Esempio n. 1
0
bool PolygonGroup::IsFloatDataEqual(const float32 ** meshData, const float32 ** optData, uint32 vertexFormat, uint32 format) const
{
	if (vertexFormat & format)
	{
		uint32 size = GetVertexSize(format);
		uint32 count = size / sizeof(float32);
		for (uint32 i = 0; i < count; ++i)
		{
			float32 x1 = **meshData;
			*meshData += sizeof(float32);
			float32 x2 = **optData;
			*optData += sizeof(float32);
			if (!FLOAT_EQUAL_EPS(x1, x2, 0.00001f))
				return false;
		}
	}
	return true;
}
Esempio n. 2
0
void ScrollHelper::ScrollToPosition(float32 newPos, float32 scrollTimeSec/* = 0.3f*/)
{
    if (FLOAT_EQUAL_EPS(newPos, position, 1.f))
    {
        return;
    }
    scrollToPos = newPos;
    float32 halfTime = scrollTimeSec * 0.5f;
    float32 dist = (newPos - position) * 0.5f;
    speed = 0.f;
    totalDeltaMove = 0.f;
    scrollToAcc = (dist * 2.f) / (halfTime * halfTime);
    scrollToTopSpeed = sqrtf(2.f * scrollToAcc * dist);
    if (scrollToAcc < 0.f)
    {
        scrollToTopSpeed = -scrollToTopSpeed;
    }
}
Esempio n. 3
0
void RebuildMeshTangentSpace(PolygonGroup *group, bool precomputeBinormal/*=true*/)
{
    DVASSERT(group->GetPrimitiveType() == PRIMITIVETYPE_TRIANGLELIST); //only triangle lists for now    
    DVASSERT(group->GetFormat()&EVF_TEXCOORD0);
    DVASSERT(group->GetFormat()&EVF_NORMAL);

    Vector<FaceWork> faces;
    uint32 faceCount = group->GetIndexCount()/3;
    faces.resize(faceCount);
    Vector<VertexWork> verticesOrigin;
    Vector<VertexWork> verticesFull;
    verticesOrigin.resize(group->GetVertexCount());
    verticesFull.resize(group->GetIndexCount());

    for (uint32 i=0, sz = group->GetVertexCount(); i<sz; ++i)
        verticesOrigin[i].refIndex = i;
    //compute tangent for faces
    for (uint32 f=0; f<faceCount; ++f)
    {
        Vector3 pos[3];
        Vector2 texCoord[3];
        for (uint32 i=0; i<3; ++i)
        {
            int32 workIndex = f*3+i;
            int32 originIndex;
            group->GetIndex(workIndex, originIndex);
            faces[f].indexOrigin[i] = originIndex;
            group->GetCoord(originIndex, pos[i]);
            group->GetTexcoord(0, originIndex, texCoord[i]);
            
            verticesOrigin[originIndex].refIndices.push_back(workIndex);
            verticesFull[f*3+i].refIndex = faces[f].indexOrigin[i];
        }                       
        
        float32 x10 = pos[1].x - pos[0].x;
        float32 y10 = pos[1].y - pos[0].y;
        float32 z10 = pos[1].z - pos[0].z;
        float32 u10 = texCoord[1].x-texCoord[0].x;
        float32 v10 = texCoord[1].y-texCoord[0].y;
        
        
        float32 x20 = pos[2].x - pos[0].x;
        float32 y20 = pos[2].y - pos[0].y;
        float32 z20 = pos[2].z - pos[0].z;
        float32 u20 = texCoord[2].x-texCoord[0].x;
        float32 v20 = texCoord[2].y-texCoord[0].y;

        float32 d = u10 * v20 - u20 * v10;

        if(d == 0.0f)
        {
            d = 1.0f;	// this may happen in case of degenerated triangle
        }
        d = 1.0f / d;


        Vector3 tangent = Vector3((v20 * x10 - v10 * x20) * d, (v20 * y10 - v10 * y20) * d, (v20 * z10 - v10 * z20) * d);
        Vector3 binormal = Vector3((x20 * u10 - x10 * u20) * d, (y20 * u10 - y10 * u20) * d, (z20 * u10 - z10 * u20) * d);

         //should we normalize it here or only final result?        
        tangent.Normalize();
        binormal.Normalize();
        
        faces[f].tangent = tangent;
        faces[f].binormal = binormal;
        for (int32 i=0; i<3; ++i)
        {
            verticesFull[f*3+i].tangent = tangent;            
            verticesFull[f*3+i].binormal = binormal;
        }
    }

    /*smooth tangent space preventing mirrored uv's smooth*/
    for (uint32 v = 0, sz = verticesFull.size(); v<sz; ++v)
    {
        int32 faceId = v/3;
        VertexWork& originVert = verticesOrigin[verticesFull[v].refIndex];      
        verticesFull[v].tbRatio = 1;
        for (int32 iRef=0, refSz = originVert.refIndices.size(); iRef<refSz; ++iRef)
        {
            int32 refFaceId = originVert.refIndices[iRef]/3;
            if (refFaceId == faceId) continue;
            
            //check if uv's mirrored;            
            
            //here we use handness to find mirrored UV's - still not sure if it is better then using dot product (upd: experiments show it is really better)
            Vector3 n1 = CrossProduct(verticesFull[v].tangent, verticesFull[v].binormal);
            Vector3 n2 = CrossProduct(faces[refFaceId].tangent, faces[refFaceId].binormal);                        
            
            if (DotProduct(n1, n2)>0.0f)
            {
                verticesFull[v].tangent+=faces[refFaceId].tangent;
                verticesFull[v].binormal+=faces[refFaceId].binormal;
                verticesFull[v].tbRatio++;
            }
            
