17:43 +00:00
copy_v3_v3(nearest->co, nearest_tmp);
sub_v3_v3v3(nearest->no, t0, t1);
normalize_v3(nearest->no);
}
}
/* Helper, does all the point-spherecast work actually. */
static void mesh_verts_spherecast_do(
int index, const float v[3], const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
float dist;
const float *r1;
float r2[3], i1[3];
r1 = ray->origin;
add_v3_v3v3(r2, r1, ray->direction);
closest_to_line_segment_v3(i1, v, r1, r2);
/* No hit if closest point is 'behind' the origin of the ray, or too far away from it. */
if ((dot_v3v3v3(r1, i1, r2) >= 0.0f) && ((dist = len_v3v3(r1, i1)) < hit->dist)) {
hit->index = index;
hit->dist = dist;
copy_v3_v3(hit->co, i1);
}
}
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
static void editmesh_verts_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
const BVHTreeFromEditMesh *data = userdata;
BMVert *eve = BM_vert_at_index(data->em->bm, index);
mesh_verts_spherecast_do(index, eve->co, ray, hit);
}
/* Callback to bvh tree raycast. The tree must have been built using bvhtree_from_mesh_verts.
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. */
static void mesh_verts_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
2015-07-22 17:39:33 +10:00
const float *v = data->vert[index].co;
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
mesh_verts_spherecast_do(index, v, ray, hit);
}
/* Callback to bvh tree raycast. The tree must have been built using bvhtree_from_mesh_edges.
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. */
static void mesh_edges_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
2015-07-22 17:39:33 +10:00
const MVert *vert = data->vert;
const MEdge *edge = &data->edge[index];
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
const float radius_sq = SQUARE(data->sphere_radius);
float dist;
const float *v1, *v2, *r1;
float r2[3], i1[3], i2[3];
v1 = vert[edge->v1].co;
v2 = vert[edge->v2].co;
/* In case we get a zero-length edge, handle it as a point! */
if (equals_v3v3(v1, v2)) {
mesh_verts_spherecast_do(index, v1, ray, hit);
return;
}
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
r1 = ray->origin;
add_v3_v3v3(r2, r1, ray->direction);
if (isect_line_line_v3(v1, v2, r1, r2, i1, i2)) {
/* No hit if intersection point is 'behind' the origin of the ray, or too far away from it. */
if ((dot_v3v3v3(r1, i2, r2) >= 0.0f) && ((dist = len_v3v3(r1, i2)) < hit->dist)) {
const float e_fac = line_point_factor_v3(i1, v1, v2);
if (e_fac < 0.0f) {
copy_v3_v3(i1, v1);
}
else if (e_fac > 1.0f) {
copy_v3_v3(i1, v2);
}
/* Ensure ray is really close enough from edge! */
if (len_squared_v3v3(i1, i2) <= radius_sq) {
hit->index = index;
hit->dist = dist;
copy_v3_v3(hit->co, i2);
}
}
}
}
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/** \} */
/*
* BVH builders
*/
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/* -------------------------------------------------------------------- */
/** \name Vertex Builder
* \{ */
static BVHTree *bvhtree_from_editmesh_verts_create_tree(
2015-07-22 20:35:33 +10:00
float epsilon, int tree_type, int axis,
BMEditMesh *em, const int verts_num,
const BLI_bitmap *verts_mask, int verts_num_active)
{
BM_mesh_elem_table_ensure(em->bm, BM_VERT);
if (verts_mask) {
2016-05-14 04:05:18 +10:00
BLI_assert(IN_RANGE_INCL(verts_num_active, 0, verts_num));
}
else {
verts_num_active = verts_num;
}
BVHTree *tree = BLI_bvhtree_new(verts_num_active, epsilon, tree_type, axis);
if (tree) {
for (int i = 0; i < verts_num; i++) {
if (verts_mask && !BLI_BITMAP_TEST_BOOL(verts_mask, i)) {
continue;
}
BMVert *eve = BM_vert_at_index(em->bm, i);
BLI_bvhtree_insert(tree, i, eve->co, 1);
}
BLI_assert(BLI_bvhtree_get_len(tree) == verts_num_active);
BLI_bvhtree_balance(tree);
}
return tree;
}
static BVHTree *bvhtree_from_mesh_verts_create_tree(
float epsilon, int tree_type, int axis,
const MVert *vert, const int verts_num,
const BLI_bitmap *verts_mask, int verts_num_active)
