Following the same optimization as bvh raycast:

*Made nearest surface also use "quad" bvh tree (instead of splitting quads in 2 bvh nodes).
 Again that leaded to improvements in build and query time.

*BLI_bvhtree_find_nearest api is now following the same concept as BLI_bvhtree_ray_cast

removed code relative to bvhtree_from_mesh_tris.
This commit is contained in:
Andre Susano Pinto
2008-07-19 15:22:38 +00:00
parent 59a2b50171
commit 0703d9aad1
4 changed files with 94 additions and 134 deletions

View File

@@ -55,11 +55,11 @@ typedef struct SpaceTransform
void space_transform_setup(SpaceTransform *data, struct Object *local, struct Object *target);
void space_transform_apply (SpaceTransform *data, float *co);
void space_transform_invert(SpaceTransform *data, float *co);
void space_transform_apply (const SpaceTransform *data, float *co);
void space_transform_invert(const SpaceTransform *data, float *co);
void space_transform_apply_normal (SpaceTransform *data, float *co);
void space_transform_invert_normal(SpaceTransform *data, float *co);
void space_transform_apply_normal (const SpaceTransform *data, float *co);
void space_transform_invert_normal(const SpaceTransform *data, float *co);
/* Shrinkwrap stuff */

View File

@@ -129,25 +129,23 @@ void space_transform_setup(SpaceTransform *data, struct Object *local, struct Ob
Mat4Invert(data->target2local, data->local2target);
}
void space_transform_apply(/* const */ SpaceTransform *data, float *co)
void space_transform_apply(const SpaceTransform *data, float *co)
{
VecMat4MulVecfl(co, data->local2target, co);
// Mat4Mul3Vecfl(data->local2target, co);
}
void space_transform_invert(/* const */SpaceTransform *data, float *co)
void space_transform_invert(const SpaceTransform *data, float *co)
{
VecMat4MulVecfl(co, data->target2local, co);
// Mat4Mul3Vecfl(data->target2local, co);
}
void space_transform_apply_normal(/* const */ SpaceTransform *data, float *no)
void space_transform_apply_normal(const SpaceTransform *data, float *no)
{
Mat4Mul3Vecfl(data->local2target, no);
Normalize(no); // TODO: could we just determine de scale value from the matrix?
}
void space_transform_invert_normal(/* const */ SpaceTransform *data, float *no)
void space_transform_invert_normal(const SpaceTransform *data, float *no)
{
Mat4Mul3Vecfl(data->target2local, no);
Normalize(no); // TODO: could we just determine de scale value from the matrix?
@@ -199,48 +197,6 @@ static BVHTree* bvhtree_from_mesh_verts(DerivedMesh *mesh, float epsilon, int tr
return tree;
}
/*
* Builds a bvh tree.. where nodes are the faces of the given mesh. Quads are splitted in 2 triangles
*/
static BVHTree* bvhtree_from_mesh_tri(DerivedMesh *mesh, float epsilon, int tree_type, int axis)
{
int i;
int numFaces= mesh->getNumFaces(mesh), totFaces;
MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT);
MFace *face = mesh->getFaceDataArray(mesh, CD_MFACE);
BVHTree *tree= NULL;
/* Count needed faces */
for(totFaces=numFaces, i=0; i<numFaces; i++)
if(face[i].v4) totFaces++;
/* Create a bvh-tree of the given target */
tree = BLI_bvhtree_new(totFaces, epsilon, tree_type, axis);
if(tree != NULL)
{
for(i = 0; i < numFaces; i++)
{
float co[3][3];
VECCOPY(co[0], vert[ face[i].v1 ].co);
VECCOPY(co[1], vert[ face[i].v2 ].co);
VECCOPY(co[2], vert[ face[i].v3 ].co);
BLI_bvhtree_insert(tree, 2*i, co[0], 3);
if(face[i].v4)
{
/* second face is v1,v3,v4 */
VECCOPY(co[1], vert[ face[i].v3 ].co);
VECCOPY(co[2], vert[ face[i].v4 ].co);
BLI_bvhtree_insert(tree, 2*i+1, co[0], 3);
}
}
BLI_bvhtree_balance(tree);
}
return tree;
}
/*
* Builds a bvh tree.. where nodes are the faces of the given mesh.
*/
@@ -278,63 +234,48 @@ static BVHTree* bvhtree_from_mesh_faces(DerivedMesh *mesh, float epsilon, int tr
}
/*
* Loads the coordinates of the requested tri
* Callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_faces.
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static void bvhtree_from_mesh_get_tri(BVHMeshCallbackUserdata* userdata, int index, float **v0, float **v1, float **v2)
static void mesh_faces_nearest_point(void *userdata, int index, const float *co, BVHTreeNearest *nearest)
{
