tornavis/source/blender/blenkernel/BKE_pbvh.h

593 lines
20 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bke
* \brief A BVH for high poly meshes.
*/
#include "BLI_bitmap.h"
#include "BLI_ghash.h"
/* For embedding CCGKey in iterator. */
#include "BKE_attribute.h"
#include "BKE_ccg.h"
#ifdef __cplusplus
extern "C" {
#endif
struct BMLog;
struct BMesh;
struct CCGElem;
struct CCGKey;
struct CustomData;
struct DMFlagMat;
struct GPU_PBVH_Buffers;
struct IsectRayPrecalc;
struct MLoop;
struct MLoopTri;
struct MPoly;
struct MVert;
struct Mesh;
struct MeshElemMap;
struct PBVH;
struct PBVHNode;
struct SubdivCCG;
struct TaskParallelSettings;
struct Image;
struct ImageUser;
struct MeshElemMap;
typedef struct PBVH PBVH;
typedef struct PBVHNode PBVHNode;
typedef struct {
float (*co)[3];
} PBVHProxyNode;
typedef struct {
float (*color)[4];
} PBVHColorBufferNode;
typedef struct PBVHPixelsNode {
/**
* Contains triangle/pixel data used during texture painting.
*
* Contains #blender::bke::pbvh::pixels::NodeData.
*/
void *node_data;
} PBVHPixelsNode;
typedef enum {
PBVH_Leaf = 1 << 0,
PBVH_UpdateNormals = 1 << 1,
PBVH_UpdateBB = 1 << 2,
PBVH_UpdateOriginalBB = 1 << 3,
PBVH_UpdateDrawBuffers = 1 << 4,
PBVH_UpdateRedraw = 1 << 5,
PBVH_UpdateMask = 1 << 6,
PBVH_UpdateVisibility = 1 << 8,
PBVH_RebuildDrawBuffers = 1 << 9,
PBVH_FullyHidden = 1 << 10,
PBVH_FullyMasked = 1 << 11,
PBVH_FullyUnmasked = 1 << 12,
PBVH_UpdateTopology = 1 << 13,
PBVH_UpdateColor = 1 << 14,
PBVH_RebuildPixels = 1 << 15,
} PBVHNodeFlags;
typedef struct PBVHFrustumPlanes {
float (*planes)[4];
int num_planes;
} PBVHFrustumPlanes;
void BKE_pbvh_set_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes);
void BKE_pbvh_get_frustum_planes(PBVH *pbvh, PBVHFrustumPlanes *planes);
/* Callbacks */
/**
* Returns true if the search should continue from this node, false otherwise.
*/
typedef bool (*BKE_pbvh_SearchCallback)(PBVHNode *node, void *data);
typedef void (*BKE_pbvh_HitCallback)(PBVHNode *node, void *data);
typedef void (*BKE_pbvh_HitOccludedCallback)(PBVHNode *node, void *data, float *tmin);
typedef void (*BKE_pbvh_SearchNearestCallback)(PBVHNode *node, void *data, float *tmin);
/* Building */
PBVH *BKE_pbvh_new(void);
/**
* Do a full rebuild with on Mesh data structure.
*
* \note Unlike mpoly/mloop/verts, looptri is *totally owned* by PBVH
* (which means it may rewrite it if needed, see #BKE_pbvh_vert_coords_apply().
*/
void BKE_pbvh_build_mesh(PBVH *pbvh,
struct Mesh *mesh,
const struct MPoly *mpoly,
const struct MLoop *mloop,
struct MVert *verts,
int totvert,
struct CustomData *vdata,
struct CustomData *ldata,
struct CustomData *pdata,
const struct MLoopTri *looptri,
int looptri_num);
/**
* Do a full rebuild with on Grids data structure.
*/
void BKE_pbvh_build_grids(PBVH *pbvh,
struct CCGElem **grids,
int totgrid,
struct CCGKey *key,
void **gridfaces,
struct DMFlagMat *flagmats,
unsigned int **grid_hidden);
/**
* Build a PBVH from a BMesh.
