mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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295 lines
12 KiB
C
295 lines
12 KiB
C
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#ifndef HBRSUBDIVISION_H
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#define HBRSUBDIVISION_H
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template <class T> class HbrFace;
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template <class T> class HbrVertex;
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template <class T> class HbrHalfedge;
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template <class T> class HbrMesh;
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template <class T> class HbrSubdivision {
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public:
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HbrSubdivision<T>()
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: creaseSubdivision(k_CreaseNormal) {}
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virtual ~HbrSubdivision<T>() {}
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virtual HbrSubdivision<T>* Clone() const = 0;
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// How to subdivide a face
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virtual void Refine(HbrMesh<T>* mesh, HbrFace<T>* face) = 0;
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// Subdivide a face only at a particular vertex (creating one child)
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virtual HbrFace<T>* RefineFaceAtVertex(HbrMesh<T>* mesh, HbrFace<T>* face, HbrVertex<T>* vertex) = 0;
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// Refine all faces around a particular vertex
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virtual void RefineAtVertex(HbrMesh<T>* mesh, HbrVertex<T>* vertex);
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// Given an edge, try to ensure the edge's opposite exists by
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// forcing refinement up the hierarchy
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virtual void GuaranteeNeighbor(HbrMesh<T>* mesh, HbrHalfedge<T>* edge) = 0;
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// Given an vertex, ensure all faces in the ring around it exist
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// by forcing refinement up the hierarchy
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virtual void GuaranteeNeighbors(HbrMesh<T>* mesh, HbrVertex<T>* vertex) = 0;
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// Returns true if the vertex, edge, or face has a limit point,
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// curve, or surface associated with it
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virtual bool HasLimit(HbrMesh<T>* /* mesh */, HbrFace<T>* /* face */) { return true; }
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virtual bool HasLimit(HbrMesh<T>* /* mesh */, HbrHalfedge<T>* /* edge */) { return true; }
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virtual bool HasLimit(HbrMesh<T>* /* mesh */, HbrVertex<T>* /* vertex */) { return true; }
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// How to turn faces, edges, and vertices into vertices
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virtual HbrVertex<T>* Subdivide(HbrMesh<T>* mesh, HbrFace<T>* face) = 0;
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virtual HbrVertex<T>* Subdivide(HbrMesh<T>* mesh, HbrHalfedge<T>* edge) = 0;
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virtual HbrVertex<T>* Subdivide(HbrMesh<T>* mesh, HbrVertex<T>* vertex) = 0;
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// Returns true if the vertex is extraordinary in the subdivision scheme
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virtual bool VertexIsExtraordinary(HbrMesh<T>* /* mesh */, HbrVertex<T>* /* vertex */) { return false; }
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// Crease subdivision rules. When subdividing a edge with a crease
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// strength, we get two child subedges, and we need to determine
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// what weights to assign these subedges. The "normal" rule
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// is to simply assign the current edge's crease strength - 1
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// to both of the child subedges. The "Chaikin" rule looks at the
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// current edge and incident edges to the current edge's end
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// vertices, and weighs them; for more information consult
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// the Geri's Game paper.
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enum CreaseSubdivision {
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k_CreaseNormal,
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k_CreaseChaikin
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};
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CreaseSubdivision GetCreaseSubdivisionMethod() const { return creaseSubdivision; }
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void SetCreaseSubdivisionMethod(CreaseSubdivision method) { creaseSubdivision = method; }
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// Figures out how to assign a crease weight on an edge to its
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// subedge. The subedge must be a child of the parent edge
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// (either subedge->GetOrgVertex() or subedge->GetDestVertex()
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// == edge->Subdivide()). The vertex supplied must NOT be
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// a parent of the subedge; it is either the origin or
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// destination vertex of edge.
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void SubdivideCreaseWeight(HbrHalfedge<T>* edge, HbrVertex<T>* vertex, HbrHalfedge<T>* subedge);
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// Returns the expected number of children faces after subdivision
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// for a face with the given number of vertices.
