Пример #1
0
        private void Update(EvaluationContext context)
        {
            var closeCircle  = CloseCircle.GetValue(context);
            var circleOffset = closeCircle ? 1 : 0;
            var corners      = Count.GetValue(context).Clamp(1, 10000);
            var pointCount   = corners + circleOffset;
            var listCount    = corners + 2 * circleOffset; // Separator

            if (_pointList.NumElements != listCount)
            {
                //_points = new T3.Core.DataTypes.Point[count];
                _pointList.SetLength(listCount);
            }

            var axis            = Axis.GetValue(context);
            var center          = Center.GetValue(context);
            var offset          = Offset.GetValue(context);
            var radius          = Radius.GetValue(context);
            var radiusOffset    = RadiusOffset.GetValue(context);
            var thickness       = W.GetValue(context);
            var thicknessOffset = WOffset.GetValue(context);

            var angelInRads = StartAngel.GetValue(context) * MathUtils.ToRad + (float)Math.PI / 2;
            var deltaAngle  = -Cycles.GetValue(context) * MathUtils.Pi2 / (pointCount - circleOffset);

            for (var index = 0; index < pointCount; index++)
            {
                var f = corners == 1
                            ? 1
                            : (float)index / pointCount;
                var length  = MathUtils.Lerp(radius, radius + radiusOffset, f);
                var v       = Vector3.UnitX * length;
                var rot     = Quaternion.CreateFromAxisAngle(axis, angelInRads);
                var vInAxis = Vector3.Transform(v, rot) + Vector3.Lerp(center, center + offset, f);

                var p = new Point
                {
                    Position    = vInAxis,
                    W           = MathUtils.Lerp(thickness, thickness + thicknessOffset, f),
                    Orientation = rot
                };
                _pointList[index] = p;
                angelInRads      += deltaAngle;
            }

            if (closeCircle)
            {
                _pointList[listCount - 1] = Point.Separator();
            }

            ResultList.Value = _pointList;
        }
Пример #2
0
        private void Update(EvaluationContext context)
        {
            var resourceManager = ResourceManager.Instance();

            var numEntries = Count.GetValue(context);

            numEntries = Math.Max(numEntries, 1);
            numEntries = Math.Min(numEntries, 500000);

            var bufferData = new BufferEntry[numEntries];

            var color         = Color.GetValue(context);
            var random        = new Random(Seed.GetValue(context));
            var radius        = Radius.GetValue(context);
            var objectToWorld = context.ObjectToWorld;

            for (int index = 0; index < numEntries; index++)
            {
                float u = random.NextFloat(0, 1);
                float v = random.NextFloat(0, 1);

                float theta  = SharpDX.MathUtil.TwoPi * u;
                float z      = 1.0f - 2.0f * v;
                float phi    = (float)Math.Acos(z);
                float sinPhi = (float)Math.Sin(phi);
                float x      = sinPhi * (float)Math.Cos(theta);
                float y      = sinPhi * (float)Math.Sin(theta);

                var posInObject = new Vector3(x, y, z);
                // dir *= radius;
                posInObject *= random.NextFloat(0.0f, radius);

                var posInWorld = Vector3.Transform(posInObject, objectToWorld);

                bufferData[index].Pos   = new Vector3(posInWorld.X, posInWorld.Y, posInWorld.Z);
                bufferData[index].Id    = _id;
                bufferData[index].Color = new Vector4(color.X, color.Y, color.Z, color.W);
            }

            var stride = 32;

            resourceManager.SetupStructuredBuffer(bufferData, stride * numEntries, stride, ref _buffer);
            resourceManager.CreateStructuredBufferSrv(_buffer, ref PointCloudSrv.Value);
        }
Пример #3
0
        private void Update(EvaluationContext context)
        {
            float fov         = MathUtil.DegreesToRadians(Fov.GetValue(context));
            float aspectRatio = AspectRatio.GetValue(context);

            if (aspectRatio < 0.0001f)
            {
                aspectRatio = (float)context.RequestedResolution.Width / context.RequestedResolution.Height;
            }
            System.Numerics.Vector2 clip = NearFarClip.GetValue(context);

            Matrix cameraToClipSpace = Matrix.PerspectiveFovRH(fov, aspectRatio, clip.X, clip.Y);

            // var pos = Position.GetValue(context);
            // Vector3 eye = new Vector3(pos.X, pos.Y, pos.Z);

