// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #ifndef OPENSUBDIV3_HBRLOOP_H #define OPENSUBDIV3_HBRLOOP_H #include #include #include #include "../hbr/subdivision.h" #include "../version.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { /* #define HBR_DEBUG */ template class HbrLoopSubdivision : public HbrSubdivision{ public: HbrLoopSubdivision() : HbrSubdivision() {} virtual HbrSubdivision* Clone() const { return new HbrLoopSubdivision(); } virtual void Refine(HbrMesh* mesh, HbrFace* face); virtual HbrFace* RefineFaceAtVertex(HbrMesh* mesh, HbrFace* face, HbrVertex* vertex); virtual void GuaranteeNeighbor(HbrMesh* mesh, HbrHalfedge* edge); virtual void GuaranteeNeighbors(HbrMesh* mesh, HbrVertex* vertex); virtual bool HasLimit(HbrMesh* mesh, HbrFace* face); virtual bool HasLimit(HbrMesh* mesh, HbrHalfedge* edge); virtual bool HasLimit(HbrMesh* mesh, HbrVertex* vertex); virtual HbrVertex* Subdivide(HbrMesh* mesh, HbrFace* face); virtual HbrVertex* Subdivide(HbrMesh* mesh, HbrHalfedge* edge); virtual HbrVertex* Subdivide(HbrMesh* mesh, HbrVertex* vertex); virtual bool VertexIsExtraordinary(HbrMesh const * /* mesh */, HbrVertex* vertex) { return vertex->GetValence() != 6; } virtual bool FaceIsExtraordinary(HbrMesh const * /* mesh */, HbrFace* face) { return face->GetNumVertices() != 3; } virtual int GetFaceChildrenCount(int /* nvertices */) const { return 4; } private: // Transfers facevarying data from a parent face to a child face void transferFVarToChild(HbrMesh* mesh, HbrFace* face, HbrFace* child, int index); // Transfers vertex and edge edits from a parent face to a child face void transferEditsToChild(HbrFace* face, HbrFace* child, int index); // Generates the fourth child of a triangle: the triangle in the // middle whose vertices have parents which are all edges void refineFaceAtMiddle(HbrMesh* mesh, HbrFace* face); }; template void HbrLoopSubdivision::transferFVarToChild(HbrMesh* mesh, HbrFace* face, HbrFace* child, int index) { typename HbrMesh::InterpolateBoundaryMethod fvarinterp = mesh->GetFVarInterpolateBoundaryMethod(); HbrVertex* childVertex; // In the case of index == 3, this is the middle face, and so // we need to do three edge subdivision rules if (index == 3) { const int fvarcount = mesh->GetFVarCount(); for (int i = 0; i < 3; ++i) { HbrHalfedge *edge = face->GetEdge(i); GuaranteeNeighbor(mesh, edge); childVertex = child->GetVertex((i + 2) % 3); bool fvIsSmooth = !edge->IsFVarInfiniteSharpAnywhere(); if (!fvIsSmooth) { childVertex->NewFVarData(child); } HbrFVarData& fv = childVertex->GetFVarData(child); int fvarindex = 0; for (int fvaritem = 0; fvaritem < fvarcount; ++fvaritem) { const int fvarwidth = mesh->GetFVarWidths()[fvaritem]; if (fvarinterp == HbrMesh::k_InterpolateBoundaryNone || face->GetEdge(i)->GetFVarSharpness(fvaritem) || face->GetEdge(i)->IsBoundary()) { // Sharp edge rule fv.SetWithWeight(face->GetFVarData(i), fvarindex, fvarwidth, 0.5f); fv.AddWithWeight(face->GetFVarData((i + 1) % 3), fvarindex, fvarwidth, 0.5f); } else if (!fvIsSmooth || !fv.IsInitialized()) { // Smooth edge subdivision. Add 0.375 of adjacent vertices fv.SetWithWeight(face->GetFVarData(i), fvarindex, fvarwidth, 0.375f); fv.AddWithWeight(face->GetFVarData((i + 1) % 3), fvarindex, fvarwidth, 0.375f); // Add 0.125 of opposite vertices fv.AddWithWeight(face->GetFVarData((i + 2) % 3), fvarindex, fvarwidth, 0.125f); HbrFace* oppFace = face->GetEdge(i)->GetRightFace(); for (int j = 0; j < oppFace->GetNumVertices(); ++j) { if (oppFace->GetVertex(j) == face->GetVertex(i)) { fv.AddWithWeight(oppFace->GetFVarData((j+1)%oppFace->GetNumVertices()), fvarindex, fvarwidth, 