**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
172 lines
6.3 KiB
C++
172 lines
6.3 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BKE_mesh.h"
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#include "BKE_mesh_runtime.h"
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#include "BKE_volume.h"
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#include "GEO_mesh_to_volume.hh"
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#ifdef WITH_OPENVDB
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# include <openvdb/openvdb.h>
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# include <openvdb/tools/GridTransformer.h>
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# include <openvdb/tools/VolumeToMesh.h>
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namespace blender::geometry {
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/* This class follows the MeshDataAdapter interface from openvdb. */
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class OpenVDBMeshAdapter {
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private:
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Span<float3> positions_;
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Span<MLoop> loops_;
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Span<MLoopTri> looptris_;
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float4x4 transform_;
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public:
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OpenVDBMeshAdapter(const Mesh &mesh, float4x4 transform);
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size_t polygonCount() const;
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size_t pointCount() const;
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size_t vertexCount(size_t /*polygon_index*/) const;
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void getIndexSpacePoint(size_t polygon_index, size_t vertex_index, openvdb::Vec3d &pos) const;
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};
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OpenVDBMeshAdapter::OpenVDBMeshAdapter(const Mesh &mesh, float4x4 transform)
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: positions_(mesh.vert_positions()),
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loops_(mesh.loops()),
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looptris_(mesh.looptris()),
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transform_(transform)
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{
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}
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size_t OpenVDBMeshAdapter::polygonCount() const
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{
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return size_t(looptris_.size());
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}
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size_t OpenVDBMeshAdapter::pointCount() const
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{
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return size_t(positions_.size());
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}
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size_t OpenVDBMeshAdapter::vertexCount(size_t /*polygon_index*/) const
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{
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/* All polygons are triangles. */
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return 3;
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}
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void OpenVDBMeshAdapter::getIndexSpacePoint(size_t polygon_index,
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size_t vertex_index,
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openvdb::Vec3d &pos) const
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{
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const MLoopTri &looptri = looptris_[polygon_index];
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const float3 transformed_co = transform_ * positions_[loops_[looptri.tri[vertex_index]].v];
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pos = &transformed_co.x;
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}
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float volume_compute_voxel_size(const Depsgraph *depsgraph,
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FunctionRef<void(float3 &r_min, float3 &r_max)> bounds_fn,
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const MeshToVolumeResolution res,
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const float exterior_band_width,
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const float4x4 &transform)
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{
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const float volume_simplify = BKE_volume_simplify_factor(depsgraph);
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if (volume_simplify == 0.0f) {
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return 0.0f;
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}
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if (res.mode == MESH_TO_VOLUME_RESOLUTION_MODE_VOXEL_SIZE) {
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return res.settings.voxel_size / volume_simplify;
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}
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if (res.settings.voxel_amount <= 0) {
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return 0;
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}
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float3 bb_min;
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float3 bb_max;
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bounds_fn(bb_min, bb_max);
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/* Compute the voxel size based on the desired number of voxels and the approximated bounding
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* box of the volume. */
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const float diagonal = math::distance(transform * bb_max, transform * bb_min);
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const float approximate_volume_side_length = diagonal + exterior_band_width * 2.0f;
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const float voxel_size = approximate_volume_side_length / res.settings.voxel_amount /
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volume_simplify;
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return voxel_size;
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}
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static openvdb::FloatGrid::Ptr mesh_to_volume_grid(const Mesh *mesh,
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const float4x4 &mesh_to_volume_space_transform,
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const float voxel_size,
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const bool fill_volume,
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const float exterior_band_width,
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const float interior_band_width,
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const float density)
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{
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if (voxel_size == 0.0f) {
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return nullptr;
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}
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float4x4 mesh_to_index_space_transform;
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scale_m4_fl(mesh_to_index_space_transform.values, 1.0f / voxel_size);
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mul_m4_m4_post(mesh_to_index_space_transform.values, mesh_to_volume_space_transform.values);
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/* Better align generated grid with the source mesh. */
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add_v3_fl(mesh_to_index_space_transform.values[3], -0.5f);
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OpenVDBMeshAdapter mesh_adapter{*mesh, mesh_to_index_space_transform};
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/* Convert the bandwidths from object in index space. */
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const float exterior = MAX2(0.001f, exterior_band_width / voxel_size);
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const float interior = MAX2(0.001f, interior_band_width / voxel_size);
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openvdb::FloatGrid::Ptr new_grid;
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if (fill_volume) {
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/* Setting the interior bandwidth to FLT_MAX, will make it fill the entire volume. */
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new_grid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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mesh_adapter, {}, exterior, FLT_MAX);
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}
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else {
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new_grid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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mesh_adapter, {}, exterior, interior);
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}
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/* Give each grid cell a fixed density for now. */
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openvdb::tools::foreach (
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new_grid->beginValueOn(),
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[density](const openvdb::FloatGrid::ValueOnIter &iter) { iter.setValue(density); });
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return new_grid;
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}
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VolumeGrid *volume_grid_add_from_mesh(Volume *volume,
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const StringRefNull name,
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const Mesh *mesh,
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const float4x4 &mesh_to_volume_space_transform,
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const float voxel_size,
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const bool fill_volume,
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const float exterior_band_width,
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const float interior_band_width,
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const float density)
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{
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VolumeGrid *c_grid = BKE_volume_grid_add(volume, name.c_str(), VOLUME_GRID_FLOAT);
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openvdb::FloatGrid::Ptr grid = openvdb::gridPtrCast<openvdb::FloatGrid>(
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BKE_volume_grid_openvdb_for_write(volume, c_grid, false));
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/* Generate grid from mesh */
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openvdb::FloatGrid::Ptr mesh_grid = mesh_to_volume_grid(mesh,
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mesh_to_volume_space_transform,
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voxel_size,
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fill_volume,
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exterior_band_width,
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interior_band_width,
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density);
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/* Merge the generated grid. Should be cheap because grid has just been created. */
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grid->merge(*mesh_grid);
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/* Set class to "Fog Volume". */
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grid->setGridClass(openvdb::GRID_FOG_VOLUME);
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/* Change transform so that the index space is correctly transformed to object space. */
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grid->transform().postScale(voxel_size);
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return c_grid;
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}
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} // namespace blender::geometry
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#endif
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