wip on hollowing refactor

This commit is contained in:
tamasmeszaros 2021-05-25 18:23:01 +02:00
parent 1009f78862
commit f12187b53d
4 changed files with 21 additions and 21 deletions

View file

@ -28,9 +28,9 @@ inline Vec4i to_vec4i(const openvdb::Vec4I &v) { return Vec4i{int(v[0]), int(v[1
// achievable through the Transform parameter. (TODO: or is it?)
// The resulting grid will contain the voxel_scale in its metadata under the
// "voxel_scale" key to be used in grid_to_mesh function.
openvdb::FloatGrid::Ptr mesh_to_grid(const TriangleMesh & mesh,
openvdb::FloatGrid::Ptr mesh_to_grid(const indexed_triangle_set & mesh,
const openvdb::math::Transform &tr = {},
float voxel_scale = 1.f,
float voxel_scale = 1.f,
float exteriorBandWidth = 3.0f,
float interiorBandWidth = 3.0f,
int flags = 0);
@ -40,10 +40,10 @@ sla::Contour3D grid_to_contour3d(const openvdb::FloatGrid &grid,
double adaptivity,
bool relaxDisorientedTriangles = true);
TriangleMesh grid_to_mesh(const openvdb::FloatGrid &grid,
double isovalue = 0.0,
double adaptivity = 0.0,
bool relaxDisorientedTriangles = true);
indexed_triangle_set grid_to_mesh(const openvdb::FloatGrid &grid,
double isovalue = 0.0,
double adaptivity = 0.0,
bool relaxDisorientedTriangles = true);
openvdb::FloatGrid::Ptr redistance_grid(const openvdb::FloatGrid &grid,
double iso,