Transform Snap: Optimize edge-snap using BVH tree

changes in BLI_kdopbvh:

- `BLI_bvhtree_find_nearest_to_ray` now takes is_ray_normalized and scale argument.
- `BLI_bvhtree_find_nearest_to_ray_angle` has been added (use for perspective view).

changes in BLI_bvhutils:

- `bvhtree_from_editmesh_edges_ex` was added.

changes in math_geom:

- `dist_squared_ray_to_seg_v3` was added.

other changes:

- `do_ray_start_correction` is no longer necessary to snap to verts.
- the way in which the test of depth was done before is being simulated in callbacks.
This commit is contained in:
Germano Cavalcante
2016-06-30 15:43:47 +10:00
committed by Campbell Barton
parent 9d5661c9e8
commit b01a56ee5c
7 changed files with 1209 additions and 256 deletions

View File

@@ -122,6 +122,14 @@ BVHTree *bvhtree_from_mesh_verts_ex(
const bool vert_allocated, const BLI_bitmap *mask, int verts_num_active,
float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_editmesh_edges(
BVHTreeFromEditMesh *data, struct BMEditMesh *em,
float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_editmesh_edges_ex(
BVHTreeFromEditMesh *data, struct BMEditMesh *em,
const BLI_bitmap *edges_mask, int edges_num_active,
float epsilon, int tree_type, int axis);
BVHTree *bvhtree_from_mesh_edges(
struct BVHTreeFromMesh *data, struct DerivedMesh *mesh,
float epsilon, int tree_type, int axis);

View File

@@ -590,6 +590,77 @@ BVHTree *bvhtree_from_mesh_verts_ex(
/** \name Edge Builder
* \{ */
static BVHTree *bvhtree_from_editmesh_edges_create_tree(
float epsilon, int tree_type, int axis,
BMEditMesh *em, const int edges_num,
const BLI_bitmap *edges_mask, int edges_num_active)
{
BVHTree *tree = NULL;
int i;
BM_mesh_elem_table_ensure(em->bm, BM_EDGE);
if (edges_mask) {
BLI_assert(IN_RANGE_INCL(edges_num_active, 0, edges_num));
}
else {
edges_num_active = edges_num;
}
tree = BLI_bvhtree_new(edges_num_active, epsilon, tree_type, axis);
if (tree) {
BMIter iter;
BMEdge *eed;
BM_ITER_MESH_INDEX (eed, &iter, em->bm, BM_EDGES_OF_MESH, i) {
if (edges_mask && !BLI_BITMAP_TEST_BOOL(edges_mask, i)) {
continue;
}
float co[2][3];
copy_v3_v3(co[0], eed->v1->co);
copy_v3_v3(co[1], eed->v2->co);
BLI_bvhtree_insert(tree, i, co[0], 2);
}
BLI_assert(BLI_bvhtree_get_size(tree) == edges_num_active);
BLI_bvhtree_balance(tree);
}
return tree;
}
/* Builds a bvh tree where nodes are the edges of the given em */
BVHTree *bvhtree_from_editmesh_edges_ex(
BVHTreeFromEditMesh *data, BMEditMesh *em,
const BLI_bitmap *edges_mask, int edges_num_active,
float epsilon, int tree_type, int axis)
{
int edge_num = em->bm->totedge;
BVHTree *tree = bvhtree_from_editmesh_edges_create_tree(
epsilon, tree_type, axis,
em, edge_num, edges_mask, edges_num_active);
if (tree) {
memset(data, 0, sizeof(*data));
data->tree = tree;
data->em = em;
data->nearest_callback = NULL; /* TODO */
data->raycast_callback = NULL; /* TODO */
/* TODO: not urgent however since users currently define own callbacks */
data->nearest_to_ray_callback = NULL;
}
return tree;
}
BVHTree *bvhtree_from_editmesh_edges(
BVHTreeFromEditMesh *data, BMEditMesh *em,
float epsilon, int tree_type, int axis)
{
return bvhtree_from_editmesh_edges_ex(
data, em,
NULL, -1,
epsilon, tree_type, axis);
}
/* Builds a bvh tree where nodes are the edges of the given dm */
BVHTree *bvhtree_from_mesh_edges(
BVHTreeFromMesh *data, DerivedMesh *dm,

View File

@@ -96,7 +96,8 @@ typedef void (*BVHTree_NearestPointCallback)(void *userdata, int index, const fl
typedef void (*BVHTree_RayCastCallback)(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit);
/* callback must update nearest in case it finds a nearest result */
typedef void (*BVHTree_NearestToRayCallback)(void *userdata, int index, const BVHTreeRay *ray, BVHTreeNearest *nearest);
typedef void (*BVHTree_NearestToRayCallback)(void *userdata, const float ray_co[3], const float ray_dir[3],
const float scale[3], int index, BVHTreeNearest *nearest);
/* callback to check if 2 nodes overlap (use thread if intersection results need to be stored) */
typedef bool (*BVHTree_OverlapCallback)(void *userdata, int index_a, int index_b, int thread);
@@ -142,8 +143,16 @@ int BLI_bvhtree_find_nearest(
BVHTree *tree, const float co[3], BVHTreeNearest *nearest,
BVHTree_NearestPointCallback callback, void *userdata);
int BLI_bvhtree_find_nearest_to_ray_angle(
BVHTree *tree, const float co[3], const float dir[3],
const bool ray_is_normalized, const float scale[3],
BVHTreeNearest *nearest,
BVHTree_NearestToRayCallback callback, void *userdata);
int BLI_bvhtree_find_nearest_to_ray(
BVHTree *tree, const float co[3], const float dir[3], BVHTreeNearest *nearest,
BVHTree *tree, const float co[3], const float dir[3],
const bool ray_is_normalized, const float scale[3],
BVHTreeNearest *nearest,
BVHTree_NearestToRayCallback callback, void *userdata);
int BLI_bvhtree_ray_cast_ex(

View File

@@ -115,6 +115,13 @@ float dist_signed_squared_to_corner_v3v3v3(
const float p[3],
const float v1[3], const float v2[3], const float v3[3],
const float axis_ref[3]);
float dist_squared_to_ray_v3(
const float ray_origin[3], const float ray_direction[3],
const float co[3], float *r_depth);
float dist_squared_ray_to_seg_v3(
const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3],
float r_point[3], float *r_depth);
float closest_to_line_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]);
float closest_to_line_v3(float r_close[3], const float p[3], const float l1[3], const float l2[3]);
void closest_to_line_segment_v2(float r_close[2], const float p[2], const float l1[2], const float l2[2]);

