private void Update(EvaluationContext context) { var closeCircle = CloseCircle.GetValue(context); var circleOffset = closeCircle ? 1 : 0; var corners = Count.GetValue(context).Clamp(1, 10000); var pointCount = corners + circleOffset; var listCount = corners + 2 * circleOffset; // Separator if (_pointList.NumElements != listCount) { //_points = new T3.Core.DataTypes.Point[count]; _pointList.SetLength(listCount); } var axis = Axis.GetValue(context); var center = Center.GetValue(context); var offset = Offset.GetValue(context); var radius = Radius.GetValue(context); var radiusOffset = RadiusOffset.GetValue(context); var thickness = W.GetValue(context); var thicknessOffset = WOffset.GetValue(context); var angelInRads = StartAngel.GetValue(context) * MathUtils.ToRad + (float)Math.PI / 2; var deltaAngle = -Cycles.GetValue(context) * MathUtils.Pi2 / (pointCount - circleOffset); for (var index = 0; index < pointCount; index++) { var f = corners == 1 ? 1 : (float)index / pointCount; var length = MathUtils.Lerp(radius, radius + radiusOffset, f); var v = Vector3.UnitX * length; var rot = Quaternion.CreateFromAxisAngle(axis, angelInRads); var vInAxis = Vector3.Transform(v, rot) + Vector3.Lerp(center, center + offset, f); var p = new Point { Position = vInAxis, W = MathUtils.Lerp(thickness, thickness + thicknessOffset, f), Orientation = rot }; _pointList[index] = p; angelInRads += deltaAngle; } if (closeCircle) { _pointList[listCount - 1] = Point.Separator(); } ResultList.Value = _pointList; }
private void Update(EvaluationContext context) { try { var resourceManager = ResourceManager.Instance(); var lowerRadius = Radius.GetValue(context); var upperRadius = lowerRadius + RadiusOffset.GetValue(context); var height = Height.GetValue(context); var rows = Rows.GetValue(context).Clamp(1, 10000); var columns = Columns.GetValue(context).Clamp(1, 10000); var c = Center.GetValue(context); var center = new SharpDX.Vector3(c.X, c.Y, c.Z); var spinInRad = Spin.GetValue(context) * MathUtils.ToRad; var twistInRad = Twist.GetValue(context) * MathUtils.ToRad; var basePivot = BasePivot.GetValue(context); var fillRatio = Fill.GetValue(context) / 360f; var capSegments = CapSegments.GetValue(context).Clamp(0, 1000); var addCaps = capSegments > 0; //var isHullClosed = true; //Math.Abs(fillRatio - 1) < 0.01f; var isFlipped = lowerRadius < 0; var vertexHullColumns = columns + 1; var hullVerticesCount = (rows + 1) * vertexHullColumns; var hullTriangleCount = rows * columns * 2; var capsVertexCount = +2 * (capSegments * vertexHullColumns + 1); var capsTriangleCount = 2 * ((capSegments - 1) * columns * 2 + columns); var totalVertexCount = hullVerticesCount + (addCaps ? capsVertexCount : 0); var totalTriangleCount = hullTriangleCount + (addCaps ? capsTriangleCount : 0); // Create buffers if (_vertexBufferData.Length != totalVertexCount) { _vertexBufferData = new PbrVertex[totalVertexCount]; } if (_indexBufferData.Length != totalTriangleCount) { _indexBufferData = new SharpDX.Int3[totalTriangleCount]; } // Initialize var radiusAngleFraction = fillRatio / (vertexHullColumns - 1) * 2.0 * Math.PI; var rowStep = height / rows; // Hull for (var rowIndex = 0; rowIndex < rows + 1; ++rowIndex) { var heightFraction = rowIndex / (float)rows; var