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blender-archive/source/blender/blenkernel/BKE_pbvh.h
Hans Goudey efe0e2b183 Fix T96810: Invalid sculpt normals after some operations
Mask and color brushes were using the existing PBVH vertex "update tag"
to mark their modifications. This was mostly unnecessary, and causes
unnecessary calculation of normals. It also caused errors though,
because they didn't tag the corresponding PBVH node for normal
recalculation, causing problems on the borders of nodes, since one
node might accumulate into another's vertex normals, but the other
node wouldn't also accumulate and normalize the normals.

The solution is to only use the update tag for tagging deformed
vertices that need recalculated normals. Everything else is handled at
the PBVH node level (which was already the case, but it wasn't clear).

The update tag was also used for undo to tag the nodes corresponding to
changed vertices. This was wrong though, because normals and visibility
would also be recalculated for just color or mask undo steps. Instead,
just use local arrays to map from vertices to nodes.

Differential Revision: https://developer.blender.org/D15581
2022-08-02 11:00:57 -05:00

593 lines
20 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
* \brief A BVH for high poly meshes.
*/
#include "BLI_bitmap.h"
#include "BLI_ghash.h"
/* For embedding CCGKey in iterator. */
#include "BKE_attribute.h"
#include "BKE_ccg.h"
#ifdef __cplusplus
extern "C" {
#endif
struct BMLog;
struct BMesh;
struct CCGElem;
struct CCGKey;
struct CustomData;
struct DMFlagMat;
struct GPU_PBVH_Buffers;
struct IsectRayPrecalc;
struct MLoop;
struct MLoopTri;
struct MPoly;
struct MVert;
struct Mesh;
struct MeshElemMap;
struct PBVH;
struct PBVHNode;
struct SubdivCCG;
struct TaskParallelSettings;
struct Image;
struct ImageUser;
struct MeshElemMap;
typedef struct PBVH PBVH;
typedef struct PBVHNode PBVHNode;
typedef struct {
float (*co)[3];
} PBVHProxyNode;
typedef struct {
float (*color)[4];
} PBVHColorBufferNode;
typedef struct PBVHPixelsNode {
/**
* Contains triangle/pixel data used during texture painting.
*
* Contains #blender::bke::pbvh::pixels::NodeData.
*/
void *node_data;
} PBVHPixelsNode;
typedef enum {
PBVH_Leaf = 1 << 0,
PBVH_UpdateNormals = 1 << 1,
PBVH_UpdateBB = 1 << 2,
PBVH_UpdateOriginalBB = 1 << 3,
PBVH_UpdateDrawBuffers = 1 << 4,
PBVH_UpdateRedraw = 1 << 5,
PBVH_UpdateMask = 1 << 6,
PBVH_UpdateVisibility = 1 << 8,
PBVH_RebuildDrawBuffers = 1 << 9,
PBVH_FullyHidden = 1 << 10,
PBVH_FullyMasked = 1 << 11,
PBVH_FullyUnmasked = 1 << 12,
PBVH_UpdateTopology = 1 << 13,
PBVH_UpdateColor = 1 << 14,
PBVH_RebuildPixels = 1 << 15,
} PBVHNodeFlags;
typedef struct PBVHFrustumPlanes {
float (*planes)[4];
int num_planes;
} PBVHFrustumPlanes;
void BKE_pbvh_set_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes);
void BKE_pbvh_get_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes);
/* Callbacks */
/**
* Returns true if the search should continue from this node, false otherwise.
*/
typedef bool (*BKE_pbvh_SearchCallback)(PBVHNode *node, void *data);
typedef void (*BKE_pbvh_HitCallback)(PBVHNode *node, void *data);
typedef void (*BKE_pbvh_HitOccludedCallback)(PBVHNode *node, void *data, float *tmin);
typedef void (*BKE_pbvh_SearchNearestCallback)(PBVHNode *node, void *data, float *tmin);
/* Building */
PBVH *BKE_pbvh_new(void);
/**
* Do a full rebuild with on Mesh data structure.
