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Diffstat (limited to 'intern/cycles/subd/subd_build.cpp')
-rw-r--r--intern/cycles/subd/subd_build.cpp666
1 files changed, 666 insertions, 0 deletions
diff --git a/intern/cycles/subd/subd_build.cpp b/intern/cycles/subd/subd_build.cpp
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+++ b/intern/cycles/subd/subd_build.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_build.h"
+#include "subd_edge.h"
+#include "subd_face.h"
+#include "subd_ring.h"
+#include "subd_mesh.h"
+#include "subd_patch.h"
+#include "subd_stencil.h"
+#include "subd_vert.h"
+
+#include "util_algorithm.h"
+#include "util_debug.h"
+#include "util_math.h"
+#include "util_string.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Subd Builder */
+
+SubdBuilder *SubdBuilder::create(bool linear)
+{
+ if(linear)
+ return new SubdLinearBuilder();
+ else
+ return new SubdAccBuilder();
+}
+
+/* Gregory ACC Stencil */
+
+class GregoryAccStencil {
+public:
+ SubdFaceRing *ring;
+ StencilMask stencil[20];
+
+ GregoryAccStencil(SubdFaceRing *ring_)
+ {
+ ring = ring_;
+
+ for(int i = 0; i < 20; i++)
+ stencil[i].resize(ring->num_verts());
+ }
+
+ StencilMask& get(int i)
+ {
+ assert(i < 20);
+ return stencil[i];
+ }
+
+ float& get(int i, SubdVert *vert)
+ {
+ assert(i < 20);
+ return stencil[i][ring->vert_index(vert)];
+ }
+};
+
+static float pseudoValence(SubdVert *vert)
+{
+ float valence = (float)vert->valence();
+
+ if(vert->is_boundary()) {
+ /* we treat boundary verts as being half a closed mesh. corners are
+ special case. n = 4 for corners and n = 2*(n-1) for boundaries. */
+ if(valence == 2) return 4;
+ return (valence - 1)*2;
+ }
+
+ return valence;
+}
+
+/* Subd ACC Builder */
+
+SubdAccBuilder::SubdAccBuilder()
+{
+}
+
+SubdAccBuilder::~SubdAccBuilder()
+{
+}
+
+Patch *SubdAccBuilder::run(SubdFace *face)
+{
+ SubdFaceRing ring(face, face->edge);
+ GregoryAccStencil stencil(&ring);
+ float3 position[20];
+
+ computeCornerStencil(&ring, &stencil);
+ computeEdgeStencil(&ring, &stencil);
+ computeInteriorStencil(&ring, &stencil);
+
+ ring.evaluate_stencils(position, stencil.stencil, 20);
+
+ if(face->num_edges() == 3) {
+ GregoryTrianglePatch *patch = new GregoryTrianglePatch();
+ memcpy(patch->hull, position, sizeof(float3)*20);
+ return patch;
+ }
+ else if(face->num_edges() == 4) {
+ GregoryQuadPatch *patch = new GregoryQuadPatch();
+ memcpy(patch->hull, position, sizeof(float3)*20);
+ return patch;
+ }
+
+ assert(0); /* n-gons should have been split already */
+ return NULL;
+}
+
+/* Gregory Patch */
+
+void SubdAccBuilder::computeCornerStencil(SubdFaceRing *ring, GregoryAccStencil *stencil)
+{
+ const int cornerIndices[7] = {8, 11, 19, 16, 6, 9, 12};
+ int primitiveOffset = ring->is_quad()? 0: 4;
+
+ SubdEdge *firstEdge = ring->firstEdge();
+
+ /* compute corner control points */
+ int v = 0;
+
