Beispiel #1
0
BOOL plDistributor::ISetSurfaceNode(INode* surfNode) const
{
    if( !IGetMesh(surfNode, fSurfObjToDelete, fSurfMesh) )
    {
        return false;
    }
    fSurfNode = surfNode;

    fSurfToWorld = surfNode->GetObjectTM(TimeValue(0));
    fWorldToSurf = Inverse(fSurfToWorld);

    fSurfToWorldVec = Transpose(fWorldToSurf);
    fWorldToSurfVec = Transpose(fSurfToWorld);

    fSurfAngProbVec = FNormalize(fWorldToSurfVec * fAngProbVec);
    // This doesn't have anything to do with the surface node, but it
    // does have to do with the SurfAngProbVec, and this is as good a
    // place as any to do it.
    ISetAngProbCosines();

    fSurfAlignVec = FNormalize(fWorldToSurfVec * fAlignVec);

    if( INeedMeshTree() )
        IMakeMeshTree();

    return true;
}
Beispiel #2
0
BOOL plDistributor::IConformCheck(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const
{
    Matrix3 OTM = IOTM(iRepNode);
    Mesh* mesh = cache[iRepNode].fMesh;

    Point3 dir = l2w.VectorTransform(Point3(0.f, 0.f, 1.f));
    dir = FNormalize(dir);

    const float kOneOverSqrt2 = 0.707107f;
    Point3 scalePt(kOneOverSqrt2, kOneOverSqrt2, 0.f);
    scalePt = l2w.VectorTransform(scalePt);
    float maxScaledDist = fMaxConform * scalePt.Length();

    Box3 bnd = mesh->getBoundingBox() * OTM;
    bnd = Box3(Point3(bnd.Min().x, bnd.Min().y, -bnd.Max().z), bnd.Max());
    bnd = bnd * l2w;
    Tab<int32_t> faces;
    IFindFaceSet(bnd, faces);

    int i;
    for( i = 0; i < mesh->getNumVerts(); i++ )
    {
        Point3 pt = mesh->getVert(i) * OTM;
        pt.z = 0;

        pt = pt * l2w;

        Point3 projPt;
        if( !IProjectVertex(pt, dir, maxScaledDist, faces, projPt) )
            return false;
    }
    return true;
}
Beispiel #3
0
Point3 plDistributor::IGetSurfaceNormal(int iFace, const Point3& bary) const
{
    fSurfMesh->checkNormals(true);

    if( !fFaceNormals )
    {
        Face& face = fSurfMesh->faces[iFace];
        Point3 norm = FNormalize(fSurfMesh->getNormal(face.getVert(0))) * bary[0];
        norm += FNormalize(fSurfMesh->getNormal(face.getVert(1))) * bary[1];
        norm += FNormalize(fSurfMesh->getNormal(face.getVert(2))) * bary[2];

        return norm;
    }

    Point3 faceNorm = fSurfMesh->getFaceNormal(iFace);
    return FNormalize(faceNorm);
}
Beispiel #4
0
BOOL plDistributor::IConformAll(Matrix3& l2w, int iRepNode, plMeshCacheTab& cache, int& iCache) const
{
    Matrix3 OTM = IOTM(iRepNode);
    Mesh* mesh = cache[iRepNode].fMesh;

    Point3 dir = l2w.VectorTransform(Point3(0.f, 0.f, 1.f));
    dir = FNormalize(dir);

    const float kOneOverSqrt2 = 0.707107f;
    Point3 scalePt(kOneOverSqrt2, kOneOverSqrt2, 0.f);
    scalePt = l2w.VectorTransform(scalePt);
    float maxScaledDist = fMaxConform * scalePt.Length();

    Box3 bnd = mesh->getBoundingBox() * OTM;
    bnd = Box3(Point3(bnd.Min().x, bnd.Min().y, -bnd.Max().z), bnd.Max());
    bnd = bnd * l2w;
    Tab<int32_t> faces;
    IFindFaceSet(bnd, faces);

    // l2w, iRepNode, cache, &iCache, maxScaledDist, dir
    iCache = cache.Count();
    cache.SetCount(iCache + 1);
    cache[iCache] = cache[iRepNode];
    cache[iCache].fMesh = new Mesh(*mesh);

    mesh = cache[iCache].fMesh;

    Matrix3 v2w = OTM * l2w;
    Matrix3 w2v = Inverse(v2w);

    BOOL retVal = true;
    int i;
    for( i = 0; i < mesh->getNumVerts(); i++ )
    {
        Point3 pt = mesh->getVert(i) * OTM;
        pt.z = 0;

        pt = pt * l2w;

        Point3 projPt;
        if( !IProjectVertex(pt, dir, maxScaledDist, faces, projPt) )
        {
            retVal = false;
            break;
        }

        Point3 del = w2v.VectorTransform(projPt - pt);
        mesh->getVert(i) += del;
    }
    if( !retVal )
    {
//      delete cache[iCache].fMesh;
        delete mesh;
        cache.SetCount(iCache);
        iCache = iRepNode;
    }
    return retVal;
}
Beispiel #5
0
float BerconGradient::getGradientValueNormal(ShadeContext& sc) {
	switch (p_normalType) {	 
		case 0: { // View			 
			return -DotProd(sc.Normal(), sc.V());
		}
		case 1: { // Local X
			return (sc.VectorTo(sc.Normal(), REF_OBJECT)).x;
		}
		case 2: { // Local Y
			return (sc.VectorTo(sc.Normal(), REF_OBJECT)).y;
		}
		case 3: { // Local Z
			return (sc.VectorTo(sc.Normal(), REF_OBJECT)).z;
		}
		case 4: { // World X
			return (sc.VectorTo(sc.Normal(), REF_WORLD)).x;
		}
		case 5: { // World Y
			return (sc.VectorTo(sc.Normal(), REF_WORLD)).y;
		}
		case 6: { // World Z
			return (sc.VectorTo(sc.Normal(), REF_WORLD)).z;
		}
		case 7: { // Camera X
			return sc.Normal().x; //(sc.VectorTo(sc.Normal(), REF_CAMERA)).x;
		}
		case 8: { // Camera Y
			return sc.Normal().y; //(sc.VectorTo(sc.Normal(), REF_CAMERA)).y;
		}
		case 9: { // Camera Z
			return sc.Normal().z; //(sc.VectorTo(sc.Normal(), REF_CAMERA)).z;
		}
		case 10: { // To Object
			if (sc.InMtlEditor() || !p_node)
				return -DotProd(sc.Normal(), sc.V());												
			return DotProd(sc.Normal(), FNormalize(sc.PointFrom((p_node->GetNodeTM(sc.CurTime())).GetTrans(),REF_WORLD) - sc.P()));							
		}
		case 11: { // Object Z			
			if (sc.InMtlEditor() || !p_node)
				return -DotProd(sc.Normal(), sc.V());				
			return DotProd(sc.Normal(), FNormalize(sc.VectorFrom(p_node->GetNodeTM(sc.CurTime()).GetRow(2),REF_WORLD)));			
		}
	}
	return 0.f;
}
Beispiel #6
0
static Point3 RefractVector(ShadeContext &sc, Point3 N, Point3 V, float ior) { 
	float VN,nur,k1;
	VN = DotProd(-V,N);
	if (sc.backFace) nur = ior;
	else nur = (ior!=0.0f) ? 1.0f/ior: 1.0f;
	k1 = 1.0f-nur*nur*(1.0f-VN*VN);
	if (k1<=0.0f) {
		// Total internal reflection: 
		return FNormalize(2.0f*VN*N + V);
		}
	else 
		return (nur*VN-(float)sqrt(k1))*N + nur*V;
	}
Beispiel #7
0
float BerconGradient::getGradientValueDist(ShadeContext& sc) {
	switch (p_normalType) {	 
		case 0: { // View			 
			return -sc.P().z; //Length(sc.OrigView()); //(sc.PointTo(sc.P(), REF_CAMERA)).z;
		}
		case 1: { // Local X
			return (sc.PointTo(sc.P(), REF_OBJECT)).x;
		}
		case 2: { // Local Y
			return (sc.PointTo(sc.P(), REF_OBJECT)).y;
		}
		case 3: { // Local Z
			return (sc.PointTo(sc.P(), REF_OBJECT)).z;
		}
		case 4: { // World X
			return (sc.PointTo(sc.P(), REF_WORLD)).x;
		}
		case 5: { // World Y
			return (sc.PointTo(sc.P(), REF_WORLD)).y;
		}
		case 6: { // World Z
			return (sc.PointTo(sc.P(), REF_WORLD)).z;
		}
		case 7: { // Camera X
			return sc.P().x; //(sc.PointTo(sc.P(), REF_CAMERA)).x;
		}
		case 8: { // Camera Y
			return sc.P().y; //(sc.PointTo(sc.P(), REF_CAMERA)).y;
		}
		case 9: { // Camera Z
			return -sc.P().z; //-(sc.PointTo(sc.P(), REF_CAMERA)).z;
		}
		case 10: { // To Object
			if (sc.InMtlEditor() || !p_node)
				return -sc.P().z; //(sc.PointTo(sc.P(), REF_CAMERA)).z;			
			return Length((p_node->GetNodeTM(sc.CurTime())).GetTrans() - sc.PointTo(sc.P(), REF_WORLD));
		}
		case 11: { // Object Z			
			if (sc.InMtlEditor() || !p_node)
				return -sc.P().z; //(sc.PointTo(sc.P(), REF_CAMERA)).z;			
			Matrix3 tm = p_node->GetNodeTM(sc.CurTime());
			Point3 a = tm.GetTrans() - sc.PointTo(sc.P(), REF_WORLD);
			Point3 b = FNormalize(tm.GetRow(2));
			return (-DotProd(b, a) / Length(b));
		}
	}
	return 0.f;
}
int DirLight::UpdateViewDepParams(const Matrix3& worldToCam) {
    BaseObjLight::UpdateViewDepParams(worldToCam);
    lightDir = FNormalize(lightToCam.GetRow(2));

    return 1;
    }
Beispiel #9
0
// Generate local to world from face info (pos, normal, etc)
Matrix3 plDistributor::IGenerateTransform(int iRepNode, int iFace, const Point3& pt, const Point3& bary) const
{
    const float kMinVecLengthSq = 1.e-6f;
    Matrix3 l2w(true);

    // First, set the scale
    Point3 scale;
    switch( fScaleLock )
    {
    case kLockX | kLockY:
        scale.x = fRand.RandRangeF(fScaleLo.x, fScaleHi.x);
        scale.y = scale.x;
        scale.z = fRand.RandRangeF(fScaleLo.z, fScaleHi.z);
        break;
    case kLockX | kLockY | kLockZ:
        scale.x = fRand.RandRangeF(fScaleLo.x, fScaleHi.x);
        scale.y = scale.z = scale.x;
        break;
    default:
        scale.x = fRand.RandRangeF(fScaleLo.x, fScaleHi.x);
        scale.y = fRand.RandRangeF(fScaleLo.y, fScaleHi.y);
        scale.z = fRand.RandRangeF(fScaleLo.z, fScaleHi.z);
        break;
    }

    l2w.Scale(scale);

    // Next up, get the rotation.
    // First we'll randomly rotate about local Z
    float azimRot = fRand.RandMinusOneToOne() * fAzimuthRange;
    Matrix3 azimMat;
    azimMat.SetRotateZ(azimRot);

    l2w = l2w * azimMat;

    // Now align with the surface.
    // Get the interpolated surface normal.
    Point3 surfNorm = IGetSurfaceNormal(iFace, bary);

    Matrix3 repNodeTM = fRepNodes[iRepNode]->GetNodeTM(TimeValue(0));

    Point3 alignVec = repNodeTM.GetRow(2);
    alignVec = alignVec * fWorldToSurfVec;
    alignVec = FNormalize(alignVec);

    Point3 norm = surfNorm + (alignVec - surfNorm) * fAlignWgt;
    // The norm can come out of this zero length, if the surace normal
    // is directly opposite the "natural" up direction and the weight
    // is 50% (for example). In that case, this is just a bad place
    // to drop this replicant.
    if( norm.LengthSquared() < kMinVecLengthSq )
    {
        l2w.IdentityMatrix();
        return l2w;
    }
    norm = norm.Normalize();

    // Randomize through the cone around that.
    Point3 rndNorm = norm;
    Point3 rndDir = IPerpAxis(norm);
    Point3 rndOut = rndDir ^ norm;
    rndDir *= fRand.RandMinusOneToOne();
    float len = sqrt(1.f - rndDir.LengthSquared());
    rndOut *= len;
    if( fRand.RandMinusOneToOne() < 0 )
        rndOut *= -1.f;
    Point3 rndPol = rndDir + rndOut;

    float polScale = fRand.RandZeroToOne() * fTanPolarRange;

    // Combine using the bunching factor
    polScale = polScale * (1.f - fPolarBunch) + polScale * polScale * fPolarBunch;

    rndPol *= polScale;
    rndNorm += rndPol;
    norm = rndNorm.Normalize();

    // Have "up" alignment, now just generate random dir vector perpindicular to up
    Point3 dir = repNodeTM.GetRow(1);
    dir = dir * fWorldToSurfVec;
    Point3 out = dir ^ norm;
    if( out.LengthSquared() < kMinVecLengthSq )
    {
        if( fAzimuthRange < M_PI * 0.5f )
        {
            l2w.IdentityMatrix();
            return l2w;
        }
        else
        {
            dir = IPerpAxis(norm);
            out = dir ^ norm;
        }
    }
    out = FNormalize(out);
    dir = norm ^ out;

    // If our "up" direction points into the surface, return an "up" direction
    // tangent to the surface. Also, make the "dir" direction point out from
    // the surface. So if the alignVec/fAlignWgt turns the replicant around
    // to penetrate the surface, it just lies down instead.
    //
    // There's an early out here, for the case where the surface normal is
    // exactly opposed to the destination normal. This usually means the
    // surface normal is directly opposite the alignVec. In that
    // case, we just want to bag it.
    if( DotProd(norm, surfNorm) < 0 )
    {
        dir = surfNorm;
        dir = dir.Normalize();
        out = dir ^ norm;
        if( out.LengthSquared() < kMinVecLengthSq )
        {
            l2w.IdentityMatrix();
            return l2w;
        }
        out = out.Normalize();
        norm = out ^ dir;
    }

    Matrix3 align;
    align.Set(out, dir, norm, Point3(0,0,0));

    l2w = l2w * align;


    // Lastly, set the position.
    Point3 pos = pt;
    const float offset = fRand.RandRangeF(fOffsetMin, fOffsetMax);
    pos += norm * offset;
    l2w.Translate(pos);

    l2w = l2w * fSurfNode->GetObjectTM(TimeValue(0));

    return l2w;
}