Armature weighting / mesh deform no longer use render raytracing

acceleration structure but BVH instead.

(merge from render25 branch)
This commit is contained in:
2010-06-22 15:10:57 +00:00
parent e0368d31a5
commit cb8f2bd1ab

View File

@@ -52,8 +52,6 @@
#include "BLI_polardecomp.h"
#endif
#include "RE_raytrace.h"
#include "ONL_opennl.h"
#include "BLO_sys_types.h" // for intptr_t support
@@ -107,8 +105,7 @@ struct LaplacianSystem {
float *p; /* values from all p vectors */
float *mindist; /* minimum distance to a bone for all vertices */
RayObject *raytree; /* ray tracing acceleration structure */
RayFace *faces; /* faces to add to the ray tracing struture */
BVHTree *bvhtree; /* ray tracing acceleration structure */
MFace **vface; /* a face that the vertex belongs to */
} heat;
@@ -396,29 +393,65 @@ float laplacian_system_get_solution(int v)
#define WEIGHT_LIMIT_END 0.025f
#define DISTANCE_EPSILON 1e-4f
typedef struct BVHCallbackUserData {
float start[3];
float vec[3];
LaplacianSystem *sys;
} BVHCallbackUserData;
static void bvh_callback(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
BVHCallbackUserData *data = (struct BVHCallbackUserData*)userdata;
MFace *mf = data->sys->heat.mface + index;
float (*verts)[3] = data->sys->heat.verts;
float lambda, uv[2], n[3], dir[3];
mul_v3_v3fl(dir, data->vec, hit->dist);
if(isect_ray_tri_v3(data->start, dir, verts[mf->v1], verts[mf->v2], verts[mf->v3], &lambda, uv)) {
normal_tri_v3(n, verts[mf->v1], verts[mf->v2], verts[mf->v3]);
if(lambda < 1.0f && dot_v3v3(n, data->vec) < -1e-5f) {
hit->index = index;
hit->dist *= lambda;
}
}
mul_v3_v3fl(dir, data->vec, hit->dist);
if(isect_ray_tri_v3(data->start, dir, verts[mf->v1], verts[mf->v3], verts[mf->v4], &lambda, uv)) {
normal_tri_v3(n, verts[mf->v1], verts[mf->v3], verts[mf->v4]);
if(lambda < 1.0f && dot_v3v3(n, data->vec) < -1e-5f) {
hit->index = index;
hit->dist *= lambda;
}
}
}
/* Raytracing for vertex to bone/vertex visibility */
static void heat_ray_tree_create(LaplacianSystem *sys)
{
MFace *mface = sys->heat.mface;
float (*verts)[3] = sys->heat.verts;
int totface = sys->heat.totface;
int totvert = sys->heat.totvert;
int a;
sys->heat.raytree = RE_rayobject_vbvh_create(totface);
sys->heat.faces = MEM_callocN(sizeof(RayFace)*totface, "Heat RayFaces");
sys->heat.bvhtree = BLI_bvhtree_new(totface, 0.0f, 4, 6);
sys->heat.vface = MEM_callocN(sizeof(MFace*)*totvert, "HeatVFaces");
for(a=0; a<totface; a++) {
MFace *mf = mface+a;
RayFace *rayface = sys->heat.faces+a;
float bb[6];
RayObject *obj = RE_rayface_from_coords(
rayface, &sys->heat, mf,
sys->heat.verts[mf->v1], sys->heat.verts[mf->v2],
sys->heat.verts[mf->v3], mf->v4 ? sys->heat.verts[mf->v4] : 0
);
RE_rayobject_add(sys->heat.raytree, obj);
INIT_MINMAX(bb, bb+3);
DO_MINMAX(verts[mf->v1], bb, bb+3);
DO_MINMAX(verts[mf->v2], bb, bb+3);
DO_MINMAX(verts[mf->v3], bb, bb+3);
if(mf->v4) {
DO_MINMAX(verts[mf->v4], bb, bb+3);
}
