tornavis/source/blender/blenkernel/BKE_bvhutils.hh

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/* SPDX-FileCopyrightText: 2006 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
*
* This header encapsulates necessary code to build a BVH.
*/
#include <mutex>
#include "BLI_bit_span.hh"
#include "BLI_index_mask_fwd.hh"
#include "BLI_kdopbvh.h"
#include "BLI_math_vector_types.hh"
#include "BLI_span.hh"
struct BVHCache;
struct BVHTree;
struct MFace;
struct Mesh;
struct PointCloud;
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/**
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* Struct that stores basic information about a #BVHTree built from a mesh.
*/
struct BVHTreeFromMesh {
BVHTree *tree;
/** Default callbacks to BVH nearest and ray-cast. */
BVHTree_NearestPointCallback nearest_callback;
BVHTree_RayCastCallback raycast_callback;
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/* Vertex array, so that callbacks have instant access to data. */
blender::Span<blender::float3> vert_positions;
blender::Span<blender::int2> edges;
blender::Span<int> corner_verts;
blender::Span<blender::int3> corner_tris;
const MFace *face;
/* Private data */
bool cached;
};
enum BVHCacheType {
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BVHTREE_FROM_VERTS,
BVHTREE_FROM_EDGES,
BVHTREE_FROM_FACES,
BVHTREE_FROM_CORNER_TRIS,
BVHTREE_FROM_CORNER_TRIS_NO_HIDDEN,
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BVHTREE_FROM_LOOSEVERTS,
BVHTREE_FROM_LOOSEEDGES,
/* Keep `BVHTREE_MAX_ITEM` as last item. */
BVHTREE_MAX_ITEM,
};
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/**
* Builds a BVH-tree where nodes are the given vertices (NOTE: does not copy given `vert`!).
* \param vert_allocated: if true, vert freeing will be done when freeing data.
* \param verts_mask: if not null, true elements give which vert to add to BVH-tree.
* \param verts_num_active: if >= 0, number of active verts to add to BVH-tree
* (else will be computed from `verts_mask`).
*/
BVHTree *bvhtree_from_mesh_verts_ex(BVHTreeFromMesh *data,
blender::Span<blender::float3> vert_positions,
blender::BitSpan verts_mask,
int verts_num_active,
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float epsilon,
int tree_type,
int axis);
/**
* Builds a BVH-tree where nodes are the given edges.
* \param vert, vert_allocated: if true, elem freeing will be done when freeing data.
* \param edge, edge_allocated: if true, elem freeing will be done when freeing data.
* \param edges_mask: if not null, true elements give which vert to add to BVH-tree.
* \param edges_num_active: if >= 0, number of active edges to add to BVH-tree
* (else will be computed from `edges_mask`).
*/
Mesh: Move edges to a generic attribute Implements #95966, as the final step of #95965. This commit changes the storage of mesh edge vertex indices from the `MEdge` type to the generic `int2` attribute type. This follows the general design for geometry and the attribute system, where the data storage type and the usage semantics are separated. The main benefit of the change is reduced memory usage-- the requirements of storing mesh edges is reduced by 1/3. For example, this saves 8MB on a 1 million vertex grid. This also gives performance benefits to any memory-bound mesh processing algorithm that uses edges. Another benefit is that all of the edge's vertex indices are contiguous. In a few cases, it's helpful to process all of them as `Span<int>` rather than `Span<int2>`. Similarly, the type is more likely to match a generic format used by a library, or code that shouldn't know about specific Blender `Mesh` types. Various Notes: - The `.edge_verts` name is used to reflect a mapping between domains, similar to `.corner_verts`, etc. The period means that it the data shouldn't change arbitrarily by the user or procedural operations. - `edge[0]` is now used instead of `edge.v1` - Signed integers are used instead of unsigned to reduce the mixing of signed-ness, which can be error prone. - All of the previously used core mesh data types (`MVert`, `MEdge`, `MLoop`, `MPoly` are now deprecated. Only generic types are used). - The `vec2i` DNA type is used in the few C files where necessary. Pull Request: https://projects.blender.org/blender/blender/pulls/106638
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BVHTree *bvhtree_from_mesh_edges_ex(BVHTreeFromMesh *data,
blender::Span<blender::float3> vert_positions,
blender::Span<blender::int2> edges,
blender::BitSpan edges_mask,
int edges_num_active,
float epsilon,
int tree_type,
int axis);
/**
* Builds a BVH-tree where nodes are the triangle faces (#Mesh::corner_tris()) of the given mesh.
*/
BVHTree *bvhtree_from_mesh_corner_tris_ex(BVHTreeFromMesh *data,
blender::Span<blender::float3> vert_positions,
blender::Span<int> corner_verts,
blender::Span<blender::int3> corner_tris,
blender::BitSpan corner_tris_mask,
int corner_tris_num_active,
float epsilon,
int tree_type,
int axis);
/**
* Builds or queries a BVH-cache for the cache BVH-tree of the request type.
*
* \note This function only fills a cache, and therefore the mesh argument can
* be considered logically const. Concurrent access is protected by a mutex.
*/
BVHTree *BKE_bvhtree_from_mesh_get(BVHTreeFromMesh *data,
const Mesh *mesh,
BVHCacheType bvh_cache_type,
int tree_type);
/**
* Build a bvh tree from the triangles in the mesh that correspond to the faces in the given mask.
*/
void BKE_bvhtree_from_mesh_tris_init(const Mesh &mesh,
const blender::IndexMask &faces_mask,
BVHTreeFromMesh &r_data);
/**
* Build a bvh tree containing the given edges.
*/
void BKE_bvhtree_from_mesh_edges_init(const Mesh &mesh,
const blender::IndexMask &edges_mask,
BVHTreeFromMesh &r_data);
/**
* Build a bvh tree containing the given vertices.
*/
void BKE_bvhtree_from_mesh_verts_init(const Mesh &mesh,
const blender::IndexMask &verts_mask,
BVHTreeFromMesh &r_data);
/**
* Frees data allocated by a call to `bvhtree_from_mesh_*`.
*/
void free_bvhtree_from_mesh(BVHTreeFromMesh *data);
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/**
* Math functions used by callbacks
*/
float bvhtree_ray_tri_intersection(
const BVHTreeRay *ray, float m_dist, const float v0[3], const float v1[3], const float v2[3]);
float bvhtree_sphereray_tri_intersection(const BVHTreeRay *ray,
float radius,
float m_dist,
const float v0[3],
const float v1[3],
const float v2[3]);
struct BVHTreeFromPointCloud {
BVHTree *tree;
BVHTree_NearestPointCallback nearest_callback;
const float (*coords)[3];
};
void BKE_bvhtree_from_pointcloud_get(const PointCloud &pointcloud,
const blender::IndexMask &points_mask,
BVHTreeFromPointCloud &r_data);
void free_bvhtree_from_pointcloud(BVHTreeFromPointCloud *data);
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/**
* BVHCache
*/
/* Using local coordinates */
bool bvhcache_has_tree(const BVHCache *bvh_cache, const BVHTree *tree);
BVHCache *bvhcache_init();
/**
* Frees a BVH-cache.
*/
void bvhcache_free(BVHCache *bvh_cache);