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authorDaniel Genrich <daniel.genrich@gmx.net>2008-08-07 21:27:29 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2008-08-07 21:27:29 +0400
commitc25bb4685acf53fd98f628c5ed18881d3c1a4cee (patch)
tree348eab73d3b42e9eae66e8eb9b1354c6839e4b88 /source
parent15952fb26caccc5207234b768bf542070c0ec404 (diff)
BVH-KDOP update (merge from shrinkwrap branch): supports raytracing, nearest neighbour, non-recursive now, faster than kdtree.c implementation normaly, divided into 2 sources: generla structure in blenlib, mesh/derivedmesh depending interface stuff in blenkernel
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_bvhutils.h98
-rw-r--r--source/blender/blenkernel/intern/bvhutils.c426
-rw-r--r--source/blender/blenlib/BLI_kdopbvh.h36
-rw-r--r--source/blender/blenlib/intern/BLI_kdopbvh.c722
4 files changed, 1194 insertions, 88 deletions
diff --git a/source/blender/blenkernel/BKE_bvhutils.h b/source/blender/blenkernel/BKE_bvhutils.h
new file mode 100644
index 00000000000..dd9ea61f24b
--- /dev/null
+++ b/source/blender/blenkernel/BKE_bvhutils.h
@@ -0,0 +1,98 @@
+/**
+ *
+ * $Id$
+ *
+ * ***** 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
new file mode 100644
index 00000000000..5b68a637ea2
--- /dev/null
+++ b/source/blender/blenkernel/intern/bvhutils.c
@@ -0,0 +1,426 @@
+/**
+ *
+ * $Id$
+ *
+ * ***** 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_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) );
+ }
+}
+
+
diff --git a/source/blender/blenlib/BLI_kdopbvh.h b/source/blender/blenlib/BLI_kdopbvh.h
index b81ff0ee66f..6d9a17efebf 100644
--- a/source/blender/blenlib/BLI_kdopbvh.h
+++ b/source/blender/blenlib/BLI_kdopbvh.h
@@ -1,5 +1,7 @@
/**
*
+ * $Id$
+ *
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
@@ -40,6 +42,35 @@ typedef struct BVHTreeOverlap {
int indexB;
} BVHTreeOverlap;
+typedef struct BVHTreeNearest
+{
+ int index; /* the index of the nearest found (untouched if none is found within a dist radius from the given coordinates) */
+ float co[3]; /* nearest coordinates (untouched it none is found within a dist radius from the given coordinates) */
+ float no[3]; /* normal at nearest coordinates (untouched it none is found within a dist radius from the given coordinates) */
+ float dist; /* squared distance to search arround */
+} BVHTreeNearest;
+
+typedef struct BVHTreeRay
+{
+ float origin[3]; /* ray origin */
+ float direction[3]; /* ray direction */
+} BVHTreeRay;
+
+typedef struct BVHTreeRayHit
+{
+ int index; /* index of the tree node (untouched if no hit is found) */
+ float co[3]; /* coordinates of the hit point */
+ float no[3]; /* normal on hit point */
+ float dist; /* distance to the hit point */
+} BVHTreeRayHit;
+
+/* callback must update nearest in case it finds a nearest result */
+typedef void (*BVHTree_NearestPointCallback) (void *userdata, int index, const float *co, BVHTreeNearest *nearest);
+
+/* callback must update hit in case it finds a nearest successful hit */
+typedef void (*BVHTree_RayCastCallback) (void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit);
+
+
BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis);
void BLI_bvhtree_free(BVHTree *tree);
@@ -56,5 +87,10 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
float BLI_bvhtree_getepsilon(BVHTree *tree);
+/* find nearest node to the given coordinates (if nearest is given it will only search nodes where square distance is smaller than nearest->dist) */
+int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata);
+
+int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
+
#endif // BLI_KDOPBVH_H
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c
index 4ceb9762a7b..ddea701dac5 100644
--- a/source/blender/blenlib/intern/BLI_kdopbvh.c
+++ b/source/blender/blenlib/intern/BLI_kdopbvh.c
@@ -1,5 +1,7 @@
/**
*
+ * $Id$
+ *
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
@@ -28,8 +30,9 @@
#include "math.h"
#include <stdio.h>
-#include <stdlib.h>
+#include <stdlib.h>
#include <string.h>
+#include <assert.h>
#include "MEM_guardedalloc.h"
@@ -44,11 +47,11 @@
typedef struct BVHNode
{
- struct BVHNode **children; // max 8 children
+ struct BVHNode **children; // max 8 children
struct BVHNode *parent; // needed for bottom - top update
- float *bv; // Bounding volume of all nodes, max 13 axis
- int index; /* face, edge, vertex index */
- char totnode; // how many nodes are used, used for speedup
+ float *bv; // Bounding volume of all nodes, max 13 axis
+ int index; // face, edge, vertex index
+ char totnode; // how many nodes are used, used for speedup
char traversed; // how many nodes already traversed until this level?
