tornavis/source/blender/blenkernel/intern/pbvh_intern.hh

296 lines
8.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_array.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_set.hh"
#include "BLI_span.hh"
#include "BLI_vector.hh"
#include "DNA_meshdata_types.h"
/** \file
* \ingroup bke
*/
struct PBVHGPUFormat;
struct MLoopTri;
struct BMVert;
struct BMFace;
/* Axis-aligned bounding box */
struct BB {
float bmin[3], bmax[3];
};
/* Axis-aligned bounding box with centroid */
struct BBC {
float bmin[3], bmax[3], bcentroid[3];
};
/* NOTE: this structure is getting large, might want to split it into
* union'd structs */
struct PBVHNode {
/* Opaque handle for drawing code */
PBVHBatches *draw_batches = nullptr;
/* Voxel bounds */
BB vb = {};
BB orig_vb = {};
/* For internal nodes, the offset of the children in the PBVH
* 'nodes' array. */
int children_offset = 0;
/* List of primitives for this node. Semantics depends on
* PBVH type:
*
* - PBVH_FACES: Indices into the PBVH.looptri array.
* - PBVH_GRIDS: Multires grid indices.
* - PBVH_BMESH: Unused. See PBVHNode.bm_faces.
*
* NOTE: This is a pointer inside of PBVH.prim_indices; it
* is not allocated separately per node.
*/
blender::Span<int> prim_indices;
/* Array of indices into the mesh's vertex array. Contains the
* indices of all vertices used by faces that are within this
* node's bounding box.
*
* Note that a vertex might be used by a multiple faces, and
* these faces might be in different leaf nodes. Such a vertex
* will appear in the vert_indices array of each of those leaf
* nodes.
*
* In order to support cases where you want access to multiple
* nodes' vertices without duplication, the vert_indices array
* is ordered such that the first part of the array, up to
* index 'uniq_verts', contains "unique" vertex indices. These
* vertices might not be truly unique to this node, but if
* they appear in another node's vert_indices array, they will
* be above that node's 'uniq_verts' value.
*
* Used for leaf nodes in a mesh-based PBVH (not multires.)
*/
blender::Array<int, 0> vert_indices;
int uniq_verts = 0;
int face_verts = 0;
/* Array of indices into the Mesh's corner array.
* PBVH_FACES only.
*/
blender::Array<int, 0> loop_indices;
/* An array mapping face corners into the vert_indices
* array. The array is sized to match 'totprim', and each of
* the face's corners gets an index into the vert_indices
* array, in the same order as the corners in the original
* MLoopTri.
*
* Used for leaf nodes in a mesh-based PBVH (not multires.)
*/
blender::Array<blender::int3, 0> face_vert_indices;
/* Indicates whether this node is a leaf or not; also used for
* marking various updates that need to be applied. */
PBVHNodeFlags flag = PBVHNodeFlags(0);
/* Used for ray-casting: how close the bounding-box is to the ray point. */
float tmin = 0.0f;
/* Scalar displacements for sculpt mode's layer brush. */
float *layer_disp = nullptr;
blender::Vector<PBVHProxyNode> proxies;
/* Dyntopo */
/* Set of pointers to the BMFaces used by this node.
* NOTE: PBVH_BMESH only. Faces are always triangles
* (dynamic topology forcibly triangulates the mesh).
*/
blender::Set<BMFace *, 0> bm_faces;
blender::Set<BMVert *, 0> bm_unique_verts;
blender::Set<BMVert *, 0> bm_other_verts;
/* Deprecated. Stores original coordinates of triangles. */
float (*bm_orco)[3] = nullptr;
int (*bm_ortri)[3] = nullptr;
BMVert **bm_orvert = nullptr;
int bm_tot_ortri = 0;
/* Used to store the brush color during a stroke and composite it over the original color */
PBVHColorBufferNode color_buffer;
PBVHPixelsNode pixels;
/* Used to flash colors of updated node bounding boxes in
* debug draw mode (when G.debug_value / bpy.app.debug_value is 889).
