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authorAndre Susano Pinto <andresusanopinto@gmail.com>2008-08-07 19:18:47 +0400
committerAndre Susano Pinto <andresusanopinto@gmail.com>2008-08-07 19:18:47 +0400
commit29a44ca927144bc7b99683fb7807c8d6afbdd190 (patch)
tree4fab3ebdf7885bea686e950004be58cf2ef0459b /source
parent0b533d022d75063efa1e23f3cdad28a0ffa31513 (diff)
Moved bvhtree_from_mesh api to its own files
BKE_bvhutils.h and intern/bvhutils.c
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_bvhutils.h96
-rw-r--r--source/blender/blenkernel/BKE_shrinkwrap.h38
-rw-r--r--source/blender/blenkernel/intern/bvhutils.c425
-rw-r--r--source/blender/blenkernel/intern/constraint.c17
-rw-r--r--source/blender/blenkernel/intern/shrinkwrap.c420
5 files changed, 539 insertions, 457 deletions
diff --git a/source/blender/blenkernel/BKE_bvhutils.h b/source/blender/blenkernel/BKE_bvhutils.h
new file mode 100644
index 00000000000..5a0c4ad5545
--- /dev/null
+++ b/source/blender/blenkernel/BKE_bvhutils.h
@@ -0,0 +1,96 @@
+/**
+ *
+ * ***** 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/BKE_shrinkwrap.h b/source/blender/blenkernel/BKE_shrinkwrap.h
index 6e154536072..dec9635f14c 100644
--- a/source/blender/blenkernel/BKE_shrinkwrap.h
+++ b/source/blender/blenkernel/BKE_shrinkwrap.h
@@ -69,46 +69,16 @@ void space_transform_invert(const SpaceTransform *data, float *co);
void space_transform_apply_normal (const SpaceTransform *data, float *co);
void space_transform_invert_normal(const SpaceTransform *data, float *co);
-/* BVH from mesh */
-#include "BLI_kdopbvh.h"
-
-struct DerivedMesh;
-struct MVert;
-struct MFace;
-
-//struct that kepts basic information about a BVHTree build from a mesh
-typedef struct BVHTreeFromMesh
-{
- struct BVHTree *tree;
-
- //Callbacks
- BVHTree_NearestPointCallback nearest_callback;
- BVHTree_RayCastCallback raycast_callback;
-
- //Mesh represented on this BVH
- struct DerivedMesh *mesh;
- struct MVert *vert;
- struct MFace *face;
-
- //radius for sphere cast
- float sphere_radius;
-
-} BVHTreeFromMesh;
-
-// Builds a bvh tree where nodes are the vertexs of the given mesh. And configures BVHMesh if one given.
-struct BVHTree* 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. And configures BVHMesh if one is given.
-struct BVHTree* bvhtree_from_mesh_faces(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
-
-int normal_projection_project_vertex(char options, const float *vert, const float *dir, const SpaceTransform *transf, BVHTree *tree, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
-
/* Shrinkwrap stuff */
+#include "BKE_bvhutils.h"
+
struct Object;
struct DerivedMesh;
struct ShrinkwrapModifierData;
struct BVHTree;
+/* maybe move to bvh util */
+int normal_projection_project_vertex(char options, const float *vert, const float *dir, const SpaceTransform *transf, BVHTree *tree, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
typedef struct ShrinkwrapCalcData
diff --git a/source/blender/blenkernel/intern/bvhutils.c b/source/blender/blenkernel/intern/bvhutils.c
new file mode 100644
index 00000000000..edf4593d24c
--- /dev/null
+++ b/source/blender/blenkernel/intern/bvhutils.c
@@ -0,0 +1,425 @@
+/**
+ *
+ * ***** 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) );
+ }
+}
+
+
diff --git a/source/blender/blenkernel/intern/constraint.c b/source/blender/blenkernel/intern/constraint.c
index fdb272171bf..2456472d94a 100644
--- a/source/blender/blenkernel/intern/constraint.c
+++ b/source/blender/blenkernel/intern/constraint.c
@@ -3317,7 +3317,9 @@ static void shrinkwrap_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
switch(scon->shrinkType)
{
case MOD_SHRINKWRAP_NEAREST_SURFACE:
- if(bvhtree_from_mesh_faces(&treeData, target, 0.0, 2, 6) == NULL) return;
+ bvhtree_from_mesh_faces(&treeData, target, 0.0, 2, 6);
+ if(treeData.tree == NULL) return;
+
BLI_bvhtree_find_nearest(treeData.tree, co, &nearest, treeData.nearest_callback, &treeData);
dist = VecLenf(co, nearest.co);
@@ -3325,7 +3327,9 @@ static void shrinkwrap_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
break;
case MOD_SHRINKWRAP_NEAREST_VERTEX:
- if(bvhtree_from_mesh_verts(&treeData, target, 0.0, 2, 6) == NULL) return;
+ bvhtree_from_mesh_verts(&treeData, target, 0.0, 2, 6);
+ if(treeData.tree == NULL) return;
+
BLI_bvhtree_find_nearest(treeData.tree, co, &nearest, treeData.nearest_callback, &treeData);
dist = VecLenf(co, nearest.co);
@@ -3333,12 +3337,12 @@ static void shrinkwrap_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
break;
case MOD_SHRINKWRAP_NORMAL:
- if(bvhtree_from_mesh_faces(&treeData, target, scon->dist, 4, 6) == NULL) return;
+ bvhtree_from_mesh_faces(&treeData, target, scon->dist, 4, 6);
