Beispiel #1
0
        public void Execute()
        {
            CurvedPolygonsNet cpnet = asset.GetCPN();

            CurvedPolyVariants cpnVariants = new CurvedPolyVariants();

            cpnVariants.SetCPN(cpnet);

            short[] loqs = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 };

            CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess();

            TessellationOutput output = tessellationProcess.InitProcess(cpnet, loqs);

            //Debug.Log("cpnet.GetGeometriesCount() " + cpnet.GetGeometriesCount());

            tessellationProcess.BuildProfile();

            int[] builtTrianglesCount = output.GetBuiltTrianglesSize();
            int   builtVerticesCount  = output.GetBuiltVerticesSize();

            uvs_      = new Vector2[builtVerticesCount];
            vertices_ = new Vector3[builtVerticesCount];
            normals_  = new Vector3[builtVerticesCount];
            indices_  = new int[builtTrianglesCount.Length][];
            for (int i = 0; i < builtTrianglesCount.Length; i++)
            {
                indices_[i] = new int[builtTrianglesCount[i] * 3];
            }

            OutputMesh mesh = null;

            mesh = new OutputMesh(vertices_, uvs_, normals_, indices_);
            tessellationProcess.WriteMesh(mesh);

            //here
            int id = cpnVariants.GetFreeTessellationRecordId();

            cpnVariants.SetRecord(id, new OutputMesh(vertices_, uvs_, normals_, indices_), output);

            //this.outMesh = cpnVariants.GetMeshOutput(id).GetNewCloneVariant();

            CPNSubset subsSet = new CPNSubset();

            TessellationOutput output2 = tessellationProcess.InitProcess(cpnet, loqs, subsSet);

            this.mesh2 = new OutputMesh(outMesh.GetVertices(), outMesh.GetUVs(),
                                        outMesh.GetNormals(), outMesh.GetTriangles());
            tessellationProcess.WriteMesh(mesh2);
        }
Beispiel #2
0
        public void Execute()
        {
            CurvedPolygonsNet cpnet = asset.GetCPN();

            short[] loqs = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 };

            CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess();

            TessellationOutput output = tessellationProcess.InitProcess(cpnet, loqs);

            tessellationProcess.BuildProfile();

            int[] builtTrianglesCount = output.GetBuiltTrianglesSize();
            int   builtVerticesCount  = output.GetBuiltVerticesSize();

            uvs_      = new Vector2[builtVerticesCount];
            vertices_ = new Vector3[builtVerticesCount];
            normals_  = new Vector3[builtVerticesCount];
            indices_  = new int[builtTrianglesCount.Length][];
            for (int i = 0; i < builtTrianglesCount.Length; i++)
            {
                indices_[i] = new int[builtTrianglesCount[i] * 3];
            }

            OutputMesh mesh = null;

            mesh = new OutputMesh(vertices_, uvs_, normals_, indices_);
            tessellationProcess.WriteMesh(mesh);
        }
        public void BuildModel(GameObject gameObject)
        {
            CurvedPolygonsNet cpnet = GetPolylinesCPNet(asset.GetCPN());

            short[] loqs = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 };

            CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess();

            TessellationOutput output = tessellationProcess.InitProcess(cpnet, loqs, this);

            //Debug.Log("cpnet.GetGeometriesCount() " + cpnet.GetGeometriesCount());

            tessellationProcess.BuildProfile();

            int[] builtTrianglesCount = output.GetBuiltTrianglesSize();
            int   builtVerticesCount  = output.GetBuiltVerticesSize();

            Vector2[] uvs_      = new Vector2[builtVerticesCount];
            Vector3[] vertices_ = new Vector3[builtVerticesCount];
            Vector3[] normals_  = new Vector3[builtVerticesCount];
            int[][]   indices_  = new int[builtTrianglesCount.Length][];
            //Debug.Log("indices_ " + indices_.Length);
            for (int i = 0; i < builtTrianglesCount.Length; i++)
            {
                indices_[i] = new int[builtTrianglesCount[i] * 3];
                //Debug.Log("indices_[" + i + "] " + indices_[i].Length);
            }

            OutputMesh mesh = null;

            mesh = new OutputMesh(vertices_, uvs_, normals_, indices_);
            tessellationProcess.WriteMesh(mesh);

            MeshAssigner.AssignMesh(gameObject, vertices_, normals_, uvs_, indices_);
        }
Beispiel #4
0
        public void UpdateTessellationVariant(int id, short[] loqs, CPNSubset cpnSubset = null)
        {
            if (id < 0 || id > records.Length || !records[id].used)
            {
                return;
            }

            CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess();
            OutputMesh             mesh = GetMeshOutput(id);

            if (mesh != null)
            {
                tessellationProcess.InitPrebuiltProcess(this.curvedPolygonsNet, GetTessellationOutput(id), cpnSubset, loqs);
                tessellationProcess.WriteMesh(mesh);
            }
        }
        public void Execute()
        {
            CurvedPolygonsNet cpnet = new CurvedPolygonsNet();

            cpnet.SetNumberOfVertices(9);

            Vector3[] vertices =
            {
                new Vector3(0,                                             0, 0),
                new Vector3(1,                                             0, 0),
                new Vector3(0,                                             1, 0),
                new Vector3(DemoUtils.ONE_THIRD,                           0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD,                       0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD, DemoUtils.ONE_THIRD,     0),
                new Vector3(DemoUtils.ONE_THIRD,     2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       DemoUtils.ONE_THIRD,     0),
            };
            cpnet.SetVertices(vertices);
            Vector3[] uvs =
            {
                new Vector3(0,                                             0, 0),
                new Vector3(1,                                             0, 0),
                new Vector3(0,                                             1, 0),
                new Vector3(DemoUtils.ONE_THIRD,                           0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD,                       0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD, DemoUtils.ONE_THIRD,     0),
                new Vector3(DemoUtils.ONE_THIRD,     2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       DemoUtils.ONE_THIRD,     0),
            };
            cpnet.SetUv(uvs);

            Vector3[] normals =
            {
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward
            };
            cpnet.SetNormals(normals);

            /*short[] edges = { 0, 3, 4, 1, 1, 5, 6, 2, 2, 7, 8, 0 };
             * short[] edgesIndex = { 0, 4, 8, 12 };
             * short[] edgesHints= { 3, 3, 3, 3, 3, 3 };
             * float[] weights = { 1, 1, 1, 1, 1, 1 };
             * bool[] updateVertices = new bool[vertices.Length];
             * bool[] updateEdges = new bool[3];*/

            cpnet.SetEdges(0, new short[0], new short[0], new short[0], new float[0]);

            short[] polylines      = { 0, 3, 4, 1, 1, 5, 6, 2, 2, 7, 8, 0 };
            short[] polylinesIndex = { 0, 4, 8, 12 };
            cpnet.setPolylines(3, polylines, polylinesIndex);

            short[] loqs = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 };

            CPNGeometry[] geometries      = { new CPNGeometry() };
            short[]       polygons        = { 1, 2, 3 };
            short[]       polygonsIndex   = { 0, 3 };
            short[]       polygonsSchemas = { SFGouraudSchemaBuilder.GOURAUD_SCHEMA_ID };
            geometries[0].Setup(1, polygonsIndex, polygons, polygonsSchemas);

            cpnet.SetGeometries(1, geometries);

            CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess();

            TessellationOutput output = tessellationProcess.InitProcess(cpnet, loqs);

            tessellationProcess.BuildProfile();


            int[] builtTrianglesCount = output.GetBuiltTrianglesSize();
            int   builtVerticesCount  = output.GetBuiltVerticesSize();

            uvs_      = new Vector2[builtVerticesCount];
            vertices_ = new Vector3[builtVerticesCount];
            normals_  = new Vector3[builtVerticesCount];
            indices_  = new int[builtTrianglesCount.Length][];
            for (int i = 0; i < builtTrianglesCount.Length; i++)
            {
                indices_[i] = new int[builtTrianglesCount[i] * 3];
            }

            OutputMesh mesh = null;

            mesh = new OutputMesh(vertices_, uvs_, normals_, indices_);
            tessellationProcess.WriteMesh(mesh);
        }
Beispiel #6
0
        private void Execute()
        {
            CurvedPolygonsNet cpnet = new CurvedPolygonsNet();

            cpnet.SetNumberOfVertices(3);

            Vector3[] vertices =
            {
                new Vector3(0,                                             0, 0),
                new Vector3(1,                                             0, 0),
                new Vector3(0,                                             1, 0),
                new Vector3(DemoUtils.ONE_THIRD,                           0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD,                       0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD, DemoUtils.ONE_THIRD,     0),
                new Vector3(DemoUtils.ONE_THIRD,     2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       DemoUtils.ONE_THIRD,     0),
            };
            cpnet.SetVertices(vertices);
            Vector3[] uvs =
            {
                new Vector3(0,                                             0, 0),
                new Vector3(1,                                             0, 0),
                new Vector3(0,                                             1, 0),
                new Vector3(DemoUtils.ONE_THIRD,                           0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD,                       0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD, DemoUtils.ONE_THIRD,     0),
                new Vector3(DemoUtils.ONE_THIRD,     2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       DemoUtils.ONE_THIRD,     0),
            };
            cpnet.SetUv(uvs);

            Vector3[] normals =
            {
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward
            };
            cpnet.SetNormals(normals);

            short[] edges      = { 0, 3, 4, 1, 1, 5, 6, 2, 2, 7, 8, 0 };
            short[] edgesIndex = { 0, 4, 8, 12 };
            short[] edgesHints = { 3, 3, 3, 3, 3, 3 };
            float[] weights    = { 1, 1, 1, 1, 1, 1 };

            cpnet.SetEdges(3, edges, edgesIndex, edgesHints, weights);

            short[] loqs = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 };

            CPNGeometry[] geometries      = { new CPNGeometry() };
            short[]       polygons        = { 1, 2, 3 };
            short[]       polygonsIndex   = { 0, 3 };
            short[]       polygonsSchemas = { SFEdgeSurfaceSchemaBuilder.EDGE_SURFACE_SCHEMA_ID };
            geometries[0].Setup(1, polygonsIndex, polygons, polygonsSchemas);

            cpnet.SetGeometries(1, geometries);

            CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess();

            TessellationOutput output = tessellationProcess.InitProcess(cpnet, loqs);

            tessellationProcess.BuildProfile();

            int[] builtTrianglesCount = output.GetBuiltTrianglesSize();
            int   builtVerticesCount  = output.GetBuiltVerticesSize();

            this.mesh = new OutputMesh();
            this.mesh.SetupStructure(true, false, false, 0);
            this.mesh.Build(builtVerticesCount, builtTrianglesCount);
            tessellationProcess.WriteMesh(mesh);

            //Debug.Log("Tangents " + DemoUtils.Vector3sToString(mesh.GetTangents()));
        }
Beispiel #7
0
        private void Execute()
        {
            CurvedPolygonsNet cpnet = new CurvedPolygonsNet();

            cpnet.SetNumberOfVertices(3);

            Vector3[] vertices =
            {
                new Vector3(0,                                             0, 0),
                new Vector3(1,                                             0, 0),
                new Vector3(0,                                             1, 0),
                new Vector3(DemoUtils.ONE_THIRD,                           0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD,                       0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD, DemoUtils.ONE_THIRD,     0),
                new Vector3(DemoUtils.ONE_THIRD,     2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       DemoUtils.ONE_THIRD,     0),
            };
            cpnet.SetVertices(vertices);
            Vector3[] uvs =
            {
                new Vector3(0,                                             0, 0),
                new Vector3(1,                                             0, 0),
                new Vector3(0,                                             1, 0),
                new Vector3(DemoUtils.ONE_THIRD,                           0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD,                       0, 0),
                new Vector3(2 * DemoUtils.ONE_THIRD, DemoUtils.ONE_THIRD,     0),
                new Vector3(DemoUtils.ONE_THIRD,     2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       2 * DemoUtils.ONE_THIRD, 0),
                new Vector3(0,                       DemoUtils.ONE_THIRD,     0),
            };
            cpnet.SetUv(uvs);

            Vector3[] normals =
            {
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward,
                Vector3.forward
            };
            cpnet.SetNormals(normals);

            short[] edges      = { 0, 3, 4, 1, 1, 5, 6, 2, 2, 7, 8, 0 };
            short[] edgesIndex = { 0, 4, 8, 12 };
            short[] edgesHints = { 3, 3, 3, 3, 3, 3 };
            float[] weights    = { 1, 1, 1, 1, 1, 1 };

            cpnet.SetEdges(3, edges, edgesIndex, edgesHints, weights);

            short[] loqs = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 };

            CPNGeometry[] geometries      = { new CPNGeometry() };
            short[]       polygons        = { 1, 2, 3 };
            short[]       polygonsIndex   = { 0, 3 };
            short[]       polygonsSchemas = { SFEdgeSurfaceSchemaBuilder.EDGE_SURFACE_SCHEMA_ID };
            geometries[0].Setup(1, polygonsIndex, polygons, polygonsSchemas);

            cpnet.SetGeometries(1, geometries);

            CPNTessellationProcess tessellationProcess = ProcessesKeeper.GetTessellationProcess();

            TessellationOutput output = tessellationProcess.InitProcess(cpnet, loqs);

            tessellationProcess.BuildProfile();

            int[] builtTrianglesCount = output.GetBuiltTrianglesSize();
            int   builtVerticesCount  = output.GetBuiltVerticesSize();

            this.uvs_      = new Vector2[builtVerticesCount];
            this.vertices_ = new Vector3[builtVerticesCount];
            this.normals_  = new Vector3[builtVerticesCount];
            this.indices_  = new int[builtTrianglesCount.Length][];
            for (int i = 0; i < builtTrianglesCount.Length; i++)
            {
                this.indices_[i] = new int[builtTrianglesCount[i] * 3];
            }

            OutputMesh mesh = new OutputMesh(vertices_, uvs_, normals_, indices_);

            tessellationProcess.WriteMesh(mesh);
        }