732 lines
23 KiB
C++
732 lines
23 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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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* \brief A BVH for high poly meshes.
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*/
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#include "BLI_bitmap.h"
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#include "BLI_compiler_compat.h"
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#include "BLI_ghash.h"
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#include "BLI_math_vector_types.hh"
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#include "BLI_offset_indices.hh"
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#include "BLI_vector.hh"
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#include "DNA_customdata_types.h"
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/* For embedding CCGKey in iterator. */
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#include "BKE_attribute.h"
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#include "BKE_ccg.h"
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#include "BKE_pbvh.h"
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#include "bmesh.h"
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struct BMLog;
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struct BMesh;
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struct CCGElem;
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struct CCGKey;
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struct CustomData;
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struct DMFlagMat;
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struct IsectRayPrecalc;
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struct MLoopTri;
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struct Mesh;
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struct PBVH;
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struct PBVHNode;
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struct PBVHBatches;
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struct PBVH_GPU_Args;
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struct SculptSession;
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struct SubdivCCG;
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struct TaskParallelSettings;
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struct Image;
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struct ImageUser;
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/*
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* These structs represent logical verts/edges/faces.
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* for PBVH_GRIDS and PBVH_FACES they store integer
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* offsets, PBVH_BMESH stores pointers.
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*
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* The idea is to enforce stronger type checking by encapsulating
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* intptr_t's in structs.
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*/
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/* A generic PBVH vertex.
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*
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* NOTE: in PBVH_GRIDS we consider the final grid points
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* to be vertices. This is not true of edges or faces which are pulled from
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* the base mesh.
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*/
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struct PBVHProxyNode {
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float (*co)[3];
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};
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struct PBVHColorBufferNode {
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float (*color)[4];
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};
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struct PBVHPixels {
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/**
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* Storage for texture painting on PBVH level.
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*
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* Contains #blender::bke::pbvh::pixels::PBVHData
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*/
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void *data;
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};
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struct PBVHPixelsNode {
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/**
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* Contains triangle/pixel data used during texture painting.
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*
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* Contains #blender::bke::pbvh::pixels::NodeData.
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*/
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void *node_data;
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};
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struct PBVHAttrReq {
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char name[MAX_CUSTOMDATA_LAYER_NAME];
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eAttrDomain domain;
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eCustomDataType type;
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};
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struct PBVHFrustumPlanes {
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float (*planes)[4];
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int num_planes;
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};
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BLI_INLINE BMesh *BKE_pbvh_get_bmesh(PBVH *pbvh)
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{
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return ((struct PBVHPublic *)pbvh)->bm;
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}
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BLI_INLINE PBVHVertRef BKE_pbvh_make_vref(intptr_t i)
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{
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PBVHVertRef ret = {i};
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return ret;
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}
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BLI_INLINE PBVHEdgeRef BKE_pbvh_make_eref(intptr_t i)
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{
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PBVHEdgeRef ret = {i};
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return ret;
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}
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BLI_INLINE PBVHFaceRef BKE_pbvh_make_fref(intptr_t i)
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{
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PBVHFaceRef ret = {i};
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return ret;
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}
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BLI_INLINE int BKE_pbvh_vertex_to_index(PBVH *pbvh, PBVHVertRef v)
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{
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return (BKE_pbvh_type(pbvh) == PBVH_BMESH && v.i != PBVH_REF_NONE ?
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BM_elem_index_get((BMVert *)(v.i)) :
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(v.i));
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}
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BLI_INLINE PBVHVertRef BKE_pbvh_index_to_vertex(PBVH *pbvh, int index)
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{
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switch (BKE_pbvh_type(pbvh)) {
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case PBVH_FACES:
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case PBVH_GRIDS:
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return BKE_pbvh_make_vref(index);
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case PBVH_BMESH:
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return BKE_pbvh_make_vref((intptr_t)BKE_pbvh_get_bmesh(pbvh)->vtable[index]);
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}
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return BKE_pbvh_make_vref(PBVH_REF_NONE);
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}
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BLI_INLINE int BKE_pbvh_edge_to_index(PBVH *pbvh, PBVHEdgeRef e)
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{
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return (BKE_pbvh_type(pbvh) == PBVH_BMESH && e.i != PBVH_REF_NONE ?
