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/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_span.hh"
#include "DNA_modifier_types.h"
#ifdef WITH_OPENVDB
# include <openvdb/openvdb.h>
#endif
struct Mesh;
namespace blender::bke {
struct VolumeToMeshResolution {
VolumeToMeshResolutionMode mode;
union {
float voxel_size;
float voxel_amount;
} settings;
};
#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,
float threshold,
float adaptivity);
/**
* Convert an OpenVDB volume grid to corresponding mesh data: vertex positions and quad and
* triangle indices.
*/
struct OpenVDBMeshData volume_to_mesh_data(const openvdb::GridBase &grid,
const VolumeToMeshResolution &resolution,
float threshold,
float adaptivity);
/**
* Convert mesh data from the format provided by OpenVDB into Blender's #Mesh data structure.
* This can be used to add mesh data from a grid into an existing mesh rather than merging multiple
* meshes later on.
*/
void fill_mesh_from_openvdb_data(const Span<openvdb::Vec3s> vdb_verts,
const Span<openvdb::Vec3I> vdb_tris,
const Span<openvdb::Vec4I> vdb_quads,
int vert_offset,
int poly_offset,
int loop_offset,
MutableSpan<MVert> verts,
MutableSpan<MPoly> polys,
MutableSpan<MLoop> loops);
#endif
} // namespace blender::bke
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