Files
test/source/blender/geometry/intern/mesh_to_volume.cc
Jacques Lucke 537fdbbfa2 Fix: Revert changes in Mesh to Volume node and modifier to Blender 3.6
This brings back the `Fill Volume` and `Exterior Bandwidth` inputs in
the Mesh to Volume node and modifier. Those existed in Blender 3.5 but
were removed in 700d168a5c because the way they were
implemented did not use the openvdb api in the right way.

While it's rare that people turned off the `Fill Volume` option, the
exterior bandwidth was used more and can have significant impact on
the result. Furthermore, there is no clear replacement for the
functionality.

Therefore, we decided to roll back the changes in 3.6 to avoid breaking
compatibility. We intend to keep the changes in 4.0 for now, but need
to work on a more clear short term replacement for the removed
functionality.

Pull Request: https://projects.blender.org/blender/blender/pulls/109297
2023-06-23 14:14:17 -04:00

233 lines
8.4 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_math_matrix.hh"
#include "BLI_task.hh"
#include "BKE_mesh.hh"
#include "BKE_mesh_runtime.h"
#include "BKE_volume.h"
#include "GEO_mesh_to_volume.hh"
#ifdef WITH_OPENVDB
# include <algorithm>
# include <openvdb/openvdb.h>
# include <openvdb/tools/GridTransformer.h>
# include <openvdb/tools/LevelSetUtil.h>
# include <openvdb/tools/VolumeToMesh.h>
namespace blender::geometry {
/* This class follows the MeshDataAdapter interface from openvdb. */
class OpenVDBMeshAdapter {
private:
Span<float3> positions_;
Span<int> corner_verts_;
Span<MLoopTri> looptris_;
float4x4 transform_;
public:
OpenVDBMeshAdapter(const Mesh &mesh, float4x4 transform);
size_t polygonCount() const;
size_t pointCount() const;
size_t vertexCount(size_t /*polygon_index*/) const;
void getIndexSpacePoint(size_t polygon_index, size_t vertex_index, openvdb::Vec3d &pos) const;
};
OpenVDBMeshAdapter::OpenVDBMeshAdapter(const Mesh &mesh, float4x4 transform)
: positions_(mesh.vert_positions()),
corner_verts_(mesh.corner_verts()),
looptris_(mesh.looptris()),
transform_(transform)
{
}
size_t OpenVDBMeshAdapter::polygonCount() const
{
return size_t(looptris_.size());
}
size_t OpenVDBMeshAdapter::pointCount() const
{
return size_t(positions_.size());
}
size_t OpenVDBMeshAdapter::vertexCount(size_t /*polygon_index*/) const
{
/* All polygons are triangles. */
return 3;
}
void OpenVDBMeshAdapter::getIndexSpacePoint(size_t polygon_index,
size_t vertex_index,
openvdb::Vec3d &pos) const
{
const MLoopTri &looptri = looptris_[polygon_index];
const float3 transformed_co = math::transform_point(
transform_, positions_[corner_verts_[looptri.tri[vertex_index]]]);
pos = &transformed_co.x;
}
float volume_compute_voxel_size(const Depsgraph *depsgraph,
FunctionRef<void(float3 &r_min, float3 &r_max)> bounds_fn,
const MeshToVolumeResolution res,
const float exterior_band_width,
const float4x4 &transform)
{
const float volume_simplify = BKE_volume_simplify_factor(depsgraph);
if (volume_simplify == 0.0f) {
return 0.0f;
}
if (res.mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_SIZE) {
return res.settings.voxel_size / volume_simplify;
}
if (res.settings.voxel_amount <= 0) {
return 0;
}
float3 bb_min;
float3 bb_max;
bounds_fn(bb_min, bb_max);
/* Compute the diagonal of the bounding box. This is used because
* it will always be bigger than the widest side of the mesh. */
const float diagonal = math::distance(math::transform_point(transform, bb_max),
math::transform_point(transform, bb_min));
const float approximate_volume_side_length = diagonal + exterior_band_width * 2.0f;
const float voxel_size = approximate_volume_side_length / res.settings.voxel_amount /
volume_simplify;
return voxel_size;
}
static openvdb::FloatGrid::Ptr mesh_to_fog_volume_grid(
const Mesh *mesh,
const float4x4 &mesh_to_volume_space_transform,
const float voxel_size,
const bool fill_volume,
const float exterior_band_width,
