Files
test/source/blender/blenkernel/intern/bvhutils.cc
Dalai Felinto 1584cd9aa5 Cleanup: Rename point cloud to pointcloud / POINT_CLOUD to POINTCLOUD
Though "Point Cloud" written as two words is technically correct and should be used in the UI, as one word it's typically easier to write and parse when reading. We had a mix of both before this patch, so better to unify this as well.

This commit also renames the editor/intern/ files to remove pointcloud_ prefix.
point_cloud was only preserved on the user facing strings:

* is_type_point_cloud
* use_new_point_cloud_type

Pull Request: https://projects.blender.org/blender/blender/pulls/134803
2025-02-19 17:11:08 +01:00

866 lines
28 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bke
*/
#include "DNA_meshdata_types.h"
#include "DNA_pointcloud_types.h"
#include "BLI_math_geom.h"
#include "BKE_attribute.hh"
#include "BKE_bvhutils.hh"
#include "BKE_editmesh.hh"
#include "BKE_mesh.hh"
#include "BKE_pointcloud.hh"
namespace blender::bke {
/* -------------------------------------------------------------------- */
/** \name Local Callbacks
* \{ */
/* Math stuff for ray casting on mesh faces and for nearest surface */
float bvhtree_ray_tri_intersection(const BVHTreeRay *ray,
const float /*m_dist*/,
const float v0[3],
const float v1[3],
const float v2[3])
{
float dist;
#ifdef USE_KDOPBVH_WATERTIGHT
if (isect_ray_tri_watertight_v3(ray->origin, ray->isect_precalc, v0, v1, v2, &dist, nullptr))
#else
if (isect_ray_tri_epsilon_v3(
ray->origin, ray->direction, v0, v1, v2, &dist, nullptr, FLT_EPSILON))
#endif
{
return dist;
}
return FLT_MAX;
}
float bvhtree_sphereray_tri_intersection(const BVHTreeRay *ray,
float radius,
const float m_dist,
const float v0[3],
const float v1[3],
const float v2[3])
{
float idist;
float p1[3];
float hit_point[3];
madd_v3_v3v3fl(p1, ray->origin, ray->direction, m_dist);
if (isect_sweeping_sphere_tri_v3(ray->origin, p1, radius, v0, v1, v2, &idist, hit_point)) {
return idist * m_dist;
}
return FLT_MAX;
}
/*
* BVH from meshes callbacks
*/
/**
* Callback to BVH-tree nearest point.
* The tree must have been built using #bvhtree_from_mesh_faces.
*
* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static void mesh_faces_nearest_point(void *userdata,
int index,
const float co[3],
BVHTreeNearest *nearest)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
const MFace *face = data->face + index;
const float *t0, *t1, *t2, *t3;
t0 = data->vert_positions[face->v1];
t1 = data->vert_positions[face->v2];
t2 = data->vert_positions[face->v3];
t3 = face->v4 ? &data->vert_positions[face->v4].x : nullptr;
do {
float nearest_tmp[3], dist_sq;
closest_on_tri_to_point_v3(nearest_tmp, co, t0, t1, t2);
dist_sq = len_squared_v3v3(co, nearest_tmp);
if (dist_sq < nearest->dist_sq) {
nearest->index = index;
nearest->dist_sq = dist_sq;
copy_v3_v3(nearest->co, nearest_tmp);
normal_tri_v3(nearest->no, t0, t1, t2);
}
t1 = t2;
t2 = t3;
t3 = nullptr;
} while (t2);
}
/* copy of function above */
static void mesh_corner_tris_nearest_point(void *userdata,
int index,
const float co[3],
BVHTreeNearest *nearest)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
const int3 &tri = data->corner_tris[index];
const float *vtri_co[3] = {
data->vert_positions[data->corner_verts[tri[0]]],
data->vert_positions[data->corner_verts[tri[1]]],
data->vert_positions[data->corner_verts[tri[2]]],
};
float nearest_tmp[3], dist_sq;
closest_on_tri_to_point_v3(nearest_tmp, co, UNPACK3(vtri_co));
dist_sq = len_squared_v3v3(co, nearest_tmp);
if (dist_sq < nearest->dist_sq) {
nearest->index = index;
nearest->dist_sq = dist_sq;
copy_v3_v3(nearest->co, nearest_tmp);
normal_tri_v3(nearest->no, UNPACK3(vtri_co));
}
}
/**
* Callback to BVH-tree ray-cast.
