99 lines
3.0 KiB
C
99 lines
3.0 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) 2006 by NaN Holding BV.
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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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#ifndef BKE_BVHUTILS_H
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#define BKE_BVHUTILS_H
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#include "BLI_kdopbvh.h"
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/*
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* This header encapsulates necessary code to buld a BVH
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*/
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struct DerivedMesh;
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struct MVert;
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struct MFace;
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/*
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* struct that kepts basic information about a BVHTree build from a mesh
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*/
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typedef struct BVHTreeFromMesh
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{
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struct BVHTree *tree;
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/* default callbacks to bvh nearest and raycast */
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BVHTree_NearestPointCallback nearest_callback;
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BVHTree_RayCastCallback raycast_callback;
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/* Mesh represented on this BVHTree */
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struct DerivedMesh *mesh;
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/* Vertex array, so that callbacks have instante access to data */
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struct MVert *vert;
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struct MFace *face;
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/* radius for raycast */
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float sphere_radius;
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} BVHTreeFromMesh;
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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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* 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 later bvh_from_mesh_* might use a cache system and so it becames possible to reuse
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* 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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void bvhtree_from_mesh_verts(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
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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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* 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 later bvh_from_mesh_* might use a cache system and so it becames possible to reuse
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* 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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void bvhtree_from_mesh_faces(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
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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(struct BVHTreeFromMesh *data);
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#endif
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