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📄 trianglemesh.java

📁 Sunflow是一个照片级的渲染系统
💻 JAVA
📖 第 1 页 / 共 3 页
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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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