* The tree must have been built using bvhtree_from_mesh_faces.
*
* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static void mesh_faces_spherecast(void *userdata,
int index,
const BVHTreeRay *ray,
BVHTreeRayHit *hit)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
const MFace *face = &data->face[index];
const float *t0, *t1, *t2, *t3;
t0 = data->vert_positions[face->v1];
t1 = data->vert_positions[face->v2];
t2 = data->vert_positions[face->v3];
t3 = face->v4 ? &data->vert_positions[face->v4].x : nullptr;
do {
float dist;
if (ray->radius == 0.0f) {
dist = bvhtree_ray_tri_intersection(ray, hit->dist, t0, t1, t2);
}
else {
dist = bvhtree_sphereray_tri_intersection(ray, ray->radius, hit->dist, t0, t1, t2);
}
if (dist >= 0 && dist < hit->dist) {
hit->index = index;
hit->dist = dist;
madd_v3_v3v3fl(hit->co, ray->origin, ray->direction, dist);
normal_tri_v3(hit->no, t0, t1, t2);
}
t1 = t2;
t2 = t3;
t3 = nullptr;
} while (t2);
}
/* copy of function above */
static void mesh_corner_tris_spherecast(void *userdata,
int index,
const BVHTreeRay *ray,
BVHTreeRayHit *hit)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
const Span<float3> positions = data->vert_positions;
const int3 &tri = data->corner_tris[index];
const float *vtri_co[3] = {
positions[data->corner_verts[tri[0]]],
positions[data->corner_verts[tri[1]]],
positions[data->corner_verts[tri[2]]],
};
float dist;
if (ray->radius == 0.0f) {
dist = bvhtree_ray_tri_intersection(ray, hit->dist, UNPACK3(vtri_co));
}
else {
dist = bvhtree_sphereray_tri_intersection(ray, ray->radius, hit->dist, UNPACK3(vtri_co));
}
if (dist >= 0 && dist < hit->dist) {
hit->index = index;
hit->dist = dist;
madd_v3_v3v3fl(hit->co, ray->origin, ray->direction, dist);
normal_tri_v3(hit->no, UNPACK3(vtri_co));
}
}
/**
* Callback to BVH-tree nearest point.
* The tree must have been built using #bvhtree_from_mesh_edges.
*
* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static void mesh_edges_nearest_point(void *userdata,
int index,
const float co[3],
BVHTreeNearest *nearest)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
const Span<float3> positions = data->vert_positions;
const int2 edge = data->edges[index];
float nearest_tmp[3], dist_sq;
const float *t0, *t1;
t0 = positions[edge[0]];
t1 = positions[edge[1]];
closest_to_line_segment_v3(nearest_tmp, co, t0, t1);
dist_sq = len_squared_v3v3(nearest_tmp, co);
if (dist_sq < nearest->dist_sq) {
nearest->index = index;
nearest->dist_sq = dist_sq;
copy_v3_v3(nearest->co, nearest_tmp);
sub_v3_v3v3(nearest->no, t0, t1);
normalize_v3(nearest->no);
}
}
/* Helper, does all the point-sphere-cast work actually. */
static void mesh_verts_spherecast_do(int index,
const float v[3],
const BVHTreeRay *ray,
BVHTreeRayHit *hit)
{
const float *r1;
float r2[3], i1[3];
r1 = ray->origin;
add_v3_v3v3(r2, r1, ray->direction);
closest_to_line_segment_v3(i1, v, r1, r2);
/* No hit if closest point is 'behind' the origin of the ray, or too far away from it. */
if (dot_v3v3v3(r1, i1, r2) >= 0.0f) {
const float dist = len_v3v3(r1, i1);
if (dist < hit->dist) {
hit->index = index;
hit->dist = dist;
copy_v3_v3(hit->co, i1);
}
}
}
/**
* Callback to BVH-tree ray-cast.
* The tree must have been built using bvhtree_from_mesh_verts.
*
* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static void mesh_verts_spherecast(void *userdata,
int index,
const BVHTreeRay *ray,
BVHTreeRayHit *hit)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
const float *v = data->vert_positions[index];
mesh_verts_spherecast_do(index, v, ray, hit);
}
/**
* Callback to BVH-tree ray-cast.
* The tree must have been built using bvhtree_from_mesh_edges.
*
* \param userdata: Must be a #BVHMeshCallbackUserdata built from the same mesh as the tree.
