private bool DealWithSpecialCases(OutputMesh builder, int facesIndex, CPNPolygon polygon) { CPNSideEdge[] polylines = polygon.sideEdges; /*---- SPECIAL CASES ----*/ if (MV == 1 && MH != 1) { NetPolylineIndicesArray array1 = new NetPolylineIndicesArray(polylines[0], builder); NetPolylineIndicesArray array2 = new NetPolylineIndicesArray(polylines[2], builder, true); MeshStructures.CreateSideTriangles(builder, array2, array1, facesIndex); return(true); } if (MV != 1 && MH == 1) { NetPolylineIndicesArray array1 = new NetPolylineIndicesArray(polylines[1], builder); NetPolylineIndicesArray array2 = new NetPolylineIndicesArray(polylines[3], builder, true); MeshStructures.CreateSideTriangles(builder, array2, array1, facesIndex); return(true); } if (MV == 1 && MH == 1) { builder.WriteQuad(facesIndex, polylines[0].GetFirstVertex(), polylines[1].GetFirstVertex(), polylines[2].GetFirstVertex(), polylines[3].GetFirstVertex()); return(true); } return(false); }
public int UpdateSides(OutputMesh builder, CPNPolygon polygon, int trPosition, int innerVerticesPosition) { CPNSideEdge[] polylines = polygon.sideEdges; first[0] = innerVerticesPosition; first[1] = innerVerticesPosition + (MH - 2); first[2] = innerVerticesPosition + (MV - 1) * (MH - 1) - 1; first[3] = innerVerticesPosition + (MV - 2) * (MH - 1); move[0] = 1; move[1] = (MH - 1); move[2] = -1; move[3] = -(MH - 1); count[0] = MH - 1; count[1] = MV - 1; count[2] = MH - 1; count[3] = MV - 1; for (int i = 0; i < 4; i++) { if (polylines[i].GetN() > 1) { LinearMeshIndicesArray lmi = new LinearMeshIndicesArray(first[i], move[i], count[i], builder); NetPolylineInternalIndicesArray npi = new NetPolylineInternalIndicesArray(polylines[i], builder); trPosition = MeshStructures.CreateSideTriangles(builder, lmi, npi, trPosition); } else { LinearMeshIndicesArray lmi = new LinearMeshIndicesArray(first[i], move[i], count[i], builder); NetPolylineIndicesArray npi = new NetPolylineIndicesArray(polylines[i], builder); trPosition = MeshStructures.CreateSideTriangles(builder, lmi, npi, trPosition); } int prev = i == 0 ? 3 : i - 1; if (polylines[i].GetN() > 1 && polylines[prev].GetN() > 1) { trPosition = builder.WriteQuad(trPosition, polylines[i].GetIndex(0), polylines[i].GetIndex(1), first[i], polylines[prev].GetBackIndex(1)); } else if (polylines[i].GetN() > 1) { trPosition = builder.WriteTriangle(trPosition, polylines[i].GetIndex(0), polylines[i].GetIndex(1), first[i]); } else if (polylines[prev].GetN() > 1) { trPosition = builder.WriteTriangle(trPosition, polylines[i].GetIndex(0), first[i], polylines[prev].GetBackIndex(1)); } // System.err.println("trPosition on sides " + trPosition); } return(trPosition); }
public void CreateTriangleTessellation(OutputMesh mesh, int internalsIndex, int facesIndex, CPNPolygon polygon) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // internalsIndex:%d facesIndex:%d", internalsIndex, facesIndex); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR CPNSideEdge[] polylines = polygon.sideEdges; RetrieveInfos(polygon); int trPosition = facesIndex; if (M == 1) { trPosition = mesh.WriteTriangle(trPosition, polylines[0].GetIndex(0), polylines[1].GetIndex(0), polylines[2].GetIndex(0)); return; } else if (M == 2) { // int[] MS=new int[3]; MS[0] = polylines[0].GetN(); MS[1] = polylines[1].GetN(); MS[2] = polylines[2].GetN(); for (int i = 0; i < 3; i++) { int prev = i == 0 ? 2 : i - 1; if (MS[prev] == 2) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // M == 2 i:%d trPosition:%d writing CASE 1",i,trPosition); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR trPosition = mesh.WriteTriangle(trPosition, polylines[i].GetIndex(0), polylines[i].GetIndex(1), polylines[prev].GetBackIndex(1)); } else if (MS[i] == 2) { int other = (i == 2 ? 