예제 #1
0
 // Triangulate Skipped Original Points. These points are discarded during PlanarGrapg cleanup. But bbw only cares if these are part of any geometry. So just insert them. todo: Burst it.
 internal static void TriangulateInternal(int[] internalIndices, List <Vector2> triVertices, List <int> triIndices)
 {
     foreach (var index in internalIndices)
     {
         var v             = triVertices[index];
         var triangleCount = triIndices.Count / 3;
         for (int i = 0; i < triangleCount; ++i)
         {
             int    i1 = triIndices[0 + (i * 3)];
             int    i2 = triIndices[1 + (i * 3)];
             int    i3 = triIndices[2 + (i * 3)];
             float2 v1 = triVertices[i1];
             float2 v2 = triVertices[i2];
             float2 v3 = triVertices[i3];
             var    c1 = (float)Math.Round(ModuleHandle.OrientFast(v1, v2, v), 2);
             if (c1 == 0)
             {
                 triIndices[0 + (i * 3)] = i1; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i3;
                 triIndices.Add(index); triIndices.Add(i2); triIndices.Add(i3);
             }
             else
             {
                 var c2 = (float)Math.Round(ModuleHandle.OrientFast(v2, v3, v), 2);
                 if (c2 == 0)
                 {
                     triIndices[0 + (i * 3)] = i2; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i1;
                     triIndices.Add(index); triIndices.Add(i3); triIndices.Add(i1);
                 }
                 else
                 {
                     var c3 = (float)Math.Round(ModuleHandle.OrientFast(v3, v1, v), 2);
                     if (c3 == 0)
                     {
                         triIndices[0 + (i * 3)] = i3; triIndices[1 + (i * 3)] = index; triIndices[2 + (i * 3)] = i2;
                         triIndices.Add(index); triIndices.Add(i1); triIndices.Add(i2);
                     }
                 }
             }
         }
     }
 }
예제 #2
0
        internal BoneWeight[] CalculateInternal(string name, Vector2[] vertices, int[] indices, Edge[] edges, Vector2[] controlPoints, Edge[] bones, int[] pins, int numSamples, bool subdivide, ref bool done)
        {
            done = false;
            var weights = new BoneWeight[vertices.Length];

            for (var i = 0; i < weights.Length; ++i)
            {
                weights[i] = defaultWeight;
            }
            if (vertices.Length < 3)
            {
                return(weights);
            }

            var boneSamples  = SampleBones(controlPoints, bones, numSamples);
            var verticesList = new List <Vector2>(vertices.Length + controlPoints.Length + boneSamples.Length);

            Round(vertices);
            Round(controlPoints);
            Round(boneSamples);
            verticesList.AddRange(vertices);
            verticesList.AddRange(controlPoints);
            verticesList.AddRange(boneSamples);

            var utEdges    = new List <Edge>(edges);
            var utIndices  = new List <int>();
            var utVertices = new List <Vector2>(vertices);

            // Input Vertices are well refined and smoothed, just triangulate with bones and cages.
            bool ok = TriangulationUtility.TriangulateSafe(utVertices, utEdges, utIndices);

            if (!ok || utIndices.Count == 0)
            {
                utIndices.AddRange(indices);
                utVertices.AddRange(vertices);
            }
            else if (subdivide)
            {
                var targetArea = TriangulationUtility.FindTargetAreaForWeightMesh(utVertices, utIndices, kMeshAreaFactor, kLargestTriangleAreaFactor);
                TriangulationUtility.TessellateSafe(0, 0, 0, 0, targetArea, 1, 0, utVertices, utEdges, utIndices);
            }
            if (utIndices.Count == 0)
            {
                return(weights);
            }

            // Copy Original Indices.
            var coIndices = new List <int>(utIndices);

            utIndices.Clear();
            for (int i = 0; i < coIndices.Count / 3; ++i)
            {
                int    i1 = coIndices[0 + (i * 3)];
                int    i2 = coIndices[1 + (i * 3)];
                int    i3 = coIndices[2 + (i * 3)];
                float2 v1 = utVertices[i1];
                float2 v2 = utVertices[i2];
                float2 v3 = utVertices[i3];
                var    rt = (float)Math.Round(ModuleHandle.OrientFast(v1, v2, v3), 2);
                if (rt != 0)
                {
                    utIndices.Add(i1);
                    utIndices.Add(i2);
                    utIndices.Add(i3);
                }
            }

            // Insert Samplers.
            var internalPoints = new List <int>();

            for (int i = 0; i < utVertices.Count; ++i)
            {
                if (utIndices.Count(x => x == i) == 0)
                {
                    internalPoints.Add(i);
                }
            }

            TriangulationUtility.TriangulateInternal(internalPoints.ToArray(), utVertices, utIndices);
            TriangulationUtility.TriangulateSamplers(boneSamples, utVertices, utIndices);
            TriangulationUtility.TriangulateSamplers(controlPoints, utVertices, utIndices);
            var tessellatedIndices  = utIndices.ToArray();
            var tessellatedVertices = utVertices.ToArray();

            GCHandle verticesHandle      = GCHandle.Alloc(tessellatedVertices, GCHandleType.Pinned);
            GCHandle indicesHandle       = GCHandle.Alloc(tessellatedIndices, GCHandleType.Pinned);
            GCHandle controlPointsHandle = GCHandle.Alloc(controlPoints, GCHandleType.Pinned);
            GCHandle bonesHandle         = GCHandle.Alloc(bones, GCHandleType.Pinned);
            GCHandle pinsHandle          = GCHandle.Alloc(pins, GCHandleType.Pinned);
            GCHandle weightsHandle       = GCHandle.Alloc(weights, GCHandleType.Pinned);

            int result = Bbw(kNumIterations,
                             verticesHandle.AddrOfPinnedObject(), tessellatedVertices.Length, vertices.Length,
                             indicesHandle.AddrOfPinnedObject(), tessellatedIndices.Length,
                             controlPointsHandle.AddrOfPinnedObject(), controlPoints.Length,
                             bonesHandle.AddrOfPinnedObject(), bones.Length,
                             pinsHandle.AddrOfPinnedObject(), pins.Length,
                             weightsHandle.AddrOfPinnedObject());

            switch (result)
            {
            case 1:
            case 2:
                Debug.LogWarning($"Weight generation failure due to unexpected mesh input. Re-generate the mesh with a different Outline Detail value to resolve the issue. Error Code: {result}");
                break;

            case 3:
                if (!PlayerSettings.suppressCommonWarnings)
                {
                    Debug.LogWarning($"Internal weight generation error. Error Code: {result}");
                }
                break;
            }

            verticesHandle.Free();
            indicesHandle.Free();
            controlPointsHandle.Free();
            bonesHandle.Free();
            pinsHandle.Free();
            weightsHandle.Free();

            // OhmDebugger.WriteStatisticsText(verticesList.ToArray(), edges, bones, boneSamples, weights, tessellatedVertices, tessellatedIndices, vertices.Length, controlPoints.Length, boneSamples.Length, "UTess", 1000);

            for (var i = 0; i < weights.Length; ++i)
            {
                var weight = weights[i];

                if (weight.Sum() == 0f)
                {
                    weights[i] = defaultWeight;
                }
                else if (!done)
                {
                    done = (weight.boneIndex0 != 0 || weight.boneIndex1 != 0 || weight.boneIndex2 != 0 || weight.boneIndex3 != 0);
                }
            }

            return(weights);
        }