+ for(SubdFace::EdgeIterator it(firstEdge); !it.isDone(); it.advance(), v++) {
+ SubdVert *vert = it.current()->from();
+ int valence = vert->valence();
+ int cid = cornerIndices[primitiveOffset+v];
+
+ if(vert->is_boundary()) {
+ /* compute vertex limit position */
+ SubdEdge *edge0 = vert->edge;
+ SubdEdge *edge1 = vert->edge->prev;
+
+ assert(edge0->face == NULL);
+ assert(edge0->to() != vert);
+ assert(edge1->face == NULL);
+ assert(edge1->from() != vert);
+
+ stencil->get(cid, vert) = 2.0f/3.0f;
+ stencil->get(cid, edge0->to()) = 1.0f/6.0f;
+ stencil->get(cid, edge1->from()) = 1.0f/6.0f;
+
+ assert(stencil->get(cid).is_normalized());
+ }
+ else {
+ stencil->get(cid, vert) = 3.0f*valence*valence;
+
+ for(SubdVert::EdgeIterator eit(vert->edge); !eit.isDone(); eit.advance()) {
+ SubdEdge *edge = eit.current();
+ assert(vert->co == edge->from()->co);
+
+ stencil->get(cid, edge->to()) = 12.0f;
+
+ if(SubdFaceRing::is_triangle(edge->face)) {
+ /* distribute weight to all verts */
+ stencil->get(cid, vert) += 1.0f;
+ stencil->get(cid, edge->to()) += 1.0f;
+ stencil->get(cid, edge->next->to()) += 1.0f;
+ }
+ else
+ stencil->get(cid, edge->next->to()) = 3.0f;
+ }
+
+ /* normalize stencil. */
+ stencil->get(cid).normalize();
+ }
+ }
+}
+
+void SubdAccBuilder::computeEdgeStencil(SubdFaceRing *ring, GregoryAccStencil *stencil)
+{
+ const int cornerIndices[7] = {8, 11, 19, 16, 6, 9, 12};
+ const int edge1Indices[7] = {9, 13, 18, 14, 7, 10, 13};
+ const int edge2Indices[7] = {12, 10, 15, 17, 14, 8, 11};
+ int primitiveOffset = ring->is_quad()? 0: 4;
+
+ float tangentScales[14] = {
+ 0.0f, 0.0f, 0.0f, 0.667791f, 1.0f,
+ 1.11268f, 1.1284f, 1.10289f, 1.06062f,
+ 1.01262f, 0.963949f, 0.916926f, 0.872541f, 0.831134f
+ };
+
+ SubdEdge *firstEdge = ring->firstEdge();
+
+ /* compute corner / edge control points */
+ int v = 0;
+
+ for(SubdFace::EdgeIterator it(firstEdge); !it.isDone(); it.advance(), v++) {
+ SubdVert *vert = it.current()->from();
+ int valence = vert->valence();
+ int cid = cornerIndices[primitiveOffset+v];
+
+ int i1 = 0, i2 = 0, j = 0;
+
+ for(SubdVert::EdgeIterator eit(vert->edge); !eit.isDone(); eit.advance(), j++) {
+ SubdEdge *edge = eit.current();
+
+ /* find index of "our" edge for edge control points */
+ if(edge == it.current())
+ i1 = j;
+ if(edge == it.current()->prev->pair)
+ i2 = j;
+ }
+
+ if(vert->is_boundary()) {
+ int num_verts = ring->num_verts();
+ StencilMask r0(num_verts);
+ StencilMask r1(num_verts);
+
+ computeBoundaryTangentStencils(ring, vert, r0, r1);
+
+ int k = valence - 1;
+ float omega = M_PI_F / k;
+
+ int eid1 = edge1Indices[primitiveOffset + v];
+ int eid2 = edge2Indices[primitiveOffset + v];
+
+ if(it.current()->is_boundary()) {
+ assert(it.current()->from() == vert);
+
+ stencil->get(eid1, vert) = 2.0f / 3.0f;
+ stencil->get(eid1, it.current()->to()) = 1.0f / 3.0f;
+
+ assert(stencil->get(eid1).is_normalized());
+
+ if(valence == 2) {
+ for(int i = 0; i < num_verts; i++)
+ stencil->get(eid1)[i] += r0[i] * 0.0001f;
+ }
+ }
+ else {
+ stencil->get(eid1) = stencil->get(cid);
+
+ /* compute index of it.current() around vert */
+ int idx = 0;
+
+ for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), idx++)
+ if(eit.current() == it.current())
+ break;
+
+ assert(idx != valence);
+
+ float c = cosf(idx * omega);
+ float s = sinf(idx * omega);
+
+ for(int i = 0; i < num_verts; i++)
+ stencil->get(eid1)[i] += (r0[i] * s + r1[i] * c) / 3.0f;
+ }
+
+ if(it.current()->prev->is_boundary()) {
+ assert(it.current()->prev->pair->from() == vert);
+
+ stencil->get(eid2, vert) = 2.0f / 3.0f;
+ stencil->get(eid2, it.current()->prev->pair->to()) = 1.0f / 3.0f;
+
+ assert(stencil->get(eid2).is_normalized());
+
+ if(valence == 2) {
+ for(int i = 0; i < num_verts; i++)
+ stencil->get(eid2)[i] += r0[i] * 0.0001f;
+ }
+ }
+ else {
+ stencil->get(eid2) = stencil->get(cid);
+
+ /* compute index of it.current() around vert */
+ int idx = 0;
+
+ for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), idx++)
+ if(eit.current() == it.current()->prev->pair)
+ break;
+
+ assert(idx != valence);
+
+ float c = cosf(idx * omega);
+ float s = sinf(idx * omega);
+
+ for(int i = 0; i < num_verts; i++)
+ stencil->get(eid2)[i] += (r0[i] * s + r1[i] * c) / 3;
+ }
+ }
+ else {
+ float costerm = cosf(M_PI_F / valence);
+ float sqrtterm = sqrtf(4.0f + costerm*costerm);
+
+ /* float tangentScale = 1.0f; */
+ float tangentScale = tangentScales[min(valence, 13U)];
+
+ float alpha = (1.0f + costerm / sqrtterm) / (3.0f * valence) * tangentScale;
+ float beta = 1.0f / (3.0f * valence * sqrtterm) * tangentScale;
+
+
+ int eid1 = edge1Indices[primitiveOffset + v];
+ int eid2 = edge2Indices[primitiveOffset + v];
+
+ stencil->get(eid1) = stencil->get(cid);
+ stencil->get(eid2) = stencil->get(cid);
+
+ int j = 0;
+ for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), j++) {
+ SubdEdge *edge = eit.current();
+ assert(vert->co == edge->from()->co);
+
+ float costerm1_a = cosf(M_PI_F * 2 * (j-i1) / valence);
+ float costerm1_b = cosf(M_PI_F * (2 * (j-i1)-1) / valence); /* -1 instead of +1 b/c of edge->next->to() */
+
+ float costerm2_a = cosf(M_PI_F * 2 * (j-i2) / valence);
+ float costerm2_b = cosf(M_PI_F * (2 * (j-i2)-1) / valence); /* -1 instead of +1 b/c of edge->next->to() */
+
+
+ stencil->get(eid1, edge->to()) += alpha * costerm1_a;
+ stencil->get(eid2, edge->to()) += alpha * costerm2_a;
+
+ if(SubdFaceRing::is_triangle(edge->face)) {
+ /* @@ this probably does not provide watertight results!! (1/3 + 1/3 + 1/3 != 1) */
+
+ /* distribute weight to all verts */
+ stencil->get(eid1, vert) += beta * costerm1_b / 3.0f;
+ stencil->get(eid1, edge->to()) += beta * costerm1_b / 3.0f;
+ stencil->get(eid1, edge->next->to()) += beta * costerm1_b / 3.0f;
+