{
BLI_assert(vert != NULL);
if (verts_mask) {
BLI_assert(IN_RANGE_INCL(verts_num_active, 0, verts_num));
}
else {
verts_num_active = verts_num;
}
BVHTree *tree = BLI_bvhtree_new(verts_num_active, epsilon, tree_type, axis);
if (tree) {
for (int i = 0; i < verts_num; i++) {
if (verts_mask && !BLI_BITMAP_TEST_BOOL(verts_mask, i)) {
continue;
}
BLI_bvhtree_insert(tree, i, vert[i].co, 1);
}
BLI_assert(BLI_bvhtree_get_len(tree) == verts_num_active);
BLI_bvhtree_balance(tree);
}
return tree;
}
2015-07-22 20:35:33 +10:00
static void bvhtree_from_mesh_verts_setup_data(
BVHTreeFromMesh *data, BVHTree *tree, const bool is_cached, float epsilon,
const MVert *vert, const bool vert_allocated)
{
memset(data, 0, sizeof(*data));
data->tree = tree;
data->cached = is_cached;
/* a NULL nearest callback works fine
* remember the min distance to point is the same as the min distance to BV of point */
data->nearest_callback = NULL;
data->raycast_callback = mesh_verts_spherecast;
data->vert = vert;
data->vert_allocated = vert_allocated;
//data->face = DM_get_tessface_array(dm, &data->face_allocated); /* XXX WHY???? */
data->sphere_radius = epsilon;
}
/* Builds a bvh tree where nodes are the vertices of the given em */
BVHTree *bvhtree_from_editmesh_verts_ex(
BVHTreeFromEditMesh *data, BMEditMesh *em,
const BLI_bitmap *verts_mask, int verts_num_active,
float epsilon, int tree_type, int axis)
{
BVHTree *tree = bvhtree_from_editmesh_verts_create_tree(
epsilon, tree_type, axis,
em, em->bm->totvert, verts_mask, verts_num_active);
if (tree) {
memset(data, 0, sizeof(*data));
data->tree = tree;
data->em = em;
data->nearest_callback = NULL;
data->raycast_callback = editmesh_verts_spherecast;
}
return tree;
}
BVHTree *bvhtree_from_editmesh_verts(
BVHTreeFromEditMesh *data, BMEditMesh *em,
float epsilon, int tree_type, int axis)
{
return bvhtree_from_editmesh_verts_ex(
data, em,
NULL, -1,
epsilon, tree_type, axis);
}
/* Builds a bvh tree where nodes are the vertices of the given dm
* and stores the BVHTree in dm->bvhCache */
static BVHTree *bvhtree_from_mesh_verts(
BVHTreeFromMesh *data, DerivedMesh *dm,
float epsilon, int tree_type, int axis)
{
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BVHTree *tree;
MVert *vert;
bool vert_allocated;
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_READ);
tree = bvhcache_find(dm->bvhCache, BVHTREE_FROM_VERTS);
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BLI_rw_mutex_unlock(&cache_rwlock);
vert = DM_get_vert_array(dm, &vert_allocated);
2012-10-20 20:20:02 +00:00
/* Not in cache */
2012-03-07 04:53:43 +00:00
if (tree == NULL) {
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_WRITE);
tree = bvhcache_find(dm->bvhCache, BVHTREE_FROM_VERTS);
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
if (tree == NULL) {
int vert_num = dm->getNumVerts(dm);
BLI_assert(vert_num != 0);
tree = bvhtree_from_mesh_verts_create_tree(
epsilon, tree_type, axis,
vert, vert_num, NULL, -1);
if (tree) {
/* Save on cache for later use */
/* printf("BVHTree built and saved on cache\n"); */
bvhcache_insert(&dm->bvhCache, tree, BVHTREE_FROM_VERTS);
}
}
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BLI_rw_mutex_unlock(&cache_rwlock);
}
2012-03-07 04:53:43 +00:00
else {
/* printf("BVHTree is already build, using cached tree\n"); */
}
if (tree) {
/* Setup BVHTreeFromMesh */
bvhtree_from_mesh_verts_setup_data(
data, tree, true, epsilon, vert, vert_allocated);
}
else {
if (vert_allocated) {
MEM_freeN(vert);
}
memset(data, 0, sizeof(*data));
}
return tree;
}
/**
* Builds a bvh tree where nodes are the given vertices (note: does not copy given mverts!).
* \param vert_allocated if true, vert freeing will be done when freeing data.
2016-06-27 13:20:56 +10:00
* \param verts_mask if not null, true elements give which vert to add to BVH tree.
* \param verts_num_active if >= 0, number of active verts to add to BVH tree (else will be computed from mask).
