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Mesh4D.cs
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578 lines (538 loc) · 25.4 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Collections;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
public class Mesh4D {
public List<Vertex4D> vArray = new();
public List<Shadow4D> sArray = new();
public List<Shadow4D> wArray = new();
public List<Vector4> conePoints = new();
public List<int>[] vIndices = null;
public List<int>[] sIndices = null;
public List<int>[] wIndices = null;
public int curSubMesh = 0;
struct Vector4Triple {
public Vector4Triple(Vector4 a, Vector4 b, Vector4 c) {
this.a = a;
this.b = b;
this.c = c;
}
public Vector4 a;
public Vector4 b;
public Vector4 c;
public override bool Equals(object obj) =>
obj is Vector4Triple r && a == r.a && b == r.b && c == r.c;
public override int GetHashCode() => System.HashCode.Combine(a, b, c);
}
struct Vector4Double {
public Vector4Double(Vector4 a, Vector4 b) {
this.a = a;
this.b = b;
}
public Vector4 a;
public Vector4 b;
public override bool Equals(object obj) =>
obj is Vector4Double r && a == r.a && b == r.b;
public override int GetHashCode() => System.HashCode.Combine(a, b);
}
private HashSet<Vector4Triple> shadowHashset = new();
private HashSet<Vector4Double> wireHashset = new();
private bool InHashSet(Vector4 a, Vector4 b, Vector4 c) {
return shadowHashset.Contains(new Vector4Triple(a, b, c)) ||
shadowHashset.Contains(new Vector4Triple(a, c, b)) ||
shadowHashset.Contains(new Vector4Triple(b, a, c)) ||
shadowHashset.Contains(new Vector4Triple(b, c, a)) ||
shadowHashset.Contains(new Vector4Triple(c, a, b)) ||
shadowHashset.Contains(new Vector4Triple(c, b, a));
}
private bool InHashSet(Vector4 a, Vector4 b) {
return wireHashset.Contains(new Vector4Double(a, b)) ||
wireHashset.Contains(new Vector4Double(b, a));
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
public struct PackedNormal {
public PackedNormal(uint a, uint b, uint c, uint d) {
this.a = a;
this.b = b;
this.c = c;
this.d = d;
}
public static PackedNormal Flat(Vector4 a, Vector4 b, Vector4 c, Vector4 d) {
Vector4 n = Transform4D.MakeNormal(a - d, b - d, c - d);
uint p = (n.magnitude >= 1e-12f ? PackNormal(-n) : 0);
return new PackedNormal(p, p, p, p);
}
public static uint Flip(uint p) {
uint x = 256 - ((p) & 0xFF);
uint y = 256 - ((p >> 8) & 0xFF);
uint z = 256 - ((p >> 16) & 0xFF);
uint w = 256 - ((p >> 24) & 0xFF);
return (x) | (y << 8) | (z << 16) | (w << 24);
}
public uint a, b, c, d;
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
public struct Vertex4D {
public Vector4 va;
public PackedNormal normal;
public Vector4 vb;
public Vector4 vc;
public Vector4 vd;
public uint ao;
public static readonly VertexAttributeDescriptor[] layout = new VertexAttributeDescriptor[] {
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.Normal, VertexAttributeFormat.UInt32, 4),
new VertexAttributeDescriptor(VertexAttribute.TexCoord0,VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.TexCoord1,VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.TexCoord2,VertexAttributeFormat.Float32, 4),
