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loopScheme.h
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24 #ifndef OPENSUBDIV3_SDC_LOOP_SCHEME_H
25 #define OPENSUBDIV3_SDC_LOOP_SCHEME_H
26 
27 #include "../version.h"
28 
29 #include "../sdc/scheme.h"
30 
31 #include <cassert>
32 #include <cmath>
33 
34 namespace OpenSubdiv {
35 namespace OPENSUBDIV_VERSION {
36 namespace Sdc {
37 
38 
39 //
40 // Specializations for Sdc::Scheme<SCHEME_LOOP>:
41 //
42 //
43 
44 //
45 // Loop traits:
46 //
47 template <>
49 
50 template <>
51 inline int Scheme<SCHEME_LOOP>::GetRegularFaceSize() { return 3; }
52 
53 template <>
55 
56 template <>
58 
59 
60 //
61 // Protected methods to assign the two types of masks for an edge-vertex --
62 // Crease and Smooth.
63 //
64 // The Crease case does not really need to be specialized, though it may be
65 // preferable to define all explicitly here.
66 //
67 template <>
68 template <typename EDGE, typename MASK>
69 inline void
70 Scheme<SCHEME_LOOP>::assignCreaseMaskForEdge(EDGE const&, MASK& mask) const
71 {
72  mask.SetNumVertexWeights(2);
73  mask.SetNumEdgeWeights(0);
74  mask.SetNumFaceWeights(0);
75  mask.SetFaceWeightsForFaceCenters(false);
76 
77  mask.VertexWeight(0) = 0.5f;
78  mask.VertexWeight(1) = 0.5f;
79 }
80 
81 template <>
82 template <typename EDGE, typename MASK>
83 inline void
84 Scheme<SCHEME_LOOP>::assignSmoothMaskForEdge(EDGE const& edge, MASK& mask) const
85 {
86  int faceCount = edge.GetNumFaces();
87 
88  mask.SetNumVertexWeights(2);
89  mask.SetNumEdgeWeights(0);
90  mask.SetNumFaceWeights(faceCount);
91  mask.SetFaceWeightsForFaceCenters(false);
92 
93  //
94  // This is where we run into the issue of "face weights" -- we want to weight the
95  // face-centers for Catmark, but face-centers are not generated for Loop. So do
96  // we make assumptions on how the mask is used, assign some property to the mask
97  // to indicate how they were assigned, or take input from the mask itself?
98  //
99  // Regardless, we have two choices:
100  // - face-weights are for the vertices opposite the edge (as in Hbr):
101  // vertex weights = 0.375f;
102  // face weights = 0.125f;
103  //
104  // - face-weights are for the face centers:
105  // vertex weights = 0.125f;
106  // face weights = 0.375f;
107  //
108  // Coincidentally the coefficients are the same but reversed.
109  //
110  typedef typename MASK::Weight Weight;
111 
112  Weight vWeight = mask.AreFaceWeightsForFaceCenters() ? 0.125f : 0.375f;
113  Weight fWeight = mask.AreFaceWeightsForFaceCenters() ? 0.375f : 0.125f;
114 
115  mask.VertexWeight(0) = vWeight;
116  mask.VertexWeight(1) = vWeight;
117 
118  if (faceCount == 2) {
119  mask.FaceWeight(0) = fWeight;
120  mask.FaceWeight(1) = fWeight;
121  } else {
122  // The non-manifold case is not clearly defined -- we adjust the above
123  // face-weight to preserve the ratio of edge-center and face-centers:
124  fWeight *= 2.0f / (Weight) faceCount;
125  for (int i = 0; i < faceCount; ++i) {
126  mask.FaceWeight(i) = fWeight;
127  }
128  }
129 }
130 
131 
132 //
133 // Protected methods to assign the three types of masks for a vertex-vertex --
134 // Corner, Crease and Smooth (Dart is the same as Smooth).
135 //
136 // Corner and Crease do not really need to be specialized, though it may be
137 // preferable to define all explicitly here.
