Object.raycast: more minor improvements ...

- if it is to check a bool, let it be local;
- removes gotos;
This commit is contained in:
Germano Cavalcante 2017-04-16 18:50:06 -03:00
parent 15215652e1
commit 57d31171d0

@ -321,60 +321,51 @@ static void rna_Object_ray_cast(
float origin[3], float direction[3], float distance,
int *r_success, float r_location[3], float r_normal[3], int *r_index)
{
bool success = false;
if (ob->derivedFinal == NULL) {
BKE_reportf(reports, RPT_ERROR, "Object '%s' has no mesh data to be used for ray casting", ob->id.name + 2);
return;
}
*r_success = false;
/* Test BoundBox first (efficiency) */
BoundBox *bb = BKE_object_boundbox_get(ob);
if (bb) {
float distmin, distmax;
if (isect_ray_aabb_v3_simple(origin, direction, bb->vec[0], bb->vec[6], &distmin, &distmax)) {
float dist = distmin >= 0 ? distmin : distmax;
if (dist > distance) {
goto finally;
float distmin;
if (!bb || isect_ray_aabb_v3_simple(origin, direction, bb->vec[0], bb->vec[6], &distmin, NULL) && distmin <= distance) {
BVHTreeFromMesh treeData = {NULL};
/* no need to managing allocation or freeing of the BVH data. this is generated and freed as needed */
bvhtree_from_mesh_looptri(&treeData, ob->derivedFinal, 0.0f, 4, 6);
/* may fail if the mesh has no faces, in that case the ray-cast misses */
if (treeData.tree != NULL) {
BVHTreeRayHit hit;
hit.index = -1;
hit.dist = distance;
normalize_v3(direction);
if (BLI_bvhtree_ray_cast(treeData.tree, origin, direction, 0.0f, &hit,
treeData.raycast_callback, &treeData) != -1)
{
if (hit.dist <= distance) {
*r_success = success = true;
copy_v3_v3(r_location, hit.co);
copy_v3_v3(r_normal, hit.no);
*r_index = dm_looptri_to_poly_index(ob->derivedFinal, &treeData.looptri[hit.index]);
}
}
}
else {
goto finally;
free_bvhtree_from_mesh(&treeData);
}
}
if (success == false) {
*r_success = false;
BVHTreeFromMesh treeData = {NULL};
/* no need to managing allocation or freeing of the BVH data. this is generated and freed as needed */
bvhtree_from_mesh_looptri(&treeData, ob->derivedFinal, 0.0f, 4, 6);
/* may fail if the mesh has no faces, in that case the ray-cast misses */
if (treeData.tree != NULL) {
BVHTreeRayHit hit;
hit.index = -1;
hit.dist = distance;
normalize_v3(direction);
if (BLI_bvhtree_ray_cast(treeData.tree, origin, direction, 0.0f, &hit,
treeData.raycast_callback, &treeData) != -1)
{
if (hit.dist <= distance) {
*r_success = true;
copy_v3_v3(r_location, hit.co);
copy_v3_v3(r_normal, hit.no);
*r_index = dm_looptri_to_poly_index(ob->derivedFinal, &treeData.looptri[hit.index]);
}
}
free_bvhtree_from_mesh(&treeData);
}
if (*r_success == false) {
finally:
zero_v3(r_location);
zero_v3(r_normal);
*r_index = -1;