--- /dev/null
- //TODO: this should use raycast code probably existent in blender
+/**
+ * shrinkwrap.c
+ *
+ * ***** 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 <string.h>
+#include <float.h>
+#include <math.h>
+#include <stdio.h>
+#include <time.h>
+#include <assert.h>
+//TODO: its late and I don't fill like adding ifs() printfs (I'll remove them on end)
+
+#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_global.h"
+
+#include "BLI_arithb.h"
+#include "BLI_kdtree.h"
+
+#include "RE_raytrace.h"
+#include "MEM_guardedalloc.h"
+
+
+/* Util macros */
+#define TO_STR(a) #a
+#define JOIN(a,b) a##b
+
+#define OUT_OF_MEMORY() ((void)printf("Shrinkwrap: Out of memory\n"))
+
+/* Benchmark macros */
+#if 1
+
+#define BENCH(a) \
+ do { \
+ clock_t _clock_init = clock(); \
+ (a); \
+ printf("%s: %fms\n", #a, (float)(clock()-_clock_init)*1000/CLOCKS_PER_SEC); \
+ } while(0)
+
+#define BENCH_VAR(name) clock_t JOIN(_bench_step,name) = 0, JOIN(_bench_total,name) = 0
+#define BENCH_BEGIN(name) JOIN(_bench_step, name) = clock()
+#define BENCH_END(name) JOIN(_bench_total,name) += clock() - JOIN(_bench_step,name)
+#define BENCH_RESET(name) JOIN(_bench_total, name) = 0
+#define BENCH_REPORT(name) printf("%s: %fms\n", TO_STR(name), JOIN(_bench_total,name)*1000.0f/CLOCKS_PER_SEC)
+
+#else
+
+#define BENCH(a) (a)
+#define BENCH_VAR(name)
+#define BENCH_BEGIN(name)
+#define BENCH_END(name)
+#define BENCH_RESET(name)
+#define BENCH_REPORT(name)
+
+#endif
+
+typedef void ( *Shrinkwrap_ForeachVertexCallback) (DerivedMesh *target, float *co, float *normal);
+
+
+static void normal_short2float(const short *ns, float *nf)
+{
+ nf[0] = ns[0] / 32767.0f;
+ nf[1] = ns[1] / 32767.0f;
+ nf[2] = ns[2] / 32767.0f;
+}
+
+static float vertexgroup_get_weight(MDeformVert *dvert, int index, int vgroup)
+{
+ if(dvert && vgroup >= 0)
+ {
+ int j;
+ for(j = 0; j < dvert[index].totweight; j++)
+ if(dvert[index].dw[j].def_nr == vgroup)
+ return dvert[index].dw[j].weight;
+ }
+ return 1.0;
+}
+
+/*
+ * Raytree from mesh
+ */
+static MVert *raytree_from_mesh_verts = NULL;
+static MFace *raytree_from_mesh_faces = NULL;
+//static float raytree_from_mesh_start[3] = { 0.0f, 0.0f, 0.0f };
+static int raytree_check_always(Isect *is, int ob, RayFace *face)
+{
+ return TRUE;
+}
+
+static void raytree_from_mesh_get_coords(RayFace *face, float **v1, float **v2, float **v3, float **v4)
+{
+ MFace *mface= raytree_from_mesh_faces + (int)face/2 - 1 ;
+
+ if(face == (RayFace*)(-1))
+ {
+ *v1 = NULL; //raytree_from_mesh_start;
+ *v2 = NULL; //raytree_from_mesh_start;
+ *v3 = NULL; //raytree_from_mesh_start;
+ *v4 = NULL;
+ return;
+ }
+
+ //Nasty quad splitting
+ if(((int)face) & 1) //we want the 2 triangle of the quad
+ {
+ assert(mface->v4);
+ *v1= raytree_from_mesh_verts[mface->v1].co;
+ *v2= raytree_from_mesh_verts[mface->v4].co;
