Snap: improve performance of wireframe objects intersection.

Enhances the performance of mouse intersection checks for wireframe objects.
Details:
- Calculated the intersection with the mouse in 2D pixels first.
- Converted objects to a BVH Tree to reduce the number of edges checked against the mouse position.
This commit is contained in:
Bruno Perdigão
2025-12-16 16:13:19 -03:00
parent f820214500
commit 5721a8b602
3 changed files with 414 additions and 15 deletions
@@ -421,7 +421,7 @@ class PolylineOperator:
tool.Polyline.calculate_x_y_and_z(context, self.input_ui, self.tool_state)
tool.Blender.update_viewport()
return {"RUNNING_MODAL"}
return {"RUNNING_MODAL"}
def set_offset(self, context: bpy.types.Context, relating_type: ifcopenshell.entity_instance) -> None:
props = tool.Model.get_model_props()
@@ -461,6 +461,7 @@ class PolylineOperator:
self.tool_state.axis_method = None
self.tool_state.plane_method = None
self.tool_state.mode = "Mouse"
tool.Raycast.clear_snap_objs()
self.visible_objs = tool.Raycast.get_visible_objects(context)
for obj in self.visible_objs:
if bbox_2d := tool.Raycast.get_on_screen_2d_bounding_boxes(context, obj):
+409 -11
View File
@@ -16,6 +16,9 @@
# You should have received a copy of the GNU General Public License
# along with Bonsai. If not, see <http://www.gnu.org/licenses/>.
from __future__ import annotations
import math
from typing import Union
import bmesh
@@ -41,6 +44,7 @@ class Raycast(bonsai.core.tool.Raycast):
(0, -offset),
(offset, -offset),
)
snap_objs = []
@classmethod
def get_visible_objects(cls, context: bpy.types.Context):
@@ -232,6 +236,146 @@ class Raycast(bonsai.core.tool.Raycast):
else:
return None, None, None
@classmethod
def ray_cast_by_proximity_2d(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
snap_obj,
):
# TODO Clean unnecessary code
def divide_vector(start, end, n):
points = []
delta = (end - start) / n
for i in range(1, n):
point = start + i * delta
points.append(point)
return points
region = context.region
rv3d = context.region_data
mouse_pos = event.mouse_region_x, event.mouse_region_y
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
points = []
verts_2d = [
view3d_utils.location_3d_to_region_2d(region, rv3d, v) for v in snap_obj.verts_3d
] # Numpy version is worst in performance
verts_2d = [
view3d_utils.location_3d_to_region_2d(region, rv3d, v) for v in snap_obj.verts_3d
] # Numpy version is worst in performance
snap_threshold = 10.0
try:
loc = tool.Cad.region_2d_to_location_3d_np(region, rv3d, mouse_pos, ray_direction)
except:
loc = Vector((0, 0, 0))
for i, point in enumerate(verts_2d):
if not point:
break
distance = (Vector(mouse_pos) - point).length
if distance <= snap_threshold:
snap_point = {
"object": snap_obj.obj,
"type": "Vertex",
"point": snap_obj.verts_3d[i],
"distance": distance / 10,
}
points.append(snap_point)
intersected = snap_obj.raycast_boxes(
context, event, snap_obj.root, intersected=[], rays=(ray_origin, ray_direction)
)
edges = []
for it in intersected:
edges.extend(it.edges)
edges = set(edges)
count = 0
distances = {}
for e in edges:
idx = snap_obj.obj.data.edges[e].vertices
p0x, p0y = verts_2d[idx[0]][0], verts_2d[idx[0]][1]
p1x, p1y = verts_2d[idx[1]][0], verts_2d[idx[1]][1]
px, py = mouse_pos
# segment vector = p1 - p0
sx = p1x - p0x
sy = p1y - p0y
# seg length squared
seg_len_sq = sx * sx + sy * sy
if seg_len_sq == 0.0:
# degenerate segment: return distance to p0
dx = px - p0x
dy = py - p0y
dist = math.hypot(dx, dy)
return dist, (p0x, p0y), 0.0
# project (p - p0) onto seg: t = dot(p-p0, seg) / |seg|^2
apx = px - p0x
apy = py - p0y
t = (apx * sx + apy * sy) / seg_len_sq
# clamp to segment
if t <= 0.0:
t_clamped = 0.0
cx, cy = p0x, p0y
elif t >= 1.0:
t_clamped = 1.0
cx, cy = p1x, p1y
else:
t_clamped = t
cx = p0x + sx * t_clamped
cy = p0y + sy * t_clamped
dx = px - cx
dy = py - cy
dist = math.hypot(dx, dy)
if dist <= snap_threshold:
distances[dist] = e
if distances:
min_dist = float("inf")
for key in distances:
if key < min_dist:
min_dist = key
idx = snap_obj.obj.data.edges[distances[min_dist]].vertices
edge_verts = (snap_obj.verts_3d[idx[0]], snap_obj.verts_3d[idx[1]])
division_points = divide_vector(
