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@ -15,34 +15,25 @@
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*/
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#include "render/attribute.h"
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#include "render/image_vdb.h"
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#include "render/mesh.h"
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#include "render/scene.h"
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#ifdef WITH_OPENVDB
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# include <openvdb/tools/Dense.h>
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# include <openvdb/tools/GridTransformer.h>
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# include <openvdb/tools/Morphology.h>
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#endif
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#include "util/util_foreach.h"
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#include "util/util_hash.h"
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#include "util/util_logging.h"
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#include "util/util_openvdb.h"
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#include "util/util_progress.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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const int64_t VOXEL_INDEX_NONE = -1;
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static int64_t compute_voxel_index(const int3 &resolution, int64_t x, int64_t y, int64_t z)
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{
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if (x < 0 || x >= resolution.x) {
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return VOXEL_INDEX_NONE;
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}
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else if (y < 0 || y >= resolution.y) {
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return VOXEL_INDEX_NONE;
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}
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else if (z < 0 || z >= resolution.z) {
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return VOXEL_INDEX_NONE;
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}
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return x + y * resolution.x + z * resolution.x * resolution.y;
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}
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struct QuadData {
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int v0, v1, v2, v3;
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@ -123,122 +114,146 @@ static void create_quad(int3 corners[8],
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quads.push_back(quad);
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}
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struct VolumeParams {
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int3 resolution;
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float3 cell_size;
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float3 start_point;
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int pad_size;
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};
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static const int CUBE_SIZE = 8;
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/* Create a mesh from a volume.
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*
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* The way the algorithm works is as follows:
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*
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* - The coordinates of active voxels from a dense volume (or 3d image) are
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* gathered inside an auxiliary volume.
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* - Each set of coordinates of an CUBE_SIZE cube are mapped to the same
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* coordinate of the auxiliary volume.
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* - Quads are created between active and non-active voxels in the auxiliary
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* volume to generate a tight mesh around the volume.
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* - The topologies of input OpenVDB grids are merged into a temporary grid.
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* - Voxels of the temporary grid are dilated to account for the padding necessary for volume
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* sampling.
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* - Quads are created on the boundary between active and inactive leaf nodes of the temporary
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* grid.
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*/
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class VolumeMeshBuilder {
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/* Auxiliary volume that is used to check if a node already added. */
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vector<char> grid;
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/* The resolution of the auxiliary volume, set to be equal to 1/CUBE_SIZE
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* of the original volume on each axis. */
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int3 res;
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size_t number_of_nodes;
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/* Offset due to padding in the original grid. Padding will transform the
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* coordinates of the original grid from 0...res to -padding...res+padding,
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* so some coordinates are negative, and we need to properly account for
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* them. */
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int3 pad_offset;
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VolumeParams *params;
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public:
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VolumeMeshBuilder(VolumeParams *volume_params);
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#ifdef WITH_OPENVDB
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/* use a MaskGrid to store the topology to save memory */
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openvdb::MaskGrid::Ptr topology_grid;
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openvdb::CoordBBox bbox;
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#endif
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bool first_grid;
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void add_node(int x, int y, int z);
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VolumeMeshBuilder();
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void add_node_with_padding(int x, int y, int z);
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#ifdef WITH_OPENVDB
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void add_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping);
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#endif
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void create_mesh(vector<float3> &vertices, vector<int> &indices, vector<float3> &face_normals);
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void add_padding(int pad_size);
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void create_mesh(vector<float3> &vertices,
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vector<int> &indices,
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vector<float3> &face_normals,
