mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-05 01:10:05 +00:00
a308267af3
- cancelled the rotation when in the rotated quadrant of a rotated triangle
241 lines
7.9 KiB
C++
241 lines
7.9 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 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 */
|