public Vector3 EvalAxis(CPNGuide guide) { if (guide.GetN() == -1) { int N = guide.GetIndices().Length; if (N > 0) { Vector3 pDev1 = (guide.vBuffer[1] - guide.vBuffer[0]).normalized; Vector3 pPerp1 = Vector3.Cross(pDev1, guide.nBuffer[0]).normalized; Vector3 pDev2 = (guide.vBuffer[N - 1] - guide.vBuffer[N - 2]).normalized; Vector3 pPerp2 = Vector3.Cross(pDev2, guide.nBuffer[N - 1]).normalized; Vector3 pPerp = ((T1 + T2) * pPerp1 + (T3 + T4) * pPerp2); return(pPerp.normalized); } else { return(Vector3.zero); } } Vector3 Dev1 = (guide.vBuffer[1] - guide.vBuffer[0]).normalized; Vector3 Perp1 = Vector3.Cross(Dev1, guide.firstNormal).normalized; Vector3 Dev2 = (guide.vBuffer[3] - guide.vBuffer[2]).normalized; Vector3 Perp2 = Vector3.Cross(Dev2, guide.lastNormal).normalized; Vector3 Perp = ((T1 + T2) * Perp1 + (T3 + T4) * Perp2); return(Perp.normalized); }
public Vector3 EvalDev(CPNGuide guide) { if (guide.GetN() == -1) { return((guide.vBuffer[this.polylineIndex + 1] - guide.vBuffer[this.polylineIndex]) * (guide.GetIndices().Length - 1)); } float tp = t + 0.001f; float tmp = 1 - tp; float T1p = tmp * tmp * tmp; float T2p = 3 * tp * tmp * tmp; float T3p = 3 * tp * tp * tmp; float T4p = tp * tp * tp; float w2 = guide.w2; float w3 = guide.w3; Vector3[] vBuffer = guide.vBuffer; Vector3 F1 = (vBuffer[0] * T1 + vBuffer[1] * T2 * w2 + vBuffer[2] * T3 * w3 + vBuffer[3] * T4) / (T1 + T2 * w2 + T3 * w3 + T4); Vector3 F2 = (vBuffer[0] * T1p + vBuffer[1] * T2p * w2 + vBuffer[2] * T3p * w3 + vBuffer[3] * T4p) / (T1p + T2p * w2 + T3p * w3 + T4p); return((F2 - F1) * (1000f)); }
public Vector3 EvalUV(CPNGuide guide) { if (guide.GetN() == -1) { return(guide.uvsBuffer[this.polylineIndex] * T1 + guide.uvsBuffer[this.polylineIndex + 1] * T2); } Vector3[] uvsBuffer = guide.uvsBuffer; return(uvsBuffer[0] * T1 + uvsBuffer[1] * T2 + uvsBuffer[2] * T3 + uvsBuffer[3] * T4); }
/* * if (linear) { //forgot linear evaluation.. uff. * mesh.SetVertex(index, vBuffer[0] * t + vBuffer[1] * tm); * if (uvAvailable) * mesh.SetUV(index, uvsBuffer[0] * t + uvsBuffer[1] * tm); * if (nsAvailable) * { * * Vector3 Dev = vBuffer[1] - vBuffer[0]; * Vector3 Perp = ((1 - t) * perpA + t * perpB).normalized; * * Vector3 normal = Vector3.Normalize(Vector3.Cross(Dev, Perp)).normalized; * * mesh.SetNormal(index, normal); * } * }*/ public float EvalAt(float t, CPNGuide guide) { if (guide.GetN() == -1) //Polylines { int N = guide.GetIndices().Length - 1; if (N > 1) { float T = t * N; int pI = (int)T; pI = (pI == N) ? pI - 1 : pI; this.polylineIndex = pI; this.T2 = T - pI; this.T1 = 1 - this.T2; } else { this.polylineIndex = 0; } return(t); } float j = t * guide.GetN(); t = j * (guide.tessellationStepA + j * guide.tessellationStepB); this.t = t; this.tm = 1 - this.t; this.T1 = tm * tm * tm; this.T2 = 3 * t * tm * tm; this.T3 = 3 * t * t * tm; this.T4 = t * t * t; float w2 = guide.w2; float w3 = guide.w3; this.G = (T1 + T2 * w2 + T3 * w3 + T4); this.recG = 1.0f / G; return(t); }