const BVHMeshCallbackUserdata *data = (BVHMeshCallbackUserdata*) userdata;
MVert *vert = data->vert;
MFace *face = data->face + index / 2;
MFace *face = data->face + index;
if(index & 1)
*v0 = vert[ face->v1 ].co, *v1 = vert[ face->v3 ].co, *v2 = vert[ face->v4 ].co;
else
*v0 = vert[ face->v1 ].co, *v1 = vert[ face->v2 ].co, *v2 = vert[ face->v3 ].co;
}
float *t0, *t1, *t2, *t3;
t0 = vert[ face->v1 ].co;
t1 = vert[ face->v2 ].co;
t2 = vert[ face->v3 ].co;
t3 = face->v4 ? vert[ face->v4].co : NULL;
/*
* Callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_tri.
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static float mesh_tri_nearest_point(void *userdata, int index, const float *co, float *nearest)
{
float *t0, *t1, *t2;
do
{
float nearest_tmp[3], dist;
bvhtree_from_mesh_get_tri( (BVHMeshCallbackUserdata*)userdata, index, &t0, &t1, &t2);
return nearest_point_in_tri_surface(co,t0, t1, t2, nearest);
}
dist = nearest_point_in_tri_surface(co,t0, t1, t2, nearest_tmp);
if(dist < nearest->dist)
{
nearest->index = index;
nearest->dist = dist;
VECCOPY(nearest->co, nearest_tmp);
CalcNormFloat((float*)t0, (float*)t1, (float*)t2, nearest->no); //TODO.. (interpolate normals from the vertexs coordinates?
}
/*
* Callback to bvh tree raycast. The tree must bust have been built using bvhtree_from_mesh_tri.
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static float mesh_tri_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
float dist;
float *t0, *t1, *t2;
t1 = t2;
t2 = t3;
t3 = NULL;
bvhtree_from_mesh_get_tri( (BVHMeshCallbackUserdata*)userdata, index, &t0, &t1, &t2);
if(((BVHMeshCallbackUserdata*)userdata)->sphere_radius == 0.0f)
dist = ray_tri_intersection(ray, hit->dist, t0, t1, t2);
else
dist = sphereray_tri_intersection(ray, ((BVHMeshCallbackUserdata*)userdata)->sphere_radius, hit->dist, t0, t1, t2);
if(dist >= 0 && dist < hit->dist)
{
hit->index = index;
hit->dist = dist;
VECADDFAC(hit->co, ray->origin, ray->direction, dist);
}
return dist;
} while(t2);
}
/*
* Callback to bvh tree raycast. The tree must bust have been built using bvhtree_from_mesh_faces.
* userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static float mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
static void mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
const BVHMeshCallbackUserdata *data = (BVHMeshCallbackUserdata*) userdata;
MVert *vert = data->vert;
@@ -370,7 +311,7 @@ static float mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *
} while(t2);
return hit->dist;
//return hit->dist;
}
/*
@@ -742,6 +683,12 @@ static float nearest_point_in_tri_surface(const float *point, const float *v0, c
//point-plane distance and calculate axis
normal_dist = point_plane_distance(point, v0, dw);
// OPTIMIZATION
// if we are only interested in nearest distance if its closer than some distance already found
// we can:
// if(normal_dist*normal_dist >= best_dist_so_far) return FLOAT_MAX;
//
VECSUB(du, v1, v0);
Normalize(du);
Crossf(dv, dw, du);
@@ -1316,7 +1263,7 @@ void shrinkwrap_calc_nearest_vertex(ShrinkwrapCalcData *calc)
if(nearest.index != -1)
{
nearest.dist = squared_dist(tmp_co, nearest.nearest);
nearest.dist = squared_dist(tmp_co, nearest.co);
}
else nearest.dist = FLT_MAX;
@@ -1325,7 +1272,7 @@ void shrinkwrap_calc_nearest_vertex(ShrinkwrapCalcData *calc)
if(index != -1)
{
float dist;
VECCOPY(tmp_co, nearest.co);
space_transform_invert(&calc->local2target, tmp_co);
dist = VecLenf(vert[i].co, tmp_co);
if(dist > 1e-5) weight *= (dist - calc->keptDist)/dist;
@@ -1448,6 +1395,7 @@ void shrinkwrap_calc_normal_projection_raytree(ShrinkwrapCalcData *calc)
static int normal_projection_project_vertex(char options, const float *vert, const float *dir,/* const */ SpaceTransform *transf, BVHTree *tree, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, BVHMeshCallbackUserdata *userdata)
{
float tmp_co[3], tmp_no[3];
const float *co, *no;
BVHTreeRayHit hit_tmp;
memcpy( &hit_tmp, hit, sizeof(hit_tmp) );
@@ -1456,16 +1404,23 @@ static int normal_projection_project_vertex(char options, const float *vert, con
{
VECCOPY( tmp_co, vert );
space_transform_apply( transf, tmp_co );
vert = tmp_co;
co = tmp_co;
VECCOPY( tmp_no, dir );
