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 
33 namespace OpenSubdiv {
34 namespace OPENSUBDIV_VERSION {
35 namespace Sdc {
36 
37 
38 //
39 // Specializations for Sdc::Scheme<SCHEME_LOOP>:
40 //
41 //
42 
43 //
44 // Loop traits:
45 //
46 template <>
48 
49 template <>
50 inline int Scheme<SCHEME_LOOP>::GetRegularFaceSize() { return 3; }
51 
52 template <>
54 
55 template <>
57 
58 
59 //
60 // Protected methods to assign the two types of masks for an edge-vertex --
61 // Crease and Smooth.
62 //
63 // The Crease case does not really need to be speciailized, though it may be
64 // preferable to define all explicitly here.
65 //
66 template <>
67 template <typename EDGE, typename MASK>
68 inline void
69 Scheme<SCHEME_LOOP>::assignCreaseMaskForEdge(EDGE const&, MASK& mask) const
70 {
71  mask.SetNumVertexWeights(2);
72  mask.SetNumEdgeWeights(0);
73  mask.SetNumFaceWeights(0);
74  mask.SetFaceWeightsForFaceCenters(false);
75 
76  mask.VertexWeight(0) = 0.5f;
77  mask.VertexWeight(1) = 0.5f;
78 }
79 
80 template <>
81 template <typename EDGE, typename MASK>
82 inline void
83 Scheme<SCHEME_LOOP>::assignSmoothMaskForEdge(EDGE const& edge, MASK& mask) const
84 {
85  int faceCount = edge.GetNumFaces();
86 
87  mask.SetNumVertexWeights(2);
88  mask.SetNumEdgeWeights(0);
89  mask.SetNumFaceWeights(faceCount);
90  mask.SetFaceWeightsForFaceCenters(false);
91 
92  //
93  // This is where we run into the issue of "face weights" -- we want to weight the
94  // face-centers for Catmark, but face-centers are not generated for Loop. So do
95  // we make assumptions on how the mask is used, assign some property to the mask
96  // to indicate how they were assigned, or take input from the mask itself?
97  //
98  // Regardless, we have two choices:
99  // - face-weights are for the vertices opposite the edge (as in Hbr):
100  // vertex weights = 0.375f;
101  // face weights = 0.125f;
102  //
103  // - face-weights are for the face centers:
104  // vertex weights = 0.125f;
105  // face weights = 0.375f;
106  //
107  // Coincidentally the coefficients are the same but reversed.
108  //
109  typedef typename MASK::Weight Weight;
110 
111  Weight vWeight = mask.AreFaceWeightsForFaceCenters() ? 0.125f : 0.375f;
112  Weight fWeight = mask.AreFaceWeightsForFaceCenters() ? 0.375f : 0.125f;
113 
114  mask.VertexWeight(0) = vWeight;
115  mask.VertexWeight(1) = vWeight;
116 
117  if (faceCount == 2) {
118  mask.FaceWeight(0) = fWeight;
119  mask.FaceWeight(1) = fWeight;
120  } else {
121  // The non-manifold case is not clearly defined -- we adjust the above
122  // face-weight to preserve the ratio of edge-center and face-centers:
123  fWeight *= 2.0f / (Weight) faceCount;
124  for (int i = 0; i < faceCount; ++i) {
125  mask.FaceWeight(i) = fWeight;
126  }
127  }
128 }
129 
130 
131 //
132 // Protected methods to assign the three types of masks for a vertex-vertex --
133 // Corner, Crease and Smooth (Dart is the same as Smooth).
134 //
135 // Corner and Crease do not really need to be speciailized, though it may be
136 // preferable to define all explicitly here.