            Vector3 p                = new Vector3(0, 0, Radius.GetValue(context));
            var     seed             = Seed.GetValue(context);
            var     wobbleSpeed      = WobbleSpeed.GetValue(context);
            var     wobbleComplexity = (int)MathUtils.Clamp(WobbleComplexity.GetValue(context), 1, 8);

            //var offset =
            var rotOffset = RotationOffset.GetValue(context);

            // Orbit rotation
            System.Numerics.Vector3 t = Center.GetValue(context);
            Vector3 target            = new Vector3(t.X, t.Y, t.Z);

            var rot = Matrix.RotationYawPitchRoll(
                ComputeAngle(SpinAngleAndWobble, 1)
                + MathUtil.DegreesToRadians((float)(SpinRate.GetValue(context)
                                                    * (EvaluationContext.BeatTime + SpinOffset.GetValue(context)) * 360
                                                    + MathUtils.PerlinNoise(0, 1, 6, seed) * 360))
                ,
                -ComputeAngle(OrbitAngleAndWobble, 2),
                0);
            var p2  = Vector3.Transform(p, rot);
            var eye = new Vector3(p2.X, p2.Y, p2.Z);

            // View rotation
            var viewDirection = target - eye;

            var rotateAim = Matrix.RotationYawPitchRoll(
                ComputeAngle(AimYawAngleAndWobble, 3) + rotOffset.X * MathUtils.ToRad,
                ComputeAngle(AimPitchAngleAndWobble, 4) + rotOffset.Y * MathUtils.ToRad,
                rotOffset.Z * MathUtils.ToRad);


            var adjustedViewDirection = Vector3.TransformNormal(viewDirection, rotateAim);

            target = eye + adjustedViewDirection;


            // Computing matrix
            var     u  = Up.GetValue(context);
            Vector3 up = new Vector3(u.X, u.Y, u.Z);

            var roll = ComputeAngle(AimRollAngleAndWobble, 5);
            var rotateAroundViewDirection = Matrix.RotationAxis(adjustedViewDirection, roll);

            up = Vector3.TransformNormal(up, rotateAroundViewDirection);

            Matrix worldToCamera = Matrix.LookAtRH(eye, target, up);

            var prevCameraToClipSpace = context.CameraToClipSpace;

            context.CameraToClipSpace = cameraToClipSpace;

            var prevWorldToCamera = context.WorldToCamera;

            context.WorldToCamera = worldToCamera;
            Command.GetValue(context);

            context.CameraToClipSpace = prevCameraToClipSpace;
            context.WorldToCamera     = prevWorldToCamera;


            float ComputeAngle(Slot <Vector2> angleAndWobbleInput, int seedIndex)
            {
                var angleAndWobble = angleAndWobbleInput.GetValue(context);
                var wobble         = Math.Abs(angleAndWobble.Y) < 0.001f
                                 ? 0
                                 : (MathUtils.PerlinNoise((float)EvaluationContext.BeatTime * wobbleSpeed,
                                                          1, wobbleComplexity, seed - 123 * seedIndex) - 0.5f) * 2 * angleAndWobble.Y;

                return(MathUtil.DegreesToRadians(angleAndWobble.X + wobble));
            }
        }
Пример #4
0
        private void Update(EvaluationContext context)
        {
            try
            {
                var resourceManager = ResourceManager.Instance();

                var majorRadius = Radius.GetValue(context);
                var tubeRadius  = Thickness.GetValue(context);

                var segments       = Segments.GetValue(context);
                var radiusSegments = segments.Width.Clamp(1, 10000) + 1;
                var tubeSegments   = segments.Height.Clamp(1, 10000) + 1;

                var spin           = Spin.GetValue(context);
                var radiusSpin     = spin.X * MathUtils.ToRad;
                var spinMinorInRad = spin.Y * MathUtils.ToRad;

                var fill       = Fill.GetValue(context);
                var fillRadius = fill.X / 360f;
                var tubeFill   = fill.Y / 360f;

                var smoothAngle = SmoothAngle.GetValue(context);

                var useFlatShading = fillRadius / tubeSegments > smoothAngle / 360 || tubeFill / radiusSegments > smoothAngle / 360;
                var faceCount      = (tubeSegments - 1) * (radiusSegments - 1) * 2;
                var verticesCount  = tubeSegments * radiusSegments;

