public void UdpdateContent(OutputMesh mesh, CPNPolygon polygon, int internalsIndex, int facesIndex, bool doUpdateStructure = true) { triangleStructure.RetrieveInfos(polygon); int M = triangleStructure.GetM(); float step = 1.0f / M; CPNSideEdge[] polylines = polygon.sideEdges; buffer0.writeWithGuide(polylines[0], M, mesh, evaluator); buffer1.writeWithGuide(polylines[1], M, mesh, evaluator); buffer2.writeWithGuide(polylines[2], M, mesh, evaluator); corner0.Set(buffer0, buffer2); corner1.Set(buffer1, buffer0); corner2.Set(buffer2, buffer1); prepareMemory(M); for (int i = 1; i < M - 1; i++) { for (int j = 1; j < M - 1 - (i - 1); j++) { int wIndex = M - i - j; Vector3 V1 = corner0.evalVertex(j, i); Vector3 V1uv = corner0.evalUV(j, i); Vector3 V2 = corner1.evalVertex(i, wIndex); Vector3 V2uv = corner1.evalUV(i, wIndex); Vector3 V3 = corner2.evalVertex(wIndex, j); Vector3 V3uv = corner2.evalUV(wIndex, j); float U = j * step; float V = i * step; float W = 1 - U - V; float a1 = W * W; float a2 = U * U; float a3 = V * V; #if DEBUG if (interpolationCorner != 0) { switch (interpolationCorner) { case 1: a1 = 1; a2 = 0; a3 = 0; break; case 2: a1 = 0; a2 = 1; a3 = 0; break; case 3: a1 = 0; a2 = 0; a3 = 1; break; } } #endif float rec = 1.0f / (a1 + a2 + a3); a1 *= rec; a2 *= rec; a3 *= rec; Vector3 vertex = V1 * a1 + V2 * a2 + V3 * a3; Vector3 uv = V1uv * a1 + V2uv * a2 + V3uv * a3; int memoryIndex = j + i * (M + 1) - (((i) * (i - 1)) >> 1); memory.vertices[memoryIndex] = vertex; memory.uv[memoryIndex] = uv; } } int position = internalsIndex; for (int i = 1; i < M - 1; i++) { for (int j = 1; j < M - 1 - (i - 1); j++) { int rowIndex = i * (M + 1) - (((i) * (i - 1)) >> 1); int rowIndexPrev = (i - 1) * (M + 1) - (((i - 1) * (i - 2)) >> 1); int rowIndexNext = (i + 1) * (M + 1) - (((i + 1) * (i)) >> 1); int memoryIndex = j + rowIndex; Vector3 vertex = memory.vertices[memoryIndex]; Vector3 uv = memory.uv[memoryIndex]; //Normal (S is the vertices, the surface) Vector3 dSdu = memory.vertices[memoryIndex + 1] - memory.vertices[memoryIndex - 1]; Vector3 dSdv = memory.vertices[rowIndexNext + j] - memory.vertices[rowIndexPrev + j]; Vector3 normal = Vector3.Cross(dSdu, dSdv).normalized; //Tangent Vector3 dTxdu = memory.uv[memoryIndex + 1] - memory.uv[memoryIndex - 1]; Vector3 dTxdv = memory.uv[rowIndexNext + j] - memory.uv[rowIndexPrev + j]; Vector3 tangent = getTangent(dSdu, dSdv, dTxdu, dTxdv); mesh.SetPNUV(position, vertex, normal, uv, tangent); position++; } } if (doUpdateStructure) { triangleStructure.CreateTriangleTessellation(mesh, internalsIndex, facesIndex, polygon); } }
public void UdpdateContent(OutputMesh mesh, CPNPolygon polygon, int internalsIndex, int facesIndex, bool doUpdateStructure = true) { quadStructure.RetrieveInfos(polygon); int MV = quadStructure.GetMV(); int MH = quadStructure.GetMH(); float stepV = 1.0f / MV; float stepH = 1.0f / MH; CPNSideEdge[] polylines = polygon.sideEdges; buffer0.writeWithGuide(polylines[0], MH, mesh, evaluator); buffer1.writeWithGuide(polylines[1], MV, mesh, evaluator); buffer2.writeWithGuide(polylines[2], MH, mesh, evaluator); buffer3.writeWithGuide(polylines[3], MV, mesh, evaluator); edgeSurface0.Set(buffer0, buffer3, buffer1); edgeSurface1.Set(buffer1, buffer0, buffer2); edgeSurface2.Set(buffer2, buffer1, buffer3); edgeSurface3.Set(buffer3, buffer2, buffer0); computeCorners(); float l1 = ks[0] * ks[1] * ks[0] * ks[1]; float l2 = ks[1] * ks[2] * ks[1] * ks[2]; float l3 = ks[2] * ks[3] * ks[2] * ks[3]; float l4 = ks[3] * ks[0] * ks[3] * ks[0]; prepareMemory(MH, MV); for (int i = 1; i < MV; i++) { for (int j = 1; j < MH; j++) { float U = (j) * stepH; float V = (i) * stepV; Vector3 V1 = edgeSurface0.evalVertex(j, i); Vector3 V2 = edgeSurface1.evalVertex(i, MH - j); Vector3 V3 = edgeSurface2.evalVertex(MH - j, MV - i); Vector3 V4 = edgeSurface3.evalVertex(MV - i, j); Vector3 V1uv = edgeSurface0.evalUV(j, i); Vector3 V2uv = edgeSurface1.evalUV(i, MH - j); Vector3 V3uv = edgeSurface2.evalUV(MH - j, MV - i); Vector3 V4uv = edgeSurface3.evalUV(MV - i, j); float UM = 1 - U; float VM = 1 - V; float a1 = U * U * VM * VM * UM * UM * l1 /** buffer0.thickness*/; float a2 = VM * VM * U * U * V * V * l2 /** buffer1.thickness*/; float a3 = UM * UM * V * V * U * U * l3 /** buffer2.thickness*/; float a4 = V * V * UM * UM * VM * VM * l4 /** buffer3.thickness*/; #if DEBUG if (TriangleInterpolator4.interpolationCorner != 0) { switch (TriangleInterpolator4.interpolationCorner) { case 1: a1 = 1; a2 = 0; a3 = 0; a4 = 0; break; case 2: a1 = 0; a2 = 1; a3 = 0; a4 = 0; break; case 3: a1 = 0; a2 = 0; a3 = 1; a4 = 0; break; case 4: a1 = 0; a2 = 0; a3 = 0; a4 = 1; break; } } #endif float rec = 1.0f / (a1 + a2 + a3 + a4); a1 *= rec; a2 *= rec; a3 *= rec; a4 *= rec; Vector3 vertex = a1 * V1 + a2 * V2 + a3 * V3 + a4 * V4; //Vector3 vertex = V3; Vector3 uv = a1 * V1uv + a2 * V2uv + a3 * V3uv + a4 * V4uv; //Vector3 uv = V3uv; int memoryIndex = j + i * (MH + 1); memory.vertices[memoryIndex] = vertex; memory.uv[memoryIndex] = uv; } } int index = internalsIndex; for (int i = 1; i < MV; i++) { for (int j = 1; j < MH; j++) { int rowIndex = i * (MH + 1); int rowIndexPrev = (i - 1) * (MH + 1); int rowIndexNext = (i + 1) * (MH + 1); int memoryIndex = j + rowIndex; Vector3 vertex = memory.vertices[memoryIndex]; Vector3 uv = memory.uv[memoryIndex]; //Normal (S is the vertices, the surface) Vector3 dSdu = memory.vertices[memoryIndex + 1] - memory.vertices[memoryIndex - 1]; Vector3 dSdv = memory.vertices[rowIndexNext + j] - memory.vertices[rowIndexPrev + j]; dSdu = dSdu.normalized; dSdv = dSdv.normalized; Vector3 normal = Vector3.Cross(dSdu, dSdv).normalized; //Debug.Log("dSdu: (" + dSdu.x + "," + dSdu.y + "," + dSdu.z + ") dSdv:" // + dSdv.x + "," + dSdv.y + "," + dSdv.z + ") Vector3.Cross(dSdu, dSdv).magnitude:" + Vector3.Cross(dSdu, dSdv).magnitude); //Debug.Log("Normal (" + normal.x + "," + normal.y + "," + normal.z + ")"); //Tangent Vector3 dTxdu = memory.uv[memoryIndex + 1] - memory.uv[memoryIndex - 1]; Vector3 dTxdv = memory.uv[rowIndexNext + j] - memory.uv[rowIndexPrev + j]; Vector3 tangent = getTangent(dSdu, dSdv, dTxdu, dTxdv); mesh.SetPNUV(index, vertex, normal, uv, tangent); index++; } } if (doUpdateStructure) { quadStructure.CreateQuadTessellation(mesh, internalsIndex, facesIndex, polygon); } }
