Files
opennurbs/opennurbs_subd_ring.cpp
Bozo The Builder 6c3cec9905 Sync changes from upstream repository
Co-authored-by: Andrew Le Bihan <andy@mcneel.com>
Co-authored-by: croudyj <croudyj@gmail.com>
Co-authored-by: Dale Lear <dalelear@mcneel.com>
Co-authored-by: David Eränen <david.eranen@mcneel.com>
Co-authored-by: Giulio Piacentino <giulio@mcneel.com>
Co-authored-by: Greg Arden <greg@mcneel.com>
Co-authored-by: Jussi Aaltonen <jussi@mcneel.com>
Co-authored-by: kike-garbo <kike@mcneel.com>
Co-authored-by: Mikko Oksanen <mikko@mcneel.com>
Co-authored-by: Pierre Cuvilliers <pierre@mcneel.com>
Co-authored-by: sodermax <max.soderstrom@mcneel.com>
Co-authored-by: steve <steve@mcneel.com>
Co-authored-by: Steve Baer <steve@mcneel.com>
Co-authored-by: Will Pearson <will@mcneel.com>
2023-02-23 16:10:31 -08:00

1307 lines
45 KiB
C++

//
// Copyright (c) 1993-2022 Robert McNeel & Associates. All rights reserved.
// OpenNURBS, Rhinoceros, and Rhino3D are registered trademarks of Robert
// McNeel & Associates.
//
// THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY.
// ALL IMPLIED WARRANTIES OF FITNESS FOR ANY PARTICULAR PURPOSE AND OF
// MERCHANTABILITY ARE HEREBY DISCLAIMED.
//
// For complete openNURBS copyright information see <http://www.opennurbs.org>.
//
////////////////////////////////////////////////////////////////
#include "opennurbs.h"
#if !defined(ON_COMPILING_OPENNURBS)
// This check is included in all opennurbs source .c and .cpp files to insure
// ON_COMPILING_OPENNURBS is defined when opennurbs source is compiled.
// When opennurbs source is being compiled, ON_COMPILING_OPENNURBS is defined
// and the opennurbs .h files alter what is declared and how it is declared.
#error ON_COMPILING_OPENNURBS must be defined when compiling opennurbs
#endif
#include "opennurbs_subd_data.h"
static void Internal_PointRingSharpSubdivision(
const ON_SubDVertexTag center_vertex_tag,
double sector_coefficient,
const ON_SubDEdgePtr* edges,
size_t edges_stride,
const unsigned int N,
const unsigned int F,
ON_SubDEdgeSharpness* edge_sharpness,
double* point_ring,
size_t point_ring_stride
)
{
// All ring vertices are either smooth or creases.
//
// The center vertex can be smooth, crease or dart.
//
// In all cases, the sector coefficient is passed in.
//
// All ring faces are quads.
//
// edges[] is used only to get the edge tag.
// In some cases, point_ring[] is the result
// of 1 subdivision from the elements in edges[].
// //
// This function subdivides the point ring until all sharpness
// values become zero. At that point we can apply the usual
// sector limit surface matrix to calculate limit surface
// point and tangent plane normal.
if (N < 2)
{
ON_SUBD_ERROR("Invalid input. N must be at least 2.");
return;
}
if (ON_SubDVertexTag::Smooth == center_vertex_tag || ON_SubDVertexTag::Dart == center_vertex_tag)
{
// These checks insure the pointer arithmetic below never dereferences an invalid
// pointer due to invalid input.
if (N != F)
{
ON_SUBD_ERROR("Invalid input. At least on of the center vertex tag, N, or F is wrong.");
return;
}
}
else if(ON_SubDVertexTag::Crease == center_vertex_tag)
{
// These checks insure the pointer arithmetic below never dereferences an invalid
// pointer due to invalid input.
if (N != F + 1)
{
ON_SUBD_ERROR("Invalid input. At least on of the center vertex tag, N, or F is wrong.");
return;
}
if (ON_SubDEdgeTag::Crease != ON_SUBD_EDGE_POINTER(edges->m_ptr)->m_edge_tag)
{
ON_SUBD_ERROR("Invalid input. In a crease sector the first edge must be a crease.");
return;
}
if (ON_SubDEdgeTag::Crease != ON_SUBD_EDGE_POINTER((edges + ((N - 1)* edges_stride) )->m_ptr)->m_edge_tag)
{
ON_SUBD_ERROR("Invalid input. In a crease sector the last edge must be a crease.");
return;
}
}
else
{
ON_SUBD_ERROR("Invalid input. Center vertex tag must be smooth, dart, or crease.");
return;
}
const unsigned expected_vertex_C_count
= (ON_SubDVertexTag::Crease == center_vertex_tag)
? 2U
: (ON_SubDVertexTag::Dart == center_vertex_tag ? 1U : 0U);
if (ON_SubDVertexTag::Smooth == center_vertex_tag)
sector_coefficient = 0.5;
else if (false == (sector_coefficient > 0.0 && sector_coefficient < 1.0))
{
// Input edges passed to ON_SubD::GetQuadSectorPointRing()
// had incorrect sector coefficients. Using 1/2 will be good enough
// to get some sort of answer.
ON_SUBD_ERROR("An input edges to ON_SubD::GetQuadSectorPointRing() had incorrect sector coeffient value.");
sector_coefficient = 0.5;
}
const unsigned R = 1U + N + F;
ON_SimpleArray<ON_3dPoint> R1_buffer;
ON_3dPoint* R1 = R1_buffer.Reserve(R);
const size_t AQstride = 2 * point_ring_stride;
// (V0[0],V0[1],V0[2]) = control net position of center vertex
const double* V0 = point_ring;
// A0 is used to get the ends of the radial edges on the input point ring.
// In this function, "start of edge" means the central vertex control point (V0)
// and "end of edge" means the edge control points on the point ring.
// The stride for the A0 array is AQstride = 2*point_ring_stride.
// (A0[0],A0[1],A0[2]) = control net position of end of 1st edge
const double* A0 = V0 + point_ring_stride;
// Q0 is used to get the quad points that are diagonally opposite from
// the center vertex on the input point ring.
