OpenSubdiv/opensubdiv/vtr/quadRefinement.cpp
barfowl 85b65bd2ef Moved Vtr classes within internal namespace:
- moved all major Vtr classes within namespace internal
    - updated all Vtr class access with Far
2015-05-25 20:34:50 -07:00

1020 lines
42 KiB
C++

//
// Copyright 2014 DreamWorks Animation LLC.
//
// 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.
//
#include "../sdc/crease.h"
#include "../vtr/types.h"
#include "../vtr/level.h"
#include "../vtr/quadRefinement.h"
#include <cassert>
#include <cstdio>
#include <utility>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Vtr {
namespace internal {
//
// Simple constructor, destructor and basic initializers:
//
QuadRefinement::QuadRefinement(Level const & parent, Level & child, Sdc::Options const & options) :
Refinement(parent, child, options) {
_splitType = Sdc::SPLIT_TO_QUADS;
_regFaceSize = 4;
}
QuadRefinement::~QuadRefinement() {
}
//
// Methods for construct the parent-to-child mapping
//
void
QuadRefinement::allocateParentChildIndices() {
//
// Initialize the vectors of indices mapping parent components to those child components
// that will originate from each.
//
int faceChildFaceCount = (int) _parent->_faceVertIndices.size();
int faceChildEdgeCount = (int) _parent->_faceEdgeIndices.size();
int edgeChildEdgeCount = (int) _parent->_edgeVertIndices.size();
int faceChildVertCount = _parent->getNumFaces();
int edgeChildVertCount = _parent->getNumEdges();
int vertChildVertCount = _parent->getNumVertices();
//
// First reference the parent Level's face-vertex counts/offsets -- they can be used
// here for both the face-child-faces and face-child-edges as they both have one per
// face-vertex.
//
// Given we will be ignoring initial values with uniform refinement and assigning all
// directly, initializing here is a waste...
//
Index initValue = 0;
_faceChildFaceCountsAndOffsets = _parent->shareFaceVertCountsAndOffsets();
_faceChildEdgeCountsAndOffsets = _parent->shareFaceVertCountsAndOffsets();
_faceChildFaceIndices.resize(faceChildFaceCount, initValue);
_faceChildEdgeIndices.resize(faceChildEdgeCount, initValue);
_edgeChildEdgeIndices.resize(edgeChildEdgeCount, initValue);
_faceChildVertIndex.resize(faceChildVertCount, initValue);
_edgeChildVertIndex.resize(edgeChildVertCount, initValue);
_vertChildVertIndex.resize(vertChildVertCount, initValue);
}
//
// Methods to populate the face-vertex relation of the child Level:
// - child faces only originate from parent faces
//
void
QuadRefinement::populateFaceVertexRelation() {
// Both face-vertex and face-edge share the face-vertex counts/offsets within a
// Level, so be sure not to re-initialize it if already done:
//
if (_child->_faceVertCountsAndOffsets.size() == 0) {
populateFaceVertexCountsAndOffsets();
}
_child->_faceVertIndices.resize(_child->getNumFaces() * 4);
populateFaceVerticesFromParentFaces();
}
void
QuadRefinement::populateFaceVertexCountsAndOffsets() {
_child->_faceVertCountsAndOffsets.resize(_child->getNumFaces() * 2);
for (int i = 0; i < _child->getNumFaces(); ++i) {
_child->_faceVertCountsAndOffsets[i*2 + 0] = 4;
_child->_faceVertCountsAndOffsets[i*2 + 1] = i << 2;
}
}
void
QuadRefinement::populateFaceVerticesFromParentFaces() {
//
// This is pretty straight forward, but is a good example for the case of
// iterating through the parent faces rather than the child faces, as the
// same topology information for the parent faces is required for each of
// the child faces.
//
// For each of the child faces of a parent face, identify the child vertices
// for its face-verts from the child vertices of the parent face, its edges
// and its vertices.
//
for (Index pFace = 0; pFace < _parent->getNumFaces(); ++pFace) {
ConstIndexArray pFaceVerts = _parent->getFaceVertices(pFace),
pFaceEdges = _parent->getFaceEdges(pFace),
pFaceChildren = getFaceChildFaces(pFace);
int pFaceSize = pFaceVerts.size();
for (int j = 0; j < pFaceSize; ++j) {
Index cFace = pFaceChildren[j];
if (IndexIsValid(cFace)) {
int jPrev = j ? (j - 1) : (pFaceSize - 1);
Index cVertOfFace = _faceChildVertIndex[pFace];
Index cVertOfEPrev = _edgeChildVertIndex[pFaceEdges[jPrev]];
Index cVertOfVert = _vertChildVertIndex[pFaceVerts[j]];
Index cVertOfENext = _edgeChildVertIndex[pFaceEdges[j]];
IndexArray cFaceVerts = _child->getFaceVertices(cFace);
// Note orientation wrt parent face -- quad vs non-quad...
