2012-12-11 01:15:13 +00:00
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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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// 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 FAR_SUBDIVISION_TABLES_FACTORY_H
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#define FAR_SUBDIVISION_TABLES_FACTORY_H
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#include "../version.h"
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#include "../far/meshFactory.h"
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#include "../far/subdivisionTables.h"
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#include <cassert>
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#include <utility>
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#include <vector>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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template <class T, class U> class FarBilinearSubdivisionTablesFactory;
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template <class T, class U> class FarCatmarkSubdivisionTablesFactory;
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template <class T, class U> class FarLoopSubdivisionTablesFactory;
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/// \brief A specialized factory for FarSubdivisionTables
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///
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2013-05-07 02:05:50 +00:00
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/// This factory is private to Far and should not be used by client code.
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2012-12-11 01:15:13 +00:00
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///
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template <class T, class U> class FarSubdivisionTablesFactory {
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protected:
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friend class FarBilinearSubdivisionTablesFactory<T,U>;
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friend class FarCatmarkSubdivisionTablesFactory<T,U>;
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friend class FarLoopSubdivisionTablesFactory<T,U>;
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template <class X, class Y> friend class FarMeshFactory;
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// This factory accumulates vertex topology data that will be shared among the
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// specialized subdivision scheme factories (Bilinear / Catmark / Loop).
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// It also populates the FarMeshFactory vertex remapping vector that ties the
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// Hbr vertex indices to the FarVertexEdit tables.
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FarSubdivisionTablesFactory( HbrMesh<T> const * mesh, int maxlevel, std::vector<int> & remapTable );
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/// Returns the number of coarse vertices found in the mesh
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int GetNumCoarseVertices() const {
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return (int)(_vertVertsList[0].size());
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}
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/// Total number of face vertices up to 'level'
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int GetNumFaceVerticesTotal(int level) const {
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return sumList<HbrVertex<T> *>(_faceVertsList, level);
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}
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/// Total number of edge vertices up to 'level'
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int GetNumEdgeVerticesTotal(int level) const {
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return sumList<HbrVertex<T> *>(_edgeVertsList, level);
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}
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/// Total number of vertex vertices up to 'level'
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int GetNumVertexVerticesTotal(int level) const {
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return sumList<HbrVertex<T> *>(_vertVertsList, level);
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}
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/// Valence summation up to 'level'
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int GetFaceVertsValenceSum() const { return _faceVertsValenceSum; }
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/// Valence summation for face vertices
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int GetVertVertsValenceSum() const { return _vertVertsValenceSum; }
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// Returns an integer based on the order in which the kernels are applied
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static int GetMaskRanking( unsigned char mask0, unsigned char mask1 );
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// Per-level counters and offsets for each type of vertex (face,edge,vert)
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std::vector<int> _faceVertIdx,
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_edgeVertIdx,
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_vertVertIdx;
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// Mumber of indices required for the face-vert and vertex-vert
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// iteration tables at each level
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int _faceVertsValenceSum,
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_vertVertsValenceSum;
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// lists of vertices sorted by type and level
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std::vector<std::vector< HbrVertex<T> *> > _faceVertsList,
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_edgeVertsList,
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_vertVertsList;
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private:
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2013-03-02 02:27:19 +00:00
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// Returns the subdivision level of a vertex
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static int getVertexDepth(HbrVertex<T> * v);
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2012-12-11 01:15:13 +00:00
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template <class Type> static int sumList( std::vector<std::vector<Type> > const & list, int level );
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// Sums the number of adjacent vertices required to interpolate a Vert-Vertex
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static int sumVertVertexValence(HbrVertex<T> * vertex);
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// Compares vertices based on their topological configuration
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// (see subdivisionTables::GetMaskRanking for more details)
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static bool compareVertices( HbrVertex<T> const *x, HbrVertex<T> const *y );
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};
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template <class T, class U>
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FarSubdivisionTablesFactory<T,U>::FarSubdivisionTablesFactory( HbrMesh<T> const * mesh, int maxlevel, std::vector<int> & remapTable ) :
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_faceVertIdx(maxlevel+1,0),
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_edgeVertIdx(maxlevel+1,0),
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_vertVertIdx(maxlevel+1,0),
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_faceVertsValenceSum(0),
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_vertVertsValenceSum(0),
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_faceVertsList(maxlevel+1),
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_edgeVertsList(maxlevel+1),
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_vertVertsList(maxlevel+1)
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{
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assert( mesh );
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int numVertices = mesh->GetNumVertices();
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std::vector<int> faceCounts(maxlevel+1,0),
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edgeCounts(maxlevel+1,0),
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vertCounts(maxlevel+1,0);
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// First pass (vertices) : count the vertices of each type for each depth
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// up to maxlevel (values are dependent on topology).