public void UdpdateContent(OutputMesh mesh, CPNPolygon polygon, int internalsIndex, int facesIndex, bool doUpdateStructure = true) { triangleStructure.RetrieveInfos(polygon); bool useUV = mesh.DoUseUVs(); bool useNormals = mesh.DoNormals(); bool useTangents = mesh.DoUseUVs(); int countProperties = mesh.CountProperties(); buffer0.requestProperties(countProperties); buffer1.requestProperties(countProperties); buffer2.requestProperties(countProperties); int M = triangleStructure.GetM(); float step = 1.0f / M; CPNSideEdge[] polylines = polygon.sideEdges; buffer0.writeWithGuide(polylines[0], M, mesh, evaluator); buffer1.writeWithGuide(polylines[1], M, mesh, evaluator); buffer2.writeWithGuide(polylines[2], M, mesh, evaluator); edgeSurface0.Set(buffer0, buffer2, buffer1); edgeSurface1.Set(buffer1, buffer0, buffer2); edgeSurface2.Set(buffer2, buffer1, buffer0); computeCorners(); float l1 = ks[0] * ks[1] * ks[0] * ks[1]; float l2 = ks[1] * ks[2] * ks[1] * ks[2]; float l3 = ks[2] * ks[0] * ks[2] * ks[0]; prepareMemory(M, countProperties); int position = internalsIndex; for (int i = 1; i < M - 1; i++) { for (int j = 1; j < M - 1 - (i - 1); j++) { int k = M - i - j; float U = j * step; float V = i * step; float W = 1 - U - V; float a1 = U * U * W * W * l1 /** buffer0.thickness*/; float a2 = V * V * U * U * l2 /** buffer1.thickness*/; float a3 = W * W * V * V * l3 /** buffer2.thickness*/; //float a1 = W * W; //float a2 = U * U; //float a3 = V * V; if (TriangleInterpolator4.interpolationCorner != 0) { switch (TriangleInterpolator4.interpolationCorner) { case 1: a1 = 1; a2 = 0; a3 = 0; break; case 2: a1 = 0; a2 = 1; a3 = 0; break; case 3: a1 = 0; a2 = 0; a3 = 1; break; } } float rec = 1.0f / (a1 + a2 + a3); a1 *= rec; a2 *= rec; a3 *= rec; Vector3 V1 = edgeSurface0.evalVertex(/*j,*/ i, polylines[0], U / (1 - V)); Vector3 V2 = edgeSurface1.evalVertex(/*i,*/ k, polylines[1], V / (1 - W)); Vector3 V3 = edgeSurface2.evalVertex(/*k,*/ j, polylines[2], W / (1 - U)); Vector3 vertex = V1 * a1 + V2 * a2 + V3 * a3; int memoryIndex = j + i * (M + 1) - (((i) * (i - 1)) >> 1); memory.vertices[memoryIndex] = vertex; if (useUV) { Vector3 V1uv = edgeSurface0.evalUV(/*j,*/ i, polylines[0], U / (1 - V)); Vector3 V2uv = edgeSurface1.evalUV(/*i,*/ k, polylines[1], V / (1 - W)); Vector3 V3uv = edgeSurface2.evalUV(/*k,*/ j, polylines[2], W / (1 - U)); Vector3 uv = V1uv * a1 + V2uv * a2 + V3uv * a3; //Vector3 vertex = V3; //Vector3 uv = V3uv; memory.uv[memoryIndex] = uv; } for (int pIndex = 0; pIndex < countProperties; pIndex++) { Vector3 