rowRadius = MathUtils.Lerp(lowerRadius, upperRadius, heightFraction); var nextRowRadius = MathUtils.Lerp(lowerRadius, upperRadius, (rowIndex + 1) / (float)rows); var rowLevel = height * (heightFraction - basePivot); var rowCenter = new SharpDX.Vector3(0, rowLevel, 0); for (var columnIndex = 0; columnIndex < vertexHullColumns; ++columnIndex) { var columnAngle = columnIndex * radiusAngleFraction + spinInRad + twistInRad * heightFraction + Math.PI; var u0 = columnIndex / (float)columns; var u1 = (columnIndex + 1) / (float)rows; var v0 = addCaps ? ((rowIndex + 1) / (float)rows) / 2f : (rowIndex + 1) / (float)rows; var v1 = addCaps ? (rowIndex / (float)rows) / 2f : rowIndex / (float)rows; var p = new SharpDX.Vector3((float)Math.Sin(columnAngle) * rowRadius, rowLevel, (float)Math.Cos(columnAngle) * rowRadius); var p1 = new SharpDX.Vector3((float)Math.Sin(columnAngle) * rowRadius, rowLevel + rowStep, (float)Math.Cos(columnAngle) * rowRadius ); var p2 = new SharpDX.Vector3((float)Math.Sin(columnAngle + radiusAngleFraction) * nextRowRadius, rowLevel, (float)Math.Cos(columnAngle + radiusAngleFraction) * nextRowRadius ); var uv0 = new SharpDX.Vector2(u0, v1); var uv1 = new SharpDX.Vector2(u1, v1); var uv2 = new SharpDX.Vector2(u1, v0); var normal0 = SharpDX.Vector3.Normalize(p - rowCenter); MeshUtils.CalcTBNSpace(p, uv0, p1, uv1, p2, uv2, normal0, out var tangent0, out var binormal0); var vertexIndex = rowIndex * vertexHullColumns + columnIndex; _vertexBufferData[vertexIndex] = new PbrVertex { Position = p + center, Normal = isFlipped ? normal0 * -1 : normal0, Tangent = tangent0, Bitangent = isFlipped ? binormal0 * -1 : binormal0, Texcoord = uv0, Selection = 1 }; var faceIndex = 2 * (rowIndex * (vertexHullColumns - 1) + columnIndex); if (columnIndex < vertexHullColumns - 1 && rowIndex < rows) { if (isFlipped) { _indexBufferData[faceIndex + 0] = new SharpDX.Int3(vertexIndex + vertexHullColumns, vertexIndex + 1, vertexIndex + 0); _indexBufferData[faceIndex + 1] = new SharpDX.Int3(vertexIndex + vertexHullColumns + 1, vertexIndex + 1, vertexIndex + vertexHullColumns); } else { _indexBufferData[faceIndex + 0] = new SharpDX.Int3(vertexIndex + 0, vertexIndex + 1, vertexIndex + vertexHullColumns); _indexBufferData[faceIndex + 1] = new SharpDX.Int3(vertexIndex + vertexHullColumns, vertexIndex + 1, vertexIndex + vertexHullColumns + 1); } } } } // Caps if (addCaps) { for (var capIndex = 0; capIndex <= 1; capIndex++) { var isLowerCap = capIndex == 0; var capLevel = ((isLowerCap ? 0 : 1) - basePivot) * height; var capRadius = isLowerCap ? lowerRadius : upperRadius; var isReverse = isFlipped ^ isLowerCap; var centerVertexIndex = hullVerticesCount + (capsVertexCount / 2) * (capIndex + 1) - 1; for (var capSegmentIndex = 0; capSegmentIndex < capSegments; ++capSegmentIndex) { var isCenterSegment = capSegmentIndex == capSegments - 1; var capFraction = 1f - (capSegmentIndex) / (float)capSegments; var nextCapFraction = 1f - (capSegmentIndex + 1) / (float)capSegments; var radius = upperRadius * capFraction; var nextRadius = upperRadius * nextCapFraction; for (var columnIndex = 0; columnIndex < vertexHullColumns; ++columnIndex) { var columnAngle = columnIndex * radiusAngleFraction + spinInRad + twistInRad * (isLowerCap ? 