109 lines
3.3 KiB
C++
109 lines
3.3 KiB
C++
/* SPDX-FileCopyrightText: 2006 NaN Holding BV. All rights reserved.
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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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/** \file
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* \ingroup bke
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*
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* This header encapsulates necessary code to build a BVH.
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*/
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#include "BLI_index_mask_fwd.hh"
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#include "BLI_kdopbvh.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_offset_indices.hh"
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#include "BLI_span.hh"
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struct BVHTree;
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struct MFace;
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struct Mesh;
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struct PointCloud;
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namespace blender::bke {
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/**
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* Struct that stores basic information about a #BVHTree built from a mesh.
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*/
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struct BVHTreeFromMesh {
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const BVHTree *tree = nullptr;
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/** Default callbacks to BVH nearest and ray-cast. */
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BVHTree_NearestPointCallback nearest_callback;
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BVHTree_RayCastCallback raycast_callback;
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/* Vertex array, so that callbacks have instant access to data. */
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Span<float3> vert_positions;
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Span<int2> edges;
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Span<int> corner_verts;
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Span<int3> corner_tris;
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const MFace *face = nullptr;
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std::unique_ptr<BVHTree, BVHTreeDeleter> owned_tree;
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};
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/**
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* Builds a BVH-tree where nodes are the given vertices.
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*/
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BVHTreeFromMesh bvhtree_from_mesh_verts_ex(Span<float3> vert_positions,
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const IndexMask &verts_mask);
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/**
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* Builds a BVH-tree where nodes are the given edges.
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*/
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BVHTreeFromMesh bvhtree_from_mesh_edges_ex(Span<float3> vert_positions,
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Span<int2> edges,
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const IndexMask &edges_mask);
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/**
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* Builds a BVH-tree where nodes are the triangle faces (#Mesh::corner_tris()) of the given mesh.
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*/
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BVHTreeFromMesh bvhtree_from_mesh_corner_tris_ex(Span<float3> vert_positions,
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OffsetIndices<int> faces,
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Span<int> corner_verts,
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Span<int3> corner_tris,
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const IndexMask &faces_mask);
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/**
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* Build a BVH-tree from the triangles in the mesh that correspond to the faces in the given mask.
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*/
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BVHTreeFromMesh bvhtree_from_mesh_tris_init(const Mesh &mesh, const IndexMask &faces_mask);
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/**
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* Build a BVH-tree containing the given edges.
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*/
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BVHTreeFromMesh bvhtree_from_mesh_edges_init(const Mesh &mesh, const IndexMask &edges_mask);
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/**
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* Build a BVH-tree containing the given vertices.
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*/
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BVHTreeFromMesh bvhtree_from_mesh_verts_init(const Mesh &mesh, const IndexMask &verts_mask);
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/**
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* Math functions used by callbacks
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*/
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float bvhtree_ray_tri_intersection(
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const BVHTreeRay *ray, float m_dist, const float v0[3], const float v1[3], const float v2[3]);
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float bvhtree_sphereray_tri_intersection(const BVHTreeRay *ray,
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float radius,
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float m_dist,
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const float v0[3],
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const float v1[3],
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const float v2[3]);
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struct BVHTreeFromPointCloud {
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const BVHTree *tree = nullptr;
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BVHTree_NearestPointCallback nearest_callback;
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Span<float3> positions;
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std::unique_ptr<BVHTree, BVHTreeDeleter> owned_tree;
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};
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BVHTreeFromPointCloud bvhtree_from_pointcloud_get(const PointCloud &pointcloud,
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const IndexMask &points_mask);
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} // namespace blender::bke
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