*/
void BKE_pbvh_build_bmesh(PBVH *pbvh,
struct BMesh *bm,
bool smooth_shading,
struct BMLog *log,
int cd_vert_node_offset,
int cd_face_node_offset);
void BKE_pbvh_build_pixels(PBVH *pbvh,
struct Mesh *mesh,
struct Image *image,
struct ImageUser *image_user);
void BKE_pbvh_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). */
void BKE_pbvh_search_callback(PBVH *pbvh,
BKE_pbvh_SearchCallback scb,
void *search_data,
BKE_pbvh_HitCallback hcb,
void *hit_data);
void BKE_pbvh_search_gather(
PBVH *pbvh, BKE_pbvh_SearchCallback scb, void *search_data, PBVHNode ***array, int *tot);
/* 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 BKE_pbvh_raycast(PBVH *pbvh,
BKE_pbvh_HitOccludedCallback cb,
void *data,
const float ray_start[3],
const float ray_normal[3],
bool original);
bool BKE_pbvh_node_raycast(PBVH *pbvh,
PBVHNode *node,
float (*origco)[3],
bool use_origco,
const float ray_start[3],
const float ray_normal[3],
struct IsectRayPrecalc *isect_precalc,
float *depth,
int *active_vertex_index,
int *active_face_grid_index,
float *face_normal);
bool BKE_pbvh_bmesh_node_raycast_detail(PBVHNode *node,
const float ray_start[3],
struct 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.
*/
void BKE_pbvh_raycast_project_ray_root(
PBVH *pbvh, bool original, float ray_start[3], float ray_end[3], float ray_normal[3]);
void BKE_pbvh_find_nearest_to_ray(PBVH *pbvh,
BKE_pbvh_HitOccludedCallback cb,
void *data,
const float ray_start[3],
const float ray_normal[3],
bool original);
bool BKE_pbvh_node_find_nearest_to_ray(PBVH *pbvh,
PBVHNode *node,
float (*origco)[3],
bool use_origco,
const float ray_start[3],
const float ray_normal[3],
float *depth,
float *dist_sq);
/* Drawing */
void BKE_pbvh_draw_cb(PBVH *pbvh,
bool update_only_visible,
PBVHFrustumPlanes *update_frustum,
PBVHFrustumPlanes *draw_frustum,
void (*draw_fn)(void *user_data, struct GPU_PBVH_Buffers *buffers),
void *user_data,
bool full_render);
void BKE_pbvh_draw_debug_cb(
PBVH *pbvh,
void (*draw_fn)(void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag),
void *user_data);
/* PBVH Access */
typedef enum {
PBVH_FACES,
PBVH_GRIDS,
PBVH_BMESH,
} PBVHType;
PBVHType BKE_pbvh_type(const PBVH *pbvh);
bool BKE_pbvh_has_faces(const PBVH *pbvh);
/**
* Get the PBVH root's bounding box.
*/
void BKE_pbvh_bounding_box(const PBVH *pbvh, float min[3], float max[3]);
/**
* Multi-res hidden data, only valid for type == PBVH_GRIDS.
*/
unsigned int **BKE_pbvh_grid_hidden(const PBVH *pbvh);
/**
* Returns the number of visible quads in the nodes' grids.
*/
int BKE_pbvh_count_grid_quads(BLI_bitmap **grid_hidden,
const int *grid_indices,
int totgrid,
int gridsize);
void BKE_pbvh_sync_face_sets_to_grids(PBVH *pbvh);
/**
* Multi-res level, only valid for type == #PBVH_GRIDS.
*/
const struct CCGKey *BKE_pbvh_get_grid_key(const PBVH *pbvh);
struct CCGElem **BKE_pbvh_get_grids(const PBVH *pbvh);
BLI_bitmap **BKE_pbvh_get_grid_visibility(const PBVH *pbvh);
int BKE_pbvh_get_grid_num_vertices(const PBVH *pbvh);
int BKE_pbvh_get_grid_num_faces(const PBVH *pbvh);
/**
* Only valid for type == #PBVH_BMESH.
