📄 trianglemesh.java
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}
case 2: {
float det = 1.0f / (r.dz + nu * r.dx + nv * r.dy);
float t = (nd - r.oz - nu * r.ox - nv * r.oy) * det;
if (!r.isInside(t))
return;
float hu = r.ox + t * r.dx;
float hv = r.oy + t * r.dy;
float u = hu * bnu + hv * bnv + bnd;
if (u < 0.0f)
return;
float v = hu * cnu + hv * cnv + cnd;
if (v < 0.0f)
return;
if (u + v > 1.0f)
return;
r.setMax(t);
state.setIntersection(primID, u, v);
return;
}
}
}
}
public PrimitiveList getBakingPrimitives() {
switch (uvs.interp) {
case NONE:
case FACE:
UI.printError(Module.GEOM, "Cannot generate baking surface without texture coordinate data");
return null;
default:
return new BakingSurface();
}
}
private class BakingSurface implements PrimitiveList {
public PrimitiveList getBakingPrimitives() {
return null;
}
public int getNumPrimitives() {
return TriangleMesh.this.getNumPrimitives();
}
public float getPrimitiveBound(int primID, int i) {
if (i > 3)
return 0;
switch (uvs.interp) {
case NONE:
case FACE:
default: {
return 0;
}
case VERTEX: {
int tri = 3 * primID;
int index0 = triangles[tri + 0];
int index1 = triangles[tri + 1];
int index2 = triangles[tri + 2];
int i20 = 2 * index0;
int i21 = 2 * index1;
int i22 = 2 * index2;
float[] uvs = TriangleMesh.this.uvs.data;
switch (i) {
case 0:
return MathUtils.min(uvs[i20 + 0], uvs[i21 + 0], uvs[i22 + 0]);
case 1:
return MathUtils.max(uvs[i20 + 0], uvs[i21 + 0], uvs[i22 + 0]);
case 2:
return MathUtils.min(uvs[i20 + 1], uvs[i21 + 1], uvs[i22 + 1]);
case 3:
return MathUtils.max(uvs[i20 + 1], uvs[i21 + 1], uvs[i22 + 1]);
default:
return 0;
}
}
case FACEVARYING: {
int idx = 6 * primID;
float[] uvs = TriangleMesh.this.uvs.data;
switch (i) {
case 0:
return MathUtils.min(uvs[idx + 0], uvs[idx + 2], uvs[idx + 4]);
case 1:
return MathUtils.max(uvs[idx + 0], uvs[idx + 2], uvs[idx + 4]);
case 2:
return MathUtils.min(uvs[idx + 1], uvs[idx + 3], uvs[idx + 5]);
case 3:
return MathUtils.max(uvs[idx + 1], uvs[idx + 3], uvs[idx + 5]);
default:
return 0;
}
}
}
}
public BoundingBox getWorldBounds(Matrix4 o2w) {
BoundingBox bounds = new BoundingBox();
if (o2w == null) {
for (int i = 0; i < uvs.data.length; i += 2)
bounds.include(uvs.data[i], uvs.data[i + 1], 0);
} else {
// transform vertices first
for (int i = 0; i < uvs.data.length; i += 2) {
float x = uvs.data[i];
float y = uvs.data[i + 1];
float wx = o2w.transformPX(x, y, 0);
float wy = o2w.transformPY(x, y, 0);
float wz = o2w.transformPZ(x, y, 0);
bounds.include(wx, wy, wz);
}
}
return bounds;
}
public void intersectPrimitive(Ray r, int primID, IntersectionState state) {
float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0;
switch (uvs.interp) {
case NONE:
case FACE:
default:
return;
case VERTEX: {
int tri = 3 * primID;
int index0 = triangles[tri + 0];
int index1 = triangles[tri + 1];
int index2 = triangles[tri + 2];
int i20 = 2 * index0;
int i21 = 2 * index1;
int i22 = 2 * index2;
