Пример #1
0
std::vector<std::shared_ptr<Shape>> CreateNURBS(const Transform *o2w,
                                                const Transform *w2o,
                                                bool reverseOrientation,
                                                const ParamSet &params) {
    int nu = params.FindOneInt("nu", -1);
    if (nu == -1) {
        Error("Must provide number of control points \"nu\" with NURBS shape.");
        return std::vector<std::shared_ptr<Shape>>();
    }

    int uorder = params.FindOneInt("uorder", -1);
    if (uorder == -1) {
        Error("Must provide u order \"uorder\" with NURBS shape.");
        return std::vector<std::shared_ptr<Shape>>();
    }
    int nuknots, nvknots;
    const Float *uknots = params.FindFloat("uknots", &nuknots);
    if (uknots == nullptr) {
        Error("Must provide u knot vector \"uknots\" with NURBS shape.");
        return std::vector<std::shared_ptr<Shape>>();
    }

    if (nuknots != nu + uorder) {
        Error(
            "Number of knots in u knot vector %d doesn't match sum of "
            "number of u control points %d and u order %d.",
            nuknots, nu, uorder);
        return std::vector<std::shared_ptr<Shape>>();
    }

    Float u0 = params.FindOneFloat("u0", uknots[uorder - 1]);
    Float u1 = params.FindOneFloat("u1", uknots[nu]);

    int nv = params.FindOneInt("nv", -1);
    if (nv == -1) {
        Error("Must provide number of control points \"nv\" with NURBS shape.");
        return std::vector<std::shared_ptr<Shape>>();
    }

    int vorder = params.FindOneInt("vorder", -1);
    if (vorder == -1) {
        Error("Must provide v order \"vorder\" with NURBS shape.");
        return std::vector<std::shared_ptr<Shape>>();
    }

    const Float *vknots = params.FindFloat("vknots", &nvknots);
    if (vknots == nullptr) {
        Error("Must provide v knot vector \"vknots\" with NURBS shape.");
        return std::vector<std::shared_ptr<Shape>>();
    }

    if (nvknots != nv + vorder) {
        Error(
            "Number of knots in v knot vector %d doesn't match sum of "
            "number of v control points %d and v order %d.",
            nvknots, nv, vorder);
        return std::vector<std::shared_ptr<Shape>>();
    }

    Float v0 = params.FindOneFloat("v0", vknots[vorder - 1]);
    Float v1 = params.FindOneFloat("v1", vknots[nv]);

    bool isHomogeneous = false;
    int npts;
    const Float *P = (const Float *)params.FindPoint3f("P", &npts);
    if (!P) {
        P = params.FindFloat("Pw", &npts);
        if (!P) {
            Error(
                "Must provide control points via \"P\" or \"Pw\" parameter to "
                "NURBS shape.");
            return std::vector<std::shared_ptr<Shape>>();
        }
        if ((npts % 4) != 0) {
            Error(
                "Number of \"Pw\" control points provided to NURBS shape must "
                "be "
                "multiple of four");
            return std::vector<std::shared_ptr<Shape>>();
        }
        npts /= 4;
        isHomogeneous = true;
    }
    if (npts != nu * nv) {
        Error("NURBS shape was expecting %dx%d=%d control points, was given %d",
              nu, nv, nu * nv, npts);
        return std::vector<std::shared_ptr<Shape>>();
    }

    // Compute NURBS dicing rates
    int diceu = 30, dicev = 30;
    std::unique_ptr<Float[]> ueval(new Float[diceu]);
    std::unique_ptr<Float[]> veval(new Float[dicev]);
    std::unique_ptr<Point3f[]> evalPs(new Point3f[diceu * dicev]);
    std::unique_ptr<Normal3f[]> evalNs(new Normal3f[diceu * dicev]);
    int i;
    for (i = 0; i < diceu; ++i)
        ueval[i] = Lerp((float)i / (float)(diceu - 1), u0, u1);
    for (i = 0; i < dicev; ++i)
        veval[i] = Lerp((float)i / (float)(dicev - 1), v0, v1);

    // Evaluate NURBS over grid of points
    memset(evalPs.get(), 0, diceu * dicev * sizeof(Point3f));
    memset(evalNs.get(), 0, diceu * dicev * sizeof(Point3f));
    std::unique_ptr<Point2f[]> uvs(new Point2f[diceu * dicev]);

    // Turn NURBS into triangles
    std::unique_ptr<Homogeneous3[]> Pw(new Homogeneous3[nu * nv]);
    if (isHomogeneous) {
        for (int i = 0; i < nu * nv; ++i) {
            Pw[i].x = P[4 * i];
            Pw[i].y = P[4 * i + 1];
            Pw[i].z = P[4 * i + 2];
            Pw[i].w = P[4 * i + 3];
        }
    } else {
        for (int i = 0; i < nu * nv; ++i) {
            Pw[i].x = P[3 * i];
            Pw[i].y = P[3 * i + 1];
            Pw[i].z = P[3 * i + 2];
            Pw[i].w = 1.;
        }
    }

    for (int v = 0; v < dicev; ++v) {
        for (int u = 0; u < diceu; ++u) {
            uvs[(v * diceu + u)].x = ueval[u];
            uvs[(v * diceu + u)].y = veval[v];

