Part of #118145. The proxy system was used to store the accumulated translation from the deformation of multiple symmetry passes. After a brush/tool update step, all PBVH nodes with proxies were gathered, the proxies from each symmetry passes were accumulated, and the deformation was applied to the evaluated mesh, then the base mesh and shape keys. In the recently refactored brushes, the translations are immediately applied to the base mesh and shape keys instead. That avoids the need for storing a float vector for every affected vertex during the deformation. Reducing memory usage and affecting the memory that is already hot in the cache has significant performance benefits too. Also, brushes are now more conceptually independent-- they don't rely on a separate pass to actually apply deformations. Finally removing the proxy system reduces the size of PBVH nodes from 728 to 416 bytes. That's helpful as part of the effort to reduce per- node overhead in order to make nodes smaller, and helps to reduce the responsibilities of the PBVH, to focus it on being a BVH tree instead of "bag for storing arbitrary user-interaction data."
227 lines
7.3 KiB
C++
227 lines
7.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_array.hh"
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#include "BLI_bounds_types.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_set.hh"
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#include "BLI_span.hh"
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#include "BLI_vector.hh"
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/** \file
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* \ingroup bke
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*/
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namespace blender::draw::pbvh {
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struct PBVHBatches;
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}
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struct BMVert;
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struct BMFace;
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/* NOTE: this structure is getting large, might want to split it into
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* union'd structs */
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struct PBVHNode {
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/* Opaque handle for drawing code */
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blender::draw::pbvh::PBVHBatches *draw_batches = nullptr;
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/** Axis aligned min and max of all vertex positions in the node. */
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blender::Bounds<blender::float3> bounds = {};
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/** Bounds from the start of current brush stroke. */
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blender::Bounds<blender::float3> bounds_orig = {};
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/* For internal nodes, the offset of the children in the PBVH
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* 'nodes' array. */
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int children_offset = 0;
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/* List of primitives for this node. Semantics depends on
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* PBVH type:
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*
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* - PBVH_FACES: Indices into the #PBVH::corner_tris array.
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* - PBVH_GRIDS: Multires grid indices.
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* - PBVH_BMESH: Unused. See PBVHNode.bm_faces.
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*
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* NOTE: This is a pointer inside of PBVH.prim_indices; it
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* is not allocated separately per node.
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*/
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blender::Span<int> prim_indices;
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/* Array of indices into the mesh's vertex array. Contains the
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* indices of all vertices used by faces that are within this
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* node's bounding box.
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*
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* Note that a vertex might be used by a multiple faces, and
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* these faces might be in different leaf nodes. Such a vertex
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* will appear in the vert_indices array of each of those leaf
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* nodes.
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*
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* In order to support cases where you want access to multiple
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* nodes' vertices without duplication, the vert_indices array
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* is ordered such that the first part of the array, up to
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* index 'uniq_verts', contains "unique" vertex indices. These
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* vertices might not be truly unique to this node, but if
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* they appear in another node's vert_indices array, they will
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* be above that node's 'uniq_verts' value.
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*
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* Used for leaf nodes in a mesh-based PBVH (not multires.)
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*/
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blender::Array<int, 0> vert_indices;
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/** The number of vertices in #vert_indices not shared with (owned by) another node. */
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int uniq_verts = 0;
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/* Array of indices into the Mesh's corner array.
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* PBVH_FACES only.
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*/
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blender::Array<int, 0> corner_indices;
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/* An array mapping face corners into the vert_indices
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* array. The array is sized to match 'totprim', and each of
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* the face's corners gets an index into the vert_indices
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* array, in the same order as the corners in the original
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* triangle.
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*
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* Used for leaf nodes in a mesh-based PBVH (not multires.)
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*/
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blender::Array<blender::int3, 0> face_vert_indices;
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/* Indicates whether this node is a leaf or not; also used for
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* marking various updates that need to be applied. */
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PBVHNodeFlags flag = PBVHNodeFlags(0);
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/* Used for ray-casting: how close the bounding-box is to the ray point. */
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float tmin = 0.0f;
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/* Dyntopo */
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/* Set of pointers to the BMFaces used by this node.