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int maxvertid=-1;
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for (int i=0; i<numVertices; ++i) {
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HbrVertex<T> * v = mesh->GetVertex(i);
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assert(v);
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2013-03-02 02:27:19 +00:00
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int depth = getVertexDepth( v );
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2012-12-11 01:15:13 +00:00
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if (depth>maxlevel)
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continue;
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if (depth==0 )
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vertCounts[depth]++;
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if (v->GetID()>maxvertid)
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maxvertid = v->GetID();
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if (v->GetParentFace()) {
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faceCounts[depth]++;
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_faceVertsValenceSum += v->GetParentFace()->GetNumVertices();
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} else if (v->GetParentEdge())
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edgeCounts[depth]++;
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else if (v->GetParentVertex()) {
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vertCounts[depth]++;
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_vertVertsValenceSum+=sumVertVertexValence(v);
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}
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}
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// Per-level offset to the first vertex of each type in the global vertex map
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_vertVertsList[0].reserve( vertCounts[0] );
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for (int l=1; l<(maxlevel+1); ++l) {
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_faceVertIdx[l]= _vertVertIdx[l-1]+vertCounts[l-1];
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_edgeVertIdx[l]= _faceVertIdx[l]+faceCounts[l];
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_vertVertIdx[l]= _edgeVertIdx[l]+edgeCounts[l];
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_faceVertsList[l].reserve( faceCounts[l] );
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_edgeVertsList[l].reserve( edgeCounts[l] );
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_vertVertsList[l].reserve( vertCounts[l] );
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}
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// reset counters
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faceCounts.assign(maxlevel+1,0);
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edgeCounts.assign(maxlevel+1,0);
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remapTable.resize( maxvertid+1, -1);
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// Second pass (vertices) : calculate the starting indices of the sub-tables
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// (face, edge, verts...) and populate the remapping table.
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for (int i=0; i<numVertices; ++i) {
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HbrVertex<T> * v = mesh->GetVertex(i);
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assert(v);
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2013-03-02 02:27:19 +00:00
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int depth = getVertexDepth( v );
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2012-12-11 01:15:13 +00:00
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if (depth>maxlevel)
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continue;
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2013-02-09 23:49:06 +00:00
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assert( remapTable[ v->GetID() ] == -1 );
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2012-12-11 01:15:13 +00:00
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if (depth==0) {
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_vertVertsList[ depth ].push_back( v );
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remapTable[ v->GetID() ] = v->GetID();
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} else if (v->GetParentFace()) {
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remapTable[ v->GetID() ]=_faceVertIdx[depth]+faceCounts[depth]++;
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_faceVertsList[ depth ].push_back( v );
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} else if (v->GetParentEdge()) {
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remapTable[ v->GetID() ]=_edgeVertIdx[depth]+edgeCounts[depth]++;
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_edgeVertsList[ depth ].push_back( v );
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} else if (v->GetParentVertex()) {
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// vertices need to be sorted separately based on compute kernel :
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// the remapping step is done just after this
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_vertVertsList[ depth ].push_back( v );
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}
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}
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// Sort the the vertices that are the child of a vertex based on their weight
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// mask. The masks combinations are ordered so as to minimize the compute
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// kernel switching.(see subdivisionTables::GetMaskRanking for more details)
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for (size_t i=1; i<_vertVertsList.size(); ++i)
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std::sort( _vertVertsList[i].begin(), _vertVertsList[i].end(), compareVertices );
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// These vertices still need a remapped index
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for (int l=1; l<(maxlevel+1); ++l)
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for (size_t i=0; i<_vertVertsList[l].size(); ++i)
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remapTable[ _vertVertsList[l][i]->GetID() ]=_vertVertIdx[l]+(int)i;
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}
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2013-03-02 02:27:19 +00:00
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template <class T, class U> int
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FarSubdivisionTablesFactory<T,U>::getVertexDepth(HbrVertex<T> * v) {
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if (v->IsConnected()) {
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return v->GetFace()->GetDepth();
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} else {
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// Un-connected vertices do not have a face pointer, so we have to seek
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// the parent. Note : subdivision tables can only work with face-vertices,
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// so we assert out of the other types.