137 //
138 template <>
139 template <typename VERTEX, typename MASK>
140 inline void
141 Scheme<SCHEME_LOOP>::assignCornerMaskForVertex(VERTEX const&, MASK& mask) const
142 {
143  mask.SetNumVertexWeights(1);
144  mask.SetNumEdgeWeights(0);
145  mask.SetNumFaceWeights(0);
146  mask.SetFaceWeightsForFaceCenters(false);
147 
148  mask.VertexWeight(0) = 1.0f;
149 }
150 
151 template <>
152 template <typename VERTEX, typename MASK>
153 inline void
154 Scheme<SCHEME_LOOP>::assignCreaseMaskForVertex(VERTEX const& vertex, MASK& mask,
155  int const creaseEnds[2]) const {
156  typedef typename MASK::Weight Weight;
157 
158  int valence = vertex.GetNumEdges();
159 
160  mask.SetNumVertexWeights(1);
161  mask.SetNumEdgeWeights(valence);
162  mask.SetNumFaceWeights(0);
163  mask.SetFaceWeightsForFaceCenters(false);
164 
165  Weight vWeight = 0.75f;
166  Weight eWeight = 0.125f;
167 
168  mask.VertexWeight(0) = vWeight;
169  for (int i = 0; i < valence; ++i) {
170  mask.EdgeWeight(i) = 0.0f;
171  }
172  mask.EdgeWeight(creaseEnds[0]) = eWeight;
173  mask.EdgeWeight(creaseEnds[1]) = eWeight;
174 }
175 
176 template <>
177 template <typename VERTEX, typename MASK>
178 inline void
179 Scheme<SCHEME_LOOP>::assignSmoothMaskForVertex(VERTEX const& vertex, MASK& mask) const
180 {
181  typedef typename MASK::Weight Weight;
182 
183  int valence = vertex.GetNumFaces();
184 
185  mask.SetNumVertexWeights(1);
186  mask.SetNumEdgeWeights(valence);
187  mask.SetNumFaceWeights(0);
188  mask.SetFaceWeightsForFaceCenters(false);
189 
190  // Specialize for the regular case: 1/16 per edge-vert, 5/8 for the vert itself:
191  Weight eWeight = (Weight) 0.0625f;
192  Weight vWeight = (Weight) 0.625f;
193 
194  if (valence != 6) {
195  // From HbrLoopSubdivision<T>::Subdivide(mesh, vertex):
196  // - could use some lookup tables here for common irregular valence (5, 7, 8)
197  // or all of these cosf() calls will be adding up...
198 
199  Weight invValence = 1.0f / (Weight) valence;
200  Weight beta = 0.25f * cosf((Weight)M_PI * 2.0f * invValence) + 0.375f;
201 
202  eWeight = (0.625f - (beta * beta)) * invValence;;
203  vWeight = 1.0f - (eWeight * (Weight)valence);
204  }
205 
206  mask.VertexWeight(0) = vWeight;
207  for (int i = 0; i < valence; ++i) {
208  mask.EdgeWeight(i) = eWeight;
209  }
210 }
211 
212 
213 //
214 // Limit masks for position:
215 //
216 template <>
217 template <typename VERTEX, typename MASK>
218 inline void
219 Scheme<SCHEME_LOOP>::assignCornerLimitMask(VERTEX const& /* vertex */, MASK& posMask) const {
220 
221  posMask.SetNumVertexWeights(1);
222  posMask.SetNumEdgeWeights(0);
223  posMask.SetNumFaceWeights(0);
224  posMask.SetFaceWeightsForFaceCenters(false);
225 
226  posMask.VertexWeight(0) = 1.0f;
227 }
228 
229 template <>
230 template <typename VERTEX, typename MASK>
231 inline void
232 Scheme<SCHEME_LOOP>::assignCreaseLimitMask(VERTEX const& vertex, MASK& posMask,
233  int const creaseEnds[2]) const {
234 
235  typedef typename MASK::Weight Weight;
236 
237  int valence = vertex.GetNumEdges();
238 
239  posMask.SetNumVertexWeights(1);
240  posMask.SetNumEdgeWeights(valence);
241  posMask.SetNumFaceWeights(0);
242  posMask.SetFaceWeightsForFaceCenters(false);
243 
244  //
245  // The refinement mask for a crease vertex is (1/8, 3/4, 1/8) and for a crease
246  // edge is (1/2, 1/2) -- producing a uniform B-spline curve along the crease
247  // (boundary) whether the vertex or its crease is regular or not. The limit
248  // mask is therefore (1/6, 2/3, 1/6) for ALL cases.
