示例#1
0
        int WritePolygons(OutputMesh mesh, int position)
        {
            int geometriesCount = this.curvedPolygonsNet.GetGeometriesCount();

            CPNPolygon[][] polygons                = tessellationOutput.GetPolygons();
            int[][]        polygonsProfile         = tessellationOutput.GetPolygonsProfile();
            int[][]        polygonsVerticesProfile = tessellationOutput.GetPolygonsVerticesProfile();

            for (int k = 0; k < geometriesCount; k++)
            {
                mesh.SetGeometry(k);
                CPNGeometry geometry = this.curvedPolygonsNet.GetGeometries()[k];

                int geomPolygonsCount = subSet == null?geometry.GetPolygonsCount() : subSet.polygons[k].Length;

                for (int i = 0; i < geomPolygonsCount; i++)
                {
                    int        index = subSet == null ? i : subSet.polygons[k][i];
                    int        countEffectiveSize = polygons[k][index].sideEdges.Length;
                    CPNPolygon polygonData        = polygons[k][index];

                    if (countEffectiveSize > 2 && countEffectiveSize < TESSELLATION_PROCESS_NET_INTERPOLATORS &&
                        !polygonData.skip)
                    {
                        polygonData.computeSideEdgesSizes();
                        ICPNetInterpolator netInterpolator = manager.GetSchema(polygonData.schemaIndex).
                                                             interpolators[countEffectiveSize];

                        netInterpolator.UdpdateContent(mesh, polygonData, polygonsVerticesProfile[k][index],
                                                       polygonsProfile[k][index]);
                    }
                }
                position += polygonsVerticesProfile[k][geometry.GetPolygonsCount()];

                int     triangleIndex  = polygonsProfile[k][geometry.GetPolygonsCount()];
                int     trianglesCount = geometry.GetTrianglesCount();
                short[] triangles      = geometry.GetTriangles();
                for (int i = 0; i < trianglesCount; i++)
                {
                    mesh.WriteTriangle(triangleIndex, triangles[3 * i], triangles[3 * i + 1], triangles[3 * i + 2]);
                    triangleIndex++;
                }
                int     quadsCount = geometry.GetQuadsCount();
                short[] quads      = geometry.GetQuads();
                for (int i = 0; i < quadsCount; i++)
                {
                    mesh.WriteQuad(triangleIndex, quads[3 * i], quads[3 * i + 1], quads[3 * i + 2], quads[3 * i + 3]);
                    triangleIndex += 2;
                }
            }

            return(position);
        }
        public void UdpdateContent(OutputMesh mesh, CPNPolygon polygon, int internalsIndex,
                                   int facesIndex, bool doUpdateStructure = true)
        {
            triangleStructure.RetrieveInfos(polygon);
            bool useUV           = mesh.DoUseUVs();
            bool useNormals      = mesh.DoNormals();
            bool useTangents     = mesh.DoUseUVs();
            int  countProperties = mesh.CountProperties();

            buffer0.requestProperties(countProperties);
            buffer1.requestProperties(countProperties);
            buffer2.requestProperties(countProperties);

            int   M    = triangleStructure.GetM();
            float step = 1.0f / M;

            CPNSideEdge[] polylines = polygon.sideEdges;
            buffer0.writeWithGuide(polylines[0], M, mesh, evaluator);
            buffer1.writeWithGuide(polylines[1], M, mesh, evaluator);
            buffer2.writeWithGuide(polylines[2], M, mesh, evaluator);

            corner0.Set(buffer0, buffer2);
            corner1.Set(buffer1, buffer0);
            corner2.Set(buffer2, buffer1);

            int position = internalsIndex;

            for (int i = 1; i < M - 1; i++)
            {
                for (int j = 1; j < M - 1 - (i - 1); j++)
                {
                    int wIndex = M - i - j;

                    float U = j * step;
                    float V = i * step;
                    float W = 1 - U - V;

                    float a1 = W * W;
                    float a2 = U * U;
                    float a3 = V * V;

                    float rec = 1.0f / (a1 + a2 + a3);
                    a1 *= rec;
                    a2 *= rec;
                    a3 *= rec;


