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
This commit is contained in:
tamasmeszaros 2020-12-17 13:38:09 +01:00
parent 7cb3e729ee
commit e57eca0289
3 changed files with 70 additions and 90 deletions

View file

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