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virtual int GetFaceChildrenCount(int nvertices) const = 0;
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protected:
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CreaseSubdivision creaseSubdivision;
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// Helper routine for subclasses: for a given vertex, sums
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// contributions from surrounding vertices
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void AddSurroundingVerticesWithWeight(HbrMesh<T>* mesh, HbrVertex<T>* vertex, float weight, T* data);
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// Helper routine for subclasses: for a given vertex with a crease
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// mask, adds contributions from the two crease edges
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void AddCreaseEdgesWithWeight(HbrMesh<T>* mesh, HbrVertex<T>* vertex, bool next, float weight, T* data);
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private:
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// Helper class used by AddSurroundingVerticesWithWeight
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class SmoothSubdivisionVertexOperator : public HbrVertexOperator<T> {
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public:
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SmoothSubdivisionVertexOperator(T* data, bool meshHasEdits, float weight)
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: m_data(data),
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m_meshHasEdits(meshHasEdits),
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m_weight(weight)
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{
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}
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virtual void operator() (HbrVertex<T> &vertex) {
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// Must ensure vertex edits have been applied
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if (m_meshHasEdits) {
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vertex.GuaranteeNeighbors();
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}
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m_data->AddWithWeight(vertex.GetData(), m_weight);
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}
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private:
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T* m_data;
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const bool m_meshHasEdits;
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const float m_weight;
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};
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// Helper class used by AddCreaseEdgesWithWeight
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class CreaseSubdivisionHalfedgeOperator : public HbrHalfedgeOperator<T> {
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public:
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CreaseSubdivisionHalfedgeOperator(HbrVertex<T> *vertex, T* data, bool meshHasEdits, bool next, float weight)
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: m_vertex(vertex),
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m_data(data),
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m_meshHasEdits(meshHasEdits),
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m_next(next),
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m_weight(weight),
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m_count(0)
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{
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}
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virtual void operator() (HbrHalfedge<T> &edge) {
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if (m_count < 2 && edge.IsSharp(m_next)) {
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HbrVertex<T>* a = edge.GetDestVertex();
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if (a == m_vertex) a = edge.GetOrgVertex();
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// Must ensure vertex edits have been applied
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if (m_meshHasEdits) {
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a->GuaranteeNeighbors();
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}
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m_data->AddWithWeight(a->GetData(), m_weight);
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m_count++;
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}
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}
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private:
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HbrVertex<T>* m_vertex;
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T* m_data;
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const bool m_meshHasEdits;
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const bool m_next;
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const float m_weight;
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int m_count;
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};
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private:
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// Helper class used by RefineAtVertex.
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class RefineFaceAtVertexOperator : public HbrFaceOperator<T> {
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public:
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RefineFaceAtVertexOperator(HbrSubdivision<T>* subdivision, HbrMesh<T>* mesh, HbrVertex<T> *vertex)
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: m_subdivision(subdivision),
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m_mesh(mesh),
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m_vertex(vertex)
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{
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}
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virtual void operator() (HbrFace<T> &face) {
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m_subdivision->RefineFaceAtVertex(m_mesh, &face, m_vertex);
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}
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private:
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HbrSubdivision<T>* const m_subdivision;
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HbrMesh<T>* const m_mesh;
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HbrVertex<T>* const m_vertex;
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};
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};
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template <class T>
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void
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HbrSubdivision<T>::RefineAtVertex(HbrMesh<T>* mesh, HbrVertex<T>* vertex) {
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GuaranteeNeighbors(mesh, vertex);
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RefineFaceAtVertexOperator op(this, mesh, vertex);
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vertex->ApplyOperatorSurroundingFaces(op);
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}
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template <class T>
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void
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HbrSubdivision<T>::SubdivideCreaseWeight(HbrHalfedge<T>* edge, HbrVertex<T>* vertex, HbrHalfedge<T>* subedge) {
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float sharpness = edge->GetSharpness();
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// In all methods, if the parent edge is infinitely sharp, the
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// child edge is also infinitely sharp
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if (sharpness >= HbrHalfedge<T>::k_InfinitelySharp) {
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subedge->SetSharpness(HbrHalfedge<T>::k_InfinitelySharp);
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}
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// Chaikin's curve subdivision: use 3/4 of the parent sharpness,
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// plus 1/4 of crease sharpnesses incident to vertex
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else if (creaseSubdivision == HbrSubdivision<T>::k_CreaseChaikin) {
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float childsharp = 0.0f;
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// Add 1/4 of the sharpness of all crease edges incident to
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// the vertex (other than this crease edge)
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std::list<HbrHalfedge<T>*> edges;
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vertex->GuaranteeNeighbors();
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vertex->GetSurroundingEdges(edges);
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int n = 0;
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for (typename std::list<HbrHalfedge<T>*>::iterator ei = edges.begin(); ei != edges.end(); ++ei) {
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if (*ei == edge) continue;
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if ((*ei)->GetSharpness() > HbrHalfedge<T>::k_Smooth) {
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childsharp += (*ei)->GetSharpness();
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n++;
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}
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}
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if (n) {
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childsharp = childsharp * 0.25f / n;
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}
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// Add 3/4 of the sharpness of this crease edge
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childsharp += sharpness * 0.75f;
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childsharp -= 1.0f;
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if (childsharp < (float) HbrHalfedge<T>::k_Smooth) {
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childsharp = (float) HbrHalfedge<T>::k_Smooth;
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}
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subedge->SetSharpness(childsharp);
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} else {
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sharpness -= 1.0f;
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if (sharpness < (float) HbrHalfedge<T>::k_Smooth) {
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sharpness = (float) HbrHalfedge<T>::k_Smooth;
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}
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subedge->SetSharpness(sharpness);
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}
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}
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template <class T>
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void
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HbrSubdivision<T>::AddSurroundingVerticesWithWeight(HbrMesh<T>* mesh, HbrVertex<T>* vertex, float weight, T* data) {
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SmoothSubdivisionVertexOperator op(data, mesh->HasVertexEdits(), weight);
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vertex->ApplyOperatorSurroundingVertices(op);
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}
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template <class T>
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void
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HbrSubdivision<T>::AddCreaseEdgesWithWeight(HbrMesh<T>* mesh, HbrVertex<T>* vertex, bool next, float weight, T* data) {
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CreaseSubdivisionHalfedgeOperator op(vertex, data, mesh->HasVertexEdits(), next, weight);
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vertex->ApplyOperatorSurroundingEdges(op);
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}
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#endif /* HBRSUBDIVISION_H */
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