public void Execute() { int nVoxels = Voxels.Length(0) * Voxels.Length(1) * Voxels.Length(2); int nCells = (Voxels.Length(0) - 1) * (Voxels.Length(1) - 1) * (Voxels.Length(2) - 1); var MemoryCache = new NativeMemoryCache(Allocator.Temp); var DedupeCache = new VoxelMeshTessellation.NativeDeduplicationCache(Allocator.Temp); var Components = new NativeList <VoxelMeshComponent>(Allocator.Temp); var Indices = new NativeList <PackedIndex>(Allocator.Temp); var Vertices = new NativeList <VoxelMeshComponentVertex>(Allocator.Temp); var Materials = new NativeArray <int>(8, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var Intersections = new NativeArray <float>(12, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var Normals = new NativeArray <float3>(12, Allocator.Temp, NativeArrayOptions.UninitializedMemory); var solver = new SvdQefSolver <RawArrayVoxelCell> { Clamp = false }; var polygonizer = new CMSVoxelPolygonizer <RawArrayVoxelCell, CMSProperties.DataStruct, SvdQefSolver <RawArrayVoxelCell>, IntersectionSharpFeatureSolver <RawArrayVoxelCell> >(PolygonizationProperties, solver, new IntersectionSharpFeatureSolver <RawArrayVoxelCell>(), MemoryCache); int xSize = Voxels.Length(0); int ySize = Voxels.Length(1); int zSize = Voxels.Length(2); TIndexer indexer = Voxels.Indexer; for (int index = 0; index < nVoxels; ++index) { int x = 0, y = 0, z = 0; indexer.FromIndex(index, ref x, ref y, ref z); if (x < xSize - 1 && y < ySize - 1 && z < zSize - 1 && FillCell(Voxels, x, y, z, 0, Materials, Intersections, Normals)) { //TODO Directly operate on voxel array RawArrayVoxelCell cell = new RawArrayVoxelCell(0, new float3(x, y, z), Materials, Intersections, Normals); polygonizer.Polygonize(cell, Components, Indices, Vertices); } } VoxelMeshTessellation.Tessellate(Components, Indices, Vertices, Matrix4x4.identity, MeshVertices, MeshTriangles, MeshNormals, MeshMaterials, new MaterialColors(), MeshColors, DedupeCache); MemoryCache.Dispose(); DedupeCache.Dispose(); Materials.Dispose(); Intersections.Dispose(); Normals.Dispose(); Components.Dispose(); Indices.Dispose(); Vertices.Dispose(); //Cells.Dispose(); }
public void Execute() { var solver = new SvdQefSolver <RawArrayVoxelCell>(); solver.Clamp = false; var polygonizer = new CMSVoxelPolygonizer <RawArrayVoxelCell, CMSStandardProperties, SvdQefSolver <RawArrayVoxelCell>, IntersectionSharpFeatureSolver <RawArrayVoxelCell> >(new CMSStandardProperties(), solver, new IntersectionSharpFeatureSolver <RawArrayVoxelCell>(), MemoryCache); for (int i = 0; i < Cells.Length; i++) { RawArrayVoxelCell cell = new RawArrayVoxelCell(i, Cells[i], Materials, Intersections, Normals); polygonizer.Polygonize(cell, Components, Indices, Vertices); } VoxelMeshTessellation.Tessellate(Components, Indices, Vertices, Matrix4x4.identity, MeshVertices, MeshTriangles, MeshNormals, MeshMaterials, new MaterialColors(), MeshColors, DedupeCache); }
private void Update() { if (undo) { undo = false; var editManager = GetComponent <VoxelEditManagerContainer>().Instance; if (editManager != null) { editManager.Undo(); } } if (redo) { redo = false; var editManager = GetComponent <VoxelEditManagerContainer>().Instance; if (editManager != null) { editManager.Redo(); } } if (!lockSelection) { Camera camera = Camera.current; if (camera != null) { Vector3 relPos = camera.transform.position - transform.position; Vector3 relDir = Quaternion.Inverse(transform.rotation) * camera.transform.forward.normalized; //if (field.RayCast(relPos, relDir, 16, out TestVoxelField.RayCastResult result)) if (gameObject.GetComponent <VoxelWorldContainer>().Instance.RayCast(relPos, relDir, 64, out VoxelWorld <MortonIndexer> .RayCastResult result)) { selectedCell = new Vector3Int(Mathf.FloorToInt(result.pos.x), Mathf.FloorToInt(result.pos.y), Mathf.FloorToInt(result.pos.z)); } else { selectedCell = null; } if (selectedCell != null) { lockedSelection = selectedCell.Value; } else { lockedSelection = Vector3Int.zero; } } else { selectedCell = null; } } else { selectedCell = lockedSelection; } if (selectedCell != null && prevSelectedCell != selectedCell) { //field.FillCell(selectedCell.Value.x, selectedCell.Value.y, selectedCell.Value.z, 0, gizmoCellMaterials, gizmoCellIntersections, gizmoCellNormals); var sculpture = gameObject.GetComponent <VoxelWorldContainer>().Instance; VoxelChunk <MortonIndexer> chunk = sculpture.GetChunk(ChunkPos.FromVoxel(selectedCell.Value, sculpture.ChunkSize)); if (chunk != null) { chunk.FillCell( ((selectedCell.Value.x % sculpture.ChunkSize) + sculpture.ChunkSize) % sculpture.ChunkSize, ((selectedCell.Value.y % sculpture.ChunkSize) + sculpture.ChunkSize) % sculpture.ChunkSize, ((selectedCell.Value.z % sculpture.ChunkSize) + sculpture.ChunkSize) % sculpture.ChunkSize, 0, gizmoCellMaterials, gizmoCellIntersections, gizmoCellNormals); gizmoCell = new RawArrayVoxelCell(0, (Vector3)selectedCell.Value, gizmoCellMaterials, gizmoCellIntersections, gizmoCellNormals); NativeMemoryCache memoryCache = new NativeMemoryCache(Allocator.Persistent); var polygonizer = new CMSVoxelPolygonizer <RawArrayVoxelCell, CMSStandardProperties, SvdQefSolver <RawArrayVoxelCell>, IntersectionSharpFeatureSolver <RawArrayVoxelCell> >(new CMSStandardProperties(), new SvdQefSolver <RawArrayVoxelCell>(), new IntersectionSharpFeatureSolver <RawArrayVoxelCell>(), memoryCache); var components = new NativeList <VoxelMeshComponent>(Allocator.Persistent); var componentIndices = new NativeList <PackedIndex>(Allocator.Persistent); var componentVertices = new NativeList <VoxelMeshComponentVertex>(Allocator.Persistent); polygonizer.Polygonize(gizmoCell, components, componentIndices, componentVertices); gizmoComponents = new List <VoxelMeshComponent>(components.Length); for (int i = 0; i < components.Length; i++) { gizmoComponents.Add(components[i]); } gizmoComponentIndices = new List <PackedIndex>(componentIndices.Length); for (int i = 0; i < componentIndices.Length; i++) { gizmoComponentIndices.Add(componentIndices[i]); } gizmoComponentVertices = new List <VoxelMeshComponentVertex>(componentVertices.Length); for (int i = 0; i < componentVertices.Length; i++) { gizmoComponentVertices.Add(componentVertices[i]); } memoryCache.Dispose(); components.Dispose(); componentIndices.Dispose(); componentVertices.Dispose(); gizmoPosition = selectedCell.Value; gizmoTransform = Matrix4x4.TRS(transform.position, transform.rotation, transform.lossyScale); } } prevSelectedCell = selectedCell; float brushSize = 2.1f + 8; if (placeSdf) { placeSdf = false; regenerate = true; var editManager = GetComponent <VoxelEditManagerContainer>().Instance; switch (brushType) { case BrushType.Sphere: gameObject.GetComponent <VoxelWorldContainer>().Instance.ApplySdf(new Vector3(gizmoPosition.x, gizmoPosition.y, gizmoPosition.z), Quaternion.Euler(sdfRotation), new SphereSDF(brushSize), MaterialColors.ToInteger(materialRed, materialGreen, materialBlue, materialTexture), replaceSdfMaterial, editManager.Consumer()); break; case BrushType.Box: gameObject.GetComponent <VoxelWorldContainer>().Instance.ApplySdf(new Vector3(gizmoPosition.x, gizmoPosition.y, gizmoPosition.z), Quaternion.Euler(sdfRotation), new BoxSDF(brushSize), MaterialColors.ToInteger(materialRed, materialGreen, materialBlue, materialTexture), replaceSdfMaterial, editManager.Consumer()); break; case BrushType.Cylinder: gameObject.GetComponent <VoxelWorldContainer>().Instance.ApplySdf(new Vector3(gizmoPosition.x, gizmoPosition.y, gizmoPosition.z), Quaternion.Euler(sdfRotation), new CylinderSDF(brushSize, brushSize), MaterialColors.ToInteger(materialRed, materialGreen, materialBlue, materialTexture), replaceSdfMaterial, editManager.Consumer()); break; case BrushType.Pyramid: gameObject.GetComponent <VoxelWorldContainer>().Instance.ApplySdf(new Vector3(gizmoPosition.x, gizmoPosition.y - brushSize / 2, gizmoPosition.z), Quaternion.Euler(sdfRotation), new PyramidSDF(brushSize * 2, brushSize * 2), MaterialColors.ToInteger(materialRed, materialGreen, materialBlue, materialTexture), replaceSdfMaterial, editManager.Consumer()); break; case BrushType.Mesh: var mesh = voxelizeMesh.mesh; var triangles = mesh.triangles; var vertices = mesh.vertices; var normals = mesh.normals; var inVertices = new NativeArray <float3>(triangles.Length, Allocator.TempJob); var inNormals = new NativeArray <float3>(triangles.Length, Allocator.TempJob); for (int l = triangles.Length, i = 0; i < l; i += 3) { inVertices[i] = vertices[triangles[i]]; inVertices[i + 1] = vertices[triangles[i + 1]]; inVertices[i + 2] = vertices[triangles[i + 2]]; inNormals[i] = normals[triangles[i]]; inNormals[i + 1] = normals[triangles[i + 1]]; inNormals[i + 2] = normals[triangles[i + 2]]; } int voxelizerSize = 64; var outVoxels = new NativeArray3D <Voxel.Voxel, MortonIndexer>(new MortonIndexer(voxelizerSize, voxelizerSize, voxelizerSize), voxelizerSize, voxelizerSize, voxelizerSize, Allocator.TempJob); var voxelizationProperties = smoothVoxelizerNormals ? Voxelizer.VoxelizationProperties.SMOOTH : Voxelizer.VoxelizationProperties.FLAT; var watch = new System.Diagnostics.Stopwatch(); watch.Start(); using (var job = Voxelizer.Voxelize(inVertices, inNormals, outVoxels, MaterialColors.ToInteger(materialRed, materialGreen, materialBlue, materialTexture), voxelizationProperties)) { job.Handle.Complete(); } watch.Stop(); Debug.Log("Voxelized mesh: " + watch.ElapsedMilliseconds + "ms"); watch.Reset(); watch.Start(); //TODO Make voxelizer also undoable? gameObject.GetComponent <VoxelWorldContainer>().Instance.ApplyGrid((int)gizmoPosition.x, (int)gizmoPosition.y, (int)gizmoPosition.z, outVoxels, true, false, null); watch.Stop(); Debug.Log("Applied to grid: " + watch.ElapsedMilliseconds + "ms"); inVertices.Dispose(); inNormals.Dispose(); outVoxels.Dispose(); break; case BrushType.Custom: using (var sdf = customBrush.Instance.CreateSdf(Allocator.TempJob)) { gameObject.GetComponent <VoxelWorldContainer>().Instance.ApplySdf(new Vector3(gizmoPosition.x, gizmoPosition.y, gizmoPosition.z), Quaternion.Euler(sdfRotation), sdf, MaterialColors.ToInteger(materialRed, materialGreen, materialBlue, materialTexture), replaceSdfMaterial, editManager.Consumer()); } break; } } if (gizmoPosition != null) { switch (brushType) { case BrushType.Sphere: gameObject.GetComponent <SdfShapeRenderHandler>().Render(new Vector3(gizmoPosition.x, gizmoPosition.y, gizmoPosition.z), Quaternion.Euler(sdfRotation), new SphereSDF(brushSize)); break; case BrushType.Box: gameObject.GetComponent <SdfShapeRenderHandler>().Render(new Vector3(gizmoPosition.x, gizmoPosition.y, gizmoPosition.z), Quaternion.Euler(sdfRotation), new BoxSDF(brushSize)); break; case BrushType.Cylinder: gameObject.GetComponent <SdfShapeRenderHandler>().Render(new Vector3(gizmoPosition.x, gizmoPosition.y, gizmoPosition.z), Quaternion.Euler(sdfRotation), new CylinderSDF(brushSize, brushSize)); break; case BrushType.Pyramid: gameObject.GetComponent <SdfShapeRenderHandler>().Render(new Vector3(gizmoPosition.x, gizmoPosition.y - brushSize / 2, gizmoPosition.z), Quaternion.Euler(sdfRotation), new PyramidSDF(brushSize * 2, brushSize * 2)); break; case BrushType.Custom: Matrix4x4 brushTransform = Matrix4x4.TRS(new Vector3(gizmoPosition.x, gizmoPosition.y, gizmoPosition.z), Quaternion.Euler(sdfRotation), new Vector3(1, 1, 1)); using (var sdf = customBrush.Instance.CreateSdf(Allocator.TempJob)) { gameObject.GetComponent <SdfShapeRenderHandler>().Render(brushTransform, sdf); } Camera camera = Camera.current; if (camera != null) { selectedPrimitive = -1; var ray = camera.transform.forward.normalized; float maxDst = 60.0f; int steps = Mathf.CeilToInt(maxDst * 2); for (int i = 0; i < steps && selectedPrimitive < 0; i++) { var pos = camera.transform.position + ray * maxDst / steps * i; int j = 0; foreach (var primitive in customBrush.Instance.Primitives) { var renderSdf = customBrush.Instance.Evaluator.GetRenderSdf(primitive); if (renderSdf != null && renderSdf.Eval(math.mul(math.mul(brushTransform, primitive.invTransform), new float4(pos, 1.0f)).xyz) < 0) { selectedPrimitive = j; break; } j++; } } } if (selectedPrimitive >= 0 && selectedPrimitive < customBrush.Instance.Primitives.Count) { var primitive = customBrush.Instance.Primitives[selectedPrimitive]; var renderSdf = customBrush.Instance.Evaluator.GetRenderSdf(primitive); if (renderSdf != null) { gameObject.GetComponent <SdfShapeRenderHandler>().Render(brushTransform * (Matrix4x4)primitive.transform, renderSdf); } } break; } } if (generateEachFrame || regenerate) { regenerate = false; //GenerateMesh(); } }