Files
test/source/blender/blenkernel/intern/volume_to_mesh.cc
Hans Goudey 8b93265c19 Mesh: Tag normals dirty instead of calculating
Because mesh vertex and face normals are just derived data, they can
be calculated lazily instead of eagerly. Often normal calculation is
a relatively expensive task, and the calculation is often redundant
if the mesh is deformed afterwards anyway.

Instead, normals should be calculated only when they are needed. This
commit moves in that direction by adding a new function to tag a mesh's
normals dirty and replacing normal calculation with it in some places.

Differential Revision: https://developer.blender.org/D12107
2021-08-02 13:47:32 -04:00

184 lines
5.9 KiB
C++

/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <vector>
#include "BLI_float3.hh"
#include "BLI_span.hh"
#include "BLI_utildefines.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_volume_types.h"
#include "BKE_mesh.h"
#include "BKE_volume.h"
#ifdef WITH_OPENVDB
# include <openvdb/tools/GridTransformer.h>
# include <openvdb/tools/VolumeToMesh.h>
#endif
#include "BKE_volume_to_mesh.hh"
namespace blender::bke {
#ifdef WITH_OPENVDB
struct VolumeToMeshOp {
const openvdb::GridBase &base_grid;
const VolumeToMeshResolution resolution;
const float threshold;
const float adaptivity;
std::vector<openvdb::Vec3s> verts;
std::vector<openvdb::Vec3I> tris;
std::vector<openvdb::Vec4I> quads;
template<typename GridType> bool operator()()
{
if constexpr (std::is_scalar_v<typename GridType::ValueType>) {
this->generate_mesh_data<GridType>();
return true;
}
return false;
}
template<typename GridType> void generate_mesh_data()
{
const GridType &grid = static_cast<const GridType &>(base_grid);
if (this->resolution.mode == VOLUME_TO_MESH_RESOLUTION_MODE_GRID) {
this->grid_to_mesh(grid);
return;
}
const float resolution_factor = this->compute_resolution_factor(base_grid);
typename GridType::Ptr temp_grid = this->create_grid_with_changed_resolution(
grid, resolution_factor);
this->grid_to_mesh(*temp_grid);
}
template<typename GridType>
typename GridType::Ptr create_grid_with_changed_resolution(const GridType &old_grid,
const float resolution_factor)
{
BLI_assert(resolution_factor > 0.0f);
openvdb::Mat4R xform;
xform.setToScale(openvdb::Vec3d(resolution_factor));
openvdb::tools::GridTransformer transformer{xform};
typename GridType::Ptr new_grid = GridType::create();
transformer.transformGrid<openvdb::tools::BoxSampler>(old_grid, *new_grid);
new_grid->transform() = old_grid.transform();
new_grid->transform().preScale(1.0f / resolution_factor);
return new_grid;
}
float compute_resolution_factor(const openvdb::GridBase &grid) const
{
const openvdb::Vec3s voxel_size{grid.voxelSize()};
const float current_voxel_size = std::max({voxel_size[0], voxel_size[1], voxel_size[2]});
const float desired_voxel_size = this->compute_desired_voxel_size(grid);
return current_voxel_size / desired_voxel_size;
}
float compute_desired_voxel_size(const openvdb::GridBase &grid) const
{
if (this->resolution.mode == VOLUME_TO_MESH_RESOLUTION_MODE_VOXEL_SIZE) {
return this->resolution.settings.voxel_size;
}
const openvdb::CoordBBox coord_bbox = base_grid.evalActiveVoxelBoundingBox();
const openvdb::BBoxd bbox = grid.transform().indexToWorld(coord_bbox);
const float max_extent = bbox.extents()[bbox.maxExtent()];
const float voxel_size = max_extent / this->resolution.settings.voxel_amount;
return voxel_size;
}
template<typename GridType> void grid_to_mesh(const GridType &grid)
{
openvdb::tools::volumeToMesh(
grid, this->verts, this->tris, this->quads, this->threshold, this->adaptivity);
/* Better align generated mesh with volume (see T85312). */
openvdb::Vec3s offset = grid.voxelSize() / 2.0f;
for (openvdb::Vec3s &position : this->verts) {
position += offset;
}
}
};
static Mesh *new_mesh_from_openvdb_data(Span<openvdb::Vec3s> verts,
Span<openvdb::Vec3I> tris,
Span<openvdb::Vec4I> quads)
{
const int tot_loops = 3 * tris.size() + 4 * quads.size();
const int tot_polys = tris.size() + quads.size();
Mesh *mesh = BKE_mesh_new_nomain(verts.size(), 0, 0, tot_loops, tot_polys);
/* Write vertices. */
for (const int i : verts.index_range()) {
const blender::float3 co = blender::float3(verts[i].asV());
copy_v3_v3(mesh->mvert[i].co, co);
}
/* Write triangles. */
for (const int i : tris.index_range()) {
mesh->mpoly[i].loopstart = 3 * i;
mesh->mpoly[i].totloop = 3;
for (int j = 0; j < 3; j++) {
/* Reverse vertex order to get correct normals. */
mesh->mloop[3 * i + j].v = tris[i][2 - j];
}
}
/* Write quads. */
const int poly_offset = tris.size();
const int loop_offset = tris.size() * 3;
for (const int i : quads.index_range()) {
mesh->mpoly[poly_offset + i].loopstart = loop_offset + 4 * i;
mesh->mpoly[poly_offset + i].totloop = 4;
for (int j = 0; j < 4; j++) {
/* Reverse vertex order to get correct normals. */
mesh->mloop[loop_offset + 4 * i + j].v = quads[i][3 - j];
}
}
BKE_mesh_calc_edges(mesh, false, false);
BKE_mesh_normals_tag_dirty(mesh);
return mesh;
}
Mesh *volume_to_mesh(const openvdb::GridBase &grid,
const VolumeToMeshResolution &resolution,
const float threshold,
const float adaptivity)
{
const VolumeGridType grid_type = BKE_volume_grid_type_openvdb(grid);
VolumeToMeshOp to_mesh_op{grid, resolution, threshold, adaptivity};
if (!BKE_volume_grid_type_operation(grid_type, to_mesh_op)) {
return nullptr;
}
return new_mesh_from_openvdb_data(to_mesh_op.verts, to_mesh_op.tris, to_mesh_op.quads);
}
#endif /* WITH_OPENVDB */
} // namespace blender::bke