Example #1
0
    //private MeshData GetDataLod(int lodLevel, bool[] neighbors)
    //{
    //    var lod = Consts.LodsAmount - lodLevel;
    //    if (lod == 0) return GetSeaBottomData();
    //    if (lod > _maxDataLod - 1) lod = _maxDataLod - 1;

    //    var size = _heigthData.GetLength(0);
    //    var step = (size - 1)/(int)Mathf.Pow(2, lod);


    //    var amount = (size - 1)/step + 1;
    //    var vertices = CalculateVertices(amount);

    //    for (int x = 0; x < size; x += step)
    //    {
    //        for (int z = 0; z < size; z += step)
    //        {
    //            var height = _heigthData[x, z]*_maxHeight;

    //            //Debug.Log(x.ToString("D2") + "|" + z.ToString("D2") + "|" + step.ToString("D2") + "|" + vertices.Length.ToString("D3") + "|" + (((x / step) * ((size - 1) / step + 1)) + (z / step)).ToString("D3"));
    //            vertices[((x/step)*((size - 1)/step + 1)) + (z/step)].y = height;
    //        }
    //    }
    //    return new MeshData()
    //    {
    //        Vertices = vertices,
    //        Triangles = CalulateTriangles(amount),
    //        UVs = CalculateUvs(amount)
    //    };
    //}

    private MeshData GetDataLod(int lodLevel, bool[] neighbors)
    {
        var lod = Consts.LodsAmount - lodLevel;

        if (lod > _maxDataLod - 1)
        {
            lod = _maxDataLod - 1;
        }


        var size = _heigthData.GetLength(0);
        var step = (size - 1) / (int)Mathf.Pow(2, lod);


        var amount = (size - 1) / step + 1;

        var matrix = Assistant.CreateVerticesMatrix(amount, Consts.UnitSize);

        for (int x = 0; x < size; x += step)
        {
            for (int z = 0; z < size; z += step)
            {
                var height = _heigthData[x, z] * _maxHeight;

                //Debug.Log(x.ToString("D2") + "|" + z.ToString("D2") + "|" + step.ToString("D2") + "|" + vertices.Length.ToString("D3") + "|" + (((x / step) * ((size - 1) / step + 1)) + (z / step)).ToString("D3"));
                //vertices[((x / step) * ((size - 1) / step + 1)) + (z / step)].y = height;
                matrix[x / step, z / step].y = height;
            }
        }
        return(new MeshData()
        {
            Vertices = GetArrayFromMatrix(matrix, neighbors),
            Triangles = Assistant.CreateTriangles(amount),
            UVs = Assistant.CreateUvs(amount)
        });
    }