Geometry Nodes: Only calculate mesh to volume bounds when necessary

In "size" voxel resolution mode, calculating the bounds of the mesh to
volume node's input mesh isn't necessary. For high poly this can take
a few milliseconds, so this commit skips the calculation unless we need
it for the "Amount" mode.

Differential Revision: https://developer.blender.org/D15324
This commit is contained in:
2022-06-29 12:28:08 -05:00
parent 4593fb52cf
commit 0ea282f746
4 changed files with 31 additions and 14 deletions

View File

@@ -133,7 +133,6 @@ static Volume *mesh_to_volume(ModifierData *md,
const float4x4 mesh_to_own_object_space_transform = float4x4(ctx->object->imat) *
float4x4(object_to_convert->obmat);
const BoundBox *bb = BKE_object_boundbox_get(mvmd->object);
geometry::MeshToVolumeResolution resolution;
resolution.mode = (MeshToVolumeModifierResolutionMode)mvmd->resolution_mode;
if (resolution.mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_AMOUNT) {
@@ -149,9 +148,14 @@ static Volume *mesh_to_volume(ModifierData *md,
}
}
auto bounds_fn = [&](float3 &r_min, float3 &r_max) {
const BoundBox *bb = BKE_object_boundbox_get(mvmd->object);
r_min = bb->vec[0];
r_max = bb->vec[6];
};
const float voxel_size = geometry::volume_compute_voxel_size(ctx->depsgraph,
bb->vec[0],
bb->vec[6],
bounds_fn,
resolution,
mvmd->exterior_band_width,
mesh_to_own_object_space_transform);