                // Create buffers
                if (_vertexBufferData.Length != verticesCount)
                {
                    _vertexBufferData = new PbrVertex[verticesCount];
                }

                if (_indexBufferData.Length != faceCount)
                {
                    _indexBufferData = new SharpDX.Int3[faceCount];
                }


                // Initialize
                var tubeAngleFraction   = tubeFill / (tubeSegments - 1) * 2.0 * Math.PI;
                var radiusAngleFraction = fillRadius / (radiusSegments - 1) * 2.0 * Math.PI;

                for (int tubeIndex = 0; tubeIndex < tubeSegments; ++tubeIndex)
                {
                    var tubeAngle = tubeIndex * tubeAngleFraction + spinMinorInRad;

                    double tubePosition1X = Math.Sin(tubeAngle) * tubeRadius;
                    double tubePosition1Y = Math.Cos(tubeAngle) * tubeRadius;
                    double tubePosition2X = Math.Sin(tubeAngle + tubeAngleFraction) * tubeRadius;
                    double tubePosition2Y = Math.Cos(tubeAngle + tubeAngleFraction) * tubeRadius;

                    var v0 = tubeIndex / (float)(tubeSegments - 1);
                    var v1 = (tubeIndex + 1) / (float)(tubeSegments - 1);

                    for (int radiusIndex = 0; radiusIndex < radiusSegments; ++radiusIndex)
                    {
                        var vertexIndex = radiusIndex + tubeIndex * radiusSegments;
                        var faceIndex   = 2 * (radiusIndex + tubeIndex * (radiusSegments - 1));

                        var u0 = (radiusIndex) / (float)(radiusSegments - 1);
                        var u1 = (radiusIndex + 1) / (float)(radiusSegments - 1);

                        var radiusAngle = radiusIndex * radiusAngleFraction + radiusSpin;

                        var p = new SharpDX.Vector3((float)(Math.Sin(radiusAngle) * (tubePosition1X + majorRadius)),
                                                    (float)(Math.Cos(radiusAngle) * (tubePosition1X + majorRadius)),
                                                    (float)tubePosition1Y);

                        var p1 = new SharpDX.Vector3((float)(Math.Sin(radiusAngle + radiusAngleFraction) * (tubePosition1X + majorRadius)),
                                                     (float)(Math.Cos(radiusAngle + radiusAngleFraction) * (tubePosition1X + majorRadius)),
                                                     (float)tubePosition1Y);

                        var p2 = new SharpDX.Vector3((float)(Math.Sin(radiusAngle) * (tubePosition2X + majorRadius)),
                                                     (float)(Math.Cos(radiusAngle) * (tubePosition2X + majorRadius)),
                                                     (float)tubePosition2Y);

                        var uv0 = new SharpDX.Vector2(u0, v1);
                        var uv1 = new SharpDX.Vector2(u1, v1);
                        var uv2 = new SharpDX.Vector2(u1, v0);

                        var tubeCenter1 = new SharpDX.Vector3((float)Math.Sin(radiusAngle), (float)Math.Cos(radiusAngle), 0.0f) * majorRadius;
                        var normal0     = SharpDX.Vector3.Normalize(useFlatShading
                                                                    ? SharpDX.Vector3.Cross(p - p1, p - p2)
                                                                    : p - tubeCenter1);

                        MeshUtils.CalcTBNSpace(p, uv0, p1, uv1, p2, uv2, normal0, out var tangent0, out var binormal0);

                        _vertexBufferData[vertexIndex + 0] = new PbrVertex
                        {
                            Position  = p,
                            Normal    = normal0,
                            Tangent   = tangent0,
                            Bitangent = binormal0,
                            Texcoord  = uv0,
                            Selection = 1,
                        };

                        if (tubeIndex >= tubeSegments - 1 || radiusIndex >= radiusSegments - 1)
                        {
                            continue;
                        }

                        _indexBufferData[faceIndex + 0] = new SharpDX.Int3(vertexIndex + 0, vertexIndex + 1, vertexIndex + radiusSegments);
                        _indexBufferData[faceIndex + 1] = new SharpDX.Int3(vertexIndex + radiusSegments, vertexIndex + 1, vertexIndex + radiusSegments + 1);
                    }
                }

