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Diffstat (limited to 'source/blender/blenlib/intern/BLI_kdopbvh.c')
-rw-r--r--source/blender/blenlib/intern/BLI_kdopbvh.c470
1 files changed, 0 insertions, 470 deletions
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c
index b14007a88cb..19d9711922e 100644
--- a/source/blender/blenlib/intern/BLI_kdopbvh.c
+++ b/source/blender/blenlib/intern/BLI_kdopbvh.c
@@ -159,29 +159,6 @@ typedef struct BVHRayCastData {
BVHTreeRayHit hit;
} BVHRayCastData;
-typedef struct BVHNearestRayData {
- BVHTree *tree;
- BVHTree_NearestToRayCallback callback;
- void *userdata;
-
- struct {
- bool sign[3];
- float origin[3];
- float direction[3];
-
- float direction_scaled_square[3];
- float inv_dir[3];
-
- float cdot_axis[3];
- } ray;
-
- bool pick_smallest[3];
-
- BVHTreeNearest nearest;
-
- float scale[3];
-} BVHNearestRayData;
-
/** \} */
@@ -1900,453 +1877,6 @@ void BLI_bvhtree_ray_cast_all(
/* -------------------------------------------------------------------- */
-/** \name BLI_bvhtree_find_nearest_to_ray functions
- *
- * \{ */
-
-static void dist_squared_ray_to_aabb_scaled_v3_precalc(
- BVHNearestRayData *data,
- const float ray_origin[3], const float ray_direction[3],
- const bool ray_is_normalized, const float scale[3])
-{
- if (scale) {
- copy_v3_v3(data->scale, scale);
- }
- else {
- copy_v3_fl(data->scale, 1.0f);
- }
- /* un-normalize ray */
- if (ray_is_normalized && scale &&
- (data->scale[0] != 1.0f || data->scale[1] != 1.0f || data->scale[2] != 1.0f))
- {
- data->ray.direction[0] = ray_direction[0] * data->scale[0];
- data->ray.direction[1] = ray_direction[1] * data->scale[1];
- data->ray.direction[2] = ray_direction[2] * data->scale[2];
-
- mul_v3_v3fl(data->ray.direction, ray_direction, 1 / len_v3(data->ray.direction));
- }
- else {
- copy_v3_v3(data->ray.direction, ray_direction);
- }
-
- float dir_sq[3];
-
- for (int i = 0; i < 3; i++) {
- data->ray.origin[i] = ray_origin[i];
- data->ray.inv_dir[i] = (data->ray.direction[i] != 0.0f) ?
- (1.0f / data->ray.direction[i]) : FLT_MAX;
- /* It has to be in function of `ray.inv_dir`,
- * since the division of 1 by 0.0f, can be -inf or +inf */
- data->ray.sign[i] = (data->ray.inv_dir[i] < 0.0f);
-
- data->ray.direction_scaled_square[i] = data->ray.direction[i] * data->scale[i];
-
- dir_sq[i] = SQUARE(data->ray.direction_scaled_square[i]);
-
- data->ray.direction_scaled_square[i] *= data->scale[i];
- }
-
- /* `diag_sq` Length square of each face diagonal */
- float diag_sq[3] = {
- dir_sq[1] + dir_sq[2],
- dir_sq[0] + dir_sq[2],
- dir_sq[0] + dir_sq[1],
- };
-
- data->ray.cdot_axis[0] = (diag_sq[0] != 0.0f) ? data->ray.direction[0] / diag_sq[0] : FLT_MAX;
- data->ray.cdot_axis[1] = (diag_sq[1] != 0.0f) ? data->ray.direction[1] / diag_sq[1] : FLT_MAX;
- data->ray.cdot_axis[2] = (diag_sq[2] != 0.0f) ? data->ray.direction[2] / diag_sq[2] : FLT_MAX;
-}
-
-/**
- * Returns the squared distance from a ray to a bound-box `AABB`.