*/
2015-07-22 20:35:33 +10:00
BVHTree *bvhtree_from_mesh_verts_ex(
BVHTreeFromMesh *data, const MVert *vert, const int verts_num, const bool vert_allocated,
const BLI_bitmap *verts_mask, int verts_num_active,
2015-07-22 20:35:33 +10:00
float epsilon, int tree_type, int axis)
{
BVHTree *tree = bvhtree_from_mesh_verts_create_tree(
epsilon, tree_type, axis, vert, verts_num, verts_mask, verts_num_active);
/* Setup BVHTreeFromMesh */
bvhtree_from_mesh_verts_setup_data(
data, tree, false, epsilon, vert, vert_allocated);
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
return tree;
}
2015-07-22 20:35:33 +10:00
/** \} */
/* -------------------------------------------------------------------- */
/** \name Edge Builder
* \{ */
static BVHTree *bvhtree_from_editmesh_edges_create_tree(
float epsilon, int tree_type, int axis,
BMEditMesh *em, const int edges_num,
const BLI_bitmap *edges_mask, int edges_num_active)
{
BM_mesh_elem_table_ensure(em->bm, BM_EDGE);
if (edges_mask) {
BLI_assert(IN_RANGE_INCL(edges_num_active, 0, edges_num));
}
else {
edges_num_active = edges_num;
}
BVHTree *tree = BLI_bvhtree_new(edges_num_active, epsilon, tree_type, axis);
if (tree) {
int i;
BMIter iter;
BMEdge *eed;
BM_ITER_MESH_INDEX (eed, &iter, em->bm, BM_EDGES_OF_MESH, i) {
if (edges_mask && !BLI_BITMAP_TEST_BOOL(edges_mask, i)) {
continue;
}
float co[2][3];
copy_v3_v3(co[0], eed->v1->co);
copy_v3_v3(co[1], eed->v2->co);
BLI_bvhtree_insert(tree, i, co[0], 2);
}
BLI_assert(BLI_bvhtree_get_len(tree) == edges_num_active);
BLI_bvhtree_balance(tree);
}
return tree;
}
static BVHTree *bvhtree_from_mesh_edges_create_tree(
const MVert *vert, const MEdge *edge, const int edge_num,
const BLI_bitmap *edges_mask, int edges_num_active,
float epsilon, int tree_type, int axis)
{
if (edges_mask) {
BLI_assert(IN_RANGE_INCL(edges_num_active, 0, edge_num));
}
else {
edges_num_active = edge_num;
}
BLI_assert(vert != NULL);
BLI_assert(edge != NULL);
/* Create a bvh-tree of the given target */
BVHTree *tree = BLI_bvhtree_new(edges_num_active, epsilon, tree_type, axis);
if (tree) {
for (int i = 0; i < edge_num; i++) {
if (edges_mask && !BLI_BITMAP_TEST_BOOL(edges_mask, i)) {
continue;
}
float co[2][3];
copy_v3_v3(co[0], vert[edge[i].v1].co);
copy_v3_v3(co[1], vert[edge[i].v2].co);
BLI_bvhtree_insert(tree, i, co[0], 2);
}
BLI_bvhtree_balance(tree);
}
return tree;
}
static void bvhtree_from_mesh_edges_setup_data(
BVHTreeFromMesh *data, BVHTree *tree,
const bool is_cached, float epsilon,
const MVert *vert, const bool vert_allocated,
const MEdge *edge, const bool edge_allocated)
{
memset(data, 0, sizeof(*data));
data->tree = tree;
data->cached = is_cached;
data->nearest_callback = mesh_edges_nearest_point;
data->raycast_callback = mesh_edges_spherecast;
data->vert = vert;
data->vert_allocated = vert_allocated;
data->edge = edge;
data->edge_allocated = edge_allocated;
data->sphere_radius = epsilon;
}
/* Builds a bvh tree where nodes are the edges of the given em */
BVHTree *bvhtree_from_editmesh_edges_ex(
BVHTreeFromEditMesh *data, BMEditMesh *em,
const BLI_bitmap *edges_mask, int edges_num_active,
float epsilon, int tree_type, int axis)
{
int edge_num = em->bm->totedge;
BVHTree *tree = bvhtree_from_editmesh_edges_create_tree(
epsilon, tree_type, axis,
em, edge_num, edges_mask, edges_num_active);
if (tree) {
memset(data, 0, sizeof(*data));
data->tree = tree;
data->em = em;
data->nearest_callback = NULL; /* TODO */
data->raycast_callback = NULL; /* TODO */
}
return tree;
}
BVHTree *bvhtree_from_editmesh_edges(
BVHTreeFromEditMesh *data, BMEditMesh *em,
float epsilon, int tree_type, int axis)
{
return bvhtree_from_editmesh_edges_ex(
data, em,
NULL, -1,
epsilon, tree_type, axis);
}
/* Builds a bvh tree where nodes are the edges of the given dm */
static BVHTree *bvhtree_from_mesh_edges(