char main_axis;
} BVHNode;
@@ -73,7 +76,32 @@ typedef struct BVHOverlapData
BVHTreeOverlap *overlap;
int i, max_overlap; /* i is number of overlaps */
} BVHOverlapData;
-////////////////////////////////////////
+
+typedef struct BVHNearestData
+{
+ BVHTree *tree;
+ float *co;
+ BVHTree_NearestPointCallback callback;
+ void *userdata;
+ float proj[13]; //coordinates projection over axis
+ BVHTreeNearest nearest;
+
+} BVHNearestData;
+
+typedef struct BVHRayCastData
+{
+ BVHTree *tree;
+
+ BVHTree_RayCastCallback callback;
+ void *userdata;
+
+
+ BVHTreeRay ray;
+ float ray_dot_axis[13];
+
+ BVHTreeRayHit hit;
+} BVHRayCastData;
+////////////////////////////////////////m
////////////////////////////////////////////////////////////////////////
@@ -244,7 +272,7 @@ int partition_nth_element(BVHNode **a, int _begin, int _end, int n, int axis){
int begin = _begin, end = _end, cut;
while(end-begin > 3)
{
- cut = bvh_partition(a, begin, end, bvh_medianof3(a, begin, (begin+end)/2, end-1, axis), axis );
+ cut = bvh_partition(a, begin, end, bvh_medianof3(a, begin, (begin+end)/2, end-1, axis), axis );
if(cut <= n)
begin = cut;
else
@@ -255,7 +283,6 @@ int partition_nth_element(BVHNode **a, int _begin, int _end, int n, int axis){
return n;
}
-
//////////////////////////////////////////////////////////////////////////////////////////////////////
void BLI_bvhtree_free(BVHTree *tree)
@@ -270,13 +297,35 @@ void BLI_bvhtree_free(BVHTree *tree)
}
}
+// calculate max number of branches
+int needed_branches(int tree_type, int leafs)
+{
+#if 1
+ //Worst case scenary ( return max(0, leafs-tree_type)+1 )
+ if(leafs <= tree_type)
+ return 1;
+ else
+ return leafs-tree_type+1;
+
+#else
+ //If our bvh kdop is "almost perfect"
+ //TODO i dont trust the float arithmetic in here (and I am not sure this formula is according to our splitting method)
+ int i, numbranches = 0;
+ for(i = 1; i <= (int)ceil((float)((float)log(leafs)/(float)log(tree_type))); i++)
+ numbranches += (pow(tree_type, i) / tree_type);
+
+ return numbranches;
+#endif
+}
+
+
BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
{
BVHTree *tree;
- int numbranches=0, i;
+ int numnodes, i;
- // only support up to octree
- if(tree_type > 8)
+ // theres not support for trees below binary-trees :P
+ if(tree_type < 2)
return NULL;
tree = (BVHTree *)MEM_callocN(sizeof(BVHTree), "BVHTree");
@@ -319,11 +368,10 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
}
- // calculate max number of branches, our bvh kdop is "almost perfect"
- for(i = 1; i <= (int)ceil((float)((float)log(maxsize)/(float)log(tree_type))); i++)
- numbranches += (pow(tree_type, i) / tree_type);
-
- tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*(numbranches+maxsize + tree_type), "BVHNodes");
+ //Allocate arrays
+ numnodes = maxsize + needed_branches(tree_type, maxsize) + tree_type;
+
+ tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*numnodes, "BVHNodes");
if(!tree->nodes)
{
@@ -331,14 +379,14 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
return NULL;
}
- tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * (numbranches+maxsize + tree_type), "BVHNodeBV");
+ tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * numnodes, "BVHNodeBV");