View File

@@ -163,12 +163,23 @@ typedef struct BVHNearestRayData {
BVHTree *tree;
BVHTree_NearestToRayCallback callback;
void *userdata;
BVHTreeRay ray;
struct NearestRayToAABB_Precalc nearest_precalc;
struct {
bool sign[3];
float origin[3];
float direction[3];
float direction_scaled_square[3];
float inv_dir[3];
float cdot_axis[3];
} ray;
bool pick_smallest[3];
BVHTreeNearest nearest;
float scale[3];
} BVHNearestRayData;
/** \} */
@@ -1889,32 +1900,310 @@ void BLI_bvhtree_ray_cast_all(
/* -------------------------------------------------------------------- */
/** \name BLI_bvhtree_find_nearest_to_ray
/** \name BLI_bvhtree_find_nearest_to_ray functions
*
* \{ */
static float calc_dist_sq_to_ray(BVHNearestRayData *data, BVHNode *node)
static void dist_squared_ray_to_aabb_scaled_v3_precalc(
BVHNearestRayData *data,
const float ray_origin[3], const float ray_direction[3],
const bool ray_is_normalized, const float scale[3])
{
const float *bv = node->bv;
const float bb_min[3] = {bv[0], bv[2], bv[4]};
const float bb_max[3] = {bv[1], bv[3], bv[5]};
return dist_squared_ray_to_aabb_v3(&data->nearest_precalc, bb_min, bb_max, data->pick_smallest);
if (scale) {
copy_v3_v3(data->scale, scale);
}
else {
copy_v3_fl(data->scale, 1.0f);
}
/* un-normalize ray */
if (ray_is_normalized && scale &&
(data->scale[0] != 1.0f || data->scale[1] != 1.0f || data->scale[2] != 1.0f))
{
data->ray.direction[0] = ray_direction[0] * data->scale[0];
data->ray.direction[1] = ray_direction[1] * data->scale[1];
data->ray.direction[2] = ray_direction[2] * data->scale[2];
mul_v3_v3fl(data->ray.direction, ray_direction, 1 / len_v3(data->ray.direction));
}
else {
copy_v3_v3(data->ray.direction, ray_direction);
}
float dir_sq[3];
for (int i = 0; i < 3; i++) {
data->ray.origin[i] = ray_origin[i];
data->ray.inv_dir[i] = (data->ray.direction[i] != 0.0f) ?
(1.0f / data->ray.direction[i]) : FLT_MAX;
/* It has to be in function of `ray.inv_dir`,
* since the division of 1 by 0.0f, can be -inf or +inf */
data->ray.sign[i] = (data->ray.inv_dir[i] < 0.0f);
data->ray.direction_scaled_square[i] = data->ray.direction[i] * data->scale[i];
dir_sq[i] = SQUARE(data->ray.direction_scaled_square[i]);
data->ray.direction_scaled_square[i] *= data->scale[i];
}
/* `diag_sq` Length square of each face diagonal */
float diag_sq[3] = {
dir_sq[1] + dir_sq[2],
dir_sq[0] + dir_sq[2],
dir_sq[0] + dir_sq[1],
};
data->ray.cdot_axis[0] = (diag_sq[0] != 0.0f) ? data->ray.direction[0] / diag_sq[0] : FLT_MAX;
data->ray.cdot_axis[1] = (diag_sq[1] != 0.0f) ? data->ray.direction[1] / diag_sq[1] : FLT_MAX;
data->ray.cdot_axis[2] = (diag_sq[2] != 0.0f) ? data->ray.direction[2] / diag_sq[2] : FLT_MAX;
}
static void dfs_find_nearest_to_ray_dfs(BVHNearestRayData *data, BVHNode *node)
/**
* Returns the squared distance from a ray to a bound-box `AABB`.
* It is based on `fast_ray_nearest_hit` solution to obtain
* the coordinates of the nearest edge of Bound Box to the ray
*/
MINLINE float dist_squared_ray_to_aabb_scaled_v3__impl(
const BVHNearestRayData *data,
const float bv[6], float *r_depth_sq, bool r_axis_closest[3])
{
/* `tmin` is a vector that has the smaller distances to each of the
* infinite planes of the `AABB` faces (hit in nearest face X plane,
* nearest face Y plane and nearest face Z plane) */
float local_bvmin[3], local_bvmax[3];
if (data->ray.sign[0]) {
local_bvmin[0] = bv[1];
local_bvmax[0] = bv[0];
}
else {
local_bvmin[0] = bv[0];
local_bvmax[0] = bv[1];
}
if (data->ray.sign[1]) {
local_bvmin[1] = bv[3];
local_bvmax[1] = bv[2];
}
else {
local_bvmin[1] = bv[2];
local_bvmax[1] = bv[3];
}
if (data->ray.sign[2]) {
local_bvmin[2] = bv[5];
local_bvmax[2] = bv[4];
}
else {
local_bvmin[2] = bv[4];
local_bvmax[2] = bv[5];
}
sub_v3_v3(local_bvmin, data->ray.origin);
sub_v3_v3(local_bvmax, data->ray.origin);
const float tmin[3] = {
local_bvmin[0] * data->ray.inv_dir[0],
local_bvmin[1] * data->ray.inv_dir[1],
local_bvmin[2] * data->ray.inv_dir[2],
};
/* `tmax` is a vector that has the longer distances to each of the
* infinite planes of the `AABB` faces (hit in farthest face X plane,
* farthest face Y plane and farthest face Z plane) */
const float tmax[3] = {
local_bvmax[0] * data->ray.inv_dir[0],
local_bvmax[1] * data->ray.inv_dir[1],
local_bvmax[2] * data->ray.inv_dir[2],
};
/* `v1` and `v3` is be the coordinates of the nearest `AABB` edge to the ray*/
float v1[3], v2[3];
/* `rtmin` is the highest value of the smaller distances. == max_axis_v3(tmin)
* `rtmax` is the lowest value of longer distances. == min_axis_v3(tmax)*/
float rtmin, rtmax, mul;
/* `main_axis` is the axis equivalent to edge close to the ray */
int main_axis;
r_axis_closest[0] = false;
r_axis_closest[1] = false;
r_axis_closest[2] = false;
/* *** min_axis_v3(tmax) *** */
if ((tmax[0] <= tmax[1]) && (tmax[0] <= tmax[2])) {
// printf("# Hit in X %s\n", data->sign[0] ? "min", "max");
rtmax = tmax[0];
v1[0] = v2[0] = local_bvmax[0];
mul = local_bvmax[0] * data->ray.direction_scaled_square[0];
main_axis = 3;
r_axis_closest[0] = data->ray.sign[0];
}
else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
// printf("# Hit in Y %s\n", data->sign[1] ? "min", "max");
rtmax = tmax[1];
v1[1] = v2[1] = local_bvmax[1];
mul = local_bvmax[1] * data->ray.direction_scaled_square[1];
main_axis = 2;
r_axis_closest[1] = data->ray.sign[1];
}
else {
// printf("# Hit in Z %s\n", data->sign[2] ? "min", "max");
rtmax = tmax[2];
v1[2] = v2[2] = local_bvmax[2];
mul = local_bvmax[2] * data->ray.direction_scaled_square[2];
main_axis = 1;
r_axis_closest[2] = data->ray.sign[2];
}
/* *** max_axis_v3(tmin) *** */
if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
// printf("# To X %s\n", data->sign[0] ? "max", "min");
rtmin = tmin[0];
v1[0] = v2[0] = local_bvmin[0];
mul += local_bvmin[0] * data->ray.direction_scaled_square[0];
main_axis -= 3;
r_axis_closest[0] = !data->ray.sign[0];
}
else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
// printf("# To Y %s\n", data->sign[1] ? "max", "min");
rtmin = tmin[1];
v1[1] = v2[1] = local_bvmin[1];
mul += local_bvmin[1] * data->ray.direction_scaled_square[1];
main_axis -= 1;
r_axis_closest[1] = !data->ray.sign[1];
}
else {
// printf("# To Z %s\n", data->sign[2] ? "max", "min");
rtmin = tmin[2];
v1[2] = v2[2] = local_bvmin[2];
mul += local_bvmin[2] * data->ray.direction_scaled_square[2];
main_axis -= 2;
r_axis_closest[2] = !data->ray.sign[2];
}
/* *** end min/max axis *** */
if (main_axis < 0)
main_axis += 3;
/* if rtmin < rtmax, ray intersect `AABB` */
if (rtmin <= rtmax) {
#ifdef IGNORE_BEHIND_RAY
/* `if rtmax < depth_min`, the whole `AABB` is behind us */
if (rtmax < min_depth) {
return fallback;
}
#endif
const float proj = rtmin * data->ray.direction[main_axis];
if (data->ray.sign[main_axis])
r_axis_closest[main_axis] = (proj - local_bvmax[main_axis]) < (local_bvmin[main_axis] - proj);
else
r_axis_closest[main_axis] = (proj - local_bvmin[main_axis]) < (local_bvmax[main_axis] - proj);
//if (r_depth_sq)
// *r_depth_sq = SQUARE(rtmin);
return 0.0f;
}
#ifdef IGNORE_BEHIND_RAY
/* `if rtmin < depth_min`, the whole `AABB` is behing us */
else if (rtmin < min_depth) {
return fallback;
}
#endif
if (data->ray.sign[main_axis]) {
v1[main_axis] = local_bvmax[main_axis];
v2[main_axis] = local_bvmin[main_axis];
}
else {
v1[main_axis] = local_bvmin[main_axis];
v2[main_axis] = local_bvmax[main_axis];
}
{
/* `proj` equals to nearest point on the ray closest to the edge `v1 v2` of the `AABB`. */
const float proj = mul * data->ray.cdot_axis[main_axis];
float depth_sq, r_point[3];
if (v1[main_axis] > proj) { /* the nearest point to the ray is the point v1 */
r_axis_closest[main_axis] = true;
/* `depth` is equivalent the distance of the the projection of v1 on the ray */
depth_sq = mul + data->ray.direction_scaled_square[main_axis] * v1[main_axis];
copy_v3_v3(r_point, v1);
}
else if (v2[main_axis] < proj) { /* the nearest point of the ray is the point v2 */
r_axis_closest[main_axis] = false;
depth_sq = mul + data->ray.direction_scaled_square[main_axis] * v2[main_axis];
copy_v3_v3(r_point, v2);
}
else { /* the nearest point of the ray is on the edge of the `AABB`. */
r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj);
depth_sq = mul + data->ray.direction_scaled_square[main_axis] * proj;
#if 0
r_point[0] = main_axis == 0 ? proj : v2[0];
r_point[1] = main_axis == 1 ? proj : v2[1];
r_point[2] = main_axis == 2 ? proj : v2[2];
#else
v2[main_axis] = proj;
copy_v3_v3(r_point, v2);
#endif
}
depth_sq *= depth_sq;
if (r_depth_sq)
*r_depth_sq = depth_sq;
/* TODO: scale can be optional */
r_point[0] *= data->scale[0];
r_point[1] *= data->scale[1];
r_point[2] *= data->scale[2];
return len_squared_v3(r_point) - depth_sq;
}
}
/**
* <pre>
* + r_point
* |
* | dist
* |
* +----depth----+orig <-- dir
*
* tangent = dist/depth
* </pre>
*/
static float calc_tangent_sq(BVHNearestRayData *data, BVHNode *node)
{
float depth_sq;
const float dist_sq = dist_squared_ray_to_aabb_scaled_v3__impl(
data, node->bv, &depth_sq, data->pick_smallest);
return (dist_sq != 0.0f) ? (dist_sq / depth_sq) : 0.0f;
}
static float calc_dist_sq_to_ray(BVHNearestRayData *data, BVHNode *node)
{
return dist_squared_ray_to_aabb_scaled_v3__impl(
data, node->bv, NULL,
data->pick_smallest);
}
static void dfs_find_lowest_tangent_dfs(BVHNearestRayData *data, BVHNode *node)
{
if (node->totnode == 0) {
if (data->callback) {
data->callback(data->userdata, node->index, &data->ray, &data->nearest);
data->callback(data->userdata, data->ray.origin, data->ray.direction,
data->scale, node->index, &data->nearest);
}
else {
const float dist_sq = calc_dist_sq_to_ray(data, node);
if (dist_sq != FLT_MAX) { /* not an invalid ray */
data->nearest.index = node->index;
data->nearest.dist_sq = dist_sq;
/* TODO: return a value to the data->nearest.co
* not urgent however since users currently define own callbacks */
}
data->nearest.index = node->index;
data->nearest.dist_sq = calc_tangent_sq(data, node);
/* TODO: return a value to the data->nearest.co
* not urgent however since users currently define own callbacks */
}
}
else {
@@ -1922,25 +2211,63 @@ static void dfs_find_nearest_to_ray_dfs(BVHNearestRayData *data, BVHNode *node)
/* First pick the closest node to dive on */
if (data->pick_smallest[node->main_axis]) {
for (i = 0; i != node->totnode; i++) {
if (calc_dist_sq_to_ray(data, node->children[i]) >= data->nearest.dist_sq) {
continue;
if (calc_tangent_sq(data, node->children[i]) < data->nearest.dist_sq) {
dfs_find_lowest_tangent_dfs(data, node->children[i]);
}
dfs_find_nearest_to_ray_dfs(data, node->children[i]);
}
}
else {
for (i = node->totnode - 1; i >= 0; i--) {
if (calc_dist_sq_to_ray(data, node->children[i]) >= data->nearest.dist_sq) {
continue;
if (calc_tangent_sq(data, node->children[i]) < data->nearest.dist_sq) {
dfs_find_lowest_tangent_dfs(data, node->children[i]);
}
dfs_find_nearest_to_ray_dfs(data, node->children[i]);
}
}
}
}
int BLI_bvhtree_find_nearest_to_ray(
BVHTree *tree, const float co[3], const float dir[3], BVHTreeNearest *nearest,
static void dfs_find_nearest_to_ray_dfs(BVHNearestRayData *data, BVHNode *node)
{
if (node->totnode == 0) {
if (data->callback) {
data->callback(data->userdata, data->ray.origin, data->ray.direction,
data->scale, node->index, &data->nearest);
}
else {
data->nearest.index = node->index;
data->nearest.dist_sq = calc_dist_sq_to_ray(data, node);
/* TODO: return a value to the data->nearest.co
* not urgent however since users currently define own callbacks */
}
}
else {
int i;
/* First pick the closest node to dive on */
if (data->pick_smallest[node->main_axis]) {
for (i = 0; i != node->totnode; i++) {
if (calc_dist_sq_to_ray(data, node->children[i]) < data->nearest.dist_sq) {
dfs_find_nearest_to_ray_dfs(data, node->children[i]);
}
}
}
else {
for (i = node->totnode - 1; i >= 0; i--) {
if (calc_dist_sq_to_ray(data, node->children[i]) < data->nearest.dist_sq) {
dfs_find_nearest_to_ray_dfs(data, node->children[i]);
}
}
}
}
}
/**
* Returns the point whose tangent defined by the angle between the point and ray is the lowest
* nearest.dist_sq returns the angle's tangent
*/
int BLI_bvhtree_find_nearest_to_ray_angle(
BVHTree *tree, const float co[3], const float dir[3],
const bool ray_is_normalized, const float scale[3],
BVHTreeNearest *nearest,
BVHTree_NearestToRayCallback callback, void *userdata)
{
BVHNearestRayData data;
@@ -1951,11 +2278,46 @@ int BLI_bvhtree_find_nearest_to_ray(
data.callback = callback;
data.userdata = userdata;
copy_v3_v3(data.ray.origin, co);
copy_v3_v3(data.ray.direction, dir);
data.ray.radius = 0.0f; /* unused here */
dist_squared_ray_to_aabb_scaled_v3_precalc(&data, co, dir, ray_is_normalized, scale);
dist_squared_ray_to_aabb_v3_precalc(&data.nearest_precalc, co, dir);
if (nearest) {
memcpy(&data.nearest, nearest, sizeof(*nearest));
}
else {
data.nearest.index = -1;
data.nearest.dist_sq = FLT_MAX;
}
/* dfs search */
if (root) {
if (calc_tangent_sq(&data, root) < data.nearest.dist_sq)
dfs_find_lowest_tangent_dfs(&data, root);
}
/* copy back results */
if (nearest) {
memcpy(nearest, &data.nearest, sizeof(*nearest));
}
return data.nearest.index;
}
/* return the nearest point to ray */
int BLI_bvhtree_find_nearest_to_ray(
BVHTree *tree, const float co[3], const float dir[3],
const bool ray_is_normalized, const float scale[3],
BVHTreeNearest *nearest,
BVHTree_NearestToRayCallback callback, void *userdata)
{
BVHNearestRayData data;
BVHNode *root = tree->nodes[tree->totleaf];
data.tree = tree;
data.callback = callback;
data.userdata = userdata;
dist_squared_ray_to_aabb_scaled_v3_precalc(&data, co, dir, ray_is_normalized, scale);
if (nearest) {
memcpy(&data.nearest, nearest, sizeof(*nearest));

