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author | Germano Cavalcante <germano.costa@ig.com.br> | 2016-01-25 10:18:42 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2016-01-25 11:01:54 +0300 |
commit | 34076a79e381626e66f97cf5507257dba3cb519d (patch) | |
tree | 3ab9e4c3c20f6aa322364fd9ab500453d4a42e18 /source/blender/blenkernel/BKE_bvhutils.h | |
parent | 33a7c7408da50456d7f3ca6e65241b9651e8834f (diff) |
Transform: optimize vertex snap w/ nearest-to-ray
Use BLI_bvhtree_find_nearest_to_ray for vertex snapping,
avoids doing screen-space lookup on each vertex.
Diffstat (limited to 'source/blender/blenkernel/BKE_bvhutils.h')
-rw-r--r-- | source/blender/blenkernel/BKE_bvhutils.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_bvhutils.h b/source/blender/blenkernel/BKE_bvhutils.h index 749b0db7c27..08c0fcc0f3c 100644 --- a/source/blender/blenkernel/BKE_bvhutils.h +++ b/source/blender/blenkernel/BKE_bvhutils.h @@ -51,6 +51,7 @@ typedef struct BVHTreeFromMesh { /* default callbacks to bvh nearest and raycast */ BVHTree_NearestPointCallback nearest_callback; BVHTree_RayCastCallback raycast_callback; + BVHTree_NearestToRayCallback nearest_to_ray_callback; /* Vertex array, so that callbacks have instante access to data */ const struct MVert *vert; @@ -147,6 +148,8 @@ enum { BVHTREE_FROM_FACES_EDITMESH_ALL = 4, /* visible unselected, only used for transform snapping */ BVHTREE_FROM_FACES_EDITMESH_SNAP = 5, + // BVHTREE_FROM_EDGES_EDITMESH_SNAP = 6, + BVHTREE_FROM_VERTS_EDITMESH_SNAP = 7, }; typedef struct LinkNode *BVHCache; |