- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions. - Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction). - Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier. - Collision should also generally be a bit more accurate. To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
589 lines
17 KiB
C
589 lines
17 KiB
C
/**
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* shrinkwrap.c
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): André Pinto
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <string.h>
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#include <float.h>
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#include <math.h>
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#include <memory.h>
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#include <stdio.h>
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#include <time.h>
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#include <assert.h>
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#include "DNA_object_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_mesh_types.h"
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#include "BKE_shrinkwrap.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_utildefines.h"
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#include "BKE_deform.h"
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#include "BKE_cdderivedmesh.h"
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#include "BKE_displist.h"
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#include "BKE_global.h"
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#include "BKE_subsurf.h"
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#include "BLI_arithb.h"
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#include "BLI_kdtree.h"
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#include "BLI_kdopbvh.h"
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#include "RE_raytrace.h"
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#include "MEM_guardedalloc.h"
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/* Util macros */
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#define TO_STR(a) #a
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#define JOIN(a,b) a##b
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#define OUT_OF_MEMORY() ((void)printf("Shrinkwrap: Out of memory\n"))
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/* Benchmark macros */
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#if !defined(_WIN32) && 0
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#include <sys/time.h>
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#define BENCH(a) \
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do { \
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double _t1, _t2; \
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struct timeval _tstart, _tend; \
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clock_t _clock_init = clock(); \
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gettimeofday ( &_tstart, NULL); \
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(a); \
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gettimeofday ( &_tend, NULL); \
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_t1 = ( double ) _tstart.tv_sec + ( double ) _tstart.tv_usec/ ( 1000*1000 ); \
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_t2 = ( double ) _tend.tv_sec + ( double ) _tend.tv_usec/ ( 1000*1000 ); \
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printf("%s: %fs (real) %fs (cpu)\n", #a, _t2-_t1, (float)(clock()-_clock_init)/CLOCKS_PER_SEC);\
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} while(0)
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#else
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#define BENCH(a) (a)
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#endif
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typedef void ( *Shrinkwrap_ForeachVertexCallback) (DerivedMesh *target, float *co, float *normal);
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/* get derived mesh */
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//TODO is anyfunction that does this? returning the derivedFinal witouth we caring if its in edit mode or not?
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DerivedMesh *object_get_derived_final(Object *ob, CustomDataMask dataMask)
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{
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if (ob==G.obedit)
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{
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DerivedMesh *final = NULL;
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editmesh_get_derived_cage_and_final(&final, dataMask);
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return final;
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}
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else
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return mesh_get_derived_final(ob, dataMask);
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}
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/* Space transform */
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void space_transform_from_matrixs(SpaceTransform *data, float local[4][4], float target[4][4])
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{
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float itarget[4][4];
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Mat4Invert(itarget, target);
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Mat4MulSerie(data->local2target, itarget, local, 0, 0, 0, 0, 0, 0);
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Mat4Invert(data->target2local, data->local2target);
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}
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void space_transform_apply(const SpaceTransform *data, float *co)
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{
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VecMat4MulVecfl(co, ((SpaceTransform*)data)->local2target, co);
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}
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void space_transform_invert(const SpaceTransform *data, float *co)
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{
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VecMat4MulVecfl(co, ((SpaceTransform*)data)->target2local, co);
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}
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void space_transform_apply_normal(const SpaceTransform *data, float *no)
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{
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Mat4Mul3Vecfl( ((SpaceTransform*)data)->local2target, no);
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Normalize(no); // TODO: could we just determine de scale value from the matrix?
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}
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void space_transform_invert_normal(const SpaceTransform *data, float *no)
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{
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Mat4Mul3Vecfl(((SpaceTransform*)data)->target2local, no);
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Normalize(no); // TODO: could we just determine de scale value from the matrix?
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}
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/*
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* Returns the squared distance between two given points
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*/
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static float squared_dist(const float *a, const float *b)
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{
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float tmp[3];
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VECSUB(tmp, a, b);
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return INPR(tmp, tmp);
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}
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/* Main shrinkwrap function */
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void shrinkwrapModifier_deform(ShrinkwrapModifierData *smd, Object *ob, DerivedMesh *dm, float (*vertexCos)[3], int numVerts)
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{
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ShrinkwrapCalcData calc = NULL_ShrinkwrapCalcData;
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//remove loop dependencies on derived meshs (TODO should this be done elsewhere?)
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if(smd->target == ob) smd->target = NULL;
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if(smd->auxTarget == ob) smd->auxTarget = NULL;
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//Configure Shrinkwrap calc data
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calc.smd = smd;
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calc.ob = ob;
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calc.original = dm;
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calc.numVerts = numVerts;
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calc.vertexCos = vertexCos;
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if(smd->target)
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{
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//TODO currently we need a copy in case object_get_derived_final returns an emDM that does not defines getVertArray or getFace array
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calc.target = CDDM_copy( object_get_derived_final(smd->target, CD_MASK_BAREMESH) );
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//TODO there might be several "bugs" on non-uniform scales matrixs.. because it will no longer be nearest surface, not sphere projection
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//because space has been deformed
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space_transform_setup(&calc.local2target, ob, smd->target);
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calc.keepDist = smd->keepDist; //TODO: smd->keepDist is in global units.. must change to local
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}
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//Projecting target defined - lets work!
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if(calc.target)
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{
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switch(smd->shrinkType)
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{
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case MOD_SHRINKWRAP_NEAREST_SURFACE:
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BENCH(shrinkwrap_calc_nearest_surface_point(&calc));
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break;
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case MOD_SHRINKWRAP_PROJECT:
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BENCH(shrinkwrap_calc_normal_projection(&calc));
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break;
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case MOD_SHRINKWRAP_NEAREST_VERTEX:
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BENCH(shrinkwrap_calc_nearest_vertex(&calc));
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break;
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}
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}
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//free memory
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if(calc.target)
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calc.target->release( calc.target );
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}
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/*
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* Shrinkwrap to the nearest vertex
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*
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* it builds a kdtree of vertexs we can attach to and then
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* for each vertex performs a nearest vertex search on the tree
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*/
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void shrinkwrap_calc_nearest_vertex(ShrinkwrapCalcData *calc)
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{
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int i;
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const int vgroup = get_named_vertexgroup_num(calc->ob, calc->smd->vgroup_name);
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MDeformVert *const dvert = calc->original ? calc->original->getVertDataArray(calc->original, CD_MDEFORMVERT) : NULL;
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BVHTreeFromMesh treeData = NULL_BVHTreeFromMesh;
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BVHTreeNearest nearest = NULL_BVHTreeNearest;
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BENCH(bvhtree_from_mesh_verts(&treeData, calc->target, 0.0, 2, 6));
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if(treeData.tree == NULL) return OUT_OF_MEMORY();
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//Setup nearest
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nearest.index = -1;
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nearest.dist = FLT_MAX;
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#pragma omp parallel for default(none) private(i) firstprivate(nearest) shared(treeData,calc) schedule(static)
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for(i = 0; i<calc->numVerts; ++i)
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{
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float *co = calc->vertexCos[i];
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float tmp_co[3];
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float weight = vertexgroup_get_vertex_weight(dvert, i, vgroup);
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if(weight == 0.0f) continue;
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VECCOPY(tmp_co, co);
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space_transform_apply(&calc->local2target, tmp_co); //Convert the coordinates to the tree coordinates
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//Use local proximity heuristics (to reduce the nearest search)
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//
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//If we already had an hit before.. we assume this vertex is going to have a close hit to that other vertex
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//so we can initiate the "nearest.dist" with the expected value to that last hit.
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//This will lead in prunning of the search tree.
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if(nearest.index != -1)
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nearest.dist = squared_dist(tmp_co, nearest.co);
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else
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nearest.dist = FLT_MAX;
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BLI_bvhtree_find_nearest(treeData.tree, tmp_co, &nearest, treeData.nearest_callback, &treeData);
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//Found the nearest vertex
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if(nearest.index != -1)
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{
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//Adjusting the vertex weight, so that after interpolating it keeps a certain distance from the nearest position
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float dist = sasqrt(nearest.dist);
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if(dist > FLT_EPSILON) weight *= (dist - calc->keepDist)/dist;
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//Convert the coordinates back to mesh coordinates
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VECCOPY(tmp_co, nearest.co);
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space_transform_invert(&calc->local2target, tmp_co);
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VecLerpf(co, co, tmp_co, weight); //linear interpolation
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}
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}
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free_bvhtree_from_mesh(&treeData);
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}
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/*
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* This function raycast a single vertex and updates the hit if the "hit" is considered valid.