*
* \note Unlike mpoly/mloop/verts, looptri is *totally owned* by PBVH
* (which means it may rewrite it if needed, see #BKE_pbvh_vert_coords_apply().
*/
void BKE_pbvh_build_mesh(PBVH *pbvh,
struct Mesh *mesh,
const struct MPoly *mpoly,
const struct MLoop *mloop,
struct MVert *verts,
int totvert,
struct CustomData *vdata,
struct CustomData *ldata,
struct CustomData *pdata,
const struct MLoopTri *looptri,
int looptri_num);
/**
* Do a full rebuild with on Grids data structure.
*/
void BKE_pbvh_build_grids(PBVH *pbvh,
struct CCGElem **grids,
int totgrid,
struct CCGKey *key,
void **gridfaces,
struct DMFlagMat *flagmats,
unsigned int **grid_hidden);
/**
* Build a PBVH from a BMesh.
*/
void BKE_pbvh_build_bmesh(PBVH *pbvh,
struct BMesh *bm,
bool smooth_shading,
struct BMLog *log,
int cd_vert_node_offset,
int cd_face_node_offset);
void BKE_pbvh_build_pixels(PBVH *pbvh,
struct Mesh *mesh,
struct Image *image,
struct ImageUser *image_user);
void BKE_pbvh_free(PBVH *pbvh);
/* Hierarchical Search in the BVH, two methods:
* - For each hit calling a callback.
* - Gather nodes in an array (easy to multi-thread). */
void BKE_pbvh_search_callback(PBVH *pbvh,
BKE_pbvh_SearchCallback scb,
void *search_data,
BKE_pbvh_HitCallback hcb,
void *hit_data);
void BKE_pbvh_search_gather(
PBVH *pbvh, BKE_pbvh_SearchCallback scb, void *search_data, PBVHNode ***array, int *tot);
/* Ray-cast
* the hit callback is called for all leaf nodes intersecting the ray;
* it's up to the callback to find the primitive within the leaves that is
* hit first */
void BKE_pbvh_raycast(PBVH *pbvh,
BKE_pbvh_HitOccludedCallback cb,
void *data,
const float ray_start[3],
const float ray_normal[3],
bool original);
bool BKE_pbvh_node_raycast(PBVH *pbvh,
PBVHNode *node,
float (*origco)[3],
bool use_origco,
const float ray_start[3],
const float ray_normal[3],
struct IsectRayPrecalc *isect_precalc,
float *depth,
int *active_vertex_index,
int *active_face_grid_index,
float *face_normal);
bool BKE_pbvh_bmesh_node_raycast_detail(PBVHNode *node,
const float ray_start[3],
struct IsectRayPrecalc *isect_precalc,
float *depth,
float *r_edge_length);
/**
* For orthographic cameras, project the far away ray segment points to the root node so
* we can have better precision.
*/
void BKE_pbvh_raycast_project_ray_root(
PBVH *pbvh, bool original, float ray_start[3], float ray_end[3], float ray_normal[3]);
void BKE_pbvh_find_nearest_to_ray(PBVH *pbvh,
BKE_pbvh_HitOccludedCallback cb,
void *data,
const float ray_start[3],
const float ray_normal[3],
bool original);
bool BKE_pbvh_node_find_nearest_to_ray(PBVH *pbvh,
PBVHNode *node,
float (*origco)[3],
bool use_origco,
const float ray_start[3],
const float ray_normal[3],
float *depth,
float *dist_sq);
/* Drawing */
void BKE_pbvh_draw_cb(PBVH *pbvh,
bool update_only_visible,
PBVHFrustumPlanes *update_frustum,
PBVHFrustumPlanes *draw_frustum,
void (*draw_fn)(void *user_data, struct GPU_PBVH_Buffers *buffers),
void *user_data,
bool full_render);
void BKE_pbvh_draw_debug_cb(
PBVH *pbvh,
void (*draw_fn)(void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag),
void *user_data);
/* PBVH Access */
typedef enum {
PBVH_FACES,
PBVH_GRIDS,
PBVH_BMESH,
} PBVHType;
PBVHType BKE_pbvh_type(const PBVH *pbvh);
bool BKE_pbvh_has_faces(const PBVH *pbvh);
/**
* Get the PBVH root's bounding box.
