Пример #1
0
        public Data.Mesh3D LightMesh ( Data.Mesh3D mesh )
        {
            Data.Mesh3D res_msh = new Data.Mesh3D ( mesh.TriData.Length, mesh.VertexData.Length );

            Data.Vertex [ ] verts = mesh.VertexData;
            Data.Tri [ ] tris = mesh.TriData;

            System.Collections.Generic.List<MapVertex> lVerts = new System.Collections.Generic.List<MapVertex>();
            int vi=0;
            foreach ( Data.Tri tri in tris )
            {
                MapVertex lvert = new MapVertex();
                lvert.Verts [ 0 ] = verts [ tri.V0 ];
                lvert.Verts [ 1 ] = verts [ tri.V1 ];
                lvert.Verts [ 2 ] = verts [ tri.v2 ];

                MapVertex dvert = new MapVertex();
                dvert.Verts [ 0 ] = verts [ tri.V0 ];
                dvert.Verts [ 1 ] = verts [ tri.V1 ];
                dvert.Verts [ 2 ] = verts [ tri.v2 ];

                OpenTK.Vector3 tri_norm = verts [ tri.V0 ].Norm;

                tri_norm.Normalize ( );

                OpenTK.Vector3 pointonplane = lvert.Verts [ 0 ].Pos;

                if ( Abs ( tri_norm.X ) > Abs ( tri_norm.Y ) && Abs ( tri_norm.X ) > Abs ( tri_norm.Z ) )
                {
                    lvert.Plane = 1;
                }
                else
                {
                    if ( Abs ( tri_norm.Y ) > Abs ( tri_norm.X ) && Abs ( tri_norm.Y ) > Abs ( tri_norm.Z ) )
                    {
                        lvert.Plane = 2;
                    }
                    else
                    {
                        lvert.Plane = 3;
                    }
                }

                switch ( lvert.Plane )
                {
                    case 1:

                        break;
                }

                lvert.VI = vi;
                lVerts.Add ( lvert );
            }

            return res_msh;
        }
Пример #2
0
        public Data.Mesh3D LightMesh(Data.Mesh3D mesh, OpenTK.Matrix4 world_mat)
        {
            Data.Mesh3D res_msh = new Data.Mesh3D(mesh.TriData.Length * 3, mesh.VertexData.Length);

            Data.Vertex [] verts = mesh.VertexData;
            Data.Tri []    tris  = mesh.TriData;

            int vi = 0;

            foreach (Data.Vertex ov in mesh.VertexData)
            {
                res_msh.SetVertex(vi, ov.Pos, ov.Tan, ov.BiNorm, ov.Norm, ov.UV);

                vi++;
            }

            res_msh.Transform(world_mat);

            int ti = 0;

            foreach (Data.Tri tri in tris)
            {
                res_msh.SetTri(ti, tri.V0, tri.V1, tri.v2);
                ti++;
                MapVertex lvert = new MapVertex();
                lvert.Verts [0] = verts [tri.V0];
                lvert.Verts [1] = verts [tri.V1];
                lvert.Verts [2] = verts [tri.v2];

                MapVertex dvert = new MapVertex();
                dvert.Verts [0] = verts [tri.V0];
                dvert.Verts [1] = verts [tri.V1];
                dvert.Verts [2] = verts [tri.v2];

                OpenTK.Vector3 tri_norm = verts [tri.V0].Norm;

                tri_norm.Normalize( );

                OpenTK.Vector3 pointonplane = lvert.Verts [0].Pos;

                int flag = -1;

                if (Math.Abs(tri_norm.X) > Math.Abs(tri_norm.Y) &&
                    Math.Abs(tri_norm.X) > Math.Abs(tri_norm.Z))
                {
                    flag = 1;
                    lvert.Verts [0].UV.X = dvert.Verts [0].Pos.Y;
                    lvert.Verts [0].UV.Y = dvert.Verts [0].Pos.Z;

                    lvert.Verts [1].UV.X = dvert.Verts [1].Pos.Y;
                    lvert.Verts [1].UV.Y = dvert.Verts [1].Pos.Z;