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* Returns TRUE if "hit" was updated.
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* Opts control whether an hit is valid or not
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* Supported options are:
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* MOD_SHRINKWRAP_CULL_TARGET_FRONTFACE (front faces hits are ignored)
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* MOD_SHRINKWRAP_CULL_TARGET_BACKFACE (back faces hits are ignored)
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*/
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int normal_projection_project_vertex(char options, const float *vert, const float *dir, const SpaceTransform *transf, BVHTree *tree, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata)
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{
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float tmp_co[3], tmp_no[3];
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const float *co, *no;
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BVHTreeRayHit hit_tmp;
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//Copy from hit (we need to convert hit rays from one space coordinates to the other
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memcpy( &hit_tmp, hit, sizeof(hit_tmp) );
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//Apply space transform (TODO readjust dist)
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if(transf)
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{
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VECCOPY( tmp_co, vert );
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space_transform_apply( transf, tmp_co );
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co = tmp_co;
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VECCOPY( tmp_no, dir );
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space_transform_apply_normal( transf, tmp_no );
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no = tmp_no;
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hit_tmp.dist *= Mat4ToScalef( ((SpaceTransform*)transf)->local2target );
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}
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else
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{
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co = vert;
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no = dir;
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}
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hit_tmp.index = -1;
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BLI_bvhtree_ray_cast(tree, co, no, 0.0f, &hit_tmp, callback, userdata);
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if(hit_tmp.index != -1)
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{
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float dot = INPR( dir, hit_tmp.no);
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if(((options & MOD_SHRINKWRAP_CULL_TARGET_FRONTFACE) && dot <= 0.0f)
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|| ((options & MOD_SHRINKWRAP_CULL_TARGET_BACKFACE) && dot >= 0.0f))
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return FALSE; //Ignore hit
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//Inverting space transform (TODO make coeherent with the initial dist readjust)
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if(transf)
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{
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space_transform_invert( transf, hit_tmp.co );
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space_transform_invert_normal( transf, hit_tmp.no );
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hit_tmp.dist = VecLenf( (float*)vert, hit_tmp.co );
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}
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memcpy(hit, &hit_tmp, sizeof(hit_tmp) );
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return TRUE;
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}
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return FALSE;
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}
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void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc)
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{
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int i;
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//Options about projection direction
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const char use_normal = calc->smd->shrinkOpts;
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float proj_axis[3] = {0.0f, 0.0f, 0.0f};
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MVert *vert = NULL; //Needed in case of vertex normal
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DerivedMesh* ss_mesh = NULL;
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//Vertex group data
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const int vgroup = get_named_vertexgroup_num(calc->ob, calc->smd->vgroup_name);
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const MDeformVert *dvert = calc->original ? calc->original->getVertDataArray(calc->original, CD_MDEFORMVERT) : NULL;
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//Raycast and tree stuff
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BVHTreeRayHit hit;
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BVHTreeFromMesh treeData = NULL_BVHTreeFromMesh; //target
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//auxiliar target
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DerivedMesh * aux_mesh = NULL;
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BVHTreeFromMesh auxData= NULL_BVHTreeFromMesh;
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SpaceTransform local2aux;
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do
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{
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//Prepare data to retrieve the direction in which we should project each vertex
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if(calc->smd->projAxis == MOD_SHRINKWRAP_PROJECT_OVER_NORMAL)
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{
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//No Mvert information: jump to "free memory and return" part
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if(calc->original == NULL) break;
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if(calc->smd->subsurfLevels)
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{
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SubsurfModifierData smd;
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memset(&smd, 0, sizeof(smd));
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smd.subdivType = ME_CC_SUBSURF; //catmull clark
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smd.levels = calc->smd->subsurfLevels; //levels
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ss_mesh = subsurf_make_derived_from_derived(calc->original, &smd, FALSE, NULL, 0, 0);
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if(ss_mesh)
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{
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vert = ss_mesh->getVertDataArray(ss_mesh, CD_MVERT);
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if(vert)
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{
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//TRICKY: this code assumes subsurface will have the transformed original vertices
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//in their original order at the end of the vert array.
