Cleanup: Reduce indentation in pbvh clipping

This commit is contained in:
Hans Goudey
2023-08-01 18:19:13 -04:00
parent 8104d6e95c
commit b54bca9f08

View File

@@ -2509,86 +2509,87 @@ bool BKE_pbvh_node_raycast(PBVH *pbvh,
void BKE_pbvh_clip_ray_ortho(
PBVH *pbvh, bool original, float ray_start[3], float ray_end[3], float ray_normal[3])
{
if (!pbvh->nodes.is_empty()) {
float rootmin_start, rootmin_end;
float bb_min_root[3], bb_max_root[3], bb_center[3], bb_diff[3];
IsectRayAABB_Precalc ray;
float ray_normal_inv[3];
float offset = 1.0f + 1e-3f;
const float offset_vec[3] = {1e-3f, 1e-3f, 1e-3f};
if (original) {
BKE_pbvh_node_get_original_BB(&pbvh->nodes.first(), bb_min_root, bb_max_root);
}
else {
BKE_pbvh_node_get_BB(&pbvh->nodes.first(), bb_min_root, bb_max_root);
}
/* Calc rough clipping to avoid overflow later. See #109555. */
float mat[3][3];
axis_dominant_v3_to_m3(mat, ray_normal);
float a[3], b[3], min[3] = {FLT_MAX, FLT_MAX, FLT_MAX}, max[3] = {FLT_MIN, FLT_MIN, FLT_MIN};
/* Compute AABB bounds rotated along ray_normal.*/
copy_v3_v3(a, bb_min_root);
copy_v3_v3(b, bb_max_root);
mul_m3_v3(mat, a);
mul_m3_v3(mat, b);
minmax_v3v3_v3(min, max, a);
minmax_v3v3_v3(min, max, b);
float cent[3];
/* Find midpoint of aabb on ray. */
mid_v3_v3v3(cent, bb_min_root, bb_max_root);
float t = line_point_factor_v3(cent, ray_start, ray_end);
interp_v3_v3v3(cent, ray_start, ray_end, t);
/* Compute rough interval. */
float dist = max[2] - min[2];
madd_v3_v3v3fl(ray_start, cent, ray_normal, -dist);
madd_v3_v3v3fl(ray_end, cent, ray_normal, dist);
/* Slightly offset min and max in case we have a zero width node
* (due to a plane mesh for instance), or faces very close to the bounding box boundary. */
mid_v3_v3v3(bb_center, bb_max_root, bb_min_root);
/* Diff should be same for both min/max since it's calculated from center. */
sub_v3_v3v3(bb_diff, bb_max_root, bb_center);
/* Handles case of zero width bb. */
add_v3_v3(bb_diff, offset_vec);
madd_v3_v3v3fl(bb_max_root, bb_center, bb_diff, offset);
madd_v3_v3v3fl(bb_min_root, bb_center, bb_diff, -offset);
/* Final projection of start ray. */
isect_ray_aabb_v3_precalc(&ray, ray_start, ray_normal);
if (!isect_ray_aabb_v3(&ray, bb_min_root, bb_max_root, &rootmin_start)) {
return;
}
/* Final projection of end ray. */
mul_v3_v3fl(ray_normal_inv, ray_normal, -1.0);
isect_ray_aabb_v3_precalc(&ray, ray_end, ray_normal_inv);
/* Unlikely to fail exiting if entering succeeded, still keep this here. */
if (!isect_ray_aabb_v3(&ray, bb_min_root, bb_max_root, &rootmin_end)) {
return;
}
/*
* As a last-ditch effort to correct floating point overflow compute
* and add an epsilon if rootmin_start == rootmin_end.
*/
float epsilon = (std::nextafter(rootmin_start, rootmin_start + 1000.0f) - rootmin_start) *
5000.0f;
if (rootmin_start == rootmin_end) {
rootmin_start -= epsilon;
rootmin_end += epsilon;