0.125f); break; } } } fvarindex += fvarwidth; } fv.SetInitialized(); } return; } HbrHalfedge* edge; HbrVertex* v = face->GetVertex(index); // Otherwise we proceed with one vertex and two edge subdivision // applications. First the vertex subdivision rule. Analyze // whether the vertex is on the boundary and whether it's an // infinitely sharp corner. We determine the last by checking the // propagate corners flag on the mesh; if it's off, we check the // two edges of this face incident to that vertex and determining // whether they are facevarying boundary edges - this is analogous // to what goes on for the interpolateboundary tag (which when set // to EDGEANDCORNER marks vertices with a valence of two as being // sharp corners). If propagate corners is on, we check *all* // faces to see if two edges side by side are facevarying boundary // edges. The facevarying boundary check ignores geometric // sharpness, otherwise we may swim at geometric creases which // aren't actually discontinuous. // // We need to make sure that that each of the vertices of the // child face have the appropriate facevarying storage as // needed. If there are discontinuities in any facevarying datum, // the vertex must allocate a new block of facevarying storage // specific to the child face. v->GuaranteeNeighbors(); bool fv0IsSmooth, fv1IsSmooth, fv2IsSmooth; childVertex = child->GetVertex(index); fv0IsSmooth = v->IsFVarAllSmooth(); if (!fv0IsSmooth) { childVertex->NewFVarData(child); } HbrFVarData& fv0 = childVertex->GetFVarData(child); edge = face->GetEdge(index); GuaranteeNeighbor(mesh, edge); assert(edge->GetOrgVertex() == v); childVertex = child->GetVertex((index + 1) % 3); fv1IsSmooth = !edge->IsFVarInfiniteSharpAnywhere(); if (!fv1IsSmooth) { childVertex->NewFVarData(child); } HbrFVarData& fv1 = childVertex->GetFVarData(child); edge = edge->GetPrev(); GuaranteeNeighbor(mesh, edge); assert(edge == face->GetEdge((index + 2) % 3)); assert(edge->GetDestVertex() == v); childVertex = child->GetVertex((index + 2) % 3); fv2IsSmooth = !edge->IsFVarInfiniteSharpAnywhere(); if (!fv2IsSmooth) { childVertex->NewFVarData(child); } HbrFVarData& fv2 = childVertex->GetFVarData(child); const int fvarcount = mesh->GetFVarCount(); int fvarindex = 0; for (int fvaritem = 0; fvaritem < fvarcount; ++fvaritem) { bool infcorner = false; const int fvarwidth = mesh->GetFVarWidths()[fvaritem]; const char fvarmask = v->GetFVarMask(fvaritem); if (fvarinterp == HbrMesh::k_InterpolateBoundaryEdgeAndCorner) { if (fvarmask >= HbrVertex::k_Corner) { infcorner = true; } else if (mesh->GetFVarPropagateCorners()) { if (v->IsFVarCorner(fvaritem)) { infcorner = true; } } else { if (face->GetEdge(index)->GetFVarSharpness(fvaritem, true) && face->GetEdge(index)->GetPrev()->GetFVarSharpness(fvaritem, true)) { infcorner = true; } } } // Infinitely sharp vertex rule. Applied if the vertex is: // - undergoing no facevarying boundary interpolation; // - at a geometric crease, in either boundary interpolation case; or // - is an infinitely sharp facevarying vertex, in the EDGEANDCORNER case; or // - has a mask equal or greater than one, in the "always // sharp" interpolate boundary case if (fvarinterp == HbrMesh::k_InterpolateBoundaryNone || (fvarinterp == HbrMesh::k_InterpolateBoundaryAlwaysSharp && fvarmask >= 1) || v->GetSharpness() > HbrVertex::k_Smooth || infcorner) { fv0.SetWithWeight(face->GetFVarData(index), fvarindex, fvarwidth, 1.0f); } // Dart rule: unlike geometric creases, because there's two // discontinuous values for the one incident edge, we use the // boundary rule and not the smooth rule else if (fvarmask == 1) { // Use 0.75 of the current vert fv0.SetWithWeight(face->GetFVarData(index), fvarindex, fvarwidth, 0.75f); // 0.125 of "two adjacent edge vertices", which in actuality // are the facevarying values of the same vertex but on each // side of the single incident facevarying sharp edge HbrHalfedge* start = v->GetIncidentEdge(), *edge, *nextedge; edge = start; while (edge) { if (edge->GetFVarSharpness(fvaritem)) { break; } nextedge = v->GetNextEdge(edge); if (nextedge == start) { assert(0); // we should have found it by now break; } else if (!nextedge) { // should never get into this case - if the vertex is // on a boundary, it can never be a facevarying dart // vertex assert(0); edge = edge->GetPrev(); break; } else { edge = nextedge; } } HbrVertex* w = edge->GetDestVertex(); HbrFace* bestface = edge->GetLeftFace(); int j; for (j = 0; j < bestface->GetNumVertices(); ++j) { if (bestface->GetVertex(j) == w) break; } assert(j != bestface->GetNumVertices()); fv0.AddWithWeight(bestface->GetFVarData(j), fvarindex, fvarwidth, 0.125f); bestface = edge->GetRightFace(); for (j = 0; j < bestface->GetNumVertices(); ++j) { if (bestface->GetVertex(j) == w) break; } assert(j != bestface->GetNumVertices()); fv0.AddWithWeight(bestface->GetFVarData(j), fvarindex, fvarwidth, 0.125f); } // Boundary vertex rule (can use FVarSmooth, which is equivalent // to checking that it's sharper than a dart) else if (fvarmask != 0) { // Use 0.75 of the current vert fv0.SetWithWeight(face->GetFVarData(index), fvarindex, fvarwidth, 0.75f); // Compute 0.125 of two adjacent edge vertices. However the // two adjacent edge vertices we use must be part of the // facevarying "boundary". To find the first edge we cycle // counterclockwise around the current vertex v and look for // the first boundary edge HbrFace* bestface = face; HbrHalfedge* bestedge = face->GetEdge(index)->GetPrev(); HbrHalfedge* starte = bestedge->GetOpposite(); HbrVertex* w = 0; if (!starte) { w = face->GetEdge(index)->GetPrev()->GetOrgVertex(); } else { HbrHalfedge* e = starte, *next; assert(starte->GetOrgVertex() == v); do { if (e->GetFVarSharpness(fvaritem) || !e->GetLeftFace()) { bestface = e->GetRightFace(); bestedge = e; break; } next = v->GetNextEdge(e); if (!next) { bestface = e->GetLeftFace(); w = e->GetPrev()->GetOrgVertex(); break; } e = next; } while (e && e != starte); } if (!w) w = bestedge->GetDestVertex(); int j; for (j = 0; j < bestface->GetNumVertices(); ++j) { if (bestface->GetVertex(j) == w) break; } assert(j != bestface->GetNumVertices()); fv0.AddWithWeight(bestface->GetFVarData(j), fvarindex, fvarwidth, 0.125f); // Look for the other edge by cycling clockwise around v bestface = face; bestedge = face->GetEdge(index); starte = bestedge; w = 0; if (HbrHalfedge* e = starte) { assert(starte->GetOrgVertex() == v); do { if (e->GetFVarSharpness(fvaritem) || !e->GetRightFace()) { bestface = e->GetLeftFace(); bestedge = e; break; } assert(e->GetOpposite()); e = v->GetPreviousEdge(e); } while (e && e != starte); } if (!w) w = bestedge->GetDestVertex(); for (j = 0; j < bestface->GetNumVertices(); ++j) { if (bestface->GetVertex(j) == w) break; } assert(j != bestface->GetNumVertices()); fv0.AddWithWeight(bestface->GetFVarData(j), fvarindex, fvarwidth, 0.125f); } // Smooth rule else if (!fv0IsSmooth || !fv0.IsInitialized()) { int valence = v->GetValence(); float invvalence = 1.0f / valence; float beta = 0.25f * cosf((float)M_PI * 2.0f * invvalence) + 