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const float face_overlap_avoidance);
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private:
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void generate_vertices_and_quads(vector<int3> &vertices_is, vector<QuadData> &quads);
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void convert_object_space(const vector<int3> &vertices, vector<float3> &out_vertices);
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void convert_object_space(const vector<int3> &vertices,
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vector<float3> &out_vertices,
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const float face_overlap_avoidance);
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void convert_quads_to_tris(const vector<QuadData> &quads,
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vector<int> &tris,
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vector<float3> &face_normals);
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bool empty_grid() const;
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#ifdef WITH_OPENVDB
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template <typename GridType>
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void merge_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping)
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{
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typename GridType::ConstPtr typed_grid = openvdb::gridConstPtrCast<GridType>(grid);
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if (do_clipping) {
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using ValueType = typename GridType::ValueType;
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typename GridType::Ptr copy = typed_grid->deepCopy();
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typename GridType::ValueOnIter iter = copy->beginValueOn();
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for (; iter; ++iter) {
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if (iter.getValue() < ValueType(volume_clipping)) {
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iter.setValueOff();
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}
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}
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typed_grid = copy;
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}
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topology_grid->topologyUnion(*typed_grid);
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}
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#endif
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};
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VolumeMeshBuilder::VolumeMeshBuilder(VolumeParams *volume_params)
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VolumeMeshBuilder::VolumeMeshBuilder()
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{
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params = volume_params;
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number_of_nodes = 0;
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const int64_t x = divide_up(params->resolution.x, CUBE_SIZE);
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const int64_t y = divide_up(params->resolution.y, CUBE_SIZE);
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const int64_t z = divide_up(params->resolution.z, CUBE_SIZE);
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/* Adding 2*pad_size since we pad in both positive and negative directions
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* along the axis. */
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const int64_t px = divide_up(params->resolution.x + 2 * params->pad_size, CUBE_SIZE);
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const int64_t py = divide_up(params->resolution.y + 2 * params->pad_size, CUBE_SIZE);
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const int64_t pz = divide_up(params->resolution.z + 2 * params->pad_size, CUBE_SIZE);
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res = make_int3(px, py, pz);
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pad_offset = make_int3(px - x, py - y, pz - z);
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grid.resize(px * py * pz, 0);
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first_grid = true;
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}
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void VolumeMeshBuilder::add_node(int x, int y, int z)
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#ifdef WITH_OPENVDB
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void VolumeMeshBuilder::add_grid(openvdb::GridBase::ConstPtr grid, bool do_clipping, float volume_clipping)
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{
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/* Map coordinates to index space. */
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const int index_x = (x / CUBE_SIZE) + pad_offset.x;
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const int index_y = (y / CUBE_SIZE) + pad_offset.y;
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const int index_z = (z / CUBE_SIZE) + pad_offset.z;
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assert((index_x >= 0) && (index_y >= 0) && (index_z >= 0));
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const int64_t index = compute_voxel_index(res, index_x, index_y, index_z);
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if (index == VOXEL_INDEX_NONE) {
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return;
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/* set the transform of our grid from the first one */
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if (first_grid) {
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topology_grid = openvdb::MaskGrid::create();
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topology_grid->setTransform(grid->transform().copy());
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first_grid = false;
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}
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/* if the transforms do not match, we need to resample one of the grids so that
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* its index space registers with that of the other, here we resample our mask
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* grid so memory usage is kept low */
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else if (topology_grid->transform() != grid->transform()) {
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openvdb::MaskGrid::Ptr temp_grid = topology_grid->copyWithNewTree();
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temp_grid->setTransform(grid->transform().copy());
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openvdb::tools::resampleToMatch<openvdb::tools::BoxSampler>(*topology_grid, *temp_grid);
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topology_grid = temp_grid;
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topology_grid->setTransform(grid->transform().copy());
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}
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/* We already have a node here. */
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if (grid[index] == 1) {
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return;
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if (grid->isType<openvdb::FloatGrid>()) {
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merge_grid<openvdb::FloatGrid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::Vec3fGrid>()) {
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merge_grid<openvdb::Vec3fGrid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::Vec4fGrid>()) {