+ *v3= raytree_from_mesh_verts[mface->v3].co;
+ *v4= NULL;
+ }
+ else
+ {
+ *v1= raytree_from_mesh_verts[mface->v1].co;
+ *v2= raytree_from_mesh_verts[mface->v2].co;
+ *v3= raytree_from_mesh_verts[mface->v3].co;
+ *v4= NULL;
+ }
+}
+
+/*
+ * Creates a raytree from the given mesh
+ * No copy of the mesh is done, so it must exist and remain
+ * imutable as long the tree is intended to be used
+ *
+ * No more than 1 raytree can exist.. since this code uses a static variable
+ * to pass data to raytree_from_mesh_get_coords
+ */
+static RayTree* raytree_create_from_mesh(DerivedMesh *mesh)
+{
+ int i;
+ float min[3], max[3];
+
+ RayTree*tree= NULL;
+
+ int numFaces= mesh->getNumFaces(mesh);
+ MFace *face = mesh->getFaceDataArray(mesh, CD_MFACE);
+ int numVerts= mesh->getNumVerts(mesh);
+
+ //Initialize static vars
+ raytree_from_mesh_verts = mesh->getVertDataArray(mesh, CD_MVERT);
+ raytree_from_mesh_faces = face;
+
+
+ //calculate bounding box
+ INIT_MINMAX(min, max);
+
+ for(i=0; i<numVerts; i++)
+ DO_MINMAX(raytree_from_mesh_verts[i].co, min, max);
+
+ tree = RE_ray_tree_create(64, numFaces, min, max, raytree_from_mesh_get_coords, raytree_check_always, NULL, NULL);
+ if(tree == NULL)
+ return NULL;
+
+ //Add faces to the RayTree (RayTree uses face=0, with some special value to setup things)
+ for(i=1; i<=numFaces; i++)
+ {
+ RE_ray_tree_add_face(tree, 0, (RayFace*)(i*2) );
+
+ //Theres some nasty thing with non-coplanar quads (that I can't find the issue)
+ //so we split quads (an odd numbered face represents the second triangle of the quad)
+ if(face[i-1].v4)
+ RE_ray_tree_add_face(tree, 0, (RayFace*)(i*2+1));
+ }
+
+ RE_ray_tree_done(tree);
+
+ return tree;
+}
+
+static void free_raytree_from_mesh(RayTree *tree)
+{
+ raytree_from_mesh_verts = NULL;
+ RE_ray_tree_free(tree);
+}
+
+/*
+ * Cast a ray on the specified direction
+ * Returns the distance the ray must travel until intersect something
+ * Returns FLT_MAX in case of nothing intersection
+ */
+static float raytree_cast_ray(RayTree *tree, const float *coord, const float *direction)
+{
+ Isect isec = {};
+
+ //Setup intersection
+ isec.mode = RE_RAY_MIRROR; //We want closest intersection
+ isec.lay = -1;
+ isec.face_last = NULL;
+ isec.faceorig = (RayFace*)(-1);
+ isec.labda = 1e10f;
+
+ VECCOPY(isec.start, coord);
+ VECCOPY(isec.vec, direction);
+ VECADDFAC(isec.end, isec.start, isec.vec, isec.labda);
+
+ if(!RE_ray_tree_intersect(tree, &isec))
+ return FLT_MAX;
+
+ isec.labda = ABS(isec.labda);
+ VECADDFAC(isec.end, isec.start, isec.vec, isec.labda);
+ return VecLenf((float*)coord, (float*)isec.end);
+}
+
+/*
+ * This calculates the distance (in dir units) that the ray must travel to intersect plane
+ * It can return negative values
+ *
+ * TODO theres probably something like this on blender code
+ *
+ * Returns FLT_MIN in parallel case
+ */
