コード例 #1
0
        /// <summary>
        /// Write points of a plane.
        /// </summary>
        /// <param name="subMeshIndex">Index of the submesh (texture group) to work with.</param>
        /// <param name="planeIn">Source plane.</param>
        private int WritePlane(int subMeshIndex, ref PurePlane planeIn)
        {
            // Handle planes with greater than 3 points
            if (planeIn.Points.Length > 3)
            {
                return(WriteVariablePlane(subMeshIndex, ref planeIn));
            }

            // Add new point buffer to submesh buffer
            int planeIndex = subMeshBuffer[subMeshIndex].planeCount;

            subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex].PointBuffer = new DFMesh.DFPoint[pointBufferLength];
            subMeshBuffer[subMeshIndex].planeCount++;

            // Calculate UV coordinates for points 1, 2 (points 1 & 2 are deltas that are added to the previous point)
            planeIn.Points[1].u += planeIn.Points[0].u;
            planeIn.Points[1].v += planeIn.Points[0].v;
            planeIn.Points[2].u += planeIn.Points[1].u;
            planeIn.Points[2].v += planeIn.Points[1].v;

            // Write the 3 points
            WritePoint(ref planeIn.Points[0], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            WritePoint(ref planeIn.Points[1], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            WritePoint(ref planeIn.Points[2], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);

            // Store UV generation method of this plane
            subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex].UVGenerationMethod = DFMesh.UVGenerationMethods.TriangleOnly;

            return(planeIndex);
        }
コード例 #2
0
        /// <summary>
        /// Write a N-point triangle fan to buffer by finding corners.
        /// </summary>
        /// <param name="subMeshIndex">Index of the submesh (texture group) to work with.</param>
        /// <param name="planeIn">Source plane.</param>
        private int WriteVariablePlane(int subMeshIndex, ref PurePlane planeIn)
        {
            // Add new point buffer to submesh buffer
            int planeIndex = subMeshBuffer[subMeshIndex].planeCount;

            subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex].PointBuffer = new DFMesh.DFPoint[pointBufferLength];
            subMeshBuffer[subMeshIndex].planeCount++;

            // Find corner points
            int cornerCount = GetCornerPoints(ref planeIn.Points);

            // Calculate UV coordinates of all points
            if (faceUVTool.ComputeFaceUVCoordinates(ref planeIn.Points, ref calculatedUVBuffer))
            {
                // Copy calculated UV coordinates
                for (int pt = 0; pt < planeIn.Points.Length; pt++)
                {
                    planeIn.Points[pt].u = calculatedUVBuffer[pt].u;
                    planeIn.Points[pt].v = calculatedUVBuffer[pt].v;
                }

                // Store UV generation method of this plane
                subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex].UVGenerationMethod = DFMesh.UVGenerationMethods.ModifedMatrixGenerator;
            }

            // Write first 3 points
            int cornerPos = 0;

            WritePoint(ref planeIn.Points[cornerPointBuffer[cornerPos++]], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            WritePoint(ref planeIn.Points[cornerPointBuffer[cornerPos++]], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            WritePoint(ref planeIn.Points[cornerPointBuffer[cornerPos++]], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);

            // Write remaining points
            while (cornerPos < cornerCount)
            {
                WritePoint(ref planeIn.Points[cornerPointBuffer[cornerPos++]], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            }

            return(planeIndex);
        }
コード例 #3
0
ファイル: Arch3dFile.cs プロジェクト: my0pic/daggerfall-unity
        /// <summary>
        /// Write a N-point triangle fan to buffer by finding corners.
        /// </summary>
        /// <param name="subMeshIndex">Index of the submesh (texture group) to work with.</param>
        /// <param name="planeIn">Source plane.</param>
        private int WriteVariablePlane(int subMeshIndex, ref PurePlane planeIn)
        {
            // Add new point buffer to submesh buffer
            int planeIndex = subMeshBuffer[subMeshIndex].planeCount;
            subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex].PointBuffer = new DFMesh.DFPoint[pointBufferLength];
            subMeshBuffer[subMeshIndex].planeCount++;

            // Find corner points
            int cornerCount = GetCornerPoints(ref planeIn.Points);

            // Calculate UV coordinates of all points
            if (faceUVTool.ComputeFaceUVCoordinates(ref planeIn.Points, ref calculatedUVBuffer))
            {
                // Copy calculated UV coordinates
                for (int pt = 0; pt < planeIn.Points.Length; pt++)
                {
                    planeIn.Points[pt].u = calculatedUVBuffer[pt].u;
                    planeIn.Points[pt].v = calculatedUVBuffer[pt].v;
                }

                // Store UV generation method of this plane
                subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex].UVGenerationMethod = DFMesh.UVGenerationMethods.ModifedMatrixGenerator;
            }

            // Write first 3 points
            int cornerPos = 0;
            WritePoint(ref planeIn.Points[cornerPointBuffer[cornerPos++]], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            WritePoint(ref planeIn.Points[cornerPointBuffer[cornerPos++]], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            WritePoint(ref planeIn.Points[cornerPointBuffer[cornerPos++]], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);

            // Write remaining points
            while (cornerPos < cornerCount)
            {
                WritePoint(ref planeIn.Points[cornerPointBuffer[cornerPos++]], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            }

            return planeIndex;
        }
コード例 #4
0
ファイル: Arch3dFile.cs プロジェクト: my0pic/daggerfall-unity
        /// <summary>
        /// Write points of a plane.
        /// </summary>
        /// <param name="subMeshIndex">Index of the submesh (texture group) to work with.</param>
        /// <param name="planeIn">Source plane.</param>
        private int WritePlane(int subMeshIndex, ref PurePlane planeIn)
        {
            // Handle planes with greater than 3 points
            if (planeIn.Points.Length > 3)
                return WriteVariablePlane(subMeshIndex, ref planeIn);

            // Add new point buffer to submesh buffer
            int planeIndex = subMeshBuffer[subMeshIndex].planeCount;
            subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex].PointBuffer = new DFMesh.DFPoint[pointBufferLength];
            subMeshBuffer[subMeshIndex].planeCount++;

            // Calculate UV coordinates for points 1, 2 (points 1 & 2 are deltas that are added to the previous point)
            planeIn.Points[1].u += planeIn.Points[0].u;
            planeIn.Points[1].v += planeIn.Points[0].v;
            planeIn.Points[2].u += planeIn.Points[1].u;
            planeIn.Points[2].v += planeIn.Points[1].v;

            // Write the 3 points
            WritePoint(ref planeIn.Points[0], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            WritePoint(ref planeIn.Points[1], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);
            WritePoint(ref planeIn.Points[2], ref subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex]);

            // Store UV generation method of this plane
            subMeshBuffer[subMeshIndex].PlaneBuffer[planeIndex].UVGenerationMethod = DFMesh.UVGenerationMethods.TriangleOnly;

            return planeIndex;
        }