/* * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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__ /** \file BKE_bvhutils.h * \ingroup bke */ #include "BLI_bitmap.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; /* Vertex array, so that callbacks have instante access to data */ const struct MVert *vert; const struct MEdge *edge; /* only used for BVHTreeFromMeshEdges */ const struct MFace *face; const struct MLoop *loop; const struct MLoopTri *looptri; bool vert_allocated; bool edge_allocated; bool face_allocated; bool loop_allocated; bool looptri_allocated; /* radius for raycast */ float sphere_radius; /* Private data */ void *em_evil; bool em_evil_all; /* ignore selection/hidden state, adding all loops to the tree */ bool cached; } BVHTreeFromMesh; /** * Builds a bvh tree where nodes are the relevant elements 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 bvh_from_mesh_* can use a cache in some cases and so it becomes possible to reuse a BVHTree. * * free_bvhtree_from_mesh should be called when the tree is no longer needed. */ BVHTree *bvhtree_from_mesh_verts( struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis); BVHTree *bvhtree_from_mesh_verts_ex( struct BVHTreeFromMesh *data, struct MVert *vert, const int numVerts, const bool vert_allocated, BLI_bitmap *mask, int numVerts_active, float epsilon, int tree_type, int axis); BVHTree *bvhtree_from_mesh_edges( struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis); BVHTree *bvhtree_from_mesh_faces( struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis); BVHTree *bvhtree_from_mesh_faces_ex( struct BVHTreeFromMesh *data, struct MVert *vert, const bool vert_allocated, struct MFace *face, const int numFaces, const bool face_allocated, BLI_bitmap *mask, int numFaces_active, float epsilon, int tree_type, int axis); BVHTree *bvhtree_from_mesh_looptri( struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis); BVHTree *bvhtree_from_mesh_looptri_ex( struct BVHTreeFromMesh *data, const struct MVert *vert, const bool vert_allocated, const struct MLoop *mloop, const bool loop_allocated, const struct MLoopTri *looptri, const int looptri_num, const bool looptri_allocated, BLI_bitmap *mask, int looptri_num_active, 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); /** * Math functions used by callbacks */ float bvhtree_ray_tri_intersection( const BVHTreeRay *ray, const float m_dist, const float v0[3], const float v1[3], const float v2[3]); float bvhtree_sphereray_tri_intersection( const BVHTreeRay *ray, float radius, const float m_dist, const float v0[3], const float v1[3], const float v2[3]); float nearest_point_in_tri_surface_squared( const float v0[3], const float v1[3], const float v2[3], const float p[3], int *v, int *e, float nearest[3]); /** * BVHCache */ /* Using local coordinates */ enum { BVHTREE_FROM_VERTS = 0, BVHTREE_FROM_EDGES = 1, BVHTREE_FROM_FACES = 2, BVHTREE_FROM_LOOPTRI = 3, /* all faces */ BVHTREE_FROM_FACES_EDITMESH_ALL = 4, /* visible unselected, only used for transform snapping */ BVHTREE_FROM_FACES_EDITMESH_SNAP = 5, }; typedef struct LinkNode *BVHCache; /** * Queries a bvhcache for the cache bvhtree of the request type */ BVHTree *bvhcache_find(BVHCache *cache, int type); /** * Inserts a BVHTree of the given type under the cache * After that the caller no longer needs to worry when to free the BVHTree * as that will be done when the cache is freed. * * A call to this assumes that there was no previous cached tree of the given type */ void bvhcache_insert(BVHCache *cache, BVHTree *tree, int type); /** * inits and frees a bvhcache */ void bvhcache_init(BVHCache *cache); void bvhcache_free(BVHCache *cache); #endif