View File

@@ -572,6 +572,67 @@ float dist_signed_squared_to_corner_v3v3v3(
}
}
/**
* return the distance squared of a point to a ray.
*/
float dist_squared_to_ray_v3(
const float ray_origin[3], const float ray_direction[3],
const float co[3], float *r_depth)
{
float dvec[3];
sub_v3_v3v3(dvec, co, ray_origin);
*r_depth = dot_v3v3(dvec, ray_direction);
return len_squared_v3(dvec) - SQUARE(*r_depth);
}
/**
* Find the closest point in a seg to a ray and return the distance squared.
* \param r_point : Is the point on segment closest to ray (or to ray_origin if the ray and the segment are parallel).
* \param depth: the distance of r_point projection on ray to the ray_origin.
*/
float dist_squared_ray_to_seg_v3(
const float ray_origin[3], const float ray_direction[3],
const float v0[3], const float v1[3],
float r_point[3], float *r_depth)
{
float a[3], t[3], n[3], lambda;
sub_v3_v3v3(a, v1, v0);
sub_v3_v3v3(t, v0, ray_origin);
cross_v3_v3v3(n, a, ray_direction);
const float nlen = len_squared_v3(n);
/* if (nlen == 0.0f) the lines are parallel,
* has no nearest point, only distance squared.*/
if (nlen == 0.0f) {
/* Calculate the distance to the point v0 then */
copy_v3_v3(r_point, v0);
*r_depth = dot_v3v3(t, ray_direction);
}
else {
float c[3], cray[3];
sub_v3_v3v3(c, n, t);
cross_v3_v3v3(cray, c, ray_direction);
lambda = dot_v3v3(cray, n) / nlen;
if (lambda <= 0) {
copy_v3_v3(r_point, v0);
*r_depth = dot_v3v3(t, ray_direction);
}
else if (lambda >= 1) {
copy_v3_v3(r_point, v1);
sub_v3_v3v3(t, v1, ray_origin);
*r_depth = dot_v3v3(t, ray_direction);
}
else {
madd_v3_v3v3fl(r_point, v0, a, lambda);
sub_v3_v3v3(t, r_point, ray_origin);
*r_depth = dot_v3v3(t, ray_direction);
}
}
return len_squared_v3(t) - SQUARE(*r_depth);
}
/* Adapted from "Real-Time Collision Detection" by Christer Ericson,
* published by Morgan Kaufmann Publishers, copyright 2005 Elsevier Inc.
*