*/
void BKE_pbvh_bounding_box(const PBVH *pbvh, float min[3], float max[3]);
/**
* Multi-res hidden data, only valid for type == PBVH_GRIDS.
*/
unsigned int **BKE_pbvh_grid_hidden(const PBVH *pbvh);
/**
* Returns the number of visible quads in the nodes' grids.
*/
int BKE_pbvh_count_grid_quads(BLI_bitmap **grid_hidden,
const int *grid_indices,
int totgrid,
int gridsize);
void BKE_pbvh_sync_face_sets_to_grids(PBVH *pbvh);
/**
* Multi-res level, only valid for type == #PBVH_GRIDS.
*/
const struct CCGKey *BKE_pbvh_get_grid_key(const PBVH *pbvh);
struct CCGElem **BKE_pbvh_get_grids(const PBVH *pbvh);
BLI_bitmap **BKE_pbvh_get_grid_visibility(const PBVH *pbvh);
int BKE_pbvh_get_grid_num_vertices(const PBVH *pbvh);
int BKE_pbvh_get_grid_num_faces(const PBVH *pbvh);
/**
* Only valid for type == #PBVH_BMESH.
*/
struct BMesh *BKE_pbvh_get_bmesh(PBVH *pbvh);
void BKE_pbvh_bmesh_detail_size_set(PBVH *pbvh, float detail_size);
typedef enum {
PBVH_Subdivide = 1,
PBVH_Collapse = 2,
} PBVHTopologyUpdateMode;
/**
* Collapse short edges, subdivide long edges.
*/
bool BKE_pbvh_bmesh_update_topology(PBVH *pbvh,
PBVHTopologyUpdateMode mode,
const float center[3],
const float view_normal[3],
float radius,
bool use_frontface,
bool use_projected);
/* Node Access */
void BKE_pbvh_node_mark_update(PBVHNode *node);
void BKE_pbvh_node_mark_update_mask(PBVHNode *node);
void BKE_pbvh_node_mark_update_color(PBVHNode *node);
void BKE_pbvh_node_mark_update_visibility(PBVHNode *node);
void BKE_pbvh_node_mark_rebuild_draw(PBVHNode *node);
void BKE_pbvh_node_mark_redraw(PBVHNode *node);
void BKE_pbvh_node_mark_normals_update(PBVHNode *node);
void BKE_pbvh_node_mark_topology_update(PBVHNode *node);
void BKE_pbvh_node_fully_hidden_set(PBVHNode *node, int fully_hidden);
bool BKE_pbvh_node_fully_hidden_get(PBVHNode *node);
void BKE_pbvh_node_fully_masked_set(PBVHNode *node, int fully_masked);
bool BKE_pbvh_node_fully_masked_get(PBVHNode *node);
void BKE_pbvh_node_fully_unmasked_set(PBVHNode *node, int fully_masked);
bool BKE_pbvh_node_fully_unmasked_get(PBVHNode *node);
void BKE_pbvh_mark_rebuild_pixels(PBVH *pbvh);
void BKE_pbvh_vert_tag_update_normal(PBVH *pbvh, int index);
void BKE_pbvh_node_get_grids(PBVH *pbvh,
PBVHNode *node,
int **grid_indices,
int *totgrid,
int *maxgrid,
int *gridsize,
struct CCGElem ***r_griddata);
void BKE_pbvh_node_num_verts(PBVH *pbvh, PBVHNode *node, int *r_uniquevert, int *r_totvert);
void BKE_pbvh_node_get_verts(PBVH *pbvh,
PBVHNode *node,
const int **r_vert_indices,
struct MVert **r_verts);
void BKE_pbvh_node_get_loops(PBVH *pbvh,
PBVHNode *node,
const int **r_loop_indices,
const struct MLoop **r_loops);
void BKE_pbvh_node_get_BB(PBVHNode *node, float bb_min[3], float bb_max[3]);
void BKE_pbvh_node_get_original_BB(PBVHNode *node, float bb_min[3], float bb_max[3]);
float BKE_pbvh_node_get_tmin(PBVHNode *node);
/**
* Test if AABB is at least partially inside the #PBVHFrustumPlanes volume.
