forked from bartvdbraak/blender
9280fb19e4
The previous algorithm was not using all of the requested grids to build a mesh around the volume due to limitations regarding the use of a dense buffer to gather information about the volume's topology. This resulted in artefacts during rendering. The mesh generation is now done by merging all of the input grids and using the resulting grid's topology to create the mesh. The generation of the mesh is still done in index space as before, and the vertices are converted to object space by using the merged topology grid indexToWorld transform. To be able to merge the grids together we have to make sure that their transformation matrices and their index spaces match, thus, if they do not match we simply resample the grids. This behaviour should tackle one other limitation of the current algorithm, which is that only one transformation matrix was used to generate the final mesh. If we do not have an OpenVDB grid for the requested volume data, we generate a temporary OpenVDB grid for it. Differential Revision: https://developer.blender.org/D8401
33 lines
887 B
C++
33 lines
887 B
C++
/*
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* Copyright 2011-2020 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __UTIL_OPENVDB_H__
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#define __UTIL_OPENVDB_H__
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#ifdef WITH_OPENVDB
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# include <openvdb/openvdb.h>
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namespace openvdb {
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using Vec4fTree = tree::Tree4<Vec4f, 5, 4, 3>::Type;
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using Vec4fGrid = Grid<Vec4fTree>;
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}; // namespace openvdb
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#endif
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#endif /* __UTIL_OPENVDB_H__ */
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