                // Write Data
                _vertexBufferWithViews.Buffer = _vertexBuffer;
                resourceManager.SetupStructuredBuffer(_vertexBufferData, PbrVertex.Stride * verticesCount, PbrVertex.Stride, ref _vertexBuffer);
                resourceManager.CreateStructuredBufferSrv(_vertexBuffer, ref _vertexBufferWithViews.Srv);
                resourceManager.CreateStructuredBufferUav(_vertexBuffer, UnorderedAccessViewBufferFlags.None, ref _vertexBufferWithViews.Uav);

                _indexBufferWithViews.Buffer = _indexBuffer;
                const int stride = 3 * 4;
                resourceManager.SetupStructuredBuffer(_indexBufferData, stride * faceCount, stride, ref _indexBuffer);
                resourceManager.CreateStructuredBufferSrv(_indexBuffer, ref _indexBufferWithViews.Srv);
                resourceManager.CreateStructuredBufferUav(_indexBuffer, UnorderedAccessViewBufferFlags.None, ref _indexBufferWithViews.Uav);

                _data.VertexBuffer  = _vertexBufferWithViews;
                _data.IndicesBuffer = _indexBufferWithViews;
                Data.Value          = _data;
                Data.DirtyFlag.Clear();
            }
            catch (Exception e)
            {
                Log.Error("Failed to create torus mesh:" + e.Message);
            }
        }
Пример #5
0
        private void Update(EvaluationContext context)
        {
            try
            {
                var resourceManager = ResourceManager.Instance();

                var radius = Radius.GetValue(context);
                //var tubeRadius = Thickness.GetValue(context);

                var segments  = Segments.GetValue(context);
                var uSegments = segments.Width.Clamp(2, 10000) + 1;
                var vSegments = segments.Height.Clamp(2, 10000) + 1;

                // var spin = Spin.GetValue(context);
                // var radiusSpin = spin.X * MathUtils.ToRad;
                // var spinMinorInRad = spin.Y * MathUtils.ToRad;
                //
                // var fill = Fill.GetValue(context);
                // var fillRadius = fill.X / 360f;
                // var tubeFill = fill.Y / 360f;

                // var smoothAngle = SmoothAngle.GetValue(context);

                var useFlatShading = FlatShaded.GetValue(context); // fillRadius / vSegments > smoothAngle / 360 || tubeFill / uSegments > smoothAngle / 360;

                var polTriangleCount  = 2 * uSegments;
                var sideTriangleCount = (vSegments - 2) * uSegments * 2;
                var triangleCount     = polTriangleCount + sideTriangleCount;
                var verticesCount     = (vSegments + 1) * (uSegments);

                // Create buffers
                if (_vertexBufferData.Length != verticesCount)
                {
                    _vertexBufferData = new PbrVertex[verticesCount];
                }

                if (_indexBufferData.Length != triangleCount)
                {
                    _indexBufferData = new SharpDX.Int3[triangleCount];
                }

                // Initialize
                var vAngleFraction = 1f / (vSegments - 1) * 1.0 * Math.PI;
                var uAngleFraction = 1f / (uSegments - 1) * 2.0 * Math.PI;

                for (int vIndex = 0; vIndex < vSegments; ++vIndex)
                {
                    var vAngle         = vIndex * vAngleFraction;
                    var tubePosition1Y = Math.Cos(vAngle) * radius;
                    var radius1        = Math.Sin(vAngleFraction * vIndex) * radius;

                    var v0 = 1 - vIndex / (float)(vSegments - 1);

                    var isTop    = vIndex == 0;
                    var isBottom = vIndex == vSegments - 1;

                    if (isTop || isBottom)
                    {
                        var normalPol0 = SharpDX.Vector3.Up;
                        var normalPol1 = SharpDX.Vector3.Down;

                        for (int uIndex = 0; uIndex < uSegments; ++uIndex)
                        {
                            var u0     = (uIndex) / (float)(uSegments - 1);
                            var uAngle = uIndex * uAngleFraction;

                            // top
                            var tangentPol0 = SharpDX.Vector3.Normalize(new SharpDX.Vector3(MathF.Sin((float)uAngle),
                                                                                            0,
                                                                                            MathF.Cos((float)uAngle)));
                            var binormalPol0 = SharpDX.Vector3.Normalize(new SharpDX.Vector3(MathF.Sin((float)uAngle + MathF.PI / 2),
                                                                                             0,
                                                                                             MathF.Cos((float)uAngle + MathF.PI / 2)));

