/* * 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. */ #pragma once /** \file * \ingroup bli */ #include "BLI_sys_types.h" #ifdef __cplusplus extern "C" { #endif struct BVHTree; struct DistProjectedAABBPrecalc; typedef struct BVHTree BVHTree; #define USE_KDOPBVH_WATERTIGHT typedef struct BVHTreeAxisRange { union { struct { float min, max; }; /* alternate access */ float range[2]; }; } BVHTreeAxisRange; typedef struct BVHTreeOverlap { int indexA; int indexB; } BVHTreeOverlap; typedef struct BVHTreeNearest { /** The index of the nearest found * (untouched if none is found within a dist radius from the given coordinates) */ int index; /** Nearest coordinates * (untouched it none is found within a dist radius from the given coordinates). */ float co[3]; /** Normal at nearest coordinates * (untouched it none is found within a dist radius from the given coordinates). */ float no[3]; /** squared distance to search around */ float dist_sq; int flags; } BVHTreeNearest; typedef struct BVHTreeRay { /** ray origin */ float origin[3]; /** ray direction */ float direction[3]; /** radius around ray */ float radius; #ifdef USE_KDOPBVH_WATERTIGHT struct IsectRayPrecalc *isect_precalc; #endif } BVHTreeRay; typedef struct BVHTreeRayHit { /** Index of the tree node (untouched if no hit is found). */ int index; /** Coordinates of the hit point. */ float co[3]; /** Normal on hit point. */ float no[3]; /** Distance to the hit point. */ float dist; } BVHTreeRayHit; enum { /* Use a priority queue to process nodes in the optimal order (for slow callbacks) */ BVH_OVERLAP_USE_THREADING = (1 << 0), BVH_OVERLAP_RETURN_PAIRS = (1 << 1), }; enum { /* Use a priority queue to process nodes in the optimal order (for slow callbacks) */ BVH_NEAREST_OPTIMAL_ORDER = (1 << 0), }; enum { /* calculate IsectRayPrecalc data */ BVH_RAYCAST_WATERTIGHT = (1 << 0), }; #define BVH_RAYCAST_DEFAULT (BVH_RAYCAST_WATERTIGHT) #define BVH_RAYCAST_DIST_MAX (FLT_MAX / 2.0f) /** * Callback must update nearest in case it finds a nearest result. */ typedef void (*BVHTree_NearestPointCallback)(void *userdata, int index, const float co[3], 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); /** * Callback to check if 2 nodes overlap (use thread if intersection results need to be stored). */ typedef bool (*BVHTree_OverlapCallback)(void *userdata, int index_a, int index_b, int thread); /** * Callback to range search query. */ typedef void (*BVHTree_RangeQuery)(void *userdata, int index, const float co[3], float dist_sq); /** * Callback to find nearest projected. */ typedef void (*BVHTree_NearestProjectedCallback)(void *userdata, int index, const struct DistProjectedAABBPrecalc *precalc, const float (*clip_plane)[4], int clip_plane_len, BVHTreeNearest *nearest); /* callbacks to BLI_bvhtree_walk_dfs */ /** * Return true to traverse into this nodes children, else skip. */ typedef bool (*BVHTree_WalkParentCallback)(const BVHTreeAxisRange *bounds, void *userdata); /** * Return true to keep walking, else early-exit the search. */ typedef bool (*BVHTree_WalkLeafCallback)(const BVHTreeAxisRange *bounds, int index, void *userdata); /** * Return true to search (min, max) else (max, min). */ typedef bool (*BVHTree_WalkOrderCallback)(const BVHTreeAxisRange *bounds, char axis, void *userdata); /** * \note many callers don't check for `NULL` return. */ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis); void BLI_bvhtree_free(BVHTree *tree); /** * Construct: first insert points, then call balance. */ void BLI_bvhtree_insert(BVHTree *tree, int index, const float co[3], int numpoints); void BLI_bvhtree_balance(BVHTree *tree); /** * Update: first update points/nodes, then call update_tree to refit the bounding volumes. * \note call before #BLI_bvhtree_update_tree(). */ bool BLI_bvhtree_update_node( BVHTree *tree, int index, const float co[3], const float co_moving[3], int numpoints); /** * Call #BLI_bvhtree_update_node() first for every node/point/triangle. */ void BLI_bvhtree_update_tree(BVHTree *tree); /** * Use to check the total number of threads #BLI_bvhtree_overlap will use. * * \warning Must be the first tree passed to #BLI_bvhtree_overlap! */ int