public class SplinePoint { public Vector3 p; public Vector3 n; public Color col; public float lifeTime; public float nrmFade_Start; public float lenToPrev; public bool active = false; public void init(Vector3 p1, Vector3 n1, Color col1, float lifetime1, float nrmFade_Start1,float len) { p = p1; n = n1; col = col1; lifeTime = lifetime1; nrmFade_Start = nrmFade_Start1; lenToPrev = len; active = true; } } public class ArgosQuad //tracks VB list divided by 6 { public float lifeTime = 0f; public float currTime = 0f; public float fadeStart = 0f; public MeshDraft mdQuad; public bool bActive = false; public ArgosQuad() { mdQuad = new MeshDraft(); } public void initWithStamp(MeshDraft md) { mdQuad.Add(md); } } public class ArgosMeshDraft : MeshDraft { public List<Vector3> vTriCenter = new List<Vector3>(); public List<int> vQual = new List<int>(); public List<ArgVert> icoPointCloud = new List<ArgVert>(); public List<ArgosQuad> quadLst = new List<ArgosQuad>(); public ArgosQuad[] quadPool; public SplinePoint[] sPointPool; public int qpCurrIdx = 0; public int qpLen = 0; private int spCurrIdx = 0; private int spLen = 0; MeshDraft mdScatch = new MeshDraft(); Mesh meshInternal = new Mesh(); public ArgosMeshDraft() : base() { } public void initPools(int poolCount) { quadPool = new ArgosQuad[poolCount]; sPointPool = new SplinePoint[poolCount]; Color col = new Color(1, 1, 1, 1); mdScatch.Add(Quad(Vector3.zero, Vector3.zero, Vector3.zero, Vector3.zero, col)); for (int i = 0; i < poolCount; i++) { quadPool[i] = new ArgosQuad(); sPointPool[i] = new SplinePoint(); quadPool[i].initWithStamp(mdScatch); } qpCurrIdx = spCurrIdx = 0; qpLen = spLen = poolCount; } public void Spline_Point_Paint(Vector3 p, Vector3 n, Color col, float lifetime, float nrmFade_Start) { Vector3 v = sPointPool[spCurrIdx].p; v = p - v; if (++spCurrIdx > spLen) spCurrIdx = 0; sPointPool[spCurrIdx].init(p, n, col, lifetime, nrmFade_Start, v.magnitude); } public Vector3 CatmullRom(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) { Vector3 a = 0.5f * (2f * p1); Vector3 b = 0.5f * (p2 - p0); Vector3 c = 0.5f * (2f * p0 - 5f * p1 + 4f * p2 - p3); Vector3 d = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3); Vector3 pos = a + (b * t) + (c * t * t) + (d * t * t * t); return pos; } public ArgosQuad getPoolQuad() { bool scan = true; int idx = qpCurrIdx; int cnt = 0; while (scan) { cnt++; if (quadPool[idx].bActive == false) { quadPool[idx].bActive = true; qpCurrIdx = idx; return quadPool[idx]; } if (++idx > qpLen - 1) { idx = 0; } if (cnt > qpLen) { scan = false; } } return null; } public Mesh ToMeshInternal() { meshInternal.Clear(); meshInternal.vertices = vertices.ToArray(); meshInternal.triangles = triangles.ToArray(); meshInternal.normals = normals.ToArray(); meshInternal.uv = uv.ToArray(); meshInternal.colors = colors.ToArray(); return meshInternal; } public Mesh ToMeshInternal_From_QuadPool() { Clear(); int poolCount = quadPool.Length; int v = 0;//verts int t = 0;//tris for (int i = 0; i < poolCount; i++) { if (quadPool[i].bActive) { Add(quadPool[i].mdQuad); } } return ToMeshInternal(); } public void Quad_Paint(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3, Color col, float lifetime, float fade_start) { ArgosQuad aq = getPoolQuad(); if (aq == null) return;//no non active quads aq.lifeTime = lifetime; aq.fadeStart = fade_start; aq.currTime = 0f; //quadLst.Add(aq); Init_Quad_fromPool(aq, v0, v1, v2, v3, col); } public void Init_Quad_fromPool(ArgosQuad aq, Vector3 vertex0, Vector3 vertex1, Vector3 vertex2, Vector3 vertex3, Color col)//TODO REOWKK QUADPOOL ONLY { Vector3 normal = Vector3.Cross((vertex1 - vertex0), (vertex2 - vertex0)).normalized; aq.mdQuad.vertices[0] = vertex0; aq.mdQuad.vertices[1] = vertex1; aq.mdQuad.vertices[2] = vertex2; aq.mdQuad.vertices[3] = vertex3; aq.mdQuad.normals[0] = normal; aq.mdQuad.normals[1] = normal; aq.mdQuad.normals[2] = normal; aq.mdQuad.normals[3] = normal; } public void QuadPoolUpdate()//Change to Pool { int poolCount = quadPool.Length; for (int i = 0; i < poolCount; i++) { quadPool[i].currTime += Time.deltaTime; float fadeStart = quadPool[i].fadeStart * quadPool[i].lifeTime; if (quadPool[i].currTime > fadeStart && quadPool[i].bActive) { float attenAlpha = 1.0f - (quadPool[i].currTime - fadeStart) / (quadPool[i].lifeTime - fadeStart); Color col; for (int j = 0; j < 4; j++) { col = quadPool[i].mdQuad.colors[j]; col.a = attenAlpha; quadPool[i].mdQuad.colors[j] = col; } } if (quadPool[i].currTime > quadPool[i].lifeTime) { quadPool[i].bActive = false; //RemoveQuad(i); } } }
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- devNotes 4-12-16 Spherical Mapping – Audio Xurious
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- devNotes 4-15-16 triangle grading – Voronoi cells and Delaunay triangulation
- devNotes 4-16-16 instancing tethered masses with radial repelling forces
- devNotes 4-17-16 triangle center quality – point in given cell
- devNotes 4-18-16 triangle center quality – projections to/from the uv plane
- devNotes 4-19-16 tcq – unit testing – 2D rotator
- devNotes 4-20-16 tcq – unit testing continued
- devNotes 4-21-16 tcq implementation – hex mapping and indexing
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- devNotes 6-12-16 VR lab, sound and partSys interfaces
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- devNotes 6-14-16 echo editor ui, argos mesh draft, phi
- devNotes 6-15-16 Sound Plot, Circular buffer, Echo Processing
- devNotes 6-16-16 pipeline back to vr, movement, sphere cursor
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- devNotes 6-25-16 ioc – amvcc or application-model-view-controller-component
- devNotes 6-26-16 fsm mvc ui Trygve Reenskaug
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- devNotes 6-29-16 navigation UI state cursor follow
- devNotes 6/30/16 GearVR testing navigation sphere cursor states
- devNotes 7-01-16 sphere interaction cursor states voronoi
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