+static float ray_intersect_plane(const float *point, const float *dir, const float *plane_point, const float *plane_normal)
+{
+ float pp[3];
+ float a, pp_dist;
+
+ a = INPR(dir, plane_normal);
+
+ if(fabs(a) < 1e-5f) return FLT_MIN;
+
+ VECSUB(pp, point, plane_point);
+ pp_dist = INPR(pp, plane_normal);
+
+ return -pp_dist/a;
+}
+
+/*
+ * 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);
+
+ 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);
+
+ //project back to 3d
+ if(nearest)
+ {
+ nearest[0] = du[0]*nearest_2d[0] + dv[0] * nearest_2d[1] + dw[0] * plane_offset;
+ nearest[1] = du[1]*nearest_2d[0] + dv[1] * nearest_2d[1] + dw[1] * plane_offset;
+ nearest[2] = du[2]*nearest_2d[0] + dv[2] * nearest_2d[1] + dw[2] * plane_offset;
+ }
+
+ return sasqrt(plane_sdist + normal_dist*normal_dist);
+}
+
+
+
+/*
+ * Shrink to nearest surface point on target mesh
+ */
+static void bruteforce_shrinkwrap_calc_nearest_surface_point(DerivedMesh *target, float *co, float *unused)
+{
+ float minDist = FLT_MAX;
+ float orig_co[3];
+
+ int i;
+ int numFaces = target->getNumFaces(target);
+ MVert *vert = target->getVertDataArray(target, CD_MVERT);
+ MFace *face = target->getFaceDataArray(target, CD_MFACE);
+
+ VECCOPY(orig_co, co);
+
+ for (i = 0; i < numFaces; i++)
+ {
+ float *v0, *v1, *v2, *v3;
+
+ v0 = vert[ face[i].v1 ].co;
+ v1 = vert[ face[i].v2 ].co;
+ v2 = vert[ face[i].v3 ].co;
+ v3 = face[i].v4 ? vert[ face[i].v4 ].co : 0;
+
+ while(v2)
+ {
+ float dist;
+ float tmp[3];
+
+ dist = nearest_point_in_tri_surface(orig_co, v0, v1, v2, tmp);
+
+ if(dist < minDist)
+ {
+ minDist = dist;
+ VECCOPY(co, tmp);
+ }
+
+ v1 = v2;
+ v2 = v3;
+ v3 = 0;
+ }
+ }
+}
+
+/*
+ * Projects the vertex on the normal direction over the target mesh
+ */
+static void bruteforce_shrinkwrap_calc_normal_projection(DerivedMesh *target, float *co, float *vnormal)
+{
+ //TODO: this should use raycast code probably existent in blender
+ float minDist = FLT_MAX;
+ float orig_co[3];
+
+ int i;
+ int numFaces = target->getNumFaces(target);
+ MVert *vert = target->getVertDataArray(target, CD_MVERT);
+ MFace *face = target->getFaceDataArray(target, CD_MFACE);
+
+ VECCOPY(orig_co, co);
+
+ for (i = 0; i < numFaces; i++)
+ {
+ float *v0, *v1, *v2, *v3;
+
+ v0 = vert[ face[i].v1 ].co;
+ v1 = vert[ face[i].v2 ].co;
+ v2 = vert[ face[i].v3 ].co;
+ v3 = face[i].v4 ? vert[ face[i].v4 ].co : 0;
+
+ while(v2)
+ {
+ float dist;
+ float pnormal[3];
+
+ CalcNormFloat(v0, v1, v2, pnormal);
+ dist = ray_intersect_plane(orig_co, vnormal, v0, pnormal);
+
+ if(fabs(dist) < minDist)
+ {
+ float tmp[3], nearest[3];
+ VECADDFAC(tmp, orig_co, vnormal, dist);
+
+ if( fabs(nearest_point_in_tri_surface(tmp, v0, v1, v2, nearest)) < 0.0001)
+ {
+ minDist = fabs(dist);
+ VECCOPY(co, nearest);
+ }
+ }
+ v1 = v2;
+ v2 = v3;
+ v3 = 0;
+ }
+ }
+}
+
+/*
+ * Shrink to nearest vertex on target mesh
