simple optimizations for bvhtree_from_mesh_faces() for editmesh, was quite inefficient (unneeded loops, not breaking out of face loop early).

also correct own oversight - use TRANSFORM_DIST_MAX_RAY rather then when checking for max value in snapDerivedMesh.
This commit is contained in:
Campbell Barton 2013-04-24 00:25:12 +00:00
parent ad6cc0d0ac
commit 3b8221045f
2 changed files with 38 additions and 32 deletions

@ -601,6 +601,12 @@ BVHTree *bvhtree_from_mesh_faces(BVHTreeFromMesh *data, DerivedMesh *mesh, float
tree = BLI_bvhtree_new(numFaces, epsilon, tree_type, axis); tree = BLI_bvhtree_new(numFaces, epsilon, tree_type, axis);
if (tree != NULL) { if (tree != NULL) {
if (em) { if (em) {
const struct BMLoop *(*looptris)[3] = (void *)em->looptris;
/* avoid double-up on face searches for quads-ngons */
bool insert_prev = false;
BMFace *f_prev = NULL;
/* data->em_evil is only set for snapping, and only for the mesh of the object /* data->em_evil is only set for snapping, and only for the mesh of the object
* which is currently open in edit mode. When set, the bvhtree should not contain * which is currently open in edit mode. When set, the bvhtree should not contain
* faces that will interfere with snapping (e.g. faces that are hidden/selected * faces that will interfere with snapping (e.g. faces that are hidden/selected
@ -611,46 +617,46 @@ BVHTree *bvhtree_from_mesh_faces(BVHTreeFromMesh *data, DerivedMesh *mesh, float
* transform, having a vertex selected means the face (and thus it's tessellated * transform, having a vertex selected means the face (and thus it's tessellated
* triangles) will be moving and will not be a good snap targets.*/ * triangles) will be moving and will not be a good snap targets.*/
for (i = 0; i < em->tottri; i++) { for (i = 0; i < em->tottri; i++) {
BMLoop **tri = em->looptris[i]; const BMLoop **ltri = looptris[i];
BMFace *f; BMFace *f = ltri[0]->f;
BMVert *v; bool insert;
BMIter iter;
int insert;
/* Each loop of the triangle points back to the BMFace it was tessellated from.
* All three should point to the same face, so just use the face from the first
* loop.*/
f = tri[0]->f;
/* If the looptris is ordered such that all triangles tessellated from a single
* faces are consecutive elements in the array, then we could speed up the tests
* below by using the insert value from the previous iteration.*/
/* Start with the assumption the triangle should be included for snapping. */ /* Start with the assumption the triangle should be included for snapping. */
insert = 1; if (f == f_prev) {
insert = insert_prev;
}
else {
if (BM_elem_flag_test(f, BM_ELEM_SELECT) || BM_elem_flag_test(f, BM_ELEM_HIDDEN)) { if (BM_elem_flag_test(f, BM_ELEM_SELECT) || BM_elem_flag_test(f, BM_ELEM_HIDDEN)) {
/* Don't insert triangles tessellated from faces that are hidden /* Don't insert triangles tessellated from faces that are hidden
* or selected*/ * or selected*/
insert = 0; insert = false;
} }
else { else {
BM_ITER_ELEM (v, &iter, f, BM_VERTS_OF_FACE) { BMLoop *l_iter, *l_first;
if (BM_elem_flag_test(v, BM_ELEM_SELECT)) { insert = true;
l_iter = l_first = BM_FACE_FIRST_LOOP(f);
do {
if (BM_elem_flag_test(l_iter->v, BM_ELEM_SELECT)) {
/* Don't insert triangles tessellated from faces that have /* Don't insert triangles tessellated from faces that have
* any selected verts.*/ * any selected verts.*/
insert = 0; insert = false;
break;
} }
} while ((l_iter = l_iter->next) != l_first);
} }
/* skip if face doesn't change */
f_prev = f;
insert_prev = insert;
} }
if (insert) { if (insert) {
/* No reason found to block hit-testing the triangle for snap, /* No reason found to block hit-testing the triangle for snap,
* so insert it now.*/ * so insert it now.*/
float co[4][3]; float co[3][3];
copy_v3_v3(co[0], tri[0]->v->co); copy_v3_v3(co[0], ltri[0]->v->co);
copy_v3_v3(co[1], tri[1]->v->co); copy_v3_v3(co[1], ltri[1]->v->co);
copy_v3_v3(co[2], tri[2]->v->co); copy_v3_v3(co[2], ltri[2]->v->co);
BLI_bvhtree_insert(tree, i, co[0], 3); BLI_bvhtree_insert(tree, i, co[0], 3);
} }

@ -1394,7 +1394,7 @@ static bool snapDerivedMesh(short snap_mode, ARegion *ar, Object *ob, DerivedMes
bvhtree_from_mesh_faces(&treeData, dm, 0.0f, 4, 6); bvhtree_from_mesh_faces(&treeData, dm, 0.0f, 4, 6);
hit.index = -1; hit.index = -1;
hit.dist = *r_depth * (*r_depth == FLT_MAX ? 1.0f : local_scale); hit.dist = *r_depth * (*r_depth == TRANSFORM_DIST_MAX_RAY ? 1.0f : local_scale);
if (treeData.tree && BLI_bvhtree_ray_cast(treeData.tree, ray_start_local, ray_normal_local, 0.0f, &hit, treeData.raycast_callback, &treeData) != -1) { if (treeData.tree && BLI_bvhtree_ray_cast(treeData.tree, ray_start_local, ray_normal_local, 0.0f, &hit, treeData.raycast_callback, &treeData) != -1) {
if (hit.dist / local_scale <= *r_depth) { if (hit.dist / local_scale <= *r_depth) {