if (pFaceSize == 4) {
int jOpp = jPrev ? (jPrev - 1) : 3;
int jNext = jOpp ? (jOpp - 1) : 3;
cFaceVerts[j] = cVertOfVert;
cFaceVerts[jNext] = cVertOfENext;
cFaceVerts[jOpp] = cVertOfFace;
cFaceVerts[jPrev] = cVertOfEPrev;
} else {
cFaceVerts[0] = cVertOfVert;
cFaceVerts[1] = cVertOfENext;
cFaceVerts[2] = cVertOfFace;
cFaceVerts[3] = cVertOfEPrev;
}
}
}
}
}
//
// Methods to populate the face-vertex relation of the child Level:
// - child faces only originate from parent faces
//
void
QuadRefinement::populateFaceEdgeRelation() {
// Both face-vertex and face-edge share the face-vertex counts/offsets, so be sure
// not to re-initialize it if already done:
//
if (_child->_faceVertCountsAndOffsets.size() == 0) {
populateFaceVertexCountsAndOffsets();
}
_child->_faceEdgeIndices.resize(_child->getNumFaces() * 4);
populateFaceEdgesFromParentFaces();
}
void
QuadRefinement::populateFaceEdgesFromParentFaces() {
//
// This is fairly straight forward, but since we are dealing with edges here, we
// occassionally have to deal with the limition of them being undirected. Since
// child faces from the same parent face share much in common, we iterate through
// the parent faces.
//
// Each child face of the parent is based on a corner vertex from which we denote
// a "previous" and "next" edge, which are child edges of the parent face's edges.
// The two remaining edges per child faces are perpendicular to these prev/next
// edges and share the child vertex of the parent face.
//
for (Index pFace = 0; pFace < _parent->getNumFaces(); ++pFace) {
ConstIndexArray pFaceVerts = _parent->getFaceVertices(pFace),
pFaceEdges = _parent->getFaceEdges(pFace),
pFaceChildFaces = getFaceChildFaces(pFace),
pFaceChildEdges = getFaceChildEdges(pFace);
int pFaceSize = pFaceVerts.size();
for (int j = 0; j < pFaceSize; ++j) {
Index cFace = pFaceChildFaces[j];
if (IndexIsValid(cFace)) {
//
// Identify the vertex pairs for the prev/next parent edges -- from
// which we will determine the prev/next child edges:
//
int jPrev = j ? (j - 1) : (pFaceSize - 1);
Index pPrevEdge = pFaceEdges[jPrev];
ConstIndexArray pPrevEdgeVerts = _parent->getEdgeVertices(pPrevEdge);
Index pNextEdge = pFaceEdges[j];
ConstIndexArray pNextEdgeVerts = _parent->getEdgeVertices(pNextEdge);
//
// Now identify the two prev/next child edges (beware of degenerate
// edges here) and the two remaining perpendicular child edges:
//
Index pCornerVert = pFaceVerts[j];
int cornerInPrevEdge = (pPrevEdgeVerts[0] != pPrevEdgeVerts[1])
? (pPrevEdgeVerts[0] != pCornerVert) : 1;
int cornerInNextEdge = (pNextEdgeVerts[0] != pNextEdgeVerts[1])
? (pNextEdgeVerts[0] != pCornerVert) : 0;
Index cEdgeOfEdgePrev = getEdgeChildEdges(pPrevEdge)[cornerInPrevEdge];
Index cEdgeOfEdgeNext = getEdgeChildEdges(pNextEdge)[cornerInNextEdge];
Index cEdgePerpEdgePrev = pFaceChildEdges[jPrev];
Index cEdgePerpEdgeNext = pFaceChildEdges[j];
//
// Assign the identified child edges to the child face's face-edges:
//
IndexArray cFaceEdges = _child->getFaceEdges(cFace);
// Note orientation wrt parent face -- quad vs non-quad...
if (pFaceSize == 4) {
int jOpp = jPrev ? (jPrev - 1) : 3;
int jNext = jOpp ? (jOpp - 1) : 3;
cFaceEdges[j] = cEdgeOfEdgeNext;
cFaceEdges[jNext] = cEdgePerpEdgeNext;
cFaceEdges[jOpp] = cEdgePerpEdgePrev;
cFaceEdges[jPrev] = cEdgeOfEdgePrev;
} else {
cFaceEdges[0] = cEdgeOfEdgeNext;
cFaceEdges[1] = cEdgePerpEdgeNext;
cFaceEdges[2] = cEdgePerpEdgePrev;
cFaceEdges[3] = cEdgeOfEdgePrev;
}
}
}
}
}
//
// Methods to populate the edge-vertex relation of the child Level:
// - child edges originate from parent faces and edges
//
void
QuadRefinement::populateEdgeVertexRelation() {
_child->_edgeVertIndices.resize(_child->getNumEdges() * 2);
populateEdgeVerticesFromParentFaces();
populateEdgeVerticesFromParentEdges();
}
void
QuadRefinement::populateEdgeVerticesFromParentFaces() {
//
// This is straight forward. All child edges of parent faces are assigned
// their first vertex from the child vertex of the face -- so it is common
// to all. The second vertex is the child vertex of the parent edge to
// which the new child edge is perpendicular.