+ stencil->get(eid2, vert) += beta * costerm2_b / 3.0f;
+ stencil->get(eid2, edge->to()) += beta * costerm2_b / 3.0f;
+ stencil->get(eid2, edge->next->to()) += beta * costerm2_b / 3.0f;
+ }
+ else {
+ stencil->get(eid1, edge->next->to()) += beta * costerm1_b;
+ stencil->get(eid2, edge->next->to()) += beta * costerm2_b;
+ }
+ }
+ }
+ }
+}
+
+void SubdAccBuilder::computeInteriorStencil(SubdFaceRing *ring, GregoryAccStencil *stencil)
+{
+ static int corner1Indices[7] = {8, 11, 19, 16, 6, 9, 12};
+ static int corner2Indices[7] = {11, 19, 16, 8, 9, 12, 6};
+ static int edge1Indices[7] = {9, 13, 18, 14, 7, 10, 13};
+ static int edge2Indices[7] = {10, 15, 17, 12, 8, 11, 14};
+ static int interior1Indices[7] = {1, 3, 6, 4, 1, 3, 5};
+ static int interior2Indices[7] = {2, 7, 5, 0, 2, 4, 0};
+
+ int primitiveOffset = ring->is_quad()? 0: 4;
+
+ SubdFace * face = ring->face();
+ SubdEdge *firstEdge = ring->firstEdge();
+
+ /* interior control points */
+ int v = 0;
+ for(SubdFace::EdgeIterator it(firstEdge); !it.isDone(); it.advance(), v++) {
+ SubdEdge *edge = it.current();
+
+ if(edge->is_boundary()) {
+ float valence1 = pseudoValence(edge->from());
+ float valence2 = pseudoValence(edge->to());
+
+ float weights1[4];
+ float weights2[4];
+
+ if(ring->is_quad()) {
+ weights1[0] = 3 * valence1;
+ weights1[1] = 6;
+ weights1[2] = 3;
+ weights1[3] = 6;
+
+ weights2[0] = 6;
+ weights2[1] = 3 * valence2;
+ weights2[2] = 6;
+ weights2[3] = 3;
+ }
+ else {
+ assert(ring->is_triangle());
+ weights1[0] = 3 * valence1 + 1;
+ weights1[1] = 7;
+ weights1[2] = 7;
+
+ weights2[0] = 7;
+ weights2[1] = 3 * valence2 + 1;
+ weights2[2] = 7;
+ }
+
+ int idx1 = interior1Indices[primitiveOffset+v];
+ int idx2 = interior2Indices[primitiveOffset+v];
+
+ int i = 0;
+ for(SubdFace::EdgeIterator it(face->edges(edge)); !it.isDone(); it.advance(), i++) {
+ SubdVert *vert = it.current()->from();
+ stencil->get(idx1, vert) += weights1[i];
+ stencil->get(idx2, vert) += weights2[i];
+ }
+
+ stencil->get(idx1).normalize();
+ stencil->get(idx2).normalize();
+ }
+ else {
+ SubdVert *e0 = edge->from();
+ float costerm0 = cosf(2.0f * M_PI_F / pseudoValence(e0));
+
+ SubdVert *f0 = edge->to();
+ float costerm1 = cosf(2.0f * M_PI_F / pseudoValence(f0));
+
+ /* p0 +------+ q0
+ * | |
+ * f0 +======+ e0 <=== current edge
+ * | |
+ * p1 +------+ q1
+ */
+
+ SubdVert *q0 = edge->next->to();
+ SubdVert *p0 = edge->prev->from();
+
+ SubdVert *p1 = edge->pair->next->to();
+ SubdVert *q1 = edge->pair->prev->from();
+
+
+ StencilMask x(ring->num_verts());
+ StencilMask y(ring->num_verts());
+
+ for(int i = 0; i < ring->num_verts(); i++) {
+ x[i] =
+ (costerm1 * stencil->get(corner1Indices[primitiveOffset+v])[i] -
+ (2*costerm0 + costerm1) * stencil->get(edge1Indices[primitiveOffset+v])[i] +
+ 2*costerm0 * stencil->get(edge2Indices[primitiveOffset+v])[i]) / 3.0f;
+ }
+
