rj-action-library/Runtime/Procedural/Baking/MultiBakeModeCrossBraces.cs

142 lines
3.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using Godot;
using System;
using System.Threading.Tasks;
namespace Rokojori
{
public class MultiBakeModeCrossBraces:MultiBakeModeBillboardBase
{
public override MultiBaker.BakeMode GetBakeMode()
{
return MultiBaker.BakeMode.Cross_Braces;
}
public override int GetNumViews()
{
var views = multiBaker.crossAngles * 2;
if ( multiBaker.crossBottom )
{
views ++;
}
if ( multiBaker.crossTop )
{
views ++;
}
return views;
}
public override void CreateBakes()
{
var fov = multiBaker.GetCameraFOV();
var distance = multiBaker.GetCameraDistance();
var outputScale = multiBaker.GetOutputScale();
var _bakers = multiBaker.bakers;
var mb = multiBaker;
_bakers.ForEach(
b =>
{
b.useCustomFOV = true;
b.customFOV = fov;
b.useCustomDistance = true;
b.customDistance = distance;
b.rotationMode = Baker.RotationMode.Yaw_Pitch;
}
);
var index = 0;
var mg = new MeshGeometry();
var numTextures = GetNumViews();
var textureAlignment = TextureMerger.ComputeTextureAlignment( numTextures );
if ( mb.crossTop )
{
_bakers[ index ].yaw = 0 + mb.crossAngleOffset;
_bakers[ index ].pitch = 90f;
var uv = TextureMerger.GetUVRectangle( textureAlignment, index, true );
var q = new MeshGeometry();
q.AddQuad( _bakers[ index ].bakingRotation, outputScale, uv.min, uv.max );
mg.Add( q );
index ++;
}
if ( mb.crossBottom )
{
_bakers[ index ].yaw = 0 + mb.crossAngleOffset;
_bakers[ index ].pitch = -90f;
var uv = TextureMerger.GetUVRectangle( textureAlignment, index, true );
var q = new MeshGeometry();
q.AddQuad( _bakers[ index ].bakingRotation, outputScale, uv.min, uv.max );
mg.Add( q );
index ++;
}
for ( int i = 0; i < mb.crossAngles; i++ )
{
for ( int side = 0; side < 2; side ++ )
{
var angle = ( 180f * i ) / (float) mb.crossAngles;
_bakers[ index ].yaw = side == 0 ? angle : ( MathX.Repeat( angle + 180f, 360f ) );
_bakers[ index ].yaw += mb.crossAngleOffset;
_bakers[ index ].pitch = 0;
var uv = TextureMerger.GetUVRectangle( textureAlignment, index, true );
var q = new MeshGeometry();
q.AddQuad( _bakers[ index ].bakingRotation, outputScale, uv.min, uv.max );
if ( mb.crossBraces > 1 )
{
var normal = Vector3.Forward * _bakers[ index ].bakingRotation;
var startOffset = normal * mb.crossSpreadDistance * 0.5f;
var endOffset = -startOffset;
for ( int brace = 0; brace < mb.crossBraces; brace ++ )
{
var bq = q.Clone();
var lerpAmount = (float)brace / (float)( mb.crossBraces - 1 );
var offset = startOffset.Lerp( endOffset, lerpAmount );
bq.ApplyTranslation( offset );
mg.Add( bq );
}
}
else
{
mg.Add( q );
}
index ++;
}
}
mb.X_outputMesh.Mesh = mg.GenerateMesh();
}
}
}