0.375f; beta = beta * beta; beta = (0.625f - beta) * invvalence; // Use 1 - beta * valence of the current vertex value fv0.SetWithWeight(face->GetFVarData(index), fvarindex, fvarwidth, 1 - (beta * valence)); // Add beta of surrounding vertices averages. We loop over all // surrounding faces.. HbrHalfedge* start = v->GetIncidentEdge(), *edge; edge = start; while (edge) { HbrFace* g = edge->GetLeftFace(); // .. and look for the edge on that face whose origin is // the same as v, and add a contribution from its // destination vertex value; this takes care of the // surrounding edge vertex addition. for (int j = 0; j < g->GetNumVertices(); ++j) { if (g->GetEdge(j)->GetOrgVertex() == v) { fv0.AddWithWeight(g->GetFVarData((j + 1) % g->GetNumVertices()), fvarindex, fvarwidth, beta); break; } } edge = v->GetNextEdge(edge); if (edge == start) break; } } // Edge subdivision rule HbrHalfedge* edge = face->GetEdge(index); if (fvarinterp == HbrMesh::k_InterpolateBoundaryNone || edge->GetFVarSharpness(fvaritem) || edge->IsBoundary()) { // Sharp edge rule fv1.SetWithWeight(face->GetFVarData(index), fvarindex, fvarwidth, 0.5f); fv1.AddWithWeight(face->GetFVarData((index + 1) % 3), fvarindex, fvarwidth, 0.5f); } else if (!fv1IsSmooth || !fv1.IsInitialized()) { // Smooth edge subdivision. Add 0.375 of adjacent vertices fv1.SetWithWeight(face->GetFVarData(index), fvarindex, fvarwidth, 0.375f); fv1.AddWithWeight(face->GetFVarData((index + 1) % 3), fvarindex, fvarwidth, 0.375f); // Add 0.125 of opposite vertices fv1.AddWithWeight(face->GetFVarData((index + 2) % 3), fvarindex, fvarwidth, 0.125f); HbrFace* oppFace = edge->GetRightFace(); for (int j = 0; j < oppFace->GetNumVertices(); ++j) { if (oppFace->GetVertex(j) == v) { fv1.AddWithWeight(oppFace->GetFVarData((j+1)%oppFace->GetNumVertices()), fvarindex, fvarwidth, 0.125f); break; } } } // Edge subdivision rule edge = edge->GetPrev(); if (fvarinterp == HbrMesh::k_InterpolateBoundaryNone || edge->GetFVarSharpness(fvaritem) || edge->IsBoundary()) { // Sharp edge rule fv2.SetWithWeight(face->GetFVarData((index + 2) % 3), fvarindex, fvarwidth, 0.5f); fv2.AddWithWeight(face->GetFVarData(index), fvarindex, fvarwidth, 0.5f); } else if (!fv2IsSmooth || !fv2.IsInitialized()) { // Smooth edge subdivision. Add 0.375 of adjacent vertices fv2.SetWithWeight(face->GetFVarData((index + 2) % 3), fvarindex, fvarwidth, 0.375f); fv2.AddWithWeight(face->GetFVarData(index), fvarindex, fvarwidth, 0.375f); // Add 0.125 of opposite vertices fv2.AddWithWeight(face->GetFVarData((index + 1) % 3), fvarindex, fvarwidth, 0.125f); HbrFace* oppFace = edge->GetRightFace(); for (int j = 0; j < oppFace->GetNumVertices(); ++j) { if (oppFace->GetVertex(j) == v) { fv2.AddWithWeight(oppFace->GetFVarData((j+2)%oppFace->GetNumVertices()), fvarindex, fvarwidth, 0.125f); break; } } } fvarindex += fvarwidth; } fv0.SetInitialized(); fv1.SetInitialized(); fv2.SetInitialized(); } template void HbrLoopSubdivision::transferEditsToChild(HbrFace* face, HbrFace* child, int index) { // Hand down hole tag child->SetHole(face->IsHole()); // Hand down pointers to hierarchical edits if (HbrHierarchicalEdit** edits = face->GetHierarchicalEdits()) { while (HbrHierarchicalEdit* edit = *edits) { if (!edit->IsRelevantToFace(face)) break; if (edit->GetNSubfaces() > face->GetDepth() && (edit->GetSubface(face->GetDepth()) == index)) { child->SetHierarchicalEdits(edits); break; } edits++; } } } template void HbrLoopSubdivision::Refine(HbrMesh* mesh, HbrFace* face) { #ifdef HBR_DEBUG std::cerr << "\n\nRefining face " << *face << "\n"; #endif assert(face->GetNumVertices() == 3); // or triangulate it? HbrHalfedge* edge = face->GetFirstEdge(); HbrHalfedge* prevedge = edge->GetPrev(); for (int i = 0; i < 3; ++i) { HbrVertex* vertex = edge->GetOrgVertex(); if (!face->GetChild(i)) { #ifdef HBR_DEBUG std::cerr << "Kid " << i << "\n"; #endif HbrFace* child; HbrVertex* vertices[3]; vertices[i] = vertex->Subdivide(); vertices[(i + 1) % 3] = edge->Subdivide(); vertices[(i + 2) % 3] = prevedge->Subdivide(); child = mesh->NewFace(3, vertices, face, i); #ifdef HBR_DEBUG std::cerr << "Creating face " << *child << " during refine\n"; #endif // Hand down edge sharpness float sharpness; HbrHalfedge* childedge; childedge = child->GetEdge(i); if ((sharpness = edge->GetSharpness()) > HbrHalfedge::k_Smooth) { HbrSubdivision::SubdivideCreaseWeight( edge, edge->GetOrgVertex(), childedge); } childedge->CopyFVarInfiniteSharpness(edge); childedge = child->GetEdge((i+2)%3); if ((sharpness = prevedge->GetSharpness()) > HbrHalfedge::k_Smooth) { HbrSubdivision::SubdivideCreaseWeight( prevedge, prevedge->GetDestVertex(), childedge); } childedge->CopyFVarInfiniteSharpness(prevedge); if (mesh->GetTotalFVarWidth()) { transferFVarToChild(mesh, face, child, i); } transferEditsToChild(face, child, i); } prevedge = edge; edge = edge->GetNext(); } refineFaceAtMiddle(mesh, face); } template HbrFace* HbrLoopSubdivision::RefineFaceAtVertex(HbrMesh* mesh, HbrFace* face, HbrVertex* vertex) { #ifdef HBR_DEBUG std::cerr << " forcing refine on " << *face << " at " << *vertex << '\n'; #endif HbrHalfedge* edge = face->GetFirstEdge(); HbrHalfedge* prevedge = edge->GetPrev(); for (int i = 0; i < 3; ++i) { if (edge->GetOrgVertex() == vertex) { if (!face->GetChild(i)) { #ifdef HBR_DEBUG std::cerr << "Kid " << i << "\n"; #endif HbrFace* child; HbrVertex* vertices[3]; vertices[i] = vertex->Subdivide(); vertices[(i + 1) % 3] = edge->Subdivide(); vertices[(i + 2) % 3] = prevedge->Subdivide(); child = mesh->NewFace(3, vertices, face, i); #ifdef HBR_DEBUG std::cerr << "Creating face " << *child << " during refine\n"; #endif // Hand down edge sharpness float sharpness; HbrHalfedge* childedge; childedge = child->GetEdge(i); if ((sharpness = edge->GetSharpness()) > HbrHalfedge::k_Smooth) { HbrSubdivision::SubdivideCreaseWeight( edge, edge->GetOrgVertex(), childedge); } childedge->CopyFVarInfiniteSharpness(edge); childedge = child->GetEdge((i+2)%3); if ((sharpness = prevedge->GetSharpness()) > HbrHalfedge::k_Smooth) { HbrSubdivision::SubdivideCreaseWeight( prevedge, prevedge->GetDestVertex(), childedge); } childedge->CopyFVarInfiniteSharpness(prevedge); if (mesh->GetTotalFVarWidth()) { transferFVarToChild(mesh, face, child, i); } transferEditsToChild(face, child, i); return child; } else { return face->GetChild(i); } } prevedge = edge; edge = edge->GetNext(); } return 0; } template void HbrLoopSubdivision::GuaranteeNeighbor(HbrMesh* mesh, HbrHalfedge* edge) { if (edge->GetOpposite()) { return; } #ifdef HBR_DEBUG std::cerr << "\n\nneighbor guarantee at " << *edge << " invoked\n"; #endif /* Imagine the following: X / \ / \ / \ X \ /\ \ 2/ \3 \ / \ \ X------X--------X 1 If the parent of _both_ incident vertices are themselves edges, (like the edge marked 3 above), then this edge is in the center of the parent face. Refining the parent face in the middle or refining the parent face at one vertex (where the two parent edges meet) should suffice */ HbrHalfedge* parentEdge1 = edge->GetOrgVertex()->GetParentEdge(); HbrHalfedge* parentEdge2 = edge->GetDestVertex()->GetParentEdge(); if (parentEdge1 && parentEdge2) { #ifdef