138 //
139 template <>
140 template <typename VERTEX, typename MASK>
141 inline void
142 Scheme<SCHEME_LOOP>::assignCornerMaskForVertex(VERTEX const&, MASK& mask) const
143 {
144  mask.SetNumVertexWeights(1);
145  mask.SetNumEdgeWeights(0);
146  mask.SetNumFaceWeights(0);
147  mask.SetFaceWeightsForFaceCenters(false);
148 
149  mask.VertexWeight(0) = 1.0f;
150 }
151 
152 template <>
153 template <typename VERTEX, typename MASK>
154 inline void
155 Scheme<SCHEME_LOOP>::assignCreaseMaskForVertex(VERTEX const& vertex, MASK& mask,
156  int const creaseEnds[2]) const {
157  typedef typename MASK::Weight Weight;
158 
159  int valence = vertex.GetNumEdges();
160 
161  mask.SetNumVertexWeights(1);
162  mask.SetNumEdgeWeights(valence);
163  mask.SetNumFaceWeights(0);
164  mask.SetFaceWeightsForFaceCenters(false);
165 
166  Weight vWeight = 0.75f;
167  Weight eWeight = 0.125f;
168 
169  mask.VertexWeight(0) = vWeight;
170  for (int i = 0; i < valence; ++i) {
171  mask.EdgeWeight(i) = 0.0f;
172  }
173  mask.EdgeWeight(creaseEnds[0]) = eWeight;
174  mask.EdgeWeight(creaseEnds[1]) = eWeight;
175 }
176 
177 template <>
178 template <typename VERTEX, typename MASK>
179 inline void
180 Scheme<SCHEME_LOOP>::assignSmoothMaskForVertex(VERTEX const& vertex, MASK& mask) const
181 {
182  typedef typename MASK::Weight Weight;
183 
184  int valence = vertex.GetNumFaces();
185 
186  mask.SetNumVertexWeights(1);
187  mask.SetNumEdgeWeights(valence);
188  mask.SetNumFaceWeights(0);
189  mask.SetFaceWeightsForFaceCenters(false);
190 
191  // Specialize for the regular case: 1/16 per edge-vert, 5/8 for the vert itself:
192  Weight eWeight = (Weight) 0.0625f;
193  Weight vWeight = (Weight) 0.625f;
194 
195  if (valence != 6) {
196  // From HbrLoopSubdivision<T>::Subdivide(mesh, vertex):
197  // - could use some lookup tables here for common irregular valence (5, 7, 8)
198  // or all of these cosine calls will be adding up...
199 
200  double dValence = (double) valence;
201  double invValence = 1.0f / dValence;
202  double cosTheta = std::cos(M_PI * 2.0f * invValence);
203 
204  double beta = 0.25f * cosTheta + 0.375f;
205 
206  eWeight = (Weight) ((0.625f - (beta * beta)) * invValence);
207  vWeight = (Weight) (1.0f - (eWeight * dValence));
208  }
209 
210  mask.VertexWeight(0) = vWeight;
211  for (int i = 0; i < valence; ++i) {
212  mask.EdgeWeight(i) = eWeight;
213  }
214 }
215 
216 
217 //
218 // Limit masks for position:
219 //
220 template <>
221 template <typename VERTEX, typename MASK>
222 inline void
223 Scheme<SCHEME_LOOP>::assignCornerLimitMask(VERTEX const& /* vertex */, MASK& posMask) const {
224 
225  posMask.SetNumVertexWeights(1);
226  posMask.SetNumEdgeWeights(0);
227  posMask.SetNumFaceWeights(0);
228  posMask.SetFaceWeightsForFaceCenters(false);
229 
230  posMask.VertexWeight(0) = 1.0f;
231 }
232 
233 template <>
234 template <typename VERTEX, typename MASK>
235 inline void
236 Scheme<SCHEME_LOOP>::assignCreaseLimitMask(VERTEX const& vertex, MASK& posMask,
237  int const creaseEnds[2]) const {
238 
239  typedef typename MASK::Weight Weight;
240 
241  int valence = vertex.GetNumEdges();
242 
243  posMask.SetNumVertexWeights(1);
244  posMask.SetNumEdgeWeights(valence);
245  posMask.SetNumFaceWeights(0);
246  posMask.SetFaceWeightsForFaceCenters(false);
247 
248  //
249  // The refinement mask for a crease vertex is (1/8, 3/4, 1/8) and for a crease
250  // edge is (1/2, 1/2) -- producing a uniform B-spline curve along the crease
251  // (boundary) whether the vertex or its crease is regular or not. The limit
252  // mask is therefore (1/6, 2/3, 1/6) for ALL cases.
