コード例 #1
0
        /// <summary>
        /// Calculates a tangent.
        /// </summary>
        /// <param name="vertex1">Vertex one.</param>
        /// <param name="vertex2">Vertex two.</param>
        /// <param name="vertex3">Vertex three.</param>
        /// <param name="normal">The normal of the face.</param>
        /// <returns>The calculate tangent.</returns>
        public static Vector3 CalculateTangent(ref TangentNormalTexture vertex1,
                                               ref TangentNormalTexture vertex2, ref TangentNormalTexture vertex3, ref Vector3 normal)
        {
            Vector3 tangent = Vector3.Zero;

            Vector3 edge1 = vertex3.Position - vertex1.Position;
            Vector3 edge2 = vertex2.Position - vertex1.Position;

            Vector2 texEdge1 = vertex3.TextureCoord - vertex1.TextureCoord;
            Vector2 texEdge2 = vertex2.TextureCoord - vertex1.TextureCoord;

            edge1.Normalize();
            edge2.Normalize();

            texEdge1.Normalize();
            texEdge2.Normalize();

            float det = (texEdge1.X * texEdge2.Y) - (texEdge1.Y * texEdge2.X);

            Vector3 t;

            if ((float)Math.Abs(det) < 1e-6f)
            {
                t = Vector3.UnitX;
            }
            else
            {
                det = 1.0f / det;

                t.X = (texEdge2.Y * edge1.X - texEdge1.Y * edge2.X) * det;
                t.Y = (texEdge2.Y * edge1.Y - texEdge1.Y * edge2.Y) * det;
                t.Z = (texEdge2.Y * edge1.Z - texEdge1.Y * edge2.Z) * det;

                t.Normalize();
            }

            tangent.X = t.X;
            tangent.Y = t.Y;
            tangent.Z = t.Z;

            return(tangent);
        }
コード例 #2
0
ファイル: Triangle.cs プロジェクト: Albert-Bennett/EonEngine
        /// <summary>
        /// Used to set both the noprm and the tangent of the face.
        /// </summary>
        /// <param name="vertices">The vertices that make up the face.</param>
        public void SetNormalTangent(List <TangentNormalTexture> vertices)
        {
            TangentNormalTexture[] vert = new TangentNormalTexture[]
            {
                vertices[indices[0]],
                vertices[indices[1]],
                vertices[indices[2]]
            };

            Vector3 normal = VertexHelper.CalculateNormal(
                ref vert[0].Position, ref vert[1].Position, ref vert[2].Position);

            Vector3 tangent = VertexHelper.CalculateTangent(
                ref vert[0], ref vert[1], ref vert[2], ref normal);

            for (int i = 0; i < vert.Length; i++)
            {
                vert[i].Normal += normal;
                vert[i].Normal.Normalize();
                vert[i].Tangent += tangent;
                vert[i].EvaluateTangent();
                vertices[indices[i]] = vert[i];
            }
        }