*/
struct BMesh *BKE_pbvh_get_bmesh(PBVH *pbvh);
void BKE_pbvh_bmesh_detail_size_set(PBVH *pbvh, float detail_size);
typedef enum {
PBVH_Subdivide = 1,
PBVH_Collapse = 2,
} PBVHTopologyUpdateMode;
/**
* Collapse short edges, subdivide long edges.
*/
bool BKE_pbvh_bmesh_update_topology(PBVH *pbvh,
PBVHTopologyUpdateMode mode,
const float center[3],
const float view_normal[3],
float radius,
bool use_frontface,
bool use_projected);
/* 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_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_normals_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(PBVHNode *node);
void BKE_pbvh_node_fully_masked_set(PBVHNode *node, int fully_masked);
bool BKE_pbvh_node_fully_masked_get(PBVHNode *node);
void BKE_pbvh_node_fully_unmasked_set(PBVHNode *node, int fully_masked);
bool BKE_pbvh_node_fully_unmasked_get(PBVHNode *node);
void BKE_pbvh_mark_rebuild_pixels(PBVH *pbvh);
void BKE_pbvh_vert_mark_update(PBVH *pbvh, int index);
void BKE_pbvh_node_get_grids(PBVH *pbvh,
PBVHNode *node,
int **grid_indices,
int *totgrid,
int *maxgrid,
int *gridsize,
struct CCGElem ***r_griddata);
void BKE_pbvh_node_num_verts(PBVH *pbvh, PBVHNode *node, int *r_uniquevert, int *r_totvert);
void BKE_pbvh_node_get_verts(PBVH *pbvh,
PBVHNode *node,
const int **r_vert_indices,
struct MVert **r_verts);
void BKE_pbvh_node_get_loops(PBVH *pbvh,
PBVHNode *node,
const int **r_loop_indices,
const struct MLoop **r_loops);
void BKE_pbvh_node_get_BB(PBVHNode *node, float bb_min[3], float bb_max[3]);
void BKE_pbvh_node_get_original_BB(PBVHNode *node, float bb_min[3], float bb_max[3]);
float BKE_pbvh_node_get_tmin(PBVHNode *node);
/**
* Test if AABB is at least partially inside the #PBVHFrustumPlanes volume.
*/
bool BKE_pbvh_node_frustum_contain_AABB(PBVHNode *node, void *frustum);
/**
* Test if AABB is at least partially outside the #PBVHFrustumPlanes volume.
*/
bool BKE_pbvh_node_frustum_exclude_AABB(PBVHNode *node, void *frustum);
struct GSet *BKE_pbvh_bmesh_node_unique_verts(PBVHNode *node);
struct GSet *BKE_pbvh_bmesh_node_other_verts(PBVHNode *node);
struct GSet *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(struct BMesh *bm, PBVHNode *node);
void BKE_pbvh_bmesh_after_stroke(PBVH *pbvh);
/* Update Bounding Box/Redraw and clear flags. */
void BKE_pbvh_update_bounds(PBVH *pbvh, int flags);
void BKE_pbvh_update_vertex_data(PBVH *pbvh, int flags);
void BKE_pbvh_update_visibility(PBVH *pbvh);
void BKE_pbvh_update_normals(PBVH *pbvh, struct SubdivCCG *subdiv_ccg);
void BKE_pbvh_redraw_BB(PBVH *pbvh, float bb_min[3], float bb_max[3]);
void BKE_pbvh_get_grid_updates(PBVH *pbvh, bool clear, void ***r_gridfaces, int *r_totface);
void BKE_pbvh_grids_update(PBVH *pbvh,
struct CCGElem **grids,
void **gridfaces,
struct DMFlagMat *flagmats,
unsigned int **grid_hidden);
void BKE_pbvh_subdiv_cgg_set(PBVH *pbvh, struct SubdivCCG *subdiv_ccg);
void BKE_pbvh_face_sets_set(PBVH *pbvh, int *face_sets);
void BKE_pbvh_face_sets_color_set(PBVH *pbvh, int seed, int color_default);
void BKE_pbvh_respect_hide_set(PBVH *pbvh, bool respect_hide);
/* Vertex Deformer. */
float (*BKE_pbvh_vert_coords_alloc(struct PBVH *pbvh))[3];
void BKE_pbvh_vert_coords_apply(struct PBVH *pbvh, const float (*vertCos)[3], int totvert);
bool BKE_pbvh_is_deformed(struct 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
typedef struct PBVHVertexIter {
/* iteration */
int g;
int width;
int height;
int gx;
int gy;
int i;
int index;
bool respect_hide;
/* grid */
struct CCGKey key;
struct CCGElem **grids;
struct CCGElem *grid;
BLI_bitmap **grid_hidden, *gh;
int *grid_indices;
int totgrid;
int gridsize;
/* mesh */
struct MVert *mverts;
float (*vert_normals)[3];
int totvert;
const int *vert_indices;
float *vmask;
/* bmesh */
struct GSetIterator bm_unique_verts;
struct GSetIterator bm_other_verts;
struct 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 */
struct MVert *mvert;
struct BMVert *bm_vert;
float *co;
float *no;
float *fno;
float *mask;
bool visible;
} PBVHVertexIter;
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.grid_indices[vi.g] * vi.key.grid_area - 1; \
vi.grid = vi.grids[vi.grid_indices[vi.g]]; \
if (mode == PBVH_ITER_UNIQUE) { \
vi.gh = vi.grid_hidden[vi.grid_indices[vi.g]]; \
} \
} \
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.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) : NULL; \
vi.grid = CCG_elem_next(&vi.key, vi.grid); \
vi.index++; \
vi.visible = true; \
if (vi.gh) { \
if (BLI_BITMAP_TEST(vi.gh, vi.gy * vi.gridsize + vi.gx)) { \
continue; \
} \
} \
} \
else if (vi.mverts) { \
vi.mvert = &vi.mverts[vi.vert_indices[vi.gx]]; \
if (vi.respect_hide) { \
vi.visible = !(vi.mvert->flag & ME_HIDE); \
if (mode == PBVH_ITER_UNIQUE && !vi.visible) { \
continue; \
} \
} \
else { \
BLI_assert(vi.visible); \
} \
vi.co = vi.mvert->co; \
vi.no = vi.vert_normals[vi.vert_indices[vi.gx]]; \
vi.index = 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.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)
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_gather_proxies(PBVH *pbvh, PBVHNode ***r_array, int *r_tot);
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]);
/**
* \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: T47232.
*/
bool BKE_pbvh_node_vert_update_check_any(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);
void pbvh_show_mask_set(PBVH *pbvh, bool show_mask);
bool pbvh_has_face_sets(PBVH *pbvh);
void pbvh_show_face_sets_set(PBVH *pbvh, bool show_face_sets);
/* Parallelization. */
void BKE_pbvh_parallel_range_settings(struct TaskParallelSettings *settings,
bool use_threading,
int totnode);
struct MVert *BKE_pbvh_get_verts(const PBVH *pbvh);
const float (*BKE_pbvh_get_vert_normals(const PBVH *pbvh))[3];
PBVHColorBufferNode *BKE_pbvh_node_color_buffer_get(PBVHNode *node);
void BKE_pbvh_node_color_buffer_free(PBVH *pbvh);
bool BKE_pbvh_get_color_layer(const struct Mesh *me,
CustomDataLayer **r_layer,
eAttrDomain *r_attr);
/* 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);
void BKE_pbvh_is_drawing_set(PBVH *pbvh, bool val);
/* 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, const struct Mesh *mesh);
void BKE_pbvh_pmap_set(PBVH *pbvh, const struct MeshElemMap *pmap);
void BKE_pbvh_vertex_color_set(PBVH *pbvh, int vertex, const float color[4]);
void BKE_pbvh_vertex_color_get(const PBVH *pbvh, int vertex, float r_color[4]);
void BKE_pbvh_ensure_node_loops(PBVH *pbvh);
bool BKE_pbvh_draw_cache_invalid(const PBVH *pbvh);
#ifdef __cplusplus
}
#endif