                    Vector3 V1     = corner0.evalVertex(j, i);
                    Vector3 V2     = corner1.evalVertex(i, wIndex);
                    Vector3 V3     = corner2.evalVertex(wIndex, j);
                    Vector3 vertex = V1 * a1 + V2 * a2 + V3 * a3;

                    Vector3 normal  = Vector3.zero;
                    Vector3 uv      = Vector3.zero;
                    Vector3 tangent = Vector3.zero;

                    if (useNormals)
                    {
                        Vector3 V1N = corner0.evalNormal(j, i);
                        Vector3 V2N = corner1.evalNormal(i, wIndex);
                        Vector3 V3N = corner2.evalNormal(wIndex, j);
                        normal = V1N * a1 + V2N * a2 + V3N * a3;
                    }

                    if (useUV)
                    {
                        Vector3 V1uv = corner0.evalUV(j, i);
                        Vector3 V2uv = corner1.evalUV(i, wIndex);
                        Vector3 V3uv = corner2.evalUV(wIndex, j);
                        uv = V1uv * a1 + V2uv * a2 + V3uv * a3;

                        if (useTangents)
                        {
                            float Uu  = U + 0.001f;
                            float Wu  = 1 - Uu - V;
                            float a1u = Wu * Wu;
                            float a2u = Uu * Uu;
                            float a3u = V * V;
                            a1u *= rec; a2u *= rec; a3u *= rec;
                            float Vv  = V + 0.001f;
                            float Wv  = 1 - U - Vv;
                            float a1v = Wv * Wv;
                            float a2v = U * U;
                            float a3v = Vv * Vv;
                            a1v *= rec; a2v *= rec; a3v *= rec;
                            Vector3 DPu  = (a1u * V1 + a2u * V2 + a3u * V3) - vertex;
                            Vector3 DPv  = (a1v * V1 + a2v * V2 + a3v * V3) - vertex;
                            Vector3 DUVu = (a1u * V1uv + a2u * V2uv + a3u * V3uv) - vertex;
                            Vector3 DUVv = (a1v * V1uv + a2v * V2uv + a3v * V3uv) - vertex;
                            tangent = getTangent(DPu, DPv, DUVu, DUVv);
                        }
                    }

                    for (int k = 0; k < countProperties; k++)
                    {
                        Vector3 V1propK = corner0.evalUV(j, i);
                        Vector3 V2propK = corner1.evalUV(i, wIndex);
                        Vector3 V3propK = corner2.evalUV(wIndex, j);
                        Vector3 propK   = a1 * V1propK + a2 * V2propK + a3 * V3propK;
                        mesh.SetProperty3(position, k, propK);
                    }

                    mesh.SetPNUV(position, vertex, normal, uv, tangent);
                    position++;
                }
            }


            if (doUpdateStructure)
            {
                triangleStructure.CreateTriangleTessellation(mesh, internalsIndex, facesIndex, polygon);
            }
        }
 public void RetrieveInfos(CPNPolygon buildingPolygonData)
 {
     triangleStructure.RetrieveInfos(buildingPolygonData);
 }
示例#4
0
        public void UdpdateContent(OutputMesh mesh, CPNPolygon polygon, int internalsIndex,
                                   int facesIndex, bool doUpdateStructure = true)
        {
            quadStructure.RetrieveInfos(polygon);

            bool useUV           = mesh.DoUseUVs();
            bool useNormals      = mesh.DoNormals();
            bool useTangents     = mesh.DoUseUVs();
            int  countProperties = mesh.CountProperties();

            buffer0.requestProperties(countProperties);
            buffer1.requestProperties(countProperties);
            buffer2.requestProperties(countProperties);

            int   MV    = quadStructure.GetMV();
            int   MH    = quadStructure.GetMH();
            float stepV = 1.0f / MV;
            float stepH = 1.0f / MH;

