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wip on hollowing refactor
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1009f78862
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4 changed files with 21 additions and 21 deletions
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@ -28,9 +28,9 @@ inline Vec4i to_vec4i(const openvdb::Vec4I &v) { return Vec4i{int(v[0]), int(v[1
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// achievable through the Transform parameter. (TODO: or is it?)
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// The resulting grid will contain the voxel_scale in its metadata under the
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// "voxel_scale" key to be used in grid_to_mesh function.
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openvdb::FloatGrid::Ptr mesh_to_grid(const TriangleMesh & mesh,
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openvdb::FloatGrid::Ptr mesh_to_grid(const indexed_triangle_set & mesh,
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const openvdb::math::Transform &tr = {},
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float voxel_scale = 1.f,
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float voxel_scale = 1.f,
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float exteriorBandWidth = 3.0f,
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float interiorBandWidth = 3.0f,
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int flags = 0);
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@ -40,10 +40,10 @@ sla::Contour3D grid_to_contour3d(const openvdb::FloatGrid &grid,
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double adaptivity,
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bool relaxDisorientedTriangles = true);
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TriangleMesh grid_to_mesh(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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indexed_triangle_set grid_to_mesh(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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openvdb::FloatGrid::Ptr redistance_grid(const openvdb::FloatGrid &grid,
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double iso,
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