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/**
* A BVH for high poly meshes.
*
* $Id$
*
* ***** 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BLI_PBVH_H
#define BLI_PBVH_H
struct MFace;
struct MVert;
struct DMGridAdjacency;
struct DMGridData;
struct PBVH;
struct PBVHNode;
struct ListBase;
typedef struct PBVH PBVH;
typedef struct PBVHNode PBVHNode;
/* Callbacks */
/* returns 1 if the search should continue from this node, 0 otherwise */
typedef int (*BLI_pbvh_SearchCallback)(PBVHNode *node, void *data);
typedef void (*BLI_pbvh_HitCallback)(PBVHNode *node, void *data);
/* Building */
PBVH *BLI_pbvh_new(void);
void BLI_pbvh_build_mesh(PBVH *bvh, struct MFace *faces, struct MVert *verts,
int totface, int totvert);
void BLI_pbvh_build_grids(PBVH *bvh, struct DMGridData **grids,
struct DMGridAdjacency *gridadj, int totgrid,
int gridsize, void **gridfaces);
void BLI_pbvh_free(PBVH *bvh);
/* Hierarchical Search in the BVH, two methods:
* for each hit calling a callback
* gather nodes in an array (easy to multithread) */
void BLI_pbvh_search_callback(PBVH *bvh,
BLI_pbvh_SearchCallback scb, void *search_data,
BLI_pbvh_HitCallback hcb, void *hit_data);
void BLI_pbvh_search_gather(PBVH *bvh,
BLI_pbvh_SearchCallback scb, void *search_data,
PBVHNode ***array, int *tot);
/* Raycast
the hit callback is called for all leaf nodes intersecting the ray;
it's up to the callback to find the primitive within the leaves that is
hit first */
void BLI_pbvh_raycast(PBVH *bvh, BLI_pbvh_HitCallback cb, void *data,
float ray_start[3], float ray_normal[3], int original);
int BLI_pbvh_node_raycast(PBVH *bvh, PBVHNode *node, float (*origco)[3],
float ray_start[3], float ray_normal[3], float *dist);
/* Drawing */
void BLI_pbvh_node_draw(PBVHNode *node, void *data);
int BLI_pbvh_node_planes_contain_AABB(PBVHNode *node, void *data);
void BLI_pbvh_draw(PBVH *bvh, float (*planes)[4], float (*face_nors)[3]);
/* Node Access */
typedef enum {
PBVH_Leaf = 1,
PBVH_UpdateNormals = 2,
PBVH_UpdateBB = 4,
PBVH_UpdateOriginalBB = 8,
PBVH_UpdateDrawBuffers = 16,
PBVH_UpdateRedraw = 32
} PBVHNodeFlags;
void BLI_pbvh_node_mark_update(PBVHNode *node);
void BLI_pbvh_node_get_grids(PBVH *bvh, PBVHNode *node,
int **grid_indices, int *totgrid, int *maxgrid, int *gridsize,
struct DMGridData ***griddata, struct DMGridAdjacency **gridadj);
void BLI_pbvh_node_num_verts(PBVH *bvh, PBVHNode *node,
int *uniquevert, int *totvert);
void BLI_pbvh_node_get_BB(PBVHNode *node, float bb_min[3], float bb_max[3]);
void BLI_pbvh_node_get_original_BB(PBVHNode *node, float bb_min[3], float bb_max[3]);
/* Update Normals/Bounding Box/Draw Buffers/Redraw and clear flags */
void BLI_pbvh_update(PBVH *bvh, int flags, float (*face_nors)[3]);
void BLI_pbvh_redraw_BB(PBVH *bvh, float bb_min[3], float bb_max[3]);
void BLI_pbvh_get_grid_updates(PBVH *bvh, int clear, void ***gridfaces, int *totface);
/* Vertex Iterator */
/* this iterator has quite a lot of code, but it's designed to:
- allow the compiler to eliminate dead code and variables
- spend most of the time in the relatively simple inner loop */
#define PBVH_ITER_ALL 0
#define PBVH_ITER_UNIQUE 1
typedef struct PBVHVertexIter {
/* iteration */
int g;
int width;
int height;
int skip;
int gx;
int gy;
int i;
/* grid */
struct DMGridData **grids;
struct DMGridData *grid;
int *grid_indices;
int totgrid;
int gridsize;
/* mesh */
struct MVert *mverts;
int totvert;
int *vert_indices;
/* result: these are all computed in the macro, but we assume
that compiler optimizations will skip the ones we don't use */
struct MVert *mvert;
float *co;
short *no;
float *fno;
} PBVHVertexIter;
void BLI_pbvh_node_verts_iter_init(PBVH *bvh, PBVHNode *node, PBVHVertexIter *vi, int mode);
#define BLI_pbvh_vertex_iter_begin(bvh, node, vi, mode) \
/* XXX breaks aliasing! */ \
BLI_pbvh_node_verts_iter_init(bvh, node, &vi, mode); \
\
for(vi.i=0, vi.g=0; vi.g<vi.totgrid; vi.g++) { \
if(vi.grids) { \
vi.width= vi.gridsize; \
vi.height= vi.gridsize; \
vi.grid= vi.grids[vi.grid_indices[vi.g]]; \
vi.skip= 0; \
\
/*if(mode == PVBH_ITER_UNIQUE) { \
vi.grid += subm->grid.offset; \
vi.skip= subm->grid.skip; \
vi.grid -= skip; \
}*/ \
} \
else { \
vi.width= vi.totvert; \
vi.height= 1; \
} \
\
for(vi.gy=0; vi.gy<vi.height; vi.gy++) { \
if(vi.grid) vi.grid += vi.skip; \
\
for(vi.gx=0; vi.gx<vi.width; vi.gx++, vi.i++) { \
if(vi.grid) { \
vi.co= vi.grid->co; \
vi.fno= vi.grid->no; \
vi.grid++; \
} \
else { \
vi.mvert= &vi.mverts[vi.vert_indices[vi.gx]]; \
vi.co= vi.mvert->co; \
vi.no= vi.mvert->no; \
} \
#define BLI_pbvh_vertex_iter_end \
} \
} \
}
#endif /* BLI_PBVH_H */
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