+ */
+static void bruteforce_shrinkwrap_calc_nearest_vertex(DerivedMesh *target, float *co, float *unused)
+{
+ float minDist = FLT_MAX;
+ float orig_co[3];
+
+ int i;
+ int numVerts = target->getNumVerts(target);
+ MVert *vert = target->getVertDataArray(target, CD_MVERT);
+
+ VECCOPY(orig_co, co);
+
+ for (i = 0; i < numVerts; i++)
+ {
+ float diff[3], sdist;
+ VECSUB(diff, orig_co, vert[i].co);
+ sdist = INPR(diff, diff);
+
+ if(sdist < minDist)
+ {
+ minDist = sdist;
+ VECCOPY(co, vert[i].co);
+ }
+ }
+}
+
+
+static void shrinkwrap_calc_foreach_vertex(ShrinkwrapCalcData *calc, Shrinkwrap_ForeachVertexCallback callback)
+{
+ int i;
+ int vgroup = get_named_vertexgroup_num(calc->ob, calc->smd->vgroup_name);
+ int numVerts = 0;
+
+ MDeformVert *dvert = NULL;
+ MVert *vert = NULL;
+
+ numVerts = calc->final->getNumVerts(calc->final);
+ dvert = calc->final->getVertDataArray(calc->final, CD_MDEFORMVERT);
+ vert = calc->final->getVertDataArray(calc->final, CD_MVERT);
+
+ //Shrink (calculate each vertex final position)
+ for(i = 0; i<numVerts; i++)
+ {
+ float weight = vertexgroup_get_weight(dvert, i, vgroup);
+
+ float orig[3], final[3]; //Coords relative to target
+ float normal[3];
+ float dist;
+
+ if(weight == 0.0f) continue; //Skip vertexs where we have no influence
+
+ VecMat4MulVecfl(orig, calc->local2target, vert[i].co);
+ VECCOPY(final, orig);
+
+ //We also need to apply the rotation to normal
+ if(calc->smd->shrinkType == MOD_SHRINKWRAP_NORMAL)
+ {
+ normal_short2float(vert[i].no, normal);
+ Mat4Mul3Vecfl(calc->local2target, normal);
+ Normalize(normal); //Watch out for scaling (TODO: do we really needed a unit-len normal?)
+ }
+ (callback)(calc->target, final, normal);
+
+ VecMat4MulVecfl(final, calc->target2local, final);
+
+ dist = VecLenf(vert[i].co, final);
+ if(dist > 1e-5) weight *= (dist - calc->keptDist)/dist;
+ VecLerpf(vert[i].co, vert[i].co, final, weight); //linear interpolation
+ }
+}
+
+
+/*
+ * This function removes Unused faces, vertexs and edges from calc->target
+ *
+ * This function may modify calc->final. As so no data retrieved from
+ * it before the call to this function can be considered valid
+ * In case it creates a new DerivedMesh, the old calc->final is freed
+ */
+//TODO memory checks on allocs
+static void shrinkwrap_removeUnused(ShrinkwrapCalcData *calc)
+{
+ int i, t;
+
+ DerivedMesh *old = calc->final, *new = NULL;
+ MFace *new_face = NULL;
+ MVert *new_vert = NULL;
+
+ int numVerts= old->getNumVerts(old);
+ MVert *vert = old->getVertDataArray(old, CD_MVERT);
+
+ int numFaces= old->getNumFaces(old);
+ MFace *face = old->getFaceDataArray(old, CD_MFACE);
+
+ BitSet moved_verts = calc->moved;
+
+ //Arrays to translate to new vertexs indexs
+ int *vert_index = (int*)MEM_callocN(sizeof(int)*(numVerts), "shrinkwrap used verts");