new VertexAttributeDescriptor(VertexAttribute.TexCoord3,VertexAttributeFormat.UInt32, 1),
};
public Vertex4D(Vector4 va, Vector4 vb, Vector4 vc, Vector4 vd, PackedNormal normal, uint ao) {
this.va = va;
this.normal = normal;
this.vb = vb;
this.vc = vc;
this.vd = vd;
this.ao = ao;
}
public float aoA {
get { return (float)(ao & 0xFF) / 255.0f; }
}
public float aoB {
get { return (float)((ao >> 8) & 0xFF) / 255.0f; }
}
public float aoC {
get { return (float)((ao >> 16) & 0xFF) / 255.0f; }
}
public float aoD {
get { return (float)((ao >> 24) & 0xFF) / 255.0f; }
}
}
[System.Runtime.InteropServices.StructLayout(System.Runtime.InteropServices.LayoutKind.Sequential)]
public struct Shadow4D {
public Vector4 vertex;
public static readonly VertexAttributeDescriptor[] layout = new VertexAttributeDescriptor[] {
new VertexAttributeDescriptor(VertexAttribute.Position, VertexAttributeFormat.Float32, 4),
};
public Shadow4D(Vector4 vertex) {
this.vertex = vertex;
}
}
public Mesh4D(int submeshCount = 1) {
vIndices = new List<int>[submeshCount];
sIndices = new List<int>[submeshCount];
wIndices = new List<int>[submeshCount];
for (int i = 0; i < submeshCount; ++i) {
vIndices[i] = new List<int>();
sIndices[i] = new List<int>();
wIndices[i] = new List<int>();
}
}
public static uint Twiddle(uint ao) {
return ((ao & 0xF) << 12) | ((ao & 0xF0) << 4) | ((ao & 0xF00) >> 4) | ((ao & 0xF000) >> 12);
}
public void ClearShadows() {
sArray.Clear();
wArray.Clear();
shadowHashset.Clear();
wireHashset.Clear();
for (int i = 0; i < sIndices.Length; ++i) { sIndices[i].Clear(); }
for (int i = 0; i < wIndices.Length; ++i) { wIndices[i].Clear(); }
}
public void MarkConePoint(Vector4 pt) {
conePoints.Add(pt);
}
public void AddTetrahedron(Vector4 a, Vector4 b, Vector4 c, Vector4 d) {
AddTetrahedron(a, b, c, d, 0);
}
public void AddTetrahedron(Vector4 a, Vector4 b, Vector4 c, Vector4 d, float a_c, float b_c, float c_c, float d_c) {
uint ua = (uint)(Mathf.Clamp(a_c * 256.0f, 0.0f, 255.0f));
uint ub = (uint)(Mathf.Clamp(b_c * 256.0f, 0.0f, 255.0f));
uint uc = (uint)(Mathf.Clamp(c_c * 256.0f, 0.0f, 255.0f));
uint ud = (uint)(Mathf.Clamp(d_c * 256.0f, 0.0f, 255.0f));
AddTetrahedron(a, b, c, d, ua | (ub << 8) | (uc << 16) | (ud << 24));
}
public void AddTetrahedronNormal(Vector4 n, Vector4 a, Vector4 b, Vector4 c, Vector4 d) {
float nsign = Vector4.Dot(n, Transform4D.MakeNormal(a - d, b - d, c - d));
Debug.Assert(Mathf.Abs(nsign) > 1e-12f);
if (nsign > 0) {
AddTetrahedron(a, b, c, d, Twiddle(0x3065));
} else {
AddTetrahedron(b, a, c, d, Twiddle(0x3065));
}
}
public void AddTetrahedron(Vector4 a, Vector4 b, Vector4 c, Vector4 d, uint ao) {
PackedNormal pn = PackedNormal.Flat(a, b, c, d);
if (pn.a == 0) { return; }
AddTetrahedron(a, b, c, d, pn, ao);
}
public void AddTetrahedron(Vector4 a, Vector4 b, Vector4 c, Vector4 d, PackedNormal p, uint ao) {
vArray.Add(new Vertex4D(a, b, c, d, p, ao));
vArray.Add(new Vertex4D(a, b, c, d, p, ao));
vArray.Add(new Vertex4D(a, b, c, d, p, ao));
vArray.Add(new Vertex4D(a, b, c, d, p, ao));
vIndices[curSubMesh].Add(vArray.Count - 4);
vIndices[curSubMesh].Add(vArray.Count - 3);
