Make the naming consistent with the recent change from "loop" to "corner". Avoid the need for a special type for these triangles by conveying the semantics in the naming instead. - `looptris` -> `corner_tris` - `lt` -> `tri` (or `corner_tri` when there is less context) - `looptri_index` -> `tri_index` (or `corner_tri_index`) - `lt->tri[0]` -> `tri[0]` - `Span<MLoopTri>` -> `Span<int3>` - `looptri_faces` -> `tri_faces` (or `corner_tri_faces`) If we followed the naming pattern of "corner_verts" and "edge_verts" exactly, we'd probably use "tri_corners" instead. But that sounds much worse and less intuitive to me. I've found that by using standard vector types for this sort of data, the commonalities with other areas become much clearer, and code ends up being naturally more data oriented. Besides that, the consistency is nice, and we get to mostly remove use of `DNA_meshdata_types.h`. Pull Request: https://projects.blender.org/blender/blender/pulls/116238
247 lines
8.8 KiB
C++
247 lines
8.8 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 <mutex>
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#include "BLI_bit_span.hh"
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#include "BLI_kdopbvh.h"
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#include "BLI_math_vector_types.hh"
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#include "BLI_span.hh"
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struct BMEditMesh;
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struct BVHCache;
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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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struct vec2i;
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/**
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* Struct that stores basic information about a BVHTree built from a edit-mesh.
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*/
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struct BVHTreeFromEditMesh {
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BVHTree *tree;
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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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/* Private data */
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bool cached;
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};
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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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BVHTree *tree;
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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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blender::Span<blender::float3> vert_positions;
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blender::Span<blender::int2> edges;
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blender::Span<int> corner_verts;
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blender::Span<blender::int3> corner_tris;
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const MFace *face;
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/* Private data */
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bool cached;
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};
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enum BVHCacheType {
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BVHTREE_FROM_VERTS,
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BVHTREE_FROM_EDGES,
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BVHTREE_FROM_FACES,
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BVHTREE_FROM_CORNER_TRIS,
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BVHTREE_FROM_CORNER_TRIS_NO_HIDDEN,
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BVHTREE_FROM_LOOSEVERTS,
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BVHTREE_FROM_LOOSEEDGES,
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BVHTREE_FROM_EM_LOOSEVERTS,
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BVHTREE_FROM_EM_EDGES,
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BVHTREE_FROM_EM_LOOPTRIS,
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/* Keep `BVHTREE_MAX_ITEM` as last item. */
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BVHTREE_MAX_ITEM,
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};
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/**
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* Builds a BVH tree where nodes are the relevant elements of the given mesh.
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* Configures #BVHTreeFromMesh.
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*
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* The tree is build in mesh space coordinates, this means special care must be made on queries
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* so that the coordinates and rays are first translated on the mesh local coordinates.
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* Reason for this is that bvh_from_mesh_* can use a cache in some cases and so it
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* becomes possible to reuse a #BVHTree.
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*
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* #free_bvhtree_from_mesh should be called when the tree is no longer needed.
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*/
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BVHTree *bvhtree_from_editmesh_verts(
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BVHTreeFromEditMesh *data, BMEditMesh *em, float epsilon, int tree_type, int axis);
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/**
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* Builds a BVH-tree where nodes are the vertices of the given `em`.
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*/
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BVHTree *bvhtree_from_editmesh_verts_ex(BVHTreeFromEditMesh *data,
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BMEditMesh *em,
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blender::BitSpan verts_mask,
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int verts_num_active,
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float epsilon,
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int tree_type,
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int axis);
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/**
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* Builds a BVH-tree where nodes are the given vertices (NOTE: does not copy given `vert`!).
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* \param vert_allocated: if true, vert freeing will be done when freeing data.
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* \param verts_mask: if not null, true elements give which vert to add to BVH-tree.
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* \param verts_num_active: if >= 0, number of active verts to add to BVH-tree
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* (else will be computed from `verts_mask`).
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*/
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BVHTree *bvhtree_from_mesh_verts_ex(BVHTreeFromMesh *data,
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blender::Span<blender::float3> vert_positions,
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blender::BitSpan verts_mask,
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int verts_num_active,
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float epsilon,
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int tree_type,
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int axis);
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BVHTree *bvhtree_from_editmesh_edges(
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BVHTreeFromEditMesh *data, BMEditMesh *em, float epsilon, int tree_type, int axis);
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/**
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* Builds a BVH-tree where nodes are the edges of the given `em`.
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*/
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BVHTree *bvhtree_from_editmesh_edges_ex(BVHTreeFromEditMesh *data,
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BMEditMesh *em,
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blender::BitSpan edges_mask,
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int edges_num_active,
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float epsilon,
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int tree_type,
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int axis);
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/**
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* Builds a BVH-tree where nodes are the given edges.
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* \param vert, vert_allocated: if true, elem freeing will be done when freeing data.
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* \param edge, edge_allocated: if true, elem freeing will be done when freeing data.
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* \param edges_mask: if not null, true elements give which vert to add to BVH-tree.
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* \param edges_num_active: if >= 0, number of active edges to add to BVH-tree
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* (else will be computed from `edges_mask`).
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*/
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BVHTree *bvhtree_from_mesh_edges_ex(BVHTreeFromMesh *data,
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blender::Span<blender::float3> vert_positions,
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blender::Span<blender::int2> edges,
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blender::BitSpan edges_mask,
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int edges_num_active,
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float epsilon,
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int tree_type,
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int axis);
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BVHTree *bvhtree_from_editmesh_corner_tris(
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BVHTreeFromEditMesh *data, BMEditMesh *em, float epsilon, int tree_type, int axis);
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/**
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* Builds a BVH-tree where nodes are triangles faces (#MLoopTri) of the given `bm`.
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*/
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BVHTree *bvhtree_from_editmesh_looptris_ex(BVHTreeFromEditMesh *data,
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BMEditMesh *em,
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blender::BitSpan corner_tris_mask,
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int corner_tris_num_active,
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float epsilon,
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int tree_type,
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int axis);
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/**
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* Builds a BVH-tree where nodes are the triangle faces (#MLoopTri) of the given mesh.
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*/
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BVHTree *bvhtree_from_mesh_corner_tris_ex(BVHTreeFromMesh *data,
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blender::Span<blender::float3> vert_positions,
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blender::Span<int> corner_verts,
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blender::Span<blender::int3> corner_tris,
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blender::BitSpan corner_tris_mask,
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int corner_tris_num_active,
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float epsilon,
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int tree_type,
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int axis);
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/**
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* Builds or queries a BVH-cache for the cache BVH-tree of the request type.
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*
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* \note This function only fills a cache, and therefore the mesh argument can
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* be considered logically const. Concurrent access is protected by a mutex.
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*/
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BVHTree *BKE_bvhtree_from_mesh_get(BVHTreeFromMesh *data,
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const Mesh *mesh,
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BVHCacheType bvh_cache_type,
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int tree_type);
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/**
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* Builds or queries a BVH-cache for the cache BVH-tree of the request type.
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*/
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BVHTree *BKE_bvhtree_from_editmesh_get(BVHTreeFromEditMesh *data,
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BMEditMesh *em,
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int tree_type,
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BVHCacheType bvh_cache_type,
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BVHCache **bvh_cache_p,
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std::mutex *mesh_eval_mutex);
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/**
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* Frees data allocated by a call to `bvhtree_from_editmesh_*`.
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*/
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void free_bvhtree_from_editmesh(BVHTreeFromEditMesh *data);
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/**
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* Frees data allocated by a call to `bvhtree_from_mesh_*`.
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*/
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void free_bvhtree_from_mesh(BVHTreeFromMesh *data);
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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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BVHTree *tree;
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BVHTree_NearestPointCallback nearest_callback;
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const float (*coords)[3];
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};
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[[nodiscard]] BVHTree *BKE_bvhtree_from_pointcloud_get(BVHTreeFromPointCloud *data,
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const PointCloud *pointcloud,
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int tree_type);
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void free_bvhtree_from_pointcloud(BVHTreeFromPointCloud *data);
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/**
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* BVHCache
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*/
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/* Using local coordinates */
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bool bvhcache_has_tree(const BVHCache *bvh_cache, const BVHTree *tree);
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BVHCache *bvhcache_init();
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/**
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* Frees a BVH-cache.
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*/
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void bvhcache_free(BVHCache *bvh_cache);
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