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Diffstat (limited to 'source/blender/nodes/geometry/nodes/legacy/node_geo_points_to_volume.cc')
-rw-r--r--source/blender/nodes/geometry/nodes/legacy/node_geo_points_to_volume.cc278
1 files changed, 278 insertions, 0 deletions
diff --git a/source/blender/nodes/geometry/nodes/legacy/node_geo_points_to_volume.cc b/source/blender/nodes/geometry/nodes/legacy/node_geo_points_to_volume.cc
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index 00000000000..d920c8de9f0
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+++ b/source/blender/nodes/geometry/nodes/legacy/node_geo_points_to_volume.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.
+ */
+
+#ifdef WITH_OPENVDB
+# include <openvdb/openvdb.h>
+# include <openvdb/tools/LevelSetUtil.h>
+# include <openvdb/tools/ParticlesToLevelSet.h>
+#endif
+
+#include "node_geometry_util.hh"
+
+#include "BKE_lib_id.h"
+#include "BKE_volume.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+namespace blender::nodes {
+
+static void geo_node_points_to_volume_declare(NodeDeclarationBuilder &b)
+{
+ b.add_input<decl::Geometry>("Geometry");
+ b.add_input<decl::Float>("Density").default_value(1.0f).min(0.0f);
+ b.add_input<decl::Float>("Voxel Size").default_value(0.3f).min(0.01f).subtype(PROP_DISTANCE);
+ b.add_input<decl::Float>("Voxel Amount").default_value(64.0f).min(0.0f);
+ b.add_input<decl::String>("Radius");
+ b.add_input<decl::Float>("Radius", "Radius_001").default_value(0.5f).min(0.0f);
+ b.add_output<decl::Geometry>("Geometry");
+}
+
+static void geo_node_points_to_volume_layout(uiLayout *layout,
+ bContext *UNUSED(C),
+ PointerRNA *ptr)
+{
+ uiLayoutSetPropSep(layout, true);
+ uiLayoutSetPropDecorate(layout, false);
+ uiItemR(layout, ptr, "resolution_mode", 0, IFACE_("Resolution"), ICON_NONE);
+ uiItemR(layout, ptr, "input_type_radius", 0, IFACE_("Radius"), ICON_NONE);
+}
+
+static void geo_node_points_to_volume_init(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ NodeGeometryPointsToVolume *data = (NodeGeometryPointsToVolume *)MEM_callocN(
+ sizeof(NodeGeometryPointsToVolume), __func__);
+ data->resolution_mode = GEO_NODE_POINTS_TO_VOLUME_RESOLUTION_MODE_AMOUNT;
+ data->input_type_radius = GEO_NODE_ATTRIBUTE_INPUT_FLOAT;
+ node->storage = data;
+
+ bNodeSocket *radius_attribute_socket = nodeFindSocket(node, SOCK_IN, "Radius");
+ bNodeSocketValueString *radius_attribute_socket_value =
+ (bNodeSocketValueString *)radius_attribute_socket->default_value;
+ STRNCPY(radius_attribute_socket_value->value, "radius");
+}
+
+static void geo_node_points_to_volume_update(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ NodeGeometryPointsToVolume *data = (NodeGeometryPointsToVolume *)node->storage;
+ bNodeSocket *voxel_size_socket = nodeFindSocket(node, SOCK_IN, "Voxel Size");
+ bNodeSocket *voxel_amount_socket = nodeFindSocket(node, SOCK_IN, "Voxel Amount");
+ nodeSetSocketAvailability(voxel_amount_socket,
+ data->resolution_mode ==
+ GEO_NODE_POINTS_TO_VOLUME_RESOLUTION_MODE_AMOUNT);
+ nodeSetSocketAvailability(
+ voxel_size_socket, data->resolution_mode == GEO_NODE_POINTS_TO_VOLUME_RESOLUTION_MODE_SIZE);
+
+ update_attribute_input_socket_availabilities(
+ *node, "Radius", (GeometryNodeAttributeInputMode)data->input_type_radius);
+}
+
+#ifdef WITH_OPENVDB