+ BitSet used_faces = bitset_new(numFaces, "shrinkwrap used faces");
+ int numUsedFaces = 0;
+
+ //calc real number of faces, and vertices
+ //Count used faces
+ for(i=0; i<numFaces; i++)
+ {
+ char res = bitset_get(moved_verts, face[i].v1)
+ | bitset_get(moved_verts, face[i].v2)
+ | bitset_get(moved_verts, face[i].v3)
+ | (face[i].v4 ? bitset_get(moved_verts, face[i].v4) : 0);
+
+ if(res)
+ {
+ bitset_set(used_faces, i); //Mark face to maintain
+ numUsedFaces++;
+
+ vert_index[face[i].v1] = 1;
+ vert_index[face[i].v2] = 1;
+ vert_index[face[i].v3] = 1;
+ if(face[i].v4) vert_index[face[i].v4] = 1;
+ }
+ }
+
+ //DP: Accumulate vertexs indexs.. (will calculate the new vertex index with a 1 offset)
+ for(i=1; i<numVerts; i++)
+ vert_index[i] += vert_index[i-1];
+
+
+ //Start creating the clean mesh
+ new = CDDM_new(vert_index[numVerts-1], 0, numUsedFaces);
+
+ //Copy vertexs (unused are are removed)
+ new_vert = new->getVertDataArray(new, CD_MVERT);
+ for(i=0, t=0; i<numVerts; i++)
+ {
+ if(vert_index[i] != t)
+ {
+ t = vert_index[i];
+ memcpy(new_vert++, vert+i, sizeof(MVert));
+ }
+ }
+
+ //Copy faces
+ new_face = new->getFaceDataArray(new, CD_MFACE);
+ for(i=0, t=0; i<numFaces; i++)
+ {
+ if(bitset_get(used_faces, i))
+ {
+ memcpy(new_face, face+i, sizeof(MFace));
+ //update vertices indexs
+ new_face->v1 = vert_index[new_face->v1]-1;
+ new_face->v2 = vert_index[new_face->v2]-1;
+ new_face->v3 = vert_index[new_face->v3]-1;
+ if(new_face->v4)
+ {
+ new_face->v4 = vert_index[new_face->v4]-1;
+
+ //Ups translated vertex ended on 0 .. TODO fix this
+ if(new_face->v4 == 0)
+ {
+ }
+ }
+ new_face++;
+ }
+ }
+
+ //Free memory
+ bitset_free(used_faces);
+ MEM_freeN(vert_index);
+ old->release(old);
+
+ //Update edges
+ CDDM_calc_edges(new);
+ CDDM_calc_normals(new);
+
+ calc->final = new;
+}
+
+/* Main shrinkwrap function */
+DerivedMesh *shrinkwrapModifier_do(ShrinkwrapModifierData *smd, Object *ob, DerivedMesh *dm, int useRenderParams, int isFinalCalc)
+{
+
+ ShrinkwrapCalcData calc = {};
+
+
+ //Init Shrinkwrap calc data
+ calc.smd = smd;
+
+ calc.ob = ob;
+ calc.original = dm;
+ calc.final = CDDM_copy(calc.original);
+
+ if(!calc.final)
+ {
+ OUT_OF_MEMORY();
+ return dm;
+ }
+
+ if(smd->target)
+ {
+ calc.target = (DerivedMesh *)smd->target->derivedFinal;
+
+ if(!calc.target)
+ {
+ printf("Target derived mesh is null! :S\n");
+ }
+
+ //TODO should we reduce the number of matrix mults? by choosing applying matrixs to target or to derived mesh?
+ //Calculate matrixs for local <-> target
+ Mat4Invert (smd->target->imat, smd->target->obmat); //inverse is outdated
+ Mat4MulSerie(calc.local2target, smd->target->imat, ob->obmat, 0, 0, 0, 0, 0, 0);
+ Mat4Invert(calc.target2local, calc.local2target);
+
+ calc.keptDist = smd->keptDist; //TODO: smd->keptDist is in global units.. must change to local
+ }
+
+ //Projecting target defined - lets work!