//
for (Index pFace = 0; pFace < _parent->getNumFaces(); ++pFace) {
ConstIndexArray pFaceEdges = _parent->getFaceEdges(pFace),
pFaceChildEdges = getFaceChildEdges(pFace);
for (int j = 0; j < pFaceEdges.size(); ++j) {
Index cEdge = pFaceChildEdges[j];
if (IndexIsValid(cEdge)) {
IndexArray cEdgeVerts = _child->getEdgeVertices(cEdge);
cEdgeVerts[0] = _faceChildVertIndex[pFace];
cEdgeVerts[1] = _edgeChildVertIndex[pFaceEdges[j]];
}
}
}
}
void
QuadRefinement::populateEdgeVerticesFromParentEdges() {
//
// This is straight forward. All child edges of parent edges are assigned
// their first vertex from the child vertex of the edge -- so it is common
// to both. The second vertex is the child vertex of the vertex at the
// end of the parent edge.
//
for (Index pEdge = 0; pEdge < _parent->getNumEdges(); ++pEdge) {
ConstIndexArray pEdgeVerts = _parent->getEdgeVertices(pEdge),
pEdgeChildren = getEdgeChildEdges(pEdge);
// May want to unroll this trivial loop of 2...
for (int j = 0; j < 2; ++j) {
Index cEdge = pEdgeChildren[j];
if (IndexIsValid(cEdge)) {
IndexArray cEdgeVerts = _child->getEdgeVertices(cEdge);
cEdgeVerts[0] = _edgeChildVertIndex[pEdge];
cEdgeVerts[1] = _vertChildVertIndex[pEdgeVerts[j]];
}
}
}
}
//
// Methods to populate the edge-face relation of the child Level:
// - child edges originate from parent faces and edges
// - sparse refinement poses challenges with allocation here
// - we need to update the counts/offsets as we populate
//
void
QuadRefinement::populateEdgeFaceRelation() {
const Level& parent = *_parent;
Level& child = *_child;
//
// Notes on allocating/initializing the edge-face counts/offsets vector:
//
// Be aware of scheme-specific decisions here, e.g.:
// - inspection of sparse child faces for edges from faces
// - no guaranteed "neighborhood" around Bilinear verts from verts
//
// If uniform subdivision, face count of a child edge will be:
// - 2 for new interior edges from parent faces
// == 2 * number of parent face verts for both quad- and tri-split
// - same as parent edge for edges from parent edges
// If sparse subdivision, face count of a child edge will be:
// - 1 or 2 for new interior edge depending on child faces in parent face
// - requires inspection if not all child faces present
// ? same as parent edge for edges from parent edges
// - given end vertex must have its full set of child faces
// - not for Bilinear -- only if neighborhood is non-zero
// - could at least make a quick traversal of components and use the above
// two points to get much closer estimate than what is used for uniform
//
int childEdgeFaceIndexSizeEstimate = (int)parent._faceVertIndices.size() * 2 +
(int)parent._edgeFaceIndices.size() * 2;
child._edgeFaceCountsAndOffsets.resize(child.getNumEdges() * 2);
child._edgeFaceIndices.resize( childEdgeFaceIndexSizeEstimate);
child._edgeFaceLocalIndices.resize(childEdgeFaceIndexSizeEstimate);
// Update _maxEdgeFaces from the parent level before calling the
// populateEdgeFacesFromParent methods below, as these may further
// update _maxEdgeFaces.
child._maxEdgeFaces = parent._maxEdgeFaces;
populateEdgeFacesFromParentFaces();
populateEdgeFacesFromParentEdges();
// Revise the over-allocated estimate based on what is used (as indicated in the
// count/offset for the last vertex) and trim the index vector accordingly:
childEdgeFaceIndexSizeEstimate = child.getNumEdgeFaces(child.getNumEdges()-1) +
child.getOffsetOfEdgeFaces(child.getNumEdges()-1);
child._edgeFaceIndices.resize( childEdgeFaceIndexSizeEstimate);
child._edgeFaceLocalIndices.resize(childEdgeFaceIndexSizeEstimate);
}
void
QuadRefinement::populateEdgeFacesFromParentFaces() {
//
// This is straight forward topologically, but when refinement is sparse the
// contents of the counts/offsets vector is not certain and is populated
// incrementally. So there will be some resizing/trimming here.
//
// Topologically, the child edges from within a parent face will typically
// have two indicent child faces (only one or none if sparse). These child
// edges and faces are interleaved within the parent and easily identified.
// Note that the edge-face "local indices" are also needed here and that
// orientation of child faces within their parent depends on it being a quad
// or not.