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BM_elem_index_get((BMEdge *)(e.i)) :
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(e.i));
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}
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BLI_INLINE PBVHEdgeRef BKE_pbvh_index_to_edge(PBVH *pbvh, int index)
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{
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switch (BKE_pbvh_type(pbvh)) {
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case PBVH_FACES:
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case PBVH_GRIDS:
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return BKE_pbvh_make_eref(index);
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case PBVH_BMESH:
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return BKE_pbvh_make_eref((intptr_t)BKE_pbvh_get_bmesh(pbvh)->etable[index]);
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}
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return BKE_pbvh_make_eref(PBVH_REF_NONE);
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}
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BLI_INLINE int BKE_pbvh_face_to_index(PBVH *pbvh, PBVHFaceRef f)
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{
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return (BKE_pbvh_type(pbvh) == PBVH_BMESH && f.i != PBVH_REF_NONE ?
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BM_elem_index_get((BMFace *)(f.i)) :
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(f.i));
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}
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BLI_INLINE PBVHFaceRef BKE_pbvh_index_to_face(PBVH *pbvh, int index)
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{
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switch (BKE_pbvh_type(pbvh)) {
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case PBVH_FACES:
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case PBVH_GRIDS:
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return BKE_pbvh_make_fref(index);
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case PBVH_BMESH:
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return BKE_pbvh_make_fref((intptr_t)BKE_pbvh_get_bmesh(pbvh)->ftable[index]);
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}
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return BKE_pbvh_make_fref(PBVH_REF_NONE);
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}
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/* Callbacks */
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/**
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* Returns true if the search should continue from this node, false otherwise.
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*/
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typedef bool (*BKE_pbvh_SearchCallback)(PBVHNode *node, void *data);
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typedef void (*BKE_pbvh_HitCallback)(PBVHNode *node, void *data);
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typedef void (*BKE_pbvh_HitOccludedCallback)(PBVHNode *node, void *data, float *tmin);
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typedef void (*BKE_pbvh_SearchNearestCallback)(PBVHNode *node, void *data, float *tmin);
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/* Building */
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PBVH *BKE_pbvh_new(PBVHType type);
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/**
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* Do a full rebuild with on Mesh data structure.
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*/
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void BKE_pbvh_build_mesh(PBVH *pbvh, Mesh *mesh);
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void BKE_pbvh_update_mesh_pointers(PBVH *pbvh, Mesh *mesh);
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/**
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* Do a full rebuild with on Grids data structure.
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*/
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void BKE_pbvh_build_grids(PBVH *pbvh,
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CCGElem **grids,
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int totgrid,
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CCGKey *key,
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void **gridfaces,
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DMFlagMat *flagmats,
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unsigned int **grid_hidden,
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Mesh *me,
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SubdivCCG *subdiv_ccg);
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/**
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* Build a PBVH from a BMesh.
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*/
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void BKE_pbvh_build_bmesh(PBVH *pbvh,
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BMesh *bm,
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bool smooth_shading,
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BMLog *log,
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int cd_vert_node_offset,
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int cd_face_node_offset);
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void BKE_pbvh_update_bmesh_offsets(PBVH *pbvh, int cd_vert_node_offset, int cd_face_node_offset);
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void BKE_pbvh_build_pixels(PBVH *pbvh, Mesh *mesh, Image *image, ImageUser *image_user);
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void BKE_pbvh_free(PBVH *pbvh);
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/* Hierarchical Search in the BVH, two methods:
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* - For each hit calling a callback.
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* - Gather nodes in an array (easy to multi-thread) see blender::bke::pbvh::search_gather.
