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