示例#1
0
        public static void CalculateTangents(ProBuilderMesh mesh)
        {
            int vc = mesh.vertexCount;

            if (!mesh.HasArrays(MeshArrays.Tangent))
            {
                mesh.tangentsInternal = new Vector4[vc];
            }

            if (!mesh.HasArrays(MeshArrays.Position) || !mesh.HasArrays(MeshArrays.Texture0))
            {
                return;
            }

            // http://answers.unity3d.com/questions/7789/calculating-tangents-vector4.html
            Vector3[] normals = mesh.GetNormals();

            var positions = mesh.positionsInternal;
            var textures  = mesh.texturesInternal;

            var tan1 = new Vector3[vc];
            var tan2 = new Vector3[vc];

            var tangents = mesh.tangentsInternal;

            foreach (var face in mesh.facesInternal)
            {
                int[] triangles = face.indexesInternal;

                for (int a = 0, c = triangles.Length; a < c; a += 3)
                {
                    long i1 = triangles[a + 0];
                    long i2 = triangles[a + 1];
                    long i3 = triangles[a + 2];

                    Vector3 v1 = positions[i1];
                    Vector3 v2 = positions[i2];
                    Vector3 v3 = positions[i3];

                    Vector2 w1 = textures[i1];
                    Vector2 w2 = textures[i2];
                    Vector2 w3 = textures[i3];

                    float x1 = v2.x - v1.x;
                    float x2 = v3.x - v1.x;
                    float y1 = v2.y - v1.y;
                    float y2 = v3.y - v1.y;
                    float z1 = v2.z - v1.z;
                    float z2 = v3.z - v1.z;

                    float s1 = w2.x - w1.x;
                    float s2 = w3.x - w1.x;
                    float t1 = w2.y - w1.y;
                    float t2 = w3.y - w1.y;

                    float r = 1.0f / (s1 * t2 - s2 * t1);

                    Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
                    Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);

                    tan1[i1] += sdir;
                    tan1[i2] += sdir;
                    tan1[i3] += sdir;

                    tan2[i1] += tdir;
                    tan2[i2] += tdir;
                    tan2[i3] += tdir;
                }
            }

            for (long a = 0; a < vc; ++a)
            {
                Vector3 n = normals[a];
                Vector3 t = tan1[a];

                Vector3.OrthoNormalize(ref n, ref t);

                tangents[a].x = t.x;
                tangents[a].y = t.y;
                tangents[a].z = t.z;
                tangents[a].w = (Vector3.Dot(Vector3.Cross(n, t), tan2[a]) < 0.0f) ? -1.0f : 1.0f;
            }
        }