Fix snapping issues caused by commit 1c77779160, where a mesh
representing the edited mesh was introduced.
Mesh snap to vertex now works in the following order:
- Snap to vertices of visible triangles
- Snap to vertices of loose edges
- Snap to loose vertices
The problem arises because in editing mode, faces whose vertices are
being transformed are ignored, marked as hidden in the snap, resulting
in the loss of some vertices in triangles.
The solution involves considering the edges and vertices of hidden
faces as loose elements since, despite being connected to faces, they
are still visible to snap. Two new types of BVHTree were created for
this purpose:
- BVHTREE_FROM_LOOSEVERTS_NO_HIDDEN
- BVHTREE_FROM_LOOSEEDGES_NO_HIDDEN
This modification addresses two related issues:
- snapping in edit mode to vertices and edges of a face being
transformed
- snapping to mesh with hidden loose elements
Optionally, the first issue could be tackled separately by generating
BVHTrees within the snap system itself and storing them in a
`SnapCache_EditMesh *em_cache`, then passing this cache as a parameter
to the `snap_object_mesh` function.
Pull Request: https://projects.blender.org/blender/blender/pulls/120270
1205 lines
36 KiB
C++
1205 lines
36 KiB
C++
/* SPDX-FileCopyrightText: Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup bke
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*/
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#include "DNA_meshdata_types.h"
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#include "DNA_pointcloud_types.h"
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#include "BLI_math_geom.h"
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#include "BLI_task.h"
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#include "BKE_attribute.hh"
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#include "BKE_bvhutils.hh"
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#include "BKE_editmesh.hh"
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#include "BKE_mesh.hh"
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using blender::BitSpan;
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using blender::BitVector;
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using blender::float3;
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using blender::IndexRange;
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using blender::int3;
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using blender::Span;
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using blender::VArray;
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/* -------------------------------------------------------------------- */
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/** \name BVHCache
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* \{ */
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struct BVHCacheItem {
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bool is_filled;
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BVHTree *tree;
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};
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struct BVHCache {
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BVHCacheItem items[BVHTREE_MAX_ITEM];
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ThreadMutex mutex;
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};
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/**
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* Queries a bvhcache for the cache bvhtree of the request type
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*
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* When the `r_locked` is filled and the tree could not be found the caches mutex will be
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* locked. This mutex can be unlocked by calling `bvhcache_unlock`.
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*
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* When `r_locked` is used the `mesh_eval_mutex` must contain the `MeshRuntime.eval_mutex`.
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*/
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static bool bvhcache_find(BVHCache **bvh_cache_p,
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BVHCacheType type,
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BVHTree **r_tree,
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bool *r_locked,
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std::mutex *mesh_eval_mutex)
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{
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bool do_lock = r_locked;
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if (r_locked) {
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*r_locked = false;
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}
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if (*bvh_cache_p == nullptr) {
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if (!do_lock) {
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/* Cache does not exist and no lock is requested. */
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return false;
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}
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/* Lazy initialization of the bvh_cache using the `mesh_eval_mutex`. */
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std::lock_guard lock{*mesh_eval_mutex};
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if (*bvh_cache_p == nullptr) {
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*bvh_cache_p = bvhcache_init();
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}
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}
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BVHCache *bvh_cache = *bvh_cache_p;
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if (bvh_cache->items[type].is_filled) {
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*r_tree = bvh_cache->items[type].tree;
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return true;
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}
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if (do_lock) {
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BLI_mutex_lock(&bvh_cache->mutex);
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bool in_cache = bvhcache_find(bvh_cache_p, type, r_tree, nullptr, nullptr);
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if (in_cache) {
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BLI_mutex_unlock(&bvh_cache->mutex);
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return in_cache;
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}
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*r_locked = true;
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}
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return false;
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}
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static void bvhcache_unlock(BVHCache *bvh_cache, bool lock_started)
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{
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if (lock_started) {
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BLI_mutex_unlock(&bvh_cache->mutex);
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}
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}
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bool bvhcache_has_tree(const BVHCache *bvh_cache, const BVHTree *tree)
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{
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if (bvh_cache == nullptr) {
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return false;
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}
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for (int i = 0; i < BVHTREE_MAX_ITEM; i++) {
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if (bvh_cache->items[i].tree == tree) {
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return true;
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}
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}
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return false;
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}
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BVHCache *bvhcache_init()
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{
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BVHCache *cache = MEM_cnew<BVHCache>(__func__);
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BLI_mutex_init(&cache->mutex);
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return cache;
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}
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/**
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* Inserts a BVHTree of the given type under the cache
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* After that the caller no longer needs to worry when to free the BVHTree
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* as that will be done when the cache is freed.
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*
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* A call to this assumes that there was no previous cached tree of the given type
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* \warning The #BVHTree can be nullptr.
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*/
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static void bvhcache_insert(BVHCache *bvh_cache, BVHTree *tree, BVHCacheType type)
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{
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BVHCacheItem *item = &bvh_cache->items[type];
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BLI_assert(!item->is_filled);
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item->tree = tree;
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item->is_filled = true;
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}
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void bvhcache_free(BVHCache *bvh_cache)
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{
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for (int index = 0; index < BVHTREE_MAX_ITEM; index++) {
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BVHCacheItem *item = &bvh_cache->items[index];
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BLI_bvhtree_free(item->tree);
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item->tree = nullptr;
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}
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BLI_mutex_end(&bvh_cache->mutex);
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MEM_freeN(bvh_cache);
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}
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/**
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* BVH-tree balancing inside a mutex lock must be run in isolation. Balancing
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* is multithreaded, and we do not want the current thread to start another task
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* that may involve acquiring the same mutex lock that it is waiting for.