        }

        //as we use normalized tangent space - we renormalize vertex TB instead of rescaling it - think later if it is ok
        verticesFull[v].tangent.Normalize();
        verticesFull[v].binormal.Normalize();                
        
        /*float32 invScale = 1.0f/(float32)vertices_full[v].tbRatio;
        vertices_full[v].tangent*=invScale;
        vertices_full[v].binormal*=invScale;*/
        
    }


    const float32 EPS = 0.00001f; //should be the same value as in exporter
    Vector<int32> groups;
    //unlock vertices that have different tangent/binormal but same ref
    for (uint32 i=0, sz=verticesOrigin.size(); i<sz; ++i)
    {        
        DVASSERT(verticesOrigin[i].refIndices.size()); //vertex with no reference triangles found?

        verticesOrigin[i].tangent = verticesFull[verticesOrigin[i].refIndices[0]].tangent;
        verticesOrigin[i].binormal = verticesFull[verticesOrigin[i].refIndices[0]].binormal;

        if (verticesOrigin[i].refIndices.size()<=1) //1 and less references do not need unlock test
            continue;
        groups.clear();
        groups.push_back(0);
        verticesFull[verticesOrigin[i].refIndices[0]].resultGroup = 0;
        //if has different refs, check different groups;
        for (int32 refId=1, refSz = verticesOrigin[i].refIndices.size(); refId<refSz; ++refId)
        {
            VertexWork& vertexRef = verticesFull[verticesOrigin[i].refIndices[refId]];
            bool groupFound = false;
            for (int32 groupId = 0, groupSz = groups.size(); groupId<groupSz; ++groupId)
            {
                const VertexWork& groupRef = verticesFull[verticesOrigin[i].refIndices[groups[groupId]]];                
                bool groupEqual = FLOAT_EQUAL_EPS(vertexRef.tangent.x, groupRef.tangent.x, EPS) && FLOAT_EQUAL_EPS(vertexRef.tangent.y, groupRef.tangent.y, EPS) && FLOAT_EQUAL_EPS(vertexRef.tangent.z, groupRef.tangent.z, EPS);
                if (precomputeBinormal)
                    groupEqual &= FLOAT_EQUAL_EPS(vertexRef.binormal.x, groupRef.binormal.x, EPS) && FLOAT_EQUAL_EPS(vertexRef.binormal.y, groupRef.binormal.y, EPS) && FLOAT_EQUAL_EPS(vertexRef.binormal.z, groupRef.binormal.z, EPS);

                if (groupEqual)
                {                    
                    vertexRef.resultGroup = groupId;
                    groupFound = true;
                    break;
                }                
            }
            if (!groupFound) //start new group
            {
                vertexRef.resultGroup = groups.size();
                groups.push_back(refId);
            }
        }

        if (groups.size()>1) //different groups found - unlock vertices and update refs
        {            
            groups[0] = i;
            for (int32 groupId = 1, groupSz = groups.size(); groupId<groupSz; ++groupId)
            {
                verticesOrigin.push_back(verticesOrigin[i]);
                groups[groupId] = verticesOrigin.size()-1;
                verticesOrigin[groups[groupId]].refIndex = i;
            }
            for (int32 refId=1, refSz = verticesOrigin[i].refIndices.size(); refId<refSz; ++refId)
            {
                VertexWork& vertexRef = verticesFull[verticesOrigin[i].refIndices[refId]];
                vertexRef.refIndex = groups[vertexRef.resultGroup];
            }
        }
    }
    
    //copy original polygon group data and fill new tangent/binormal values
    ScopedPtr<PolygonGroup> tmpGroup(new PolygonGroup());        
    tmpGroup->AllocateData(group->GetFormat(), group->GetVertexCount(), group->GetIndexCount());

    Memcpy(tmpGroup->meshData, group->meshData, group->GetVertexCount()*group->vertexStride);
    Memcpy(tmpGroup->indexArray, group->indexArray, group->GetIndexCount()*sizeof(int16));

    int32 vertexFormat = group->GetFormat() | EVF_TANGENT;
    if (precomputeBinormal)
        vertexFormat|=EVF_BINORMAL;
    group->ReleaseData();
    group->AllocateData(vertexFormat, verticesOrigin.size(), verticesFull.size());

    //copy vertices
    for (uint32 i=0, sz = verticesOrigin.size(); i<sz; ++i)
    {
        CopyVertex(tmpGroup, verticesOrigin[i].refIndex, group, i);   
        Vector3 normal;
        group->GetNormal(i, normal);
        
        Vector3 tangent = verticesOrigin[i].tangent;
        tangent -=normal*DotProduct(tangent, normal);        
        tangent.Normalize();
        group->SetTangent(i, tangent);
        if (precomputeBinormal)
        {
            Vector3 binormal = -verticesOrigin[i].binormal;
            binormal -=normal*DotProduct(binormal, normal);            
            binormal.Normalize();
            group->SetBinormal(i, binormal);
        }
    }

    //copy indices
    for (int32 i = 0, sz = verticesFull.size(); i<sz; ++i)
        group->SetIndex(i, verticesFull[i].refIndex);

    group->BuildBuffers();
}