79 lines
3.7 KiB
C#
79 lines
3.7 KiB
C#
|
#region License
|
|||
|
/*
|
|||
|
MIT License
|
|||
|
Copyright(c) 2017-2020 Mattias Edlund
|
|||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|||
|
of this software and associated documentation files (the "Software"), to deal
|
|||
|
in the Software without restriction, including without limitation the rights
|
|||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|||
|
copies of the Software, and to permit persons to whom the Software is
|
|||
|
furnished to do so, subject to the following conditions:
|
|||
|
The above copyright notice and this permission notice shall be included in all
|
|||
|
copies or substantial portions of the Software.
|
|||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|||
|
SOFTWARE.
|
|||
|
*/
|
|||
|
#endregion
|
|||
|
|
|||
|
using System.Runtime.CompilerServices;
|
|||
|
using UnityEngine;
|
|||
|
|
|||
|
namespace UnityMeshSimplifier
|
|||
|
{
|
|||
|
internal class BlendShapeFrameContainer
|
|||
|
{
|
|||
|
private readonly float frameWeight;
|
|||
|
private readonly ResizableArray<Vector3> deltaVertices;
|
|||
|
private readonly ResizableArray<Vector3> deltaNormals;
|
|||
|
private readonly ResizableArray<Vector3> deltaTangents;
|
|||
|
|
|||
|
public BlendShapeFrameContainer(BlendShapeFrame frame)
|
|||
|
{
|
|||
|
frameWeight = frame.frameWeight;
|
|||
|
deltaVertices = new ResizableArray<Vector3>(frame.deltaVertices);
|
|||
|
deltaNormals = new ResizableArray<Vector3>(frame.deltaNormals);
|
|||
|
deltaTangents = new ResizableArray<Vector3>(frame.deltaTangents);
|
|||
|
}
|
|||
|
|
|||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|||
|
public void MoveVertexElement(int dst, int src)
|
|||
|
{
|
|||
|
deltaVertices[dst] = deltaVertices[src];
|
|||
|
deltaNormals[dst] = deltaNormals[src];
|
|||
|
deltaTangents[dst] = deltaTangents[src];
|
|||
|
}
|
|||
|
|
|||
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|||
|
public void InterpolateVertexAttributes(int dst, int i0, int i1, int i2, ref Vector3 barycentricCoord)
|
|||
|
{
|
|||
|
deltaVertices[dst] = (deltaVertices[i0] * barycentricCoord.x) + (deltaVertices[i1] * barycentricCoord.y) + (deltaVertices[i2] * barycentricCoord.z);
|
|||
|
//deltaNormals[dst] = Vector3.Normalize((deltaNormals[i0] * barycentricCoord.x) + (deltaNormals[i1] * barycentricCoord.y) + (deltaNormals[i2] * barycentricCoord.z));
|
|||
|
//deltaTangents[dst] = Vector3.Normalize((deltaTangents[i0] * barycentricCoord.x) + (deltaTangents[i1] * barycentricCoord.y) + (deltaTangents[i2] * barycentricCoord.z));
|
|||
|
|
|||
|
//baw did
|
|||
|
deltaNormals[dst] = (deltaNormals[i0] * barycentricCoord.x) + (deltaNormals[i1] * barycentricCoord.y) + (deltaNormals[i2] * barycentricCoord.z);
|
|||
|
deltaTangents[dst] = (deltaTangents[i0] * barycentricCoord.x) + (deltaTangents[i1] * barycentricCoord.y) + (deltaTangents[i2] * barycentricCoord.z);
|
|||
|
|
|||
|
}
|
|||
|
|
|||
|
public void Resize(int length, bool trimExess = false)
|
|||
|
{
|
|||
|
deltaVertices.Resize(length, trimExess);
|
|||
|
deltaNormals.Resize(length, trimExess);
|
|||
|
deltaTangents.Resize(length, trimExess);
|
|||
|
}
|
|||
|
|
|||
|
public BlendShapeFrame ToBlendShapeFrame()
|
|||
|
{
|
|||
|
var resultVertices = deltaVertices.ToArray();
|
|||
|
var resultNormals = deltaNormals.ToArray();
|
|||
|
var resultTangents = deltaTangents.ToArray();
|
|||
|
return new BlendShapeFrame(frameWeight, resultVertices, resultNormals, resultTangents);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|