コード例 #1
0
ファイル: Tools.cs プロジェクト: naceves/ENC6428_Group1
        public static VNormal[] ComputeNormals(IMesh mesh, bool optimize)
        {
            var vnorms = new VNormal[mesh.NumVerts];
            var fnorms = new Vector3[mesh.NumFaces];

            for (var index = 0; index < mesh.NumVerts; index++)
            {
                vnorms[index] = new VNormal();
            }

            for (var index = 0; index < mesh.NumFaces; index++)
            {
                var     face = mesh.Faces[index];
                Vector3 v0   = mesh.Verts[(int)face.V[0]].ToVector3();
                Vector3 v1   = mesh.Verts[(int)face.V[1]].ToVector3();
                Vector3 v2   = mesh.Verts[(int)face.V[2]].ToVector3();

                fnorms[index] = Vector3.Cross((v1 - v0), (v2 - v1));

                for (var j = 0; j < 3; j++)
                {
                    vnorms[(int)face.V[j]].AddNormal(fnorms[index], optimize ? 1 : face.SmGroup);
                }

                fnorms[index].Normalize();
            }

            for (var index = 0; index < mesh.NumVerts; index++)
            {
                vnorms[index].Normalize();
            }

            return(vnorms);
        }
コード例 #2
0
ファイル: VNormal.cs プロジェクト: octavio-git/babilyon-
        // Normalize each normal in the list
        public void Normalize()
        {
            VNormal ptr  = next;
            VNormal prev = this;

            while (ptr != null)
            {
                if ((ptr.smooth & smooth) != 0)
                {
                    norm     += ptr.norm;
                    prev.next = ptr.next;
                    ptr       = prev.next;
                }
                else
                {
                    prev = ptr;
                    ptr  = ptr.next;
                }
            }
            norm.Normalize();

            if (next != null)
            {
                next.Normalize();
            }
        }
コード例 #3
0
ファイル: Tools.cs プロジェクト: kainhong/Babylon.js
        public static VNormal[] ComputeNormals(IMesh mesh)
        {
            var vnorms = new VNormal[mesh.NumVerts];
            var fnorms = new Vector3[mesh.NumFaces];

            for (var index = 0; index < mesh.NumVerts; index++)
            {
                vnorms[index] = new VNormal();
            }

            for (var index = 0; index < mesh.NumFaces; index++)
            {
                var face = mesh.Faces[index];
                Vector3 v0 = mesh.Verts[(int)face.V[0]].ToVector3();
                Vector3 v1 = mesh.Verts[(int)face.V[1]].ToVector3();
                Vector3 v2 = mesh.Verts[(int)face.V[2]].ToVector3();

                fnorms[index] = Vector3.Cross((v1 - v0), (v2 - v1));

                for (var j = 0; j < 3; j++)
                {
                    vnorms[(int)face.V[j]].AddNormal(fnorms[index], face.SmGroup);
                }

                fnorms[index].Normalize();
            }

            for (var index = 0; index < mesh.NumVerts; index++)
            {
                vnorms[index].Normalize();
            }

            return vnorms;
        }
コード例 #4
0
ファイル: VNormal.cs プロジェクト: octavio-git/babilyon-
 public VNormal(Vector3 n, uint s)
 {
     next   = null;
     init   = true;
     norm   = n;
     smooth = s;
 }
コード例 #5
0
ファイル: VNormal.cs プロジェクト: octavio-git/babilyon-
 public VNormal()
 {
     smooth = 0;
     next   = null;
     init   = false;
     norm   = new Vector3(0, 0, 0);
 }
コード例 #6
0
ファイル: VNormal.cs プロジェクト: Kaltsoon/Babylon.js
 public VNormal(Vector3 n, uint s)
 {
     next = null;
     init = true;
     norm = n;
     smooth = s;
 }
コード例 #7
0
ファイル: VNormal.cs プロジェクト: Kaltsoon/Babylon.js
 public VNormal()
 {
     smooth = 0;
     next = null;
     init = false;
     norm = new Vector3(0, 0, 0);
 }
コード例 #8
0
ファイル: VNormal.cs プロジェクト: Kaltsoon/Babylon.js
 public void AddNormal(Vector3 n, uint s)
 {
     if (((s & smooth) == 0) && init)
     {
         if (next != null)
             next.AddNormal(n, s);
         else
         {
             next = new VNormal(n, s);
         }
     }
     else
     {
         norm += n;
         smooth |= s;
         init = true;
     }
 }
コード例 #9
0
ファイル: VNormal.cs プロジェクト: octavio-git/babilyon-
 public void AddNormal(Vector3 n, uint s)
 {
     if (((s & smooth) == 0) && init)
     {
         if (next != null)
         {
             next.AddNormal(n, s);
         }
         else
         {
             next = new VNormal(n, s);
         }
     }
     else
     {
         norm   += n;
         smooth |= s;
         init    = true;
     }
 }
コード例 #10
0
        int CreateGlobalVertex(IMesh mesh, int face, int facePart, List<GlobalVertex> vertices, bool hasUV, bool hasUV2, VNormal[] vnorms, List<GlobalVertex>[] verticesAlreadyExported, IISkinContextData skinContextData)
        {
            var faceObject = mesh.Faces[face];
            var vertexIndex = (int)faceObject.V[facePart];