const float interior_band_width,
const float density)
{
if (voxel_size < 1e-5f) {
return nullptr;
}
float4x4 mesh_to_index_space_transform = math::from_scale<float4x4>(float3(1.0f / voxel_size));
mesh_to_index_space_transform *= mesh_to_volume_space_transform;
/* Better align generated grid with the source mesh. */
mesh_to_index_space_transform.location() -= 0.5f;
OpenVDBMeshAdapter mesh_adapter{*mesh, mesh_to_index_space_transform};
/* Convert the bandwidths from object in index space. */
const float exterior = MAX2(0.001f, exterior_band_width / voxel_size);
const float interior = MAX2(0.001f, interior_band_width / voxel_size);
openvdb::FloatGrid::Ptr new_grid;
if (fill_volume) {
/* Setting the interior bandwidth to FLT_MAX, will make it fill the entire volume. */
new_grid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
mesh_adapter, {}, exterior, FLT_MAX);
}
else {
new_grid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
mesh_adapter, {}, exterior, interior);
}
/* Give each grid cell a fixed density for now. */
openvdb::tools::foreach (
new_grid->beginValueOn(),
[density](const openvdb::FloatGrid::ValueOnIter &iter) { iter.setValue(density); });
return new_grid;
}
static openvdb::FloatGrid::Ptr mesh_to_sdf_volume_grid(const Mesh &mesh,
const float voxel_size,
const float half_band_width)
{
if (voxel_size <= 0.0f || half_band_width <= 0.0f) {
return nullptr;
}
const Span<float3> positions = mesh.vert_positions();
const Span<int> corner_verts = mesh.corner_verts();
const Span<MLoopTri> looptris = mesh.looptris();
std::vector<openvdb::Vec3s> points(positions.size());
std::vector<openvdb::Vec3I> triangles(looptris.size());
threading::parallel_for(positions.index_range(), 2048, [&](const IndexRange range) {
for (const int i : range) {
const float3 &co = positions[i];
points[i] = openvdb::Vec3s(co.x, co.y, co.z) - 0.5f * voxel_size;
}
});
threading::parallel_for(looptris.index_range(), 2048, [&](const IndexRange range) {
for (const int i : range) {
const MLoopTri &loop_tri = looptris[i];
triangles[i] = openvdb::Vec3I(corner_verts[loop_tri.tri[0]],
corner_verts[loop_tri.tri[1]],
corner_verts[loop_tri.tri[2]]);
}
});
openvdb::math::Transform::Ptr transform = openvdb::math::Transform::createLinearTransform(
voxel_size);
openvdb::FloatGrid::Ptr new_grid = openvdb::tools::meshToLevelSet<openvdb::FloatGrid>(
*transform, points, triangles, half_band_width);
return new_grid;
}
VolumeGrid *fog_volume_grid_add_from_mesh(Volume *volume,
const StringRefNull name,
const Mesh *mesh,
const float4x4 &mesh_to_volume_space_transform,
const float voxel_size,
const bool fill_volume,
const float exterior_band_width,
const float interior_band_width,
const float density)
{
VolumeGrid *c_grid = BKE_volume_grid_add(volume, name.c_str(), VOLUME_GRID_FLOAT);
openvdb::FloatGrid::Ptr grid = openvdb::gridPtrCast<openvdb::FloatGrid>(
BKE_volume_grid_openvdb_for_write(volume, c_grid, false));
/* Generate grid from mesh */
openvdb::FloatGrid::Ptr mesh_grid = mesh_to_fog_volume_grid(mesh,
mesh_to_volume_space_transform,
voxel_size,
fill_volume,
exterior_band_width,
interior_band_width,
density);
if (mesh_grid != nullptr) {
/* Merge the generated grid. Should be cheap because grid has just been created. */
grid->merge(*mesh_grid);
/* Change transform so that the index space is correctly transformed to object space. */
grid->transform().postScale(voxel_size);
}
/* Set class to "Fog Volume". */
grid->setGridClass(openvdb::GRID_FOG_VOLUME);
return c_grid;
}
VolumeGrid *sdf_volume_grid_add_from_mesh(Volume *volume,
const StringRefNull name,
const Mesh &mesh,
const float voxel_size,
const float half_band_width)
{
openvdb::FloatGrid::Ptr mesh_grid = mesh_to_sdf_volume_grid(mesh, voxel_size, half_band_width);
return mesh_grid ? BKE_volume_grid_add_vdb(*volume, name, std::move(mesh_grid)) : nullptr;
}
} // namespace blender::geometry
#endif