edge_verts[0], edge_verts[1], 2
) # TODO Make it work for different divisions
for division_point in division_points:
intersection = tool.Cad.point_on_edge(division_point, (ray_target, loc))
distance = (division_point - intersection).length
if distance < snap_threshold:
snap_point = {
"object": snap_obj.obj,
"type": "Edge Center",
"point": division_point.copy(),
"distance": distance,
}
points.append(snap_point)
intersection = tool.Cad.intersect_edges_v2((ray_target, loc), edge_verts)
if intersection[0]:
if tool.Cad.is_point_on_edge(intersection[1], edge_verts):
distance = (intersection[1] - intersection[0]).length
if distance < snap_threshold:
snap_point = {
"object": snap_obj.obj,
"type": "Edge",
"point": intersection[1].copy(),
"edge_verts": edge_verts,
"distance": distance,
}
points.append(snap_point)
return points
@classmethod
def ray_cast_by_proximity(
cls,
@@ -457,7 +601,8 @@ class Raycast(bonsai.core.tool.Raycast):
if bbox_2d:
if tool.Raycast.intersect_mouse_2d_bounding_box(mouse_pos, bbox_2d):
if tool.Raycast.object_is_visible_in_clipping_plane(obj):
objs_to_raycast.append(obj)
snap_obj = cls.create_snap_obj(obj)
objs_to_raycast.append(snap_obj)
return objs_to_raycast
@@ -474,12 +619,6 @@ class Raycast(bonsai.core.tool.Raycast):
face_index = None
# Wireframes
if obj.type in {"EMPTY", "CURVE"} or (hasattr(obj.data, "polygons") and len(obj.data.polygons) == 0):
snap_points = tool.Raycast.ray_cast_by_proximity(context, event, obj)
if snap_points:
hit = sorted(snap_points, key=lambda x: x["distance"])[0]["point"]
if hit:
hit_world = obj.original.matrix_world @ hit
return obj, hit_world, face_index
return None, None, None
# Meshes
else:
@@ -514,19 +653,20 @@ class Raycast(bonsai.core.tool.Raycast):
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
for obj in objs_to_raycast:
for snap_obj in objs_to_raycast:
if not include_wireframes and (
obj.type in {"EMPTY", "CURVE"} or (hasattr(obj.data, "polygons") and len(obj.data.polygons) == 0)
snap_obj.obj.type in {"EMPTY", "CURVE"}
or (hasattr(snap_obj.obj.data, "polygons") and len(snap_obj.obj.data.polygons) == 0)
):
continue
snap_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, obj)
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj.obj)
if hit is not None:
length_squared = (hit - ray_origin).length_squared
if best_obj is None or length_squared < best_length_squared:
best_length_squared = length_squared
best_obj = snap_obj
best_obj = hit_obj
best_hit = hit
best_face_index = face_index
@@ -547,3 +687,261 @@ class Raycast(bonsai.core.tool.Raycast):
if lens < 50:
snap_threshold *= value
return snap_threshold
@classmethod
def create_snap_obj(cls, obj):
# TODO Will this be done for every object or only wireframe?
for snap_obj in cls.snap_objs:
if obj.name == snap_obj.obj.name:
return snap_obj
snap_obj = SnapObj(obj)
cls.snap_objs.append(snap_obj)
return snap_obj
@classmethod
def clear_snap_objs(cls):
TreeNode.__clear_all__()
SnapObj.__clear_all__()
cls.snap_objs.clear()
class TreeNode:
all = []
def __init__(self, box: tuple):
self.__class__.all.append(self)
self.box = box
self.child_a = None
self.child_b = None
self.edges = []
def __clear_all__():
for instance in TreeNode.all:
del instance
TreeNode.all.clear()
class SnapObj:
max_depth = 9
all = []
def __init__(self, obj: bpy.types.Object):
self.__class__.all.append(self)
self.obj = obj
self.root = self._create_root_node()
self.root.edges = [e.index for e in obj.data.edges]
self.split_box(self.root, 0)
self.verts_3d = [obj.matrix_world @ v.co for v in obj.data.vertices]
self.snap_points = []
def __clear_all__():
for instance in SnapObj.all:
del instance
SnapObj.all.clear()
def _create_root_node(self) -> TreeNode:
bbox = tool.Blender.get_object_bounding_box(self.obj)
min_point = self.obj.matrix_world @ bbox["min_point"]
max_point = self.obj.matrix_world @ bbox["max_point"]
new_bbox = self.expand_bounding_box((min_point, max_point))
return TreeNode(new_bbox)
def divide_bounding_box_along_longest_axis(
self, min_pt: Vector, max_pt: Vector
) -> Union[tuple[Vector, Vector], tuple[Vector, Vector]]:
"""
Divide a bounding box into two equal parts along the axis with the longest dimension.