            CPNSideEdge[] polylines = polygon.sideEdges;
            buffer0.writeWithGuide(polylines[0], MH, mesh, evaluator);
            buffer1.writeWithGuide(polylines[1], MV, mesh, evaluator);
            buffer2.writeWithGuide(polylines[2], MH, mesh, evaluator);
            buffer3.writeWithGuide(polylines[3], MV, mesh, evaluator);

            corner0.Set(buffer0, buffer3);
            corner1.Set(buffer1, buffer0);
            corner2.Set(buffer2, buffer1);
            corner3.Set(buffer3, buffer2);

            prepareMemory(MH, MV);

            int index = internalsIndex;

            for (int i = 1; i < MV; i++)
            {
                for (int j = 1; j < MH; j++)
                {
                    float U = (j) * stepH;
                    float V = (i) * stepV;

                    float UM = 1 - U;
                    float VM = 1 - V;

                    float a1 = (UM * VM * UM * VM);
                    float a2 = (U * VM * U * VM);
                    float a3 = (U * V * U * V);
                    float a4 = (UM * V * UM * V);

                    float rec = 1.0f / (a1 + a2 + a3 + a4);
                    a1 *= rec;
                    a2 *= rec;
                    a3 *= rec;
                    a4 *= rec;

                    Vector3 V1 = corner0.evalVertex(j, i);
                    Vector3 V2 = corner1.evalVertex(i, MH - j);
                    Vector3 V3 = corner2.evalVertex(MH - j, MV - i);
                    Vector3 V4 = corner3.evalVertex(MV - i, j);


                    Vector3 vertex = a1 * V1 + a2 * V2 + a3 * V3 + a4 * V4;

                    int memoryIndex = j + i * (MH + 1);
                    memory.vertices[memoryIndex] = vertex;

                    if (useUV)
                    {
                        //Vector3 vertex = V3;
                        Vector3 V1uv = corner0.evalUV(j, i);
                        Vector3 V2uv = corner1.evalUV(i, MH - j);
                        Vector3 V3uv = corner2.evalUV(MH - j, MV - i);
                        Vector3 V4uv = corner3.evalUV(MV - i, j);
                        Vector3 uv   = a1 * V1uv + a2 * V2uv + a3 * V3uv + a4 * V4uv;
                        //Vector3 uv = V3uv;

                        memory.uv[memoryIndex] = uv;
                    }

                    for (int k = 0; k < countProperties; k++)
                    {
                        Vector3 V1propK = corner0.evalProperty(k, j, i);
                        Vector3 V2propK = corner1.evalProperty(k, i, MH - j);
                        Vector3 V3propK = corner2.evalProperty(k, MH - j, MV - i);
                        Vector3 V4propK = corner3.evalProperty(k, MV - i, j);
                        //Vector3 vertex = V3;
                        Vector3 propK = a1 * V1propK + a2 * V2propK + a3 * V3propK + a4 * V4propK;
                        //Vector3 uv = V3uv;
                        mesh.SetProperty3(index, k, propK);
                    }

                    index++;
                }
            }

            index = internalsIndex;
            for (int i = 1; i < MV; i++)
            {
                for (int j = 1; j < MH; j++)
                {
                    int rowIndex     = i * (MH + 1);
                    int rowIndexPrev = (i - 1) * (MH + 1);
                    int rowIndexNext = (i + 1) * (MH + 1);

                    int     memoryIndex = j + rowIndex;
                    Vector3 vertex      = memory.vertices[memoryIndex];
                    Vector3 uv          = memory.uv[memoryIndex];

                    Vector3 normal  = Vector3.zero;
                    Vector3 tangent = Vector3.zero;

                    if (useNormals)
                    {
                        //Normal (S is the vertices, the surface)
                        Vector3 dSdu = memory.vertices[memoryIndex + 1] - memory.vertices[memoryIndex - 1];
                        Vector3 dSdv = memory.vertices[rowIndexNext + j] - memory.vertices[rowIndexPrev + j];
                        dSdu   = dSdu.normalized;
                        dSdv   = dSdv.normalized;
                        normal = Vector3.Cross(dSdu, dSdv).normalized;

                        if (useTangents)
                        {
                            //Debug.Log("dSdu: (" + dSdu.x + "," + dSdu.y + "," + dSdu.z + ") dSdv:"
                            //    + dSdv.x + "," + dSdv.y + "," + dSdv.z + ") Vector3.Cross(dSdu, dSdv).magnitude:" + Vector3.Cross(dSdu, dSdv).magnitude);
                            //Debug.Log("Normal (" + normal.x + "," + normal.y + "," + normal.z + ")");