*/
int debug_draw_gen = 0;
};
typedef struct PBVHBMeshLog PBVHBMeshLog;
struct PBVH {
PBVHPublic header;
blender::Vector<PBVHNode> nodes;
/* Memory backing for PBVHNode.prim_indices. */
blender::Array<int> prim_indices;
int totprim;
int totvert;
int faces_num; /* Do not use directly, use BKE_pbvh_num_faces. */
int leaf_limit;
int pixel_leaf_limit;
int depth_limit;
/* Mesh data */
Mesh *mesh;
/** Local array used when not sculpting base mesh positions directly. */
blender::Array<blender::float3> vert_positions_deformed;
/** Local array used when not sculpting base mesh positions directly. */
blender::Array<blender::float3> vert_normals_deformed;
/** Local array used when not sculpting base mesh positions directly. */
blender::Array<blender::float3> face_normals_deformed;
blender::MutableSpan<blender::float3> vert_positions;
blender::Span<blender::float3> vert_normals;
blender::Span<blender::float3> face_normals;
blender::OffsetIndices<int> faces;
bool *hide_vert;
bool *hide_poly;
/** Only valid for polygon meshes. */
blender::Span<int> corner_verts;
/* Owned by the #PBVH, because after deformations they have to be recomputed. */
blender::Array<MLoopTri> looptri;
blender::Span<int> looptri_faces;
CustomData *vert_data;
CustomData *loop_data;
CustomData *face_data;
/* Grid Data */
CCGKey gridkey;
CCGElem **grids;
blender::Span<int> grid_to_face_map;
const DMFlagMat *grid_flag_mats;
int totgrid;
BLI_bitmap **grid_hidden;
/* Used during BVH build and later to mark that a vertex needs to update
* (its normal must be recalculated). */
blender::Array<bool> vert_bitmap;
#ifdef PERFCNTRS
int perf_modified;
#endif
/* flag are verts/faces deformed */
bool deformed;
/* Dynamic topology */
float bm_max_edge_len;
float bm_min_edge_len;
int cd_vert_node_offset;
int cd_face_node_offset;
float planes[6][4];
int num_planes;
BMLog *bm_log;
SubdivCCG *subdiv_ccg;
blender::GroupedSpan<int> pmap;
CustomDataLayer *color_layer;
eAttrDomain color_domain;
bool is_drawing;
/* Used by DynTopo to invalidate the draw cache. */
bool draw_cache_invalid;
PBVHGPUFormat *vbo_id;
PBVHPixels pixels;
};
/* pbvh.cc */
void BB_reset(BB *bb);
/**
* Expand the bounding box to include a new coordinate.
*/
void BB_expand(BB *bb, const float co[3]);
/**
* Expand the bounding box to include another bounding box.
*/
void BB_expand_with_bb(BB *bb, const BB *bb2);
void BBC_update_centroid(BBC *bbc);
/**
* Return 0, 1, or 2 to indicate the widest axis of the bounding box.
*/
int BB_widest_axis(const BB *bb);
void pbvh_grow_nodes(PBVH *bvh, int totnode);
bool ray_face_intersection_quad(const float ray_start[3],
IsectRayPrecalc *isect_precalc,
const float t0[3],
const float t1[3],
const float t2[3],
const float t3[3],
float *depth);
bool ray_face_intersection_tri(const float ray_start[3],
IsectRayPrecalc *isect_precalc,
const float t0[3],
const float t1[3],
const float t2[3],
float *depth);
bool ray_face_nearest_quad(const float ray_start[3],
const float ray_normal[3],
const float t0[3],
const float t1[3],
const float t2[3],
const float t3[3],
float *r_depth,
float *r_dist_sq);
bool ray_face_nearest_tri(const float ray_start[3],
const float ray_normal[3],
const float t0[3],
const float t1[3],
const float t2[3],
float *r_depth,
float *r_dist_sq);
/* pbvh_bmesh.cc */
bool pbvh_bmesh_node_raycast(PBVHNode *node,
const float ray_start[3],
const float ray_normal[3],
IsectRayPrecalc *isect_precalc,
float *dist,
bool use_original,
PBVHVertRef *r_active_vertex,
float *r_face_normal);
bool pbvh_bmesh_node_nearest_to_ray(PBVHNode *node,
const float ray_start[3],
const float ray_normal[3],
float *depth,
float *dist_sq,
bool use_original);
void pbvh_bmesh_normals_update(blender::Span<PBVHNode *> nodes);
/* pbvh_pixels.hh */
void pbvh_node_pixels_free(PBVHNode *node);
void pbvh_pixels_free(PBVH *pbvh);
void pbvh_free_draw_buffers(PBVH *pbvh, PBVHNode *node);