📄 quadmesh.java
字号:
package org.sunflow.core.primitive;
import java.io.FileWriter;
import java.io.IOException;
import org.sunflow.SunflowAPI;
import org.sunflow.core.Instance;
import org.sunflow.core.IntersectionState;
import org.sunflow.core.ParameterList;
import org.sunflow.core.PrimitiveList;
import org.sunflow.core.Ray;
import org.sunflow.core.ShadingState;
import org.sunflow.core.ParameterList.FloatParameter;
import org.sunflow.core.ParameterList.InterpolationType;
import org.sunflow.math.BoundingBox;
import org.sunflow.math.MathUtils;
import org.sunflow.math.Matrix4;
import org.sunflow.math.OrthoNormalBasis;
import org.sunflow.math.Point3;
import org.sunflow.math.Vector3;
import org.sunflow.system.UI;
import org.sunflow.system.UI.Module;
public class QuadMesh implements PrimitiveList {
protected float[] points;
protected int[] quads;
private FloatParameter normals;
private FloatParameter uvs;
private byte[] faceShaders;
public QuadMesh() {
quads = null;
points = null;
normals = uvs = new FloatParameter();
faceShaders = null;
}
public void writeObj(String filename) {
try {
FileWriter file = new FileWriter(filename);
file.write(String.format("o object\n"));
for (int i = 0; i < points.length; i += 3)
file.write(String.format("v %g %g %g\n", points[i], points[i + 1], points[i + 2]));
file.write("s off\n");
for (int i = 0; i < quads.length; i += 4)
file.write(String.format("f %d %d %d %d\n", quads[i] + 1, quads[i + 1] + 1, quads[i + 2] + 1, quads[i + 3] + 1));
file.close();
} catch (IOException e) {
e.printStackTrace();
}
}
public boolean update(ParameterList pl, SunflowAPI api) {
{
int[] quads = pl.getIntArray("quads");
if (quads != null) {
this.quads = quads;
}
}
if (quads == null) {
UI.printError(Module.GEOM, "Unable to update mesh - quad indices are missing");
return false;
}
if (quads.length % 4 != 0)
UI.printWarning(Module.GEOM, "Quad index data is not a multiple of 4 - some quads may be missing");
pl.setFaceCount(quads.length / 4);
{
FloatParameter pointsP = pl.getPointArray("points");
if (pointsP != null)
if (pointsP.interp != InterpolationType.VERTEX)
UI.printError(Module.GEOM, "Point interpolation type must be set to \"vertex\" - was \"%s\"", pointsP.interp.name().toLowerCase());
else {
points = pointsP.data;
}
}
if (points == null) {
UI.printError(Module.GEOM, "Unabled to update mesh - vertices are missing");
return false;
}
pl.setVertexCount(points.length / 3);
pl.setFaceVertexCount(4 * (quads.length / 4));
FloatParameter normals = pl.getVectorArray("normals");
if (normals != null)
this.normals = normals;
FloatParameter uvs = pl.getTexCoordArray("uvs");
if (uvs != null)
this.uvs = uvs;
int[] faceShaders = pl.getIntArray("faceshaders");
if (faceShaders != null && faceShaders.length == quads.length / 4) {
this.faceShaders = new byte[faceShaders.length];
for (int i = 0; i < faceShaders.length; i++) {
int v = faceShaders[i];
if (v > 255)
UI.printWarning(Module.GEOM, "Shader index too large on quad %d", i);
this.faceShaders[i] = (byte) (v & 0xFF);
}
}
return true;
}
public float getPrimitiveBound(int primID, int i) {
int quad = 4 * primID;
int a = 3 * quads[quad + 0];
int b = 3 * quads[quad + 1];
int c = 3 * quads[quad + 2];
int d = 3 * quads[quad + 3];
int axis = i >>> 1;
if ((i & 1) == 0)
return MathUtils.min(points[a + axis], points[b + axis], points[c + axis], points[d + axis]);
else
return MathUtils.max(points[a + axis], points[b + axis], points[c + axis], points[d + axis]);
}
public BoundingBox getWorldBounds(Matrix4 o2w) {
BoundingBox bounds = new BoundingBox();
if (o2w == null) {
for (int i = 0; i < points.length; i += 3)
bounds.include(points[i], points[i + 1], points[i + 2]);
} else {
// transform vertices first
for (int i = 0; i < points.length; i += 3) {
float x = points[i];
float y = points[i + 1];
float z = points[i + 2];
float wx = o2w.transformPX(x, y, z);
float wy = o2w.transformPY(x, y, z);
float wz = o2w.transformPZ(x, y, z);
bounds.include(wx, wy, wz);
}
}
return bounds;
}
public void intersectPrimitive(Ray r, int primID, IntersectionState state) {
// ray/bilinear patch intersection adapted from "Production Rendering:
// Design and Implementation" by Ian Stephenson (Ed.)
