The usage of that macro was removed in 60bec183cb,
but it was still in our .clang-format file. This lead to worse formatting when other code
used methods named `foreach`.
Pull Request: https://projects.blender.org/blender/blender/pulls/137468
229 lines
8.7 KiB
C++
229 lines
8.7 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BLI_math_matrix.hh"
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#include "BLI_task.hh"
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#include "BKE_volume.hh"
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#include "BKE_volume_grid.hh"
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#include "BKE_volume_openvdb.hh"
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#include "GEO_mesh_to_volume.hh"
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#ifdef WITH_OPENVDB
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# include <algorithm>
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# include <openvdb/openvdb.h>
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# include <openvdb/tools/GridTransformer.h>
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# include <openvdb/tools/LevelSetUtil.h>
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# include <openvdb/tools/VolumeToMesh.h>
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namespace blender::geometry {
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/* This class follows the MeshDataAdapter interface from openvdb. */
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class OpenVDBMeshAdapter {
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private:
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Span<float3> positions_;
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Span<int> corner_verts_;
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Span<int3> corner_tris_;
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float4x4 transform_;
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public:
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OpenVDBMeshAdapter(const Span<float3> positions,
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const Span<int> corner_verts,
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const Span<int3> corner_tris,
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const float4x4 &transform);
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size_t polygonCount() const;
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size_t pointCount() const;
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size_t vertexCount(size_t /*polygon_index*/) const;
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void getIndexSpacePoint(size_t polygon_index, size_t vertex_index, openvdb::Vec3d &pos) const;
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};
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OpenVDBMeshAdapter::OpenVDBMeshAdapter(const Span<float3> positions,
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const Span<int> corner_verts,
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const Span<int3> corner_tris,
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const float4x4 &transform)
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: positions_(positions),
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corner_verts_(corner_verts),
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corner_tris_(corner_tris),
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transform_(transform)
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{
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}
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size_t OpenVDBMeshAdapter::polygonCount() const
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{
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return size_t(corner_tris_.size());
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}
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size_t OpenVDBMeshAdapter::pointCount() const
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{
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return size_t(positions_.size());
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}
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size_t OpenVDBMeshAdapter::vertexCount(size_t /*polygon_index*/) const
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{
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/* All polygons are triangles. */
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return 3;
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}
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void OpenVDBMeshAdapter::getIndexSpacePoint(size_t polygon_index,
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size_t vertex_index,
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openvdb::Vec3d &pos) const
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{
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const int3 &tri = corner_tris_[polygon_index];
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const float3 transformed_co = math::transform_point(
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transform_, positions_[corner_verts_[tri[vertex_index]]]);
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pos = &transformed_co.x;
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}
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float volume_compute_voxel_size(const Depsgraph *depsgraph,
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const FunctionRef<Bounds<float3>()> bounds_fn,
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const MeshToVolumeResolution res,
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const float exterior_band_width,
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const float4x4 &transform)
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{
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const float volume_simplify = BKE_volume_simplify_factor(depsgraph);
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if (volume_simplify == 0.0f) {
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return 0.0f;
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}
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if (res.mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_SIZE) {
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return res.settings.voxel_size / volume_simplify;
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}
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if (res.settings.voxel_amount <= 0) {
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return 0;
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}
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const Bounds<float3> bounds = bounds_fn();
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/* Compute the diagonal of the bounding box. This is used because
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* it will always be bigger than the widest side of the mesh. */
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const float diagonal = math::distance(math::transform_point(transform, bounds.min),
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math::transform_point(transform, bounds.max));
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/* To get the approximate size per voxel, first subtract the exterior band from the requested
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* voxel amount, then divide the diagonal with this value if it's bigger than 1. */
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const float voxel_size =
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(diagonal / std::max(1.0f, float(res.settings.voxel_amount) - 2.0f * exterior_band_width));
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/* Return the simplified voxel size. */
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return voxel_size / volume_simplify;
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}
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static openvdb::FloatGrid::Ptr mesh_to_density_grid_impl(
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const Span<float3> positions,
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const Span<int> corner_verts,
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const Span<int3> corner_tris,
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const float4x4 &mesh_to_volume_space_transform,