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*/
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void BKE_pbvh_search_callback(PBVH *pbvh,
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BKE_pbvh_SearchCallback scb,
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void *search_data,
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BKE_pbvh_HitCallback hcb,
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void *hit_data);
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/* Ray-cast
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* the hit callback is called for all leaf nodes intersecting the ray;
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* it's up to the callback to find the primitive within the leaves that is
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* hit first */
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void BKE_pbvh_raycast(PBVH *pbvh,
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BKE_pbvh_HitOccludedCallback cb,
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void *data,
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const float ray_start[3],
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const float ray_normal[3],
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bool original);
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bool BKE_pbvh_node_raycast(PBVH *pbvh,
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PBVHNode *node,
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float (*origco)[3],
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bool use_origco,
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const float ray_start[3],
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const float ray_normal[3],
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IsectRayPrecalc *isect_precalc,
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float *depth,
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PBVHVertRef *active_vertex,
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int *active_face_grid_index,
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float *face_normal);
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bool BKE_pbvh_bmesh_node_raycast_detail(PBVHNode *node,
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const float ray_start[3],
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IsectRayPrecalc *isect_precalc,
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float *depth,
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float *r_edge_length);
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/**
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* For orthographic cameras, project the far away ray segment points to the root node so
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* we can have better precision.
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*
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* Note: the interval is not guaranteed to lie between ray_start and ray_end; this is
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* not necessary for orthographic views and is impossible anyhow due to the necessity of
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* projecting the far clipping plane into the local object space. This works out to
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* dividing view3d->clip_end by the object scale, which for small object and large
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* clip_end's can easily lead to floating-point overflows.
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*
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*/
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void BKE_pbvh_clip_ray_ortho(
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PBVH *pbvh, bool original, float ray_start[3], float ray_end[3], float ray_normal[3]);
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void BKE_pbvh_find_nearest_to_ray(PBVH *pbvh,
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BKE_pbvh_HitOccludedCallback cb,
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void *data,
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const float ray_start[3],
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const float ray_normal[3],
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bool original);
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bool BKE_pbvh_node_find_nearest_to_ray(PBVH *pbvh,
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PBVHNode *node,
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float (*origco)[3],
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bool use_origco,
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const float ray_start[3],
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const float ray_normal[3],
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float *depth,
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float *dist_sq);
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/* Drawing */
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void BKE_pbvh_set_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes);
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void BKE_pbvh_get_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes);
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void BKE_pbvh_draw_cb(PBVH *pbvh,
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bool update_only_visible,
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PBVHFrustumPlanes *update_frustum,
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PBVHFrustumPlanes *draw_frustum,
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void (*draw_fn)(void *user_data, PBVHBatches *batches, PBVH_GPU_Args *args),
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void *user_data,
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bool full_render,
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PBVHAttrReq *attrs,
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int attrs_num);
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/* PBVH Access */
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bool BKE_pbvh_has_faces(const PBVH *pbvh);
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/**
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* Get the PBVH root's bounding box.
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*/
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void BKE_pbvh_bounding_box(const PBVH *pbvh, float min[3], float max[3]);
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/**
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* Multi-res hidden data, only valid for type == PBVH_GRIDS.
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*/
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unsigned int **BKE_pbvh_grid_hidden(const PBVH *pbvh);
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void BKE_pbvh_sync_visibility_from_verts(PBVH *pbvh, Mesh *me);
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/**
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* Returns the number of visible quads in the nodes' grids.
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*/
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int BKE_pbvh_count_grid_quads(BLI_bitmap **grid_hidden,
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const int *grid_indices,
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int totgrid,
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int gridsize,
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int display_gridsize);
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/**
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* Multi-res level, only valid for type == #PBVH_GRIDS.
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*/
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const CCGKey *BKE_pbvh_get_grid_key(const PBVH *pbvh);
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CCGElem **BKE_pbvh_get_grids(const PBVH *pbvh);
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BLI_bitmap **BKE_pbvh_get_grid_visibility(const PBVH *pbvh);
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int BKE_pbvh_get_grid_num_verts(const PBVH *pbvh);
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int BKE_pbvh_get_grid_num_faces(const PBVH *pbvh);
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/**
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* Only valid for type == #PBVH_BMESH.
