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blender-archive/source/blender/blenkernel/BKE_bvhutils.h
Germano Cavalcante 34076a79e3 Transform: optimize vertex snap w/ nearest-to-ray
Use BLI_bvhtree_find_nearest_to_ray for vertex snapping,
avoids doing screen-space lookup on each vertex.
2016-01-25 19:01:54 +11:00

180 lines
5.8 KiB
C++

/*
* ***** 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,
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): André Pinto
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_BVHUTILS_H__
#define __BKE_BVHUTILS_H__
/** \file BKE_bvhutils.h
* \ingroup bke
*/
#include "BLI_bitmap.h"
#include "BLI_kdopbvh.h"
/**
* This header encapsulates necessary code to buld a BVH
*/
struct DerivedMesh;
struct MVert;
struct MFace;
/**
* struct that kepts basic information about a BVHTree build from a mesh
*/
typedef struct BVHTreeFromMesh {
struct BVHTree *tree;
/* default callbacks to bvh nearest and raycast */
BVHTree_NearestPointCallback nearest_callback;
BVHTree_RayCastCallback raycast_callback;
BVHTree_NearestToRayCallback nearest_to_ray_callback;
/* Vertex array, so that callbacks have instante access to data */
const struct MVert *vert;
const struct MEdge *edge; /* only used for BVHTreeFromMeshEdges */
const struct MFace *face;
const struct MLoop *loop;
const struct MLoopTri *looptri;
bool vert_allocated;
bool edge_allocated;
bool face_allocated;
bool loop_allocated;
bool looptri_allocated;
/* radius for raycast */
float sphere_radius;
/* Private data */
void *em_evil;
bool em_evil_all; /* ignore selection/hidden state, adding all loops to the tree */
bool cached;
} BVHTreeFromMesh;
/**
* 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_mesh_verts(
struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_mesh_verts_ex(
struct BVHTreeFromMesh *data, struct MVert *vert, const int numVerts,
const bool vert_allocated, BLI_bitmap *mask, int numVerts_active,
float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_mesh_edges(
struct BVHTreeFromMesh *data, struct DerivedMesh *mesh,
float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_mesh_faces(
struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon,
int tree_type, int axis);
BVHTree *bvhtree_from_mesh_faces_ex(
struct BVHTreeFromMesh *data,
struct MVert *vert, const bool vert_allocated,
struct MFace *face, const int numFaces, const bool face_allocated,
BLI_bitmap *mask, int numFaces_active,
float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_mesh_looptri(
struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
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,
const struct MLoopTri *looptri, const int looptri_num, const bool looptri_allocated,
BLI_bitmap *mask, int looptri_num_active,
float epsilon, int tree_type, int axis);
/**
* Frees data allocated by a call to bvhtree_from_mesh_*.
*/
void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data);
/**
* Math functions used by callbacks
*/
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]);
float nearest_point_in_tri_surface_squared(
const float v0[3], const float v1[3], const float v2[3],
const float p[3], int *v, int *e, float nearest[3]);
/**
* BVHCache
*/
/* Using local coordinates */
enum {
BVHTREE_FROM_VERTS = 0,
BVHTREE_FROM_EDGES = 1,
BVHTREE_FROM_FACES = 2,
BVHTREE_FROM_LOOPTRI = 3,
/* all faces */
BVHTREE_FROM_FACES_EDITMESH_ALL = 4,
/* visible unselected, only used for transform snapping */
BVHTREE_FROM_FACES_EDITMESH_SNAP = 5,
// BVHTREE_FROM_EDGES_EDITMESH_SNAP = 6,
BVHTREE_FROM_VERTS_EDITMESH_SNAP = 7,
};
typedef struct LinkNode *BVHCache;
/**
* Queries a bvhcache for the cache bvhtree of the request type
*/
BVHTree *bvhcache_find(BVHCache *cache, int type);
/**
* 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, BVHTree *tree, int type);
/**
* inits and frees a bvhcache
*/
void bvhcache_init(BVHCache *cache);
void bvhcache_free(BVHCache *cache);
#endif