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https://github.com/PixarAnimationStudios/OpenSubdiv
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392e5e8bed
While this may be worth revisiting, we should first quantify the benefits and identify the compilers that support it. Ultimately, we may never use pragma once in favor of strictly using standard C++.
194 lines
5.8 KiB
C++
194 lines
5.8 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OPENSUBDIV3_FAR_PATCH_MAP_H
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#define OPENSUBDIV3_FAR_PATCH_MAP_H
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#include "../version.h"
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#include "../far/patchTables.h"
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#include <cassert>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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/// \brief An quadtree-based map connecting coarse faces to their sub-patches
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///
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/// PatchTables::PatchArrays contain lists of patches that represent the limit
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/// surface of a mesh, sorted by their topological type. These arrays break the
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/// connection between coarse faces and their sub-patches.
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///
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/// The PatchMap provides a quad-tree based lookup structure that, given a singular
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/// parametric location, can efficiently return a handle to the sub-patch that
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/// contains this location.
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///
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class PatchMap {
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public:
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typedef PatchTables::PatchHandle Handle;
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/// \brief Constructor
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///
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/// @param patchTables A valid set of PatchTables
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///
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PatchMap( PatchTables const & patchTables );
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/// \brief Returns a handle to the sub-patch of the face at the given (u,v).
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/// Note : the faceid corresponds to quadrangulated face indices (ie. quads
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/// count as 1 index, non-quads add as many indices as they have vertices)
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///
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/// @param faceid The index of the face
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///
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/// @param u Local u parameter
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///
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/// @param v Local v parameter
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///
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/// @return A patch handle or NULL if the face does not exist or the
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/// limit surface is tagged as a hole at the given location
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///
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Handle const * FindPatch( int faceid, float u, float v ) const;
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private:
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inline void initialize( PatchTables const & patchTables );
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// Quadtree node with 4 children
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struct QuadNode {
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struct Child {
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unsigned int isSet:1, // true if the child has been set
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isLeaf:1, // true if the child is a QuadNode
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idx:30; // child index (either QuadNode or Handle)
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};
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// sets all the children to point to the patch of index patchIdx
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void SetChild(int patchIdx);
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// sets the child in "quadrant" to point to the node or patch of the given index
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void SetChild(unsigned char quadrant, int child, bool isLeaf=true);
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Child children[4];
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};
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typedef std::vector<QuadNode> QuadTree;
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// adds a child to a parent node and pushes it back on the tree
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static QuadNode * addChild( QuadTree & quadtree, QuadNode * parent, int quadrant );
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// given a median, transforms the (u,v) to the quadrant they point to, and
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// return the quadrant index.
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//
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// Quadrants indexing:
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//
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// (0,0) o-----o-----o
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// | | |
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// | 0 | 3 |
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// | | |
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// o-----o-----o
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// | | |
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// | 1 | 2 |
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// | | |
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// o-----o-----o (1,1)
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//
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template <class T> static int resolveQuadrant(T & median, T & u, T & v);
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std::vector<Handle> _handles; // all the patches in the PatchTable
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std::vector<QuadNode> _quadtree; // quadtree nodes
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};
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// given a median, transforms the (u,v) to the quadrant they point to, and
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// return the quadrant index.
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template <class T> int
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PatchMap::resolveQuadrant(T & median, T & u, T & v) {
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int quadrant = -1;
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if (u<median) {
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if (v<median) {
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quadrant = 0;
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} else {
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quadrant = 1;
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v-=median;
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}
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} else {
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if (v<median) {
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quadrant = 3;
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} else {
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quadrant = 2;
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v-=median;
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}
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u-=median;
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}
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return quadrant;
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}
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/// Returns a handle to the sub-patch of the face at the given (u,v).
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inline PatchMap::Handle const *
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PatchMap::FindPatch( int faceid, float u, float v ) const {
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if (faceid>=(int)_quadtree.size())
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return NULL;
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assert( (u>=0.0f) and (u<=1.0f) and (v>=0.0f) and (v<=1.0f) );
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QuadNode const * node = &_quadtree[faceid];
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float half = 0.5f;
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// 0xFF : we should never have depths greater than k_InfinitelySharp
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for (int depth=0; depth<0xFF; ++depth) {
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float delta = half * 0.5f;
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int quadrant = resolveQuadrant( half, u, v );
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assert(quadrant>=0);
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// is the quadrant a hole ?
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if (not node->children[quadrant].isSet)
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return 0;
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if (node->children[quadrant].isLeaf) {
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return &_handles[node->children[quadrant].idx];
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} else {
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node = &_quadtree[node->children[quadrant].idx];
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}
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half = delta;
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}
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assert(0);
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return 0;
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}
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// Constructor
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} // end namespace Far
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif /* OPENSUBDIV3_FAR_PATCH_PARAM */
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