BVHTreeFromMesh *data, DerivedMesh *dm,
float epsilon, int tree_type, int axis)
{
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BVHTree *tree;
MVert *vert;
MEdge *edge;
bool vert_allocated, edge_allocated;
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_READ);
tree = bvhcache_find(dm->bvhCache, BVHTREE_FROM_EDGES);
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BLI_rw_mutex_unlock(&cache_rwlock);
vert = DM_get_vert_array(dm, &vert_allocated);
edge = DM_get_edge_array(dm, &edge_allocated);
2012-10-20 20:20:02 +00:00
/* Not in cache */
if (tree == NULL) {
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_WRITE);
tree = bvhcache_find(dm->bvhCache, BVHTREE_FROM_EDGES);
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
if (tree == NULL) {
tree = bvhtree_from_mesh_edges_create_tree(
vert, edge, dm->getNumEdges(dm),
NULL, -1, epsilon, tree_type, axis);
/* Save on cache for later use */
/* printf("BVHTree built and saved on cache\n"); */
bvhcache_insert(&dm->bvhCache, tree, BVHTREE_FROM_EDGES);
}
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
BLI_rw_mutex_unlock(&cache_rwlock);
}
else {
/* printf("BVHTree is already build, using cached tree\n"); */
}
if (tree) {
/* Setup BVHTreeFromMesh */
bvhtree_from_mesh_edges_setup_data(
data, tree, true, epsilon, vert, vert_allocated, edge, edge_allocated);
}
else {
if (vert_allocated) {
MEM_freeN(vert);
}
if (edge_allocated) {
MEM_freeN(edge);
}
memset(data, 0, sizeof(*data));
}
return tree;
}
/**
* Builds a bvh tree where nodes are the given edges .
* \param vert/edge_allocated if true, elem freeing will be done when freeing data.
* \param edges_mask if not null, true elements give which vert to add to BVH tree.
* \param edges_num_active if >= 0, number of active edges to add to BVH tree (else will be computed from mask).
*/
BVHTree *bvhtree_from_mesh_edges_ex(
BVHTreeFromMesh *data,
const MVert *vert, const bool vert_allocated,
const MEdge *edge, const int edges_num, const bool edge_allocated,
const BLI_bitmap *edges_mask, int edges_num_active,
float epsilon, int tree_type, int axis)
{
BVHTree *tree = bvhtree_from_mesh_edges_create_tree(
vert, edge, edges_num, edges_mask, edges_num_active,
epsilon, tree_type, axis);
/* Setup BVHTreeFromMesh */
bvhtree_from_mesh_edges_setup_data(
data, tree, false, epsilon, vert, vert_allocated, edge, edge_allocated);
return tree;
}
2015-07-22 20:35:33 +10:00
/** \} */
2015-07-22 20:35:33 +10:00
/* -------------------------------------------------------------------- */
/** \name Tessellated Face Builder
* \{ */
static BVHTree *bvhtree_from_mesh_faces_create_tree(
float epsilon, int tree_type, int axis,
const MVert *vert, const MFace *face, const int faces_num,
const BLI_bitmap *faces_mask, int faces_num_active)
{
BVHTree *tree = NULL;
int i;
if (faces_num) {
if (faces_mask) {
2016-05-14 04:05:18 +10:00
BLI_assert(IN_RANGE_INCL(faces_num_active, 0, faces_num));
}
else {
faces_num_active = faces_num;
}
/* Create a bvh-tree of the given target */
/* printf("%s: building BVH, total=%d\n", __func__, numFaces); */
tree = BLI_bvhtree_new(faces_num_active, epsilon, tree_type, axis);
if (tree) {
if (vert && face) {
for (i = 0; i < faces_num; i++) {
float co[4][3];
if (faces_mask && !BLI_BITMAP_TEST_BOOL(faces_mask, i)) {
continue;
}
copy_v3_v3(co[0], vert[face[i].v1].co);
copy_v3_v3(co[1], vert[face[i].v2].co);
copy_v3_v3(co[2], vert[face[i].v3].co);
if (face[i].v4)
copy_v3_v3(co[3], vert[face[i].v4].co);
BLI_bvhtree_insert(tree, i, co[0], face[i].v4 ? 4 : 3);
}
}
BLI_assert(BLI_bvhtree_get_len(tree) == faces_num_active);
BLI_bvhtree_balance(tree);
}
}
return tree;
}
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static void bvhtree_from_mesh_faces_setup_data(
BVHTreeFromMesh *data, BVHTree *tree, const bool is_cached, float epsilon,