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* NOTE: PBVH_BMESH only. Faces are always triangles
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* (dynamic topology forcibly triangulates the mesh).
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*/
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blender::Set<BMFace *, 0> bm_faces;
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blender::Set<BMVert *, 0> bm_unique_verts;
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blender::Set<BMVert *, 0> bm_other_verts;
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/* Deprecated. Stores original coordinates of triangles. */
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float (*bm_orco)[3] = nullptr;
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int (*bm_ortri)[3] = nullptr;
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BMVert **bm_orvert = nullptr;
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int bm_tot_ortri = 0;
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/* Used to store the brush color during a stroke and composite it over the original color */
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PBVHColorBufferNode color_buffer;
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PBVHPixelsNode pixels;
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/* Used to flash colors of updated node bounding boxes in
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* debug draw mode (when G.debug_value / bpy.app.debug_value is 889).
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*/
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int debug_draw_gen = 0;
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};
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struct PBVH {
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PBVHPublic header;
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blender::Vector<PBVHNode> nodes;
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/* Memory backing for PBVHNode.prim_indices. */
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blender::Array<int> prim_indices;
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/* Mesh data. The evaluated deform mesh for mesh sculpting, and the base mesh for grids. */
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Mesh *mesh;
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/** Local array used when not sculpting base mesh positions directly. */
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blender::Array<blender::float3> vert_positions_deformed;
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/** Local array used when not sculpting base mesh positions directly. */
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blender::Array<blender::float3> vert_normals_deformed;
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/** Local array used when not sculpting base mesh positions directly. */
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blender::Array<blender::float3> face_normals_deformed;
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blender::MutableSpan<blender::float3> vert_positions;
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blender::Span<blender::float3> vert_normals;
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blender::Span<blender::float3> face_normals;
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/* Grid Data */
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SubdivCCG *subdiv_ccg;
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/* flag are verts/faces deformed */
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bool deformed;
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/* Dynamic topology */
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float bm_max_edge_len;
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float bm_min_edge_len;
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int cd_vert_node_offset;
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int cd_face_node_offset;
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float planes[6][4];
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int num_planes;
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BMLog *bm_log;
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PBVHPixels pixels;
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~PBVH();
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};
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/* pbvh.cc */
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namespace blender::bke::pbvh {
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bool ray_face_intersection_quad(const float ray_start[3],
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IsectRayPrecalc *isect_precalc,
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const float t0[3],
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const float t1[3],
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const float t2[3],
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const float t3[3],
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float *depth);
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bool ray_face_intersection_tri(const float ray_start[3],
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IsectRayPrecalc *isect_precalc,
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const float t0[3],
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const float t1[3],
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const float t2[3],
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float *depth);
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bool ray_face_nearest_quad(const float ray_start[3],
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const float ray_normal[3],
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const float t0[3],
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const float t1[3],
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const float t2[3],
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const float t3[3],
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float *r_depth,
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float *r_dist_sq);
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bool ray_face_nearest_tri(const float ray_start[3],
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const float ray_normal[3],
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const float t0[3],
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const float t1[3],
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const float t2[3],
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float *r_depth,
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float *r_dist_sq);
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/* pbvh_bmesh.cc */
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bool bmesh_node_raycast(PBVHNode *node,
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const float ray_start[3],
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const float ray_normal[3],
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IsectRayPrecalc *isect_precalc,
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float *dist,
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bool use_original,
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PBVHVertRef *r_active_vertex,
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float *r_face_normal);
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bool bmesh_node_nearest_to_ray(PBVHNode *node,
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const float ray_start[3],
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const float ray_normal[3],
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float *depth,
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float *dist_sq,
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bool use_original);
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void bmesh_normals_update(Span<PBVHNode *> nodes);
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/* pbvh_pixels.hh */
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void node_pixels_free(PBVHNode *node);
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void pixels_free(PBVH *pbvh);
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void free_draw_buffers(PBVH &pbvh, PBVHNode *node);
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} // namespace blender::bke::pbvh
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