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212 lines
7.9 KiB
C++
212 lines
7.9 KiB
C++
#define NOMINMAX
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#include "OpenVDBUtils.hpp"
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#include <openvdb/tools/MeshToVolume.h>
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#include <openvdb/tools/VolumeToMesh.h>
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#include <openvdb/tools/Filter.h>
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#include <boost/log/trivial.hpp>
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#include "MTUtils.hpp"
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namespace Slic3r {
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class TriangleMeshDataAdapter {
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public:
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const TriangleMesh &mesh;
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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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};
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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 meshToVolume(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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{
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openvdb::initialize();
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return openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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TriangleMeshDataAdapter{mesh}, tr, exteriorBandWidth,
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interiorBandWidth, flags);
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}
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static openvdb::FloatGrid::Ptr meshToVolume(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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}
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inline Vec3f to_vec3f(const openvdb::Vec3s &v) { return Vec3f{v.x(), v.y(), v.z()}; }
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inline Vec3d to_vec3d(const openvdb::Vec3s &v) { return to_vec3f(v).cast<double>(); }
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inline Vec3i to_vec3i(const openvdb::Vec3I &v) { return Vec3i{int(v[0]), int(v[1]), int(v[2])}; }
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inline Vec4i to_vec4i(const openvdb::Vec4I &v) { return Vec4i{int(v[0]), int(v[1]), int(v[2]), int(v[3])}; }
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template<class Grid>
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sla::Contour3D __volumeToMesh(const Grid &grid,
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double isovalue,
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double adaptivity,
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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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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 : 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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return ret;
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}
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template<class Mesh = sla::Contour3D> inline
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Mesh _volumeToMesh(const openvdb::FloatGrid &grid,
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double isovalue = 0.0,
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double adaptivity = 0.0,
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bool relaxDisorientedTriangles = true);
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template<> inline
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TriangleMesh _volumeToMesh<TriangleMesh>(const openvdb::FloatGrid &grid,
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double isovalue,
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double adaptivity,
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bool relaxDisorientedTriangles)
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{
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return to_triangle_mesh(__volumeToMesh(grid, isovalue, adaptivity,
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relaxDisorientedTriangles));
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}
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template<> inline
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sla::Contour3D _volumeToMesh<sla::Contour3D>(const openvdb::FloatGrid &grid,
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double isovalue,
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double adaptivity,
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bool relaxDisorientedTriangles)
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{
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return __volumeToMesh(grid, isovalue, adaptivity,
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relaxDisorientedTriangles);
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}
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TriangleMesh volumeToMesh(const openvdb::FloatGrid &grid,
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double isovalue,
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double adaptivity,
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bool relaxDisorientedTriangles)
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{
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return _volumeToMesh<TriangleMesh>(grid, isovalue, adaptivity,
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relaxDisorientedTriangles);
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}
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template<class S, class = FloatingOnly<S>>
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inline void _scale(S s, TriangleMesh &m) { m.scale(float(s)); }
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template<class S, class = FloatingOnly<S>>
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inline void _scale(S s, sla::Contour3D &m)
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{
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for (auto &p : m.points) p *= s;
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}
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template<class Mesh>
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remove_cvref_t<Mesh> _hollowed_interior(Mesh &&mesh,
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double min_thickness,
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int oversampling,
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double smoothing)
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{
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using MMesh = remove_cvref_t<Mesh>;
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MMesh imesh{std::forward<Mesh>(mesh)};
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// I can't figure out how to increase the grid resolution through openvdb API
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// so the model will be scaled up before conversion and the result scaled
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// down. Voxels have a unit size. If I set voxelSize smaller, it scales
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// the whole geometry down, and doesn't increase the number of voxels.
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auto scale = double(oversampling);
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_scale(scale, imesh);
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double offset = scale * min_thickness;
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float range = float(std::max(2 * offset, scale));
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auto gridptr = meshToVolume(imesh, {}, 0.1f * float(offset), range);
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assert(gridptr);
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if (!gridptr) {
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BOOST_LOG_TRIVIAL(error) << "Returned OpenVDB grid is NULL";
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return MMesh{};
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}
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// Filtering:
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int width = int(smoothing * scale);
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int count = 1;
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openvdb::tools::Filter<openvdb::FloatGrid>{*gridptr}.gaussian(width, count);
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double iso_surface = -offset;
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double adaptivity = 0.;
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auto omesh = _volumeToMesh<MMesh>(*gridptr, iso_surface, adaptivity);
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_scale(1. / scale, omesh);
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return omesh;
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}
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TriangleMesh hollowed_interior(const TriangleMesh &mesh,
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double min_thickness,
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int oversampling,
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double smoothing)
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{
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return _hollowed_interior(mesh, min_thickness, oversampling, smoothing);
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}
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} // namespace Slic3r
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