vIndices[curSubMesh].Add(vArray.Count - 2);
vIndices[curSubMesh].Add(vArray.Count - 4);
vIndices[curSubMesh].Add(vArray.Count - 2);
vIndices[curSubMesh].Add(vArray.Count - 1);
}
public void AddCell(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 B1, Vector4 B2, bool parity=false) {
if (parity) {
AddTetrahedron(A1, b1, B2, a2, Twiddle(0x2471));
AddTetrahedron(B2, b1, A1, B1, Twiddle(0x7426));
AddTetrahedron(A1, b1, a2, a1, Twiddle(0x2410));
AddTetrahedron(A1, a2, B2, A2, Twiddle(0x2173));
AddTetrahedron(a2, b1, B2, b2, Twiddle(0x1475));
} else {
AddTetrahedron(A2, a1, B1, b2, Twiddle(0x3065));
AddTetrahedron(B1, a1, A2, A1, Twiddle(0x6032));
AddTetrahedron(A2, a1, b2, a2, Twiddle(0x3051));
AddTetrahedron(A2, b2, B1, B2, Twiddle(0x3567));
AddTetrahedron(b2, a1, B1, b1, Twiddle(0x5064));
}
}
public void AddCell(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 B1, Vector4 B2, uint aoAll, bool parity = false) {
if (parity) {
AddTetrahedron(A1, b1, B2, a2, Twiddle(aoAll));
AddTetrahedron(B2, b1, A1, B1, Twiddle(aoAll));
AddTetrahedron(A1, b1, a2, a1, Twiddle(aoAll));
AddTetrahedron(A1, a2, B2, A2, Twiddle(aoAll));
AddTetrahedron(a2, b1, B2, b2, Twiddle(aoAll));
} else {
AddTetrahedron(A2, a1, B1, b2, Twiddle(aoAll));
AddTetrahedron(B1, a1, A2, A1, Twiddle(aoAll));
AddTetrahedron(A2, a1, b2, a2, Twiddle(aoAll));
AddTetrahedron(A2, b2, B1, B2, Twiddle(aoAll));
AddTetrahedron(b2, a1, B1, b1, Twiddle(aoAll));
}
}
public void AddCell(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 B1, Vector4 B2,
float a1_c, float a2_c, float A1_c, float A2_c, float b1_c, float b2_c, float B1_c, float B2_c, bool parity = false) {
if (parity) {
AddTetrahedron(A1, b1, B2, a2, A1_c, b1_c, B2_c, a2_c);
AddTetrahedron(B2, b1, A1, B1, B2_c, b1_c, A1_c, B1_c);
AddTetrahedron(A1, b1, a2, a1, A1_c, b1_c, a2_c, a1_c);
AddTetrahedron(A1, a2, B2, A2, A1_c, a2_c, B2_c, A2_c);
AddTetrahedron(a2, b1, B2, b2, a2_c, b1_c, B2_c, b2_c);
} else {
AddTetrahedron(A2, a1, B1, b2, A2_c, a1_c, B1_c, b2_c);
AddTetrahedron(B1, a1, A2, A1, B1_c, a1_c, A2_c, A1_c);
AddTetrahedron(A2, a1, b2, a2, A2_c, a1_c, b2_c, a2_c);
AddTetrahedron(A2, b2, B1, B2, A2_c, b2_c, B1_c, B2_c);
AddTetrahedron(b2, a1, B1, b1, b2_c, a1_c, B1_c, b1_c);
}
}
public void AddCellBiSmooth(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 B1, Vector4 B2, Vector4 n, Vector4 N, bool parity=false) {
Vector4 faceNormal = Transform4D.MakeNormal(a2 - a1, A1 - a1, b1 - a1);
Debug.Assert(Vector4.Dot(faceNormal, n) > 0.0f);
Debug.Assert(Vector4.Dot(faceNormal, N) > 0.0f);
uint p = PackNormal(-n);
uint P = PackNormal(-N);
if (parity) {
AddTetrahedron(A1, b1, B2, a2, new PackedNormal(P, p, P, p), Twiddle(0x2471));
AddTetrahedron(B2, b1, A1, B1, new PackedNormal(P, p, P, P), Twiddle(0x7426));
AddTetrahedron(A1, b1, a2, a1, new PackedNormal(P, p, p, p), Twiddle(0x2410));
AddTetrahedron(A1, a2, B2, A2, new PackedNormal(P, p, P, P), Twiddle(0x2173));
AddTetrahedron(a2, b1, B2, b2, new PackedNormal(p, p, P, p), Twiddle(0x1475));
} else {
AddTetrahedron(A2, a1, B1, b2, new PackedNormal(P, p, P, p), Twiddle(0x3065));
