public Mesh GenLodCell(WorldChunk<sbyte> chunk) { Mesh mesh = new Mesh(); int lod = 1; for (int x = 0; x < volume.ChunkSize; x++) { for (int y = 0; y < volume.ChunkSize; y++) { for (int z = 0; z < volume.ChunkSize; z++) { Vector3i position; //new Vector3i(x, y, z); position.X = x; position.Y = y; position.Z = z; PolygonizeCell(chunk.GetPosition(), position, ref mesh, lod); } } } return mesh; }
internal void PolygonizeCell(Vector3i offsetPos, Vector3i pos, ref Mesh mesh, int lod) { Debug.Assert(lod >= 1, "Level of Detail must be greater than 1"); offsetPos += pos * lod; byte directionMask = (byte)((pos.X > 0 ? 1 : 0) | ((pos.Z > 0 ? 1 : 0) << 1) | ((pos.Y > 0 ? 1 : 0) << 2)); sbyte[] density = new sbyte[8]; for (int i = 0; i < density.Length; i++) { density[i] = volume[offsetPos + Tables.CornerIndex[i] * lod]; } byte caseCode = getCaseCode(density); if ((caseCode ^ ((density[7] >> 7) & 0xFF)) == 0) //for this cases there is no triangulation return; Vector3f[] cornerNormals = new Vector3f[8]; for (int i = 0; i < 8; i++) { var p = offsetPos + Tables.CornerIndex[i] * lod; float nx = (volume[p + Vector3i.UnitX] - volume[p - Vector3i.UnitX]) * 0.5f; float ny = (volume[p + Vector3i.UnitY] - volume[p - Vector3i.UnitY]) * 0.5f; float nz = (volume[p + Vector3i.UnitZ] - volume[p - Vector3i.UnitZ]) * 0.5f; //cornerNormals[i] = new Vector3f(nx, ny, nz); cornerNormals[i].X = nx; cornerNormals[i].Y = ny; cornerNormals[i].Z = nz; cornerNormals[i].Normalize(); } byte regularCellClass = Tables.RegularCellClass[caseCode]; ushort[] vertexLocations = Tables.RegularVertexData[caseCode]; Tables.RegularCell c = Tables.RegularCellData[regularCellClass]; long vertexCount = c.GetVertexCount(); long triangleCount = c.GetTriangleCount(); byte[] indexOffset = c.Indizes(); //index offsets for current cell ushort[] mappedIndizes = new ushort[indexOffset.Length]; //array with real indizes for current cell for (int i = 0; i < vertexCount; i++) { byte edge = (byte)(vertexLocations[i] >> 8); byte reuseIndex = (byte)(edge & 0xF); //Vertex id which should be created or reused 1,2 or 3 byte rDir = (byte)(edge >> 4); //the direction to go to reach a previous cell for reusing byte v1 = (byte)((vertexLocations[i]) & 0x0F); //Second Corner Index byte v0 = (byte)((vertexLocations[i] >> 4) & 0x0F); //First Corner Index sbyte d0 = density[v0]; sbyte d1 = density[v1]; //Vector3f n0 = cornerNormals[v0]; //Vector3f n1 = cornerNormals[v1]; Debug.Assert(v1 > v0); int t = (d1 << 8) / (d1 - d0); int u = 0x0100 - t; float t0 = t / 256f; float t1 = u / 256f; int index = -1; if (UseCache && v1 != 7 && (rDir & directionMask) == rDir) { Debug.Assert(reuseIndex != 0); ReuseCell cell = cache.GetReusedIndex(pos, rDir); index = cell.Verts[reuseIndex]; } if (index == -1) { Vector3f normal = cornerNormals[v0] * t0 + cornerNormals[v1] * t1; GenerateVertex(ref offsetPos, ref pos, mesh, lod, t, ref v0, ref v1, ref d0, ref d1, normal); index = mesh.LatestAddedVertIndex(); } if ((rDir & 8) != 0) { cache.SetReusableIndex(pos, reuseIndex, mesh.LatestAddedVertIndex()); } mappedIndizes[i] = (ushort)index; } for (int t = 0; t < triangleCount; t++) { for (int i = 0; i < 3; i++) { mesh.AddIndex(mappedIndizes[c.Indizes()[t * 3 + i]]); } } }
private void GenerateVertex(ref Vector3i offsetPos, ref Vector3i pos, Mesh mesh, int lod, long t, ref byte v0, ref byte v1, ref sbyte d0, ref sbyte d1, Vector3f normal) { Vector3i iP0 = (offsetPos + Tables.CornerIndex[v0] * lod); Vector3f P0;// = new Vector3f(iP0.X, iP0.Y, iP0.Z); P0.X = iP0.X; P0.Y = iP0.Y; P0.Z = iP0.Z; Vector3i iP1 = (offsetPos + Tables.CornerIndex[v1] * lod); Vector3f P1;// = new Vector3f(iP1.X, iP1.Y, iP1.Z); P1.X = iP1.X; P1.Y = iP1.Y; P1.Z = iP1.Z; //EliminateLodPositionShift(lod, ref d0, ref d1, ref t, ref iP0, ref P0, ref iP1, ref P1); Vector3f Q = InterpolateVoxelVector(t, P0, P1); mesh.AddVertex(Q, normal); }