+namespace {
+/* Implements the interface required by #openvdb::tools::ParticlesToLevelSet. */
+struct ParticleList {
+ using PosType = openvdb::Vec3R;
+
+ Span<float3> positions;
+ Span<float> radii;
+
+ size_t size() const
+ {
+ return (size_t)positions.size();
+ }
+
+ void getPos(size_t n, openvdb::Vec3R &xyz) const
+ {
+ xyz = &positions[n].x;
+ }
+
+ void getPosRad(size_t n, openvdb::Vec3R &xyz, openvdb::Real &radius) const
+ {
+ xyz = &positions[n].x;
+ radius = radii[n];
+ }
+};
+} // namespace
+
+static openvdb::FloatGrid::Ptr generate_volume_from_points(const Span<float3> positions,
+ const Span<float> radii,
+ const float density)
+{
+ /* Create a new grid that will be filled. #ParticlesToLevelSet requires the background value to
+ * be positive. It will be set to zero later on. */
+ openvdb::FloatGrid::Ptr new_grid = openvdb::FloatGrid::create(1.0f);
+
+ /* Create a narrow-band level set grid based on the positions and radii. */
+ openvdb::tools::ParticlesToLevelSet op{*new_grid};
+ /* Don't ignore particles based on their radius. */
+ op.setRmin(0.0f);
+ op.setRmax(FLT_MAX);
+ ParticleList particles{positions, radii};
+ op.rasterizeSpheres(particles);
+ op.finalize();
+
+ /* Convert the level set to a fog volume. This also sets the background value to zero. Inside the
+ * fog there will be a density of 1. */
+ openvdb::tools::sdfToFogVolume(*new_grid);
+
+ /* Take the desired density into account. */
+ openvdb::tools::foreach (new_grid->beginValueOn(),
+ [&](const openvdb::FloatGrid::ValueOnIter &iter) {
+ iter.modifyValue([&](float &value) { value *= density; });
+ });
+ return new_grid;
+}
+
+static float compute_voxel_size(const GeoNodeExecParams &params,
+ Span<float3> positions,
+ const float radius)
+{
+ const NodeGeometryPointsToVolume &storage =
+ *(const NodeGeometryPointsToVolume *)params.node().storage;
+
+ if (storage.resolution_mode == GEO_NODE_POINTS_TO_VOLUME_RESOLUTION_MODE_SIZE) {
+ return params.get_input<float>("Voxel Size");
+ }
+
+ if (positions.is_empty()) {
+ return 0.0f;
+ }
+
+ float3 min, max;
+ INIT_MINMAX(min, max);
+ minmax_v3v3_v3_array(min, max, (float(*)[3])positions.data(), positions.size());
+
+ const float voxel_amount = params.get_input<float>("Voxel Amount");
+ if (voxel_amount <= 1) {
+ return 0.0f;
+ }
+
+ /* The voxel size adapts to the final size of the volume. */
+ const float diagonal = float3::distance(min, max);
+ const float extended_diagonal = diagonal + 2.0f * radius;
+ const float voxel_size = extended_diagonal / voxel_amount;
+ return voxel_size;
+}
+
+static void gather_point_data_from_component(const GeoNodeExecParams &params,
+ const GeometryComponent &component,
+ Vector<float3> &r_positions,
+ Vector<float> &r_radii)
+{
+ GVArray_Typed<float3> positions = component.attribute_get_for_read<float3>(
+ "position", ATTR_DOMAIN_POINT, {0, 0, 0});
+ GVArray_Typed<float> radii = params.get_input_attribute<float>(
+ "Radius", component, ATTR_DOMAIN_POINT, 0.0f);
+
+ for (const int i : IndexRange(positions.size())) {
+ r_positions.append(positions[i]);
+ r_radii.append(radii[i]);
+ }
+}
+
+static void convert_to_grid_index_space(const float voxel_size,
+ MutableSpan<float3> positions,
+ MutableSpan<float> radii)
+{
+ const float voxel_size_inv = 1.0f / voxel_size;
+ for (const int i : positions.index_range()) {