253  //
254  // An alternative limit mask (1/5, 3/5, 1/5) is often published for use either
255  // for irregular crease vertices or for all crease/boundary vertices, but this
256  // is based on an alternate refinement mask for the edge -- (3/8, 5/8) versus
257  // the usual (1/2, 1/2) -- and will not produce the B-spline curve desired.
258  //
259  Weight vWeight = (Weight) (4.0 / 6.0);
260  Weight eWeight = (Weight) (1.0 / 6.0);
261 
262  posMask.VertexWeight(0) = vWeight;
263  for (int i = 0; i < valence; ++i) {
264  posMask.EdgeWeight(i) = 0.0f;
265  }
266  posMask.EdgeWeight(creaseEnds[0]) = eWeight;
267  posMask.EdgeWeight(creaseEnds[1]) = eWeight;
268 }
269 
270 template <>
271 template <typename VERTEX, typename MASK>
272 inline void
273 Scheme<SCHEME_LOOP>::assignSmoothLimitMask(VERTEX const& vertex, MASK& posMask) const {
274 
275  typedef typename MASK::Weight Weight;
276 
277  int valence = vertex.GetNumFaces();
278 
279  posMask.SetNumVertexWeights(1);
280  posMask.SetNumEdgeWeights(valence);
281  posMask.SetNumFaceWeights(0);
282  posMask.SetFaceWeightsForFaceCenters(false);
283 
284  // Specialize for the regular case: 1/12 per edge-vert, 1/2 for the vert itself:
285  if (valence == 6) {
286  Weight eWeight = (Weight) (1.0 / 12.0);
287  Weight vWeight = 0.5f;
288 
289  posMask.VertexWeight(0) = vWeight;
290 
291  posMask.EdgeWeight(0) = eWeight;
292  posMask.EdgeWeight(1) = eWeight;
293  posMask.EdgeWeight(2) = eWeight;
294  posMask.EdgeWeight(3) = eWeight;
295  posMask.EdgeWeight(4) = eWeight;
296  posMask.EdgeWeight(5) = eWeight;
297 
298  } else {
299  double dValence = (double) valence;
300  double invValence = 1.0f / dValence;
301  double cosTheta = std::cos(M_PI * 2.0f * invValence);
302 
303  double beta = 0.25f * cosTheta + 0.375f;
304  double gamma = (0.625f - (beta * beta)) * invValence;
305 
306  Weight eWeight = (Weight) (1.0f / (dValence + 3.0f / (8.0f * gamma)));
307  Weight vWeight = (Weight) (1.0f - (eWeight * dValence));
308 
309  posMask.VertexWeight(0) = vWeight;
310  for (int i = 0; i < valence; ++i) {
311  posMask.EdgeWeight(i) = eWeight;
312  }
313  }
314 }
315 
316 /*
317 // Limit masks for tangents:
318 //
319 // A note on tangent magnitudes:
320 //
321 // Several formulae exist for limit tangents at a vertex to accommodate the
322 // different topological configurations around the vertex. While these produce
323 // the desired direction, there is inconsistency in the resulting magnitudes.
324 // Ideally a regular mesh of uniformly shaped triangles with similar edge lengths
325 // should produce tangents of similar magnitudes throughout -- including corners
326 // and boundaries. So some of the common formulae for these are adjusted with
327 // scale factors.
328 //
329 // For uses where magnitude does not matter, this scaling should be irrelevant.
330 // But just as with patches, where the magnitudes of partial derivatives are
331 // consistent between similar patches, the magnitudes of limit tangents should
332 // also be similar.
333 //
334 // The reference tangents, in terms of magnitudes, are those produced by the
335 // limit tangent mask for smooth interior vertices, for which well established
336 // sin/cos formulae apply -- these remain unscaled. Formulae for the other
337 // crease/boundary, corner tangents and irregular cases are scaled to be more
338 // consistent with these.
339 //
340 // The crease/boundary tangents for the regular case can be viewed as derived
341 // from the smooth interior masks with two "phantom" points extrapolated across
342 // the regular boundary:
343 //
344 // v3 v2
345 // X - - - - - X
346 // / \ / \
347 // / \ / \
348 // v4 X - - - - - X - - - - - X v1
349 // . . 0 . .