float[] uvs = TriangleMesh.this.uvs.data;
uv00 = uvs[i20 + 0];
uv01 = uvs[i20 + 1];
uv10 = uvs[i21 + 0];
uv11 = uvs[i21 + 1];
uv20 = uvs[i22 + 0];
uv21 = uvs[i22 + 1];
break;
}
case FACEVARYING: {
int idx = (3 * primID) << 1;
float[] uvs = TriangleMesh.this.uvs.data;
uv00 = uvs[idx + 0];
uv01 = uvs[idx + 1];
uv10 = uvs[idx + 2];
uv11 = uvs[idx + 3];
uv20 = uvs[idx + 4];
uv21 = uvs[idx + 5];
break;
}
}
double edge1x = uv10 - uv00;
double edge1y = uv11 - uv01;
double edge2x = uv20 - uv00;
double edge2y = uv21 - uv01;
double pvecx = r.dy * 0 - r.dz * edge2y;
double pvecy = r.dz * edge2x - r.dx * 0;
double pvecz = r.dx * edge2y - r.dy * edge2x;
double qvecx, qvecy, qvecz;
double u, v;
double det = edge1x * pvecx + edge1y * pvecy + 0 * pvecz;
if (det > 0) {
double tvecx = r.ox - uv00;
double tvecy = r.oy - uv01;
double tvecz = r.oz;
u = (tvecx * pvecx + tvecy * pvecy + tvecz * pvecz);
if (u < 0.0 || u > det)
return;
qvecx = tvecy * 0 - tvecz * edge1y;
qvecy = tvecz * edge1x - tvecx * 0;
qvecz = tvecx * edge1y - tvecy * edge1x;
v = (r.dx * qvecx + r.dy * qvecy + r.dz * qvecz);
if (v < 0.0 || u + v > det)
return;
} else if (det < 0) {
double tvecx = r.ox - uv00;
double tvecy = r.oy - uv01;
double tvecz = r.oz;
u = (tvecx * pvecx + tvecy * pvecy + tvecz * pvecz);
if (u > 0.0 || u < det)
return;
qvecx = tvecy * 0 - tvecz * edge1y;
qvecy = tvecz * edge1x - tvecx * 0;
qvecz = tvecx * edge1y - tvecy * edge1x;
v = (r.dx * qvecx + r.dy * qvecy + r.dz * qvecz);
if (v > 0.0 || u + v < det)
return;
} else
return;
double inv_det = 1.0 / det;
float t = (float) ((edge2x * qvecx + edge2y * qvecy + 0 * qvecz) * inv_det);
if (r.isInside(t)) {
r.setMax(t);
state.setIntersection(primID, (float) (u * inv_det), (float) (v * inv_det));
}
}
public void prepareShadingState(ShadingState state) {
state.init();
Instance parent = state.getInstance();
int primID = state.getPrimitiveID();
float u = state.getU();
float v = state.getV();
float w = 1 - u - v;
// state.getRay().getPoint(state.getPoint());
int tri = 3 * primID;
int index0 = triangles[tri + 0];
int index1 = triangles[tri + 1];
int index2 = triangles[tri + 2];
Point3 v0p = getPoint(index0);
Point3 v1p = getPoint(index1);
Point3 v2p = getPoint(index2);
// get object space point from barycentric coordinates
state.getPoint().x = w * v0p.x + u * v1p.x + v * v2p.x;
state.getPoint().y = w * v0p.y + u * v1p.y + v * v2p.y;
state.getPoint().z = w * v0p.z + u * v1p.z + v * v2p.z;
// move into world space
state.getPoint().set(parent.transformObjectToWorld(state.getPoint()));
Vector3 ng = Point3.normal(v0p, v1p, v2p);
if (parent != null)
ng = parent.transformNormalObjectToWorld(ng);
ng.normalize();
state.getGeoNormal().set(ng);
switch (normals.interp) {
case NONE:
case FACE: {
state.getNormal().set(ng);
break;
}
case VERTEX: {
int i30 = 3 * index0;
int i31 = 3 * index1;
int i32 = 3 * index2;
float[] normals = TriangleMesh.this.normals.data;
state.getNormal().x = w * normals[i30 + 0] + u * normals[i31 + 0] + v * normals[i32 + 0];
state.getNormal().y = w * normals[i30 + 1] + u * normals[i31 + 1] + v * normals[i32 + 1];
state.getNormal().z = w * normals[i30 + 2] + u * normals[i31 + 2] + v * normals[i32 + 2];
if (parent != null)
state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
break;
}
case FACEVARYING: {
int idx = 3 * tri;
float[] normals = TriangleMesh.this.normals.data;
state.getNormal().x = w * normals[idx + 0] + u * normals[idx + 3] + v * normals[idx + 6];
state.getNormal().y = w * normals[idx + 1] + u * normals[idx + 4] + v * normals[idx + 7];
state.getNormal().z = w * normals[idx + 2] + u * normals[idx + 5] + v * normals[idx + 8];
if (parent != null)
state.getNormal().set(parent.transformNormalObjectToWorld(state.getNormal()));
state.getNormal().normalize();
break;
}
}
float uv00 = 0, uv01 = 0, uv10 = 0, uv11 = 0, uv20 = 0, uv21 = 0;
switch (uvs.interp) {
case NONE:
case FACE: {
state.getUV().x = 0;
state.getUV().y = 0;
break;
}
case VERTEX: {
int i20 = 2 * index0;
int i21 = 2 * index1;
int i22 = 2 * index2;
float[] uvs = TriangleMesh.this.uvs.data;
uv00 = uvs[i20 + 0];
uv01 = uvs[i20 + 1];
uv10 = uvs[i21 + 0];
uv11 = uvs[i21 + 1];
uv20 = uvs[i22 + 0];
uv21 = uvs[i22 + 1];
break;
}
case FACEVARYING: {
int idx = tri << 1;
float[] uvs = TriangleMesh.this.uvs.data;
uv00 = uvs[idx + 0];
uv01 = uvs[idx + 1];
uv10 = uvs[idx + 2];
uv11 = uvs[idx + 3];
uv20 = uvs[idx + 4];
uv21 = uvs[idx + 5];
break;
}
}
if (uvs.interp != InterpolationType.NONE) {
// get exact uv coords and compute tangent vectors
state.getUV().x = w * uv00 + u * uv10 + v * uv20;
state.getUV().y = w * uv01 + u * uv11 + v * uv21;
float du1 = uv00 - uv20;
float du2 = uv10 - uv20;
float dv1 = uv01 - uv21;
float dv2 = uv11 - uv21;
Vector3 dp1 = Point3.sub(v0p, v2p, new Vector3()), dp2 = Point3.sub(v1p, v2p, new Vector3());
float determinant = du1 * dv2 - dv1 * du2;
if (determinant == 0.0f) {
// create basis in world space
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
} else {
float invdet = 1.f / determinant;
// Vector3 dpdu = new Vector3();
// dpdu.x = (dv2 * dp1.x - dv1 * dp2.x) * invdet;
// dpdu.y = (dv2 * dp1.y - dv1 * dp2.y) * invdet;
// dpdu.z = (dv2 * dp1.z - dv1 * dp2.z) * invdet;
Vector3 dpdv = new Vector3();
dpdv.x = (-du2 * dp1.x + du1 * dp2.x) * invdet;
dpdv.y = (-du2 * dp1.y + du1 * dp2.y) * invdet;
dpdv.z = (-du2 * dp1.z + du1 * dp2.z) * invdet;
if (parent != null)
dpdv = parent.transformVectorObjectToWorld(dpdv);
// create basis in world space
state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), dpdv));
}
} else
state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
int shaderIndex = faceShaders == null ? 0 : (faceShaders[primID] & 0xFF);
state.setShader(parent.getShader(shaderIndex));
}
public boolean update(ParameterList pl, SunflowAPI api) {
return true;
}
}
}
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