[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [16084] branches/soc-2008-jaguarandi/ source: svn merge -r 15988:16077 https://svn.blender.org/svnroot/bf-blender /trunk/blender
André Pinto
andresusanopinto at gmail.com
Wed Aug 13 21:22:36 CEST 2008
Revision: 16084
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16084
Author: jaguarandi
Date: 2008-08-13 21:22:35 +0200 (Wed, 13 Aug 2008)
Log Message:
-----------
svn merge -r 15988:16077 https://svn.blender.org/svnroot/bf-blender/trunk/blender
To have the 50% faster nearest_surface point.
Changed mesh_faces_nearest_point to return the face normal instead of collision normal
Modified Paths:
--------------
branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c
branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/shrinkwrap.c
branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/softbody.c
branches/soc-2008-jaguarandi/source/blender/python/api2_2x/Texture.c
branches/soc-2008-jaguarandi/source/blender/python/api2_2x/doc/Texture.py
branches/soc-2008-jaguarandi/source/blender/src/buttons_editing.c
branches/soc-2008-jaguarandi/source/gameengine/Expressions/Value.cpp
branches/soc-2008-jaguarandi/source/gameengine/GameLogic/SCA_PythonController.cpp
Modified: branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c
===================================================================
--- branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c 2008-08-13 18:29:13 UTC (rev 16083)
+++ branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c 2008-08-13 19:22:35 UTC (rev 16084)
@@ -48,9 +48,6 @@
/* 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;
@@ -79,170 +76,324 @@
return FLT_MAX;
}
+
/*
- * This calculates the distance from point to the plane
- * Distance is negative if point is on the back side of plane
+ * Function adapted from David Eberly's distance tools (LGPL)
+ * http://www.geometrictools.com/LibFoundation/Distance/Distance.html
*/
-static float point_plane_distance(const float *point, const float *plane_point, const float *plane_normal)
+static float nearest_point_in_tri_surface(const float *v0,const float *v1,const float *v2,const float *p, int *v, int *e, float *nearest )
{
- 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);
+ 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;
+
+ VECSUB(diff, v0, p);
+ VECSUB(e0, v1, v0);
+ VECSUB(e1, v2, v0);
+
+ A00 = INPR ( e0, e0 );
+ A01 = INPR( e0, e1 );
+ A11 = INPR ( e1, e1 );
+ B0 = INPR( diff, e0 );
+ B1 = INPR( diff, e1 );
+ C = INPR( diff, diff );
+ Det = fabs( A00 * A11 - A01 * A01 );
+ S = A01 * B1 - A11 * B0;
+ T = A01 * B0 - A00 * B1;
- 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 ( S + T <= Det )
{
- if(closest)
- VECCOPY2D(closest, v0);
- return sdist[0];
+ if ( S < 0.0f )
+ {
+ if ( T < 0.0f ) // Region 4
+ {
+ if ( B0 < 0.0f )
+ {
+ T = 0.0f;
+ if ( -B0 >= A00 )
+ {
+ S = (float)1.0;
+ sqrDist = A00 + 2.0f * B0 + C;
+ lv = 1;
+ }
+ else
+ {
+ if(fabs(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(fabs(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(fabs(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(fabs(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(fabs(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
{
- 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;
+ float tmp0, tmp1, numer, denom;
-
- //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 ( S < 0.0f ) // Region 2
{
- if(nearest_vertex == NULL || nearest_vertex == v0)
- nearest_vertex = v0;
+ 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(fabs(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
{
- //choose nearest
- return choose_nearest(nearest_vertex, v0, point, closest);
+ 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(fabs(A11) > FLT_EPSILON)
+ T = -B1 / A11;
+ else
+ T = 0.0f;
+ sqrDist = B1 * T + C;
+ le = 1;
+ }
}
- i++; //We can skip next edge
- continue;
}
-
- edge_slen = edge_di[0]*edge_di[0] + edge_di[1]*edge_di[1]; //squared edge len
- //closest to this edge is v1
- if(proj[0] > edge_slen)
+ else if ( T < 0.0f ) // Region 6
{
- if(nearest_vertex == NULL || nearest_vertex == v1)
- nearest_vertex = v1;
+ 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(fabs(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
{
- return choose_nearest(nearest_vertex, v1, point, closest);
+ 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(fabs(A00) > FLT_EPSILON)
+ S = -B0 / A00;
+ else
+ S = 0.0f;
+ sqrDist = B0 * S + C;
+ le = 0;
+ }
}
- continue;
}
-
- //nearest is on this edge
- d= proj[1] / edge_slen;
- closest[0] = point[0] - edge_di[1] * d;
- closest[1] = point[1] + edge_di[0] * d;
-
- return proj[1]*proj[1]/edge_slen;
+ 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(fabs(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;
+ }
+ }
+ }
}
- if(nearest_vertex)
+ // Account for numerical round-off error
+ if ( sqrDist < FLT_EPSILON )
+ sqrDist = 0.0f;
+
{
- VECSUB2D(v_point, nearest_vertex, point);
- VECCOPY2D(closest, nearest_vertex);
- return v_point[0]*v_point[0] + v_point[1]*v_point[1];
+ float w[3], x[3], y[3], z[3];
+ VECCOPY(w, v0);
+ VECCOPY(x, e0);
+ VecMulf(x, S);
+ VECCOPY(y, e1);
+ VecMulf(y, T);
+ VECADD(z, w, x);
+ VECADD(z, z, y);
+ //VECSUB(d, p, z);
+ VECCOPY(nearest, z);
+ // d = p - ( v0 + S * e0 + T * e1 );
}
- else
- {
- VECCOPY(closest, point); //point is already inside
- return 0.0f;
- }
-}
+ *v = lv;
+ *e = le;
-/*
- * Returns the square of the minimum distance between the point and a triangle surface
- * If nearest is not NULL the nearest surface point is written on it
- */
-static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest)
-{
- //Lets solve the 2D problem (closest point-tri)
- float normal_dist, plane_sdist, plane_offset;
- float du[3], dv[3], dw[3]; //orthogonal axis (du=(v0->v1), dw=plane normal)
-
- float p_2d[2], tri_2d[3][2], nearest_2d[2];
-
- CalcNormFloat((float*)v0, (float*)v1, (float*)v2, dw);
-
- //point-plane distance and calculate axis
- normal_dist = point_plane_distance(point, v0, dw);
-
- // OPTIMIZATION
- // if we are only interested in nearest distance if its closer than some distance already found
- // we can:
- // if(normal_dist*normal_dist >= best_dist_so_far) return FLOAT_MAX;
- //
-
- VECSUB(du, v1, v0);
- Normalize(du);
- Crossf(dv, dw, du);
- plane_offset = INPR(v0, dw);
-
- //project stuff to 2d
- tri_2d[0][0] = INPR(du, v0);
- tri_2d[0][1] = INPR(dv, v0);
-
- tri_2d[1][0] = INPR(du, v1);
- tri_2d[1][1] = INPR(dv, v1);
-
- tri_2d[2][0] = INPR(du, v2);
- tri_2d[2][1] = INPR(dv, v2);
-
- p_2d[0] = INPR(du, point);
- p_2d[1] = INPR(dv, point);
-
- //we always have a right-handed tri
- //this should always happen because of the way normal is calculated
- plane_sdist = closest_point_in_tri2D(p_2d, tri_2d, nearest_2d);
-
- //project back to 3d
- if(nearest)
- {
- nearest[0] = du[0]*nearest_2d[0] + dv[0] * nearest_2d[1] + dw[0] * plane_offset;
@@ Diff output truncated at 10240 characters. @@
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