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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 FAR_MESH_H
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#define FAR_MESH_H
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#include <cassert>
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#include <vector>
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#include "../version.h"
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#include "../far/subdivisionTables.h"
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#include "../far/vertexEditTables.h"
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2012-06-08 18:18:20 +00:00
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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template <class U> class FarDispatcher;
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// Core serialized subdivision mesh class.
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//
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// In order to support both interleaved & non-interleaved vertex access,
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// classes are dual-templated : T corresponds to the Hbr vertex representation
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// while U correcsponds to this library's vertex representation. In some cases,
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// the actual positions of the vertices are irrelevant, so passing an "empty"
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// vertex class to Hbr is perfectly acceptable and saves some data-copy steps.
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template <class U> class FarMesh {
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public:
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~FarMesh();
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// returns the subdivision method
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FarSubdivisionTables<U> const * GetSubdivision() const { return _subdivisionTables; }
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// returns the compute dispatcher
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FarDispatcher<U> const * GetDispatcher() const { return _dispatcher; }
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enum PatchType {
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k_BilinearTriangles,
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k_BilinearQuads,
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k_Triangles,
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};
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// returns the type of patches described by the face vertices list
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PatchType GetPatchType() const { return _patchtype; }
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// returns the list of vertices in the mesh (from subdiv level 0 to N)
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std::vector<U> & GetVertices() { return _vertices; }
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U & GetVertex(int index) { return _vertices[index]; }
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// returns the list of indices of the vertices of the faces in the mesh
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std::vector<int> const & GetFaceVertices(int level) const;
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// returns the ptex coordinates for each face at a given level. The coordinates
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// are stored as : (int) faceindex / (ushort) u_index / (ushort) v_index
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std::vector<int> const & GetPtexCoordinates(int level) const;
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// returns vertex edit tables
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FarVertexEditTables<U> const * GetVertexEdit() const { return _vertexEditTables; }
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// returns the number of coarse vertices held at the beginning of the vertex
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// buffer.
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int GetNumCoarseVertices() const;
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// returns the total number of vertices in the mesh across across all depths
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int GetNumVertices() const { return (int)(_vertices.size()); }
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// apply the subdivision tables to compute the positions of the vertices up
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// to 'level'
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void Subdivide(int level=-1);
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private:
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// Note : the vertex classes are renamed <X,Y> so as not to shadow the
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// declaration of the templated vertex class U.
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template <class X, class Y> friend class FarMeshFactory;
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FarMesh() : _subdivisionTables(0), _dispatcher(0), _vertexEditTables(0) { }
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// non-copyable, so these are not implemented:
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FarMesh(FarMesh<U> const &);
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FarMesh<U> & operator = (FarMesh<U> const &);
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// subdivision method used in this mesh
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FarSubdivisionTables<U> * _subdivisionTables;
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// hierarchical vertex edit tables
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FarVertexEditTables<U> * _vertexEditTables;
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// customizable compute dispatcher class
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FarDispatcher<U> * _dispatcher;
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// list of vertices (up to N levels of subdivision)
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std::vector<U> _vertices;
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// list of vertex indices for each face
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std::vector< std::vector<int> > _faceverts;
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// ptex coordinates for each face
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std::vector< std::vector<int> > _ptexcoordinates;
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// XXX stub for adaptive work
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PatchType _patchtype;
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// number of vertices at level 0 of subdivision
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int _numCoarseVertices;
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};
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template <class U>
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FarMesh<U>::~FarMesh()
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{
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delete _subdivisionTables;
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delete _vertexEditTables;
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}
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template <class U> int
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FarMesh<U>::GetNumCoarseVertices() const {
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return _numCoarseVertices;
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}
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template <class U> std::vector<int> const &
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FarMesh<U>::GetFaceVertices(int level) const {
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if ( (level>=0) and (level<(int)_faceverts.size()) )
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return _faceverts[level];
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return _faceverts[0];
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}
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template <class U> std::vector<int> const &
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FarMesh<U>::GetPtexCoordinates(int level) const {
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if ( (level>=0) and (level<(int)_faceverts.size()) )
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return _ptexcoordinates[level];
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return _ptexcoordinates[0];
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}
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template <class U> void
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FarMesh<U>::Subdivide(int maxlevel) {
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assert(_subdivisionTables);
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if ( (maxlevel < 0) )
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maxlevel=_subdivisionTables->GetMaxLevel();
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else
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maxlevel = std::min(maxlevel, _subdivisionTables->GetMaxLevel());
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for (int i=1; i<maxlevel; ++i) {
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_subdivisionTables->Apply(i);
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if (_vertexEditTables)
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_vertexEditTables->Apply(i);
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}
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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_MESH_H */
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