Though they are sometimes used by users of the BVH tree, mostly vertex normals when building the BVH tree is unnecessary. Skip it instead and avoid storing the vertex normals in the BVH tree cache. They are just calculated in the few places they are actually needed. This should save at least a few percent of the runtime in some cases where the normals weren't needed otherwise.
272 lines
9.1 KiB
C++
272 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 MVert;
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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 struct MVert *vert;
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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 struct MVert *vert,
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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 struct MVert *vert,
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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 struct MVert *vert,
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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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