/* SPDX-FileCopyrightText: 2006 NaN Holding BV. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bli */ #include "BLI_function_ref.hh" #include "BLI_hash.hh" #include "BLI_math_vector_types.hh" #include "BLI_sys_types.h" namespace blender { struct BVHTree; struct DistProjectedAABBPrecalc; struct BVHTree; #define USE_KDOPBVH_WATERTIGHT struct BVHTreeAxisRange { union { struct { float min, max; }; /* alternate access */ float range[2]; }; }; struct BVHTreeOverlap { int indexA; int indexB; uint64_t hash() const { return get_default_hash(this->indexA, this->indexB); } friend bool operator==(const BVHTreeOverlap &a, const BVHTreeOverlap &b) = default; }; struct BVHTreeNearest { /** The index of the nearest found * (untouched if none is found within a dist radius from the given coordinates) */ int index; /** Nearest coordinates * (untouched it none is found within a dist radius from the given coordinates). */ float co[3]; /** Normal at nearest coordinates * (untouched it none is found within a dist radius from the given coordinates). */ float no[3]; /** squared distance to search around */ float dist_sq; int flags; }; struct BVHTreeRay { /** ray origin */ float origin[3]; /** ray direction */ float direction[3]; /** radius around ray */ float radius; #ifdef USE_KDOPBVH_WATERTIGHT struct IsectRayPrecalc *isect_precalc; #endif }; struct BVHTreeRayHit { /** Index of the tree node (untouched if no hit is found). */ int index; /** Coordinates of the hit point. */ float co[3]; /** Normal on hit point. */ float no[3]; /** Distance to the hit point. */ float dist; }; enum { BVH_OVERLAP_USE_THREADING = (1 << 0), BVH_OVERLAP_RETURN_PAIRS = (1 << 1), /* Use a specialized self-overlap traversal to only test and output every * pair once, rather than twice in different order as usual. */ BVH_OVERLAP_SELF = (1 << 2), }; enum { /* Use a priority queue to process nodes in the optimal order (for slow callbacks) */ BVH_NEAREST_OPTIMAL_ORDER = (1 << 0), }; enum { /* calculate IsectRayPrecalc data */ BVH_RAYCAST_WATERTIGHT = (1 << 0), }; #define BVH_RAYCAST_DEFAULT (BVH_RAYCAST_WATERTIGHT) #define BVH_RAYCAST_DIST_MAX (FLT_MAX / 2.0f) /** * Callback must update nearest in case it finds a nearest result. */ using BVHTree_NearestPointCallback = void (*)(void *userdata, int index, const float co[3], BVHTreeNearest *nearest); /** * Callback must update hit in case it finds a nearest successful hit. */ using BVHTree_RayCastCallback = void (*)(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit); /** * Callback to check if 2 nodes overlap (use thread if intersection results need to be stored). */ using BVHTree_OverlapCallback = bool (*)(void *userdata, int index_a, int index_b, int thread); /** * Callback to range search query. */ using BVHTree_RangeQuery = void (*)(void *userdata, int index, const float co[3], float dist_sq); /** * Callback to find nearest projected. */ using BVHTree_NearestProjectedCallback = void (*)(void *userdata, int index, const DistProjectedAABBPrecalc *precalc, const float (*clip_plane)[4], int clip_plane_len, BVHTreeNearest *nearest); void BLI_bvhtree_free(BVHTree *tree); class BVHTreeDeleter { public: void operator()(BVHTree *tree) { BLI_bvhtree_free(tree); } }; /** * \note many callers don't check for `NULL` return. */ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis); /** * Construct: first insert points, then call balance. */ void BLI_bvhtree_insert(BVHTree *tree, int index, const float co[3], int numpoints); void BLI_bvhtree_balance(BVHTree *tree); /** * Update: first update points/nodes, then call update_tree to refit the bounding volumes. * \note call before #BLI_bvhtree_update_tree(). */ bool BLI_bvhtree_update_node( BVHTree *tree, int index, const float co[3], const float co_moving[3], int numpoints); /** * Call #BLI_bvhtree_update_node() first for every node/point/triangle. * * Note that this does not rebalance the tree, so if the shape of the mesh changes * too much, operations on the tree may become suboptimal. */ void BLI_bvhtree_update_tree(BVHTree *tree); /** * Use to check the total number of threads #BLI_bvhtree_overlap will use. * * \warning Must be the first tree passed to #BLI_bvhtree_overlap! */ int BLI_bvhtree_overlap_thread_num(const BVHTree *tree); /** * Collision/overlap: check two trees if they overlap, * allocates `*overlap` with length of the int return value. * * \param callback: optional, to test the overlap before adding (must be