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vert = vert
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+ ss_mesh->getNumVerts(ss_mesh)
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- calc->original->getNumVerts(calc->original);
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}
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}
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//To make sure we are not letting any memory behind
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assert(smd.emCache == NULL);
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assert(smd.mCache == NULL);
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}
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else
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vert = calc->original->getVertDataArray(calc->original, CD_MVERT);
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//Not able to get vert information: jump to "free memory and return" part
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if(vert == NULL) break;
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}
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else
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{
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//The code supports any axis that is a combination of X,Y,Z.. altought currently UI only allows to set the 3 diferent axis
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if(calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_X_AXIS) proj_axis[0] = 1.0f;
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if(calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_Y_AXIS) proj_axis[1] = 1.0f;
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if(calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_Z_AXIS) proj_axis[2] = 1.0f;
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Normalize(proj_axis);
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//Invalid projection direction: jump to "free memory and return" part
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if(INPR(proj_axis, proj_axis) < FLT_EPSILON) break;
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}
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//If the user doesn't allows to project in any direction of projection axis... then theres nothing todo.
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if((use_normal & (MOD_SHRINKWRAP_PROJECT_ALLOW_POS_DIR | MOD_SHRINKWRAP_PROJECT_ALLOW_NEG_DIR)) == 0)
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break; //jump to "free memory and return" part
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//Build target tree
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BENCH(bvhtree_from_mesh_faces(&treeData, calc->target, calc->keepDist, 4, 6));
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if(treeData.tree == NULL)
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break; //jump to "free memory and return" part
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//Build auxiliar target
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if(calc->smd->auxTarget)
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{
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space_transform_setup( &local2aux, calc->ob, calc->smd->auxTarget);
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aux_mesh = CDDM_copy( object_get_derived_final(calc->smd->auxTarget, CD_MASK_BAREMESH) ); //TODO currently we need a copy in case object_get_derived_final returns an emDM that does not defines getVertArray or getFace array
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if(aux_mesh)
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BENCH(bvhtree_from_mesh_faces(&auxData, aux_mesh, 0.0, 4, 6));
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else
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printf("Auxiliar target finalDerived mesh is null\n");
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}
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//Now, everything is ready to project the vertexs!
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#pragma omp parallel for private(i,hit) schedule(static)
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for(i = 0; i<calc->numVerts; ++i)
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{
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float *co = calc->vertexCos[i];
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float tmp_co[3], tmp_no[3];
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float lim = 10000.0f; //TODO: we should use FLT_MAX here, but sweepsphere code isnt prepared for that
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float weight = vertexgroup_get_vertex_weight(dvert, i, vgroup);
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if(weight == 0.0f) continue;
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if(ss_mesh)
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{
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VECCOPY(tmp_co, vert[i].co);
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}
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else
