private void ChangeMesh(ThreadableMesh mesh) { Mesh unityMesh = mesh; unityMesh.RecalculateNormals(); Filter.mesh = unityMesh; }
public static ThreadableMesh Build(VoxelData voxels) { List <Vector3> vertices = new List <Vector3>(); List <int> triangles = new List <int>(); int triIndex = 0; for (int y = 0; y < voxels.Height; y++) { for (int z = 0; z < voxels.Depth; z++) { for (int x = 0; x < voxels.Width; x++) { var voxel = voxels.GetVoxel(x, y, z); if (voxel.Color.a == 0) { continue; } // build var cullingFaces = CalcCullingFaces(voxels, x, y, z); if (cullingFaces == CullingFaces.All) { continue; } vertices.AddRange(MakeVertices(cullingFaces, x, y, z)); triangles.AddRange(MakeTriangles(cullingFaces, ref triIndex)); } } } var mesh = new ThreadableMesh(); mesh.Vertices = vertices.ToArray(); mesh.Triangles = triangles.ToArray(); return(mesh); }