+ /* y = (2*( midedgeA1 - midedgeB1) + 4*(centroidA - centroidB))/18.0f; */
+ y[ring->vert_index(p0)] = 1;
+ y[ring->vert_index(p1)] = -1;
+
+ /* add centroidA */
+ if(ring->is_triangle()) {
+ y[ring->vert_index(p0)] += 4.0f / 3.0f;
+ y[ring->vert_index(e0)] += 4.0f / 3.0f;
+ y[ring->vert_index(f0)] += 4.0f / 3.0f;
+ }
+ else {
+ y[ring->vert_index(p0)] += 1;
+ y[ring->vert_index(q0)] += 1;
+ y[ring->vert_index(e0)] += 1;
+ y[ring->vert_index(f0)] += 1;
+ }
+
+ /* sub centroidB */
+ if(SubdFaceRing::is_triangle(edge->pair->face)) {
+ y[ring->vert_index(p1)] -= 4.0f / 3.0f;
+ y[ring->vert_index(e0)] -= 4.0f / 3.0f;
+ y[ring->vert_index(f0)] -= 4.0f / 3.0f;
+
+ }
+ else {
+ y[ring->vert_index(p1)] -= 1;
+ y[ring->vert_index(q1)] -= 1;
+ y[ring->vert_index(e0)] -= 1;
+ y[ring->vert_index(f0)] -= 1;
+ }
+
+ y /= 18.0f;
+
+ if(ring->is_triangle()) {
+ x *= 3.0f / 4.0f;
+ y *= 3.0f / 4.0f;
+ }
+
+ /* this change makes the triangle boundaries smoother, but distorts the quads next to them */
+ /*if(ring->is_triangle() || SubdFaceRing::is_triangle(edge->pair->face))
+ {
+ y *= 4.0f / 3.0f;
+ }*/
+
+ stencil->get(interior1Indices[primitiveOffset+v]) = stencil->get(edge1Indices[primitiveOffset+v]);
+ stencil->get(interior1Indices[primitiveOffset+v]) += x;
+ stencil->get(interior1Indices[primitiveOffset+v]) += y;
+
+ for(int i = 0; i < ring->num_verts(); i++) {
+ x[i] =
+ (costerm0 * stencil->get(corner2Indices[primitiveOffset+v])[i] -
+ (2*costerm1 + costerm0) * stencil->get(edge2Indices[primitiveOffset+v])[i] +
+ 2*costerm1 * stencil->get(edge1Indices[primitiveOffset+v])[i]) / 3.0f;
+ }
+
+ /* y = (2*( midedgeA2 - midedgeB2) + 4*(centroidA - centroidB))/18.0f; */
+ y = 0.0f;
+
+ /* (2*( midedgeA2 - midedgeB2) */
+ y[ring->vert_index(q0)] = 1;
+ y[ring->vert_index(q1)] = -1;
+
+ /* add centroidA */
+ if(ring->is_triangle()) {
+ y[ring->vert_index(p0)] += 4.0f / 3.0f;
+ y[ring->vert_index(e0)] += 4.0f / 3.0f;
+ y[ring->vert_index(f0)] += 4.0f / 3.0f;
+ }
+ else {
+ y[ring->vert_index(p0)] += 1;
+ y[ring->vert_index(q0)] += 1;
+ y[ring->vert_index(e0)] += 1;
+ y[ring->vert_index(f0)] += 1;
+ }
+
+ /* sub centroidB */
+ if(SubdFaceRing::is_triangle(edge->pair->face)) {
+ y[ring->vert_index(p1)] -= 4.0f / 3.0f;
+ y[ring->vert_index(e0)] -= 4.0f / 3.0f;
+ y[ring->vert_index(f0)] -= 4.0f / 3.0f;
+
+ }
+ else {
+ y[ring->vert_index(p1)] -= 1;
+ y[ring->vert_index(q1)] -= 1;
+ y[ring->vert_index(e0)] -= 1;
+ y[ring->vert_index(f0)] -= 1;
+ }
+
+ y /= 18.0f;
+
+ if(ring->is_triangle()) {
+ x *= 3.0f / 4.0f;
+ y *= 3.0f / 4.0f;
+ }
+
+ /* this change makes the triangle boundaries smoother, but distorts the quads next to them. */
+ /*if(ring->is_triangle() || SubdFaceRing::is_triangle(edge->pair->face))
+ y *= 4.0f / 3.0f;*/
+
+ stencil->get(interior2Indices[primitiveOffset+v]) = stencil->get(edge2Indices[primitiveOffset+v]);
+ stencil->get(interior2Indices[primitiveOffset+v]) += x;