                            //Tangent
                            Vector3 dTxdu = memory.uv[memoryIndex + 1] - memory.uv[memoryIndex - 1];
                            Vector3 dTxdv = memory.uv[rowIndexNext + j] - memory.uv[rowIndexPrev + j];
                            tangent = getTangent(dSdu, dSdv, dTxdu, dTxdv);
                        }
                    }
                    mesh.SetPNUV(index, vertex, normal, uv, tangent);

                    index++;
                }
            }

            if (doUpdateStructure)
            {
                quadStructure.CreateQuadTessellation(mesh, internalsIndex, facesIndex, polygon);
            }
        }
示例#5
0
        public void ExtractPolygonsProfile()
        {
            int geometriesCount = this.curvedPolygonsNet.GetGeometriesCount();
            int polygonsCount   = this.curvedPolygonsNet.GetTotalPolygonsCount();

            CPNPolygon[][] polygonsData       = tessellationOutput.InitPolygons(geometriesCount);
            int[]          builtTrianglesSize = tessellationOutput.GetBuiltTrianglesSize();
            CPNGuide[]     guides             = tessellationOutput.GetGuides();
            int            builtVerticesSize  = this.tessellationOutput.GetBuiltVerticesSize();

            int[][] polygonsProfile         = tessellationOutput.InitPolygonsProfile(geometriesCount);
            int[][] polygonsVerticesProfile = tessellationOutput.GetPolygonsVerticesProfile();

            for (int k = 0; k < geometriesCount; k++)
            {
                CPNGeometry geometry = this.curvedPolygonsNet.GetGeometries()[k];

                int overallPolygonsPosition = 0;
                int geomPolygonsCount       = geometry.GetPolygonsCount();

                builtTrianglesSize[k] = 0;
                //geometriesProfile[k] = builtTrianglesSize;
                polygonsProfile[k]         = new int[geomPolygonsCount + 1];
                polygonsVerticesProfile[k] = new int[geomPolygonsCount + 1];
                short[] polygons = geometry.GetPolygons();
                short[] schemas  = geometry.polygonsSchemas;
                polygonsData[k] = new CPNPolygon[geomPolygonsCount];

                for (int i = 0; i < geomPolygonsCount; i++)
                {
                    int polygonPosition = geometry.GetPolygonPosition(i);
                    int polygonLength   = geometry.GetPolygonLength(i);

                    int effectivePolygonSize = 0;
                    for (int j = 0; j < polygonLength; j++)
                    {
                        effectivePolygonSize++;
                        int pIndex = polygons[polygonPosition + j];
                        if (pIndex == 0)
                        {
                            j += (1 + polygons[polygonPosition + j + 1]);
                        }
                    }

                    CPNSideEdge[] iEdges = new CPNSideEdge[effectivePolygonSize];
                    int           effectivePolygonIndex = 0;
                    for (int j = 0; j < polygonLength; j++)
                    {
                        short pIndex = polygons[polygonPosition + j];
                        if (pIndex == 0)
                        {
                            int size = polygons[polygonPosition + j + 1];

                            CPNGuide[] guide  = new CPNGuide[size];
                            bool[]     direct = new bool[size];

                            for (int l = 0; l < size; l++)
                            {
                                int subPIndex = polygons[polygonPosition + j + 2 + l];
                                int edgeIndex = subPIndex > 0 ? subPIndex - 1 : -subPIndex - 1;
                                guide[l]  = guides[edgeIndex];
                                direct[l] = subPIndex > 0;
                            }
                            CPNSideEdge sideEdge = new CPNSideEdge();
                            sideEdge.Set(guide, direct);
                            iEdges[effectivePolygonIndex] = sideEdge;

                            j += (1 + polygons[polygonPosition + j + 1]);
                        }
                        else
                        {
                            int         edgeIndex = pIndex > 0 ? pIndex - 1 : -pIndex - 1;
                            bool        direct    = pIndex > 0;
                            CPNSideEdge sideEdge  = new CPNSideEdge();
                            sideEdge.Set(guides[edgeIndex], direct);
                            iEdges[effectivePolygonIndex] = sideEdge;
                        }
                        effectivePolygonIndex++;
                    }

