[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [16003] branches/soc-2008-jaguarandi/ source/blender/blenkernel: Moved bvhtree_from_mesh api to its own files

André Pinto andresusanopinto at gmail.com
Thu Aug 7 17:18:48 CEST 2008


Revision: 16003
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16003
Author:   jaguarandi
Date:     2008-08-07 17:18:47 +0200 (Thu, 07 Aug 2008)

Log Message:
-----------
Moved bvhtree_from_mesh api to its own files
BKE_bvhutils.h and intern/bvhutils.c

Modified Paths:
--------------
    branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_shrinkwrap.h
    branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/constraint.c
    branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/shrinkwrap.c

Added Paths:
-----------
    branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_bvhutils.h
    branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c

Added: branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_bvhutils.h
===================================================================
--- branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_bvhutils.h	                        (rev 0)
+++ branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_bvhutils.h	2008-08-07 15:18:47 UTC (rev 16003)
@@ -0,0 +1,96 @@
+/**
+ *
+ * ***** 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.
+ *
+ * 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
+
+#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;
+
+	/* Mesh represented on this BVHTree */
+	struct DerivedMesh *mesh; 
+
+	/* Vertex array, so that callbacks have instante access to data */
+	struct MVert *vert;
+	struct MFace *face;
+
+	/* radius for raycast */
+	float sphere_radius;
+
+} BVHTreeFromMesh;
+
+/*
+ * Builds a bvh tree where nodes are the vertexs 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 later bvh_from_mesh_* might use a cache system and so it becames possible to reuse
+ * a BVHTree.
+ * 
+ * free_bvhtree_from_mesh should be called when the tree is no longer needed.
+ */
+void bvhtree_from_mesh_verts(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
+
+/*
+ * Builds a bvh tree where nodes are the faces 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 later bvh_from_mesh_* might use a cache system and so it becames possible to reuse
+ * a BVHTree.
+ * 
+ * free_bvhtree_from_mesh should be called when the tree is no longer needed.
+ */
+void bvhtree_from_mesh_faces(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, 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);
+
+#endif
+

Modified: branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_shrinkwrap.h
===================================================================
--- branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_shrinkwrap.h	2008-08-07 15:04:25 UTC (rev 16002)
+++ branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_shrinkwrap.h	2008-08-07 15:18:47 UTC (rev 16003)
@@ -69,46 +69,16 @@
 void space_transform_apply_normal (const SpaceTransform *data, float *co);
 void space_transform_invert_normal(const SpaceTransform *data, float *co);
 
-/* BVH from mesh */
-#include "BLI_kdopbvh.h"
-
-struct DerivedMesh;
-struct MVert;
-struct MFace;
-
-//struct that kepts basic information about a BVHTree build from a mesh
-typedef struct BVHTreeFromMesh
-{
-	struct BVHTree *tree;
-
-	//Callbacks
-	BVHTree_NearestPointCallback nearest_callback;
-	BVHTree_RayCastCallback      raycast_callback;
-	
-	//Mesh represented on this BVH
-	struct DerivedMesh *mesh;
-	struct MVert *vert;
-	struct MFace *face;
-
-	//radius for sphere cast
-	float sphere_radius;
-
-} BVHTreeFromMesh;
-
-// Builds a bvh tree where nodes are the vertexs of the given mesh. And configures BVHMesh if one given.
-struct BVHTree* bvhtree_from_mesh_verts(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
-
-// Builds a bvh tree where nodes are the faces of the given mesh. And configures BVHMesh if one is given.
-struct BVHTree* bvhtree_from_mesh_faces(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
-
-int normal_projection_project_vertex(char options, const float *vert, const float *dir, const SpaceTransform *transf, BVHTree *tree, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
-
 /* Shrinkwrap stuff */
+#include "BKE_bvhutils.h"
+
 struct Object;
 struct DerivedMesh;
 struct ShrinkwrapModifierData;
 struct BVHTree;
 