0 : i + 1); if (MS[other] == 2) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // M == 2 i:%d trPosition:%d writing CASE 2", i, // trPosition); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR trPosition = mesh.WriteTriangle(trPosition, polylines[i].GetIndex(0), polylines[i].GetIndex(1), polylines[other].GetIndex(1)); } else { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // M == 2 i:%d trPosition:%d writing CASE 3", i, // trPosition); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR trPosition = mesh.WriteTriangle(trPosition, polylines[i].GetIndex(0), polylines[i].GetIndex(1), polylines[other].GetIndex(1)); } } } if (MS[0] == 2 && MS[1] == 2 && MS[2] == 2) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // M == 2 writing CASE 4"); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR trPosition = mesh.WriteTriangle(trPosition, polylines[0].GetIndex(1), polylines[1].GetIndex(1), polylines[2].GetIndex(1)); } // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // if(facesIndex+trianglesN!=trPosition) // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // ERROR on trianglesN facesIndex:%d trianglesN:%d trPosition:%d", // facesIndex, trianglesN, trPosition); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR return; } int innerVerticesPosition = internalsIndex; int rowPosition1 = innerVerticesPosition; int rowPosition2 = innerVerticesPosition + M - 2; // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // writing Internals innerVerticesPosition:%d rowPosition1:%d // rowPosition2:%d", innerVerticesPosition, rowPosition1, rowPosition2); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR for (int i = 0; i < M - 3; i++) { for (int j_ = 0; j_ < M - 4 - i; j_++) { trPosition = mesh.WriteTriangle(trPosition, rowPosition1 + j_, rowPosition1 + j_ + 1, rowPosition2 + j_); trPosition = mesh.WriteTriangle(trPosition, rowPosition2 + j_, rowPosition1 + j_ + 1, rowPosition2 + j_ + 1); } int j = M - 4 - i; trPosition = mesh.WriteTriangle(trPosition, rowPosition1 + j, rowPosition1 + j + 1, rowPosition2 + j); rowPosition1 = rowPosition2; rowPosition2 = rowPosition2 + (M - 3 - i); // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // writing Internals rowPosition1:%d rowPosition2:%d", rowPosition1, // rowPosition2); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR } first[0] = innerVerticesPosition; first[1] = innerVerticesPosition + M - 3; first[2] = innerVerticesPosition + (((M - 1) * (M - 2)) >> 1) - 1; move[0] = 1; move[1] = M - 2; move[2] = -1; deltaMove[0] = 0; deltaMove[1] = -1; deltaMove[2] = -1; int count = M - 2; // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // preparing Sides count:%d first:[%d,%d,%d] move:[%d,%d,%d] // deltaMove:[%d,%d,%d]", // count, first[0], first[1], first[2], move[0], move[1], move[2], // deltaMove[0], deltaMove[1], deltaMove[2]); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR for (int i = 0; i < 3; i++) { int N = polylines[i].GetN(); if (N >= 2) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // side Triangle case A trPosition:%d", trPosition); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR meshIndicesArray.Setup(first[i], move[i], deltaMove[i], count, mesh, TriangleMeshStructure.DEFAULT_VERTICES_LAYER); NetPolylineInternalIndicesArray npi = new NetPolylineInternalIndicesArray(polylines[i], mesh); trPosition = MeshStructures.CreateSideTriangles(mesh, meshIndicesArray, npi, trPosition); } else if (N == 1) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // side Triangle case B trPosition:%d (Begin)", trPosition); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR meshIndicesArray.Setup(first[i], move[i], deltaMove[i], count, mesh, DEFAULT_VERTICES_LAYER); NetPolylineIndicesArray npi = new NetPolylineIndicesArray(polylines[i], mesh); trPosition = MeshStructures.CreateSideTriangles(mesh, meshIndicesArray, npi, trPosition); // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // side Triangle case B trPosition:%d (End)", trPosition); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR } int prev = i == 0 ? 