if(!tree->nodebv)
{
MEM_freeN(tree->nodes);
MEM_freeN(tree);
}
- tree->nodechild = (BVHNode**)MEM_callocN(sizeof(BVHNode*) * tree_type * (numbranches+maxsize + tree_type), "BVHNodeBV");
+ tree->nodechild = (BVHNode**)MEM_callocN(sizeof(BVHNode*) * tree_type * numnodes, "BVHNodeBV");
if(!tree->nodechild)
{
MEM_freeN(tree->nodebv);
@@ -346,7 +394,7 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
MEM_freeN(tree);
}
- tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)*(numbranches+maxsize + tree_type), "BVHNodeArray");
+ tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)* numnodes, "BVHNodeArray");
if(!tree->nodearray)
{
@@ -358,7 +406,7 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
}
//link the dynamic bv and child links
- for(i=0; i< numbranches+maxsize + tree_type; i++)
+ for(i=0; i< numnodes; i++)
{
tree->nodearray[i].bv = tree->nodebv + i * axis;
tree->nodearray[i].children = tree->nodechild + i * tree_type;
@@ -373,6 +421,7 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoints, int moving)
{
float newminmax;
+ float *bv = node->bv;
int i, k;
// don't init boudings for the moving case
@@ -380,8 +429,8 @@ static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoi
{
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
- node->bv[2*i] = FLT_MAX;
- node->bv[2*i + 1] = -FLT_MAX;
+ bv[2*i] = FLT_MAX;
+ bv[2*i + 1] = -FLT_MAX;
}
}
@@ -391,10 +440,10 @@ static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoi
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
newminmax = INPR(&co[k * 3], KDOP_AXES[i]);
- if (newminmax < node->bv[2 * i])
- node->bv[2 * i] = newminmax;
- if (newminmax > node->bv[(2 * i) + 1])
- node->bv[(2 * i) + 1] = newminmax;
+ if (newminmax < bv[2 * i])
+ bv[2 * i] = newminmax;
+ if (newminmax > bv[(2 * i) + 1])
+ bv[(2 * i) + 1] = newminmax;
}
}
}
@@ -405,6 +454,7 @@ static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
float newmin,newmax;
int i, j;
float *bv = node->bv;
+
for (i = tree->start_axis; i < tree->stop_axis; i++)
{
@@ -426,18 +476,19 @@ static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
bv[(2 * i) + 1] = newmax;
}
}
+
}
int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
{
- BVHNode *node= NULL;
int i;
+ BVHNode *node = NULL;
// insert should only possible as long as tree->totbranch is 0
if(tree->totbranch > 0)
return 0;
- if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes))
+ if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes)/sizeof(*(tree->nodes)))
return 0;
// TODO check if have enough nodes in array
@@ -446,6 +497,7 @@ int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
tree->totleaf++;
create_kdop_hull(tree, node, co, numpoints, 0);
+ node->index= index;
// inflate the bv with some epsilon
for (i = tree->start_axis; i < tree->stop_axis; i++)
@@ -454,8 +506,6 @@ int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
node->bv[(2 * i) + 1] += tree->epsilon; // maximum
}
- node->index= index;
-
return 1;
}
@@ -484,21 +534,24 @@ static char get_largest_axis(float *bv)
}
}
-static void bvh_div_nodes(BVHTree *tree, BVHNode *node, int start, int end)
+static void bvh_div_nodes(BVHTree *tree, BVHNode *node, int start, int end, int free_node_index)