thread-safe!). */ BVHTreeOverlap *BLI_bvhtree_overlap_ex(const BVHTree *tree1, const BVHTree *tree2, uint *r_overlap_num, BVHTree_OverlapCallback callback, void *userdata, uint max_interactions, int flag); BVHTreeOverlap *BLI_bvhtree_overlap(const BVHTree *tree1, const BVHTree *tree2, unsigned int *r_overlap_num, BVHTree_OverlapCallback callback, void *userdata); /** * Compute overlaps of the tree with itself. This is faster than #BLI_bvhtree_overlap * because it only tests and returns each symmetrical pair once. */ BVHTreeOverlap *BLI_bvhtree_overlap_self(const BVHTree *tree, unsigned int *r_overlap_num, BVHTree_OverlapCallback callback, void *userdata); int *BLI_bvhtree_intersect_plane(const BVHTree *tree, float plane[4], uint *r_intersect_num); /** * Number of times #BLI_bvhtree_insert has been called. * mainly useful for asserts functions to check we added the correct number. */ int BLI_bvhtree_get_len(const BVHTree *tree); /** * Maximum number of children that a node can have. */ int BLI_bvhtree_get_tree_type(const BVHTree *tree); float BLI_bvhtree_get_epsilon(const BVHTree *tree); /** * This function returns the bounding box of the BVH tree. */ void BLI_bvhtree_get_bounding_box(const BVHTree *tree, float r_bb_min[3], float r_bb_max[3]); /** * Find nearest node to the given coordinates * (if nearest is given it will only search nodes where * square distance is smaller than nearest->dist). */ int BLI_bvhtree_find_nearest_ex(const BVHTree *tree, const float co[3], BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata, int flag); int BLI_bvhtree_find_nearest(const BVHTree *tree, const float co[3], BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata); /** * Find the first node nearby. * Favors speed over quality since it doesn't find the best target node. */ int BLI_bvhtree_find_nearest_first(const BVHTree *tree, const float co[3], float dist_sq, BVHTree_NearestPointCallback callback, void *userdata); int BLI_bvhtree_ray_cast_ex(const BVHTree *tree, const float co[3], const float dir[3], float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata, int flag); int BLI_bvhtree_ray_cast(const BVHTree *tree, const float co[3], const float dir[3], float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata); /** * Calls the callback for every ray intersection * * \note Using a \a callback which resets or never sets the #BVHTreeRayHit index & dist works too, * however using this function means existing generic callbacks can be used from custom callbacks * without having to handle resetting the hit beforehand. * It also avoid redundant argument and return value which aren't meaningful * when collecting multiple hits. */ void BLI_bvhtree_ray_cast_all_ex(const BVHTree *tree, const float co[3], const float dir[3], float radius, float hit_dist, BVHTree_RayCastCallback callback, void *userdata, int flag); void BLI_bvhtree_ray_cast_all(const BVHTree *tree, const float co[3], const float dir[3], float radius, float hit_dist, BVHTree_RayCastCallback callback, void *userdata); float BLI_bvhtree_bb_raycast(const float bv[6], const float light_start[3], const float light_end[3], float pos[3]); /** * Range query. */ int BLI_bvhtree_range_query(const BVHTree *tree, const float co[3], float radius, BVHTree_RangeQuery callback, void *userdata); int BLI_bvhtree_find_nearest_projected(const BVHTree *tree, float projmat[4][4], float winsize[2], float mval[2], float (*clip_planes)[4], int clip_plane_len, BVHTreeNearest *nearest, BVHTree_NearestProjectedCallback callback, void *userdata); /** * Expose for BVH callbacks to use. */ extern const float bvhtree_kdop_axes[13][3]; using BVHTree_RayCastCallback_CPP = FunctionRef; inline void BLI_bvhtree_ray_cast_all_cpp(const BVHTree &tree, const float3 co, const float3 dir, float radius, float hit_dist, BVHTree_RayCastCallback_CPP fn) { BLI_bvhtree_ray_cast_all( &tree, co, dir, radius, hit_dist, [](void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit) { BVHTree_RayCastCallback_CPP fn = *static_cast(userdata); fn(index, *ray, *hit); }, &fn); } using BVHTree_RangeQuery_CPP = FunctionRef; inline void BLI_bvhtree_range_query_cpp(const BVHTree &tree, const float3 co, float radius, BVHTree_RangeQuery_CPP fn) { BLI_bvhtree_range_query( &tree, co, radius, [](void *userdata, const int index, const float co[3], const float dist_sq) { BVHTree_RangeQuery_CPP fn = *static_cast(userdata); fn(index, co, dist_sq); }, &fn); } } // namespace blender