Files
test2/source/blender/blenkernel/intern/volume_to_mesh.cc
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

191 lines
6.5 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* 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"
#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 poly_offset,
const int loop_offset,
MutableSpan<float3> vert_positions,
MutableSpan<int> poly_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()) {
poly_offsets[poly_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 = poly_offset + vdb_tris.size();
const int quad_loop_offset = loop_offset + vdb_tris.size() * 3;
for (const int i : vdb_quads.index_range()) {
poly_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_polys = mesh_data.tris.size() + mesh_data.quads.size();
Mesh *mesh = BKE_mesh_new_nomain(mesh_data.verts.size(), 0, tot_polys, 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->poly_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