public static CustomVec3 CalculatePlaneNormal(CustomVec3 a, CustomVec3 b, CustomVec3 c)
    {
        var dir  = Cross(b - a, c - a);
        var norm = Normalize(dir);

        return(norm);
    }
    public static void Normalize(ref CustomVec3 value, out CustomVec3 result)
    {
        float factor;

        Distance(ref value, ref zero, out factor);
        factor   = 1f / factor;
        result.X = value.X * factor;
        result.Y = value.Y * factor;
        result.Z = value.Z * factor;
    }
 public static CustomVec3 Normalize(CustomVec3 vector)
 {
     Normalize(ref vector, out vector);
     return(vector);
 }
 public bool Equals(CustomVec3 other)
 {
     return(this == other);
 }
 public static float Dot(CustomVec3 vector1, CustomVec3 vector2)
 {
     return(vector1.X * vector2.X + vector1.Y * vector2.Y + vector1.Z * vector2.Z);
 }
 public static void DistanceSquared(ref CustomVec3 value1, ref CustomVec3 value2, out float result)
 {
     result = (value1.X - value2.X) * (value1.X - value2.X) +
              (value1.Y - value2.Y) * (value1.Y - value2.Y) +
              (value1.Z - value2.Z) * (value1.Z - value2.Z);
 }
 public static void Distance(ref CustomVec3 value1, ref CustomVec3 value2, out float result)
 {
     DistanceSquared(ref value1, ref value2, out result);
     result = (float)Math.Sqrt(result);
 }
 public static void Cross(ref CustomVec3 vector1, ref CustomVec3 vector2, out CustomVec3 result)
 {
     result = new CustomVec3(vector1.Y * vector2.Z - vector2.Y * vector1.Z,
                             -(vector1.X * vector2.Z - vector2.X * vector1.Z),
                             vector1.X * vector2.Y - vector2.X * vector1.Y);
 }
 public static CustomVec3 Cross(CustomVec3 vector1, CustomVec3 vector2)
 {
     Cross(ref vector1, ref vector2, out vector1);
     return(vector1);
 }
示例#10
0
 public Vertex(CustomVec3 position, int _id, int place)
 {
     Source  = position;
     ID      = _id;
     indexAt = place;
 }
    public void DecimateMesh(MeshData meshData)
    {
        UnityEngine.Vector3[] verticesArray = meshData.verticesArray;
        int[][] indicesArray = meshData.indicesArray;

        int vLen = verticesArray.Length;
        int tLen = indicesArray[0].Length;

        if (vLen > 100 && tLen > 0)
        {
            CustomVec3[] oldVerices = new CustomVec3[vLen];

            for (int i = 0; i < vLen; i++)
            {
                UnityEngine.Vector3 temp = verticesArray[i];
                oldVerices[i] = (new CustomVec3(temp.x, temp.y, temp.z));
            }


            List <TriangleIdxArray> triangles = new List <TriangleIdxArray>();

            if (indicesArray[0] != null)
            {
                int i;

                for (i = 0; i < indicesArray[0].Length; i += 3)
                {
                    TriangleIdxArray uu   = new TriangleIdxArray();
                    int[]            temp = indicesArray[0];
                    uu.VertexIndex[0] = temp[i];
                    uu.VertexIndex[1] = temp[i + 1];
                    uu.VertexIndex[2] = temp[i + 2];
                    triangles.Add(uu);
                }
            }

            AddVertex(oldVerices);
            AddFaces(triangles);


            int cached = Triangles.Length;
            Generate();


            int generatedLenV         = Vertices.Length;
            UnityEngine.Vector3[] vAr = new UnityEngine.Vector3[generatedLenV];

            CustomVec3 item;
            for (int i = 0; i < generatedLenV; i++)
            {
                item   = Vertices[i].Source;
                vAr[i] = new UnityEngine.Vector3(item.X, item.Y, item.Z);
            }


            int      generatedTrilen = Triangles.Length;
            int[]    verticesArr     = new int[generatedTrilen * 3];
            int      localIdx        = 0;
            Vertex[] temp1;

            for (int i = 0; i < generatedTrilen; i++)
            {
                temp1 = Triangles[i].Vertexes;
                verticesArr[localIdx]     = temp1[0].ID;
                verticesArr[localIdx + 1] = temp1[1].ID;
                verticesArr[localIdx + 2] = temp1[2].ID;
                localIdx += 3;
            }