+/* maybe move to bvh util */
+int normal_projection_project_vertex(char options, const float *vert, const float *dir, const SpaceTransform *transf, BVHTree *tree, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
 
 
 typedef struct ShrinkwrapCalcData

Added: branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c
===================================================================
--- branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c	                        (rev 0)
+++ branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c	2008-08-07 15:18:47 UTC (rev 16003)
@@ -0,0 +1,425 @@
+/**
+ *
+ * ***** 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.
+ *
+ * The Original Code is Copyright (C) Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): André Pinto.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include "BKE_bvhutils.h"
+
+#include "DNA_object_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_meshdata_types.h"
+
+#include "BKE_shrinkwrap.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_utildefines.h"
+#include "BKE_deform.h"
+#include "BKE_cdderivedmesh.h"
+#include "BKE_displist.h"
+#include "BKE_global.h"
+
+#include "BLI_arithb.h"
+
+/* Math stuff for ray casting on mesh faces and for nearest surface */
+
+static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest);
+
+#define ISECT_EPSILON 1e-6
+static float ray_tri_intersection(const BVHTreeRay *ray, const float m_dist, const float *v0, const float *v1, const float *v2)
+{
+	float dist;
+
+	if(RayIntersectsTriangle(ray->origin, ray->direction, v0, v1, v2, &dist, NULL))
+		return dist;
+
+	return FLT_MAX;
+}
+
+static float sphereray_tri_intersection(const BVHTreeRay *ray, float radius, const float m_dist, const float *v0, const float *v1, const float *v2)
+{
+	
+	float idist;
+	float p1[3];
+	float plane_normal[3], hit_point[3];
+
+	CalcNormFloat((float*)v0, (float*)v1, (float*)v2, plane_normal);
+
+	VECADDFAC( p1, ray->origin, ray->direction, m_dist);
+	if(SweepingSphereIntersectsTriangleUV(ray->origin, p1, radius, v0, v1, v2, &idist, &hit_point))
+	{
+		return idist * m_dist;
+	}
+
+	return FLT_MAX;
+}
+
+/*
+ * This calculates the distance from point to the plane
+ * Distance is negative if point is on the back side of plane
+ */
+static float point_plane_distance(const float *point, const float *plane_point, const float *plane_normal)
+{
+	float pp[3];
+	VECSUB(pp, point, plane_point);
+	return INPR(pp, plane_normal);
+}
+static float choose_nearest(const float v0[2], const float v1[2], const float point[2], float closest[2])
+{
+	float d[2][2], sdist[2];
+	VECSUB2D(d[0], v0, point);
+	VECSUB2D(d[1], v1, point);
+
+	sdist[0] = d[0][0]*d[0][0] + d[0][1]*d[0][1];
+	sdist[1] = d[1][0]*d[1][0] + d[1][1]*d[1][1];
+
+	if(sdist[0] < sdist[1])
+	{
+		if(closest)
+			VECCOPY2D(closest, v0);
+		return sdist[0];
+	}
+	else
+	{
+		if(closest)
+			VECCOPY2D(closest, v1);
+		return sdist[1];
+	}
+}
+/*
+ * calculates the closest point between point-tri (2D)
+ * returns that tri must be right-handed
+ * Returns square distance
+ */
+static float closest_point_in_tri2D(const float point[2], /*const*/ float tri[3][2], float closest[2])
+{
+	float edge_di[2];
+	float v_point[2];
+	float proj[2];					//point projected over edge-dir, edge-normal (witouth normalized edge)
+	const float *v0 = tri[2], *v1;
+	float edge_slen, d;				//edge squared length
+	int i;
+	const float *nearest_vertex = NULL;
+
+
+	//for each edge
+	for(i=0, v0=tri[2], v1=tri[0]; i < 3; v0=tri[i++], v1=tri[i])
+	{
+		VECSUB2D(edge_di,    v1, v0);
+		VECSUB2D(v_point, point, v0);
+
+		proj[1] =  v_point[0]*edge_di[1] - v_point[1]*edge_di[0];	//dot product with edge normal
+
+		//point inside this edge
+		if(proj[1] < 0)
+			continue;
+
+		proj[0] = v_point[0]*edge_di[0] + v_point[1]*edge_di[1];
+
+		//closest to this edge is v0
+		if(proj[0] < 0)
+		{
+ 			if(nearest_vertex == NULL || nearest_vertex == v0)
+				nearest_vertex = v0;
+			else
+			{
+				//choose nearest
+				return choose_nearest(nearest_vertex, v0, point, closest);
+			}
+			i++;	//We can skip next edge
+			continue;
+		}
+

@@ Diff output truncated at 10240 characters. @@




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