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blender-archive/source/blender/blenkernel/intern/volume_to_mesh.cc
Jacques Lucke 16abe9343a Geometry Nodes: add Volume to Mesh node
This node takes a volume and generates a mesh on it's "surface".
The surface is defined by a threshold value.

Currently, the node only works on volumes generated by the
Points to Volume node. This limitation will be resolved soonish.

Ref T84605.

Differential Revision: https://developer.blender.org/D10243
2021-02-05 16:20:14 +01:00

184 lines
5.9 KiB
C++

/*
* 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 <vector>
#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 <openvdb/tools/GridTransformer.h>
# include <openvdb/tools/VolumeToMesh.h>
#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<openvdb::Vec3s> verts;
std::vector<openvdb::Vec3I> tris;
std::vector<openvdb::Vec4I> quads;
template<typename GridType> bool operator()()
{
if constexpr (std::is_scalar_v<typename GridType::ValueType>) {
this->generate_mesh_data<GridType>();
return true;
}
return false;
}
template<typename GridType> void generate_mesh_data()
{
const GridType &grid = static_cast<const GridType &>(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>
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<openvdb::tools::BoxSampler>(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<typename GridType> 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<openvdb::Vec3s> verts,
Span<openvdb::Vec3I> tris,
Span<openvdb::Vec4I> 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