*/
static void mesh_edges_spherecast(void *userdata,
int index,
const BVHTreeRay *ray,
BVHTreeRayHit *hit)
{
const BVHTreeFromMesh *data = (BVHTreeFromMesh *)userdata;
const Span<float3> positions = data->vert_positions;
const int2 edge = data->edges[index];
const float radius_sq = square_f(ray->radius);
const float *v1, *v2, *r1;
float r2[3], i1[3], i2[3];
v1 = positions[edge[0]];
v2 = positions[edge[1]];
/* In case we get a zero-length edge, handle it as a point! */
if (equals_v3v3(v1, v2)) {
mesh_verts_spherecast_do(index, v1, ray, hit);
return;
}
r1 = ray->origin;
add_v3_v3v3(r2, r1, ray->direction);
if (isect_line_line_v3(v1, v2, r1, r2, i1, i2)) {
/* No hit if intersection point is 'behind' the origin of the ray, or too far away from it. */
if (dot_v3v3v3(r1, i2, r2) >= 0.0f) {
const float dist = len_v3v3(r1, i2);
if (dist < hit->dist) {
const float e_fac = line_point_factor_v3(i1, v1, v2);
if (e_fac < 0.0f) {
copy_v3_v3(i1, v1);
}
else if (e_fac > 1.0f) {
copy_v3_v3(i1, v2);
}
/* Ensure ray is really close enough from edge! */
if (len_squared_v3v3(i1, i2) <= radius_sq) {
hit->index = index;
hit->dist = dist;
copy_v3_v3(hit->co, i2);
}
}
}
}
}
/** \} */
/*
* BVH builders
*/
/* -------------------------------------------------------------------- */
/** \name Common Utils
* \{ */
static BVHTreeFromMesh create_verts_tree_data(const BVHTree *tree, const Span<float3> positions)
{
BVHTreeFromMesh data{};
data.tree = tree;
data.vert_positions = positions;
/* a nullptr nearest callback works fine
* remember the min distance to point is the same as the min distance to BV of point */
data.nearest_callback = nullptr;
data.raycast_callback = mesh_verts_spherecast;
return data;
}
static BVHTreeFromMesh create_verts_tree_data(std::unique_ptr<BVHTree, BVHTreeDeleter> tree,
const Span<float3> positions)
{
BVHTreeFromMesh data = create_verts_tree_data(tree.get(), positions);
data.owned_tree = std::move(tree);
return data;
}
static BVHTreeFromMesh create_edges_tree_data(const BVHTree *tree,
const Span<float3> positions,
const Span<int2> edges)
{
BVHTreeFromMesh data{};
data.tree = tree;
data.vert_positions = positions;
data.edges = edges;
data.nearest_callback = mesh_edges_nearest_point;
data.raycast_callback = mesh_edges_spherecast;
return data;
}
static BVHTreeFromMesh create_edges_tree_data(std::unique_ptr<BVHTree, BVHTreeDeleter> tree,
const Span<float3> positions,
const Span<int2> edges)
{
BVHTreeFromMesh data = create_edges_tree_data(tree.get(), positions, edges);
data.owned_tree = std::move(tree);
return data;
}
static BVHTreeFromMesh create_legacy_faces_tree_data(const BVHTree *tree,
const Span<float3> positions,
const MFace *face)
{
BVHTreeFromMesh data{};
data.tree = tree;
data.vert_positions = positions;
data.face = face;
data.nearest_callback = mesh_faces_nearest_point;
data.raycast_callback = mesh_faces_spherecast;
return data;
}
static BVHTreeFromMesh create_tris_tree_data(const BVHTree *tree,
const Span<float3> positions,
const Span<int> corner_verts,
const Span<int3> corner_tris)
{
BVHTreeFromMesh data{};
data.tree = tree;
data.vert_positions = positions;
data.corner_verts = corner_verts;
data.corner_tris = corner_tris;
data.nearest_callback = mesh_corner_tris_nearest_point;
data.raycast_callback = mesh_corner_tris_spherecast;
return data;
}
static BVHTreeFromMesh create_tris_tree_data(std::unique_ptr<BVHTree, BVHTreeDeleter> tree,
const Span<float3> positions,
const Span<int> corner_verts,
const Span<int3> corner_tris)
{
BVHTreeFromMesh data = create_tris_tree_data(tree.get(), positions, corner_verts, corner_tris);
data.owned_tree = std::move(tree);
return data;
}
static std::unique_ptr<BVHTree, BVHTreeDeleter> bvhtree_new_common(int elems_num)
{
if (elems_num == 0) {
return nullptr;
}
return std::unique_ptr<BVHTree, BVHTreeDeleter>(BLI_bvhtree_new(elems_num, 0.0f, 2, 6));
}
static std::unique_ptr<BVHTree, BVHTreeDeleter> create_tree_from_verts(