// The stride for the Q0 array is AQstride = 2*point_ring_stride.
const double* Q0 = A0 + point_ring_stride;
for (;;)
{
bool bSubdividePointRingAgain = false;
// Face subdivision points = quad centroids.
for (unsigned i = 0; i < F; ++i)
{
R1 += 2;
const double* A0next = (i+1<N) ? (A0 + AQstride) : (V0 + point_ring_stride);
R1->x = 0.25 * (V0[0] + A0[0] + Q0[0] + A0next[0]);
R1->y = 0.25 * (V0[1] + A0[1] + Q0[1] + A0next[1]);
R1->z = 0.25 * (V0[2] + A0[2] + Q0[2] + A0next[2]);
A0 += AQstride;
Q0 += AQstride;
}
// reset pointers
R1 = R1_buffer.Array();
A0 = V0 + point_ring_stride;
Q0 = A0 + point_ring_stride;
// Edge subdivision points
unsigned vertex_A_count = 0; // number of crease and sharp edges.
unsigned vertex_C_count = 0; // number of crease edges.
ON_3dPoint vertex_A[2] = {}; // end points of the 1st two crease and/or sharp edges
ON_3dPoint vertex_C[2] = {}; // end points of the crease edges (at most two per sector)
double min_vertex_s = 0.0; // "min" means 2nd largest
double max_vertex_s = 0.0;
unsigned vertex_s_count = 0;
++R1; // Move P1 to point at end of 1st subdivided edge
const double* A0prev = A0 + (N - 1) * AQstride;
// If a "lint" detector complains about Q0prev being a nullptr, it's wrong.
// When N != F, it is certain the first edge has a crease tag and Q0prev
// is not dereferenced. By the time Q0 is dereferenced, it is not nullptr.
const double* Q0prev = (N==F) ? (Q0 + (N - 1) * AQstride) : nullptr;
for (unsigned i = 0; i < N; ++i)
{
if (ON_SubDEdgeTag::Crease == ON_SUBD_EDGE_POINTER(edges->m_ptr)->m_edge_tag)
{
// crease edge
if (vertex_C_count >= 2)
{
ON_SUBD_ERROR("Invalid input. A sector has at most 2 creased edges.");
return;
}
vertex_C[vertex_C_count] = ON_3dPoint(A0);
++vertex_C_count;
if (vertex_A_count < 2)
vertex_A[vertex_A_count] = ON_3dPoint(A0);
++vertex_A_count;
R1->x = 0.5 * (V0[0] + A0[0]);
R1->y = 0.5 * (V0[1] + A0[1]);
R1->z = 0.5 * (V0[2] + A0[2]);
}
else
{
// smooth edge
const double edge_s = edge_sharpness[i].Average();
if (edge_s >= 1.0)
{
// we don't need the ordinary edge subdivision point.
R1->x = 0.0;
R1->y = 0.0;
R1->z = 0.0;
}
else
{
// set R1 = ordinary edge subdivision point
if (0.5 == sector_coefficient)
{
// smooth vertex or tagged vertex with "ordinary" number of edges.
R1->x = 0.375 * (V0[0] + A0[0]);
R1->y = 0.375 * (V0[1] + A0[1]);
R1->z = 0.375 * (V0[2] + A0[2]);
}
else
{
// tagged vertex with extraordinary number of edges.
const double w1 = 1.0 - sector_coefficient;
R1->x = 0.75 * (sector_coefficient * V0[0] + w1 * A0[0]);
R1->y = 0.75 * (sector_coefficient * V0[1] + w1 * A0[1]);
R1->z = 0.75 * (sector_coefficient * V0[2] + w1 * A0[2]);
}
if (nullptr != Q0prev)
{
// The "if (nullptr != Q0prev)" check is always true. Dale Lear put the
// "if (nullptr != Q0prev)" check here to suppress incorrect compiler / lint warnings.
// The 2023 lint detectors are not sophisticated enought to figure out
// that if we get here, then Q0prev is not nullptr.
const double* A0next = (i + 1 < N) ? (A0 + AQstride) : (V0 + point_ring_stride);
R1->x += 0.0625 * (A0next[0] + Q0[0] + A0prev[0] + Q0prev[0]);
R1->y += 0.0625 * (A0next[1] + Q0[1] + A0prev[1] + Q0prev[1]);
R1->z += 0.0625 * (A0next[2] + Q0[2] + A0prev[2] + Q0prev[2]);
}
}
if (edge_s > 0.0)
{
// This edge is sharp, modify P1 to take account of sharpness.
if (vertex_A_count < 2)
vertex_A[vertex_A_count] = ON_3dPoint(A0);
++vertex_A_count;
const double vertex_s = edge_sharpness[i][0];
if (vertex_s > 0.0)
{
// NOTE: "min_vertex_s" is the 2nd largest value, not the actual minimum value
// The value is used only when there are exactly 2 nonzero vertex_s values.
if (0 == vertex_s_count)
{
min_vertex_s = vertex_s;
max_vertex_s = vertex_s;
}
else if (vertex_s > max_vertex_s)
{
min_vertex_s = max_vertex_s;
max_vertex_s = vertex_s;
}
else if (vertex_s < min_vertex_s)
{
min_vertex_s = vertex_s;
}
++vertex_s_count;
}
const double M[3] = {
0.5 * (V0[0] + A0[0]),
0.5 * (V0[1] + A0[1]),
0.5 * (V0[2] + A0[2])
};
if (edge_s >= 1.0)
{
// crease subdivision point.
R1->x = M[0];
R1->y = M[1];
R1->z = M[2];
}
else
{
// blend of smooth and crease edge subdivision points.
const double r = 1.0 - edge_s;
R1->x = r * R1->x + edge_s * M[0];
R1->y = r * R1->y + edge_s * M[1];
R1->z = r * R1->z + edge_s * M[2];
}
// sibdivide sharpness
edge_sharpness[i] = edge_sharpness[i].Subdivided(0);
if (false == bSubdividePointRingAgain)
{
// When bSubdividePointRingAgain is true, we need to subdivide
// the point_ring at least one more time after finishing the
// current subdivision.
bSubdividePointRingAgain = edge_sharpness[i].IsNotZero();
}
}
}
// increment pointers for the next edge.
A0prev = A0;
A0 += AQstride;
Q0prev = Q0;
Q0 += AQstride;
edges += edges_stride;
R1 += 2;
}
if (expected_vertex_C_count != vertex_C_count)
{
ON_SUBD_ERROR("Invalid input. Sector tag and number of crease edges are incompatible.");
return;
}
// reset pointers
R1 = R1_buffer.Array();
A0 = V0 + point_ring_stride;
Q0 = A0 + point_ring_stride;
edges -= N * edges_stride;
const double vertex_s
= (2 == vertex_s_count && min_vertex_s < max_vertex_s)
? 0.5 * (min_vertex_s + max_vertex_s)
: (vertex_A_count >= 2 ? max_vertex_s : 0.0);
if (vertex_s >= 1.0)
{
// we don't need the ordinary vertex subdivision point.
