/* SPDX-FileCopyrightText: 2023 Blender Authors * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once #include "BLI_span.hh" #include "DNA_modifier_types.h" #ifdef WITH_OPENVDB # include #endif struct Mesh; namespace blender::bke { struct VolumeToMeshResolution { VolumeToMeshResolutionMode mode; union { float voxel_size; float voxel_amount; } settings; }; #ifdef WITH_OPENVDB /** * The result of converting a volume grid to mesh data, in the format used by the OpenVDB API. */ struct OpenVDBMeshData { std::vector verts; std::vector tris; std::vector quads; bool is_empty() const { return verts.empty(); } }; Mesh *volume_to_mesh(const openvdb::GridBase &grid, const VolumeToMeshResolution &resolution, float threshold, float adaptivity); Mesh *volume_grid_to_mesh(const openvdb::GridBase &grid, float threshold, float adaptivity); /** * Convert an OpenVDB volume grid to corresponding mesh data: vertex positions and quad and * triangle indices. */ OpenVDBMeshData volume_to_mesh_data(const openvdb::GridBase &grid, const VolumeToMeshResolution &resolution, float threshold, float adaptivity); /** * Convert mesh data from the format provided by OpenVDB into Blender's #Mesh data structure. * This can be used to add mesh data from a grid into an existing mesh rather than merging multiple * meshes later on. */ void fill_mesh_from_openvdb_data(Span vdb_verts, Span vdb_tris, Span vdb_quads, int vert_offset, int face_offset, int loop_offset, MutableSpan vert_positions, MutableSpan face_offsets, MutableSpan corner_verts); #endif } // namespace blender::bke