const Span<float3> positions, const IndexMask &verts_mask)
{
std::unique_ptr<BVHTree, BVHTreeDeleter> tree = bvhtree_new_common(verts_mask.size());
if (!tree) {
return nullptr;
}
verts_mask.foreach_index(
[&](const int i) { BLI_bvhtree_insert(tree.get(), i, positions[i], 1); });
BLI_bvhtree_balance(tree.get());
return tree;
}
BVHTreeFromMesh bvhtree_from_mesh_verts_ex(const Span<float3> vert_positions,
const IndexMask &verts_mask)
{
return create_verts_tree_data(create_tree_from_verts(vert_positions, verts_mask),
vert_positions);
}
static std::unique_ptr<BVHTree, BVHTreeDeleter> create_tree_from_edges(
const Span<float3> positions, const Span<int2> edges, const IndexMask &edges_mask)
{
std::unique_ptr<BVHTree, BVHTreeDeleter> tree = bvhtree_new_common(edges_mask.size());
if (!tree) {
return nullptr;
}
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.get(), edge_i, co[0], 2);
});
BLI_bvhtree_balance(tree.get());
return tree;
}
BVHTreeFromMesh bvhtree_from_mesh_edges_ex(const Span<float3> vert_positions,
const Span<int2> edges,
const IndexMask &edges_mask)
{
return create_edges_tree_data(
create_tree_from_edges(vert_positions, edges, edges_mask), vert_positions, edges);
}
static std::unique_ptr<BVHTree, BVHTreeDeleter> create_tree_from_legacy_faces(
const Span<float3> positions, const Span<MFace> faces)
{
std::unique_ptr<BVHTree, BVHTreeDeleter> tree = bvhtree_new_common(faces.size());
if (!tree) {
return nullptr;
}
for (const int i : faces.index_range()) {
float co[4][3];
copy_v3_v3(co[0], positions[faces[i].v1]);
copy_v3_v3(co[1], positions[faces[i].v2]);
copy_v3_v3(co[2], positions[faces[i].v3]);
if (faces[i].v4) {
copy_v3_v3(co[3], positions[faces[i].v4]);
}
BLI_bvhtree_insert(tree.get(), i, co[0], faces[i].v4 ? 4 : 3);
}
BLI_bvhtree_balance(tree.get());
return tree;
}
static std::unique_ptr<BVHTree, BVHTreeDeleter> create_tree_from_tris(const Span<float3> positions,
const Span<int> corner_verts,
const Span<int3> corner_tris)
{
std::unique_ptr<BVHTree, BVHTreeDeleter> tree = bvhtree_new_common(corner_tris.size());
if (!tree) {
return {};
}
for (const int tri : corner_tris.index_range()) {
float co[3][3];
copy_v3_v3(co[0], positions[corner_verts[corner_tris[tri][0]]]);
copy_v3_v3(co[1], positions[corner_verts[corner_tris[tri][1]]]);
copy_v3_v3(co[2], positions[corner_verts[corner_tris[tri][2]]]);
BLI_bvhtree_insert(tree.get(), tri, co[0], 3);
}
BLI_bvhtree_balance(tree.get());
return tree;
}
static std::unique_ptr<BVHTree, BVHTreeDeleter> create_tree_from_tris(
const Span<float3> positions,
const OffsetIndices<int> faces,
const Span<int> corner_verts,
const Span<int3> corner_tris,
const IndexMask &faces_mask)
{
if (faces_mask.size() == faces.size()) {
/* Avoid accessing face offsets if the selection is full. */
return create_tree_from_tris(positions, corner_verts, corner_tris);
}
int tris_num = 0;
faces_mask.foreach_index_optimized<int>(
[&](const int i) { tris_num += mesh::face_triangles_num(faces[i].size()); });
std::unique_ptr<BVHTree, BVHTreeDeleter> tree = bvhtree_new_common(tris_num);
if (!tree) {
return {};
}
faces_mask.foreach_index([&](const int face) {
for (const int tri : mesh::face_triangles_range(faces, face)) {
float co[3][3];
copy_v3_v3(co[0], positions[corner_verts[corner_tris[tri][0]]]);
copy_v3_v3(co[1], positions[corner_verts[corner_tris[tri][1]]]);
copy_v3_v3(co[2], positions[corner_verts[corner_tris[tri][2]]]);
BLI_bvhtree_insert(tree.get(), tri, co[0], 3);
}
});
BLI_bvhtree_balance(tree.get());
return tree;
}
BVHTreeFromMesh bvhtree_from_mesh_corner_tris_ex(const Span<float3> vert_positions,
const OffsetIndices<int> faces,
const Span<int> corner_verts,
const Span<int3> corner_tris,
const IndexMask &faces_mask)
{
return create_tris_tree_data(
create_tree_from_tris(vert_positions, faces, corner_verts, corner_tris, faces_mask),
vert_positions,
corner_verts,
corner_tris);
}
static BitVector<> loose_verts_no_hidden_mask_get(const Mesh &mesh)
