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authorHans Goudey <h.goudey@me.com>2021-10-26 19:25:44 +0300
committerHans Goudey <h.goudey@me.com>2021-10-26 19:25:44 +0300
commit8ddfdfd2b2a52f746312246aa3099ab0df8544a0 (patch)
tree5b228cb84c3587661a9c5b59878ebc6f99f07dd5 /source/blender/blenkernel/BKE_volume_to_mesh.hh
parent7979dff9dc7985cebb530c7490dc730d9c1acf1d (diff)
Geometry Nodes: Handle multiple grids in the volume to mesh node
In future use cases, a volume can contain many grids that represent the density information. In this case, it's better if the volume to mesh node creates a mesh based on all of the grids in the volume. This is also a benefit to share-ability, since one doesn't have to specify the grid name in the node. Instead, in the future we can have a way to split particular grids into separate volumes, if only one grid should be considered. The code changes are relatively simple: - Move the old volume to mesh node to the legacy folder. - Run the volume to mesh node on all instance geometry, like elsewhere. - Make the blenkernel's volume to mesh API a bit more specific. Differential Revision: https://developer.blender.org/D12997
Diffstat (limited to 'source/blender/blenkernel/BKE_volume_to_mesh.hh')
-rw-r--r--source/blender/blenkernel/BKE_volume_to_mesh.hh32
1 files changed, 32 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_volume_to_mesh.hh b/source/blender/blenkernel/BKE_volume_to_mesh.hh
index 1f6e89636c4..9532da8c23c 100644
--- a/source/blender/blenkernel/BKE_volume_to_mesh.hh
+++ b/source/blender/blenkernel/BKE_volume_to_mesh.hh
@@ -14,6 +14,8 @@
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
+#include "BLI_span.hh"
+
#include "DNA_modifier_types.h"
#ifdef WITH_OPENVDB
@@ -33,10 +35,40 @@ struct VolumeToMeshResolution {
};
#ifdef WITH_OPENVDB
+
+/**
+ * The result of converting a volume grid to mesh data, in the format used by the OpenVDB API.
+ */
+struct OpenVDBMeshData {
+ std::vector<openvdb::Vec3s> verts;
+ std::vector<openvdb::Vec3I> tris;
+ std::vector<openvdb::Vec4I> quads;
+ bool is_empty() const
+ {
+ return verts.empty();
+ }
+};
+
struct Mesh *volume_to_mesh(const openvdb::GridBase &grid,
const VolumeToMeshResolution &resolution,
const float threshold,
const float adaptivity);
+
+struct OpenVDBMeshData volume_to_mesh_data(const openvdb::GridBase &grid,
+ const VolumeToMeshResolution &resolution,
+ const float threshold,
+ const float adaptivity);
+
+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<MVert> verts,
+ MutableSpan<MPoly> polys,
+ MutableSpan<MLoop> loops);
+
#endif
} // namespace blender::bke