HBR_DEBUG std::cerr << "two parent edge situation\n"; #endif HbrFace* parentFace = parentEdge1->GetFace(); assert(parentFace == parentEdge2->GetFace()); if(parentEdge1->GetOrgVertex() == parentEdge2->GetDestVertex()) { refineFaceAtMiddle(mesh, parentFace); } else { RefineFaceAtVertex(mesh, parentFace, parentEdge1->GetOrgVertex()); } assert(edge->GetOpposite()); return; } // Otherwise we're in the situation of edge 1 or edge 2 in the // diagram above. if (parentEdge1) { #ifdef HBR_DEBUG std::cerr << "parent edge 1 " << *parentEdge1 << "\n"; #endif HbrVertex* parentVertex2 = edge->GetDestVertex()->GetParentVertex(); assert(parentVertex2); RefineFaceAtVertex(mesh, parentEdge1->GetLeftFace(), parentVertex2); if (parentEdge1->GetRightFace()) { RefineFaceAtVertex(mesh, parentEdge1->GetRightFace(), parentVertex2); } } else if (parentEdge2) { #ifdef HBR_DEBUG std::cerr << "parent edge 2 " << *parentEdge2 << "\n"; #endif HbrVertex* parentVertex1 = edge->GetOrgVertex()->GetParentVertex(); assert(parentVertex1); RefineFaceAtVertex(mesh, parentEdge2->GetLeftFace(), parentVertex1); if (parentEdge2->GetRightFace()) { RefineFaceAtVertex(mesh, parentEdge2->GetRightFace(), parentVertex1); } } } template void HbrLoopSubdivision::GuaranteeNeighbors(HbrMesh* mesh, HbrVertex* vertex) { #ifdef HBR_DEBUG std::cerr << "\n\nneighbor guarantee at " << *vertex << " invoked\n"; #endif assert(vertex->GetParentFace() == 0); // The first case: the vertex is a child of an edge. Make sure // that the parent faces on either side of the parent edge exist, // and have 1) refined at both vertices of the parent edge, and 2) // have refined their "middle" face (which doesn't live at either // vertex). HbrHalfedge* parentEdge = vertex->GetParentEdge(); if (parentEdge) { #ifdef HBR_DEBUG std::cerr << "parent edge situation " << *parentEdge << "\n"; #endif HbrVertex* dest = parentEdge->GetDestVertex(); HbrVertex* org = parentEdge->GetOrgVertex(); GuaranteeNeighbor(mesh, parentEdge); HbrFace* parentFace = parentEdge->GetLeftFace(); RefineFaceAtVertex(mesh, parentFace, dest); RefineFaceAtVertex(mesh, parentFace, org); refineFaceAtMiddle(mesh, parentFace); parentFace = parentEdge->GetRightFace(); // The right face may not necessarily exist even after // GuaranteeNeighbor if (parentFace) { RefineFaceAtVertex(mesh, parentFace, dest); RefineFaceAtVertex(mesh, parentFace, org); refineFaceAtMiddle(mesh, parentFace); } return; } // The second case: the vertex is a child of a vertex. In this case // we have to recursively guarantee that the parent's adjacent // faces also exist. HbrVertex* parentVertex = vertex->GetParentVertex(); if (parentVertex) { #ifdef HBR_DEBUG std::cerr << "parent vertex situation " << *parentVertex << "\n"; #endif parentVertex->GuaranteeNeighbors(); // And then we refine all the face neighbors of the parent // vertex HbrHalfedge* start = parentVertex->GetIncidentEdge(), *edge; edge = start; while (edge) { HbrFace* f = edge->GetLeftFace(); RefineFaceAtVertex(mesh, f, parentVertex); edge = parentVertex->GetNextEdge(edge); if (edge == start) break; } } } template bool HbrLoopSubdivision::HasLimit(HbrMesh* mesh, HbrFace* face) { if (face->IsHole()) return false; // A limit face exists if all the bounding edges have limit curves for (int i = 0; i < face->GetNumVertices(); ++i) { if (!HasLimit(mesh, face->GetEdge(i))) { return false; } } return true; } template bool HbrLoopSubdivision::HasLimit(HbrMesh* mesh, HbrHalfedge* edge) { // A sharp edge has a limit curve if both endpoints have limits. // A smooth edge has a limit if both