- * It is based on `fast_ray_nearest_hit` solution to obtain
- * the coordinates of the nearest edge of Bound Box to the ray
- */
-MINLINE float dist_squared_ray_to_aabb_scaled_v3__impl(
- const BVHNearestRayData *data,
- const float bv[6], float *r_depth_sq, bool r_axis_closest[3])
-{
-
- /* `tmin` is a vector that has the smaller distances to each of the
- * infinite planes of the `AABB` faces (hit in nearest face X plane,
- * nearest face Y plane and nearest face Z plane) */
- float local_bvmin[3], local_bvmax[3];
-
- if (data->ray.sign[0]) {
- local_bvmin[0] = bv[1];
- local_bvmax[0] = bv[0];
- }
- else {
- local_bvmin[0] = bv[0];
- local_bvmax[0] = bv[1];
- }
-
- if (data->ray.sign[1]) {
- local_bvmin[1] = bv[3];
- local_bvmax[1] = bv[2];
- }
- else {
- local_bvmin[1] = bv[2];
- local_bvmax[1] = bv[3];
- }
-
- if (data->ray.sign[2]) {
- local_bvmin[2] = bv[5];
- local_bvmax[2] = bv[4];
- }
- else {
- local_bvmin[2] = bv[4];
- local_bvmax[2] = bv[5];
- }
-
- sub_v3_v3(local_bvmin, data->ray.origin);
- sub_v3_v3(local_bvmax, data->ray.origin);
-
- const float tmin[3] = {
- local_bvmin[0] * data->ray.inv_dir[0],
- local_bvmin[1] * data->ray.inv_dir[1],
- local_bvmin[2] * data->ray.inv_dir[2],
- };
-
- /* `tmax` is a vector that has the longer distances to each of the
- * infinite planes of the `AABB` faces (hit in farthest face X plane,
- * farthest face Y plane and farthest face Z plane) */
- const float tmax[3] = {
- local_bvmax[0] * data->ray.inv_dir[0],
- local_bvmax[1] * data->ray.inv_dir[1],
- local_bvmax[2] * data->ray.inv_dir[2],
- };
- /* `v1` and `v3` is be the coordinates of the nearest `AABB` edge to the ray*/
- float v1[3], v2[3];
- /* `rtmin` is the highest value of the smaller distances. == max_axis_v3(tmin)
- * `rtmax` is the lowest value of longer distances. == min_axis_v3(tmax)*/
- float rtmin, rtmax, mul;
- /* `main_axis` is the axis equivalent to edge close to the ray */
- int main_axis;
-
- r_axis_closest[0] = false;
- r_axis_closest[1] = false;
- r_axis_closest[2] = false;
-
- /* *** min_axis_v3(tmax) *** */
- if ((tmax[0] <= tmax[1]) && (tmax[0] <= tmax[2])) {
- // printf("# Hit in X %s\n", data->sign[0] ? "min", "max");
- rtmax = tmax[0];
- v1[0] = v2[0] = local_bvmax[0];
- mul = local_bvmax[0] * data->ray.direction_scaled_square[0];
- main_axis = 3;
- r_axis_closest[0] = data->ray.sign[0];
- }
- else if ((tmax[1] <= tmax[0]) && (tmax[1] <= tmax[2])) {
- // printf("# Hit in Y %s\n", data->sign[1] ? "min", "max");
- rtmax = tmax[1];
- v1[1] = v2[1] = local_bvmax[1];
- mul = local_bvmax[1] * data->ray.direction_scaled_square[1];
- main_axis = 2;
- r_axis_closest[1] = data->ray.sign[1];
- }
- else {
- // printf("# Hit in Z %s\n", data->sign[2] ? "min", "max");
- rtmax = tmax[2];
- v1[2] = v2[2] = local_bvmax[2];
- mul = local_bvmax[2] * data->ray.direction_scaled_square[2];
- main_axis = 1;
- r_axis_closest[2] = data->ray.sign[2];
- }
-
- /* *** max_axis_v3(tmin) *** */
- if ((tmin[0] >= tmin[1]) && (tmin[0] >= tmin[2])) {
- // printf("# To X %s\n", data->sign[0] ? "max", "min");
- rtmin = tmin[0];
- v1[0] = v2[0] = local_bvmin[0];
- mul += local_bvmin[0] * data->ray.direction_scaled_square[0];
- main_axis -= 3;
- r_axis_closest[0] = !data->ray.sign[0];
- }
- else if ((tmin[1] >= tmin[0]) && (tmin[1] >= tmin[2])) {
- // printf("# To Y %s\n", data->sign[1] ? "max", "min");
- rtmin = tmin[1];
- v1[1] = v2[1] = local_bvmin[1];
- mul += local_bvmin[1] * data->ray.direction_scaled_square[1];
- main_axis -= 1;
- r_axis_closest[1] = !data->ray.sign[1];
- }
- else {
- // printf("# To Z %s\n", data->sign[2] ? "max", "min");
- rtmin = tmin[2];
- v1[2] = v2[2] = local_bvmin[2];
- mul += local_bvmin[2] * data->ray.direction_scaled_square[2];