{
- int i, tend;
- BVHNode *tnode;
- int slice = (end-start+tree->tree_type-1)/tree->tree_type; //division rounded up
+ int i;
+
+ const char laxis = get_largest_axis(node->bv); //determine longest axis to split along
+ const int slice = (end-start)/tree->tree_type; //division rounded down
+ const int rest = (end-start)%tree->tree_type; //remainder of division
- // Determine which axis to split along
- char laxis = get_largest_axis(node->bv);
+ assert( node->totnode == 0 );
+
+ node->main_axis = laxis/2;
// split nodes along longest axis
- for (i=0; start < end; start += slice, i++) //i counts the current child
+ for (i=0; start < end; node->totnode = ++i) //i counts the current child
{
- tend = start + slice;
+ int tend = start + slice + (i < rest ? 1 : 0);
- if(tend > end) tend = end;
+ assert( tend <= end);
if(tend-start == 1) // ok, we have 1 left for this node
{
@@ -507,87 +560,332 @@ static void bvh_div_nodes(BVHTree *tree, BVHNode *node, int start, int end)
}
else
{
- tnode = node->children[i] = tree->nodes[tree->totleaf + tree->totbranch] = &(tree->nodearray[tree->totbranch + tree->totleaf]);
- tree->totbranch++;
+ BVHNode *tnode = node->children[i] = tree->nodes[free_node_index] = &(tree->nodearray[free_node_index]);
tnode->parent = node;
if(tend != end)
partition_nth_element(tree->nodes, start, end, tend, laxis);
+
refit_kdop_hull(tree, tnode, start, tend);
- bvh_div_nodes(tree, tnode, start, tend);
+
+ bvh_div_nodes(tree, tnode, start, tend, free_node_index+1);
+ free_node_index += needed_branches(tree->tree_type, tend-start);
}
- node->totnode++;
+ start = tend;
}
return;
}
+static void omp_bvh_div_nodes(BVHTree *tree, BVHNode *node, int start, int end, int free_node_index)
+{
+ int i;
+
+ const char laxis = get_largest_axis(node->bv); //determine longest axis to split along
+ const int slice = (end-start)/tree->tree_type; //division rounded down
+ const int rest = (end-start)%tree->tree_type; //remainder of division
+
+ int omp_data_start[tree->tree_type];
+ int omp_data_end [tree->tree_type];
+ int omp_data_index[tree->tree_type];
+
+ assert( node->totnode == 0 );
+
+ node->main_axis = laxis/2;
+
+ // split nodes along longest axis
+ for (i=0; start < end; node->totnode = ++i) //i counts the current child
+ {
+ //Split the rest from left to right (TODO: this doenst makes an optimal tree)
+ int tend = start + slice + (i < rest ? 1 : 0);
+
+ assert( tend <= end);
+
+ //save data for later OMP
+ omp_data_start[i] = start;
+ omp_data_end [i] = tend;
+ omp_data_index[i] = free_node_index;
+
+ if(tend-start == 1)
+ {
+ node->children[i] = tree->nodes[start];
+ node->children[i]->parent = node;
+ }
+ else
+ {
+ node->children[i] = tree->nodes[free_node_index] = &(tree->nodearray[free_node_index]);
+ node->children[i]->parent = node;
+
+ if(tend != end)
+ partition_nth_element(tree->nodes, start, end, tend, laxis);
+
+ free_node_index += needed_branches(tree->tree_type, tend-start);
+ }
+
+ start = tend;
+ }
+
+#pragma omp parallel for private(i) schedule(static)
+ for( i = 0; i < node->totnode; i++)
+ {
+ if(omp_data_end[i]-omp_data_start[i] > 1)
+ {
+ BVHNode *tnode = node->children[i];
+ refit_kdop_hull(tree, tnode, omp_data_start[i], omp_data_end[i]);