                            var pPol0 = new SharpDX.Vector3(0,
                                                            radius,
                                                            0);

                            var uv0 = new SharpDX.Vector2(u0, 1);

                            _vertexBufferData[0 + uIndex] = new PbrVertex
                            {
                                Position  = pPol0,
                                Normal    = normalPol0,
                                Tangent   = tangentPol0,
                                Bitangent = binormalPol0,
                                Texcoord  = uv0,
                                Selection = 1,
                            };


                            // bottom
                            var tangentPol1 = SharpDX.Vector3.Normalize(new SharpDX.Vector3(MathF.Sin((float)uAngle + MathF.PI / 2),
                                                                                            0,
                                                                                            MathF.Cos((float)uAngle + MathF.PI / 2)));
                            var binormalPol1 = SharpDX.Vector3.Normalize(new SharpDX.Vector3(MathF.Sin((float)uAngle),
                                                                                             0,
                                                                                             MathF.Cos((float)uAngle)));

                            var pPol1 = new SharpDX.Vector3(0,
                                                            -radius,
                                                            0);

                            var uv1 = new SharpDX.Vector2(u0, 0);

                            _vertexBufferData[(vSegments - 1) * uSegments + uIndex] = new PbrVertex
                            {
                                Position  = pPol1,
                                Normal    = normalPol1,
                                Tangent   = tangentPol1,
                                Bitangent = binormalPol1,
                                Texcoord  = uv1,
                                Selection = 1,
                            };



                            if (uIndex >= uSegments - 1)
                            {
                                continue;
                            }

                            _indexBufferData[uIndex] = new SharpDX.Int3(uIndex,
                                                                        uIndex + uSegments,
                                                                        uIndex + uSegments + 1);

                            _indexBufferData[uIndex] = new SharpDX.Int3(uIndex,
                                                                        uIndex + uSegments,
                                                                        uIndex + uSegments + 1);
                        }
                    }
                    else
                    {
                        for (int uIndex = 0; uIndex < uSegments; ++uIndex)
                        {
                            var vVertexIndex = vIndex * uSegments;
                            var faceIndex    = 2 * (uIndex + vIndex * (uSegments - 1));

                            var u0     = (uIndex) / (float)(uSegments - 1);
                            var uAngle = uIndex * uAngleFraction;

                            var p = new SharpDX.Vector3((float)(Math.Sin(uAngle) * radius1),
                                                        (float)tubePosition1Y,
                                                        (float)(Math.Cos(uAngle) * radius1)
                                                        );

                            var uv0 = new SharpDX.Vector2(u0, v0);

                            var normal0   = SharpDX.Vector3.Normalize(p);
                            var tangent0  = SharpDX.Vector3.Normalize(new SharpDX.Vector3(normal0.Z, 0, -normal0.X));
                            var binormal0 = SharpDX.Vector3.Cross(normal0, tangent0);

                            _vertexBufferData[vVertexIndex + uIndex] = new PbrVertex
                            {
                                Position  = p,
                                Normal    = normal0,
                                Tangent   = tangent0,
                                Bitangent = binormal0,
                                Texcoord  = uv0,
                                Selection = 1,
                            };

                            if (vIndex >= vSegments - 1 || uIndex >= uSegments - 1)
                            {
                                continue;
                            }

                            var nextUIndex = (uIndex + 1) % uSegments;

                            _indexBufferData[faceIndex + 0] = new SharpDX.Int3(vVertexIndex + nextUIndex,
                                                                               vVertexIndex + uIndex + 0,
                                                                               vVertexIndex + uIndex + uSegments);
                            _indexBufferData[faceIndex + 1] = new SharpDX.Int3((vVertexIndex + nextUIndex + uSegments),
                                                                               (vVertexIndex + nextUIndex),
                                                                               vVertexIndex + uIndex + uSegments + 0);
                        }
                    }
                }

                // Write Data
                _vertexBufferWithViews.Buffer = _vertexBuffer;
                resourceManager.SetupStructuredBuffer(_vertexBufferData, PbrVertex.Stride * verticesCount, PbrVertex.Stride, ref _vertexBuffer);
                resourceManager.CreateStructuredBufferSrv(_vertexBuffer, ref _vertexBufferWithViews.Srv);
                resourceManager.CreateStructuredBufferUav(_vertexBuffer, UnorderedAccessViewBufferFlags.None, ref _vertexBufferWithViews.Uav);

