Files
test2/source/blender/blenkernel/intern/volume_to_mesh.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

192 lines
6.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <vector>
#include "BLI_math_vector_types.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.hh"
#include "BKE_volume.h"
#include "BKE_volume_openvdb.hh"
#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 #85312). */
openvdb::Vec3s offset = grid.voxelSize() / 2.0f;
for (openvdb::Vec3s &position : this->verts) {
position += offset;
}
}
};
void fill_mesh_from_openvdb_data(const Span<openvdb::Vec3s> vdb_verts,
const Span<openvdb::Vec3I> vdb_tris,
const Span<openvdb::Vec4I> vdb_quads,
const int vert_offset,
const int face_offset,
const int loop_offset,
MutableSpan<float3> vert_positions,
MutableSpan<int> face_offsets,
MutableSpan<int> corner_verts)
{
/* Write vertices. */
vert_positions.slice(vert_offset, vdb_verts.size()).copy_from(vdb_verts.cast<float3>());
/* Write triangles. */
for (const int i : vdb_tris.index_range()) {
face_offsets[face_offset + i] = loop_offset + 3 * i;
for (int j = 0; j < 3; j++) {
/* Reverse vertex order to get correct normals. */
corner_verts[loop_offset + 3 * i + j] = vert_offset + vdb_tris[i][2 - j];
}
}
/* Write quads. */
const int quad_offset = face_offset + vdb_tris.size();
const int quad_loop_offset = loop_offset + vdb_tris.size() * 3;
for (const int i : vdb_quads.index_range()) {
face_offsets[quad_offset + i] = quad_loop_offset + 4 * i;
for (int j = 0; j < 4; j++) {
/* Reverse vertex order to get correct normals. */
corner_verts[quad_loop_offset + 4 * i + j] = vert_offset + vdb_quads[i][3 - j];
}
}
}
bke::OpenVDBMeshData volume_to_mesh_data(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 {};
}
return {std::move(to_mesh_op.verts), std::move(to_mesh_op.tris), std::move(to_mesh_op.quads)};
}
Mesh *volume_to_mesh(const openvdb::GridBase &grid,
const VolumeToMeshResolution &resolution,
const float threshold,
const float adaptivity)
{
const bke::OpenVDBMeshData mesh_data = volume_to_mesh_data(
grid, resolution, threshold, adaptivity);
const int tot_loops = 3 * mesh_data.tris.size() + 4 * mesh_data.quads.size();
const int tot_faces = mesh_data.tris.size() + mesh_data.quads.size();
Mesh *mesh = BKE_mesh_new_nomain(mesh_data.verts.size(), 0, tot_faces, tot_loops);
fill_mesh_from_openvdb_data(mesh_data.verts,
mesh_data.tris,
mesh_data.quads,
0,
0,
0,
mesh->vert_positions_for_write(),
mesh->face_offsets_for_write(),
mesh->corner_verts_for_write());
BKE_mesh_calc_edges(mesh, false, false);
BKE_mesh_smooth_flag_set(mesh, false);
return mesh;
}
#endif /* WITH_OPENVDB */
} // namespace blender::bke