2 : i - 1; int prevN = polylines[prev].GetN(); if (N > 1 && prevN > 1) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // writing corner Index as Quad a:%d b:%d c:%d d:%d", // polylines[i].getIndex(1),first[i], // polylines[prev].getBackIndex(1), polylines[i].getIndex(0)); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR if (prevN + N < 1.5f * M) { trPosition = mesh.WriteQuad(trPosition, polylines[i].GetIndex(0), polylines[i].GetIndex(1), first[i], polylines[prev].GetBackIndex(1)); } else { trPosition = mesh.WriteQuad(trPosition, polylines[i].GetIndex(1), first[i], polylines[prev].GetBackIndex(1), polylines[i].GetIndex(0)); } } else if (polylines[i].GetN() > 1) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // writing corner Index as Triangle a:%d b:%d c:%d ", // polylines[i].getIndex(0), polylines[i].getIndex(1), // first[i]); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR trPosition = mesh.WriteTriangle(trPosition, polylines[i].GetIndex(0), polylines[i].GetIndex(1), first[i]); } else if (polylines[prev].GetN() > 1) { // #ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // writing corner Index as Triangle a:%d b:%d c:%d ", // polylines[i].getIndex(0), // first[i],polylines[i].getBackIndex(1)); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR trPosition = mesh.WriteTriangle(trPosition, polylines[i].GetIndex(0), first[i], polylines[prev].GetBackIndex(1)); } } // # // ifdef SF_RAW_DEBUG_TRIANGLE_TESSELLATOR // if(facesIndex+trianglesN!=trPosition) // // printf("\nSFCPNTrianglesMeshStructure.createTriangleTessellation // ERROR on trianglesN facesIndex:%d trianglesN:%d trPosition:%d", // facesIndex, trianglesN, trPosition); // #endif //SF_RAW_DEBUG_TRIANGLE_TESSELLATOR }
public void UdpdateContent(OutputMesh mesh, CPNPolygon buildingPolygonData, int internalsIndex, int facesIndex, bool doUpdateStructure = true) { RetrieveInfos(buildingPolygonData); this.step = 1.0f / M; totalInterpolationStep = M / relativeTriangleFactorX; interpolationSteps = (int)(totalInterpolationStep); if (interpolationSteps * relativeTriangleFactorX < M) { interpolationSteps++; } Vector3 vertex = Vector3.zero; Vector3 uv = Vector3.zero; int centerPiecePosition = 0; int verticesLayer = 0;// mesh.FindLayer(BufferType.VERTICES); //int normalsLayer = mesh.FindLayer(BufferType.NORMALS); //cornerSurfacesSet.SetNormalsLayer(normalsLayer); CPNSideEdge[] polylines = buildingPolygonData.sideEdges; for (int i = 0; i < sides; i++) { buffers[i].writeWithGuide(polylines[i], interpolationSteps, step * relativeTriangleFactorX, mesh, evaluator); backBuffers[i].writeWithGuideBack(polylines[i], interpolationSteps, step * relativeTriangleFactorX, mesh, evaluator); } prepareMemory(M, polylines, mesh); //int position = internalsIndex; int triangleSize = ((M)*(M + 1)) >> 1; for (int corner = 0; corner < sides; corner++) { int next = corner == sides - 1 ? 0 : corner + 1; float p1x = cos_[corner]; float p2x = cos_[next]; float p1y = sin_[corner]; float p2y = sin_[next]; int relativeMemoryIndex = triangleSize * corner + M; for (int i = 1; i <= M - 1; i++) { for (int j = 0; j <= M - 1 - i; j++) { float innerU = step * j; float innerV = step * i; float innerW = 1 - innerU - innerV; float innerX_ = innerW * p1x + innerU * p2x; float innerY_ = innerW * p1y + innerU * p2y; vertex = EvalVertex(mesh, buildingPolygonData, innerX_, innerY_, out uv); memory.vertices[relativeMemoryIndex] = vertex; memory.uv[relativeMemoryIndex] = uv; relativeMemoryIndex++; //position++; } } } vertex = EvalVertex(mesh, buildingPolygonData, 0, 0, out uv); //mesh.SetValue(0, position, vertex); memory.vertices[triangleSize * sides] = vertex; memory.uv[triangleSize * sides] = uv; //position++; //Phase 2 Normals and Tangents Evaluation int position = internalsIndex; for (int corner = 0; corner < sides; corner++) { int prev = corner == 0 ? sides - 1 : corner - 1; int next = corner == sides - 1 ? 