Args:
min_pt: The minimum point of the bounding box.
max_pt: The maximum point of the bounding box.
Returns:
list: A list of two tuples, each containing the minimum and maximum points of the divided boxes.
"""
# Calculate the dimensions of the box
dx = max_pt.x - min_pt.x
dy = max_pt.y - min_pt.y
dz = max_pt.z - min_pt.z
# Determine the axis with the longest dimension
if dx >= dy and dx >= dz:
# Divide along the x-axis
mid_x = min_pt.x + dx / 2
box1 = (min_pt, Vector((mid_x, max_pt.y, max_pt.z)))
box2 = (Vector((mid_x, min_pt.y, min_pt.z)), max_pt)
elif dy >= dx and dy >= dz:
# Divide along the y-axis
mid_y = min_pt.y + dy / 2
box1 = (min_pt, Vector((max_pt.x, mid_y, max_pt.z)))
box2 = (Vector((min_pt.x, mid_y, min_pt.z)), max_pt)
else:
# Divide along the z-axis
mid_z = min_pt.z + dz / 2
box1 = (min_pt, Vector((max_pt.x, max_pt.y, mid_z)))
box2 = (Vector((min_pt.x, min_pt.y, mid_z)), max_pt)
return [box1, box2]
def expand_bounding_box(self, box: tuple[Vector, Vector], offset: float = 0.1) -> tuple[Vector, Vector]:
"""
Expand a 3D bounding box by a given offset.
Args:
min_pt: The minimum point of the bounding box.
max_pt: The maximum point of the bounding box.
offset: The offset to expand the bounding box by.
Returns:
tuple: A tuple containing the new minimum and maximum points of the expanded bounding box.
"""
min_pt, max_pt = box
# Calculate the new minimum and maximum points
new_min_pt = Vector((min_pt.x - offset, min_pt.y - offset, min_pt.z - offset))
new_max_pt = Vector((max_pt.x + offset, max_pt.y + offset, max_pt.z + offset))
return new_min_pt, new_max_pt
def split_box(self, parent: TreeNode, depth: int):
"""
Splits the bounding box creating two child nodes to compose a BVH Tree recursively.
Args:
parent: the TreeNode instance that represents the parent node of a BVH Tree.
depth: the depth of the BVH Tree no be used in recursion.
"""
if depth > self.max_depth:
return
box_a, box_b = self.divide_bounding_box_along_longest_axis(parent.box[0], parent.box[1])
parent.child_a = TreeNode(box_a)
parent.child_b = TreeNode(box_b)
edges_a = []
edges_b = []
for e in parent.edges:
verts_idx = [v for v in self.obj.data.edges[e].vertices]
verts_coords = []
for idx in verts_idx:
if idx < len(self.obj.data.vertices):
verts_coords.append(self.obj.matrix_world @ self.obj.data.vertices[idx].co)
if self.line_intersects_box(verts_coords[0], verts_coords[1], parent.child_a.box):
edges_a.append(e)
if self.line_intersects_box(verts_coords[0], verts_coords[1], parent.child_b.box):
edges_b.append(e)
parent.child_a.edges = edges_a
parent.child_b.edges = edges_b
self.split_box(parent.child_a, depth + 1)
self.split_box(parent.child_b, depth + 1)
def raycast_box(
self, context: bpy.types.Context, event: bpy.types.Event, node: TreeNode, rays: tuple[Vector, Vector]
) -> bool:
"""
Raycast bounding box.
Args:
context: Blender context.
event: Blender event.
node: a TreeNode instance.
rays: tuple containing ray origin and ray direction
Returns:
True if hits the box or False otherwise.
