Exemple #1
0
        private void AddVertexData(Mesh mesh, MarchingCubesJob.Out o, int vertexCount, int triangleCount,
                                   TerrainData tData)
        {
            NativeArray <Vector3> .Copy(o.outVertices, DirectMeshAccess.VertexArray, vertexCount);

            NativeArray <int> .Copy(o.outTriangles, DirectMeshAccess.TriangleArray, triangleCount);

            NativeArray <Vector3> .Copy(o.outNormals, DirectMeshAccess.NormalArray, vertexCount);

            NativeArray <Color> .Copy(o.outColors, DirectMeshAccess.ColorArray, vertexCount);

            NativeArray <Vector2> .Copy(o.outUV1s, DirectMeshAccess.Uv0Array, vertexCount);

            NativeArray <uint> .Copy(o.outInfos, DirectMeshAccess.InfoArray, vertexCount);

            var uvs     = DirectMeshAccess.Uv0Array;
            var normals = DirectMeshAccess.NormalArray;

            var infos = DirectMeshAccess.InfoArray;

            for (var i = 0; i < vertexCount; ++i)
            {
                var texInfo = infos[i];
                if (texInfo == Voxel.Unaltered || texInfo == Voxel.OnSurface)
                {
                    // near the terrain surface -> set same normal
                    var uv = uvs[i];
                    normals[i] = tData.GetInterpolatedNormal(uv.x, uv.y);
                }
            }

            DirectMeshAccess.DirectSetTotal(mesh, vertexCount, triangleCount);
            if (digger.MaterialType == TerrainMaterialType.HDRP)
            {
                ListPool.ToVector2Lists(o.outUV2s, vertexCount, out var vector2List1, out var vector2List2);
                mesh.SetUVs(2, vector2List1);
                mesh.SetUVs(3, vector2List2);
            }
            else
            {
                mesh.SetUVs(1, ListPool.ToVector4List(o.outUV2s, vertexCount));
                mesh.SetUVs(2, ListPool.ToVector4List(o.outUV3s, vertexCount));
                mesh.SetUVs(3, ListPool.ToVector4List(o.outUV4s, vertexCount));
            }
        }
Exemple #2
0
        private static Mesh ToMeshSimple(MarchingCubesJob.Out o, int vertexCount, int triangleCount)
        {
            if (vertexCount < 3 || triangleCount < 3)
            {
                return(null);
            }

            Utils.Profiler.BeginSample("[Dig] VoxelChunk.ToMeshSimple");
            var mesh = new Mesh();

            NativeArray <Vector3> .Copy(o.outVertices, DirectMeshAccess.VertexArray, vertexCount);

            NativeArray <int> .Copy(o.outTriangles, DirectMeshAccess.TriangleArray, triangleCount);

            NativeArray <Vector3> .Copy(o.outNormals, DirectMeshAccess.NormalArray, vertexCount);

            DirectMeshAccess.DirectSet(mesh, vertexCount, triangleCount);
            mesh.RecalculateBounds();
            Utils.Profiler.EndSample();
            return(mesh);
        }