+ bvh_div_nodes (tree, tnode, omp_data_start[i], omp_data_end[i], omp_data_index[i]+1);
+ }
+ }
+
+ return;
+}
+
+
+static void print_tree(BVHTree *tree, BVHNode *node, int depth)
+{
+ int i;
+ for(i=0; i<depth; i++) printf(" ");
+ printf(" - %d (%d): ", node->index, node - tree->nodearray);
+ for(i=2*tree->start_axis; i<2*tree->stop_axis; i++)
+ printf("%.3f ", node->bv[i]);
+ printf("\n");
+
+ for(i=0; i<tree->tree_type; i++)
+ if(node->children[i])
+ print_tree(tree, node->children[i], depth+1);
+}
+
#if 0
+
static void verify_tree(BVHTree *tree)
{
int i, j, check = 0;
// check the pointer list
for(i = 0; i < tree->totleaf; i++)
- {
+{
if(tree->nodes[i]->parent == NULL)
printf("Leaf has no parent: %d\n", i);
- else
- {
- for(j = 0; j < tree->tree_type; j++)
- {
- if(tree->nodes[i]->parent->children[j] == tree->nodes[i])
- check = 1;
- }
- if(!check)
- {
- printf("Parent child relationship doesn't match: %d\n", i);
- }
- check = 0;
- }
- }
+ else
+{
+ for(j = 0; j < tree->tree_type; j++)
+{
+ if(tree->nodes[i]->parent->children[j] == tree->nodes[i])
+ check = 1;
+}
+ if(!check)
+{
+ printf("Parent child relationship doesn't match: %d\n", i);
+}
+ check = 0;
+}
+}
// check the leaf list
- for(i = 0; i < tree->totleaf; i++)
+ for(i = 0; i < tree->totleaf; i++)
+{
+ if(tree->nodearray[i].parent == NULL)
+ printf("Leaf has no parent: %d\n", i);
+ else
+{
+ for(j = 0; j < tree->tree_type; j++)
+{
+ if(tree->nodearray[i].parent->children[j] == &tree->nodearray[i])
+ check = 1;
+}
+ if(!check)
+{
+ printf("Parent child relationship doesn't match: %d\n", i);
+}
+ check = 0;
+}
+}
+
+ printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf);
+}
+#endif
+
+//Helper data and structures to build generalized implicit trees
+//This code can be easily reduced
+typedef struct BVHBuildHelper
+{
+ int tree_type; //
+ int totleafs; //
+
+ int leafs_per_child [32]; //Min number of leafs that are archievable from a node at depth N
+ int branches_on_level[32]; //Number of nodes at depth N (tree_type^N)
+
+ int remain_leafs; //Number of leafs that are placed on the level that is not 100% filled
+
+} BVHBuildHelper;
+
+static void build_implicit_tree_helper(BVHTree *tree, BVHBuildHelper *data)
+{
+ int depth = 0;
+ int remain;
+ int nnodes;
+
+ data->totleafs = tree->totleaf;
+ data->tree_type= tree->tree_type;
+
+ //Calculate the smallest tree_type^n such that tree_type^n >= num_leafs
+ for(
+ data->leafs_per_child[0] = 1;
+ data->leafs_per_child[0] < data->totleafs;
+ data->leafs_per_child[0] *= data->tree_type
+ );
+
+ data->branches_on_level[0] = 1;
+
+ //We could stop the loop first (but I am lazy to find out when)
+ for(depth = 1; depth < 32; depth++)
{
- if(tree->nodearray[i].parent == NULL)
- printf("Leaf has no parent: %d\n", i);
- else
+ data->branches_on_level[depth] = data->branches_on_level[depth-1] * data->tree_type;
+ data->leafs_per_child [depth] = data->leafs_per_child [depth-1] / data->tree_type;
+ }
+
+ remain = data->totleafs - data->leafs_per_child[1];
+ nnodes = (remain + data->tree_type - 2) / (data->tree_type - 1);
+ data->remain_leafs = remain + nnodes;
+}
+
+// return the min index of all the leafs archivable with the given branch