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HbrFace<T> * parent = v->GetParentFace();
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assert(parent);
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return parent->GetDepth()+1;
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}
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}
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2012-12-11 01:15:13 +00:00
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template <class T, class U>
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template <class Type> int
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FarSubdivisionTablesFactory<T,U>::sumList( std::vector<std::vector<Type> > const & list, int level) {
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level = std::min(level, (int)list.size()-1);
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int total = 0;
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for (int i=0; i<=level; ++i)
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total += (int)list[i].size();
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return total;
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}
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// The ranking matrix defines the order of execution for the various combinations
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// of Corner, Crease, Dart and Smooth topological configurations. This matrix is
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// somewhat arbitrary as it is possible to perform some permutations in the
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// ordering without adverse effects, but it does try to minimize kernel switching
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// during the exececution of Apply(). This table is identical for both the Loop
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// and Catmull-Clark schemes.
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//
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// The matrix is derived from this table :
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// Rules +----+----+----+----+----+----+----+----+----+----+
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// Pass 0 | Dt | Sm | Sm | Dt | Sm | Dt | Sm | Cr | Co | Cr |
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// Pass 1 | | | | Co | Co | Cr | Cr | Co | | |
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// Kernel +----+----+----+----+----+----+----+----+----+----+
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// Pass 0 | B | B | B | B | B | B | B | A | A | A |
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// Pass 1 | | | | A | A | A | A | A | | |
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// +----+----+----+----+----+----+----+----+----+----+
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// Rank | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
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// +----+----+----+----+----+----+----+----+----+----+
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// with :
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// - A : compute kernel applying k_Crease / k_Corner rules
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// - B : compute kernel applying k_Smooth / k_Dart rules
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template <class T, class U> int
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FarSubdivisionTablesFactory<T,U>::GetMaskRanking( unsigned char mask0, unsigned char mask1 ) {
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static short masks[4][4] = { { 0, 1, 6, 4 },
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{ 0xFF, 2, 5, 3 },
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{ 0xFF, 0xFF, 9, 7 },
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{ 0xFF, 0xFF, 0xFF, 8 } };
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return masks[mask0][mask1];
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}
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// Sums the number of adjacent vertices required to interpolate a Vert-Vertex
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template <class T, class U> int
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FarSubdivisionTablesFactory<T,U>::sumVertVertexValence(HbrVertex<T> * vertex) {
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int masks[2], npasses=1, result=0;
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HbrVertex<T> * pv = vertex->GetParentVertex();
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assert(pv);
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masks[0] = pv->GetMask(false);
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masks[1] = pv->GetMask(true);
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if (masks[0] != masks[1]and (
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not (masks[0]==HbrVertex<T>::k_Smooth and
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masks[1]==HbrVertex<T>::k_Dart)))
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npasses = 2;
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int valence = pv->GetValence();
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for (int i=0; i<npasses; ++i)
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switch (masks[i]) {
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case HbrVertex<T>::k_Smooth:
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case HbrVertex<T>::k_Dart: result+=valence; break;
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default: break;
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}
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return result;
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}
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// Compare the weight masks of 2 vertices using the following ordering table.
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//
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// Assuming 2 computer kernels :
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// - A handles the k_Crease and K_Corner rules
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// - B handles the K_Smooth and K_Dart rules
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// The vertices should be sorted so as to minimize the number execution calls of
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// these kernels to match the 2 pass interpolation scheme used in Hbr.
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template <class T, class U> bool
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FarSubdivisionTablesFactory<T,U>::compareVertices( HbrVertex<T> const * x, HbrVertex<T> const * y ) {
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// Masks of the parent vertex decide for the current vertex.
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HbrVertex<T> * px=x->GetParentVertex(),
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* py=y->GetParentVertex();
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assert( (GetMaskRanking(px->GetMask(false), px->GetMask(true) )!=0xFF) and
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(GetMaskRanking(py->GetMask(false), py->GetMask(true) )!=0xFF) );
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return GetMaskRanking(px->GetMask(false), px->GetMask(true) ) <
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GetMaskRanking(py->GetMask(false), py->GetMask(true) );
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}
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif /* FAR_SUBDIVISION_TABLES_H */
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