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authorAndre Susano Pinto <andresusanopinto@gmail.com>2008-08-11 17:16:06 +0400
committerAndre Susano Pinto <andresusanopinto@gmail.com>2008-08-11 17:16:06 +0400
commit991539d1c896adb7e11d0964f953506b91d964ef (patch)
tree813b0e4f0db70936a3d9c59951f2f52535ea5af0 /source/blender
parent29a44ca927144bc7b99683fb7807c8d6afbdd190 (diff)
preparing to merge trunk (those files were sent to trunk)
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_bvhutils.h96
-rw-r--r--source/blender/blenkernel/intern/bvhutils.c425
2 files changed, 0 insertions, 521 deletions
diff --git a/source/blender/blenkernel/BKE_bvhutils.h b/source/blender/blenkernel/BKE_bvhutils.h
deleted file mode 100644
index 5a0c4ad5545..00000000000
--- a/source/blender/blenkernel/BKE_bvhutils.h
+++ /dev/null
@@ -1,96 +0,0 @@
-/**
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * The Original Code is Copyright (C) 2006 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): André Pinto
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-#ifndef BKE_BVHUTILS_H
-#define BKE_BVHUTILS_H
-
-#include "BLI_kdopbvh.h"
-
-/*
- * This header encapsulates necessary code to buld a BVH
- */
-
-struct DerivedMesh;
-struct MVert;
-struct MFace;
-
-/*
- * struct that kepts basic information about a BVHTree build from a mesh
- */
-typedef struct BVHTreeFromMesh
-{
- struct BVHTree *tree;
-
- /* default callbacks to bvh nearest and raycast */
- BVHTree_NearestPointCallback nearest_callback;
- BVHTree_RayCastCallback raycast_callback;
-
- /* Mesh represented on this BVHTree */
- struct DerivedMesh *mesh;
-
- /* Vertex array, so that callbacks have instante access to data */
- struct MVert *vert;
- struct MFace *face;
-
- /* radius for raycast */
- float sphere_radius;
-
-} BVHTreeFromMesh;
-
-/*
- * Builds a bvh tree where nodes are the vertexs of the given mesh.
- * Configures BVHTreeFromMesh.
- *
- * The tree is build in mesh space coordinates, this means special care must be made on queries
- * so that the coordinates and rays are first translated on the mesh local coordinates.
- * Reason for this is that later bvh_from_mesh_* might use a cache system and so it becames possible to reuse
- * a BVHTree.
- *
- * free_bvhtree_from_mesh should be called when the tree is no longer needed.
- */
-void bvhtree_from_mesh_verts(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
-
-/*
- * Builds a bvh tree where nodes are the faces of the given mesh.
- * Configures BVHTreeFromMesh.
- *
- * The tree is build in mesh space coordinates, this means special care must be made on queries
- * so that the coordinates and rays are first translated on the mesh local coordinates.
- * Reason for this is that later bvh_from_mesh_* might use a cache system and so it becames possible to reuse
- * a BVHTree.
- *
- * free_bvhtree_from_mesh should be called when the tree is no longer needed.
- */
-void bvhtree_from_mesh_faces(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
-
-/*
- * Frees data allocated by a call to bvhtree_from_mesh_*.