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merge_grid<openvdb::Vec4fGrid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::BoolGrid>()) {
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merge_grid<openvdb::BoolGrid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::DoubleGrid>()) {
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merge_grid<openvdb::DoubleGrid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::Int32Grid>()) {
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merge_grid<openvdb::Int32Grid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::Int64Grid>()) {
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merge_grid<openvdb::Int64Grid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::Vec3IGrid>()) {
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merge_grid<openvdb::Vec3IGrid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::Vec3dGrid>()) {
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merge_grid<openvdb::Vec3dGrid>(grid, do_clipping, volume_clipping);
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}
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else if (grid->isType<openvdb::MaskGrid>()) {
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topology_grid->topologyUnion(*openvdb::gridConstPtrCast<openvdb::MaskGrid>(grid));
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}
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++number_of_nodes;
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grid[index] = 1;
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}
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#endif
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void VolumeMeshBuilder::add_node_with_padding(int x, int y, int z)
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void VolumeMeshBuilder::add_padding(int pad_size)
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{
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for (int px = x - params->pad_size; px < x + params->pad_size; ++px) {
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for (int py = y - params->pad_size; py < y + params->pad_size; ++py) {
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for (int pz = z - params->pad_size; pz < z + params->pad_size; ++pz) {
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add_node(px, py, pz);
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}
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}
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}
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#ifdef WITH_OPENVDB
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openvdb::tools::dilateVoxels(topology_grid->tree(), pad_size);
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#else
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(void)pad_size;
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#endif
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}
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void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
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vector<int> &indices,
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vector<float3> &face_normals)
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vector<float3> &face_normals,
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const float face_overlap_avoidance)
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{
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/* We create vertices in index space (is), and only convert them to object
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* space when done. */
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@ -247,7 +262,7 @@ void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
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generate_vertices_and_quads(vertices_is, quads);
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convert_object_space(vertices_is, vertices);
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convert_object_space(vertices_is, vertices, face_overlap_avoidance);
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convert_quads_to_tris(quads, indices, face_normals);
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}
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@ -255,85 +270,97 @@ void VolumeMeshBuilder::create_mesh(vector<float3> &vertices,
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void VolumeMeshBuilder::generate_vertices_and_quads(vector<ccl::int3> &vertices_is,
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vector<QuadData> &quads)
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{
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#ifdef WITH_OPENVDB
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const openvdb::MaskGrid::TreeType &tree = topology_grid->tree();
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tree.evalLeafBoundingBox(bbox);
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const int3 resolution = make_int3(bbox.dim().x(), bbox.dim().y(), bbox.dim().z());
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unordered_map<size_t, int> used_verts;
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for (int z = 0; z < res.z; ++z) {
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for (int y = 0; y < res.y; ++y) {
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for (int x = 0; x < res.x; ++x) {
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int64_t voxel_index = compute_voxel_index(res, x, y, z);
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if (grid[voxel_index] == 0) {
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continue;
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}
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for (auto iter = tree.cbeginLeaf(); iter; ++iter) {
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openvdb::CoordBBox leaf_bbox = iter->getNodeBoundingBox();
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/* +1 to convert from exclusive to include bounds. */
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leaf_bbox.max() = leaf_bbox.max().offsetBy(1);
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/* Compute min and max coords of the node in index space. */
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|
|
int3 min = make_int3((x - pad_offset.x) * CUBE_SIZE,
|
|
|
|
|
(y - pad_offset.y) * CUBE_SIZE,
|
|
|
|
|
(z - pad_offset.z) * CUBE_SIZE);
|
|
|
|
|
int3 min = make_int3(leaf_bbox.min().x(), leaf_bbox.min().y(), leaf_bbox.min().z());
|
|
|
|
|
int3 max = make_int3(leaf_bbox.max().x(), leaf_bbox.max().y(), leaf_bbox.max().z());
|
|
|
|
|
|
|
|
|
|
/* Maximum is just CUBE_SIZE voxels away from minimum on each axis. */
|
|
|
|
|
int3 max = make_int3(min.x + CUBE_SIZE, min.y + CUBE_SIZE, min.z + CUBE_SIZE);
|
|
|
|
|
int3 corners[8] = {
|
|
|
|
|
make_int3(min[0], min[1], min[2]),
|
|
|
|
|
make_int3(max[0], min[1], min[2]),
|
|
|
|
|
make_int3(max[0], max[1], min[2]),
|
|
|
|
|
make_int3(min[0], max[1], min[2]),
|
|
|
|
|
make_int3(min[0], min[1], max[2]),
|
|
|
|
|
make_int3(max[0], min[1], max[2]),
|
|
|
|
|
make_int3(max[0], max[1], max[2]),
|
|
|
|
|
make_int3(min[0], max[1], max[2]),
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
int3 corners[8] = {
|
|
|
|
|
make_int3(min[0], min[1], min[2]),
|
|
|
|
|
make_int3(max[0], min[1], min[2]),
|
|
|
|
|
make_int3(max[0], max[1], min[2]),
|
|
|
|
|
make_int3(min[0], max[1], min[2]),
|
|
|
|
|
make_int3(min[0], min[1], max[2]),
|
|
|
|
|
make_int3(max[0], min[1], max[2]),
|
|
|
|
|
make_int3(max[0], max[1], max[2]),
|
|
|
|
|
make_int3(min[0], max[1], max[2]),
|
|
|
|
|
};
|
|
|
|
|
/* Only create a quad if on the border between an active and an inactive leaf.
|
|
|
|
|
*
|
|
|
|
|
* We verify that a leaf exists by probing a coordinate that is at its center,
|
|
|
|
|
* to do so we compute the center of the current leaf and offset this coordinate
|
|
|
|
|
* by the size of a leaf in each direction.
|
|
|
|
|
*/
|
|
|
|
|
static const int LEAF_DIM = openvdb::MaskGrid::TreeType::LeafNodeType::DIM;
|
|
|
|
|
auto center = leaf_bbox.min() + openvdb::Coord(LEAF_DIM / 2);
|
|
|
|
|
|
|
|
|
|
/* Only create a quad if on the border between an active and
|
|
|
|
|
* an inactive node.
|
|
|
|
|
*/
|
|
|
|
|
if (!tree.probeLeaf(openvdb::Coord(center.x() - LEAF_DIM, center.y(), center.z()))) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MIN);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
voxel_index = compute_voxel_index(res, x - 1, y, z);
|
|
|
|
|
if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MIN);
|
|
|
|
|
}
|
|
|
|
|
if (!tree.probeLeaf(openvdb::Coord(center.x() + LEAF_DIM, center.y(), center.z()))) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_X_MAX);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
voxel_index = compute_voxel_index(res, x + 1, y, z);
|
|
|
|
|
if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, res, used_verts, QUAD_X_MAX);
|
|
|
|
|
}
|
|
|
|
|
if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() - LEAF_DIM, center.z()))) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MIN);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
voxel_index = compute_voxel_index(res, x, y - 1, z);
|
|
|
|
|
if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MIN);
|
|
|
|
|
}
|
|
|
|
|
if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y() + LEAF_DIM, center.z()))) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Y_MAX);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
voxel_index = compute_voxel_index(res, x, y + 1, z);
|
|
|
|
|
if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Y_MAX);
|
|
|
|
|
}
|
|
|
|
|
if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() - LEAF_DIM))) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MIN);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
voxel_index = compute_voxel_index(res, x, y, z - 1);
|
|
|
|
|
if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MIN);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
voxel_index = compute_voxel_index(res, x, y, z + 1);
|
|
|
|
|
if (voxel_index == VOXEL_INDEX_NONE || grid[voxel_index] == 0) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, res, used_verts, QUAD_Z_MAX);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (!tree.probeLeaf(openvdb::Coord(center.x(), center.y(), center.z() + LEAF_DIM))) {
|
|
|
|
|
create_quad(corners, vertices_is, quads, resolution, used_verts, QUAD_Z_MAX);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
(void)vertices_is;
|
|
|
|
|
(void)quads;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VolumeMeshBuilder::convert_object_space(const vector<int3> &vertices,
|
|
|
|
|
vector<float3> &out_vertices)
|
|
|
|
|
vector<float3> &out_vertices,
|
|
|
|
|
const float face_overlap_avoidance)
|
|
|
|
|
{
|
|
|
|
|
#ifdef WITH_OPENVDB
|
|
|
|
|
/* compute the offset for the face overlap avoidance */
|
|
|
|
|
bbox = topology_grid->evalActiveVoxelBoundingBox();
|
|
|
|
|
openvdb::Coord dim = bbox.dim();
|
|
|
|
|
|
|
|
|
|
float3 cell_size = make_float3(1.0f / dim.x(), 1.0f / dim.y(), 1.0f / dim.z());
|
|
|
|
|
float3 point_offset = cell_size * face_overlap_avoidance;
|
|
|
|
|
|
|
|
|
|
out_vertices.reserve(vertices.size());
|
|
|
|
|
|
|
|
|
|
for (size_t i = 0; i < vertices.size(); ++i) {
|
|
|
|
|
float3 vertex = make_float3(vertices[i].x, vertices[i].y, vertices[i].z);
|
|
|
|
|
vertex *= params->cell_size;
|
|
|
|
|
vertex += params->start_point;
|
|
|
|
|
|
|
|
|
|
out_vertices.push_back(vertex);
|
|
|
|
|
openvdb::math::Vec3d p = topology_grid->indexToWorld(
|
|
|
|
|
openvdb::math::Vec3d(vertices[i].x, vertices[i].y, vertices[i].z));
|
|
|
|
|
float3 vertex = make_float3((float)p.x(), (float)p.y(), (float)p.z());
|
|
|
|
|
out_vertices.push_back(vertex + point_offset);
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
(void)vertices;
|
|
|
|
|
(void)out_vertices;
|
|
|
|
|
(void)face_overlap_avoidance;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void VolumeMeshBuilder::convert_quads_to_tris(const vector<QuadData> &quads,
|
|
|
|
@ -359,57 +386,115 @@ void VolumeMeshBuilder::convert_quads_to_tris(const vector<QuadData> &quads,
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ************************************************************************** */
|
|
|
|
|
bool VolumeMeshBuilder::empty_grid() const
|
|
|
|
|
{
|
|
|
|
|
#ifdef WITH_OPENVDB
|
|
|
|
|
return !topology_grid || topology_grid->tree().leafCount() == 0;
|
|
|
|
|
#else
|
|
|
|
|
return true;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
struct VoxelAttributeGrid {
|
|
|
|
|
float *data;
|
|
|
|
|
int channels;
|
|
|
|
|
};
|
|
|
|
|
#ifdef WITH_OPENVDB
|
|
|
|
|
template<typename GridType>
|
|
|
|
|
static openvdb::GridBase::ConstPtr openvdb_grid_from_device_texture(device_texture *image_memory,
|
|
|
|
|
float volume_clipping,
|
|
|
|
|
Transform transform_3d)
|
|
|
|
|
{
|
|
|
|
|
using ValueType = typename GridType::ValueType;
|
|
|
|
|
|
|
|
|
|
openvdb::CoordBBox dense_bbox(0,
|
|
|
|
|
0,
|
|
|
|
|
0,
|
|
|
|
|
image_memory->data_width - 1,
|
|
|
|
|
image_memory->data_height - 1,
|
|
|
|
|
image_memory->data_depth - 1);
|
|
|
|
|
openvdb::tools::Dense<ValueType, openvdb::tools::MemoryLayout::LayoutXYZ> dense(
|
|
|
|
|
dense_bbox, static_cast<ValueType *>(image_memory->host_pointer));
|
|
|
|
|
|
|
|
|
|
typename GridType::Ptr sparse = GridType::create(ValueType(0.0f));
|
|
|
|
|
openvdb::tools::copyFromDense(dense, *sparse, ValueType(volume_clipping));
|
|
|
|
|
|
|
|
|
|
/* copyFromDense will remove any leaf node that contains constant data and replace it with a tile,
|
|
|
|
|
* however, we need to preserve the leaves in order to generate the mesh, so revoxelize the leaves
|
|
|
|
|
* that were pruned. This should not affect areas that were skipped due to the volume_clipping parameter. */
|
|
|
|
|
sparse->tree().voxelizeActiveTiles();
|
|
|
|
|
|
|
|
|
|
/* Compute index to world matrix. */
|
|
|
|
|
float3 voxel_size = make_float3(1.0f / image_memory->data_width, 1.0f / image_memory->data_height, 1.0f / image_memory->data_depth);
|
|
|
|
|
|
|
|
|
|
transform_3d = transform_inverse(transform_3d);
|
|
|
|
|
|
|
|
|
|
openvdb::Mat4R index_to_world_mat((double)(voxel_size.x * transform_3d[0][0]), 0.0, 0.0, 0.0,
|
|
|
|
|
0.0, (double)(voxel_size.y * transform_3d[1][1]), 0.0, 0.0,
|
|
|
|
|
0.0, 0.0, (double)(voxel_size.z * transform_3d[2][2]), 0.0,
|
|
|
|
|
(double)transform_3d[0][3], (double)transform_3d[1][3], (double)transform_3d[2][3], 1.0);
|
|
|
|
|
|
|
|
|
|
openvdb::math::Transform::Ptr index_to_world_tfm = openvdb::math::Transform::createLinearTransform(index_to_world_mat);
|
|
|
|
|
|
|
|
|
|
sparse->setTransform(index_to_world_tfm);
|
|
|
|
|
|
|
|
|
|
return sparse;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/* ************************************************************************** */
|
|
|
|
|
|
|
|
|
|
void GeometryManager::create_volume_mesh(Mesh *mesh, Progress &progress)
|
|
|
|
|
{
|
|
|
|
|
string msg = string_printf("Computing Volume Mesh %s", mesh->name.c_str());
|
|
|
|
|
progress.set_status("Updating Mesh", msg);
|
|
|
|
|
|
|
|
|
|
vector<VoxelAttributeGrid> voxel_grids;
|
|
|
|
|
|
|
|
|
|
/* Compute volume parameters. */
|
|
|
|
|
VolumeParams volume_params;
|
|
|
|
|
volume_params.resolution = make_int3(0, 0, 0);
|
|
|
|
|
|
|
|
|
|
Transform transform = transform_identity();
|
|
|
|
|
VolumeMeshBuilder builder;
|
|
|
|
|
|
|
|
|
|
#ifdef WITH_OPENVDB
|
|
|
|
|
foreach (Attribute &attr, mesh->attributes.attributes) {
|
|
|
|
|
if (attr.element != ATTR_ELEMENT_VOXEL) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool do_clipping = false;
