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authorCampbell Barton <ideasman42@gmail.com>2015-08-21 10:05:48 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-08-21 10:09:18 +0300
commitc727fc59abe2b7e525bdc6594bbd7ec3285936e0 (patch)
treedfcadf23e28c2464655f4c06a5f94621721fe0c2
parenta98b02ff941edb1d92892f520641433582754f0d (diff)
BVH-raycast: ensure input direction is unit-length
This was already the case for most users of ray-cast. Doing this avoids 2x normalize calls per ray-cast in many places.
-rw-r--r--source/blender/blenkernel/intern/boids.c6
-rw-r--r--source/blender/blenkernel/intern/constraint.c1
-rw-r--r--source/blender/blenkernel/intern/dynamicpaint.c5
-rw-r--r--source/blender/blenkernel/intern/particle_system.c2
-rw-r--r--source/blender/blenlib/intern/BLI_kdopbvh.c8
-rw-r--r--source/blender/editors/armature/meshlaplacian.c8
-rw-r--r--source/blender/editors/mesh/editmesh_knife.c5
7 files changed, 19 insertions, 16 deletions
diff --git a/source/blender/blenkernel/intern/boids.c b/source/blender/blenkernel/intern/boids.c
index 11879c7973c..fdc5524e84c 100644
--- a/source/blender/blenkernel/intern/boids.c
+++ b/source/blender/blenkernel/intern/boids.c
@@ -214,7 +214,7 @@ static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *
mul_v3_fl(ray_dir, acbr->look_ahead);
col.f = 0.0f;
hit.index = -1;
- hit.dist = col.original_ray_length = len_v3(ray_dir);
+ hit.dist = col.original_ray_length = normalize_v3(ray_dir);
/* find out closest deflector object */
for (coll = bbd->sim->colliders->first; coll; coll=coll->next) {
@@ -794,7 +794,7 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float grou
sub_v3_v3v3(ray_dir, col.co2, col.co1);
col.f = 0.0f;
hit.index = -1;
- hit.dist = col.original_ray_length = len_v3(ray_dir);
+ hit.dist = col.original_ray_length = normalize_v3(ray_dir);
col.pce.inside = 0;
for (coll = bbd->sim->colliders->first; coll; coll = coll->next) {
@@ -820,7 +820,7 @@ static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float grou
sub_v3_v3v3(ray_dir, col.co2, col.co1);
col.f = 0.0f;
hit.index = -1;
- hit.dist = col.original_ray_length = len_v3(ray_dir);
+ hit.dist = col.original_ray_length = normalize_v3(ray_dir);
for (coll = bbd->sim->colliders->first; coll; coll = coll->next) {
col.current = coll->ob;
diff --git a/source/blender/blenkernel/intern/constraint.c b/source/blender/blenkernel/intern/constraint.c
index e7f6210fef4..2aba4fcde27 100644
--- a/source/blender/blenkernel/intern/constraint.c
+++ b/source/blender/blenkernel/intern/constraint.c
@@ -4106,6 +4106,7 @@ static void followtrack_evaluate(bConstraint *con, bConstraintOb *cob, ListBase
mul_v3_m4v3(ray_end, imat, cob->matrix[3]);
sub_v3_v3v3(ray_nor, ray_end, ray_start);
+ normalize_v3(ray_nor);
bvhtree_from_mesh_looptri(&treeData, target, 0.0f, 4, 6);
diff --git a/source/blender/blenkernel/intern/dynamicpaint.c b/source/blender/blenkernel/intern/dynamicpaint.c
index d97233aad90..7f1d2e877ed 100644
--- a/source/blender/blenkernel/intern/dynamicpaint.c
+++ b/source/blender/blenkernel/intern/dynamicpaint.c
@@ -3290,10 +3290,9 @@ static int dynamicPaint_paintMesh(DynamicPaintSurface *surface,
if (brush->flags & MOD_DPAINT_PROX_PROJECT && brush->collision != MOD_DPAINT_COL_VOLUME) {
mul_v3_fl(avg_brushNor, 1.0f / (float)numOfVerts);
/* instead of null vector use positive z */
- if (!(MIN3(avg_brushNor[0], avg_brushNor[1], avg_brushNor[2])))
+ if (UNLIKELY(normalize_v3(avg_brushNor) == 0.0f)) {
avg_brushNor[2] = 1.0f;
- else
- normalize_v3(avg_brushNor);
+ }
}
/* check bounding box collision */
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index e340a0ade94..8b925fff415 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -2594,7 +2594,7 @@ static int collision_detect(ParticleData *pa, ParticleCollision *col, BVHTreeRay
sub_v3_v3v3(ray_dir, col->co2, col->co1);
hit->index = -1;
- hit->dist = col->original_ray_length = len_v3(ray_dir);
+ hit->dist = col->original_ray_length = normalize_v3(ray_dir);
col->pce.inside = 0;
/* even if particle is stationary we want to check for moving colliders */
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c
index d6d0443893e..1b9b6e38208 100644
--- a/source/blender/blenlib/intern/BLI_kdopbvh.c
+++ b/source/blender/blenlib/intern/BLI_kdopbvh.c
@@ -1650,6 +1650,8 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float dir[3], f
BVHRayCastData data;
BVHNode *root = tree->nodes[tree->totleaf];
+ BLI_ASSERT_UNIT_V3(dir);
+
data.tree = tree;
data.callback = callback;
@@ -1659,8 +1661,6 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float dir[3], f
copy_v3_v3(data.ray.direction, dir);
data.ray.radius = radius;
- normalize_v3(data.ray.direction);
-
bvhtree_ray_cast_data_precalc(&data);
if (hit)
@@ -1713,6 +1713,8 @@ int BLI_bvhtree_ray_cast_all(BVHTree *tree, const float co[3], const float dir[3
BVHRayCastData data;
BVHNode *root = tree->nodes[tree->totleaf];
+ BLI_ASSERT_UNIT_V3(dir);
+
data.tree = tree;
data.callback = callback;
@@ -1722,8 +1724,6 @@ int BLI_bvhtree_ray_cast_all(BVHTree *tree, const float co[3], const float dir[3
copy_v3_v3(data.ray.direction, dir);
data.ray.radius = radius;
- normalize_v3(data.ray.direction);
-
bvhtree_ray_cast_data_precalc(&data);
data.hit.index = -1;
diff --git a/source/blender/editors/armature/meshlaplacian.c b/source/blender/editors/armature/meshlaplacian.c
index da53d0a1005..d49deae6aac 100644
--- a/source/blender/editors/armature/meshlaplacian.c
+++ b/source/blender/editors/armature/meshlaplacian.c
@@ -1119,6 +1119,7 @@ typedef struct MeshDeformBind {
typedef struct MeshDeformIsect {
float start[3];
float vec[3];
+ float vec_length;
float lambda;
bool isect;
@@ -1225,7 +1226,7 @@ static void harmonic_ray_callback(void *userdata, int index, const BVHTreeRay *r
normal_tri_v3(no, UNPACK3(face));
}
- dist = len_v3v3(ray->origin, co) / len_v3(isec->vec);
+ dist = len_v3v3(ray->origin, co) / isec->vec_length;
if (dist < hit->dist) {
hit->index = index;
hit->dist = dist;
@@ -1244,7 +1245,7 @@ static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, const
mdb,
&isect_mdef,
};
- float end[3];
+ float end[3], vec_normal[3];
// static float epsilon[3] = {1e-4, 1e-4, 1e-4};
/* happens binding when a cage has no faces */
@@ -1263,10 +1264,11 @@ static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, const
copy_v3_v3(end, co2);
#endif
sub_v3_v3v3(isect_mdef.vec, end, isect_mdef.start);
+ isect_mdef.vec_length = normalize_v3_v3(vec_normal, isect_mdef.vec);
hit.index = -1;
hit.dist = FLT_MAX;
- if (BLI_bvhtree_ray_cast(mdb->bvhtree, isect_mdef.start, isect_mdef.vec,
+ if (BLI_bvhtree_ray_cast(mdb->bvhtree, isect_mdef.start, vec_normal,
0.0, &hit, harmonic_ray_callback, &data) != -1)
{
const MLoop *mloop = mdb->cagedm_cache.mloop;
diff --git a/source/blender/editors/mesh/editmesh_knife.c b/source/blender/editors/mesh/editmesh_knife.c
index caafaf06e9e..787b79f0d6e 100644
--- a/source/blender/editors/mesh/editmesh_knife.c
+++ b/source/blender/editors/mesh/editmesh_knife.c
@@ -1809,13 +1809,14 @@ static BMFace *knife_find_closest_face(KnifeTool_OpData *kcd, float co[3], float
float dist = KMAXDIST;
float origin[3];
float origin_ofs[3];
- float ray[3];
+ float ray[3], ray_normal[3];
/* unproject to find view ray */
knife_input_ray_segment(kcd, kcd->curr.mval, 1.0f, origin, origin_ofs);
sub_v3_v3v3(ray, origin_ofs, origin);
+ normalize_v3_v3(ray_normal, ray);
- f = BKE_bmbvh_ray_cast(kcd->bmbvh, origin, ray, 0.0f, NULL, co, cageco);
+ f = BKE_bmbvh_ray_cast(kcd->bmbvh, origin, ray_normal, 0.0f, NULL, co, cageco);
if (f && kcd->only_select && BM_elem_flag_test(f, BM_ELEM_SELECT) == 0) {
f = NULL;