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BSPS.hxx
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////////////////////////////////////////////////////////////////////
//
// $Id: BSPS.hxx 2021/06/05 12:15:59 kanai Exp $
//
// Copyright (c) 2021 Takashi Kanai
// Released under the MIT license
//
////////////////////////////////////////////////////////////////////
#ifndef _BSPS_HXX
#define _BSPS_HXX 1
#include <vector>
using namespace std;
#include <Point4.h>
#ifdef VM_INCLUDE_NAMESPACE
using namespace kh_vecmath;
#endif // VM_INCLUDE_NAMESPACE
#include "MeshR.hxx"
// #include "MeshL.hxx"
// #include "VertexL.hxx"
// #include "FaceL.hxx"
// #include "HalfedgeL.hxx"
// #include "TexcoordL.hxx"
//
// the same one is defined on bsps.cg
//
#include "mydefine.h"
class BSPS {
public:
BSPS() : u_degree_(3), v_degree_(3) {};
~BSPS(){};
int id() const { return id_; };
void setID( int i ) { id_ = i; };
int u_degree() const { return u_degree_; };
int v_degree() const { return v_degree_; };
void setUdegree( int d ) { u_degree_ = d; };
void setVdegree( int d ) { v_degree_ = d; };
int n_ukv() const { return ukv_.size(); };
int n_vkv() const { return vkv_.size(); };
std::vector<float>& ukv() { return ukv_; };
std::vector<float>& vkv() { return vkv_; };
void addUkv( float t ) { ukv_.push_back( t ); };
void addVkv( float t ) { vkv_.push_back( t ); };
int n_ucp() const { return n_ucp_; };
int n_vcp() const { return n_vcp_; };
int n_cp() const { return cp_.size(); };
void setNUcp( int n ) { n_ucp_ = n; };
void setNVcp( int n ) { n_vcp_ = n; };
void addCp( Point4f& p ) { cp_.push_back( p ); };
std::vector<Point4f>& cp() { return cp_; };
int findSpan( float t, int m, int deg, std::vector<float>& kv ) {
if ( fabs( t - kv[m-deg] ) < 1.0e-05 ) return m-(deg+1);
int low = deg;
int high = m-deg;
int mid = (int) ((low+high)/2);
while ( t < kv[mid] || t >= kv[mid+1] )
{
if ( t < kv[mid] ) high = mid;
else low = mid;
mid = (int) ((low+high)/2);
}
return mid;
};
// for cubic degree B-spline
int findSpan3( float t, int m, std::vector<float>& kv ) {
if ( fabs( t - kv[m-3] ) < 1.0e-05 ) return m-4;
int low = 3;
int high = m-3;
int mid = (int) ((low+high)/2);
while ( t < kv[mid] || t >= kv[mid+1] )
{
if ( t < kv[mid] ) high = mid;
else low = mid;
mid = (int) ((low+high)/2);
}
return mid;
};
void fetchKnots3( int i, std::vector<float>& knot, std::vector<float>& kd,
std::vector<float>& kv ) {
knot[0] = kv[i-2];
knot[1] = kv[i-1];
knot[2] = kv[i];
knot[3] = kv[i+1];
knot[4] = kv[i+2];
knot[5] = kv[i+3];
// cout << "knots " << knot[0] << " " << knot[1] << " " << knot[2] << " " << knot[3] << " " << knot[4] << " " << knot[5] << endl;
kd[0] = kv[i+1]-kv[i];
kd[1] = kv[i+1]-kv[i-1];
kd[2] = kv[i+2]-kv[i];
kd[3] = kv[i+1]-kv[i-2];
kd[4] = kv[i+2]-kv[i-1];
kd[5] = kv[i+3]-kv[i];
// cout << "kd " << kd[0] << " " << kd[1] << " " << kd[2] << " " << kd[3] << " " << kd[4] << " " << kd[5] << endl;
};
void fetchCp3( int p, int q, std::vector<Point4f>& ocp, int n_vcp, std::vector<Point4f>& cp ) {
for ( int i = 0; i < 4; ++i )
{
for ( int j = 0; j < 4; ++j )
{
int n = 4 * i + j;
ocp[n] = cp[ n_vcp * (p+i) + (q+j) ];
}
}
};
void basisFunc3( float t, std::vector<float>& knot, std::vector<float>& kd,
std::vector<float>& Nu, std::vector<float>& dNu ) {
float N[6];
// p = 0
N[0] = 1.0f;
// p = 1
N[1] = (knot[3] - t) * N[0] / kd[0];
N[2] = (t - knot[2]) * N[0] / kd[0];
// p = 2
N[3] = (knot[3] - t) * N[1] / kd[1];
N[4] = (t - knot[1]) * N[1] / kd[1] + (knot[4] - t) * N[2] / kd[2];
N[5] = (t - knot[2]) * N[2] / kd[2];
// p = 3
Nu[0] = (knot[3] - t) * N[3] / kd[3];
Nu[1] = (t - knot[0]) * N[3] / kd[3] + (knot[4] - t) * N[4] / kd[4];
Nu[2] = (t - knot[1]) * N[4] / kd[4] + (knot[5] - t) * N[5] / kd[5];
Nu[3] = (t - knot[2]) * N[5] / kd[5];
// cout << "N " << Nu[0] << " " << Nu[1] << " " << Nu[2] << " " << Nu[3] << endl;
// 1st order derivative
dNu[0] = - 3.0f * N[3] / kd[3];
dNu[1] = 3.0f * N[3] / kd[3] - 3.0f * N[4] / kd[4];
dNu[2] = 3.0f * N[4] / kd[4] - 3.0f * N[5] / kd[5];
dNu[3] = 3.0f * N[5] / kd[5];
};
void eval3( float u, float v, Point3f& pt, Vector3f& nrm ) {
// cout << "knot vector size " << ukv_.size() << " " << vkv_.size() << endl;
// U direction
int uid = findSpan3( u, ukv_.size()-1, ukv_ );
// cout << "uid " << uid << endl;
std::vector<float> uknot(6);
std::vector<float> ukd(6);
fetchKnots3( uid, uknot, ukd, ukv_ );
std::vector<float> Nu(4);
std::vector<float> dNu(4);
basisFunc3( u, uknot, ukd, Nu, dNu );
// V direction
int vid = findSpan3( v, vkv_.size()-1, vkv_ );
std::vector<float> vknot(6);
std::vector<float> vkd(6);
fetchKnots3( vid, vknot, vkd, vkv_ );
std::vector<float> Nv(4);
std::vector<float> dNv(4);
basisFunc3( v, vknot, vkd, Nv, dNv );
// Control Points
int iu = uid - 3;
int iv = vid - 3;
// cout << "u v " << u << " " << v << " " << "iu, iv " << iu << " " << iv << endl;
std::vector<Point4f> cp(16);
fetchCp3( iu, iv, cp, n_vcp_, cp_ );
Point4f pt4( .0f, .0f, .0f, .0f );
for ( int i = 0; i < 4; ++i )
{
for ( int j = 0; j < 4; ++j )
{
pt4 += (Nu[i] * Nv[j] * cp[4 * i + j]);
}
}
pt.set( pt4.x, pt4.y, pt4.z );
// Vector3f pu( .0f, .0f, .0f );
Point4f pu4( .0f, .0f, .0f, .0f );
for ( int i = 0; i < 4; ++i )
{
for ( int j = 0; j < 4; ++j )
{
pu4 += (dNu[i] * Nv[j] * cp[4 * i + j]);
}
}
Point4f pv4( .0f, .0f, .0f, .0f );
for ( int i = 0; i < 4; ++i )
{
for ( int j = 0; j < 4; ++j )
{
pv4 += (Nu[i] * dNv[j] * cp[4 * i + j]);
}
}
Vector3f pu( pu4.x, pu4.y, pu4.z );
Vector3f pv( pv4.x, pv4.y, pv4.z );
nrm.cross( pu, pv );
nrm.normalize();
};
float paramU( int i, int udiv ) {
return (ukv_[0] + ( ukv_[ukv_.size()-1] - ukv_[0] ) * (float) i / (float) udiv);
};
float paramV( int j, int vdiv ) {
return (vkv_[0] + ( vkv_[vkv_.size()-1] - vkv_[0] ) * (float) j / (float) vdiv);
};
#if 1
void polygonize( MeshR& mesh, int udiv, int vdiv ) {
// (udiv+1) * (vdiv+1) vertices
unsigned int n_p = mesh.numPoints();
for ( int i = 0; i <= udiv; ++i )
{
float u = paramU( i, udiv );
for ( int j = 0; j <= vdiv; ++j )
{
float v = paramV( j, vdiv );
Point3f pt; Vector3f n;
eval3( u, v, pt, n );
mesh.addPoint( pt.x, pt.y, pt.z );
mesh.addNormal( n.x, n.y, n.z );
// b-spline face id is assigned to z component of texcoord.
