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blender-archive/source/blender/blenlib/BLI_kdopbvh.h
Lukas Tönne c01ed4875b New hair editing feature "Shape Cut", for cutting hair based on a mesh
shape instead of a brush tool.

The brush cutting tool for hair, while useful, is not very accurate and
often requires rotating the model constantly to get the right trimming
on every side. This makes adjustments to a hair shape a very tedious
process.

On the other hand, making proxy meshes for hair shapes is a common
workflow. The new operator allows using such rough meshes as boundaries
for hair. All hairs that are outside the shape mesh are removed, while
those cutting it at some length are shortened accordingly.

The operator can be accessed in the particle edit mode toolbar via the
"Shape Cut" button. The "Shape Object" must be set first and stays
selected as a tool setting for repeatedly applying the shape.
2015-01-20 09:30:04 +01:00

123 lines
4.6 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): Daniel Genrich, Andre Pinto
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BLI_KDOPBVH_H__
#define __BLI_KDOPBVH_H__
/** \file BLI_kdopbvh.h
* \ingroup bli
* \author Daniel Genrich
* \author Andre Pinto
*/
#ifdef __cplusplus
extern "C" {
#endif
struct BVHTree;
typedef struct BVHTree BVHTree;
typedef struct BVHTreeOverlap {
int indexA;
int indexB;
} BVHTreeOverlap;
/* flags */
#define BVH_ONQUAD (1 << 0)
typedef struct BVHTreeNearest {
int index; /* the index of the nearest found (untouched if none is found within a dist radius from the given coordinates) */
float co[3]; /* nearest coordinates (untouched it none is found within a dist radius from the given coordinates) */
float no[3]; /* normal at nearest coordinates (untouched it none is found within a dist radius from the given coordinates) */
float dist_sq; /* squared distance to search arround */
int flags;
} BVHTreeNearest;
typedef struct BVHTreeRay {
float origin[3]; /* ray origin */
float direction[3]; /* ray direction */
float radius; /* radius around ray */
} BVHTreeRay;
typedef struct BVHTreeRayHit {
int index; /* index of the tree node (untouched if no hit is found) */
float co[3]; /* coordinates of the hit point */
float no[3]; /* normal on hit point */
float dist; /* distance to the hit point */
int flags;
} BVHTreeRayHit;
/* callback must update nearest in case it finds a nearest result */
typedef void (*BVHTree_NearestPointCallback)(void *userdata, int index, const float co[3], BVHTreeNearest *nearest);
/* callback must update hit in case it finds a nearest successful hit */
typedef void (*BVHTree_RayCastCallback)(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit);
/* callback to range search query */
typedef void (*BVHTree_RangeQuery)(void *userdata, int index, float dist_sq);
BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis);
void BLI_bvhtree_free(BVHTree *tree);
/* construct: first insert points, then call balance */
void BLI_bvhtree_insert(BVHTree *tree, int index, const float co[3], int numpoints);
void BLI_bvhtree_balance(BVHTree *tree);
/* update: first update points/nodes, then call update_tree to refit the bounding volumes */
bool BLI_bvhtree_update_node(BVHTree *tree, int index, const float co[3], const float co_moving[3], int numpoints);
void BLI_bvhtree_update_tree(BVHTree *tree);
/* collision/overlap: check two trees if they overlap, alloc's *overlap with length of the int return value */
BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, unsigned int *r_overlap_tot);
float BLI_bvhtree_getepsilon(const BVHTree *tree);
/* find nearest node to the given coordinates
* (if nearest is given it will only search nodes where square distance is smaller than nearest->dist) */
int BLI_bvhtree_find_nearest(BVHTree *tree, const float co[3], BVHTreeNearest *nearest,
BVHTree_NearestPointCallback callback, void *userdata);
int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float dir[3], float radius, BVHTreeRayHit *hit,
BVHTree_RayCastCallback callback, void *userdata);
/* Calls the callback for every ray intersection */
int BLI_bvhtree_ray_cast_all(BVHTree *tree, const float co[3], const float dir[3], float radius,
BVHTree_RayCastCallback callback, void *userdata);
float BLI_bvhtree_bb_raycast(const float bv[6], const float light_start[3], const float light_end[3], float pos[3]);
/* range query */
int BLI_bvhtree_range_query(BVHTree *tree, const float co[3], float radius,
BVHTree_RangeQuery callback, void *userdata);
#ifdef __cplusplus
}
#endif
#endif /* __BLI_KDOPBVH_H__ */