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authorJacques Lucke <jacques@blender.org>2021-02-05 18:20:14 +0300
committerJacques Lucke <jacques@blender.org>2021-02-05 18:20:14 +0300
commit16abe9343a5e01426e85e4bb9d0e95c3217e35ea (patch)
tree2dc86e6324a2f8bdf12403d1bdf7d2b39a3129d0 /source/blender/blenkernel/intern/volume_to_mesh.cc
parent46e0efb462cb92e9ade39588b51391820491aed8 (diff)
Geometry Nodes: add Volume to Mesh node
This node takes a volume and generates a mesh on it's "surface". The surface is defined by a threshold value. Currently, the node only works on volumes generated by the Points to Volume node. This limitation will be resolved soonish. Ref T84605. Differential Revision: https://developer.blender.org/D10243
Diffstat (limited to 'source/blender/blenkernel/intern/volume_to_mesh.cc')
-rw-r--r--source/blender/blenkernel/intern/volume_to_mesh.cc183
1 files changed, 183 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/volume_to_mesh.cc b/source/blender/blenkernel/intern/volume_to_mesh.cc
new file mode 100644
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+++ b/source/blender/blenkernel/intern/volume_to_mesh.cc
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+/*
+ * 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_calc_normals(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