In future use cases, a volume can contain many grids that represent the density information. In this case, it's better if the volume to mesh node creates a mesh based on all of the grids in the volume. This is also a benefit to share-ability, since one doesn't have to specify the grid name in the node. Instead, in the future we can have a way to split particular grids into separate volumes, if only one grid should be considered. The code changes are relatively simple: - Move the old volume to mesh node to the legacy folder. - Run the volume to mesh node on all instance geometry, like elsewhere. - Make the blenkernel's volume to mesh API a bit more specific. Differential Revision: https://developer.blender.org/D12997
75 lines
2.4 KiB
C++
75 lines
2.4 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 "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,
|
|
const float threshold,
|
|
const float adaptivity);
|
|
|
|
struct OpenVDBMeshData volume_to_mesh_data(const openvdb::GridBase &grid,
|
|
const VolumeToMeshResolution &resolution,
|
|
const float threshold,
|
|
const float adaptivity);
|
|
|
|
void fill_mesh_from_openvdb_data(const Span<openvdb::Vec3s> vdb_verts,
|
|
const Span<openvdb::Vec3I> vdb_tris,
|
|
const Span<openvdb::Vec4I> vdb_quads,
|
|
const int vert_offset,
|
|
const int poly_offset,
|
|
const int loop_offset,
|
|
MutableSpan<MVert> verts,
|
|
MutableSpan<MPoly> polys,
|
|
MutableSpan<MLoop> loops);
|
|
|
|
#endif
|
|
|
|
} // namespace blender::bke
|