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; }
// perpendicular to N, in the U (reference) direction Point3 GetTangent( ShadeContext &sc, int uvChan ) { // Point3 basisVecs[ 3 ]; // sc.DPdUVW( basisVecs, uvChan ); // 0 is vtxclr, 1..n is uv channels, max_meshmaps in mesh.h // Point3 U = Normalize( basisVecs[0] ); Point3 U = sc.VectorFrom( Point3( 0.01f, 0.0f, 1.0f ), REF_OBJECT ); //Retry: U = Normalize( U ); Point3 N = sc.Normal(); //assumed normalized // the line between the tip of vec[0] and its projection on N is tangent float UN = Dot( U, N ); // if ( Abs(UN) > 0.9999999f ){ // U = sc.VectorFrom( Point3( 0.01f, 1.0f, 0.0f ), REF_OBJECT ); // goto Retry; // } Point3 T = U - N * UN; T = Normalize( T ); return T; }