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*/
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static void bvhtree_balance_isolated(void *userdata)
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{
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BLI_bvhtree_balance((BVHTree *)userdata);
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}
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static void bvhtree_balance(BVHTree *tree, const bool isolate)
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{
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if (tree) {
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if (isolate) {
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BLI_task_isolate(bvhtree_balance_isolated, tree);
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}
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else {
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BLI_bvhtree_balance(tree);
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}
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Local Callbacks
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* \{ */
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/* Math stuff for ray casting on mesh faces and for nearest surface */
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float bvhtree_ray_tri_intersection(const BVHTreeRay *ray,
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const 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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{
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float dist;
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#ifdef USE_KDOPBVH_WATERTIGHT
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if (isect_ray_tri_watertight_v3(ray->origin, ray->isect_precalc, v0, v1, v2, &dist, nullptr))
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#else
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if (isect_ray_tri_epsilon_v3(
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ray->origin, ray->direction, v0, v1, v2, &dist, nullptr, FLT_EPSILON))
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#endif
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{
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return dist;
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}
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return FLT_MAX;
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}
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float bvhtree_sphereray_tri_intersection(const BVHTreeRay *ray,
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float radius,
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const 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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{
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float idist;
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float p1[3];
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float hit_point[3];
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madd_v3_v3v3fl(p1, ray->origin, ray->direction, m_dist);
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if (isect_sweeping_sphere_tri_v3(ray->origin, p1, radius, v0, v1, v2, &idist, hit_point)) {
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return idist * m_dist;
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}
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return FLT_MAX;
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}
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/*
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* BVH from meshes callbacks
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*/
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/**
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* Callback to BVH-tree nearest point.
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* The tree must have been built using #bvhtree_from_mesh_faces.
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*
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* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
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*/
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static void mesh_faces_nearest_point(void *userdata,
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int index,
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const float co[3],
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BVHTreeNearest *nearest)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
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const MFace *face = data->face + index;
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const float *t0, *t1, *t2, *t3;
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t0 = data->vert_positions[face->v1];
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t1 = data->vert_positions[face->v2];
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t2 = data->vert_positions[face->v3];
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t3 = face->v4 ? &data->vert_positions[face->v4].x : nullptr;
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do {
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float nearest_tmp[3], dist_sq;
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closest_on_tri_to_point_v3(nearest_tmp, co, t0, t1, t2);
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dist_sq = len_squared_v3v3(co, nearest_tmp);
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if (dist_sq < nearest->dist_sq) {
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nearest->index = index;
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nearest->dist_sq = dist_sq;
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copy_v3_v3(nearest->co, nearest_tmp);
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normal_tri_v3(nearest->no, t0, t1, t2);
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}
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t1 = t2;
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t2 = t3;
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t3 = nullptr;
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} while (t2);
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}
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/* copy of function above */
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static void mesh_corner_tris_nearest_point(void *userdata,
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int index,
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const float co[3],
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BVHTreeNearest *nearest)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
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const int3 &tri = data->corner_tris[index];
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const float *vtri_co[3] = {
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data->vert_positions[data->corner_verts[tri[0]]],
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data->vert_positions[data->corner_verts[tri[1]]],
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data->vert_positions[data->corner_verts[tri[2]]],
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};
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float nearest_tmp[3], dist_sq;
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closest_on_tri_to_point_v3(nearest_tmp, co, UNPACK3(vtri_co));
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dist_sq = len_squared_v3v3(co, nearest_tmp);
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if (dist_sq < nearest->dist_sq) {
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nearest->index = index;
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nearest->dist_sq = dist_sq;
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copy_v3_v3(nearest->co, nearest_tmp);
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normal_tri_v3(nearest->no, UNPACK3(vtri_co));
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}
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}
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/**
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* Callback to BVH-tree ray-cast.
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* The tree must have been built using bvhtree_from_mesh_faces.
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*
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* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
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*/
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static void mesh_faces_spherecast(void *userdata,
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int index,
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const BVHTreeRay *ray,
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BVHTreeRayHit *hit)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
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const MFace *face = &data->face[index];
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const float *t0, *t1, *t2, *t3;
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t0 = data->vert_positions[face->v1];
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t1 = data->vert_positions[face->v2];
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t2 = data->vert_positions[face->v3];
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t3 = face->v4 ? &data->vert_positions[face->v4].x : nullptr;
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do {
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float dist;
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if (ray->radius == 0.0f) {
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dist = bvhtree_ray_tri_intersection(ray, hit->dist, t0, t1, t2);
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}
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else {
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dist = bvhtree_sphereray_tri_intersection(ray, ray->radius, hit->dist, t0, t1, t2);
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}
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if (dist >= 0 && dist < hit->dist) {
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hit->index = index;
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hit->dist = dist;
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madd_v3_v3v3fl(hit->co, ray->origin, ray->direction, dist);
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normal_tri_v3(hit->no, t0, t1, t2);
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}
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t1 = t2;
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t2 = t3;
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t3 = nullptr;
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} while (t2);
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}
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/* copy of function above */
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static void mesh_corner_tris_spherecast(void *userdata,
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int index,
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const BVHTreeRay *ray,
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BVHTreeRayHit *hit)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
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const Span<float3> positions = data->vert_positions;
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const int3 &tri = data->corner_tris[index];
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const float *vtri_co[3] = {
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positions[data->corner_verts[tri[0]]],
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positions[data->corner_verts[tri[1]]],
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positions[data->corner_verts[tri[2]]],
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};
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float dist;
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if (ray->radius == 0.0f) {
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dist = bvhtree_ray_tri_intersection(ray, hit->dist, UNPACK3(vtri_co));
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}
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else {
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dist = bvhtree_sphereray_tri_intersection(ray, ray->radius, hit->dist, UNPACK3(vtri_co));
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}
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if (dist >= 0 && dist < hit->dist) {
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hit->index = index;
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hit->dist = dist;
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madd_v3_v3v3fl(hit->co, ray->origin, ray->direction, dist);
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normal_tri_v3(hit->no, UNPACK3(vtri_co));
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}
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}
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/**
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* Callback to BVH-tree nearest point.