int quad = 4 * primID;
int p0 = 3 * quads[quad + 0];
int p1 = 3 * quads[quad + 1];
int p2 = 3 * quads[quad + 2];
int p3 = 3 * quads[quad + 3];
// transform patch into Hilbert space
final float A[] = {
points[p2 + 0] - points[p3 + 0] - points[p1 + 0] + points[p0 + 0],
points[p2 + 1] - points[p3 + 1] - points[p1 + 1] + points[p0 + 1],
points[p2 + 2] - points[p3 + 2] - points[p1 + 2] + points[p0 + 2] };
final float B[] = { points[p1 + 0] - points[p0 + 0],
points[p1 + 1] - points[p0 + 1],
points[p1 + 2] - points[p0 + 2] };
final float C[] = { points[p3 + 0] - points[p0 + 0],
points[p3 + 1] - points[p0 + 1],
points[p3 + 2] - points[p0 + 2] };
final float R[] = { r.ox - points[p0 + 0], r.oy - points[p0 + 1],
r.oz - points[p0 + 2] };
final float Q[] = { r.dx, r.dy, r.dz };
// pick major direction
float absqx = Math.abs(r.dx);
float absqy = Math.abs(r.dy);
float absqz = Math.abs(r.dz);
int X = 0, Y = 1, Z = 2;
if (absqx > absqy && absqx > absqz) {
// X = 0, Y = 1, Z = 2
} else if (absqy > absqz) {
// X = 1, Y = 0, Z = 2
X = 1;
Y = 0;
} else {
// X = 2, Y = 1, Z = 0
X = 2;
Z = 0;
}
float Cxz = C[X] * Q[Z] - C[Z] * Q[X];
float Cyx = C[Y] * Q[X] - C[X] * Q[Y];
float Czy = C[Z] * Q[Y] - C[Y] * Q[Z];
float Rxz = R[X] * Q[Z] - R[Z] * Q[X];
float Ryx = R[Y] * Q[X] - R[X] * Q[Y];
float Rzy = R[Z] * Q[Y] - R[Y] * Q[Z];
float Bxy = B[X] * Q[Y] - B[Y] * Q[X];
float Byz = B[Y] * Q[Z] - B[Z] * Q[Y];
float Bzx = B[Z] * Q[X] - B[X] * Q[Z];
float a = A[X] * Byz + A[Y] * Bzx + A[Z] * Bxy;
if (a == 0) {
// setup for linear equation
float b = B[X] * Czy + B[Y] * Cxz + B[Z] * Cyx;
float c = C[X] * Rzy + C[Y] * Rxz + C[Z] * Ryx;
float u = -c / b;
if (u >= 0 && u <= 1) {
float v = (u * Bxy + Ryx) / Cyx;
if (v >= 0 && v <= 1) {
float t = (B[X] * u + C[X] * v - R[X]) / Q[X];
if (r.isInside(t)) {
r.setMax(t);
state.setIntersection(primID, u, v);
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -