📄 wmlbezierrectangle2.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003. All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.
#include "WmlBezierRectangle2.h"
#include "WmlTriMesh.h"
using namespace Wml;
WmlImplementRTTI(BezierRectangle2,BezierRectangle);
WmlImplementStream(BezierRectangle2);
// macros for initialization in the subdivision
#define XA(i) akCtrlPoint[m_aiIndex[i]]
#define CA(i) akCtrlColor[m_aiIndex[i]]
#define TA(i) akCtrlTexture[m_aiIndex[i]]
//----------------------------------------------------------------------------
BezierRectangle2::BezierRectangle2 (int* aiIndex)
:
BezierRectangle(2,9,aiIndex)
{
}
//----------------------------------------------------------------------------
BezierRectangle2::BezierRectangle2 ()
{
}
//----------------------------------------------------------------------------
void BezierRectangle2::InitializePoints (const Vector3f* akCtrlPoint,
Vector3f& rkXsstt, BlockParameters& rkBP)
{
// Xss
rkBP.m_akXss[0] = 2.0f*(XA(0) - 2.0f*XA(1) + XA(2));
rkBP.m_akXss[1] = 2.0f*(XA(6) - 2.0f*XA(7) + XA(8));
// Xtt
rkBP.m_akXtt[0] = 2.0f*(XA(0) - 2.0f*XA(3) + XA(6));
rkBP.m_akXtt[1] = 2.0f*(XA(2) - 2.0f*XA(5) + XA(8));
// Xsstt
rkXsstt = 4.0f*(XA(0) + XA(2) + XA(6) + XA(8) -
2.0f*(XA(1) + XA(3) + XA(5) + XA(7)) + 4.0f*XA(4));
}
//----------------------------------------------------------------------------
void BezierRectangle2::InitializeNormals (const Vector3f* akCtrlPoint,
BlockParameters& rkBP)
{
// Xsst
rkBP.m_akXsst[0] = 4.0f*(XA(3)+XA(5)-XA(0)-XA(2)+2.0f*(XA(1)-XA(4)));
rkBP.m_akXsst[1] = 4.0f*(XA(6)+XA(8)-XA(3)-XA(5)+2.0f*(XA(4)-XA(7)));
// Xstt
rkBP.m_akXstt[0] = 4.0f*(XA(1)+XA(7)-XA(0)-XA(6)+2.0f*(XA(3)-XA(4)));
rkBP.m_akXstt[1] = 4.0f*(XA(2)+XA(8)-XA(1)-XA(7)+2.0f*(XA(4)-XA(5)));
}
//----------------------------------------------------------------------------
void BezierRectangle2::InitializeColors (const ColorRGB* akCtrlColor,
ColorRGB& rkCsstt, BlockParameters& rkBP)
{
// Css
rkBP.m_akCss[0] = 2.0f*(CA(0) - 2.0f*CA(1) + CA(2));
rkBP.m_akCss[1] = 2.0f*(CA(6) - 2.0f*CA(7) + CA(8));
// Ctt
rkBP.m_akCtt[0] = 2.0f*(CA(0) - 2.0f*CA(3) + CA(6));
rkBP.m_akCtt[1] = 2.0f*(CA(2) - 2.0f*CA(5) + CA(8));
// Csstt
rkCsstt = 4.0f*(CA(0) + CA(2) + CA(6) + CA(8) -
2.0f*(CA(1) + CA(3) + CA(5) + CA(7)) + 4.0f*CA(4));
}
//----------------------------------------------------------------------------
void BezierRectangle2::InitializeTextures (const Vector2f* akCtrlTexture,
Vector2f& rkTsstt, BlockParameters& rkBP)
{
// Tss
rkBP.m_akTss[0] = 2.0f*(TA(0) - 2.0f*TA(1) + TA(2));
rkBP.m_akTss[1] = 2.0f*(TA(6) - 2.0f*TA(7) + TA(8));
// Ttt
rkBP.m_akTtt[0] = 2.0f*(TA(0) - 2.0f*TA(3) + TA(6));
rkBP.m_akTtt[1] = 2.0f*(TA(2) - 2.0f*TA(5) + TA(8));
// Tsstt
rkTsstt = 4.0f*(TA(0) + TA(2) + TA(6) + TA(8) -
2.0f*(TA(1) + TA(3) + TA(5) + TA(7)) + 4.0f*TA(4));
}
//----------------------------------------------------------------------------
void BezierRectangle2::Tessellate (int iLevel, const Vector3f* akCtrlPoint,
const ColorRGB* akCtrlColor, const Vector2f* akCtrlTexture,
TriMesh* pkMesh, int& riVertexStart, int& riTriangleStart)
{
GenerateConnectivity(iLevel,pkMesh,riTriangleStart);
// number of vertices in the subdivision
int iQuantity = GetVerticesPerPatch(iLevel);
// indices of four corners of patch, I[s][t]
int iTwoPowL = (1 << iLevel);
BlockParameters kBP;
kBP.m_i00 = 0;
kBP.m_i01 = iTwoPowL*(iTwoPowL + 1);
kBP.m_i10 = iTwoPowL;
kBP.m_i11 = kBP.m_i01 + iTwoPowL;
// vertices for subdivision
Vector3f* akX = pkMesh->Vertices() + riVertexStart;
akX[kBP.m_i00] = XA(0);
akX[kBP.m_i01] = XA(6);
akX[kBP.m_i10] = XA(2);
akX[kBP.m_i11] = XA(8);
// derivatives for subdivision (for normal vectors)
Vector3f* akXs;
Vector3f* akXt;
if ( pkMesh->Normals() )
{
akXs = new Vector3f[iQuantity];
akXs[kBP.m_i00] = 3.0f*(XA(1) - XA(0));
akXs[kBP.m_i01] = 3.0f*(XA(7) - XA(6));
akXs[kBP.m_i10] = 3.0f*(XA(2) - XA(1));
akXs[kBP.m_i11] = 3.0f*(XA(8) - XA(7));
akXt = new Vector3f[iQuantity];
akXt[kBP.m_i00] = 3.0f*(XA(3) - XA(0));
akXt[kBP.m_i01] = 3.0f*(XA(6) - XA(3));
akXt[kBP.m_i10] = 3.0f*(XA(5) - XA(2));
akXt[kBP.m_i11] = 3.0f*(XA(8) - XA(5));
}
else
{
akXs = NULL;
akXt = NULL;
}
// colors for subdivision
ColorRGB* akColor;
if ( pkMesh->Colors() )
{
akColor = pkMesh->Colors() + riVertexStart;
akColor[kBP.m_i00] = CA(0);
akColor[kBP.m_i01] = CA(6);
akColor[kBP.m_i10] = CA(2);
akColor[kBP.m_i11] = CA(8);
}
else
{
akColor = NULL;
}
// textures for subdivision
Vector2f* akTexture;
if ( pkMesh->Textures() )
{
akTexture = pkMesh->Textures() + riVertexStart;
akTexture[kBP.m_i00] = TA(0);
akTexture[kBP.m_i01] = TA(6);
akTexture[kBP.m_i10] = TA(2);
akTexture[kBP.m_i11] = TA(8);
}
else
{
akTexture = NULL;
}
// recursive subdivision
if ( iLevel > 0 )
{
Vector3f kXsstt;
ColorRGB kCsstt;
Vector2f kTsstt;
InitializePoints(akCtrlPoint,kXsstt,kBP);
if ( akXs )
InitializeNormals(akCtrlPoint,kBP);
if ( akCtrlColor )
InitializeColors(akCtrlColor,kCsstt,kBP);
if ( akCtrlTexture )
InitializeTextures(akCtrlTexture,kTsstt,kBP);