                    CPNPolygon polygonData = new CPNPolygon();
                    int        id          = map == null ? schemas[i] : map.GetMappedInterpolatorId(schemas[i]);
                    polygonData.schemaIndex = manager.GetSchemaIndex(id);
                    polygonsData[k][i]      = polygonData;
                    polygonData.sideEdges   = iEdges;
                    polygonData.computeSkip();
                }

                for (int i = 0; i < geomPolygonsCount; i++)
                {
                    polygonsProfile[k][i]         = builtTrianglesSize[k] + overallPolygonsPosition;
                    polygonsVerticesProfile[k][i] = builtVerticesSize;

                    CPNPolygon polygonData   = polygonsData[k][i];
                    int        polygonLength = polygonData.sideEdges.Length;
                    if (polygonLength > 2 && polygonLength < TESSELLATION_PROCESS_NET_INTERPOLATORS &&
                        !polygonData.skip)
                    {
                        ICPNetInterpolator netInterpolator = manager.GetSchema(polygonData.schemaIndex).
                                                             interpolators[polygonLength];
                        netInterpolator.RetrieveInfos(polygonData);
                        builtVerticesSize     += netInterpolator.GetComputedInternals();
                        builtTrianglesSize[k] += netInterpolator.GetComputedTriangles();
                    }
                }
                polygonsProfile[k][geomPolygonsCount]         = builtTrianglesSize[k] + overallPolygonsPosition;
                polygonsVerticesProfile[k][geomPolygonsCount] = builtTrianglesSize[k];


                builtTrianglesSize[k] += geometry.GetTrianglesCount();
                builtTrianglesSize[k] += geometry.GetQuadsCount() << 1;

                overallPolygonsPosition = polygonsProfile[k][geomPolygonsCount];
            }

            this.tessellationOutput.SetBuiltVerticesSize(builtVerticesSize);
        }
        public void UdpdateContent(OutputMesh mesh, CPNPolygon polygon, int internalsIndex,
                                   int facesIndex, bool doUpdateStructure = true)
        {
            triangleStructure.RetrieveInfos(polygon);

            bool useUV           = mesh.DoUseUVs();
            bool useNormals      = mesh.DoNormals();
            bool useTangents     = mesh.DoUseUVs();
            int  countProperties = mesh.CountProperties();

            buffer0.requestProperties(countProperties);
            buffer1.requestProperties(countProperties);
            buffer2.requestProperties(countProperties);

            int   M    = triangleStructure.GetM();
            float step = 1.0f / M;

            CPNSideEdge[] polylines = polygon.sideEdges;
            buffer0.writeWithGuide(polylines[0], M, mesh, evaluator);
            buffer1.writeWithGuide(polylines[1], M, mesh, evaluator);
            buffer2.writeWithGuide(polylines[2], M, mesh, evaluator);

            corner0.Set(buffer0, buffer2);
            corner1.Set(buffer1, buffer0);
            corner2.Set(buffer2, buffer1);

            prepareMemory(M);

            int position = internalsIndex;

            for (int i = 1; i < M - 1; i++)
            {
                for (int j = 1; j < M - 1 - (i - 1); j++)
                {
                    int wIndex = M - i - j;

                    float U = j * step;
                    float V = i * step;
                    float W = 1 - U - V;

                    float a1 = W * W;
                    float a2 = U * U;
                    float a3 = V * V;

                    float rec = 1.0f / (a1 + a2 + a3);
                    a1 *= rec;
                    a2 *= rec;
                    a3 *= rec;

