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https://github.com/PixarAnimationStudios/OpenSubdiv
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175 lines
5.4 KiB
C++
175 lines
5.4 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 ST_PARTICLES_H
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#define ST_PARTICLES_H
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#include <far/topologyRefiner.h>
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#include <far/patchMap.h>
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#include <osd/types.h>
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#include <iostream>
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//
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// In order to emphasize the dynamic nature of the EvalLimit API, where the
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// locations can be arbitrarily updated before each evaluation, the glEvalLimit
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// example treats each sample as a 'ST particle'.
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//
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// ST Particles are a simplified parametric-space particle dynamics simulation: each
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// particle is assigned a location on the subdivision surface limit that is
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// composed of a unique ptex face index, with a local (s,t) parametric pair.
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//
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// The system also generates an array of parametric velocties (ds, dt) for each
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// particle. An Update() function then applies the velocities to the locations and
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// moves the points along the parametric space.
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//
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// Face boundaries are managed using a ptex adjacency table obtained from the
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// Far::TopologyRefiner. Every time a particle moves outside of the [0.0f, 1.0f]
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// parametric range, a 'warp' function moves it to the neighboring face, or
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// bounces it, if the edge happens to be a boundary.
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//
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// Note: currently the adjacency code does not handle 'diagonal' crossings, nor
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// crossings between quand and non-quad faces.
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//
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class STParticles {
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public:
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/// \brief Coordinates set on a limit surface
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///
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struct Position {
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Position() { }
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/// \brief Constructor
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///
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/// @param f Ptex face id
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///
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/// @param x parametric location on face
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///
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/// @param y parametric location on face
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///
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Position(int f, float x, float y) : ptexIndex(f), s(x), t(y) { }
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int ptexIndex; ///< ptex face index
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float s, t; ///< parametric location on face
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};
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//
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// Topology adjacency (borrowed from Ptexture.h)
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//
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struct FaceInfo {
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enum { flag_subface = 8 };
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FaceInfo() : adjedges(0), flags(0) {
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adjfaces[0] = adjfaces[1] = adjfaces[2] = adjfaces[3] = -1;
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}
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FaceInfo(int adjfaces_[4], int adjedges_[4], bool isSubface=false) :
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flags(isSubface ? flag_subface : 0) {
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setadjfaces(adjfaces_[0], adjfaces_[1], adjfaces_[2], adjfaces_[3]);
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setadjedges(adjedges_[0], adjedges_[1], adjedges_[2], adjedges_[3]);
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}
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void setadjfaces(int f0, int f1, int f2, int f3) {
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adjfaces[0] = f0;
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adjfaces[1] = f1;
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adjfaces[2] = f2;
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adjfaces[3] = f3;
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}
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void setadjedges(int e0, int e1, int e2, int e3) {
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adjedges = (e0&3) | ((e1&3)<<2) | ((e2&3)<<4) | ((e3&3)<<6);
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}
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int adjface(int eid) const { return adjfaces[eid]; }
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int adjedge(int eid) const { return int((adjedges >> (2*eid)) & 3); }
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bool isSubface() const { return (flags & flag_subface) != 0; }
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unsigned int adjedges :8,
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flags :8;
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int adjfaces[4];
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};
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typedef OpenSubdiv::Far::TopologyRefiner Refiner;
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typedef OpenSubdiv::Far::PatchTable PatchTable;
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STParticles(Refiner const & refiner, PatchTable const *patchTable,
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int nparticles, bool centered=false);
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~STParticles();
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void Update(float deltaTime);
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int GetNumParticles() const {
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return (int)_positions.size();
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}
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void SetSpeed(float speed) {
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_speed = std::max(-1.0f, std::min(1.0f, speed));
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}
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float GetSpeed() const {
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return _speed;
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}
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std::vector<Position> & GetPositions() {
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return _positions;
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}
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std::vector<float> & GetVelocities() {
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return _velocities;
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}
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std::vector<OpenSubdiv::Osd::PatchCoord> GetPatchCoords() const {
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return _patchCoords;
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}
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friend std::ostream & operator << (std::ostream & os, STParticles const & f);
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static void WarpParticle(std::vector<FaceInfo> const &adjacency,
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int edge, Position * p, float * dp);
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private:
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//
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// Particle "Dynamics"
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//
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std::vector<Position> _positions;
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std::vector<float> _velocities;
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std::vector<OpenSubdiv::Osd::PatchCoord> _patchCoords;
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float _speed; // velocity multiplier
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friend std::ostream & operator << (std::ostream & os, FaceInfo const & f);
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std::vector<FaceInfo> _adjacency;
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OpenSubdiv::Far::PatchMap const *_patchMap;
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};
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#endif // ST_PARTICLES_H
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