Пример #1
0
        private static int GetInterpolate(MeshInfo mesh, Dictionary <uint, int> associate, int i0, int i1)
        {
            int  midIndex;
            uint indicePair0 = ((uint)i0 << 16) | (uint)i1;
            uint indicePair1 = ((uint)i1 << 16) | (uint)i0;

            if (!associate.TryGetValue(indicePair0, out midIndex) && !associate.TryGetValue(indicePair1, out midIndex))
            {
                midIndex = mesh.positions.Count;
                associate.Add(indicePair0, midIndex);
                associate.Add(indicePair1, midIndex);

                mesh.positions.Add((mesh.positions[i0] + mesh.positions[i1]) * 0.5f);
                mesh.colors.Add(Color32.Lerp(mesh.colors[i0], mesh.colors[i1], 0.5f));
                mesh.uv0s.Add((mesh.uv0s[i0] + mesh.uv0s[i1]) * 0.5f);
                mesh.uv1s.Add((mesh.uv1s[i0] + mesh.uv1s[i1]) * 0.5f);

                var newNormal  = (mesh.normals[i0] + mesh.normals[i1]).normalized;
                var newTangent = (Vector3)mesh.tangents[i0];

                Vector3.OrthoNormalize(ref newNormal, ref newTangent);

                mesh.normals.Add(newNormal);
                mesh.tangents.Add(new Vector4(newTangent.x, newTangent.y, newTangent.z, mesh.tangents[i0].w));
            }

            return(midIndex);
        }
Пример #2
0
 public void CopyFrom(MeshInfo srcMeshInfo)
 {
     positions.AddRange(srcMeshInfo.positions);
     normals.AddRange(srcMeshInfo.normals);
     tangents.AddRange(srcMeshInfo.tangents);
     colors.AddRange(srcMeshInfo.colors);
     uv0s.AddRange(srcMeshInfo.uv0s);
     uv1s.AddRange(srcMeshInfo.uv1s);
     indices.AddRange(srcMeshInfo.indices);
 }
Пример #3
0
 public void Release()
 {
     m_reference = null;
     ReleaseList(ref m_positions);
     ReleaseList(ref m_normals);
     ReleaseList(ref m_tangents);
     ReleaseList(ref m_colors);
     ReleaseList(ref m_uv0s);
     ReleaseList(ref m_uv1s);
     ReleaseList(ref m_indices);
 }
Пример #4
0
 public void Initialize(MeshInfo refMeshInfo = null)
 {
     InitializeList(ref m_positions);
     InitializeList(ref m_normals);
     InitializeList(ref m_tangents);
     if (refMeshInfo == null)
     {
         InitializeList(ref m_colors);
         InitializeList(ref m_uv0s);
         InitializeList(ref m_uv1s);
         InitializeList(ref m_indices);
     }
     else
     {
         m_reference = refMeshInfo;
         ReleaseList(ref m_colors);
         ReleaseList(ref m_uv0s);
         ReleaseList(ref m_uv1s);
         ReleaseList(ref m_indices);
     }
 }
Пример #5
0
        // Tessellate srcMesh into destMesh
        public static void Tessellate(MeshInfo mesh, float maxFragSizeSqr)
        {
            var largeTri = ListPool <int> .Get();

            var largeTriNext = ListPool <int> .Get();

            for (int i = 0, imax = mesh.indices.Count; i < imax; i += 3)
            {
                largeTri.Add(i);
            }

            while (largeTri.Count > 0)
            {
                for (int t = 0, imax = largeTri.Count; t < imax; ++t)
                {
                    var triNum         = largeTri[t];
                    var populatedCount = 0;
                    var needCutAgain   = false;

                    s_vi[0] = mesh.indices[triNum + 0];
                    s_vi[1] = mesh.indices[triNum + 1];
                    s_vi[2] = mesh.indices[triNum + 2];

                    if (mesh.positions.Count < MAX_VERTEX_COUNT && NeedInterpolate(mesh.positions[s_vi[0]], mesh.positions[s_vi[1]], maxFragSizeSqr, out needCutAgain, out s_midVerts[populatedCount].Length))
                    {
                        s_midVerts[populatedCount].Index        = GetInterpolate(mesh, s_indiceAssociate, s_vi[0], s_vi[1]);
                        s_midVerts[populatedCount].Opposing     = s_vi[2];
                        s_midVerts[populatedCount].Right        = s_vi[0];
                        s_midVerts[populatedCount].Left         = s_vi[1];
                        s_midVerts[populatedCount].NeedCutAgain = needCutAgain;
                        ++populatedCount;
                    }

                    if (mesh.positions.Count < MAX_VERTEX_COUNT && NeedInterpolate(mesh.positions[s_vi[1]], mesh.positions[s_vi[2]], maxFragSizeSqr, out needCutAgain, out s_midVerts[populatedCount].Length))
                    {
                        s_midVerts[populatedCount].Index        = GetInterpolate(mesh, s_indiceAssociate, s_vi[1], s_vi[2]);
                        s_midVerts[populatedCount].Opposing     = s_vi[0];
                        s_midVerts[populatedCount].Right        = s_vi[1];
                        s_midVerts[populatedCount].Left         = s_vi[2];
                        s_midVerts[populatedCount].NeedCutAgain = needCutAgain;
                        ++populatedCount;
                    }

                    if (mesh.positions.Count < MAX_VERTEX_COUNT && NeedInterpolate(mesh.positions[s_vi[2]], mesh.positions[s_vi[0]], maxFragSizeSqr, out needCutAgain, out s_midVerts[populatedCount].Length))
                    {
                        s_midVerts[populatedCount].Index        = GetInterpolate(mesh, s_indiceAssociate, s_vi[2], s_vi[0]);
                        s_midVerts[populatedCount].Opposing     = s_vi[1];
                        s_midVerts[populatedCount].Right        = s_vi[2];
                        s_midVerts[populatedCount].Left         = s_vi[0];
                        s_midVerts[populatedCount].NeedCutAgain = needCutAgain;
                        ++populatedCount;
                    }

                    switch (populatedCount)
                    {
                    case 1:
                        mesh.indices[triNum + 0] = s_midVerts[0].Index;
                        mesh.indices[triNum + 1] = s_midVerts[0].Opposing;
                        mesh.indices[triNum + 2] = s_midVerts[0].Right;

