mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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312 lines
9.6 KiB
C++
312 lines
9.6 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 SDC_CATMARK_SCHEME_H
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#define SDC_CATMARK_SCHEME_H
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#include "../version.h"
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#include "../sdc/scheme.h"
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#include <cassert>
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#include <cmath>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Sdc {
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//
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// Specializations for Scheme<TYPE_CATMARK>:
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//
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//
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// Masks for edge-vertices: the hard Crease mask does not need to be specialized
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// (simply the midpoint), so all that is left is the Smooth case:
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//
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// The Smooth mask is complicated by the need to support the "triangle subdivision"
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// option, which applies different weighting in the presence of triangles. It is
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// up for debate as to whether this is useful or not -- we may be able to deprecate
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// this option.
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//
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template <>
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template <typename EDGE, typename MASK>
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inline void
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Scheme<TYPE_CATMARK>::assignSmoothMaskForEdge(EDGE const& edge, MASK& mask) const {
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typedef typename MASK::Weight Weight;
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int faceCount = edge.GetNumFaces();
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mask.SetNumVertexWeights(2);
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mask.SetNumEdgeWeights(0);
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mask.SetNumFaceWeights(faceCount);
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//
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// Determine if we need to inspect incident faces and apply alternate weighting for
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// triangles -- and if so, determine which of the two are triangles.
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//
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// (Is this really used? Would be nice if we could deprecate this option...)
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//
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bool face0IsTri = false;
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bool face1IsTri = false;
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bool useTriangleOption = (_options.GetTriangleSubdivision() != Options::TRI_SUB_NORMAL);
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if (useTriangleOption) {
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if (faceCount == 2) {
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//
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// Need to inspect/gather valence of incident faces here...
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//
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useTriangleOption = face0IsTri || face1IsTri;
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} else {
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useTriangleOption = false;
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}
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}
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if (!useTriangleOption) {
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mask.VertexWeight(0) = 0.25f;
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mask.VertexWeight(1) = 0.25f;
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if (faceCount == 2) {
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mask.FaceWeight(0) = 0.25f;
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mask.FaceWeight(1) = 0.25f;
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} else {
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Weight fWeight = 0.5f / (Weight)faceCount;
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for (int i = 0; i < faceCount; ++i) {
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mask.FaceWeight(i) = fWeight;
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}
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}
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} else {
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//
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// This mimics the implementation in Hbr in terms of order of operations. If
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// the triangle-subdivision option can be deprecated we can remove this block:
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//
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const Weight CATMARK_SMOOTH_TRI_EDGE_WEIGHT = 0.470f;
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Weight f0Weight = face0IsTri ? CATMARK_SMOOTH_TRI_EDGE_WEIGHT : 0.25f;
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Weight f1Weight = face1IsTri ? CATMARK_SMOOTH_TRI_EDGE_WEIGHT : 0.25f;
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Weight fWeight = 0.5f * (f0Weight + f1Weight);
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Weight vWeight = 0.5f * (1.0f - 2.0f * fWeight);
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mask.VertexWeight(0) = vWeight;
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mask.VertexWeight(1) = vWeight;
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mask.FaceWeight(0) = fWeight;
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mask.FaceWeight(1) = fWeight;
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}
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}
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//
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// Masks for vertex-vertices: the hard Corner mask does not need to be specialized
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// (simply the vertex itself), leaving the Crease and Smooth cases (Dart is smooth):
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//
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template <>
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template <typename VERTEX, typename MASK>
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inline void
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Scheme<TYPE_CATMARK>::assignCreaseMaskForVertex(VERTEX const& vertex, MASK& mask, float const edgeSharpness[]) const {
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typedef typename MASK::Weight Weight;
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int valence = vertex.GetNumEdges();
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mask.SetNumVertexWeights(1);
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mask.SetNumEdgeWeights(valence);
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mask.SetNumFaceWeights(0);
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Weight vWeight = 0.75f;
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Weight eWeight = 0.125f;
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mask.VertexWeight(0) = vWeight;
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//
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// NOTE -- at some point the sharpness vector was optional, and topology would be used
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// to identify a boundary crease. We are currently no longer passing a null sharpness
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// vector and may not support it in future, in which case this test can be removed:
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//
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if (edgeSharpness != 0) {
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// Use the sharpness values to identify the crease edges:
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for (int i = 0; i < valence; ++i) {
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mask.EdgeWeight(i) = (edgeSharpness[i] > 0.0f) ? eWeight : 0.0f;
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}
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} else {
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// Use the boundary edges (first and last) as the crease edges:
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mask.EdgeWeight(0) = eWeight;
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for (int i = 1; i < (valence - 1); ++i) {
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mask.EdgeWeight(i) = 0.0f;
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}
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mask.EdgeWeight(valence-1) = eWeight;
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}
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}
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template <>
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template <typename VERTEX, typename MASK>
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inline void
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Scheme<TYPE_CATMARK>::assignSmoothMaskForVertex(VERTEX const& vertex, MASK& mask) const {
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typedef typename MASK::Weight Weight;
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//
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// Remember that when the edge- and face-counts differ, we need to adjust this...
