PrusaSlicer-NonPlainar/src/libslic3r/OpenVDBUtils.hpp

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#ifndef OPENVDBUTILS_HPP
#define OPENVDBUTILS_HPP
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#include <libslic3r/TriangleMesh.hpp>
#include <libslic3r/SLA/Contour3D.hpp>
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#include <openvdb/openvdb.h>
namespace Slic3r {
inline Vec3f to_vec3f(const openvdb::Vec3s &v) { return Vec3f{v.x(), v.y(), v.z()}; }
inline Vec3d to_vec3d(const openvdb::Vec3s &v) { return to_vec3f(v).cast<double>(); }
inline Vec3i to_vec3i(const openvdb::Vec3I &v) { return Vec3i{int(v[0]), int(v[1]), int(v[2])}; }
inline Vec4i to_vec4i(const openvdb::Vec4I &v) { return Vec4i{int(v[0]), int(v[1]), int(v[2]), int(v[3])}; }
openvdb::FloatGrid::Ptr mesh_to_grid(const TriangleMesh & mesh,
const openvdb::math::Transform &tr = {},
float exteriorBandWidth = 3.0f,
float interiorBandWidth = 3.0f,
int flags = 0);
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openvdb::FloatGrid::Ptr mesh_to_grid(const sla::Contour3D & mesh,
const openvdb::math::Transform &tr = {},
float exteriorBandWidth = 3.0f,
float interiorBandWidth = 3.0f,
int flags = 0);
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sla::Contour3D grid_to_contour3d(const openvdb::FloatGrid &grid,
double isovalue,
double adaptivity,
bool relaxDisorientedTriangles = true);
TriangleMesh grid_to_mesh(const openvdb::FloatGrid &grid,
double isovalue = 0.0,
double adaptivity = 0.0,
bool relaxDisorientedTriangles = true);
openvdb::FloatGrid::Ptr redistance_grid(const openvdb::FloatGrid &grid,
double iso,
double ext_range = 3.,
double int_range = 3.);
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} // namespace Slic3r
#endif // OPENVDBUTILS_HPP