Revision: 29620 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=29620 Author: blendix Date: 2010-06-22 17:10:57 +0200 (Tue, 22 Jun 2010)
Log Message: ----------- Armature weighting / mesh deform no longer use render raytracing acceleration structure but BVH instead. (merge from render25 branch) Modified Paths: -------------- trunk/blender/source/blender/editors/armature/meshlaplacian.c Modified: trunk/blender/source/blender/editors/armature/meshlaplacian.c =================================================================== --- trunk/blender/source/blender/editors/armature/meshlaplacian.c 2010-06-22 15:09:41 UTC (rev 29619) +++ trunk/blender/source/blender/editors/armature/meshlaplacian.c 2010-06-22 15:10:57 UTC (rev 29620) @@ -52,8 +52,6 @@ #include "BLI_polardecomp.h" #endif -#include "RE_raytrace.h" - #include "ONL_opennl.h" #include "BLO_sys_types.h" // for intptr_t support @@ -107,8 +105,7 @@ float *p; /* values from all p vectors */ float *mindist; /* minimum distance to a bone for all vertices */ - RayObject *raytree; /* ray tracing acceleration structure */ - RayFace *faces; /* faces to add to the ray tracing struture */ + BVHTree *bvhtree; /* ray tracing acceleration structure */ MFace **vface; /* a face that the vertex belongs to */ } heat; @@ -396,29 +393,65 @@ #define WEIGHT_LIMIT_END 0.025f #define DISTANCE_EPSILON 1e-4f +typedef struct BVHCallbackUserData { + float start[3]; + float vec[3]; + LaplacianSystem *sys; +} BVHCallbackUserData; + +static void bvh_callback(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit) +{ + BVHCallbackUserData *data = (struct BVHCallbackUserData*)userdata; + MFace *mf = data->sys->heat.mface + index; + float (*verts)[3] = data->sys->heat.verts; + float lambda, uv[2], n[3], dir[3]; + + mul_v3_v3fl(dir, data->vec, hit->dist); + + if(isect_ray_tri_v3(data->start, dir, verts[mf->v1], verts[mf->v2], verts[mf->v3], &lambda, uv)) { + normal_tri_v3(n, verts[mf->v1], verts[mf->v2], verts[mf->v3]); + if(lambda < 1.0f && dot_v3v3(n, data->vec) < -1e-5f) { + hit->index = index; + hit->dist *= lambda; + } + } + + mul_v3_v3fl(dir, data->vec, hit->dist); + + if(isect_ray_tri_v3(data->start, dir, verts[mf->v1], verts[mf->v3], verts[mf->v4], &lambda, uv)) { + normal_tri_v3(n, verts[mf->v1], verts[mf->v3], verts[mf->v4]); + if(lambda < 1.0f && dot_v3v3(n, data->vec) < -1e-5f) { + hit->index = index; + hit->dist *= lambda; + } + } +} + /* Raytracing for vertex to bone/vertex visibility */ static void heat_ray_tree_create(LaplacianSystem *sys) { MFace *mface = sys->heat.mface; + float (*verts)[3] = sys->heat.verts; int totface = sys->heat.totface; int totvert = sys->heat.totvert; int a; - sys->heat.raytree = RE_rayobject_vbvh_create(totface); - sys->heat.faces = MEM_callocN(sizeof(RayFace)*totface, "Heat RayFaces"); + sys->heat.bvhtree = BLI_bvhtree_new(totface, 0.0f, 4, 6); sys->heat.vface = MEM_callocN(sizeof(MFace*)*totvert, "HeatVFaces"); for(a=0; a<totface; a++) { - MFace *mf = mface+a; - RayFace *rayface = sys->heat.faces+a; + float bb[6]; - RayObject *obj = RE_rayface_from_coords( - rayface, &sys->heat, mf, - sys->heat.verts[mf->v1], sys->heat.verts[mf->v2], - sys->heat.verts[mf->v3], mf->v4 ? sys->heat.verts[mf->v4] : 0 - ); - RE_rayobject_add(sys->heat.raytree, obj); + INIT_MINMAX(bb, bb+3); + DO_MINMAX(verts[mf->v1], bb, bb+3); + DO_MINMAX(verts[mf->v2], bb, bb+3); + DO_MINMAX(verts[mf->v3], bb, bb+3); + if(mf->v4) { + DO_MINMAX(verts[mf->v4], bb, bb+3); + } + + BLI_bvhtree_insert(sys->heat.bvhtree, a, bb, 2); //Setup inverse pointers to use on isect.orig sys->heat.vface[mf->v1]= mf; @@ -426,12 +459,14 @@ sys->heat.vface[mf->v3]= mf; if(mf->v4) sys->heat.vface[mf->v4]= mf; } - RE_rayobject_done(sys->heat.raytree); + + BLI_bvhtree_balance(sys->heat.bvhtree); } static int heat_ray_source_visible(LaplacianSystem *sys, int vertex, int source) { - Isect isec; + BVHTreeRayHit hit; + BVHCallbackUserData data; MFace *mface; float end[3]; int visible; @@ -440,28 +475,25 @@ if(!mface) return 1; - /* setup isec */ - memset(&isec, 0, sizeof(isec)); - isec.mode= RE_RAY_SHADOW; - isec.lay= -1; - isec.orig.ob = &sys->heat; - isec.orig.face = mface; - isec.skip = RE_SKIP_CULLFACE; - - copy_v3_v3(isec.start, sys->heat.verts[vertex]); + data.sys= sys; + copy_v3_v3(data.start, sys->heat.verts[vertex]); if(sys->heat.root) /* bone */ - closest_to_line_segment_v3(end, isec.start, + closest_to_line_segment_v3(end, data.start, sys->heat.root[source], sys->heat.tip[source]); else /* vertex */ copy_v3_v3(end, sys->heat.source[source]); - sub_v3_v3v3(isec.vec, end, isec.start); - isec.labda = 1.0f - 1e-5; - madd_v3_v3v3fl(isec.start, isec.start, isec.vec, 1e-5); + sub_v3_v3v3(data.vec, end, data.start); + madd_v3_v3v3fl(data.start, data.start, data.vec, 1e-5); + mul_v3_fl(data.vec, 1.0f - 2e-5); - visible= !RE_rayobject_raycast(sys->heat.raytree, &isec); + /* pass normalized vec + distance to bvh */ + hit.index = -1; + hit.dist = normalize_v3(data.vec); + visible= BLI_bvhtree_ray_cast(sys->heat.bvhtree, data.start, data.vec, 0.0f, &hit, bvh_callback, (void*)&data) == -1; + return visible; } @@ -587,9 +619,8 @@ static void heat_system_free(LaplacianSystem *sys) { - RE_rayobject_free(sys->heat.raytree); + BLI_bvhtree_free(sys->heat.bvhtree); MEM_freeN(sys->heat.vface); - MEM_freeN(sys->heat.faces); MEM_freeN(sys->heat.mindist); MEM_freeN(sys->heat.H); @@ -1050,11 +1081,19 @@ /* direct solver */ int *varidx; - - /* raytrace */ - RayObject *raytree; } MeshDeformBind; +typedef struct MeshDeformIsect { + float start[3]; + float vec[3]; + float labda; + + void *face; + int isect; + float u, v; + +} MeshDeformIsect; + /* ray intersection */ /* our own triangle intersection, so we can fully control the epsilons and @@ -1117,65 +1156,9 @@ return 1; } -/* blender's raytracer is not use now, even though it is much faster. it can - * give problems with rays falling through, so we use our own intersection - * function above with tweaked epsilons */ - -#if 0 -static