View File

@@ -68,13 +68,13 @@ typedef struct SnapObjectData {
typedef struct SnapObjectData_Mesh {
SnapObjectData sd;
BVHTreeFromMesh *bvh_trees[2];
BVHTreeFromMesh *bvh_trees[3];
} SnapObjectData_Mesh;
typedef struct SnapObjectData_EditMesh {
SnapObjectData sd;
BVHTreeFromEditMesh *bvh_trees[2];
BVHTreeFromEditMesh *bvh_trees[3];
} SnapObjectData_EditMesh;
@@ -223,8 +223,11 @@ static void raycast_all_cb(void *userdata, int index, const BVHTreeRay *ray, BVH
static bool snapEdge(
const ARegion *ar, const float v1co[3], const short v1no[3], const float v2co[3], const short v2no[3],
float obmat[4][4], float timat[3][3], const float mval_fl[2], float *dist_px,
const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3], float *ray_depth,
float obmat[4][4], float timat[3][3], const float mval_fl[2],
const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3],
/* read/write args */
float *ray_depth, float *dist_px,
/* return args */
float r_loc[3], float r_no[3])
{
float intersect[3] = {0, 0, 0}, ray_end[3], dvec[3];
@@ -313,8 +316,11 @@ static bool snapEdge(
static bool snapVertex(
const ARegion *ar, const float vco[3], const float vno[3],
float obmat[4][4], float timat[3][3], const float mval_fl[2], float *dist_px,
const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3], float *ray_depth,
float obmat[4][4], float timat[3][3], const float mval_fl[2],
const float ray_start[3], const float ray_start_local[3], const float ray_normal_local[3],
/* read/write args */
float *ray_depth, float *dist_px,
/* return args */
float r_loc[3], float r_no[3])
{
bool retval = false;
@@ -363,8 +369,11 @@ static bool snapVertex(
static bool snapArmature(
const ARegion *ar, Object *ob, bArmature *arm, float obmat[4][4],
const float mval[2], float *dist_px, const short snap_to,
const float ray_start[3], const float ray_normal[3], float *ray_depth,
const float mval[2], const short snap_to,
const float ray_start[3], const float ray_normal[3],
/* read/write args */
float *ray_depth, float *dist_px,
/* return args */
float r_loc[3], float *UNUSED(r_no))
{
float imat[4][4];
@@ -445,8 +454,11 @@ static bool snapArmature(
static bool snapCurve(
const ARegion *ar, Object *ob, Curve *cu, float obmat[4][4],
const float mval[2], float *dist_px, const short snap_to,
const float ray_start[3], const float ray_normal[3], float *ray_depth,
const float mval[2], const short snap_to,
const float ray_start[3], const float ray_normal[3],
/* read/write args */
float *ray_depth, float *dist_px,
/* return args */
float r_loc[3], float *UNUSED(r_no))
{
float imat[4][4];
@@ -481,24 +493,27 @@ static bool snapCurve(
break;
}
retval |= snapVertex(
ar, nu->bezt[u].vec[1], NULL, obmat, NULL, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
ar, nu->bezt[u].vec[1], NULL, obmat, NULL, mval,
ray_start, ray_start_local, ray_normal_local,
ray_depth, dist_px,
r_loc, NULL);
/* don't snap if handle is selected (moving), or if it is aligning to a moving handle */
if (!(nu->bezt[u].f1 & SELECT) &&
!(nu->bezt[u].h1 & HD_ALIGN && nu->bezt[u].f3 & SELECT))
{
retval |= snapVertex(
ar, nu->bezt[u].vec[0], NULL, obmat, NULL, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
ar, nu->bezt[u].vec[0], NULL, obmat, NULL, mval,
ray_start, ray_start_local, ray_normal_local,
ray_depth, dist_px,
r_loc, NULL);
}
if (!(nu->bezt[u].f3 & SELECT) &&
!(nu->bezt[u].h2 & HD_ALIGN && nu->bezt[u].f1 & SELECT))
{
retval |= snapVertex(
ar, nu->bezt[u].vec[2], NULL, obmat, NULL, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
ar, nu->bezt[u].vec[2], NULL, obmat, NULL, mval,
ray_start, ray_start_local, ray_normal_local,
ray_depth, dist_px,
r_loc, NULL);
}
}
@@ -508,8 +523,9 @@ static bool snapCurve(
break;
}
retval |= snapVertex(
ar, nu->bp[u].vec, NULL, obmat, NULL, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
ar, nu->bp[u].vec, NULL, obmat, NULL, mval,
ray_start, ray_start_local, ray_normal_local,
ray_depth, dist_px,
r_loc, NULL);
}
}
@@ -518,14 +534,16 @@ static bool snapCurve(
if (nu->pntsu > 1) {
if (nu->bezt) {
retval |= snapVertex(
ar, nu->bezt[u].vec[1], NULL, obmat, NULL, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
ar, nu->bezt[u].vec[1], NULL, obmat, NULL, mval,
ray_start, ray_start_local, ray_normal_local,
ray_depth, dist_px,
r_loc, NULL);
}
else {
retval |= snapVertex(
ar, nu->bp[u].vec, NULL, obmat, NULL, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
ar, nu->bp[u].vec, NULL, obmat, NULL, mval,
ray_start, ray_start_local, ray_normal_local,
ray_depth, dist_px,
r_loc, NULL);
}
}
@@ -543,8 +561,11 @@ static bool snapCurve(
/* may extend later (for now just snaps to empty center) */
static bool snapEmpty(
const ARegion *ar, Object *ob, float obmat[4][4],
const float mval[2], float *dist_px, const short snap_to,
const float ray_start[3], const float ray_normal[3], float *ray_depth,
const float mval[2], const short snap_to,
const float ray_start[3], const float ray_normal[3],
/* read/write args */
float *ray_depth, float *dist_px,
/* return args */
float r_loc[3], float *UNUSED(r_no))
{
float imat[4][4];
@@ -583,8 +604,11 @@ static bool snapEmpty(
static bool snapCamera(
const ARegion *ar, Scene *scene, Object *object, float obmat[4][4],
const float mval[2], float *dist_px, const short snap_to,
const float ray_start[3], const float ray_normal[3], float *ray_depth,
const float mval[2], const short snap_to,
const float ray_start[3], const float ray_normal[3],
/* read/write args */
float *ray_depth, float *dist_px,
/* return args */
float r_loc[3], float *UNUSED(r_no))
{
float orig_camera_mat[4][4], orig_camera_imat[4][4], imat[4][4];
@@ -674,16 +698,166 @@ static int dm_looptri_to_poly_index(DerivedMesh *dm, const MLoopTri *lt)
return index_mp_to_orig ? index_mp_to_orig[lt->poly] : lt->poly;
}
struct NearestDM_Data {
void *bvhdata;
bool is_persp;
const float *ray_depth_range;
float *ray_depth;
};
static bool test_vert(
const float vco[3], const float vno[3], const float ray_co[3], const float ray_dir[3],
const float ray_depth_range[2], const float scale[3], const bool is_persp,
/* read/write args */
float *ray_depth, float *dist_to_ray_sq,
/* return args */
float r_co[3], float r_no[3])
{
const float vco_sc[3] = {
vco[0] * scale[0],
vco[1] * scale[1],
vco[2] * scale[2],
};
const float co_sc[3] = {
ray_co[0] * scale[0],
ray_co[1] * scale[1],
ray_co[2] * scale[2],
};
const float dir_sc[3] = {
ray_dir[0] * scale[0],
ray_dir[1] * scale[1],
ray_dir[2] * scale[2],
};
float depth;
float dist_sq = dist_squared_to_ray_v3(co_sc, dir_sc, vco_sc, &depth);
if (depth < ray_depth_range[0])
return false;
if (is_persp)
dist_sq /= SQUARE(depth);
if ((dist_sq < *dist_to_ray_sq) && (depth < *ray_depth)) {
*dist_to_ray_sq = dist_sq;
copy_v3_v3(r_co, vco);
if (vno) {
copy_v3_v3(r_no, vno);
}
*ray_depth = depth;
return true;
}
return false;
}
static bool test_edge(
const float v1[3], const float v2[3], const float ray_co[3], const float ray_dir[3],
const float ray_depth_range[2], const float scale[3], const bool is_persp,
/* read/write args */
float *ray_depth, float *dist_to_ray_sq,
/* return args */
float r_co[3], float r_no[3])
{
const float v1_sc[3] = {
v1[0] * scale[0],
v1[1] * scale[1],
v1[2] * scale[2],
};
const float v2_sc[3] = {
v2[0] * scale[0],
v2[1] * scale[1],