}
madd_v3_v3v3fl(ray_start, ray_start, ray_normal, rootmin_start);
madd_v3_v3v3fl(ray_end, ray_end, ray_normal_inv, rootmin_end);
if (pbvh->nodes.is_empty()) {
return;
}
float rootmin_start, rootmin_end;
float bb_min_root[3], bb_max_root[3], bb_center[3], bb_diff[3];
IsectRayAABB_Precalc ray;
float ray_normal_inv[3];
float offset = 1.0f + 1e-3f;
const float offset_vec[3] = {1e-3f, 1e-3f, 1e-3f};
if (original) {
BKE_pbvh_node_get_original_BB(&pbvh->nodes.first(), bb_min_root, bb_max_root);
}
else {
BKE_pbvh_node_get_BB(&pbvh->nodes.first(), bb_min_root, bb_max_root);
}
/* Calc rough clipping to avoid overflow later. See #109555. */
float mat[3][3];
axis_dominant_v3_to_m3(mat, ray_normal);
float a[3], b[3], min[3] = {FLT_MAX, FLT_MAX, FLT_MAX}, max[3] = {FLT_MIN, FLT_MIN, FLT_MIN};
/* Compute AABB bounds rotated along ray_normal.*/
copy_v3_v3(a, bb_min_root);
copy_v3_v3(b, bb_max_root);
mul_m3_v3(mat, a);
mul_m3_v3(mat, b);
minmax_v3v3_v3(min, max, a);
minmax_v3v3_v3(min, max, b);
float cent[3];
/* Find midpoint of aabb on ray. */
mid_v3_v3v3(cent, bb_min_root, bb_max_root);
float t = line_point_factor_v3(cent, ray_start, ray_end);
interp_v3_v3v3(cent, ray_start, ray_end, t);
/* Compute rough interval. */
float dist = max[2] - min[2];
madd_v3_v3v3fl(ray_start, cent, ray_normal, -dist);
madd_v3_v3v3fl(ray_end, cent, ray_normal, dist);
/* Slightly offset min and max in case we have a zero width node
* (due to a plane mesh for instance), or faces very close to the bounding box boundary. */
mid_v3_v3v3(bb_center, bb_max_root, bb_min_root);
/* Diff should be same for both min/max since it's calculated from center. */
sub_v3_v3v3(bb_diff, bb_max_root, bb_center);
/* Handles case of zero width bb. */
add_v3_v3(bb_diff, offset_vec);
madd_v3_v3v3fl(bb_max_root, bb_center, bb_diff, offset);
madd_v3_v3v3fl(bb_min_root, bb_center, bb_diff, -offset);
/* Final projection of start ray. */
isect_ray_aabb_v3_precalc(&ray, ray_start, ray_normal);
if (!isect_ray_aabb_v3(&ray, bb_min_root, bb_max_root, &rootmin_start)) {
return;
}
/* Final projection of end ray. */
mul_v3_v3fl(ray_normal_inv, ray_normal, -1.0);
isect_ray_aabb_v3_precalc(&ray, ray_end, ray_normal_inv);
/* Unlikely to fail exiting if entering succeeded, still keep this here. */
if (!isect_ray_aabb_v3(&ray, bb_min_root, bb_max_root, &rootmin_end)) {
return;
}
/*
* As a last-ditch effort to correct floating point overflow compute
* and add an epsilon if rootmin_start == rootmin_end.
*/
float epsilon = (std::nextafter(rootmin_start, rootmin_start + 1000.0f) - rootmin_start) *
5000.0f;
if (rootmin_start == rootmin_end) {
rootmin_start -= epsilon;
rootmin_end += epsilon;
}
madd_v3_v3v3fl(ray_start, ray_start, ray_normal, rootmin_start);
madd_v3_v3v3fl(ray_end, ray_end, ray_normal_inv, rootmin_end);
}
/* -------------------------------------------------------------------- */