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* The tree must have been built using #bvhtree_from_mesh_edges.
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*
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* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
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*/
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static void mesh_edges_nearest_point(void *userdata,
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int index,
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const float co[3],
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BVHTreeNearest *nearest)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
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const Span<float3> positions = data->vert_positions;
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const blender::int2 edge = data->edges[index];
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float nearest_tmp[3], dist_sq;
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const float *t0, *t1;
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t0 = positions[edge[0]];
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t1 = positions[edge[1]];
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closest_to_line_segment_v3(nearest_tmp, co, t0, t1);
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dist_sq = len_squared_v3v3(nearest_tmp, co);
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if (dist_sq < nearest->dist_sq) {
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nearest->index = index;
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nearest->dist_sq = dist_sq;
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copy_v3_v3(nearest->co, nearest_tmp);
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sub_v3_v3v3(nearest->no, t0, t1);
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normalize_v3(nearest->no);
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}
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}
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/* Helper, does all the point-sphere-cast work actually. */
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static void mesh_verts_spherecast_do(int index,
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const float v[3],
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const BVHTreeRay *ray,
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BVHTreeRayHit *hit)
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{
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float dist;
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const float *r1;
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float r2[3], i1[3];
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r1 = ray->origin;
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add_v3_v3v3(r2, r1, ray->direction);
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closest_to_line_segment_v3(i1, v, r1, r2);
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/* No hit if closest point is 'behind' the origin of the ray, or too far away from it. */
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if ((dot_v3v3v3(r1, i1, r2) >= 0.0f) && ((dist = len_v3v3(r1, i1)) < hit->dist)) {
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hit->index = index;
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hit->dist = dist;
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copy_v3_v3(hit->co, i1);
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}
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}
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/**
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* Callback to BVH-tree ray-cast.
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* The tree must have been built using bvhtree_from_mesh_verts.
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*
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* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
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*/
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static void mesh_verts_spherecast(void *userdata,
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int index,
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const BVHTreeRay *ray,
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BVHTreeRayHit *hit)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
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const float *v = data->vert_positions[index];
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mesh_verts_spherecast_do(index, v, ray, hit);
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}
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/**