R1->x = 0.0;
R1->y = 0.0;
R1->z = 0.0;
}
else
{
// set R1 = ordinary vertex subdivision point
if (2 == vertex_C_count)
{
// crease vertex
R1->x = 0.125 * (6.0 * V0[0] + vertex_C[0].x + vertex_C[1].x);
R1->y = 0.125 * (6.0 * V0[1] + vertex_C[0].y + vertex_C[1].y);
R1->z = 0.125 * (6.0 * V0[2] + vertex_C[0].z + vertex_C[1].z);
}
else
{
// smooth or dart vertex. (We know N = F)
double Asum[3] = {}; // Asum = sum of edge ring points
double Qsum[3] = {}; // Qsum = sum of quad face ring points
for (unsigned i = 0; i < N; ++i)
{
Asum[0] += A0[0];
Asum[1] += A0[1];
Asum[2] += A0[2];
A0 += AQstride;
Qsum[0] += Q0[0];
Qsum[1] += Q0[1];
Qsum[2] += Q0[2];
Q0 += AQstride;
}
A0 -= N * AQstride;
Q0 -= N * AQstride;
const double v = 1.0 - 1.75 / ((double)N);
const double nn = N * N;
const double a = 1.5 / nn;
const double q = 0.25 / nn;
R1->x = v * V0[0] + a * Asum[0] + q * Qsum[0];
R1->y = v * V0[1] + a * Asum[1] + q * Qsum[1];
R1->z = v * V0[2] + a * Asum[2] + q * Qsum[2];
}
}
if (vertex_s > 0.0)
{
double S[3];
if (vertex_A_count == 2)
{
// Exactly 2 edges are creases or sharp
S[0] = 0.125 * (6.0 * V0[0] + vertex_A[0].x + vertex_A[1].x);
S[1] = 0.125 * (6.0 * V0[1] + vertex_A[0].y + vertex_A[1].y);
S[2] = 0.125 * (6.0 * V0[2] + vertex_A[0].z + vertex_A[1].z);
}
else
{
// 3 or more edges are creases or sharp (vertex_A_count > 2)
S[0] = V0[0];
S[1] = V0[1];
S[2] = V0[2];
}
if (vertex_s >= 1.0)
{
R1->x = S[0];
R1->y = S[1];
R1->z = S[2];
}
else
{
const double r = 1.0 - vertex_s;
R1->x = r * R1->x + vertex_s * S[0];
R1->y = r * R1->y + vertex_s * S[1];
R1->z = r * R1->z + vertex_s * S[2];
}
}
// R1 = subdivided point ring with sharpness taken into account
// Copy R1 to point_ring.
for (unsigned i = 0; i < R; ++i)
{
point_ring[0] = R1->x;
point_ring[1] = R1->y;
point_ring[2] = R1->z;
++R1;
point_ring += point_ring_stride;
}
if (false == bSubdividePointRingAgain)
{
// The point ring subdivisions have eliminated sharpness
// and the sector limit surface matrix can be applied to
// the point ring to calculate the limit surface point
// and tangent plane normal.
break;
}
// reset pointers for next subdivision
// Each value in edge_sharpness has been reduced by 1 or is zero.
R1 -= R;
point_ring -= R * point_ring_stride;
}
}
unsigned int ON_SubD::GetQuadSectorPointRing(
bool bFirstPass,
bool bSecondPass,
const ON_SubDVertex* center_vertex,
const ON_SubDComponentPtr* component_ring,
size_t component_ring_count,
double* point_ring,
size_t point_ring_stride
)
{
//// NO VALIDATION CHECKS
//// CALLER INSURES INPUT HAS NON-nullptr POINTERS AND CORRECT COUNTS
// Except for internal testing functions, bSecondPass is always true.
double subP[3];
const double* Q = nullptr;
const unsigned int N = ON_SubD::ComponentRingEdgeCount(component_ring_count);
const unsigned int F = ON_SubD::ComponentRingFaceCount(component_ring_count);
const unsigned int point_ring_count = 1 + N + F;
const double* point_ring1 = point_ring + (point_ring_count*point_ring_stride);
const ON_SubDVertex* vertex0 = center_vertex;
const size_t element_stride = (nullptr != vertex0) ? 1 : 2;
if (nullptr == vertex0)
{
vertex0 = component_ring[0].Vertex();
if (nullptr == vertex0)
return ON_SUBD_RETURN_ERROR(0);
}
const ON_SubDEdgePtr* edges;
// We need to count sharp edges, crease edges, and save edge sharpnesses.
// edge_sharpness[i].[0] = sharpeness at vertex0 end.
ON_SubDEdgeSharpness* edge_sharpness = nullptr;
double maxs = 0.0;
double sector_coefficient = (vertex0->IsDartOrCreaseOrCorner()) ? 0.0 : 0.5;
edges = (1 == element_stride) ? vertex0->m_edges : (const ON_SubDEdgePtr*)(component_ring + 1);
for (unsigned i = 0; i < N; ++i, edges += element_stride)
{
const ON_SubDEdge* edge = ON_SUBD_EDGE_POINTER(edges->m_ptr);
if (nullptr == edge)
return ON_SUBD_RETURN_ERROR(0);
const ON_SubDEdgeTag etag = edge->m_edge_tag;
if (ON_SubDEdgeTag::Smooth == etag || ON_SubDEdgeTag::SmoothX == etag)
{
if (0.0 == sector_coefficient)
{
// The sector coefficient for the central vertex is a property
// of the sector and constant on all smooth edges in the sector.
// So, it suffices to harvest it from any smooth edge in the sector.
sector_coefficient = edge->m_sector_coefficient[ON_SUBD_EDGE_DIRECTION(edges->m_ptr)];
}
ON_SubDEdgeSharpness s = edge->Sharpness();
if ( s.IsNotZero() )
{
if (nullptr == edge_sharpness)
edge_sharpness = (ON_SubDEdgeSharpness*)calloc(N, sizeof(edge_sharpness[0]));
if (1 == ON_SUBD_EDGE_DIRECTION(edges->m_ptr))
s = s.Reversed();
edge_sharpness[i] = s;
if (maxs < s[0])
maxs = s[0];
if (maxs < s[1])
maxs = s[1];
}
}
}
if (nullptr != edge_sharpness && bSecondPass)
{
// Let the subdivision in the 2nd pass do some (or all) of the work.
bFirstPass = false;
}
// Except for internal testing functions, bSecondPass is always true.
// Sometimes bFirstPass is false when it is already known that
// an ring edge vertex is tagged.
for (unsigned int pass = (bFirstPass ? 0U : 1U); pass < (bSecondPass ? 2U : 1U); pass++)
{
if (1 == pass && nullptr != edge_sharpness)
{
if (maxs <= 1.0)
{
// The single subdivision step that occurs during this
// pass will remove all sharpness from the point ring
// and Internal_PointRingSharpSubdivision() doesn't need to be called.
onfree(edge_sharpness);
edge_sharpness = nullptr;
maxs = 0.0;
}
else
{
// we need to subdivide the sharpness values that will get passed
// to Internal_PointRingSharpSubdivision().
maxs = 0.0;
for (unsigned k = 0; k < N; ++k)
{
const ON_SubDEdgeSharpness s1 = edge_sharpness[k].Subdivided(0);
edge_sharpness[k] = s1;
if (maxs < s1[0])
maxs = s1[0];
if (maxs < s1[1])
maxs = s1[1];
}
if (0.0 == maxs)
{
// subdivision removed sharpness.
onfree(edge_sharpness);
edge_sharpness = nullptr;
}
}
}
if (0 == pass)
Q = vertex0->m_P;
else
{
if ( false == bSecondPass)
return ON_SUBD_RETURN_ERROR(0); // subdivision not permitted
if (false == vertex0->GetSubdivisionPoint(subP))
return ON_SUBD_RETURN_ERROR(0);
Q = subP;
}
double* P = point_ring;
P[0] = Q[0];
P[1] = Q[1];
P[2] = Q[2];
P += point_ring_stride;
const ON_SubDEdgePtr* edges0 = (1 == element_stride) ? vertex0->m_edges : (const ON_SubDEdgePtr*)(component_ring + 1);
edges = edges0;
const ON_SubDFacePtr* faces = (1 == element_stride) ? ((const ON_SubDFacePtr * )vertex0->m_faces) : (const ON_SubDFacePtr*)(component_ring + 2);
for ( unsigned int i = 0; i < N; ++i, edges += element_stride, faces += element_stride )
{
// Get edge point
ON__UINT_PTR eptr = edges->m_ptr;
const ON_SubDEdge* edge = ON_SUBD_EDGE_POINTER(eptr);
if (nullptr == edge)
return ON_SUBD_RETURN_ERROR(0);
eptr = 1 - ON_SUBD_EDGE_DIRECTION(eptr);
const ON_SubDVertex* vertex1 = edge->m_vertex[eptr];
if ( nullptr == vertex1)
return ON_SUBD_RETURN_ERROR(0);
if (0 == pass)
{
if (ON_SubDEdgeTag::SmoothX == edge->m_edge_tag)
break; // need to use subdivision point in 2nd pass
if (ON_SubDVertexTag::Smooth == vertex1->m_vertex_tag
|| ON_SubDEdgeTag::Crease == edge->m_edge_tag
|| 0.5 == edge->m_sector_coefficient[eptr]
)
{
// We have one of these cases.
// 1) edge is smooth, vertex1 is smooth.
// 2) edge is smooth, vertex1 is creas/corner/dart with an ordinary.
// configuration (0.5 == edge->m_sector_coefficient[eptr]).
// 3) edge is crease.
//
// If the edge is not sharp, then the conditions
// needed to use a matrix to calculate the limit
// surface from the point ring are valid for this edge.
//
// If the edge is sharp, a later call to
// Internal_PointRingSharpSubdivision() will subdivide
// the sharpness away.
Q = vertex1->m_P;
}
else
{
// The edge is smooth, vertex1 is a crease/corner/dart,
// and there is a subdivision bias introduced by
// an extraordinary configuration of edges at
// vertex1. The subdivision in the 2nd pass will
// remove these complications so the conditions
// needed to use a matrix to calculate the limit
// surface from the point ring will be valid.
break;
}
}
else
{
// The 2nd pass subdivides the elements in the initial ring
// to insure the edge from the center to the ring point
// is either a smooth edge going to a smooth ring vertex
// or a crease edge going to a crease ring vertex.
//
// If the edge is sharp, a later call to
// Internal_PointRingSharpSubdivision() will subdivide
// the sharpness away.
if (false == edge->GetSubdivisionPoint(subP))
return ON_SUBD_RETURN_ERROR(0);
// Q = subP set above when vertex0 was subdivided.
}
P[0] = Q[0];
P[1] = Q[1];
P[2] = Q[2];
P += point_ring_stride;
if (point_ring1 == P)
{
// success on a sector with crease boundary
if (nullptr != edge_sharpness)
{
// At least one of the smooth edges is sharp.
// Internal_PointRingSharpSubdivision() subdivides
// the ring enough to remove sharpness so the conditions
// needed to use a matrix to calculate the limit
// surface from the point ring will be valid.
Internal_PointRingSharpSubdivision(
vertex0->m_vertex_tag,
sector_coefficient,
edges - (N - 1) * element_stride,
element_stride,
N,
F,
edge_sharpness,
point_ring,
point_ring_stride
);
onfree(edge_sharpness);
}
return point_ring_count;
}
const ON_SubDFace* face = ON_SUBD_FACE_POINTER(faces->m_ptr);
if (0 == pass)
{
if (4 != face->m_edge_count)
{
// face is not a quad.
// We need 2nd pass to subdivide this face so the center vertex is surrounded by quads.
break;
}
// find the vertex opposite vertex0
eptr = face->m_edge4[0].m_ptr;
edge = ON_SUBD_EDGE_POINTER(eptr);
if ( nullptr == edge)
return ON_SUBD_RETURN_ERROR(0);
eptr = ON_SUBD_EDGE_DIRECTION(eptr);
if (vertex0 == edge->m_vertex[eptr])
eptr = 2; // vertex0 = face->Vertex(0), set vertexQ = face->vertex(2)
else if (vertex0 == edge->m_vertex[1-eptr])
eptr = 3; // vertex0 = face->Vertex(1), set vertexQ = face->vertex(3)
else
{
eptr = face->m_edge4[2].m_ptr;
edge = ON_SUBD_EDGE_POINTER(eptr);
if ( nullptr == edge)
return ON_SUBD_RETURN_ERROR(0);
eptr = ON_SUBD_EDGE_DIRECTION(eptr);
if (vertex0 == edge->m_vertex[eptr])
eptr = 0; // vertex0 = face->Vertex(2), set vertexQ = face->vertex(0)
else if (vertex0 == edge->m_vertex[1-eptr])
eptr = 1; // vertex0 = face->Vertex(3), set vertexQ = face->vertex(1)
else
return ON_SUBD_RETURN_ERROR(0);
}
eptr = face->m_edge4[eptr].m_ptr;
edge = ON_SUBD_EDGE_POINTER(eptr);
if ( nullptr == edge)
return ON_SUBD_RETURN_ERROR(0);
eptr = ON_SUBD_EDGE_DIRECTION(eptr);
const ON_SubDVertex* vertexQ = edge->m_vertex[eptr];
if ( nullptr == vertexQ)
return ON_SUBD_RETURN_ERROR(0);
Q = vertexQ->m_P;
}
else
{
if (false == face->GetSubdivisionPoint(subP))
return ON_SUBD_RETURN_ERROR(0);
// Q = subP set above when vertex0 was subdivided.
}
P[0] = Q[0];
P[1] = Q[1];
P[2] = Q[2];
P += point_ring_stride;
}
if (point_ring1 == P)
{
// success on a smooth sector
if (nullptr != edge_sharpness)
{
// At least one of the smooth edges is sharp.
// Internal_PointRingSharpSubdivision() subdivides
// the ring enough to remove sharpness so the conditions
// needed to use a matrix to calculate the limit
// surface from the point ring will be valid.
Internal_PointRingSharpSubdivision(
vertex0->m_vertex_tag,
sector_coefficient,
edges - N * element_stride,
element_stride,
N,
F,
edge_sharpness,
point_ring,
point_ring_stride
);
onfree(edge_sharpness);
}
return point_ring_count;
}
}
return ON_SUBD_RETURN_ERROR(0);
}
unsigned int ON_SubD::ComponentRingEdgeCount(size_t component_ring_count)
{
const unsigned int N
= (component_ring_count < 4)
? 0
: (unsigned int)(component_ring_count/2);
return N;
}
unsigned int ON_SubD::ComponentRingFaceCount(size_t component_ring_count)
{
const unsigned int N = ComponentRingEdgeCount(component_ring_count);
const unsigned int F
= (N < 2)
? 0
: (unsigned int)(component_ring_count - N - 1);
return F;
}
bool ON_SubD::ComponentRingIsValid(
const ON_SubDComponentPtr* component_ring,
size_t component_ring_count
)
{
if (nullptr == component_ring || component_ring_count < 4)
return ON_SUBD_RETURN_ERROR(false);
const unsigned int N = ON_SubD::ComponentRingEdgeCount(component_ring_count);
const unsigned int F = ON_SubD::ComponentRingFaceCount(component_ring_count);
const ON_SubDVertex* vertex = component_ring[0].Vertex();
if ( nullptr == vertex )
return ON_SUBD_RETURN_ERROR(false);
if ( vertex->m_edge_count < N || nullptr == vertex->m_edges)
return ON_SUBD_RETURN_ERROR(false);
if ( vertex->m_face_count < F || nullptr == vertex->m_faces)
return ON_SUBD_RETURN_ERROR(false);
const ON_SubDEdgeTag edge0_tag
= (F+1 == N || (F == N && ON_SubDVertexTag::Dart == vertex->m_vertex_tag))
? ON_SubDEdgeTag::Crease
: ON_SubDEdgeTag::Smooth;
const ON_SubDEdgeTag edge1_tag
= (F+1 == N)
? ON_SubDEdgeTag::Crease
: ON_SubDEdgeTag::Smooth;
unsigned int component_ring_index = 1;
for (unsigned int i = 0; i < N; i++, component_ring_index++)
{
const ON_SubDEdge* edge = component_ring[component_ring_index].Edge();
if ( nullptr == edge)
return ON_SUBD_RETURN_ERROR(false);
if (vertex != edge->m_vertex[component_ring[component_ring_index].ComponentDirection()])
return ON_SUBD_RETURN_ERROR(false);
if (0 == i)
{
if (edge0_tag != edge->m_edge_tag)
{
if ( ON_SubDEdgeTag::Smooth != edge0_tag || ON_SubDEdgeTag::SmoothX != edge->m_edge_tag )
return ON_SUBD_RETURN_ERROR(false);
}
}
else if (i+1 == N)
{
if (edge1_tag != edge->m_edge_tag)
{
if ( ON_SubDEdgeTag::Smooth != edge1_tag || ON_SubDEdgeTag::SmoothX != edge->m_edge_tag )
return ON_SUBD_RETURN_ERROR(false);
}
if ( ON_SubDEdgeTag::Crease == edge1_tag)
continue;
}
else
{
if (2 != edge->m_face_count || false == edge->IsSmooth())
return ON_SUBD_RETURN_ERROR(false);
}
component_ring_index++;
if ( component_ring_index >= component_ring_count)
return ON_SUBD_RETURN_ERROR(false);
const ON_SubDFace* face = component_ring[component_ring_index].Face();
if ( nullptr == face)
return ON_SUBD_RETURN_ERROR(false);
}
if (component_ring_index == component_ring_count)
return true;
return ON_SUBD_RETURN_ERROR(false);
}
unsigned int ON_SubD::GetSectorPointRing(
bool bSubdivideIfNeeded,
size_t component_ring_count,
const ON_SubDComponentPtr* component_ring,
ON_SimpleArray<ON_3dPoint>& point_ring
)
{
point_ring.SetCount(0);
if ( component_ring_count <= 0 || nullptr == component_ring )
return ON_SUBD_RETURN_ERROR(0);
const ON_SubDVertex* center_vertex = component_ring[0].Vertex();
