// for Chugins extending UGen SAMPLE tick ( SAMPLE in ) { // default: this passes whatever input is patched into Chugin if (sync == 0) { if (in > 0) { freq = in; step = table_size * freq / srate; } table_pos += step; } else if (sync == 1) table_pos = table_size * in; while (table_pos > table_size) table_pos -= table_size; int y0, y1, y2, y3; y0 = (int) table_pos; y1 = (y0 + 1) % table_size; y2 = (y0 + 2) % table_size; y3 = (y0 + 3) % table_size; if (interpolate==1) { return LinearInterpolate(current_table[y0], current_table[y1], table_pos - y0); } else if (interpolate==2) { return LagrangeInterpolate(current_table[y0], current_table[y1], current_table[y2], current_table[y3], table_pos - y0); } if (interpolate==3) { return CubicInterpolate(current_table[y0], current_table[y1], current_table[y2], current_table[y3], table_pos - y0); } else if (interpolate==4) { return HermiteInterpolate(current_table[y0], current_table[y1], current_table[y2], current_table[y3], table_pos - y0); } return current_table[y0]; }
void Extrude(const Vec3* points, int numPoints, std::vector<Vec3>& vertices, std::vector<Vec3>& normals, std::vector<int>& triangles, float radius, int resolution, int smoothing) { if (numPoints < 2) return; Vec3 u, v; Vec3 w = SafeNormalize(Vec3(points[1])-Vec3(points[0]), Vec3(0.0f, 1.0f, 0.0f)); BasisFromVector(w, &u, &v); Matrix44 frame; frame.SetCol(0, Vec4(u.x, u.y, u.z, 0.0f)); frame.SetCol(1, Vec4(v.x, v.y, v.z, 0.0f)); frame.SetCol(2, Vec4(w.x, w.y, w.z, 0.0f)); frame.SetCol(3, Vec4(0.0f, 0.0f, 0.0f, 1.0f)); for (int i=0; i < numPoints -1; ++i) { Vec3 next; if (i < numPoints -1) next = Normalize(Vec3(points[i+1])-Vec3(points[i-1])); else next = Normalize(Vec3(points[i])-Vec3(points[i-1])); int a = Max(i-1, 0); int b = i; int c = Min(i+1, numPoints -1); int d = Min(i+2, numPoints -1); Vec3 p1 = Vec3(points[b]); Vec3 p2 = Vec3(points[c]); Vec3 m1 = 0.5f*(Vec3(points[c]) - Vec3(points[a])); Vec3 m2 = 0.5f*(Vec3(points[d]) - Vec3(points[b])); // ensure last segment handled correctly int segments = (i < numPoints-2)?smoothing:smoothing+1; for (int s=0; s < segments; ++s) { Vec3 pos = HermiteInterpolate(p1, p2, m1, m2, s/float(smoothing)); Vec3 dir = Normalize(HermiteTangent(p1, p2, m1, m2, s/float(smoothing))); Vec3 cur = frame.GetAxis(2); const float angle = acosf(Dot(cur, dir)); // if parallel then don't need to do anything if (fabsf(angle) > 0.001f) frame = RotationMatrix(angle, SafeNormalize(Cross(cur, dir)))*frame; int startIndex = vertices.size(); for (int c=0; c < resolution; ++c) { float angle = k2Pi / resolution; // transform position and normal to world space Vec4 v = frame*Vec4(cosf(angle*c), sinf(angle*c), 0.0f, 0.0f); vertices.push_back(Vec3(v)*radius + pos); normals.push_back(Vec3(v)); } // output triangles if (startIndex != 0) { for (int i=0; i < resolution; ++i) { int curIndex = startIndex + i; int nextIndex = startIndex + (i+1)%resolution; triangles.push_back(curIndex); triangles.push_back(curIndex-resolution); triangles.push_back(nextIndex-resolution); triangles.push_back(nextIndex-resolution); triangles.push_back(nextIndex); triangles.push_back(curIndex); } } } } }