v2[2] * scale[2],
};
const float co_sc[3] = {
ray_co[0] * scale[0],
ray_co[1] * scale[1],
ray_co[2] * scale[2],
};
const float dir_sc[3] = {
ray_dir[0] * scale[0],
ray_dir[1] * scale[1],
ray_dir[2] * scale[2],
};
float tmp_co[3], depth;
float dist_sq = dist_squared_ray_to_seg_v3(co_sc, dir_sc, v1_sc, v2_sc, tmp_co, &depth);
if (depth < ray_depth_range[0])
return false;
if (is_persp)
dist_sq /= SQUARE(depth);
if ((dist_sq < *dist_to_ray_sq) && (depth < *ray_depth)) {
*dist_to_ray_sq = dist_sq;
tmp_co[0] /= scale[0];
tmp_co[1] /= scale[1];
tmp_co[2] /= scale[2];
copy_v3_v3(r_co, tmp_co);
if (r_no) {
sub_v3_v3v3(r_no, v1, v2);
}
*ray_depth = depth;
return true;
}
return false;
}
static void test_vert_depth_cb(
void *userdata, const float origin[3], const float dir[3],
const float scale[3], int index, BVHTreeNearest *nearest)
{
struct NearestDM_Data *ndata = userdata;
const BVHTreeFromMesh *data = ndata->bvhdata;
const MVert *vert = data->vert + index;
if (test_vert(
vert->co, NULL, origin, dir, ndata->ray_depth_range, scale, ndata->is_persp,
ndata->ray_depth, &nearest->dist_sq,
nearest->co, NULL))
{
normal_short_to_float_v3(nearest->no, vert->no);
nearest->index = index;
}
}
static void test_edge_depth_cb(
void *userdata, const float origin[3], const float dir[3],
const float scale[3], int index, BVHTreeNearest *nearest)
{
struct NearestDM_Data *ndata = userdata;
const BVHTreeFromMesh *data = ndata->bvhdata;
const MVert *vert = data->vert;
const MEdge *edge = data->edge + index;
if (test_edge(
vert[edge->v1].co, vert[edge->v2].co, origin, dir, ndata->ray_depth_range, scale, ndata->is_persp,
ndata->ray_depth, &nearest->dist_sq,
nearest->co, nearest->no))
{
nearest->index = index;
}
}
static bool snapDerivedMesh(
SnapObjectContext *sctx,
Object *ob, DerivedMesh *dm, float obmat[4][4],
const float mval[2], float *dist_px, const short snap_to, bool do_bb,
const float ray_start[3], const float ray_normal[3], const float ray_origin[3],
float *ray_depth, unsigned int ob_index,
Object *ob, DerivedMesh *dm, float obmat[4][4], const unsigned int ob_index,
const short snap_to, bool do_bb,
const float ray_origin[3], const float ray_start[3], const float ray_normal[3], const float ray_depth_range[2],
/* read/write args */
float *ray_depth, float *dist_to_ray_sq, float *dist_px,
/* return args */
float r_loc[3], float r_no[3], int *r_index,
ListBase *r_hit_list)
{
const ARegion *ar = sctx->v3d_data.ar;
bool retval = false;
if (snap_to == SCE_SNAP_MODE_FACE) {
@@ -703,10 +877,8 @@ static bool snapDerivedMesh(
}
{
const bool do_ray_start_correction = (
ELEM(snap_to, SCE_SNAP_MODE_FACE, SCE_SNAP_MODE_VERTEX) &&
(sctx->use_v3d && !((RegionView3D *)sctx->v3d_data.ar->regiondata)->is_persp));
bool need_ray_start_correction_init = do_ray_start_correction;
const bool is_persp = sctx->use_v3d && ((RegionView3D *)sctx->v3d_data.ar->regiondata)->is_persp;
bool need_ray_start_correction_init = (snap_to == SCE_SNAP_MODE_FACE) && sctx->use_v3d && !is_persp;
float imat[4][4];
float timat[3][3]; /* transpose inverse matrix for normals */
@@ -772,6 +944,9 @@ static bool snapDerivedMesh(
int tree_index = -1;
switch (snap_to) {
case SCE_SNAP_MODE_FACE:
tree_index = 2;
break;
case SCE_SNAP_MODE_EDGE:
tree_index = 1;
break;
case SCE_SNAP_MODE_VERTEX:
@@ -793,10 +968,8 @@ static bool snapDerivedMesh(
}
}
else {
if (ELEM(snap_to, SCE_SNAP_MODE_FACE, SCE_SNAP_MODE_VERTEX)) {
treedata = &treedata_stack;
memset(treedata, 0, sizeof(*treedata));
}
treedata = &treedata_stack;
memset(treedata, 0, sizeof(*treedata));
}
if (treedata && treedata->tree == NULL) {
@@ -804,53 +977,56 @@ static bool snapDerivedMesh(
case SCE_SNAP_MODE_FACE:
bvhtree_from_mesh_looptri(treedata, dm, 0.0f, 4, 6);
break;
case SCE_SNAP_MODE_EDGE:
bvhtree_from_mesh_edges(treedata, dm, 0.0f, 2, 6);
break;
case SCE_SNAP_MODE_VERTEX:
bvhtree_from_mesh_verts(treedata, dm, 0.0f, 2, 6);
break;
}
}
if (need_ray_start_correction_init) {
/* We *need* a reasonably valid len_diff in this case.
* Use BHVTree to find the closest face from ray_start_local.
*/
if (treedata && treedata->tree != NULL) {
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = FLT_MAX;
/* Compute and store result. */
BLI_bvhtree_find_nearest(
treedata->tree, ray_start_local, &nearest, treedata->nearest_callback, treedata);
if (nearest.index != -1) {
len_diff = sqrtf(nearest.dist_sq);
}
}
}
/* Only use closer ray_start in case of ortho view! In perspective one, ray_start may already
* been *inside* boundbox, leading to snap failures (see T38409).
* Note also ar might be null (see T38435), in this case we assume ray_start is ok!
*/
if (do_ray_start_correction) {
float ray_org_local[3];
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
/* We pass a temp ray_start, set from object's boundbox, to avoid precision issues with very far
* away ray_start values (as returned in case of ortho view3d), see T38358.
*/
len_diff -= local_scale; /* make temp start point a bit away from bbox hit point. */
madd_v3_v3v3fl(ray_start_local, ray_org_local, ray_normal_local,
len_diff - len_v3v3(ray_start_local, ray_org_local));
local_depth -= len_diff;
}
else {
len_diff = 0.0f;
}
switch (snap_to) {
case SCE_SNAP_MODE_FACE:
{
/* Only use closer ray_start in case of ortho view! In perspective one, ray_start may already
* been *inside* boundbox, leading to snap failures (see T38409).
* Note also ar might be null (see T38435), in this case we assume ray_start is ok!
*/
if (sctx->use_v3d && !is_persp) { /* do_ray_start_correction */
if (need_ray_start_correction_init) {
/* We *need* a reasonably valid len_diff in this case.
* Use BHVTree to find the closest face from ray_start_local.
*/
if (treedata && treedata->tree != NULL) {
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = FLT_MAX;
/* Compute and store result. */
BLI_bvhtree_find_nearest(
treedata->tree, ray_start_local, &nearest, treedata->nearest_callback, treedata);
if (nearest.index != -1) {
float dvec[3];
sub_v3_v3v3(dvec, nearest.co, ray_start_local);
len_diff = dot_v3v3(dvec, ray_normal_local);
}
}
}
float ray_org_local[3];
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
/* We pass a temp ray_start, set from object's boundbox, to avoid precision issues with very far
* away ray_start values (as returned in case of ortho view3d), see T38358.
*/
len_diff -= local_scale; /* make temp start point a bit away from bbox hit point. */
madd_v3_v3v3fl(ray_start_local, ray_org_local, ray_normal_local,
len_diff + ray_depth_range[0]);
local_depth -= len_diff;
}
else {
len_diff = 0.0f;
}
if (r_hit_list) {
struct RayCastAll_Data data;
@@ -861,7 +1037,7 @@ static bool snapDerivedMesh(
data.len_diff = len_diff;
data.local_scale = local_scale;
data.ob = ob;
data.ob_uuid = ob_index,
data.ob_uuid = ob_index;
data.dm = dm;
data.hit_list = r_hit_list;
data.retval = retval;
@@ -907,40 +1083,90 @@ static bool snapDerivedMesh(
}
case SCE_SNAP_MODE_VERTEX:
{
float ray_org_local[3];
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = local_depth * local_depth;
if (treedata->tree &&
nearest.dist_sq = *dist_to_ray_sq;
struct NearestDM_Data userdata;
userdata.bvhdata = treedata;
userdata.is_persp = is_persp;
userdata.ray_depth_range = ray_depth_range;
userdata.ray_depth = ray_depth;
float ob_scale[3];
