Following the same optimization as bvh raycast:
authorAndre Susano Pinto <andresusanopinto@gmail.com>
Sat, 19 Jul 2008 15:22:38 +0000 (15:22 +0000)
committerAndre Susano Pinto <andresusanopinto@gmail.com>
Sat, 19 Jul 2008 15:22:38 +0000 (15:22 +0000)
commit0703d9aad1aa3f1233389c462cdb90414fbe31ae
tree7fb20531a53f1cfedd3fbebce2931a7271115441
parent59a2b5017185369836678b14325666f62dba9311
Following the same optimization as bvh raycast:
*Made nearest surface also use "quad" bvh tree (instead of splitting quads in 2 bvh nodes).
 Again that leaded to improvements in build and query time.

*BLI_bvhtree_find_nearest api is now following the same concept as BLI_bvhtree_ray_cast

removed code relative to bvhtree_from_mesh_tris.
source/blender/blenkernel/BKE_shrinkwrap.h
source/blender/blenkernel/intern/shrinkwrap.c
source/blender/blenlib/BLI_kdopbvh.h
source/blender/blenlib/intern/BLI_kdopbvh.c