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*/
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void BKE_pbvh_bmesh_detail_size_set(PBVH *pbvh, float detail_size);
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enum PBVHTopologyUpdateMode {
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PBVH_Subdivide = 1,
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PBVH_Collapse = 2,
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};
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ENUM_OPERATORS(PBVHTopologyUpdateMode, PBVH_Collapse);
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/**
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* Collapse short edges, subdivide long edges.
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*/
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bool BKE_pbvh_bmesh_update_topology(PBVH *pbvh,
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PBVHTopologyUpdateMode mode,
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const float center[3],
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const float view_normal[3],
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float radius,
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bool use_frontface,
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bool use_projected);
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/* Node Access */
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void BKE_pbvh_node_mark_update(PBVHNode *node);
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void BKE_pbvh_node_mark_update_mask(PBVHNode *node);
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void BKE_pbvh_node_mark_update_color(PBVHNode *node);
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void BKE_pbvh_node_mark_update_face_sets(PBVHNode *node);
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void BKE_pbvh_node_mark_update_visibility(PBVHNode *node);
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void BKE_pbvh_node_mark_rebuild_draw(PBVHNode *node);
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void BKE_pbvh_node_mark_redraw(PBVHNode *node);
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void BKE_pbvh_node_mark_normals_update(PBVHNode *node);
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void BKE_pbvh_node_mark_topology_update(PBVHNode *node);
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void BKE_pbvh_node_fully_hidden_set(PBVHNode *node, int fully_hidden);
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bool BKE_pbvh_node_fully_hidden_get(PBVHNode *node);
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void BKE_pbvh_node_fully_masked_set(PBVHNode *node, int fully_masked);
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bool BKE_pbvh_node_fully_masked_get(PBVHNode *node);
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void BKE_pbvh_node_fully_unmasked_set(PBVHNode *node, int fully_masked);
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bool BKE_pbvh_node_fully_unmasked_get(PBVHNode *node);
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void BKE_pbvh_mark_rebuild_pixels(PBVH *pbvh);
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void BKE_pbvh_vert_tag_update_normal(PBVH *pbvh, PBVHVertRef vertex);
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void BKE_pbvh_node_get_grids(PBVH *pbvh,
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PBVHNode *node,
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int **grid_indices,
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int *totgrid,
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int *maxgrid,
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int *gridsize,
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CCGElem ***r_griddata);
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void BKE_pbvh_node_num_verts(PBVH *pbvh, PBVHNode *node, int *r_uniquevert, int *r_totvert);
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const int *BKE_pbvh_node_get_vert_indices(PBVHNode *node);
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void BKE_pbvh_node_get_loops(PBVH *pbvh,
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PBVHNode *node,
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const int **r_loop_indices,
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const int **r_corner_verts);
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/* Get number of faces in the mesh; for PBVH_GRIDS the
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* number of base mesh faces is returned.
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*/
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int BKE_pbvh_num_faces(const PBVH *pbvh);
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void BKE_pbvh_node_get_BB(PBVHNode *node, float bb_min[3], float bb_max[3]);
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void BKE_pbvh_node_get_original_BB(PBVHNode *node, float bb_min[3], float bb_max[3]);
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float BKE_pbvh_node_get_tmin(PBVHNode *node);
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/**
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* Test if AABB is at least partially inside the #PBVHFrustumPlanes volume.
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*/
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bool BKE_pbvh_node_frustum_contain_AABB(PBVHNode *node, void *frustum);
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/**
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* Test if AABB is at least partially outside the #PBVHFrustumPlanes volume.
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*/
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bool BKE_pbvh_node_frustum_exclude_AABB(PBVHNode *node, void *frustum);
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GSet *BKE_pbvh_bmesh_node_unique_verts(PBVHNode *node);
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GSet *BKE_pbvh_bmesh_node_other_verts(PBVHNode *node);
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GSet *BKE_pbvh_bmesh_node_faces(PBVHNode *node);
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/**
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* In order to perform operations on the original node coordinates
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* (currently just ray-cast), store the node's triangles and vertices.