            meshData.verticesArray   = vAr;
            meshData.indicesArray[0] = verticesArr;
            // Precompute arrays from lists
            meshData.PrepareArrays();
        }
    }
    public float ComputeEdgeCollapseCost(Vertex moveFrom, Vertex moveTo)
    {
        int             i;
        float           edgelength = (moveTo.Source - moveFrom.Source).Length();
        float           curvature  = 0;
        List <Triangle> sides      = new List <Triangle>();
        int             lenFace    = moveFrom.Faces.Count;

        for (i = 0; i < lenFace; i++)
        {
            if (moveFrom.Faces[i].HasVertex(moveTo))
            {
                sides.Add(moveFrom.Faces[i]);
            }
        }
        lenFace = moveFrom.Faces.Count;
        for (i = 0; i < lenFace; i++)
        {
            float mincurv = 1;
            int   lenSide = sides.Count;
            for (int j = 0; j < lenSide; j++)
            {
                float dotprod = CustomVec3.Dot(moveFrom.Faces[i].Normal, sides[j].Normal);
                //   dot product with face normals. '^' defined in vector
                mincurv = Math.Min(mincurv, (1 - dotprod) / 2.0f);
            }

            curvature = Math.Max(curvature, mincurv);
        }
        float           standardChangeFactor = edgelength * curvature;
        List <Triangle> adjacentTriangles    = new List <Triangle>();

        adjacentTriangles.AddRange(moveFrom.Faces);
        CustomVec3 existingTriangle0;
        CustomVec3 existingTriangle1;
        CustomVec3 existingTriangle2;
        Triangle   adjacentTriangle;
        CustomVec3 newTriangle0;
        CustomVec3 newTriangle1;
        CustomVec3 newTriangle2;

        for (int index = 0; index < adjacentTriangles.Count; index++)
        {
            adjacentTriangle  = adjacentTriangles[index];
            existingTriangle0 = adjacentTriangle.Vertexes[0].Source;
            existingTriangle1 = adjacentTriangle.Vertexes[1].Source;
            existingTriangle2 = adjacentTriangle.Vertexes[2].Source;


            newTriangle0 = adjacentTriangle.Vertexes[0].Source;
            newTriangle1 = adjacentTriangle.Vertexes[1].Source;
            newTriangle2 = adjacentTriangle.Vertexes[2].Source;


            if (existingTriangle0 == moveFrom.Source)
            {
                newTriangle0 = moveTo.Source;
            }
            if (existingTriangle1 == moveFrom.Source)
            {
                newTriangle1 = moveTo.Source;
            }
            if (existingTriangle2 == moveFrom.Source)
            {
                newTriangle2 = moveTo.Source;
            }

            if (Triangle.IsWellFormed(newTriangle0, newTriangle1, newTriangle2))
            {
                CustomVec3 currentFaceNormal = Triangle.ComputeNormal(existingTriangle0, existingTriangle1, existingTriangle2);
                CustomVec3 newFaceNormal     = Triangle.ComputeNormal(newTriangle0, newTriangle1, newTriangle2);

                if (CustomVec3.Dot(currentFaceNormal, newFaceNormal) == -1)
                {
                    // Must not let this occur.
                    standardChangeFactor = float.MaxValue;
                    break;
                }
            }
            else
            {
                Vertex     deletedVertex = null;
                CustomVec3 sourceFrom    = moveFrom.Source;
                CustomVec3 sourceTo      = moveTo.Source;

                if (newTriangle0 != sourceTo && newTriangle0 != sourceFrom)
                {
                    deletedVertex = adjacentTriangle.Vertexes[0];
                }

                if (newTriangle1 != sourceTo && newTriangle1 != sourceFrom)
                {
                    deletedVertex = adjacentTriangle.Vertexes[1];
                }

                if (newTriangle2 != sourceTo && newTriangle2 != sourceFrom)
                {
                    deletedVertex = adjacentTriangle.Vertexes[2];
                }


                standardChangeFactor += deletedVertex.VertexWeight;
            }
        }

        return(standardChangeFactor);
    }
示例#13
0
 public static CustomVec3 ComputeNormal(CustomVec3 v0, CustomVec3 v1, CustomVec3 v2)
 {
     return(CustomVec3.CalculatePlaneNormal(v0, v1, v2));
 }
示例#14
0
 public static bool IsWellFormed(CustomVec3 v0, CustomVec3 v1, CustomVec3 v2)
 {
     return(v0 != v1 && v1 != v2 && v2 != v0);
 }
示例#15
0
 public void ComputeNormal()
 {
     Normal = ComputeNormal(Vertexes[0].Source, Vertexes[1].Source, Vertexes[2].Source);
 }