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levelset.cpp
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levelset.cpp
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// Ariel: FLIP Fluid Simulator
// Written by Yining Karl Li
//
// File: levelset.cpp
// Implements levelset.hpp
#include <openvdb/tools/ParticlesToLevelSet.h>
#include <openvdb/tools/VolumeToSpheres.h>
#include <openvdb/tools/VolumeToMesh.h>
#include <openvdb/util/NullInterrupter.h>
#include "levelset.hpp"
namespace fluidCore{
LevelSet::LevelSet(){
openvdb::initialize();
m_vdbgrid = openvdb::FloatGrid::create(0.0f);
}
LevelSet::~LevelSet(){
m_vdbgrid->clear();
m_vdbgrid.reset();
}
LevelSet::LevelSet(objCore::Obj* mesh){
LevelSetFromMesh(mesh, glm::mat4());
}
LevelSet::LevelSet(objCore::Obj* mesh, const glm::mat4& m){
LevelSetFromMesh(mesh, m);
}
LevelSet::LevelSet(objCore::InterpolatedObj* animmesh, const float& interpolation,
const glm::mat4& m){
LevelSetFromAnimMesh(animmesh, interpolation, m);
}
void LevelSet::LevelSetFromAnimMesh(objCore::InterpolatedObj* animmesh, const float& interpolation,
const glm::mat4& m){
openvdb::math::Transform::Ptr transform=openvdb::math::Transform::createLinearTransform(.25f);
//grab object pointers
objCore::Obj* o0 = animmesh->m_obj0;
objCore::Obj* o1 = animmesh->m_obj1;
//copy vertices into vdb format
std::vector<openvdb::Vec3s> vdbpoints;
for(unsigned int i=0; i<o0->m_numberOfVertices; i++){
glm::vec3 vertex = o0->m_vertices[i] * (1.0f-interpolation) +
o1->m_vertices[i] * interpolation;
vertex = glm::vec3(m * glm::vec4(vertex, 1.0f));
openvdb::Vec3s vdbvertex(vertex.x, vertex.y, vertex.z);
vdbpoints.push_back(transform->worldToIndex(vdbvertex));
}
//copy faces into vdb format
std::vector<openvdb::Vec4I> vdbpolys;
for(unsigned int i=0; i<o0->m_numberOfPolys; i++){
glm::uvec4 poly = o0->m_polyVertexIndices[i];
openvdb::Vec4I vdbpoly(poly[0]-1, poly[1]-1, poly[2]-1, poly[3]-1);
if(poly[0]==poly[3] || poly[3]<0){
vdbpoly[3] = openvdb::util::INVALID_IDX;
}
vdbpolys.push_back(vdbpoly);
}
//call vdb tools for creating level set
openvdb::tools::MeshToVolume<openvdb::FloatGrid> sdfmaker(transform);
sdfmaker.convertToLevelSet(vdbpoints, vdbpolys);
m_vdbgrid = sdfmaker.distGridPtr();
//cleanup
vdbpoints.clear();
vdbpolys.clear();
}
void LevelSet::LevelSetFromMesh(objCore::Obj* mesh, const glm::mat4& m){
openvdb::math::Transform::Ptr transform=openvdb::math::Transform::createLinearTransform(.25f);
//copy vertices into vdb format
std::vector<openvdb::Vec3s> vdbpoints;
for(unsigned int i=0; i<mesh->m_numberOfVertices; i++){
glm::vec3 vertex = mesh->m_vertices[i];
vertex = glm::vec3(m * glm::vec4(vertex, 1.0f));
openvdb::Vec3s vdbvertex(vertex.x, vertex.y, vertex.z);
vdbpoints.push_back(transform->worldToIndex(vdbvertex));
}
//copy faces into vdb format
std::vector<openvdb::Vec4I> vdbpolys;
for(unsigned int i=0; i<mesh->m_numberOfPolys; i++){
glm::uvec4 poly = mesh->m_polyVertexIndices[i];
openvdb::Vec4I vdbpoly(poly[0]-1, poly[1]-1, poly[2]-1, poly[3]-1);
if(poly[0]==poly[3] || poly[3]==0){
vdbpoly[3] = openvdb::util::INVALID_IDX;
}
vdbpolys.push_back(vdbpoly);
}
//call vdb tools for creating level set
openvdb::tools::MeshToVolume<openvdb::FloatGrid> sdfmaker(transform);
sdfmaker.convertToLevelSet(vdbpoints, vdbpolys);
m_vdbgrid = sdfmaker.distGridPtr();
//cleanup
vdbpoints.clear();
vdbpolys.clear();
}
LevelSet::LevelSet(std::vector<Particle*>& particles, float maxdimension){
m_vdbgrid = openvdb::createLevelSet<openvdb::FloatGrid>();
openvdb::tools::ParticlesToLevelSet<openvdb::FloatGrid> raster(*m_vdbgrid);
raster.setGrainSize(1);
raster.setRmin(.01f);
ParticleList plist(particles, maxdimension);
// raster.rasterizeSpheres(plist);
raster.rasterizeTrails(plist);
raster.finalize();
}
void LevelSet::WriteObjToFile(std::string filename){
openvdb::tools::VolumeToMesh vdbmesher(0,.05f);
vdbmesher(*GetVDBGrid());
//get all mesh points and dump to glm::vec3 std::vector
unsigned int vdbPointsCount = vdbmesher.pointListSize();
openvdb::tools::PointList& vdbPoints = vdbmesher.pointList();