+ if(treeData.tree == NULL) return;
if(normal_projection_project_vertex(0, co, no, &transform, treeData.tree, &hit, treeData.raycast_callback, &treeData) == FALSE)
{
- if(treeData.tree)
- BLI_bvhtree_free(treeData.tree);
+ free_bvhtree_from_mesh(&treeData);
target->release(target);
@@ -3348,8 +3352,7 @@ static void shrinkwrap_get_tarmat (bConstraint *con, bConstraintOb *cob, bConstr
break;
}
- if(treeData.tree)
- BLI_bvhtree_free(treeData.tree);
+ free_bvhtree_from_mesh(&treeData);
target->release(target);
diff --git a/source/blender/blenkernel/intern/shrinkwrap.c b/source/blender/blenkernel/intern/shrinkwrap.c
index 7c9da6344e3..27442128483 100644
--- a/source/blender/blenkernel/intern/shrinkwrap.c
+++ b/source/blender/blenkernel/intern/shrinkwrap.c
@@ -97,9 +97,6 @@
typedef void ( *Shrinkwrap_ForeachVertexCallback) (DerivedMesh *target, float *co, float *normal);
-static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest);
-static float ray_intersect_plane(const float *point, const float *dir, const float *plane_point, const float *plane_normal);
-
/* get derived mesh */
//TODO is anyfunction that does this? returning the derivedFinal witouth we caring if its in edit mode or not?
DerivedMesh *object_get_derived_final(Object *ob, CustomDataMask dataMask)
@@ -114,36 +111,6 @@ DerivedMesh *object_get_derived_final(Object *ob, CustomDataMask dataMask)
return mesh_get_derived_final(ob, dataMask);
}
-/* ray - triangle */
-#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;
-}
-
/* Space transform */
void space_transform_from_matrixs(SpaceTransform *data, float local[4][4], float target[4][4])
{
@@ -175,193 +142,6 @@ void space_transform_invert_normal(const SpaceTransform *data, float *no)
Normalize(no); // TODO: could we just determine de scale value from the matrix?
}
-
-/*
- * BVH Tree from Mesh
- */
-//callbacks
-static void mesh_faces_nearest_point(void *userdata, int index, const float *co, BVHTreeNearest *nearest);
-static void mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit);
-
-/*
- * Builds a bvh tree.. where nodes are the vertexs of the given mesh
- */
-BVHTree* 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;
-
- if(data)
- memset(data, 0, sizeof(*data));
-
- if(vert == NULL)
- {
- printf("bvhtree cant be build: cant get a vertex array");
- return NULL;
- }
-
- 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);
-
- if(data)
- {
- data->tree = tree;
- 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;
- }
- }
-
- return tree;
-}
-
-/*
- * Builds a bvh tree.. where nodes are the faces of the given mesh.
- */
-BVHTree* 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;
-
- if(data)
- memset(data, 0, sizeof(*data));
-
- if(vert == NULL && face == NULL)
- {
- printf("bvhtree cant be build: cant get a vertex/face array");
- return NULL;
- }
-
- /* 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);
-
- if(data)
- {
- 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;
- }
- }
-
- return tree;
-}
-
-/*
- * 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);
-}
-
-
-
/*
* Returns the squared distance between two given points
*/
@@ -449,195 +229,6 @@ static void derivedmesh_mergeNearestPoints(DerivedMesh *dm, float mdist, BitSet
/*
- * This calculates the distance (in dir units) that the ray must travel to intersect plane
- * It can return negative values
- *
- * TODO theres probably something like this on blender code
- *
- * Returns FLT_MIN in parallel case
- */
-static float ray_intersect_plane(const float *point, const float *dir, const float *plane_point, const float *plane_normal)
-{
- float pp[3];
- float a, pp_dist;
-
- a = INPR(dir, plane_normal);
-
- if(fabs(a) < 1e-5f) return FLT_MIN;
-
- VECSUB(pp, point, plane_point);
- pp_dist = INPR(pp, plane_normal);
-
- return -pp_dist/a;
-}
-
-/*
- * 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;
-}
-
-/*
* This function removes Unused faces, vertexs and edges from calc->target
*
* This function may modify calc->final. As so no data retrieved from
@@ -1101,7 +692,7 @@ void shrinkwrap_calc_nearest_vertex(ShrinkwrapCalcData *calc)
}
}
- BLI_bvhtree_free(treeData.tree);
+ free_bvhtree_from_mesh(&treeData);
}
/*
@@ -1265,11 +856,8 @@ void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc)
}
}
- BLI_bvhtree_free(treeData.tree);
-
-
- if(limitData.tree)
- BLI_bvhtree_free(limitData.tree);
+ free_bvhtree_from_mesh(&treeData);
+ free_bvhtree_from_mesh(&limitData);
if(limit_mesh)
limit_mesh->release(limit_mesh);
@@ -1339,6 +927,6 @@ void shrinkwrap_calc_nearest_surface_point(ShrinkwrapCalcData *calc)
}
}
- BLI_bvhtree_free(treeData.tree);
+ free_bvhtree_from_mesh(&treeData);
}