"""
box = node.box
min_v = box[0]
max_v = box[1]
t_min = 0.0
t_max = float("inf")
ray_origin, ray_dir = rays
inv_dir = Vector((1.0 / r if r != 0.0 else 1e32) for r in (ray_dir.x, ray_dir.y, ray_dir.z))
# X
tx1 = (min_v.x - ray_origin.x) * inv_dir[0]
tx2 = (max_v.x - ray_origin.x) * inv_dir[0]
tmin = min(tx1, tx2)
tmax = max(tx1, tx2)
# Y
ty1 = (min_v.y - ray_origin.y) * inv_dir[1]
ty2 = (max_v.y - ray_origin.y) * inv_dir[1]
tmin = max(tmin, min(ty1, ty2))
tmax = min(tmax, max(ty1, ty2))
# Z
tz1 = (min_v.z - ray_origin.z) * inv_dir[2]
tz2 = (max_v.z - ray_origin.z) * inv_dir[2]
tmin = max(tmin, min(tz1, tz2))
tmax = min(tmax, max(tz1, tz2))
return (tmax >= max(tmin, t_min)) and (tmin <= t_max)
def line_intersects_box(self, v1: mathutils.Vector, v2: mathutils.Vector, box: tuple) -> bool:
"""
Check if a line segment intersects an axis-aligned bounding box (AABB).
Args:
v1: The first endpoint of the line segment as a mathutils.Vector.
v2: The second endpoint of the line segment as a mathutils.Vector.
box: A tuple containing the minimum and maximum points of the AABB, where each point is a mathutils.Vector.
Returns:
bool: True if the segment [v1, v2] intersects the AABB; otherwise, False.
"""
bmin, bmax = box
dir = v2 - v1
tmin = 0.0
tmax = 1.0
for i in range(3):
if abs(dir[i]) < 1e-12:
# Line is parallel to slab. If origin not within slab -> no hit.
if v1[i] < bmin[i] or v1[i] > bmax[i]:
return False
else:
ood = 1.0 / dir[i]
t1 = (bmin[i] - v1[i]) * ood
t2 = (bmax[i] - v1[i]) * ood
if t1 > t2:
t1, t2 = t2, t1
if t1 > tmin:
tmin = t1
if t2 < tmax:
tmax = t2
if tmin > tmax:
return False
# If any overlap in [0,1] exists, there's intersection
return (tmax >= 0.0) and (tmin <= 1.0)
def raycast_boxes(
self,
context: bpy.types.Context,
event: bpy.Types.Event,
node: TreeNode,
intersected: Union[TreeNode] = [],
rays: tuple[Vector, Vector] = (),
) -> Union[TreeNode]:
"""
Raycast bounding box subdivisions recursively.
Args:
context: Blender context.
event: Blender event.
node: a TreeNode instance.
intersected: list of intersected boxes to use in recursion.
rays: tuple containing ray origin and ray direction
Returns:
tuple: a list of TreeNode instances that represent the subdivided boxes hit by the ray cast.
"""
if not node.child_a:
intersected.append(node)
return intersected
intersects_a = self.raycast_box(context, event, node.child_a, rays)
intersects_b = self.raycast_box(context, event, node.child_b, rays)
if intersects_a:
intersected = self.raycast_boxes(context, event, node.child_a, intersected, rays)
if intersects_b:
intersected = self.raycast_boxes(context, event, node.child_b, intersected, rays)
return intersected
+3 -3
View File
@@ -391,8 +391,8 @@ class Snap(bonsai.core.tool.Snap):
# Wireframes
# For wireframe we have to get all the objects so we can further calculate edge intersection
for snap_obj in objs_to_raycast:
if snap_obj.type in {"EMPTY", "CURVE"} or (snap_obj.type == "MESH" and len(snap_obj.data.polygons) == 0):
snap_points = tool.Raycast.ray_cast_by_proximity(context, event, snap_obj)
if snap_obj.obj.type in {"EMPTY", "CURVE"} or (snap_obj.obj.type == "MESH" and len(snap_obj.obj.data.polygons) == 0):
snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
if snap_points:
for point in snap_points:
point["group"] = "Wireframe"
@@ -403,7 +403,7 @@ class Snap(bonsai.core.tool.Snap):
):
results = []
for obj in objs_to_raycast:
results.append(tool.Raycast.cast_rays_to_single_object(context, event, obj))
results.append(tool.Raycast.cast_rays_to_single_object(context, event, snap_obj.obj))
else:
results = []
results.append(tool.Raycast.cast_rays_and_get_best_object(context, event, objs_to_raycast))