                _indexBufferWithViews.Buffer = _indexBuffer;
                const int stride = 3 * 4;
                resourceManager.SetupStructuredBuffer(_indexBufferData, stride * triangleCount, stride, ref _indexBuffer);
                resourceManager.CreateStructuredBufferSrv(_indexBuffer, ref _indexBufferWithViews.Srv);
                resourceManager.CreateStructuredBufferUav(_indexBuffer, UnorderedAccessViewBufferFlags.None, ref _indexBufferWithViews.Uav);

                _data.VertexBuffer  = _vertexBufferWithViews;
                _data.IndicesBuffer = _indexBufferWithViews;
                Data.Value          = _data;
                Data.DirtyFlag.Clear();
            }
            catch (Exception e)
            {
                Log.Error("Failed to create sphere mesh:" + e.Message);
            }
        }
Пример #6
0
        private void Update(EvaluationContext context)
        {
            try
            {
                var resourceManager = ResourceManager.Instance();

                var lowerRadius = Radius.GetValue(context);
                var upperRadius = lowerRadius + RadiusOffset.GetValue(context);
                var height      = Height.GetValue(context);

                var rows    = Rows.GetValue(context).Clamp(1, 10000);
                var columns = Columns.GetValue(context).Clamp(1, 10000);

                var c      = Center.GetValue(context);
                var center = new SharpDX.Vector3(c.X, c.Y, c.Z);

                var spinInRad  = Spin.GetValue(context) * MathUtils.ToRad;
                var twistInRad = Twist.GetValue(context) * MathUtils.ToRad;
                var basePivot  = BasePivot.GetValue(context);

                var fillRatio   = Fill.GetValue(context) / 360f;
                var capSegments = CapSegments.GetValue(context).Clamp(0, 1000);
                var addCaps     = capSegments > 0;
                //var isHullClosed = true; //Math.Abs(fillRatio - 1) < 0.01f;

                var isFlipped = lowerRadius < 0;

                var vertexHullColumns = columns + 1;

                var hullVerticesCount = (rows + 1) * vertexHullColumns;
                var hullTriangleCount = rows * columns * 2;

                var capsVertexCount   = +2 * (capSegments * vertexHullColumns + 1);
                var capsTriangleCount = 2 * ((capSegments - 1) * columns * 2 + columns);

                var totalVertexCount   = hullVerticesCount + (addCaps ? capsVertexCount : 0);
                var totalTriangleCount = hullTriangleCount + (addCaps ? capsTriangleCount : 0);

                // Create buffers
                if (_vertexBufferData.Length != totalVertexCount)
                {
                    _vertexBufferData = new PbrVertex[totalVertexCount];
                }

                if (_indexBufferData.Length != totalTriangleCount)
                {
                    _indexBufferData = new SharpDX.Int3[totalTriangleCount];
                }

                // Initialize
                var radiusAngleFraction = fillRatio / (vertexHullColumns - 1) * 2.0 * Math.PI;
                var rowStep             = height / rows;

                // Hull
                for (var rowIndex = 0; rowIndex < rows + 1; ++rowIndex)
                {
                    var heightFraction = rowIndex / (float)rows;
                    var rowRadius      = MathUtils.Lerp(lowerRadius, upperRadius, heightFraction);
                    var nextRowRadius  = MathUtils.Lerp(lowerRadius, upperRadius, (rowIndex + 1) / (float)rows);
                    var rowLevel       = height * (heightFraction - basePivot);
                    var rowCenter      = new SharpDX.Vector3(0, rowLevel, 0);

                    for (var columnIndex = 0; columnIndex < vertexHullColumns; ++columnIndex)
                    {
                        var columnAngle = columnIndex * radiusAngleFraction + spinInRad + twistInRad * heightFraction + Math.PI;

                        var u0 = columnIndex / (float)columns;
                        var u1 = (columnIndex + 1) / (float)rows;

                        var v0 = addCaps ? ((rowIndex + 1) / (float)rows) / 2f
                                         : (rowIndex + 1) / (float)rows;
                        var v1 = addCaps ? (rowIndex / (float)rows) / 2f
                                        : rowIndex / (float)rows;

                        var p = new SharpDX.Vector3((float)Math.Sin(columnAngle) * rowRadius,
                                                    rowLevel,
                                                    (float)Math.Cos(columnAngle) * rowRadius);