                    Vector3 V1          = corner0.evalVertex(j, i);
                    Vector3 V2          = corner1.evalVertex(i, wIndex);
                    Vector3 V3          = corner2.evalVertex(wIndex, j);
                    Vector3 vertex      = V1 * a1 + V2 * a2 + V3 * a3;
                    int     memoryIndex = j + i * (M + 1) - (((i) * (i - 1)) >> 1);
                    memory.vertices[memoryIndex] = vertex;

                    if (useUV)
                    {
                        Vector3 V1uv = corner0.evalUV(j, i);
                        Vector3 V2uv = corner1.evalUV(i, wIndex);
                        Vector3 V3uv = corner2.evalUV(wIndex, j);
                        Vector3 uv   = V1uv * a1 + V2uv * a2 + V3uv * a3;
                        memory.uv[memoryIndex] = uv;
                    }

                    for (int k = 0; k < countProperties; k++)
                    {
                        Vector3 V1prop = corner0.evalProperty(k, j, i);
                        Vector3 V2prop = corner1.evalProperty(k, i, wIndex);
                        Vector3 V3prop = corner2.evalProperty(k, wIndex, j);
                        Vector3 prop   = V1prop * a1 + V2prop * a2 + V3prop * a3;
                        mesh.SetProperty3(position, k, prop);
                    }

                    position++;
                }
            }

            position = internalsIndex;

            for (int i = 1; i < M - 1; i++)
            {
                for (int j = 1; j < M - 1 - (i - 1); j++)
                {
                    int rowIndex     = i * (M + 1) - (((i) * (i - 1)) >> 1);
                    int rowIndexPrev = (i - 1) * (M + 1) - (((i - 1) * (i - 2)) >> 1);
                    int rowIndexNext = (i + 1) * (M + 1) - (((i + 1) * (i)) >> 1);

                    int     memoryIndex = j + rowIndex;
                    Vector3 vertex      = memory.vertices[memoryIndex];
                    Vector3 uv          = memory.uv[memoryIndex];

                    //Normal (S is the vertices, the surface)
                    Vector3 dSdu   = memory.vertices[memoryIndex + 1] - memory.vertices[memoryIndex - 1];
                    Vector3 dSdv   = memory.vertices[rowIndexNext + j] - memory.vertices[rowIndexPrev + j];
                    Vector3 normal = Vector3.Cross(dSdu, dSdv).normalized;

                    //Tangent
                    Vector3 dTxdu   = memory.uv[memoryIndex + 1] - memory.uv[memoryIndex - 1];
                    Vector3 dTxdv   = memory.uv[rowIndexNext + j] - memory.uv[rowIndexPrev + j];
                    Vector3 tangent = getTangent(dSdu, dSdv, dTxdu, dTxdv);

                    mesh.SetPNUV(position, vertex, normal, uv, tangent);

                    position++;
                }
            }

            if (doUpdateStructure)
            {
                triangleStructure.CreateTriangleTessellation(mesh, internalsIndex, facesIndex, polygon);
            }
        }
示例#7
0
        public void UdpdateContent(OutputMesh mesh, CPNPolygon polygon, int internalsIndex,
                                   int facesIndex, bool doUpdateStructure = true)
        {
            quadStructure.RetrieveInfos(polygon);

            bool useUV           = mesh.DoUseUVs();
            bool useNormals      = mesh.DoNormals();
            bool useTangents     = mesh.DoUseUVs();
            int  countProperties = mesh.CountProperties();

            buffer0.requestProperties(countProperties);
            buffer1.requestProperties(countProperties);
            buffer2.requestProperties(countProperties);
            buffer3.requestProperties(countProperties);

            int   MV    = quadStructure.GetMV();
            int   MH    = quadStructure.GetMH();
            float stepV = 1.0f / MV;
            float stepH = 1.0f / MH;

            CPNSideEdge[] polylines = polygon.sideEdges;
            buffer0.writeWithGuide(polylines[0], MH, mesh, evaluator);
            buffer1.writeWithGuide(polylines[1], MV, mesh, evaluator);
            buffer2.writeWithGuide(polylines[2], MH, mesh, evaluator);
            buffer3.writeWithGuide(polylines[3], MV, mesh, evaluator);

            corner0.Set(buffer0, buffer3);
            corner1.Set(buffer1, buffer0);
            corner2.Set(buffer2, buffer1);
            corner3.Set(buffer3, buffer2);

            int position = internalsIndex;


            for (int i = 1; i < MV; i++)
            {
                for (int j = 1; j < MH; j++)
                {
                    float U = (j) * stepH;
                    float V = (i) * stepV;