const MVert *vert, const bool vert_allocated,
const MFace *face, const bool face_allocated)
{
memset(data, 0, sizeof(*data));
data->tree = tree;
data->cached = is_cached;
data->nearest_callback = mesh_faces_nearest_point;
data->raycast_callback = mesh_faces_spherecast;
data->vert = vert;
data->vert_allocated = vert_allocated;
data->face = face;
data->face_allocated = face_allocated;
data->sphere_radius = epsilon;
}
/* Builds a bvh tree where nodes are the tesselated faces of the given dm */
static BVHTree *bvhtree_from_mesh_faces(
BVHTreeFromMesh *data, DerivedMesh *dm,
float epsilon, int tree_type, int axis)
{
BVHTree *tree;
MVert *vert = NULL;
MFace *face = NULL;
bool vert_allocated = false, face_allocated = false;
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_READ);
tree = bvhcache_find(dm->bvhCache, BVHTREE_FROM_FACES);
BLI_rw_mutex_unlock(&cache_rwlock);
vert = DM_get_vert_array(dm, &vert_allocated);
face = DM_get_tessface_array(dm, &face_allocated);
/* Not in cache */
if (tree == NULL) {
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_WRITE);
tree = bvhcache_find(dm->bvhCache, BVHTREE_FROM_FACES);
if (tree == NULL) {
int numFaces = dm->getNumTessFaces(dm);
BLI_assert(!(numFaces == 0 && dm->getNumPolys(dm) != 0));
tree = bvhtree_from_mesh_faces_create_tree(
epsilon, tree_type, axis,
vert, face, numFaces, NULL, -1);
if (tree) {
/* Save on cache for later use */
/* printf("BVHTree built and saved on cache\n"); */
bvhcache_insert(&dm->bvhCache, tree, BVHTREE_FROM_FACES);
}
}
BLI_rw_mutex_unlock(&cache_rwlock);
}
else {
/* printf("BVHTree is already build, using cached tree\n"); */
}
if (tree) {
/* Setup BVHTreeFromMesh */
bvhtree_from_mesh_faces_setup_data(
data, tree, true, epsilon, vert, vert_allocated, face, face_allocated);
}
else {
if (vert_allocated) {
MEM_freeN(vert);
}
if (face_allocated) {
MEM_freeN(face);
}
memset(data, 0, sizeof(*data));
}
return tree;
}
/**
* Builds a bvh tree where nodes are the given tessellated faces (note: does not copy given mfaces!).
* \param vert_allocated: if true, vert freeing will be done when freeing data.
* \param face_allocated: if true, face freeing will be done when freeing data.
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* \param faces_mask: if not null, true elements give which faces to add to BVH tree.
* \param faces_num_active: if >= 0, number of active faces to add to BVH tree (else will be computed from mask).
*/
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BVHTree *bvhtree_from_mesh_faces_ex(
BVHTreeFromMesh *data, const MVert *vert, const bool vert_allocated,
const MFace *face, const int numFaces, const bool face_allocated,
const BLI_bitmap *faces_mask, int faces_num_active,
float epsilon, int tree_type, int axis)
{
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BVHTree *tree = bvhtree_from_mesh_faces_create_tree(
epsilon, tree_type, axis,
vert, face, numFaces,
faces_mask, faces_num_active);
/* Setup BVHTreeFromMesh */
bvhtree_from_mesh_faces_setup_data(
data, tree, false, epsilon, vert, vert_allocated, face, face_allocated);
return tree;
}
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/** \} */
/* -------------------------------------------------------------------- */
/** \name LoopTri Face Builder
* \{ */
static BVHTree *bvhtree_from_editmesh_looptri_create_tree(
float epsilon, int tree_type, int axis,
BMEditMesh *em, const int looptri_num,
const BLI_bitmap *looptri_mask, int looptri_num_active)
{
BVHTree *tree = NULL;
int i;
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if (looptri_num) {
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if (looptri_mask) {
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BLI_assert(IN_RANGE_INCL(looptri_num_active, 0, looptri_num));
}
