434 lines
11 KiB
C
434 lines
11 KiB
C
/**
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*
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* $Id$
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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 <stdio.h>
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#include <string.h>
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#include <math.h>
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#include "BKE_bvhutils.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 "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 "BLI_arithb.h"
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/* Math stuff for ray casting on mesh faces and for nearest surface */
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static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest);
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#define ISECT_EPSILON 1e-6
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static float ray_tri_intersection(const BVHTreeRay *ray, const float m_dist, const float *v0, const float *v1, const float *v2)
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{
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float dist;
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if(RayIntersectsTriangle((float*)ray->origin, (float*)ray->direction, (float*)v0, (float*)v1, (float*)v2, &dist, NULL))
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return dist;
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return FLT_MAX;
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}
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static float sphereray_tri_intersection(const BVHTreeRay *ray, float radius, const float m_dist, const float *v0, const float *v1, const float *v2)
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{
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float idist;
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float p1[3];
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float plane_normal[3], hit_point[3];
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CalcNormFloat((float*)v0, (float*)v1, (float*)v2, plane_normal);
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VECADDFAC( p1, ray->origin, ray->direction, m_dist);
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if(SweepingSphereIntersectsTriangleUV((float*)ray->origin, p1, radius, (float*)v0, (float*)v1, (float*)v2, &idist, hit_point))
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{
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return idist * m_dist;
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}
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return FLT_MAX;
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}
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/*
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* This calculates the distance from point to the plane
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* Distance is negative if point is on the back side of plane
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*/
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static float point_plane_distance(const float *point, const float *plane_point, const float *plane_normal)
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{
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float pp[3];
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VECSUB(pp, point, plane_point);
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return INPR(pp, plane_normal);
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}
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static float choose_nearest(const float v0[2], const float v1[2], const float point[2], float closest[2])
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{
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float d[2][2], sdist[2];
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VECSUB2D(d[0], v0, point);
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VECSUB2D(d[1], v1, point);
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sdist[0] = d[0][0]*d[0][0] + d[0][1]*d[0][1];
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sdist[1] = d[1][0]*d[1][0] + d[1][1]*d[1][1];
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if(sdist[0] < sdist[1])
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{
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if(closest)
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VECCOPY2D(closest, v0);
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return sdist[0];
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}
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else
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{
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if(closest)
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VECCOPY2D(closest, v1);
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return sdist[1];
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}
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}
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/*
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* calculates the closest point between point-tri (2D)
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* returns that tri must be right-handed
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* Returns square distance
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*/
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static float closest_point_in_tri2D(const float point[2], /*const*/ float tri[3][2], float closest[2])
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{
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float edge_di[2];
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float v_point[2];
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float proj[2]; //point projected over edge-dir, edge-normal (witouth normalized edge)
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const float *v0 = tri[2], *v1;
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float edge_slen, d; //edge squared length
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int i;
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const float *nearest_vertex = NULL;
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//for each edge
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for(i=0, v0=tri[2], v1=tri[0]; i < 3; v0=tri[i++], v1=tri[i])
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{
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VECSUB2D(edge_di, v1, v0);
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VECSUB2D(v_point, point, v0);
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proj[1] = v_point[0]*edge_di[1] - v_point[1]*edge_di[0]; //dot product with edge normal
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//point inside this edge
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if(proj[1] < 0)
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continue;
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proj[0] = v_point[0]*edge_di[0] + v_point[1]*edge_di[1];
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//closest to this edge is v0
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if(proj[0] < 0)
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{
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if(nearest_vertex == NULL || nearest_vertex == v0)
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nearest_vertex = v0;
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else
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{
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//choose nearest
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return choose_nearest(nearest_vertex, v0, point, closest);
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}
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i++; //We can skip next edge
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continue;
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}
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edge_slen = edge_di[0]*edge_di[0] + edge_di[1]*edge_di[1]; //squared edge len
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//closest to this edge is v1
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if(proj[0] > edge_slen)
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{
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if(nearest_vertex == NULL || nearest_vertex == v1)
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nearest_vertex = v1;
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else
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{