space_transform_apply_normal( transf, tmp_no );
dir = tmp_no;
no = tmp_no;
hit_tmp.dist *= Mat4ToScalef( transf->local2target );
}
else
{
co = vert;
no = dir;
}
hit_tmp.index = -1;
BLI_bvhtree_ray_cast(tree, vert, dir, &hit_tmp, callback, userdata);
BLI_bvhtree_ray_cast(tree, co, no, &hit_tmp, callback, userdata);
if(hit_tmp.index != -1)
{
@@ -1476,11 +1431,13 @@ static int normal_projection_project_vertex(char options, const float *vert, con
return FALSE; //Ignore hit
//Inverting space transform (TODO readjust dist)
//Inverting space transform (TODO make coeherent with the initial dist readjust)
if(transf)
{
space_transform_invert( transf, hit_tmp.co );
space_transform_invert_normal( transf, hit_tmp.no );
hit_tmp.dist = VecLenf( vert, hit_tmp.co );
}
memcpy(hit, &hit_tmp, sizeof(hit_tmp) );
@@ -1547,6 +1504,7 @@ void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc)
float tmp_co[3], tmp_no[3];
float lim = 1000; //TODO: we should use FLT_MAX here, but sweepsphere code isnt prepared for that
float weight = vertexgroup_get_vertex_weight(dvert, i, vgroup);
char moved = FALSE;
if(weight == 0.0f) continue;
@@ -1557,21 +1515,29 @@ void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc)
hit.index = -1;
hit.dist = lim;
/* if(limit_tree)
{
normal_projection_project_vertex(0, tmp_co, tmp_no, &local2cut, limit_tree, &hit, callback, &userdata);
}
*/
if(use_normal & MOD_SHRINKWRAP_ALLOW_DEFAULT_NORMAL)
{
normal_projection_project_vertex(calc->smd->shrinkOpts, tmp_co, tmp_no, &calc->local2target, tree, &hit, callback, &userdata);
/*
if(limit_tree)
normal_projection_project_vertex(0, tmp_co, tmp_no, &local2cut, limit_tree, &hit, limit_callback, &limit_userdata);
*/
if(normal_projection_project_vertex(calc->smd->shrinkOpts, tmp_co, tmp_no, &calc->local2target, tree, &hit, callback, &userdata))
moved = TRUE;
}
if(use_normal & MOD_SHRINKWRAP_ALLOW_INVERTED_NORMAL)
{
float inv_no[3] = { -tmp_no[0], -tmp_no[1], -tmp_no[2] };
normal_projection_project_vertex(calc->smd->shrinkOpts, tmp_co, inv_no, &calc->local2target, tree, &hit, callback, &userdata);
/*
if(limit_tree)
normal_projection_project_vertex(0, tmp_co, inv_no, &local2cut, limit_tree, &hit, limit_callback, &limit_userdata);
*/
if(normal_projection_project_vertex(calc->smd->shrinkOpts, tmp_co, inv_no, &calc->local2target, tree, &hit, callback, &userdata))
moved = TRUE;
}
@@ -1579,7 +1545,7 @@ void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc)
{
VecLerpf(vert[i].co, vert[i].co, hit.co, weight); //linear interpolation
if(calc->moved)
if(moved && calc->moved)
bitset_set(calc->moved, i);
}
}
@@ -1612,7 +1578,7 @@ void shrinkwrap_calc_nearest_surface_point(ShrinkwrapCalcData *calc)
//Create a bvh-tree of the given target
tree = bvhtree_from_mesh_tri(calc->target, 0.0, 2, 6);
BENCH( tree = bvhtree_from_mesh_faces(calc->target, 0.0, 2, 6) );
if(tree == NULL) return OUT_OF_MEMORY();
bvhtree_meshcallbackdata_init(&userdata, calc->target, 0.0);
@@ -1637,28 +1603,22 @@ void shrinkwrap_calc_nearest_surface_point(ShrinkwrapCalcData *calc)
if(nearest.index != -1)
{
nearest.dist = squared_dist(tmp_co, nearest.nearest);
nearest.dist = squared_dist(tmp_co, nearest.co);
}
else nearest.dist = FLT_MAX;
index = BLI_bvhtree_find_nearest(tree, tmp_co, &nearest, mesh_tri_nearest_point, &userdata);
index = BLI_bvhtree_find_nearest(tree, tmp_co, &nearest, mesh_faces_nearest_point, &userdata);
if(index != -1)
{
if(calc->smd->shrinkOpts & MOD_SHRINKWRAP_KEPT_ABOVE_SURFACE)
{
float *t0, *t1, *t2;
float surface_normal[3], tmp[3];
bvhtree_from_mesh_get_tri(&userdata, index, &t0, &t1, &t2);
CalcNormFloat(t0, t1, t2, surface_normal);
VECSUB(tmp, vert[i].co, t0 );
VECADDFAC(tmp_co, nearest.nearest, surface_normal, calc->keptDist);
VECADDFAC(tmp_co, nearest.co, nearest.no, calc->keptDist);
}
else
{
float dist = VecLenf(tmp_co, nearest.nearest);
VecLerpf(tmp_co, tmp_co, nearest.nearest, (dist - calc->keptDist)/dist); //linear interpolation
float dist = VecLenf(tmp_co, nearest.co);
VecLerpf(tmp_co, tmp_co, nearest.co, (dist - calc->keptDist)/dist); //linear interpolation
}
space_transform_invert(&calc->local2target, tmp_co);
VecLerpf(vert[i].co, vert[i].co, tmp_co, weight); //linear interpolation

