OpenSubdiv/opensubdiv/far/patchMap.h
barry 5e1a4b44be Minor improvements to Doxygen comments for Far header files:
- minor changes to Doxygen comments based on feedback
    - new description for PatchTableFactory::Options::EndCapType
    - fixed warnings related to Doxygen use of <REAL> in patchTable.h
2019-06-20 13:56:54 -07:00

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8.0 KiB
C++

//
// 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_FAR_PATCH_MAP_H
#define OPENSUBDIV3_FAR_PATCH_MAP_H
#include "../version.h"
#include "../far/patchTable.h"
#include <cassert>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
/// \brief An quadtree-based map connecting coarse faces to their sub-patches
///
/// PatchTable::PatchArrays contain lists of patches that represent the limit
/// surface of a mesh, sorted by their topological type. These arrays break the
/// connection between coarse faces and their sub-patches.
///
/// The PatchMap provides a quad-tree based lookup structure that, given a singular
/// parametric location, can efficiently return a handle to the sub-patch that
/// contains this location.
///
class PatchMap {
public:
typedef PatchTable::PatchHandle Handle;
/// \brief Constructor
///
/// @param patchTable A valid PatchTable
///
PatchMap( PatchTable const & patchTable );
/// \brief Returns a handle to the sub-patch of the face at the given (u,v).
/// Note that the patch face ID corresponds to potentially quadrangulated
/// face indices and not the base face indices (see Far::PtexIndices for more
/// details).
///
/// @param patchFaceId The index of the patch (Ptex) face
///
/// @param u Local u parameter
///
/// @param v Local v parameter
///
/// @return A patch handle or 0 if the face is not supported (index
/// out of bounds) or is tagged as a hole
///
Handle const * FindPatch( int patchFaceId, double u, double v ) const;
private:
void initializeHandles(PatchTable const & patchTable);
void initializeQuadtree(PatchTable const & patchTable);
private:
// Quadtree node with 4 children, tree is just a vector of nodes
struct QuadNode {
QuadNode() { std::memset(this, 0, sizeof(QuadNode)); }
struct Child {
unsigned int isSet : 1; // true if the child has been set
unsigned int isLeaf : 1; // true if the child is a QuadNode
unsigned int index : 30; // child index (either QuadNode or Handle)
};
// sets all the children to point to the patch of given index
void SetChildren(int index);
// sets the child in "quadrant" to point to the node or patch of the given index
void SetChild(int quadrant, int index, bool isLeaf);
Child children[4];
};
typedef std::vector<QuadNode> QuadTree;
// Internal methods supporting quadtree construction and queries
void assignRootNode(QuadNode * node, int index);
QuadNode * assignLeafOrChildNode(QuadNode * node, bool isLeaf, int quad, int index);
template <class T>
static int transformUVToQuadQuadrant(T const & median, T & u, T & v);
template <class T>
static int transformUVToTriQuadrant(T const & median, T & u, T & v, bool & rotated);
private:
bool _patchesAreTriangular; // tri and quad assembly and search requirements differ
int _minPatchFace; // minimum patch face index supported by the map
int _maxPatchFace; // maximum patch face index supported by the map
int _maxDepth; // maximum depth of a patch in the tree
std::vector<Handle> _handles; // all the patches in the PatchTable
std::vector<QuadNode> _quadtree; // quadtree nodes
};
//
// Given a median value for both U and V, these methods transform a (u,v) pair
// into the quadrant that contains them and returns the quadrant index.
//
// Quadrant indexing for tri and quad patches -- consistent with PatchParam's
// usage of UV bits:
//
// (0,1) o-----o-----o (1,1) (0,1) o (1,0) o-----o-----o (0,0)
// | | | |\ \ 1 |\ 0 |
// | 2 | 3 | | \ \ | \ |
// | | | | 2 \ \| 3 \|
// o-----o-----o o-----o o-----o
// | | | |\ 3 |\ \ 2 |
// | 0 | 1 | | \ | \ \ |
// | | | | 0 \| 1 \ \|
// (0,0) o-----o-----o (1,0) (0,0) o-----o-----o (1,0) o (0,1)
//
// The triangular case also takes and returns/affects the rotation of the
// quadrant being searched and identified (quadrant 3 imparts a rotation).
//
template <class T>
inline int
PatchMap::transformUVToQuadQuadrant(T const & median, T & u, T & v) {
int uHalf = (u >= median);
if (uHalf) u -= median;
int vHalf = (v >= median);
if (vHalf) v -= median;
return (vHalf << 1) | uHalf;
}
template <class T>
int inline
PatchMap::transformUVToTriQuadrant(T const & median, T & u, T & v, bool & rotated) {
if (!rotated) {
if (u >= median) {
u -= median;
return 1;
}
if (v >= median) {
v -= median;
return 2;
}
if ((u + v) >= median) {
rotated = true;
return 3;
}
return 0;
} else {
if (u < median) {
v -= median;
return 1;
}
if (v < median) {
u -= median;
return 2;
}
u -= median;
v -= median;
if ((u + v) < median) {
rotated = false;
return 3;
}
return 0;
}
}
/// Returns a handle to the sub-patch of the face at the given (u,v).
inline PatchMap::Handle const *
PatchMap::FindPatch( int faceid, double u, double v ) const {
//
// Reject patch faces not supported by this map, or those corresponding
// to holes or otherwise unassigned (the root node for a patch will
// have all or no quadrants set):
//
if ((faceid < _minPatchFace) || (faceid > _maxPatchFace)) return 0;
QuadNode const * node = &_quadtree[faceid - _minPatchFace];
if (!node->children[0].isSet) return 0;
//
// Search the tree for the sub-patch containing the given (u,v)
//
assert( (u>=0.0) && (u<=1.0) && (v>=0.0) && (v<=1.0) );
double median = 0.5;
bool triRotated = false;
for (int depth = 0; depth <= _maxDepth; ++depth, median *= 0.5) {
int quadrant = _patchesAreTriangular
? transformUVToTriQuadrant(median, u, v, triRotated)
: transformUVToQuadQuadrant(median, u, v);
// holes should have been rejected at the root node of the face
assert(node->children[quadrant].isSet);
if (node->children[quadrant].isLeaf) {
return &_handles[node->children[quadrant].index];
} else {
node = &_quadtree[node->children[quadrant].index];
}
}
assert(0);
return 0;
}
} // end namespace Far
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OPENSUBDIV3_FAR_PATCH_PARAM */