diff options
author | Andre Susano Pinto <andresusanopinto@gmail.com> | 2009-09-17 16:56:16 +0400 |
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committer | Andre Susano Pinto <andresusanopinto@gmail.com> | 2009-09-17 16:56:16 +0400 |
commit | 5e609c9c52c76c26e890b676184ed6b52c82b393 (patch) | |
tree | a2d7623c497177912b4b71aee692f7bd3098b2f8 | |
parent | c8dfa6071d58ed514877d6444fed0815bf63153c (diff) |
* converted raytrace visibility test on meshlaplacian.c to new raytrace API
I need test scenes and test instructions to make sure this is ok, since i have no idea how to test this feature.
-rw-r--r-- | source/blender/editors/armature/meshlaplacian.c | 40 | ||||
-rw-r--r-- | source/blender/render/extern/include/RE_raytrace.h | 22 | ||||
-rw-r--r-- | source/blender/render/intern/include/rayobject.h | 19 | ||||
-rw-r--r-- | source/blender/render/intern/source/rayobject.c | 44 |
4 files changed, 78 insertions, 47 deletions
diff --git a/source/blender/editors/armature/meshlaplacian.c b/source/blender/editors/armature/meshlaplacian.c index 7f95fb47d61..c994f7789a0 100644 --- a/source/blender/editors/armature/meshlaplacian.c +++ b/source/blender/editors/armature/meshlaplacian.c @@ -30,7 +30,6 @@ #include <math.h> #include <string.h> -#include <assert.h> #include "MEM_guardedalloc.h" @@ -107,7 +106,8 @@ struct LaplacianSystem { float *mindist; /* minimum distance to a bone for all vertices */ RayObject *raytree; /* ray tracing acceleration structure */ - MFace **vface; /* a face that the vertex belongs to */ + RayFace *faces; /* faces to add to the ray tracing struture */ + MFace **vface; /* a face that the vertex belongs to */ } heat; #ifdef RIGID_DEFORM @@ -398,14 +398,25 @@ float laplacian_system_get_solution(int v) static void heat_ray_tree_create(LaplacianSystem *sys) { Mesh *me = sys->heat.mesh; - MFace *mface; int a; - assert(0); //TODO - //sys->heat.raytree = RE_rayobject_mesh_create(me, me); - + sys->heat.raytree = RE_rayobject_vbvh_create(me->totface); + sys->heat.faces = MEM_callocN(sizeof(RayFace)*me->totface, "Heat RayFaces"); sys->heat.vface = MEM_callocN(sizeof(MFace*)*me->totvert, "HeatVFaces"); - for(a=0, mface=me->mface; a<me->totface; a++, mface++) { + + for(a=0; a<me->totface; a++) { + + MFace *mface = me->mface+a; + RayFace *rayface = sys->heat.faces+a; + + RayObject *obj = RE_rayface_from_coords( + rayface, me, mface, + sys->heat.verts[mface->v1], sys->heat.verts[mface->v2], + sys->heat.verts[mface->v3], mface->v4 ? sys->heat.verts[mface->v4] : 0 + ); + RE_rayobject_add(sys->heat.raytree, obj); + + //Setup inverse pointers to use on isect.orig sys->heat.vface[mface->v1]= mface; sys->heat.vface[mface->v2]= mface; sys->heat.vface[mface->v3]= mface; @@ -420,7 +431,6 @@ static int heat_ray_bone_visible(LaplacianSystem *sys, int vertex, int bone) float end[3]; int visible; - assert( 0 ); mface= sys->heat.vface[vertex]; if(!mface) return 1; @@ -429,23 +439,18 @@ static int heat_ray_bone_visible(LaplacianSystem *sys, int vertex, int bone) memset(&isec, 0, sizeof(isec)); isec.mode= RE_RAY_SHADOW; isec.lay= -1; + isec.orig.ob = sys->heat.mesh; isec.orig.face = mface; isec.skip = RE_SKIP_CULLFACE; + VECCOPY(isec.start, sys->heat.verts[vertex]); PclosestVL3Dfl(end, isec.start, sys->heat.root[bone], sys->heat.tip[bone]); VECSUB(isec.vec, end, isec.start); - isec.labda = 1.0f; + isec.labda = 1.0f - 1e-5; + VECADDFAC( isec.start, isec.start, isec.vec, 1e-5); -#if 0 - TODO - /* add an extra offset to the start position to avoid self intersection */ - VECCOPY(dir, isec.vec); - Normalize(dir); - VecMulf(dir, 1e-5); - VecAddf(isec.start, isec.start, dir); -#endif visible= !RE_rayobject_raycast(sys->heat.raytree, &isec); return visible; @@ -712,6 +717,7 @@ void heat_bone_weighting(Object *ob, Mesh *me, float (*verts)[3], int numbones, RE_rayobject_free(sys->heat.raytree); MEM_freeN(sys->heat.vface); + MEM_freeN(sys->heat.faces); MEM_freeN(sys->heat.mindist); MEM_freeN(sys->heat.H); diff --git a/source/blender/render/extern/include/RE_raytrace.h b/source/blender/render/extern/include/RE_raytrace.h index af3ea8e2ac0..fe490461da0 100644 --- a/source/blender/render/extern/include/RE_raytrace.h +++ b/source/blender/render/extern/include/RE_raytrace.h @@ -79,6 +79,28 @@ RayObject* RE_rayobject_svbvh_create(int size); /* raytrace/rayobject_svbvh.c * RayObject* RE_rayobject_bih_create(int size); /* rayobject_bih.c */ +/* + * This ray object represents a triangle or a quad face. + * All data needed to realize intersection is "localy" available. + */ +typedef struct RayFace +{ + float v1[4], v2[4], v3[4], v4[3]; + int quad; + void *ob; + void *face; + +} RayFace; + +#define RE_rayface_isQuad(a) ((a)->quad) +struct VlakRen; +struct ObjectInstanceRen; + +RayObject* RE_rayface_from_vlak(RayFace *face, struct ObjectInstanceRen *obi, struct VlakRen *vlr); +RayObject* RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *co1, float *co2, float *co3, float *co4); + + + typedef struct LCTSHint LCTSHint; struct LCTSHint { diff --git a/source/blender/render/intern/include/rayobject.h b/source/blender/render/intern/include/rayobject.h index 19608fba262..dbd68fe8b8b 100644 --- a/source/blender/render/intern/include/rayobject.h +++ b/source/blender/render/intern/include/rayobject.h @@ -103,25 +103,6 @@ typedef struct RayVlak */ /* - * This ray object represents a triangle or a quad face. - * All data needed to realize intersection is "localy" available. - */ -typedef struct RayFace -{ - float v1[4], v2[4], v3[4], v4[3]; - int quad; - void *ob; - void *face; - -} RayFace; - -#define RE_rayface_isQuad(a) ((a)->quad) -/* Loads a VlakRen on a RayFace */ -void RE_rayface_from_vlak(RayFace *face, ObjectInstanceRen *obi, VlakRen *vlr); - - - -/* * This rayobject represents a generic object. With it's own callbacks for raytrace operations. * It's suitable to implement things like LOD. */ diff --git a/source/blender/render/intern/source/rayobject.c b/source/blender/render/intern/source/rayobject.c index 4bd8a12aa01..df457a37123 100644 --- a/source/blender/render/intern/source/rayobject.c +++ b/source/blender/render/intern/source/rayobject.c @@ -165,6 +165,17 @@ static int vlr_check_intersect_solid(Isect *is, ObjectInstanceRen* obi, VlakRen return 0; } +static int rayface_check_cullface(RayFace *face, Isect *is) +{ + float nor[3]; + + /* don't intersect if the ray faces along the face normal */ + if(face->quad) CalcNormFloat4(face->v1, face->v2, face->v3, face->v4, nor); + else CalcNormFloat(face->v1, face->v2, face->v3, nor); + + return (INPR(nor, is->vec) < 0); +} + /* ray - triangle or quad intersection */ /* this function shall only modify Isect if it detects an hit */ static int intersect_rayface(RayFace *face, Isect *is) @@ -188,6 +199,11 @@ static int intersect_rayface(RayFace *face, Isect *is) if(vlr_check_intersect_solid(is, (ObjectInstanceRen*)face->ob, (VlakRen*)face->face) == 0) return 0; } + if(is->skip & RE_SKIP_CULLFACE) + { + if(rayface_check_cullface(face, is) == 0) + return 0; + } RE_RC_COUNT(is->raycounter->faces.test); @@ -319,26 +335,32 @@ static int intersect_rayface(RayFace *face, Isect *is) return 0; } -void RE_rayface_from_vlak(RayFace *face, ObjectInstanceRen *obi, VlakRen *vlr) +RayObject* RE_rayface_from_vlak(RayFace *rayface, ObjectInstanceRen *obi, VlakRen *vlr) +{ + return RE_rayface_from_coords(rayface, obi, vlr, vlr->v1->co, vlr->v2->co, vlr->v3->co, vlr->v4 ? vlr->v4->co : 0 ); +} + +RayObject* RE_rayface_from_coords(RayFace *rayface, void *ob, void *face, float *v1, float *v2, float *v3, float *v4) { - VECCOPY(face->v1, vlr->v1->co); - VECCOPY(face->v2, vlr->v2->co); - VECCOPY(face->v3, vlr->v3->co); - if(vlr->v4) + rayface->ob = ob; + rayface->face = face; + + VECCOPY(rayface->v1, v1); + VECCOPY(rayface->v2, v2); + VECCOPY(rayface->v3, v3); + if(v4) { - VECCOPY(face->v4, vlr->v4->co); - face->quad = 1; + VECCOPY(rayface->v4, v4); + rayface->quad = 1; } else { - face->quad = 0; + rayface->quad = 0; } - face->ob = obi; - face->face = vlr; + return RE_rayobject_unalignRayFace(rayface); } - int RE_rayobject_raycast(RayObject *r, Isect *isec) { int i; |