BLI_bvhtree_insert(sys->heat.bvhtree, a, bb, 2);
//Setup inverse pointers to use on isect.orig
sys->heat.vface[mf->v1]= mf;
@@ -426,12 +459,14 @@ static void heat_ray_tree_create(LaplacianSystem *sys)
sys->heat.vface[mf->v3]= mf;
if(mf->v4) sys->heat.vface[mf->v4]= mf;
}
RE_rayobject_done(sys->heat.raytree);
BLI_bvhtree_balance(sys->heat.bvhtree);
}
static int heat_ray_source_visible(LaplacianSystem *sys, int vertex, int source)
{
Isect isec;
BVHTreeRayHit hit;
BVHCallbackUserData data;
MFace *mface;
float end[3];
int visible;
@@ -440,27 +475,24 @@ static int heat_ray_source_visible(LaplacianSystem *sys, int vertex, int source)
if(!mface)
return 1;
/* setup isec */
memset(&isec, 0, sizeof(isec));
isec.mode= RE_RAY_SHADOW;
isec.lay= -1;
isec.orig.ob = &sys->heat;
isec.orig.face = mface;
isec.skip = RE_SKIP_CULLFACE;
copy_v3_v3(isec.start, sys->heat.verts[vertex]);
data.sys= sys;
copy_v3_v3(data.start, sys->heat.verts[vertex]);
if(sys->heat.root) /* bone */
closest_to_line_segment_v3(end, isec.start,
closest_to_line_segment_v3(end, data.start,
sys->heat.root[source], sys->heat.tip[source]);
else /* vertex */
copy_v3_v3(end, sys->heat.source[source]);
sub_v3_v3v3(isec.vec, end, isec.start);
isec.labda = 1.0f - 1e-5;
madd_v3_v3v3fl(isec.start, isec.start, isec.vec, 1e-5);
sub_v3_v3v3(data.vec, end, data.start);
madd_v3_v3v3fl(data.start, data.start, data.vec, 1e-5);
mul_v3_fl(data.vec, 1.0f - 2e-5);
visible= !RE_rayobject_raycast(sys->heat.raytree, &isec);
/* pass normalized vec + distance to bvh */
hit.index = -1;
hit.dist = normalize_v3(data.vec);
visible= BLI_bvhtree_ray_cast(sys->heat.bvhtree, data.start, data.vec, 0.0f, &hit, bvh_callback, (void*)&data) == -1;
return visible;
}
@@ -587,9 +619,8 @@ static void heat_laplacian_create(LaplacianSystem *sys)
static void heat_system_free(LaplacianSystem *sys)
{
RE_rayobject_free(sys->heat.raytree);
BLI_bvhtree_free(sys->heat.bvhtree);
MEM_freeN(sys->heat.vface);
MEM_freeN(sys->heat.faces);
MEM_freeN(sys->heat.mindist);
MEM_freeN(sys->heat.H);
@@ -1050,11 +1081,19 @@ typedef struct MeshDeformBind {
/* direct solver */
int *varidx;
/* raytrace */
RayObject *raytree;
} MeshDeformBind;
typedef struct MeshDeformIsect {
float start[3];
float vec[3];
float labda;
void *face;
int isect;
float u, v;
} MeshDeformIsect;
/* ray intersection */
/* our own triangle intersection, so we can fully control the epsilons and
@@ -1117,63 +1156,7 @@ static int meshdeform_tri_intersect(float orig[3], float end[3], float vert0[3],
return 1;
}
/* blender's raytracer is not use now, even though it is much faster. it can
* give problems with rays falling through, so we use our own intersection
* function above with tweaked epsilons */
#if 0
static MeshDeformBind *MESHDEFORM_BIND = NULL;
static void meshdeform_ray_coords_func(RayFace *face, float **v1, float **v2, float **v3, float **v4)
{
MFace *mface= (MFace*)face;
float (*cagecos)[3]= MESHDEFORM_BIND->cagecos;
