snap: remove custom edge BVH (SnapObj)

This commit is contained in:
Bruno Perdigão
2026-08-16 11:12:28 -03:00
committed by Bruno Perdigão
parent cf88d5a665
commit 9673f01c21
3 changed files with 17 additions and 483 deletions
@@ -462,7 +462,6 @@ 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):
+15 -469
View File
@@ -18,7 +18,6 @@
from __future__ import annotations
import math
from typing import Union
import bmesh
@@ -334,8 +333,6 @@ class Raycast(bonsai.core.tool.Raycast):
(0, -offset),
(offset, -offset),
)
snap_objs = []
@classmethod
def get_visible_objects(cls, context: bpy.types.Context):
depsgraph = context.evaluated_depsgraph_get()
@@ -655,9 +652,6 @@ class Raycast(bonsai.core.tool.Raycast):
"""
global _encoding_shader, _offscreen, _obj_list
new_objs = []
for o in objs_to_raycast:
new_objs.append(o.obj)
if bpy.app.background:
return [], None
@@ -676,7 +670,7 @@ class Raycast(bonsai.core.tool.Raycast):
render_ops: list[tuple[GPUBatch, Matrix, int]] = []
if tris:
for snap_obj in new_objs:
for snap_obj in objs_to_raycast:
if snap_obj.type != "MESH":
continue
if not hasattr(snap_obj.data, "polygons"):
@@ -697,7 +691,7 @@ class Raycast(bonsai.core.tool.Raycast):
slot = 1 # slot 0 = background
obj_slots: list[tuple] = [] # [(snap_obj, pts_start, n_pts, lines_start, n_lines), ...]
for snap_obj in new_objs:
for snap_obj in objs_to_raycast:
batches = _ensure_wireframe_batches(snap_obj)
if not batches:
continue
@@ -949,176 +943,6 @@ class Raycast(bonsai.core.tool.Raycast):
return cls.get_gpu_detection_snaps(context, event, objs_to_raycast)
@classmethod
def ray_cast_by_proximity_2d(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
snap_obj: SnapObj,
):
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 = []
try:
loc = tool.Cad.region_2d_to_location_3d_np(region, rv3d, mouse_pos, ray_direction)
except:
loc = Vector((0, 0, 0))
snap_obj._ensure_bvh()
intersected = snap_obj.raycast_boxes(
context, event, snap_obj.root, intersected=[], rays=(ray_origin, ray_direction)
)
# Collect edges from intersected BVH boxes
edges = []
for it in intersected:
edges.extend(it.edges)
edges = set(edges)
# Build only the vertices indices that belong to these edges
verts_idx: set[int] = set()
for e in edges:
ev = snap_obj.obj.data.edges[e].vertices
verts_idx.add(ev[0])
verts_idx.add(ev[1])
# Lazily project only the needed vertices to 2D screen space
verts_2d: dict[int, Vector] = {}
for idx in verts_idx:
v2d = view3d_utils.location_3d_to_region_2d(region, rv3d, snap_obj.verts_3d[idx])
if v2d is not None:
verts_2d[idx] = v2d
edge_verts = {}
for e in edges:
verts_idx = snap_obj.obj.data.edges[e].vertices
v1 = snap_obj.verts_3d[verts_idx[0]]
v2 = snap_obj.verts_3d[verts_idx[1]]
v1_2d = verts_2d.get(verts_idx[0])
v2_2d = verts_2d.get(verts_idx[1])
if (v1_2d is None) ^ (v2_2d is None):
point, _ = cls.intersect_edge_region_border(region, context.space_data, rv3d, v1, v2)
if v1_2d is None:
edge_verts[e] = (point, v2_2d)
else:
edge_verts[e] = (v1_2d, point)
else:
edge_verts[e] = (v1_2d, v2_2d)