                    Vector3 V1 = corner0.evalVertex(j, i);
                    Vector3 V2 = corner1.evalVertex(i, MH - j);
                    Vector3 V3 = corner2.evalVertex(MH - j, MV - i);
                    Vector3 V4 = corner3.evalVertex(MV - i, j);

                    float UM = 1 - U;
                    float VM = 1 - V;

                    float a1 = (UM * VM * UM * VM);
                    float a2 = (U * VM * U * VM);
                    float a3 = (U * V * U * V);
                    float a4 = (UM * V * UM * V);

                    float rec = 1.0f / (a1 + a2 + a3 + a4);
                    a1 *= rec;
                    a2 *= rec;
                    a3 *= rec;
                    a4 *= rec;

                    Vector3 vertex = a1 * V1 + a2 * V2 + a3 * V3 + a4 * V4;

                    Vector3 normal  = Vector3.zero;
                    Vector3 uv      = Vector3.zero;
                    Vector3 tangent = Vector3.zero;

                    if (useNormals)
                    {
                        Vector3 V1N = corner0.evalNormal(j, i);
                        Vector3 V2N = corner1.evalNormal(i, MH - j);
                        Vector3 V3N = corner2.evalNormal(MH - j, MV - i);
                        Vector3 V4N = corner3.evalNormal(MV - i, j);
                        normal = a1 * V1N + a2 * V2N + a3 * V3N + a4 * V4N;
                    }

                    if (useUV)
                    {
                        Vector3 V1uv = corner0.evalUV(j, i);
                        Vector3 V2uv = corner1.evalUV(i, MH - j);
                        Vector3 V3uv = corner2.evalUV(MH - j, MV - i);
                        Vector3 V4uv = corner3.evalUV(MV - i, j);
                        uv = a1 * V1uv + a2 * V2uv + a3 * V3uv + a4 * V4uv;

                        if (useTangents)
                        {
                            float Uu  = U + 0.001f;
                            float UMu = 1 - Uu;
                            float a1u = (UMu * VM * UMu * VM);
                            float a2u = (Uu * VM * Uu * VM);
                            float a3u = (Uu * V * Uu * V);
                            float a4u = (UMu * V * UMu * V);
                            a1u *= rec; a2u *= rec; a3u *= rec; a4u *= rec;
                            float Vv  = V + 0.001f;
                            float VMv = 1 - Vv;
                            float a1v = (UM * VMv * UM * VMv);
                            float a2v = (U * VMv * U * VMv);
                            float a3v = (U * Vv * U * Vv);
                            float a4v = (UM * Vv * UM * Vv);
                            a1v *= rec; a2v *= rec; a3v *= rec; a4v *= rec;
                            Vector3 DPu  = (a1u * V1 + a2u * V2 + a3u * V3 + a4u * V4) - vertex;
                            Vector3 DPv  = (a1v * V1 + a2v * V2 + a3v * V3 + a4v * V4) - vertex;
                            Vector3 DUVu = (a1u * V1uv + a2u * V2uv + a3u * V3uv + a4u * V4uv) - vertex;
                            Vector3 DUVv = (a1v * V1uv + a2v * V2uv + a3v * V3uv + a4v * V4uv) - vertex;
                            tangent = getTangent(DPu, DPv, DUVu, DUVv);
                        }
                    }

                    for (int k = 0; k < countProperties; k++)
                    {
                        Vector3 V1propK = corner0.evalProperty(k, j, i);
                        Vector3 V2propK = corner1.evalProperty(k, i, MH - j);
                        Vector3 V3propK = corner2.evalProperty(k, MH - j, MV - i);
                        Vector3 V4propK = corner3.evalProperty(k, MV - i, j);
                        Vector3 propK   = a1 * V1propK + a2 * V2propK + a3 * V3propK + a4 * V4propK;
                        mesh.SetProperty3(position, k, propK);
                    }

                    mesh.SetPNUV(position, vertex, normal, uv, tangent);
                    position++;
                }
            }


            if (doUpdateStructure)
            {
                quadStructure.CreateQuadTessellation(mesh, internalsIndex, facesIndex, polygon);
            }
        }