//
for (Index pFace = 0; pFace < _parent->getNumFaces(); ++pFace) {
ConstIndexArray pFaceChildFaces = getFaceChildFaces(pFace),
pFaceChildEdges = getFaceChildEdges(pFace);
int pFaceSize = pFaceChildFaces.size();
for (int j = 0; j < pFaceSize; ++j) {
Index cEdge = pFaceChildEdges[j];
if (IndexIsValid(cEdge)) {
//
// Reserve enough edge-faces, populate and trim as needed:
//
_child->resizeEdgeFaces(cEdge, 2);
IndexArray cEdgeFaces = _child->getEdgeFaces(cEdge);
LocalIndexArray cEdgeInFace = _child->getEdgeFaceLocalIndices(cEdge);
// One or two child faces may be assigned:
int jNext = ((j + 1) < pFaceSize) ? (j + 1) : 0;
int cEdgeFaceCount = 0;
if (IndexIsValid(pFaceChildFaces[j])) {
// Note orientation wrt incident parent faces -- quad vs non-quad...
cEdgeFaces[cEdgeFaceCount] = pFaceChildFaces[j];
cEdgeInFace[cEdgeFaceCount] = (LocalIndex)((pFaceSize == 4) ? jNext : 1);
cEdgeFaceCount++;
}
if (IndexIsValid(pFaceChildFaces[jNext])) {
// Note orientation wrt incident parent faces -- quad vs non-quad...
cEdgeFaces[cEdgeFaceCount] = pFaceChildFaces[jNext];
cEdgeInFace[cEdgeFaceCount] = (LocalIndex)((pFaceSize == 4) ? ((jNext + 2) & 3) : 2);
cEdgeFaceCount++;
}
_child->trimEdgeFaces(cEdge, cEdgeFaceCount);
}
}
}
}
void
QuadRefinement::populateEdgeFacesFromParentEdges() {
//
// Note -- the edge-face counts/offsets vector is not known
// ahead of time and is populated incrementally, so we cannot
// thread this yet...
//
for (Index pEdge = 0; pEdge < _parent->getNumEdges(); ++pEdge) {
ConstIndexArray pEdgeChildEdges = getEdgeChildEdges(pEdge);
if (!IndexIsValid(pEdgeChildEdges[0]) && !IndexIsValid(pEdgeChildEdges[1])) continue;
ConstIndexArray pEdgeFaces = _parent->getEdgeFaces(pEdge);
ConstLocalIndexArray pEdgeInFace = _parent->getEdgeFaceLocalIndices(pEdge);
ConstIndexArray pEdgeVerts = _parent->getEdgeVertices(pEdge);
for (int j = 0; j < 2; ++j) {
Index cEdge = pEdgeChildEdges[j];
if (!IndexIsValid(cEdge)) continue;
// Reserve enough edge-faces, populate and trim as needed:
_child->resizeEdgeFaces(cEdge, pEdgeFaces.size());
IndexArray cEdgeFaces = _child->getEdgeFaces(cEdge);
LocalIndexArray cEdgeInFace = _child->getEdgeFaceLocalIndices(cEdge);
//
// Each parent face may contribute an incident child face:
//
int cEdgeFaceCount = 0;
for (int i = 0; i < pEdgeFaces.size(); ++i) {
Index pFace = pEdgeFaces[i];
int edgeInFace = pEdgeInFace[i];
ConstIndexArray pFaceVerts = _parent->getFaceVertices(pFace),
pFaceChildren = getFaceChildFaces(pFace);
//
// We need to first identify the potentially incident child-face and see
// if it exists before we can assign it. Beware a degenerate edge here
// when inspecting the undirected edge.
//
int childOfEdge = (pEdgeVerts[0] == pEdgeVerts[1]) ? j : (pFaceVerts[edgeInFace] != pEdgeVerts[j]);
int childInFace = edgeInFace + childOfEdge;
if (childInFace == pFaceChildren.size()) childInFace = 0;
if (IndexIsValid(pFaceChildren[childInFace])) {
// Note orientation wrt incident parent faces -- quad vs non-quad...
