private Vector3[] CalculateTangents(LimitValues <Vector2> limitUvs, LimitValues <Vector3> limitTexturedPositions)
    {
        int count = limitUvs.values.Length;

        if (limitTexturedPositions.values.Length != count)
        {
            throw new Exception("count mismatch");
        }

        Vector3[] tangents = new Vector3[count];
        for (int i = 0; i < count; ++i)
        {
            tangents[i] = TangentSpaceUtilities.CalculatePositionDu(
                limitUvs.tangents1[i], limitUvs.tangents2[i],
                limitTexturedPositions.tangents1[i], limitTexturedPositions.tangents2[i]);
        }
        return(tangents);
    }
コード例 #2
0
    public void Dump(string name, UvSet uvSet)
    {
        DirectoryInfo uvSetDirectory = uvSetsDirectory.Subdirectory(name);

        if (uvSetDirectory.Exists)
        {
            return;
        }

        Console.WriteLine($"Dumping uv-set {name}...");

        int subdivisionLevel = surfaceProperties.SubdivisionLevel;

        var geometry = figure.Geometry;
        var spatialControlTopology  = new QuadTopology(geometry.VertexCount, geometry.Faces);
        var spatialControlPositions = geometry.VertexPositions;

        QuadTopology          spatialTopology;
        LimitValues <Vector3> spatialLimitPositions;

        using (var refinement = new Refinement(spatialControlTopology, subdivisionLevel)) {
            spatialTopology       = refinement.GetTopology();
            spatialLimitPositions = refinement.LimitFully(spatialControlPositions);
        }

        uvSet = RemapToDefault(uvSet);

        var texturedControlTopology = new QuadTopology(uvSet.Uvs.Length, uvSet.Faces);

        Vector2[] controlTextureCoords = uvSet.Uvs;

        int[]     controlSpatialIdxMap     = QuadTopology.CalculateVertexIndexMap(texturedControlTopology, spatialControlTopology.Faces);
        Vector3[] texturedControlPositions = controlSpatialIdxMap
                                             .Select(spatialIdx => spatialControlPositions[spatialIdx])
                                             .ToArray();

        QuadTopology          texturedTopology;
        LimitValues <Vector3> texturedLimitPositions;
        LimitValues <Vector2> limitTextureCoords;

        using (var refinement = new Refinement(texturedControlTopology, surfaceProperties.SubdivisionLevel, BoundaryInterpolation.EdgeAndCorner)) {
            texturedTopology       = refinement.GetTopology();
            texturedLimitPositions = refinement.LimitFully(texturedControlPositions);
            limitTextureCoords     = refinement.LimitFully(controlTextureCoords);
        }

        Vector2[] textureCoords;
        if (geometry.Type == GeometryType.SubdivisionSurface)
        {
            textureCoords = limitTextureCoords.values;
        }
        else
        {
            if (subdivisionLevel != 0)
            {
                throw new InvalidOperationException("polygon meshes cannot be subdivided");
            }
            Debug.Assert(limitTextureCoords.values.Length == controlTextureCoords.Length);

            textureCoords = controlTextureCoords;
        }

        int[] spatialIdxMap = QuadTopology.CalculateVertexIndexMap(texturedTopology, spatialTopology.Faces);

        TexturedVertexInfo[] texturedVertexInfos = Enumerable.Range(0, textureCoords.Length)
                                                   .Select(idx => {
            int spatialVertexIdx = spatialIdxMap[idx];
            Vector2 textureCoord = textureCoords[idx];

            Vector3 positionDu = TangentSpaceUtilities.CalculatePositionDu(
                limitTextureCoords.tangents1[idx],
                limitTextureCoords.tangents2[idx],
                texturedLimitPositions.tangents1[idx],
                texturedLimitPositions.tangents2[idx]);

            Vector3 spatialPositionTan1 = spatialLimitPositions.tangents1[spatialVertexIdx];
            Vector3 spatialPositionTan2 = spatialLimitPositions.tangents2[spatialVertexIdx];

            Vector2 tangentUCoeffs = TangentSpaceUtilities.CalculateTangentSpaceRemappingCoeffs(spatialPositionTan1, spatialPositionTan2, positionDu);

            DebugUtilities.AssertFinite(tangentUCoeffs.X);
            DebugUtilities.AssertFinite(tangentUCoeffs.Y);

            return(new TexturedVertexInfo(
                       textureCoord,
                       tangentUCoeffs));
        })
                                                   .ToArray();

        uvSetDirectory.CreateWithParents();
        uvSetDirectory.File("textured-vertex-infos.array").WriteArray(texturedVertexInfos);
    }