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* Callback to BVH-tree ray-cast.
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* The tree must have been built using bvhtree_from_mesh_edges.
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*
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* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
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*/
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static void mesh_edges_spherecast(void *userdata,
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int index,
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const BVHTreeRay *ray,
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BVHTreeRayHit *hit)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
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const Span<float3> positions = data->vert_positions;
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const blender::int2 edge = data->edges[index];
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const float radius_sq = square_f(ray->radius);
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float dist;
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const float *v1, *v2, *r1;
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float r2[3], i1[3], i2[3];
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v1 = positions[edge[0]];
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v2 = positions[edge[1]];
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/* In case we get a zero-length edge, handle it as a point! */
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if (equals_v3v3(v1, v2)) {
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mesh_verts_spherecast_do(index, v1, ray, hit);
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return;
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}
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r1 = ray->origin;
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add_v3_v3v3(r2, r1, ray->direction);
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if (isect_line_line_v3(v1, v2, r1, r2, i1, i2)) {
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/* No hit if intersection point is 'behind' the origin of the ray, or too far away from it. */
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if ((dot_v3v3v3(r1, i2, r2) >= 0.0f) && ((dist = len_v3v3(r1, i2)) < hit->dist)) {
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const float e_fac = line_point_factor_v3(i1, v1, v2);
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if (e_fac < 0.0f) {
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copy_v3_v3(i1, v1);
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}
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else if (e_fac > 1.0f) {
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copy_v3_v3(i1, v2);
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}
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/* Ensure ray is really close enough from edge! */
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if (len_squared_v3v3(i1, i2) <= radius_sq) {
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hit->index = index;
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hit->dist = dist;
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copy_v3_v3(hit->co, i2);
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}
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}
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}
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}
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/** \} */
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|
|
/*
|
|
* BVH builders
|
|
*/
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Common Utils
|
|
* \{ */
|
|
|
|
static void bvhtree_from_mesh_setup_data(BVHTree *tree,
|
|
const BVHCacheType bvh_cache_type,
|
|
const Span<float3> positions,
|
|
const Span<blender::int2> edges,
|
|
const Span<int> corner_verts,
|
|
const Span<int3> corner_tris,
|
|
const MFace *face,
|
|
BVHTreeFromMesh *r_data)
|
|
{
|
|
*r_data = {};
|
|
|
|
r_data->tree = tree;
|
|
|
|
r_data->vert_positions = positions;
|
|
r_data->edges = edges;
|
|
r_data->face = face;
|
|
r_data->corner_verts = corner_verts;
|
|
r_data->corner_tris = corner_tris;
|
|
|
|
switch (bvh_cache_type) {
|
|
case BVHTREE_FROM_VERTS:
|
|
case BVHTREE_FROM_LOOSEVERTS:
|
|
case BVHTREE_FROM_LOOSEVERTS_NO_HIDDEN:
|
|
/* a nullptr nearest callback works fine
|
|
* remember the min distance to point is the same as the min distance to BV of point */
|
|
r_data->nearest_callback = nullptr;
|
|
r_data->raycast_callback = mesh_verts_spherecast;
|
|
break;
|
|
case BVHTREE_FROM_EDGES:
|
|
case BVHTREE_FROM_LOOSEEDGES:
|
|
case BVHTREE_FROM_LOOSEEDGES_NO_HIDDEN:
|
|
r_data->nearest_callback = mesh_edges_nearest_point;
|
|
r_data->raycast_callback = mesh_edges_spherecast;
|
|
break;
|
|
case BVHTREE_FROM_FACES:
|
|
r_data->nearest_callback = mesh_faces_nearest_point;
|
|
r_data->raycast_callback = mesh_faces_spherecast;
|
|
break;
|
|
case BVHTREE_FROM_CORNER_TRIS:
|
|
case BVHTREE_FROM_CORNER_TRIS_NO_HIDDEN:
|
|
r_data->nearest_callback = mesh_corner_tris_nearest_point;
|
|
r_data->raycast_callback = mesh_corner_tris_spherecast;
|
|
break;
|
|
case BVHTREE_MAX_ITEM:
|
|
BLI_assert(false);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static BVHTree *bvhtree_new_common(
|
|
float epsilon, int tree_type, int axis, int elems_num, int &elems_num_active)
|
|
{
|
|
if (elems_num_active != -1) {
|
|
BLI_assert(IN_RANGE_INCL(elems_num_active, 0, elems_num));
|
|
}
|
|
else {
|
|
elems_num_active = elems_num;
|
|
}
|
|
|
|
if (elems_num_active == 0) {
|
|
return nullptr;
|
|
}
|
|
|
|
return BLI_bvhtree_new(elems_num_active, epsilon, tree_type, axis);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Vertex Builder
|
|
* \{ */
|
|
|
|
static BVHTree *bvhtree_from_mesh_verts_create_tree(float epsilon,
|
|
int tree_type,
|
|
int axis,
|
|
const Span<float3> positions,
|
|
const BitSpan verts_mask,
|
|
int verts_num_active)
|
|
{
|
|
BVHTree *tree = bvhtree_new_common(epsilon, tree_type, axis, positions.size(), verts_num_active);
|
|
if (!tree) {
|
|
return nullptr;
|
|
}
|
|
|
|
for (const int i : positions.index_range()) {
|
|
if (!verts_mask.is_empty() && !verts_mask[i]) {
|
|
continue;
|
|
}
|
|
BLI_bvhtree_insert(tree, i, positions[i], 1);
|
|
}
|
|
BLI_assert(BLI_bvhtree_get_len(tree) == verts_num_active);
|
|
|
|
return tree;
|
|
}
|
|
|
|
BVHTree *bvhtree_from_mesh_verts_ex(BVHTreeFromMesh *data,
|
|
const Span<float3> vert_positions,
|
|
const BitSpan verts_mask,
|
|
int verts_num_active,
|
|
float epsilon,
|
|
int tree_type,
|
|
int axis)
|
|
{
|
|
BVHTree *tree = bvhtree_from_mesh_verts_create_tree(
|
|
epsilon, tree_type, axis, vert_positions, verts_mask, verts_num_active);
|
|
|
|
bvhtree_balance(tree, false);
|
|
|
|
if (data) {
|
|
/* Setup BVHTreeFromMesh */
|
|
bvhtree_from_mesh_setup_data(tree, BVHTREE_FROM_VERTS, vert_positions, {}, {}, {}, {}, data);
|
|
}
|
|
|
|
return tree;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Edge Builder
|
|
* \{ */
|
|
|
|
static BVHTree *bvhtree_from_mesh_edges_create_tree(const Span<float3> positions,
|
|
const blender::Span<blender::int2> edges,
|
|
const BitSpan edges_mask,
|
|
int edges_num_active,
|
|
float epsilon,
|
|
int tree_type,
|
|
int axis)
|
|
{
|
|
BVHTree *tree = bvhtree_new_common(epsilon, tree_type, axis, edges.size(), edges_num_active);
|
|
if (!tree) {
|
|
return nullptr;
|
|
}
|
|
|
|
for (const int i : edges.index_range()) {
|
|
if (!edges_mask.is_empty() && !edges_mask[i]) {
|
|
continue;
|
|
}
|
|
float co[2][3];
|
|
copy_v3_v3(co[0], positions[edges[i][0]]);
|
|
copy_v3_v3(co[1], positions[edges[i][1]]);
|
|
|
|
BLI_bvhtree_insert(tree, i, co[0], 2);
|
|
}
|
|
|
|
return tree;
|
|
}
|
|
|
|
BVHTree *bvhtree_from_mesh_edges_ex(BVHTreeFromMesh *data,
|
|
const Span<float3> vert_positions,
|
|
const Span<blender::int2> edges,
|
|
const BitSpan edges_mask,
|
|
int edges_num_active,
|
|
float epsilon,
|
|
int tree_type,
|
|
int axis)
|
|
{
|
|
BVHTree *tree = bvhtree_from_mesh_edges_create_tree(
|
|
vert_positions, edges, edges_mask, edges_num_active, epsilon, tree_type, axis);
|
|
|
|
bvhtree_balance(tree, false);
|
|
|
|
if (data) {
|
|
/* Setup BVHTreeFromMesh */
|
|
bvhtree_from_mesh_setup_data(
|
|
tree, BVHTREE_FROM_EDGES, vert_positions, edges, {}, {}, {}, data);
|
|
}
|
|
|
|
return tree;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Tessellated Face Builder
|
|
* \{ */
|
|
|
|
static BVHTree *bvhtree_from_mesh_faces_create_tree(float epsilon,
|
|
int tree_type,
|
|
int axis,
|
|
const Span<float3> positions,
|
|
const MFace *face,
|
|
const int faces_num,
|
|
const BitSpan faces_mask,
|
|
int faces_num_active)
|
|
{
|
|
BVHTree *tree = bvhtree_new_common(epsilon, tree_type, axis, faces_num, faces_num_active);
|
|
if (!tree) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (!positions.is_empty() && face) {
|
|
for (int i = 0; i < faces_num; i++) {
|
|
float co[4][3];
|
|
if (!faces_mask.is_empty() && !faces_mask[i]) {
|
|
continue;
|
|
}
|
|
|
|
copy_v3_v3(co[0], positions[face[i].v1]);
|
|
copy_v3_v3(co[1], positions[face[i].v2]);
|
|
copy_v3_v3(co[2], positions[face[i].v3]);
|
|
if (face[i].v4) {
|
|
copy_v3_v3(co[3], positions[face[i].v4]);
|
|
}
|
|
|
|
BLI_bvhtree_insert(tree, i, co[0], face[i].v4 ? 4 : 3);
|
|
}
|
|
}
|
|
BLI_assert(BLI_bvhtree_get_len(tree) == faces_num_active);
|
|
|
|
return tree;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name corner_tri Face Builder
|
|
* \{ */
|
|
|
|
static BVHTree *bvhtree_from_mesh_corner_tris_create_tree(float epsilon,
|
|
int tree_type,
|
|
int axis,
|
|
const Span<float3> positions,
|
|
const Span<int> corner_verts,
|
|
const Span<int3> corner_tris,
|
|
const BitSpan corner_tris_mask,
|
|
int corner_tris_num_active)
|
|
{
|
|
if (positions.is_empty()) {
|
|
return nullptr;
|
|
}
|
|
|
|
BVHTree *tree = bvhtree_new_common(
|
|
epsilon, tree_type, axis, corner_tris.size(), corner_tris_num_active);
|
|
|
|
if (!tree) {
|
|
return nullptr;
|
|
}
|
|
|
|
for (const int i : corner_tris.index_range()) {
|
|
float co[3][3];
|
|
if (!corner_tris_mask.is_empty() && !corner_tris_mask[i]) {
|
|
continue;
|
|
}
|
|
|
|
copy_v3_v3(co[0], positions[corner_verts[corner_tris[i][0]]]);
|
|
copy_v3_v3(co[1], positions[corner_verts[corner_tris[i][1]]]);
|
|
copy_v3_v3(co[2], positions[corner_verts[corner_tris[i][2]]]);
|
|
|
|
BLI_bvhtree_insert(tree, i, co[0], 3);
|
|
}
|
|
|
|
BLI_assert(BLI_bvhtree_get_len(tree) == corner_tris_num_active);
|
|
|
|
return tree;
|
|
}
|
|
|
|
BVHTree *bvhtree_from_mesh_corner_tris_ex(BVHTreeFromMesh *data,
|
|
const Span<float3> vert_positions,
|
|
const Span<int> corner_verts,
|
|
const Span<int3> corner_tris,
|
|
const BitSpan corner_tris_mask,
|
|
int corner_tris_num_active,
|
|
float epsilon,
|
|
int tree_type,
|
|
int axis)
|
|
{
|
|
BVHTree *tree = bvhtree_from_mesh_corner_tris_create_tree(epsilon,
|
|
tree_type,
|
|
axis,
|
|
vert_positions,
|
|
corner_verts,
|
|
corner_tris,
|
|
corner_tris_mask,
|
|
corner_tris_num_active);
|
|
|
|
bvhtree_balance(tree, false);
|
|
|
|
if (data) {
|
|
/* Setup BVHTreeFromMesh */
|
|
bvhtree_from_mesh_setup_data(tree,
|
|
BVHTREE_FROM_CORNER_TRIS,
|
|
vert_positions,
|
|
{},
|
|
corner_verts,
|
|
corner_tris,
|
|
nullptr,
|
|
data);
|
|
}
|
|
|
|
return tree;
|
|
}
|
|
|
|
static BitVector<> loose_verts_no_hidden_mask_get(const Mesh &mesh, int *r_elem_active_len)
|
|
{
|
|
using namespace blender;
|
|
using namespace blender::bke;
|
|
|
|
int count = mesh.verts_num;
|
|
BitVector<> verts_mask(count, true);
|
|
|
|
const AttributeAccessor attributes = mesh.attributes();
|
|
const Span<int2> edges = mesh.edges();
|
|
const VArray<bool> hide_edge = *attributes.lookup_or_default(
|
|
".hide_edge", AttrDomain::Edge, false);
|
|
const VArray<bool> hide_vert = *attributes.lookup_or_default(
|
|
".hide_vert", AttrDomain::Point, false);
|
|
|
|
for (const int i : edges.index_range()) {
|
|
if (hide_edge[i]) {
|
|
continue;
|
|
}
|
|
for (const int vert : {edges[i][0], edges[i][1]}) {
|
|
if (verts_mask[vert]) {
|
|
verts_mask[vert].reset();
|
|
count--;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (count) {
|
|
for (const int vert : verts_mask.index_range()) {
|
|
if (verts_mask[vert] && hide_vert[vert]) {
|
|
verts_mask[vert].reset();
|
|
count--;
|
|
}
|
|
}
|
|
}
|
|
|
|
*r_elem_active_len = count;
|
|
|
|
return verts_mask;
|
|
}
|
|
|
|
static BitVector<> loose_edges_no_hidden_mask_get(const Mesh &mesh, int *r_elem_active_len)
|
|
{
|
|
using namespace blender;
|
|
using namespace blender::bke;
|
|
|
|
int count = mesh.edges_num;
|
|
BitVector<> edge_mask(count, true);
|
|
|
|
const AttributeAccessor attributes = mesh.attributes();
|
|
const OffsetIndices faces = mesh.faces();
|
|
const Span<int> corner_edges = mesh.corner_edges();
|
|
const VArray<bool> hide_poly = *attributes.lookup_or_default(
|
|
".hide_poly", AttrDomain::Face, false);
|
|
const VArray<bool> hide_edge = *attributes.lookup_or_default(
|
|
".hide_edge", AttrDomain::Edge, false);
|
|
|
|
for (const int i : faces.index_range()) {
|
|
if (hide_poly[i]) {
|
|
continue;
|
|
}
|
|
for (const int edge : corner_edges.slice(faces[i])) {
|
|
if (edge_mask[edge]) {
|
|
edge_mask[edge].reset();
|
|
count--;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (count) {
|
|
for (const int edge : edge_mask.index_range()) {
|
|
if (edge_mask[edge] && hide_edge[edge]) {
|
|
edge_mask[edge].reset();
|
|
count--;
|
|
}
|
|
}
|
|
}
|
|
|
|
*r_elem_active_len = count;
|
|
|
|
return edge_mask;
|
|
}
|
|
|
|
static BitVector<> corner_tris_no_hidden_map_get(const blender::OffsetIndices<int> faces,
|
|
const VArray<bool> &hide_poly,
|
|
const int corner_tris_len,
|
|
int *r_corner_tris_active_len)
|
|
{
|
|
if (hide_poly.is_single() && !hide_poly.get_internal_single()) {
|
|
return {};
|
|
}
|
|
BitVector<> corner_tris_mask(corner_tris_len);
|
|
|
|
int corner_tris_no_hidden_len = 0;
|
|
int tri_index = 0;
|
|
for (const int64_t i : faces.index_range()) {
|
|
const int triangles_num = blender::bke::mesh::face_triangles_num(faces[i].size());
|
|
if (hide_poly[i]) {
|
|
tri_index += triangles_num;
|
|
}
|
|
else {
