Files
test/source/blender/blenkernel/BKE_bvhutils.hh
Hans Goudey 901b18d17b Point Cloud: Add cached full points BVH tree
Instead of rebuilding the BVH tree every time it's requested.
2025-02-17 12:11:06 -05:00

109 lines
3.3 KiB
C++

/* SPDX-FileCopyrightText: 2006 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*
* This header encapsulates necessary code to build a BVH.
*/
#include "BLI_index_mask_fwd.hh"
#include "BLI_kdopbvh.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_offset_indices.hh"
#include "BLI_span.hh"
struct BVHTree;
struct MFace;
struct Mesh;
struct PointCloud;
namespace blender::bke {
/**
* Struct that stores basic information about a #BVHTree built from a mesh.
*/
struct BVHTreeFromMesh {
const BVHTree *tree = nullptr;
/** Default callbacks to BVH nearest and ray-cast. */
BVHTree_NearestPointCallback nearest_callback;
BVHTree_RayCastCallback raycast_callback;
/* Vertex array, so that callbacks have instant access to data. */
Span<float3> vert_positions;
Span<int2> edges;
Span<int> corner_verts;
Span<int3> corner_tris;
const MFace *face = nullptr;
std::unique_ptr<BVHTree, BVHTreeDeleter> owned_tree;
};
/**
* Builds a BVH-tree where nodes are the given vertices.
*/
BVHTreeFromMesh bvhtree_from_mesh_verts_ex(Span<float3> vert_positions,
const IndexMask &verts_mask);
/**
* Builds a BVH-tree where nodes are the given edges.
*/
BVHTreeFromMesh bvhtree_from_mesh_edges_ex(Span<float3> vert_positions,
Span<int2> edges,
const IndexMask &edges_mask);
/**
* Builds a BVH-tree where nodes are the triangle faces (#Mesh::corner_tris()) of the given mesh.
*/
BVHTreeFromMesh bvhtree_from_mesh_corner_tris_ex(Span<float3> vert_positions,
OffsetIndices<int> faces,
Span<int> corner_verts,
Span<int3> corner_tris,
const IndexMask &faces_mask);
/**
* Build a BVH-tree from the triangles in the mesh that correspond to the faces in the given mask.
*/
BVHTreeFromMesh bvhtree_from_mesh_tris_init(const Mesh &mesh, const IndexMask &faces_mask);
/**
* Build a BVH-tree containing the given edges.
*/
BVHTreeFromMesh bvhtree_from_mesh_edges_init(const Mesh &mesh, const IndexMask &edges_mask);
/**
* Build a BVH-tree containing the given vertices.
*/
BVHTreeFromMesh bvhtree_from_mesh_verts_init(const Mesh &mesh, const IndexMask &verts_mask);
/**
* Math functions used by callbacks
*/
float bvhtree_ray_tri_intersection(
const BVHTreeRay *ray, float m_dist, const float v0[3], const float v1[3], const float v2[3]);
float bvhtree_sphereray_tri_intersection(const BVHTreeRay *ray,
float radius,
float m_dist,
const float v0[3],
const float v1[3],
const float v2[3]);
struct BVHTreeFromPointCloud {
const BVHTree *tree = nullptr;
BVHTree_NearestPointCallback nearest_callback;
Span<float3> positions;
std::unique_ptr<BVHTree, BVHTreeDeleter> owned_tree;
};
BVHTreeFromPointCloud bvhtree_from_pointcloud_get(const PointCloud &pointcloud,
const IndexMask &points_mask);
} // namespace blender::bke