350 // . . . .
351 // . . . .
352 // (v5) (v6)
353 //
354 // where v5 = v0 + (v4 - v3) and v6 = v0 + v1 - v2.
355 //
356 // When the standard limit tangent mask is applied, the cosines of increments
357 // of pi/3 give us coefficients that are multiples of 1/2, leading to the first
358 // tangent T1 = 3/2 * (v1 - v4), rather than the widely used T1 = v1 - v4. So
359 // this scale factor of 3/2 is applied to ensure tangents along the boundaries
360 // are of similar magnitude as tangents in the immediate interior (which may be
361 // parallel).
362 //
363 // Tangents at corners are essentially a form of boundary tangent, and so its
364 // simple difference formula is scaled to be consistent with adjoining boundary
365 // tangents -- not just with the 3/2 factor from above, but with an additional
366 // 2.0 to compensate for the fact that the difference of only side of the vertex
367 // is considered here. The resulting scale factor of 3.0 for the regular corner
368 // is what similarly arises by extrapolating an interior region around the
369 // vertex and using the interior mask for the first tangent.
370 //
371 // The cross-tangent formula for the regular crease/boundary is similarly found
372 // from the above construction of the boundary, but the commonly used weights of
373 // +/- 1 and 2 result from omitting the common factor of sqrt(3)/2 (arising from
374 // the sines of increments of pi/3). With that scale factor close to one, it has
375 // less impact than the irregular cases, which are analogous to corner tangents
376 // in that differences on only one side of the vertex are considered. While a
377 // scaling of 3.0 is similarly understandable for the valence 2 and 3 cases, it is
378 // less obvious in the irregular formula for valence > 4, but similarly effective.
379 //
380 // The end result of these adjustments should be a set of limit tangents that are
381 // of similar magnitude over a regular mesh including boundaries and corners.
382 */
383 template <>
384 template <typename VERTEX, typename MASK>
385 inline void
387  MASK& tan1Mask, MASK& tan2Mask) const {
388 
389  int valence = vertex.GetNumEdges();
390 
391  tan1Mask.SetNumVertexWeights(1);
392  tan1Mask.SetNumEdgeWeights(valence);
393  tan1Mask.SetNumFaceWeights(0);
394  tan1Mask.SetFaceWeightsForFaceCenters(false);
395 
396  tan2Mask.SetNumVertexWeights(1);
397  tan2Mask.SetNumEdgeWeights(valence);
398  tan2Mask.SetNumFaceWeights(0);
399  tan2Mask.SetFaceWeightsForFaceCenters(false);
400 
401  // See note above regarding scale factor of 3.0:
402  tan1Mask.VertexWeight(0) = -3.0f;
403  tan1Mask.EdgeWeight(0) = 3.0f;
404  tan1Mask.EdgeWeight(1) = 0.0f;
405 
406  tan2Mask.VertexWeight(0) = -3.0f;
407  tan2Mask.EdgeWeight(0) = 0.0f;
408  tan2Mask.EdgeWeight(1) = 3.0f;
409 
410  // Should be at least 2 edges -- be sure to clear weights for any more:
411  for (int i = 2; i < valence; ++i) {
412  tan1Mask.EdgeWeight(i) = 0.0f;
413  tan2Mask.EdgeWeight(i) = 0.0f;
414  }
415 }
416 
417 template <>
418 template <typename VERTEX, typename MASK>
419 inline void
421  MASK& tan1Mask, MASK& tan2Mask, int const creaseEnds[2]) const {
422 
423  typedef typename MASK::Weight Weight;
424 
425  //
426  // First, the tangent along the crease:
427  // The first crease edge is considered the "leading" edge of the span
428  // of surface for which we are evaluating tangents and the second edge the
429  // "trailing edge". By convention, the tangent along the crease is oriented
430  // in the direction of the leading edge.