public Vector3 EvalNormal(CPNGuide guide) { if (guide.GetN() == -1) { return(guide.vBuffer[this.polylineIndex] * T1 + guide.vBuffer[this.polylineIndex + 1] * T2); } Vector3 Dev = EvalDev(guide); return(EvalNormal(guide, Dev)); }
public Vector3 EvalProperty(CPNGuide guide, int index) { if (guide.GetN() == -1) { return(guide.propertiesBuffer[index][this.polylineIndex] * T1 + guide.propertiesBuffer[index][this.polylineIndex + 1] * T2); } Vector3[] b = guide.propertiesBuffer[index]; return(b[0] * T1 + b[1] * T2 + b[2] * T3 + b[3] * T4); }
public Vector3 EvalVertex(CPNGuide guide) { if (guide.GetN() == -1) { return(guide.vBuffer[this.polylineIndex] * T1 + guide.vBuffer[this.polylineIndex + 1] * T2); } Vector3[] vBuffer = guide.vBuffer; float w2 = guide.w2; float w3 = guide.w3; Vector3 F = (vBuffer[0] * T1 + vBuffer[1] * T2 * w2 + vBuffer[2] * T3 * w3 + vBuffer[3] * T4); return(F * this.recG); }
public Vector3 EvalUVDev(CPNGuide guide) { if (guide.GetN() == -1) { return(guide.uvsBuffer[this.polylineIndex + 1] - guide.uvsBuffer[this.polylineIndex]); } float tp = t + 0.001f; float tmp = 1 - tp; float T1p = tmp * tmp * tmp; float T2p = 3 * tp * tmp * tmp; float T3p = 3 * tp * tp * tmp; float T4p = tp * tp * tp; Vector3[] uvsBuffer = guide.uvsBuffer; Vector3 F1 = (uvsBuffer[0] * T1 + uvsBuffer[1] * T2 + uvsBuffer[2] * T3 + uvsBuffer[3] * T4); Vector3 F2 = (uvsBuffer[0] * T1p + uvsBuffer[1] * T2p + uvsBuffer[2] * T3p + uvsBuffer[3] * T4p); return((F2 - F1) * 1000); }
public void EvaluateNormals(OutputMesh mesh, CPNGuide guide) { int N = guide.GetN(); if (N <= 0) { return; } bool doTangents = mesh.DoUseTangents(); bool doNormals = mesh.DoNormals(); if (doNormals) { float step = 1.0f / N; for (int j = 1; j < N; j++) { EvalAt(j * step, guide); Vector3 dev; Vector3 normal = EvalNormal(guide, out dev); int index = guide.GetIndex(j); mesh.SetNormal(index, normal.normalized); if (doTangents) { mesh.SetTangent(index, GetTangent(guide, dev, normal).normalized); } } if (doTangents) { for (int j = 0; j <= N; j += N) { EvalAt(j * step, guide); Vector3 dev = EvalDev(guide); int index = guide.GetIndex(j); Vector3 normal = mesh.GetNormal(index); mesh.SetTangent(index, GetTangent(guide, dev, normal).normalized); } } } }
public Vector3 EvalNormal(CPNGuide guide, Vector3 Dev) { if (guide.GetN() == -1) { Vector3 n = guide.nBuffer[this.polylineIndex] * T1 + guide.nBuffer[this.polylineIndex + 1] * T2; n = n - Vector3.Dot(Dev, n) * Dev; n = n.normalized; return(n); } Dev = Dev.normalized; Vector3 AN = guide.firstNormal; Vector3 ABN = guide.edgeNormal; Vector3 BN = guide.lastNormal; Vector3 normal = tm * tm * AN + 2 * t * tm * (2 * ABN - 0.5f * AN - 0.5f * BN) + t * t * BN; normal = normal - Vector3.Dot(Dev, normal) * Dev; normal = normal.normalized; /*Vector3 Dev1 = (guide.vBuffer[1] - guide.vBuffer[0]).normalized; * Vector3 Perp1 = Vector3.Cross(Dev1, guide.firstNormal).normalized; * Perp1 = Perp1 * guide.rotCosF + Dev1 * guide.rotSinF; * * Vector3 Dev2 = (guide.vBuffer[3] - guide.vBuffer[2]).normalized; * Vector3 Perp2 = Vector3.Cross(Dev2, guide.lastNormal).normalized; * Perp2 = Perp2 * guide.rotCosL + Dev2 * guide.rotSinL; * * Vector3 Perp = ((T1 + T2) * Perp1 + (T3 + T4) * Perp2); * * Vector3 normal = Vector3.Cross(Perp, Dev).normalized;*/ return(normal); }
public void EvaluateEdge(CurvedPolygonsNet net, OutputMesh mesh, CPNGuide guide, short edgeLength, short[] edge, int edgeIndex, short[] edgeHints, float[] edgeWeights, int[] edgeProfile, int realEdgeIndex) { bool isLinear = edgeLength == 2; bool uvAvailable = net.GetUv() != null && net.GetUv().Length != 0 && mesh.DoUseUVs(); int countP = mesh.CountProperties(); short[] tessellationDegrees = CPNGuide_loqs; if (isLinear) { FillBufferWithLine(guide.vBuffer, net.GetVertices(), edge, edgeIndex); if (uvAvailable) { FillBufferWithLine(guide.uvsBuffer, net.GetUv(), edge, edgeIndex); } guide.PreparePropertiesBuffers(countP); for (int k = 0; k < countP; k++) { FillBufferWithLine(guide.propertiesBuffer[k], net.GetProperties3()[k], edge, edgeIndex); } } else { FillBuffer(guide.vBuffer, net.GetVertices(), edge, edgeIndex); if (uvAvailable) { FillBuffer(guide.uvsBuffer, net.GetUv(), edge, edgeIndex); } guide.PreparePropertiesBuffers(countP); for (int k = 0; k < countP; k++) { FillBuffer(guide.propertiesBuffer[k], net.GetProperties3()[k], edge, edgeIndex); } } //if (tgAvailable) //Avoid tangents for now // FillBuffer(linear, polyline.tgsBuffer, net.GetTangents(), edge, edgeIndex); int handleIndex = (realEdgeIndex) << 1; guide.w2 = edgeWeights[handleIndex + 0]; guide.w3 = edgeWeights[handleIndex + 1]; guide.edgeNormal = net.GetNormals()[net.GetNumberOfVertices() + realEdgeIndex]; guide.firstNormal = net.GetNormals()[edge[edgeIndex + 0]]; guide.lastNormal = net.GetNormals()[edge[edgeIndex + (isLinear? 1 : 3)]]; //float r = edgeRots == null ? 0 : edgeRots[edgeProfileIndex]; //float r3 = edgeRots == null ? 0 : edgeRots[handleIndex + 1]; int N1 = 1; int N2 = 1; if (!isLinear) { N1 = tessellationDegrees[edgeHints[handleIndex + 0]]; N2 = tessellationDegrees[edgeHints[handleIndex + 1]]; } int N = guide.GetN(); float c = (2.0f * N1 * N2) / (N * (N1 + N2)); guide.tessellationStepA = c / N1; guide.tessellationStepB = c * 0.5f * (N1 - N2) / (N1 * N2 * N * 1.0f); int edgeInternal = edgeProfile[((realEdgeIndex) << 2) + 2]; float step = 1.0f / N; for (int j = 1; j < N; j++) { int index = edgeInternal + j - 1; EvalAt(j * step, guide); mesh.SetVertex(index, EvalVertex(guide)); if (uvAvailable) { mesh.SetUV(index, EvalUV(guide)); } for (int k = 0; k < countP; k++) { mesh.SetProperty3(index, k, EvalProperty(guide, k)); } } }