/* * ***** 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) Blender Foundation. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): Andr Pinto. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/bvhutils.c * \ingroup bke */ #include #include #include #include #include "DNA_meshdata_types.h" #include "BLI_utildefines.h" #include "BLI_linklist.h" #include "BKE_DerivedMesh.h" #include "BKE_tessmesh.h" #include "BLI_math.h" #include "MEM_guardedalloc.h" /* Math stuff for ray casting on mesh faces and for nearest surface */ float bvhtree_ray_tri_intersection(const BVHTreeRay *ray, const float UNUSED(m_dist), const float v0[3], const float v1[3], const float v2[3]) { float dist; if (isect_ray_tri_epsilon_v3(ray->origin, ray->direction, v0, v1, v2, &dist, NULL, FLT_EPSILON)) return dist; return FLT_MAX; } static float 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 idist; float p1[3]; float plane_normal[3], hit_point[3]; normal_tri_v3(plane_normal, v0, v1, v2); madd_v3_v3v3fl(p1, ray->origin, ray->direction, m_dist); if (isect_sweeping_sphere_tri_v3(ray->origin, p1, radius, v0, v1, v2, &idist, hit_point)) { return idist * m_dist; } return FLT_MAX; } /* * Function adapted from David Eberly's distance tools (LGPL) * http://www.geometrictools.com/LibFoundation/Distance/Distance.html */ float nearest_point_in_tri_surface(const float v0[3], const float v1[3], const float v2[3], const float p[3], int *v, int *e, float nearest[3]) { float diff[3]; float e0[3]; float e1[3]; float A00; float A01; float A11; float B0; float B1; float C; float Det; float S; float T; float sqrDist; int lv = -1, le = -1; sub_v3_v3v3(diff, v0, p); sub_v3_v3v3(e0, v1, v0); sub_v3_v3v3(e1, v2, v0); A00 = dot_v3v3(e0, e0); A01 = dot_v3v3(e0, e1 ); A11 = dot_v3v3(e1, e1 ); B0 = dot_v3v3(diff, e0 ); B1 = dot_v3v3(diff, e1 ); C = dot_v3v3(diff, diff ); Det = fabs( A00 * A11 - A01 * A01 ); S = A01 * B1 - A11 * B0; T = A01 * B0 - A00 * B1; if (S + T <= Det) { if (S < 0.0f) { if (T < 0.0f) { /* Region 4 */ if (B0 < 0.0f) { T = 0.0f; if (-B0 >= A00) { S = 1.0f; sqrDist = A00 + 2.0f * B0 + C; lv = 1; } else { if (fabsf(A00) > FLT_EPSILON) S = -B0/A00; else S = 0.0f; sqrDist = B0 * S + C; le = 0; } } else { S = 0.0f; if (B1 >= 0.0f) { T = 0.0f; sqrDist = C; lv = 0; } else if (-B1 >= A11) { T = 1.0f; sqrDist = A11 + 2.0f * B1 + C; lv = 2; } else { if (fabsf(A11) > FLT_EPSILON) T = -B1 / A11; else T = 0.0f; sqrDist = B1 * T + C; le = 1; } } } else { /* Region 3 */ S = 0.0f; if (B1 >= 0.0f) { T = 0.0f; sqrDist = C; lv = 0; } else if (-B1 >= A11) { T = 1.0f; sqrDist = A11 + 2.0f * B1 + C; lv = 2; } else { if (fabsf(A11) > FLT_EPSILON) T = -B1 / A11; else T = 0.0; sqrDist = B1 * T + C; le = 1; } } } else if (T < 0.0f) { /* Region 5 */ T = 0.0f; if (B0 >= 0.0f) { S = 0.0f; sqrDist = C; lv = 0; } else if (-B0 >= A00) { S = 1.0f; sqrDist = A00 + 2.0f * B0 + C; lv = 1; } else { if (fabsf(A00) > FLT_EPSILON) S = -B0 / A00; else S = 0.0f; sqrDist = B0 * S + C; le = 0; } } else { /* Region 0 */ // Minimum at interior lv float invDet; if (fabsf(Det) > FLT_EPSILON) invDet = 1.0f / Det; else invDet = 0.0f; S *= invDet; T *= invDet; sqrDist = S * ( A00 * S + A01 * T + 2.0f * B0) + T * ( A01 * S + A11 * T + 2.0f * B1 ) + C; } } else { float tmp0, tmp1, numer, denom; if (S < 0.0f) { /* Region 2 */ tmp0 = A01 + B0; tmp1 = A11 + B1; if ( tmp1 > tmp0 ) { numer = tmp1 - tmp0; denom = A00 - 2.0f * A01 + A11; if ( numer >= denom ) { S = 1.0f; T = 0.0f; sqrDist = A00 + 2.0f * B0 + C; lv = 1; } else { if (fabsf(denom) > FLT_EPSILON) S = numer / denom; else S = 0.0f; T = 1.0f - S; sqrDist = S * ( A00 * S + A01 * T + 2.0f * B0 ) + T * ( A01 * S + A11 * T + 2.0f * B1 ) + C; le = 2; } } else { S = 0.0f; if ( tmp1 <= 0.0f ) { T = 1.0f; sqrDist = A11 + 2.0f * B1 + C; lv = 2; } else if (B1 >= 0.0f) { T = 0.0f; sqrDist = C; lv = 0; } else { if (fabsf(A11) > FLT_EPSILON) T = -B1 / A11; else T = 0.0f; sqrDist = B1 * T + C; le = 1; } } } else if (T < 0.0f) { /* Region 6 */ tmp0 = A01 + B1; tmp1 = A00 + B0; if ( tmp1 > tmp0 ) { numer = tmp1 - tmp0; denom = A00 - 2.0f * A01 + A11; if ( numer >= denom ) { T = 1.0f; S = 0.0f; sqrDist = A11 + 2.0f * B1 + C; lv = 2; } else { if (fabsf(denom) > FLT_EPSILON) T = numer / denom; else T = 0.0f; S = 1.0f - T; sqrDist = S * ( A00 * S + A01 * T + 2.0f * B0 ) + T * ( A01 * S + A11 * T + 2.0f * B1 ) + C; le = 2; } } else { T = 0.0f; if (tmp1 <= 0.0f) { S = 1.0f; sqrDist = A00 + 2.0f * B0 + C; lv = 1; } else if (B0 >= 0.0f) { S = 0.0f; sqrDist = C; lv = 0; } else { if (fabsf(A00) > FLT_EPSILON) S = -B0 / A00; else S = 0.0f; sqrDist = B0 * S + C; le = 0; } } } else { /* Region 1 */ numer = A11 + B1 - A01 - B0; if ( numer <= 0.0f ) { S = 0.0f; T = 1.0f; sqrDist = A11 + 2.0f * B1 + C; lv = 2; } else { denom = A00 - 2.0f * A01 + A11; if ( numer >= denom ) { S = 1.0f; T = 0.0f; sqrDist = A00 + 2.0f * B0 + C; lv = 1; } else { if (fabsf(denom) > FLT_EPSILON) S = numer / denom; else S = 0.0f; T = 1.0f - S; sqrDist = S * ( A00 * S + A01 * T + 2.0f * B0 ) + T * ( A01 * S + A11 * T + 2.0f * B1 ) + C; le = 2; } } } } // Account for numerical round-off error if ( sqrDist < FLT_EPSILON ) sqrDist = 0.0f; { float w[3], x[3], y[3], z[3]; copy_v3_v3(w, v0); copy_v3_v3(x, e0); mul_v3_fl(x, S); copy_v3_v3(y, e1); mul_v3_fl(y, T); add_v3_v3v3(z, w, x); add_v3_v3v3(z, z, y); //sub_v3_v3v3(d, p, z); copy_v3_v3(nearest, z); // d = p - ( v0 + S * e0 + T * e1 ); } *v = lv; *e = le; return sqrDist; } /* * 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[3], 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; int vertex, edge; dist = nearest_point_in_tri_surface(t0, t1, t2, co, &vertex, &edge, nearest_tmp); if (dist < nearest->dist) { nearest->index = index; nearest->dist = dist; copy_v3_v3(nearest->co, nearest_tmp); normal_tri_v3( nearest->no,t0, t1, t2); } 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 = bvhtree_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; madd_v3_v3v3fl(hit->co, ray->origin, ray->direction, dist); normal_tri_v3( hit->no,t0, t1, t2); } t1 = t2; t2 = t3; t3 = NULL; } while (t2); } // Callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_edges. // userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree. static void mesh_edges_nearest_point(void *userdata, int index, const float co[3], BVHTreeNearest *nearest) { const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata; MVert *vert = data->vert; MEdge *edge = data->edge + index; float nearest_tmp[3], dist; float *t0, *t1; t0 = vert[ edge->v1 ].co; t1 = vert[ edge->v2 ].co; closest_to_line_segment_v3(nearest_tmp, co, t0, t1); dist = len_squared_v3v3(nearest_tmp, co); if (dist < nearest->dist) { nearest->index = index; nearest->dist = dist; copy_v3_v3(nearest->co, nearest_tmp); sub_v3_v3v3(nearest->no, t0, t1); normalize_v3(nearest->no); } } /* * BVH builders */ // 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) { BVHTree *tree = bvhcache_find(&mesh->bvhCache, BVHTREE_FROM_VERTICES); //Not in