+ positions[i] *= voxel_size_inv;
+ /* Better align generated grid with source points. */
+ positions[i] -= float3(0.5f);
+ radii[i] *= voxel_size_inv;
+ }
+}
+
+static void initialize_volume_component_from_points(const GeometrySet &geometry_set_in,
+ GeometrySet &geometry_set_out,
+ const GeoNodeExecParams &params)
+{
+ Vector<float3> positions;
+ Vector<float> radii;
+
+ if (geometry_set_in.has<MeshComponent>()) {
+ gather_point_data_from_component(
+ params, *geometry_set_in.get_component_for_read<MeshComponent>(), positions, radii);
+ }
+ if (geometry_set_in.has<PointCloudComponent>()) {
+ gather_point_data_from_component(
+ params, *geometry_set_in.get_component_for_read<PointCloudComponent>(), positions, radii);
+ }
+ if (geometry_set_in.has<CurveComponent>()) {
+ gather_point_data_from_component(
+ params, *geometry_set_in.get_component_for_read<CurveComponent>(), positions, radii);
+ }
+
+ const float max_radius = *std::max_element(radii.begin(), radii.end());
+ const float voxel_size = compute_voxel_size(params, positions, max_radius);
+ if (voxel_size == 0.0f || positions.is_empty()) {
+ return;
+ }
+
+ Volume *volume = (Volume *)BKE_id_new_nomain(ID_VO, nullptr);
+ BKE_volume_init_grids(volume);
+
+ VolumeGrid *c_density_grid = BKE_volume_grid_add(volume, "density", VOLUME_GRID_FLOAT);
+ openvdb::FloatGrid::Ptr density_grid = openvdb::gridPtrCast<openvdb::FloatGrid>(
+ BKE_volume_grid_openvdb_for_write(volume, c_density_grid, false));
+
+ const float density = params.get_input<float>("Density");
+ convert_to_grid_index_space(voxel_size, positions, radii);
+ openvdb::FloatGrid::Ptr new_grid = generate_volume_from_points(positions, radii, density);
+ /* This merge is cheap, because the #density_grid is empty. */
+ density_grid->merge(*new_grid);
+ density_grid->transform().postScale(voxel_size);
+
+ VolumeComponent &volume_component = geometry_set_out.get_component_for_write<VolumeComponent>();
+ volume_component.replace(volume);
+}
+#endif
+
+static void geo_node_points_to_volume_exec(GeoNodeExecParams params)
+{
+ GeometrySet geometry_set_in = params.extract_input<GeometrySet>("Geometry");
+ GeometrySet geometry_set_out;
+
+ /* TODO: Read-only access to instances should be supported here, for now they are made real. */
+ geometry_set_in = geometry_set_realize_instances(geometry_set_in);
+
+#ifdef WITH_OPENVDB
+ initialize_volume_component_from_points(geometry_set_in, geometry_set_out, params);
+#endif
+
+ params.set_output("Geometry", std::move(geometry_set_out));
+}
+
+} // namespace blender::nodes
+
+void register_node_type_geo_points_to_volume()
+{
+ static bNodeType ntype;
+
+ geo_node_type_base(
+ &ntype, GEO_NODE_LEGACY_POINTS_TO_VOLUME, "Points to Volume", NODE_CLASS_GEOMETRY, 0);
+ node_type_storage(&ntype,
+ "NodeGeometryPointsToVolume",
+ node_free_standard_storage,
+ node_copy_standard_storage);
+ node_type_size(&ntype, 170, 120, 700);
+ node_type_init(&ntype, blender::nodes::geo_node_points_to_volume_init);
+ node_type_update(&ntype, blender::nodes::geo_node_points_to_volume_update);
+ ntype.declare = blender::nodes::geo_node_points_to_volume_declare;
+ ntype.geometry_node_execute = blender::nodes::geo_node_points_to_volume_exec;
+ ntype.draw_buttons = blender::nodes::geo_node_points_to_volume_layout;
+ nodeRegisterType(&ntype);
+}