BLI_bvhtree_overlap_thread_num(const BVHTree *tree); /** * Collision/overlap: check two trees if they overlap, * alloc's *overlap with length of the int return value. * * \param callback: optional, to test the overlap before adding (must be thread-safe!). */ BVHTreeOverlap *BLI_bvhtree_overlap_ex(const BVHTree *tree1, const BVHTree *tree2, uint *r_overlap_tot, BVHTree_OverlapCallback callback, void *userdata, uint max_interactions, int flag); BVHTreeOverlap *BLI_bvhtree_overlap(const BVHTree *tree1, const BVHTree *tree2, unsigned int *r_overlap_tot, BVHTree_OverlapCallback callback, void *userdata); int *BLI_bvhtree_intersect_plane(BVHTree *tree, float plane[4], uint *r_intersect_tot); /** * Number of times #BLI_bvhtree_insert has been called. * mainly useful for asserts functions to check we added the correct number. */ int BLI_bvhtree_get_len(const BVHTree *tree); /** * Maximum number of children that a node can have. */ int BLI_bvhtree_get_tree_type(const BVHTree *tree); float BLI_bvhtree_get_epsilon(const BVHTree *tree); /** * This function returns the bounding box of the BVH tree. */ void BLI_bvhtree_get_bounding_box(BVHTree *tree, float r_bb_min[3], float r_bb_max[3]); /** * 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_ex(BVHTree *tree, const float co[3], BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata, int flag); int BLI_bvhtree_find_nearest(BVHTree *tree, const float co[3], BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata); /** * Find the first node nearby. * Favors speed over quality since it doesn't find the best target node. */ int BLI_bvhtree_find_nearest_first(BVHTree *tree, const float co[3], float dist_sq, BVHTree_NearestPointCallback callback, void *userdata); int BLI_bvhtree_ray_cast_ex(BVHTree *tree, const float co[3], const float dir[3], float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata, int flag); int BLI_bvhtree_ray_cast(BVHTree *tree, const float co[3], const float dir[3], float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata); /** * Calls the callback for every ray intersection * * \note Using a \a callback which resets or never sets the #BVHTreeRayHit index & dist works too, * however using this function means existing generic callbacks can be used from custom callbacks * without having to handle resetting the hit beforehand. * It also avoid redundant argument and return value which aren't meaningful * when collecting multiple hits. */ void BLI_bvhtree_ray_cast_all_ex(BVHTree *tree, const float co[3], const float dir[3], float radius, float hit_dist, BVHTree_RayCastCallback callback, void *userdata, int flag); void BLI_bvhtree_ray_cast_all(BVHTree *tree, const float co[3], const float dir[3], float radius, float hit_dist, BVHTree_RayCastCallback callback, void *userdata); float BLI_bvhtree_bb_raycast(const float bv[6], const float light_start[3], const float light_end[3], float pos[3]); /** * Range query. */ int BLI_bvhtree_range_query( BVHTree *tree, const float co[3], float radius, BVHTree_RangeQuery callback, void *userdata); int BLI_bvhtree_find_nearest_projected(BVHTree *tree, float projmat[4][4], float winsize[2], float mval[2], float clip_planes[6][4], int clip_plane_len, BVHTreeNearest *nearest, BVHTree_NearestProjectedCallback callback, void *userdata); /** * This is a generic function to perform a depth first search on the #BVHTree * where the search order and nodes traversed depend on callbacks passed in. * * \param tree: Tree to walk. * \param walk_parent_cb: Callback on a parents bound-box to test if it should be traversed. * \param walk_leaf_cb: Callback to test leaf nodes, callback must store its own result, * returning false exits early. * \param walk_order_cb: Callback that indicates which direction to search, * either from the node with the lower or higher K-DOP axis value. * \param userdata: Argument passed to all callbacks. */ void BLI_bvhtree_walk_dfs(BVHTree *tree, BVHTree_WalkParentCallback walk_parent_cb, BVHTree_WalkLeafCallback walk_leaf_cb, BVHTree_WalkOrderCallback walk_order_cb, void *userdata); /** * Expose for BVH callbacks to use. */ extern const float bvhtree_kdop_axes[13][3]; #ifdef __cplusplus } #endif