// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #ifndef HBRCORNEREDIT_H #define HBRCORNEREDIT_H #include "../version.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { template class HbrCornerEdit; template std::ostream& operator<<(std::ostream& out, const HbrCornerEdit& path) { out << "vertex path = (" << path.faceid << ' '; for (int i = 0; i < path.nsubfaces; ++i) { out << static_cast(path.subfaces[i]) << ' '; } return out << static_cast(path.vertexid) << "), sharpness = " << path.sharpness; } template class HbrCornerEdit : public HbrHierarchicalEdit { public: HbrCornerEdit(int _faceid, int _nsubfaces, unsigned char *_subfaces, unsigned char _vertexid, typename HbrHierarchicalEdit::Operation _op, float _sharpness) : HbrHierarchicalEdit(_faceid, _nsubfaces, _subfaces), vertexid(_vertexid), op(_op), sharpness(_sharpness) { } HbrCornerEdit(int _faceid, int _nsubfaces, int *_subfaces, int _vertexid, typename HbrHierarchicalEdit::Operation _op, float _sharpness) : HbrHierarchicalEdit(_faceid, _nsubfaces, _subfaces), vertexid(_vertexid), op(_op), sharpness(_sharpness) { } virtual ~HbrCornerEdit() {} friend std::ostream& operator<< (std::ostream& out, const HbrCornerEdit& path); virtual void ApplyEditToFace(HbrFace* face) { if (HbrHierarchicalEdit::GetNSubfaces() == face->GetDepth()) { // Modify vertex sharpness. Note that we could actually do // this in ApplyEditToVertex as well! float sharp; if (op == HbrHierarchicalEdit::Set) { sharp = sharpness; } else if (op == HbrHierarchicalEdit::Add) { sharp = face->GetVertex(vertexid)->GetSharpness() + sharpness; } else if (op == HbrHierarchicalEdit::Subtract) { sharp = face->GetVertex(vertexid)->GetSharpness() - sharpness; } if (sharp < HbrVertex::k_Smooth) { sharp = HbrVertex::k_Smooth; } if (sharp > HbrVertex::k_InfinitelySharp) { sharp = HbrVertex::k_InfinitelySharp; } face->GetVertex(vertexid)->SetSharpness(sharp); } } private: // ID of the edge (you can think of this also as the id of the // origin vertex of the two-vertex length edge) const unsigned char vertexid; typename HbrHierarchicalEdit::Operation op; // sharpness of the vertex edit const float sharpness; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif /* HBRCORNEREDIT_H */