- main_axis -= 2;
- r_axis_closest[2] = !data->ray.sign[2];
- }
- /* *** end min/max axis *** */
-
- if (main_axis < 0)
- main_axis += 3;
-
- /* if rtmin < rtmax, ray intersect `AABB` */
- if (rtmin <= rtmax) {
-#ifdef IGNORE_BEHIND_RAY
- /* `if rtmax < depth_min`, the whole `AABB` is behind us */
- if (rtmax < min_depth) {
- return fallback;
- }
-#endif
- const float proj = rtmin * data->ray.direction[main_axis];
-
- if (data->ray.sign[main_axis])
- r_axis_closest[main_axis] = (proj - local_bvmax[main_axis]) < (local_bvmin[main_axis] - proj);
- else
- r_axis_closest[main_axis] = (proj - local_bvmin[main_axis]) < (local_bvmax[main_axis] - proj);
-
- //if (r_depth_sq)
- // *r_depth_sq = SQUARE(rtmin);
-
- return 0.0f;
- }
-#ifdef IGNORE_BEHIND_RAY
- /* `if rtmin < depth_min`, the whole `AABB` is behing us */
- else if (rtmin < min_depth) {
- return fallback;
- }
-#endif
-
- if (data->ray.sign[main_axis]) {
- v1[main_axis] = local_bvmax[main_axis];
- v2[main_axis] = local_bvmin[main_axis];
- }
- else {
- v1[main_axis] = local_bvmin[main_axis];
- v2[main_axis] = local_bvmax[main_axis];
- }
- {
- /* `proj` equals to nearest point on the ray closest to the edge `v1 v2` of the `AABB`. */
- const float proj = mul * data->ray.cdot_axis[main_axis];
- float depth_sq, r_point[3];
- if (v1[main_axis] > proj) { /* the nearest point to the ray is the point v1 */
- r_axis_closest[main_axis] = true;
- /* `depth` is equivalent the distance of the the projection of v1 on the ray */
- depth_sq = mul + data->ray.direction_scaled_square[main_axis] * v1[main_axis];
-
- copy_v3_v3(r_point, v1);
- }
- else if (v2[main_axis] < proj) { /* the nearest point of the ray is the point v2 */
- r_axis_closest[main_axis] = false;
-
- depth_sq = mul + data->ray.direction_scaled_square[main_axis] * v2[main_axis];
-
- copy_v3_v3(r_point, v2);
- }
- else { /* the nearest point of the ray is on the edge of the `AABB`. */
- r_axis_closest[main_axis] = (proj - v1[main_axis]) < (v2[main_axis] - proj);
-
- depth_sq = mul + data->ray.direction_scaled_square[main_axis] * proj;
-#if 0
- r_point[0] = main_axis == 0 ? proj : v2[0];
- r_point[1] = main_axis == 1 ? proj : v2[1];
- r_point[2] = main_axis == 2 ? proj : v2[2];
-#else
- v2[main_axis] = proj;
- copy_v3_v3(r_point, v2);
-#endif
- }
- depth_sq *= depth_sq;
-
- if (r_depth_sq)
- *r_depth_sq = depth_sq;
-
- /* TODO: scale can be optional */
- r_point[0] *= data->scale[0];
- r_point[1] *= data->scale[1];
- r_point[2] *= data->scale[2];
-
- return len_squared_v3(r_point) - depth_sq;
- }
-}
-
-/**
- * <pre>
- * + r_point
- * |
- * | dist
- * |
- * +----depth----+orig <-- dir
- *
- * tangent = dist/depth
- * </pre>
- */
-static float calc_tangent_sq(BVHNearestRayData *data, BVHNode *node)
-{
- float depth_sq;
- const float dist_sq = dist_squared_ray_to_aabb_scaled_v3__impl(
- data, node->bv, &depth_sq, data->pick_smallest);
-
- return (dist_sq != 0.0f) ? (dist_sq / depth_sq) : 0.0f;
-}
-
-static float calc_dist_sq_to_ray(BVHNearestRayData *data, BVHNode *node)
-{
- return dist_squared_ray_to_aabb_scaled_v3__impl(
- data, node->bv, NULL,
- data->pick_smallest);
-}
-
-static void dfs_find_lowest_tangent_dfs(BVHNearestRayData *data, BVHNode *node)
-{
- if (node->totnode == 0) {
- if (data->callback) {
- data->callback(data->userdata, data->ray.origin, data->ray.direction,
- data->scale, node->index, &data->nearest);
- }
- else {
- data->nearest.index = node->index;
- data->nearest.dist_sq = calc_tangent_sq(data, node);
- /* TODO: return a value to the data->nearest.co
- * not urgent however since users currently define own callbacks */
- }
- }
- else {
- int i;
- /* First pick the closest node to dive on */