snap_threshold = 10.0
# Check all vertices for proximity to mouse position.
# Re-use the 2D projections already computed for edge endpoints.
for i, v3d in enumerate(snap_obj.verts_3d):
if i in verts_2d:
v2d = verts_2d[i]
else:
v2d = view3d_utils.location_3d_to_region_2d(region, rv3d, v3d)
if v2d is None:
continue
distance = (Vector(mouse_pos) - v2d).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)
count = 0
selected_edges = {}
for e in edges:
p0, p1 = edge_verts[e]
p0x, p0y = p0
p1x, p1y = p1
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: skip it
continue
# 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:
selected_edges[dist] = e
if selected_edges:
min_dist = float("inf")
for key in selected_edges:
if key < min_dist:
min_dist = key
idx = snap_obj.obj.data.edges[selected_edges[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,
@@ -1344,9 +1168,7 @@ 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):
snap_obj = cls.create_snap_obj(obj)
if snap_obj is not None:
objs_to_raycast.append(snap_obj)
objs_to_raycast.append(obj)
return objs_to_raycast
@@ -1399,12 +1221,12 @@ class Raycast(bonsai.core.tool.Raycast):
for snap_obj in objs_to_raycast:
if not include_wireframes and (
snap_obj.obj.type in {"EMPTY", "CURVE"}
or (hasattr(snap_obj.obj.data, "polygons") and len(snap_obj.obj.data.polygons) == 0)
snap_obj.type in {"EMPTY", "CURVE"}
or (hasattr(snap_obj.data, "polygons") and len(snap_obj.data.polygons) == 0)
):
continue
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj.obj)
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj)
if hit is not None:
length_squared = (hit - ray_origin).length_squared
@@ -1429,13 +1251,14 @@ class Raycast(bonsai.core.tool.Raycast):
ray_origin: Vector,
closest_snaps: list,
):
snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
snap_points = tool.Raycast.ray_cast_by_proximity(context, event, snap_obj)
hit_obj = None
hit = None
if snap_points:
closest_length_squared = float("inf")
for point in snap_points:
point["group"] = "Wireframe"
point["object"] = snap_obj
closest_snaps.append(point)
length = (point["point"] - ray_origin).length_squared
if length < closest_length_squared:
@@ -1472,15 +1295,15 @@ class Raycast(bonsai.core.tool.Raycast):
wireframe_objs = []
solid_objs = []
for snap_obj in objs_to_raycast:
if snap_obj.obj.type in {"EMPTY", "CURVE"} or (
hasattr(snap_obj.obj.data, "polygons") and len(snap_obj.obj.data.polygons) == 0
if snap_obj.type in {"EMPTY", "CURVE"} or (
hasattr(snap_obj.data, "polygons") and len(snap_obj.data.polygons) == 0
):
wireframe_objs.append(snap_obj)
else:
solid_objs.append(snap_obj)
# Rough distance - object origin to ray origin
solid_objs.sort(key=lambda so: (so.obj.matrix_world.translation - ray_origin).length_squared)
solid_objs.sort(key=lambda so: (so.matrix_world.translation - ray_origin).length_squared)
# Process wireframe objects first (all of them, always collected)
for snap_obj in wireframe_objs:
@@ -1495,7 +1318,7 @@ class Raycast(bonsai.core.tool.Raycast):
# Process solid objects in distance order, stop at first hit
for snap_obj in solid_objs:
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj.obj)
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj)
if hit:
snap_point = {
@@ -1520,14 +1343,14 @@ class Raycast(bonsai.core.tool.Raycast):
else:
# Xray mode - process all objects (all snaps are kept by the caller)
for snap_obj in objs_to_raycast:
if snap_obj.obj.type in {"EMPTY", "CURVE"} or (
hasattr(snap_obj.obj.data, "polygons") and len(snap_obj.obj.data.polygons) == 0
if snap_obj.type in {"EMPTY", "CURVE"} or (
hasattr(snap_obj.data, "polygons") and len(snap_obj.data.polygons) == 0
):
hit_obj, hit = cls.process_wireframe_snap_obj(context, event, snap_obj, ray_origin, closest_snaps)
face_index = None
else:
# Solid objects
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj.obj)
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj)
if hit:
snap_point = {
@@ -1567,280 +1390,3 @@ class Raycast(bonsai.core.tool.Raycast):
if lens < 50:
snap_threshold *= value
return snap_threshold
@classmethod
def create_snap_obj(cls, obj):
if obj.data is None or not isinstance(obj.data, bpy.types.Mesh):
return None
for i, snap_obj in enumerate(cls.snap_objs):
if obj.name == snap_obj.obj.name:
# Handle objects modified while a modal operator is active.
# Example: adding a door or window alters the wall geometry.
if len(obj.data.vertices) != len(snap_obj.verts_3d):
cls.snap_objs.pop(i)
snap_obj = SnapObj(obj)
cls.snap_objs.append(snap_obj)
for v1, v2 in zip(obj.data.vertices, snap_obj.verts_3d):
if (obj.matrix_world @ v1.co) != v2:
cls.snap_objs.pop(i)
snap_obj = SnapObj(obj)
cls.snap_objs.append(snap_obj)
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 = None
self._bvh_built = False
self.verts_3d = [obj.matrix_world @ v.co for v in obj.data.vertices]
self.snap_points = []
def _ensure_bvh(self):
if self._bvh_built:
return
self.root = self._create_root_node()
self.root.edges = [e.index for e in self.obj.data.edges]
self.split_box(self.root, 0)
self._bvh_built = True
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
+2 -13
View File
@@ -404,14 +404,8 @@ class Snap(bonsai.core.tool.Snap):
for snap_obj in objs_to_raycast:
for snap in closest_snaps:
if snap_obj.obj == snap["object"]:
if xray_mode:
if "face_index" in snap and snap["face_index"] is not None:
snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
for point in snap_points:
point["group"] = "Object"
detected_snaps.append(point)
else:
if snap_obj == snap["object"]:
if not xray_mode:
# If it is a solid object that is closest to camera it ignores all the rest
if (
"is_closest_to_camera" in snap
@@ -419,11 +413,6 @@ class Snap(bonsai.core.tool.Snap):
and snap["group"] == "Object"
):
closest_snap = [snap] # discards objects that aren't the closest
if "face_index" in snap and snap["face_index"] is not None:
snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
for point in snap_points:
point["group"] = "Object"
closest_snap.append(point)
detected_snaps = closest_snap
# snap to cut geometry (e.g. in plan view)