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https://github.com/PixarAnimationStudios/OpenSubdiv
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636 lines
18 KiB
ReStructuredText
636 lines
18 KiB
ReStructuredText
..
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Copyright 2013 Pixar
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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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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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You may obtain a copy of the Apache License at
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http://www.apache.org/licenses/LICENSE-2.0
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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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Using Hbr
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---------
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.. contents::
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:local:
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:backlinks: none
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----
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.. container:: notebox
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**Note**
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As of OpenSubdiv 3.0, all **Hbr** dependencies have been removed from the
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core APIs (**Sdc**, **Vtr**, **Far**, **Osd**). The legacy source code of
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**Hbr** is provided purely for regression and legacy purposes. If your code
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is currently depending on Hbr functionality, we recommend migrating to the
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newer APIs as we cannot guarantee that this code will be maintained in
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future releases.
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For more information see the `3.0 release notes <release_notes.html>`_
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Vertex Template API
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===================
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The **Hbr** API abstracts the vertex class through templating. Client-code is
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expected to provide a vertex class that implements the requisite interpolation
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functionality.
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Here is an example of a simple vertex class that accounts for 3D position, but
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does not support arbitrary variables or varying interpolation.
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.. code:: c++
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struct Vertex {
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Vertex() { }
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Vertex( int /*i*/ ) { }
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Vertex( const Vertex & src ) { _pos[0]=src._pos[0]; _pos[1]=src._pos[1]; _pos[2]=src._pos[2]; }
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~Vertex( ) { }
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void AddWithWeight(const Vertex& src, float weight, void * =0 ) {
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_pos[0]+=weight*src._pos[0];
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_pos[1]+=weight*src._pos[1];
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_pos[2]+=weight*src._pos[2];
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}
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void AddVaryingWithWeight(const Vertex& , float, void * =0 ) { }
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void Clear( void * =0 ) { _pos[0]=_pos[1]=_pos[2]=0.0f; }
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void SetPosition(float x, float y, float z) { _pos[0]=x; _pos[1]=y; _pos[2]=z; }
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void ApplyVertexEdit(const OpenSubdiv::HbrVertexEdit<Vertex> & edit) {
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const float *src = edit.GetEdit();
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switch(edit.GetOperation()) {
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case OpenSubdiv::HbrHierarchicalEdit<Vertex>::Set:
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_pos[0] = src[0];
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_pos[1] = src[1];
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_pos[2] = src[2];
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break;
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case OpenSubdiv::HbrHierarchicalEdit<Vertex>::Add:
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_pos[0] += src[0];
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_pos[1] += src[1];
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_pos[2] += src[2];
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break;
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case OpenSubdiv::HbrHierarchicalEdit<Vertex>::Subtract:
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_pos[0] -= src[0];
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_pos[1] -= src[1];
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_pos[2] -= src[2];
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break;
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}
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}
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void ApplyMovingVertexEdit(const OpenSubdiv::HbrMovingVertexEdit<Vertex> &) { }
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// custom functions & data not required by Hbr -------------------------
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Vertex( float x, float y, float z ) { _pos[0]=x; _pos[1]=y; _pos[2]=z; }
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const float * GetPos() const { return _pos; }
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float _pos[3];
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};
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In some cases, if only topological analysis is required, the class can be left un-implemented.
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Far and Osd for instance store vertex data in serialized interleaved vectors. Here
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is the Osd::Vertex class for reference:
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.. code:: c++
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class Vertex {
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public:
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Vertex() {}
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Vertex(int /* index */) {}
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Vertex(Vertex const & /* src */) {}
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void AddWithWeight(Vertex const & /* i */, float /* weight */, void * = 0) {}
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void AddVaryingWithWeight(const Vertex & /* i */, float /* weight */, void * = 0) {}
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void Clear(void * = 0) {}
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void ApplyVertexEdit(FarVertexEdit const &) { }
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};
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Creating a Mesh
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===============
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The following tutorial walks through the steps of instantiating a simple **Hbr**
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mesh.
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The code found in regression/common/shape_utils.h can also be used as an example.
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While this implementation covers many of **Hbr**'s features, it does not provide
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coverage for the complete Renderman specification though.
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----
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Instantiating an HbrMesh
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************************
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First we need to instantiate a mesh object.
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**Hbr** supports 3 subdivision schemes:
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* Catmull-Clark (catmark)
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* Loop
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* Bilinear
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The scheme is selected by passing an specialized instance of *HbrSubdivision<T>*,
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*HbrCatmarkSubdivision<T>* in this case. The scheme can be shared across multiple
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mesh objects, so we only need a single instance.
