Exemple #1
0
    public override void Embody(Form parent)
    {
        int[]     triangles = mesh.mesh.triangles;
        Vector3[] verts     = mesh.mesh.vertices;
        Vector2[] uvs       = mesh.mesh.uv;
        Vector4[] tans      = mesh.mesh.tangents;
        Vector3[] nors      = mesh.mesh.normals;

        float[] triangleAreas = new float[triangles.Length / 3];
        float   totalArea     = 0;

        int tri0;
        int tri1;
        int tri2;

        for (int i = 0; i < triangles.Length / 3; i++)
        {
            tri0 = i * 3;
            tri1 = tri0 + 1;
            tri2 = tri0 + 2;

            tri0 = triangles[tri0];
            tri1 = triangles[tri1];
            tri2 = triangles[tri2];

            float area = 1;

            if (noiseType == "even")
            {
                area = HELP.AreaOfTriangle(verts[tri0], verts[tri1], verts[tri2]);
            }
            else if (noiseType == "fractal")
            {
                area = HELP.NoiseTriangleArea(noiseSize, verts[tri0], verts[tri1], verts[tri2]);
                area = Mathf.Pow(area, 10);
            }

            triangleAreas[i] = area;
            totalArea       += area;
        }

        for (int i = 0; i < triangleAreas.Length; i++)
        {
            triangleAreas[i] /= totalArea;
        }

        float[] values = new float[count * structSize];

        int index = 0;


        Vector3 pos;
        Vector3 uv;
        Vector3 tan;
        Vector3 nor;
        int     baseTri;

        for (int i = 0; i < count; i++)
        {
            baseTri = 3 * HELP.getTri(Random.value, triangleAreas);
            tri0    = baseTri + 0;
            tri1    = baseTri + 1;
            tri2    = baseTri + 2;

            tri0 = triangles[tri0];
            tri1 = triangles[tri1];
            tri2 = triangles[tri2];

            pos = HELP.GetRandomPointInTriangle(i, verts[tri0], verts[tri1], verts[tri2]);

            float a0 = HELP.AreaOfTriangle(pos, verts[tri1], verts[tri2]);
            float a1 = HELP.AreaOfTriangle(pos, verts[tri0], verts[tri2]);
            float a2 = HELP.AreaOfTriangle(pos, verts[tri0], verts[tri1]);

            float aTotal = a0 + a1 + a2;

            float p0 = a0 / aTotal;
            float p1 = a1 / aTotal;
            float p2 = a2 / aTotal;

            nor = (nors[tri0] * p0 + nors[tri1] * p1 + nors[tri2] * p2).normalized;
            uv  = uvs[tri0] * p0 + uvs[tri1] * p1 + uvs[tri2] * p2;
            tan = (HELP.ToV3(tans[tri0]) * p0 + HELP.ToV3(tans[tri1]) * p1 + HELP.ToV3(tans[tri2]) * p2).normalized;


//            print( pos);
            values[index++] = pos.x;
            values[index++] = pos.y;
            values[index++] = pos.z;

            values[index++] = 0;
            values[index++] = 0;
            values[index++] = 0;

            values[index++] = nor.x;
            values[index++] = nor.y;
            values[index++] = nor.z;

            values[index++] = tan.x;
            values[index++] = tan.y;
            values[index++] = tan.z;

            values[index++] = uv.x;
            values[index++] = uv.y;

            values[index++] = i;
            values[index++] = i / count;
        }


        SetData(values);
    }
Exemple #2
0
        public override void Embody()
        {
            float[] triangleAreas = new float[tris.count / 3];

            int[]   triData  = tris.GetIntData();
            float[] vertData = verts.GetFloatData();

            float totalArea = 0;

            int tri0;
            int tri1;
            int tri2;

            for (int i = 0; i < tris.count / 3; i++)
            {
                tri0 = i * 3;
                tri1 = tri0 + 1;
                tri2 = tri0 + 2;

                tri0 = triData[tri0];
                tri1 = triData[tri1];
                tri2 = triData[tri2];

                float area = 1;

                Vector3 p0 = extractToVector(tri0, 0, vertData, verts);
                Vector3 p1 = extractToVector(tri1, 0, vertData, verts);
                Vector3 p2 = extractToVector(tri2, 0, vertData, verts);

                if (noiseType == "even")
                {
                    area = HELP.AreaOfTriangle(p0, p1, p2);
                }
                else if (noiseType == "fractal")
                {
                    area = HELP.NoiseTriangleArea(noiseSize, p0, p1, p2);
                    area = Mathf.Pow(area, 10);
                }

                triangleAreas[i] = area;
                totalArea       += area;
            }

            for (int i = 0; i < triangleAreas.Length; i++)
            {
                triangleAreas[i] /= totalArea;
            }

            float[] values = new float[count * structSize];

            int index = 0;


            Vector3 pos;
            Vector3 uv;
            Vector3 tan;
            Vector3 nor;
            int     baseTri;

            for (int i = 0; i < count; i++)
            {
                baseTri = 3 * HELP.getTri(Random.value, triangleAreas);

                tri0 = baseTri + 0;
                tri1 = baseTri + 1;
                tri2 = baseTri + 2;

                tri0 = triData[tri0];
                tri1 = triData[tri1];
                tri2 = triData[tri2];

                Vector3 v0 = extractToVector(tri0, 0, vertData, verts);
                Vector3 v1 = extractToVector(tri1, 0, vertData, verts);
                Vector3 v2 = extractToVector(tri2, 0, vertData, verts);

                pos = HELP.GetRandomPointInTriangle(i, v0, v1, v2);

                float a0 = HELP.AreaOfTriangle(pos, v1, v2);
                float a1 = HELP.AreaOfTriangle(pos, v0, v2);
                float a2 = HELP.AreaOfTriangle(pos, v0, v1);

                float aTotal = a0 + a1 + a2;

                float p0 = a0 / aTotal;
                float p1 = a1 / aTotal;
                float p2 = a2 / aTotal;


                values[index++] = 0;
                values[index++] = 0;
                values[index++] = 0;

                values[index++] = 0;
                values[index++] = 0;
                values[index++] = 0;

                values[index++] = 0;
                values[index++] = 0;
                values[index++] = 0;

                values[index++] = 0;
                values[index++] = 0;
                values[index++] = 0;

                values[index++] = 0;
                values[index++] = 0;


                values[index++] = (float)i / (float)count;

                values[index++] = tri0;
                values[index++] = tri1;
                values[index++] = tri2;

                values[index++] = p0;
                values[index++] = p1;
                values[index++] = p2;

                values[index++] = 1;
                values[index++] = 0;
                values[index++] = 0;
            }


            SetData(values);
        }