New function for BLI_kdopbvh: BLI_bvhtree_find_nearest_projected.

This patch does not make any difference for a user's POV. But it is a step for adding the occlusion test for snapping functions.
This new function finds the node(aabb) whose projection is closest to a screen coordinate.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3180
This commit is contained in:
2018-05-14 16:00:13 -03:00
parent 70a60061e5
commit 8cbf402eb6
4 changed files with 307 additions and 73 deletions

View File

@@ -619,6 +619,38 @@ float dist_squared_ray_to_seg_v3(
return len_squared_v3(t) - SQUARE(*r_depth);
}
/* Returns the coordinates of the nearest vertex and
* the farthest vertex from a plane (or normal). */
void aabb_get_near_far_from_plane(
const float plane_no[3], const float bbmin[3], const float bbmax[3],
float bb_near[3], float bb_afar[3])
{
if (plane_no[0] < 0.0f) {
bb_near[0] = bbmax[0];
bb_afar[0] = bbmin[0];
}
else {
bb_near[0] = bbmin[0];
bb_afar[0] = bbmax[0];
}
if (plane_no[1] < 0.0f) {
bb_near[1] = bbmax[1];
bb_afar[1] = bbmin[1];
}
else {
bb_near[1] = bbmin[1];
bb_afar[1] = bbmax[1];
}
if (plane_no[2] < 0.0f) {
bb_near[2] = bbmax[2];
bb_afar[2] = bbmin[2];
}
else {
bb_near[2] = bbmin[2];
bb_afar[2] = bbmax[2];
}
}
/* -------------------------------------------------------------------- */
/** \name dist_squared_to_ray_to_aabb and helpers
* \{ */
@@ -634,7 +666,6 @@ void dist_squared_ray_to_aabb_v3_precalc(
neasrest_precalc->ray_inv_dir[i] =
(neasrest_precalc->ray_direction[i] != 0.0f) ?
(1.0f / neasrest_precalc->ray_direction[i]) : FLT_MAX;
neasrest_precalc->sign[i] = (neasrest_precalc->ray_inv_dir[i] < 0.0f);
}
}
@@ -648,30 +679,8 @@ float dist_squared_ray_to_aabb_v3(
{
// bool r_axis_closest[3];
float local_bvmin[3], local_bvmax[3];
if (data->sign[0]) {
local_bvmin[0] = bb_max[0];
local_bvmax[0] = bb_min[0];
}
else {
local_bvmin[0] = bb_min[0];
local_bvmax[0] = bb_max[0];
}
if (data->sign[1]) {
local_bvmin[1] = bb_max[1];
local_bvmax[1] = bb_min[1];
}
else {
local_bvmin[1] = bb_min[1];
local_bvmax[1] = bb_max[1];
}
if (data->sign[2]) {
local_bvmin[2] = bb_max[2];
local_bvmax[2] = bb_min[2];
}
else {
local_bvmin[2] = bb_min[2];
local_bvmax[2] = bb_max[2];
}
aabb_get_near_far_from_plane(
data->ray_direction, bb_min, bb_max, local_bvmin, local_bvmax);
const float tmin[3] = {
(local_bvmin[0] - data->ray_origin[0]) * data->ray_inv_dir[0],
@@ -693,38 +702,38 @@ float dist_squared_ray_to_aabb_v3(
rtmax = tmax[0];
va[0] = vb[0] = local_bvmax[0];
main_axis = 3;
// r_axis_closest[0] = data->sign[0];
// r_axis_closest[0] = neasrest_precalc->ray_direction[0] < 0.0f;
}
else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
rtmax = tmax[1];
va[1] = vb[1] = local_bvmax[1];
main_axis = 2;
// r_axis_closest[1] = data->sign[1];
// r_axis_closest[1] = neasrest_precalc->ray_direction[1] < 0.0f;
}
else {
rtmax = tmax[2];
va[2] = vb[2] = local_bvmax[2];
main_axis = 1;
// r_axis_closest[2] = data->sign[2];
// r_axis_closest[2] = neasrest_precalc->ray_direction[2] < 0.0f;
}
if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
rtmin = tmin[0];
va[0] = vb[0] = local_bvmin[0];
main_axis -= 3;
// r_axis_closest[0] = !data->sign[0];
// r_axis_closest[0] = neasrest_precalc->ray_direction[0] >= 0.0f;
}
else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
rtmin = tmin[1];
va[1] = vb[1] = local_bvmin[1];
main_axis -= 1;
// r_axis_closest[1] = !data->sign[1];
// r_axis_closest[1] = neasrest_precalc->ray_direction[1] >= 0.0f;
}
else {
rtmin = tmin[2];
va[2] = vb[2] = local_bvmin[2];
main_axis -= 2;
// r_axis_closest[2] = !data->sign[2];
// r_axis_closest[2] = neasrest_precalc->ray_direction[2] >= 0.0f;
}
if (main_axis < 0) {
main_axis += 3;
@@ -739,14 +748,14 @@ float dist_squared_ray_to_aabb_v3(
return 0.0f;
}
if (data->sign[main_axis]) {