cEdgeFaces[cEdgeFaceCount] = pFaceChildren[childInFace];
cEdgeInFace[cEdgeFaceCount] = (LocalIndex)
((pFaceVerts.size() == 4) ? edgeInFace : (childOfEdge ? 3 : 0));
cEdgeFaceCount++;
}
}
_child->trimEdgeFaces(cEdge, cEdgeFaceCount);
}
}
}
//
// Methods to populate the vertex-face relation of the child Level:
// - child vertices originate from parent faces, edges and vertices
// - sparse refinement poses challenges with allocation here:
// - we need to update the counts/offsets as we populate
// - note this imposes ordering constraints and inhibits concurrency
//
void
QuadRefinement::populateVertexFaceRelation() {
const Level& parent = *_parent;
Level& child = *_child;
//
// Notes on allocating/initializing the vertex-face counts/offsets vector:
//
// Be aware of scheme-specific decisions here, e.g.:
// - no verts from parent faces for Loop (unless N-gons supported)
// - more interior edges and faces for verts from parent edges for Loop
// - no guaranteed "neighborhood" around Bilinear verts from verts
//
// If uniform subdivision, vert-face count will be (catmark or loop):
// - 4 or 0 for verts from parent faces (for catmark)
// - 2x or 3x number in parent edge for verts from parent edges
// - same as parent vert for verts from parent verts
// If sparse subdivision, vert-face count will be:
// - the number of child faces in parent face
// - 1 or 2x number in parent edge for verts from parent edges
// - where the 1 or 2 is number of child edges of parent edge
// - same as parent vert for verts from parent verts (catmark)
//
int childVertFaceIndexSizeEstimate = (int)parent._faceVertIndices.size()
+ (int)parent._edgeFaceIndices.size() * 2
+ (int)parent._vertFaceIndices.size();
child._vertFaceCountsAndOffsets.resize(child.getNumVertices() * 2);
child._vertFaceIndices.resize( childVertFaceIndexSizeEstimate);
child._vertFaceLocalIndices.resize( childVertFaceIndexSizeEstimate);
if (getFirstChildVertexFromVertices() == 0) {
populateVertexFacesFromParentVertices();
populateVertexFacesFromParentFaces();
populateVertexFacesFromParentEdges();
} else {
populateVertexFacesFromParentFaces();
populateVertexFacesFromParentEdges();
populateVertexFacesFromParentVertices();
}
// Revise the over-allocated estimate based on what is used (as indicated in the
// count/offset for the last vertex) and trim the index vectors accordingly:
childVertFaceIndexSizeEstimate = child.getNumVertexFaces(child.getNumVertices()-1) +
child.getOffsetOfVertexFaces(child.getNumVertices()-1);
child._vertFaceIndices.resize( childVertFaceIndexSizeEstimate);
child._vertFaceLocalIndices.resize(childVertFaceIndexSizeEstimate);
}
void
QuadRefinement::populateVertexFacesFromParentFaces() {
for (int pFace = 0; pFace < _parent->getNumFaces(); ++pFace) {
int cVert = _faceChildVertIndex[pFace];
if (!IndexIsValid(cVert)) continue;
ConstIndexArray pFaceChildren = getFaceChildFaces(pFace);
int pFaceSize = pFaceChildren.size();
//
// Reserve enough vert-faces, populate and trim to the actual size:
//
_child->resizeVertexFaces(cVert, pFaceSize);
IndexArray cVertFaces = _child->getVertexFaces(cVert);
LocalIndexArray cVertInFace = _child->getVertexFaceLocalIndices(cVert);
//
// Inspect each of the child faces of this parent face and add those that
// exist as incident the child vertex of this face:
//
int cVertFaceCount = 0;
for (int j = 0; j < pFaceSize; ++j) {
if (IndexIsValid(pFaceChildren[j])) {
// Note orientation wrt parent face -- quad vs non-quad...
cVertFaces[cVertFaceCount] = pFaceChildren[j];
cVertInFace[cVertFaceCount] = (LocalIndex)((pFaceSize == 4) ? ((j+2) & 3) : 2);
cVertFaceCount++;
}
}
_child->trimVertexFaces(cVert, cVertFaceCount);
}
}
void
QuadRefinement::populateVertexFacesFromParentEdges() {
for (int pEdge = 0; pEdge < _parent->getNumEdges(); ++pEdge) {
int cVert = _edgeChildVertIndex[pEdge];
if (!IndexIsValid(cVert)) continue;
ConstIndexArray pEdgeFaces = _parent->getEdgeFaces(pEdge);
ConstLocalIndexArray pEdgeInFace = _parent->getEdgeFaceLocalIndices(pEdge);
//
// Reserve enough vert-faces, populate and trim to the actual size:
//
_child->resizeVertexFaces(cVert, 2 * pEdgeFaces.size());
IndexArray cVertFaces = _child->getVertexFaces(cVert);
LocalIndexArray cVertInFace = _child->getVertexFaceLocalIndices(cVert);
//
// For each face incident the parent edge, identify its corresponding two child faces
// and assign those of the two that exist. The second face is considered and added
// first to preserve CC-wise ordering of faces wrt the vertex.
//
int cVertFaceCount = 0;
for (int i = 0; i < pEdgeFaces.size(); ++i) {
Index pFace = pEdgeFaces[i];
int edgeInFace = pEdgeInFace[i];
ConstIndexArray pFaceChildren = getFaceChildFaces(pFace);
int pFaceSize = pFaceChildren.size();
int faceChild0 = edgeInFace;
int faceChild1 = edgeInFace + 1;
if (faceChild1 == pFaceChildren.size()) faceChild1 = 0;
if (IndexIsValid(pFaceChildren[faceChild1])) {
// Note orientation wrt incident parent faces -- quad vs non-quad...
cVertFaces[cVertFaceCount] = pFaceChildren[faceChild1];
cVertInFace[cVertFaceCount] = (LocalIndex)((pFaceSize == 4) ? faceChild0 : 3);
cVertFaceCount++;
}
if (IndexIsValid(pFaceChildren[faceChild0])) {
// Note orientation wrt incident parent faces -- quad vs non-quad...