+static int implicit_leafs_index(BVHBuildHelper *data, int depth, int child_index)
+{
+ int min_leaf_index = child_index * data->leafs_per_child[depth-1];
+ if(min_leaf_index <= data->remain_leafs)
+ return min_leaf_index;
+ else if(data->leafs_per_child[depth])
+ return data->totleafs - (data->branches_on_level[depth-1] - child_index) * data->leafs_per_child[depth];
+ else
+ return data->remain_leafs;
+}
+
+//WARNING: Beautiful/tricky code starts here :P
+//Generalized implicit trees
+static void non_recursive_bvh_div_nodes(BVHTree *tree)
+{
+ int i;
+
+ const int tree_type = tree->tree_type;
+ const int tree_offset = 2 - tree->tree_type; //this value is 0 (on binary trees) and negative on the others
+ const int num_leafs = tree->totleaf;
+ const int num_branches= MAX2(1, (num_leafs + tree_type - 3) / (tree_type-1) );
+
+ BVHNode* branches_array = tree->nodearray + tree->totleaf - 1; // This code uses 1 index arrays
+ BVHNode** leafs_array = tree->nodes;
+
+ BVHBuildHelper data;
+ int depth = 0;
+
+ build_implicit_tree_helper(tree, &data);
+
+ //YAY this could be 1 loop.. but had to split in 2 to remove OMP dependencies
+ for(i=1; i <= num_branches; i = i*tree_type + tree_offset)
+ {
+ const int first_of_next_level = i*tree_type + tree_offset;
+ const int end_j = MIN2(first_of_next_level, num_branches + 1); //index of last branch on this level
+ int j;
+
+ depth++;
+
+#pragma omp parallel for private(j) schedule(static)
+ for(j = i; j < end_j; j++)
{
- for(j = 0; j < tree->tree_type; j++)
- {
- if(tree->nodearray[i].parent->children[j] == &tree->nodearray[i])
- check = 1;
- }
- if(!check)
+ int k;
+ const int parent_level_index= j-i;
+ BVHNode* parent = branches_array + j;
+ char split_axis;
+
+ int parent_leafs_begin = implicit_leafs_index(&data, depth, parent_level_index);
+ int parent_leafs_end = implicit_leafs_index(&data, depth, parent_level_index+1);
+
+ //split_axis = (depth*2 % 6); //use this instead of the 2 following lines for XYZ splitting
+
+ refit_kdop_hull(tree, parent, parent_leafs_begin, parent_leafs_end);
+ split_axis = get_largest_axis(parent->bv);
+
+ parent->main_axis = split_axis / 2;
+
+ for(k = 0; k < tree_type; k++)
{
- printf("Parent child relationship doesn't match: %d\n", i);
+ int child_index = j * tree_type + tree_offset + k;
+ int child_level_index = child_index - first_of_next_level; //child level index
+
+ int child_leafs_begin = implicit_leafs_index(&data, depth+1, child_level_index);
+ int child_leafs_end = implicit_leafs_index(&data, depth+1, child_level_index+1);
+
+ assert( k != 0 || child_leafs_begin == parent_leafs_begin);
+
+ if(child_leafs_end - child_leafs_begin > 1)
+ {
+ parent->children[k] = branches_array + child_index;
+ parent->children[k]->parent = parent;
+
+/*
+ printf("Add child %d (%d) to branch %d\n",
+ branches_array + child_index - tree->nodearray,
+ branches_array[ child_index ].index,
+ parent - tree->nodearray
+ );
+*/
+
+ partition_nth_element(leafs_array, child_leafs_begin, parent_leafs_end, child_leafs_end, split_axis);
+ }
+ else if(child_leafs_end - child_leafs_begin == 1)
+ {
+/*
+ printf("Add child %d (%d) to branch %d\n",
+ leafs_array[ child_leafs_begin ] - tree->nodearray,
