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62 lines
2.0 KiB
C#

4 years ago
using FluffyGroomingTool;
using UnityEngine;
namespace FluffyGroomingTool {
public class Barycentric {
public float u;
public float v;
public float w;
internal PointOnMesh pointOnMesh;
internal Barycentric(Vector3 aV1, Vector3 aV2, Vector3 aV3, Vector3 aP) {
Vector3 a = aV2 - aV3, b = aV1 - aV3, c = aP - aV3;
var aLen = a.x * a.x + a.y * a.y + a.z * a.z;
var bLen = b.x * b.x + b.y * b.y + b.z * b.z;
var ab = a.x * b.x + a.y * b.y + a.z * b.z;
var ac = a.x * c.x + a.y * c.y + a.z * c.z;
var bc = b.x * c.x + b.y * c.y + b.z * c.z;
var d = aLen * bLen - ab * ab;
u = (aLen * bc - ab * ac) / d;
v = (bLen * ac - ab * bc) / d;
w = 1.0f - u - v;
if (float.IsNaN(u) || float.IsNaN(v)|| float.IsNaN(w)) {
u = 0.5f;
v = 0.5f;
w = 0.5f;
}
}
public Vector2 interpolatedUv(Vector2[] uvs) {
return interpolate(
uvs[pointOnMesh.triangleIndex1],
uvs[pointOnMesh.triangleIndex2],
uvs[pointOnMesh.triangleIndex3]
);
}
private Vector2 interpolate(Vector2 v1, Vector2 v2, Vector2 v3) {
return v1 * u + v2 * v + v3 * w;
}
public static Vector3 interpolateV3(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 barycentricCoordinate) {
return v1 * barycentricCoordinate.x + v2 * barycentricCoordinate.y + v3 * barycentricCoordinate.z;
}
}
}
public static class BaryCentricExtensions {
public static Barycentric creatBaryCentricMeshCoordinates(
this PointOnMesh rPointOnMesh
) {
return new Barycentric(
rPointOnMesh.vertex1,
rPointOnMesh.vertex2,
rPointOnMesh.vertex3,
rPointOnMesh.pos) {
pointOnMesh = rPointOnMesh
};
}
}