0 : 1) + Math.PI; var xx = (float)Math.Sin(columnAngle); var yy = (float)Math.Cos(columnAngle); var p = new SharpDX.Vector3(-xx * radius, capLevel, -yy * radius); var normal0 = isLowerCap ? SharpDX.Vector3.Down : SharpDX.Vector3.Up; var tangent0 = SharpDX.Vector3.Left; var binormal0 = SharpDX.Vector3.ForwardRH; var vertexIndex = capSegmentIndex * vertexHullColumns + columnIndex + hullVerticesCount + (capsVertexCount / 2) * capIndex; // Write vertex var capUvOffset = isLowerCap ? new SharpDX.Vector2(-0.25f, -0.25f) : new SharpDX.Vector2(0.25f, -0.25f); _vertexBufferData[vertexIndex] = new PbrVertex { Position = p + center, Normal = isFlipped ? normal0 * -1 : normal0, Tangent = tangent0, Bitangent = isFlipped ? binormal0 * -1 : binormal0, Texcoord = new SharpDX.Vector2(-xx * (isLowerCap ? -1 : 1), yy) * capFraction / 4 + capUvOffset, Selection = 1 }; if (isCenterSegment) { if (columnIndex == 0) { _vertexBufferData[centerVertexIndex] = new PbrVertex { Position = new SharpDX.Vector3(0, capLevel, 0) + center, Normal = (isFlipped) ? normal0 * -1 : normal0, Tangent = tangent0, Bitangent = (isFlipped ^ isLowerCap) ? binormal0 * -1 : binormal0, Texcoord = capUvOffset, Selection = 1 }; } } if (columnIndex < vertexHullColumns - 1 && capSegmentIndex < capSegments) { if (isCenterSegment) { var faceIndex = (capSegmentIndex * (vertexHullColumns - 1) * 2 + columnIndex) + hullTriangleCount + (capsTriangleCount / 2) * capIndex; var f1 = isReverse ? new SharpDX.Int3(vertexIndex + 1, vertexIndex, centerVertexIndex) : new SharpDX.Int3(centerVertexIndex, vertexIndex, vertexIndex + 1); _indexBufferData[faceIndex] = f1; } else { var faceIndex = (capSegmentIndex * (vertexHullColumns - 1) * 2) + columnIndex * 2 + hullTriangleCount + (capsTriangleCount / 2) * capIndex; _indexBufferData[faceIndex] = isReverse ? new SharpDX.Int3(vertexIndex + vertexHullColumns, vertexIndex + 1, vertexIndex) : new SharpDX.Int3(vertexIndex, vertexIndex + 1, vertexIndex + vertexHullColumns); _indexBufferData[faceIndex + 1] = isReverse ? new SharpDX.Int3(vertexIndex + vertexHullColumns, vertexIndex + vertexHullColumns + 1, vertexIndex + 1) : new SharpDX.Int3(vertexIndex + 1, vertexIndex + vertexHullColumns + 1, vertexIndex + vertexHullColumns); } } } } } } // Write Data _vertexBufferWithViews.Buffer = _vertexBuffer; resourceManager.SetupStructuredBuffer(_vertexBufferData, PbrVertex.Stride * totalVertexCount, PbrVertex.Stride, ref _vertexBuffer); resourceManager.CreateStructuredBufferSrv(_vertexBuffer, ref _vertexBufferWithViews.Srv); resourceManager.CreateStructuredBufferUav(_vertexBuffer, UnorderedAccessViewBufferFlags.None, ref _vertexBufferWithViews.Uav); _indexBufferWithViews.Buffer = _indexBuffer; const int stride = 3 * 4; resourceManager.SetupStructuredBuffer(_indexBufferData, stride * totalTriangleCount, stride, ref _indexBuffer); resourceManager.CreateStructuredBufferSrv(_indexBuffer, ref _indexBufferWithViews.Srv); resourceManager.CreateStructuredBufferUav(_indexBuffer, UnorderedAccessViewBufferFlags.None, ref _indexBufferWithViews.Uav); _data.VertexBuffer = _vertexBufferWithViews; _data.IndicesBuffer = _indexBufferWithViews; Data.Value = _data; Data.DirtyFlag.Clear(); } catch (Exception e) { Log.Error("Failed to create torus mesh:" + e.Message); } }