if ( nullptr == center_vertex )
return ON_SUBD_RETURN_ERROR(0);
const unsigned int point_ring_capacity = (unsigned int)component_ring_count;
ON_3dPoint* point_ring_array = point_ring.Reserve(point_ring_capacity);
if ( nullptr == point_ring_array)
return ON_SUBD_RETURN_ERROR(0);
unsigned int point_ring_count = GetSectorPointRing( bSubdivideIfNeeded, component_ring, component_ring_count, &point_ring_array[0].x, point_ring_capacity, 3);
if (point_ring_count > 0)
{
point_ring.SetCount(point_ring_count);
return point_ring_count;
}
return ON_SUBD_RETURN_ERROR(0);
}
unsigned int ON_SubD::GetSectorSubdivsionPointRing(
const ON_SubDComponentPtr* component_ring,
size_t component_ring_count,
double* subd_point_ring,
size_t subd_point_ring_capacity,
size_t subd_point_ring_stride
)
{
if (false == ComponentRingIsValid(component_ring,component_ring_count))
return ON_SUBD_RETURN_ERROR(0);
const unsigned int N = ON_SubD::ComponentRingEdgeCount(component_ring_count);
const unsigned int F = ON_SubD::ComponentRingFaceCount(component_ring_count);
const unsigned int point_ring_count = N + F;
if ( point_ring_count > subd_point_ring_capacity || nullptr == subd_point_ring)
return ON_SUBD_RETURN_ERROR(0);
const bool bFirstPass = false;
const bool bSecondPass = true; // returned ring will be at subdivision level 1 (or greater if there are edges with sharpness > 1)
unsigned int rc = GetQuadSectorPointRing(bFirstPass,bSecondPass,nullptr,component_ring,component_ring_count, subd_point_ring, subd_point_ring_stride);
if (0 == rc)
return ON_SUBD_RETURN_ERROR(0);
return rc;
}
unsigned int ON_SubD::GetSectorSubdivisionPointRing(
const ON_SubDComponentPtr* component_ring,
size_t component_ring_count,
ON_SimpleArray<ON_3dPoint>& subd_point_ring
)
{
subd_point_ring.SetCount(0);
if ( component_ring_count <= 0 || nullptr == component_ring )
return ON_SUBD_RETURN_ERROR(0);
const ON_SubDVertex* center_vertex = component_ring[0].Vertex();
if ( nullptr == center_vertex )
return ON_SUBD_RETURN_ERROR(0);
const unsigned int subd_point_ring_capacity = (unsigned int)component_ring_count;
ON_3dPoint* subd_point_ring_array = subd_point_ring.Reserve(subd_point_ring_capacity);
if ( nullptr == subd_point_ring_array)
return ON_SUBD_RETURN_ERROR(0);
unsigned int subd_point_ring_count = GetSectorSubdivsionPointRing(component_ring, component_ring_count, &subd_point_ring_array[0].x, subd_point_ring_capacity, 3);
if (subd_point_ring_count > 0)
{
subd_point_ring.SetCount(subd_point_ring_count);
return subd_point_ring_count;
}
return ON_SUBD_RETURN_ERROR(0);
}
unsigned int ON_SubD::GetSectorPointRing(
bool bSubdivideIfNeeded,
const ON_SubDComponentPtr* component_ring,
size_t component_ring_count,
double* point_ring,
size_t point_ring_capacity,
size_t point_ring_stride
)
{
if (false == ComponentRingIsValid(component_ring,component_ring_count))
return ON_SUBD_RETURN_ERROR(0);
const unsigned int N = ON_SubD::ComponentRingEdgeCount(component_ring_count);
const unsigned int F = ON_SubD::ComponentRingFaceCount(component_ring_count);
const unsigned int point_ring_count = N + F;
if ( point_ring_count > point_ring_capacity || nullptr == point_ring)
return ON_SUBD_RETURN_ERROR(0);
const bool bFirstPass = true;
// Except for internal testing functions, bSubdivideIfNeeded is always true.
const bool bSecondPass = bSubdivideIfNeeded;
unsigned int rc = GetQuadSectorPointRing(bFirstPass,bSecondPass,nullptr, component_ring,component_ring_count, point_ring,point_ring_stride);
if (0 == rc)
return ON_SUBD_RETURN_ERROR(0);
return rc;
}
unsigned int ON_SubD::GetSectorPointRing(
bool bSubdivideIfNeeded,
const class ON_SubDSectorIterator& sit,
double* point_ring,
size_t point_ring_capacity,
size_t point_ring_stride
)
{
const ON_SubDVertex* center_vertex = sit.CenterVertex();
if ( nullptr == center_vertex )
return ON_SUBD_RETURN_ERROR(0);
const unsigned int center_vertex_element_count = center_vertex->m_edge_count + center_vertex->m_face_count + 1;
ON_SubDComponentPtr stack_component_ring[41];
unsigned int component_ring_capacity = sizeof(stack_component_ring) / sizeof(stack_component_ring[0]);
ON_SubDComponentPtr* component_ring = stack_component_ring;
if (component_ring_capacity < point_ring_capacity && component_ring_capacity < center_vertex_element_count)
{
component_ring_capacity = (unsigned int)((center_vertex_element_count < point_ring_capacity) ? center_vertex_element_count : point_ring_capacity);
component_ring = new(std::nothrow) ON_SubDComponentPtr[component_ring_capacity];
if ( nullptr == component_ring)
return ON_SUBD_RETURN_ERROR(0);
}
unsigned int point_ring_count = 0;
unsigned int component_ring_count = ON_SubD::GetSectorComponentRing(sit, component_ring,component_ring_capacity);
if (component_ring_count > 0)
{
const bool bFirstPass = true;
const bool bSecondPass = bSubdivideIfNeeded;
point_ring_count = ON_SubD::GetQuadSectorPointRing( bFirstPass, bSecondPass, nullptr, component_ring, component_ring_count, point_ring, point_ring_stride);