View File

@@ -43,7 +43,8 @@ typedef struct BVHTreeOverlap {
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 nearest[3]; /* nearest coordinates (untouched it 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; /* squared distance to search arround */
} BVHTreeNearest;
@@ -61,11 +62,11 @@ typedef struct BVHTreeRayHit
float dist; /* distance to the hit point */
} BVHTreeRayHit;
/* returns square of the minimum distance from given co to the node, nearest point is stored on nearest */
typedef float (*BVHTree_NearestPointCallback) (void *userdata, int index, const float *co, float *nearest);
/* callback must update nearest in case it finds a nearest result */
typedef void (*BVHTree_NearestPointCallback) (void *userdata, int index, const float *co, BVHTreeNearest *nearest);
/* returns the ray distancence from given co to the node, nearest point is stored on nearest */
typedef float (*BVHTree_RayCastCallback) (void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit);
/* 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);
BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis);

View File

@@ -897,6 +897,7 @@ static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *near
}
// TODO: use a priority queue to reduce the number of nodes looked on
static void dfs_find_nearest(BVHNearestData *data, BVHNode *node)
{
int i;
@@ -908,20 +909,18 @@ static void dfs_find_nearest(BVHNearestData *data, BVHNode *node)
if(node->totnode == 0)
{
if(data->callback)
sdist = data->callback(data->userdata , node->index, data->co, nearest);
if(sdist >= data->nearest.dist) return;
data->nearest.index = node->index;
VECCOPY(data->nearest.nearest, nearest);
data->nearest.dist = sdist;
data->callback(data->userdata , node->index, data->co, &data->nearest);
else
{
data->nearest.index = node->index;
VECCOPY(data->nearest.co, nearest);
data->nearest.dist = sdist;
}
}
else
{
for(i=0; i != node->totnode; i++)
{
dfs_find_nearest(data, node->children[i]);
}
}
}