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.. code:: c++
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static OpenSubdiv::HbrCatmarkSubdivision<Vertex> _scheme;
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OpenSubdiv::HbrMesh<Vertex> * mesh = new OpenSubdiv::HbrMesh<Vertex>( _scheme );
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----
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Creating Vertices
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*****************
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Adding vertices to the mesh is accomplished using the *HbrMesh::NewVertex()* method.
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Because **Hbr** uses a dedicated vertex allocator to help alleviate the performance
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impact of intensive fragmented memory allocations. This optimization results in
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the following design pattern:
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.. code:: c++
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Vertex vtx;
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for(int i=0;i<numVerts; i++ ) {
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Vertex * v = mesh->NewVertex( i, vtx);
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// v->SetPosition();
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}
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We instantiate a single "default" vertex object named 'vtx' on the stack. We then
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recover the pointer to the actual vertex created in the mesh from the NewVertex()
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method. Once we have recovered that pointer, we can set the data for our vertex
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by using any of the custom accessors.
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----
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Creating Faces
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**************
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Once all the vertices have been registered in the mesh, we can start adding the
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faces with *HbrMesh::NewFace()*. Assuming we had an *obj* style reader, we need
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to know the number of vertices in the face and the indices of these vertices.
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.. code:: c++
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for (int f=0; f<numFaces; ++f) {
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int nverts = obj->GetNumVertices(f);
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const int * faceverts = obj->GetFaceVerts(f);
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mesh->NewFace(nv, fv, 0);
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}
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However, **Hbr** is not able to handle `non-manifold <subdivision_surfaces.html#non-manifold-topology>`__
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geometry. In order to avoid tripping asserts or causing memory violations, let's
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rewrite the previous loop with some some prototype code to check the validity of
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the topology.
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.. code:: c++
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for (int f=0; f<numFaces; ++f) {
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int nv = obj->GetNumVertices(f);
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const int * fv = obj->GetFaceVerts(f);
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// triangles only for Loop subdivision !
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if ((scheme==kLoop) and (nv!=3)) {
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printf("Trying to create a Loop subd with non-triangle face\n");
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continue;
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}
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// now check the half-edges connectivity
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for(int j=0;j<nv;j++) {
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OpenSubdiv::HbrVertex<T> * origin = mesh->GetVertex( fv[j] );
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OpenSubdiv::HbrVertex<T> * destination = mesh->GetVertex( fv[(j+1)%nv] );
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OpenSubdiv::HbrHalfedge<T> * opposite = destination->GetEdge(origin);
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if(origin==NULL || destination==NULL) {
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printf(" An edge was specified that connected a nonexistent vertex\n");
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continue;
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}
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if(origin == destination) {
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printf(" An edge was specified that connected a vertex to itself\n");
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continue;
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}
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if(opposite && opposite->GetOpposite() ) {
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printf(" A non-manifold edge incident to more than 2 faces was found\n");
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continue;
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}
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if(origin->GetEdge(destination)) {
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printf(" An edge connecting two vertices was specified more than once."
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" It's likely that an incident face was flipped\n");
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continue;
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}
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}
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mesh->NewFace(nv, fv, 0);
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}
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----
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Wrapping Things Up
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******************
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Once we have vertices and faces set in our mesh, we still need to wrap things up
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by calling *HbrMesh::Finish()*:
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.. code:: c++
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mesh->Finish()
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*Finish* iterates over the mesh to apply the boundary interpolation rules and
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checks for singular vertices. At this point, there is one final topology check
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remaining to validate the mesh:
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.. code:: c++
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mesh->Finish()
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if (mesh->GetNumDisconnectedVertices()) {
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printf("The specified subdivmesh contains disconnected surface components.\n");
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// abort or iterate over the mesh to remove the offending vertices
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}
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----
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Boundary Interpolation Rules
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============================
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The rule-set can be selected using the following accessors:
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*Vertex* and *varying* data:
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.. code:: c++
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mesh->SetInterpolateBoundaryMethod( OpenSubdiv::HbrMesh<Vertex>::k_InterpolateBoundaryEdgeOnly );
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*Face-varying* data:
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.. code:: c++
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mesh->SetFVarInterpolateBoundaryMethod( OpenSubdiv::HbrMesh<Vertex>::k_InterpolateBoundaryEdgeOnly );
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Additional information on boundary interpolation rules can be found
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`here <hbr_overview.html#boundary-interpolation-rules>`__
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.. container:: impnotip
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**Warning**
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The boundary interpolation rules **must** be set before the call to
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*HbrMesh::Finish()*, which sets the sharpness values to boundary edges
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and vertices based on these rules.
