/* * 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 #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 # include #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 verts; std::vector tris; std::vector quads; template bool operator()() { if constexpr (std::is_scalar_v) { this->generate_mesh_data(); return true; } return false; } template void generate_mesh_data() { const GridType &grid = static_cast(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::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(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 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 verts, Span tris, Span 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