431  //
432  int valence = vertex.GetNumEdges();
433 
434  tan1Mask.SetNumVertexWeights(1);
435  tan1Mask.SetNumEdgeWeights(valence);
436  tan1Mask.SetNumFaceWeights(0);
437  tan1Mask.SetFaceWeightsForFaceCenters(false);
438 
439  tan1Mask.VertexWeight(0) = 0.0f;
440  for (int i = 0; i < valence; ++i) {
441  tan1Mask.EdgeWeight(i) = 0.0f;
442  }
443 
444  // See the note above regarding scale factor of 1.5:
445  tan1Mask.EdgeWeight(creaseEnds[0]) = 1.5f;
446  tan1Mask.EdgeWeight(creaseEnds[1]) = -1.5f;
447 
448  //
449  // Second, the tangent across the interior faces:
450  // Note this is ambiguous for an interior vertex. We currently return
451  // the tangent for the surface in the counter-clockwise span between the
452  // leading and trailing edges that form the crease. Given the expected
453  // computation of a surface normal as Tan1 X Tan2, this tangent should be
454  // oriented "inward" from the crease/boundary -- across the surface rather
455  // than outward and away from it.
456  //
457  // There is inconsistency in the orientation of this tangent in commonly
458  // published results: the general formula provided for arbitrary valence
459  // has the tangent pointing across the crease and "outward" from the surface,
460  // while the special cases for regular valence and lower have the tangent
461  // pointing across the surface and "inward" from the crease. So if we are
462  // to consistently orient the first tangent along the crease, regardless of
463  // the interior topology, we have to correct this. With the first tangent
464  // following the direction of the leading crease edge, we want the second
465  // tangent pointing inward/across the surface -- so we flip the result of
466  // the general formula.
467  //
468  tan2Mask.SetNumVertexWeights(1);
469  tan2Mask.SetNumEdgeWeights(valence);
470  tan2Mask.SetNumFaceWeights(0);
471  tan2Mask.SetFaceWeightsForFaceCenters(false);
472 
473  for (int i = 0; i < creaseEnds[0]; ++i) {
474  tan2Mask.EdgeWeight(i) = 0.0f;
475  }
476  int interiorEdgeCount = creaseEnds[1] - creaseEnds[0] - 1;
477  if (interiorEdgeCount == 2) {
478  // See note above regarding scale factor of (sin(60 degs) == sqrt(3)/2:
479 
480  static Weight const Root3 = (Weight) 1.73205080756887729352;
481  static Weight const Root3by2 = (Weight) (Root3 * 0.5);
482 
483  tan2Mask.VertexWeight(0) = -Root3;
484 
485  tan2Mask.EdgeWeight(creaseEnds[0]) = -Root3by2;
486  tan2Mask.EdgeWeight(creaseEnds[1]) = -Root3by2;
487 
488  tan2Mask.EdgeWeight(creaseEnds[0] + 1) = Root3;
489  tan2Mask.EdgeWeight(creaseEnds[0] + 2) = Root3;
490  } else if (interiorEdgeCount > 2) {
491  // See notes above regarding scale factor of -3.0 (-1 for orientation,
492  // 2.0 for considering the region as a half-disk, and 1.5 in keeping
493  // with the crease tangent):
494 
495  double theta = M_PI / (interiorEdgeCount + 1);
496 
497  tan2Mask.VertexWeight(0) = 0.0f;
498 
499  Weight cWeight = (Weight) (-3.0f * std::sin(theta));
500  tan2Mask.EdgeWeight(creaseEnds[0]) = cWeight;
501  tan2Mask.EdgeWeight(creaseEnds[1]) = cWeight;
502 
503  double eCoeff = -3.0f * 2.0f * (std::cos(theta) - 1.0f);
504  for (int i = 1; i <= interiorEdgeCount; ++i) {
505  tan2Mask.EdgeWeight(creaseEnds[0] + i) = (Weight) (eCoeff * std::sin(i * theta));
506  }
