Пример #1
0
        public void Run(HairAsset asset)
        {
            asset.GetRawDataCopy(out float3[] originalVertices, out HairStrand[] originalStrands, out uint[] originalMovability);
            List <float3>     newVertices = new List <float3>();
            List <HairStrand> newStrands  = new List <HairStrand>();
            BitArray          movability  = new BitArray(originalVertices.Length * (newHairPerHair + 1));

            for (int i = 0; i < originalMovability.Length; i++)
            {
                for (int j = 0; j < 32; j++)
                {
                    movability[(i * 32) + j] = HairMovability.IsMovable((i * 32) + j, originalMovability);
                }
            }

            for (int i = 0; i < originalStrands.Length; i++)
            {
                float rLeft = UnityEngine.Random.value * maxOffsetRadius, rUp = UnityEngine.Random.value * maxOffsetRadius;
                var   origStrand = originalStrands[i];
                if (origStrand.lastVertex - origStrand.firstVertex < 2)
                {
                    continue;
                }
                for (int j = 0; j < newHairPerHair; j++)
                {
                    int firstVertex = newVertices.Count + originalVertices.Length;
                    for (int k = origStrand.firstVertex; k <= origStrand.lastVertex; k++)
                    {
                        Quaternion orientation = k == origStrand.lastVertex ? Quaternion.LookRotation(originalVertices[k] - originalVertices[k - 1]) : Quaternion.LookRotation(originalVertices[k + 1] - originalVertices[k]);
                        Vector3    left        = orientation * Vector3.left;
                        Vector3    up          = orientation * Vector3.up;
                        float3     offset      = (rLeft * left) + (rUp * up);
                        movability[originalVertices.Length + newVertices.Count] = movability[k];
                        newVertices.Add(originalVertices[k] + offset);
                    }
                    newStrands.Add(new HairStrand()
                    {
                        firstVertex = firstVertex, lastVertex = newVertices.Count + originalVertices.Length - 1
                    });
                }
            }

            uint[] _movability = new uint[Mathf.CeilToInt(movability.Length / 32f)];
            for (int i = 0; i < movability.Length; i++)
            {
                HairMovability.SetMovable(i, movability[i], _movability);
            }

            asset.InitializeVertices(originalVertices.Concat(newVertices).ToArray());
            asset.InitializeMovability(_movability);
            asset.InitializeStrands(originalStrands.Concat(newStrands).ToArray());
        }
        public void Run(HairAsset asset)
        {
            uint[]       movability = HairMovability.CreateData(asset.vertexCount);
            HairStrand[] strands    = asset.GetStrandData();

            for (int i = 0; i < strands.Length; i++)
            {
                HairStrand strand = strands[i];
                HairMovability.SetMovable(strand.firstVertex, false, movability);
                int cnt = (strand.lastVertex - strand.firstVertex) + 1;
                for (int j = 1; j < cnt; j++)
                {
                    HairMovability.SetMovable(strand.firstVertex + j, true, movability);
                }
            }

            asset.InitializeMovability(movability);
        }
Пример #3
0
        public void Run(HairAsset asset)
        {
            List <bool>       movability = new List <bool>();
            List <float3>     vertices   = new List <float3>();
            List <HairStrand> strands    = new List <HairStrand>();

            foreach (var mf in targetObject.GetComponentsInChildren <MeshFilter>())
            {
                var t    = mf.transform;
                var mesh = mf.sharedMesh;

                if (mesh == null)
                {
                    continue;
                }

                var meshTriangles = mesh.triangles;
                var meshVertices  = mesh.vertices;
                var meshNormals   = mesh.normals;
                for (int i = 0; i < meshTriangles.Length; i += 3)
                {
                    int     i1 = meshTriangles[i], i2 = meshTriangles[i + 1], i3 = meshTriangles[i + 2];
                    Vector3 p1 = meshVertices[i1], p2 = meshVertices[i2], p3 = meshVertices[i3];
                    Vector3 n1 = t.TransformDirection(meshNormals[i1]), n2 = t.TransformDirection(meshNormals[i2]), n3 = t.TransformDirection(meshNormals[i3]);

                    var faceNormal = (n1 + n2 + n3) / 3f;

                    if (Vector3.Dot(faceNormal, growingDirection) >= growingDirMinAngle)
                    {
                        float triangleSurfaceArea = Vector3.Cross(p2 - p1, p3 - p1).magnitude;
                        int   stalks = Mathf.FloorToInt(triangleSurfaceArea * stalksPerSquareUnit);

                        for (int k = 0; k < stalks; k++)
                        {
                            float r1 = UnityEngine.Random.value, r2 = UnityEngine.Random.value;
                            var   p = (1f - Mathf.Sqrt(r1)) * p1 + (Mathf.Sqrt(r1) * (1f - r2)) * p2 + (r2 * Mathf.Sqrt(r1)) * p3;

                            int startIdx = vertices.Count;
                            movability.Add(false);
                            vertices.Add(p);

                            float height          = UnityEngine.Random.Range(heightMin, heightMax);
                            float heightPerVertex = height / (verticesPerStalk - 1);
                            for (int j = 1; j < verticesPerStalk; j++)
                            {
                                movability.Add(true);
                                vertices.Add(p + (faceNormal * (heightPerVertex * (float)j)));
                            }

                            strands.Add(new HairStrand()
                            {
                                firstVertex = startIdx,
                                lastVertex  = vertices.Count - 1
                            });
                        }
                    }
                }
            }

            asset.InitializeStrands(strands.ToArray());
            asset.InitializeVertices(vertices.ToArray());

            uint[] u_movability = new uint[Mathf.CeilToInt(movability.Count / 32f)];
            for (int i = 0; i < movability.Count; i++)
            {
                HairMovability.SetMovable(i, movability[i], u_movability);
            }
            asset.InitializeMovability(u_movability);
        }