mat4_to_size(ob_scale, obmat);
if (treedata->tree && (
is_persp ?
BLI_bvhtree_find_nearest_to_ray_angle(
treedata->tree, ray_org_local, ray_normal_local,
true, ob_scale, &nearest, test_vert_depth_cb, &userdata) :
BLI_bvhtree_find_nearest_to_ray(
treedata->tree, ray_start_local, ray_normal_local,
&nearest, NULL, NULL) != -1)
treedata->tree, ray_org_local, ray_normal_local,
true, ob_scale, &nearest, test_vert_depth_cb, &userdata)) != -1)
{
const MVert *v = &treedata->vert[nearest.index];
float vno[3];
normal_short_to_float_v3(vno, v->no);
retval = snapVertex(
ar, v->co, vno, obmat, timat, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
r_loc, r_no);
copy_v3_v3(r_loc, nearest.co);
mul_m4_v3(obmat, r_loc);
if (r_no) {
copy_v3_v3(r_no, nearest.no);
mul_m3_v3(timat, r_no);
normalize_v3(r_no);
}
*dist_px *= nearest.dist_sq / (*dist_to_ray_sq);
*dist_to_ray_sq = nearest.dist_sq;
retval = true;
}
break;
}
case SCE_SNAP_MODE_EDGE:
{
MVert *verts = dm->getVertArray(dm);
MEdge *edges = dm->getEdgeArray(dm);
int totedge = dm->getNumEdges(dm);
float ray_org_local[3];
for (int i = 0; i < totedge; i++) {
MEdge *e = edges + i;
retval |= snapEdge(
ar, verts[e->v1].co, verts[e->v1].no, verts[e->v2].co, verts[e->v2].no,
obmat, timat, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
r_loc, r_no);
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = *dist_to_ray_sq;
struct NearestDM_Data userdata;
userdata.bvhdata = treedata;
userdata.is_persp = is_persp;
userdata.ray_depth_range = ray_depth_range;
userdata.ray_depth = ray_depth;
float ob_scale[3];
mat4_to_size(ob_scale, obmat);
if (treedata->tree && (
is_persp ?
BLI_bvhtree_find_nearest_to_ray_angle(
treedata->tree, ray_org_local, ray_normal_local,
true, ob_scale, &nearest, test_edge_depth_cb, &userdata) :
BLI_bvhtree_find_nearest_to_ray(
treedata->tree, ray_org_local, ray_normal_local,
true, ob_scale, &nearest, test_edge_depth_cb, &userdata)) != -1)
{
copy_v3_v3(r_loc, nearest.co);
mul_m4_v3(obmat, r_loc);
if (r_no) {
copy_v3_v3(r_no, nearest.no);
mul_m3_v3(timat, r_no);
normalize_v3(r_no);
}
*dist_px *= nearest.dist_sq / (*dist_to_ray_sq);
*dist_to_ray_sq = nearest.dist_sq;
retval = true;
}
break;
}
}
@@ -955,17 +1181,51 @@ static bool snapDerivedMesh(
return retval;
}
static void test_bmvert_depth_cb(
void *userdata, const float origin[3], const float dir[3],
const float scale[3], int index, BVHTreeNearest *nearest)
{
struct NearestDM_Data *ndata = userdata;
const BMEditMesh *em = ndata->bvhdata;
BMVert *eve = BM_vert_at_index(em->bm, index);
if (test_vert(
eve->co, eve->no, origin, dir, ndata->ray_depth_range, scale, ndata->is_persp,
ndata->ray_depth, &nearest->dist_sq,
nearest->co, nearest->no))
{
nearest->index = index;
}
}
static void test_bmedge_depth_cb(
void *userdata, const float origin[3], const float dir[3],
const float scale[3], int index, BVHTreeNearest *nearest)
{
struct NearestDM_Data *ndata = userdata;
const BMEditMesh *em = ndata->bvhdata;
BMEdge *eed = BM_edge_at_index(em->bm, index);
if (test_edge(
eed->v1->co, eed->v2->co, origin, dir, ndata->ray_depth_range, scale, ndata->is_persp,
ndata->ray_depth, &nearest->dist_sq,
nearest->co, nearest->no))
{
nearest->index = index;
}
}
static bool snapEditMesh(
SnapObjectContext *sctx,
Object *ob, BMEditMesh *em, float obmat[4][4],
const float mval[2], float *dist_px, const short snap_to,
const float ray_start[3], const float ray_normal[3], const float ray_origin[3],
float *ray_depth, const unsigned int ob_index,
Object *ob, BMEditMesh *em, float obmat[4][4], const unsigned int ob_index,
float *dist_px, const short snap_to,
const float ray_origin[3], const float ray_start[3], const float ray_normal[3], const float ray_depth_range[2],
/* read/write args */
float *ray_depth, float *dist_to_ray_sq,
/* return args */
float r_loc[3], float r_no[3], int *r_index,
ListBase *r_hit_list)
{
const ARegion *ar = sctx->v3d_data.ar;
bool retval = false;
if (snap_to == SCE_SNAP_MODE_FACE) {
@@ -985,31 +1245,19 @@ static bool snapEditMesh(
}
{
const bool do_ray_start_correction = (
ELEM(snap_to, SCE_SNAP_MODE_FACE, SCE_SNAP_MODE_VERTEX) &&
(sctx->use_v3d && !((RegionView3D *)sctx->v3d_data.ar->regiondata)->is_persp));
const bool is_persp = (sctx->use_v3d && ((RegionView3D *)sctx->v3d_data.ar->regiondata)->is_persp);
float imat[4][4];
float timat[3][3]; /* transpose inverse matrix for normals */
float ray_start_local[3], ray_normal_local[3];
float local_scale, local_depth;
float ray_normal_local[3];
invert_m4_m4(imat, obmat);
transpose_m3_m4(timat, imat);
copy_v3_v3(ray_start_local, ray_start);
copy_v3_v3(ray_normal_local, ray_normal);
mul_m4_v3(imat, ray_start_local);
mul_mat3_m4_v3(imat, ray_normal_local);
/* local scale in normal direction */
local_scale = normalize_v3(ray_normal_local);
local_depth = *ray_depth;
if (local_depth != BVH_RAYCAST_DIST_MAX) {
local_depth *= local_scale;
}
SnapObjectData_EditMesh *sod = NULL;
BVHTreeFromEditMesh *treedata = NULL, treedata_stack;
@@ -1027,6 +1275,9 @@ static bool snapEditMesh(
int tree_index = -1;
switch (snap_to) {
case SCE_SNAP_MODE_FACE:
tree_index = 2;
break;
case SCE_SNAP_MODE_EDGE:
tree_index = 1;
break;
case SCE_SNAP_MODE_VERTEX:
@@ -1041,10 +1292,8 @@ static bool snapEditMesh(
}
}
else {
if (ELEM(snap_to, SCE_SNAP_MODE_FACE, SCE_SNAP_MODE_VERTEX)) {
treedata = &treedata_stack;
memset(treedata, 0, sizeof(*treedata));
}
treedata = &treedata_stack;
memset(treedata, 0, sizeof(*treedata));
}
if (treedata && treedata->tree == NULL) {
@@ -1065,6 +1314,23 @@ static bool snapEditMesh(
}
break;
}
case SCE_SNAP_MODE_EDGE:
{
BLI_bitmap *edges_mask = NULL;
int edges_num_active = -1;
if (sctx->callbacks.edit_mesh.test_edge_fn) {
edges_mask = BLI_BITMAP_NEW(em->bm->totedge, __func__);
edges_num_active = BM_iter_mesh_bitmap_from_filter(
BM_EDGES_OF_MESH, em->bm, edges_mask,
(bool (*)(BMElem *, void *))sctx->callbacks.edit_mesh.test_edge_fn,
sctx->callbacks.edit_mesh.user_data);
}
bvhtree_from_editmesh_edges_ex(treedata, em, edges_mask, edges_num_active, 0.0f, 2, 6);
if (edges_mask) {
MEM_freeN(edges_mask);
}
break;
}
case SCE_SNAP_MODE_VERTEX:
{
BLI_bitmap *verts_mask = NULL;
@@ -1085,43 +1351,55 @@ static bool snapEditMesh(
}
}
/* Only use closer ray_start in case of ortho view! In perspective one, ray_start may already
* been *inside* boundbox, leading to snap failures (see T38409).
* Note also ar might be null (see T38435), in this case we assume ray_start is ok!
*/
float len_diff = 0.0f;
if (do_ray_start_correction) {
/* We *need* a reasonably valid len_diff in this case.
* Use BHVTree to find the closest face from ray_start_local.
*/
if (treedata && treedata->tree != NULL) {
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = FLT_MAX;
/* Compute and store result. */
if (BLI_bvhtree_find_nearest(
treedata->tree, ray_start_local, &nearest, treedata->nearest_callback, treedata) != -1)
{
len_diff = sqrtf(nearest.dist_sq);
float ray_org_local[3];
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
/* We pass a temp ray_start, set from object's boundbox, to avoid precision issues with very far
* away ray_start values (as returned in case of ortho view3d), see T38358.
*/
len_diff -= local_scale; /* make temp start point a bit away from bbox hit point. */
madd_v3_v3v3fl(ray_start_local, ray_org_local, ray_normal_local,
