Files
test2/source/blender/blenkernel/intern/volume_to_mesh.cc
Jacques Lucke 5fa8b5b601 Fix #127170: crash when openvdb throws exception in Volume to Mesh node
This catches the exception and shows the error message to the user.
We don't have much control over the error message here currently. Better just
report it for now. In the future we could try to detect what error it is exactly
and produce a more user friendly error.
2024-10-07 13:32:01 +02:00

211 lines
7.1 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <fmt/format.h>
#include <vector>
#include "BLI_math_vector_types.hh"
#include "BLI_span.hh"
#include "BLI_utildefines.h"
#include "BKE_mesh.hh"
#include "BKE_volume_grid.hh"
#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"
#include "BLT_translation.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;
std::string error;
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)
{
try {
openvdb::tools::volumeToMesh(
grid, this->verts, this->tris, this->quads, this->threshold, this->adaptivity);
}
catch (const std::exception &e) {
this->error = fmt::format(TIP_("OpenVDB error: {}"), e.what());
this->verts.clear();
this->tris.clear();
this->quads.clear();
}
/* 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::VolumeToMeshDataResult volume_to_mesh_data(const openvdb::GridBase &grid,
const VolumeToMeshResolution &resolution,
const float threshold,
const float adaptivity)
{
const VolumeGridType grid_type = bke::volume_grid::get_type(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)},
to_mesh_op.error};
}
Mesh *volume_to_mesh(const openvdb::GridBase &grid,
const VolumeToMeshResolution &resolution,
const float threshold,
const float adaptivity)
{
using namespace blender::bke;
const OpenVDBMeshData mesh_data =
volume_to_mesh_data(grid, resolution, threshold, adaptivity).data;
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());
mesh_calc_edges(*mesh, false, false);
mesh_smooth_set(*mesh, false);
mesh->tag_overlapping_none();
return mesh;
}
Mesh *volume_grid_to_mesh(const openvdb::GridBase &grid,
const float threshold,
const float adaptivity)
{
return volume_to_mesh(grid, {VOLUME_TO_MESH_RESOLUTION_MODE_GRID}, threshold, adaptivity);
}
#endif /* WITH_OPENVDB */
} // namespace blender::bke