va[main_axis] = local_bvmax[main_axis];
vb[main_axis] = local_bvmin[main_axis];
}
else {
if (data->ray_direction[main_axis] >= 0.0f) {
va[main_axis] = local_bvmin[main_axis];
vb[main_axis] = local_bvmax[main_axis];
}
else {
va[main_axis] = local_bvmax[main_axis];
vb[main_axis] = local_bvmin[main_axis];
}
return dist_squared_ray_to_seg_v3(
data->ray_origin, data->ray_direction, va, vb,
@@ -839,35 +848,8 @@ float dist_squared_to_projected_aabb(
bool r_axis_closest[3])
{
float local_bvmin[3], local_bvmax[3];
bool sign[3] = {
data->ray_inv_dir[0] >= 0.0f,
data->ray_inv_dir[1] >= 0.0f,
data->ray_inv_dir[2] >= 0.0f,
};
if (sign[0]) {
local_bvmin[0] = bbmin[0];
local_bvmax[0] = bbmax[0];
}
else {
local_bvmin[0] = bbmax[0];
local_bvmax[0] = bbmin[0];
}
if (sign[1]) {
local_bvmin[1] = bbmin[1];
local_bvmax[1] = bbmax[1];
}
else {
local_bvmin[1] = bbmax[1];
local_bvmax[1] = bbmin[1];
}
if (sign[2]) {
local_bvmin[2] = bbmin[2];
local_bvmax[2] = bbmax[2];
}
else {
local_bvmin[2] = bbmax[2];
local_bvmax[2] = bbmin[2];
}
aabb_get_near_far_from_plane(
data->ray_direction, bbmin, bbmax, local_bvmin, local_bvmax);
const float tmin[3] = {
(local_bvmin[0] - data->ray_origin[0]) * data->ray_inv_dir[0],
@@ -889,38 +871,38 @@ float dist_squared_to_projected_aabb(
rtmax = tmax[0];
va[0] = vb[0] = local_bvmax[0];
main_axis = 3;
r_axis_closest[0] = !sign[0];
r_axis_closest[0] = data->ray_direction[0] < 0.0f;
}
else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
rtmax = tmax[1];
va[1] = vb[1] = local_bvmax[1];
main_axis = 2;
r_axis_closest[1] = !sign[1];
r_axis_closest[1] = data->ray_direction[1] < 0.0f;
}
else {
rtmax = tmax[2];
va[2] = vb[2] = local_bvmax[2];
main_axis = 1;
r_axis_closest[2] = !sign[2];
r_axis_closest[2] = data->ray_direction[2] < 0.0f;
}
if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
rtmin = tmin[0];
va[0] = vb[0] = local_bvmin[0];
main_axis -= 3;
r_axis_closest[0] = sign[0];
r_axis_closest[0] = data->ray_direction[0] >= 0.0f;
}
else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
rtmin = tmin[1];
va[1] = vb[1] = local_bvmin[1];
main_axis -= 1;
r_axis_closest[1] = sign[1];
r_axis_closest[1] = data->ray_direction[1] >= 0.0f;
}
else {
rtmin = tmin[2];
va[2] = vb[2] = local_bvmin[2];
main_axis -= 2;
r_axis_closest[2] = sign[2];
r_axis_closest[2] = data->ray_direction[2] >= 0.0f;
}
if (main_axis < 0) {
main_axis += 3;
@@ -931,7 +913,7 @@ float dist_squared_to_projected_aabb(
return 0;
}
if (sign[main_axis]) {
if (data->ray_direction[main_axis] >= 0.0f) {
va[main_axis] = local_bvmin[main_axis];
vb[main_axis] = local_bvmax[main_axis];
}
@@ -2278,6 +2260,38 @@ static bool getLowestRoot(const float a, const float b, const float c, const flo
return false;
}
/**
* Checks status of an AABB in relation to a list of planes.
*
* \returns intersection type:
* - ISECT_AABB_PLANE_BEHIND_ONE (0): AABB is completely behind at least 1 plane;
* - ISECT_AABB_PLANE_CROSS_ANY (1): AABB intersects at least 1 plane;
* - ISECT_AABB_PLANE_IN_FRONT_ALL (2): AABB is completely in front of all planes;
*/
int isect_aabb_planes_v3(
const float (*planes)[4], const int totplane,
const float bbmin[3], const float bbmax[3])
{
int ret = ISECT_AABB_PLANE_IN_FRONT_ALL;
float bb_near[3], bb_far[3];
for (int i = 0; i < totplane; i++) {
aabb_get_near_far_from_plane(planes[i], bbmin, bbmax, bb_near, bb_far);
if (plane_point_side_v3(planes[i], bb_far) < 0.0f) {
return ISECT_AABB_PLANE_BEHIND_ANY;
}
else if ((ret != ISECT_AABB_PLANE_CROSS_ANY) &&
(plane_point_side_v3(planes[i], bb_near) < 0.0f))
{
ret = ISECT_AABB_PLANE_CROSS_ANY;
}
}
return ret;
}
bool isect_sweeping_sphere_tri_v3(const float p1[3], const float p2[3], const float radius,
const float v0[3], const float v1[3], const float v2[3],
float *r_lambda, float ipoint[3])