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else {
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looptri_num_active = looptri_num;
}
/* Create a bvh-tree of the given target */
/* printf("%s: building BVH, total=%d\n", __func__, numFaces); */
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tree = BLI_bvhtree_new(looptri_num_active, epsilon, tree_type, axis);
if (tree) {
if (em) {
const struct BMLoop *(*looptris)[3] = (void *)em->looptris;
/* Insert BMesh-tessellation triangles into the bvh tree, unless they are hidden
* and/or selected. Even if the faces themselves are not selected for the snapped
* transform, having a vertex selected means the face (and thus it's tessellated
* triangles) will be moving and will not be a good snap targets. */
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for (i = 0; i < looptri_num; i++) {
const BMLoop **ltri = looptris[i];
bool insert = looptri_mask ? BLI_BITMAP_TEST_BOOL(looptri_mask, i) : true;
if (insert) {
/* No reason found to block hit-testing the triangle for snap, so insert it now.*/
float co[3][3];
copy_v3_v3(co[0], ltri[0]->v->co);
copy_v3_v3(co[1], ltri[1]->v->co);
copy_v3_v3(co[2], ltri[2]->v->co);
BLI_bvhtree_insert(tree, i, co[0], 3);
}
}
}
BLI_assert(BLI_bvhtree_get_len(tree) == looptri_num_active);
BLI_bvhtree_balance(tree);
}
}
return tree;
}
static BVHTree *bvhtree_from_mesh_looptri_create_tree(
float epsilon, int tree_type, int axis,
const MVert *vert, const MLoop *mloop, const MLoopTri *looptri, const int looptri_num,
const BLI_bitmap *looptri_mask, int looptri_num_active)
{
BVHTree *tree = NULL;
int i;
if (looptri_num) {
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if (looptri_mask) {
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BLI_assert(IN_RANGE_INCL(looptri_num_active, 0, looptri_num));
}
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else {
looptri_num_active = looptri_num;
}
/* Create a bvh-tree of the given target */
/* printf("%s: building BVH, total=%d\n", __func__, numFaces); */
tree = BLI_bvhtree_new(looptri_num_active, epsilon, tree_type, axis);
if (tree) {
if (vert && looptri) {
for (i = 0; i < looptri_num; i++) {
float co[3][3];
if (looptri_mask && !BLI_BITMAP_TEST_BOOL(looptri_mask, i)) {
continue;
}
copy_v3_v3(co[0], vert[mloop[looptri[i].tri[0]].v].co);
copy_v3_v3(co[1], vert[mloop[looptri[i].tri[1]].v].co);
copy_v3_v3(co[2], vert[mloop[looptri[i].tri[2]].v].co);
BLI_bvhtree_insert(tree, i, co[0], 3);
}
}
BLI_assert(BLI_bvhtree_get_len(tree) == looptri_num_active);
BLI_bvhtree_balance(tree);
}
}
return tree;
}
static void bvhtree_from_mesh_looptri_setup_data(
BVHTreeFromMesh *data, BVHTree *tree, const bool is_cached, float epsilon,
const MVert *vert, const bool vert_allocated,
const MLoop *mloop, const bool loop_allocated,
const MLoopTri *looptri, const bool looptri_allocated)
{
memset(data, 0, sizeof(*data));
data->tree = tree;
data->cached = is_cached;
data->nearest_callback = mesh_looptri_nearest_point;
data->raycast_callback = mesh_looptri_spherecast;
data->vert = vert;
data->vert_allocated = vert_allocated;
data->loop = mloop;
data->loop_allocated = loop_allocated;
data->looptri = looptri;
data->looptri_allocated = looptri_allocated;
data->sphere_radius = epsilon;
}
/**
* Builds a bvh tree where nodes are the looptri faces of the given bm
*/
BVHTree *bvhtree_from_editmesh_looptri_ex(
BVHTreeFromEditMesh *data, BMEditMesh *em,
const BLI_bitmap *looptri_mask, int looptri_num_active,
float epsilon, int tree_type, int axis, BVHCache **bvhCache)
{
/* BMESH specific check that we have tessfaces,
* we _could_ tessellate here but rather not - campbell */
BVHTree *tree;
if (bvhCache) {
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_READ);
tree = bvhcache_find(*bvhCache, BVHTREE_FROM_EM_LOOPTRI);
BLI_rw_mutex_unlock(&cache_rwlock);