*v1= cagecos[mface->v1];
*v2= cagecos[mface->v2];
*v3= cagecos[mface->v3];
*v4= (mface->v4)? cagecos[mface->v4]: NULL;
}
static int meshdeform_ray_check_func(Isect *is, RayFace *face)
{
return 1;
}
static void meshdeform_ray_tree_create(MeshDeformBind *mdb)
{
MFace *mface;
float min[3], max[3];
int a, totface;
/* create a raytrace tree from the mesh */
INIT_MINMAX(min, max);
for(a=0; a<mdb->totcagevert; a++)
DO_MINMAX(mdb->cagecos[a], min, max)
MESHDEFORM_BIND= mdb;
mface= mdb->cagedm->getFaceArray(mdb->cagedm);
totface= mdb->cagedm->getNumFaces(mdb->cagedm);
mdb->raytree= RE_ray_tree_create(64, totface, min, max,
meshdeform_ray_coords_func, meshdeform_ray_check_func);
for(a=0; a<totface; a++, mface++)
RE_ray_tree_add_face(mdb->raytree, mface);
RE_ray_tree_done(mdb->raytree);
}
static void meshdeform_ray_tree_free(MeshDeformBind *mdb)
{
MESHDEFORM_BIND= NULL;
RE_ray_tree_free(mdb->raytree);
}
#endif
static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
static int meshdeform_intersect(MeshDeformBind *mdb, MeshDeformIsect *isec)
{
MFace *mface;
float face[4][3], co[3], uvw[3], len, nor[3], end[3];
@@ -1212,7 +1195,7 @@ static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
len= len_v3v3(isec->start, co)/len_v3v3(isec->start, end);
if(len < isec->labda) {
isec->labda= len;
isec->hit.face = mface;
isec->face = mface;
isec->isect= (INPR(isec->vec, nor) <= 0.0f);
is= 1;
}
@@ -1225,7 +1208,7 @@ static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec)
static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, float *co1, float *co2)
{
MDefBoundIsect *isect;
Isect isec;
MeshDeformIsect isec;
float (*cagecos)[3];
MFace *mface;
float vert[4][3], len, end[3];
@@ -1233,21 +1216,15 @@ static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, float
/* setup isec */
memset(&isec, 0, sizeof(isec));
isec.mode= RE_RAY_MIRROR; /* we want the closest intersection */
isec.lay= -1;
isec.labda= 1e10f;
VECADD(isec.start, co1, epsilon);
VECADD(end, co2, epsilon);
sub_v3_v3v3(isec.vec, end, isec.start);
#if 0
/*if(RE_ray_tree_intersect(mdb->raytree, &isec)) {*/
#endif
if(meshdeform_intersect(mdb, &isec)) {
len= isec.labda;
mface=(MFace*)isec.hit.face;
mface=(MFace*)isec.face;
/* create MDefBoundIsect */
isect= BLI_memarena_alloc(mdb->memarena, sizeof(*isect));
@@ -1790,11 +1767,6 @@ static void harmonic_coordinates_bind(Scene *scene, MeshDeformModifierData *mmd,
progress_bar(0, "Setting up mesh deform system");
#if 0
/* create ray tree */
meshdeform_ray_tree_create(mdb);
#endif
totinside= 0;
for(a=0; a<mdb->totvert; a++) {
copy_v3_v3(vec, mdb->vertexcos[a]);
@@ -1817,11 +1789,6 @@ static void harmonic_coordinates_bind(Scene *scene, MeshDeformModifierData *mmd,
for(x=0; x<mdb->size; x++)
meshdeform_add_intersections(mdb, x, y, z);
#if 0
/* free ray tree */
meshdeform_ray_tree_free(mdb);
#endif
/* compute exterior and interior tags */
meshdeform_bind_floodfill(mdb);