|
|
|
|
|
|
|
|
|
|
ImageHandle &handle = attr.data_voxel();
|
|
|
|
|
device_texture *image_memory = handle.image_memory();
|
|
|
|
|
int3 resolution = make_int3(
|
|
|
|
|
image_memory->data_width, image_memory->data_height, image_memory->data_depth);
|
|
|
|
|
|
|
|
|
|
if (volume_params.resolution == make_int3(0, 0, 0)) {
|
|
|
|
|
volume_params.resolution = resolution;
|
|
|
|
|
}
|
|
|
|
|
else if (volume_params.resolution != resolution) {
|
|
|
|
|
/* TODO: support this as it's common for OpenVDB. */
|
|
|
|
|
VLOG(1) << "Can't create accurate volume mesh, all voxel grid resolutions must be equal\n";
|
|
|
|
|
continue;
|
|
|
|
|
/* Try building from OpenVDB grid directly. */
|
|
|
|
|
VDBImageLoader *vdb_loader = handle.vdb_loader();
|
|
|
|
|
openvdb::GridBase::ConstPtr grid;
|
|
|
|
|
if (vdb_loader) {
|
|
|
|
|
grid = vdb_loader->get_grid();
|
|
|
|
|
|
|
|
|
|
/* If building from an OpenVDB grid, we need to manually clip the values. */
|
|
|
|
|
do_clipping = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
VoxelAttributeGrid voxel_grid;
|
|
|
|
|
voxel_grid.data = static_cast<float *>(image_memory->host_pointer);
|
|
|
|
|
voxel_grid.channels = image_memory->data_elements;
|
|
|
|
|
voxel_grids.push_back(voxel_grid);
|
|
|
|
|
/* Else fall back to creating an OpenVDB grid from the dense volume data. */
|
|
|
|
|
if (!grid) {
|
|
|
|
|
device_texture *image_memory = handle.image_memory();
|
|
|
|
|
|
|
|
|
|
/* TODO: support multiple transforms. */
|
|
|
|
|
if (image_memory->info.use_transform_3d) {
|
|
|
|
|
transform = image_memory->info.transform_3d;
|
|
|
|
|
if (image_memory->data_elements == 1) {
|
|
|
|
|
grid = openvdb_grid_from_device_texture<openvdb::FloatGrid>(image_memory,
|
|
|
|
|
mesh->volume_clipping,
|
|
|
|
|
handle.metadata().transform_3d);
|
|
|
|
|
}
|
|
|
|
|
else if (image_memory->data_elements == 3) {
|
|
|
|
|
grid = openvdb_grid_from_device_texture<openvdb::Vec3fGrid>(image_memory,
|
|
|
|
|
mesh->volume_clipping,
|
|
|
|
|
handle.metadata().transform_3d);
|
|
|
|
|
}
|
|
|
|
|
else if (image_memory->data_elements == 4) {
|
|
|
|
|
grid = openvdb_grid_from_device_texture<openvdb::Vec4fGrid>(image_memory,
|
|
|
|
|
mesh->volume_clipping,
|
|
|
|
|
handle.metadata().transform_3d);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (grid) {
|
|
|
|
|
builder.add_grid(grid, do_clipping, mesh->volume_clipping);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
if (voxel_grids.empty()) {
|
|
|
|
|
if (builder.empty_grid()) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -438,56 +523,19 @@ void GeometryManager::create_volume_mesh(Mesh *mesh, Progress &progress)
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Compute start point and cell size from transform. */
|
|
|
|
|
const int3 resolution = volume_params.resolution;
|
|
|
|
|
float3 start_point = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
|
float3 cell_size = make_float3(1.0f / resolution.x, 1.0f / resolution.y, 1.0f / resolution.z);
|
|
|
|
|
|
|
|
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/* TODO: support arbitrary transforms, not just scale + translate. */
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const Transform itfm = transform_inverse(transform);
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start_point = transform_point(&itfm, start_point);
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cell_size = transform_direction(&itfm, cell_size);
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builder.add_padding(pad_size);
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/* Slightly offset vertex coordinates to avoid overlapping faces with other
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* volumes or meshes. The proper solution would be to improve intersection in
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* the kernel to support robust handling of multiple overlapping faces or use
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* an all-hit intersection similar to shadows. */