float a = (float) id() / FID_DIV;
mesh.addTexcoord( u, v, a );
}
}
// udiv * vdiv * 2 triangles
for ( int i = 0; i < udiv; ++i )
{
for ( int j = 0; j < vdiv; ++j )
{
// generate two triangle for each loop
unsigned int v0 = n_p + (vdiv+1) * (i) + (j);
unsigned int v1 = n_p + (vdiv+1) * (i+1) + (j);
unsigned int v2 = n_p + (vdiv+1) * (i) + (j+1);
mesh.addIndex( v0 );
mesh.addIndex( v1 );
mesh.addIndex( v2 );
v0 = n_p + (vdiv+1) * (i+1) + (j+1);
v1 = n_p + (vdiv+1) * (i) + (j+1);
v2 = n_p + (vdiv+1) * (i+1) + (j);
mesh.addIndex( v0 );
mesh.addIndex( v1 );
mesh.addIndex( v2 );
}
}
};
#endif
#if 0
void polygonize( MeshL& mesh, int udiv, int vdiv ) {
// (udiv+1) * (vdiv+1) vertices
std::vector<VertexL*> vtp;
std::vector<NormalL*> nmp;
std::vector<TexcoordL*> tcp;
for ( int i = 0; i <= udiv; ++i )
{
float u = paramU( i, udiv );
for ( int j = 0; j <= vdiv; ++j )
{
float v = paramV( j, vdiv );
Point3f pt; Vector3f n;
eval3( u, v, pt, n );
//cout << "u " << u << " v " << v << " " << pt << endl;
VertexL* vt = mesh.addVertex( pt );
vtp.push_back( vt );
NormalL* nm = mesh.addNormal( n );
nmp.push_back( nm );
// b-spline face id is assigned to z component of texcoord.
float a = (float) id() / FID_DIV;
TexcoordL* tc = mesh.addTexcoord( Point3f( u, v, a ) );
tcp.push_back( tc );
}
}
// udiv * vdiv * 2 triangles
for ( int i = 0; i < udiv; ++i )
{
for ( int j = 0; j < vdiv; ++j )
{
FaceL* fc; HalfedgeL* he;
#if 0
// generate a rectangle for each loop
int v0, v1, v2, v3;
fc = mesh.addFace();
fc->setTexID( id() );
v0 = (vdiv+1) * (i) + (j);
v1 = (vdiv+1) * (i) + (j+1);
v2 = (vdiv+1) * (i+1) + (j+1);
v3 = (vdiv+1) * (i+1) + (j);
he = mesh.addHalfedge( fc, vtp[v0], nmp[v0], tcp[v0] );
he = mesh.addHalfedge( fc, vtp[v1], nmp[v1], tcp[v1] );
he = mesh.addHalfedge( fc, vtp[v2], nmp[v2], tcp[v2] );
he = mesh.addHalfedge( fc, vtp[v3], nmp[v3], tcp[v3] );
fc->calcNormal();
#endif
#if 1
// generate two triangle for each loop
int v0, v1, v2;
fc = mesh.addFace();
fc->setTexID( id() );
v0 = (vdiv+1) * (i) + (j);
v1 = (vdiv+1) * (i+1) + (j);
v2 = (vdiv+1) * (i) + (j+1);
he = mesh.addHalfedge( fc, vtp[v0], nmp[v0], tcp[v0] );
he = mesh.addHalfedge( fc, vtp[v1], nmp[v1], tcp[v1] );
he = mesh.addHalfedge( fc, vtp[v2], nmp[v2], tcp[v2] );
fc->calcNormal();
fc = mesh.addFace();
fc->setTexID( id() );
v0 = (vdiv+1) * (i+1) + (j+1);
v1 = (vdiv+1) * (i) + (j+1);
v2 = (vdiv+1) * (i+1) + (j);
he = mesh.addHalfedge( fc, vtp[v0], nmp[v0], tcp[v0] );
he = mesh.addHalfedge( fc, vtp[v1], nmp[v1], tcp[v1] );
he = mesh.addHalfedge( fc, vtp[v2], nmp[v2], tcp[v2] );
fc->calcNormal();
#endif
}
}
};
#endif
void Print() {
// u knots
cout << "U knot vector: " << endl;
for ( int i = 0; i < ukv_.size(); ++i )
{
cout << i << " " << ukv_[i] << endl;
}
cout << "V knot vector: " << endl;
for ( int i = 0; i < vkv_.size(); ++i )
{
cout << i << " " << vkv_[i] << endl;
}
cout << "Control Points: " << endl;
for ( int i = 0; i < cp_.size(); ++i )
{
cout << i << " " << cp_[i] << endl;
}
};
private:
int id_;
int u_degree_;
int v_degree_;
std::vector<float> ukv_;
std::vector<float> vkv_;
int n_ucp_;
int n_vcp_;
std::vector<Point4f> cp_;
};
#endif // _BSPS_HXX