            var vertex = new GlobalVertex
            {
                BaseIndex = vertexIndex,
                Position = mesh.Verts[vertexIndex],
                Normal = vnorms[vertexIndex].GetNormal(verticesAlreadyExported != null ? 1 : faceObject.SmGroup)
            };

            if (hasUV)
            {
                var tvertexIndex = (int)mesh.TvFace[face].T[facePart];
                vertex.UV = Loader.Global.Point2.Create(mesh.TVerts[tvertexIndex].X, mesh.TVerts[tvertexIndex].Y);
            }

            if (hasUV2)
            {
                var tvertexIndex = (int)mesh.MapFaces(2)[face].T[facePart];
                vertex.UV2 = Loader.Global.Point2.Create(mesh.MapVerts(2)[tvertexIndex].X, mesh.MapVerts(2)[tvertexIndex].Y);
            }

            if (skinContextData != null)
            {
                float weight0 = 0;
                float weight1 = 0;
                float weight2 = 0;
                int bone0 = bonesCount;
                int bone1 = bonesCount;
                int bone2 = bonesCount;
                int bone3 = bonesCount;
                int nbBones = skinContextData.GetNumAssignedBones(vertexIndex);

                if (nbBones > 0)
                {
                    bone0 = skinContextData.GetAssignedBone(vertexIndex, 0);
                    weight0 = skinContextData.GetBoneWeight(vertexIndex, 0);
                }

                if (nbBones > 1)
                {
                    bone1 = skinContextData.GetAssignedBone(vertexIndex, 1);
                    weight1 = skinContextData.GetBoneWeight(vertexIndex, 1);
                }

                if (nbBones > 2)
                {
                    bone2 = skinContextData.GetAssignedBone(vertexIndex, 2);
                    weight2 = skinContextData.GetBoneWeight(vertexIndex, 2);
                }

                if (nbBones > 3)
                {
                    bone3 = skinContextData.GetAssignedBone(vertexIndex, 3);
                }

                if (nbBones == 0)
                {
                    weight0 = 1.0f;
                    bone0 = bonesCount;
                }

                if (nbBones > 4)
                {
                    RaiseError("Too many bones influences per vertex: " + nbBones + ". Babylon.js only support 4 bones influences per vertex.", 2);
                }

                vertex.Weights = Loader.Global.Point4.Create(weight0, weight1, weight2, 1.0 - weight0 - weight1 - weight2);
                vertex.BonesIndices = (bone3 << 24) | (bone2 << 16) | (bone1 << 8) | bone0;
            }

            if (verticesAlreadyExported != null)
            {
                if (verticesAlreadyExported[vertexIndex] != null)
                {
                    var index = verticesAlreadyExported[vertexIndex].IndexOf(vertex);

                    if (index > -1)
                    {
                        return verticesAlreadyExported[vertexIndex][index].CurrentIndex;
                    }
                }
                else
                {
                    verticesAlreadyExported[vertexIndex] = new List<GlobalVertex>();
                }

                vertex.CurrentIndex = vertices.Count;
                verticesAlreadyExported[vertexIndex].Add(vertex);
            }

            vertices.Add(vertex);

            return vertices.Count - 1;
        }