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const float3 face_overlap_avoidance = cell_size * 0.1f *
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hash_uint_to_float(hash_string(mesh->name.c_str()));
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volume_params.start_point = start_point + face_overlap_avoidance;
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volume_params.cell_size = cell_size;
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volume_params.pad_size = pad_size;
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/* Build bounding mesh around non-empty volume cells. */
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VolumeMeshBuilder builder(&volume_params);
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const float clipping = mesh->volume_clipping;
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for (int z = 0; z < resolution.z; ++z) {
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for (int y = 0; y < resolution.y; ++y) {
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for (int x = 0; x < resolution.x; ++x) {
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int64_t voxel_index = compute_voxel_index(resolution, x, y, z);
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for (size_t i = 0; i < voxel_grids.size(); ++i) {
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const VoxelAttributeGrid &voxel_grid = voxel_grids[i];
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const int channels = voxel_grid.channels;
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for (int c = 0; c < channels; c++) {
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if (voxel_grid.data[voxel_index * channels + c] >= clipping) {
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builder.add_node_with_padding(x, y, z);
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break;
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}
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}
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}
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}
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}
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}
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const float face_overlap_avoidance = 0.1f * hash_uint_to_float(hash_string(mesh->name.c_str()));
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/* Create mesh. */
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vector<float3> vertices;
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vector<int> indices;
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vector<float3> face_normals;
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builder.create_mesh(vertices, indices, face_normals);
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builder.create_mesh(vertices, indices, face_normals, face_overlap_avoidance);
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mesh->clear(true);
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mesh->reserve_mesh(vertices.size(), indices.size() / 3);
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|
@ -514,10 +562,6 @@ void GeometryManager::create_volume_mesh(Mesh *mesh, Progress &progress)
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indices.size() * sizeof(int)) /
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(1024.0 * 1024.0)
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<< "Mb.";
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|
|
VLOG(1) << "Memory usage volume grid: "
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|
|
<< (resolution.x * resolution.y * resolution.z * sizeof(float)) / (1024.0 * 1024.0)
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<< "Mb.";
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}
|
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CCL_NAMESPACE_END
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