cVertFaces[cVertFaceCount] = pFaceChildren[faceChild0];
cVertInFace[cVertFaceCount] = (LocalIndex)((pFaceSize == 4) ? faceChild1 : 1);
cVertFaceCount++;
}
}
_child->trimVertexFaces(cVert, cVertFaceCount);
}
}
void
QuadRefinement::populateVertexFacesFromParentVertices() {
for (int pVert = 0; pVert < _parent->getNumVertices(); ++pVert) {
int cVert = _vertChildVertIndex[pVert];
if (!IndexIsValid(cVert)) continue;
ConstIndexArray pVertFaces = _parent->getVertexFaces(pVert);
ConstLocalIndexArray pVertInFace = _parent->getVertexFaceLocalIndices(pVert);
//
// Reserve enough vert-faces, populate and trim to the actual size:
//
_child->resizeVertexFaces(cVert, pVertFaces.size());
IndexArray cVertFaces = _child->getVertexFaces(cVert);
LocalIndexArray cVertInFace = _child->getVertexFaceLocalIndices(cVert);
//
// Inspect each of the faces incident the parent vertex and add those that
// spawned a child face corresponding to (and so incident) this child vertex:
//
int cVertFaceCount = 0;
for (int i = 0; i < pVertFaces.size(); ++i) {
Index pFace = pVertFaces[i];
LocalIndex vertInFace = pVertInFace[i];
ConstIndexArray pFaceChildren = getFaceChildFaces(pFace);
if (IndexIsValid(pFaceChildren[vertInFace])) {
int pFaceSize = pFaceChildren.size();
// Note orientation wrt incident parent faces -- quad vs non-quad...
cVertFaces[cVertFaceCount] = pFaceChildren[vertInFace];
cVertInFace[cVertFaceCount] = (LocalIndex)((pFaceSize == 4) ? vertInFace : 0);
cVertFaceCount++;
}
}
_child->trimVertexFaces(cVert, cVertFaceCount);
}
}
//
// Methods to populate the vertex-edge relation of the child Level:
// - child vertices originate from parent faces, edges and vertices
// - sparse refinement poses challenges with allocation here:
// - we need to update the counts/offsets as we populate
// - note this imposes ordering constraints and inhibits concurrency
//
void
QuadRefinement::populateVertexEdgeRelation() {
const Level& parent = *_parent;
Level& child = *_child;
//
// Notes on allocating/initializing the vertex-edge counts/offsets vector:
//
// Be aware of scheme-specific decisions here, e.g.:
// - no verts from parent faces for Loop
// - more interior edges and faces for verts from parent edges for Loop
// - no guaranteed "neighborhood" around Bilinear verts from verts
//
// If uniform subdivision, vert-edge count will be:
// - 4 or 0 for verts from parent faces (for catmark)
// - 2 + N or 2 + 2*N faces incident parent edge for verts from parent edges
// - same as parent vert for verts from parent verts
// If sparse subdivision, vert-edge count will be:
// - non-trivial function of child faces in parent face
// - 1 child face will always result in 2 child edges
// * 2 child faces can mean 3 or 4 child edges
// - 3 child faces will always result in 4 child edges
// - 1 or 2 + N faces incident parent edge for verts from parent edges
// - where the 1 or 2 is number of child edges of parent edge
// - any end vertex will require all N child faces (catmark)
// - same as parent vert for verts from parent verts (catmark)
//
int childVertEdgeIndexSizeEstimate = (int)parent._faceVertIndices.size()
+ (int)parent._edgeFaceIndices.size() + parent.getNumEdges() * 2
+ (int)parent._vertEdgeIndices.size();
child._vertEdgeCountsAndOffsets.resize(child.getNumVertices() * 2);
child._vertEdgeIndices.resize( childVertEdgeIndexSizeEstimate);
child._vertEdgeLocalIndices.resize( childVertEdgeIndexSizeEstimate);
if (getFirstChildVertexFromVertices() == 0) {
populateVertexEdgesFromParentVertices();
populateVertexEdgesFromParentFaces();
populateVertexEdgesFromParentEdges();
} else {
populateVertexEdgesFromParentFaces();
populateVertexEdgesFromParentEdges();
populateVertexEdgesFromParentVertices();
}
// Revise the over-allocated estimate based on what is used (as indicated in the
// count/offset for the last vertex) and trim the index vectors accordingly:
childVertEdgeIndexSizeEstimate = child.getNumVertexEdges(child.getNumVertices()-1) +
child.getOffsetOfVertexEdges(child.getNumVertices()-1);
child._vertEdgeIndices.resize( childVertEdgeIndexSizeEstimate);
child._vertEdgeLocalIndices.resize(childVertEdgeIndexSizeEstimate);
}
void
QuadRefinement::populateVertexEdgesFromParentFaces() {
for (int pFace = 0; pFace < _parent->getNumFaces(); ++pFace) {
int cVert = _faceChildVertIndex[pFace];
if (!IndexIsValid(cVert)) continue;
ConstIndexArray pFaceVerts = _parent->getFaceVertices(pFace),
pFaceChildEdges = getFaceChildEdges(pFace);
//
// Reserve enough vert-edges, populate and trim to the actual size:
//
_child->resizeVertexEdges(cVert, pFaceVerts.size());
IndexArray cVertEdges = _child->getVertexEdges(cVert);
LocalIndexArray cVertInEdge = _child->getVertexEdgeLocalIndices(cVert);
//
// Need to ensure correct ordering here when complete -- we want the "leading"
// edge of each child face first. The child vert is in the center of a new
// face so new "boundaries" will only occur when the vertex is incomplete.
