158 lines
5.0 KiB
HLSL
158 lines
5.0 KiB
HLSL
#ifndef PATHFRAME_INCLUDE
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#define PATHFRAME_INCLUDE
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#include "MathUtils.cginc"
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struct pathFrame
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{
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float3 position;
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float3 tangent;
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float3 normal;
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float3 binormal;
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float4 color;
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float thickness;
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void Initialize(float3 position, float3 tangent, float3 normal, float3 binormal, float4 color, float thickness){
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this.position = position;
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this.normal = normal;
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this.tangent = tangent;
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this.binormal = binormal;
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this.color = color;
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this.thickness = thickness;
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}
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void Reset()
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{
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position = float3(0,0,0);
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tangent = float3(0,0,1);
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normal = float3(0,1,0);
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binormal = float3(1,0,0);
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color = float4(1,1,1,1);
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thickness = 0;
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}
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void SetTwist(float twist)
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{
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quaternion twistQ = axis_angle(tangent, radians(twist));
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normal = rotate_vector(twistQ, normal);
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binormal = rotate_vector(twistQ, binormal);
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}
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void Transport(pathFrame frame, float twist)
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{
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// Calculate delta rotation:
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quaternion rotQ = from_to_rotation(tangent, frame.tangent);
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quaternion twistQ = axis_angle(frame.tangent, radians(twist));
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quaternion finalQ = qmul(twistQ , rotQ);
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// Rotate previous frame axes to obtain the new ones:
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normal = rotate_vector(finalQ, normal);
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binormal = rotate_vector(finalQ, binormal);
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tangent = frame.tangent;
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position = frame.position;
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thickness = frame.thickness;
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color = frame.color;
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}
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void Transport(float3 newPosition, float3 newTangent, float twist)
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{
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// Calculate delta rotation:
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quaternion rotQ = from_to_rotation(tangent, newTangent);
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quaternion twistQ = axis_angle(newTangent, radians(twist));
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quaternion finalQ = qmul(twistQ, rotQ);
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// Rotate previous frame axes to obtain the new ones:
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normal = rotate_vector(finalQ, normal);
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binormal = rotate_vector(finalQ, binormal);
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tangent = newTangent;
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position = newPosition;
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}
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// Transport, hinting the normal.
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void Transport(float3 newPosition, float3 newTangent, float3 newNormal, float twist)
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{
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normal = rotate_vector(axis_angle(newTangent,radians(twist)), newNormal);
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tangent = newTangent;
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binormal = cross(normal, tangent);
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position = newPosition;
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}
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float3x3 ToMatrix(int mainAxis)
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{
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float3x3 basis;
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if (mainAxis == 0)
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{
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basis._m00_m10_m20 = tangent;
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basis._m01_m11_m21 = binormal;
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basis._m02_m12_m22 = normal;
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}
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else if (mainAxis == 1)
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{
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basis._m01_m11_m21 = tangent;
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basis._m02_m12_m22 = binormal;
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basis._m00_m10_m20 = normal;
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}
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else
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{
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basis._m02_m12_m22 = tangent;
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basis._m00_m10_m20 = binormal;
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basis._m01_m11_m21 = normal;
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}
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/*int xo = (mainAxis) % 3;
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int yo = (mainAxis + 1) % 3;
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int zo = (mainAxis + 2) % 3;
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basis[xo] = tangent;
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basis[yo] = binormal;
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basis[zo] = normal;*/
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return basis;
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}
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};
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void WeightedSum(float w1, float w2, float w3, in pathFrame c1, in pathFrame c2, in pathFrame c3, out pathFrame sum)
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{
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sum.position.x = c1.position.x * w1 + c2.position.x * w2 + c3.position.x * w3;
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sum.position.y = c1.position.y * w1 + c2.position.y * w2 + c3.position.y * w3;
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sum.position.z = c1.position.z * w1 + c2.position.z * w2 + c3.position.z * w3;
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sum.tangent.x = c1.tangent.x * w1 + c2.tangent.x * w2 + c3.tangent.x * w3;
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sum.tangent.y = c1.tangent.y * w1 + c2.tangent.y * w2 + c3.tangent.y * w3;
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sum.tangent.z = c1.tangent.z * w1 + c2.tangent.z * w2 + c3.tangent.z * w3;
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sum.normal.x = c1.normal.x * w1 + c2.normal.x * w2 + c3.normal.x * w3;
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sum.normal.y = c1.normal.y * w1 + c2.normal.y * w2 + c3.normal.y * w3;
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sum.normal.z = c1.normal.z * w1 + c2.normal.z * w2 + c3.normal.z * w3;
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sum.binormal.x = c1.binormal.x * w1 + c2.binormal.x * w2 + c3.binormal.x * w3;
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sum.binormal.y = c1.binormal.y * w1 + c2.binormal.y * w2 + c3.binormal.y * w3;
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sum.binormal.z = c1.binormal.z * w1 + c2.binormal.z * w2 + c3.binormal.z * w3;
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sum.color.x = c1.color.x * w1 + c2.color.x * w2 + c3.color.x * w3;
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sum.color.y = c1.color.y * w1 + c2.color.y * w2 + c3.color.y * w3;
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sum.color.z = c1.color.z * w1 + c2.color.z * w2 + c3.color.z * w3;
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sum.color.w = c1.color.w * w1 + c2.color.w * w2 + c3.color.w * w3;
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sum.thickness = c1.thickness * w1 + c2.thickness * w2 + c3.thickness * w3;
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}
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pathFrame addFrames(pathFrame c1, pathFrame c2)
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{
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pathFrame r;
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r.Initialize(c1.position + c2.position, c1.tangent + c2.tangent, c1.normal + c2.normal, c1.binormal + c2.binormal, c1.color + c2.color, c1.thickness + c2.thickness);
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return r;
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}
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pathFrame multiplyFrame(float f, pathFrame c)
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{
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pathFrame r;
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r.Initialize(c.position * f, c.tangent * f, c.normal * f, c.binormal * f, c.color * f, c.thickness * f);
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return r;
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}
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#endif |