endpoints have limits and // the edge isn't on the boundary. if (edge->GetSharpness() >= HbrHalfedge::k_InfinitelySharp) return true; if (!HasLimit(mesh, edge->GetOrgVertex()) || !HasLimit(mesh, edge->GetDestVertex())) return false; return !edge->IsBoundary(); } template bool HbrLoopSubdivision::HasLimit(HbrMesh* /* mesh */, HbrVertex* vertex) { vertex->GuaranteeNeighbors(); switch (vertex->GetMask(false)) { case HbrVertex::k_Smooth: case HbrVertex::k_Dart: return !vertex->OnBoundary(); break; case HbrVertex::k_Crease: case HbrVertex::k_Corner: default: if (vertex->IsVolatile()) { // Search for any incident semisharp boundary edge HbrHalfedge* start = vertex->GetIncidentEdge(), *edge, *next; edge = start; while (edge) { if (edge->IsBoundary() && edge->GetSharpness() < HbrHalfedge::k_InfinitelySharp) { return false; } next = vertex->GetNextEdge(edge); if (next == start) { break; } else if (!next) { edge = edge->GetPrev(); if (edge->IsBoundary() && edge->GetSharpness() < HbrHalfedge::k_InfinitelySharp) { return false; } break; } else { edge = next; } } } return true; } } template HbrVertex* HbrLoopSubdivision::Subdivide(HbrMesh* /* mesh */, HbrFace* /* face */) { // In loop subdivision, faces never subdivide assert(0); return 0; } template HbrVertex* HbrLoopSubdivision::Subdivide(HbrMesh* mesh, HbrHalfedge* edge) { #ifdef HBR_DEBUG std::cerr << "Subdividing at " << *edge << "\n"; #endif // Ensure the opposite face exists. GuaranteeNeighbor(mesh, edge); float esharp = edge->GetSharpness(); HbrVertex* v = mesh->NewVertex(); T& data = v->GetData(); // If there's the possibility of vertex edits on either vertex, we // have to make sure the edit has been applied if (mesh->HasVertexEdits()) { edge->GetOrgVertex()->GuaranteeNeighbors(); edge->GetDestVertex()->GuaranteeNeighbors(); } if (!edge->IsBoundary() && esharp <= 1.0f) { // Of the two half-edges, pick one of them consistently such // that the org and dest vertices are also consistent through // multi-threading. It doesn't matter as far as the // theoretical calculation is concerned, but it is desirable // to be consistent about it in the face of the limitations of // floating point commutativity. So we always pick the // half-edge such that its incident face is the smallest of // the two faces, as far as the face paths are concerned. if (edge->GetOpposite() && edge->GetOpposite()->GetFace()->GetPath() < edge->GetFace()->GetPath()) { edge = edge->GetOpposite(); } // Handle both the smooth and fractional sharpness cases. We // lerp between the sharp case (average of the two end points) // and the unsharp case (3/8 of each of the two end points // plus 1/8 of the two opposite face averages). // Lerp end point weight between non sharp contribution of // 3/8 and the sharp contribution of 0.5. float endPtWeight = 0.375f + esharp * (0.5f - 0.375f); data.AddWithWeight(edge->GetOrgVertex()->GetData(), endPtWeight); data.AddWithWeight(edge->GetDestVertex()->GetData(), endPtWeight); // Lerp the opposite pt weights between non sharp contribution // of 1/8 and the sharp contribution of 0. float oppPtWeight = 0.125f * (1 - esharp); HbrHalfedge* ee = edge->GetNext(); data.AddWithWeight(ee->GetDestVertex()->GetData(), oppPtWeight); ee = edge->GetOpposite()->GetNext(); data.AddWithWeight(ee->GetDestVertex()->GetData(), oppPtWeight); } else { // Fully sharp edge, just average the two end points data.AddWithWeight(edge->GetOrgVertex()->GetData(), 0.5f); data.AddWithWeight(edge->GetDestVertex()->GetData(), 0.5f); } // Varying data is always the average of two end points