Files
2026-07-13 13:13:17 +08:00

213 lines
11 KiB
C#

using T3.Core.Rendering;
using T3.Core.Utils;
using T3.Core.Utils.Geometry;
namespace Lib.mesh.generate;
[Guid("5fb3dafe-aed4-4fff-a5b9-c144ea023d35")]
internal sealed class SphereMesh : Instance<SphereMesh>
{
[Output(Guid = "322717ef-3a76-4e23-845f-a12a03d73969")]
public readonly Slot<MeshBuffers> Data = new();
public SphereMesh()
{
Data.UpdateAction += Update;
}
private void Update(EvaluationContext context)
{
try
{
var radius = Radius.GetValue(context);
var segments = Segments.GetValue(context);
var uSegments = segments.Width.Clamp(2, 10000) + 1;
var vSegments = segments.Height.Clamp(2, 10000) + 1;
var polTriangleCount = 2 * uSegments;
var sideTriangleCount = (vSegments - 2) * uSegments * 2;
var triangleCount = polTriangleCount + sideTriangleCount;
var verticesCount = (vSegments + 1) * (uSegments);
// Create buffers
if (_vertexBufferData.Length != verticesCount)
_vertexBufferData = new PbrVertex[verticesCount];
if (_indexBufferData.Length != triangleCount)
_indexBufferData = new Int3[triangleCount];
// Initialize
var vAngleFraction = 1f / (vSegments - 1) * 1.0 * Math.PI;
var uAngleFraction = 1f / (uSegments - 1) * 2.0 * Math.PI;
for (int vIndex = 0; vIndex < vSegments; ++vIndex)
{
var vAngle = vIndex * vAngleFraction;
var tubePosition1Y = Math.Cos(vAngle) * radius;
var radius1 = Math.Sin(vAngleFraction * vIndex) * radius;
var v0 = 1 - vIndex / (float)(vSegments - 1);
var isTop = vIndex == 0;
var isBottom = vIndex == vSegments - 1;
if (isTop || isBottom)
{
var normalPol0 = radius > 0 ? VectorT3.Up : VectorT3.Down;
var normalPol1 = radius > 0 ? VectorT3.Down : VectorT3.Up;
for (int uIndex = 0; uIndex < uSegments; ++uIndex)
{
var u0 = (uIndex) / (float)(uSegments - 1);
var uAngle = uIndex * uAngleFraction;
// top
var tangentPol0 = Vector3.Normalize(new Vector3(MathF.Sin((float)uAngle),
0,
MathF.Cos((float)uAngle)));
var binormalPol0 = Vector3.Normalize(new Vector3(MathF.Sin((float)uAngle + MathF.PI / 2),
0,
MathF.Cos((float)uAngle + MathF.PI / 2)));
var pPol0 = new Vector3(0,
radius,
0);
var uv0 = new Vector2(u0, 1);
_vertexBufferData[0 + uIndex] = new PbrVertex
{
Position = pPol0,
Normal = normalPol0,
Tangent = tangentPol0,
Bitangent = binormalPol0,
Texcoord = uv0,
Selection = 1,
ColorRgb = Vector3.One,
};
// bottom
var tangentPol1 = Vector3.Normalize(new Vector3(MathF.Sin((float)uAngle + MathF.PI / 2),
0,
MathF.Cos((float)uAngle + MathF.PI / 2)));
var binormalPol1 = Vector3.Normalize(new Vector3(MathF.Sin((float)uAngle),
0,
MathF.Cos((float)uAngle )));
var pPol1 = new Vector3(0,
-radius,
0);
var uv1 = new Vector2(u0, 0);
_vertexBufferData[ (vSegments - 1) * uSegments + uIndex] = new PbrVertex
{
Position = pPol1,
Normal = normalPol1,
Tangent = tangentPol1,
Bitangent = binormalPol1,
Texcoord = uv1,
Selection = 1,
ColorRgb = Vector3.One,
};
if (uIndex >= uSegments - 1)
continue;
_indexBufferData[uIndex] = new Int3(uIndex,
uIndex + uSegments,
uIndex + uSegments + 1);
_indexBufferData[uIndex] = new Int3(uIndex,
uIndex + uSegments,
uIndex + uSegments + 1);
}
}
else
{
for (int uIndex = 0; uIndex < uSegments; ++uIndex)
{
var vVertexIndex = vIndex * uSegments;
var faceIndex = 2 * (uIndex + vIndex * (uSegments - 1));
var u0 = (uIndex) / (float)(uSegments - 1);
var uAngle = uIndex * uAngleFraction;
var p = new Vector3((float)(Math.Sin(uAngle) * radius1),
(float)tubePosition1Y,
(float)(Math.Cos(uAngle) * radius1)
);
var uv0 = new Vector2(u0, v0);
var normal0 = Vector3.Normalize(p);
var tangent0 = Vector3.Normalize(new Vector3(normal0.Z, 0, -normal0.X));
var binormal0 = Vector3.Cross(normal0, tangent0);
_vertexBufferData[vVertexIndex + uIndex] = new PbrVertex
{
Position = p,
Normal = normal0,
Tangent = tangent0,
Bitangent = binormal0,
Texcoord = uv0,
Selection = 1,
ColorRgb = Vector3.One,
};
if (vIndex >= vSegments - 1 || uIndex >= uSegments - 1)
continue;
var nextUIndex = (uIndex + 1) % uSegments;
_indexBufferData[faceIndex + 0] = new Int3(vVertexIndex + nextUIndex,
vVertexIndex + uIndex + 0,
vVertexIndex + uIndex + uSegments);
_indexBufferData[faceIndex + 1] = new Int3((vVertexIndex + nextUIndex + uSegments),
(vVertexIndex + nextUIndex),
vVertexIndex + uIndex + uSegments + 0);
}
}
}
// Write Data
ResourceManager.SetupStructuredBuffer(_vertexBufferData, PbrVertex.Stride * verticesCount, PbrVertex.Stride, ref _vertexBuffer);
ResourceManager.CreateStructuredBufferSrv(_vertexBuffer, ref _vertexBufferWithViews.Srv);
ResourceManager.CreateStructuredBufferUav(_vertexBuffer, UnorderedAccessViewBufferFlags.None, ref _vertexBufferWithViews.Uav);
_vertexBufferWithViews.Buffer = _vertexBuffer;
const int stride = 3 * 4;
ResourceManager.SetupStructuredBuffer(_indexBufferData, stride * triangleCount, stride, ref _indexBuffer);
ResourceManager.CreateStructuredBufferSrv(_indexBuffer, ref _indexBufferWithViews.Srv);
ResourceManager.CreateStructuredBufferUav(_indexBuffer, UnorderedAccessViewBufferFlags.None, ref _indexBufferWithViews.Uav);
_indexBufferWithViews.Buffer = _indexBuffer;
_data.VertexBuffer = _vertexBufferWithViews;
_data.IndicesBuffer = _indexBufferWithViews;
Data.Value = _data;
Data.DirtyFlag.Clear();
}
catch (Exception e)
{
Log.Error("Failed to create sphere mesh:" + e.Message);
}
}
private Buffer _vertexBuffer;
private PbrVertex[] _vertexBufferData = new PbrVertex[0];
private readonly BufferWithViews _vertexBufferWithViews = new();
private Buffer _indexBuffer;
private Int3[] _indexBufferData = new Int3[0];
private readonly BufferWithViews _indexBufferWithViews = new();
private readonly MeshBuffers _data = new();
[Input(Guid = "24a1e643-3e52-4a8b-97b6-7c6f1706d14c")]
public readonly InputSlot<float> Radius = new();
[Input(Guid = "6f327667-9054-4952-9f8f-570fa5497b13")]
public readonly InputSlot<Int2> Segments = new();
}