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return choose_nearest(nearest_vertex, v1, point, closest);
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}
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continue;
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}
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//nearest is on this edge
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d= proj[1] / edge_slen;
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closest[0] = point[0] - edge_di[1] * d;
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closest[1] = point[1] + edge_di[0] * d;
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return proj[1]*proj[1]/edge_slen;
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}
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if(nearest_vertex)
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{
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VECSUB2D(v_point, nearest_vertex, point);
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VECCOPY2D(closest, nearest_vertex);
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return v_point[0]*v_point[0] + v_point[1]*v_point[1];
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}
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else
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{
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VECCOPY(closest, point); //point is already inside
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return 0.0f;
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}
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}
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/*
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* Returns the square of the minimum distance between the point and a triangle surface
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* If nearest is not NULL the nearest surface point is written on it
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*/
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static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest)
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{
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//Lets solve the 2D problem (closest point-tri)
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float normal_dist, plane_sdist, plane_offset;
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float du[3], dv[3], dw[3]; //orthogonal axis (du=(v0->v1), dw=plane normal)
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float p_2d[2], tri_2d[3][2], nearest_2d[2];
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CalcNormFloat((float*)v0, (float*)v1, (float*)v2, dw);
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//point-plane distance and calculate axis
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normal_dist = point_plane_distance(point, v0, dw);
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// OPTIMIZATION
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// if we are only interested in nearest distance if its closer than some distance already found
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// we can:
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// if(normal_dist*normal_dist >= best_dist_so_far) return FLOAT_MAX;
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//
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VECSUB(du, v1, v0);
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Normalize(du);
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Crossf(dv, dw, du);
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plane_offset = INPR(v0, dw);
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//project stuff to 2d
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tri_2d[0][0] = INPR(du, v0);
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tri_2d[0][1] = INPR(dv, v0);
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tri_2d[1][0] = INPR(du, v1);
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tri_2d[1][1] = INPR(dv, v1);
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tri_2d[2][0] = INPR(du, v2);
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tri_2d[2][1] = INPR(dv, v2);
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p_2d[0] = INPR(du, point);
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p_2d[1] = INPR(dv, point);
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//we always have a right-handed tri
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//this should always happen because of the way normal is calculated
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plane_sdist = closest_point_in_tri2D(p_2d, tri_2d, nearest_2d);
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//project back to 3d
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if(nearest)
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{
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nearest[0] = du[0]*nearest_2d[0] + dv[0] * nearest_2d[1] + dw[0] * plane_offset;
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nearest[1] = du[1]*nearest_2d[0] + dv[1] * nearest_2d[1] + dw[1] * plane_offset;
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nearest[2] = du[2]*nearest_2d[0] + dv[2] * nearest_2d[1] + dw[2] * plane_offset;
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}
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return plane_sdist + normal_dist*normal_dist;
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}
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/*
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* BVH from meshs callbacks
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*/
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// Callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_faces.
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// userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
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static void mesh_faces_nearest_point(void *userdata, int index, const float *co, BVHTreeNearest *nearest)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
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MVert *vert = data->vert;
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MFace *face = data->face + index;
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float *t0, *t1, *t2, *t3;
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t0 = vert[ face->v1 ].co;
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t1 = vert[ face->v2 ].co;
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t2 = vert[ face->v3 ].co;
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t3 = face->v4 ? vert[ face->v4].co : NULL;
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do
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{
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float nearest_tmp[3], dist;
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float vec[3][3];
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// only insert valid triangles / quads with area > 0
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VECSUB(vec[0], t2, t1);
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VECSUB(vec[1], t0, t1);
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Crossf(vec[2], vec[0], vec[1]);
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if(INPR(vec[2], vec[2]) >= FLT_EPSILON)
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{
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dist = nearest_point_in_tri_surface(co,t0, t1, t2, nearest_tmp);
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if(dist < nearest->dist)
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{
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nearest->index = index;
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nearest->dist = dist;
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VECCOPY(nearest->co, nearest_tmp);
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CalcNormFloat((float*)t0, (float*)t1, (float*)t2, nearest->no); //TODO.. (interpolate normals from the vertexs coordinates?
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}
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}
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t1 = t2;
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t2 = t3;
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t3 = NULL;
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} while(t2);
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}
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// Callback to bvh tree raycast. The tree must bust have been built using bvhtree_from_mesh_faces.