*/
bool BKE_pbvh_node_frustum_contain_AABB(PBVHNode *node, void *frustum);
/**
* Test if AABB is at least partially outside the #PBVHFrustumPlanes volume.
*/
bool BKE_pbvh_node_frustum_exclude_AABB(PBVHNode *node, void *frustum);
struct GSet *BKE_pbvh_bmesh_node_unique_verts(PBVHNode *node);
struct GSet *BKE_pbvh_bmesh_node_other_verts(PBVHNode *node);
struct GSet *BKE_pbvh_bmesh_node_faces(PBVHNode *node);
/**
* In order to perform operations on the original node coordinates
* (currently just ray-cast), store the node's triangles and vertices.
*
* Skips triangles that are hidden.
*/
void BKE_pbvh_bmesh_node_save_orig(struct BMesh *bm, PBVHNode *node);
void BKE_pbvh_bmesh_after_stroke(PBVH *pbvh);
/* Update Bounding Box/Redraw and clear flags. */
void BKE_pbvh_update_bounds(PBVH *pbvh, int flags);
void BKE_pbvh_update_vertex_data(PBVH *pbvh, int flags);
void BKE_pbvh_update_visibility(PBVH *pbvh);
void BKE_pbvh_update_normals(PBVH *pbvh, struct SubdivCCG *subdiv_ccg);
void BKE_pbvh_redraw_BB(PBVH *pbvh, float bb_min[3], float bb_max[3]);
void BKE_pbvh_get_grid_updates(PBVH *pbvh, bool clear, void ***r_gridfaces, int *r_totface);
void BKE_pbvh_grids_update(PBVH *pbvh,
struct CCGElem **grids,
void **gridfaces,
struct DMFlagMat *flagmats,
unsigned int **grid_hidden);
void BKE_pbvh_subdiv_cgg_set(PBVH *pbvh, struct SubdivCCG *subdiv_ccg);
void BKE_pbvh_face_sets_set(PBVH *pbvh, int *face_sets);
void BKE_pbvh_face_sets_color_set(PBVH *pbvh, int seed, int color_default);
void BKE_pbvh_respect_hide_set(PBVH *pbvh, bool respect_hide);
/* Vertex Deformer. */
float (*BKE_pbvh_vert_coords_alloc(struct PBVH *pbvh))[3];
void BKE_pbvh_vert_coords_apply(struct PBVH *pbvh, const float (*vertCos)[3], int totvert);
bool BKE_pbvh_is_deformed(struct PBVH *pbvh);
/* Vertex Iterator. */
/* This iterator has quite a lot of code, but it's designed to:
* - allow the compiler to eliminate dead code and variables
* - spend most of the time in the relatively simple inner loop */
/* NOTE: PBVH_ITER_ALL does not skip hidden vertices,
* PBVH_ITER_UNIQUE does */
#define PBVH_ITER_ALL 0
#define PBVH_ITER_UNIQUE 1
typedef struct PBVHVertexIter {
/* iteration */
int g;
int width;
int height;
int gx;
int gy;
int i;
int index;
bool respect_hide;
/* grid */
struct CCGKey key;
struct CCGElem **grids;
struct CCGElem *grid;
BLI_bitmap **grid_hidden, *gh;
int *grid_indices;
int totgrid;
int gridsize;
/* mesh */
struct MVert *mverts;
float (*vert_normals)[3];
int totvert;
const int *vert_indices;
float *vmask;
/* bmesh */
struct GSetIterator bm_unique_verts;
struct GSetIterator bm_other_verts;
struct CustomData *bm_vdata;
int cd_vert_mask_offset;
/* result: these are all computed in the macro, but we assume
* that compiler optimization's will skip the ones we don't use */
struct MVert *mvert;
struct BMVert *bm_vert;