                        mesh.indices.Add(s_midVerts[0].Index);
                        mesh.indices.Add(s_midVerts[0].Left);
                        mesh.indices.Add(s_midVerts[0].Opposing);

                        if (s_midVerts[0].NeedCutAgain)
                        {
                            largeTriNext.Add(triNum);
                            largeTriNext.Add(mesh.indices.Count - 3);
                        }

                        break;

                    case 2:
                        if (s_midVerts[0].Right == s_midVerts[1].Left)
                        {
                            mesh.indices[triNum + 0] = s_midVerts[0].Right;
                            mesh.indices[triNum + 1] = s_midVerts[0].Index;
                            mesh.indices[triNum + 2] = s_midVerts[1].Index;

                            if (s_midVerts[0].Length > s_midVerts[1].Length)
                            {
                                mesh.indices.Add(s_midVerts[1].Index);
                                mesh.indices.Add(s_midVerts[0].Index);
                                mesh.indices.Add(s_midVerts[0].Opposing);

                                mesh.indices.Add(s_midVerts[1].Opposing);
                                mesh.indices.Add(s_midVerts[0].Opposing);
                                mesh.indices.Add(s_midVerts[0].Index);
                            }
                            else
                            {
                                mesh.indices.Add(s_midVerts[1].Index);
                                mesh.indices.Add(s_midVerts[0].Index);
                                mesh.indices.Add(s_midVerts[1].Opposing);

                                mesh.indices.Add(s_midVerts[1].Opposing);
                                mesh.indices.Add(s_midVerts[0].Opposing);
                                mesh.indices.Add(s_midVerts[1].Index);
                            }
                        }
                        else    // if (midVerts[0].Left == midVerts[1].Right)
                        {
                            mesh.indices[triNum + 0] = s_midVerts[1].Right;
                            mesh.indices[triNum + 1] = s_midVerts[1].Index;
                            mesh.indices[triNum + 2] = s_midVerts[0].Index;

                            if (s_midVerts[0].Length > s_midVerts[1].Length)
                            {
                                mesh.indices.Add(s_midVerts[0].Index);
                                mesh.indices.Add(s_midVerts[1].Index);
                                mesh.indices.Add(s_midVerts[0].Opposing);

                                mesh.indices.Add(s_midVerts[0].Opposing);
                                mesh.indices.Add(s_midVerts[1].Opposing);
                                mesh.indices.Add(s_midVerts[0].Index);
                            }
                            else
                            {
                                mesh.indices.Add(s_midVerts[0].Index);
                                mesh.indices.Add(s_midVerts[1].Index);
                                mesh.indices.Add(s_midVerts[1].Opposing);

                                mesh.indices.Add(s_midVerts[0].Opposing);
                                mesh.indices.Add(s_midVerts[1].Opposing);
                                mesh.indices.Add(s_midVerts[1].Index);
                            }
                        }

                        if (s_midVerts[0].NeedCutAgain || s_midVerts[1].NeedCutAgain)
                        {
                            largeTriNext.Add(triNum);
                            largeTriNext.Add(mesh.indices.Count - 6);
                            largeTriNext.Add(mesh.indices.Count - 3);
                        }

                        break;

                    case 3:
                        mesh.indices[triNum + 0] = s_midVerts[0].Index;
                        mesh.indices[triNum + 1] = s_midVerts[1].Index;
                        mesh.indices[triNum + 2] = s_midVerts[2].Index;

                        mesh.indices.Add(s_midVerts[0].Index);
                        mesh.indices.Add(s_midVerts[2].Index);
                        mesh.indices.Add(s_midVerts[1].Opposing);

                        mesh.indices.Add(s_midVerts[1].Index);
                        mesh.indices.Add(s_midVerts[0].Index);
                        mesh.indices.Add(s_midVerts[2].Opposing);

                        mesh.indices.Add(s_midVerts[2].Index);
                        mesh.indices.Add(s_midVerts[1].Index);
                        mesh.indices.Add(s_midVerts[0].Opposing);

                        if (s_midVerts[0].NeedCutAgain || s_midVerts[1].NeedCutAgain || s_midVerts[2].NeedCutAgain)
                        {
                            largeTriNext.Add(triNum);
                            largeTriNext.Add(mesh.indices.Count - 9);
                            largeTriNext.Add(mesh.indices.Count - 6);
                            largeTriNext.Add(mesh.indices.Count - 3);
                        }

                        break;
                    }
                }

                if (mesh.positions.Count >= MAX_VERTEX_COUNT)
                {
                    break;
                }

                // shift oversized triangle list for next loop
                ListPool <int> .Release(largeTri);

                largeTri     = largeTriNext;
                largeTriNext = ListPool <int> .Get();
            }

            ListPool <int> .Release(largeTri);

            ListPool <int> .Release(largeTriNext);

            s_indiceAssociate.Clear();
        }