+ stencil->get(interior2Indices[primitiveOffset+v]) += y;
+ }
+ }
+}
+
+void SubdAccBuilder::computeBoundaryTangentStencils(SubdFaceRing *ring, SubdVert *vert, StencilMask & r0, StencilMask & r1)
+{
+ assert(vert->is_boundary());
+ assert(r0.size() == ring->num_verts());
+ assert(r1.size() == ring->num_verts());
+
+ SubdEdge *edge0 = vert->edge;
+ assert(edge0->face == NULL);
+ assert(edge0->to() != vert);
+
+ SubdEdge *edgek = vert->edge->prev;
+ assert(edgek->face == NULL);
+ assert(edgek->from() != vert);
+
+ int valence = vert->valence();
+
+ int k = valence - 1;
+ float omega = M_PI_F / k;
+ float s = sinf(omega);
+ float c = cosf(omega);
+
+ float factor = 1.0f / (3 * k + c);
+
+ float gamma = -4 * s * factor;
+ r0[ring->vert_index(vert)] = gamma;
+ /* r1[ring->vert_index(vert)] = 0; */
+
+ float salpha0 = -((1 + 2 * c) * sqrtf(1 + c)) * factor / sqrtf(1 - c);
+ float calpha0 = 1.0f / 2.0f;
+
+ r0[ring->vert_index(edge0->to())] = salpha0;
+ r1[ring->vert_index(edge0->to())] = calpha0;
+
+ float salphak = salpha0;
+ float calphak = -1.0f / 2.0f;
+
+ r0[ring->vert_index(edgek->from())] = salphak;
+ r1[ring->vert_index(edgek->from())] = calphak;
+
+ int j = 0;
+ for(SubdVert::EdgeIterator it(vert->edges()); !it.isDone(); it.advance(), j++) {
+ SubdEdge *edge = it.current();
+
+ if(j == k) break;
+
+ SubdVert *p = edge->to();
+ SubdVert *q = edge->pair->prev->from();
+
+ float alphaj = 4 * sinf(j * omega) * factor;
+ float betaj = (sinf(j * omega) + sinf((j + 1) * omega)) * factor;
+
+ if(j != 0)
+ r0[ring->vert_index(p)] += alphaj;
+
+ if(edge->pair->prev->prev->prev == edge->pair) {
+ r0[ring->vert_index(vert)] += betaj / 3.0f;
+ r0[ring->vert_index(edge->pair->from())] += betaj / 3.0f;
+ r0[ring->vert_index(q)] += betaj / 3.0f;
+ }
+ else
+ r0[ring->vert_index(q)] += betaj;
+ }
+
+ if(valence == 2) {
+ /* r0 perpendicular to r1 */
+ r0[ring->vert_index(vert)] = -4.0f / 3.0f;
+ r0[ring->vert_index(edgek->from())] = 1.0f / 2.0f;
+ r0[ring->vert_index(edge0->to())] = 1.0f / 2.0f;
+ r0[ring->vert_index(edge0->next->to())] = 1.0f / 3.0f;
+ }
+}
+
+/* Subd Linear Builder */
+
+SubdLinearBuilder::SubdLinearBuilder()
+{
+}
+
+SubdLinearBuilder::~SubdLinearBuilder()
+{
+}
+
+Patch *SubdLinearBuilder::run(SubdFace *face)
+{
+ Patch *patch;
+ float3 *hull;
+
+ if(face->num_edges() == 3) {
+ LinearTrianglePatch *lpatch = new LinearTrianglePatch();
+ hull = lpatch->hull;
+ patch = lpatch;
+ }
+ else if(face->num_edges() == 4) {
+ LinearQuadPatch *lpatch = new LinearQuadPatch();
+ hull = lpatch->hull;
+ patch = lpatch;
+ }
+ else {
+ assert(0); /* n-gons should have been split already */
+ return NULL;
+ }
+
+ int i = 0;
+
+ for(SubdFace::EdgeIterator it(face->edge); !it.isDone(); it.advance())
+ hull[i++] = it.current()->from()->co;
+
+ if(face->num_edges() == 4)
+ swap(hull[2], hull[3]);
+
+ return patch;
+}
+
+CCL_NAMESPACE_END
+