249  //
250  // An alternative limit mask (1/5, 3/5, 1/5) is often published for use either
251  // for irregular crease vertices or for all crease/boundary vertices, but this
252  // is based on an alternate refinement mask for the edge -- (3/8, 5/8) versus
253  // the usual (1/2, 1/2) -- and will not produce the B-spline curve desired.
254  //
255  Weight vWeight = 4.0f / 6.0f;
256  Weight eWeight = 1.0f / 6.0f;
257 
258  posMask.VertexWeight(0) = vWeight;
259  for (int i = 0; i < valence; ++i) {
260  posMask.EdgeWeight(i) = 0.0f;
261  }
262  posMask.EdgeWeight(creaseEnds[0]) = eWeight;
263  posMask.EdgeWeight(creaseEnds[1]) = eWeight;
264 }
265 
266 template <>
267 template <typename VERTEX, typename MASK>
268 inline void
269 Scheme<SCHEME_LOOP>::assignSmoothLimitMask(VERTEX const& vertex, MASK& posMask) const {
270 
271  typedef typename MASK::Weight Weight;
272 
273  int valence = vertex.GetNumFaces();
274  assert(valence != 2);
275 
276  posMask.SetNumVertexWeights(1);
277  posMask.SetNumEdgeWeights(valence);
278  posMask.SetNumFaceWeights(0);
279  posMask.SetFaceWeightsForFaceCenters(false);
280 
281  // Specialize for the regular case: 1/12 per edge-vert, 1/2 for the vert itself:
282  if (valence == 6) {
283  Weight eWeight = 1.0f / 12.0f;
284  Weight vWeight = 0.5f;
285 
286  posMask.VertexWeight(0) = vWeight;
287 
288  posMask.EdgeWeight(0) = eWeight;
289  posMask.EdgeWeight(1) = eWeight;
290  posMask.EdgeWeight(2) = eWeight;
291  posMask.EdgeWeight(3) = eWeight;
292  posMask.EdgeWeight(4) = eWeight;
293  posMask.EdgeWeight(5) = eWeight;
294 
295  } else {
296  Weight invValence = 1.0f / valence;
297 
298  Weight beta = 0.25f * cosf((Weight)M_PI * 2.0f * invValence) + 0.375f;
299  beta = (0.625f - (beta * beta)) * invValence;;
300 
301  Weight eWeight = 1.0f / (valence + 3.0f / (8.0f * beta));
302  Weight vWeight = (Weight)(1.0f - (eWeight * valence));
303 
304  posMask.VertexWeight(0) = vWeight;
305  for (int i = 0; i < valence; ++i) {
306  posMask.EdgeWeight(i) = eWeight;
307  }
308  }
309 }
310 
311 /*
312 // Limit masks for tangents:
313 //
314 // A note on tangent magnitudes:
315 //
316 // Several formulae exist for limit tangents at a vertex to accomodate the
317 // different topological configurations around the vertex. While these produce
318 // the desired direction, there is inconsistency in the resulting magnitudes.
319 // Ideally a regular mesh of uniformly shaped triangles with similar edge lengths
320 // should produce tangents of similar magnitudes throughout -- including corners
321 // and boundaries. So some of the common formulae for these are adjusted with
322 // scale factors.
323 //
324 // For uses where magnitude does not matter, this scaling should be irrelevant.
325 // But just as with patches, where the magnitudes of partial derivates are
326 // consistent between similar patches, the magnitudes of limit tangents should
327 // also be similar.
328 //
329 // The reference tangents, in terms of magnitudes, are those produced by the
330 // limit tangent mask for smooth interior vertices, for which well established
331 // sin/cos formulae apply -- these remain unscaled. Formulae for the other
332 // crease/boundary, corner tangents and irregular cases are scaled to be more
333 // consistent with these.
334 //
335 // The crease/boundary tangents for the regular case can be viewed as derived
336 // from the smooth interior masks with two "phantom" points extrapolated across
337 // the regular boundary:
338 //
339 // v3 v2
340 // X - - - - - X
341 // / \ / \
342 // / \ / \
343 // v4 X - - - - - X - - - - - X v1
344 // . . 0 . .