+ if(calc.target)
+ {
+ printf("Shrinkwrap (%s)%d over (%s)%d\n",
+ calc.ob->id.name, calc.final->getNumVerts(calc.final),
+ calc.smd->target->id.name, calc.target->getNumVerts(calc.target)
+ );
+
+ switch(smd->shrinkType)
+ {
+ case MOD_SHRINKWRAP_NEAREST_SURFACE:
+ BENCH(shrinkwrap_calc_foreach_vertex(&calc, bruteforce_shrinkwrap_calc_nearest_surface_point));
+ break;
+
+ case MOD_SHRINKWRAP_NORMAL:
+ BENCH(shrinkwrap_calc_normal_projection(&calc));
+// BENCH(shrinkwrap_calc_foreach_vertex(&calc, bruteforce_shrinkwrap_calc_normal_projection));
+ break;
+
+ case MOD_SHRINKWRAP_NEAREST_VERTEX:
+ BENCH(shrinkwrap_calc_nearest_vertex(&calc));
+// BENCH(shrinkwrap_calc_foreach_vertex(&calc, bruteforce_shrinkwrap_calc_nearest_vertex));
+ break;
+ }
+
+ }
+
+ //Destroy faces, edges and stuff
+ if(calc.moved)
+ {
+ shrinkwrap_removeUnused(&calc);
+ bitset_free(calc.moved);
+ }
+
+ CDDM_calc_normals(calc.final);
+
+ return calc.final;
+}
+
+
+/*
+ * Shrinkwrap to the nearest vertex
+ *
+ * it builds a kdtree of vertexs we can attach to and then
+ * for each vertex on performs a nearest vertex search on the tree
+ */
+void shrinkwrap_calc_nearest_vertex(ShrinkwrapCalcData *calc)
+{
+ int i;
+ int vgroup = get_named_vertexgroup_num(calc->ob, calc->smd->vgroup_name);
+
+ KDTree* target = NULL;
+ KDTreeNearest nearest;
+ float tmp_co[3];
+
+ BENCH_VAR(build);
+ BENCH_VAR(query);
+
+ int numVerts;
+ MVert *vert = NULL;
+ MDeformVert *dvert = NULL;
+
+ //Generate kd-tree with target vertexs
+ BENCH_BEGIN(build);
+
+ target = BLI_kdtree_new(calc->target->getNumVerts(calc->target));
+ if(target == NULL) return OUT_OF_MEMORY();
+
+ numVerts= calc->target->getNumVerts(calc->target);
+ vert = calc->target->getVertDataArray(calc->target, CD_MVERT);
+
+
+ for( ;numVerts--; vert++)
+ BLI_kdtree_insert(target, 0, vert->co, NULL);
+
+ BLI_kdtree_balance(target);
+
+ BENCH_END(build);
+
+
+ //Find the nearest vertex
+ numVerts= calc->final->getNumVerts(calc->final);
+ vert = calc->final->getVertDataArray(calc->final, CD_MVERT);
+ dvert = calc->final->getVertDataArray(calc->final, CD_MDEFORMVERT);
+
+ for(i=0; i<numVerts; i++)
+ {
+ int t;
+ float weight = vertexgroup_get_weight(dvert, i, vgroup);
+ if(weight == 0.0f) continue;
+
+ VecMat4MulVecfl(tmp_co, calc->local2target, vert[i].co);
+
+ BENCH_BEGIN(query);
+ t = BLI_kdtree_find_nearest(target, tmp_co, 0, &nearest);
+ BENCH_END(query);
+
+ if(t != -1)
+ {
+ float dist;
+
+ VecMat4MulVecfl(nearest.co, calc->target2local, nearest.co);
+ dist = VecLenf(vert[i].co, tmp_co);
+ if(dist > 1e-5) weight *= (dist - calc->keptDist)/dist;
+ VecLerpf(vert[i].co, vert[i].co, nearest.co, weight); //linear interpolation
+ }
+ }
+
+ BENCH_BEGIN(build);
+ BLI_kdtree_free(target);
+ BENCH_END(build);
+
+
