blender/intern/cycles/subd/subd_ring.cpp

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/*
* Copyright 2006, NVIDIA Corporation Ignacio Castano <icastano@nvidia.com>
*
* Modifications copyright (c) 2011, Blender Foundation.
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "subd_face.h"
#include "subd_ring.h"
#include "subd_stencil.h"
#include "subd_vert.h"
#include "util_algorithm.h"
#include "util_debug.h"
#include "util_math.h"
CCL_NAMESPACE_BEGIN
/* Utility for sorting verts by index */
class vertex_compare
{
public:
const vector<int>& index;
vertex_compare(const vector<int>& index_) : index(index_) {}
bool operator()(int a, int b) const { return index[a] < index[b]; }
};
/* Subd Face Ring */
SubdFaceRing::SubdFaceRing(SubdFace *face, SubdEdge *firstEdge)
{
m_face = face;
m_firstEdge = firstEdge;
m_num_edges = face->num_edges();
assert(m_num_edges == 3 || m_num_edges == 4);
initVerts();
}
int SubdFaceRing::num_verts()
{
return m_verts.size();
}
SubdVert *SubdFaceRing::vertexAt(int i)
{
return m_verts[i];
}
int SubdFaceRing::vert_index(SubdVert *vertex)
{
int count = this->num_verts();
for(int i = 0; i < count; i++)
if(m_verts[i] == vertex)
return i;
assert(0);
return 0;
}
void SubdFaceRing::evaluate_stencils(float3 *P, StencilMask *mask, int num)
{
/* first we sort verts by id. this way verts will always be added
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* in the same order to ensure the exact same float ops happen for control
* points of other patches, so we get water-tight patches */
int num_verts = m_verts.size();
vector<int> vmap(num_verts);
vector<int> vertid(num_verts);
for(int v = 0; v < num_verts; v++) {
vmap[v] = v;
vertid[v] = m_verts[v]->id;
}
sort(vmap.begin(), vmap.end(), vertex_compare(vertid));
/* then evaluate the stencils */
for(int j = 0; j < num; j++) {
float3 p = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < num_verts; i++) {
int idx = vmap[i];
p += m_verts[idx]->co * mask[j][idx];
}
P[j] = p;
}
}
bool SubdFaceRing::is_triangle()
{
return m_num_edges == 3;
}
bool SubdFaceRing::is_quad()
{
return m_num_edges == 4;
}
int SubdFaceRing::num_edges()
{
return m_num_edges;
}
bool SubdFaceRing::is_regular(SubdFace *face)
{
if(!is_quad(face))
return false;
for(SubdFace::EdgeIterator it(face->edges()); !it.isDone(); it.advance()) {
SubdEdge *edge = it.current();
/* regular faces don't have boundary edges */
if(edge->is_boundary())
return false;
/* regular faces only have ordinary verts */
if(edge->vert->valence() != 4)
return false;
/* regular faces are only adjacent to quads */
for(SubdVert::EdgeIterator eit(edge); !eit.isDone(); eit.advance())
if(eit.current()->face == NULL || eit.current()->face->num_edges() != 4)
return false;
}
return true;
}
bool SubdFaceRing::is_triangle(SubdFace *face)
{
return face->num_edges() == 3;
}
bool SubdFaceRing::is_quad(SubdFace *face)
{
return face->num_edges() == 4;
}
bool SubdFaceRing::is_boundary(SubdFace *face)
{
/* note that face->is_boundary() returns a different result. That function
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* returns true when any of the *edges* are on the boundary. however, this
* function returns true if any of the face *verts* are on the boundary. */
for(SubdFace::EdgeIterator it(face->edges()); !it.isDone(); it.advance()) {
SubdEdge *edge = it.current();
if(edge->vert->is_boundary())
return true;
}
return false;
}
void SubdFaceRing::initVerts()
{
m_verts.reserve(16);
/* add face verts */
for(SubdFace::EdgeIterator it(m_firstEdge); !it.isDone(); it.advance()) {
SubdEdge *edge = it.current();
m_verts.push_back(edge->from());
}
// @@ Add support for non manifold surfaces!
// The fix:
// - not all colocals should point to the same edge.
// - multiple colocals could belong to different boundaries, make sure they point to the right one.
// @@ When the face neighborhood wraps that could result in overlapping stencils.
// Add surronding verts.
for(SubdFace::EdgeIterator it(m_firstEdge); !it.isDone(); it.advance()) {
SubdEdge *firstEdge = it.current();
int i = 0;
/* traverse edges around vertex */
for(SubdVert::ReverseEdgeIterator eit(firstEdge); !eit.isDone(); eit.advance(), i++) {
SubdEdge *edge = eit.current();
assert(edge->from()->co == firstEdge->from()->co);
add_vert(edge->to());
if(edge->face != NULL)
add_vert(edge->next->to());
}
assert(i == firstEdge->from()->valence());
}
}
void SubdFaceRing::add_vert(SubdVert *vertex)
{
/* avoid having duplicate verts */
if(!has_vert(vertex))
m_verts.push_back(vertex);
}
bool SubdFaceRing::has_vert(SubdVert *vertex)
{
int num_verts = m_verts.size();
for(int i = 0; i < num_verts; i++)
if(m_verts[i]->co == vertex->co)
return true;
return false;
}
CCL_NAMESPACE_END