345 // . . . .
346 // . . . .
347 // (v5) (v6)
348 //
349 // where v5 = v0 + (v4 - v3) and v6 = v0 + v1 - v2.
350 //
351 // When the standard limit tangent mask is applied, the cosines of increments
352 // of pi/3 gives us coefficients that are mutliples of 1/2, leading to the first
353 // tangent T1 = 3/2 * (v1 - v4), rather than the widely used T1 = v1 - v4. So
354 // this scale factor of 3/2 is applied to insure tangents along the boundaries
355 // are of similar magnitude as tangents in the immediate interior (which may be
356 // parallel).
357 //
358 // Tangents at corners are essentially a form of boundary tangent, and so its
359 // simple difference formula is scaled to be consistent with adjoining boundary
360 // tangents -- not just with the 3/2 factor from above, but with an additional
361 // 2.0 to compensate for the fact that the difference of only side of the vertex
362 // is considered here. The resulting scale factor of 3.0 for the regular corner
363 // is what similarly arises by extrapolating an interior region around the
364 // vertex and using the interior mask for the first tangent.
365 //
366 // The cross-tangent formula for the regular crease/boundary is similarly found
367 // from the above construction of the boundary, but the commonly used weights of
368 // +/- 1 and 2 result from omitting the common factor of sqrt(3)/2 (arising from
369 // the sines of increments of pi/3). With that scale factor close to one, it has
370 // less impact than the irregular cases, which are analogous to corner tangents
371 // in that differences on only one side of the vertex are considered. While a
372 // scaling of 3.0 is similarly understandable for the valence 2 and 3 cases, it is
373 // less obvious in the irregular formula for valence > 4, but similarly effective.
374 //
375 // The end result of these adjustments should be a set of limit tangents that are
376 // of similar magnitude over a regular mesh including boundaries and corners.
377 */
378 template <>
379 template <typename VERTEX, typename MASK>
380 inline void
382  MASK& tan1Mask, MASK& tan2Mask) const {
383 
384  int valence = vertex.GetNumEdges();
385 
386  tan1Mask.SetNumVertexWeights(1);
387  tan1Mask.SetNumEdgeWeights(valence);
388  tan1Mask.SetNumFaceWeights(0);
389  tan1Mask.SetFaceWeightsForFaceCenters(false);
390 
391  tan2Mask.SetNumVertexWeights(1);
392  tan2Mask.SetNumEdgeWeights(valence);
393  tan2Mask.SetNumFaceWeights(0);
394  tan2Mask.SetFaceWeightsForFaceCenters(false);
395 
396  // See note above regarding scale factor of 3.0:
397  tan1Mask.VertexWeight(0) = -3.0f;
398  tan1Mask.EdgeWeight(0) = 3.0f;
399  tan1Mask.EdgeWeight(1) = 0.0f;
400 
401  tan2Mask.VertexWeight(0) = -3.0f;
402  tan2Mask.EdgeWeight(0) = 0.0f;
403  tan2Mask.EdgeWeight(1) = 3.0f;
404 
405  // Should be at least 2 edges -- be sure to clear weights for any more:
406  for (int i = 2; i < valence; ++i) {
407  tan1Mask.EdgeWeight(i) = 0.0f;
408  tan2Mask.EdgeWeight(i) = 0.0f;
409  }
410 }
411 
412 template <>
413 template <typename VERTEX, typename MASK>
414 inline void
416  MASK& tan1Mask, MASK& tan2Mask, int const creaseEnds[2]) const {
417 
418  typedef typename MASK::Weight Weight;
419 
420  //
421  // First, the tangent along the crease:
422  // The first crease edge is considered the "leading" edge of the span
423  // of surface for which we are evaluating tangents and the second edge the
424  // "trailing edge". By convention, the tangent along the crease is oriented
425  // in the direction of the leading edge.
