CountIntersections() private static method

private static CountIntersections ( Vector3 v, Vector3 dist, float length ) : int
v Vector3
dist Vector3
length float
return int
示例#1
0
        public static void CalcSoftOcclusion(Mesh mesh)
        {
            GameObject gameObject = new GameObject("Test");

            gameObject.layer = 29;
            MeshFilter meshFilter = gameObject.AddComponent <MeshFilter>();

            meshFilter.mesh = mesh;
            gameObject.AddComponent <MeshCollider>();
            if (TreeAO.directions == null)
            {
                TreeAO.InitializeDirections();
            }
            Vector4[] array = new Vector4[TreeAO.directions.Length];
            for (int i = 0; i < TreeAO.directions.Length; i++)
            {
                array[i] = new Vector4(TreeAO.GetWeight(1, TreeAO.directions[i]), TreeAO.GetWeight(2, TreeAO.directions[i]), TreeAO.GetWeight(3, TreeAO.directions[i]), TreeAO.GetWeight(0, TreeAO.directions[i]));
            }
            Vector3[] vertices = mesh.vertices;
            Vector4[] array2   = new Vector4[vertices.Length];
            float     num      = 0f;

            for (int j = 0; j < vertices.Length; j++)
            {
                Vector4 vector = Vector4.zero;
                Vector3 v      = gameObject.transform.TransformPoint(vertices[j]);
                for (int k = 0; k < TreeAO.directions.Length; k++)
                {
                    float num2 = (float)TreeAO.CountIntersections(v, gameObject.transform.TransformDirection(TreeAO.directions[k]), 3f);
                    num2    = Mathf.Pow(0.5f, num2);
                    vector += array[k] * num2;
                }
                vector   /= (float)TreeAO.directions.Length;
                num      += vector.w;
                array2[j] = vector;
            }
            num /= (float)vertices.Length;
            for (int l = 0; l < vertices.Length; l++)
            {
                Vector4[] expr_1D4_cp_0 = array2;
                int       expr_1D4_cp_1 = l;
                expr_1D4_cp_0[expr_1D4_cp_1].w = expr_1D4_cp_0[expr_1D4_cp_1].w - num;
            }
            mesh.tangents = array2;
            UnityEngine.Object.DestroyImmediate(gameObject);
        }
示例#2
0
        public static void CalcSoftOcclusion(Mesh mesh)
        {
            GameObject gameObject = new GameObject("Test");

            gameObject.layer = 29;
            gameObject.AddComponent <MeshFilter>().mesh = mesh;
            gameObject.AddComponent <MeshCollider>();
            if (TreeAO.directions == null)
            {
                TreeAO.InitializeDirections();
            }
            Vector4[] vector4Array1 = new Vector4[TreeAO.directions.Length];
            for (int index = 0; index < TreeAO.directions.Length; ++index)
            {
                vector4Array1[index] = new Vector4(TreeAO.GetWeight(1, TreeAO.directions[index]), TreeAO.GetWeight(2, TreeAO.directions[index]), TreeAO.GetWeight(3, TreeAO.directions[index]), TreeAO.GetWeight(0, TreeAO.directions[index]));
            }
            Vector3[] vertices      = mesh.vertices;
            Vector4[] vector4Array2 = new Vector4[vertices.Length];
            float     num1          = 0.0f;

            for (int index1 = 0; index1 < vertices.Length; ++index1)
            {
                Vector4 zero = Vector4.zero;
                Vector3 v    = gameObject.transform.TransformPoint(vertices[index1]);
                for (int index2 = 0; index2 < TreeAO.directions.Length; ++index2)
                {
                    float num2 = Mathf.Pow(0.5f, (float)TreeAO.CountIntersections(v, gameObject.transform.TransformDirection(TreeAO.directions[index2]), 3f));
                    zero += vector4Array1[index2] * num2;
                }
                zero /= (float)TreeAO.directions.Length;
                num1 += zero.w;
                vector4Array2[index1] = zero;
            }
            float num3 = num1 / (float)vertices.Length;

            for (int index = 0; index < vertices.Length; ++index)
            {
                vector4Array2[index].w -= num3;
            }
            mesh.tangents = vector4Array2;
            Object.DestroyImmediate((Object)gameObject);
        }