AddTetrahedron(B1, a1, A2, A1, new PackedNormal(P, p, P, P), Twiddle(0x6032));
AddTetrahedron(A2, a1, b2, a2, new PackedNormal(P, p, p, p), Twiddle(0x3051));
AddTetrahedron(A2, b2, B1, B2, new PackedNormal(P, p, P, P), Twiddle(0x3567));
AddTetrahedron(b2, a1, B1, b1, new PackedNormal(p, p, P, p), Twiddle(0x5064));
}
}
public void AddCellBiSmooth(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 B1, Vector4 B2, Vector4 n, Vector4 N, uint aoAll, bool parity=false) {
Vector4 faceNormal = Transform4D.MakeNormal(a2 - a1, A1 - a1, b1 - a1);
Debug.Assert(Vector4.Dot(faceNormal, n) > 0.0f);
Debug.Assert(Vector4.Dot(faceNormal, N) > 0.0f);
uint p = PackNormal(-n);
uint P = PackNormal(-N);
if (parity) {
AddTetrahedron(A1, b1, B2, a2, new PackedNormal(P, p, P, p), Twiddle(aoAll));
AddTetrahedron(B2, b1, A1, B1, new PackedNormal(P, p, P, P), Twiddle(aoAll));
AddTetrahedron(A1, b1, a2, a1, new PackedNormal(P, p, p, p), Twiddle(aoAll));
AddTetrahedron(A1, a2, B2, A2, new PackedNormal(P, p, P, P), Twiddle(aoAll));
AddTetrahedron(a2, b1, B2, b2, new PackedNormal(p, p, P, p), Twiddle(aoAll));
} else {
AddTetrahedron(A2, a1, B1, b2, new PackedNormal(P, p, P, p), Twiddle(aoAll));
AddTetrahedron(B1, a1, A2, A1, new PackedNormal(P, p, P, P), Twiddle(aoAll));
AddTetrahedron(A2, a1, b2, a2, new PackedNormal(P, p, p, p), Twiddle(aoAll));
AddTetrahedron(A2, b2, B1, B2, new PackedNormal(P, p, P, P), Twiddle(aoAll));
AddTetrahedron(b2, a1, B1, b1, new PackedNormal(p, p, P, p), Twiddle(aoAll));
}
}
public void AddHalfCell(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, bool parity = false) {
if (parity) {
AddTetrahedron(a1, A2, b2, a2, Twiddle(0x0751));
AddTetrahedron(a1, A1, b1, A2, Twiddle(0x0647));
AddTetrahedron(b1, b2, a1, A2, Twiddle(0x4507));
} else {
AddTetrahedron(A2, a1, b2, a2, Twiddle(0x7051));
AddTetrahedron(A1, a1, b1, A2, Twiddle(0x6047));
AddTetrahedron(b2, b1, a1, A2, Twiddle(0x5407));
}
}
public void AddHalfCell(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, uint aoAll, bool parity = false) {
if (parity) {
AddTetrahedron(a1, A2, b2, a2, Twiddle(aoAll));
AddTetrahedron(a1, A1, b1, A2, Twiddle(aoAll));
AddTetrahedron(b1, b2, a1, A2, Twiddle(aoAll));
} else {
AddTetrahedron(A2, a1, b2, a2, Twiddle(aoAll));
AddTetrahedron(A1, a1, b1, A2, Twiddle(aoAll));
AddTetrahedron(b2, b1, a1, A2, Twiddle(aoAll));
}
}
public void AddHalfCell(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2,
float a1_c, float a2_c, float A1_c, float A2_c, float b1_c, float b2_c, bool parity = false) {
if (parity) {
AddTetrahedron(a1, A2, b2, a2, a1_c, A2_c, b2_c, a2_c);
AddTetrahedron(a1, A1, b1, A2, a1_c, A1_c, b1_c, A2_c);
AddTetrahedron(b1, b2, a1, A2, b1_c, b2_c, a1_c, A2_c);
} else {
AddTetrahedron(A2, a1, b2, a2, A2_c, a1_c, b2_c, a2_c);
AddTetrahedron(A1, a1, b1, A2, A1_c, a1_c, b1_c, A2_c);
AddTetrahedron(b2, b1, a1, A2, b2_c, b1_c, a1_c, A2_c);
}
}
public void AddHalfCellBiSmooth(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 n1, Vector4 n2) {
Vector4 faceNormal = Transform4D.MakeNormal(a2 - a1, A1 - a1, b1 - a1);
Debug.Assert(Vector4.Dot(faceNormal, n1) > 0.0f);
Debug.Assert(Vector4.Dot(faceNormal, n2) > 0.0f);
uint p1 = PackNormal(-n1);
uint p2 = PackNormal(-n2);
AddTetrahedron(A2, a1, b2, a2, new PackedNormal(p2, p1, p2, p2), Twiddle(0x3051));
AddTetrahedron(A1, a1, b1, A2, new PackedNormal(p1, p1, p1, p2), Twiddle(0x2043));
AddTetrahedron(b2, b1, a1, A2, new PackedNormal(p2, p1, p1, p2), Twiddle(0x5403));
}
public void AddPyramid(Vector4 tip, Vector4 a1, Vector4 a2, Vector4 b1, Vector4 b2) {
AddTetrahedron(a1, a2, b1, tip);
AddTetrahedron(b1, a2, b2, tip);
}
public void AddPyramid(Vector4 tip, Vector4 a1, Vector4 a2, Vector4 b1, Vector4 b2,
float tip_c, float a1_c, float a2_c, float b1_c, float b2_c) {
AddTetrahedron(a1, a2, b1, tip, a1_c, a2_c, b1_c, tip_c);
AddTetrahedron(b1, a2, b2, tip, b1_c, a2_c, b2_c, tip_c);
}
public void AddCellNormal(Vector4 n, Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 B1, Vector4 B2, bool parity=false) {
float nsign = -Vector4.Dot(n, Transform4D.MakeNormal(a2 - a1, A1 - a1, b1 - a1));
Debug.Assert(Mathf.Abs(nsign) > 1e-12f);
if (nsign < 0) {
AddCell(a1, a2, A1, A2, b1, b2, B1, B2, parity);
} else {
AddCell(a2, a1, A2, A1, b2, b1, B2, B1, parity);
}
}
public void AddCellNormal(Vector4 n, Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 B1, Vector4 B2, uint aoAll, bool parity=false) {
float nsign = -Vector4.Dot(n, Transform4D.MakeNormal(a2 - a1, A1 - a1, b1 - a1));
Debug.Assert(Mathf.Abs(nsign) > 1e-12f);
if (nsign < 0) {
AddCell(a1, a2, A1, A2, b1, b2, B1, B2, aoAll, parity);
} else {
AddCell(a2, a1, A2, A1, b2, b1, B2, B1, aoAll, parity);
}
}
public void AddHalfCellNormal(Vector4 n, Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2) {
float nsign = -Vector4.Dot(n, Transform4D.MakeNormal(a2 - a1, A1 - a1, b1 - a1));
Debug.Assert(Mathf.Abs(nsign) > 1e-12f);
if (nsign < 0) {
AddHalfCell(a1, a2, A1, A2, b1, b2);
} else {
AddHalfCell(a2, a1, A2, A1, b2, b1);
}
}
public void AddHalfCellNormal(Vector4 n, Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, uint aoAll) {
float nsign = -Vector4.Dot(n, Transform4D.MakeNormal(a2 - a1, A1 - a1, b1 - a1));
Debug.Assert(Mathf.Abs(nsign) > 1e-12f);
if (nsign < 0) {
AddHalfCell(a1, a2, A1, A2, b1, b2, aoAll);
} else {
AddHalfCell(a2, a1, A2, A1, b2, b1, aoAll);
}
}
public void AddTriangleShadow(Vector4 a, Vector4 b, Vector4 c) {
//Update wire mesh
AddWire(a, b);
AddWire(b, c);
AddWire(c, a);
//Check for degenerate triangles
if (a == b || b == c || c == a) { return; }
//Update hash-set
if (InHashSet(a, b, c)) { return; }
shadowHashset.Add(new Vector4Triple(a, b, c));
//Update shadow mesh
sArray.Add(new Shadow4D(a));
sArray.Add(new Shadow4D(b));
sArray.Add(new Shadow4D(c));
sIndices[curSubMesh].Add(sArray.Count - 3);
sIndices[curSubMesh].Add(sArray.Count - 2);
sIndices[curSubMesh].Add(sArray.Count - 1);
}
public void AddQuadShadow(Vector4 a1, Vector4 a2, Vector4 b1, Vector4 b2) {
//Check for degenerate quads
if (a1 == a2 || b2 == a2) {
AddTriangleShadow(a1, b1, b2);
return;
} else if (a1 == b1 || b2 == b1) {
AddTriangleShadow(a1, a2, b2);
return;
}
//Check hash set
if (InHashSet(a1, a2, b1)) { return; }
//Update shadow mesh
sArray.Add(new Shadow4D(a1));