float *co;
float *no;
float *fno;
float *mask;
bool visible;
} PBVHVertexIter;
void pbvh_vertex_iter_init(PBVH *pbvh, PBVHNode *node, PBVHVertexIter *vi, int mode);
#define BKE_pbvh_vertex_iter_begin(pbvh, node, vi, mode) \
pbvh_vertex_iter_init(pbvh, node, &vi, mode); \
\
for (vi.i = 0, vi.g = 0; vi.g < vi.totgrid; vi.g++) { \
if (vi.grids) { \
vi.width = vi.gridsize; \
vi.height = vi.gridsize; \
vi.index = vi.grid_indices[vi.g] * vi.key.grid_area - 1; \
vi.grid = vi.grids[vi.grid_indices[vi.g]]; \
if (mode == PBVH_ITER_UNIQUE) { \
vi.gh = vi.grid_hidden[vi.grid_indices[vi.g]]; \
} \
} \
else { \
vi.width = vi.totvert; \
vi.height = 1; \
} \
\
for (vi.gy = 0; vi.gy < vi.height; vi.gy++) { \
for (vi.gx = 0; vi.gx < vi.width; vi.gx++, vi.i++) { \
if (vi.grid) { \
vi.co = CCG_elem_co(&vi.key, vi.grid); \
vi.fno = CCG_elem_no(&vi.key, vi.grid); \
vi.mask = vi.key.has_mask ? CCG_elem_mask(&vi.key, vi.grid) : NULL; \
vi.grid = CCG_elem_next(&vi.key, vi.grid); \
vi.index++; \
vi.visible = true; \
if (vi.gh) { \
if (BLI_BITMAP_TEST(vi.gh, vi.gy * vi.gridsize + vi.gx)) { \
continue; \
} \
} \
} \
else if (vi.mverts) { \
vi.mvert = &vi.mverts[vi.vert_indices[vi.gx]]; \
if (vi.respect_hide) { \
vi.visible = !(vi.mvert->flag & ME_HIDE); \
if (mode == PBVH_ITER_UNIQUE && !vi.visible) { \
continue; \
} \
} \
else { \
BLI_assert(vi.visible); \
} \
vi.co = vi.mvert->co; \
vi.no = vi.vert_normals[vi.vert_indices[vi.gx]]; \
vi.index = vi.vert_indices[vi.i]; \
if (vi.vmask) { \
vi.mask = &vi.vmask[vi.index]; \
} \
} \
else { \
if (!BLI_gsetIterator_done(&vi.bm_unique_verts)) { \
vi.bm_vert = (BMVert *)BLI_gsetIterator_getKey(&vi.bm_unique_verts); \
BLI_gsetIterator_step(&vi.bm_unique_verts); \
} \
else { \
vi.bm_vert = (BMVert *)BLI_gsetIterator_getKey(&vi.bm_other_verts); \
BLI_gsetIterator_step(&vi.bm_other_verts); \
} \
vi.visible = !BM_elem_flag_test_bool(vi.bm_vert, BM_ELEM_HIDDEN); \
if (mode == PBVH_ITER_UNIQUE && !vi.visible) { \
continue; \
} \
vi.co = vi.bm_vert->co; \
vi.fno = vi.bm_vert->no; \
vi.index = BM_elem_index_get(vi.bm_vert); \
vi.mask = (float *)BM_ELEM_CD_GET_VOID_P(vi.bm_vert, vi.cd_vert_mask_offset); \
}
#define BKE_pbvh_vertex_iter_end \
} \
} \
} \
((void)0)
void BKE_pbvh_node_get_proxies(PBVHNode *node, PBVHProxyNode **proxies, int *proxy_count);
void BKE_pbvh_node_free_proxies(PBVHNode *node);
PBVHProxyNode *BKE_pbvh_node_add_proxy(PBVH *pbvh, PBVHNode *node);
void BKE_pbvh_gather_proxies(PBVH *pbvh, PBVHNode ***r_array, int *r_tot);
void BKE_pbvh_node_get_bm_orco_data(PBVHNode *node,
int (**r_orco_tris)[3],
int *r_orco_tris_num,
float (**r_orco_coords)[3]);
/**
* \note doing a full search on all vertices here seems expensive,
* however this is important to avoid having to recalculate bound-box & sync the buffers to the
* GPU (which is far more expensive!) See: T47232.