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*
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* Skips triangles that are hidden.
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*/
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void BKE_pbvh_bmesh_node_save_orig(BMesh *bm, BMLog *log, PBVHNode *node, bool use_original);
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void BKE_pbvh_bmesh_after_stroke(PBVH *pbvh);
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/* Update Bounding Box/Redraw and clear flags. */
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void BKE_pbvh_update_bounds(PBVH *pbvh, int flags);
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void BKE_pbvh_update_vertex_data(PBVH *pbvh, int flags);
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void BKE_pbvh_update_visibility(PBVH *pbvh);
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void BKE_pbvh_update_normals(PBVH *pbvh, SubdivCCG *subdiv_ccg);
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void BKE_pbvh_redraw_BB(PBVH *pbvh, float bb_min[3], float bb_max[3]);
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void BKE_pbvh_get_grid_updates(PBVH *pbvh, bool clear, void ***r_gridfaces, int *r_totface);
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void BKE_pbvh_grids_update(PBVH *pbvh,
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CCGElem **grids,
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void **gridfaces,
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DMFlagMat *flagmats,
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unsigned int **grid_hidden,
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CCGKey *key);
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void BKE_pbvh_subdiv_cgg_set(PBVH *pbvh, SubdivCCG *subdiv_ccg);
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void BKE_pbvh_face_sets_set(PBVH *pbvh, int *face_sets);
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/**
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* If an operation causes the hide status stored in the mesh to change, this must be called
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* to update the references to those attributes, since they are only added when necessary.
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*/
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void BKE_pbvh_update_hide_attributes_from_mesh(PBVH *pbvh);
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void BKE_pbvh_face_sets_color_set(PBVH *pbvh, int seed, int color_default);
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/* Vertex Deformer. */
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float (*BKE_pbvh_vert_coords_alloc(PBVH *pbvh))[3];
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void BKE_pbvh_vert_coords_apply(PBVH *pbvh, const float (*vertCos)[3], int totvert);
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bool BKE_pbvh_is_deformed(PBVH *pbvh);
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/* Vertex Iterator. */
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/* This iterator has quite a lot of code, but it's designed to:
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* - allow the compiler to eliminate dead code and variables
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* - spend most of the time in the relatively simple inner loop */
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/* NOTE: PBVH_ITER_ALL does not skip hidden vertices,
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* PBVH_ITER_UNIQUE does */
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#define PBVH_ITER_ALL 0
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#define PBVH_ITER_UNIQUE 1
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struct PBVHVertexIter {
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/* iteration */
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int g;
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int width;
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int height;
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int gx;
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int gy;
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int i;
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int index;
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PBVHVertRef vertex;
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/* grid */
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CCGKey key;
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CCGElem **grids;
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CCGElem *grid;
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BLI_bitmap **grid_hidden, *gh;
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int *grid_indices;
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int totgrid;
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int gridsize;
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/* mesh */
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blender::MutableSpan<blender::float3> vert_positions;
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blender::MutableSpan<blender::float3> vert_normals;
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const bool *hide_vert;
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int totvert;
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const int *vert_indices;
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float *vmask;
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bool is_mesh;