sArray.Add(new Shadow4D(a2));
sArray.Add(new Shadow4D(b1));
sIndices[curSubMesh].Add(sArray.Count - 3);
sIndices[curSubMesh].Add(sArray.Count - 2);
sIndices[curSubMesh].Add(sArray.Count - 1);
Debug.Assert(!InHashSet(b2, a2, b1), "No other quad components should be in the set");
sArray.Add(new Shadow4D(b2));
sArray.Add(new Shadow4D(a2));
sArray.Add(new Shadow4D(b1));
sIndices[curSubMesh].Add(sArray.Count - 3);
sIndices[curSubMesh].Add(sArray.Count - 2);
sIndices[curSubMesh].Add(sArray.Count - 1);
Debug.Assert(!InHashSet(a2, a1, b2), "No other quad components should be in the set");
Debug.Assert(!InHashSet(b1, a1, b2), "No other quad components should be in the set");
//Update hash-set
shadowHashset.Add(new Vector4Triple(a1, a2, b1));
shadowHashset.Add(new Vector4Triple(b2, a2, b1));
shadowHashset.Add(new Vector4Triple(a2, a1, b2));
shadowHashset.Add(new Vector4Triple(b1, a1, b2));
//Update wire mesh
AddWire(a1, a2);
AddWire(a2, b2);
AddWire(b2, b1);
AddWire(b1, a1);
}
public void AddCellShadow(Vector4 a1, Vector4 a2, Vector4 A1, Vector4 A2, Vector4 b1, Vector4 b2, Vector4 B1, Vector4 B2) {
AddQuadShadow(a2, b2, a1, b1);
AddQuadShadow(A1, B1, A2, B2);
AddQuadShadow(A1, a1, B1, b1);
AddQuadShadow(a2, A2, b2, B2);
AddQuadShadow(a2, a1, A2, A1);
AddQuadShadow(b1, b2, B1, B2);
}
public void AddWire(Vector4 a, Vector4 b) {
if (!InHashSet(a, b) && a != b) {
wireHashset.Add(new Vector4Double(a, b));
wArray.Add(new Shadow4D(a));
wArray.Add(new Shadow4D(b));
wIndices[curSubMesh].Add(wArray.Count - 2);
wIndices[curSubMesh].Add(wArray.Count - 1);
}
}
public void NextSubmesh() {
curSubMesh += 1;
}
public int GetMaxIndex() {
int maxIndex = 0;
for (int i = 0; i < vIndices.Length; ++i) {
maxIndex = Mathf.Max(maxIndex, vIndices[i].Count);
}
return maxIndex;
}
public void GenerateMesh(Mesh mesh) {
mesh.Clear();
mesh.indexFormat = (GetMaxIndex() >= ushort.MaxValue ? IndexFormat.UInt32 : IndexFormat.UInt16);
mesh.subMeshCount = vIndices.Length;
mesh.SetVertexBufferParams(vArray.Count, Vertex4D.layout);
mesh.SetVertexBufferData(vArray, 0, 0, vArray.Count);
for (int i = 0; i < vIndices.Length; ++i) {
mesh.SetIndices(vIndices[i], MeshTopology.Triangles, i);
}
}
public void GenerateShadowMesh(Mesh mesh) {
mesh.Clear();
mesh.indexFormat = (GetMaxIndex() >= ushort.MaxValue ? IndexFormat.UInt32 : IndexFormat.UInt16);
mesh.subMeshCount = sIndices.Length;
mesh.SetVertexBufferParams(sArray.Count, Shadow4D.layout);
mesh.SetVertexBufferData(sArray, 0, 0, sArray.Count);
for (int i = 0; i < sIndices.Length; ++i) {
mesh.SetIndices(sIndices[i], MeshTopology.Triangles, i);
}
}
public void GenerateWireMesh(Mesh mesh) {
mesh.Clear();
mesh.indexFormat = (GetMaxIndex() >= ushort.MaxValue ? IndexFormat.UInt32 : IndexFormat.UInt16);
mesh.subMeshCount = wIndices.Length;
mesh.SetVertexBufferParams(wArray.Count, Shadow4D.layout);
mesh.SetVertexBufferData(wArray, 0, 0, wArray.Count);
for (int s = 0; s < wIndices.Length; ++s) {
mesh.SetIndices(wIndices[s], MeshTopology.Lines, s);
}
}
public static uint PackNormal(Vector4 n) {
n /= n.magnitude; //NOTE: the built-in Normalize doesn't work because Unity clips it... insane!