+ leafs_array[ child_leafs_begin ]->index,
+ parent - tree->nodearray
+ );
+*/
+ parent->children[k] = leafs_array[ child_leafs_begin ];
+ parent->children[k]->parent = parent;
+ }
+ else
+ {
+ parent->children[k] = NULL;
+ break;
+ }
+ parent->totnode = k+1;
}
- check = 0;
}
}
-
- printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf);
+
+
+ for(i = 0; i<num_branches; i++)
+ tree->nodes[tree->totleaf + i] = branches_array + 1 + i;
+
+ tree->totbranch = num_branches;
+
+// BLI_bvhtree_update_tree(tree); //Uncoment this for XYZ splitting
}
-#endif
-
+
void BLI_bvhtree_balance(BVHTree *tree)
{
- BVHNode *node;
-
- if(tree->totleaf == 0)
- return;
-
- // create root node
- node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
+ if(tree->totleaf == 0) return;
+
+ assert(tree->totbranch == 0);
+ non_recursive_bvh_div_nodes(tree);
+
+/*
+ if(tree->totleaf != 0)
+ {
+ // create root node
+ BVHNode *node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
tree->totbranch++;
-
- // refit root bvh node
- refit_kdop_hull(tree, tree->nodes[tree->totleaf], 0, tree->totleaf);
- // create + balance tree
- bvh_div_nodes(tree, tree->nodes[tree->totleaf], 0, tree->totleaf);
-
- // verify_tree(tree);
+ <
+ // refit root bvh node
+ refit_kdop_hull(tree, node, 0, tree->totleaf);
+
+ // create + balance tree
+ omp_bvh_div_nodes(tree, node, 0, tree->totleaf, tree->totleaf+1);
+ tree->totbranch = needed_branches( tree->tree_type, tree->totleaf );
+ // verify_tree(tree);
+}
+*/
+
}
// overlap - is it possbile for 2 bv's to collide ?
@@ -724,6 +1022,7 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
}
+
// bottom up update of bvh tree:
// join the 4 children here
static void node_join(BVHTree *tree, BVHNode *node)
@@ -809,3 +1108,250 @@ float BLI_bvhtree_getepsilon(BVHTree *tree)
{
return tree->epsilon;
}
+
+
+
+
+/*
+ * Nearest neighbour
+ */
+static float squared_dist(const float *a, const float *b)
+{
+ float tmp[3];
+ VECSUB(tmp, a, b);
+ return INPR(tmp, tmp);
+}
+
+static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *nearest)
+{
+ int i;
+ const float *bv = node->bv;
+
+ //nearest on AABB hull
+ for(i=0; i != 3; i++, bv += 2)
+ {
+ if(bv[0] > data->proj[i])
+ nearest[i] = bv[0];
+ else if(bv[1] < data->proj[i])
+ nearest[i] = bv[1];
+ else
+ nearest[i] = data->proj[i];
+ }
+
+/*
+ //nearest on a general hull
+ VECCOPY(nearest, data->co);
+ for(i = data->tree->start_axis; i != data->tree->stop_axis; i++, bv+=2)
+ {
+ float proj = INPR( nearest, KDOP_AXES[i]);
+ float dl = bv[0] - proj;
+ float du = bv[1] - proj;
+
+ if(dl > 0)
+ {
+ VECADDFAC(nearest, nearest, KDOP_AXES[i], dl);
+}
+ else if(du < 0)
+ {
+ VECADDFAC(nearest, nearest, KDOP_AXES[i], du);
+}
+}
+*/
+ return squared_dist(data->co, nearest);
+}
+
+
+// TODO: use a priority queue to reduce the number of nodes looked on
+static void dfs_find_nearest(BVHNearestData *data, BVHNode *node)
+{
+ int i;
+ float nearest[3], sdist;
+
+ sdist = calc_nearest_point(data, node, nearest);
+ if(sdist >= data->nearest.dist) return;
+
+ if(node->totnode == 0)
+ {
+ if(data->callback)
+ data->callback(data->userdata , node->index, data->co, &data->nearest);
+ else
+ {
+ data->nearest.index = node->index;
