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 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); } }