426  //
427  int valence = vertex.GetNumEdges();
428 
429  tan1Mask.SetNumVertexWeights(1);
430  tan1Mask.SetNumEdgeWeights(valence);
431  tan1Mask.SetNumFaceWeights(0);
432  tan1Mask.SetFaceWeightsForFaceCenters(false);
433 
434  tan1Mask.VertexWeight(0) = 0.0f;
435  for (int i = 0; i < valence; ++i) {
436  tan1Mask.EdgeWeight(i) = 0.0f;
437  }
438 
439  // See the note above regarding scale factor of 1.5:
440  tan1Mask.EdgeWeight(creaseEnds[0]) = 1.5f;
441  tan1Mask.EdgeWeight(creaseEnds[1]) = -1.5f;
442 
443  //
444  // Second, the tangent across the interior faces:
445  // Note this is ambigous for an interior vertex. We currently return
446  // the tangent for the surface in the counter-clockwise span between the
447  // leading and trailing edges that form the crease. Given the expected
448  // computation of a surface normal as Tan1 X Tan2, this tangent should be
449  // oriented "inward" from the crease/boundary -- across the surface rather
450  // than outward and away from it.
451  //
452  // There is inconsistency in the orientation of this tangent in commonly
453  // published results: the general formula provided for arbitrary valence
454  // has the tangent pointing across the crease and "outward" from the surface,
455  // while the special cases for regular valence and lower have the tangent
456  // pointing across the surface and "inward" from the crease. So if we are
457  // to consistently orient the first tangent along the crease, regardless of
458  // the interior topology, we have to correct this. With the first tangent
459  // following the direction of the leading crease edge, we want the second
460  // tangent pointing inward/across the surface -- so we flip the result of
461  // the general formula.
462  //
463  tan2Mask.SetNumVertexWeights(1);
464  tan2Mask.SetNumEdgeWeights(valence);
465  tan2Mask.SetNumFaceWeights(0);
466  tan2Mask.SetFaceWeightsForFaceCenters(false);
467 
468  for (int i = 0; i < creaseEnds[0]; ++i) {
469  tan2Mask.EdgeWeight(i) = 0.0f;
470  }
471  int interiorEdgeCount = creaseEnds[1] - creaseEnds[0] - 1;
472  if (interiorEdgeCount == 2) {
473  // See note above regarding scale factor of (sin(60 degs) == sqrt(3)/2:
474 
475  static Weight const Root3 = (Weight) 1.73205080756887729352f;
476  static Weight const Root3by2 = (Weight) (Root3 * 0.5);
477 
478  tan2Mask.VertexWeight(0) = -Root3;
479 
480  tan2Mask.EdgeWeight(creaseEnds[0]) = -Root3by2;
481  tan2Mask.EdgeWeight(creaseEnds[1]) = -Root3by2;
482 
483  tan2Mask.EdgeWeight(creaseEnds[0] + 1) = Root3;
484  tan2Mask.EdgeWeight(creaseEnds[0] + 2) = Root3;
485  } else if (interiorEdgeCount > 2) {
486  // See notes above regarding scale factor of -3.0 (-1 for orientation,
487  // 2.0 for considering the region as a half-disk, and 1.5 in keeping
488  // with the crease tangent):
489 
490  double theta = M_PI / (interiorEdgeCount + 1);
491 
492  Weight cWeight = -3.0f * std::sin(theta);
493  Weight eWeightCoeff = -3.0f * (2.0f * std::cos(theta) - 2.0f);
494 
495  tan2Mask.VertexWeight(0) = 0.0f;
496 
497  tan2Mask.EdgeWeight(creaseEnds[0]) = cWeight;
498  tan2Mask.EdgeWeight(creaseEnds[1]) = cWeight;
499 
500  for (int i = 1; i <= interiorEdgeCount; ++i) {