data.AddVaryingWithWeight(edge->GetOrgVertex()->GetData(), 0.5f); data.AddVaryingWithWeight(edge->GetDestVertex()->GetData(), 0.5f); #ifdef HBR_DEBUG std::cerr << " created " << *v << "\n"; #endif // Only boundary edges will create extraordinary vertices if (edge->IsBoundary()) { v->SetExtraordinary(); } return v; } template HbrVertex* HbrLoopSubdivision::Subdivide(HbrMesh* mesh, HbrVertex* vertex) { // Ensure the ring of faces around this vertex exists before // we compute the valence vertex->GuaranteeNeighbors(); float valence = static_cast(vertex->GetValence()); float invvalence = 1.0f / valence; HbrVertex* v = mesh->NewVertex(); T& data = v->GetData(); // Due to fractional weights we may need to do two subdivision // passes int masks[2]; float weights[2]; int passes; masks[0] = vertex->GetMask(false); masks[1] = vertex->GetMask(true); // If the masks are different, we subdivide twice: once using the // current mask, once using the mask at the next level of // subdivision, then use fractional mask weights to weigh // each weighing if (masks[0] != masks[1]) { weights[1] = vertex->GetFractionalMask(); weights[0] = 1.0f - weights[1]; passes = 2; } else { weights[0] = 1.0f; weights[1] = 0.0f; passes = 1; } for (int i = 0; i < passes; ++i) { switch (masks[i]) { case HbrVertex::k_Smooth: case HbrVertex::k_Dart: { float beta = 0.25f * cosf((float)M_PI * 2.0f * invvalence) + 0.375f; beta = beta * beta; beta = (0.625f - beta) * invvalence; data.AddWithWeight(vertex->GetData(), weights[i] * (1 - (beta * valence))); HbrSubdivision::AddSurroundingVerticesWithWeight( mesh, vertex, weights[i] * beta, &data); break; } case HbrVertex::k_Crease: { // Compute 3/4 of old vertex value data.AddWithWeight(vertex->GetData(), weights[i] * 0.75f); // Add 0.125f of the (hopefully only two!) neighbouring // sharp edges HbrSubdivision::AddCreaseEdgesWithWeight( mesh, vertex, i == 1, weights[i] * 0.125f, &data); break; } case HbrVertex::k_Corner: default: { // Just copy the old value data.AddWithWeight(vertex->GetData(), weights[i]); break; } } } // Varying data is always just propagated down data.AddVaryingWithWeight(vertex->GetData(), 1.0f); #ifdef HBR_DEBUG std::cerr << "Subdividing at " << *vertex << "\n"; std::cerr << " created " << *v << "\n"; #endif // Inherit extraordinary flag and sharpness if (vertex->IsExtraordinary()) v->SetExtraordinary(); float sharp = vertex->GetSharpness(); if (sharp >= HbrVertex::k_InfinitelySharp) { v->SetSharpness(HbrVertex::k_InfinitelySharp); } else if (sharp > HbrVertex::k_Smooth) { v->SetSharpness(std::max((float) HbrVertex::k_Smooth, sharp - 1.0f)); } else { v->SetSharpness(HbrVertex::k_Smooth); } return v; } template void HbrLoopSubdivision::refineFaceAtMiddle(HbrMesh* mesh, HbrFace* face) { #ifdef HBR_DEBUG std::cerr << "Refining middle face of " << *face << "\n"; #endif if (!face->GetChild(3)) { HbrFace* child; HbrVertex* vertices[3]; // The fourth face is not an obvious child of any vertex. We // assign it index 3 despite there being no fourth vertex in // the triangle. The ordering of vertices here is done to // preserve parametric space as best we can vertices[0] = face->GetEdge(1)->Subdivide(); vertices[1] = face->GetEdge(2)->Subdivide(); vertices[2] = face->GetEdge(0)->Subdivide(); child = mesh->NewFace(3, vertices, face, 3); #ifdef HBR_DEBUG std::cerr << "Creating face " << *child << "\n"; #endif if (mesh->GetTotalFVarWidth()) { transferFVarToChild(mesh, face, child, 3); } transferEditsToChild(face, child, 3); } } } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif /* OPENSUBDIV3_HBRLOOP_H */