Add voxel scale to openvdb metadata.
To be able to retrieve that information from a generated grid alone. To avoid the copying of input mesh (for scaling) when doing the hollowing Also remove some unused stuff from OpenVDBUtils
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7cb3e729ee
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3 changed files with 70 additions and 90 deletions
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@ -22,74 +22,52 @@ namespace Slic3r {
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class TriangleMeshDataAdapter {
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public:
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const TriangleMesh &mesh;
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float voxel_scale;
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size_t polygonCount() const { return mesh.its.indices.size(); }
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size_t pointCount() const { return mesh.its.vertices.size(); }
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size_t vertexCount(size_t) const { return 3; }
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// Return position pos in local grid index space for polygon n and vertex v
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void getIndexSpacePoint(size_t n, size_t v, openvdb::Vec3d& pos) const;
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// The actual mesh will appear to openvdb as scaled uniformly by voxel_size
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// And the voxel count per unit volume can be affected this way.
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void getIndexSpacePoint(size_t n, size_t v, openvdb::Vec3d& pos) const
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{
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auto vidx = size_t(mesh.its.indices[n](Eigen::Index(v)));
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Slic3r::Vec3d p = mesh.its.vertices[vidx].cast<double>() * voxel_scale;
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pos = {p.x(), p.y(), p.z()};
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}
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TriangleMeshDataAdapter(const TriangleMesh &m, float voxel_sc = 1.f)
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: mesh{m}, voxel_scale{voxel_sc} {};
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};
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class Contour3DDataAdapter {
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public:
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const sla::Contour3D &mesh;
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size_t polygonCount() const { return mesh.faces3.size() + mesh.faces4.size(); }
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size_t pointCount() const { return mesh.points.size(); }
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size_t vertexCount(size_t n) const { return n < mesh.faces3.size() ? 3 : 4; }
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// Return position pos in local grid index space for polygon n and vertex v
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void getIndexSpacePoint(size_t n, size_t v, openvdb::Vec3d& pos) const;
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};
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void TriangleMeshDataAdapter::getIndexSpacePoint(size_t n,
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size_t v,
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openvdb::Vec3d &pos) const
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{
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auto vidx = size_t(mesh.its.indices[n](Eigen::Index(v)));
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Slic3r::Vec3d p = mesh.its.vertices[vidx].cast<double>();
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pos = {p.x(), p.y(), p.z()};
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}
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void Contour3DDataAdapter::getIndexSpacePoint(size_t n,
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size_t v,
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openvdb::Vec3d &pos) const
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{
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size_t vidx = 0;
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if (n < mesh.faces3.size()) vidx = size_t(mesh.faces3[n](Eigen::Index(v)));
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else vidx = size_t(mesh.faces4[n - mesh.faces3.size()](Eigen::Index(v)));
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Slic3r::Vec3d p = mesh.points[vidx];
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pos = {p.x(), p.y(), p.z()};
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}
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// TODO: Do I need to call initialize? Seems to work without it as well but the
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// docs say it should be called ones. It does a mutex lock-unlock sequence all
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// even if was called previously.
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openvdb::FloatGrid::Ptr mesh_to_grid(const TriangleMesh &mesh,
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openvdb::FloatGrid::Ptr mesh_to_grid(const TriangleMesh & mesh,
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const openvdb::math::Transform &tr,
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float exteriorBandWidth,
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float interiorBandWidth,
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int flags)
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float voxel_scale,
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float exteriorBandWidth,
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float interiorBandWidth,
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int flags)
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{
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openvdb::initialize();
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TriangleMeshPtrs meshparts = mesh.split();
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auto it = std::remove_if(meshparts.begin(), meshparts.end(),
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[](TriangleMesh *m){
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m->require_shared_vertices();
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return !m->is_manifold() || m->volume() < EPSILON;
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});
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[](TriangleMesh *m){
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m->require_shared_vertices();
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return !m->is_manifold() || m->volume() < EPSILON;
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});
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meshparts.erase(it, meshparts.end());
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openvdb::FloatGrid::Ptr grid;
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for (TriangleMesh *m : meshparts) {
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auto subgrid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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TriangleMeshDataAdapter{*m}, tr, exteriorBandWidth,
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TriangleMeshDataAdapter{*m, voxel_scale}, tr, exteriorBandWidth,
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interiorBandWidth, flags);
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if (grid && subgrid) openvdb::tools::csgUnion(*grid, *subgrid);
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@ -106,19 +84,9 @@ openvdb::FloatGrid::Ptr mesh_to_grid(const TriangleMesh &mesh,
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interiorBandWidth, flags);
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}
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return grid;
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}
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grid->insertMeta("voxel_scale", openvdb::FloatMetadata(voxel_scale));
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openvdb::FloatGrid::Ptr mesh_to_grid(const sla::Contour3D &mesh,
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const openvdb::math::Transform &tr,
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float exteriorBandWidth,
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float interiorBandWidth,
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int flags)
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{
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openvdb::initialize();
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return openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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Contour3DDataAdapter{mesh}, tr, exteriorBandWidth, interiorBandWidth,
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flags);
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return grid;
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}
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template<class Grid>
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@ -128,20 +96,25 @@ sla::Contour3D _volumeToMesh(const Grid &grid,
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bool relaxDisorientedTriangles)
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{
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openvdb::initialize();
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std::vector<openvdb::Vec3s> points;
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std::vector<openvdb::Vec3I> triangles;
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std::vector<openvdb::Vec4I> quads;
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openvdb::tools::volumeToMesh(grid, points, triangles, quads, isovalue,
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adaptivity, relaxDisorientedTriangles);
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float scale = 1.;
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try {
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scale = grid.template metaValue<float>("voxel_scale");
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} catch (...) { }
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sla::Contour3D ret;
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ret.points.reserve(points.size());
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ret.faces3.reserve(triangles.size());
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ret.faces4.reserve(quads.size());
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for (auto &v : points) ret.points.emplace_back(to_vec3d(v));
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for (auto &v : points) ret.points.emplace_back(to_vec3d(v) / scale);
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for (auto &v : triangles) ret.faces3.emplace_back(to_vec3i(v));
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for (auto &v : quads) ret.faces4.emplace_back(to_vec4i(v));
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@ -166,9 +139,18 @@ sla::Contour3D grid_to_contour3d(const openvdb::FloatGrid &grid,
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relaxDisorientedTriangles);
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}
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openvdb::FloatGrid::Ptr redistance_grid(const openvdb::FloatGrid &grid, double iso, double er, double ir)
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openvdb::FloatGrid::Ptr redistance_grid(const openvdb::FloatGrid &grid,
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double iso,
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double er,
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double ir)
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{
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return openvdb::tools::levelSetRebuild(grid, float(iso), float(er), float(ir));
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auto new_grid = openvdb::tools::levelSetRebuild(grid, float(iso),
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float(er), float(ir));
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// Copies voxel_scale metadata, if it exists.
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new_grid->insertMeta(*grid.deepCopyMeta());
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return new_grid;
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}
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} // namespace Slic3r
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