|
|
for (const int i : IndexRange(triangles_num)) {
|
|
UNUSED_VARS(i);
|
|
corner_tris_mask[tri_index].set();
|
|
tri_index++;
|
|
corner_tris_no_hidden_len++;
|
|
}
|
|
}
|
|
}
|
|
|
|
*r_corner_tris_active_len = corner_tris_no_hidden_len;
|
|
|
|
return corner_tris_mask;
|
|
}
|
|
|
|
BVHTree *BKE_bvhtree_from_mesh_get(BVHTreeFromMesh *data,
|
|
const Mesh *mesh,
|
|
const BVHCacheType bvh_cache_type,
|
|
const int tree_type)
|
|
{
|
|
using namespace blender;
|
|
using namespace blender::bke;
|
|
BVHCache **bvh_cache_p = (BVHCache **)&mesh->runtime->bvh_cache;
|
|
|
|
Span<int3> corner_tris;
|
|
if (ELEM(bvh_cache_type, BVHTREE_FROM_CORNER_TRIS, BVHTREE_FROM_CORNER_TRIS_NO_HIDDEN)) {
|
|
corner_tris = mesh->corner_tris();
|
|
}
|
|
|
|
const Span<float3> positions = mesh->vert_positions();
|
|
const Span<int2> edges = mesh->edges();
|
|
const Span<int> corner_verts = mesh->corner_verts();
|
|
|
|
/* Setup BVHTreeFromMesh */
|
|
bvhtree_from_mesh_setup_data(nullptr,
|
|
bvh_cache_type,
|
|
positions,
|
|
edges,
|
|
corner_verts,
|
|
corner_tris,
|
|
(const MFace *)CustomData_get_layer(&mesh->fdata_legacy, CD_MFACE),
|
|
data);
|
|
|
|
bool lock_started = false;
|
|
data->cached = bvhcache_find(
|
|
bvh_cache_p, bvh_cache_type, &data->tree, &lock_started, &mesh->runtime->eval_mutex);
|
|
|
|
if (data->cached) {
|
|
BLI_assert(lock_started == false);
|
|
|
|
/* NOTE: #data->tree can be nullptr. */
|
|
return data->tree;
|
|
}
|
|
|
|
/* Create BVHTree. */
|
|
|
|
switch (bvh_cache_type) {
|
|
case BVHTREE_FROM_LOOSEVERTS: {
|
|
const LooseVertCache &loose_verts = mesh->loose_verts();
|
|
data->tree = bvhtree_from_mesh_verts_create_tree(
|
|
0.0f, tree_type, 6, positions, loose_verts.is_loose_bits, loose_verts.count);
|
|
break;
|
|
}
|
|
case BVHTREE_FROM_LOOSEVERTS_NO_HIDDEN: {
|
|
int mask_bits_act_len = -1;
|
|
const BitVector<> mask = loose_verts_no_hidden_mask_get(*mesh, &mask_bits_act_len);
|
|
data->tree = bvhtree_from_mesh_verts_create_tree(
|
|
0.0f, tree_type, 6, positions, mask, mask_bits_act_len);
|
|
break;
|
|
}
|
|
case BVHTREE_FROM_VERTS: {
|
|
data->tree = bvhtree_from_mesh_verts_create_tree(0.0f, tree_type, 6, positions, {}, -1);
|
|
break;
|
|
}
|
|
case BVHTREE_FROM_LOOSEEDGES: {
|
|
const LooseEdgeCache &loose_edges = mesh->loose_edges();
|
|
data->tree = bvhtree_from_mesh_edges_create_tree(
|
|
positions, edges, loose_edges.is_loose_bits, loose_edges.count, 0.0f, tree_type, 6);
|
|
break;
|
|
}
|
|
case BVHTREE_FROM_LOOSEEDGES_NO_HIDDEN: {
|
|
int mask_bits_act_len = -1;
|
|
const BitVector<> mask = loose_edges_no_hidden_mask_get(*mesh, &mask_bits_act_len);
|
|
data->tree = bvhtree_from_mesh_edges_create_tree(
|
|
positions, edges, mask, mask_bits_act_len, 0.0f, tree_type, 6);
|
|
break;
|
|
}
|
|
case BVHTREE_FROM_EDGES: {
|
|
data->tree = bvhtree_from_mesh_edges_create_tree(
|
|
positions, edges, {}, -1, 0.0f, tree_type, 6);
|
|
break;
|
|
}
|
|
case BVHTREE_FROM_FACES: {
|
|
BLI_assert(!(mesh->totface_legacy == 0 && mesh->faces_num != 0));
|
|
data->tree = bvhtree_from_mesh_faces_create_tree(
|
|
0.0f,
|
|
tree_type,
|
|
6,
|
|
positions,
|
|
(const MFace *)CustomData_get_layer(&mesh->fdata_legacy, CD_MFACE),
|
|
mesh->totface_legacy,
|
|
{},
|
|
-1);
|
|
break;
|
|
}
|
|
case BVHTREE_FROM_CORNER_TRIS_NO_HIDDEN: {
|
|
AttributeAccessor attributes = mesh->attributes();
|
|
int mask_bits_act_len = -1;
|
|
const BitVector<> mask = corner_tris_no_hidden_map_get(
|
|
mesh->faces(),
|
|
*attributes.lookup_or_default(".hide_poly", AttrDomain::Face, false),
|
|
corner_tris.size(),
|
|
&mask_bits_act_len);
|
|
data->tree = bvhtree_from_mesh_corner_tris_create_tree(
|
|
0.0f, tree_type, 6, positions, corner_verts, corner_tris, mask, mask_bits_act_len);
|
|
break;
|
|
}
|
|
case BVHTREE_FROM_CORNER_TRIS: {
|
|
data->tree = bvhtree_from_mesh_corner_tris_create_tree(
|
|
0.0f, tree_type, 6, positions, corner_verts, corner_tris, {}, -1);
|
|
break;
|
|
}
|
|
case BVHTREE_MAX_ITEM:
|
|
BLI_assert_unreachable();
|
|
break;
|
|
}
|
|
|
|
bvhtree_balance(data->tree, lock_started);
|
|
|
|
/* Save on cache for later use */
|
|
// printf("BVHTree built and saved on cache\n");
|
|
BLI_assert(data->cached == false);
|
|
data->cached = true;
|
|
bvhcache_insert(*bvh_cache_p, data->tree, bvh_cache_type);
|
|
bvhcache_unlock(*bvh_cache_p, lock_started);
|
|
|
|
#ifndef NDEBUG
|
|
if (data->tree != nullptr) {
|
|
if (BLI_bvhtree_get_tree_type(data->tree) != tree_type) {
|
|
printf("tree_type %d obtained instead of %d\n",
|
|
BLI_bvhtree_get_tree_type(data->tree),
|
|
tree_type);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return data->tree;
|
|
}
|
|
|
|
void BKE_bvhtree_from_mesh_tris_init(const Mesh &mesh,
|
|
const blender::IndexMask &faces_mask,
|
|
BVHTreeFromMesh &r_data)