if (tree == NULL) {
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_WRITE);
tree = bvhcache_find(*bvhCache, BVHTREE_FROM_EM_LOOPTRI);
if (tree == NULL) {
tree = bvhtree_from_editmesh_looptri_create_tree(
epsilon, tree_type, axis,
em, em->tottri, looptri_mask, looptri_num_active);
if (tree) {
/* Save on cache for later use */
/* printf("BVHTree built and saved on cache\n"); */
bvhcache_insert(bvhCache, tree, BVHTREE_FROM_EM_LOOPTRI);
}
}
BLI_rw_mutex_unlock(&cache_rwlock);
}
}
else {
tree = bvhtree_from_editmesh_looptri_create_tree(
epsilon, tree_type, axis,
em, em->tottri, looptri_mask, looptri_num_active);
}
if (tree) {
data->tree = tree;
data->nearest_callback = editmesh_looptri_nearest_point;
data->raycast_callback = editmesh_looptri_spherecast;
data->sphere_radius = 0.0f;
data->em = em;
data->cached = bvhCache != NULL;
}
return tree;
}
BVHTree *bvhtree_from_editmesh_looptri(
BVHTreeFromEditMesh *data, BMEditMesh *em,
float epsilon, int tree_type, int axis, BVHCache **bvhCache)
{
return bvhtree_from_editmesh_looptri_ex(
data, em, NULL, -1,
epsilon, tree_type, axis, bvhCache);
}
/**
* Builds a bvh tree where nodes are the looptri faces of the given dm
*
* \note for editmesh this is currently a duplicate of bvhtree_from_mesh_faces
*/
static BVHTree *bvhtree_from_mesh_looptri(
BVHTreeFromMesh *data, DerivedMesh *dm,
float epsilon, int tree_type, int axis)
{
BVHTree *tree;
MVert *mvert = NULL;
MLoop *mloop = NULL;
const MLoopTri *looptri = NULL;
bool vert_allocated = false;
bool loop_allocated = false;
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_READ);
tree = bvhcache_find(dm->bvhCache, BVHTREE_FROM_LOOPTRI);
BLI_rw_mutex_unlock(&cache_rwlock);
MPoly *mpoly;
bool poly_allocated = false;
mvert = DM_get_vert_array(dm, &vert_allocated);
mpoly = DM_get_poly_array(dm, &poly_allocated);
mloop = DM_get_loop_array(dm, &loop_allocated);
looptri = dm->getLoopTriArray(dm);
if (poly_allocated) {
MEM_freeN(mpoly);
}
/* Not in cache */
if (tree == NULL) {
BLI_rw_mutex_lock(&cache_rwlock, THREAD_LOCK_WRITE);
tree = bvhcache_find(dm->bvhCache, BVHTREE_FROM_LOOPTRI);
if (tree == NULL) {
int looptri_num = dm->getNumLoopTri(dm);
/* this assert checks we have looptris,
* if not caller should use DM_ensure_looptri() */
BLI_assert(!(looptri_num == 0 && dm->getNumPolys(dm) != 0));
tree = bvhtree_from_mesh_looptri_create_tree(
epsilon, tree_type, axis,
mvert, mloop, looptri, looptri_num, NULL, -1);
if (tree) {
/* Save on cache for later use */
/* printf("BVHTree built and saved on cache\n"); */
bvhcache_insert(&dm->bvhCache, tree, BVHTREE_FROM_LOOPTRI);
}
}
BLI_rw_mutex_unlock(&cache_rwlock);
}
else {
/* printf("BVHTree is already build, using cached tree\n"); */
}
if (tree) {
/* Setup BVHTreeFromMesh */
bvhtree_from_mesh_looptri_setup_data(
data, tree, true, epsilon,
mvert, vert_allocated,
mloop, loop_allocated,
looptri, false);
}
else {
if (vert_allocated) {
MEM_freeN(mvert);
}
if (loop_allocated) {
MEM_freeN(mloop);
}
memset(data, 0, sizeof(*data));
}
return tree;
}
BVHTree *bvhtree_from_mesh_looptri_ex(
BVHTreeFromMesh *data,
const struct MVert *vert, const bool vert_allocated,
const struct MLoop *mloop, const bool loop_allocated,
const struct MLoopTri *looptri, const int looptri_num, const bool looptri_allocated,
const BLI_bitmap *looptri_mask, int looptri_num_active,
float epsilon, int tree_type, int axis)
{
BVHTree *tree = bvhtree_from_mesh_looptri_create_tree(
epsilon, tree_type, axis,
vert, mloop, looptri, looptri_num,
looptri_mask, looptri_num_active);
/* Setup BVHTreeFromMesh */
bvhtree_from_mesh_looptri_setup_data(
data, tree, false, epsilon,
vert, vert_allocated,
mloop, loop_allocated,
looptri, looptri_allocated);
return tree;
}
/**
* Builds or queries a bvhcache for the cache bvhtree of the request type.
