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