**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
271 lines
9.1 KiB
C++
271 lines
9.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2006 NaN Holding BV. All rights reserved. */
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#pragma once
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/** \file
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* \ingroup bke
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*/
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#include "BLI_kdopbvh.h"
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#include "BLI_threads.h"
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#ifdef __cplusplus
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# include <mutex>
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# include "BLI_bit_vector.hh"
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif
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/**
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* This header encapsulates necessary code to build a BVH
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*/
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struct BMEditMesh;
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struct MFace;
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struct Mesh;
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struct PointCloud;
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struct BVHCache;
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/**
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* Struct that stores basic information about a BVHTree built from a edit-mesh.
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*/
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typedef struct BVHTreeFromEditMesh {
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struct BVHTree *tree;
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/** Default callbacks to BVH nearest and ray-cast. */
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BVHTree_NearestPointCallback nearest_callback;
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BVHTree_RayCastCallback raycast_callback;
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struct BMEditMesh *em;
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/* Private data */
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bool cached;
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} BVHTreeFromEditMesh;
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/**
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* Struct that stores basic information about a #BVHTree built from a mesh.
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*/
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typedef struct BVHTreeFromMesh {
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struct BVHTree *tree;
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/** Default callbacks to BVH nearest and ray-cast. */
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BVHTree_NearestPointCallback nearest_callback;
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BVHTree_RayCastCallback raycast_callback;
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/* Vertex array, so that callbacks have instant access to data. */
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const float (*vert_positions)[3];
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const struct MEdge *edge;
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const struct MFace *face;
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const struct MLoop *loop;
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const struct MLoopTri *looptri;
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/* Private data */
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bool cached;
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} BVHTreeFromMesh;
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typedef enum BVHCacheType {
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BVHTREE_FROM_VERTS,
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BVHTREE_FROM_EDGES,
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BVHTREE_FROM_FACES,
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BVHTREE_FROM_LOOPTRI,
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BVHTREE_FROM_LOOPTRI_NO_HIDDEN,
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BVHTREE_FROM_LOOSEVERTS,
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BVHTREE_FROM_LOOSEEDGES,
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BVHTREE_FROM_EM_VERTS,
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BVHTREE_FROM_EM_EDGES,
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BVHTREE_FROM_EM_LOOPTRI,
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/* Keep `BVHTREE_MAX_ITEM` as last item. */
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BVHTREE_MAX_ITEM,
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} BVHCacheType;
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/**
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* Builds a BVH tree where nodes are the relevant elements of the given mesh.
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* Configures #BVHTreeFromMesh.
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*
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* The tree is build in mesh space coordinates, this means special care must be made on queries
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* so that the coordinates and rays are first translated on the mesh local coordinates.
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* Reason for this is that bvh_from_mesh_* can use a cache in some cases and so it
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* becomes possible to reuse a #BVHTree.
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*
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* #free_bvhtree_from_mesh should be called when the tree is no longer needed.
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*/
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BVHTree *bvhtree_from_editmesh_verts(
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BVHTreeFromEditMesh *data, struct BMEditMesh *em, float epsilon, int tree_type, int axis);
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#ifdef __cplusplus
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/**
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* Builds a BVH-tree where nodes are the vertices of the given `em`.
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*/
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BVHTree *bvhtree_from_editmesh_verts_ex(BVHTreeFromEditMesh *data,
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struct BMEditMesh *em,
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const blender::BitVector<> &mask,
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int verts_num_active,
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float epsilon,
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int tree_type,
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int axis);
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/**
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* Builds a BVH-tree where nodes are the given vertices (NOTE: does not copy given `vert`!).
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* \param vert_allocated: if true, vert freeing will be done when freeing data.
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* \param verts_mask: if not null, true elements give which vert to add to BVH-tree.
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* \param verts_num_active: if >= 0, number of active verts to add to BVH-tree
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* (else will be computed from mask).
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*/
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BVHTree *bvhtree_from_mesh_verts_ex(struct BVHTreeFromMesh *data,
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const float (*vert_positions)[3],
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int verts_num,
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const blender::BitVector<> &verts_mask,
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int verts_num_active,
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float epsilon,
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int tree_type,
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int axis);
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BVHTree *bvhtree_from_editmesh_edges(
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BVHTreeFromEditMesh *data, struct BMEditMesh *em, float epsilon, int tree_type, int axis);
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/**
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* Builds a BVH-tree where nodes are the edges of the given `em`.
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*/
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BVHTree *bvhtree_from_editmesh_edges_ex(BVHTreeFromEditMesh *data,
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struct BMEditMesh *em,
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const blender::BitVector<> &edges_mask,
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int edges_num_active,
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float epsilon,
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int tree_type,
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int axis);
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/**
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* Builds a BVH-tree where nodes are the given edges.
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* \param vert, vert_allocated: if true, elem freeing will be done when freeing data.
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* \param edge, edge_allocated: if true, elem freeing will be done when freeing data.
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* \param edges_mask: if not null, true elements give which vert to add to BVH-tree.
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* \param edges_num_active: if >= 0, number of active edges to add to BVH-tree
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* (else will be computed from mask).
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*/
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BVHTree *bvhtree_from_mesh_edges_ex(struct BVHTreeFromMesh *data,
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const float (*vert_positions)[3],
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const struct MEdge *edge,
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int edges_num,
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const blender::BitVector<> &edges_mask,
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int edges_num_active,
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float epsilon,
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int tree_type,
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int axis);
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BVHTree *bvhtree_from_editmesh_looptri(
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BVHTreeFromEditMesh *data, struct BMEditMesh *em, float epsilon, int tree_type, int axis);
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/**
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* Builds a BVH-tree where nodes are the `looptri` faces of the given `bm`.
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*/
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BVHTree *bvhtree_from_editmesh_looptri_ex(BVHTreeFromEditMesh *data,
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struct BMEditMesh *em,
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const blender::BitVector<> &mask,
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int looptri_num_active,
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float epsilon,
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int tree_type,
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int axis);
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/**
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* Builds a BVH-tree where nodes are the looptri faces of the given mesh.
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*/
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BVHTree *bvhtree_from_mesh_looptri_ex(struct BVHTreeFromMesh *data,
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const float (*vert_positions)[3],
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const struct MLoop *mloop,
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const struct MLoopTri *looptri,
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int looptri_num,
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const blender::BitVector<> &mask,
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int looptri_num_active,
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float epsilon,
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int tree_type,
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int axis);
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#endif
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/**
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* Builds or queries a BVH-cache for the cache BVH-tree of the request type.
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*
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* \note This function only fills a cache, and therefore the mesh argument can
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* be considered logically const. Concurrent access is protected by a mutex.
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*/
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BVHTree *BKE_bvhtree_from_mesh_get(struct BVHTreeFromMesh *data,
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const struct Mesh *mesh,
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BVHCacheType bvh_cache_type,
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int tree_type);
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#ifdef __cplusplus
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/**
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* Builds or queries a BVH-cache for the cache BVH-tree of the request type.
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*/
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BVHTree *BKE_bvhtree_from_editmesh_get(BVHTreeFromEditMesh *data,
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struct BMEditMesh *em,
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int tree_type,
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BVHCacheType bvh_cache_type,
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struct BVHCache **bvh_cache_p,
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std::mutex *mesh_eval_mutex);
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#endif
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/**
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* Frees data allocated by a call to `bvhtree_from_editmesh_*`.
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*/
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void free_bvhtree_from_editmesh(struct BVHTreeFromEditMesh *data);
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/**
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* Frees data allocated by a call to `bvhtree_from_mesh_*`.
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*/
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void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data);
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/**
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* Math functions used by callbacks
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*/
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float bvhtree_ray_tri_intersection(
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const BVHTreeRay *ray, float m_dist, const float v0[3], const float v1[3], const float v2[3]);
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float bvhtree_sphereray_tri_intersection(const BVHTreeRay *ray,
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float radius,
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float m_dist,
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const float v0[3],
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const float v1[3],
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const float v2[3]);
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typedef struct BVHTreeFromPointCloud {
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struct BVHTree *tree;
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BVHTree_NearestPointCallback nearest_callback;
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const float (*coords)[3];
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} BVHTreeFromPointCloud;
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BVHTree *BKE_bvhtree_from_pointcloud_get(struct BVHTreeFromPointCloud *data,
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const struct PointCloud *pointcloud,
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int tree_type);
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void free_bvhtree_from_pointcloud(struct BVHTreeFromPointCloud *data);
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/**
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* BVHCache
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*/
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/* Using local coordinates */
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bool bvhcache_has_tree(const struct BVHCache *bvh_cache, const BVHTree *tree);
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struct BVHCache *bvhcache_init(void);
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/**
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* Frees a BVH-cache.
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*/
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void bvhcache_free(struct BVHCache *bvh_cache);
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#ifdef __cplusplus
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}
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#endif
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