*/
BVHTree *bvhtree_from_mesh_get(
struct BVHTreeFromMesh *data, struct DerivedMesh *mesh,
const int type, const int tree_type)
{
BVHTree *tree = NULL;
switch (type) {
case BVHTREE_FROM_VERTS:
tree = bvhtree_from_mesh_verts(data, mesh, 0.0f, tree_type, 6);
break;
case BVHTREE_FROM_EDGES:
tree = bvhtree_from_mesh_edges(data, mesh, 0.0f, tree_type, 6);
break;
case BVHTREE_FROM_FACES:
tree = bvhtree_from_mesh_faces(data, mesh, 0.0f, tree_type, 6);
break;
case BVHTREE_FROM_LOOPTRI:
tree = bvhtree_from_mesh_looptri(data, mesh, 0.0f, tree_type, 6);
break;
}
#ifdef DEBUG
if (BLI_bvhtree_get_tree_type(tree) != tree_type) {
printf("tree_type %d obtained instead of %d\n", BLI_bvhtree_get_tree_type(tree), tree_type);
}
#endif
return tree;
}
/** \} */
/* Frees data allocated by a call to bvhtree_from_editmesh_*. */
void free_bvhtree_from_editmesh(struct BVHTreeFromEditMesh *data)
{
if (data->tree) {
if (!data->cached) {
BLI_bvhtree_free(data->tree);
}
memset(data, 0, sizeof(*data));
}
}
2012-10-20 20:20:02 +00:00
/* Frees data allocated by a call to bvhtree_from_mesh_*. */
void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data)
{
if (data->tree && !data->cached) {
BLI_bvhtree_free(data->tree);
}
Make bvhutil safe for multi-threaded usage There were couple of reasons why it wasn't safe for usage from multiple threads. First of all, it was trying to cache BVH in derived mesh, which wasn't safe because multiple threads might have requested BVH tree and simultaneous reading and writing to the cache became a big headache. Solved this with RW lock so now access to BVH cache is safe. Another issue is causes by the fact that it's not guaranteed DM to have vert/edge/face arrays pre-allocated and when one was calling functions like getVertDataArray() array could have been allocated and marked as temporary. This is REALLY bad, because NO ONE is ever allowed to modify data which doesn't belong to him. This lead to situations when multiple threads were using BVH tree and they run into race condition with this temporary allocated arrays. Now bvhtree owns allocated arrays and keeps track of them, so no race condition happens with temporary data stored in the derived mesh. This solved threading issues and likely wouldn't introduce noticeable slowdown. Even when DM was keeping track of this arrays, they were re-allocated on every BVH creation anyway, because those arrays were temporary and were freed with dm->release() call. We might re-consider this a bit and make it so BVH trees are allocated when DM itself is being allocated based on the DAG layout, but that i'd consider an optimization and not something we need to do 1st priority. Fixes crash happening with 05_4g_track.blend from Mango after the threaded object update landed to master.
2014-01-10 17:21:39 +06:00
if (data->vert_allocated) {
MEM_freeN((void *)data->vert);
}
if (data->edge_allocated) {
MEM_freeN((void *)data->edge);
}
if (data->face_allocated) {
MEM_freeN((void *)data->face);
}
if (data->loop_allocated) {
MEM_freeN((void *)data->loop);
}
if (data->looptri_allocated) {
MEM_freeN((void *)data->looptri);
}
memset(data, 0, sizeof(*data));
}
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/* -------------------------------------------------------------------- */
/** \name BVHCache
* \{ */
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typedef struct BVHCacheItem {
int type;
BVHTree *tree;
} BVHCacheItem;
/**
* Queries a bvhcache for the cache bvhtree of the request type
*/
BVHTree *bvhcache_find(BVHCache *cache, int type)
{
while (cache) {
const BVHCacheItem *item = cache->link;
if (item->type == type) {
return item->tree;
}
cache = cache->next;
}
return NULL;
}
bool bvhcache_has_tree(const BVHCache *cache, const BVHTree *tree)
{
while (cache) {
const BVHCacheItem *item = cache->link;
if (item->tree == tree) {
return true;
}
cache = cache->next;
}
return false;
}
/**
* Inserts a BVHTree of the given type under the cache
* After that the caller no longer needs to worry when to free the BVHTree
* as that will be done when the cache is freed.
*
* A call to this assumes that there was no previous cached tree of the given type
*/
void bvhcache_insert(BVHCache **cache_p, BVHTree *tree, int type)
{
BVHCacheItem *item = NULL;
2012-04-29 15:47:02 +00:00
assert(tree != NULL);
assert(bvhcache_find(*cache_p, type) == NULL);
item = MEM_mallocN(sizeof(BVHCacheItem), "BVHCacheItem");
2012-04-29 15:47:02 +00:00
assert(item != NULL);
item->type = type;
item->tree = tree;
BLI_linklist_prepend(cache_p, item);
}
/**
* inits and frees a bvhcache
*/
void bvhcache_init(BVHCache **cache_p)
{
*cache_p = NULL;
}
static void bvhcacheitem_free(void *_item)
{
BVHCacheItem *item = (BVHCacheItem *)_item;
BLI_bvhtree_free(item->tree);
MEM_freeN(item);
}
void bvhcache_free(BVHCache **cache_p)
{
BLI_linklist_free(*cache_p, (LinkNodeFreeFP)bvhcacheitem_free);
*cache_p = NULL;
}
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/** \} */