                        var p1 = new SharpDX.Vector3((float)Math.Sin(columnAngle) * rowRadius,
                                                     rowLevel + rowStep,
                                                     (float)Math.Cos(columnAngle) * rowRadius
                                                     );

                        var p2 = new SharpDX.Vector3((float)Math.Sin(columnAngle + radiusAngleFraction) * nextRowRadius,
                                                     rowLevel,
                                                     (float)Math.Cos(columnAngle + radiusAngleFraction) * nextRowRadius
                                                     );

                        var uv0 = new SharpDX.Vector2(u0, v1);
                        var uv1 = new SharpDX.Vector2(u1, v1);
                        var uv2 = new SharpDX.Vector2(u1, v0);

                        var normal0 = SharpDX.Vector3.Normalize(p - rowCenter);

                        MeshUtils.CalcTBNSpace(p, uv0, p1, uv1, p2, uv2, normal0, out var tangent0, out var binormal0);

                        var vertexIndex = rowIndex * vertexHullColumns + columnIndex;
                        _vertexBufferData[vertexIndex] = new PbrVertex
                        {
                            Position  = p + center,
                            Normal    = isFlipped ? normal0 * -1 : normal0,
                            Tangent   = tangent0,
                            Bitangent = isFlipped ? binormal0 * -1 : binormal0,
                            Texcoord  = uv0,
                            Selection = 1
                        };

                        var faceIndex = 2 * (rowIndex * (vertexHullColumns - 1) + columnIndex);
                        if (columnIndex < vertexHullColumns - 1 && rowIndex < rows)
                        {
                            if (isFlipped)
                            {
                                _indexBufferData[faceIndex + 0] = new SharpDX.Int3(vertexIndex + vertexHullColumns, vertexIndex + 1, vertexIndex + 0);
                                _indexBufferData[faceIndex + 1] =
                                    new SharpDX.Int3(vertexIndex + vertexHullColumns + 1, vertexIndex + 1, vertexIndex + vertexHullColumns);
                            }
                            else
                            {
                                _indexBufferData[faceIndex + 0] = new SharpDX.Int3(vertexIndex + 0, vertexIndex + 1, vertexIndex + vertexHullColumns);
                                _indexBufferData[faceIndex + 1] =
                                    new SharpDX.Int3(vertexIndex + vertexHullColumns, vertexIndex + 1, vertexIndex + vertexHullColumns + 1);
                            }
                        }
                    }
                }

                // Caps
                if (addCaps)
                {
                    for (var capIndex = 0; capIndex <= 1; capIndex++)
                    {
                        var isLowerCap = capIndex == 0;
                        var capLevel   = ((isLowerCap ? 0 : 1) - basePivot) * height;
                        var capRadius  = isLowerCap ? lowerRadius : upperRadius;
                        var isReverse  = isFlipped ^ isLowerCap;

                        var centerVertexIndex = hullVerticesCount + (capsVertexCount / 2) * (capIndex + 1) - 1;

                        for (var capSegmentIndex = 0; capSegmentIndex < capSegments; ++capSegmentIndex)
                        {
                            var isCenterSegment = capSegmentIndex == capSegments - 1;

                            var capFraction     = 1f - (capSegmentIndex) / (float)capSegments;
                            var nextCapFraction = 1f - (capSegmentIndex + 1) / (float)capSegments;
                            var radius          = upperRadius * capFraction;
                            var nextRadius      = upperRadius * nextCapFraction;


                            for (var columnIndex = 0; columnIndex < vertexHullColumns; ++columnIndex)
                            {
                                var columnAngle = columnIndex * radiusAngleFraction + spinInRad + twistInRad * (isLowerCap ? 0 : 1) + Math.PI;

                                var xx = (float)Math.Sin(columnAngle);
                                var yy = (float)Math.Cos(columnAngle);

                                var p = new SharpDX.Vector3(-xx * radius,
                                                            capLevel,
                                                            -yy * radius);

                                var normal0 = isLowerCap ? SharpDX.Vector3.Down : SharpDX.Vector3.Up;

                                var tangent0  = SharpDX.Vector3.Left;
                                var binormal0 = SharpDX.Vector3.ForwardRH;

                                var vertexIndex = capSegmentIndex * vertexHullColumns + columnIndex
                                                  + hullVerticesCount + (capsVertexCount / 2) * capIndex;

