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