507  } else if (interiorEdgeCount == 1) {
508  // See notes above regarding scale factor of 3.0:
509 
510  tan2Mask.VertexWeight(0) = -3.0f;
511 
512  tan2Mask.EdgeWeight(creaseEnds[0]) = 0.0f;
513  tan2Mask.EdgeWeight(creaseEnds[1]) = 0.0f;
514 
515  tan2Mask.EdgeWeight(creaseEnds[0] + 1) = 3.0f;
516  } else {
517  // See notes above regarding scale factor of 3.0:
518 
519  tan2Mask.VertexWeight(0) = -6.0f;
520 
521  tan2Mask.EdgeWeight(creaseEnds[0]) = 3.0f;
522  tan2Mask.EdgeWeight(creaseEnds[1]) = 3.0f;
523  }
524  for (int i = creaseEnds[1] + 1; i < valence; ++i) {
525  tan2Mask.EdgeWeight(i) = 0.0f;
526  }
527 }
528 
529 template <>
530 template <typename VERTEX, typename MASK>
531 inline void
533  MASK& tan1Mask, MASK& tan2Mask) const {
534 
535  typedef typename MASK::Weight Weight;
536 
537  int valence = vertex.GetNumFaces();
538 
539  tan1Mask.SetNumVertexWeights(1);
540  tan1Mask.SetNumEdgeWeights(valence);
541  tan1Mask.SetNumFaceWeights(0);
542  tan1Mask.SetFaceWeightsForFaceCenters(false);
543 
544  tan2Mask.SetNumVertexWeights(1);
545  tan2Mask.SetNumEdgeWeights(valence);
546  tan2Mask.SetNumFaceWeights(0);
547  tan2Mask.SetFaceWeightsForFaceCenters(false);
548 
549  tan1Mask.VertexWeight(0) = 0.0f;
550  tan2Mask.VertexWeight(0) = 0.0f;
551 
552  if (valence == 6) {
553  static Weight const Root3by2 = (Weight)(0.5 * 1.73205080756887729352);
554 
555  tan1Mask.EdgeWeight(0) = 1.0f;
556  tan1Mask.EdgeWeight(1) = 0.5f;
557  tan1Mask.EdgeWeight(2) = -0.5f;
558  tan1Mask.EdgeWeight(3) = -1.0f;
559  tan1Mask.EdgeWeight(4) = -0.5f;
560  tan1Mask.EdgeWeight(5) = 0.5f;
561 
562  tan2Mask.EdgeWeight(0) = 0.0f;
563  tan2Mask.EdgeWeight(1) = Root3by2;
564  tan2Mask.EdgeWeight(2) = Root3by2;
565  tan2Mask.EdgeWeight(3) = 0.0f;
566  tan2Mask.EdgeWeight(4) = -Root3by2;
567  tan2Mask.EdgeWeight(5) = -Root3by2;
568  } else {
569  double alpha = 2.0f * M_PI / valence;
570  for (int i = 0; i < valence; ++i) {
571  double alphaI = alpha * i;
572  tan1Mask.EdgeWeight(i) = (Weight) std::cos(alphaI);
573  tan2Mask.EdgeWeight(i) = (Weight) std::sin(alphaI);
574  }
575  }
576 }
577 
578 } // end namespace Sdc
579 } // end namespace OPENSUBDIV_VERSION
580 using namespace OPENSUBDIV_VERSION;
581 } // end namespace OpenSubdiv
582 
583 #endif /* OPENSUBDIV3_SDC_LOOP_SCHEME_H */
void assignCreaseLimitMask(VERTEX const &vertex, MASK &pos, int const creaseEnds[2]) const
void assignCreaseMaskForVertex(VERTEX const &edge, MASK &mask, int const creaseEnds[2]) const
Split
Enumerated type for all face splitting schemes.
Definition: types.h:47
void assignSmoothLimitMask(VERTEX const &vertex, MASK &pos) const
void assignSmoothMaskForVertex(VERTEX const &edge, MASK &mask) const
void assignCornerLimitMask(VERTEX const &vertex, MASK &pos) const
void assignCornerLimitTangentMasks(VERTEX const &vertex, MASK &tan1, MASK &tan2) const
void assignSmoothLimitTangentMasks(VERTEX const &vertex, MASK &tan1, MASK &tan2) const
void assignCreaseMaskForEdge(EDGE const &edge, MASK &mask) const
Definition: scheme.h:317
void assignCornerMaskForVertex(VERTEX const &edge, MASK &mask) const
Definition: scheme.h:331
void assignSmoothMaskForEdge(EDGE const &edge, MASK &mask) const
void assignCreaseLimitTangentMasks(VERTEX const &vertex, MASK &tan1, MASK &tan2, int const creaseEnds[2]) const