501  tan2Mask.EdgeWeight(creaseEnds[0] + i) = eWeightCoeff * std::sin(i * theta);
502  }
503  } else if (interiorEdgeCount == 1) {
504  // See notes above regarding scale factor of 3.0:
505 
506  tan2Mask.VertexWeight(0) = -3.0f;
507 
508  tan2Mask.EdgeWeight(creaseEnds[0]) = 0.0f;
509  tan2Mask.EdgeWeight(creaseEnds[1]) = 0.0f;
510 
511  tan2Mask.EdgeWeight(creaseEnds[0] + 1) = 3.0f;
512  } else {
513  // See notes above regarding scale factor of 3.0:
514 
515  tan2Mask.VertexWeight(0) = -6.0f;
516 
517  tan2Mask.EdgeWeight(creaseEnds[0]) = 3.0f;
518  tan2Mask.EdgeWeight(creaseEnds[1]) = 3.0f;
519  }
520  for (int i = creaseEnds[1] + 1; i < valence; ++i) {
521  tan2Mask.EdgeWeight(i) = 0.0f;
522  }
523 }
524 
525 template <>
526 template <typename VERTEX, typename MASK>
527 inline void
529  MASK& tan1Mask, MASK& tan2Mask) const {
530 
531  typedef typename MASK::Weight Weight;
532 
533  int valence = vertex.GetNumFaces();
534  assert(valence != 2);
535 
536  tan1Mask.SetNumVertexWeights(1);
537  tan1Mask.SetNumEdgeWeights(valence);
538  tan1Mask.SetNumFaceWeights(0);
539  tan1Mask.SetFaceWeightsForFaceCenters(false);
540 
541  tan2Mask.SetNumVertexWeights(1);
542  tan2Mask.SetNumEdgeWeights(valence);
543  tan2Mask.SetNumFaceWeights(0);
544  tan2Mask.SetFaceWeightsForFaceCenters(false);
545 
546  tan1Mask.VertexWeight(0) = 0.0f;
547  tan2Mask.VertexWeight(0) = 0.0f;
548 
549  if (valence == 6) {
550  static Weight const Root3by2 = (Weight)(0.5f * 1.73205080756887729352f);
551 
552  tan1Mask.EdgeWeight(0) = 1.0f;
553  tan1Mask.EdgeWeight(1) = 0.5f;
554  tan1Mask.EdgeWeight(2) = -0.5f;
555  tan1Mask.EdgeWeight(3) = -1.0f;
556  tan1Mask.EdgeWeight(4) = -0.5f;
557  tan1Mask.EdgeWeight(5) = 0.5f;
558 
559  tan2Mask.EdgeWeight(0) = 0.0f;
560  tan2Mask.EdgeWeight(1) = Root3by2;
561  tan2Mask.EdgeWeight(2) = Root3by2;
562  tan2Mask.EdgeWeight(3) = 0.0f;
563  tan2Mask.EdgeWeight(4) = -Root3by2;
564  tan2Mask.EdgeWeight(5) = -Root3by2;
565  } else {
566  Weight alpha = (Weight) (2.0f * M_PI / valence);
567  for (int i = 0; i < valence; ++i) {
568  double alphaI = alpha * i;
569  tan1Mask.EdgeWeight(i) = std::cos(alphaI);
570  tan2Mask.EdgeWeight(i) = std::sin(alphaI);
571  }
572  }
573 }
574 
575 } // end namespace Sdc
576 } // end namespace OPENSUBDIV_VERSION
577 using namespace OPENSUBDIV_VERSION;
578 } // end namespace OpenSubdiv
579 
580 #endif /* OPENSUBDIV3_SDC_LOOP_SCHEME_H */
Split
Enumerated type for all face splitting scheme.
Definition: types.h:47
void assignCornerLimitMask(VERTEX const &vertex, MASK &pos) const
void assignSmoothMaskForVertex(VERTEX const &edge, MASK &mask) 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 assignCreaseMaskForVertex(VERTEX const &edge, MASK &mask, int const creaseEnds[2]) const
void assignSmoothMaskForEdge(EDGE const &edge, MASK &mask) const
void assignSmoothLimitMask(VERTEX const &vertex, MASK &pos) const
void assignCreaseLimitMask(VERTEX const &vertex, MASK &pos, int const creaseEnds[2]) const
void assignCreaseLimitTangentMasks(VERTEX const &vertex, MASK &tan1, MASK &tan2, int const creaseEnds[2]) const
void assignCornerLimitTangentMasks(VERTEX const &vertex, MASK &tan1, MASK &tan2) const
void assignSmoothLimitTangentMasks(VERTEX const &vertex, MASK &tan1, MASK &tan2) const