This is mostly a cleanup to avoid hardcoding the eager calculation of normals it isn't necessary, by reducing calls to `BKE_mesh_calc_normals` and by removing calls to `BKE_mesh_normals_tag_dirty` when the mesh is newly created and already has dirty normals anyway. This reduces boilerplate code and makes the "dirty by default" state more clear. Any regressions from this commit should be easy to fix, though the lazy calculation is solid enough that none are expected.
193 lines
6.6 KiB
C++
193 lines
6.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include <vector>
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#include "BLI_math_vec_types.hh"
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#include "BLI_span.hh"
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#include "BLI_utildefines.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_volume_types.h"
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#include "BKE_mesh.h"
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#include "BKE_volume.h"
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#ifdef WITH_OPENVDB
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# include <openvdb/tools/GridTransformer.h>
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# include <openvdb/tools/VolumeToMesh.h>
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#endif
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#include "BKE_volume_to_mesh.hh"
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namespace blender::bke {
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#ifdef WITH_OPENVDB
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struct VolumeToMeshOp {
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const openvdb::GridBase &base_grid;
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const VolumeToMeshResolution resolution;
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const float threshold;
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const float adaptivity;
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std::vector<openvdb::Vec3s> verts;
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std::vector<openvdb::Vec3I> tris;
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std::vector<openvdb::Vec4I> quads;
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template<typename GridType> bool operator()()
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{
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if constexpr (std::is_scalar_v<typename GridType::ValueType>) {
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this->generate_mesh_data<GridType>();
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return true;
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}
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return false;
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}
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template<typename GridType> void generate_mesh_data()
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{
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const GridType &grid = static_cast<const GridType &>(base_grid);
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if (this->resolution.mode == VOLUME_TO_MESH_RESOLUTION_MODE_GRID) {
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this->grid_to_mesh(grid);
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return;
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}
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const float resolution_factor = this->compute_resolution_factor(base_grid);
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typename GridType::Ptr temp_grid = this->create_grid_with_changed_resolution(
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grid, resolution_factor);
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this->grid_to_mesh(*temp_grid);
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}
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template<typename GridType>
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typename GridType::Ptr create_grid_with_changed_resolution(const GridType &old_grid,
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const float resolution_factor)
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{
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BLI_assert(resolution_factor > 0.0f);
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openvdb::Mat4R xform;
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xform.setToScale(openvdb::Vec3d(resolution_factor));
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openvdb::tools::GridTransformer transformer{xform};
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typename GridType::Ptr new_grid = GridType::create();
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transformer.transformGrid<openvdb::tools::BoxSampler>(old_grid, *new_grid);
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new_grid->transform() = old_grid.transform();
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new_grid->transform().preScale(1.0f / resolution_factor);
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return new_grid;
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}
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float compute_resolution_factor(const openvdb::GridBase &grid) const
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{
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const openvdb::Vec3s voxel_size{grid.voxelSize()};
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const float current_voxel_size = std::max({voxel_size[0], voxel_size[1], voxel_size[2]});
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const float desired_voxel_size = this->compute_desired_voxel_size(grid);
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return current_voxel_size / desired_voxel_size;
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}
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float compute_desired_voxel_size(const openvdb::GridBase &grid) const
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{
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if (this->resolution.mode == VOLUME_TO_MESH_RESOLUTION_MODE_VOXEL_SIZE) {
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return this->resolution.settings.voxel_size;
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}
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const openvdb::CoordBBox coord_bbox = base_grid.evalActiveVoxelBoundingBox();
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const openvdb::BBoxd bbox = grid.transform().indexToWorld(coord_bbox);
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const float max_extent = bbox.extents()[bbox.maxExtent()];
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const float voxel_size = max_extent / this->resolution.settings.voxel_amount;
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return voxel_size;
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}
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template<typename GridType> void grid_to_mesh(const GridType &grid)
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{
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openvdb::tools::volumeToMesh(
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grid, this->verts, this->tris, this->quads, this->threshold, this->adaptivity);
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/* Better align generated mesh with volume (see T85312). */
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openvdb::Vec3s offset = grid.voxelSize() / 2.0f;
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for (openvdb::Vec3s &position : this->verts) {
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position += offset;
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}
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}
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};
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void fill_mesh_from_openvdb_data(const Span<openvdb::Vec3s> vdb_verts,
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const Span<openvdb::Vec3I> vdb_tris,
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const Span<openvdb::Vec4I> vdb_quads,
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const int vert_offset,
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const int poly_offset,
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const int loop_offset,
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MutableSpan<MVert> verts,
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MutableSpan<MPoly> polys,
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MutableSpan<MLoop> loops)
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{
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/* Write vertices. */
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for (const int i : vdb_verts.index_range()) {
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const blender::float3 co = blender::float3(vdb_verts[i].asV());
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copy_v3_v3(verts[vert_offset + i].co, co);
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}
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/* Write triangles. */
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for (const int i : vdb_tris.index_range()) {
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polys[poly_offset + i].loopstart = loop_offset + 3 * i;
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polys[poly_offset + i].totloop = 3;
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for (int j = 0; j < 3; j++) {
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/* Reverse vertex order to get correct normals. */
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loops[loop_offset + 3 * i + j].v = vert_offset + vdb_tris[i][2 - j];
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}
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}
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/* Write quads. */
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const int quad_offset = poly_offset + vdb_tris.size();
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const int quad_loop_offset = loop_offset + vdb_tris.size() * 3;
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for (const int i : vdb_quads.index_range()) {
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polys[quad_offset + i].loopstart = quad_loop_offset + 4 * i;
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polys[quad_offset + i].totloop = 4;
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for (int j = 0; j < 4; j++) {
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/* Reverse vertex order to get correct normals. */
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loops[quad_loop_offset + 4 * i + j].v = vert_offset + vdb_quads[i][3 - j];
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}
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}
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}
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bke::OpenVDBMeshData volume_to_mesh_data(const openvdb::GridBase &grid,
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const VolumeToMeshResolution &resolution,
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const float threshold,
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const float adaptivity)
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{
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const VolumeGridType grid_type = BKE_volume_grid_type_openvdb(grid);
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VolumeToMeshOp to_mesh_op{grid, resolution, threshold, adaptivity};
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if (!BKE_volume_grid_type_operation(grid_type, to_mesh_op)) {
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return {};
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}
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return {std::move(to_mesh_op.verts), std::move(to_mesh_op.tris), std::move(to_mesh_op.quads)};
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}
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Mesh *volume_to_mesh(const openvdb::GridBase &grid,
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const VolumeToMeshResolution &resolution,
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const float threshold,
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const float adaptivity)
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{
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const bke::OpenVDBMeshData mesh_data = volume_to_mesh_data(
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grid, resolution, threshold, adaptivity);
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const int tot_loops = 3 * mesh_data.tris.size() + 4 * mesh_data.quads.size();
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const int tot_polys = mesh_data.tris.size() + mesh_data.quads.size();
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Mesh *mesh = BKE_mesh_new_nomain(mesh_data.verts.size(), 0, 0, tot_loops, tot_polys);
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fill_mesh_from_openvdb_data(mesh_data.verts,
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mesh_data.tris,
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mesh_data.quads,
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0,
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0,
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0,
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{mesh->mvert, mesh->totvert},
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{mesh->mpoly, mesh->totpoly},
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{mesh->mloop, mesh->totloop});
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BKE_mesh_calc_edges(mesh, false, false);
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return mesh;
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}
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#endif /* WITH_OPENVDB */
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} // namespace blender::bke
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