len_diff - len_v3v3(ray_start_local, ray_org_local));
local_depth -= len_diff;
}
}
}
switch (snap_to) {
case SCE_SNAP_MODE_FACE:
{
float ray_start_local[3];
copy_v3_v3(ray_start_local, ray_start);
mul_m4_v3(imat, ray_start_local);
/* local scale in normal direction */
float local_scale = normalize_v3(ray_normal_local);
float local_depth = *ray_depth;
if (local_depth != BVH_RAYCAST_DIST_MAX) {
local_depth *= local_scale;
}
/* Only use closer ray_start in case of ortho view! In perspective one, ray_start may already
* been *inside* boundbox, leading to snap failures (see T38409).
* Note also ar might be null (see T38435), in this case we assume ray_start is ok!
*/
float len_diff = 0.0f;
if (sctx->use_v3d && !is_persp) { /* do_ray_start_correction */
/* We *need* a reasonably valid len_diff in this case.
* Use BHVTree to find the closest face from ray_start_local.
*/
if (treedata && treedata->tree != NULL) {
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = FLT_MAX;
/* Compute and store result. */
if (BLI_bvhtree_find_nearest(
treedata->tree, ray_start_local, &nearest, NULL, NULL) != -1)
{
float dvec[3];
sub_v3_v3v3(dvec, nearest.co, ray_start_local);
len_diff = dot_v3v3(dvec, ray_normal_local);
float ray_org_local[3];
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
/* We pass a temp ray_start, set from object's boundbox, to avoid precision issues with very far
* away ray_start values (as returned in case of ortho view3d), see T38358.
*/
len_diff -= local_scale; /* make temp start point a bit away from bbox hit point. */
madd_v3_v3v3fl(ray_start_local, ray_org_local, ray_normal_local,
len_diff + ray_depth_range[0]);
local_depth -= len_diff;
}
}
}
if (r_hit_list) {
struct RayCastAll_Data data;
@@ -1176,47 +1454,92 @@ static bool snapEditMesh(
}
break;
}
case SCE_SNAP_MODE_VERTEX:
case SCE_SNAP_MODE_EDGE:
{
float ray_org_local[3];
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = local_depth * local_depth;
if (treedata->tree &&
nearest.dist_sq = *dist_to_ray_sq;
struct NearestDM_Data userdata;
userdata.bvhdata = em;
userdata.is_persp = is_persp;
userdata.ray_depth_range = ray_depth_range;
userdata.ray_depth = ray_depth;
float ob_scale[3];
mat4_to_size(ob_scale, obmat);
if (treedata->tree && (
is_persp ?
BLI_bvhtree_find_nearest_to_ray_angle(
treedata->tree, ray_org_local, ray_normal_local,
false, ob_scale, &nearest, test_bmedge_depth_cb, &userdata) :
BLI_bvhtree_find_nearest_to_ray(
treedata->tree, ray_start_local, ray_normal_local,
&nearest, NULL, NULL) != -1)
treedata->tree, ray_org_local, ray_normal_local,
false, ob_scale, &nearest, test_bmedge_depth_cb, &userdata)) != -1)
{
const BMVert *v = BM_vert_at_index(em->bm, nearest.index);
retval = snapVertex(
ar, v->co, v->no, obmat, timat, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
r_loc, r_no);
copy_v3_v3(r_loc, nearest.co);
mul_m4_v3(obmat, r_loc);
if (r_no) {
copy_v3_v3(r_no, nearest.no);
mul_m3_v3(timat, r_no);
normalize_v3(r_no);
}
*dist_px *= nearest.dist_sq / (*dist_to_ray_sq);
*dist_to_ray_sq = nearest.dist_sq;
retval = true;
}
break;
}
case SCE_SNAP_MODE_EDGE:
case SCE_SNAP_MODE_VERTEX:
{
BM_mesh_elem_table_ensure(em->bm, BM_EDGE);
int totedge = em->bm->totedge;
for (int i = 0; i < totedge; i++) {
BMEdge *eed = BM_edge_at_index(em->bm, i);
float ray_org_local[3];
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) &&
!BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) &&
!BM_elem_flag_test(eed->v2, BM_ELEM_SELECT))
{
short v1no[3], v2no[3];
normal_float_to_short_v3(v1no, eed->v1->no);
normal_float_to_short_v3(v2no, eed->v2->no);
retval |= snapEdge(
ar, eed->v1->co, v1no, eed->v2->co, v2no,
obmat, timat, mval, dist_px,
ray_start, ray_start_local, ray_normal_local, ray_depth,
r_loc, r_no);
copy_v3_v3(ray_org_local, ray_origin);
mul_m4_v3(imat, ray_org_local);
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist_sq = *dist_to_ray_sq;
struct NearestDM_Data userdata;
userdata.bvhdata = em;
userdata.is_persp = is_persp;
userdata.ray_depth_range = ray_depth_range;
userdata.ray_depth = ray_depth;
float ob_scale[3];
mat4_to_size(ob_scale, obmat);
if (treedata->tree && (
is_persp ?
BLI_bvhtree_find_nearest_to_ray_angle(
treedata->tree, ray_org_local, ray_normal_local,
false, ob_scale, &nearest, test_bmvert_depth_cb, &userdata) :
BLI_bvhtree_find_nearest_to_ray(
treedata->tree, ray_org_local, ray_normal_local,
false, ob_scale, &nearest, test_bmedge_depth_cb, &userdata)) != -1)
{
copy_v3_v3(r_loc, nearest.co);
mul_m4_v3(obmat, r_loc);
if (r_no) {
copy_v3_v3(r_no, nearest.no);
mul_m3_v3(timat, r_no);
normalize_v3(r_no);
}
}
*dist_px *= nearest.dist_sq / (*dist_to_ray_sq);
*dist_to_ray_sq = nearest.dist_sq;
retval = true;
}
break;
}
}
@@ -1231,12 +1554,22 @@ static bool snapEditMesh(
return retval;
}
/**
* \param use_obedit: Uses the coordinates of BMesh (if any) to do the snapping;
* \param ray_depth_range:
* - 0: distance from the ray_origin to the clipping plane min (can be negative).
* - 1: maximum distance, elements outside this are ignored.
* \param ray_depth: maximum depth allowed for r_co.
*
* \note Duplicate args here are documented at #snapObjectsRay
*/
static bool snapObject(
SnapObjectContext *sctx,
Object *ob, float obmat[4][4], bool use_obedit, const short snap_to,
const float mval[2], float *dist_px, const unsigned int ob_index,
const float ray_start[3], const float ray_normal[3], const float ray_origin[3],
float *ray_depth,
Object *ob, float obmat[4][4], const unsigned int ob_index,
bool use_obedit, const short snap_to, const float mval[2],
const float ray_origin[3], const float ray_start[3], const float ray_normal[3], const float ray_depth_range[2],
/* read/write args */
float *ray_depth, float *dist_to_ray_sq, float *dist_px,
/* return args */
float r_loc[3], float r_no[3], int *r_index,
Object **r_ob, float r_obmat[4][4],
@@ -1251,9 +1584,10 @@ static bool snapObject(
if (use_obedit) {
em = BKE_editmesh_from_object(ob);
retval = snapEditMesh(
sctx, ob, em, obmat, mval, dist_px, snap_to,
ray_start, ray_normal, ray_origin,
ray_depth, ob_index,
sctx, ob, em, obmat, ob_index,
dist_px, snap_to,
ray_origin, ray_start, ray_normal, ray_depth_range,
ray_depth, dist_to_ray_sq,
r_loc, r_no, r_index,
r_hit_list);
}
@@ -1269,36 +1603,42 @@ static bool snapObject(
dm = mesh_get_derived_final(sctx->scene, ob, CD_MASK_BAREMESH);
}
retval = snapDerivedMesh(
sctx, ob, dm, obmat, mval, dist_px, snap_to, true,
ray_start, ray_normal, ray_origin,
ray_depth, ob_index,
r_loc, r_no, r_index, r_hit_list);
sctx, ob, dm, obmat, ob_index,
snap_to, true,
ray_origin, ray_start, ray_normal, ray_depth_range,
ray_depth, dist_to_ray_sq, dist_px,
r_loc, r_no,
r_index, r_hit_list);
dm->release(dm);
}
}
else if (ob->type == OB_ARMATURE) {
retval = snapArmature(
ar, ob, ob->data, obmat, mval, dist_px, snap_to,
ray_start, ray_normal, ray_depth,
ar, ob, ob->data, obmat, mval, snap_to,
ray_start, ray_normal,
ray_depth, dist_px,
r_loc, r_no);
}
else if (ob->type == OB_CURVE) {
retval = snapCurve(
ar, ob, ob->data, obmat, mval, dist_px, snap_to,
ray_start, ray_normal, ray_depth,
ar, ob, ob->data, obmat, mval, snap_to,
ray_start, ray_normal,
ray_depth, dist_px,
r_loc, r_no);
}
else if (ob->type == OB_EMPTY) {
retval = snapEmpty(