{
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();
}
}
}
return verts_mask;
}
static BitVector<> loose_edges_no_hidden_mask_get(const Mesh &mesh)
{
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();
}
}
}
return edge_mask;
}
} // namespace blender::bke
blender::bke::BVHTreeFromMesh Mesh::bvh_loose_verts() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->vert_positions();
this->runtime->bvh_cache_loose_verts.ensure([&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
const LooseVertCache &loose_verts = this->loose_verts();
IndexMaskMemory memory;
const IndexMask mask = IndexMask::from_bits(loose_verts.is_loose_bits, memory);
data = create_tree_from_verts(positions, mask);
});
return create_verts_tree_data(this->runtime->bvh_cache_loose_verts.data().get(), positions);
}
blender::bke::BVHTreeFromMesh Mesh::bvh_loose_no_hidden_verts() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->vert_positions();
this->runtime->bvh_cache_loose_verts_no_hidden.ensure(
[&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
const BitVector<> mask = loose_verts_no_hidden_mask_get(*this);
IndexMaskMemory memory;
data = create_tree_from_verts(positions, IndexMask::from_bits(mask, memory));
});
return create_verts_tree_data(this->runtime->bvh_cache_loose_verts_no_hidden.data().get(),
positions);
}
blender::bke::BVHTreeFromMesh Mesh::bvh_verts() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->vert_positions();
this->runtime->bvh_cache_verts.ensure([&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
data = create_tree_from_verts(positions, positions.index_range());
});
return create_verts_tree_data(this->runtime->bvh_cache_verts.data().get(), positions);
}
blender::bke::BVHTreeFromMesh Mesh::bvh_loose_edges() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->vert_positions();
const Span<int2> edges = this->edges();
this->runtime->bvh_cache_loose_edges.ensure([&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
const LooseEdgeCache &loose_edges = this->loose_edges();
IndexMaskMemory memory;
const IndexMask mask = IndexMask::from_bits(loose_edges.is_loose_bits, memory);
data = create_tree_from_edges(positions, edges, mask);
});
return create_edges_tree_data(
this->runtime->bvh_cache_loose_edges.data().get(), positions, edges);
}
blender::bke::BVHTreeFromMesh Mesh::bvh_loose_no_hidden_edges() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->vert_positions();
const Span<int2> edges = this->edges();
this->runtime->bvh_cache_loose_edges_no_hidden.ensure(
[&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
const BitVector<> mask = loose_edges_no_hidden_mask_get(*this);
IndexMaskMemory memory;
data = create_tree_from_edges(positions, edges, IndexMask::from_bits(mask, memory));
});
return create_edges_tree_data(
this->runtime->bvh_cache_loose_edges_no_hidden.data().get(), positions, edges);
}
blender::bke::BVHTreeFromMesh Mesh::bvh_edges() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->vert_positions();
const Span<int2> edges = this->edges();
this->runtime->bvh_cache_edges.ensure([&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
data = create_tree_from_edges(positions, edges, edges.index_range());
});
return create_edges_tree_data(this->runtime->bvh_cache_edges.data().get(), positions, edges);
}
blender::bke::BVHTreeFromMesh Mesh::bvh_legacy_faces() const
{
using namespace blender;
using namespace blender::bke;
BLI_assert(!(this->totface_legacy == 0 && this->faces_num != 0));
Span legacy_faces{
static_cast<const MFace *>(CustomData_get_layer(&this->fdata_legacy, CD_MFACE)),
this->totface_legacy};
const Span<float3> positions = this->vert_positions();
this->runtime->bvh_cache_faces.ensure([&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
data = create_tree_from_legacy_faces(positions, legacy_faces);
});
return create_legacy_faces_tree_data(