                                // Write vertex
                                var capUvOffset = isLowerCap
                                                      ? new SharpDX.Vector2(-0.25f, -0.25f)
                                                      : new SharpDX.Vector2(0.25f, -0.25f);
                                _vertexBufferData[vertexIndex] = new PbrVertex
                                {
                                    Position  = p + center,
                                    Normal    = isFlipped ? normal0 * -1 : normal0,
                                    Tangent   = tangent0,
                                    Bitangent = isFlipped ? binormal0 * -1 : binormal0,
                                    Texcoord  = new SharpDX.Vector2(-xx * (isLowerCap ? -1 : 1), yy) * capFraction / 4 + capUvOffset,
                                    Selection = 1
                                };

                                if (isCenterSegment)
                                {
                                    if (columnIndex == 0)
                                    {
                                        _vertexBufferData[centerVertexIndex] = new PbrVertex
                                        {
                                            Position  = new SharpDX.Vector3(0, capLevel, 0) + center,
                                            Normal    = (isFlipped) ? normal0 * -1 : normal0,
                                            Tangent   = tangent0,
                                            Bitangent = (isFlipped ^ isLowerCap) ? binormal0 * -1 : binormal0,
                                            Texcoord  = capUvOffset,
                                            Selection = 1
                                        };
                                    }
                                }

                                if (columnIndex < vertexHullColumns - 1 && capSegmentIndex < capSegments)
                                {
                                    if (isCenterSegment)
                                    {
                                        var faceIndex = (capSegmentIndex * (vertexHullColumns - 1) * 2 + columnIndex)
                                                        + hullTriangleCount + (capsTriangleCount / 2) * capIndex;

                                        var f1 = isReverse
                                                     ? new SharpDX.Int3(vertexIndex + 1, vertexIndex, centerVertexIndex)
                                                     : new SharpDX.Int3(centerVertexIndex, vertexIndex, vertexIndex + 1);
                                        _indexBufferData[faceIndex] = f1;
                                    }
                                    else
                                    {
                                        var faceIndex = (capSegmentIndex * (vertexHullColumns - 1) * 2) + columnIndex * 2
                                                        + hullTriangleCount +
                                                        (capsTriangleCount / 2) * capIndex;

                                        _indexBufferData[faceIndex]
                                            = isReverse
                                                  ? new SharpDX.Int3(vertexIndex + vertexHullColumns, vertexIndex + 1, vertexIndex)
                                                  : new SharpDX.Int3(vertexIndex, vertexIndex + 1, vertexIndex + vertexHullColumns);

                                        _indexBufferData[faceIndex + 1]
                                            = isReverse
                                                  ? new SharpDX.Int3(vertexIndex + vertexHullColumns, vertexIndex + vertexHullColumns + 1, vertexIndex + 1)
                                                  : new SharpDX.Int3(vertexIndex + 1, vertexIndex + vertexHullColumns + 1, vertexIndex + vertexHullColumns);
                                    }
                                }
                            }
                        }
                    }
                }

                // Write Data
                _vertexBufferWithViews.Buffer = _vertexBuffer;
                resourceManager.SetupStructuredBuffer(_vertexBufferData, PbrVertex.Stride * totalVertexCount, PbrVertex.Stride, ref _vertexBuffer);
                resourceManager.CreateStructuredBufferSrv(_vertexBuffer, ref _vertexBufferWithViews.Srv);
                resourceManager.CreateStructuredBufferUav(_vertexBuffer, UnorderedAccessViewBufferFlags.None, ref _vertexBufferWithViews.Uav);

                _indexBufferWithViews.Buffer = _indexBuffer;
                const int stride = 3 * 4;
                resourceManager.SetupStructuredBuffer(_indexBufferData, stride * totalTriangleCount, stride, ref _indexBuffer);
                resourceManager.CreateStructuredBufferSrv(_indexBuffer, ref _indexBufferWithViews.Srv);
                resourceManager.CreateStructuredBufferUav(_indexBuffer, UnorderedAccessViewBufferFlags.None, ref _indexBufferWithViews.Uav);

                _data.VertexBuffer  = _vertexBufferWithViews;
                _data.IndicesBuffer = _indexBufferWithViews;
                Data.Value          = _data;
                Data.DirtyFlag.Clear();
            }
            catch (Exception e)
            {
                Log.Error("Failed to create torus mesh:" + e.Message);
            }
        }