0 : corner + 1; int relativeMemoryIndex = triangleSize * corner; int nextPatchRelativeMemoryIndex = triangleSize * next; int prevPatchRelativeMemoryIndex = triangleSize * prev; slicePosition[corner] = position; for (int i = 1; i <= M - 1; i++) { for (int j = 0; j <= M - 1 - i; j++) { int rowIndex = relativeMemoryIndex + M * i - (((i) * (i - 1)) >> 1); int prevRowIndex = relativeMemoryIndex + M * (i - 1) - (((i - 1) * (i - 2)) >> 1); int nextRowIndex = relativeMemoryIndex + M * (i + 1) - (((i + 1) * (i)) >> 1); int index = rowIndex + j; vertex = memory.vertices[index]; uv = memory.uv[index]; int duIndexA = 0, duIndexB = 0, dvIndexA = 0, dvIndexB = 0; if (j > 0 && j < M - 1 - i) { duIndexA = prevRowIndex + j; duIndexB = nextRowIndex + j; dvIndexA = nextRowIndex + j - 1; dvIndexB = prevRowIndex + j + 1; } else if (i < M - 1) { if (j == M - 1 - i) { int nextPatchnextRowIndex = nextPatchRelativeMemoryIndex + M * (i + 1) - (((i + 1) * (i)) >> 1); duIndexA = prevRowIndex + j; duIndexB = nextPatchnextRowIndex; dvIndexA = nextRowIndex + j - 1; dvIndexB = prevRowIndex + j + 1; } else if (j == 0) { int prevPatchprevRowIndex = prevPatchRelativeMemoryIndex + M * (i - 1) - (((i - 1) * (i - 2)) >> 1); duIndexA = prevRowIndex + j; duIndexB = nextRowIndex + j; dvIndexA = prevPatchprevRowIndex + M - i; dvIndexB = prevRowIndex + j + 1; } } else { int prevPatchprevRowIndex = prevPatchRelativeMemoryIndex + M * (i - 1) - (((i - 1) * (i - 2)) >> 1); duIndexA = prevRowIndex + j; duIndexB = triangleSize * sides; dvIndexA = prevPatchprevRowIndex + M - i; dvIndexB = prevRowIndex + j + 1; } Vector3 dSdu = memory.vertices[duIndexB] - memory.vertices[duIndexA]; Vector3 dSdv = memory.vertices[dvIndexB] - memory.vertices[dvIndexA]; Vector3 normal = Vector3.Cross(dSdu, dSdv).normalized; //Tangent Vector3 dTxdu = memory.uv[duIndexB] - memory.uv[duIndexA]; Vector3 dTxdv = memory.uv[dvIndexB] - memory.uv[dvIndexA]; Vector3 tangent = getTangent(dSdu, dSdv, dTxdu, dTxdv); mesh.SetPNUV(position, vertex, normal, uv, tangent); //relativeMemoryIndex++; position++; } } } { int duIndexA = 2 * triangleSize - 1; int duIndexB = 4 * triangleSize - 1; int dvIndexA = triangleSize - 1; int dvIndexB = 3 * triangleSize - 1; vertex = memory.vertices[triangleSize * sides]; uv = memory.uv[triangleSize * sides]; Vector3 dSdu = memory.vertices[duIndexB] - memory.vertices[duIndexA]; Vector3 dSdv = memory.vertices[dvIndexB] - memory.vertices[dvIndexA]; Vector3 normal = Vector3.Cross(dSdu, dSdv).normalized; //Tangent Vector3 dTxdu = memory.uv[duIndexB] - memory.uv[duIndexA]; Vector3 dTxdv = memory.uv[dvIndexB] - memory.uv[dvIndexA]; Vector3 tangent = getTangent(dSdu, dSdv, dTxdu, dTxdv); mesh.SetPNUV(position, vertex, normal, uv, tangent); } centerPiecePosition = position; position++; int trPosition = facesIndex; for (int corner = 0; corner < sides; corner++) { int next = corner == sides - 1 ? 0 : corner + 1; if (M > 1) { int rowPosition1 = slicePosition[corner]; int rowPosition2 = slicePosition[corner] + M - 1; int rowPosition1Next = slicePosition[next]; int rowPosition2Next = slicePosition[next] + M - 1; for (int i = 0; i < M - 2; i++) { for (int j_ = 0; j_ < M - 3 - i; j_++) { trPosition = mesh.WriteTriangle(trPosition, rowPosition1 + j_, rowPosition2 + j_, rowPosition1 + j_ + 1); trPosition = mesh.WriteTriangle(trPosition, rowPosition1 + j_ + 1, rowPosition2 + j_, rowPosition2 + j_ + 1); } int j = M - 3 - i; trPosition = mesh.WriteTriangle(trPosition, rowPosition1 + j, rowPosition2 + j, rowPosition1 + j + 1); trPosition = mesh.WriteTriangle(trPosition, rowPosition2 + j, rowPosition2Next, rowPosition1 + j + 1); trPosition = mesh.WriteTriangle(trPosition, rowPosition1 + j + 1, rowPosition2Next, rowPosition1Next); rowPosition1 = rowPosition2; rowPosition2 = rowPosition2 + M - 2 - i; rowPosition1Next = rowPosition2Next; rowPosition2Next = rowPosition2Next + M - 2 - i; } trPosition = mesh.WriteTriangle(trPosition, rowPosition1, centerPiecePosition, rowPosition1Next); meshIndicesArray.Setup(slicePosition[corner], 1, M, slicePosition[next], mesh, verticesLayer); int polylineIndex = sides - 1 - corner; NetPolylineIndicesArray npi = new NetPolylineIndicesArray(polylines[polylineIndex], mesh, true); trPosition = MeshStructures.CreateSideTriangles(mesh, npi, meshIndicesArray, trPosition); } else { trPosition = mesh.WriteTriangle(trPosition, polylines[corner].GetIndex(0), centerPiecePosition, polylines[corner].GetBackIndex(0)); } } }