}
if ( component_ring != stack_component_ring)
delete[] component_ring;
return point_ring_count;
}
unsigned int ON_SubD::GetSectorPointRing(
bool bSubdivideIfNeeded,
const class ON_SubDSectorIterator& sit,
ON_SimpleArray<ON_3dPoint>& point_ring
)
{
point_ring.SetCount(0);
const ON_SubDVertex* center_vertex = sit.CenterVertex();
if ( nullptr == center_vertex )
return ON_SUBD_RETURN_ERROR(0);
const unsigned int point_ring_capacity = (center_vertex->m_edge_count + center_vertex->m_face_count);
ON_3dPoint* point_ring_array = point_ring.Reserve(point_ring_capacity);
if ( nullptr == point_ring_array)
return ON_SUBD_RETURN_ERROR(0);
unsigned int point_ring_count = GetSectorPointRing( bSubdivideIfNeeded, sit, &point_ring_array[0].x, point_ring_capacity, 3);
if (point_ring_count > 0)
{
point_ring.SetCount(point_ring_count);
return point_ring_count;
}
return ON_SUBD_RETURN_ERROR(0);
}
const ON_SubDVertex* ON_SubD::SubdivideSector(
const ON_SubDVertex* center_vertex,
const ON_SubDComponentPtr* component_ring,
size_t component_ring_count,
ON_SubD_FixedSizeHeap& fsh
)
{
const unsigned int N = (nullptr != center_vertex) ? center_vertex->m_edge_count : ON_SubD::ComponentRingEdgeCount(component_ring_count);
const unsigned int F = (nullptr != center_vertex) ? center_vertex->m_face_count : ON_SubD::ComponentRingFaceCount(component_ring_count);
if ( N < 2 )
return ON_SUBD_RETURN_ERROR(nullptr);
if ( F != N && F+1 != N )
return ON_SUBD_RETURN_ERROR(nullptr);
size_t element_stride;
const ON_SubDEdgePtr* edges;
const ON_SubDFacePtr* faces;
if (nullptr == center_vertex)
{
if (nullptr == component_ring || component_ring_count < 4)
return ON_SUBD_RETURN_ERROR(nullptr);
edges = (const ON_SubDEdgePtr*)(component_ring + 1);
faces = (const ON_SubDFacePtr*)(component_ring + 2);
element_stride = 2;
center_vertex = component_ring[0].Vertex();
if ( nullptr == center_vertex)
return ON_SUBD_RETURN_ERROR(nullptr);
}
else
{
edges = center_vertex->m_edges;
faces = (const ON_SubDFacePtr*)(center_vertex->m_faces);
element_stride = 1;
}
// smooth and dart sectors have F = N
// crease and corner have F = N-1
if (F != (center_vertex->IsCreaseOrCorner() ? (N-1) : N) )
{
return ON_SUBD_RETURN_ERROR(nullptr);
}
const ON_SubDEdgeTag edge0_tag = (F+1 == N) ? ON_SubDEdgeTag::Crease : ON_SubDEdgeTag::Smooth;
//const unsigned int face_edge_count = 4;
const unsigned int K = 3;
const ON_SubDEdge* edge0 = edges->Edge();
if ( nullptr == edge0)
return ON_SUBD_RETURN_ERROR(nullptr);
edges += element_stride;
if (ON_SubDEdgeTag::Smooth == edge0_tag)
{
if (false == edge0->IsSmooth() )
return ON_SUBD_RETURN_ERROR(nullptr);
}
else
{
if (edge0_tag != edge0->m_edge_tag)
return ON_SUBD_RETURN_ERROR(nullptr);
}
const ON_SubDFace* face0 = faces->Face();
if ( nullptr == face0)
return ON_SUBD_RETURN_ERROR(nullptr);
edges += element_stride;
if ( false == fsh.ReserveSubDWorkspace(N) )
return ON_SUBD_RETURN_ERROR(nullptr);
ON_SubDVertex* v1[4] = {};
ON_SubDEdgePtr e1[4] = {};
ON_SubDEdgePtr f1epts[4] = {};
const ON_SubDVertex* vertex0 = center_vertex;
v1[0] = fsh.AllocateVertex(vertex0,N);
if ( nullptr == v1[0])
return ON_SUBD_RETURN_ERROR(nullptr);
//v1[0]->m_vertex_edge_order = ON_SubD::VertexEdgeOrder::radial;
ON_SubDVertex* vertex1 = fsh.AllocateVertex(edge0);
if ( nullptr == vertex1)
return ON_SUBD_RETURN_ERROR(nullptr);
// at_crease weight is used when the cooresponding vertex is a crease.
// Otherwise, fsh.AllocateEdge() ignores at_crease_weight.
ON_SubDEdgeTag edge1_tag = (ON_SubDEdgeTag::SmoothX == edge0_tag) ? ON_SubDEdgeTag::Smooth : edge0_tag;
const double at_crease_weight
= ON_SubDEdgeTag::Crease == edge1_tag
? ON_SubDSectorType::CreaseSectorCoefficient(5-K)
: ON_SubDSectorType::IgnoredSectorCoefficient;
ON_SubDEdgePtr edge1 = fsh.AllocateEdge(v1[0], ON_SubDSectorType::CopyEdgeSectorCoefficient(edge0,vertex0,ON_UNSET_VALUE), vertex1, ON_SubDSectorType::IgnoredSectorCoefficient );
if (edge1.IsNull())
return ON_SUBD_RETURN_ERROR(nullptr);
edge1.Edge()->m_edge_tag = edge1_tag;
v1[1] = vertex1;
e1[0] = edge1;
f1epts[0] = e1[0];
edge1_tag = ON_SubDEdgeTag::Smooth;
for (unsigned int i = 1; i < N; i++, edges += element_stride, faces += element_stride)
{
edge0 = edges->Edge();
if ( nullptr == edge0)
return ON_SUBD_RETURN_ERROR(nullptr);
if (vertex0 != edge0->m_vertex[0] && vertex0 != edge0->m_vertex[1])
return ON_SUBD_RETURN_ERROR(nullptr);
if (i + 1 == N)
{
edge1_tag = edge0_tag;
if ( edge1_tag != edge0->m_edge_tag)
return ON_SUBD_RETURN_ERROR(nullptr);
if (ON_SubDEdgeTag::Smooth == edge1_tag)
{
v1[K] = vertex1;
e1[K] = edge1;
}
}
if (nullptr == v1[K])
{
v1[K] = fsh.AllocateVertex(edge0);
if (nullptr == v1[K])
return ON_SUBD_RETURN_ERROR(nullptr);
e1[K] = fsh.AllocateEdge(v1[0], ON_SubDSectorType::CopyEdgeSectorCoefficient(edge0, vertex0, ON_UNSET_VALUE), v1[K], ON_SubDSectorType::IgnoredSectorCoefficient);
if (e1[K].IsNull())
return ON_SUBD_RETURN_ERROR(nullptr);
e1[K].Edge()->m_edge_tag = edge1_tag;
}