|
|
{
|
|
using namespace blender;
|
|
using namespace blender::bke;
|
|
|
|
if (faces_mask.size() == mesh.faces_num) {
|
|
/* Can use cache if all faces are in the bvh tree. */
|
|
BKE_bvhtree_from_mesh_get(&r_data, &mesh, BVHTREE_FROM_CORNER_TRIS, 2);
|
|
return;
|
|
}
|
|
|
|
const Span<float3> positions = mesh.vert_positions();
|
|
const Span<int2> edges = mesh.edges();
|
|
const Span<int> corner_verts = mesh.corner_verts();
|
|
const OffsetIndices faces = mesh.faces();
|
|
const Span<int3> corner_tris = mesh.corner_tris();
|
|
bvhtree_from_mesh_setup_data(nullptr,
|
|
BVHTREE_FROM_CORNER_TRIS,
|
|
positions,
|
|
edges,
|
|
corner_verts,
|
|
corner_tris,
|
|
nullptr,
|
|
&r_data);
|
|
|
|
int tris_num = 0;
|
|
faces_mask.foreach_index(
|
|
[&](const int i) { tris_num += mesh::face_triangles_num(faces[i].size()); });
|
|
|
|
int active_num = -1;
|
|
BVHTree *tree = bvhtree_new_common(0.0f, 2, 6, tris_num, active_num);
|
|
r_data.tree = tree;
|
|
if (tree == nullptr) {
|
|
return;
|
|
}
|
|
|
|
faces_mask.foreach_index([&](const int face_i) {
|
|
const IndexRange triangles_range = mesh::face_triangles_range(faces, face_i);
|
|
for (const int tri_i : triangles_range) {
|
|
float co[3][3];
|
|
copy_v3_v3(co[0], positions[corner_verts[corner_tris[tri_i][0]]]);
|
|
copy_v3_v3(co[1], positions[corner_verts[corner_tris[tri_i][1]]]);
|
|
copy_v3_v3(co[2], positions[corner_verts[corner_tris[tri_i][2]]]);
|
|
|
|
BLI_bvhtree_insert(tree, tri_i, co[0], 3);
|
|
}
|
|
});
|
|
|
|
BLI_bvhtree_balance(tree);
|
|
}
|
|
|
|
void BKE_bvhtree_from_mesh_edges_init(const Mesh &mesh,
|
|
const blender::IndexMask &edges_mask,
|
|
BVHTreeFromMesh &r_data)
|
|
{
|
|
using namespace blender;
|
|
using namespace blender::bke;
|
|
|
|
if (edges_mask.size() == mesh.edges_num) {
|
|
/* Can use cache if all edges are in the bvh tree. */
|
|
BKE_bvhtree_from_mesh_get(&r_data, &mesh, BVHTREE_FROM_EDGES, 2);
|
|
return;
|
|
}
|
|
|
|
const Span<float3> positions = mesh.vert_positions();
|
|
const Span<int2> edges = mesh.edges();
|
|
bvhtree_from_mesh_setup_data(
|
|
nullptr, BVHTREE_FROM_EDGES, positions, edges, {}, {}, nullptr, &r_data);
|
|
|
|
int active_num = -1;
|
|
BVHTree *tree = bvhtree_new_common(0.0f, 2, 6, edges_mask.size(), active_num);
|
|
r_data.tree = tree;
|
|
if (tree == nullptr) {
|
|
return;
|
|
}
|
|
|
|
edges_mask.foreach_index([&](const int edge_i) {
|
|
const int2 &edge = edges[edge_i];
|
|
float co[2][3];
|
|
copy_v3_v3(co[0], positions[edge[0]]);
|
|
copy_v3_v3(co[1], positions[edge[1]]);
|
|
BLI_bvhtree_insert(tree, edge_i, co[0], 2);
|
|
});
|
|
|
|
BLI_bvhtree_balance(tree);
|
|
}
|
|
|
|
void BKE_bvhtree_from_mesh_verts_init(const Mesh &mesh,
|
|
const blender::IndexMask &verts_mask,
|
|
BVHTreeFromMesh &r_data)
|
|
{
|
|
using namespace blender;
|
|
using namespace blender::bke;
|
|
|
|
if (verts_mask.size() == mesh.verts_num) {
|
|
/* Can use cache if all vertices are in the bvh tree. */
|
|
BKE_bvhtree_from_mesh_get(&r_data, &mesh, BVHTREE_FROM_VERTS, 2);
|
|
return;
|
|
}
|
|
|
|
const Span<float3> positions = mesh.vert_positions();
|
|
bvhtree_from_mesh_setup_data(
|
|
nullptr, BVHTREE_FROM_VERTS, positions, {}, {}, {}, nullptr, &r_data);
|
|
|
|
int active_num = -1;
|
|
BVHTree *tree = bvhtree_new_common(0.0f, 2, 6, verts_mask.size(), active_num);
|
|
r_data.tree = tree;
|
|
if (tree == nullptr) {
|
|
return;
|
|
}
|
|
|
|
verts_mask.foreach_index([&](const int vert_i) {
|
|
const float3 &position = positions[vert_i];
|
|
BLI_bvhtree_insert(tree, vert_i, position, 1);
|
|
});
|
|
|
|
BLI_bvhtree_balance(tree);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Free Functions
|
|
* \{ */
|
|
|
|
void free_bvhtree_from_mesh(BVHTreeFromMesh *data)
|
|
{
|
|
if (data->tree && !data->cached) {
|
|
BLI_bvhtree_free(data->tree);
|
|
}
|
|
|
|
*data = {};
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Point Cloud BVH Building
|
|
* \{ */
|
|
|
|
void BKE_bvhtree_from_pointcloud_get(const PointCloud &pointcloud,
|
|
const blender::IndexMask &points_mask,
|
|
BVHTreeFromPointCloud &r_data)
|
|
{
|
|
int active_num = -1;
|
|
BVHTree *tree = bvhtree_new_common(0.0f, 2, 6, points_mask.size(), active_num);
|
|
r_data.tree = tree;
|
|
if (!tree) {
|
|
return;
|
|
}
|
|
|
|
const Span<float3> positions = pointcloud.positions();
|
|
points_mask.foreach_index([&](const int i) { BLI_bvhtree_insert(tree, i, positions[i], 1); });
|
|
|
|
BLI_bvhtree_balance(tree);
|
|
|
|
r_data.coords = (const float(*)[3])positions.data();
|
|
r_data.tree = tree;
|
|
r_data.nearest_callback = nullptr;
|
|
}
|
|
|
|
void free_bvhtree_from_pointcloud(BVHTreeFromPointCloud *data)
|
|
{
|
|
if (data->tree) {
|
|
BLI_bvhtree_free(data->tree);
|
|
}
|
|
memset(data, 0, sizeof(*data));
|
|
}
|
|
|
|
/** \} */
|