tornavis/source/blender/blenkernel/BKE_pbvh_api.hh

577 lines
19 KiB
C++

/* 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 <optional>
#include <string>
#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<blender::float3> 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<bool(PBVHNode &)> filter_fn,
FunctionRef<void(PBVHNode &)> 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<void(PBVHNode &node, float *tmin)> 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<int> corner_verts,
Span<bool> 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<void(PBVHNode &node, float *tmin)> 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<int> corner_verts,
Span<bool> 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<void(draw::pbvh::PBVHBatches *batches,
const draw::pbvh::PBVH_GPU_Args &args)> draw_fn);
} // namespace blender::bke::pbvh
/**
* Get the PBVH root's bounding box.
*/
blender::Bounds<blender::float3> 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<int> 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<int> BKE_pbvh_node_get_grid_indices(const PBVHNode &node);
int BKE_pbvh_node_num_unique_verts(const PBVH &pbvh, const PBVHNode &node);
blender::Span<int> BKE_pbvh_node_get_vert_indices(const PBVHNode *node);
blender::Span<int> BKE_pbvh_node_get_unique_vert_indices(const PBVHNode *node);
blender::Span<int> 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<int> node_face_indices_calc_mesh(const PBVH &pbvh, const PBVHNode &node, Vector<int> &faces);
/**
* Gather the indices of all base mesh faces in the node.
* For convenience, pass a reference to the data in the result.
*/
Span<int> node_face_indices_calc_grids(const PBVH &pbvh, const PBVHNode &node, Vector<int> &faces);
} // namespace blender::bke::pbvh
blender::Bounds<blender::float3> BKE_pbvh_node_get_BB(const PBVHNode *node);
blender::Bounds<blender::float3> 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<BMVert *, 0> &BKE_pbvh_bmesh_node_unique_verts(PBVHNode *node);
const blender::Set<BMVert *, 0> &BKE_pbvh_bmesh_node_other_verts(PBVHNode *node);
const blender::Set<BMFace *, 0> &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<blender::float3> BKE_pbvh_redraw_BB(PBVH *pbvh);
namespace blender::bke::pbvh {
IndexMask nodes_to_face_selection_grids(const SubdivCCG &subdiv_ccg,
Span<const PBVHNode *> 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<blender::float3> 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<blender::BoundedBitSpan> gh;
const int *grid_indices;
int totgrid;
int gridsize;
/* mesh */
blender::MutableSpan<blender::float3> vert_positions;
blender::Span<blender::float3> vert_normals;
const bool *hide_vert;
int totvert;
const int *vert_indices;
const float *vmask;
bool is_mesh;
/* bmesh */
std::optional<blender::Set<BMVert *, 0>::Iterator> bm_unique_verts;
std::optional<blender::Set<BMVert *, 0>::Iterator> bm_unique_verts_end;
std::optional<blender::Set<BMVert *, 0>::Iterator> bm_other_verts;
std::optional<blender::Set<BMVert *, 0>::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<PBVHProxyNode> 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<blender::float3> BKE_pbvh_get_vert_positions(const PBVH *pbvh);
blender::MutableSpan<blender::float3> BKE_pbvh_get_vert_positions(PBVH *pbvh);
blender::Span<blender::float3> 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<int> indices,
blender::MutableSpan<blender::float4> 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<int> indices,
blender::MutableSpan<blender::float4> r_colors);
/* Like BKE_pbvh_store_colors but handles loop->vert conversion */
void BKE_pbvh_store_colors_vertex(PBVH *pbvh,
blender::Span<int> indices,
blender::MutableSpan<blender::float4> 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<int> vert_to_face_map);
namespace blender::bke::pbvh {
Vector<PBVHNode *> search_gather(PBVH *pbvh,
FunctionRef<bool(PBVHNode &)> scb,
PBVHNodeFlags leaf_flag = PBVH_Leaf);
Vector<PBVHNode *> gather_proxies(PBVH *pbvh);
void node_update_mask_mesh(Span<float> mask, PBVHNode &node);
void node_update_mask_grids(const CCGKey &key, Span<CCGElem *> grids, PBVHNode &node);
void node_update_mask_bmesh(int mask_offset, PBVHNode &node);
void node_update_visibility_mesh(Span<bool> 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<float3> positions, PBVHNode &node);
void update_node_bounds_grids(const CCGKey &key, Span<CCGElem *> grids, PBVHNode &node);
void update_node_bounds_bmesh(PBVHNode &node);
} // namespace blender::bke::pbvh