this->runtime->bvh_cache_faces.data().get(), positions, legacy_faces.data());
}
blender::bke::BVHTreeFromMesh Mesh::bvh_corner_tris_no_hidden() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->vert_positions();
const Span<int> corner_verts = this->corner_verts();
const Span<int3> corner_tris = this->corner_tris();
const AttributeAccessor attributes = this->attributes();
const VArray hide_poly = *attributes.lookup<bool>(".hide_poly", AttrDomain::Face);
if (!hide_poly) {
return this->bvh_corner_tris();
}
this->runtime->bvh_cache_corner_tris_no_hidden.ensure(
[&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
const OffsetIndices<int> faces = this->faces();
IndexMaskMemory memory;
const IndexMask visible_faces = IndexMask::from_bools_inverse(
faces.index_range(), VArraySpan(hide_poly), memory);
data = create_tree_from_tris(positions, faces, corner_verts, corner_tris, visible_faces);
});
return create_tris_tree_data(this->runtime->bvh_cache_corner_tris_no_hidden.data().get(),
positions,
corner_verts,
corner_tris);
}
blender::bke::BVHTreeFromMesh Mesh::bvh_corner_tris() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->vert_positions();
const Span<int> corner_verts = this->corner_verts();
const Span<int3> corner_tris = this->corner_tris();
this->runtime->bvh_cache_corner_tris.ensure([&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
data = create_tree_from_tris(positions, corner_verts, corner_tris);
});
return create_tris_tree_data(
this->runtime->bvh_cache_corner_tris.data().get(), positions, corner_verts, corner_tris);
}
namespace blender::bke {
BVHTreeFromMesh bvhtree_from_mesh_tris_init(const Mesh &mesh, const IndexMask &faces_mask)
{
if (faces_mask.size() == mesh.faces_num) {
return mesh.bvh_corner_tris();
}
return bvhtree_from_mesh_corner_tris_ex(
mesh.vert_positions(), mesh.faces(), mesh.corner_verts(), mesh.corner_tris(), faces_mask);
}
BVHTreeFromMesh bvhtree_from_mesh_edges_init(const Mesh &mesh, const IndexMask &edges_mask)
{
if (edges_mask.size() == mesh.edges_num) {
return mesh.bvh_edges();
}
return bvhtree_from_mesh_edges_ex(mesh.vert_positions(), mesh.edges(), edges_mask);
}
BVHTreeFromMesh bvhtree_from_mesh_verts_init(const Mesh &mesh, const IndexMask &verts_mask)
{
if (verts_mask.size() == mesh.verts_num) {
return mesh.bvh_verts();
}
return bvhtree_from_mesh_verts_ex(mesh.vert_positions(), verts_mask);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Point Cloud BVH Building
* \{ */
static BVHTreeFromPointCloud create_points_tree_data(const BVHTree *tree,
const Span<float3> positions)
{
BVHTreeFromPointCloud data{};
data.tree = tree;
data.positions = positions;
data.nearest_callback = nullptr;
return data;
}
static BVHTreeFromPointCloud create_pointcloud_tree_data(const BVHTree *tree,
const Span<float3> positions)
{
BVHTreeFromPointCloud data{};
data.tree = tree;
data.positions = positions;
return data;
}
static BVHTreeFromPointCloud create_pointcloud_tree_data(
std::unique_ptr<BVHTree, BVHTreeDeleter> tree, const Span<float3> positions)
{
BVHTreeFromPointCloud data = create_points_tree_data(tree.get(), positions);
data.owned_tree = std::move(tree);
return data;
}
BVHTreeFromPointCloud bvhtree_from_pointcloud_get(const PointCloud &pointcloud,
const IndexMask &points_mask)
{
if (points_mask.size() == pointcloud.totpoint) {
return pointcloud.bvh_tree();
}
const Span<float3> positions = pointcloud.positions();
return create_pointcloud_tree_data(create_tree_from_verts(positions, points_mask), positions);
}
} // namespace blender::bke
blender::bke::BVHTreeFromPointCloud PointCloud::bvh_tree() const
{
using namespace blender;
using namespace blender::bke;
const Span<float3> positions = this->positions();
this->runtime->bvh_cache.ensure([&](std::unique_ptr<BVHTree, BVHTreeDeleter> &data) {
data = create_tree_from_verts(positions, positions.index_range());
});
return create_pointcloud_tree_data(this->runtime->bvh_cache.data().get(), positions);
}
/** \} */