ar, ob, obmat, mval, dist_px, snap_to,
ray_start, ray_normal, ray_depth,
ar, ob, obmat, mval, snap_to,
ray_start, ray_normal,
ray_depth, dist_px,
r_loc, r_no);
}
else if (ob->type == OB_CAMERA) {
retval = snapCamera(
ar, sctx->scene, ob, obmat, mval, dist_px, snap_to,
ray_start, ray_normal, ray_depth,
ar, sctx->scene, ob, obmat, mval, snap_to,
ray_start, ray_normal,
ray_depth, dist_px,
r_loc, r_no);
}
@@ -1312,18 +1652,68 @@ static bool snapObject(
return retval;
}
/**
* Main Snapping Function
* ======================
*
* Walks through all objects in the scene to find the closest snap element ray.
*
* \param sctx: Snap context to store data.
* \param snap_to: Element to snap, Vertice, Edge or Face.
* Currently only works one at a time, but can eventually operate as flag.
*
* \param snap_select: from enum SnapSelect.
*
* \param use_object_edit_cage: Uses the coordinates of BMesh (if any) to do the snapping.
* \param mval: Optional screen-space 2D location we're snapping to (may phase out).
* \param ray_origin: ray_start before being moved toward the ray_normal at the distance from vew3d clip_min.
* \param ray_start: ray_origin moved for the start clipping plane (clip_min).
* \param ray_normal: Unit length direction of the ray.
*
* Read/Write Args
* ---------------
*
* \param ray_depth: maximum depth allowed for r_co, elements deeper than this value will be ignored.
* \param dist_to_ray_sq: Real distance (3D) or Tangent (view cone radius at distance 1.0) squared.
* resulting of the function #dist_px_to_dist3d_or_tangent.
*
* \param dist_px: Pixel distance to element,
* note that this will eventually be replaced entirely by \a dist_to_ray_sq.
*
* Output Args
* -----------
*
* \param r_loc: Hit location.
* \param r_no: Hit normal (optional).
* \param r_index: Hit index or -1 when no valid index is found.
* (currently only set to the polygon index when when using ``snap_to == SCE_SNAP_MODE_FACE``).
* \param r_ob: Hit object.
* \param r_obmat: Object matrix (may not be #Object.obmat with dupli-instances).
* \param r_hit_list: List of #SnapObjectHitDepth (caller must free).
*
*/
static bool snapObjectsRay(
SnapObjectContext *sctx,
const unsigned short snap_to, const SnapSelect snap_select,
const bool use_object_edit_cage,
const float mval[2], float *dist_px,
const float ray_start[3], const float ray_normal[3], const float ray_origin[3], float *ray_depth,
const bool use_object_edit_cage, const float mval[2],
const float ray_origin[3], const float ray_start[3], const float ray_normal[3],
/* read/write args */
float *ray_depth, float *dist_to_ray_sq, float *dist_px,
/* return args */
float r_loc[3], float r_no[3], int *r_index,
Object **r_ob, float r_obmat[4][4],
ListBase *r_hit_list)
{
bool retval = false;
float dvec[3];
sub_v3_v3v3(dvec, ray_start, ray_origin);
const float ray_depth_range[2] = {
dot_v3v3(dvec, ray_normal),
*ray_depth,
};
unsigned int ob_index = 0;
Object *obedit = use_object_edit_cage ? sctx->scene->obedit : NULL;
@@ -1337,9 +1727,10 @@ static bool snapObjectsRay(
Object *ob = base_act->object;
retval |= snapObject(
sctx, ob, ob->obmat, false, snap_to,
mval, dist_px, ob_index++,
ray_start, ray_normal, ray_origin, ray_depth,
sctx, ob, ob->obmat, ob_index++,
false, snap_to, mval,
ray_origin, ray_start, ray_normal, ray_depth_range,
ray_depth, dist_to_ray_sq, dist_px,
r_loc, r_no, r_index, r_ob, r_obmat, r_hit_list);
}
@@ -1372,9 +1763,10 @@ static bool snapObjectsRay(
Object *dupli_snap = (use_obedit_dupli) ? obedit : dupli_ob->ob;
retval |= snapObject(
sctx, dupli_snap, dupli_ob->mat, use_obedit_dupli, snap_to,
mval, dist_px, ob_index++,
ray_start, ray_normal, ray_origin, ray_depth,
sctx, dupli_snap, dupli_ob->mat, ob_index++,
use_obedit_dupli, snap_to, mval,
ray_origin, ray_start, ray_normal, ray_depth_range,
ray_depth, dist_to_ray_sq, dist_px,
r_loc, r_no, r_index, r_ob, r_obmat, r_hit_list);
}
@@ -1385,9 +1777,10 @@ static bool snapObjectsRay(
Object *ob_snap = use_obedit ? obedit : ob;
retval |= snapObject(
sctx, ob_snap, ob->obmat, use_obedit, snap_to,
mval, dist_px, ob_index++,
ray_start, ray_normal, ray_origin, ray_depth,
sctx, ob_snap, ob->obmat, ob_index++,
use_obedit, snap_to, mval,
ray_origin, ray_start, ray_normal, ray_depth_range,
ray_depth, dist_to_ray_sq, dist_px,
r_loc, r_no, r_index, r_ob, r_obmat, r_hit_list);
}
}
@@ -1489,15 +1882,19 @@ bool ED_transform_snap_object_project_ray_ex(
SnapObjectContext *sctx,
const unsigned short snap_to,
const struct SnapObjectParams *params,
const float ray_start[3], const float ray_normal[3], float *ray_depth,
const float ray_start[3], const float ray_normal[3],
float *ray_depth,
float r_loc[3], float r_no[3], int *r_index,
Object **r_ob, float r_obmat[4][4])
{
float dist_to_ray_sq = 0.0f;
return snapObjectsRay(
sctx,
snap_to, params->snap_select, params->use_object_edit_cage,
NULL, NULL,
ray_start, ray_normal, ray_start, ray_depth,
NULL,
ray_start, ray_start, ray_normal,
ray_depth, &dist_to_ray_sq, NULL,
r_loc, r_no, r_index, r_ob, r_obmat, NULL);
}
@@ -1516,6 +1913,8 @@ bool ED_transform_snap_object_project_ray_all(
float ray_depth, bool sort,
ListBase *r_hit_list)
{
float dist_to_ray_sq = 0.0f;
if (ray_depth == -1.0f) {
ray_depth = BVH_RAYCAST_DIST_MAX;
}
@@ -1526,9 +1925,9 @@ bool ED_transform_snap_object_project_ray_all(
bool retval = snapObjectsRay(
sctx,
snap_to, params->snap_select, params->use_object_edit_cage,
NULL, NULL,
ray_start, ray_normal, ray_start, &ray_depth,
snap_to, params->snap_select, params->use_object_edit_cage, NULL,
ray_start, ray_start, ray_normal,
&ray_depth, &dist_to_ray_sq, NULL,
NULL, NULL, NULL, NULL, NULL,
r_hit_list);
@@ -1636,6 +2035,21 @@ static bool transform_snap_context_project_view3d_mixed_impl(
return is_hit;
}
/**
* From a threshold (maximum distance to snap in pixels) returns:
*
* - The *real* distance (3D) if you are in orthographic-view.
* - The *tangent* (view cone radius at distance 1.0) if you are in perspective-view.
*/
static float dist_px_to_dist3d_or_tangent(const ARegion *ar, const float dist_px)
{
const RegionView3D *rv3d = ar->regiondata;
if (ar->winx >= ar->winy)
return 2 * (dist_px / ar->winx) / rv3d->winmat[0][0];
else
return 2 * (dist_px / ar->winy) / rv3d->winmat[1][1];
}
/**
* Convenience function for performing snapping.
*
@@ -1687,11 +2101,32 @@ bool ED_transform_snap_object_project_view3d_ex(
return false;
}
float dist_to_ray_sq;
{
float radius = dist_px_to_dist3d_or_tangent(sctx->v3d_data.ar, *dist_px);
/**
* Workaround to use of cone (Instead of project the radius on view plane):
* In perspective view, the radius of the cone may decrease depending on the ray direction.
* This is more evident with small values of the `Viewport lens angle`.
* The threshold becomes distorted that way.
*/
RegionView3D *rv3d = sctx->v3d_data.ar->regiondata;
if (rv3d->is_persp) {
float view_dir[3];
negate_v3_v3(view_dir, rv3d->viewinv[2]);
normalize_v3(view_dir);
radius *= dot_v3v3(ray_normal, view_dir);
}
dist_to_ray_sq = SQUARE(radius);
}
return snapObjectsRay(
sctx,
snap_to, params->snap_select, params->use_object_edit_cage,
mval, dist_px,
ray_start, ray_normal, ray_origin, ray_depth,
mval,
ray_origin, ray_start, ray_normal,
ray_depth, &dist_to_ray_sq, dist_px,
r_loc, r_no, r_index, NULL, NULL, NULL);
}