uint x = (uint)Mathf.FloorToInt(n.x * 127f + 128.0f);
uint y = (uint)Mathf.FloorToInt(n.y * 127f + 128.0f);
uint z = (uint)Mathf.FloorToInt(n.z * 127f + 128.0f);
uint w = (uint)Mathf.FloorToInt(n.w * 127f + 128.0f);
Debug.Assert(x != 0 && y != 0 && z != 0 && w != 0);
return (x & 0xFF) | ((y & 0xFF) << 8) | ((z & 0xFF) << 16) | ((w & 0xFF) << 24);
}
public static Vector4 UnpackNormal(uint p) {
float x = (float)(p & 0xFF) - 128.0f;
float y = (float)((p >> 8) & 0xFF) - 128.0f;
float z = (float)((p >> 16) & 0xFF) - 128.0f;
float w = (float)((p >> 24) & 0xFF) - 128.0f;
return new Vector4(x, y, z, w).normalized;
}
public void AddRawIndices(int[] indices, int[] indices_s, int[] indices_w, int subMesh) {
Debug.Assert(indices.Length % 6 == 0);
Debug.Assert(subMesh < vIndices.Length);
int addIx = vArray.Count;
for (int i = 0; i < indices.Length; ++i) {
vIndices[subMesh].Add(indices[i] + addIx);
}
if (indices_s != null) {
addIx = sArray.Count;
Debug.Assert(indices_s.Length % 3 == 0);
for (int i = 0; i < indices_s.Length; ++i) {
sIndices[subMesh].Add(indices_s[i] + addIx);
}
}
if (indices_w != null) {
addIx = wArray.Count;
Debug.Assert(indices_w.Length % 2 == 0);
for (int i = 0; i < indices_w.Length; ++i) {
wIndices[subMesh].Add(indices_w[i] + addIx);
}
}
}
public void AddRawVerts(IEnumerable<Vertex4D> verts, Transform4D transform4D) {
Matrix4x4 normalMatrix = transform4D.matrix.inverse.transpose;
foreach (Vertex4D vOrig in verts) {
Vertex4D v = vOrig;
v.va = transform4D * v.va;
v.vb = transform4D * v.vb;
v.vc = transform4D * v.vc;
v.vd = transform4D * v.vd;
v.normal.a = PackNormal(normalMatrix * UnpackNormal(v.normal.a));
v.normal.b = PackNormal(normalMatrix * UnpackNormal(v.normal.b));
v.normal.c = PackNormal(normalMatrix * UnpackNormal(v.normal.c));
v.normal.d = PackNormal(normalMatrix * UnpackNormal(v.normal.d));
vArray.Add(v);
}
}
public void AddRawVerts(IEnumerable<Vertex4D> verts, IEnumerable<Shadow4D> verts_s, IEnumerable<Shadow4D> verts_w, Transform4D tansform4D) {
AddRawVerts(verts, tansform4D);
foreach (Shadow4D vOrig in verts_s) {
Shadow4D v = vOrig;
v.vertex = tansform4D * v.vertex;
sArray.Add(v);
}
foreach (Shadow4D wOrig in verts_w) {
Shadow4D w = wOrig;
w.vertex = tansform4D * w.vertex;
wArray.Add(w);
}
}
}