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{
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VECCOPY(tmp_co, co);
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}
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if(vert)
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NormalShortToFloat(tmp_no, vert[i].no);
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else
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VECCOPY( tmp_no, proj_axis );
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hit.index = -1;
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hit.dist = lim;
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//Project over positive direction of axis
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if(use_normal & MOD_SHRINKWRAP_PROJECT_ALLOW_POS_DIR)
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{
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if(auxData.tree)
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normal_projection_project_vertex(0, tmp_co, tmp_no, &local2aux, auxData.tree, &hit, auxData.raycast_callback, &auxData);
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normal_projection_project_vertex(calc->smd->shrinkOpts, tmp_co, tmp_no, &calc->local2target, treeData.tree, &hit, treeData.raycast_callback, &treeData);
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}
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//Project over negative direction of axis
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if(use_normal & MOD_SHRINKWRAP_PROJECT_ALLOW_NEG_DIR)
|
|
{
|
|
float inv_no[3] = { -tmp_no[0], -tmp_no[1], -tmp_no[2] };
|
|
|
|
|
|
if(auxData.tree)
|
|
normal_projection_project_vertex(0, tmp_co, inv_no, &local2aux, auxData.tree, &hit, auxData.raycast_callback, &auxData);
|
|
|
|
normal_projection_project_vertex(calc->smd->shrinkOpts, tmp_co, inv_no, &calc->local2target, treeData.tree, &hit, treeData.raycast_callback, &treeData);
|
|
}
|
|
|
|
|
|
if(hit.index != -1)
|
|
{
|
|
VecLerpf(co, co, hit.co, weight);
|
|
}
|
|
}
|
|
|
|
|
|
//Simple do{} while(0) structure to allow to easily jump to the "free memory and return" part
|
|
} while(0);
|
|
|
|
//free data structures
|
|
|
|
free_bvhtree_from_mesh(&treeData);
|
|
free_bvhtree_from_mesh(&auxData);
|
|
|
|
if(aux_mesh)
|
|
aux_mesh->release(aux_mesh);
|
|
|
|
if(ss_mesh)
|
|
ss_mesh->release(ss_mesh);
|
|
}
|
|
|
|
/*
|
|
* Shrinkwrap moving vertexs to the nearest surface point on the target
|
|
*
|
|
* it builds a BVHTree from the target mesh and then performs a
|
|
* NN matchs for each vertex
|
|
*/
|
|
void shrinkwrap_calc_nearest_surface_point(ShrinkwrapCalcData *calc)
|
|
{
|
|
int i;
|
|
|
|
const int vgroup = get_named_vertexgroup_num(calc->ob, calc->smd->vgroup_name);
|
|
const MDeformVert *const dvert = calc->original ? calc->original->getVertDataArray(calc->original, CD_MDEFORMVERT) : NULL;
|
|
|
|
BVHTreeFromMesh treeData = NULL_BVHTreeFromMesh;
|
|
BVHTreeNearest nearest = NULL_BVHTreeNearest;
|
|
|
|
|
|
|
|
//Create a bvh-tree of the given target
|
|
BENCH(bvhtree_from_mesh_faces( &treeData, calc->target, 0.0, 2, 6));
|
|
if(treeData.tree == NULL) return OUT_OF_MEMORY();
|
|
|
|
//Setup nearest
|
|
nearest.index = -1;
|
|
nearest.dist = FLT_MAX;
|
|
|
|
|
|
//Find the nearest vertex
|
|
#pragma omp parallel for default(none) private(i) firstprivate(nearest) shared(calc,treeData) schedule(static)
|
|
for(i = 0; i<calc->numVerts; ++i)
|
|
{
|
|
float *co = calc->vertexCos[i];
|
|
float tmp_co[3];
|
|
float weight = vertexgroup_get_vertex_weight(dvert, i, vgroup);
|
|
if(weight == 0.0f) continue;
|
|
|
|
//Convert the vertex to tree coordinates
|
|
VECCOPY(tmp_co, co);
|
|
space_transform_apply(&calc->local2target, tmp_co);
|
|
|
|
//Use local proximity heuristics (to reduce the nearest search)
|
|
//
|
|
//If we already had an hit before.. we assume this vertex is going to have a close hit to that other vertex
|
|
//so we can initiate the "nearest.dist" with the expected value to that last hit.
|
|
//This will lead in prunning of the search tree.
|
|
if(nearest.index != -1)
|
|
nearest.dist = squared_dist(tmp_co, nearest.co);
|
|
else
|
|
nearest.dist = FLT_MAX;
|
|
|
|
BLI_bvhtree_find_nearest(treeData.tree, tmp_co, &nearest, treeData.nearest_callback, &treeData);
|
|
|
|
//Found the nearest vertex
|
|
if(nearest.index != -1)
|
|
{
|
|
if(calc->smd->shrinkOpts & MOD_SHRINKWRAP_KEEP_ABOVE_SURFACE)
|
|
{
|
|
//Make the vertex stay on the front side of the face
|
|
VECADDFAC(tmp_co, nearest.co, nearest.no, calc->keepDist);
|
|
}
|
|
else
|
|
{
|
|
//Adjusting the vertex weight, so that after interpolating it keeps a certain distance from the nearest position
|
|
float dist = sasqrt( nearest.dist );
|
|
if(dist > FLT_EPSILON)
|
|
VecLerpf(tmp_co, tmp_co, nearest.co, (dist - calc->keepDist)/dist); //linear interpolation
|
|
else
|
|
VECCOPY( tmp_co, nearest.co );
|
|
}
|
|
|
|
//Convert the coordinates back to mesh coordinates
|
|
space_transform_invert(&calc->local2target, tmp_co);
|
|
VecLerpf(co, co, tmp_co, weight); //linear interpolation
|
|
}
|
|
}
|
|
|
|
|
|
free_bvhtree_from_mesh(&treeData);
|
|
}
|
|
|