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Adding Creases
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==============
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*Hbr* supports a sharpness attribute on both edges and vertices.
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Sharpness is set using the *SetSharpness(float)* accessors.
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----
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Vertex Creases
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**************
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Given an index, vertices are very easy to access in the mesh.
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.. code:: c++
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int idx; // vertex index
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float sharp; // the edge sharpness
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OpenSubdiv::HbrVertex<Vertex> * v = mesh->GetVertex( idx );
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if(v) {
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v->SetSharpness( std::max(0.0f, sharp) );
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} else
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printf("cannot find vertex for corner tag (%d)\n", idx );
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----
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Edge Creases
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************
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Usually, edge creases are described with a vertex indices pair. Here is some
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sample code to locate the matching half-edge and set a crease sharpness.
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.. code:: c++
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int v0, v1; // vertex indices
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float sharp; // the edge sharpness
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OpenSubdiv::HbrVertex<Vertex> * v = mesh->GetVertex( v0 ),
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* w = mesh->GetVertex( v1 );
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OpenSubdiv::HbrHalfedge<Vertex> * e = 0;
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if( v && w ) {
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if((e = v->GetEdge(w)) == 0)
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e = w->GetEdge(v);
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if(e) {
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e->SetSharpness( std::max(0.0f, sharp) );
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} else
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printf("cannot find edge for crease tag (%d,%d)\n", v0, v1 );
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}
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----
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Holes
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=====
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**Hbr** faces support a "hole" tag.
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.. code:: c++
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int idx; // the face index
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OpenSubdiv::HbrFace<Vertex> * f = mesh->GetFace( idx );
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if(f) {
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f->SetHole();
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} else
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printf("cannot find face for hole tag (%d)\n", idx );
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.. container:: note
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**Note**
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The hole tag is hierarchical : sub-faces can also be marked as holes.
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See: `Hierarchical Edits`_
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----
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Hierarchical Edits
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==================
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**Hbr** supports the following types of hierarchical edits:
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+-------------------+----------------------------------------+
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| Type | Function |
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+===================+========================================+
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| Corner edits | Modify vertex sharpness |
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+-------------------+----------------------------------------+
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| Crease edits | Modify edge sharpness |
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+-------------------+----------------------------------------+
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| FaceEdit | Modify custom "face data" |
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+-------------------+----------------------------------------+
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| FVarEdit | Modify face-varying data |
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+-------------------+----------------------------------------+
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| VertexEdit | Modify vertex and varying data |
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+-------------------+----------------------------------------+
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| HoleEdit | Set "hole" tag |
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+-------------------+----------------------------------------+
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Modifications are one of the following 3 operations:
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+-----------+
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| Operation |
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+===========+
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| Set |
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+-----------+
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| Add |
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+-----------+
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| Subtract |
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+-----------+
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Here is a simple example that creates a hierarchical vertex edit.
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.. code:: c++
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// path = 655, 2, 3, 0
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int faceid = 655,
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nsubfaces = 2,
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subfaces[2] = { 2, 3 },
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vertexid = 0;
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int offset = 0, // offset to the vertex or varying data
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numElems = 3; // number of elements to apply the modifier to (x,y,z = 3)
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bool isP = false; // shortcut to identify modifications to the vertex position "P"
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OpenSubdiv::HbrHierarchicalEdit<Vertex>::Operation op =
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OpenSubdiv::HbrHierarchicalEdit<T>::Set;
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float values[3] = { 1.0f, 0.5f, 0.0f }; // edit values
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OpenSubdiv::HbrVertexEdit<T> * edit =
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new OpenSubdiv::HbrVertexEdit<T>(faceid,
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nsubfaces,
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subfaces,
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vertexid,
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offset,
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floatwidth,
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isP,
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op,
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values);
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----
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Face-varying Data
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=================
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Here is a walk-through of how to store face-varying data for a (u,v) pair.
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Unlike vertex and varying data which is accessed through the templated vertex
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API, face-varying data is directly aggregated as vectors of float data.
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Instantiating the *HbrMesh*
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***************************
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The *HbrMesh* needs to retain some knowledge about the face-varying data that it
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carries in order to refine it correctly.
