Revision: 16055
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16055
Author:   jaguarandi
Date:     2008-08-11 15:16:06 +0200 (Mon, 11 Aug 2008)

Log Message:
-----------
preparing to merge trunk (those files were sent to trunk)

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

Deleted: branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_bvhutils.h
===================================================================
--- branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_bvhutils.h       
2008-08-11 11:10:16 UTC (rev 16054)
+++ branches/soc-2008-jaguarandi/source/blender/blenkernel/BKE_bvhutils.h       
2008-08-11 13:16:06 UTC (rev 16055)
@@ -1,96 +0,0 @@
-/**
- *
- * ***** 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
-

Deleted: 
branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c
===================================================================
--- branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c    
2008-08-11 11:10:16 UTC (rev 16054)
+++ branches/soc-2008-jaguarandi/source/blender/blenkernel/intern/bvhutils.c    
2008-08-11 13:16:06 UTC (rev 16055)
@@ -1,425 +0,0 @@
-/**
- *
- * ***** 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;
-               }
-
-               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)
-               {
-                       if(nearest_vertex == NULL || nearest_vertex == v1)
-                               nearest_vertex = v1;
-                       else
-                       {
-                               return choose_nearest(nearest_vertex, v1, 
point, closest);
-                       }
-                       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;
-       }
-
-       if(nearest_vertex)
-       {
-               VECSUB2D(v_point, nearest_vertex, point);
-               VECCOPY2D(closest, nearest_vertex);
-               return v_point[0]*v_point[0] + v_point[1]*v_point[1];
-       }
-       else
-       {
-               VECCOPY(closest, point);        //point is already inside
-               return 0.0f;
-       }
-}
-
-/*
- * 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);

@@ Diff output truncated at 10240 characters. @@

_______________________________________________
Bf-blender-cvs mailing list
Bf-blender-cvs@blender.org
http://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to