This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/editors/mesh/editmesh_bvh.c
Campbell Barton 8b7896814f code cleanup: reduce change the size of some float vectors that were bigger then they needed to be.
update to clang_array_check.py - parse function definitions lazily for some speedup.
2012-10-08 07:08:29 +00:00

450 lines
11 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) 2010 by Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Joseph Eagar
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/mesh/editmesh_bvh.c
* \ingroup edmesh
*/
#define IN_EDITMESHBVH
#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BLI_math.h"
#include "BLI_smallhash.h"
#include "BKE_DerivedMesh.h"
#include "BKE_tessmesh.h"
#include "ED_mesh.h"
#include "ED_view3d.h"
#include "editmesh_bvh.h" /* own include */
typedef struct BMBVHTree {
BMEditMesh *em;
BMesh *bm;
BVHTree *tree;
float epsilon;
float maxdist; /* for nearest point search */
float uv[2];
/* stuff for topological vert search */
BMVert *v, *curv;
GHash *gh;
float curw, curd;
float co[3], (*cagecos)[3], (*cos)[3];
int curtag, flag;
Object *ob;
Scene *scene;
} BMBVHTree;
static void cage_mapped_verts_callback(void *userData, int index, const float co[3],
const float UNUSED(no_f[3]), const short UNUSED(no_s[3]))
{
void **data = userData;
BMEditMesh *em = data[0];
float (*cagecos)[3] = data[1];
SmallHash *hash = data[2];
if (index >= 0 && index < em->bm->totvert && !BLI_smallhash_haskey(hash, index)) {
BLI_smallhash_insert(hash, index, NULL);
copy_v3_v3(cagecos[index], co);
}
}
BMBVHTree *BMBVH_NewBVH(BMEditMesh *em, int flag, Scene *scene, Object *obedit)
{
BMBVHTree *tree = MEM_callocN(sizeof(*tree), "BMBVHTree");
DerivedMesh *cage, *final;
SmallHash shash;
float cos[3][3], (*cagecos)[3] = NULL;
int i;
int tottri;
/* when initializing cage verts, we only want the first cage coordinate for each vertex,
* so that e.g. mirror or array use original vertex coordinates and not mirrored or duplicate */
BLI_smallhash_init(&shash);
BMEdit_RecalcTessellation(em);
tree->ob = obedit;
tree->scene = scene;
tree->em = em;
tree->bm = em->bm;
tree->epsilon = FLT_EPSILON * 2.0f;
tree->flag = flag;
if (flag & (BMBVH_RESPECT_SELECT)) {
tottri = 0;
for (i = 0; i < em->tottri; i++) {
if (BM_elem_flag_test(em->looptris[i][0]->f, BM_ELEM_SELECT)) {
tottri++;
}
}
}
else if (flag & (BMBVH_RESPECT_HIDDEN)) {
tottri = 0;
for (i = 0; i < em->tottri; i++) {
if (!BM_elem_flag_test(em->looptris[i][0]->f, BM_ELEM_HIDDEN)) {
tottri++;
}
}
}
else {
tottri = em->tottri;
}
tree->tree = BLI_bvhtree_new(tottri, tree->epsilon, 8, 8);
if (flag & BMBVH_USE_CAGE) {
BMIter iter;
BMVert *v;
void *data[3];
tree->cos = MEM_callocN(sizeof(float) * 3 * em->bm->totvert, "bmbvh cos");
BM_ITER_MESH_INDEX (v, &iter, em->bm, BM_VERTS_OF_MESH, i) {
BM_elem_index_set(v, i); /* set_inline */
copy_v3_v3(tree->cos[i], v->co);
}
em->bm->elem_index_dirty &= ~BM_VERT;
cage = editbmesh_get_derived_cage_and_final(scene, obedit, em, &final, CD_MASK_DERIVEDMESH);
cagecos = MEM_callocN(sizeof(float) * 3 * em->bm->totvert, "bmbvh cagecos");
data[0] = em;
data[1] = cagecos;
data[2] = &shash;
cage->foreachMappedVert(cage, cage_mapped_verts_callback, data);
}
tree->cagecos = cagecos;
for (i = 0; i < em->tottri; i++) {
if (flag & BMBVH_RESPECT_SELECT) {
/* note, the arrays wont allign now! take care */
if (!BM_elem_flag_test(em->looptris[i][0]->f, BM_ELEM_SELECT)) {
continue;
}
}
else if (flag & BMBVH_RESPECT_HIDDEN) {
/* note, the arrays wont allign now! take care */
if (BM_elem_flag_test(em->looptris[i][0]->f, BM_ELEM_HIDDEN)) {
continue;
}
}
if (flag & BMBVH_USE_CAGE) {
copy_v3_v3(cos[0], cagecos[BM_elem_index_get(em->looptris[i][0]->v)]);
copy_v3_v3(cos[1], cagecos[BM_elem_index_get(em->looptris[i][1]->v)]);
copy_v3_v3(cos[2], cagecos[BM_elem_index_get(em->looptris[i][2]->v)]);
}
else {
copy_v3_v3(cos[0], em->looptris[i][0]->v->co);
copy_v3_v3(cos[1], em->looptris[i][1]->v->co);
copy_v3_v3(cos[2], em->looptris[i][2]->v->co);
}
BLI_bvhtree_insert(tree->tree, i, (float *)cos, 3);
}
BLI_bvhtree_balance(tree->tree);
BLI_smallhash_release(&shash);
return tree;
}
void BMBVH_FreeBVH(BMBVHTree *tree)
{
BLI_bvhtree_free(tree->tree);
if (tree->cagecos)
MEM_freeN(tree->cagecos);
if (tree->cos)
MEM_freeN(tree->cos);
MEM_freeN(tree);
}
/* taken from bvhutils.c */
static float ray_tri_intersection(const BVHTreeRay *ray, const float UNUSED(m_dist),
const float v0[3], const float v1[3], const float v2[3],
float r_uv[2], float UNUSED(e))
{
float dist;
if (isect_ray_tri_v3((float *)ray->origin, (float *)ray->direction, v0, v1, v2, &dist, r_uv)) {
return dist;
}
return FLT_MAX;
}
static void raycallback(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
BMBVHTree *tree = userdata;
BMLoop **ls = tree->em->looptris[index];
float dist, uv[2];
if (!ls[0] || !ls[1] || !ls[2])
return;
dist = ray_tri_intersection(ray, hit->dist, ls[0]->v->co, ls[1]->v->co,
ls[2]->v->co, uv, tree->epsilon);
if (dist < hit->dist) {
hit->dist = dist;
hit->index = index;
copy_v3_v3(hit->no, ls[0]->v->no);
copy_v3_v3(hit->co, ray->direction);
normalize_v3(hit->co);
mul_v3_fl(hit->co, dist);
add_v3_v3(hit->co, ray->origin);
copy_v2_v2(tree->uv, uv);
}
}
BMFace *BMBVH_RayCast(BMBVHTree *tree, const float co[3], const float dir[3],
float r_hitout[3], float r_cagehit[3])
{
BVHTreeRayHit hit;
hit.dist = FLT_MAX;
hit.index = -1;
tree->uv[0] = tree->uv[1] = 0.0f;
BLI_bvhtree_ray_cast(tree->tree, co, dir, 0.0f, &hit, raycallback, tree);
if (hit.dist != FLT_MAX && hit.index != -1) {
if (r_hitout) {
if (tree->flag & BMBVH_RETURN_ORIG) {
BMVert *v1, *v2, *v3;
int i;
v1 = tree->em->looptris[hit.index][0]->v;
v2 = tree->em->looptris[hit.index][1]->v;
v3 = tree->em->looptris[hit.index][2]->v;
for (i = 0; i < 3; i++) {
r_hitout[i] = v1->co[i] + ((v2->co[i] - v1->co[i]) * tree->uv[0]) +
((v3->co[i] - v1->co[i]) * tree->uv[1]);
}
}
else {
copy_v3_v3(r_hitout, hit.co);
}
if (r_cagehit) {
copy_v3_v3(r_cagehit, hit.co);
}
}
return tree->em->looptris[hit.index][0]->f;
}
return NULL;
}
BVHTree *BMBVH_BVHTree(BMBVHTree *tree)
{
return tree->tree;
}
static void vertsearchcallback(void *userdata, int index, const float *UNUSED(co), BVHTreeNearest *hit)
{
BMBVHTree *tree = userdata;
BMLoop **ls = tree->em->looptris[index];
float dist, maxdist, v[3];
int i;
maxdist = tree->maxdist;
for (i = 0; i < 3; i++) {
sub_v3_v3v3(v, hit->co, ls[i]->v->co);
dist = len_v3(v);
if (dist < hit->dist && dist < maxdist) {
copy_v3_v3(hit->co, ls[i]->v->co);
copy_v3_v3(hit->no, ls[i]->v->no);
hit->dist = dist;
hit->index = index;
}
}
}
BMVert *BMBVH_FindClosestVert(BMBVHTree *tree, const float co[3], const float maxdist)
{
BVHTreeNearest hit;
copy_v3_v3(hit.co, co);
hit.dist = maxdist * 5;
hit.index = -1;
tree->maxdist = maxdist;
BLI_bvhtree_find_nearest(tree->tree, co, &hit, vertsearchcallback, tree);
if (hit.dist != FLT_MAX && hit.index != -1) {
BMLoop **ls = tree->em->looptris[hit.index];
float dist, curdist = tree->maxdist, v[3];
int cur = 0, i;
/* maxdist = tree->maxdist; */ /* UNUSED */
for (i = 0; i < 3; i++) {
sub_v3_v3v3(v, hit.co, ls[i]->v->co);
dist = len_v3(v);
if (dist < curdist) {
cur = i;
curdist = dist;
}
}
return ls[cur]->v;
}
return NULL;
}
/* UNUSED */
#if 0
static short winding(const float v1[3], const float v2[3], const float v3[3])
/* is v3 to the right of (v1 - v2) ? With exception: v3 == v1 || v3 == v2 */
{
double inp;
//inp = (v2[cox] - v1[cox]) * (v1[coy] - v3[coy]) + (v1[coy] - v2[coy]) * (v1[cox] - v3[cox]);
inp = (v2[0] - v1[0]) * (v1[1] - v3[1]) + (v1[1] - v2[1]) * (v1[0] - v3[0]);
if (inp < 0.0) {
return 0;
}
else if (inp == 0) {
if (v1[0] == v3[0] && v1[1] == v3[1]) return 0;
if (v2[0] == v3[0] && v2[1] == v3[1]) return 0;
}
return 1;
}
#endif
#if 0 //BMESH_TODO: not implemented yet
int BMBVH_VertVisible(BMBVHTree *tree, BMEdge *e, RegionView3D *r3d)
{
}
#endif
static BMFace *edge_ray_cast(BMBVHTree *tree, const float co[3], const float dir[3], float *r_hitout, BMEdge *e)
{
BMFace *f = BMBVH_RayCast(tree, co, dir, r_hitout, NULL);
if (f && BM_edge_in_face(f, e))
return NULL;
return f;
}
static void scale_point(float c1[3], const float p[3], const float s)
{
sub_v3_v3(c1, p);
mul_v3_fl(c1, s);
add_v3_v3(c1, p);
}
int BMBVH_EdgeVisible(BMBVHTree *tree, BMEdge *e, ARegion *ar, View3D *v3d, Object *obedit)
{
BMFace *f;
float co1[3], co2[3], co3[3], dir1[3], dir2[3], dir3[3];
float origin[3], invmat[4][4];
float epsilon = 0.01f;
float end[3];
const float mval_f[2] = {ar->winx / 2.0f,
ar->winy / 2.0f};
ED_view3d_win_to_segment_clip(ar, v3d, mval_f, origin, end);
invert_m4_m4(invmat, obedit->obmat);
mul_m4_v3(invmat, origin);
copy_v3_v3(co1, e->v1->co);
add_v3_v3v3(co2, e->v1->co, e->v2->co);
mul_v3_fl(co2, 0.5f);
copy_v3_v3(co3, e->v2->co);
scale_point(co1, co2, 0.99);
scale_point(co3, co2, 0.99);
/* ok, idea is to generate rays going from the camera origin to the
* three points on the edge (v1, mid, v2)*/
sub_v3_v3v3(dir1, origin, co1);
sub_v3_v3v3(dir2, origin, co2);
sub_v3_v3v3(dir3, origin, co3);
normalize_v3(dir1);
normalize_v3(dir2);
normalize_v3(dir3);
mul_v3_fl(dir1, epsilon);
mul_v3_fl(dir2, epsilon);
mul_v3_fl(dir3, epsilon);
/* offset coordinates slightly along view vectors, to avoid
* hitting the faces that own the edge.*/
add_v3_v3v3(co1, co1, dir1);
add_v3_v3v3(co2, co2, dir2);
add_v3_v3v3(co3, co3, dir3);
normalize_v3(dir1);
normalize_v3(dir2);
normalize_v3(dir3);
/* do three samplings: left, middle, right */
f = edge_ray_cast(tree, co1, dir1, NULL, e);
if (f && !edge_ray_cast(tree, co2, dir2, NULL, e))
return 1;
else if (f && !edge_ray_cast(tree, co3, dir3, NULL, e))
return 1;
else if (!f)
return 1;
return 0;
}