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test2/intern/opensubdiv/internal/evaluator/patch_map.h

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/* SPDX-FileCopyrightText: 2013 Pixar
* SPDX-FileCopyrightText: 2021 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0
*
* Original code by Pixar with modifications by the Blender foundation. */
#ifndef OPENSUBDIV_PATCH_MAP_H_
#define OPENSUBDIV_PATCH_MAP_H_
#include <opensubdiv/far/patchTable.h>
namespace blender::opensubdiv {
/// \brief An quadtree-based map connecting coarse faces to their sub-patches
///
/// PatchTable::PatchArrays contain lists of patches that represent the limit
/// surface of a mesh, sorted by their topological type. These arrays break the
/// connection between coarse faces and their sub-patches.
///
/// The PatchMap provides a quad-tree based lookup structure that, given a singular
/// parametric location, can efficiently return a handle to the sub-patch that
/// contains this location.
///
class PatchMap {
public:
// Quadtree node with 4 children, tree is just a vector of nodes
struct QuadNode {
QuadNode()
{
std::memset(this, 0, sizeof(QuadNode));
}
struct Child {
unsigned int isSet : 1; // true if the child has been set
unsigned int isLeaf : 1; // true if the child is a QuadNode
unsigned int index : 30; // child index (either QuadNode or Handle)
};
// sets all the children to point to the patch of given index
void SetChildren(int index);
// sets the child in "quadrant" to point to the node or patch of the given index
void SetChild(int quadrant, int index, bool isLeaf);
Child children[4];
};
using Handle = OpenSubdiv::Far::PatchTable::PatchHandle;
/// \brief Constructor
///
/// @param patchTable A valid PatchTable
///
PatchMap(OpenSubdiv::Far::PatchTable const &patchTable);
/// \brief Returns a handle to the sub-patch of the face at the given (u,v).
/// Note that the patch face ID corresponds to potentially quadrangulated
/// face indices and not the base face indices (see Far::PtexIndices for more
/// details).
///
/// @param patchFaceId The index of the patch (Ptex) face
///
/// @param u Local u parameter
///
/// @param v Local v parameter
///
/// @return A patch handle or 0 if the face is not supported (index
/// out of bounds) or is tagged as a hole
///
Handle const *FindPatch(int patchFaceId, double u, double v) const;
int getMinPatchFace() const
{
return _minPatchFace;
}
int getMaxPatchFace() const
{
return _maxPatchFace;
}
int getMaxDepth() const
{
return _maxDepth;
}
bool getPatchesAreTriangular() const
{
return _patchesAreTriangular;
}
const std::vector<Handle> &getHandles()
{
return _handles;
}
const std::vector<QuadNode> &nodes()
{
return _quadtree;
}
private:
void initializeHandles(OpenSubdiv::Far::PatchTable const &patchTable);
void initializeQuadtree(OpenSubdiv::Far::PatchTable const &patchTable);
using QuadTree = std::vector<QuadNode>;
// Internal methods supporting quadtree construction and queries
void assignRootNode(QuadNode *node, int index);
QuadNode *assignLeafOrChildNode(QuadNode *node, bool isLeaf, int quadrant, int index);
template<class T> static int transformUVToQuadQuadrant(T const &median, T &u, T &v);
template<class T>
static int transformUVToTriQuadrant(T const &median, T &u, T &v, bool &rotated);
bool _patchesAreTriangular; // tri and quad assembly and search requirements differ
int _minPatchFace; // minimum patch face index supported by the map
int _maxPatchFace; // maximum patch face index supported by the map
int _maxDepth; // maximum depth of a patch in the tree
std::vector<Handle> _handles; // all the patches in the PatchTable
std::vector<QuadNode> _quadtree; // quadtree nodes
};
//
// Given a median value for both U and V, these methods transform a (u,v) pair
// into the quadrant that contains them and returns the quadrant index.
//
// Quadrant indexing for tri and quad patches -- consistent with PatchParam's
// usage of UV bits:
//
// (0,1) o-----o-----o (1,1) (0,1) o (1,0) o-----o-----o (0,0)
// | | | |\ \ 1 |\ 0 |
// | 2 | 3 | | \ \ | \ |
// | | | | 2 \ \| 3 \|
// o-----o-----o o-----o o-----o
// | | | |\ 3 |\ \ 2 |
// | 0 | 1 | | \ | \ \ |
// | | | | 0 \| 1 \ \|
// (0,0) o-----o-----o (1,0) (0,0) o-----o-----o (1,0) o (0,1)
//
// The triangular case also takes and returns/affects the rotation of the
// quadrant being searched and identified (quadrant 3 imparts a rotation).
//
template<class T> inline int PatchMap::transformUVToQuadQuadrant(T const &median, T &u, T &v)
{
int uHalf = (u >= median);
if (uHalf) {
u -= median;
}
int vHalf = (v >= median);
if (vHalf) {
v -= median;
}
return (vHalf << 1) | uHalf;
}
template<class T>
int inline PatchMap::transformUVToTriQuadrant(T const &median, T &u, T &v, bool &rotated)
{
if (!rotated) {
if (u >= median) {
u -= median;
return 1;
}
if (v >= median) {
v -= median;
return 2;
}
if ((u + v) >= median) {
rotated = true;
return 3;
}
return 0;
}
if (u < median) {
v -= median;
return 1;
}
if (v < median) {
u -= median;
return 2;
}
u -= median;
v -= median;
if ((u + v) < median) {
rotated = false;
return 3;
}
return 0;
}
/// Returns a handle to the sub-patch of the face at the given (u,v).
inline PatchMap::Handle const *PatchMap::FindPatch(int faceid, double u, double v) const
{
//
// Reject patch faces not supported by this map, or those corresponding
// to holes or otherwise unassigned (the root node for a patch will
// have all or no quadrants set):
//
if ((faceid < _minPatchFace) || (faceid > _maxPatchFace)) {
return nullptr;
}
QuadNode const *node = &_quadtree[faceid - _minPatchFace];
if (!node->children[0].isSet) {
return nullptr;
}
//
// Search the tree for the sub-patch containing the given (u,v)
//
assert((u >= 0.0) && (u <= 1.0) && (v >= 0.0) && (v <= 1.0));
double median = 0.5;
bool triRotated = false;
for (int depth = 0; depth <= _maxDepth; ++depth, median *= 0.5) {
int quadrant = _patchesAreTriangular ? transformUVToTriQuadrant(median, u, v, triRotated) :
transformUVToQuadQuadrant(median, u, v);
// holes should have been rejected at the root node of the face
assert(node->children[quadrant].isSet);
if (node->children[quadrant].isLeaf) {
return &_handles[node->children[quadrant].index];
}
node = &_quadtree[node->children[quadrant].index];
}
assert(0);
return nullptr;
}
} // namespace blender::opensubdiv
#endif // OPENSUBDIV_PATCH_MAP_H_