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const float voxel_size,
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const float interior_band_width,
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const float density)
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{
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if (voxel_size < 1e-5f) {
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return nullptr;
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}
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float4x4 mesh_to_index_space_transform = math::from_scale<float4x4>(float3(1.0f / voxel_size));
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mesh_to_index_space_transform *= mesh_to_volume_space_transform;
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/* Better align generated grid with the source mesh. */
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mesh_to_index_space_transform.location() -= 0.5f;
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OpenVDBMeshAdapter mesh_adapter{
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positions, corner_verts, corner_tris, mesh_to_index_space_transform};
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const float interior = std::max(1.0f, interior_band_width / voxel_size);
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openvdb::math::Transform::Ptr transform = openvdb::math::Transform::createLinearTransform(
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voxel_size);
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openvdb::FloatGrid::Ptr new_grid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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mesh_adapter, *transform, 1.0f, interior);
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openvdb::tools::sdfToFogVolume(*new_grid);
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if (density != 1.0f) {
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openvdb::tools::foreach(new_grid->beginValueOn(),
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[&](const openvdb::FloatGrid::ValueOnIter &iter) {
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iter.modifyValue([&](float &value) { value *= density; });
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});
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}
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return new_grid;
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}
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bke::VolumeGrid<float> mesh_to_density_grid(const Span<float3> positions,
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const Span<int> corner_verts,
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const Span<int3> corner_tris,
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const float voxel_size,
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const float interior_band_width,
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const float density)
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{
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openvdb::FloatGrid::Ptr grid = mesh_to_density_grid_impl(positions,
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corner_verts,
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corner_tris,
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float4x4::identity(),
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voxel_size,
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interior_band_width,
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density);
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if (!grid) {
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return {};
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}
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return bke::VolumeGrid<float>(std::move(grid));
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}
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bke::VolumeGrid<float> mesh_to_sdf_grid(const Span<float3> positions,
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const Span<int> corner_verts,
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const Span<int3> corner_tris,
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const float voxel_size,
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const float half_band_width)
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{
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if (voxel_size <= 0.0f || half_band_width <= 0.0f) {
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return {};
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}
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std::vector<openvdb::Vec3s> points(positions.size());
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std::vector<openvdb::Vec3I> triangles(corner_tris.size());
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threading::parallel_for(positions.index_range(), 2048, [&](const IndexRange range) {
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for (const int i : range) {
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const float3 &co = positions[i];
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points[i] = openvdb::Vec3s(co.x, co.y, co.z) - 0.5f * voxel_size;
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}
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});
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threading::parallel_for(corner_tris.index_range(), 2048, [&](const IndexRange range) {
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for (const int i : range) {
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const int3 &tri = corner_tris[i];
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triangles[i] = openvdb::Vec3I(
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corner_verts[tri[0]], corner_verts[tri[1]], corner_verts[tri[2]]);
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}
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});
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openvdb::math::Transform::Ptr transform = openvdb::math::Transform::createLinearTransform(
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voxel_size);
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openvdb::FloatGrid::Ptr new_grid = openvdb::tools::meshToLevelSet<openvdb::FloatGrid>(
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*transform, points, triangles, half_band_width);
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return bke::VolumeGrid<float>(std::move(new_grid));
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}
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bke::VolumeGridData *fog_volume_grid_add_from_mesh(Volume *volume,
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const StringRefNull name,
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const Span<float3> positions,
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const Span<int> corner_verts,
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const Span<int3> corner_tris,
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const float4x4 &mesh_to_volume_space_transform,
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const float voxel_size,
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const float interior_band_width,
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const float density)
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{
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openvdb::FloatGrid::Ptr mesh_grid = mesh_to_density_grid_impl(positions,
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corner_verts,
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corner_tris,
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mesh_to_volume_space_transform,
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voxel_size,
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interior_band_width,
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density);
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return mesh_grid ? BKE_volume_grid_add_vdb(*volume, name, std::move(mesh_grid)) : nullptr;
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}
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} // namespace blender::geometry
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#endif
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