- if (data->pick_smallest[node->main_axis]) {
- for (i = 0; i != node->totnode; i++) {
- if (calc_tangent_sq(data, node->children[i]) < data->nearest.dist_sq) {
- dfs_find_lowest_tangent_dfs(data, node->children[i]);
- }
- }
- }
- else {
- for (i = node->totnode - 1; i >= 0; i--) {
- if (calc_tangent_sq(data, node->children[i]) < data->nearest.dist_sq) {
- dfs_find_lowest_tangent_dfs(data, node->children[i]);
- }
- }
- }
- }
-}
-
-static void dfs_find_nearest_to_ray_dfs(BVHNearestRayData *data, BVHNode *node)
-{
- if (node->totnode == 0) {
- if (data->callback) {
- data->callback(data->userdata, data->ray.origin, data->ray.direction,
- data->scale, node->index, &data->nearest);
- }
- else {
- data->nearest.index = node->index;
- data->nearest.dist_sq = calc_dist_sq_to_ray(data, node);
- /* TODO: return a value to the data->nearest.co
- * not urgent however since users currently define own callbacks */
- }
- }
- else {
- int i;
- /* First pick the closest node to dive on */
- if (data->pick_smallest[node->main_axis]) {
- for (i = 0; i != node->totnode; i++) {
- if (calc_dist_sq_to_ray(data, node->children[i]) < data->nearest.dist_sq) {
- dfs_find_nearest_to_ray_dfs(data, node->children[i]);
- }
- }
- }
- else {
- for (i = node->totnode - 1; i >= 0; i--) {
- if (calc_dist_sq_to_ray(data, node->children[i]) < data->nearest.dist_sq) {
- dfs_find_nearest_to_ray_dfs(data, node->children[i]);
- }
- }
- }
- }
-}
-
-/**
- * Returns the point whose tangent defined by the angle between the point and ray is the lowest
- * nearest.dist_sq returns the angle's tangent
- */
-int BLI_bvhtree_find_nearest_to_ray_angle(
- BVHTree *tree, const float co[3], const float dir[3],
- const bool ray_is_normalized, const float scale[3],
- BVHTreeNearest *nearest,
- BVHTree_NearestToRayCallback callback, void *userdata)
-{
- BVHNearestRayData data;
- BVHNode *root = tree->nodes[tree->totleaf];
-
- data.tree = tree;
-
- data.callback = callback;
- data.userdata = userdata;
-
- dist_squared_ray_to_aabb_scaled_v3_precalc(&data, co, dir, ray_is_normalized, scale);
-
- if (nearest) {
- memcpy(&data.nearest, nearest, sizeof(*nearest));
- }
- else {
- data.nearest.index = -1;
- data.nearest.dist_sq = FLT_MAX;
- }
-
- /* dfs search */
- if (root) {
- if (calc_tangent_sq(&data, root) < data.nearest.dist_sq)
- dfs_find_lowest_tangent_dfs(&data, root);
- }
-
- /* copy back results */
- if (nearest) {
- memcpy(nearest, &data.nearest, sizeof(*nearest));
- }
-
- return data.nearest.index;
-}
-
-/* return the nearest point to ray */
-int BLI_bvhtree_find_nearest_to_ray(
- BVHTree *tree, const float co[3], const float dir[3],
- const bool ray_is_normalized, const float scale[3],
- BVHTreeNearest *nearest,
- BVHTree_NearestToRayCallback callback, void *userdata)
-{
- BVHNearestRayData data;
- BVHNode *root = tree->nodes[tree->totleaf];
-
- data.tree = tree;
-
- data.callback = callback;
- data.userdata = userdata;
-
- dist_squared_ray_to_aabb_scaled_v3_precalc(&data, co, dir, ray_is_normalized, scale);
-
- if (nearest) {
- memcpy(&data.nearest, nearest, sizeof(*nearest));
- }
- else {
- data.nearest.index = -1;
- data.nearest.dist_sq = FLT_MAX;
- }
-
- /* dfs search */
- if (root) {
- if (calc_dist_sq_to_ray(&data, root) < data.nearest.dist_sq) {
- dfs_find_nearest_to_ray_dfs(&data, root);
- }
- }
-
- /* copy back results */
- if (nearest) {
- memcpy(nearest, &data.nearest, sizeof(*nearest));
- }
-
- return data.nearest.index;
-}
-
-/** \} */
-
-
-/* -------------------------------------------------------------------- */
-
/** \name BLI_bvhtree_range_query
*
* Allocs and fills an array with the indexs of node that are on the given spherical range (center, radius).