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blender-archive/source/blender/blenkernel/BKE_bvhutils.h

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/*
* 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,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 by NaN Holding BV.
* All rights reserved.
*/
#ifndef __BKE_BVHUTILS_H__
#define __BKE_BVHUTILS_H__
/** \file
* \ingroup bke
*/
#include "BLI_bitmap.h"
#include "BLI_kdopbvh.h"
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/**
* This header encapsulates necessary code to build a BVH
*/
struct BMEditMesh;
struct DerivedMesh;
struct MFace;
struct MVert;
struct Mesh;
typedef struct LinkNode BVHCache;
/**
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* Struct that stores basic information about a BVHTree built from a edit-mesh.
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*/
typedef struct BVHTreeFromEditMesh {
struct BVHTree *tree;
/* default callbacks to bvh nearest and raycast */
BVHTree_NearestPointCallback nearest_callback;
BVHTree_RayCastCallback raycast_callback;
struct BMEditMesh *em;
/* Private data */
bool cached;
} BVHTreeFromEditMesh;
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/**
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* Struct that stores basic information about a BVHTree built from a mesh.
*/
typedef struct BVHTreeFromMesh {
struct BVHTree *tree;
/* default callbacks to bvh nearest and raycast */
BVHTree_NearestPointCallback nearest_callback;
BVHTree_RayCastCallback raycast_callback;
/* Vertex array, so that callbacks have instante access to data */
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const struct MVert *vert;
const struct MEdge *edge; /* only used for BVHTreeFromMeshEdges */
const struct MFace *face;
const struct MLoop *loop;
const struct MLoopTri *looptri;
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.
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bool vert_allocated;
bool edge_allocated;
bool face_allocated;
bool loop_allocated;
bool looptri_allocated;
/* Private data */
bool cached;
} BVHTreeFromMesh;
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/**
* Builds a bvh tree where nodes are the relevant elements of the given mesh.
* Configures BVHTreeFromMesh.
*
* The tree is build in mesh space coordinates, this means special care must be made on queries
* so that the coordinates and rays are first translated on the mesh local coordinates.
* Reason for this is that bvh_from_mesh_* can use a cache in some cases and so it becomes possible to reuse a BVHTree.
*
* free_bvhtree_from_mesh should be called when the tree is no longer needed.
*/
BVHTree *bvhtree_from_editmesh_verts(
BVHTreeFromEditMesh *data, struct BMEditMesh *em,
float epsilon, int tree_type, int axis, BVHCache **bvh_cache);
BVHTree *bvhtree_from_editmesh_verts_ex(
BVHTreeFromEditMesh *data, struct BMEditMesh *em,
const BLI_bitmap *mask, int verts_num_active,
float epsilon, int tree_type, int axis);
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BVHTree *bvhtree_from_mesh_verts_ex(
struct BVHTreeFromMesh *data, const struct MVert *vert, const int numVerts,
const bool vert_allocated, const BLI_bitmap *mask, int verts_num_active,
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float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_editmesh_edges(
BVHTreeFromEditMesh *data, struct BMEditMesh *em,
float epsilon, int tree_type, int axis, BVHCache **bvh_cache);
BVHTree *bvhtree_from_editmesh_edges_ex(
BVHTreeFromEditMesh *data, struct BMEditMesh *em,
const BLI_bitmap *edges_mask, int edges_num_active,
float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_mesh_edges_ex(
struct BVHTreeFromMesh *data,
const struct MVert *vert, const bool vert_allocated,
const struct 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);
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BVHTree *bvhtree_from_mesh_faces_ex(
struct BVHTreeFromMesh *data,
const struct MVert *vert, const bool vert_allocated,
const struct MFace *face, const int numFaces, const bool face_allocated,
const BLI_bitmap *mask, int numFaces_active,
float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_editmesh_looptri(
BVHTreeFromEditMesh *data, struct BMEditMesh *em,
float epsilon, int tree_type, int axis, BVHCache **bvhCache);
BVHTree *bvhtree_from_editmesh_looptri_ex(
BVHTreeFromEditMesh *data, struct BMEditMesh *em,
const BLI_bitmap *mask, int looptri_num_active,
float epsilon, int tree_type, int axis, BVHCache **bvhCache);
BVHTree *bvhtree_from_mesh_looptri_ex(
struct BVHTreeFromMesh *data,
const struct MVert *vert, const bool vert_allocated,
const struct MLoop *mloop, const bool loop_allocated,
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const struct MLoopTri *looptri, const int looptri_num, const bool looptri_allocated,
const BLI_bitmap *mask, int looptri_num_active,
float epsilon, int tree_type, int axis);
BVHTree *BKE_bvhtree_from_mesh_get(
struct BVHTreeFromMesh *data, struct Mesh *mesh,
const int type, const int tree_type);
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/**
* Frees data allocated by a call to bvhtree_from_mesh_*.
*/
void free_bvhtree_from_editmesh(struct BVHTreeFromEditMesh *data);
void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data);
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/**
* Math functions used by callbacks
*/
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float bvhtree_ray_tri_intersection(
const BVHTreeRay *ray, const float m_dist,
const float v0[3], const float v1[3], const float v2[3]);
float bvhtree_sphereray_tri_intersection(
const BVHTreeRay *ray, float radius, const float m_dist,
const float v0[3], const float v1[3], const float v2[3]);
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/**
* BVHCache
*/
/* Using local coordinates */
enum {
BVHTREE_FROM_VERTS = 0,
BVHTREE_FROM_EDGES = 1,
BVHTREE_FROM_FACES = 2,
BVHTREE_FROM_LOOPTRI = 3,
BVHTREE_FROM_LOOSEVERTS = 4,
BVHTREE_FROM_LOOSEEDGES = 5,
BVHTREE_FROM_EM_VERTS = 6,
BVHTREE_FROM_EM_EDGES = 7,
BVHTREE_FROM_EM_LOOPTRI = 8,
};
bool bvhcache_find(const BVHCache *cache, int type, BVHTree **r_tree);
bool bvhcache_has_tree(const BVHCache *cache, const BVHTree *tree);
void bvhcache_insert(BVHCache **cache_p, BVHTree *tree, int type);
void bvhcache_free(BVHCache **cache_p);
#endif