cache if (tree == NULL) { int i; int numVerts= mesh->getNumVerts(mesh); MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT); if (vert != 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); //Save on cache for later use // printf("BVHTree built and saved on cache\n"); bvhcache_insert(&mesh->bvhCache, tree, BVHTREE_FROM_VERTICES); } } } else { // printf("BVHTree is already build, using cached tree\n"); } //Setup BVHTreeFromMesh memset(data, 0, sizeof(*data)); data->tree = tree; if (data->tree) { data->cached = TRUE; //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->getTessFaceDataArray(mesh, CD_MFACE); data->sphere_radius = epsilon; } return data->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) { BVHTree *tree = bvhcache_find(&mesh->bvhCache, BVHTREE_FROM_FACES); //Not in cache if (tree == NULL) { int i; int numFaces= mesh->getNumTessFaces(mesh); /* BMESH specific check that we have tessfaces, * we _could_ tessellate here but rather not - campbell * * this assert checks we have tessfaces, * if not caller should use DM_ensure_tessface() */ BLI_assert(!(numFaces == 0 && mesh->getNumPolys(mesh) != 0)); if (numFaces != 0) { /* Create a bvh-tree of the given target */ tree = BLI_bvhtree_new(numFaces, epsilon, tree_type, axis); if (tree != NULL) { BMEditMesh *em= data->em_evil; if (em) { /* data->em_evil is only set for snapping, and only for the mesh of the object * which is currently open in edit mode. When set, the bvhtree should not contain * faces that will interfere with snapping (e.g. faces that are hidden/selected * or faces that have selected verts).*/ /* XXX, for snap only, em & dm are assumed to be aligned, since dm is the em's cage */ /* Insert BMesh-tessellation triangles into the bvh tree, unless they are hidden * and/or selected. Even if the faces themselves are not selected for the snapped * transform, having a vertex selected means the face (and thus it's tessellated * triangles) will be moving and will not be a good snap targets.*/ for (i = 0; i < em->tottri; i++) { BMLoop **tri = em->looptris[i]; BMFace *f; BMVert *v; BMIter iter; int insert; /* Each loop of the triangle points back to the BMFace it was tessellated from. * All three should point to the same face, so just use the face from the first * loop.*/ f = tri[0]->f; /* If the looptris is ordered such that all triangles tessellated from a single * faces are consecutive elements in the array, then we could speed up the tests * below by using the insert value from the previous iteration.*/ /*Start with the assumption the triangle should be included for snapping.*/ insert = 1; if (BM_elem_flag_test(f, BM_ELEM_SELECT) || BM_elem_flag_test(f, BM_ELEM_HIDDEN)) { /* Don't insert triangles tessellated from faces that are hidden * or selected*/ insert = 0; } else { BM_ITER_ELEM (v, &iter, f, BM_VERTS_OF_FACE) { if (BM_elem_flag_test(v, BM_ELEM_SELECT)) { /* Don't insert triangles tessellated from faces that have * any selected verts.*/ insert = 0; } } } if (insert) { /* No reason found to block hit-testing the triangle for snap, * so insert it now.*/ float co[4][3]; copy_v3_v3(co[0], tri[0]->v->co); copy_v3_v3(co[1], tri[1]->v->co); copy_v3_v3(co[2], tri[2]->v->co); BLI_bvhtree_insert(tree, i, co[0], 3); } } } else { MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT); MFace *face = mesh->getTessFaceDataArray(mesh, CD_MFACE); if (vert != NULL && face != NULL) { for (i = 0; i < numFaces; i++) { float co[4][3]; copy_v3_v3(co[0], vert[ face[i].v1 ].co); copy_v3_v3(co[1], vert[ face[i].v2 ].co); copy_v3_v3(co[2], vert[ face[i].v3 ].co); if (face[i].v4) copy_v3_v3(co[3], vert[ face[i].v4 ].co); BLI_bvhtree_insert(tree, i, co[0], face[i].v4 ? 4 : 3); } } } BLI_bvhtree_balance(tree); //Save on cache for later use // printf("BVHTree built and saved on cache\n"); bvhcache_insert(&mesh->bvhCache, tree, BVHTREE_FROM_FACES); } } } else { // printf("BVHTree is already build, using cached tree\n"); } //Setup BVHTreeFromMesh memset(data, 0, sizeof(*data)); data->tree = tree; if (data->tree) { data->cached = TRUE; 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->getTessFaceDataArray(mesh, CD_MFACE); data->sphere_radius = epsilon; } return data->tree; } // Builds a bvh tree.. where nodes are the faces of the given mesh. BVHTree* bvhtree_from_mesh_edges(BVHTreeFromMesh *data, DerivedMesh *mesh, float epsilon, int tree_type, int axis) { BVHTree *tree = bvhcache_find(&mesh->bvhCache, BVHTREE_FROM_EDGES); //Not in cache if (tree == NULL) { int i; int numEdges= mesh->getNumEdges(mesh); MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT); MEdge *edge = mesh->getEdgeDataArray(mesh, CD_MEDGE); if (vert != NULL && edge != NULL) { /* Create a bvh-tree of the given target */ tree = BLI_bvhtree_new(numEdges, epsilon, tree_type, axis); if (tree != NULL) { for (i = 0; i < numEdges; i++) { float co[4][3]; copy_v3_v3(co[0], vert[ edge[i].v1 ].co); copy_v3_v3(co[1], vert[ edge[i].v2 ].co); BLI_bvhtree_insert(tree, i, co[0], 2); } BLI_bvhtree_balance(tree); //Save on cache for later use // printf("BVHTree built and saved on cache\n"); bvhcache_insert(&mesh->bvhCache, tree, BVHTREE_FROM_EDGES); } } } else { // printf("BVHTree is already build, using cached tree\n"); } //Setup BVHTreeFromMesh memset(data, 0, sizeof(*data)); data->tree = tree; if (data->tree) { data->cached = TRUE; data->nearest_callback = mesh_edges_nearest_point; data->raycast_callback = NULL; data->mesh = mesh; data->vert = mesh->getVertDataArray(mesh, CD_MVERT); data->edge = mesh->getEdgeDataArray(mesh, CD_MEDGE); data->sphere_radius = epsilon; } return data->tree; } // Frees data allocated by a call to bvhtree_from_mesh_*. void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data) { if (data->tree) { if (!data->cached) BLI_bvhtree_free(data->tree); memset( data, 0, sizeof(*data) ); } } /* BVHCache */ typedef struct BVHCacheItem { int type; BVHTree *tree; } BVHCacheItem; static void bvhcacheitem_set_if_match(void *_cached, void *_search) { BVHCacheItem * cached = (BVHCacheItem *)_cached; BVHCacheItem * search = (BVHCacheItem *)_search; if (search->type == cached->type) { search->tree = cached->tree; } } BVHTree *bvhcache_find(BVHCache *cache, int type) { BVHCacheItem item; item.type = type; item.tree = NULL; BLI_linklist_apply(*cache, bvhcacheitem_set_if_match, &item); return item.tree; } void bvhcache_insert(BVHCache *cache, BVHTree *tree, int type) { BVHCacheItem *item = NULL; assert( tree != NULL ); assert( bvhcache_find(cache, type) == NULL ); item = MEM_mallocN(sizeof(BVHCacheItem), "BVHCacheItem"); assert( item != NULL ); item->type = type; item->tree = tree; BLI_linklist_prepend(cache, item); } void bvhcache_init(BVHCache *cache) { *cache = NULL; } static void bvhcacheitem_free(void *_item) { BVHCacheItem *item = (BVHCacheItem *)_item; BLI_bvhtree_free(item->tree); MEM_freeN(item); } void bvhcache_free(BVHCache *cache) { BLI_linklist_free(*cache, (LinkNodeFreeFP)bvhcacheitem_free); *cache = NULL; }