V1prop = edgeSurface0.evalProperty(pIndex, i, polylines[0], U / (1 - V)); Vector3 V2prop = edgeSurface1.evalProperty(pIndex, k, polylines[1], V / (1 - W)); Vector3 V3prop = edgeSurface2.evalProperty(pIndex, j, polylines[2], W / (1 - U)); Vector3 prop = V1prop * a1 + V2prop * a2 + V3prop * a3; mesh.SetProperty3(position, pIndex, prop); } position++; } } position = internalsIndex; for (int i = 1; i < M - 1; i++) { for (int j = 1; j < M - 1 - (i - 1); j++) { int rowIndex = i * (M + 1) - (((i) * (i - 1)) >> 1); int rowIndexPrev = (i - 1) * (M + 1) - (((i - 1) * (i - 2)) >> 1); int rowIndexNext = (i + 1) * (M + 1) - (((i + 1) * (i)) >> 1); int memoryIndex = j + rowIndex; Vector3 vertex = memory.vertices[memoryIndex]; Vector3 uv = memory.uv[memoryIndex]; Vector3 normal = Vector3.zero; Vector3 tangent = Vector3.zero; if (useNormals) { //Normal (S is the vertices, the surface) Vector3 dSdu = memory.vertices[memoryIndex + 1] - memory.vertices[memoryIndex - 1]; Vector3 dSdv = memory.vertices[rowIndexNext + j] - memory.vertices[rowIndexPrev + j]; normal = Vector3.Cross(dSdu, dSdv).normalized; if (useTangents) { //Tangent Vector3 dTxdu = memory.uv[memoryIndex + 1] - memory.uv[memoryIndex - 1]; Vector3 dTxdv = memory.uv[rowIndexNext + j] - memory.uv[rowIndexPrev + j]; tangent = getTangent(dSdu, dSdv, dTxdu, dTxdv); } } mesh.SetPNUV(position, vertex, normal, uv, tangent); position++; } } if (doUpdateStructure) { triangleStructure.CreateTriangleTessellation(mesh, internalsIndex, facesIndex, polygon); } }
public void UdpdateContent(OutputMesh mesh, CPNPolygon polygon, int internalsIndex, int facesIndex, bool doUpdateStructure = true) { quadStructure.RetrieveInfos(polygon); bool useUV = mesh.DoUseUVs(); bool useNormals = mesh.DoNormals(); bool useTangents = mesh.DoUseUVs(); int countProperties = mesh.CountProperties(); buffer0.requestProperties(countProperties); buffer1.requestProperties(countProperties); buffer2.requestProperties(countProperties); buffer3.requestProperties(countProperties); int MV = quadStructure.GetMV(); int MH = quadStructure.GetMH(); float stepV = 1.0f / MV; float stepH = 1.0f / MH; CPNSideEdge[] polylines = polygon.sideEdges; buffer0.writeWithGuide(polylines[0], MH, mesh, evaluator); buffer1.writeWithGuide(polylines[1], MV, mesh, evaluator); buffer2.writeWithGuide(polylines[2], MH, mesh, evaluator); buffer3.writeWithGuide(polylines[3], MV, mesh, evaluator); edgeSurface0.Set(buffer0, buffer3, buffer1); edgeSurface1.Set(buffer1, buffer0, buffer2); edgeSurface2.Set(buffer2, buffer1, buffer3); edgeSurface3.Set(buffer3, buffer2, buffer0); //float l1 = ks[0] * ks[1] * ks[0] * ks[1]; //float l2 = ks[1] * ks[2] * ks[1] * ks[2]; //float l3 = ks[2] * ks[3] * ks[2] * ks[3]; //float l4 = ks[3] * ks[0] * ks[3] * ks[0]; float l1 = GetBufferLength(buffer0); float l2 = GetBufferLength(buffer1); float l3 = GetBufferLength(buffer2); float l4 = GetBufferLength(buffer3); prepareMemory(MH, MV); int index = internalsIndex; for (int i = 1; i < MV; i++) { for (int j = 1; j < MH; j++) { float U = (j) * stepH; float V = (i) * stepV; float UM = 1 - U; float VM = 1 - V; float a1 = U * U * VM * VM * UM * UM * l1 /** buffer0.thickness*/; float a2 = VM * VM * U * U * V * V * l2 /** buffer1.thickness*/; float a3 = UM * UM * V * V * U * U * l3 /** buffer2.thickness*/; float a4 = V * V * UM * UM * VM * VM * l4 /** buffer3.thickness*/; #if DEBUG if (TriangleInterpolator4.interpolationCorner != 0) { switch (TriangleInterpolator4.interpolationCorner) { case 1: a1 = 1; a2 = 0; a3 = 0; a4 = 0; break; case 2: a1 = 0; a2 = 1; a3 = 0; a4 = 0; break; case 3: a1 = 0; a2 = 0; a3 = 1; a4 = 0; break; case 4: a1 = 0; a2 = 0; a3 = 0; a4 = 1; break; } } #endif float rec = 1.0f / (a1 + a2 + a3 + a4); a1 *= rec; a2 *= rec; a3 *= rec; a4 *= rec; Vector3 V1 = edgeSurface0.evalVertex(j, i); Vector3 V2 = edgeSurface1.evalVertex(i, MH - j); Vector3 V3 = edgeSurface2.evalVertex(MH - j, MV - i); Vector3 V4 = edgeSurface3.evalVertex(MV - i, j); Vector3 vertex = a1 * V1 + a2 * V2 + a3 * V3 + a4 * V4; int memoryIndex = j + i * (MH + 1); memory.vertices[memoryIndex] = vertex; if (useUV) { Vector3 V1uv = edgeSurface0.evalUV(j, i); Vector3 V2uv = edgeSurface1.evalUV(i, MH - j); Vector3 V3uv = edgeSurface2.evalUV(MH - j, MV - i); Vector3 V4uv = edgeSurface3.evalUV(MV - i, j); //Vector3 vertex = V3; Vector3 uv = a1 * V1uv + a2 * V2uv + a3 * V3uv + a4 * V4uv; //Vector3 uv = V3uv; memory.uv[memoryIndex] = uv; } for (int k = 0; k < countProperties; k++) { Vector3 V1propK = edgeSurface0.evalProperty(k, j, i); Vector3 V2propK = edgeSurface1.evalProperty(k, i, MH - j); Vector3 V3propK = edgeSurface2.evalProperty(k, MH - j, MV - i); Vector3 V4propK = edgeSurface3.evalProperty(k, MV - i, j); Vector3 propK = a1 * V1propK + a2 * V2propK + a3 * V3propK + a4 * V4propK; mesh.SetProperty3(index, k, propK); } index++; } } index = internalsIndex; for (int i = 1; i < MV; i++) { for (int j = 1; j < MH; j++) { int rowIndex = i * (MH + 1); int rowIndexPrev = (i - 1) * (MH + 1); int rowIndexNext = (i + 1) * (MH + 1); int memoryIndex = j + rowIndex; Vector3 vertex = memory.vertices[memoryIndex]; Vector3 uv = memory.uv[memoryIndex]; Vector3 normal = Vector3.zero; Vector3 tangent = Vector3.zero; if (useNormals) { Vector3 dSdu = memory.vertices[memoryIndex + 1] - memory.vertices[memoryIndex - 1]; Vector3 dSdv = memory.vertices[rowIndexNext + j] - memory.vertices[rowIndexPrev + j]; dSdu = dSdu.normalized; dSdv = dSdv.normalized; normal = Vector3.Cross(dSdu, dSdv).normalized; if (useTangents) { //Tangent Vector3 dTxdu = memory.uv[memoryIndex + 1] - memory.uv[memoryIndex - 1]; Vector3 dTxdv = memory.uv[rowIndexNext + j] - memory.uv[rowIndexPrev + j]; tangent = getTangent(dSdu, dSdv, dTxdu, dTxdv); } } mesh.SetPNUV(index, vertex, normal, uv, tangent); index++; } } if (doUpdateStructure) { quadStructure.CreateQuadTessellation(mesh, internalsIndex, facesIndex, polygon); } }