f1epts[K] = e1[K].Reversed();
// quads
v1[2] = fsh.AllocateSectorFaceVertex(face0 );
e1[1] = fsh.AllocateEdge(v1[1], at_crease_weight, v1[2], ON_SubDSectorType::IgnoredSectorCoefficient);
e1[2] = fsh.AllocateEdge(v1[2], ON_SubDSectorType::IgnoredSectorCoefficient, v1[3], at_crease_weight);
f1epts[1] = e1[1];
f1epts[2] = e1[2];
if (nullptr == fsh.AllocateQuad(face0->m_level_zero_face_id, face0->m_id, f1epts) )
return ON_SUBD_RETURN_ERROR(nullptr);
if (i + 1 == N)
{
if (i + 1 == N && edge0_tag == edge1_tag)
return v1[0];
return ON_SUBD_RETURN_ERROR(nullptr);
}
face0 = faces->Face();
if ( nullptr == face0)
return ON_SUBD_RETURN_ERROR(nullptr);
v1[1] = v1[K];
e1[0] = e1[K];
f1epts[0] = f1epts[K].Reversed();
v1[K] = nullptr;
e1[K] = ON_SubDEdgePtr::Null;
}
return ON_SUBD_RETURN_ERROR(nullptr);
}
unsigned int ON_SubD::GetSectorComponentRing(
const class ON_SubDSectorIterator& sit,
ON_SubDComponentPtr* component_ring,
size_t component_ring_capacity
)
{
if ( component_ring_capacity < 4 || nullptr == component_ring)
return ON_SUBD_RETURN_ERROR(0);
const ON_SubDVertex* vertex = sit.CenterVertex();
if ( nullptr == vertex || vertex->m_edge_count < 2 || vertex->m_face_count < 1)
return ON_SUBD_RETURN_ERROR(0);
const ON_SubDVertexTag center_vertex_tag = vertex->m_vertex_tag;
ON_SubDSectorIterator localsit(sit);
const bool bCreases = (nullptr != localsit.IncrementToCrease(-1));
ON_SubDEdgePtr edgeptr = localsit.CurrentEdgePtr(0);
ON_SubDFacePtr faceptr = localsit.CurrentFacePtr();
const ON_SubDEdge* edge0 = edgeptr.Edge();
if ( nullptr == edge0 )
return ON_SUBD_RETURN_ERROR(0);
const ON_SubDFace* face0 = faceptr.Face();
if ( nullptr == face0 )
return ON_SUBD_RETURN_ERROR(0);
const ON_SubDVertex* ring_vertex0 = localsit.CurrentEdgeRingVertex(0);
if ( nullptr == ring_vertex0 || vertex == ring_vertex0)
return ON_SUBD_RETURN_ERROR(0);
if (bCreases && ON_SubDEdgeTag::Crease != edge0->m_edge_tag)
return ON_SUBD_RETURN_ERROR(0);
unsigned int component_ring_count = 0;
component_ring[component_ring_count++] = ON_SubDComponentPtr::Create(vertex);
component_ring[component_ring_count++] = ON_SubDComponentPtr::Create(edgeptr);
component_ring[component_ring_count++] = ON_SubDComponentPtr::Create(faceptr);
const unsigned int N = vertex->m_edge_count; // for () used to prevent infinite recursion when vertex is not valid
for (unsigned int i = 0; i < N; i++)
{
const ON_SubDFace* face = localsit.NextFace(ON_SubDSectorIterator::StopAt::AnyCrease);
edgeptr = localsit.CurrentEdgePtr(0);
const ON_SubDEdge* edge = edgeptr.Edge();
if ( nullptr == edge)
return ON_SUBD_RETURN_ERROR(0);
const ON_SubDVertex* ring_vertex = localsit.CurrentEdgeRingVertex(0);
if ( nullptr == ring_vertex || vertex == ring_vertex)
return ON_SUBD_RETURN_ERROR(0);
if (face == face0 || edge == edge0 || ring_vertex == ring_vertex0)
{
// back to start?
if (edge == edge0 && ring_vertex == ring_vertex0)
{
if (ON_SubDVertexTag::Smooth == center_vertex_tag)
{
if (face == face0 && ON_SubDEdgeTag::Smooth == edge0->m_edge_tag)
return component_ring_count; // back to start smooth case.
}
if (ON_SubDVertexTag::Dart == center_vertex_tag)
{
if (nullptr == face && ON_SubDEdgeTag::Crease == edge0->m_edge_tag)
return component_ring_count; // back to start dart case.
}
if (ON_SubDVertexTag::Corner == center_vertex_tag)
{
// occurs in nonmanifold cases like the one in RH-49843
if (nullptr == face && ON_SubDEdgeTag::Crease == edge0->m_edge_tag)
return component_ring_count; // back to start corner case.
}
}
return ON_SUBD_RETURN_ERROR(false); // damaged topology information
}
if ( component_ring_count >= component_ring_capacity)
return ON_SUBD_RETURN_ERROR(false);
component_ring[component_ring_count++] = ON_SubDComponentPtr::Create(edgeptr);
if (nullptr == face)
{
if (bCreases && ON_SubDEdgeTag::Crease == edge->m_edge_tag)
return component_ring_count;
return ON_SUBD_RETURN_ERROR(0);
}
if ( false == edge->IsSmooth() || 2 != edge->m_face_count )
return ON_SUBD_RETURN_ERROR(false);
if ( component_ring_count >= component_ring_capacity)
return ON_SUBD_RETURN_ERROR(false);
faceptr = localsit.CurrentFacePtr();
component_ring[component_ring_count++] = ON_SubDComponentPtr::Create(faceptr);
}
return ON_SUBD_RETURN_ERROR(false); // damaged topology information
}
unsigned int ON_SubD::GetSectorComponentRing(
const class ON_SubDSectorIterator& sit,
ON_SimpleArray<ON_SubDComponentPtr>& elements
)
{
elements.SetCount(0);
const ON_SubDVertex* vertex = sit.CenterVertex();
if ( nullptr == vertex || vertex->m_edge_count < 2 || vertex->m_face_count < 1)
return ON_SUBD_RETURN_ERROR(0);
const unsigned int component_ring_capacity = 1 + vertex->m_edge_count + vertex->m_face_count;
unsigned int component_ring_count = ON_SubD::GetSectorComponentRing(sit, elements.Reserve(component_ring_capacity), component_ring_capacity);
if (component_ring_count >= 4 && component_ring_count <= component_ring_capacity)
elements.SetCount(component_ring_count);
return elements.UnsignedCount();
}