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/* bmesh */
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GSetIterator bm_unique_verts;
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GSetIterator bm_other_verts;
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CustomData *bm_vdata;
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int cd_vert_mask_offset;
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/* result: these are all computed in the macro, but we assume
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* that compiler optimization's will skip the ones we don't use */
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BMVert *bm_vert;
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float *co;
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float *no;
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float *fno;
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float *mask;
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bool visible;
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};
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void pbvh_vertex_iter_init(PBVH *pbvh, PBVHNode *node, PBVHVertexIter *vi, int mode);
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#define BKE_pbvh_vertex_iter_begin(pbvh, node, vi, mode) \
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pbvh_vertex_iter_init(pbvh, node, &vi, mode); \
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\
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for (vi.i = 0, vi.g = 0; vi.g < vi.totgrid; vi.g++) { \
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if (vi.grids) { \
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vi.width = vi.gridsize; \
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vi.height = vi.gridsize; \
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vi.index = vi.vertex.i = vi.grid_indices[vi.g] * vi.key.grid_area - 1; \
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vi.grid = vi.grids[vi.grid_indices[vi.g]]; \
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if (mode == PBVH_ITER_UNIQUE) { \
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vi.gh = vi.grid_hidden[vi.grid_indices[vi.g]]; \
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} \
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} \
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else { \
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vi.width = vi.totvert; \
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vi.height = 1; \
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} \
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\
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for (vi.gy = 0; vi.gy < vi.height; vi.gy++) { \
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for (vi.gx = 0; vi.gx < vi.width; vi.gx++, vi.i++) { \
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if (vi.grid) { \
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vi.co = CCG_elem_co(&vi.key, vi.grid); \
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vi.fno = CCG_elem_no(&vi.key, vi.grid); \
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vi.mask = vi.key.has_mask ? CCG_elem_mask(&vi.key, vi.grid) : NULL; \
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vi.grid = CCG_elem_next(&vi.key, vi.grid); \
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vi.index++; \
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vi.vertex.i++; \
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vi.visible = true; \
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if (vi.gh) { \
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if (BLI_BITMAP_TEST(vi.gh, vi.gy * vi.gridsize + vi.gx)) { \
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|
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]; \
|
|
if (vi.vmask) { \
|
|
vi.mask = &vi.vmask[vi.index]; \
|
|
} \
|
|
} \
|
|
else { \
|
|
if (!BLI_gsetIterator_done(&vi.bm_unique_verts)) { \
|
|
vi.bm_vert = (BMVert *)BLI_gsetIterator_getKey(&vi.bm_unique_verts); \
|
|
BLI_gsetIterator_step(&vi.bm_unique_verts); \
|
|
} \
|
|
else { \
|
|
vi.bm_vert = (BMVert *)BLI_gsetIterator_getKey(&vi.bm_other_verts); \
|
|
BLI_gsetIterator_step(&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 = (float *)BM_ELEM_CD_GET_VOID_P(vi.bm_vert, vi.cd_vert_mask_offset); \
|
|
}
|
|
|
|
#define BKE_pbvh_vertex_iter_end \
|
|
} \
|
|
} \
|
|
} \
|
|
((void)0)
|
|
|
|
#define PBVH_FACE_ITER_VERTS_RESERVED 8
|
|
|
|
struct PBVHFaceIter {
|
|
PBVHFaceRef face;
|
|
int index;
|
|
bool *hide;
|
|
int *face_set;
|
|
int i;
|
|
|
|
PBVHVertRef *verts;
|
|
int verts_num;
|
|
|
|
PBVHVertRef verts_reserved_[PBVH_FACE_ITER_VERTS_RESERVED];
|
|
const PBVHNode *node_;
|
|
PBVHType pbvh_type_;
|
|
int verts_size_;
|
|
GSetIterator bm_faces_iter_;
|
|
int cd_hide_poly_, cd_face_set_;
|
|
bool *hide_poly_;
|
|
int *face_sets_;
|
|
const int *poly_offsets_;
|
|
const int *looptri_polys_;
|
|
const int *corner_verts_;
|
|
int prim_index_;
|
|
const SubdivCCG *subdiv_ccg_;
|
|
const BMesh *bm;
|
|
CCGKey subdiv_key_;
|
|
|
|
int last_poly_index_;
|
|
};
|
|
|
|
void BKE_pbvh_face_iter_init(PBVH *pbvh, PBVHNode *node, PBVHFaceIter *fd);
|
|
void BKE_pbvh_face_iter_step(PBVHFaceIter *fd);
|
|
bool BKE_pbvh_face_iter_done(PBVHFaceIter *fd);
|
|
void BKE_pbvh_face_iter_finish(PBVHFaceIter *fd);
|
|
|
|
/**
|
|
* Iterate over faces inside a #PBVHNode. These are either base mesh faces
|
|
* (for PBVH_FACES and PBVH_GRIDS) or BMesh faces (for PBVH_BMESH).