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//
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// Keep what's below for eCount == fCount and for the other cases -- which should
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// only occur for non-manifold vertices -- use the following formula that we've
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// adapted in MM:
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//
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// v' = (F + 2*E + (n-3)*v) / n
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//
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// where F is the average of the face points (fi) and E is the average of the edge
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// midpoints (ei). The F term gives is the 1/(n*n) of below and we just need to
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// factor the E and v terms to account for the edge endpoints rather than midpoints.
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//
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int valence = vertex.GetNumFaces();
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mask.SetNumVertexWeights(1);
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mask.SetNumEdgeWeights(valence);
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mask.SetNumFaceWeights(valence);
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Weight vWeight = (Weight)(valence - 2) / (Weight)valence;
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Weight fWeight = 1.0f / (Weight)(valence * valence);
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Weight eWeight = fWeight;
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mask.VertexWeight(0) = vWeight;
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for (int i = 0; i < valence; ++i) {
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mask.EdgeWeight(i) = eWeight;
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mask.FaceWeight(i) = fWeight;
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}
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}
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//
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// Limit masks for position:
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//
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template <>
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template <typename VERTEX, typename MASK>
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inline void
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Scheme<TYPE_CATMARK>::assignBoundaryLimitMask(VERTEX const& vertex, MASK& posMask) const {
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typedef typename MASK::Weight Weight;
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int valence = vertex.GetNumEdges();
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posMask.SetNumVertexWeights(1);
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posMask.SetNumEdgeWeights(valence);
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posMask.SetNumFaceWeights(0);
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Weight vWeight = 2.0f / 3.0f;
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Weight eWeight = 1.0f / 6.0f;
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posMask.VertexWeight(0) = vWeight;
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posMask.EdgeWeight(0) = eWeight;
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for (int i = 1; i < valence - 1; ++i) {
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posMask.EdgeWeight(i) = 0.0f;
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}
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posMask.EdgeWeight(valence - 1) = eWeight;
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}
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template <>
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template <typename VERTEX, typename MASK>
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inline void
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Scheme<TYPE_CATMARK>::assignInteriorLimitMask(VERTEX const& vertex, MASK& posMask) const {
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typedef typename MASK::Weight Weight;
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int valence = vertex.GetNumFaces();
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assert(valence != 2);
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posMask.SetNumVertexWeights(1);
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posMask.SetNumEdgeWeights(valence);
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posMask.SetNumFaceWeights(valence);
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// Probably a good idea to test for and assign the regular case as a special case:
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Weight fWeight = 1.0f / (Weight)(valence * (valence + 5.0f));
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Weight eWeight = 4.0f * fWeight;
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Weight vWeight = (Weight)(1.0f - valence * (eWeight + fWeight));
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posMask.VertexWeight(0) = vWeight;
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for (int i = 0; i < valence; ++i) {
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posMask.EdgeWeight(i) = eWeight;
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posMask.FaceWeight(i) = fWeight;
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}
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}
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//
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// Limit masks for tangents -- these are stubs for now, or have a temporary
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// implementation
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//
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template <>
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template <typename VERTEX, typename MASK>
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inline void
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Scheme<TYPE_CATMARK>::assignBoundaryLimitTangentMasks(VERTEX const& /* vertex */,
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MASK& tan1Mask, MASK& tan2Mask) const {
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tan1Mask.SetNumVertexWeights(1);
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tan1Mask.SetNumEdgeWeights(0);
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tan1Mask.SetNumFaceWeights(0);
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tan1Mask.VertexWeight(0) = 0.0f;
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tan2Mask.SetNumVertexWeights(1);
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tan2Mask.SetNumEdgeWeights(0);
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tan2Mask.SetNumFaceWeights(0);
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tan2Mask.VertexWeight(0) = 0.0f;
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}
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template <>
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template <typename VERTEX, typename MASK>
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inline void
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Scheme<TYPE_CATMARK>::assignInteriorLimitTangentMasks(VERTEX const& vertex,
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MASK& tan1Mask, MASK& tan2Mask) const {
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typedef typename MASK::Weight Weight;
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int valence = vertex.GetNumFaces();
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assert(valence != 2);
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// Using the Loop tangent masks for now...
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tan1Mask.SetNumVertexWeights(1);
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tan1Mask.SetNumEdgeWeights(valence);
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tan1Mask.SetNumFaceWeights(0);
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tan2Mask.SetNumVertexWeights(1);
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tan2Mask.SetNumEdgeWeights(valence);
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tan2Mask.SetNumFaceWeights(0);
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tan1Mask.VertexWeight(0) = 0.0f;
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tan2Mask.VertexWeight(0) = 0.0f;
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Weight alpha = (Weight) (2.0f * M_PI / valence);
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for (int i = 0; i < valence; ++i) {
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double alphaI = alpha * i;
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tan1Mask.EdgeWeight(i) = cos(alphaI);
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tan2Mask.EdgeWeight(i) = sin(alphaI);
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}
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}
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} // end namespace sdc
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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 /* SDC_CATMARK_SCHEME_H */
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