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.. code:: c++
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int fvarwidth = 2; // total width of the fvar data
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static int indices[1] = { 0 }, // 1 offset set to 0
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widths[1] = { 2 }; // 2 floats in a (u,v) pair
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int const fvarcount = fvarwidth > 0 ? 1 : 0,
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* fvarindices = fvarwidth > 0 ? indices : NULL,
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* fvarwidths = fvarwidth > 0 ? widths : NULL;
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mesh = new OpenSubdiv::HbrMesh<T>( &_scheme,
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fvarcount,
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fvarindices,
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fvarwidths,
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fvarwidth );
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Setting the Face-Varying Data
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*****************************
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After the topology has been created, **Hbr** is ready to accept face-varying data.
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Here is some sample code:
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.. code:: c++
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for (int i=0, idx=0; i<numFaces; ++i ) {
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OpenSubdiv::HbrFace<Vertex> * f = mesh->GetFace(i);
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int nv = f->GetNumVertices(); // note: this is not the fastest way
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OpenSubdiv::HbrHalfedge<Vertex> * e = f->GetFirstEdge();
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for (int j=0; j<nv; ++j, e=e->GetNext()) {
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OpenSubdiv::HbrFVarData<Vertex> & fvt = e->GetOrgVertex()->GetFVarData(f);
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float const * fvdata = GetFaceVaryingData( i, j );
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if (not fvt.IsInitialized()) {
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// if no fvar daa exists yet on the vertex
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fvt.SetAllData(2, fvdata);
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} else if (not fvt.CompareAll(2, fvdata)) {
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// if there already is fvar data and there is a boundary add the new data
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OpenSubdiv::HbrFVarData<T> & nfvt = e->GetOrgVertex()->NewFVarData(f);
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nfvt.SetAllData(2, fvdata);
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}
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}
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}
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Retrieving the Face-Varying Data
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********************************
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The HbrFVarData structures are expanded during the refinement process, with every
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sub-face being assigned a set of interpolated face-varying data. This data can be
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accessed in 2 ways :
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From a face, passing a vertex index:
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.. code:: c++
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// OpenSubdiv::HbrFace<Vertex> * f
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OpenSubdiv::HbrFVarData const &fv = f.GetFVarData(vindex);
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const float * data = fv.GetData()
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From a vertex, passing a pointer to an incident face:
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.. code:: c++
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// OpenSubdiv::HbrFace<Vertex> * f
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OpenSubdiv::HbrFVarData const &fv = myVertex.GetFVarData(f);
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const float * data = fv.GetData()
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----
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Valence Operators
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=================
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When manipulating meshes, it is often necessary to iterate over neighboring faces
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or vertices. Rather than gather lists of pointers and return them, Hbr exposes
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an operator pattern that guarantees consistent mesh traversals.
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The following example shows how to use an operator to count the number of neighboring
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vertices (use HbrVertex::GetValence() for proper valence counts)
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.. code:: c++
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//OpenSubdiv::HbrVertex<Vertex> * v;
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class MyOperator : public OpenSubdiv::HbrVertexOperator<Vertex> {
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public:
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int count;
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MyOperator() : count(0) { }
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virtual void operator() (OpenSubdiv::HbrVertex<Vertex> &v) {
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++count;
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}
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};
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MyOperator op;
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v->ApplyOperatorSurroundingVertices( op );
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----
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Managing Singular Vertices
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==========================
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Certain topological configurations would force vertices to share multiple
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half-edge cycles. Because Hbr is a half-edge representation, these "singular"
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vertices have to be duplicated as part of the HbrMesh::Finish() phase of the
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instantiation.
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These duplicated vertices can cause problems for client-code that tries to
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populate buffers of vertex or varying data. The following sample code shows
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|
how to match the vertex data to singular vertex splits:
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.. code:: c++
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// Populating an OsdCpuVertexBuffer with vertex data (positions,...)
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float const * vtxData = inMeshFn.getRawPoints(&returnStatus);
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OpenSubdiv::OsdCpuVertexBuffer *vertexBuffer =
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OpenSubdiv::OsdCpuVertexBuffer::Create(numVertexElements, numFarVerts);
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vertexBuffer->UpdateData(vtxData, 0, numVertices );
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// Duplicate the vertex data into the split singular vertices
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std::vector<std::pair<int, int> > const splits = hbrMesh->GetSplitVertices();
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for (int i=0; i<(int)splits.size(); ++i) {
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vertexBuffer->UpdateData(vtxData+splits[i].second*numVertexElements, splits[i].first, 1);
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}
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