/* SPDX-License-Identifier: GPL-2.0-or-later */ #include "BLI_math_matrix.hh" #include "BLI_task.hh" #include "BKE_mesh.hh" #include "BKE_mesh_runtime.h" #include "BKE_volume.h" #include "GEO_mesh_to_volume.hh" #ifdef WITH_OPENVDB # include # include # include namespace blender::geometry { /* This class follows the MeshDataAdapter interface from openvdb. */ class OpenVDBMeshAdapter { private: Span positions_; Span corner_verts_; Span looptris_; float4x4 transform_; public: OpenVDBMeshAdapter(const Mesh &mesh, float4x4 transform); size_t polygonCount() const; size_t pointCount() const; size_t vertexCount(size_t /*polygon_index*/) const; void getIndexSpacePoint(size_t polygon_index, size_t vertex_index, openvdb::Vec3d &pos) const; }; OpenVDBMeshAdapter::OpenVDBMeshAdapter(const Mesh &mesh, float4x4 transform) : positions_(mesh.vert_positions()), corner_verts_(mesh.corner_verts()), looptris_(mesh.looptris()), transform_(transform) { } size_t OpenVDBMeshAdapter::polygonCount() const { return size_t(looptris_.size()); } size_t OpenVDBMeshAdapter::pointCount() const { return size_t(positions_.size()); } size_t OpenVDBMeshAdapter::vertexCount(size_t /*polygon_index*/) const { /* All polygons are triangles. */ return 3; } void OpenVDBMeshAdapter::getIndexSpacePoint(size_t polygon_index, size_t vertex_index, openvdb::Vec3d &pos) const { const MLoopTri &looptri = looptris_[polygon_index]; const float3 transformed_co = math::transform_point( transform_, positions_[corner_verts_[looptri.tri[vertex_index]]]); pos = &transformed_co.x; } float volume_compute_voxel_size(const Depsgraph *depsgraph, FunctionRef bounds_fn, const MeshToVolumeResolution res, const float exterior_band_width, const float4x4 &transform) { const float volume_simplify = BKE_volume_simplify_factor(depsgraph); if (volume_simplify == 0.0f) { return 0.0f; } if (res.mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_SIZE) { return res.settings.voxel_size / volume_simplify; } if (res.settings.voxel_amount <= 0) { return 0; } float3 bb_min; float3 bb_max; bounds_fn(bb_min, bb_max); /* Compute the voxel size based on the desired number of voxels and the approximated bounding * box of the volume. */ const float diagonal = math::distance(math::transform_point(transform, bb_max), math::transform_point(transform, bb_min)); const float approximate_volume_side_length = diagonal + exterior_band_width * 2.0f; const float voxel_size = approximate_volume_side_length / res.settings.voxel_amount / volume_simplify; return voxel_size; } static openvdb::FloatGrid::Ptr mesh_to_fog_volume_grid( const Mesh *mesh, const float4x4 &mesh_to_volume_space_transform, const float voxel_size, const bool fill_volume, const float exterior_band_width, const float interior_band_width, const float density) { if (voxel_size == 0.0f) { return nullptr; } float4x4 mesh_to_index_space_transform = math::from_scale(float3(1.0f / voxel_size)); mesh_to_index_space_transform *= mesh_to_volume_space_transform; /* Better align generated grid with the source mesh. */ mesh_to_index_space_transform.location() -= 0.5f; OpenVDBMeshAdapter mesh_adapter{*mesh, mesh_to_index_space_transform}; /* Convert the bandwidths from object in index space. */ const float exterior = MAX2(0.001f, exterior_band_width / voxel_size); const float interior = MAX2(0.001f, interior_band_width / voxel_size); /* Setting the interior bandwidth to FLT_MAX, will make it fill the entire volume. */ openvdb::FloatGrid::Ptr new_grid = openvdb::tools::meshToVolume( mesh_adapter, {}, exterior, fill_volume ? FLT_MAX : interior); /* Give each grid cell a fixed density for now. */ openvdb::tools::foreach ( new_grid->beginValueOn(), [density](const openvdb::FloatGrid::ValueOnIter &iter) { iter.setValue(density); }); new_grid->setGridClass(openvdb::GRID_FOG_VOLUME); return new_grid; } static openvdb::FloatGrid::Ptr mesh_to_sdf_volume_grid(const Mesh &mesh, const float voxel_size, const float half_band_width) { if (voxel_size <= 0.0f || half_band_width <= 0.0f) { return nullptr; } const Span positions = mesh.vert_positions(); const Span corner_verts = mesh.corner_verts(); const Span looptris = mesh.looptris(); std::vector points(positions.size()); std::vector triangles(looptris.size()); threading::parallel_for(positions.index_range(), 2048, [&](const IndexRange range) { for (const int i : range) { const float3 &co = positions[i]; points[i] = openvdb::Vec3s(co.x, co.y, co.z) - 0.5f * voxel_size; } }); threading::parallel_for(looptris.index_range(), 2048, [&](const IndexRange range) { for (const int i : range) { const MLoopTri &loop_tri = looptris[i]; triangles[i] = openvdb::Vec3I(corner_verts[loop_tri.tri[0]], corner_verts[loop_tri.tri[1]], corner_verts[loop_tri.tri[2]]); } }); openvdb::math::Transform::Ptr transform = openvdb::math::Transform::createLinearTransform( voxel_size); openvdb::FloatGrid::Ptr new_grid = openvdb::tools::meshToLevelSet( *transform, points, triangles, half_band_width); return new_grid; } VolumeGrid *fog_volume_grid_add_from_mesh(Volume *volume, const StringRefNull name, const Mesh *mesh, const float4x4 &mesh_to_volume_space_transform, const float voxel_size, const bool fill_volume, const float exterior_band_width, const float interior_band_width, const float density) { VolumeGrid *c_grid = BKE_volume_grid_add(volume, name.c_str(), VOLUME_GRID_FLOAT); openvdb::FloatGrid::Ptr grid = openvdb::gridPtrCast( BKE_volume_grid_openvdb_for_write(volume, c_grid, false)); /* Generate grid from mesh */ openvdb::FloatGrid::Ptr mesh_grid = mesh_to_fog_volume_grid(mesh, mesh_to_volume_space_transform, voxel_size, fill_volume, exterior_band_width, interior_band_width, density); if (mesh_grid != nullptr) { /* Merge the generated grid. Should be cheap because grid has just been created. */ grid->merge(*mesh_grid); /* Change transform so that the index space is correctly transformed to object space. */ grid->transform().postScale(voxel_size); } return c_grid; } VolumeGrid *sdf_volume_grid_add_from_mesh(Volume *volume, const StringRefNull name, const Mesh &mesh, const float voxel_size, const float half_band_width) { openvdb::FloatGrid::Ptr mesh_grid = mesh_to_sdf_volume_grid(mesh, voxel_size, half_band_width); return mesh_grid ? BKE_volume_grid_add_vdb(*volume, name, std::move(mesh_grid)) : nullptr; } } // namespace blender::geometry #endif