- */
-void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data);
-
-#endif
-
diff --git a/source/blender/blenkernel/intern/bvhutils.c b/source/blender/blenkernel/intern/bvhutils.c
deleted file mode 100644
index edf4593d24c..00000000000
--- a/source/blender/blenkernel/intern/bvhutils.c
+++ /dev/null
@@ -1,425 +0,0 @@
-/**
- *
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- *
- * The Original Code is Copyright (C) Blender Foundation.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): André Pinto.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-#include <stdio.h>
-#include <string.h>
-#include <math.h>
-
-#include "BKE_bvhutils.h"
-
-#include "DNA_object_types.h"
-#include "DNA_modifier_types.h"
-#include "DNA_meshdata_types.h"
-
-#include "BKE_shrinkwrap.h"
-#include "BKE_DerivedMesh.h"
-#include "BKE_utildefines.h"
-#include "BKE_deform.h"
-#include "BKE_cdderivedmesh.h"
-#include "BKE_displist.h"
-#include "BKE_global.h"
-
-#include "BLI_arithb.h"
-
-/* Math stuff for ray casting on mesh faces and for nearest surface */
-
-static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest);
-
-#define ISECT_EPSILON 1e-6
-static float ray_tri_intersection(const BVHTreeRay *ray, const float m_dist, const float *v0, const float *v1, const float *v2)
-{
- float dist;
-
- if(RayIntersectsTriangle(ray->origin, ray->direction, v0, v1, v2, &dist, NULL))
- return dist;
-
- return FLT_MAX;
-}
-
-static float sphereray_tri_intersection(const BVHTreeRay *ray, float radius, const float m_dist, const float *v0, const float *v1, const float *v2)
-{
-
- float idist;
- float p1[3];
- float plane_normal[3], hit_point[3];
-
- CalcNormFloat((float*)v0, (float*)v1, (float*)v2, plane_normal);
-
- VECADDFAC( p1, ray->origin, ray->direction, m_dist);
- if(SweepingSphereIntersectsTriangleUV(ray->origin, p1, radius, v0, v1, v2, &idist, &hit_point))
- {
- return idist * m_dist;
- }
-
- return FLT_MAX;
-}
-
-/*
- * This calculates the distance from point to the plane
- * Distance is negative if point is on the back side of plane
- */
-static float point_plane_distance(const float *point, const float *plane_point, const float *plane_normal)
-{
- float pp[3];
- VECSUB(pp, point, plane_point);
- return INPR(pp, plane_normal);
-}
-static float choose_nearest(const float v0[2], const float v1[2], const float point[2], float closest[2])
-{
- float d[2][2], sdist[2];
- VECSUB2D(d[0], v0, point);
- VECSUB2D(d[1], v1, point);
-
- sdist[0] = d[0][0]*d[0][0] + d[0][1]*d[0][1];
- sdist[1] = d[1][0]*d[1][0] + d[1][1]*d[1][1];
-
- if(sdist[0] < sdist[1])
- {
- if(closest)
- VECCOPY2D(closest, v0);
- return sdist[0];
- }
- else
- {
- if(closest)
- VECCOPY2D(closest, v1);
- return sdist[1];
- }
-}
-/*
- * calculates the closest point between point-tri (2D)
- * returns that tri must be right-handed
- * Returns square distance
- */
-static float closest_point_in_tri2D(const float point[2], /*const*/ float tri[3][2], float closest[2])
-{
- float edge_di[2];
- float v_point[2];
- float proj[2]; //point projected over edge-dir, edge-normal (witouth normalized edge)
- const float *v0 = tri[2], *v1;
- float edge_slen, d; //edge squared length
- int i;
- const float *nearest_vertex = NULL;
-
-
- //for each edge
- for(i=0, v0=tri[2], v1=tri[0]; i < 3; v0=tri[i++], v1=tri[i])
- {
- VECSUB2D(edge_di, v1, v0);
- VECSUB2D(v_point, point, v0);
-
- proj[1] = v_point[0]*edge_di[1] - v_point[1]*edge_di[0]; //dot product with edge normal
-
- //point inside this edge
- if(proj[1] < 0)
- continue;
-
- proj[0] = v_point[0]*edge_di[0] + v_point[1]*edge_di[1];
-
- //closest to this edge is v0
- if(proj[0] < 0)
- {
- if(nearest_vertex == NULL || nearest_vertex == v0)
- nearest_vertex = v0;
