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

171 lines
8.2 KiB
C#

using T3.Core.Rendering;
using T3.Core.Utils;
namespace Lib.mesh.generate;
[Guid("a835ab86-29c1-438e-a7f7-2e297108bfd5")]
internal sealed class TorusMesh : Instance<TorusMesh>
{
[Output(Guid = "f8f17f87-56f2-4411-b9bf-b9193b9aa90d")]
public readonly Slot<MeshBuffers> Data = new();
public TorusMesh()
{
Data.UpdateAction += Update;
}
private void Update(EvaluationContext context)
{
try
{
var majorRadius = Radius.GetValue(context);
var tubeRadius = Thickness.GetValue(context);
var segments = Segments.GetValue(context);
var radiusSegments = segments.Width.Clamp(1, 10000) + 1;
var tubeSegments = segments.Height.Clamp(1, 10000) + 1;
var spin = Spin.GetValue(context);
var radiusSpin = spin.X * MathUtils.ToRad;
var spinMinorInRad = spin.Y * MathUtils.ToRad;
var fill = Fill.GetValue(context);
var fillRadius = fill.X / 360f;
var tubeFill = fill.Y / 360f;
var smoothAngle = SmoothAngle.GetValue(context);
var useFlatShading = fillRadius / tubeSegments > smoothAngle / 360 || tubeFill / radiusSegments > smoothAngle / 360;
var faceCount = (tubeSegments -1) * (radiusSegments - 1) * 2;
var verticesCount = tubeSegments * radiusSegments;
// Create buffers
if (_vertexBufferData.Length != verticesCount)
_vertexBufferData = new PbrVertex[verticesCount];
if (_indexBufferData.Length != faceCount)
_indexBufferData = new Int3[faceCount];
// Initialize
var tubeAngleFraction = tubeFill / (tubeSegments -1) * 2.0 * Math.PI;
var radiusAngleFraction = fillRadius / (radiusSegments -1) * 2.0 * Math.PI;
for (int tubeIndex = 0; tubeIndex < tubeSegments; ++tubeIndex)
{
var tubeAngle = tubeIndex * tubeAngleFraction + spinMinorInRad;
double tubePosition1X = Math.Sin(tubeAngle)*tubeRadius;
double tubePosition1Y = Math.Cos(tubeAngle)*tubeRadius;
double tubePosition2X = Math.Sin(tubeAngle+ tubeAngleFraction)*tubeRadius;
double tubePosition2Y = Math.Cos(tubeAngle+ tubeAngleFraction)*tubeRadius;
var v0 = tubeIndex / (float)(tubeSegments-1);
var v1 = (tubeIndex + 1) / (float)(tubeSegments-1);
for (int radiusIndex = 0; radiusIndex < radiusSegments; ++radiusIndex)
{
var vertexIndex = radiusIndex + tubeIndex * radiusSegments;
var faceIndex = 2 * (radiusIndex + tubeIndex * (radiusSegments-1));
var u0 = (radiusIndex ) / (float)(radiusSegments-1);
var u1 = (radiusIndex +1)/ (float)(radiusSegments-1);
var radiusAngle = radiusIndex * radiusAngleFraction + radiusSpin;
var p = new Vector3((float)(Math.Sin(radiusAngle) * (tubePosition1X + majorRadius)),
(float)(Math.Cos(radiusAngle) * (tubePosition1X + majorRadius)),
(float)tubePosition1Y);
var p1 = new Vector3((float)(Math.Sin(radiusAngle + radiusAngleFraction) * (tubePosition1X + majorRadius)),
(float)(Math.Cos(radiusAngle + radiusAngleFraction) * (tubePosition1X + majorRadius)),
(float)tubePosition1Y);
var p2 = new Vector3((float)(Math.Sin(radiusAngle) * (tubePosition2X + majorRadius)),
(float)(Math.Cos(radiusAngle) * (tubePosition2X + majorRadius)),
(float)tubePosition2Y);
var uv0 = new Vector2(u0, v1);
var uv1 = new Vector2(u1, v1);
var uv2 = new Vector2(u1, v0);
var tubeCenter1 = new Vector3((float)Math.Sin(radiusAngle), (float)Math.Cos(radiusAngle), 0.0f) * majorRadius;
var normal0 = Vector3.Normalize(useFlatShading
? Vector3.Cross(p - p1, p - p2)
: p - tubeCenter1);
MeshUtils.CalcTBNSpace(p, uv0, p1, uv1, p2, uv2, normal0, out var tangent0, out var binormal0);
_vertexBufferData[vertexIndex + 0] = new PbrVertex
{
Position = p,
Normal = normal0,
Tangent = tangent0,
Bitangent = binormal0,
Texcoord = uv0,
Selection =1,
ColorRgb = Vector3.One,
};
if (tubeIndex >= tubeSegments - 1 || radiusIndex >= radiusSegments - 1)
continue;
_indexBufferData[faceIndex + 0] = new Int3(vertexIndex + 0, vertexIndex + 1, vertexIndex + radiusSegments);
_indexBufferData[faceIndex + 1] = new Int3(vertexIndex + radiusSegments , vertexIndex + 1, vertexIndex + radiusSegments+1);
}
}
// 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 * faceCount, 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 torus 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 = "608DE038-6C7A-43FC-BA89-374C7B1A318E")]
public readonly InputSlot<float> Radius = new();
[Input(Guid = "FDBAD44A-2504-453B-BFAE-976828372CC0")]
public readonly InputSlot<float> Thickness = new();
[Input(Guid = "99F5D952-8490-4930-B8AB-9D8E968183C6")]
public readonly InputSlot<Int2> Segments = new();
[Input(Guid = "770A164B-10E7-4145-B1C9-DAD1F564EC6B")]
public readonly InputSlot<Vector2> Spin = new();
[Input(Guid = "F3E7341C-0C81-42AF-BA48-B43D345188C1")]
public readonly InputSlot<Vector2> Fill = new();
// [Input(Guid = "1457EDC2-5F9B-4F72-9CB2-4CA40066F177")]
// public readonly InputSlot<System.Numerics.Vector4> Color = new InputSlot<System.Numerics.Vector4>();
[Input(Guid = "2D083DC4-1576-4A44-8744-E0896424A6A9")]
public readonly InputSlot<float> SmoothAngle = new();
}