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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++.
106 lines
3.6 KiB
C++
106 lines
3.6 KiB
C++
//
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// Copyright 2014 DreamWorks Animation LLC.
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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_VTR_TRI_REFINEMENT_H
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#define OPENSUBDIV3_VTR_TRI_REFINEMENT_H
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#include "../version.h"
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#include "../vtr/refinement.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Vtr {
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//
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// TriRefinement:
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// A TriRefinement is a subclass of Refinement that splits all faces into tris.
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// It provides the configuration of parent-to-child components and the population of
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// all required topological relations in order to complete a valid Refinement.
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//
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class TriRefinement : public Refinement {
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public:
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TriRefinement(Level const & parent, Level & child, Sdc::Options const & options);
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~TriRefinement();
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protected:
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//
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// Virtual methods to complete the configuration of the parent-to-child mapping:
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//
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virtual void allocateParentChildIndices();
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virtual void markSparseFaceChildren();
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//
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// Virtual methods to populate the six topological relations:
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//
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virtual void populateFaceVertexRelation();
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virtual void populateFaceEdgeRelation();
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virtual void populateEdgeVertexRelation();
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virtual void populateEdgeFaceRelation();
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virtual void populateVertexFaceRelation();
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virtual void populateVertexEdgeRelation();
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//
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// Internal helper methods for populating the topology -- a few of these are
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// identical to what is used for quad-splitting, so we may move them to the
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// base class...
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//
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void populateFaceVertexCountsAndOffsets();
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void populateFaceVerticesFromParentFaces();
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void populateFaceEdgesFromParentFaces();
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void populateEdgeVerticesFromParentFaces();
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void populateEdgeVerticesFromParentEdges();
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void populateEdgeFacesFromParentFaces();
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void populateEdgeFacesFromParentEdges();
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void populateVertexFacesFromParentEdges();
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void populateVertexFacesFromParentVertices();
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void populateVertexEdgesFromParentEdges();
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void populateVertexEdgesFromParentVertices();
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private:
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//
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// Unlike the quad-split, which can some vectors with the parent Level since
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// child components correspond to face-vertices, the tri-split must define its
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// own local vectors to identify the children for each parent component -- to
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// be referenced within the base class for more immediate/inline access:
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//
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IndexVector _localFaceChildFaceCountsAndOffsets;
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};
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} // end namespace Vtr
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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_VTR_REFINEMENT_H */
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