- else
- {
- //choose nearest
- return choose_nearest(nearest_vertex, v0, point, closest);
- }
- i++; //We can skip next edge
- continue;
- }
-
- edge_slen = edge_di[0]*edge_di[0] + edge_di[1]*edge_di[1]; //squared edge len
- //closest to this edge is v1
- if(proj[0] > edge_slen)
- {
- if(nearest_vertex == NULL || nearest_vertex == v1)
- nearest_vertex = v1;
- else
- {
- return choose_nearest(nearest_vertex, v1, point, closest);
- }
- continue;
- }
-
- //nearest is on this edge
- d= proj[1] / edge_slen;
- closest[0] = point[0] - edge_di[1] * d;
- closest[1] = point[1] + edge_di[0] * d;
-
- return proj[1]*proj[1]/edge_slen;
- }
-
- if(nearest_vertex)
- {
- VECSUB2D(v_point, nearest_vertex, point);
- VECCOPY2D(closest, nearest_vertex);
- return v_point[0]*v_point[0] + v_point[1]*v_point[1];
- }
- else
- {
- VECCOPY(closest, point); //point is already inside
- return 0.0f;
- }
-}
-
-/*
- * Returns the square of the minimum distance between the point and a triangle surface
- * If nearest is not NULL the nearest surface point is written on it
- */
-static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest)
-{
- //Lets solve the 2D problem (closest point-tri)
- float normal_dist, plane_sdist, plane_offset;
- float du[3], dv[3], dw[3]; //orthogonal axis (du=(v0->v1), dw=plane normal)
-
- float p_2d[2], tri_2d[3][2], nearest_2d[2];
-
- CalcNormFloat((float*)v0, (float*)v1, (float*)v2, dw);
-
- //point-plane distance and calculate axis
- normal_dist = point_plane_distance(point, v0, dw);
-
- // OPTIMIZATION
- // if we are only interested in nearest distance if its closer than some distance already found
- // we can:
- // if(normal_dist*normal_dist >= best_dist_so_far) return FLOAT_MAX;
- //
-
- VECSUB(du, v1, v0);
- Normalize(du);
- Crossf(dv, dw, du);
- plane_offset = INPR(v0, dw);
-
- //project stuff to 2d
- tri_2d[0][0] = INPR(du, v0);
- tri_2d[0][1] = INPR(dv, v0);
-
- tri_2d[1][0] = INPR(du, v1);
- tri_2d[1][1] = INPR(dv, v1);
-
- tri_2d[2][0] = INPR(du, v2);
- tri_2d[2][1] = INPR(dv, v2);
-
- p_2d[0] = INPR(du, point);
- p_2d[1] = INPR(dv, point);
-
- //we always have a right-handed tri
- //this should always happen because of the way normal is calculated
- plane_sdist = closest_point_in_tri2D(p_2d, tri_2d, nearest_2d);
-
- //project back to 3d
- if(nearest)
- {
- nearest[0] = du[0]*nearest_2d[0] + dv[0] * nearest_2d[1] + dw[0] * plane_offset;
- nearest[1] = du[1]*nearest_2d[0] + dv[1] * nearest_2d[1] + dw[1] * plane_offset;
- nearest[2] = du[2]*nearest_2d[0] + dv[2] * nearest_2d[1] + dw[2] * plane_offset;
- }
-
- return plane_sdist + normal_dist*normal_dist;
-}
-
-
-/*
- * BVH from meshs callbacks
- */
-
-// Callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_faces.
-// userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
-static void mesh_faces_nearest_point(void *userdata, int index, const float *co, BVHTreeNearest *nearest)
-{
- const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
- MVert *vert = data->vert;
- MFace *face = data->face + index;
-
- float *t0, *t1, *t2, *t3;
- t0 = vert[ face->v1 ].co;
- t1 = vert[ face->v2 ].co;
- t2 = vert[ face->v3 ].co;
- t3 = face->v4 ? vert[ face->v4].co : NULL;
-
-
- do
- {
- float nearest_tmp[3], dist;
-
- dist = nearest_point_in_tri_surface(co,t0, t1, t2, nearest_tmp);
- if(dist < nearest->dist)
- {
- nearest->index = index;
- nearest->dist = dist;
- VECCOPY(nearest->co, nearest_tmp);
- CalcNormFloat((float*)t0, (float*)t1, (float*)t2, nearest->no); //TODO.. (interpolate normals from the vertexs coordinates?
- }
-
-
- t1 = t2;
- t2 = t3;
- t3 = NULL;
-
- } while(t2);
-}
-
-// Callback to bvh tree raycast. The tree must bust have been built using bvhtree_from_mesh_faces.
-// userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
-static void mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
-{
- const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
- MVert *vert = data->vert;
- MFace *face = data->face + index;
-
- float *t0, *t1, *t2, *t3;
- t0 = vert[ face->v1 ].co;
- t1 = vert[ face->v2 ].co;
- t2 = vert[ face->v3 ].co;
- t3 = face->v4 ? vert[ face->v4].co : NULL;
-
-
- do
- {
- float dist;
- if(data->sphere_radius == 0.0f)
- dist = ray_tri_intersection(ray, hit->dist, t0, t1, t2);
- else
- dist = sphereray_tri_intersection(ray, data->sphere_radius, hit->dist, t0, t1, t2);
-
- if(dist >= 0 && dist < hit->dist)
- {
- hit->index = index;
- hit->dist = dist;
- VECADDFAC(hit->co, ray->origin, ray->direction, dist);
-
- CalcNormFloat(t0, t1, t2, hit->no);
- }
-
- t1 = t2;
- t2 = t3;
- t3 = NULL;
-
- } while(t2);
-}
-
-/*
- * BVH builders
- */
-// Builds a bvh tree.. where nodes are the vertexs of the given mesh
-void bvhtree_from_mesh_verts(BVHTreeFromMesh *data, DerivedMesh *mesh, float epsilon, int tree_type, int axis)
-{
- int i;
- int numVerts= mesh->getNumVerts(mesh);
- MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT);
- BVHTree *tree = NULL;
-
- memset(data, 0, sizeof(*data));
-
- if(vert == NULL)
- {
- printf("bvhtree cant be build: cant get a vertex array");
- return;
- }
-
- tree = BLI_bvhtree_new(numVerts, epsilon, tree_type, axis);
- if(tree != NULL)
- {
- for(i = 0; i < numVerts; i++)
- BLI_bvhtree_insert(tree, i, vert[i].co, 1);
-
- BLI_bvhtree_balance(tree);
-
- data->tree = tree;
-
- //a NULL nearest callback works fine
- //remeber the min distance to point is the same as the min distance to BV of point
- data->nearest_callback = NULL;
- data->raycast_callback = NULL;
-
- data->mesh = mesh;
- data->vert = mesh->getVertDataArray(mesh, CD_MVERT);
- data->face = mesh->getFaceDataArray(mesh, CD_MFACE);
-
- data->sphere_radius = epsilon;
- }
-}
-
-// Builds a bvh tree.. where nodes are the faces of the given mesh.
-void bvhtree_from_mesh_faces(BVHTreeFromMesh *data, DerivedMesh *mesh, float epsilon, int tree_type, int axis)
-{
- int i;
- int numFaces= mesh->getNumFaces(mesh);
- MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT);
- MFace *face = mesh->getFaceDataArray(mesh, CD_MFACE);
- BVHTree *tree = NULL;
-
- memset(data, 0, sizeof(*data));
-
- if(vert == NULL && face == NULL)
- {
- printf("bvhtree cant be build: cant get a vertex/face array");
- return;
- }
-
- /* Create a bvh-tree of the given target */
- tree = BLI_bvhtree_new(numFaces, epsilon, tree_type, axis);
- if(tree != NULL)
- {
- for(i = 0; i < numFaces; i++)
- {
- float co[4][3];
- VECCOPY(co[0], vert[ face[i].v1 ].co);
- VECCOPY(co[1], vert[ face[i].v2 ].co);
- VECCOPY(co[2], vert[ face[i].v3 ].co);
- if(face[i].v4)
- VECCOPY(co[3], vert[ face[i].v4 ].co);
-
- BLI_bvhtree_insert(tree, i, co[0], face[i].v4 ? 4 : 3);
- }
- BLI_bvhtree_balance(tree);
-
- data->tree = tree;
- data->nearest_callback = mesh_faces_nearest_point;
- data->raycast_callback = mesh_faces_spherecast;
-
- data->mesh = mesh;
- data->vert = mesh->getVertDataArray(mesh, CD_MVERT);
- data->face = mesh->getFaceDataArray(mesh, CD_MFACE);
-
- data->sphere_radius = epsilon;
- }
-}
-
-// Frees data allocated by a call to bvhtree_from_mesh_*.
-void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data)
-{
- if(data->tree)
- {
- BLI_bvhtree_free(data->tree);
- memset( data, 0, sizeof(data) );
- }
-}
-
-