Beispiel #1
0
        /// <summary>
        /// Compute UV tangen space
        /// </summary>
        public void ComputeTangents()
        {
            if (this.Vertices.Length > 0)
            {
                if (this.Indices.Length > 0)
                {
                    for (int i = 0; i < this.Indices.Length; i += 3)
                    {
                        var v0 = this.Vertices[(int)this.Indices[i + 0]];
                        var v1 = this.Vertices[(int)this.Indices[i + 1]];
                        var v2 = this.Vertices[(int)this.Indices[i + 2]];

                        GeometryUtil.ComputeNormals(
                            v0.Position.Value, v1.Position.Value, v2.Position.Value,
                            v0.Texture.Value, v1.Texture.Value, v2.Texture.Value,
                            out Vector3 tangent, out Vector3 binormal, out Vector3 normal);

                        v0.Tangent = tangent;
                        v1.Tangent = tangent;
                        v2.Tangent = tangent;

                        v0.BiNormal = binormal;
                        v1.BiNormal = binormal;
                        v2.BiNormal = binormal;

                        this.Vertices[(int)this.Indices[i + 0]] = v0;
                        this.Vertices[(int)this.Indices[i + 1]] = v1;
                        this.Vertices[(int)this.Indices[i + 2]] = v2;
                    }
                }
                else
                {
                    for (int i = 0; i < this.Vertices.Length; i += 3)
                    {
                        var v0 = this.Vertices[i + 0];
                        var v1 = this.Vertices[i + 1];
                        var v2 = this.Vertices[i + 2];

                        GeometryUtil.ComputeNormals(
                            v0.Position.Value, v1.Position.Value, v2.Position.Value,
                            v0.Texture.Value, v1.Texture.Value, v2.Texture.Value,
                            out Vector3 tangent, out Vector3 binormal, out Vector3 normal);

                        v0.Tangent = tangent;
                        v1.Tangent = tangent;
                        v2.Tangent = tangent;

                        v0.BiNormal = binormal;
                        v1.BiNormal = binormal;
                        v2.BiNormal = binormal;

                        this.Vertices[i + 0] = v0;
                        this.Vertices[i + 1] = v1;
                        this.Vertices[i + 2] = v2;
                    }
                }

                this.VertexType = VertexData.GetVertexType(this.Vertices[0], this.Textured);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Generates the height map normals
        /// </summary>
        /// <param name="cellSize">Cell size</param>
        /// <returns>Returns the generated normals array</returns>
        private static void ComputeHeightMapNormals(VertexData[] vertList, long width, long depth)
        {
            for (long x = 0; x < depth; x++)
            {
                for (long y = 0; y < width; y++)
                {
                    long index1 = (y * width) + x;

                    Vector3 normal;
                    Vector3 tangent;
                    Vector3 binormal;

                    if (x == 0 || y == 0 || x == (depth - 1) || y == (width - 1))
                    {
                        // The vertices in the borders have always the up normal
                        normal   = Vector3.UnitY;
                        tangent  = Vector3.UnitX;
                        binormal = Vector3.UnitZ;
                    }
                    else
                    {
                        long       index2;
                        long       index3;
                        VertexData pos1 = vertList[index1];
                        VertexData pos2;
                        VertexData pos3;

                        index2 = ((y - 1) * width) + x;
                        index3 = (y * width) + (x - 1);
                        pos2   = vertList[index2];
                        pos3   = vertList[index3];
                        GeometryUtil.ComputeNormals(
                            pos1.Position.Value, pos3.Position.Value, pos2.Position.Value,
                            pos1.Texture.Value, pos3.Texture.Value, pos2.Texture.Value,
                            out Vector3 tan1, out Vector3 biNorm1, out Vector3 norm1);

                        index2 = (y * width) + (x - 1);
                        index3 = ((y + 1) * width) + (x - 1);
                        pos2   = vertList[index2];
                        pos3   = vertList[index3];
                        GeometryUtil.ComputeNormals(
                            pos1.Position.Value, pos3.Position.Value, pos2.Position.Value,
                            pos1.Texture.Value, pos3.Texture.Value, pos2.Texture.Value,
                            out Vector3 tan2, out Vector3 biNorm2, out Vector3 norm2);

                        index2 = ((y + 1) * width) + (x - 1);
                        index3 = ((y + 1) * width) + x;
                        pos2   = vertList[index2];
                        pos3   = vertList[index3];
                        GeometryUtil.ComputeNormals(
                            pos1.Position.Value, pos3.Position.Value, pos2.Position.Value,
                            pos1.Texture.Value, pos3.Texture.Value, pos2.Texture.Value,
                            out Vector3 tan3, out Vector3 biNorm3, out Vector3 norm3);

                        index2 = ((y + 1) * width) + x;
                        index3 = (y * width) + (x + 1);
                        pos2   = vertList[index2];
                        pos3   = vertList[index3];
                        GeometryUtil.ComputeNormals(
                            pos1.Position.Value, pos3.Position.Value, pos2.Position.Value,
                            pos1.Texture.Value, pos3.Texture.Value, pos2.Texture.Value,
                            out Vector3 tan4, out Vector3 biNorm4, out Vector3 norm4);

                        index2 = (y * width) + (x + 1);
                        index3 = ((y - 1) * width) + (x + 1);
                        pos2   = vertList[index2];
                        pos3   = vertList[index3];
                        GeometryUtil.ComputeNormals(
                            pos1.Position.Value, pos3.Position.Value, pos2.Position.Value,
                            pos1.Texture.Value, pos3.Texture.Value, pos2.Texture.Value,
                            out Vector3 tan5, out Vector3 biNorm5, out Vector3 norm5);

                        index2 = ((y - 1) * width) + (x + 1);
                        index3 = ((y - 1) * width) + x;
                        pos2   = vertList[index2];
                        pos3   = vertList[index3];
                        GeometryUtil.ComputeNormals(
                            pos1.Position.Value, pos3.Position.Value, pos2.Position.Value,
                            pos1.Texture.Value, pos3.Texture.Value, pos2.Texture.Value,
                            out Vector3 tan6, out Vector3 biNorm6, out Vector3 norm6);

                        Vector3 norm   = (norm1 + norm2 + norm3 + norm4 + norm5 + norm6) / 6.0f;
                        Vector3 tang   = (tan1 + tan2 + tan3 + tan4 + tan5 + tan6) / 6.0f;
                        Vector3 binorm = (biNorm1 + biNorm2 + biNorm3 + biNorm4 + biNorm5 + biNorm6) / 6.0f;

                        normal   = Vector3.Normalize(norm);
                        tangent  = Vector3.Normalize(tang);
                        binormal = Vector3.Normalize(binorm);
                    }

                    vertList[index1].Normal   = normal;
                    vertList[index1].Tangent  = tangent;
                    vertList[index1].BiNormal = binormal;
                }
            }
        }