*/
bool BKE_pbvh_node_has_vert_with_normal_update_tag(PBVH *pbvh, PBVHNode *node);
// void BKE_pbvh_node_BB_reset(PBVHNode *node);
// void BKE_pbvh_node_BB_expand(PBVHNode *node, float co[3]);
bool pbvh_has_mask(const PBVH *pbvh);
void pbvh_show_mask_set(PBVH *pbvh, bool show_mask);
bool pbvh_has_face_sets(PBVH *pbvh);
void pbvh_show_face_sets_set(PBVH *pbvh, bool show_face_sets);
/* Parallelization. */
void BKE_pbvh_parallel_range_settings(struct TaskParallelSettings *settings,
bool use_threading,
int totnode);
struct MVert *BKE_pbvh_get_verts(const PBVH *pbvh);
const float (*BKE_pbvh_get_vert_normals(const PBVH *pbvh))[3];
PBVHColorBufferNode *BKE_pbvh_node_color_buffer_get(PBVHNode *node);
void BKE_pbvh_node_color_buffer_free(PBVH *pbvh);
bool BKE_pbvh_get_color_layer(const struct Mesh *me,
CustomDataLayer **r_layer,
eAttrDomain *r_attr);
/* Swaps colors at each element in indices (of domain pbvh->vcol_domain)
* with values in colors. */
void BKE_pbvh_swap_colors(PBVH *pbvh,
const int *indices,
const int indices_num,
float (*colors)[4]);
/* Stores colors from the elements in indices (of domain pbvh->vcol_domain)
* into colors. */
void BKE_pbvh_store_colors(PBVH *pbvh,
const int *indices,
const int indices_num,
float (*colors)[4]);
/* Like BKE_pbvh_store_colors but handles loop->vert conversion */
void BKE_pbvh_store_colors_vertex(PBVH *pbvh,
const int *indices,
const int indices_num,
float (*colors)[4]);
bool BKE_pbvh_is_drawing(const PBVH *pbvh);
void BKE_pbvh_is_drawing_set(PBVH *pbvh, bool val);
/* Do not call in PBVH_GRIDS mode */
void BKE_pbvh_node_num_loops(PBVH *pbvh, PBVHNode *node, int *r_totloop);
void BKE_pbvh_update_active_vcol(PBVH *pbvh, const struct Mesh *mesh);
void BKE_pbvh_pmap_set(PBVH *pbvh, const struct MeshElemMap *pmap);
void BKE_pbvh_vertex_color_set(PBVH *pbvh, int vertex, const float color[4]);
void BKE_pbvh_vertex_color_get(const PBVH *pbvh, int vertex, float r_color[4]);
void BKE_pbvh_ensure_node_loops(PBVH *pbvh);
bool BKE_pbvh_draw_cache_invalid(const PBVH *pbvh);
#ifdef __cplusplus
}
#endif