/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke * \brief A BVH for high poly meshes. */ #include #include #include "BLI_bit_group_vector.hh" #include "BLI_bounds_types.hh" #include "BLI_compiler_compat.h" #include "BLI_function_ref.hh" #include "BLI_index_mask_fwd.hh" #include "BLI_math_vector_types.hh" #include "BLI_offset_indices.hh" #include "BLI_span.hh" #include "BLI_vector.hh" #include "DNA_customdata_types.h" /* For embedding CCGKey in iterator. */ #include "BKE_ccg.h" #include "BKE_pbvh.hh" #include "bmesh.hh" struct BMLog; struct BMesh; struct CCGElem; struct CCGKey; struct CustomData; struct IsectRayPrecalc; struct Mesh; struct PBVH; struct PBVHNode; struct SubdivCCG; struct Image; struct ImageUser; namespace blender { namespace bke { enum class AttrDomain : int8_t; } namespace draw::pbvh { struct PBVHBatches; struct PBVH_GPU_Args; } // namespace draw::pbvh } // namespace blender struct PBVHProxyNode { blender::Vector co; }; struct PBVHColorBufferNode { float (*color)[4] = nullptr; }; struct PBVHPixels { /** * Storage for texture painting on PBVH level. * * Contains #blender::bke::pbvh::pixels::PBVHData */ void *data; }; struct PBVHPixelsNode { /** * Contains triangle/pixel data used during texture painting. * * Contains #blender::bke::pbvh::pixels::NodeData. */ void *node_data = nullptr; }; struct PBVHFrustumPlanes { float (*planes)[4]; int num_planes; }; BLI_INLINE BMesh *BKE_pbvh_get_bmesh(PBVH *pbvh) { return ((PBVHPublic *)pbvh)->bm; } Mesh *BKE_pbvh_get_mesh(PBVH *pbvh); BLI_INLINE PBVHVertRef BKE_pbvh_make_vref(intptr_t i) { PBVHVertRef ret = {i}; return ret; } BLI_INLINE int BKE_pbvh_vertex_to_index(PBVH *pbvh, PBVHVertRef v) { return (BKE_pbvh_type(pbvh) == PBVH_BMESH && v.i != PBVH_REF_NONE ? BM_elem_index_get((BMVert *)(v.i)) : (v.i)); } BLI_INLINE PBVHVertRef BKE_pbvh_index_to_vertex(PBVH *pbvh, int index) { switch (BKE_pbvh_type(pbvh)) { case PBVH_FACES: case PBVH_GRIDS: return BKE_pbvh_make_vref(index); case PBVH_BMESH: return BKE_pbvh_make_vref((intptr_t)BKE_pbvh_get_bmesh(pbvh)->vtable[index]); } return BKE_pbvh_make_vref(PBVH_REF_NONE); } /* Callbacks */ namespace blender::bke::pbvh { /** * Do a full rebuild with on Mesh data structure. */ PBVH *build_mesh(Mesh *mesh); void update_mesh_pointers(PBVH *pbvh, Mesh *mesh); /** * Do a full rebuild with on Grids data structure. */ PBVH *build_grids(const CCGKey *key, Mesh *mesh, SubdivCCG *subdiv_ccg); /** * Build a PBVH from a BMesh. */ PBVH *build_bmesh(BMesh *bm, BMLog *log, int cd_vert_node_offset, int cd_face_node_offset); void update_bmesh_offsets(PBVH *pbvh, int cd_vert_node_offset, int cd_face_node_offset); void build_pixels(PBVH *pbvh, Mesh *mesh, Image *image, ImageUser *image_user); void free(PBVH *pbvh); /* Hierarchical Search in the BVH, two methods: * - For each hit calling a callback. * - Gather nodes in an array (easy to multi-thread) see blender::bke::pbvh::search_gather. */ void search_callback(PBVH &pbvh, FunctionRef filter_fn, FunctionRef hit_fn); /* Ray-cast * the hit callback is called for all leaf nodes intersecting the ray; * it's up to the callback to find the primitive within the leaves that is * hit first */ void raycast(PBVH *pbvh, FunctionRef cb, const float ray_start[3], const float ray_normal[3], bool original); bool raycast_node(PBVH *pbvh, PBVHNode *node, float (*origco)[3], bool use_origco, Span corner_verts, Span hide_poly, const float ray_start[3], const float ray_normal[3], IsectRayPrecalc *isect_precalc, float *depth, PBVHVertRef *active_vertex, int *active_face_grid_index, float *face_normal); bool bmesh_node_raycast_detail(PBVHNode *node, const float ray_start[3], IsectRayPrecalc *isect_precalc, float *depth, float *r_edge_length); /** * For orthographic cameras, project the far away ray segment points to the root node so * we can have better precision. * * Note: the interval is not guaranteed to lie between ray_start and ray_end; this is * not necessary for orthographic views and is impossible anyhow due to the necessity of * projecting the far clipping plane into the local object space. This works out to * dividing view3d->clip_end by the object scale, which for small object and large * clip_end's can easily lead to floating-point overflows. */ void clip_ray_ortho( PBVH *pbvh, bool original, float ray_start[3], float ray_end[3], float ray_normal[3]); void find_nearest_to_ray(PBVH *pbvh, const FunctionRef fn, const float ray_start[3], const float ray_normal[3], bool original); bool find_nearest_to_ray_node(PBVH *pbvh, PBVHNode *node, float (*origco)[3], bool use_origco, Span corner_verts, Span hide_poly, const float ray_start[3], const float ray_normal[3], float *depth, float *dist_sq); /* Drawing */ void set_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes); void get_frustum_planes(const PBVH *pbvh, PBVHFrustumPlanes *planes); void draw_cb(const Mesh &mesh, PBVH *pbvh, bool update_only_visible, const PBVHFrustumPlanes &update_frustum, const PBVHFrustumPlanes &draw_frustum, FunctionRef draw_fn); } // namespace blender::bke::pbvh /** * Get the PBVH root's bounding box. */ blender::Bounds BKE_pbvh_bounding_box(const PBVH *pbvh); void BKE_pbvh_sync_visibility_from_verts(PBVH *pbvh, Mesh *mesh); namespace blender::bke::pbvh { /** * Returns the number of visible quads in the nodes' grids. */ int count_grid_quads(const BitGroupVector<> &grid_visibility, Span grid_indices, int gridsize, int display_gridsize); } // namespace blender::bke::pbvh /** * Multi-res level, only valid for type == #PBVH_GRIDS. */ const CCGKey *BKE_pbvh_get_grid_key(const PBVH *pbvh); int BKE_pbvh_get_grid_num_verts(const PBVH *pbvh); int BKE_pbvh_get_grid_num_faces(const PBVH *pbvh); /** * Only valid for type == #PBVH_BMESH. */ void BKE_pbvh_bmesh_detail_size_set(PBVH *pbvh, float detail_size); enum PBVHTopologyUpdateMode { PBVH_Subdivide = 1, PBVH_Collapse = 2, }; ENUM_OPERATORS(PBVHTopologyUpdateMode, PBVH_Collapse); namespace blender::bke::pbvh { /** * Collapse short edges, subdivide long edges. */ bool bmesh_update_topology(PBVH *pbvh, PBVHTopologyUpdateMode mode, const float center[3], const float view_normal[3], float radius, bool use_frontface, bool use_projected); } // namespace blender::bke::pbvh /* Node Access */ void BKE_pbvh_node_mark_update(PBVHNode *node); void BKE_pbvh_node_mark_update_mask(PBVHNode *node); void BKE_pbvh_node_mark_update_color(PBVHNode *node); void BKE_pbvh_node_mark_update_face_sets(PBVHNode *node); void BKE_pbvh_node_mark_update_visibility(PBVHNode *node); void BKE_pbvh_node_mark_rebuild_draw(PBVHNode *node); void BKE_pbvh_node_mark_redraw(PBVHNode *node); void BKE_pbvh_node_mark_positions_update(PBVHNode *node); void BKE_pbvh_node_mark_topology_update(PBVHNode *node); void BKE_pbvh_node_fully_hidden_set(PBVHNode *node, int fully_hidden); bool BKE_pbvh_node_fully_hidden_get(const PBVHNode *node); void BKE_pbvh_node_fully_masked_set(PBVHNode *node, int fully_masked); bool BKE_pbvh_node_fully_masked_get(const PBVHNode *node); void BKE_pbvh_node_fully_unmasked_set(PBVHNode *node, int fully_masked); bool BKE_pbvh_node_fully_unmasked_get(const PBVHNode *node); void BKE_pbvh_mark_rebuild_pixels(PBVH *pbvh); blender::Span BKE_pbvh_node_get_grid_indices(const PBVHNode &node); int BKE_pbvh_node_num_unique_verts(const PBVH &pbvh, const PBVHNode &node); blender::Span BKE_pbvh_node_get_vert_indices(const PBVHNode *node); blender::Span BKE_pbvh_node_get_unique_vert_indices(const PBVHNode *node); blender::Span BKE_pbvh_node_get_corner_indices(const PBVHNode *node); namespace blender::bke::pbvh { /** * Gather the indices of all faces (not triangles) used by the node. * For convenience, pass a reference to the data in the result. */ Span node_face_indices_calc_mesh(const PBVH &pbvh, const PBVHNode &node, Vector &faces); /** * Gather the indices of all base mesh faces in the node. * For convenience, pass a reference to the data in the result. */ Span node_face_indices_calc_grids(const PBVH &pbvh, const PBVHNode &node, Vector &faces); } // namespace blender::bke::pbvh blender::Bounds BKE_pbvh_node_get_BB(const PBVHNode *node); blender::Bounds BKE_pbvh_node_get_original_BB(const PBVHNode *node); float BKE_pbvh_node_get_tmin(const PBVHNode *node); /** * Test if AABB is at least partially inside the #PBVHFrustumPlanes volume. */ bool BKE_pbvh_node_frustum_contain_AABB(const PBVHNode *node, const PBVHFrustumPlanes *frustum); /** * Test if AABB is at least partially outside the #PBVHFrustumPlanes volume. */ bool BKE_pbvh_node_frustum_exclude_AABB(const PBVHNode *node, const PBVHFrustumPlanes *frustum); const blender::Set &BKE_pbvh_bmesh_node_unique_verts(PBVHNode *node); const blender::Set &BKE_pbvh_bmesh_node_other_verts(PBVHNode *node); const blender::Set &BKE_pbvh_bmesh_node_faces(PBVHNode *node); /** * In order to perform operations on the original node coordinates * (currently just ray-cast), store the node's triangles and vertices. * * Skips triangles that are hidden. */ void BKE_pbvh_bmesh_node_save_orig(BMesh *bm, BMLog *log, PBVHNode *node, bool use_original); void BKE_pbvh_bmesh_after_stroke(PBVH *pbvh); namespace blender::bke::pbvh { void update_bounds(PBVH &pbvh, int flags); void update_mask(PBVH &pbvh); void update_visibility(PBVH &pbvh); void update_normals(PBVH &pbvh, SubdivCCG *subdiv_ccg); } // namespace blender::bke::pbvh blender::Bounds BKE_pbvh_redraw_BB(PBVH *pbvh); namespace blender::bke::pbvh { IndexMask nodes_to_face_selection_grids(const SubdivCCG &subdiv_ccg, Span nodes, IndexMaskMemory &memory); } void BKE_pbvh_grids_update(PBVH *pbvh, const CCGKey *key); void BKE_pbvh_subdiv_cgg_set(PBVH *pbvh, SubdivCCG *subdiv_ccg); void BKE_pbvh_vert_coords_apply(PBVH *pbvh, blender::Span vert_positions); bool BKE_pbvh_is_deformed(const PBVH *pbvh); /* Vertex Iterator. */ /* This iterator has quite a lot of code, but it's designed to: * - allow the compiler to eliminate dead code and variables * - spend most of the time in the relatively simple inner loop */ /* NOTE: PBVH_ITER_ALL does not skip hidden vertices, * PBVH_ITER_UNIQUE does */ #define PBVH_ITER_ALL 0 #define PBVH_ITER_UNIQUE 1 struct PBVHVertexIter { /* iteration */ int g; int width; int height; int gx; int gy; int i; int index; PBVHVertRef vertex; /* grid */ CCGKey key; CCGElem *const *grids; CCGElem *grid; const blender::BitGroupVector<> *grid_hidden; std::optional gh; const int *grid_indices; int totgrid; int gridsize; /* mesh */ blender::MutableSpan vert_positions; blender::Span vert_normals; const bool *hide_vert; int totvert; const int *vert_indices; const float *vmask; bool is_mesh; /* bmesh */ std::optional::Iterator> bm_unique_verts; std::optional::Iterator> bm_unique_verts_end; std::optional::Iterator> bm_other_verts; std::optional::Iterator> bm_other_verts_end; CustomData *bm_vdata; int cd_vert_mask_offset; /* result: these are all computed in the macro, but we assume * that compiler optimization's will skip the ones we don't use */ BMVert *bm_vert; float *co; const float *no; const float *fno; float mask; bool visible; }; void pbvh_vertex_iter_init(PBVH *pbvh, PBVHNode *node, PBVHVertexIter *vi, int mode); #define BKE_pbvh_vertex_iter_begin(pbvh, node, vi, mode) \ pbvh_vertex_iter_init(pbvh, node, &vi, mode); \ \ for (vi.i = 0, vi.g = 0; vi.g < vi.totgrid; vi.g++) { \ if (vi.grids) { \ vi.width = vi.gridsize; \ vi.height = vi.gridsize; \ vi.index = vi.vertex.i = vi.grid_indices[vi.g] * vi.key.grid_area - 1; \ vi.grid = CCG_elem_offset(&vi.key, vi.grids[vi.grid_indices[vi.g]], -1); \ if (mode == PBVH_ITER_UNIQUE) { \ if (vi.grid_hidden) { \ vi.gh.emplace((*vi.grid_hidden)[vi.grid_indices[vi.g]]); \ } \ else { \ vi.gh.reset(); \ } \ } \ } \ else { \ vi.width = vi.totvert; \ vi.height = 1; \ } \ \ for (vi.gy = 0; vi.gy < vi.height; vi.gy++) { \ for (vi.gx = 0; vi.gx < vi.width; vi.gx++, vi.i++) { \ if (vi.grid) { \ vi.grid = CCG_elem_next(&vi.key, vi.grid); \ vi.co = CCG_elem_co(&vi.key, vi.grid); \ vi.fno = CCG_elem_no(&vi.key, vi.grid); \ vi.mask = vi.key.has_mask ? *CCG_elem_mask(&vi.key, vi.grid) : 0.0f; \ vi.index++; \ vi.vertex.i++; \ vi.visible = true; \ if (vi.gh) { \ if ((*vi.gh)[vi.gy * vi.gridsize + vi.gx]) { \ continue; \ } \ } \ } \ else if (!vi.vert_positions.is_empty()) { \ vi.visible = !(vi.hide_vert && vi.hide_vert[vi.vert_indices[vi.gx]]); \ if (mode == PBVH_ITER_UNIQUE && !vi.visible) { \ continue; \ } \ vi.co = vi.vert_positions[vi.vert_indices[vi.gx]]; \ vi.no = vi.vert_normals[vi.vert_indices[vi.gx]]; \ vi.index = vi.vertex.i = vi.vert_indices[vi.i]; \ vi.mask = vi.vmask ? vi.vmask[vi.index] : 0.0f; \ } \ else { \ if (*vi.bm_unique_verts != *vi.bm_unique_verts_end) { \ vi.bm_vert = **vi.bm_unique_verts; \ (*vi.bm_unique_verts)++; \ } \ else { \ vi.bm_vert = **vi.bm_other_verts; \ (*vi.bm_other_verts)++; \ } \ vi.visible = !BM_elem_flag_test_bool(vi.bm_vert, BM_ELEM_HIDDEN); \ if (mode == PBVH_ITER_UNIQUE && !vi.visible) { \ continue; \ } \ vi.co = vi.bm_vert->co; \ vi.fno = vi.bm_vert->no; \ vi.vertex = BKE_pbvh_make_vref((intptr_t)vi.bm_vert); \ vi.index = BM_elem_index_get(vi.bm_vert); \ vi.mask = BM_ELEM_CD_GET_FLOAT(vi.bm_vert, vi.cd_vert_mask_offset); \ } #define BKE_pbvh_vertex_iter_end \ } \ } \ } \ ((void)0) #define PBVH_FACE_ITER_VERTS_RESERVED 8 blender::MutableSpan BKE_pbvh_node_get_proxies(PBVHNode *node); void BKE_pbvh_node_free_proxies(PBVHNode *node); PBVHProxyNode &BKE_pbvh_node_add_proxy(PBVH &pbvh, PBVHNode &node); void BKE_pbvh_node_get_bm_orco_data(PBVHNode *node, int (**r_orco_tris)[3], int *r_orco_tris_num, float (**r_orco_coords)[3], BMVert ***r_orco_verts); bool pbvh_has_mask(const PBVH *pbvh); bool pbvh_has_face_sets(PBVH *pbvh); blender::Span BKE_pbvh_get_vert_positions(const PBVH *pbvh); blender::MutableSpan BKE_pbvh_get_vert_positions(PBVH *pbvh); blender::Span BKE_pbvh_get_vert_normals(const PBVH *pbvh); PBVHColorBufferNode *BKE_pbvh_node_color_buffer_get(PBVHNode *node); void BKE_pbvh_node_color_buffer_free(PBVH *pbvh); bool BKE_pbvh_get_color_layer(Mesh *mesh, CustomDataLayer **r_layer, blender::bke::AttrDomain *r_domain); /* Swaps colors at each element in indices (of domain pbvh->vcol_domain) * with values in colors. */ void BKE_pbvh_swap_colors(PBVH *pbvh, blender::Span indices, blender::MutableSpan r_colors); /* Stores colors from the elements in indices (of domain pbvh->vcol_domain) * into colors. */ void BKE_pbvh_store_colors(PBVH *pbvh, blender::Span indices, blender::MutableSpan r_colors); /* Like BKE_pbvh_store_colors but handles loop->vert conversion */ void BKE_pbvh_store_colors_vertex(PBVH *pbvh, blender::Span indices, blender::MutableSpan r_colors); bool BKE_pbvh_is_drawing(const PBVH *pbvh); void BKE_pbvh_update_active_vcol(PBVH *pbvh, Mesh *mesh); void BKE_pbvh_vertex_color_set(PBVH *pbvh, PBVHVertRef vertex, const float color[4]); void BKE_pbvh_vertex_color_get(const PBVH *pbvh, PBVHVertRef vertex, float r_color[4]); void BKE_pbvh_ensure_node_loops(PBVH *pbvh); int BKE_pbvh_debug_draw_gen_get(PBVHNode *node); void BKE_pbvh_pmap_set(PBVH *pbvh, blender::GroupedSpan vert_to_face_map); namespace blender::bke::pbvh { Vector search_gather(PBVH *pbvh, FunctionRef scb, PBVHNodeFlags leaf_flag = PBVH_Leaf); Vector gather_proxies(PBVH *pbvh); void node_update_mask_mesh(Span mask, PBVHNode &node); void node_update_mask_grids(const CCGKey &key, Span grids, PBVHNode &node); void node_update_mask_bmesh(int mask_offset, PBVHNode &node); void node_update_visibility_mesh(Span hide_vert, PBVHNode &node); void node_update_visibility_grids(const BitGroupVector<> &grid_hidden, PBVHNode &node); void node_update_visibility_bmesh(PBVHNode &node); void update_node_bounds_mesh(Span positions, PBVHNode &node); void update_node_bounds_grids(const CCGKey &key, Span grids, PBVHNode &node); void update_node_bounds_bmesh(PBVHNode &node); } // namespace blender::bke::pbvh