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// userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
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static void mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
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{
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const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
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MVert *vert = data->vert;
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MFace *face = data->face + index;
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float *t0, *t1, *t2, *t3;
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t0 = vert[ face->v1 ].co;
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t1 = vert[ face->v2 ].co;
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t2 = vert[ face->v3 ].co;
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t3 = face->v4 ? vert[ face->v4].co : NULL;
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do
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{
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float dist;
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if(data->sphere_radius == 0.0f)
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dist = ray_tri_intersection(ray, hit->dist, t0, t1, t2);
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else
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dist = sphereray_tri_intersection(ray, data->sphere_radius, hit->dist, t0, t1, t2);
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if(dist >= 0 && dist < hit->dist)
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{
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hit->index = index;
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hit->dist = dist;
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VECADDFAC(hit->co, ray->origin, ray->direction, dist);
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CalcNormFloat(t0, t1, t2, hit->no);
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}
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t1 = t2;
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t2 = t3;
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t3 = NULL;
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} while(t2);
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}
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/*
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* BVH builders
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*/
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// Builds a bvh tree.. where nodes are the vertexs of the given mesh
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void bvhtree_from_mesh_verts(BVHTreeFromMesh *data, DerivedMesh *mesh, float epsilon, int tree_type, int axis)
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{
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int i;
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int numVerts= mesh->getNumVerts(mesh);
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MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT);
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BVHTree *tree = NULL;
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memset(data, 0, sizeof(*data));
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if(vert == NULL)
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{
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printf("bvhtree cant be build: cant get a vertex array");
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return;
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}
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tree = BLI_bvhtree_new(numVerts, epsilon, tree_type, axis);
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if(tree != NULL)
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{
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for(i = 0; i < numVerts; i++)
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BLI_bvhtree_insert(tree, i, vert[i].co, 1);
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BLI_bvhtree_balance(tree);
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data->tree = tree;
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//a NULL nearest callback works fine
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//remeber the min distance to point is the same as the min distance to BV of point
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data->nearest_callback = NULL;
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data->raycast_callback = NULL;
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data->mesh = mesh;
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data->vert = mesh->getVertDataArray(mesh, CD_MVERT);
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data->face = mesh->getFaceDataArray(mesh, CD_MFACE);
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data->sphere_radius = epsilon;
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}
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}
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// Builds a bvh tree.. where nodes are the faces of the given mesh.
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void bvhtree_from_mesh_faces(BVHTreeFromMesh *data, DerivedMesh *mesh, float epsilon, int tree_type, int axis)
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{
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int i;
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int numFaces= mesh->getNumFaces(mesh);
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MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT);
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MFace *face = mesh->getFaceDataArray(mesh, CD_MFACE);
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BVHTree *tree = NULL;
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memset(data, 0, sizeof(*data));
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if(vert == NULL && face == NULL)
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{
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printf("bvhtree cant be build: cant get a vertex/face array");
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return;
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}
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/* Create a bvh-tree of the given target */
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tree = BLI_bvhtree_new(numFaces, epsilon, tree_type, axis);
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if(tree != NULL)
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{
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for(i = 0; i < numFaces; i++)
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{
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float co[4][3];
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VECCOPY(co[0], vert[ face[i].v1 ].co);
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VECCOPY(co[1], vert[ face[i].v2 ].co);
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VECCOPY(co[2], vert[ face[i].v3 ].co);
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if(face[i].v4)
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VECCOPY(co[3], vert[ face[i].v4 ].co);
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BLI_bvhtree_insert(tree, i, co[0], face[i].v4 ? 4 : 3);
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}
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BLI_bvhtree_balance(tree);
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data->tree = tree;
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data->nearest_callback = mesh_faces_nearest_point;
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data->raycast_callback = mesh_faces_spherecast;
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data->mesh = mesh;
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data->vert = mesh->getVertDataArray(mesh, CD_MVERT);
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data->face = mesh->getFaceDataArray(mesh, CD_MFACE);
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data->sphere_radius = epsilon;
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}
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}
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// Frees data allocated by a call to bvhtree_from_mesh_*.
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void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data)
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{
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if(data->tree)
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{
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BLI_bvhtree_free(data->tree);
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memset( data, 0, sizeof(data) );
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}
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}
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