+ VECCOPY(data->nearest.co, nearest);
+ data->nearest.dist = sdist;
+ }
+ }
+ else
+ {
+ for(i=0; i != node->totnode; i++)
+ dfs_find_nearest(data, node->children[i]);
+ }
+}
+
+int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata)
+{
+ int i;
+
+ BVHNearestData data;
+
+ //init data to search
+ data.tree = tree;
+ data.co = co;
+
+ data.callback = callback;
+ data.userdata = userdata;
+
+ for(i = data.tree->start_axis; i != data.tree->stop_axis; i++)
+ {
+ data.proj[i] = INPR(data.co, KDOP_AXES[i]);
+ }
+
+ if(nearest)
+ {
+ memcpy( &data.nearest , nearest, sizeof(*nearest) );
+ }
+ else
+ {
+ data.nearest.index = -1;
+ data.nearest.dist = FLT_MAX;
+ }
+
+ //dfs search
+ dfs_find_nearest(&data, tree->nodes[tree->totleaf] );
+
+ //copy back results
+ if(nearest)
+ {
+ memcpy(nearest, &data.nearest, sizeof(*nearest));
+ }
+
+ return data.nearest.index;
+}
+
+
+
+/*
+ * Ray cast
+ */
+
+static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
+{
+ int i;
+ const float *bv = node->bv;
+
+ float low = 0, upper = data->hit.dist;
+
+ for(i=0; i != 3; i++, bv += 2)
+ {
+ if(data->ray_dot_axis[i] == 0.0f)
+ {
+ //axis aligned ray
+ if(data->ray.origin[i] < bv[0]
+ || data->ray.origin[i] > bv[1])
+ return FLT_MAX;
+ }
+ else
+ {
+ float ll = (bv[0] - data->ray.origin[i]) / data->ray_dot_axis[i];
+ float lu = (bv[1] - data->ray.origin[i]) / data->ray_dot_axis[i];
+
+ if(data->ray_dot_axis[i] > 0)
+ {
+ if(ll > low) low = ll;
+ if(lu < upper) upper = lu;
+ }
+ else
+ {
+ if(lu > low) low = lu;
+ if(ll < upper) upper = ll;
+ }
+
+ if(low > upper) return FLT_MAX;
+ }
+ }
+ return low;
+}
+
+static void dfs_raycast(BVHRayCastData *data, BVHNode *node)
+{
+ int i;
+
+ //ray-bv is really fast.. and simple tests revealed its worth to test it
+ //before calling the ray-primitive functions
+ float dist = ray_nearest_hit(data, node);
+ if(dist >= data->hit.dist) return;
+
+ if(node->totnode == 0)
+ {
+ if(data->callback)
+ data->callback(data->userdata, node->index, &data->ray, &data->hit);
+ else
+ {
+ data->hit.index = node->index;
+ data->hit.dist = dist;
+ VECADDFAC(data->hit.co, data->ray.origin, data->ray.direction, dist);
+ }
+ }
+ else
+ {
+ //pick loop direction to dive into the tree (based on ray direction and split axis)
+ if(data->ray_dot_axis[ node->main_axis ] > 0)
+ {
+ for(i=0; i != node->totnode; i++)
+ {
+ dfs_raycast(data, node->children[i]);
+ }
+ }
+ else
+ {
+ for(i=node->totnode-1; i >= 0; i--)
+ {
+ dfs_raycast(data, node->children[i]);
+ }
+ }
+ }
+}
+
+
+
+int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata)
+{
+ int i;
+ BVHRayCastData data;
+
+ data.tree = tree;
+
+ data.callback = callback;
+ data.userdata = userdata;
+
+ VECCOPY(data.ray.origin, co);
+ VECCOPY(data.ray.direction, dir);
+
+ Normalize(data.ray.direction);
+
+ for(i=0; i<3; i++)
+ {
+ data.ray_dot_axis[i] = INPR( data.ray.direction, KDOP_AXES[i]);
+
+ if(fabs(data.ray_dot_axis[i]) < 1e-7)
+ data.ray_dot_axis[i] = 0.0;
+ }
+
+
+ if(hit)
+ memcpy( &data.hit, hit, sizeof(*hit) );
+ else
+ {
+ data.hit.index = -1;
+ data.hit.dist = FLT_MAX;
+ }
+
+ dfs_raycast(&data, tree->nodes[tree->totleaf]);
+
+
+ if(hit)
+ memcpy( hit, &data.hit, sizeof(*hit) );
+
+ return data.hit.index;
+}
+