Fix hollowing crash when splitting broken object has zero parts.
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1 changed files with 12 additions and 9 deletions
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@ -64,11 +64,6 @@ openvdb::FloatGrid::Ptr mesh_to_grid(const TriangleMesh &mesh,
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float interiorBandWidth,
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float interiorBandWidth,
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int flags)
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int flags)
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{
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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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openvdb::initialize();
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openvdb::initialize();
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TriangleMeshPtrs meshparts = mesh.split();
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TriangleMeshPtrs meshparts = mesh.split();
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@ -83,15 +78,23 @@ openvdb::FloatGrid::Ptr mesh_to_grid(const TriangleMesh &mesh,
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openvdb::FloatGrid::Ptr grid;
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openvdb::FloatGrid::Ptr grid;
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for (TriangleMesh *m : meshparts) {
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for (TriangleMesh *m : meshparts) {
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auto gridptr = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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auto subgrid = openvdb::tools::meshToVolume<openvdb::FloatGrid>(
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TriangleMeshDataAdapter{*m}, tr, exteriorBandWidth,
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TriangleMeshDataAdapter{*m}, tr, exteriorBandWidth,
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interiorBandWidth, flags);
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interiorBandWidth, flags);
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if (grid && gridptr) openvdb::tools::csgUnion(*grid, *gridptr);
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if (grid && subgrid) openvdb::tools::csgUnion(*grid, *subgrid);
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else if (gridptr) grid = std::move(gridptr);
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else if (subgrid) grid = std::move(subgrid);
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}
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}
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grid = openvdb::tools::levelSetRebuild(*grid, 0., exteriorBandWidth, interiorBandWidth);
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if (grid) {
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grid = openvdb::tools::levelSetRebuild(*grid, 0., exteriorBandWidth,
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interiorBandWidth);
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} else if(meshparts.empty()) {
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// Splitting failed, fall back to hollow the original mesh
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grid = 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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return grid;
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return grid;
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}
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}
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