std::vector<glm::vec3> points;
points.reserve(vdbPointsCount);
for(unsigned int i=0; i<vdbPointsCount; i++){
glm::vec3 v(vdbPoints[i][0], vdbPoints[i][1], vdbPoints[i][2]);
points.push_back(v);
}
//get all mesh faces and dump to glm::vec4 std::vector
unsigned int vdbFacesCount = vdbmesher.polygonPoolListSize();
openvdb::tools::PolygonPoolList& vdbFaces = vdbmesher.polygonPoolList();
unsigned int facesCount = 0;
for(unsigned int i=0; i<vdbFacesCount; i++){
facesCount = facesCount + vdbFaces[i].numQuads() + vdbFaces[i].numTriangles();
}
std::vector<glm::uvec4> faces;
faces.reserve(facesCount);
for(unsigned int i=0; i<vdbFacesCount; i++){
unsigned int count = vdbFaces[i].numQuads();
for(unsigned int j=0; j<count; j++){
openvdb::Vec4I vdbface = vdbFaces[i].quad(j);
glm::uvec4 f(vdbface[0]+1, vdbface[1]+1, vdbface[2]+1, vdbface[3]+1);
faces.push_back(f);
}
count = vdbFaces[i].numTriangles();
for(unsigned int j=0; j<count; j++){
openvdb::Vec3I vdbface = vdbFaces[i].triangle(j);
glm::uvec4 f(vdbface[0]+1, vdbface[1]+1, vdbface[2]+1, 0);
faces.push_back(f);
}
}
//pack points and faces into objcontainer and write
objCore::Obj* mesh = new objCore::Obj();
mesh->m_numberOfVertices = points.size();
mesh->m_vertices = &points[0];
mesh->m_numberOfNormals = 0;
mesh->m_normals = NULL;
mesh->m_numberOfUVs = 0;
mesh->m_uvs = NULL;
mesh->m_numberOfPolys = faces.size();
mesh->m_polyVertexIndices = &faces[0];
mesh->m_polyNormalIndices = NULL;
mesh->m_polyUVIndices = NULL;
mesh->m_keep = true;
mesh->WriteObj(filename);
delete mesh;
}
void LevelSet::ProjectPointsToSurface(std::vector<Particle*>& particles, const float& pscale){
unsigned int pointsCount = particles.size();
std::vector<openvdb::Vec3R> vdbpoints(pointsCount);
std::vector<float> distances;
distances.reserve(pointsCount);
for(unsigned int i=0; i<pointsCount; i++){
glm::vec3 p = particles[i]->m_p * pscale;
openvdb::Vec3s vdbvertex(p.x, p.y, p.z);
vdbpoints[i] = vdbvertex;
}
openvdb::tools::ClosestSurfacePoint<openvdb::FloatGrid> csp;
openvdb::util::NullInterrupter n;
csp.initialize(*m_vdbgrid, 0.0f, &n);
csp.searchAndReplace(vdbpoints, distances);
for(unsigned int i=0; i<pointsCount; i++){
vdbpoints[i] = vdbpoints[i]/pscale;
particles[i]->m_p = glm::vec3(vdbpoints[i][0], vdbpoints[i][1], vdbpoints[i][2]);
}
}
void LevelSet::WriteVDBGridToFile(std::string filename){
openvdb::io::File file(filename);
openvdb::GridPtrVec grids;
grids.push_back(m_vdbgrid);
file.write(grids);
file.close();
}
float LevelSet::GetInterpolatedCell(const glm::vec3& index){
return GetInterpolatedCell(index.x, index.y, index.z);
}
float LevelSet::GetInterpolatedCell(const float& x, const float& y, const float& z){
float value;
m_getInterpolatedCellLock.lock();
{
openvdb::Vec3f p(x,y,z);
openvdb::tools::GridSampler<openvdb::FloatTree, openvdb::tools::BoxSampler> interpolator(
m_vdbgrid->constTree(),
m_vdbgrid->transform());
value = interpolator.wsSample(p);
}
m_getInterpolatedCellLock.unlock();
return value;
}
float LevelSet::GetCell(const glm::vec3& index){
return GetCell((int)index.x, (int)index.y, (int)index.z);
}
float LevelSet::GetCell(const int& x, const int& y, const int& z){
openvdb::Coord coord = openvdb::Coord(x,y,z);
openvdb::FloatGrid::Accessor accessor = m_vdbgrid->getAccessor();
float cell = accessor.getValue(coord);
return cell;
}
void LevelSet::SetCell(const glm::vec3& index, const float& value){
SetCell((int)index.x, (int)index.y, (int)index.z, value);
}
void LevelSet::SetCell(const int& x, const int& y, const int& z, const float& value){
m_setCellLock.lock();
{
openvdb::Coord coord = openvdb::Coord(x,y,z);
openvdb::FloatGrid::Accessor accessor = m_vdbgrid->getAccessor();
accessor.setValue(coord, value);
}
m_setCellLock.unlock();
}
openvdb::FloatGrid::Ptr& LevelSet::GetVDBGrid(){
return m_vdbgrid;
}
void LevelSet::Merge(LevelSet& ls){
openvdb::FloatGrid::Ptr objectSDF = ls.GetVDBGrid()->deepCopy();
openvdb::tools::csgUnion(*m_vdbgrid, *objectSDF);
objectSDF->clear();
}
void LevelSet::Copy(LevelSet& ls){
m_vdbgrid = ls.GetVDBGrid()->deepCopy();
}
}