            Vector3f dpdu, dpdv;
            Point3f pt = NURBSEvaluateSurface(uorder, uknots, nu, ueval[u],
                                              vorder, vknots, nv, veval[v],
                                              Pw.get(), &dpdu, &dpdv);
            evalPs[v * diceu + u].x = pt.x;
            evalPs[v * diceu + u].y = pt.y;
            evalPs[v * diceu + u].z = pt.z;
            evalNs[v * diceu + u] = Normal3f(Normalize(Cross(dpdu, dpdv)));
        }
    }

    // Generate points-polygons mesh
    int nTris = 2 * (diceu - 1) * (dicev - 1);
    std::unique_ptr<int[]> vertices(new int[3 * nTris]);
    int *vertp = vertices.get();
    // Compute the vertex offset numbers for the triangles
    for (int v = 0; v < dicev - 1; ++v) {
        for (int u = 0; u < diceu - 1; ++u) {
#define VN(u, v) ((v)*diceu + (u))
            *vertp++ = VN(u, v);
            *vertp++ = VN(u + 1, v);
            *vertp++ = VN(u + 1, v + 1);

            *vertp++ = VN(u, v);
            *vertp++ = VN(u + 1, v + 1);
            *vertp++ = VN(u, v + 1);
#undef VN
        }
    }
    int nVerts = diceu * dicev;

    return CreateTriangleMesh(o2w, w2o, reverseOrientation, nTris,
                              vertices.get(), nVerts, evalPs.get(), nullptr,
                              evalNs.get(), uvs.get(), nullptr);
}
Пример #2
0
void NURBS::Refine(vector<Reference<Shape> > &refined) const {
	// Compute NURBS dicing rates
	int diceu = 30, dicev = 30;
	float *ueval = new float[diceu];
	float *veval = new float[dicev];
	Point *evalPs = new Point[diceu*dicev];
	Normal *evalNs = new Normal[diceu*dicev];
	int i;
	for (i = 0; i < diceu; ++i)
		ueval[i] = Lerp((float)i / (float)(diceu-1), umin, umax);
	for (i = 0; i < dicev; ++i)
		veval[i] = Lerp((float)i / (float)(dicev-1), vmin, vmax);
	// Evaluate NURBS over grid of points
	memset(evalPs, 0, diceu*dicev*sizeof(Point));
	memset(evalNs, 0, diceu*dicev*sizeof(Point));
	float *uvs = new float[2*diceu*dicev];
	// Turn NURBS into triangles
	Homogeneous3 *Pw = (Homogeneous3 *)P;
	if (!isHomogeneous) {
		Pw = (Homogeneous3 *)alloca(nu*nv*sizeof(Homogeneous3));
		for (int i = 0; i < nu*nv; ++i) {
			Pw[i].x = P[3*i];
			Pw[i].y = P[3*i+1];
			Pw[i].z = P[3*i+2];
			Pw[i].w = 1.;
		}
	}
	for (int v = 0; v < dicev; ++v) {
		for (int u = 0; u < diceu; ++u) {
			uvs[2*(v*diceu+u)]   = ueval[u];
			uvs[2*(v*diceu+u)+1] = veval[v];
	
			Vector dPdu, dPdv;
			Point pt = NURBSEvaluateSurface(uorder, uknot, nu, ueval[u],
				vorder, vknot, nv, veval[v], Pw, &dPdu, &dPdv);
			evalPs[v*diceu + u].x = pt.x;
			evalPs[v*diceu + u].y = pt.y;
			evalPs[v*diceu + u].z = pt.z;
			evalNs[v*diceu + u] = Normal(Normalize(Cross(dPdu, dPdv)));
		}
	}
	// Generate points-polygons mesh
	int nTris = 2*(diceu-1)*(dicev-1);
	int *vertices = new int[3 * nTris];
	int *vertp = vertices;
	// Compute the vertex offset numbers for the triangles
	for (int v = 0; v < dicev-1; ++v) {
		for (int u = 0; u < diceu-1; ++u) {
	#define VN(u,v) ((v)*diceu+(u))
			*vertp++ = VN(u,   v);
			*vertp++ = VN(u+1, v);
			*vertp++ = VN(u+1, v+1);
	
			*vertp++ = VN(u,   v);
			*vertp++ = VN(u+1, v+1);
			*vertp++ = VN(u,   v+1);
	#undef VN
		}
	}
	int nVerts = diceu*dicev;
	ParamSet paramSet;
	paramSet.AddInt("indices", vertices, 3*nTris);
	paramSet.AddPoint("P", evalPs, nVerts);
	paramSet.AddFloat("uv", uvs, 2 * nVerts);
	paramSet.AddNormal("N", evalNs, nVerts);
	refined.push_back(MakeShape("trianglemesh", ObjectToWorld,
			reverseOrientation, paramSet));
	// Cleanup from NURBS refinement
	delete[] uvs;
	delete[] ueval;
	delete[] veval;
	delete[] evalPs;
	delete[] evalNs;
	delete[] vertices;
}