Subdivide(--iLevel,0.25f,akX,akXs,akXt,akColor,akTexture,kXsstt,
kCsstt,kTsstt,kBP);
}
// calculate unit-length normals from derivative vectors
if ( pkMesh->Normals() )
{
Vector3f* akNormal = pkMesh->Normals() + riVertexStart;
for (int i = 0; i < iQuantity; i++)
akNormal[i] = akXs[i].UnitCross(akXt[i]);
delete[] akXs;
delete[] akXt;
}
riVertexStart += iQuantity;
}
//----------------------------------------------------------------------------
void BezierRectangle2::Subdivide (int iLevel, float fDSqr, Vector3f* akX,
Vector3f* akXs, Vector3f* akXt, ColorRGB* akColor, Vector2f* akTexture,
Vector3f& rkXsstt, ColorRGB& rkCsstt, Vector2f& rkTsstt,
BlockParameters& rkBP)
{
// subdivision indices
int iM0 = (rkBP.m_i00 + rkBP.m_i10) >> 1;
int iM1 = (rkBP.m_i01 + rkBP.m_i11) >> 1;
int i0M = (rkBP.m_i00 + rkBP.m_i01) >> 1;
int i1M = (rkBP.m_i10 + rkBP.m_i11) >> 1;
int iMM = (i0M + i1M) >> 1;
// vertices
// top and bottom s-edge subdivision
Vector3f kXttM0 = 0.5f*(rkBP.m_akXtt[0]+rkBP.m_akXtt[1]-fDSqr*rkXsstt);
akX[iM0] = 0.5f*(akX[rkBP.m_i00] + akX[rkBP.m_i10] -
fDSqr*rkBP.m_akXss[0]);
akX[iM1] = 0.5f*(akX[rkBP.m_i01] + akX[rkBP.m_i11] -
fDSqr*rkBP.m_akXss[1]);
// left and right t-edge subdivision
Vector3f kXss0M = 0.5f*(rkBP.m_akXss[0]+rkBP.m_akXss[1]-fDSqr*rkXsstt);
akX[i0M] = 0.5f*(akX[rkBP.m_i00] + akX[rkBP.m_i01] -
fDSqr*rkBP.m_akXtt[0]);
akX[i1M] = 0.5f*(akX[rkBP.m_i10] + akX[rkBP.m_i11] -
fDSqr*rkBP.m_akXtt[1]);
// center subdivision
akX[iMM] = 0.5f*(akX[i0M] + akX[i1M] - fDSqr*kXss0M);
// derivatives (for normal vectors)
Vector3f kXsst0M, kXsttM0;
if ( akXs )
{
// top and bottom s-edge subdivision
akXs[iM0] = 0.5f*(akXs[rkBP.m_i00] + akXs[rkBP.m_i10]);
akXt[iM0] = 0.5f*(akXt[rkBP.m_i00] + akXt[rkBP.m_i10] -
fDSqr*rkBP.m_akXsst[0]);
akXs[iM1] = 0.5f*(akXs[rkBP.m_i01] + akXs[rkBP.m_i11]);
akXt[iM1] = 0.5f*(akXt[rkBP.m_i01] + akXt[rkBP.m_i11] -
fDSqr*rkBP.m_akXsst[1]);
kXsttM0 = 0.5f*(rkBP.m_akXstt[0] + rkBP.m_akXstt[1]);
// left and right t-edge subdivision
akXs[i0M] = 0.5f*(akXs[rkBP.m_i00] + akXs[rkBP.m_i01] -
fDSqr*rkBP.m_akXstt[0]);
akXt[i0M] = 0.5f*(akXt[rkBP.m_i00] + akXt[rkBP.m_i01]);
akXs[i1M] = 0.5f*(akXs[rkBP.m_i10] + akXs[rkBP.m_i11] -
fDSqr*rkBP.m_akXstt[1]);
akXt[i1M] = 0.5f*(akXt[rkBP.m_i10] + akXt[rkBP.m_i11]);
kXsst0M = 0.5f*(rkBP.m_akXsst[0] + rkBP.m_akXsst[1]);
// center subdivision
akXs[iMM] = 0.5f*(akXs[i0M] + akXs[i1M]);
akXt[iMM] = 0.5f*(akXt[iM0] + akXt[iM1]);
}
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