tornavis/source/blender/blenkernel/BKE_bvhutils.hh

182 lines
6.2 KiB
C++

/* 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;
/**
* 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;
/* 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 {
BVHTREE_FROM_VERTS,
BVHTREE_FROM_EDGES,
BVHTREE_FROM_FACES,
BVHTREE_FROM_CORNER_TRIS,
BVHTREE_FROM_CORNER_TRIS_NO_HIDDEN,
BVHTREE_FROM_LOOSEVERTS,
BVHTREE_FROM_LOOSEEDGES,
/* Keep `BVHTREE_MAX_ITEM` as last item. */
BVHTREE_MAX_ITEM,
};
/**
* 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,
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`).
*/
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);
/**
* 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);
/**
* 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);