da376e0237
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
122 lines
2.9 KiB
C++
122 lines
2.9 KiB
C++
/*
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* Original code in the public domain -- castanyo@yahoo.es
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*
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* Modifications copyright (c) 2011, Blender Foundation.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __SUBD_VERTEX_H__
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#define __SUBD_VERTEX_H__
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#include "subd_edge.h"
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#include "subd_mesh.h"
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CCL_NAMESPACE_BEGIN
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/* Subd Vertex */
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class SubdVert
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{
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public:
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int id;
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float3 co;
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SubdEdge *edge;
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SubdVert *next;
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SubdVert *prev;
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SubdVert(int id_)
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{
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id = id_;
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edge = NULL;
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co = make_float3(0.0f, 0.0f, 0.0f);
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next = this;
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prev = this;
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}
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/* valence */
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int valence()
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{
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int num = 0;
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for(EdgeIterator it(edges()); !it.isDone(); it.advance())
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num++;
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return num;
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}
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/* edge queries */
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bool is_boundary() { return (edge && !edge->face); }
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/* iterator over edges in counterclockwise order */
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class EdgeIterator
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{
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public:
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EdgeIterator(SubdEdge *e) : end(NULL), cur(e) { }
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virtual void advance()
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{
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if(end == NULL) end = cur;
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cur = cur->pair->next;
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//cur = cur->prev->pair;
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}
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virtual bool isDone() { return end == cur; }
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virtual SubdEdge *current() { return cur; }
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private:
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SubdEdge *end;
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SubdEdge *cur;
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};
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/* iterator over edges in clockwise order */
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class ReverseEdgeIterator
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{
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public:
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ReverseEdgeIterator(SubdEdge *e) : end(NULL), cur(e) { }
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virtual void advance()
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{
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if(end == NULL) end = cur;
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cur = cur->prev->pair;
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}
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virtual bool isDone() { return end == cur; }
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virtual SubdEdge *current() { return cur; }
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private:
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SubdEdge *end;
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SubdEdge *cur;
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};
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EdgeIterator edges() { return EdgeIterator(edge); }
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EdgeIterator edges(SubdEdge *edge) { return EdgeIterator(edge); }
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};
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CCL_NAMESPACE_END
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#endif /* __SUBD_VERTEX_H__ */
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