|
|
*/
|
|
#define BKE_pbvh_face_iter_begin(pbvh, node, fd) \
|
|
BKE_pbvh_face_iter_init(pbvh, node, &fd); \
|
|
for (; !BKE_pbvh_face_iter_done(&fd); BKE_pbvh_face_iter_step(&fd)) {
|
|
|
|
#define BKE_pbvh_face_iter_end(fd) \
|
|
} \
|
|
BKE_pbvh_face_iter_finish(&fd)
|
|
|
|
void BKE_pbvh_node_get_proxies(PBVHNode *node, PBVHProxyNode **proxies, int *proxy_count);
|
|
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);
|
|
|
|
/**
|
|
* \note doing a full search on all vertices here seems expensive,
|
|
* however this is important to avoid having to recalculate bound-box & sync the buffers to the
|
|
* GPU (which is far more expensive!) See: #47232.
|
|
*/
|
|
bool BKE_pbvh_node_has_vert_with_normal_update_tag(PBVH *pbvh, PBVHNode *node);
|
|
|
|
// void BKE_pbvh_node_BB_reset(PBVHNode *node);
|
|
// void BKE_pbvh_node_BB_expand(PBVHNode *node, float co[3]);
|
|
|
|
bool pbvh_has_mask(const PBVH *pbvh);
|
|
|
|
bool pbvh_has_face_sets(PBVH *pbvh);
|
|
|
|
/* Parallelization. */
|
|
|
|
void BKE_pbvh_parallel_range_settings(TaskParallelSettings *settings,
|
|
bool use_threading,
|
|
int totnode);
|
|
|
|
float (*BKE_pbvh_get_vert_positions(const PBVH *pbvh))[3];
|
|
const float (*BKE_pbvh_get_vert_normals(const PBVH *pbvh))[3];
|
|
const bool *BKE_pbvh_get_vert_hide(const PBVH *pbvh);
|
|
bool *BKE_pbvh_get_vert_hide_for_write(PBVH *pbvh);
|
|
|
|
const bool *BKE_pbvh_get_poly_hide(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 *me, CustomDataLayer **r_layer, eAttrDomain *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,
|
|
const int *indices,
|
|
const int indices_num,
|
|
float (*colors)[4]);
|
|
|
|
/* Stores colors from the elements in indices (of domain pbvh->vcol_domain)
|
|
* into colors. */
|
|
void BKE_pbvh_store_colors(PBVH *pbvh,
|
|
const int *indices,
|
|
const int indices_num,
|
|
float (*colors)[4]);
|
|
|
|
/* Like BKE_pbvh_store_colors but handles loop->vert conversion */
|
|
void BKE_pbvh_store_colors_vertex(PBVH *pbvh,
|
|
const int *indices,
|
|
const int indices_num,
|
|
float (*colors)[4]);
|
|
|
|
bool BKE_pbvh_is_drawing(const PBVH *pbvh);
|
|
|
|
/* Do not call in PBVH_GRIDS mode */
|
|
void BKE_pbvh_node_num_loops(PBVH *pbvh, PBVHNode *node, int *r_totloop);
|
|
|
|
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);
|
|
bool BKE_pbvh_draw_cache_invalid(const PBVH *pbvh);
|
|
int BKE_pbvh_debug_draw_gen_get(PBVHNode *node);
|
|
|
|
void BKE_pbvh_pmap_set(PBVH *pbvh, blender::GroupedSpan<int> pmap);
|
|
|
|
namespace blender::bke::pbvh {
|
|
Vector<PBVHNode *> search_gather(PBVH *pbvh,
|
|
BKE_pbvh_SearchCallback scb,
|
|
void *search_data,
|
|
PBVHNodeFlags leaf_flag = PBVH_Leaf);
|
|
Vector<PBVHNode *> gather_proxies(PBVH *pbvh);
|
|
|
|
} // namespace blender::bke::pbvh
|