+ BENCH_REPORT(build);
+ BENCH_REPORT(query);
+}
+
+/*
+ * Shrinkwrap projecting vertexs allong their normals over the target
+ *
+ * it builds a RayTree from the target mesh and then performs a
+ * raycast for each vertex (ray direction = normal)
+ */
+void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc)
+{
+ int i;
+ int vgroup = get_named_vertexgroup_num(calc->ob, calc->smd->vgroup_name);
+ char use_normal = calc->smd->shrinkOpts;
+ RayTree *target = NULL;
+
+ int numVerts;
+ MVert *vert = NULL;
+ MDeformVert *dvert = NULL;
+ float tmp_co[3], tmp_no[3];
+
+ if( (use_normal & (MOD_SHRINKWRAP_ALLOW_INVERTED_NORMAL | MOD_SHRINKWRAP_ALLOW_DEFAULT_NORMAL)) == 0)
+ return; //Nothing todo
+
+ //setup raytracing
+ target = raytree_create_from_mesh(calc->target);
+ if(target == NULL) return OUT_OF_MEMORY();
+
+
+
+ //Project each vertex along normal
+ numVerts= calc->final->getNumVerts(calc->final);
+ vert = calc->final->getVertDataArray(calc->final, CD_MVERT);
+ dvert = calc->final->getVertDataArray(calc->final, CD_MDEFORMVERT);
+
+ if(calc->smd->shrinkOpts & MOD_SHRINKWRAP_REMOVE_UNPROJECTED_FACES)
+ calc->moved = bitset_new(numVerts, "shrinkwrap bitset data");
+
+ for(i=0; i<numVerts; i++)
+ {
+ float dist = FLT_MAX;
+ float weight = vertexgroup_get_weight(dvert, i, vgroup);
+ if(weight == 0.0f) continue;
+
+ //Transform coordinates local->target
+ VecMat4MulVecfl(tmp_co, calc->local2target, vert[i].co);
+
+ normal_short2float(vert[i].no, tmp_no);
+ Mat4Mul3Vecfl(calc->local2target, tmp_no); //Watch out for scaling on normal
+ Normalize(tmp_no); //(TODO: do we really needed a unit-len normal? and we could know the scale factor before hand?)
+
+
+ if(use_normal & MOD_SHRINKWRAP_ALLOW_DEFAULT_NORMAL)
+ {
+ dist = raytree_cast_ray(target, tmp_co, tmp_no);
+ }
+
+ normal_short2float(vert[i].no, tmp_no);
+ Mat4Mul3Vecfl(calc->local2target, tmp_no); //Watch out for scaling on normal
+ Normalize(tmp_no); //(TODO: do we really needed a unit-len normal? and we could know the scale factor before hand?)
+
+ if(use_normal & MOD_SHRINKWRAP_ALLOW_INVERTED_NORMAL)
+ {
+ float inv[3]; // = {-tmp_no[0], -tmp_no[1], -tmp_no[2]};
+ float tdist;
+
+ inv[0] = -tmp_no[0];
+ inv[1] = -tmp_no[1];
+ inv[2] = -tmp_no[2];
+
+ tdist = raytree_cast_ray(target, tmp_co, inv);
+
+ if(ABS(tdist) < ABS(dist))
+ dist = -tdist;
+ }
+
+ if(ABS(dist) != FLT_MAX)
+ {
+ float dist_t;
+
+ VECADDFAC(tmp_co, tmp_co, tmp_no, dist);
+ VecMat4MulVecfl(tmp_co, calc->target2local, tmp_co);
+
+ dist_t = VecLenf(vert[i].co, tmp_co);
+ if(dist_t > 1e-5) weight *= (dist_t - calc->keptDist)/dist_t;
+ VecLerpf(vert[i].co, vert[i].co, tmp_co, weight); //linear interpolation
+
+ if(calc->moved)
+ bitset_set(calc->moved, i);
+ }
+
+ }
+
+ free_raytree_from_mesh(target);
+}
+
+