MeshDeformBind *MESHDEFORM_BIND = NULL; - -static void meshdeform_ray_coords_func(RayFace *face, float **v1, float **v2, float **v3, float **v4) +static int meshdeform_intersect(MeshDeformBind *mdb, MeshDeformIsect *isec) { - MFace *mface= (MFace*)face; - float (*cagecos)[3]= MESHDEFORM_BIND->cagecos; - - *v1= cagecos[mface->v1]; - *v2= cagecos[mface->v2]; - *v3= cagecos[mface->v3]; - *v4= (mface->v4)? cagecos[mface->v4]: NULL; -} - -static int meshdeform_ray_check_func(Isect *is, RayFace *face) -{ - return 1; -} - -static void meshdeform_ray_tree_create(MeshDeformBind *mdb) -{ MFace *mface; - float min[3], max[3]; - int a, totface; - - /* create a raytrace tree from the mesh */ - INIT_MINMAX(min, max); - - for(a=0; a<mdb->totcagevert; a++) - DO_MINMAX(mdb->cagecos[a], min, max) - - MESHDEFORM_BIND= mdb; - - mface= mdb->cagedm->getFaceArray(mdb->cagedm); - totface= mdb->cagedm->getNumFaces(mdb->cagedm); - - mdb->raytree= RE_ray_tree_create(64, totface, min, max, - meshdeform_ray_coords_func, meshdeform_ray_check_func); - - for(a=0; a<totface; a++, mface++) - RE_ray_tree_add_face(mdb->raytree, mface); - - RE_ray_tree_done(mdb->raytree); -} - -static void meshdeform_ray_tree_free(MeshDeformBind *mdb) -{ - MESHDEFORM_BIND= NULL; - RE_ray_tree_free(mdb->raytree); -} -#endif - -static int meshdeform_intersect(MeshDeformBind *mdb, Isect *isec) -{ - MFace *mface; float face[4][3], co[3], uvw[3], len, nor[3], end[3]; int f, hit, is= 0, totface; @@ -1212,7 +1195,7 @@ len= len_v3v3(isec->start, co)/len_v3v3(isec->start, end); if(len < isec->labda) { isec->labda= len; - isec->hit.face = mface; + isec->face = mface; isec->isect= (INPR(isec->vec, nor) <= 0.0f); is= 1; } @@ -1225,7 +1208,7 @@ static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, float *co1, float *co2) { MDefBoundIsect *isect; - Isect isec; + MeshDeformIsect isec; float (*cagecos)[3]; MFace *mface; float vert[4][3], len, end[3]; @@ -1233,21 +1216,15 @@ /* setup isec */ memset(&isec, 0, sizeof(isec)); - isec.mode= RE_RAY_MIRROR; /* we want the closest intersection */ - isec.lay= -1; isec.labda= 1e10f; VECADD(isec.start, co1, epsilon); VECADD(end, co2, epsilon); sub_v3_v3v3(isec.vec, end, isec.start); -#if 0 - /*if(RE_ray_tree_intersect(mdb->raytree, &isec)) {*/ -#endif - if(meshdeform_intersect(mdb, &isec)) { len= isec.labda; - mface=(MFace*)isec.hit.face; + mface=(MFace*)isec.face; /* create MDefBoundIsect */ isect= BLI_memarena_alloc(mdb->memarena, sizeof(*isect)); @@ -1790,11 +1767,6 @@ progress_bar(0, "Setting up mesh deform system"); -#if 0 - /* create ray tree */ - meshdeform_ray_tree_create(mdb); -#endif - totinside= 0; for(a=0; a<mdb->totvert; a++) { copy_v3_v3(vec, mdb->vertexcos[a]); @@ -1817,11 +1789,6 @@ for(x=0; x<mdb->size; x++) meshdeform_add_intersections(mdb, x, y, z); -#if 0 - /* free ray tree */ - meshdeform_ray_tree_free(mdb); -#endif - /* compute exterior and interior tags */ meshdeform_bind_floodfill(mdb); _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs