Exemple #1
0
void TriPatchObject::BuildPatch(TimeValue t,PatchMesh& amesh)
	{
	int nverts = 4;
	int nvecs = 16;
	float l, w;
	int tex;
	
	// Start the validity interval at forever and whittle it down.
	ivalid = FOREVER;
	pblock->GetValue( PB_LENGTH, t, l, ivalid );
	pblock->GetValue( PB_WIDTH, t, w, ivalid );
	pblock->GetValue( PB_TEXTURE, t, tex, ivalid );

	amesh.setNumVerts(nverts);
	amesh.setNumTVerts(tex ? nverts : 0);
	amesh.setNumVecs(nvecs);
	amesh.setNumPatches(2);
	amesh.setNumTVPatches(tex ? 2 : 0);

	Point3 v0 = Point3(-w, -l, 0.0f) / 2.0f;   
	Point3 v1 = v0 + Point3(w, 0.0f, 0.0f);
	Point3 v2 = v0 + Point3(w, l, 0.0f);
	Point3 v3 = v0 + Point3(0.0f, l, 0.0f);

	// Create the vertices.
	amesh.verts[0].flags = PVERT_COPLANAR;
	amesh.verts[1].flags = PVERT_COPLANAR;
	amesh.verts[2].flags = PVERT_COPLANAR;
	amesh.verts[3].flags = PVERT_COPLANAR;
	if(tex) {
		amesh.setTVert(0, UVVert(0,0,0));
		amesh.setTVert(1, UVVert(1,0,0));
		amesh.setTVert(2, UVVert(1,1,0));
		amesh.setTVert(3, UVVert(0,1,0));
		}
	amesh.setVert(0, v0);
	amesh.setVert(1, v1);
	amesh.setVert(2, v2);
	amesh.setVert(3, v3);

	// Create the vectors
	MAKEVEC(0, v0, v1);
	MAKEVEC(2, v1, v2);
	MAKEVEC(4, v2, v3);
	MAKEVEC(6, v3, v0);
	MAKEVEC(8, v3, v1);

	// Create patches.
	amesh.MakeTriPatch(0, 0, 0, 1, 1, 9, 8, 3, 6, 7, 10, 11, 12, 1);
	amesh.MakeTriPatch(1, 1, 2, 3, 2, 4, 5, 3, 8, 9, 13, 14, 15, 1);
	Patch &p1 = amesh.patches[0];
	Patch &p2 = amesh.patches[1];
	if(tex) {
		amesh.getTVPatch(0).setTVerts(0,1,3);
		amesh.getTVPatch(1).setTVerts(1,2,3);
		}

	// Finish up patch internal linkages (and bail out if it fails!)
	assert(amesh.buildLinkages());

	// Calculate the interior bezier points on the PatchMesh's patches
	amesh.computeInteriors();

	amesh.InvalidateGeomCache();

	// Tell the PatchMesh it just got changed
	amesh.InvalidateMesh();
	}
Exemple #2
0
void BuildTorusPatch(
		TimeValue t, PatchMesh &patch, 
		float radius1, float radius2, int genUVs, BOOL usePhysUVs)
	{
	int segs = 8, sides = 4;
	int nverts = segs * sides;
	int nvecs = segs*sides*8;
	int npatches = segs * sides;
	patch.setNumVerts(nverts);
	patch.setNumTVerts(genUVs ? (segs + 1) * (sides + 1) : 0);
	patch.setNumVecs(nvecs);
	patch.setNumPatches(npatches);	
	patch.setNumTVPatches(genUVs ? npatches : 0);
	int ix=0, jx=0, kx=sides*segs*4, i, j;
	float ang1 = 0.0f, delta1 = TWOPI/float(segs);
	float ang2 = 0.0f, delta2 = TWOPI/float(sides);	
	float circleLenIn = CIRCLE_FACT8*(radius1-radius2);
	float circleLenOut = CIRCLE_FACT8*(radius1+radius2);
	float circleLenMid = CIRCLE_FACT4*radius2;
	float circleLen;
	float sinang1, cosang1, sinang2, cosang2, rt, u;
	Point3 p, v;
	DWORD a, b, c, d;

	for (i=0; i<segs; i++) {
		sinang1 = (float)sin(ang1);
		cosang1 = (float)cos(ang1);
		ang2 = 0.0f;
		for (j=0; j<sides; j++) {			
			sinang2 = (float)sin(ang2);
			cosang2 = (float)cos(ang2);
			rt = radius1+radius2*cosang2;
			
			// Vertex
			p.x = rt*cosang1;
			p.y = rt*sinang1;
			p.z = radius2*sinang2;	
			patch.setVert(ix, p);
			
			// Tangents			
			u = (cosang2+1.0f)/2.0f;
			circleLen = u*circleLenOut + (1.0f-u)*circleLenIn;

			v.x = -sinang1*circleLen;
			v.y = cosang1*circleLen;
			v.z = 0.0f;
			patch.setVec(jx++,patch.verts[ix] + v);
			
			v.x = sinang1*circleLen;
			v.y = -cosang1*circleLen;
			v.z = 0.0f;
			patch.setVec(jx++,patch.verts[ix] + v);
			
			v.x = -sinang2*cosang1*circleLenMid;
			v.y = -sinang2*sinang1*circleLenMid;
			v.z = cosang2*circleLenMid;
			patch.setVec(jx++,patch.verts[ix] + v);
			
			v.x = sinang2*cosang1*circleLenMid;
			v.y = sinang2*sinang1*circleLenMid;
			v.z = -cosang2*circleLenMid;
			patch.setVec(jx++,patch.verts[ix] + v);			

			// Build the patch
			a = ((i+1)%segs)*sides + (j+1)%sides;
			b = i*sides + (j+1)%sides;
			c = i*sides + j;			
			d = ((i+1)%segs)*sides + j;
			
			patch.patches[ix].SetType(PATCH_QUAD);
			patch.patches[ix].setVerts(a, b, c, d);
			patch.patches[ix].setVecs(
				Tang(a,1),Tang(b,0),Tang(b,3),Tang(c,2),
				Tang(c,0),Tang(d,1),Tang(d,2),Tang(a,3));
			patch.patches[ix].setInteriors(kx, kx+1, kx+2, kx+3);
			patch.patches[ix].smGroup = 1;

			kx += 4;
			ix++;
			ang2 += delta2;
			}		
		ang1 += delta1;
		}	

	if(genUVs) {
		int tv = 0;
		int tvp = 0;
		float fsegs = (float)segs;
		float fsides = (float)sides;
        float uScale = usePhysUVs ? ((float) 2.0f * PI * radius1) : 1.0f;
        float vScale = usePhysUVs ? ((float) 2.0f * PI * radius2) : 1.0f;
		for (i=0; i<=segs; i++) {
			float u = (float)i / (fsegs-1);
			for (j=0; j<=sides; j++,++tv) {
				float v = (float)j / (fsides-1);
                if (usePhysUVs)
                    patch.setTVert(tv, UVVert(vScale*v, uScale*u, 0.0f));
                else
                    patch.setTVert(tv, UVVert(uScale*(1.0f-u), vScale*v, 0.0f));
				if(j < sides && i < segs)
					patch.getTVPatch(tvp++).setTVerts(tv, tv+1, tv+sides+2, tv+sides+1);
				}		
			}	
		}
			
	if( !patch.buildLinkages() )
   {
      assert(0);
   }
	patch.computeInteriors();
	patch.InvalidateGeomCache();
	}