//
int cVertEdgeCount = 0;
for (int j = 0; j < pFaceVerts.size(); ++j) {
int jLeadingEdge = j ? (j - 1) : (pFaceVerts.size() - 1);
if (IndexIsValid(pFaceChildEdges[jLeadingEdge])) {
cVertEdges[cVertEdgeCount] = pFaceChildEdges[jLeadingEdge];
cVertInEdge[cVertEdgeCount] = 0;
cVertEdgeCount++;
}
}
_child->trimVertexEdges(cVert, cVertEdgeCount);
}
}
void
QuadRefinement::populateVertexEdgesFromParentEdges() {
//
// This relation turns out to be awkward to populate given the mixed parentage
// of the incident edges of the child vertex of an edge -- two child edges
// originate from the parent edge while one or more will originate from the
// faces incident the parent edge. The need to interleave these for proper
// CC-wise orientation is what really complicates this.
//
// Unlike other relations, we generate the results and then re-order them as
// needed. In this case we assign the first two incident edges as the child
// edges of the parent edge, followed then by those originating from a parent
// face. We then swap the second and third (and possibly the first two) so
// that we have the desired origin sequence beginning [edge, face, edge, ...]
//
for (int pEdge = 0; pEdge < _parent->getNumEdges(); ++pEdge) {
int cVert = _edgeChildVertIndex[pEdge];
if (!IndexIsValid(cVert)) continue;
ConstIndexArray pEdgeFaces = _parent->getEdgeFaces(pEdge);
ConstLocalIndexArray pEdgeInFace = _parent->getEdgeFaceLocalIndices(pEdge);
ConstIndexArray pEdgeVerts = _parent->getEdgeVertices(pEdge),
pEdgeChildEdges = getEdgeChildEdges(pEdge);
//
// Reserve enough vert-edges, populate and trim to the actual size:
//
_child->resizeVertexEdges(cVert, pEdgeFaces.size() + 2);
IndexArray cVertEdges = _child->getVertexEdges(cVert);
LocalIndexArray cVertInEdge = _child->getVertexEdgeLocalIndices(cVert);
//
// Identify and assign the first two child edges of the parent edge -- until
// we look more closely at the orientation of the parent edge in the first
// face we don't know what order these two should be in, so just assign them
// for now and swap them later if necessary:
//
int cVertEdgeCount = 0;
if (IndexIsValid(pEdgeChildEdges[0])) {
cVertEdges[cVertEdgeCount] = pEdgeChildEdges[0];
cVertInEdge[cVertEdgeCount] = 0;
cVertEdgeCount++;
}
if (IndexIsValid(pEdgeChildEdges[1])) {
cVertEdges[cVertEdgeCount] = pEdgeChildEdges[1];
cVertInEdge[cVertEdgeCount] = 0;
cVertEdgeCount++;
}
//
// Append the interior edge of each incident parent face -- swapping the
// first face-edge with the second edge-edge just added to get the desired
// sequence of child edges originating from (edge, face0, edge, ...)
//
for (int i = 0; i < pEdgeFaces.size(); ++i) {
Index pFace = pEdgeFaces[i];
int edgeInFace = pEdgeInFace[i];
Index cEdgeOfFace = getFaceChildEdges(pFace)[edgeInFace];
if (IndexIsValid(cEdgeOfFace)) {
cVertEdges[cVertEdgeCount] = cEdgeOfFace;
cVertInEdge[cVertEdgeCount] = 1;
cVertEdgeCount++;
// Check if swapping this first face-edge with the last edge-edge
// is necessary:
if ((i == 0) && (cVertEdgeCount == 3)) {
// Remember to order the first of the two child edges according
// to the parent edge's orientation in this first face:
if ((pEdgeVerts[0] != pEdgeVerts[1]) &&
(_parent->getFaceVertices(pFace)[edgeInFace] == pEdgeVerts[0])) {
std::swap(cVertEdges[0], cVertEdges[1]);
std::swap(cVertInEdge[0], cVertInEdge[1]);
}
std::swap(cVertEdges[1], cVertEdges[2]);
std::swap(cVertInEdge[1], cVertInEdge[2]);
}
}
}
_child->trimVertexEdges(cVert, cVertEdgeCount);
}
}
void
QuadRefinement::populateVertexEdgesFromParentVertices() {
for (int pVert = 0; pVert < _parent->getNumVertices(); ++pVert) {
int cVert = _vertChildVertIndex[pVert];
if (!IndexIsValid(cVert)) continue;
ConstIndexArray pVertEdges = _parent->getVertexEdges(pVert);
ConstLocalIndexArray pVertInEdge = _parent->getVertexEdgeLocalIndices(pVert);
//
// Reserve enough vert-edges, populate and trim to the actual size:
//
_child->resizeVertexEdges(cVert, pVertEdges.size());
IndexArray cVertEdges = _child->getVertexEdges(cVert);
LocalIndexArray cVertInEdge = _child->getVertexEdgeLocalIndices(cVert);
int cVertEdgeCount = 0;
for (int i = 0; i < pVertEdges.size(); ++i) {
Index pEdgeIndex = pVertEdges[i];
LocalIndex pEdgeVert = pVertInEdge[i];
Index pEdgeChildIndex = getEdgeChildEdges(pEdgeIndex)[pEdgeVert];
if (IndexIsValid(pEdgeChildIndex)) {
cVertEdges[cVertEdgeCount] = pEdgeChildIndex;
cVertInEdge[cVertEdgeCount] = 1;
cVertEdgeCount++;
}
}
_child->trimVertexEdges(cVert, cVertEdgeCount);
}
}
//
// Methods to populate child-component indices for sparse selection:
//
// Need to find a better place for these anon helper methods now that they are required
// both in the base class and the two subclasses for quad- and tri-splitting...
//
namespace {
Index const IndexSparseMaskNeighboring = (1 << 0);
Index const IndexSparseMaskSelected = (1 << 1);
inline void markSparseIndexNeighbor(Index& index) { index = IndexSparseMaskNeighboring; }
inline void markSparseIndexSelected(Index& index) { index = IndexSparseMaskSelected; }
}
void
QuadRefinement::markSparseFaceChildren() {
assert(_parentFaceTag.size() > 0);
//
// For each parent face:
// All boundary edges will be adequately marked as a result of the pass over the
// edges above and boundary vertices marked by selection. So all that remains is to
// identify the child faces and interior child edges for a face requiring neighboring
// child faces.
// For each corner vertex selected, we need to mark the corresponding child face,
// the two interior child edges and shared child vertex in the middle.
//
assert(_splitType == Sdc::SPLIT_TO_QUADS);
for (Index pFace = 0; pFace < parent().getNumFaces(); ++pFace) {
//
// Mark all descending child components of a selected face. Otherwise inspect
// its incident vertices to see if anything neighboring has been selected --
// requiring partial refinement of this face.
//
// Remember that a selected face cannot be transitional, and that only a
// transitional face will be partially refined.
//
IndexArray fChildFaces = getFaceChildFaces(pFace);
IndexArray fChildEdges = getFaceChildEdges(pFace);
ConstIndexArray fVerts = parent().getFaceVertices(pFace);
SparseTag& pFaceTag = _parentFaceTag[pFace];
if (pFaceTag._selected) {
for (int i = 0; i < fVerts.size(); ++i) {
markSparseIndexSelected(fChildFaces[i]);
markSparseIndexSelected(fChildEdges[i]);
}
markSparseIndexSelected(_faceChildVertIndex[pFace]);
pFaceTag._transitional = 0;
} else {
int marked = false;
for (int i = 0; i < fVerts.size(); ++i) {
if (_parentVertexTag[fVerts[i]]._selected) {
int iPrev = i ? (i - 1) : (fVerts.size() - 1);
markSparseIndexNeighbor(fChildFaces[i]);
markSparseIndexNeighbor(fChildEdges[i]);
markSparseIndexNeighbor(fChildEdges[iPrev]);
marked = true;
}
}
if (marked) {
markSparseIndexNeighbor(_faceChildVertIndex[pFace]);
//
// Assign selection and transitional tags to faces when required:
//
// Only non-selected faces may be "transitional", and we need to inspect
// all tags on its boundary edges to be sure. Since we're inspecting each
// now (and may need to later) retain the transitional state of each in a
// 4-bit mask that reflects the full transitional topology for later.
//
ConstIndexArray fEdges = parent().getFaceEdges(pFace);
if (fEdges.size() == 4) {
pFaceTag._transitional = (unsigned char)
((_parentEdgeTag[fEdges[0]]._transitional << 0) |
(_parentEdgeTag[fEdges[1]]._transitional << 1) |
(_parentEdgeTag[fEdges[2]]._transitional << 2) |
(_parentEdgeTag[fEdges[3]]._transitional << 3));
} else if (fEdges.size() == 3) {
pFaceTag._transitional = (unsigned char)
((_parentEdgeTag[fEdges[0]]._transitional << 0) |
(_parentEdgeTag[fEdges[1]]._transitional << 1) |
(_parentEdgeTag[fEdges[2]]._transitional << 2));
} else {
pFaceTag._transitional = 0;
for (int i = 0; i < fEdges.size(); ++i) {
pFaceTag._transitional |= _parentEdgeTag[fEdges[i]]._transitional;
}
}
}
}
}
}
} // end namespace internal
} // end namespace Vtr
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv