diff options
author | mano-wii <germano.costa@ig.com.br> | 2019-08-26 20:15:25 +0300 |
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committer | mano-wii <germano.costa@ig.com.br> | 2019-08-26 20:15:25 +0300 |
commit | 6b189d2bcf3536231f7040926ed34fe01012f14e (patch) | |
tree | 66a47b371c5e077fc0251c6e487956b998f6ef3e /source/blender/blenlib/intern/BLI_kdopbvh.c | |
parent | 7273dbd47b7ab7ae0016f17f95e71221fb8773d2 (diff) |
Edit Mesh: New option "Split Edges & Faces" to "AutoMerge"
Ref T66423
Differential revision: https://developer.blender.org/D5562
Diffstat (limited to 'source/blender/blenlib/intern/BLI_kdopbvh.c')
-rw-r--r-- | source/blender/blenlib/intern/BLI_kdopbvh.c | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c index 0e93fd8e13b..ed3c7096865 100644 --- a/source/blender/blenlib/intern/BLI_kdopbvh.c +++ b/source/blender/blenlib/intern/BLI_kdopbvh.c @@ -1467,6 +1467,95 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, /** \} */ /* -------------------------------------------------------------------- */ +/** \name BLI_bvhtree_find_nearest_first + * \{ */ + +static bool isect_aabb_v3(BVHNode *node, const float co[3]) +{ + const BVHTreeAxisRange *bv = (const BVHTreeAxisRange *)node->bv; + + if (co[0] > bv[0].min && co[0] < bv[0].max && co[1] > bv[1].min && co[1] < bv[1].max && + co[2] > bv[2].min && co[2] < bv[2].max) { + return true; + } + + return false; +} + +static bool dfs_find_duplicate_fast_dfs(BVHNearestData *data, BVHNode *node) +{ + if (node->totnode == 0) { + if (isect_aabb_v3(node, data->co)) { + if (data->callback) { + const float dist_sq = data->nearest.dist_sq; + data->callback(data->userdata, node->index, data->co, &data->nearest); + return (data->nearest.dist_sq < dist_sq); + } + else { + data->nearest.index = node->index; + return true; + } + } + } + else { + /* Better heuristic to pick the closest node to dive on */ + int i; + + if (data->proj[node->main_axis] <= node->children[0]->bv[node->main_axis * 2 + 1]) { + for (i = 0; i != node->totnode; i++) { + if (isect_aabb_v3(node->children[i], data->co)) { + if (dfs_find_duplicate_fast_dfs(data, node->children[i])) { + return true; + } + } + } + } + else { + for (i = node->totnode; i--;) { + if (isect_aabb_v3(node->children[i], data->co)) { + if (dfs_find_duplicate_fast_dfs(data, node->children[i])) { + return true; + } + } + } + } + } + return false; +} + +/** + * Find the first node nearby. + * Favors speed over quality since it doesn't find the best target node. + */ +int BLI_bvhtree_find_nearest_first(BVHTree *tree, + const float co[3], + const float dist_sq, + BVHTree_NearestPointCallback callback, + void *userdata) +{ + BVHNearestData data; + BVHNode *root = tree->nodes[tree->totleaf]; + + /* init data to search */ + data.tree = tree; + data.co = co; + + data.callback = callback; + data.userdata = userdata; + data.nearest.index = -1; + data.nearest.dist_sq = dist_sq; + + /* dfs search */ + if (root) { + dfs_find_duplicate_fast_dfs(&data, root); + } + + return data.nearest.index; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ /** \name BLI_bvhtree_ray_cast * * raycast is done by performing a DFS on the BVHTree and saving the closest hit. |