                    lvert.Verts [2].UV.X = dvert.Verts [2].Pos.Y;
                    lvert.Verts [2].UV.Y = dvert.Verts [2].Pos.Z;
                }
                else if (Math.Abs(tri_norm.Y) > Math.Abs(tri_norm.X) &&
                         Math.Abs(tri_norm.Y) > Math.Abs(tri_norm.Z))
                {
                    flag = 2;
                    lvert.Verts [0].UV.X = dvert.Verts [0].Pos.X;
                    lvert.Verts [0].UV.Y = dvert.Verts [0].Pos.Z;

                    lvert.Verts [1].UV.X = dvert.Verts [1].Pos.X;
                    lvert.Verts [1].UV.Y = dvert.Verts [1].Pos.Z;

                    lvert.Verts [2].UV.X = dvert.Verts [2].Pos.X;
                    lvert.Verts [2].UV.Y = dvert.Verts [2].Pos.Z;
                }
                else
                {
                    flag = 3;
                    lvert.Verts [0].UV.X = dvert.Verts [0].Pos.X;
                    lvert.Verts [0].UV.Y = dvert.Verts [0].Pos.Y;

                    lvert.Verts [1].UV.X = dvert.Verts [1].Pos.X;
                    lvert.Verts [1].UV.Y = dvert.Verts [1].Pos.Y;

                    lvert.Verts [2].UV.X = dvert.Verts [2].Pos.X;
                    lvert.Verts [2].UV.Y = dvert.Verts [2].Pos.Y;
                }

                float min_u = lvert.Verts[0].UV.X;
                float min_v = lvert.Verts[0].UV.Y;

                float max_u = lvert.Verts[0].UV.X;
                float max_v = lvert.Verts[0].UV.Y;

                for (int i = 0; i < 3; i++)
                {
                    if (lvert.Verts [i].UV.X < min_u)
                    {
                        min_u = lvert.Verts [i].UV.X;
                    }
                    if (lvert.Verts [i].UV.X < min_v)
                    {
                        min_v = lvert.Verts [i].UV.Y;
                    }
                    if (lvert.Verts [i].UV.X > max_u)
                    {
                        max_u = lvert.Verts [i].UV.X;
                    }
                    if (lvert.Verts [i].UV.Y > max_v)
                    {
                        max_v = lvert.Verts [i].UV.Y;
                    }
                }

                float delta_u = max_u - min_u;
                float delta_v = max_v - min_v;

                for (int i = 0; i < 3; i++)
                {
                    lvert.Verts [i].UV.X = lvert.Verts [i].UV.X - min_u;
                    lvert.Verts [i].UV.Y = lvert.Verts [i].UV.Y - min_v;
                    lvert.Verts [i].UV.X = lvert.Verts [i].UV.X / delta_u;
                    lvert.Verts [i].UV.Y = lvert.Verts [i].UV.Y / delta_v;
                }

                float dist = (tri_norm.X * pointonplane.X + tri_norm.Y * pointonplane.Y + tri_norm.Z * pointonplane.Z);

                float X, Y, Z;

                OpenTK.Vector3 UVVector = OpenTK.Vector3.Zero;

                OpenTK.Vector3 vec1 = OpenTK.Vector3.Zero, vec2 = OpenTK.Vector3.Zero;

                switch (flag)
                {
                case 1:
                    X          = -(tri_norm.Y * min_u + tri_norm.Z * min_v + dist) / tri_norm.X;
                    UVVector.X = X;
                    UVVector.Y = min_u;
                    UVVector.Z = min_v;
                    X          = -(tri_norm.Y * max_u + tri_norm.Z * min_v + dist) / tri_norm.X;
                    vec1.X     = X;
                    vec1.Y     = max_u;
                    vec1.Z     = min_v;
                    X          = -(tri_norm.Y * min_u + tri_norm.Z * max_v + dist) / tri_norm.X;
                    vec2.X     = X;
                    vec2.Y     = min_u;
                    vec2.Z     = max_v;
                    break;

                case 2:
                    Y          = -(tri_norm.X * min_u + tri_norm.Z * min_v + dist) / tri_norm.Y;
                    UVVector.X = min_u;
                    UVVector.Y = Y;
                    UVVector.Z = min_v;
                    Y          = -(tri_norm.X * max_u + tri_norm.Z * min_v + dist) / tri_norm.Y;
                    vec1.X     = max_u;
                    vec1.Y     = Y;
                    vec1.Z     = min_v;
                    Y          = -(tri_norm.X * min_u + tri_norm.Z * max_v + dist) / tri_norm.Y;
                    vec2.X     = min_u;
                    vec2.Y     = Y;
                    vec2.Z     = max_v;
                    break;

                case 3:

                    Z          = -(tri_norm.X * min_u + tri_norm.Y * min_v + dist) / tri_norm.Z;
                    UVVector.X = min_u;
                    UVVector.Y = min_v;
                    UVVector.Z = Z;
                    Z          = -(tri_norm.X * max_u + tri_norm.Y * min_v + dist) / tri_norm.Z;
                    vec1.X     = max_u;
                    vec1.Y     = min_v;
                    vec1.Z     = Z;
                    Z          = -(tri_norm.X * min_u + tri_norm.Y * max_v + dist) / tri_norm.Z;
                    vec2.X     = min_u;
                    vec2.Y     = max_v;
                    vec2.Z     = Z;

                    break;
                }

                OpenTK.Vector3 edge1;

                edge1.X = vec1.X - UVVector.X;
                edge1.Y = vec1.Y - UVVector.Y;
                edge1.Z = vec1.Z - UVVector.Z;

                OpenTK.Vector3 edge2;

                edge2.X = vec2.X - UVVector.X;
                edge2.Y = vec2.Y - UVVector.Y;
                edge2.Z = vec2.Z - UVVector.Z;

                // Console.WriteLine ( "Grabbing TexLeaf" );
                TreeLeaf tex_node = FinalMap.Insert(Tri_W, Tri_H);

                byte[] rgb = new byte[Tri_W * Tri_H * 3];

                OpenTK.Vector3[,] lumels = new OpenTK.Vector3 [Tri_W, Tri_H];

                for (int iX = 0; iX < Tri_W; iX++)
                {
                    for (int iY = 0; iY < Tri_H; iY++)
                    {
                        float ufactor = (iX / (float)Tri_W);
                        float vfactor = (iY / (float)Tri_H);

                        OpenTK.Vector3 newedge1;
                        newedge1.X = edge1.X * ufactor;
                        newedge1.Y = edge1.Y * ufactor;
                        newedge1.Z = edge1.Z * ufactor;

                        OpenTK.Vector3 newedge2;

                        newedge2.X = edge2.X * vfactor;
                        newedge2.Y = edge2.Y * vfactor;
                        newedge2.Z = edge2.Z * vfactor;

                        int rloc = (iY * Tri_W * 3) + iX * 3;

                        lumels [iX, iY].X = UVVector.X + newedge2.X + newedge1.X;
                        lumels [iX, iY].Y = UVVector.Y + newedge2.Y + newedge1.Y;
                        lumels [iX, iY].Z = UVVector.Z + newedge2.Z + newedge1.Z;

                        rgb [rloc]     = 255;
                        rgb [rloc + 1] = 0;
                        rgb [rloc + 2] = 0;
                    }
                }

                for (int cv = 0; cv < 3; cv++)
                {
                    float lx = ((tex_node.RC.X + 1) + (tex_node.RC.W - 2) * lvert.Verts[cv].UV.X) / tex_node.Root.RC.W;
                    float ly = ((tex_node.RC.Y + 1) + (tex_node.RC.H - 2) * lvert.Verts[cv].UV.Y) / tex_node.Root.RC.H;
                    lvert.Verts [cv].UV.X = lx;
                    lvert.Verts [cv].UV.Y = ly;
                    // Console.WriteLine ( "LX:" + lx + " LY:" + ly ); res_msh.VertexData [ tri.V0
                    // ].UV = new OpenTK.Vector2 ( lx, ly );
                }
                res_msh.VertexData [tri.V0].UV = lvert.Verts [0].UV;
                res_msh.VertexData [tri.V1].UV = lvert.Verts [1].UV;
                res_msh.VertexData [tri.v2].UV = lvert.Verts [2].UV;

                tex_node.SetRaw(rgb);
            }
            res_msh.Mat = new Material.Material3D( );

            res_msh.Final( );
            return(res_msh);
        }